DW 7.0 - Shops

Weapons, Armor, Items, Equipment, Spells, and all other things you can drop mad cash on.
7 posts Page 1 of 1

DW 7.0 - Shops

Quote

Post by Strato »

[Current Currency Exchange Rates]

40 crowns -> 3 zollar
(1 crown -> 0.075 zollar)
20 crowns -> 3 gil
(1 crown -> 0.15 gil)

8 gil -> 3 zollar
(1 gil -> 0.375 zollar)
4 gil -> 15 crowns
(1 gil -> 3.75 crowns)

2 zollar -> 3 gil
(1 zollar -> 1.5 gil)
2 zollar -> 15 crowns
(1 zollar -> 7.5 crowns)












Currency Converter

Strangereal

The unit of currency in Strangereal is the Zollar. For value conversions, 1 zollar = 2 gil.

You may participate in Racing Circuits and Covert Operations here under Professions.

All sell items produced through 'art' such as Performance, Painting, Sculpting, etc. gain a 5% value premium.

You may purchase the following items in Strangereal:

Conventional weapons/armor/shields: Up to Ruby
Crossbows: Up to DataDyne CB-6 Crossbow
Battle Rifles: Up to Misriah Armory BR223
Sniper Rifles: Up to Chinese 205th Armory Type 93
Assault Rifles: Up to Misriah Armory MA37 ICWS
Shotguns: Up to Remington 870P
SMGs: Up to Star Z-62
Pistols: Up to S&W M29 (.44 magnum)
Explosives: Up to ALAC Anti-Armor Rocket?
LMGs: Up to Norinco Type 81 SAW
Restorative Items: Up to Cryo-Ration/Delta Ether/Elixir Alpha
Curative Items: All except Phoenix Pinion & Remedies above Alpha
Conventional Magic Spellbooks: Up to Level 6
Materia: All Basic Magic Materia, Basic 'Stat Bonus' Independent Materia(HP+, Dex+, etc)
Tech Armor Augmentations: All except Internal Shielding V
Omnitools: Up to Nexus
Assist-Softs: Up to Deltaware
IGLs: Up to GP-25 IGL
MGLs: Up to RAG-30
Grenade Launcher Specialized Ammo: Up to 40mm Panzerfaust Grenade
Last edited by Strato on October 13th, 2021, 3:51 am, edited 2 times in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

Re: DW 7.0 - Shops

Quote

Post by Strato »

Guardia

Guardia's currency is the Crown. For value conversions, 5 crowns = 1 gil.

You may participate in Combat Tournaments here under Professions.

All shops carry 100,000 crowns on hand if you plan to sell old equipment. This quantity refreshes monthly.

Truce

---Apothecary---

[100000 crowns]

The apothecary's inventory refreshes every month.

5 Potion Vials
5 Potions
5 Hi-Potions
5 M-Potions

5 Diet Tonics
5 Tonics
5 Flavored Tonics
5 Mid Tonics

5 Trail Rations
5 K-Rations
5 Hydro-Rations
5 Cryo-Rations

5 Ether Pills
5 Liquid Ethers
5 Ether Alphas
5 Seria Pills
5 Delta Ethers
1 Gamma Ether

5 Elixir a
2 Elixir ß

5 Trauma "Slap" Patches
5 Antidotes
5 Mallets
5 Echo Screens
5 Eye Drops
5 Alarm Clocks
5 Slings
5 Medicated Towlettes
5 Extinguishers
5 Soft Lotions
5 Hypers
5 Tranquilizers
5 Blowtorches
5 Ferrum
5 Pesticides
5 Insulators
5 Caffeine Pills
5 Annoyntments
5 Salves
5 Magic Tags
5 Medicated Noodle Soups
5 MedKits
5 Holy Waters
5 Vaccines
5 Amnesia Greens
5 Phoenix Downs
5 Remedy a
3 Remedy ß

---Blacksmith---

[100000 crowns]

Up to 3 items of a given material may be purchased here, up to Amber. The items bought will be catalogued here. Inventory refreshes every month. Purchasing a raw material itself will count as '.5' of an item of that material. Casting aides and accessories are not available here.

Weapon tuning may be purchased here as well.

-Sold Thus Far-



Dorino

[100000 crowns]

Inventory refreshes every month.

Name: Ruby Amulet of Wind Resistance
Price: 1,446,750 crowns
Crafting DC: 6200
Max Enchantment Level: 7
Natural Property:
Endurance stat +30
Wind Damage -75%

Name: Kunzite Amulet of Anchoring
Price: 1,350,000 crowns
Crafting DC: 6080
Max Enchantment Level: 7
Natural Property:
Strength stat +50
Anchoring - When struck by Off Guard status, roll luck. On 501+, it doesn't take.

