Destiny Ascension Armory (9/23/2018)

View information about the various in-game locales.

Destiny Ascension Armory (9/23/2018)

by Oceanblaze January 10th, 2012, 4:29 am
Destiny Ascension's Armory

Last Updated: 11/8/2018 (Packie)

The armory of the Destiny's Ascension was once a large suite of spacious rooms lined with weapon racks, lockers, workbenches, reloading benches, repair stations, and a small test-fire range.

Now... it's half-collapsed on itself, with ceiling, floor, and wall panels buckled, broken, shattered, and littered across the dimly lit inter-connected chambers. Crates of munitions and defense ordinance is spread without care throughout the zone, with some crates lost to the crash, others pilfered through, and some simply missing.


Rules for Use
When taking something from the armory, please make a post below as well as an IC character action noting what was taken.
In the case of Materia, if you return a Materia you have used, denote the AP the materia has; otherwise it will be treated as a baby if no (master) or AP Amount: is placed next to it.
If adding something, denote it in the post and it shall be put on the list for use.
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Weapons
Note: "All types" refers to materials leading up to the specified level, in abundance. These can be taken freely and form "baseline" equipment.

MISSING IN ACTION: Enchantment Locker - "Weapon Aura
Enchantment Locker - "Weapon Aura"
A special cabinet-sized locker lined in alchemic transmutation circles and magical designs, this weapon locker uses special alchemy to grant spiritual power to a weapon of any type, including ranged weapons that generally cannot be enchanted.

This locker bestows the "Weapon Aura" enchantment onto a weapon, and does not require a roll to be used.

Name: Weapon Aura
Equipment: Weapons
Effect: Allows weapon to strike Heartless and other immaterial foes.
DC: 160
MP Cost: 500
Mage Level Required: 1
Augmentation Slots Occupied: 1
Melee Weapons

Swords (Weapon Proficiency: Swords)
All types up to Denzium material.

Demonsbane (Sapphire Sword)
DC To Make: 1455
Skill Level To Use: 17
Price: 77250 gil
Augmentation Slots: 3
Slot 1 - Devil Killer - Double damage vs devil/demon enemies.
Roll Bonus: +23
Damage Mod: 23

Name: Star Sapphire Sword
DC To Make: 1500
Skill Level To Use: 17
Price: 84000 gil
Augmentation Slots: 3
Roll Bonus: +24
Damage Mod: 24

Charon's Claw (Denzium Short Sword)
DC To Make: 2100
Skill Level To Use: 19
Price: 76080 gil
Augmentation Slots: 4
Slot 1: Name: Tempering II(+*1 to damage modifier)
Slot 2: ([ ]) Card Capture
Roll Bonus: +31
Damage Mod: 19.75

Kotetsu (Denzium Katana)
Price: 118875 gil
Augmentation Slots: 4
Slot 1: Voidstrike(L1 dark affinity - 150% damage vs holy, 75% vs dark)
Roll Bonus: +18
Damage Mod: 31.25
DC To Make: 2800
Skill Level To Use: 19

Name: Ingbane Daikatana (Denzium Longsword)
DC To Make: 3500
Skill Level To Use: 19
Price: 0
Augmentation Slots: 4
Roll Bonus: +18
Damage Mod: 31.25
Slots 1-2: Ing Slayer(3x damage vs. Ing)
Slots 3-4: Luminarend(200% damage vs dark-affinity, 50% damage vs holy-affinity)

Name: Radiant Ace (Denzium Longsword)
DC To Make: 3500
Skill Level To Use: 19
Price: 0
Augmentation Slots: 4
Roll Bonus: +18
Damage Mod: 31.25
Slots 1-2: Ing Eliminator(4x damage vs. Ing)
Slots 3-4: Lumina Crush(300% damage vs dark-affinity, 25% damage vs holy-affinity)

Name: 2x Ingbane Edge (Denzium Sword)
DC To Make: 2800
Skill Level To Use: 19
Price: 0
Augmentation Slots: 4
Roll Bonus: +25
Damage Mod: 25
Slots 1-2: Ing Slayer(3x damage vs. Ing)
Slots 3-4: Luminarend(200% damage vs dark-affinity, 50% damage vs holy-affinity)


Name: 1x Ingbane Zanbato (Denzium Sword)
DC To Make: 4200
Skill Level To Use: 19
Price: 0
Augmentation Slots: 4
Roll Bonus: +12
Damage Mod: 37.5
Slots 1-2: Ing Slayer(3x damage vs. Ing)
Slots 3-4: Luminarend(200% damage vs dark-affinity, 50% damage vs holy-affinity)

