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Old 07-08-2005, 08:26 AM   #1
 
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Since this would normally clutter the crap out of the lobby... Eh. I'll probably add more stuff later... sadly. OH, right. in case you didn't look at stats you start with 500gp.

-ITEMS-
Lt. Tonic-Heals 200HP. 25gp
Tonic-Heals 400HP. 50gp
Lt. Ether-Heals 200MP. 25gp
Ether-Heals 400MP. 50gp
Lt. Elixer- Heals 100HP/MP. 25gp
Herb- Heals a status effect. 25gp
Mini Bomb- Deals 100 Damage. (Field: May be used to destroy weak/cracked walls/surfaces) 25gp
Flight Wing- Battle: Sends user into the air. Prevents melee attacks and increases physical damage next turn by x.5. Field- Changes movement type to flying for the turn(Ignores height/terrain and obstacles) 50gp.
Phoenix Feather- Automatically used when defeated. Revives user to full HP. 300gp.

-Armor-
Leather Armor- Def +25. 40gp
Studded Leather- Def +50. 80gp
Chainmail- Def +100. 160gp
Robe- Res +25- 40gp
Apprentice Robe- Res +50. 80gp
Magicians Robe- Res +100. 160gp
Buckler- Def +10, doubled when guarding. 20gp
Wooden Shield- Def +20, Doubled when guarding. Weak vs fire. 30gp
Bandana- Def +5. 10gp
Cap- Def +10. 25gp
Headband- Res +10. 25gp
M. Armor- Def +25, Res +25. 80gp
Chemist Suit- Def +20, Res +20. Can hold 2 items. A held item may be used during your turn as a free action. 180gp
Rune Buckler- Def +15, Res +15. Doubled when guarding. After guarding you may send back the attack at (Attacks base strength - Oppn.'s Res) 120gp.
Shift Armor- Def +50. Can change elemental resistance for 30MP. 140gp.

-Accessories-
CB Charm- Gives a 25% chance to stop a combo, gains 15% chance per successful hit of the combo. Effect automatically activated. 100gp
Poison-X Charm- Halves poison damage and reduces chance to be poisoned by 50%. 60gp
Poison-O Charm- Attacks deal +(x.5) Poison Damage. Attacks gain a 50% chance to poison target when attacking. 80gp
Soft Gloves-Attack +50. 100gp
Soft Bracer-Defense +50. 100gp
Soft Boots-Agility +50. 100gp
Wood Pendant-Resistance +50. 100gp
Wood Amulet-Mind +50. 100gp
Bloodstone- When attacking, 10% of damage dealt is used to heal HP. 120gp.
Fighters Glove- Atk +75. Negates unarmed penalty. 180gp
Small Quiver- Holds up to 30 arrows/bolts. 20gp.
Mid. Quiver- Holds up to 60 arrows/bolts. 50gp.

-Weapons-

NOTICE: All weapons have a default success of -20% in a combo(Meaning after a hit the chance for another hit decreases by that number). +/- combo % raises or lowers this chance by the % listed. Also; ranged weapons cannot be comboed with.