Name: Ruby Ring of Fire Resistance
Price: 1,446,750 crowns
Crafting DC: 6200
Max Enchantment Level: 7
Natural Property:
Spirit stat +30
Fire Damage -75%

Porre

Here, you can gain a 5% premium on cooking-related sell items.

Termina

The following is available for purchase. Crowns are the currency of choice here.

-All final fantasy magic up to level 6.
-All magic spells in other lists that are tied to an element, up to level 6. This does not include all magic that requires an elemental affinity; the spell itself must have an elemental effect whether through an elemental buff or damage.

A limited selection of level 7 FF spells is also available for purchase every month, at double price. Currently, that would be 951,000 crowns.

Ruin III
Stonera
Last edited by Strato on October 13th, 2021, 4:47 am, edited 12 times in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

Re: DW 7.0 - Shops

Quote

Post by Strato »

Ivalice

The currency used here is the standard gil.

You may participate in Combat Tournaments and Racing Circuits(Light land vehicles only...think chocobo races) under Professions.

You may purchase the following from Ivalice:

Conventional weapons/armor/shields & raw materials: Up to Amber
Restorative Items: Up to Cryo-Ration/Delta Ether/Elixir Alpha
Curative Items: All except Phoenix Pinion & Remedies above Alpha
Final Fantasy Magic up to Level 6
Bardic Magic up to Level 6
Druidic Arcana up to Level 5
Divine Arcana up to Level 3
Ether Magic up to Level 4
Sorcery Arcana up to Level 4
Summon Magic up to Level 6
Weapon Arcana up to Level 5
Necromancy up to Level 3
Force Powers up to Level 3
Basic Magic Materia & Basic Stat+ Materia
Omnitools up to Nexus
Ability-Softs
Assist-Softs up to Deltaware
Armor Tech Augmentations
Gadgets(Optics, Computers, Surveillance)

Rabanastre - Muthru Bazaar

Name: Jadeite Claw Edge
DC To Make: 6952
Skill Level To Use: 0
Price: 277,830(263,939) gil
Augmentation Slots: 3
Roll Bonus: +42
Damage Mod: 42

Dia III(90,345 gil)

Name: Serrice Council Liberator Crossbow
Magicite Mod: Comes with innate 'Weapon Aura'. Cost +10%.
Price: 237,600(225,720) gil
Augmentation Slots: 4
Roll Bonus: +40
Damage: 12200
Crafting DC: 5960
Skill Level Required: 25

Name: Cardinal War Axe
DC To Make: 7084
Skill Level To Use: 30
Price: 492,075(467,471) gil
Augmentation Slots: 0
Roll Bonus: +42
Damage Mod: 107.5

Rabanastre - Batahn's Technicks

Note - Technicks are Blue Magic, and requires the Card Magic skill to use.

Shear(3000 gil) - 100 MP. Reduces magic soak by 2000. Lasts 1d5 rounds.

Addle(3000 gil) - 100 MP. Reduces magic damage by 2000. Lasts 1d5 rounds.

Wither(3000 gil) - 100 MP. Reduces physical damage by 2000. Lasts 1d5 rounds.

Expose(3000 gil) - 100 MP. Reduces physical soak by 2000. Lasts 1d5 rounds.

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.

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.

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

The Skycity was founded by Moogles and became a prominent airship docking port. Artisan: Vehicle sell items receive a 5% value bonus.

Archades

Firearms sold in Archades all come with the following modification:

Magicite Mod - Galtean guns are often powered not by gunpowder, but by a small piece of fire magicite, which in turn gives a faint magical residue to bullets fired. Guns with this modification have +10% cost. The firearm gains Weapon Aura as a natural property.

Conventional weapons/armor/shields: Up to Ruby
Crossbows: Up to DataDyne CB-6 Crossbow
Battle Rifles: Up to Misriah Armory BR223
Sniper Rifles: Up to Chinese 205th Armory Type 93
Assault Rifles: Up to Misriah Armory MA37 ICWS
Shotguns: Up to Remington 870P
SMGs: Up to Star Z-62
Pistols: Up to S&W M29 (.44 magnum)
Explosives: Up to ALAC Anti-Armor Rocket?
LMGs: Up to Norinco Type 81 SAW
IGLs: Up to GP-25 IGL
MGLs: Up to RAG-30
Grenade Launcher Specialized Ammo: Up to 40mm Panzerfaust Grenade
Grenade Packs: Mine Template, Frag, Hi-Ex, Stick, Semtex, Smoke, Fog, Faraday, Stun, Chaff, Concussion, Sleep, Foam, Breaker, Tentacle, Mute, Spell.
Last edited by Strato on October 13th, 2021, 5:39 am, edited 5 times in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

Re: DW 7.0 - Shops

Quote

Post by Strato »

===TOTTAUS===

---Radiata City---

You may buy the following things in Radiata City. Gil is the currency used. Limited inventory refreshes monthly.

