Post by Satanick on Apr 8, 2015 22:26:22 GMT
This is where you can purchase new weapons and armor; as well as make some modifications to them, for whatever reason you may have. Though the items are "purchased with IC money," you will be buying them with Fate Points.
The shop is run by a duo of a Dwarf who handles the armor and weapons, and an Elf who handles the mods and accessories.
Weapons
Allows for armed combat attacks. Weapons each have a corresponding attribute and damage level. Weapons may be modified with one mod. When purchasing a weapon, specify what the weapon is and the attribute (Slash, Pierce, or Strike) of damage it inflicts.
(250) Lv 1 Weapon - Minor Damage
(750) Lv 2 Weapon - Minor-Moderate Damage
(1,500) Lv 3 Weapon - Moderate Damage
(2,500) Lv 4 Weapon - Moderate-Major Damage
(4,000) Lv 5 Weapon - Major Damage
Weapon Mods: Only one weapon mod may be put on a weapon. Any of the following may be put on a weapon. The mods only activate on weapon use.
(500) Elemental Attribute Mod - Changes the weapon's attribute to that of a chosen element
(500) Status Infliction Mod - Adds a 25% chance to inflict a chosen status effect on the enemy when hit
(700) Lifedrinker Mod - Converts 10% of damage done to an enemy into HP
(700) Souldrinker Mod - Converts 10% of damage done to an enemy into SP
Armor
Armor protects the wearer from a percentile of damage received. Armor may have one armor mod on it. Only one piece of armor can be worn at a time.
(750) Lv 1 Armor - Reduces incoming damage by 4%
(1,500) Lv 2 Armor - Reduces incoming damage by 8%
(2,500) Lv 3 Armor - Reduces incoming damage by 12%
(4,000) Lv 4 Armor - Reduces incoming damage by 16%
(6,000) Lv 5 Armor - Reduces incoming damage by 20%
Armor Mods: Only one armor mod may be put on a piece of armor. Any of the following may be put on armor. All armor mods stack with skills.
(1,000) Elemental/Physical Resist Mod - Gives user a passive 'Resist' to a chosen attribute
(1,000) Null Crit Mod - User is immune to critical attacks
(500) Endure Mod - An attack that would normally kill the user will instead bring them to 1 HP once per battle
(1,500) Regeneration Mod - Gives user passive HP regeneration
(1,500) Invigoration Mod - Gives user passive SP regeneration
(1,500) Physical Aid Mod - Decreases strain on physical skills by 10%
(1,500) Mental Aid Mod - Decreases strain on magic skills by 10%
Accessories
Accessories give various benefits to the wearer. Only one may be worn at any given time. These effects do not stack with skills that do the same. The only exception is that Boost Accessories may stack with Amp skills; not Boost skills. And Amp Accessories may stack with Boost skills; not Amp skills.
(2,400) Elemental/Physical Boosters (+25% damage of type) - Acts as a Boost skill of the same attribute. Choices of Phys, Fire, Ice, Elec, Wind, Light and Dark.
(1,200) Endurance - Passively adds +15% HP. Does not stack with passive skill equivalents.
(1,200) Mental Fortitude - Passively adds +15% SP. Does not stack with passive skill equivalents.
(1,000) Auto-Sukukaja/Tarukaja/Rakukaja - Buffs holder at start of battle with corresponding buff
(1,000) Bonus Critical Chance - Passively adds +15% crit chance. Stacks with Apt Pupil.
The shop is run by a duo of a Dwarf who handles the armor and weapons, and an Elf who handles the mods and accessories.
Weapons
Allows for armed combat attacks. Weapons each have a corresponding attribute and damage level. Weapons may be modified with one mod. When purchasing a weapon, specify what the weapon is and the attribute (Slash, Pierce, or Strike) of damage it inflicts.
(250) Lv 1 Weapon - Minor Damage
(750) Lv 2 Weapon - Minor-Moderate Damage
(1,500) Lv 3 Weapon - Moderate Damage
(2,500) Lv 4 Weapon - Moderate-Major Damage
(4,000) Lv 5 Weapon - Major Damage
Weapon Mods: Only one weapon mod may be put on a weapon. Any of the following may be put on a weapon. The mods only activate on weapon use.
(500) Elemental Attribute Mod - Changes the weapon's attribute to that of a chosen element
(500) Status Infliction Mod - Adds a 25% chance to inflict a chosen status effect on the enemy when hit
(700) Lifedrinker Mod - Converts 10% of damage done to an enemy into HP
(700) Souldrinker Mod - Converts 10% of damage done to an enemy into SP
Armor
Armor protects the wearer from a percentile of damage received. Armor may have one armor mod on it. Only one piece of armor can be worn at a time.
(750) Lv 1 Armor - Reduces incoming damage by 4%
(1,500) Lv 2 Armor - Reduces incoming damage by 8%
(2,500) Lv 3 Armor - Reduces incoming damage by 12%
(4,000) Lv 4 Armor - Reduces incoming damage by 16%
(6,000) Lv 5 Armor - Reduces incoming damage by 20%
Armor Mods: Only one armor mod may be put on a piece of armor. Any of the following may be put on armor. All armor mods stack with skills.
(1,000) Elemental/Physical Resist Mod - Gives user a passive 'Resist' to a chosen attribute
(1,000) Null Crit Mod - User is immune to critical attacks
(500) Endure Mod - An attack that would normally kill the user will instead bring them to 1 HP once per battle
(1,500) Regeneration Mod - Gives user passive HP regeneration
(1,500) Invigoration Mod - Gives user passive SP regeneration
(1,500) Physical Aid Mod - Decreases strain on physical skills by 10%
(1,500) Mental Aid Mod - Decreases strain on magic skills by 10%
Accessories
Accessories give various benefits to the wearer. Only one may be worn at any given time. These effects do not stack with skills that do the same. The only exception is that Boost Accessories may stack with Amp skills; not Boost skills. And Amp Accessories may stack with Boost skills; not Amp skills.
(2,400) Elemental/Physical Boosters (+25% damage of type) - Acts as a Boost skill of the same attribute. Choices of Phys, Fire, Ice, Elec, Wind, Light and Dark.
(1,200) Endurance - Passively adds +15% HP. Does not stack with passive skill equivalents.
(1,200) Mental Fortitude - Passively adds +15% SP. Does not stack with passive skill equivalents.
(1,000) Auto-Sukukaja/Tarukaja/Rakukaja - Buffs holder at start of battle with corresponding buff
(1,000) Bonus Critical Chance - Passively adds +15% crit chance. Stacks with Apt Pupil.