4x Ingbane Shavers (Denzium Shortswords)
DC To Make: 2100 Each
Skill Level To Use: 19
Price: 0
Augmentation Slots: 4
Roll Bonus: +31
Damage Mod: 18
Slots 1-2: Ing Slayer(3x damage vs. Ing)
Slots 3-4: Luminarend(200% damage vs dark-affinity, 50% damage vs holy-affinity)

Iga Blade(Andrium Shortsword)
DC To Make: 2960
Skill Level To Use: 19
Price: 93840 gil
Augmentation Slots: 4
Roll Bonus: +34
Damage Mod: 20.25
Slot 1: Voidstrike

Ame-no-Murakumo(Andrium Katana)
DC To Make: 2960
Skill Level To Use: 19
Price: 146625 gil
Augmentation Slots: 4
Roll Bonus: +20
Damage Mod: 33.75
Slot 1: Aerostrike

Name: Neosteel Katana
DC To Make: 3200
Skill Level To Use: 21
Price: 188250 gil
Augmentation Slots: 4
Roll Bonus: +22
Damage Mod: 37.5

Name: Aetherium Sword
DC To Make: 4300
Skill Level To Use: 25
Price: 197,100
Augmentation Slots: 5
Roll Bonus: +34
Damage Mod: 34

Chakram (Weapon Proficiency: Chakram, Throwing Weapons)
All types up to Denzium material.

Name: Eye of Judgement (Denzium Chakram)
DC To Make: 2800
Skill Level To Use: 19
Price: 0
Augmentation Slots: 4
Slot 1-2: Ing Slayer (x3 damage VS Ing)
Slot 3-4: Luminarend (x2 damage VS Holy weaknesses)
Roll Bonus: +37
Damage Mod: 24

Scythes (Weapon Proficiency: Scythes)
All types up to Denzium material.

Sword Hammers (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

War Hammers (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

Battle Axes (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

War Axes (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

Javelins (Weapon Proficiency: Polearms, Throwing Weapons)
All types up to Denzium material.

Name: Sexy Javelin
Skill Level To Use: 24
Price: 166455 gil
Augmentation Slots: 0
Roll Bonus: +24
Damage Mod: 37
Breaks on use.
On critical hit, inflicts [charm] for 1 round.

Tridents (Weapon Proficiency: Polearms)
All types up to Denzium material.

Polearms (Weapon Proficiency: Polearms)
All types up to Denzium material.

Clubs (Weapon Proficiency: Clubs)
All types up to Denzium material.

Maces (Weapon Proficiency: Clubs)
All types up to Denzium material.

Flails (Weapon Proficiency: Clubs)
All types up to Denzium material.

Meteor Hammers (Weapon Proficiency: Whips, Martial Arts)
All types up to Denzium material.

Pyroclastic Spark(Ruby Meteor Hammer)
DC To Make: 6200
Skill Level To Use: 25
Price: 173610 gil
Augmentation Slots: 4
Roll Bonus: +40
Damage Mod: 32.8
Slots 1-2: Flamerend(200% to foes weak vs. fire, 50% to foes resistant to fire)
Slot 3: Meteor Drive - Causes Acute Knockback with each use, up to 3 enemies. This is not automatic, and requires a 1-round cooldown between uses.

Whips (Weapon Proficiency: Whips)
All types up to Denzium material.

Grineer Scorpion Whip: "Makes the hurt Feel good"
Price: 70380 gil
Augmentation Slots: 1
Roll Bonus: +53
Damage Mod: 14.9
DC To Make: 2664
Skill Level To Use: 19
Slot 1: Skill bonus Whips +40

Swallows (Weapon Proficiency: Staves)
All types up to Denzium material.

Name: Twin Fanged Hunter (Denzium Swallow)
Price: 0
Augmentation Slots: 4
Slot 1-2: Ing Slayer (x3 damage VS Ing)
Slot 3-4: Luminarend (x2 damage VS Holy weaknesses)
Roll Bonus: +25
Damage Mod: 17.5
DC To Make: 3080
Skill Level To Use: 19


Staves (Weapon Proficiency: Staves)
All types up to Denzium material.

Iron Pole
Discription: A long staff, hewn of dark, obsidial colors, from tip to shaft to tip. Near each end, metallic rings are affixed upon its sides.
http://static1.wikia.nocookie.net/__cb2 ... -ffxii.png
Price: 281520 gil
Augmentation Slots: 8
Roll Bonus: +54
Damage Mod: 10.8(13.8)
DC To Make: 2664
Skill Level To Use: 19
Slot 1: Tempering VI(Damage Modifier +3)
Slot 2: Slowtouch(Afflicts Mild "Slow" 10% of the time)
Slot 3: +12 Magic Affinity
Slot 4:
Slot 5:
Slot 6:
Slot 7:
Slot 8:

Daggers (Weapon Proficiency: Daggers/Knives)
All types up to Denzium material.

Gloves (Weapon Proficiency: Martial Arts)
All types up to Denzium material.

