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Shops for DW NeXT

Posted: July 10th, 2023, 5:03 am
by Strato
[[[Current Shop Limits]]]

Raw material can be bought up to the quality of Malachite.
Weapons can be bought up to the quality of Bloodstone.
General Magic up to Level 7 can be purchased in shops.
Magic in other schools/lists, except for Necromancy, may be purchased up to Level 6.
Restorative Items can be purchased up to HypoStim/Cryo Rations/Delta Ethers/Beta Elixirs/Alpha Megalixirs.
Materials can be bought for Delta Elixirs & Beta Megalixirs.
All Curative Items can be purchased, except for Phoenix Pinions & Remedies above Alpha.
Purchasable Materia are indicated on the Materia page.
All Tech Armor Augmentations are purchasable.
Omnitools are purchasable, up to Nexus.
Assist-Softs are purchasable, up to Deltaware.
Each grenade pack type is available for purchase up to Tier 3, Mark 1, except for Breaker Grenades.

[[Rygar]]

In Rygar, all transactions must be made in crowns. To determine the price, 1 gil = 5 crowns.

[Truce - Apothecary]

The following are available for purchase this month:

1 Elixir Delta
1 Remedy Beta
1 Gamma Ether

[Dorino - Jeweler]

Accessories can be purchased here, up to 3 material grades above the current cap. This is currently Malachite. 3 additional accessories will be rolled at random.

Name: Zoisite Ring of Gloem Slaying
Price: 570000 gil
Crafting DC: 118/188/258
Max Enchantment Level: 6
Natural Property:
Golem Killer(+150% damage to golems)
Acrobatics +6

Name: Malachite Amulet of Mana
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
MP +1500

Name: Alteran Opal Ring
Price: 450000 gil
Crafting DC: 112/182/252
Max Enchantment Level: 6
Natural Property: +5/+1
Auto-Alteran(For 1d5 rounds at battle start, wearer has Mild Runic status.)
Strength stat +10

[Porre][UNAVAILABLE]

In Porre, you can sell off any Artisan: Cooking related projects at a 5% markup.

[Termina]

In Termina, each month, 2 level 4 spells that aren't ordinarily purchasable in shops, are made available. Only 1 copy of each spell is available, and its cost is doubled, bringing the cost of each to 211,500 crowns.

Ice Lance
Photon Ray

[[Ivalice]]

Gil is the currency with which transactions are made in Ivalice.

[Rabanastre - Muthru Bazaar]

Name: Lapis Lazuli Dagger
Price: 265,000 gil(costs 198,750)
DC to Make: 106/176/236
Augmentation Slots: 4
Roll Bonus: +41
Damage Modifier: +650
Skill Level Required: 5

Name: Lapis Lazuli Sword
Price: 397,500 gil(costs 377,625)
DC to Make: 106/176/246
Augmentation Slots: 6
Roll Bonus: +28
Damage Modifier: +975
Skill Level Required: 5

Name: Light Zoisite Shield
Price: 399,000 gil(costs 379,050)
DC to Make: 108/178/238
Augmentation Slots: 2
Block Bonus: +24
Skill Level Required: 5

3 Remedy Beta(13,466 gil each)

Slow III - Inflicts Mild Slow for 1d5 rounds on 3 targets. (640 MP)(Requires Slow II)(100 SpP)(132,525 gil)

[Rabanastre - Batahn's Technicks]

The following are available for purchase as Blue/Card Magic:

Shear(3000 gil) - 100 MP. Reduces magic soak by 1000. Lasts 1d5 rounds.
Addle(3000 gil) - 100 MP. Reduces magic damage by 1000. Lasts 1d5 rounds.
Wither(3000 gil) - 100 MP. Reduces physical damage by 1000. Lasts 1d5 rounds.
Expose(3000 gil) - 100 MP. Reduces physical soak by 1000. Lasts 1d5 rounds.
Poach(7000 gil) - 100 MP. Destroys a foe at less than 10% of max HP that isn't immune to instant KO. Guaranteed loot drop as though the luck roll was a 750.
Souleater(8000 gil) - 200 MP. This can be used in conjunction with a physical attack(not a custom attack). Adds 50% to damage & adds darkness element to attack.
Gil Toss(15000 gil) - May throw gil at the enemy for damage. 1 gil = 1 damage. Capped at triple your max HP.

Libra(5000 gil) - 250 MP. Roll 1d100. This spell may be cast thrice per diem. Lasts 5 rounds/5 minutes.
1-5: Nothing happens.
10-25: You can see the MP of surrounding foes.
26-50: You can see the HP and MP of surrounding foes.
51-75: You can see the HP, MP, and weaknesses of surrounding foes.
76-95: You can see the HP, MP, weaknesses, species, and other information about surrounding foes as though you knew their Monster Lore.
96-100: You can see the HP, MP, weaknesses, species, and other information about surrounding foes as though you knew their Monster Lore. You can also see traps rigged to things like doors and treasure chests.

