Shops for DW NeXT
Shops for DW NeXT
[[[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:
2 Elixir Delta
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. 3 additional accessories will be rolled at random.
Name: Lazurite(Lapis Lazuli) Amulet of Fortune
Price: 530000 gil
Crafting DC: 116/186/256
Max Enchantment Level: 6
Natural Property:
+8 Luck Points
Dexterity stat +30
Name: Zoisite Ring of Silvertongue
Price: 570000 gil
Crafting DC: 118/188/258
Max Enchantment Level: 6
Natural Property:
Speechcraft +16
Freeze Ward(10%)
Name: Lazurite(Lapis Lazuli) Amulet of Spirit
Price: 530000 gil
Crafting DC: 116/186/256
Max Enchantment Level: 6
Natural Property:
Spirit stat +50
Swords +6
[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.
ElectroJolt
Bushwhacker
[[Ivalice]]
Gil is the currency with which transactions are made in Ivalice.
[Rabanastre - Muthru Bazaar]
Name: Malachite Swordhammer
Price: 1,240,000 gil(costs 1,178,000)
DC to Make: 120/190/260
Augmentation Slots: 3
Roll Bonus: +24
Damage Modifier: +3000
Skill Level Required: 6
Name: Malachite crested Battle Axe
Price: 1,860,000 gil(costs 1,767,000)
DC to Make: 130/200/280
Augmentation Slots: 1
Roll Bonus: -5
Damage Modifier: +4500
Skill Level Required: 6
Name: Lapis Lazuli Longbow
Price: 662,500 gil(costs 629,375)
DC to Make: 126/196/276
Augmentation Slots: 2
Roll Bonus: +25
Damage Modifier: +1560
Skill Level Required: 5
Name: Medium Opal Armor
Price: 450,000 gil(costs 427,500)
DC to Make: 112/182/252
Physical Soak: 800
Magical Soak: 800
Verdaga(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: Asturian Spellblade (Holy)
They said no normal human could perfectly balance so much knowledge and skill on the head of the pin that is a mortal lifetime. They were right.
Description: While learning clerical arts and sorcery at the same time will strain most minds, some grow bored even with this. These noble few take up the blade as well, honing mind and body into the ultimate weapon for good. While just as old, if older, than their more sagely counterparts, the Asturian Spellblade's body has been honed and fortified by magic of all types, and his chi centered so perfectly that a state of neoteny is achieved. They wear the same ornate robes as the Asturian Court, but over it is a vest of platemail, just heavy enough to protect the vitals. Their eyes glow with purity and wisdom, and while their weapons are as varied as any warrior caste, the heavily enchanted arms are wielded with incredible grace.
Initiative: 82*Rank
Element: Holy Affinity IV
HP: 3500*Rank
Attack Roll: 1s7+(7*rank), Damage +2000
Defense Roll: 1s7+(7*rank)
Special: The Spellblade can freely switch between magical and physical on its own turn. While Physical, its attacks deal physical damage, and it enjoys a +3*Rank against physical attacks. While 'Magical', its attacks deal magical damage, and it enjoys a +3*Rank defense against magical attacks.
Rank 1: The Spellblade's physical & magical attacks are 1d3 hit combos.
Rank 2: The Spellblade can shift their Element. For each Rank, the Spellblade can learn to shift his element to one of the following; Heat, Cold, Earth, Wind, Light, Shadow, Holy, Force, Time, Nonelemental. The Spellblade takes 50% damage from the element it shifts to, and half of the damage it does becomes the new element.
By 'learning' Holy, the Spellblade gains immunity to Holy and loses its weakness to Darkness when in that form.
By learning 'Nonelemental', the Spellblade takes half damage from Physical attacks, and its own Magic attacks are halved in damage, becoming Unsoakable.
A second version of the Asturian Spellblade contract can be bought at half cost, and can learn different elements than the other. These lists can't cross, however, so be sure to keep them straight.
Rank 3: The Spellblade's weapon gains 6 slots with which to place Enchantments. These apply only to the first Spellblade called for, but are 'remembered' if the creature is dismissed and resummoned. If the Spellblade has an elemental-based Enchantment, it will shift with the use of their Rank 2 ability.
Rank 4: The Spellblade can switch between Magical and Physical instantly at any time. It is effectively considered 'whichever is better' at all times.
Rank 5: If the Spellblade rolls a full magical/physical combo, it immediately performs a physical/magical attack as a Mystic Arte(same damage). This ability can set itself off, chaining back and forth between slashes and blasts up to 5 times.
{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: Prismga - A whole circle of brilliant prismatic points spiral around a single target. Inflicts Acute "Blind" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Prismra & Luciga)(100 SpP)
{Druidic Arcana}
Animate Plants - The character is able to give semblance of life and motion to (Mage Level / 2) plants in the area. Depending on their sizes (trees. vs. bushes), more can be animated in one action. Small enough plants receive Swarm Bonuses to complete actions, and large enough plants can be formidable or monster-like in behavior.
{Divine Arcana}
Holy Word - A "word of power" given to subjects by a diety, the Holy Word has the ability to halt and paralyze most Dark-, Undead-, or Demon/Devil-type characters/targets in their tracks with the sheer power alone. This spell inflicts +2000 magic damage and Chronic "Stop" status for 5 rounds.
{Sorceror's Arcana}
Project Image - For 1d5 rounds this 'double' can remain, casting spells. This double has access to all of the caster's spells level 5 and below.