Claw Edges (Weapon Proficiency: Martial Arts)
All types up to Denzium material.

Energy/Vibro Weapons (Weapon Proficiency: variable by weapon type)
All types up to Denzium material.

Ranged Weapons

Shortbows
All types up to Denzium material.

Longbows
All types up to Denzium material.

Name: Aetherium Long Bow
DC To Make: 4300
Skill Level To Use: 25
Price: 246375 gil
Augmentation Slots: 2
Roll Bonus: +38
Damage Mod: 28

Name: Amber Long Bow
DC To Make: 5600
Skill Level To Use: 25
Price: 276750 gil
Augmentation Slots: 2
Roll Bonus: +40
Damage Mod: 29

Throwing Weapons/Edges
All types up to Denzium material.

Crossbows
All types up to Dah'tan Manufacturing Spikethrower Crossbow

Pistols
All types up to Elanus Risk Control Services M-3 Predator

Elanus Risk Control Services M-3 Predator with Blaster Retrofit(Unlimited)
Name: Blaster Retrofit
Price: 150% of base weapon
DC to Make: 150% of base weapon
Restrictions: Requires Research
Description: Uses a gas to produce a highly charged blast of energy in the form of a concentrated energy shot called a blaster bolt.
Effect: Reduces weapon accuracy by 25% but provides a similar increase of 25% damage. Damage is treated as unsoakable. This weapon can no longer use ammunition.

Van Pelt's Sidearm(Colt Patterson)
Price: 63720 gil
Augmentation Slots: 3
Slot 1: Hunter's Gun: If a target is specifically named before setting out (Example: We are going to kill Melbu Frahma), provides a +15 accuracy bonus to that target and deals 20% more damage, but a -10 accuracy penalty against any other target.
Roll Bonus: +29
Damage: 4937 x 1d2
DC:2592
Skill Required:20

Name: Rosenkov Materials Karpov
Price: 77040 gil
Augmentation Slots: 3
Roll Bonus: +42
Damage:4200 x 1d2
DC:2736
Skill Required:20
Slot 1: Double Growth Materia Slot
Slot 2: Double Growth Materia Slot


SMGs
All types up to B. Bauer K-Volt

Shotguns
All types up to Remington 7188

Assault Rifles
All types up to Devlon Industries Raptor

Name: US Special Issue H&K OICW (Objective Individual Combat Weapon)(x1)
Price: 311100 gil
Roll Bonus +10%
Augmentation Slots: 4
Roll Bonus: +42[+61]
Damage:31500
DC:6320
Skill Required: 25
Slot 1 - ACOG Scope(+15 to roll bonus)
((Cloud has dibs on one of these and will be using it if he's on the current mission. If he's NOT on the current mission however, feel free to borrow it))

Battle Rifles
All types up to Lisunov Arms Grendel

1xAmmunition - Shatter Rounds
Cost: 3200 gil
Restrictions:
Description: A specialized ammunition with a binding agent mixed into the liquid nitrogen to create a thick gel-like substance, the Shatter Round is capable of rendering even the densest materials brittle and weak when applied at a cold enough temperature. When used on a target by itself, no effect, but when used on a target affected by the "Freeze" status, the target also suffers from Acute "Slow" effect. However, this effect AND the "Freeze" effect can be removed if a target shucks any and all Armor bonuses (whether carapace or body armor) with a single action. The discarded armor is destroyed in the process.

Sniper Rifles
All types up to Haliat Armory Equalizer

Anti-Materiel Rifle
3x Carrington Institute Atlatl

Machine Guns
All types up to Kalashnikov RPK LMG

Anti-Vehicle Launchers
4x M3 MAAWS Recoiless Rifle
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Armors

Light Armor
All types up to Denzium material.

Cursed Robe(Ruby-Lined Robe)
Price: 231480 gil
Physical Soak Bonus: 3050
Magical Soak Bonus: 6150
Dodge Bonus: +36
Crafting DC: 5580
Slow Death(Wearer is KO'd in 1d5 rounds. This cannot be prevented, even by the end of combat. This enchantment cannot be removed.)
Stat 1:
Stat 2:
Support 1-3: Greater Augmented Casting(+1.5 to spell damage modifiers)
Support 4-5: Improved Critical(Increases crit die by 1. 1d4 becomes 1d5, etc.)
Support 6: Auto-Haste(Start battle with 1d5 rounds of Mild Haste [+20 to all dex rolls].)
Support 7:

Medium Armor
All types up to Denzium material.

Adamant Vest (Durallium Armor)
106200 gil
[Physical Soak Bonus: 3450][Magical Soak Bonus: 3450]
Statistics: [][][]
Support:[Crystal Gel: 50% Armor Up][Improved Magic Damage: *1][][][]

3xHairosama Armor(Orichalcum)
Price: 184950 gil
Physical Soak Bonus: 3200
Magical Soak Bonus: 3200
Crafting DC: 4200
Immune to fire damage. Water attacks deal 150% damage. May be ignited once per battle for 3 turns, adding 4000 fire damage to physical attacks.

