Consumables
POTION

Restores 100 HP
Cost - 100 Cash
Sell - 60 Cash

HI-POTION

Restores 300 HP
Cost - 300 Cash
Sell - 180 Cash

X-POTION

Restores all HP to one ally
Cost - 1000 Cash
Sell - 600 Cash

PHOENIX DOWN

Revives a fallen ally with 25% HP
Cost - 500 Cash
Sell - 300 Cash

ANTIDOTE

Cures Poison
Cost - 100 Cash
Sell - 60 Cash

ECHO SCREEN

Cures Silence
Cost - 100 Cash
Sell - 60 Cash

SOFT

Cures Petrify
Cost - 100 Cash
Sell - 60 Cash

ALARM CLOCK

Cures Sleep
Cost - 100 Cash
Sell - 60 Cash

HANDKERCHIEF

Cures Oil
Cost - 100 Cash
Sell - 60 Cash

CHRONOS TEAR

Cures Stop/Slow
Cost - 150 Cash
Sell - 90 Cash

VACCINE

Cures Disease
Cost - 100 Cash
Sell - 60 Cash

Damage Items
Antarctic Wind
Deals mid-level ice damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

Ice Gem
Deals mid-level ice damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Bomb Core
Deals mid-level fire damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

Fire Gem
Deals mid-level fire damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Electro Marble
Deals mid-level Lightning damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

Lightning Gem
Deals mid-level Lightning damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Dragon Scale
Deals mid-level Water damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

Water Gem
Deals mid-level Water damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Holy Water
Deals mid-level Light damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

Holy Mote
Deals mid-level Light damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Earth Drum
Deals mid-level Earth damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

Earth Mallet
Deals mid-level Earth damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Graviball
Deals mid-level Demi/Space damage to an enemy.
Cost - 300 Cash
Sell - 180 Cash

T/S Bomb
Deals mid-level Demi/Space damage to all enemies.
Cost - 800 Cash
Sell - 480 Cash

Stamina Spring
Deals 300 damage to an enemy and heals the user by 300 hp.
Cost - 1000 Cash
Sell - 600 Cash

Armor and Acessories
Effects of armor and accessories do NOT stack.

Iron Bangle
Raises max HP by 20%
Cost - 3500 Cash
Sell - 3000 Cash

Power Wrist
Raises STR by 20%
Cost - 3500 Cash
Sell - 3000 Cash

Mythril Gloves
Raises Defense (lowers damage taken) by 20%
Cost - 3500 Cash
Sell - 3000 Cash

Jade Collar
Improves chance of avoiding attacks by 25%.
Cost - 3500 Cash
Sell - 3000 Cash

Gillie Boots
Protects against oil (Oil won't work).
Cost - 2000 Cash
Sell - 1600 Cash

Winged Boots
Casts Float spell on the wearer (Auto-float).
Cost - 2000 Cash
Sell - 1600 Cash

Doctor's Code
Adds more healing power to potions (+200 HP recovery).
Cost - 5000 Cash
Sell - 3000 Cash

Ruby Ring
Casts reflect on the wearer (Auto-reflect).
Cost - 5000 Cash
Sell - 3000 Cash

Heroes Ring
Casts bravery when HP is under 40%.
Cost - 5000 Cash
Sell - 3000 Cash

Red Ring
Halves Fire Damage.
Cost - 8000 Cash
Sell - 5000 Cash

White Ring
Halves Ice Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Yellow Ring
Halves Lightning Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Aqua Ring
Halves Water Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Teal Ring
Halves Wind Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Green Ring
Halves Earth Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Gray Ring
Halves Dark Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Neon Ring
Halves Light Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Purple Ring
Halves Time Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Cream Ring
Halves Space Damage.
Cost - 8000 Cash
Sell - 5000 Cash

Dream Shock
Adds 50% chance of casting sleep spell to attacks.
Cost - 8000 Cash
Sell - 5000 Cash

Blind Shock
Adds 50% chance of casting blind spell to attacks.
Cost - 8000 Cash
Sell - 5000 Cash

Venom Shock
Adds 50% chance of casting poison spell to attacks.
Cost - 8000 Cash
Sell - 5000 Cash