Eisenhower Pharmacy

-Restorative Items as listed in the Purchase Levels post.
-2 Elixir Betas.
-Curative Items as listed in the Purchase Levels post.
-5 Remedy Betas.

Verontier Armory

[Shop is unavailable until further notice.]
Last edited by Strato on September 3rd, 2021, 4:02 pm, edited 6 times in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

Re: DW 7.0 - Shops

Quote

Post by Strato »

===MOBIUS===

You may purchase the following items in Mobius. Crowns are their currency of choice. You may also purchase the bioetheric and venomian plasma mod here!

Conventional weapons/armor/shields: Up to Ruby
Crossbows: Up to DataDyne CB-6 Crossbow
Battle Rifles: Up to Misriah Armory BR223
Sniper Rifles: Up to Chinese 205th Armory Type 93
Assault Rifles: Up to Misriah Armory MA37 ICWS
Shotguns: Up to Remington 870P
SMGs: Up to Star Z-62
Pistols: Up to S&W M29 (.44 magnum)
Explosives: Up to ALAC Anti-Armor Rocket?
LMGs: Up to Norinco Type 81 SAW
Restorative Items: Up to Cryo-Ration/Delta Ether/Elixir Alpha
Curative Items: All except Phoenix Pinion & Remedies above Alpha
Conventional Magic Spellbooks: Up to Level 6
Materia: All Basic Magic Materia, Basic 'Stat Bonus' Independent Materia(HP+, Dex+, etc)
Tech Armor Augmentations: All except Internal Shielding V
Omnitools: Up to Nexus
Assist-Softs: Up to Deltaware
IGLs: Up to GP-25 IGL
MGLs: Up to RAG-30
Grenade Launcher Specialized Ammo: Up to 40mm Panzerfaust Grenade
Grenade Packs: Mine Template, Frag, Hi-Ex, Stick, Semtex, Smoke, Fog, Faraday, Stun, Chaff, Concussion, Sleep, Foam, Breaker.
Last edited by Strato on October 13th, 2021, 4:20 am, edited 1 time in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

Re: DW 7.0 - Shops

Quote

Post by Strato »

===GAIA===

Melee and Ranged weapons, healing items, and vehicles/vehicle parts can be purchased in Gaia at their standard levels listed in the Purchase Levels post.

---THAMASA---

All magic, except for Necromancy and force powers, can be purchased up to level 6. Esthar tech can now be purchased.

Each month, 1 level 7 spell from each school is available where applicable.

{Summoning}

Name: Mer-Kraken (Water)
A tragic figure who came too close to the slumbering Kraken while exploring the Sunken Shrine and was twisted by its poisonous influence. Too ashamed to return home in such ugliness, they leave the ocean and seek new lives on the surface, often resorting to becoming mercenaries or familiars.

Description: The creature resembles a beautiful, if usually sad looking, mermaid with the lower body of a monstrous, oversized blue squid instead of the traditional fish tail. The human half of the body is just as varied as the human race itself, but are consistently beautiful, with the physique of an olympic swimmer.
Initiative: 70*Rank
Element: Water
HP: 5000*Rank
Attack Roll: +40*Rank, 3500*Rank
Defense Roll: +40*Rank
Special: The Mer-Kraken's normal attack naturally strikes [Rank] enemies at a time, and it can Grapple an enemy as if it were wielding a Whip. It can hold up to [Rank] enemies at a time this way, but each held reduces the number of enemies it can attack at once. This is equivilant to [Whip Coil], upgrades to [Improved Whip Coil] at Rank 4, and [Advanced Whip Coil] at Rank 5.
Rank 1: The Mer-Kraken can spit a wad of venomous ink into the eyes of a target, inflicting [Rank] rounds of Mild Poison and Moderate Blind.
Rank 2: While the Mer-Kraken is on the field, the Summoner will feel a loose connection to the great fiend of water whose mote of acrid water has twisted the mer into this sorry shape. For every round the Merkraken stays out, [5*Rank] is added to the Summoner's resistance to Water, even if it is currently zero. This stacks up to [Rank] times, isn't affected by multiple Mers, and for every percent about 100, that much of any Water attack is converted into healing.
Rank 3: The Mer-Kraken can hide itself or an ally in a layer of venomous ink, increasing their Defense checks by +20*Rank. This comes at a cost however, dealing 5% of the target's max HP per round until they are 'Cured' with anything that would remove an Oil or Poison status.
Rank 4: The Mer-Kraken can fall to her knees and sob pitifully, cutting her Rank 2 ability's effect in half and spreading it to [Rank*2] allies. This resistance replaces their current resistance to water instead of adding to it, and is based on the Summoner's reaction to the rank 2 ability, which continues to function. (If the Summoner has 200% resistance to Water once the ability is applied, the allies affected gain 100% resistance, unmodified by their previous). The Mer-Kraken cannot attack or defend herself while thus inconsolable.
Rank 5: The Mer-Kraken can convert 1/4th of its Max HP into a decoy, which takes up a slot on the turn order but can't attack. If struck, it clings to the attacker like a plastic bag, inflicting the unfortunate attacker with Acute Blindness, Moderate Poison, and the equivilant of a whip grapple. until the escape check is made.