Bloodstained Testament(Cardinal Armor)
Price: 328050 gil
Physical Soak Bonus: 4760
Magical Soak Bonus: 4760
Crafting DC: 6440
NOTE: Cannot be hidden on person. Automatically fail all speechcraft/diplomacy checks when worn.
Stat 1: HP+10%
Stat 2: MP+10%
Stat 3:
Support 1-4: Immunity to Petrification
Support 5:

Heavy Armor
All types up to Denzium material.

Solinium Mail
Price: 202125 gil
Physical Soak Bonus: 4100
Magical Soak Bonus: 1820
Crafting DC: 4400

Light Shields
All types up to Denzium material.

Sapphire Light Shield
Price: 57938 gil
Block Modifier: +23
Augmentation Slots: 2
Aug 1: Fire Resistance(25%)
Crafting DC: 1311
Skill Level Required: 17

Demon Shield (Denzium Light Shield)
Price: 71325 gil
Block Modifier: +25
Augmentation Slots: 2
Slot 1 - Darkness Ward - Dark damage -20%
Crafting DC: 2520
Skill Level Required: 19

Heavy Shields
All types up to Denzium material.
1x Sapphire Heavy Shield

Legionnaire's Shield(Andrium Heavy Shield)
Price: 117300 gil
Block Modifier: +42
Dodge/Attack Modifier: -15
Augmentation Slots: 4
Crafting DC: 3256
Skill Level Required: 19

Name: Phazite Heavy Shield
Price: 139500 gil
Block Modifier: +46
Dodge/Attack Modifier: -15
Augmentation Slots: 4
Crafting DC: 3432
Skill Level Required: 21
Slot 1: 4 empty item slots

Name: Neosteel Heavy Shield
Price: 150600 gil
Block Modifier: +48
Dodge/Attack Modifier: -15
Augmentation Slots: 4
Crafting DC: 3520
Skill Level Required: 21
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Accessories

Renewing Morion(Andrium Accessory)
Description: gilded open helmet, the middle of which is lined with an upright steel plating, arcane symbols etched on each side
Price: 117300 gil
Crafting DC: 2960
MP+400
SOS Regen - At 25% of Max HP, user is given Mild Regen, which doubles any healing given to target (except for healing from other regen statuses).

9xDivine Amulet(Auto-Protect)

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Items

Grenades

Fragmentation Grenades
Smoke Grenade
Fog Grenade
Stun Grenade / Flashbang
Chaff Grenade
Jamming Grenade
Concussion Grenade
EMP Grenade
Breaker Grenade

32x Semtex Grenade

Curatives

x11 [Gamma Ether] Heals 3,500 MP

x6 [Potion Ex] Heals 25,000 HP

x2 [Antidote] Cures Mild, Moderate, and Acute "Poison" status effects.

x2 [Extinguisher] A forearm-sized canister contains a special blend of chemicals and suppressants that help immediately put out dangerous fires in a hurry, made specially for use on soldiers or rescue workers for when they're exposed to special, high-temperature flames. Cures Mild, Moderate, and Acute "Burning" status.

x1 [Blowtorch] A much more practical solution than some may be comfortable with for magical or cryogenic freezing, this blowtorch is much more than an industrial tool -- it's safe, precise, and quick, allowing even an amateur to free a subject from ice without much danger. Cures Mild, Moderate, and Acute "Freeze" status.

x3 [Echo Screen] The Echo Screen is a unique blend of herbs and chemicals that, when applied to the throat, soothes pain and breaks hexes that usually stifle speaking or magical connection. Removes Mild, Moderate, and Acute "Silence" status.

x12 [Hydro Ration] A dreamy take on a traditional seafood soup originating from Marseille, this preserved, ready-to-eat meal restores 45% of HP and MP and staves off thirst and hunger for 24 hours when consumed in Survival.

x4 [Salve] A soothing, cyan-colored medigel helps to cure Mild, Moderate, and Acute "Pain" status.

x8 [Sling] This kit includes all the parts necessary to bandage, set, and restore injured/crippled limbs or bones until proper medical care can be given. Cures Mild, Moderate, and Acute "Sprain" status.

x7 [MedKit] A special kit of hospital-grade bandages, styptics, disinfectants, and healing gel, allowing for egregious wounds to be patched up in a matter of moments by even the most novice user. Cures Chronic "Bleed" effect, as well as the 1% additional chance per action taken from Terminal "Bleed" after it has been discovered.