Lag Shock
Adds 50% chance of casting slow spell to attacks.
Cost - 8000 Cash
Sell - 5000 Cash

System Shock
Adds 50% chance of casting stop spell to attacks.
Cost - 10000 Cash
Sell - 6000 Cash



Upgrades
HP Booster

Adds 200 HP during Battle Grid/Plot battles. Can be stacked up to 10 times.
Cost - 1000 Cash
Sell - 600 Cash


Strength Booster

Adds 100 Damage to all physical melee combos during Battle Grid/Plot battles. Can be stacked up to 10 times.
Cost - 1500 Cash
Sell - 1000 Cash


Physical Defense Booster

Lowers damage from monster melee attacks by 10% during Battle Grid/Plot battles. This can only be stacked four times.
Cost - 1000 Cash
Sell - 600 Cash


Magic Defense Booster

Lowers damage from monster spells by 10% during Battle Grid/Plot battles. This can only be stacked four times.
Cost - 1000 Cash
Sell - 600 Cash


Magic Booster

Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times.
Cost - 1500 Cash
Sell - 1000 Cash


Extra Weapon Slot

Allows you to wield an extra weapon during Battle Grid/Plot battles. Can be stacked twice.
Cost - 2000 Cash
Sell - 1500 Cash


Add Element

Allows you to add an element to an ability. (This may be used once per an ability and will only work on custom abilities.)
Cost - 500 Cash
Sell - No refunds


Dual Element

Allows you to add a second element to an ability. (This may be used once per an ability and will only work on custom abilities.)
Cost - 1000 Cash
Sell - No refunds


Spell and Ability Fusion Tier 1

Allows the holder to mix any of their low level/normal level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character.
Cost - 4000 Cash
Sell - No refunds


Spell and Ability Fusion Tier 2

Allows the holder to mix any of their medium level/average level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2.
Cost - 6000 Cash
Sell - No refunds


Spell and Ability Fusion Tier 3

Allows the holder to mix any of their high level/heavy level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2.
Cost - 8000 Cash
Sell - No refunds


Abilities
Low/Normal Damage Custom Skill

PM a staffer with the name and description.
Single Target.
Two post cooldown
Maximum use of 15 during one thread.
Cost - 900 Cash


Low/Normal Damage Custom Skill with element.

PM a staffer with the name and description.
+25% damage to enemies weak against (element)
Single Target.
Two post cooldown
Maximum use of 15 during one thread.
Cost - 1000 Cash


Low/Normal Damage Area Custom Skill

PM a staffer with the name and description.
+25% damage to enemies weak against (element)
Targets all enemies.
Two post cooldown
Maximum use of 10 during one thread.
Cost - 1500 Cash


Medium Damage Custom Skill

PM a staffer with the name and description.
Single Target.
Four post cooldown
Maximum use of 10 during one thread.
Cost - 1200 Cash


Medium Damage Custom Skill with element

PM a staffer with the name and description.
+25% damage to enemies weak against (element)
Single Target.
Four post cooldown
Maximum use of 10 during one thread.
Cost - 1500 Cash


Medium Damage Area Custom Skill

PM a staffer with the name and description.
+25% damage to enemies weak against (element)
Targets all enemies.
Two post cooldown
Maximum use of 6 during one thread.
Cost - 2000 Cash
High Damage Custom Skill

PM a staffer with the name and description.
Single Target.
Four post cooldown
Maximum use of 8 during one thread.
Cost - 2500 Cash


High Damage Custom Skill with element

PM a staffer with the name and description.
+25% damage to enemies weak against (element)
Single Target.
Four post cooldown
Maximum use of 8 during one thread.
Cost - 3000 Cash


High Damage Area Custom Skill

PM a staffer with the name and description.
+25% damage to enemies weak against (element)
Targets all enemies.
Two post cooldown
Maximum use of 4 during one thread.
Cost - 3500 Cash


Status Effect Custom Skill

PM a staffer with the name and description.
Single Target.
Four post cooldown
Maximum use of 8 during one thread.
Cost - 2500 Cash


Passive Custom Skill

PM a staffer with the name and description.
Single Target
Cost - 2500 Cash


Layered-Custom Skill

PM a staffer with the name and description.
Beginning skill that leads to the activation of its sub-skills.
Two post cooldown (If required)
Maximum use of 3 during one thread.(If required)
Cost - 1000 Cash


