OOC: Armor Upgrade List, For Fixer-Uppers
Sep. 29th, 2006 03:27 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(The Weapon list is located here.)
Fixer-Uppers does not typically carry armor in stock. However, Fixer-Uppers can special-order armor for a customer. The armor will be a bracer that can be attached to the forearm, so you don't need to use a hand carrying it. This armor can then have up to three abilities added to it, from the list below. The standard price for the armor (not including upgrades) is $500, but that, like everything else, is negotiable.
Fixer-Uppers can also add up to three of the following traits onto existing armor that a character already has. (Or any one trait on any item which is not previously considered to be 'armor' -- a favorite necklace, for example, could have one of the below added without damaging the necklace.)
Lastly, there are rare armors available which will let you add four traits added instead of three, but those cost $100,000 just for the template.
For the abilities themselves, there is no point-blank pricing sheet; Rikku is open to negotiation, especially if you have rare items to trade her. Moreover, she likes making armor, and wants people to be safe. She also knows how to strong-arm her suppliers into cutting her some good deals.
Having said that, not all abilities are created equal. Some require a few easy-to-obtain items, and others will need a large number of rare ones. So I have divided the abilities into loose categories, based on rarity, number required, cost/method of obtaining, and so forth.
Easy means that she might have the necessary items just lying around in a crate somewhere. If not, she could get them with a minimum of effort.
Medium means that it would be time-consuming or somewhat expensive to get the items, but in no way difficult.
Hard means that the items will be difficult to obtain, not to mention dangerous and expensive (to Rikku, all of which will make these very expensive to you, the end user).
Very Hard means that the items will probably require Rikku to go to Spira and fight specific high-level monsters, repeatedly, in order to get these items. You will need to make a very compelling case in order to convince her to get these for you, and you'll be paying through the nose.
Nearly Impossible means it's not going to happen.
As a general rule of thumb, Easy and Medium traits will probably cost from a few hundred dollars possibly up to a few thousand, to install. Hard traits will start well into five figures, and Very Hard ramps up from there. But please see above of all prices being negotiable, and bear in mind Rikku's willingness to trade and work over her suppliers for deals. Items that don't see much use can be cheaper, if she doesn't see much call for them and wants to get rid of the surplus.
Some of the very rare items are impossible to obtain without bribing monsters, which means there will be a specific outlay of cash required up-front. Those will be noted.
ELEMENTALS
For the following, -ward means a 50% damage reduction, -proof means a 100% damage reduction (attacks with this element have no effect), and -eater means that this element actually heals the wearer.
STATUS EFFECTS
For the following, -ward has a 50% success rate, and -proof is 100%.
BOOSTS
These will increase your defenses.
AUTO-ABILITIES
Auto-abilities are abilities granted to the wearer at all times that the armor is on.
*"Reflect" is a spell which directs all magic back to its caster. This means magical attacks, but also magical healing spells.
SOS ABILITIES
Unlike Auto abilities, SOS abilities are ones which are inactive but trigger once the wearer is severely injured. For example: a wearer with SOS Shell is attacked, and gravely injured. At that point, Shell is cast. Once Shell wears off, it is gone until the next battle, even if the wearer becomes seriously injured again.
*"Reflect" is a spell which directs all magic back to its caster. This means magical attacks, but also magical healing spells.
UNIQUE
These don't fit into any of the other classifications.
*These two are only "nearly impossible" because they are ridiculously, prohibitively expensive, even considering how high some of the other prices are. If you're insanely rich and want to go for it anyway, let's talk.
**Enemies will keep their distance, allowing you to travel safely from one place to another. If you deliberately approach an enemy, however, the battle will take place normally.
Any questions, comments, or concerns can go below.
Fixer-Uppers does not typically carry armor in stock. However, Fixer-Uppers can special-order armor for a customer. The armor will be a bracer that can be attached to the forearm, so you don't need to use a hand carrying it. This armor can then have up to three abilities added to it, from the list below. The standard price for the armor (not including upgrades) is $500, but that, like everything else, is negotiable.
Fixer-Uppers can also add up to three of the following traits onto existing armor that a character already has. (Or any one trait on any item which is not previously considered to be 'armor' -- a favorite necklace, for example, could have one of the below added without damaging the necklace.)
Lastly, there are rare armors available which will let you add four traits added instead of three, but those cost $100,000 just for the template.
For the abilities themselves, there is no point-blank pricing sheet; Rikku is open to negotiation, especially if you have rare items to trade her. Moreover, she likes making armor, and wants people to be safe. She also knows how to strong-arm her suppliers into cutting her some good deals.