x130 Cryo Ration(25% HP/MP)
x30 Phoenix Down
x28 M-Potion(5000 HP)
x10 Trauma Slap-Patch(Stops bleedout on KO'd character.)
x24 Med-X(+100 Endurance stat fo 5 rounds. Roll 1d100 to use. 5 or lower = opposite effect.)
x4 Delta Ether(1500 MP)
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Magic

Spellbooks

Level 2: Inflict Moderate Wounds (Necromancy, Clerical)
Level 2: Eagle's Splendor (Necromancy, Sorcery, Bardic, Clerical)
Level 3: Inflict Serious Wounds (Necromancy, Clerical)
Level 3: Heroism (Sorcery)
Level 4: Shock (all)
Level 5: Dispel Magic, Greater (Bardic)
Level 5: Freeze (all)
Level 5: Break Enchantment (Clerical, Sorcery)
Level 5: Wall of Force (Sorcery)
Level 6: Flare (all)
Level 6: Veil (Bardic)
Level 6: Cat's Grace, Mass (Bardic, Druidic)
Level 6: Undeath to Death (Clerical)
Level 6: Create Undead (Necromancy)
Level 6: Flashbang, Greater(Technomancy)
Level 6: Cold Ice Strike(Sorceror's Arcana)
Level 7: Resurrection (Clerical)
Level 7: Regenerate(Clerical)
Level 7: Dictum(Divine Arcana)
Level 7: Ruin III(Any)
Level 7: Full Life(Any)
Level 7: Safety Level(Ether Magic)
Level 7: NulTime
Level 7: Insanity(Sorceror's Arcana)
Level 8: Orb of the Void (Necromancy)
Level 8: Earthquake(Necromancy)
Level 8: Cura III(Any)
Level 8: Scathe(Any)



Level 6: Acid Fog (Sorcery)
Acid Fog - This spell allows the caster to create a thick, hazy fog that lingers within 1 Area of 3-dimensional space for (Mage Level) rounds. Anything that passes through or occupies this Area suffers "Melt" status and takes the caster's base magic damage; each consecutive round spent within the Acid Fog area increases the severity of "Melt" by +1 Severity, beginning at Mild with the first round.

Level 6: Wall of Iron (Sorcery)
Wall of Iron - This spell allows the caster to create a dense, metallic wall that occupies up to (Mage Level / 2) Areas. This wall has the character's (maximum Spell Damage * 10) HP and is considered non-elemental. This wall will last for (Mage Level) rounds or until destroyed.

Materia
Note: All Materia are considered 'baby' materia at 0 AP unless otherwise indicated)

Restore (2)
Regen (2)
Lightning (2)
Fire (2)
Ice
Plants
Earth
Ruin
Barrier(2)
Time
Heal
Life
Holy
Dark
Valor
Level 30 Athletics(Command)
Level 15 Engineering(Command)
Fenrir(Summon)
Magus Sisters(Summon)
Added Effect(Support, Level MAX)
Str+ (2)
Dex+ (2)
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Miscellaneous
All materials kept with Melchior, the smith.
1 "unit" is enough to make 1 piece of equipment.

1 unit of Andrium (Dipped)
2 units of Neosteel
3 units of Starmetal
1 unit of Aerotainted Starmetal
2 units of Aetherium

MISSING IN ACTION: 1 Barrel of Magical Liquid
1 barrel of Magical Liquid - Once per week, a unit of raw material may be placed inside. The ore is upgraded by one level. This can only be done once per piece of ore, and once per week.
(Used by Lezard(Duralloy -> Amber)) Renews 4/9/2017)
Enchantment Orbs
May be augmented to an item, armor or accessory to bestow an enchantment; is consumed after use, and can be used with bioetheric-based weaponry.
Water Ward (Armor)
Weapon Aura (Weapon)
Weapon Aura (Weapon)
Geostrike (Weapon)
Shadowstrike (Weapon)
Poison Touch (Weapon)

Accessories

2xDivine Amulet(Auto-Protect)