Sub-Custom Skill

PM a staffer with the name and description.
Addition to an old custom skill with conditions.
Two post cooldown (If required)
Maximum use of 3 during one thread.(If required)
Cost - 1500 Cash



Spells
Healing

Cure
Heals minor/normal wounds/damage but can only target one person.
Cost - 1000 Cash
Sell - No refunds


Cura
Heals moderate/medium wounds/damage but can only target one person.
(Must have cure before you purchase Cura)
Cost - 1500 Cash
Sell - No refunds


Curaga
Heals major/heavy wounds/damage and can target a group of people.
(Must have cura before you purchase Curaga)
Cost - 2000 Cash
Sell - No refunds


Regen
Heals minor/normal wounds/damage for a single target over a period of time.
(Usually about three turns/posts in battle)

Cost - 800 Cash
Sell - No refunds


Full-Cure
Heals all status aliments *burn, freeze etc* for one ally.
Cost - 1000 Cash
Sell - No refunds


Life
Can revive a person/character from the dead with 25% HP.
Cost - 1500 Cash
Sell - No refunds


Recover
Can revive a person/character from the dead With 50% HP.
(Must have Life)
Cost - 2000 Cash
Sell - No refunds


Full-Life
Can revive a person/character from the dead With full HP.
(Must have Recover)
Cost - 3000 Cash
Sell - No refunds


Revive
Revives a person/character from KO status with 25% HP.
Cost - 1500 Cash
Sell - No refunds


Refresh
Revives a person/character from KO status with 50% HP.
(Must have Revive)
Cost - 2000 Cash
Sell - No refunds


Full-Revive
Revives a person/character from KO status with full HP.
(Must have Revive)
Cost - 3000 Cash
Sell - No refunds


Support

Weak
Reveals a single targets elemental weakness.
Cost - 800 Cash
Sell - No refunds


Blindna
Removes blind from a single target.
Cost - 500 Cash
Sell - No refunds


Poisona
Removes poison from a single target.
Cost - 500 Cash
Sell - No refunds


Vox
Removes Silence from a single target.
Cost - 500 Cash
Sell - No refunds


Stona
Removes stone from a single target.
Cost - 500 Cash
Sell - No refunds


Cease
Removes slow from a target.
Cost - 500 Cash
Sell - No refunds


Cleanse
Removes disease from a single target.
Cost - 500 Cash
Sell - No refunds


Float
All targets in range are unaffected by Earth elemental attacks and can walk over traps without triggering them.
Cost - 500 Cash
Sell - No refunds


Yield
Removes stop from a target.
Cost - 500 Cash
Sell - No refunds


Awaken
Removes sleep from a single target.
Cost - 500 Cash
Sell - No refunds


Mime
Makes the user mimic the last allies battle action.
Cost - 1000 Cash
Sell - No refunds


All
Casts All on a target. All actions effect all enemies/characters.
Cost - 1000 Cash
Sell - No refunds


Weakening

Blind
Decreases a targets accuracy by a quarter for three turns/posts.
- Weakness - The user cannot use this again for a full four posts/turns.
(Must have the rpers permission)

Cost - 1000 Cash
Sell - No refunds


Poison
Poisons a single target/enemy, the target loses a small amount of their health over 4 posts/turns.
Cost - 1200 Cash
Sell - No refunds


Wound
Lowers a single targets/enemies health four three turns/posts.
- Weakness - It also lowers the casters health.

Cost - 1500 Cash
Sell - No refunds


Oil
Covers a single target in oil so that they take more damage (double damage) from fire spells.
Cost - 1000 Cash
Sell - No refunds


Break
Has a VERY low chance of petrifying a single target/enemy.
- Weakness - Can only be used when facing a group.
(Must have the rpers permission)

Cost - 1500 Cash
Sell - No refunds


Silence
Stops a single target/enemy from casting spells for two turns/posts. This does not effect physical attacks.
- Weakness - Cannot be used in conjunction with Physical Weakness.

Cost - 1000 Cash
Sell - No refunds


Physical Weakness
Stops a single target/enemy from physically attacking for two turns/posts.
This does not effect magical attacks.
- Weakness - Cannot be used in conjunction with Silence.