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:
2 Elixir Delta
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. 3 additional accessories will be rolled at random.
Name: Lazurite(Lapis Lazuli) Amulet of Fortune
Price: 530000 gil
Crafting DC: 116/186/256
Max Enchantment Level: 6
Natural Property:
+8 Luck Points
Dexterity stat +30
Name: Zoisite Ring of Silvertongue
Price: 570000 gil
Crafting DC: 118/188/258
Max Enchantment Level: 6
Natural Property:
Speechcraft +16
Freeze Ward(10%)
Name: Lazurite(Lapis Lazuli) Amulet of Spirit
Price: 530000 gil
Crafting DC: 116/186/256
Max Enchantment Level: 6
Natural Property:
Spirit stat +50
Swords +6
[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.
ElectroJolt
Bushwhacker
[[Ivalice]]
Gil is the currency with which transactions are made in Ivalice.
[Rabanastre - Muthru Bazaar]
Name: Malachite Swordhammer
Price: 1,240,000 gil(costs 1,178,000)
DC to Make: 120/190/260
Augmentation Slots: 3
Roll Bonus: +24
Damage Modifier: +3000
Skill Level Required: 6
Name: Malachite crested Battle Axe
Price: 1,860,000 gil(costs 1,767,000)
DC to Make: 130/200/280
Augmentation Slots: 1
Roll Bonus: -5
Damage Modifier: +4500
Skill Level Required: 6
Name: Lapis Lazuli Longbow
Price: 662,500 gil(costs 629,375)
DC to Make: 126/196/276
Augmentation Slots: 2
Roll Bonus: +25
Damage Modifier: +1560
Skill Level Required: 5
Name: Medium Opal Armor
Price: 450,000 gil(costs 427,500)
DC to Make: 112/182/252
Physical Soak: 800
Magical Soak: 800
Verdaga(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: Asturian Spellblade (Holy)
They said no normal human could perfectly balance so much knowledge and skill on the head of the pin that is a mortal lifetime. They were right.
Description: While learning clerical arts and sorcery at the same time will strain most minds, some grow bored even with this. These noble few take up the blade as well, honing mind and body into the ultimate weapon for good. While just as old, if older, than their more sagely counterparts, the Asturian Spellblade's body has been honed and fortified by magic of all types, and his chi centered so perfectly that a state of neoteny is achieved. They wear the same ornate robes as the Asturian Court, but over it is a vest of platemail, just heavy enough to protect the vitals. Their eyes glow with purity and wisdom, and while their weapons are as varied as any warrior caste, the heavily enchanted arms are wielded with incredible grace.
Initiative: 82*Rank
Element: Holy Affinity IV
HP: 3500*Rank
Attack Roll: 1s7+(7*rank), Damage +2000
Defense Roll: 1s7+(7*rank)
Special: The Spellblade can freely switch between magical and physical on its own turn. While Physical, its attacks deal physical damage, and it enjoys a +3*Rank against physical attacks. While 'Magical', its attacks deal magical damage, and it enjoys a +3*Rank defense against magical attacks.
Rank 1: The Spellblade's physical & magical attacks are 1d3 hit combos.
Rank 2: The Spellblade can shift their Element. For each Rank, the Spellblade can learn to shift his element to one of the following; Heat, Cold, Earth, Wind, Light, Shadow, Holy, Force, Time, Nonelemental. The Spellblade takes 50% damage from the element it shifts to, and half of the damage it does becomes the new element.
By 'learning' Holy, the Spellblade gains immunity to Holy and loses its weakness to Darkness when in that form.
By learning 'Nonelemental', the Spellblade takes half damage from Physical attacks, and its own Magic attacks are halved in damage, becoming Unsoakable.
A second version of the Asturian Spellblade contract can be bought at half cost, and can learn different elements than the other. These lists can't cross, however, so be sure to keep them straight.
Rank 3: The Spellblade's weapon gains 6 slots with which to place Enchantments. These apply only to the first Spellblade called for, but are 'remembered' if the creature is dismissed and resummoned. If the Spellblade has an elemental-based Enchantment, it will shift with the use of their Rank 2 ability.
Rank 4: The Spellblade can switch between Magical and Physical instantly at any time. It is effectively considered 'whichever is better' at all times.
Rank 5: If the Spellblade rolls a full magical/physical combo, it immediately performs a physical/magical attack as a Mystic Arte(same damage). This ability can set itself off, chaining back and forth between slashes and blasts up to 5 times.
{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: Prismga - A whole circle of brilliant prismatic points spiral around a single target. Inflicts Acute "Blind" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Prismra & Luciga)(100 SpP)
{Druidic Arcana}
Animate Plants - The character is able to give semblance of life and motion to (Mage Level / 2) plants in the area. Depending on their sizes (trees. vs. bushes), more can be animated in one action. Small enough plants receive Swarm Bonuses to complete actions, and large enough plants can be formidable or monster-like in behavior.
{Divine Arcana}
Holy Word - A "word of power" given to subjects by a diety, the Holy Word has the ability to halt and paralyze most Dark-, Undead-, or Demon/Devil-type characters/targets in their tracks with the sheer power alone. This spell inflicts +2000 magic damage and Chronic "Stop" status for 5 rounds.
{Sorceror's Arcana}
Project Image - For 1d5 rounds this 'double' can remain, casting spells. This double has access to all of the caster's spells level 5 and below.
Last edited by Strato on May 1st, 2026, 3:57 am, edited 81 times in total.