Casting Aids

Miscellaneous

3x Cryo Rounds(SMG/Pistol)
3x AP Rounds(SMG/Pistol)
1x Narco Rounds(Assault Rifle)
2x Shatter Rounds(Battle Rifle)
1x Snare Rounds(Shotgun)
1x Match Rounds(Battle Rifles)
2x Sledgehammer Rounds(Assault Rifles)
2x Whiplash Rounds(Assault Rifles)
2x Hammerhead Rounds(Pistols/SMGs)
2xDivine Amulet(Auto-Protect)
60xDragon Scale(2 scales can be applied to an armor during crafting to raise its soak values by 20%, or 1 can be sold for 5,000 gil.)
13xDread Blossom(The soft red petals of the Dread Blossom are quite valuable, if difficult to collect. They are worth 100 gil per bundle, or 30 can be refined by a botanist into a potion that cures Acute Shock.)
2xPorring Gel(A common, pink, strawberry substance that can be sold for 1 gil. Alternatively, 5 can be refined into a potion. )
8xRib Eye Great Lion Steak: A Great Lion steak can beadded to any meal to double any strength bonus given by the meal.
4xWolf Pelt: Sells for 200 per pelt. 3 can be used to reduce the DC to make the Climate Control armor mod by 5% (the DC can never drop below 15%), as well as the price by 25,000 (never below 100,000)
3xSerpent Scale: A large scale plied from the River Cobra. Sells for 20 gil or 10 can be used to add 'Poison Ward' to an armor you are crafting
4xSpider Silk: Thin yet durable twine like material spiders use in their webs. 10 will give a weapon a 10% chance of causing mild slow
2xWorm Teeth: (50 gil) - 10 Worm Teeth will give a compatible weapon the Serrated Edge augment when crafting an item.
2xWorm Scale: (200 gil) - 1 Worm Scale will bestow Earth Ward on armor
2x Essence of Stone: A liquid which must be refined by a potionsmaster (DC 200) from the scales of the Rock Lizard. This essence can be used when refining armor to add Earth Ward and Slow/Petrify Ward
1x Treant Bark: Treant Bark: The bark of a treant, worth 5,000 gil, can be used to bestow SOS Regen on any crafted armor or accessory when it is crafted.
2xSylkis Greens
14xArcher Resin(Used when crafting a bow. +2 damage modifier, +10 to-hit)
10xRage Juice(Fills limit/trance gauge by 25%)


Warframe Spoils

The following Mod Cores are available. These have the form of cards that can be installed on weaponry.

Pathogen Rounds adds +15% Toxin damage per rank to pistols/throwing weapons/SMGs/sidearms in general. Rank: 0/5
Contagious Spread adds +15% Toxin damage per rank to Shotgun-class weapons. Rank: 0/5
Rifle Amp - Requires Cybernetic Augments. Aura that increases the damage dealt with Rifle-class weapons by +4.5% per rank. Ranks: 0/5
Physique - Requires Cybernetic Augments. Aura mod that increases the maximum HP of all party members by +3% per rank. Ranks: 0/5

Monster Hunter Spoils

2xDeviljho Hide
2xDeviljho Talon(Power & Armor)
1xDeviljho Gem
9xMedicinal Herbs (10% healing, can be mixed with a Blue Mushroom to enhance to Hunter's Potion (25% healing))
8xHunter's Potion (25% HP recovery)
16xMega Hunter's Potion(50% HP recovery)
2xKelbi Steak(Restores 3000 HP and 1000 MP. If used in battle, cannot dodge/block for 1 round.)
3xRation(50% MP heal)
3xBombfish
6xDungfish
5xSushifish(See Kelbi Steak)
5xSharpfish(-1000 Wyvern soaks, one use)

16xKing's Frill
5xPeco Down
5xPink Rathian Hide
5xPink Rathian Spike
3xVivid Feather
3xTigrex Claw
1xTtigrex hide
1xDeep Dragongem

Jaggi Gear:
62/10 Jaggi Hide
28/10 Bird Wyvern Fang
32/5 Great Jaggi Hide
5/2 Great Jaggi Claw
0/1 Bird Wyvern Gem
Effects: Solinium Armor, +10 To hit +5% HP 20% Weakness to Fire

Velocidrome Gear:
74/10 Velociprey Hide
39/10 Bird Wyvern Fang
32/5 Velocidrome Hide
4/2 Velocidrome Claw
0/1 Bird Wyvern Gem
Effect: Solinium Armor, +10 to Dodge, +5% HP 20% weakness to Lightning

Yian Kut-Ku Gear:
3/15 Yian Kut-Ku Hide
13/5 Yian Kut-Ku Claws
11/1 Large Beak
Effect: Starmetal Armor Bonus 1500 Fire Magical Damage on all physical attacks. 50% Weakness to Water/Thunder

Rathian Armor:
13/10 Rathian Hide
6/10 Rathian Spike
7/2 Inferno Sac
0/1 Rathian Ruby
Effect: Amber Armor: Poison Immunity, 50% Fire Resistance, 50% Weakness to Thunder

Rathalos Armor:
43/10 Rathalos Hide
5/10 Inferno Sac[Note this is also under Rathian Armor]
5/2 Rathalos Plate
0/1 Rathalos Ruby
Effect: Garnet Armor: Fireproof, Ignore Heat. (Can survive volcanic areas) 100% Thunder Weakness.

---Northern Highlands---

Lagiacrus Gear:
11/10 Lagiacrus Hide
12/10 Shell Shocker
5/1 Lagiacrus Sapphire
Effect: Pyrite Armor: Lightningproof , Chronic Sharpen Status 100% Fire Weakness

Hairookami armor:
11/10 Hairookami Pelts
16/5 Hairookami Shells
0/1 Hairookami Oil
Solinium armor, 50% fire resistance, 50% water weakness.

