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Botherer

Aesop Emblem Shop

Dec 7th, 2012
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  1. 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.
  2.  
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  4. Healing Items
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  6.  
  7. Vulnerary (Heals 20 HP) - 5 IU (3 Uses)
  8. Concoction (Heals 40 HP) - 15 IU (3 Uses)
  9. Elixir (Heals all HP) - 30 IU (3 Uses)
  10. Heal Staff (Heals 10+MAG HP to an adjacent ally, Heal E) - 8 IU (40 Uses)
  11. Mend Staff (Heals 20+MAG HP to an adjacent ally, Heal C) - 10 IU (20 Uses)
  12. 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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  15. Stat-Up Items
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  17.  
  18. **40 IU each; remember that HP caps at 60, and non-HP stats cap at 30**
  19.  
  20. Seraph Robe - Adds +7 Max HP
  21. Energy Drop - Adds +2 Strength
  22. Spirit Dust - Adds +2 Magic
  23. Secret Book - Adds +2 Skill (+4 Hit, +1 Crit)
  24. Speedwing - Adds +2 Speed (+4 Evade)
  25. Dracoshield - Adds +2 Defense
  26. Talisman - Adds +2 Resistance
  27. Goddess Icon - Adds +2 Luck (+1 Hit, +2 Evade, +2 Dodge)
  28. 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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  31. Growth Enhancers
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  33.  
  34. ** 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).
  35. ** 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.
  36. ** Only one Growth enhancing item may be used on a unit.
  37.  
  38. <X> Enhancer - Adds +10% to a single growth of choice - 5 IU
  39.  
  40. This giant block? All of them are 20 IU each.
  41.  
  42. Assassin's Essence - Adds +10% Speed, +5% Skill and Luck
  43. Champion's Essence - Adds +10% Defense, +5% Resistance and Luck
  44. DnD Cleric's Essence - Adds +10% Resistance, +5% Strength and Magic
  45. Divine Essence - Adds +10% HP, +5% Magic and Luck
  46. Fighter's Essence - Adds +10% Strength, +5% HP and Speed
  47. Knight's Essence - Adds +10% Strength, +5% HP and Defense
  48. Magician's Essence - Adds +10% Magic, +5% Skill and Resistance
  49. Miracle Essence - Adds +10% Luck, +5% Speed and Resistance
  50. Paladin's Essence - Adds +10% HP, +5% Speed and Defense
  51. Protagonist's Essence - Adds +10% Luck, +5% Strength and Magic
  52. Protector's Essence - Adds +10% Defense, +5% HP and Resistance
  53. Soldier's Essence - Adds +10% Skill, +5% Speed and Defense
  54. Sorceror's Essence - Adds +10% Magic, +5% HP and Skill
  55. Swordsman's Essence - Adds +10% Skill, +5% Strength and Speed
  56. Thief's Essence - Adds +10% Speed, +5% Strength and Luck
  57. White Dragon's Essence - Adds +10% Resistance, +5% Magic and Defense
  58.  
  59. Afa's Drops - Adds +5% to all growth rates - 60 IU
  60.  
  61. Afa's Waterfall - Adds +10% to all growth rates - 150 IU
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  64. Accessories
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  66.  
  67. 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.
  68.  
  69. * Brightpowder - While equipped, the wearer is treated as if their Avoid is 10 higher - 20 IU
  70. * Expert Belt - While equipped, the wearer deals an additional 2 damage against units weak to the Pokemon type of their attack - 25 IU
  71. * Focus Band - While equipped, the wearer is treated as if they have the "Miracle" skill as if their Luck score was 20 - 25 IU
  72. * 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
  73. * 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
  74. * 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
  75. * Scope Lens - While equipped, the wearer is treated as if their Crit is 5 higher - 20 IU
  76. * 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
  77. * Zoom Lens - While equipped, the user is treated as if their Hit is 10 higher - 20 IU
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