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- You guys get 200 IU to spend (which can effectively be 5 Stat-Up Items like I said) each for this game at no personal expense. Beyond that, though, it comes out of your own pockets.
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- Healing Items
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- Vulnerary (Heals 20 HP) - 5 IU (3 Uses)
- Concoction (Heals 40 HP) - 15 IU (3 Uses)
- Elixir (Heals all HP) - 30 IU (3 Uses)
- Heal Staff (Heals 10+MAG HP to an adjacent ally, Heal E) - 8 IU (40 Uses)
- Mend Staff (Heals 20+MAG HP to an adjacent ally, Heal C) - 10 IU (20 Uses)
- Physic Staff (Heals 10+MAG HP to an ally up to MAG/2 spaces away, Heal B) - 22 IU (15 Uses)
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- Stat-Up Items
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- **40 IU each; remember that HP caps at 60, and non-HP stats cap at 30**
- Seraph Robe - Adds +7 Max HP
- Energy Drop - Adds +2 Strength
- Spirit Dust - Adds +2 Magic
- Secret Book - Adds +2 Skill (+4 Hit, +1 Crit)
- Speedwing - Adds +2 Speed (+4 Evade)
- Dracoshield - Adds +2 Defense
- Talisman - Adds +2 Resistance
- Goddess Icon - Adds +2 Luck (+1 Hit, +2 Evade, +2 Dodge)
- Statue Fragment - Adds +2 CON (Makes heavy weapons drag you down less, allows you to hold more items; Max Item capacity is CON/5+3)
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- Growth Enhancers
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- ** If you've used a re-roll on a unit, buying a Growth Rate enhancing item also allows you to re-roll all of the stats that the item purchased affected (It's an all or nothing deal; if you buy a multi-growths item and wanna re-roll, you gotta re-roll ALL of the affected stats; you can't just pick and choose which stats you re-roll).
- ** If you have yet to use a re-roll on a unit, using it will let you re-roll with the additional growth rates added on.
- ** Only one Growth enhancing item may be used on a unit.
- <X> Enhancer - Adds +10% to a single growth of choice - 5 IU
- This giant block? All of them are 20 IU each.
- Assassin's Essence - Adds +10% Speed, +5% Skill and Luck
- Champion's Essence - Adds +10% Defense, +5% Resistance and Luck
- DnD Cleric's Essence - Adds +10% Resistance, +5% Strength and Magic
- Divine Essence - Adds +10% HP, +5% Magic and Luck
- Fighter's Essence - Adds +10% Strength, +5% HP and Speed
- Knight's Essence - Adds +10% Strength, +5% HP and Defense
- Magician's Essence - Adds +10% Magic, +5% Skill and Resistance
- Miracle Essence - Adds +10% Luck, +5% Speed and Resistance
- Paladin's Essence - Adds +10% HP, +5% Speed and Defense
- Protagonist's Essence - Adds +10% Luck, +5% Strength and Magic
- Protector's Essence - Adds +10% Defense, +5% HP and Resistance
- Soldier's Essence - Adds +10% Skill, +5% Speed and Defense
- Sorceror's Essence - Adds +10% Magic, +5% HP and Skill
- Swordsman's Essence - Adds +10% Skill, +5% Strength and Speed
- Thief's Essence - Adds +10% Speed, +5% Strength and Luck
- White Dragon's Essence - Adds +10% Resistance, +5% Magic and Defense
- Afa's Drops - Adds +5% to all growth rates - 60 IU
- Afa's Waterfall - Adds +10% to all growth rates - 150 IU
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- Accessories
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- These totally can be used after the battle with their normal effects. Anyone who isn't in Aesop Emblem can also buy these items for their 'mans.
- * Brightpowder - While equipped, the wearer is treated as if their Avoid is 10 higher - 20 IU
- * Expert Belt - While equipped, the wearer deals an additional 2 damage against units weak to the Pokemon type of their attack - 25 IU
- * Focus Band - While equipped, the wearer is treated as if they have the "Miracle" skill as if their Luck score was 20 - 25 IU
- * Focus Sash - While equipped, the wearer is treated as if they have the "Miracle" skill as if their Luck score was 100; once the skill is activated, the Focus Sash breaks at the end of the phase - 50 IU
- * Fragile Guard - While equipped, protects the user from effective damage; once the effect is activated, at the end of the turn the Fragile Guard breaks - 10 IU
- * Macho Brace - While equipped, halves the wearer's Avoid, but raises all Growths by +10% each. ... Yes, you can pass this thing around like a cheap whore to score increased Growth Rates. - 10 IU
- * Scope Lens - While equipped, the wearer is treated as if their Crit is 5 higher - 20 IU
- * Wide Lens - While equipped, if the wearer has an attack declared on them, their Hit is treated as if it were 25 higher - 25 IU
- * Zoom Lens - While equipped, the user is treated as if their Hit is 10 higher - 20 IU
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