Hairosama Armor:
0/1 Hairokami Armor
0/5 Hairookami Pelts
0/5 Hairookami Shells
0/5 Hairookami Oil
9/1 Fuelgem
Orichalcum Armor, Fire immunity, 50% water weakness. May be ignited once a battle for three turns, adding 4000 fire damage to physical attacks.

Arzuros Armor:
1/10 Arzuros Pelt
6/5 Arzuros brace
6/5 Arzuros Carapace
1/1 Arzuros Shell
Starmetal Armor, +1000 physical defense, mild regen, -10 to rolls to resist status effects

Gypceros Armor:
8/10 Gypceros hide
8/10 Gypceros Claw
3/5 Gypceros Membrane
1/1 Gypceros light gem
Orichalcum Armor, Reduce Mana costs by 15%, Immunity to mild and moderate poison, reduce effectiveness of mana replenishment by 20%.

Khezu armor:
8/10 Flabby Hide
11/10 Pale Bone
5/5 Electro Sac
0/1 Thunder Pearl
Orichalcum Armor, Splits recovery items and spell effects evenly among nearby allies, Positive status effects are split, but reduced by one severity per extra person, minimum mild, Lightning Immunity, If there are allies nearby lightning damage is split evenly among them instead.

Basarios Armor:
9/10 Basarios Shell
7/10 Basarios Bone
5/5 Basarios Wing
3/1 Basarios Tear.
Aetherium Armor, 50% Fire Resist, +15 Defense/Dodge rolls, -15 Athletics/Swimming/Acrobatics/Reaction.

Duramboros Armor:
5/10 Duramboros Shell
11/10 Duramboros Tailbone
1/5 Duramboros Horn
1/1 Hard Mossplate
Effect: Aetherium Armor, +10 to attack and defense rolls for each KO suffered during a mission, capping at three stacks, Mild Regeneration, makes it impossible to crit, only Divine.

Kirin Armor:
3/10 Kirin Hide
14/10 Kirin Mane
1/5 Thunder Tail
1/1 Kirin Horn.
Amber Armor, Lightning Immunity, Raises elemental damage by .5, Positive status effects last one less turn(Minimum one)

Platinum Kirin Armor:
6/10 Shiny Kirin Hide
6/10 Platinum Kirin Mane
2/5 Shining tail
0/1 Platinum Kirin Horn
Garnet Armor. Raises Elemental Damage by *1, Immune to Lightning/Lightning damage is absorbed up to 100,000 points which can then be unleashed to power up a physical or lightning elemental attack, -20% all other elemental resistances.

---Frozen Tundra---

Baggi Armor:
0/10 Baggi Hide
0/5 Baggi Scale
2/1 Baggi Claw
Neosteel Armor, 25% ice/water resist, sleep immunity, 25% fire weakness

Great Baggi Armor:
1/1 Baggi Armor
0/5 Baggi Hide
0/5 Baggi Scale
0/5 Baggi Claw
0/1 Sleep Sac
Solinium Armor, 50% Ice/Water resist, sleep immunity, 25% fire weakness. Once per battle can spit out a giant glob of sleeping toxin, DC150 React to avoid, causes Mild Sleep

Lagombi Armor:
0/10 Lagombi Pelt
0/10 Lagombi Claw
0/5 Lagombi Plastron
0/1 Lagombi Ear.
Starmetal Armor: Increases duration of items and effects by 2, Raises Atletics/Dodge/ by 15, 50% higher vulnerability to Fire.

Akura Shimo Armor:
0/10 Shimo Carapace
0/10 Shimo Crystal
0/5 Shimo Claw
0/1 Shimo Crystal Gland
Orichalcum armor. Immunity to Clod, Mild Sharpen, -20 to stealth checks(Due to GEMS)

Gigginox Armor:
0/10 Flabby Hide
0/10 Uncanny Hide
0/5 Unnerving Talon
0/1 Fearsome Maw
Orichalcum Armor, negate poison, makes wearer's status effects 1 severity stronger, reduce maximum health by 15%

Barioth Armor:
2/10 Barioth Shell
0/10 Barioth Pelt
1/5 Barioth Claw
3/1 Amber Tusk
Aetherium Armor, Immunity to cold, +15 to climb and resist knock down, 40% more damage from fire.

Giaorugu Armor
3/10 Hide
0/10 Horn
1/5 Bone
0/1 Tailblade
Duralloy Armor, Mild Endure, Water/Cold Immunity, 50%Weakness to fire.

Grimclaw Tigrex Armor:
2/10 GT Hide
1/10 GT Claw
1/5 GT fang
0/1 GT Onyx
Duralloy Armor, Mild Sharpen, Immunity to Sonic attacks/roars, Mild Fury, Doubles flee requirements.