{Sorcery}

Reverse Gravity - Create a bounded field that extends (Mage Level/2) areas. Within that field the ceiling is the floor and the floor is the ceiling, inverting the very nature of gravity itself in an area. This lasts for up to (Mage Level) rounds.

{Advanced Magic Materia}

[SOLD]

{General Magic}

Dragon Bolt - From the sky hovers what appears to be a dragon's skeleton, though where there would normally be a body, there is a mass multitude of thunderbolts. The dragon dives towards its foe, driving into and through, electricity coursing mightily through its frame. 1d3 hits on 3 targets; *6 lightning damage. Requires Lightning Bolt under Valkyrie Profile Addendum.

{Ether Magic}

Traceless - Uses a thermal layer of nanites to wipe traces off of an object or target. Skin cells, DNA, hair are incinerated beyond the scanning technology of most conventional worlds. Some ultra advanced technologies will detect the spell signature and may be able to reverse engineer the process, however it is at the least a deterrent to most.

{Druidic}

Wind Walk - The character and his/her allies are able to take a gaseous/vaporous form in the likeness of their normal selves and are given the ability to fly at twice their running speed for a short time. This allows them to cross great distances quickly, without bonuses to maneuverability or speed save for those with Flight feats; this effect can be placed on (Mage Level) allies per cast and lasts for (Mage Level * 2) rounds.

{Divine}

Symbol of Stunning - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Off Guard" status on all targets in the Area.
Last edited by Strato on October 13th, 2021, 7:38 pm, edited 18 times in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

Re: DW 7.0 - Shops

Quote

Post by Strato »

===MIDGAR===

Botany projects sold in Midgar gain a 10% value bonus.

The following are available for purchase in Midgar:

Raw material up to Amber
Conventional weapons/armor/shields: Up to Amber
Crossbows: Up to Aldrin Labs MCB-X Crossbow
Battle Rifles: Up to Chesluk Industries Imperator
Sniper Rifles: Up to Chinese 205th Armory Type 93
Assault Rifles: Up to Hamilton Hawk
Shotguns: Up to Sentinel Arms Striker
SMGs: Up to Misriah Armory MA-5K Carbine
Pistols: Up to Jormangund Technology Pinnacle
Explosives: Up to ALAC Anti-Armor Rocket
LMGs: Up to FN Herstel M249 SAW
Restorative Items: Up to Cryo-Ration/Delta Ether/Elixir Alpha
Curative Items: All except Phoenix Pinion & Remedies above Alpha
Materia: All Basic Magic Materia, Basic 'Stat Bonus' Independent Materia(HP+, Dex+, etc)
Tech Armor Augmentations: All except Internal Shielding V
Omnitools: Up to Nexus
Assist-Softs: Up to Deltaware
IGLs: Up to GP-25 IGL
MGLs: Up to RAG-30
Grenade Launcher Specialized Ammo: Up to 40mm Panzerfaust Grenade
Grenade Packs: Mine Template, Frag, Hi-Ex, Stick, Semtex, Smoke, Fog, Faraday, Stun, Chaff, Concussion, Sleep, Foam, Breaker, Tentacle, Mute, Spell.

Additionally, 3 materia are available for purchase, shuffled every month.

[Materia will be determined if someone actually braves a trip to Midgar.]
Last edited by Strato on September 3rd, 2021, 4:09 pm, edited 6 times in total.
Strato
Posts: 323
Joined: December 31st, 2008, 10:08 pm

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