Post by King of All on Mar 15, 2019 16:46:24 GMT -5
There are many stores and outlets within Iguana Street mall, and each seller has a varying degree of knickknacks that just might come in useful to you! Are you looking for the latest fashion? Or perhaps you are looking to buy the Capsule Corporation's newest super double X quad drive mother ship? Well, you are sure to find something for everyone here!
What would you like to buy?
Exchange:
Jewel = 1 Jewel is worth 1,000z
Jewel = 1 Jewel is worth 1,000z
Medical Machines
Medical Machine (Costs 3000z)
Takes a day to restore someone to full health. Will not restore lost limbs.
Medical Machine (Costs 3000z)
Takes a day to restore someone to full health. Will not restore lost limbs.
Improved Med. Machine (Costs 5000z)
Takes Three Hours to Heal One to Full Health and it Restores Limbs! Cannot regrow Saiyan Tails however...
Perfect Med. Machine (Costs 10,000z)
Can heal any injury as long as the target has not died. Can restore any lost limb or injury (save Saiyan Tails).
Weighted Clothing
Light Weighted Clothing (Costs 1000z)
Reduces your PL by 50% but increases your PL Gains by 50%! Breaks once you reach Level 2.
Medium Weighted Clothing (Costs 3000z; Requires Level 2)
Reduces your PL by 50% but increases your PL Gains by 50%! Breaks once you reach Level 3.
Heavy Weighted Clothing (Costs 5000z; Requires Level 3)
Reduces your PL by 50% but increases your PL Gains by 50%! Breaks once you reach Level 4.
Light Weighted Clothing (Costs 1000z)
Reduces your PL by 50% but increases your PL Gains by 50%! Breaks once you reach Level 2.
Medium Weighted Clothing (Costs 3000z; Requires Level 2)
Reduces your PL by 50% but increases your PL Gains by 50%! Breaks once you reach Level 3.
Heavy Weighted Clothing (Costs 5000z; Requires Level 3)
Reduces your PL by 50% but increases your PL Gains by 50%! Breaks once you reach Level 4.
Dragon Radars
Dragon Radar (Costs 5000z; Requires 1 for Earth Dragon Balls and 1 for Namek Dragon Balls)
A handheld device designed for the purposes of seeking Dragon Balls. Need this device to roll for Dragon Balls on the site.
Dragon Radar (Costs 5000z; Requires 1 for Earth Dragon Balls and 1 for Namek Dragon Balls)
A handheld device designed for the purposes of seeking Dragon Balls. Need this device to roll for Dragon Balls on the site.
Scouters
Basic Scouter (Costs 500z)
Can be used to sense a person's power level! Will break if someone's at Level 2.
Improved Scouter (Costs 1000z)
Can be used to sense a person's power level! Will break if someone's at Level 4.
Advanced Scouter (Costs 2000z)
Can be used to sense a person's power level! Will break if someone's at Level 6.
Perfect Scouter (Costs 4000z)
Basic Scouter (Costs 500z)
Can be used to sense a person's power level! Will break if someone's at Level 2.
Improved Scouter (Costs 1000z)
Can be used to sense a person's power level! Will break if someone's at Level 4.
Advanced Scouter (Costs 2000z)
Can be used to sense a person's power level! Will break if someone's at Level 6.
Perfect Scouter (Costs 4000z)
Can be used to sense a person's power level! Will break if someone's at Level 8.
Gravity Machines
50x Gravity Machine (Costs 3000z)
Can be used to Gravity Train up to 50x Earth's Gravity.
x100 Gravity Machine (Costs 7500z)
Can be used to Gravity Train up to 100x Earth's Gravity.
x150 Gravity Machine (Costs 15,000z; Requires Level 4 to use AND the Gravity Chamber Enhancement Add-On)
Can be used to Gravity Train up to 150x Earth's Gravity. Stop benefiting from it after you reach Level 6.