Achilles(25000 gil) - Roll 1d8. The following becomes the target's new elemental weakness, and the opposite becomes an immunity(an absorption if the enemy had one before).
1-Water(Fire Immunity)
2-Fire(Water Immunity)
3-Wind(Earth Immunity)
4-Earth(Wind Immunity)
5-Light(Shadow Immunity)
6-Shadow(Light Immunity)
7-Holy(Dark Immunity)
8-Dark(Holy Immunity)

[Bhujerba]

Ivalice's Skycity was founded by Moogles and is a prominent airship docking port. Sold items related to Artisan: Engineering receive an additional 5% revenue.

[[Mobius]]

You can purchase firearms in Mobius 1 grade above the current cap. This is currently Lazurite/Lapis Lazuli.
You can also purchase the Venomian Plasma and Bioetheric retrofits.

[[Gaia]]

Gaia's currency standard is the Gil. The following are level 7 spells and cost 95,100 gil, except for the General Magic spell, which is level 8 and costs 139,500 gil.

[Thamasa]

{Creature Summons}

Name: Darkmare (Dark)
There are some nightmares you can't just wake from...

Description: A massive, frightfully powerful evolution of the standard Nightmare breed of fiends. An oversized stallion formed of deep purple fog with a crimson mane of crystalline blades. Its hooves and tail are ablaze with Mist, and will-o-wisps of it flutter about its form as if in adoration.
Initiative: 77*Rank
Element: Dark Affinity IV
HP: 4500*Rank
Attack Roll: 1s7+(7*rank), Damage +2000
Defense Roll: 1s7+(7*rank)
Special: The Darkmare can be ridden, a powerful but uncomfortable warhorse. Its Athletics and Acrobatics for purposes of running speed and jumping distance are set equal to that of the Summoner's Summon skill if that is higher than the Darkmare's own. The Darkmare can move safely across any terrain but cannot enter hallowed ground or cross through moving water except by jumping it. While riding, the rider can only Block, Brace, or dodge using the Darkmare's defense roll.
Rank 1: Spells cast while riding the Darkmare have their damage increased by [+200*Rank], but the caster takes the extra damage this creates in Dark damage due to the backlash of energized Mist.
Rank 2: [Rank*2] of the rider's Riding skill is added to the Darkmare's attack rolls.
Rank 3: The Darkmare leaves behind a choking miasma of dark Mist when it runs, discouraging pursuers. They can either avoid it, taking a -2*Rank penalty to their pursuit check, or run through it, taking half of the Darkmare's attack damage automatically for every round of chase.
Rank 4: The Darkmare can spend its turn performing cavalry manuevers, to apply its full attack damage to the first hit of any attack the Rider performs. This effect can even be applied to magic, if the MP cost is doubled.
Rank 5: The Darkmare can breathe concentrated Mist into its rider, afflicting them with Mist poisoning, which is equivilant to Mild Phazon poisoning and grows at the same rate. The Mist poisoning persists until 5 rounds after the Darkmare is dismissed or killed. If the Rider dismounts, the 'benefits' of Phazon status fade away, but the dangerous growth toward Corruption continues unchecked until the Darkmare is dismissed.

{Ether Magic}

Carrion Surge - A deadly spell which takes advantage of modern societies most prevalent resource. This spell creates an electromagnetic well around a single target that draws the latent electricity in any objects in the area at the target. If a device with a portable battery is present the target takes +600 magic damage. If a device with a high voltage battery such as a car is present, the target takes +1000 magic damage. An active house electrical system causes +2000 magic damage, and something like a high voltage transformer station causes +10000 magic damage. This spell can only be performed once per 'area' (as once the line surges, the electricity will likely be cut off as a stop gap). This damage is cumulative, in that if a car and an electrical outlet are both present, the person takes both +1000 and +2000 magic damage, but if two cars are present the target only takes the one 1000.

{General Magic}

Level 8: Infernaga - The air around a target ignites into flame, setting the target ablaze as well, inflicting "Burning [acute]" status. (640 MP)(+10000 damage)(Requires Inferna & Firaga)(100 SpP)

{Druidic Arcana}

True Seeing - The character is able to bestow "divine sight" on a single target. This spell doubles a character's roll result when attempting to look through or discern illusion-type spells or effects. The character is also automatically able to see through shapeshifting effects

{Divine Arcana}

[SOLD]

{Sorceror's Arcana}

Simulacrum - Creates partially real double of a creature. Inflict Terminal "Illusion" status upon yourself, which lasts for up to (Mage Level) rounds.