Cost - 1500 Cash
Sell - No refunds


Slow
Removes auto-haste and/or haste, if haste is not enabled it slows the target down allowing them to only move 1 square in the battle grid or use only 2 combination slots.
In threads this will slow the target down.
Lasts for three turns during bg, two turns during pvp.
Cooldown of five turns.
(With Rpers consent.)

Cost - 2000 Cash
Sell - No refunds


Stop
Stops an enemy from doing anything at all.
Lasts for two turns.
Cooldown of five turns.
(With rpers consent)

Cost - 4000 Cash
Sell - No refunds


Fury
The afflicted character's physical attacks are more likely to miss.
-1 to each dice roll number.
Lasts for three turns.
Cooldown of five turns.

Cost - 2000 Cash
Sell - No refunds


Imperil
Lowers a targets elemental resistances by 25%.
Lasts for two turns.
Cooldown of three turns.
(With rpers consent.)

Cost - 1000 Cash
Sell - No refunds


Strengthening

Haste
Allows a single target to use two skills/spells and/or move one extra square in the BG in a single turn. Lasts for two turns/posts.
Cost - 1500 Cash
Sell - No refunds


Protect
Lowers physical damage taken by a single target for three turns/posts. Cuts damage by a quarter.
- Weakness - Caster takes a quarter more damage from attacks if they haven't used protect on themselves for three turns/posts.

Cost - 1500 Cash
Sell - No refunds


Bravery
Increases a single targets physical damage by a quarter for three turns/posts.
- Weakness - Lowers the casters physical damage by a quarter if they haven't used Bravery on themselves for three turns/posts.

Cost - 1500 Cash
Sell - No refunds


Shell
Decreases magic damage by a quarter for three turns/posts, for a single target.
Cost - 1500 Cash
Sell - No refunds


Reflect
Bounces ALL spells back at the enemy three turns/posts, for a single target.
Cost - 2000 Cash
Sell - No refunds


Elemental Attack Spells

NOTE:- In order to buy these spells you must have the predecessing spell. If you want to buy Fira you must already have learned Fire, if you want to learn Firaga you must know Fira. Etc etc etc. You may not buy the first spell of an element, instead you'll have to go out and learn it.

Fire
Normal/Minor fire damage to a target sends fire balls at the target.
Not purchasable must be learned.
Sell - No refunds


Fira
Moderate/Medium fire damage to all targets/enemies sends fire balls at the targets.
Cost - 1000 Cash
Sell - No refunds


Firaga
High/Heavy fire damage to all targets/enemies, fire converges on the enemies.
Cost - 1500 Cash
Sell - No refunds


Scorch
Very High fire damage to a single target/enemy, fire rises from beneath the enemy.
Cost - 2000 Cash
Sell - No refunds


Inferno
Very High fire damage to ALL targets/enemies, fire rises from beneath the enemy.
Cost - 3000 Cash
Sell - No refunds


Hell Fire
Very Very High fire damage to all targets/enemies, fire converges on the enemy, this has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Blaze Pyre
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against fire.
Cost - 5000 Cash
Sell - No refunds


Blizzard
Normal/Minor ice damage to a target sends shards of ice at a target.
Not purchasable must be learned.
Sell - No refunds


Blizzara
Moderate/Medium ice damage to all targets/enemies sends shards of ice at the targets.
Cost - 1000 Cash
Sell - No refunds


Blizzaga
High/Heavy ice damage to all targets/enemies, ice shards jut up out of the ground below the enemy.
Cost - 1500 Cash
Sell - No refunds


Frost
Very High ice damage to a single target. Jagged chunks of ice suddenly spew out of the ground beneath a target.
Cost - 2000 Cash
Sell - No refunds


Snowstorm
Very High ice damage to all enemies/targets, causes a blizzard of ice and snow that spiral around the enemies.
Cost - 3000 Cash
Sell - No refunds


Icestorm
Very Very High ice damage to all enemies/targets, causes a blizzard of ice and snow that spiral around the enemies. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Cloudburst
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against ice.
Cost - 5000 Cash
Sell - No refunds


