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 armor: Up to Amber
Crossbows: Up to Misriah Armory MC3A Crossbow
Battle Rifles: Up to Carrington Institute G-17DMR
Sniper Rifles: Up to Elkoss Combine Reaper
Assault Rifles: Up to Ariake Technologies Tsunami
Shotguns: Up to Hamilton Dragoon
SMGs: Up to Beretta PM-12S
Pistols: Up to Colt Cobra
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
Tech Armor Augmentations: All except Internal Shielding V
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 June 4th, 2020, 4:47 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 »

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
1 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
1 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: Garnet Amulet of Spell Resistance
Price: 1167750 crowns
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property:
Health stat +40
Magic Soak +800

Name: Garnet Amulet of Fire Resistance
Price: 1167750 crowns
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property:
Intelligence stat +30
Fire Dagame -75%

Name: Duralloy Amulet of Shieldwarding
Price: 1046250 crowns
Crafting DC: 4400
Max Enchantment Level: 6
Natural Property:
Dexterity stat +50
+1 to damage modifier of Shield Bash

Name: Pyrite Amulet of Fire Resistance
Price: 1289250 crowns
Crafting DC: 5960
Max Enchantment Level: 6
Natural Property:
Dexterity stat +40
Fire Damage -30%
Escape Checks +20

Name: Garnet Ring of Escape
Price: 1167750 crowns
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property:
Luck stat +40
Escape checks +30

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.

Water III
Dark III
Last edited by Strato on September 3rd, 2021, 3:52 pm, edited 10 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: RAG-30 MGL
Manufacturer: Czech Weapons
Price: 605,137(574,880) gil
Magicite Mod - Cost+10%. Comes with innate 'Weapon Aura', enabling it to strike Heartless.
DC to Make: N/A
Restrictions: Fabrication Rights Management prevents reconstruction.
Vehicle AP Damage: 0
Pilot Risk Damage: +0
Description: A unique innovation from NOD-influenced Eastern Europe created the RAG-30, a box-magazine fed automatic grenade launcher carried by heavy shock troops against GDI forces. This rifle-looking weapon loads from the top rather than the bottom, and its high-impact 30mm HEDP grenades make it rather deadly against troops, even in cover. Deals 35,000 damage to personnel, ineffective against vehicles/mechs. To avoid, Reaction check, DC200.

Jasper-Lined Robe
Price: 196,560(186,732) gil
Physical Soak Bonus: 2660
Magical Soak Bonus: 5500
Dodge Bonus: +33
Crafting DC: 5256

Reraise(60,562 gil)

3 Remedy Beta(13,446 gil each)

Name: Amber Heavy Shield
Price: 221,400(210,330) gil
Block Modifier: +60
Dodge/Attack Modifier: -20
Augmentation Slots: 4
Crafting DC: 6160
Skill Level Required: 25

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 Amber
Crossbows: Up to Misriah Armory MC3A Crossbow
Battle Rifles: Up to Carrington Institute G-17DMR
Sniper Rifles: Up to Elkoss Combine Reaper
Assault Rifles: Up to Ariake Technologies Tsunami
Shotguns: Up to Hamilton Dragoon
SMGs: Up to Beretta PM-12S
Pistols: Up to Colt Cobra
Explosives: Up to ALAC Anti-Armor Rocket
LMGs: Up to FN Herstel M249 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 September 3rd, 2021, 4:01 pm, edited 3 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 Garnet
Crossbows: Springfield Armory CB-'12 Crossbow
Battle Rifles: Up to Carrington Institute G-17DMR
Sniper Rifles: Up to Elkoss Combine Reaper
Assault Rifles: Up to Rittergruppen CE20
Shotguns: Up to GWA AA-12
SMGs: Up to UC RCP
Pistols: Up to SiG GSR
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
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.
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: Dullahan (Neutral)
A rare form of vengeful ghost with extremely powerful properties of manifestation. It endlessly seeks the head it lost in death.

