Shops for DW NeXT

Weapons, Armor, Items, Equipment, Spells, and all other things you can drop mad cash on.
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Shops for DW NeXT

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Post by Strato »

[[[Current Shop Limits]]]

Weapons and raw material 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 Cryo Rations/Delta Ethers/Elixir Alphas.
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 purchaseable, 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:

3 Elixir Beta
3 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.

[Porre]

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.

Gravity Blow

[[Ivalice]]

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

[Rabanastre - Muthru Bazaar]

Name: Heavy Opal Armor
Price: 450,000 gil(Costs 427,500)
DC to Make: 122/192/272
Physical Soak: 1000
Magical Soak: 600

Name: Light Bloodstone Shield
Price: 343,000 gil(Costs 325,850)
DC to Make: 104/174/234
Augmentation Slots: 2
Block Bonus: +23
Skill Level Required: 5

Name: Ingram MAC-10 Submachine Gun(Zoisite)
Magicite Mod(+10% cost, innate Weapon Aura)
Price: 456,000(501,600) gil(Costs 476,520)
DC to Make: 118/188/258
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +49
Damage Modifier: 2320
Skill Level Required: 5

Name: Opal headed Flail
Price: 270,000 gil(Costs 256,500)
DC to Make: 112/182/252
Augmentation Slots: 2
Roll Bonus: +35
Damage Modifier: +660
Skill Level Required: 5

3 Elixir Beta(4,560 gil each)


[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 Alabaster.
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: Gravelord (Dark)
A greater Dark Lord whose hatred flows from its body like a miasma, bringing to life entire graveyards of undead once this rage is awakened in it. Even without Summoning spells, it can sometimes be called from its lair via rituals of sustained violence.

Description: Deceptively simple in appearance, this hateful apparition consists of a pitch black skeleton with glowing red eyes like live coals, wearing a bladed headdress and armor tipped with countless needles. The armor is perpetually caked with ancient blood that a drop in your stomach instinctively tells you isn't all from one source.
Initiative: 75*Rank
Element: Dark Affinity IV
HP: 4250*Rank
Attack Roll: 1s7+(7*rank), Damage +2000
Defense Roll: 1s7+(7*rank)
Special: On command, the Gravelord can shift the dried blood on its armor to fresh, dripping blood. While 'dried', it takes 500 less damage from physical attacks. While dripping, it deals half damage with all attacks, but recovers (damage+2000) HP per hit. The shift is instantaneous and a free action, but can only be done once per round on the Gravelord's turn.
Rank 1: If struck while 'dried', the next attack has the prevented damage added to its strength. Only one such hit is 'remembered', and if the Gravelord is struck again, the new value overwrites the old.
Rank 2: If an attack made while 'dripping' is fatal or deals a Critical Hit, the target emits a fine mist of blood from every pore on its body. On its next turn, the Gravelord can either absorb this mist to recover 2000*Rank HP, or use it to attack [Rank] enemies at the same time.
Rank 3: If the Gravelord shifts to 'Dried' while a ball of blood mist exists on the field, it will be automatically absorbed, granting the Gravelord 1 round of doubled damage prevention per absorbed ball.
Rank 4: This ability, unlike the vast majority of others, functions even when the Gravelord hasn't been called forth. At this rank, the Gravelord can be summoned with zero MP cost, and no Upkeep for [Rank] rounds, once the death toll of the current mission reaches [20 - Rank*2]. Deaths on either side count, but not the deaths of other Summons. Certain very powerful creatures may count as multiple deaths.
Once the 'free' Gravelord is summoned, this counter resets.
Rank 5: With a simple gesture, the Gravelord can convert up to 10 corpses or bloodmists on the field. Corpses become Skeletal Soldiers, while Bloodmists can become any Dark element creature below Level 4 that the Summoner has a contract with. Summons created this way have no cost or Upkeep until five rounds have passed, after which the Summoner must let them dissolve or start paying the standard Upkeep.

{Ether Magic}

Protection from Radiation, Greater - A more potent variation of the protection from radiation spell which protects from the X-Ray spectrum of radiation as well as Alpha and Beta.

{General Magic}

Level 8: Dispelga - Dissolves positive status effects on 3 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (640 MP)(Requires Dispelra)(100 SpP)

{Druidic Arcana}

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 Arcana}

Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.

{Sorceror's Arcana}

Epidemic - This spell devastates a single target with a ravenous, lethal disease. Inflicts Acute "Disease" status, Acute "Poison" status, and Acute "Fatigue" status for 1d5 rounds.
Last edited by Strato on April 4th, 2024, 8:16 pm, edited 27 times in total.
Strato
Posts: 386
Joined: December 31st, 2008, 10:08 pm

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