Aero
Normal/Minor wind damage to a target sends bladed gusts of wind at a target.
Not purchasable must be learned.
Sell - No refunds


Aerora
Moderate/Medium wind damage to all targets/enemies torrents of wind converges on the targets.
Cost - 1000 Cash
Sell - No refunds


Aeroga
High/Heavy wind damage to all targets/enemies huge tornado of wind around the targets converging on them.
Cost - 1500 Cash
Sell - No refunds


Gale
Very High wind damage to a single target. Wind envelopes the target and is so violent that it tears up chunks of whatever the target is stood upon bashing them with the things torn from beneath.
Cost - 2000 Cash
Sell - No refunds


Cyclone
Very High wind damage to all enemies/targets, wind envelopes the targets and is so violent that it tears up chunks of whatever the targets are stood upon bashing them with the things torn from beneath..
Cost - 3000 Cash
Sell - No refunds


Chinook
Very Very High wind damage to all enemies/targets, wind tears through the battle field and flicks all enemies in to the air, they fall only to be knocked up a second time and then hit the ground with tremendous force. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Samiel
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against wind.
Cost - 5000 Cash
Sell - No refunds


Thunder
Normal/Minor lightning/thunder damage to a target a single bolt of lightning hits the target.
Not purchasable must be learned.
Sell - No refunds


Thundara
Moderate/Medium lightning/thunder damage to all targets a single bolt of lightning hits each target.
Cost - 1000 Cash
Sell - No refunds


Thundaga
High/Heavy lightning/thunder damage to all targets a torrent of lightning bolts hit the area and the targets.
Cost - 1500 Cash
Sell - No refunds


Bolt
Very High lightning/thunder damage to a single target. Many forks of lightning rain down on the target.
Cost - 2000 Cash
Sell - No refunds


Firebolt
Very High lightning/thunder damage to all enemies/targets. Many forks of lightning rain down on the targets.
Cost - 3000 Cash
Sell - No refunds


Discharge
Very Very High lightning/thunder damage to all enemies/targets, not only to lightning strikes hit the enemies from above but the caster sends out a discharge of electrical energy. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Fulmination
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against lightning/thunder.
Cost - 5000 Cash
Sell - No refunds


Dark
Normal/Minor dark damage to a target a single ball of darkness hits the target.
Not purchasable must be learned.
Sell - No refunds


Darkra
Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets.
Cost - 1000 Cash
Sell - No refunds


Darkga
High/Heavy dark damage to all targets a torrent of darkness converges on the targets.
Cost - 1500 Cash
Sell - No refunds


Stygian
Very High dark damage to a single target. Many orbs of darkness converge on the target encasing them before blasting them back and forth.
Cost - 2000 Cash
Sell - No refunds


Aphotic
Very High dark damage to all enemies/targets. Many orbs of darkness converge on the targets encasing them before blasting them back and forth.
Cost - 3000 Cash
Sell - No refunds


Obfuscous
Very Very High dark damage to all enemies/targets, the entire field turns dark, enemies cannot see infront of them and then many shadow shaped monsters come out of nowhere beating the enemy around. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Tenebrae
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against dark.
Cost - 5000 Cash
Sell - No refunds


Holy
Normal/Minor light damage to a target a single bolt of light hits the target.
Not purchasable must be learned.
Sell - No refunds


Faith
Moderate/Medium light damage to all targets a pillar of light hits each target.
Cost - 1000 Cash
Sell - No refunds


Pearl
High/Heavy light damage to all targets pillars of light come up through the floor and then converge on the targets.
Cost - 1500 Cash
Sell - No refunds


Sacrosanct
Very High light damage to a single enemy, balls of light converge on the target.
Cost - 2000 Cash
Sell - No refunds


Elysian
Very High light damage to all targets/enemies, a rapid succession of white and gold waves blast out across the area consuming all enemies within.
Cost - 3000 Cash
Sell - No refunds


Rapture
Very Very High light damage to all enemies/targets, a rapid succession of white and gold waves blast out across the area consuming all enemies within. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Empyral
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against light.
Cost - 5000 Cash
Sell - No refunds


Demi
Normal/Minor Time damage to a target, traps them in a bubble of time and saps away a small amount of life.
(Must have the rpers permission)