Oroshi Kirin Armor:
2/10 OK Hide
1/10 OK Mane
0/5 Frozen Tail
2/1 Icehorn.
Amber Armor, raises Ice/Water damage by *1, Water Immunity, -100 to luck rolls and -1 to number of carves.
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Re: Destiny Ascenion Armory

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by QueenSelphie January 15th, 2012, 6:21 pm
Kuja will be donating the books he has containing:

Fire:
Level 5: Ardor - The ground underneath 5 targets blasts upwards in a powerful thermal upheaving, dealing full damage. (250 MP) (40 SpP)

Ice:
Level 5: Freeze - A series of enormous stalagmites of ice erupt from flash-frozen portions of the ground around and against 5 targets. (250 MP) (40 SpP)

Lightening:

Level 5: Burst - The ground underneath 5 targets grows charged, then conducts a brilliant lightning storm with oppositely charged particles overhead. (250 MP) (40 SpP)

Cometra

Level 7: Cometra - A rain of comets is sent crashing down upon a single enemy. 1d4 hits at *2 damage apiece. This spell has the capacity to inflict collateral damage. (490 MP) (75 SpP)

There will be more to come.
Last edited by QueenSelphie on February 9th, 2012, 5:16 am, edited 1 time in total.
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Re: Destiny Ascenion Armory

by Castle February 4th, 2012, 9:13 pm
[16:10] <@Castle> <Dominic> checked the weapon as he stood in the armory. He checked the Beretta S12mm then twisted his wrist slightly. The chassis hidden within his sleeves connected with the device then pulled it back into his sleeve. He nodded slightly. Good. With that, he made his way to the park, he wanted to reflect on just what happened out there at maleficent's tower and what that meant for his future.
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by Tony February 6th, 2012, 7:12 pm
Aerith places the following Materia into the storage cubbies in the Armory:

Restore (Level 1) (0AP)
Regeneration (Level 1) (0AP)
Lightning (Level 1) (0AP)
Fire (Level 1) (0AP)
Revive (Level 1) (0AP)
Barrier (Level 1) (0AP)
Seal (Level 1) (0AP)
Comet (Level 1) (0AP)
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Re: Destiny Ascenion Armory

by Strato February 7th, 2012, 6:22 pm
«°¦Axel¦°» decides to drop by the armory, a couple of materia in tow. Whistling along the way, he takes a look at where everything's being stored. "These babies done me good...but it's time ta let someone else have 'em," he said to himself with a slight smile, leaving a baby Restore and Bolt materia.
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Re: Destiny Ascenion Armory

by Dragoshi March 16th, 2012, 5:02 am
[01:00:33] <@Dragoshi> <Speirlos> *Nods, quickly heading out to the armory. Once he gets there, he looks at one of the Metal Storm Turrets* "That should be it..." *He hefts it up, grunting and grumbling a little bit* "A bit heavy, but it shouldn't be too much trouble..." *He then leaves the armory, MST in hand, going to head back to the hangar.*
Generic signature. Also, generic ice cream. Now on sale.

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Re: Destiny Ascenion Armory

by Vrentric March 29th, 2012, 11:35 pm
Zon would appear in DA only for a short time, he headed streat for the Armory to pick up a Hiking backpack, then loaded up on 3 of every granade type and a Single Auto Sentry Turret then left as quickly as he came.
*Vrentric walks to the window with a body over his shoulder. "So! Who calls heads?!"
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Re: Destiny Ascenion Armory

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by Kalas April 21st, 2012, 9:53 pm
<{Kalas Eruthain}> would step into the armory, his eyes widening. He looked around, heading over to the where the suits of armor are packed. "Dear sweet god." He'd take up a set of Star Sapphire Mail, as well as head over to the weapon storage to take a Star Sapphire large sword. He'd look around the inside a bit, marvelling at the stores, before heading back to his room to suit up proper.
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Re: Destiny Ascenion Armory

by Strato May 4th, 2012, 8:43 pm
<=Lezard=> , meanwhile, has the Create Undead spellbook tucked into his left arm as he heads toward the armory. Dressed in his traditional blue mage's robes, he returns the tome to a place within the shelf, and retrieves the Chain Lightning tome in kind before he begins to bring it to his apartment.

(He returned it later that day after successfully learning the spell.)
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Re: Destiny Ascension Armory

by Kalem June 3rd, 2013, 5:28 pm
*==>Romulas> would then make his way towards the armory, his sheathed blade rested against his shoulder as he patted it in an affectionate manner. Soft words are spoken to the weapon, as he steps amongst the shelves, placing the blade amongst the racks, idly wondering who would be the next to wield the weapon. He moved, selecting a smaller blade, taking the sword he departed from the armory.


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