50x Gravity Machine (Costs 3000z)
Can be used to Gravity Train up to 50x Earth's Gravity.
x100 Gravity Machine (Costs 7500z)
Can be used to Gravity Train up to 100x Earth's Gravity.
x150 Gravity Machine (Costs 15,000z; Requires Level 4 to use AND the Gravity Chamber Enhancement Add-On)
Can be used to Gravity Train up to 150x Earth's Gravity. Stop benefiting from it after you reach Level 6.
Capsules
Healing Capsule (Costs 2500z)
Restores all of your health and stamina. Can only be used once per thread. Usage consumes the item.
Healing Capsule (Costs 2500z)
Restores all of your health and stamina. Can only be used once per thread. Usage consumes the item.
Regeneration Capsule (Costs 2500z)
Gradually heal 10% of your health for 6 turns. Usage consumes this item. Can only use one of these per topic.
Stamina Capsule (Costs 1000z)
Grants 1 stamina. Can use up to 5 of these per topic. Usage consumes the item.
Offense Capsule (Costs 5000z)
Gives you an extra Offensive Technique!
Support Capsule (Costs 5000z)
Gives you an extra Support Technique!
Unique Capsule (Costs 40,000z)
Requires Level 3. Grants you a THIRD School Slot! (Can only purchase one of these)
Finisher Capsule (Costs 75,000z)
Requires Level 5. Grants you a FINISHER Slot! (Can only purchase one or two of these depending on level).
Spaceships
Spacepod (Costs 1,000z)
This is the standard spacepod used for traveling the cosmos. Can only hold one person and cannot have attachments. If traveling long distance then the pods
Space Transport (Costs 5,000)
This is the standard issue vehicle for non-affiliated characters and local citizens. This is due to the cost effectiveness versus the amount of extra features. Don't exactly need a whole arsenal to go on a summer vacation, y'know? Space Transports can fit up to 5 people, and can be outfitted with up to 3 attachments.
Assault Ship (Costs 10,000)
This is the standard spaceship for a faction, capable of holding a small Assault Force (roughly 10 people). This can also house up to 5 attachments.
Mothership (Costs 20,000)
This is the warship, the usual head of an armada! With these you can house an entire squadron of fighters (which comes out to 20 people). It also can hold a vast array of different features. It can be equipped with up to ten different attachments.
Spacepod (Costs 1,000z)
This is the standard spacepod used for traveling the cosmos. Can only hold one person and cannot have attachments. If traveling long distance then the pods
Space Transport (Costs 5,000)
This is the standard issue vehicle for non-affiliated characters and local citizens. This is due to the cost effectiveness versus the amount of extra features. Don't exactly need a whole arsenal to go on a summer vacation, y'know? Space Transports can fit up to 5 people, and can be outfitted with up to 3 attachments.
Assault Ship (Costs 10,000)
This is the standard spaceship for a faction, capable of holding a small Assault Force (roughly 10 people). This can also house up to 5 attachments.
Mothership (Costs 20,000)
This is the warship, the usual head of an armada! With these you can house an entire squadron of fighters (which comes out to 20 people). It also can hold a vast array of different features. It can be equipped with up to ten different attachments.
Ship Attachments
Gravity Chambers, Medical Machines, and even a Scouter can be used to fill Attachment slots! But beyond that here are the following items that can also fill Attachment Slots:
Boost Thrusters (Costs 1000z)
For an extra boost of speed, these thrusters can halve your travel time!
Stealth Unit (Costs 2500z)
Travel with the latest gear of Stealth Technology! With this you and your ship can go undetected onto even enemy planets. Be sure to suppress your energy however, lest you make the Stealth Technology pointless!
Remote Control/Autopilot (Costs 2500z)
Exactly as it sounds, you can either carry a remote control or have autopilot installed on your ship. This will allow you to have your ship travel without you.
Training Room (Costs 5000z)
For you gym maniacs, outfit your ship with a training room to get in those epic workouts! Gain a 25% boost to PL gains while training on the ship.