Description: A ghost taking the form of a headless knight, a bloody stump visible in the armor where the head would normally poke through. While it appears to have mass, this is actually a manifestation of the ghost, and means little to the overall health of the creature. It is essentially dead flesh formed through necromantic powers, which expands from the core of the creature to fill the armor it chooses to inhabit. A Dullahan will carry either an executioner's axe or an oversized claymore, suitable for chopping.
Initiative: 75*Rank
Element: Nonelemental
HP: 5000*Rank
Attack Roll: +35*Rank, 4500*Rank
Defense Roll: +30*Rank
Special: The Dullahan can only be summoned into a full set of armor, either carried by the Summoner or 'recently liberated'. It gains all bonuses the armor would otherwise provided, with Strength and HP boosts added directly to its pre-rank damage calculation. Dexterity boosts are added after Rank is applied, and Endurance/Willpower boosts are multiplied by 60 and applied directly to Soak.
Rank 1: The Dullahan, on a fatal attack against a target, collects its head. It can carry up to [Rank*2] of them, and for each head it has in tow, it gains a +1 to its effective Rank for either damage, hit, or Defense purposes, decided per head. Heads can also be collected from already dead enemies but it's just not the same; It takes two heads collected this way to equal one 'properly' collected one.
Rank 2: The Dullahan can 'burn' a carried head by holding it by the hair like a lantern, at which point it will open its eyes and scream. This has a Rank*15% chance per target of inflicting Moderate [Fear]. Any target who knew the head in life instead rolls a Rank*20% chance of Acute [Fear].
Rank 3: Pumpkin Bomb - The Dullahan transforms a carried head into a nasty surprise, hurling an exploding pumpkins that deals twice its normal damage to [Rank] targets. If the head had an elemental affinity, it strikes with damage of that element. The head is, naturally, destroyed by this.
Rank 4: The Dullahan can wear a collected head for [Rank] minutes or [Rank] rounds in combat, during which it knows any spells or techniques the owner of the head did, spending the Summmoner's MP to use them and performing them as if they were the original (Ignoring its own stats, Ranks, and armor perks in the process). It also gains any racial abilities the target had, and speaks perfectly in its former voice. A worn head doesn't count towards the dullahan's power, and burns up once its time on the stump is done.
Rank 5: On a Critical hit, the Dullahan deals a vorpal strike, beheading the target immediately if they aren't miniboss class or higher. If they are miniboss class or higher, Critical Damage is rolled twice and the foe is marked; Even if someone else kills them, the Dullahan can collect their head as if they had removed it themselves.

{Sorcery}

[SOLD]

{Advanced Magic Materia}

Materia Name: Advanced Plants
Cost: 72990 gil
Available:
AP To Mastery: 500
Description: The Advanced Plants Materia contains powerful nature-based spells that can wrap up to two targets at a time. The energy inside seems to have coalesced into dense "vines" of energy that crisscross on the inside wall of the Materia.
Level 1: Leaf II - A multitude of razor-sharp leaves whip around and lacerate 2 targets. (160 MP) (30 SpP) (*4)
Level 2: Leafra II - A massed multitude of leaves materialize in the air and shred through two enemies. (250 MP) (40 SpP) (*5) (150 AP)
Level 3: Leafga II - Razor-sharp leaves and thick chunks of bark, roots, and plant matter are batted against 2 targets. (360 MP) (60 SpP) (*6) (150 AP)
Level 4: Mastery (200 AP)

{General Magic}

Hastega - Inflicts Acute Haste for 1d5 rounds.

{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 *3 damage. If a device with a high voltage battery such as a car is present, the target takes *5 damage. An active house electrical system causes *7 damage, and something like a high voltage transformer station causes *9 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 *5 and *7 damage, but if two cars are present the target only takes the one *5.

{Druidic}

Transmute Metal to Wood - This spell enables the caster to change all metal objects within (Mage Level / 2) to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. This affects Metal, Alloy, Gem, Polymer, Radiant Metal, Carbon Fiber & Ceramic, Radiant Gem, and Generation 2 Polymer weapons and equipment, as these are not COMPLETELY made of their gemstone. Weapons converted from metal to wood are halved in effectiveness (*30 becomes *15, 10000 becomes 5000, +20 becomes +10) on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 50%. Weapons changed by this spell splinter and break on a critical failure (1%, not 5%), and armor shatters on a critical failure dodge (1%, not 5%). This effect is permanent on Metal and Alloy gear, but only lasts for (Mage Level) rounds on all others due to their magical properties.

{Divine}

Summon Monster VII - The character is able to summon 1 Level 7 Holy-element lesser monster to fight for him/her for 5 rounds.
Last edited by Strato on September 3rd, 2021, 11:04 pm, edited 16 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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