Not purchasable must be learned.
Sell - No refunds


Demira
Moderate/Medium Time damage to all targets, traps them in a bubble of time and saps away a medium amount of life.
(Must have the rpers permission)

Cost - 1000 Cash
Sell - No refunds


Demiga
High/Heavy Time damage to all targets, traps them in a bubble of time and saps away a large amount of life.
(Must have the rpers permission)

Cost - 1500 Cash
Sell - No refunds


Erablast
Very High time damage to a single enemy, warps the enemy through different eras of time before blasting them back to the current time.
Cost - 2000 Cash
Sell - No refunds


Epoch
Very High time damage to all targets/enemies, warps all enemies through different eras of time before blasting them back to the current time.
Cost - 3000 Cash
Sell - No refunds


Infinity Slam
Very Very High time damage to all enemies/targets, the user runs out of time rips slowing things down around them so that they look like they're moving much faster than they are, they then grab one enemy and use them as a bowling ball slamming them in to the other enemies on the battlefield as they zip from time rip to time rip. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


End of Time
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against time.
Cost - 5000 Cash
Sell - No refunds


Gravitas
Normal/Minor Space damage to a target, bounces the target off the ground a couple of times.
(If you already have gravity you may buy the space spells.)
Cost - 500 Cash

Sell - No refunds


Jūryoku
Moderate/Medium Space damage to all targets, bounces all targets off the ground a couple of times then off each other.
Cost - 1000 Cash
Sell - No refunds


Graviga
High/Heavy Space damage to all targets, blasts the enemies with a series of compressed gravity balls.
Cost - 1500 Cash
Sell - No refunds


Cosmoslam
Very High space damage to a single enemy, a giant whip of energy smacks the enemy around.
Cost - 2000 Cash
Sell - No refunds


Galactic Bomb
Very High space damage to all targets/enemies, starts as a small compressed ball of space and then rapidly expands outwards blasting all enemies it touches.
Cost - 3000 Cash
Sell - No refunds


Shooting Star
Very Very High space damage to all enemies/targets, a rapid succession of small meteores fall across the area smashing against all enemies. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Planetoid Slam
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against space.
Cost - 5000 Cash
Sell - No refunds


Water
Normal/Minor water damage to a target a single jet of water hits the target.
Not purchasable must be learned.
Sell - No refunds


Watera
Moderate/Medium water damage to all targets a single jet of water hits the targets.
Cost - 1000 Cash
Sell - No refunds


Waterga
High/Heavy water damage to all targets a large wave of water hits the targets.
Cost - 1500 Cash
Sell - No refunds


Drench
Very High water damage to a single target. Douses the enemy with a large amount of water from above.
Cost - 2000 Cash
Sell - No refunds


Vadose
Very High water damage to all enemies/targets. Douses the enemies with a large amount of water from above.
Cost - 3000 Cash
Sell - No refunds


Hydropump
Very Very High water damage to all enemies/targets, bounces enemies back and forth with high powered jets of water before blasting them upwards towards the sky and then back down. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Tidal Wave
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against water.
Cost - 5000 Cash
Sell - No refunds


Quake
Normal/Minor Earth damage to a target a small blast of rocks and dirt hit the target.
Not purchasable must be learned.
Sell - No refunds


Seism
Moderate/Medium Earth damage to all targets a small blast of rocks and dirt hit the targets.
Cost - 1000 Cash
Sell - No refunds


Tremor
High/Heavy Earth damage to all targets a Rocks jut out of the ground beneath the targets causing damage.
Cost - 1500 Cash
Sell - No refunds


Terrene
Very High earth damage to a single target. Drops rocks and clay on the enemy.
Cost - 2000 Cash
Sell - No refunds


Kaolin
Very High earth damage to all enemies/targets. Drops rocks and clay on the enemies
Cost - 3000 Cash
Sell - No refunds


Avalanche/Landslide
Very Very High earth damage to all enemies/targets, causes an avalanche or landslide depending on the terrain which hits all enemies from behind. This has a 1 post charge up and can be interrupted.
Cost - 4000 Cash
Sell - No refunds


Terra firma
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against Earth.
Cost - 5000 Cash
Sell - No refunds


Summon Spells

NOTE:- In order to buy these spells you must have the predecessing spell. If you want to buy Ifrit you must already have learned/bought all fire spells, if you want to buy Shiva you must have learned/bought all ice spells. Etc etc etc.