Can only possess this or a Cargo Bay, not both
Cargo Bay (Costs 5000z)
For you capitalists, outfit your ship with a storage area for goods you can deliver across the cosmos! Gain a 25% Boost to Zeni Gains while dealing on the ship.
Gravity Chambers, Medical Machines, and even a Scouter can be used to fill Attachment slots! But beyond that here are the following items that can also fill Attachment Slots:
Boost Thrusters (Costs 1000z)
For an extra boost of speed, these thrusters can halve your travel time!
Stealth Unit (Costs 2500z)
Travel with the latest gear of Stealth Technology! With this you and your ship can go undetected onto even enemy planets. Be sure to suppress your energy however, lest you make the Stealth Technology pointless!
Remote Control/Autopilot (Costs 2500z)
Exactly as it sounds, you can either carry a remote control or have autopilot installed on your ship. This will allow you to have your ship travel without you.
Training Room (Costs 5000z)
For you gym maniacs, outfit your ship with a training room to get in those epic workouts! Gain a 25% boost to PL gains while training on the ship.
Can only possess this or a Cargo Bay, not both
Cargo Bay (Costs 5000z)
For you capitalists, outfit your ship with a storage area for goods you can deliver across the cosmos! Gain a 25% Boost to Zeni Gains while dealing on the ship.
NOTE: Shop's and Houses only apply rewards towards the owner. Dojo being the exception to this and allowing its training services to work for all those accepted to come within and train.
Homes
House (Costs 5,000z)
A simple home for the simple man. It's not much but it will get the job done. Gain a 25% Boost to PL Gains for threads taking place at home! A House can also hold both a Gravity Chamber and a Medical Machine.
Mansion (Costs 10,000z)
A home for one of great means! With state of the art Gain a 50% boost to PL Gains for threads taking place at your mansion! A Mansion can hold up to 5 different facilities for medical machines, a scouter room, or a Gravity Chamber!
Estate (Costs 20,000z)
An Estate is for one who has acquired greath wealth and doesn't mind showing it! This impressive behemoth has state of the art equipment! One can earn a bonus of 75% PL Gains while training here! Can have up to 10 different facilities for medical machines, a scouter room, or a Gravity Chamber!
House (Costs 5,000z)
A simple home for the simple man. It's not much but it will get the job done. Gain a 25% Boost to PL Gains for threads taking place at home! A House can also hold both a Gravity Chamber and a Medical Machine.
Mansion (Costs 10,000z)
A home for one of great means! With state of the art Gain a 50% boost to PL Gains for threads taking place at your mansion! A Mansion can hold up to 5 different facilities for medical machines, a scouter room, or a Gravity Chamber!
Estate (Costs 20,000z)
An Estate is for one who has acquired greath wealth and doesn't mind showing it! This impressive behemoth has state of the art equipment! One can earn a bonus of 75% PL Gains while training here! Can have up to 10 different facilities for medical machines, a scouter room, or a Gravity Chamber!
Stores
Shop (Costs 5,000z)
A shop for a simple merchant! You're climbing the ranks of the corporate world. Gain +25% Zeni Gains for threads taking place in your shop.
Store (Costs 10,000z)
A store for a growing business person! Gain +50% Zeni Gains for threads taking place in your store.
Corporation (Costs 20,000z)
The epitome of success! You have climbed the corporate world and created a corporation, a company able to earn great heaps of money! Gain +75% for all Zeni Gains in threads taking place in this Corporation.
Shop (Costs 5,000z)
A shop for a simple merchant! You're climbing the ranks of the corporate world. Gain +25% Zeni Gains for threads taking place in your shop.
Store (Costs 10,000z)
A store for a growing business person! Gain +50% Zeni Gains for threads taking place in your store.
Corporation (Costs 20,000z)
The epitome of success! You have climbed the corporate world and created a corporation, a company able to earn great heaps of money! Gain +75% for all Zeni Gains in threads taking place in this Corporation.
