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]]]

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 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 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 Beta
2 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][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
Uplift

[[Ivalice]]

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

[Rabanastre - Muthru Bazaar]

Name: Opal headed Mace
Price: 405,000 gil(costs 384,750)
DC to Make: 112/182/252
Augmentation Slots: 1
Roll Bonus: +5
Damage Modifier: +990
Skill Level Required: 5

Name: Ingram MAC-10 Submachine Gun(Zoisite)
Magicite Mod: Cost +10%, 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 Longbow
Price: 562,500 gil(costs 534,375)
DC to Make: 122/192/272
Augmentation Slots: 2
Roll Bonus: +24
Damage Modifier: +1320
Skill Level Required: 5

Name: Light Bloodstone Armor
Price: 490,000 gil(costs 465,500)
DC to Make: 104/174/234
Physical Soak: 640
Magical Soak: 1060

Slow III(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: 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: Non-elemental
HP: 5000*Rank
Attack Roll: 1s7+(7*rank), damage +2000
Defense Roll: 1s7+(7*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 Health boosts are 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 +4 to its effective Rank for hit/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 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, there is a 25% chance of rolling 2 crit cards and the foe is marked; Even if someone else kills them, the Dullahan can collect their head as if they had removed it themselves.

{Ether Magic}

Revert - Revives a target at 25% health and gives them the shell or protect (casters choice) status effect. This can only be used once every 5 rounds.

{General Magic}

Demiga - Gravity wrings the energy and stamina out of a character. Reduces an enemy's HP by 1/2, up to 30,000 HP. (640 MP)(Requires Demira & Ruinga)(100 SpP)

{Druidic Arcana}

Sunbeam - The character is able to spread out several beams of photon lasers to strike (Mage Level / 2) targets, which deal Light elemental damage +2000 and have the ability to outright dismiss Shadow-element summoned monsters or illusions if the roll defeats the caster's magic defense. This spell only has a 1 Area range.

{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}

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.
Last edited by Strato on February 1st, 2026, 9:48 pm, edited 72 times in total.
Strato
Posts: 450
Joined: December 31st, 2008, 10:08 pm

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