Ifrit (Fire)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of burning enemies for two turns, burn reduces hp by 10% over time. Roll for each monster, 1,3,5 are burn, any other numbers will not cause burn.
Burning will not work in PvP. Burning will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds


Shiva (Ice)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of freezing enemies for two turns. Roll for each monster, 1,3,5 are freeze, any other numbers will not cause freeze.
Freezing will not work in PvP. Freezing will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds


Ramuh (Lightning)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of stunning enemies for two turns. Roll for each monster, 1,3,5 are stun, any other numbers will not cause stun.
Stun will not work in PvP. Stun will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds


Odin (No-Element)
Can be purchased without previous spells.

Deals damage equal to 40% max HP to all enemies, has a small chance of instantly killing enemies. Roll for each monster if you roll a 6 the enemy dies.
Death will not work in PvP. Death will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds


Leviathan (Water)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of poisoning enemies, poison causes the target to lose 20% current HP over four turns. Roll for each monster, 1,3,5 are poison, any other numbers will not cause poison.
Poison will not work in PvP. Poison will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds


Atomos (Space)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of silencing enemies. Roll for each monster, 1,3,5 are silence, any other numbers will not cause silence.
Silence will not work in PvP. Silence will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds


Alexander (Light)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of casting Reverse on enemies. Reverse causes all healing items to hurt the enemy. Roll for each monster, 1,3,5 are reverse, any other numbers will not cause reverse.
Reverse will not work in PvP. Reverse will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.

Cost - 15,000 Cash
Sell - No refunds



Weaponry
Weapon Upgrades

NOTE:- To buy ATTACHMENT SLOTS or ATTACHMENTS you must have a CLEAN weapon without any in-built abilities. You may not stack the same attachment more than once on any one weapon.


Attachment Slot
Adds a single attachment slot to a weapon. This can be stacked on any one weapon four times.
Cost - 3000 Cash
Sell - No refunds


Health Attachment
+10% max HP to the user.
Cost - 1500 Cash
Sell - No refunds


Strength Attachment
+10% damage to physical combo chains.
Cost - 1500 Cash
Sell - No refunds


Magic Damage Attachment
+10% damage to all spells.
Cost - 1500 Cash
Sell - No refunds


Support Attachment
+10% effectivity to all support/healing spells.
Cost - 2000 Cash
Sell - No refunds


Positive Status Effect Attachment
+2 duration on all positive status effects.
Cost - 2000 Cash
Sell - No refunds


Negative Status Effect Attachment
+2 duration to all negative status effects when used on an enemy.
Cost - 2000 Cash
Sell - No refunds


Ability Attachment
+10% damage dealt from abilities.
Cost - 2000 Cash
Sell - No refunds


Cooldown Attachment
-1 turn/post wait to all your cooldowns.
Cost - 2000 Cash
Sell - No refunds


Added fire
Deals minor fire damage equivalent to a fire spell.
Cost - 2000 Cash
Sell - No refunds


Added fire 2
Deals medium fire damage equivalent to a fira spell.
Upgrades from Added Fire, Added Fire will be removed and replaced with Added Fire 2.

Cost - 3000 Cash
Sell - No refunds


Added fire 3
Deals high fire damage equivalent to a firaga spell.
Upgrades from Added Fire 2, Added Fire 2 will be removed and replaced with Added Fire 3.

Cost - 4000 Cash
Sell - No refunds


New Custom Weapon
PM a staffer with the name and an image/description of the weapon.
Cost - 500 Cash
Sell - No refunds


New Custom Weapon with ability
PM a staffer with the name and an image/description of the weapon along with a description of what its ability does, a singular ability, do not try putting two in there or more or you'll be denied without explanation. It MUST be a passive. If you're going to give yourself a boost then it must be +25% or less, the weapon chains don't give 25% but they don't cost as much either, you're getting extra here. If it's an attacking ability it must be a single element, no dual elements please or if it is a dual element it must only activate and attack when you use those elements.
Cost - 1500 Cash
Sell - No refunds





Pm a staff member with your purchase
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