Short Sword- Attack +30. 50gp
Broad Sword- Attack +60. 100gp
Long Sword- Attack +90. 150gp
Short Spear- Attack +40, Difficult to counter, Can be thrown, -8% combo. 70gp
Iron Spear- Attack +80, Difficult to counter, -10% combo. 140gp
Hand Axe- Attack +50, can be thrown, -5% combo. 90gp
Iron Axe- Attack +100, -10% combo. 160gp
Fencing Sword- Atk +15, Pierces 10% of armor. 30gp
Rapier- Atk +30, Pierces 10% of armor. 60gp
Mallet- Attack +20. 40gp
Hammer- Attack +40. 70gp
Knife- Attack +5, if your speed is higher than opponents gain an additional attack. 15gp
Dagger- Attack +15, if your speed is higher than opponents gain an additional attack. 45gp
Poisoned Knife- Attack +5, changes damage type to poison, poisons target when attacking(50% chance). If faster than opponent gain an additional attack. 30gp
Wood Rod- Mind +10, -10% combo. 20gp
Magic Rod- Mind +25, -10% combo. 50gp
Walking Stick-Mind +5, Atk +10, -8% combo. 30gp
Quarter Staff-Mind +5, Atk +20, -8% combo. 50gp
Short Bow- Arrow Dmg +5, 2 shots per turn in normal battles. 40gp
Bow- Arrow Dmg +15, 2 shots per turn in normal battles. 80gp
Long Bow- Arrow Dmg +15, range increased, 2 shots per turn in normal battles. 120gp
Hand Crossbow- Fires bolts, ignores 10% of armor. 30gp
Lt. Crossbow- Fires bolts, ignores 20% of armor. 50gp
Darts- Deals 10-20 damage. 10 for 10gp.
Poisoned Darts- Deals 10-20 poison damage and has a 25% chance to poison. 5 for 10gp.
Flight Arrows- Dmg +5, has a long range. 15 for 10gp
Sheaf Arrows- Dmg +25, has a lower range. 5 for 10gp
Blunt Arrows- Dmg +5, has a 20% chance to stun target. 10 for 10 gp
Small Bolts- Deals (50Dmg - Armor) 10 for 10gp
Bolts- Deals (100Dmg - Armor). 5 for 10gp
Whip- Atk +15, Strikes twice at half damage. 40gp
Mace- Atk +10, Can break armor(0% +5% per additional hit). 40gp
Claw- Atk +15, Combo Success +5%. 40gp
Umbrella-Atk +15(folded) or Atk +5(open). While open it reduces water damage by 25%. Combo success -5/-10. 30gp
Boomerang- Atk +10. Hits up to 2 targets before returning. 50gp.
Sickle- Atk +10. Combo success -5%. 20gp
Kusari-Gama- Sickle/Chain combo btw. Atk +10, or Atk +5 and Cannot be countered. Combo success -5%. 40gp
Paper Fan- Atk -5. When attacking has 20% chance of casting a wind spell. 20gp
Lantern- Changes damage type to fire. May set target on fire(20%). Field- Gives light in dark areas. 50gp
Harp- Atk -10. Songs gain 50% more effectiveness, Combo success -15%. 40gp
B. Case- Atk +15. Can hold up to 6 items within. Dmg +5 per item held. 50gp
Chain Rod(Note-Actually a knife btw)- Atk +5. May be charged as a free action. Ability- Charge Chain: Gains +5 damage per turn charged and becomes a ranged attack. In field this may be used to grapple onto objects. 70gp
Storm Umbrella- Atk +25(folded) or Atk +10(open). When opened a water spell may be cast(50%). While opened reduces water damage by 50%. Combo success -5/-10. 70gp.
S. Boomer- Atk +5, Def +15. When defending attack is charged. Def boost doubled while guarding. Can hit 2 enemies when thrown. Ability- Charge Cutter- Attack gains +10 damage and can hit an additional enemy. 100gp
Sugarcane(Rod)- Atk +10. Ability- S. Rush: Speed tripled for remainder of fight, but destroys Sugarcane. 50gp.
Paintbrush(Rod)- Mind +50. Ability- Rainbow Alter: Changes weaknesses,resistances, or attack types (50MP). 120gp
M. Arrows- Dmg +(Mind/2). 1 for 15gp.
Ether Blade- Attack +0. Ability- Spend as much MP as you want. The attack of this weapon is increased by the MP spent. 80gp.
Ghost Lantern- Mind +10. Deals fire damage based on Mind, 25% chance to set target on fire. Ability- Summon:Ghost- Destroys Ghost Lantern. Summons a spirit to help fight. Field- Provides Light in dark areas. 100gp

[ July 29, 2005, 05:55 AM: Message edited by: KirbyBoy2000 ]
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Old 07-08-2005, 01:43 PM   #2
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I'll buy:

Long Bow (380)
Mid. Quiver (330)
30 Flight Arrows (300)
20 Sheaf Arrows (260)
10 Blunt Arrows (250)
Flight Wing (200)
2 Lt. Tonic (150)
2 Lt. Ether (100)
Leather Armor (60)
Cap (35)
Knife (20)

That's assuming I can carry that stuff on me. If not, I'll change it around.
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Old 07-08-2005, 05:48 PM   #3
 
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Stats updated. So, now what?
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Old 07-09-2005, 03:06 PM   #4
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I'll try a Field Team Battle.
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Old 07-09-2005, 03:09 PM   #5
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I'll take a phoenix feather, two tonics and two ethers.
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Old 07-09-2005, 04:27 PM   #6
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Here is What I will buy:

Tonic-Heals 400HP. 50gp
Magicians Robe- Res +100. 160gp
Bloodstone- When attacking, 10% of damage dealt is used to heal HP. 120gp.
Long Sword- Attack +90. 150gp

Lets see...*does calculation*
50+160+120+150=480
Spent: 480gp
Remain: 20gp
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Old 07-11-2005, 12:30 PM   #7
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I'll buy:

2 Lt. Tonics
1 Tonic
2 Lt. Ethers
1 Broad Sword
1 Studded Leather
1 Buckler
1 Bloodstone

I think that leaves me with 30 gold.
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Old 07-23-2005, 07:45 PM   #8
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Guess I'll start with the basics:

1 Iron Spear
1 Studded Leather
1 Fighters Gloves
1 Soft Boots

140+80+180+100=500, guess that cleans me out.

[ July 23, 2005, 07:48 PM: Message edited by: Seraph ]
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Old 08-03-2005, 10:52 PM   #9
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3 Lt. Tonics

Leaving me with 35 gold.
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