Having said that, not all abilities are created equal. Some require a few easy-to-obtain items, and others will need a large number of rare ones. So I have divided the abilities into loose categories, based on rarity, number required, cost/method of obtaining, and so forth.
Easy means that she might have the necessary items just lying around in a crate somewhere. If not, she could get them with a minimum of effort.
Medium means that it would be time-consuming or somewhat expensive to get the items, but in no way difficult.
Hard means that the items will be difficult to obtain, not to mention dangerous and expensive (to Rikku, all of which will make these very expensive to you, the end user).
Very Hard means that the items will probably require Rikku to go to Spira and fight specific high-level monsters, repeatedly, in order to get these items. You will need to make a very compelling case in order to convince her to get these for you, and you'll be paying through the nose.
Nearly Impossible means it's not going to happen.
As a general rule of thumb, Easy and Medium traits will probably cost from a few hundred dollars possibly up to a few thousand, to install. Hard traits will start well into five figures, and Very Hard ramps up from there. But please see above of all prices being negotiable, and bear in mind Rikku's willingness to trade and work over her suppliers for deals. Items that don't see much use can be cheaper, if she doesn't see much call for them and wants to get rid of the surplus.
Some of the very rare items are impossible to obtain without bribing monsters, which means there will be a specific outlay of cash required up-front. Those will be noted.
For the following, -ward means a 50% damage reduction, -proof means a 100% damage reduction (attacks with this element have no effect), and -eater means that this element actually heals the wearer.
ABILITY | DESCRIPTION | ITEMS NEEDED | DIFFICULTY |
Fire Ward | Reduces fire damage | Bomb Fragment x4 | Easy |
Fireproof | Protects completely against fire | Bomb Core x8 | Easy |
Fire Eater | Fire damage heals the wearer | Fire Gem x20 | Medium |
Lightning Ward | Reduces lightning damage | Electro Marble x4 | Easy |
Lightningproof | Protects completely against lightning | Lightning Marble x8 | Easy |
Lightning Eater | Lightning damage heals the wearer | Lightning Gem x20 | Medium |
Water Ward | Reduces water damage | Fish Scale x4 | Easy |
Waterproof | Protects completely against water | Dragon Scale x8 | Easy |
Water Eater | Water damage heals the wearer | Water Gem x20 | Medium |
Ice Ward | Reduces ice damage | Antarctic Wind x4 | Easy |
Iceproof | Protects completely against ice | Arctic Wind x8 | Easy |
Ice Eater | Ice damage heals the wearer | Ice Gem x20 | Medium |
For the following, -ward has a 50% success rate, and -proof is 100%.
ABILITY | DESCRIPTION | ITEMS NEEDED | DIFFICULTY |
Dark Ward | Sometimes protects against Darkness (temporary blindness) | Eye Drops x40 | Easy |
Darkproof | Protects against Darkness (temporary blindness) | Smoke Bomb x10 | Easy |
Silence Ward | Sometimes protects against Silence (temporary inability to cast magic) | Eye Drops x40 | Easy |
Silenceproof | Protects against Silence (temporary inability to cast magic) | Silence Grenade x10 | Easy |
Sleep Ward | Sometimes protects against Sleep (magical sleep) | Sleeping Powder x6 | Easy |
Sleepproof | Protects against Sleep (magical sleep) | Dream Powder x8 | Medium |
Poison Ward | Sometimes protects against Poison (magical poison) | Antidote x40 | Easy |
Poisonproof | Protects against Poison (magical poison) | Poison Fang x12 | Medium |
Stone Ward | Sometimes protects against Petrify (turning to stone) | Soft x30 | Easy |
Stoneproof | Protects against Petrify (turning to stone) | Petrify Grenade x20 | Medium |
Death Ward | Sometimes protects against Death (magical instant-death spell) | Farplane Shadow x15 | Hard + $100,000 |
Deathproof | Protects against Death (magical instant-death spell) | Farplane Wind x60 | Hard + $400,000 |
Zombie Ward | Sometimes protects against Zombie (becoming a zombie) | Holy Water x30 | Easy |
Zombieproof | Protects against Zombie (becoming a zombie) | Candle of Life x10 | Hard |
Slow Ward | Sometimes protects against Slow (decrease in speed) | Silver Hourglass x10 | Easy |
Slowproof | Protects against Slow (decrease in speed) | Gold Hourglass x20 | Hard |
Confuse Ward | Sometimes protects against Confuse (target attacks friends and foes indiscriminately) | Musk x16 | Hard + $50,000 |
Confuseproof | Protects against Confuse (target attacks friends and foes indiscriminately) | Musk x48 | Hard + $150,000 |
Berserk Ward | Sometimes protects against Berserk (uncontrolled frenzy) | Hypello Potion x8 | Easy |
Berserkproof | Protects against Berserk (uncontrolled frenzy) | Hypello Potion x32 | Medium |
These will increase your defenses.
ABILITY | DESCRIPTION | ITEMS NEEDED | DIFFICULTY |
Defense +3% | Physical defense will be 3% stronger. | Power Sphere x3 | Easy |
Defense +5% | Physical defense will be 5% stronger. | Stamina Spring x2 | Medium |
Defense +10% | Physical defense will be 10% stronger. | Special Sphere x1 | Hard + $180,000 |
Defense +20% | Physical defense will be 20% stronger. | Blessed Gem x4 | Very Hard |
Magic Defense +3% | Magical defense will be 3% stronger. | Mana Sphere x3 | Easy |
Magic Defense +5% | Magical defense will be 5% stronger. | Mana Spring x2 | Medium |
Magic Defense +10% | Magical defense will be 10% stronger. | White Magic Sphere x1 | Hard + $130,000 |
Magic Defense +20% | Magical defense will be 20% stronger. | Blessed Gem x4 | Very Hard |
Auto-abilities are abilities granted to the wearer at all times that the armor is on.
ABILITY | DESCRIPTION | ITEMS NEEDED | DIFFICULTY |
Auto-Shell | Automatically casts Shell (reduces magical damage by half) | Lunar Curtain x80 | Very Hard |
Auto-Protect | Automatically casts Protect (reduces physical damage by half) | Light Curtain x70 | Hard |
Auto-Reflect* | Automatically casts Reflect (reflects magical spells back to caster) | Star Curtain x40 | Hard |
Auto-Haste | Automatically casts Haste (increased speed) | Chocobo Wing x80 | Hard + $480,000 |
Auto-Regen | Automatically casts Regen (restores health in small increments over time) | Healing Spring x80 | Hard + $360,000 |
Ribbon | Automatically protects against all status ailments | Dark Matter x99 | Nearly Impossible |
*"Reflect" is a spell which directs all magic back to its caster. This means magical attacks, but also magical healing spells.
Unlike Auto abilities, SOS abilities are ones which are inactive but trigger once the wearer is severely injured. For example: a wearer with SOS Shell is attacked, and gravely injured. At that point, Shell is cast. Once Shell wears off, it is gone until the next battle, even if the wearer becomes seriously injured again.
ABILITY | DESCRIPTION | ITEMS NEEDED | DIFFICULTY |
SOS NulBlaze | Casts NulBlaze (immunity to one fire attack) when health is critical | Bomb Core x1 | Easy |
SOS NulShock | Casts NulShock (immunity to one lightning attack) when health is critical | Lightning Marble x1 | Easy |
SOS NulTide | Casts NulTide (immunity to one water attack) when health is critical | Dragon Scale x1 | Easy |
SOS NulFrost | Casts NulFrost (immunity to one ice attack) when health is critical | Arctic Wind x1 | Easy |
SOS Shell | Casts Shell (reduces magical damage by half) when health is critical | Lunar Curtain x8 | Medium |
SOS Protect | Casts Protect (reduces physical damage by half) when health is critical | Light Curtain x8 | Medium |
SOS Reflect* | Casts Reflect (reflects magical spells back to caster) when health is critical | Star Curtain x8 | Medium |
SOS Haste | Casts Haste (increased speed) when health is critical | Chocobo Feather x20 | Medium |
SOS Regen | Casts Regen (restores health in small increments over time) when health is critical | Healing Spring x12 | Medium |
*"Reflect" is a spell which directs all magic back to its caster. This means magical attacks, but also magical healing spells.
These don't fit into any of the other classifications.
ABILITY | DESCRIPTION | ITEMS NEEDED | DIFFICULTY |
Pickpocket* | When stealing, increases chance of receiving rare items | Amulet x30 | Nearly Impossible |
Master Thief* | When stealing, always receive rare items | Pendulum x30 | Nearly Impossible |
No Encounters** | Keeps enemies at a distance | Purifying Salt x30 | Very Hard |
*These two are only "nearly impossible" because they are ridiculously, prohibitively expensive, even considering how high some of the other prices are. If you're insanely rich and want to go for it anyway, let's talk.
**Enemies will keep their distance, allowing you to travel safely from one place to another. If you deliberately approach an enemy, however, the battle will take place normally.
Any questions, comments, or concerns can go below.