Martial Arts Equipment
Dojo (Costs 20,000z)
This is where you train your Martial Arts levels. From Untrained to Beginner to Intermediate to Advanced/Mastery! It also grants those from the Martial Arts School a 25% boost to PL Gains while they train at the Dojo! If learning a canon school that does not have a master, obtaining this item will let you learn the Beginner Level of a Martial Art even before you have the Martial Art Texts!
Martial Arts Texts (Costs 20,000z)
This is what you need to learn the techniques for a Martial Art School! If creating a custom school, you must purchase this item before you can register it in the School Creation Forum! You still need a Dojo or a Martial Arts License to learn a Martial Arts School though. Once you have both a Dojo and the Texts then you can become the Master of a School once you've completed the necessary levels of training!
Martial Arts License (Costs 10,000z)
This can be used to learn a Martial Arts School for cheaper than a Dojo + License. This replaces a Dojo so that you yourself can train in a Martial Arts School but without having to teach others. This can only be used for Canon Schools.
Dojo (Costs 20,000z)
This is where you train your Martial Arts levels. From Untrained to Beginner to Intermediate to Advanced/Mastery! It also grants those from the Martial Arts School a 25% boost to PL Gains while they train at the Dojo! If learning a canon school that does not have a master, obtaining this item will let you learn the Beginner Level of a Martial Art even before you have the Martial Art Texts!
Martial Arts Texts (Costs 20,000z)
This is what you need to learn the techniques for a Martial Art School! If creating a custom school, you must purchase this item before you can register it in the School Creation Forum! You still need a Dojo or a Martial Arts License to learn a Martial Arts School though. Once you have both a Dojo and the Texts then you can become the Master of a School once you've completed the necessary levels of training!
Martial Arts License (Costs 10,000z)
This can be used to learn a Martial Arts School for cheaper than a Dojo + License. This replaces a Dojo so that you yourself can train in a Martial Arts School but without having to teach others. This can only be used for Canon Schools.
NOTE: Buildings can be destroyed, but their destruction does not require the owner to purchase them again. They can be "rebuilt" as long as the planet it resides on is there. If the planet is destroyed then they must be repurchased sadly.
Allies and Minions
Allies and Minions are NPC's that you can play to fight alongside your character. They don't need a separate account to play, but you need to purchase them and app them for Staff to approve. Allies run on percentages of your own PL and have their transformation modifiers halved. Minions have set static PL's. Find out more info on the NPC/Ally Registration Topic.
You may only have up to 300% of your own base PL in Allies and Minions in a thread at a time!
Grunt Minion (Costs 500z)
This Minion has 5,000 PL and no Transformations.
Soldier Minion (Costs 1000z)
This Minion has 10,000PL and no Transformations.
Bruiser Minion (Costs 1500z)
This Minion has 15,000PL and no Transformations.
Elite Minion (Costs 2000z)
This Minion has 20,000PL and no Transformations.
Expert Minion (Costs 3000z)
This Minion has 30,000PL and no Transformations.
25% Ally (Costs 5000z)
This is an NPC who fights alongside you whose Base PL is 25% of your own. They can activate whatever transformations their PL fits for, but the transformations are at half the usual modifier (rounding up). They gain a single racial depending on what race they are. See Ally/Minion Rules for more information.
50% Ally (Costs 10,000z)
This is an NPC who fights alongside you whose Base PL is 50% of your own. They can activate whatever transformations their PL fits for, but the transformations are at half the usual modifier (rounding up). They gain a single racial depending on what race they are. See Ally/Minion Rules for more information.
75% Ally (Costs 15,000z)
This is an NPC who fights alongside you whose Base PL is 75% of your own. They can activate whatever transformations their PL fits for, but the transformations are at half the usual modifier (rounding up). They gain a single racial depending on what race they are. See Ally/Minion Rules for more information.
Special Squadron (Costs 20,000z)
This is a buff for up to 4 of your allies, as they have risen your ranks to become the top allies of your group! All of their transformation modifiers gain a +4x!
i.e. if an ally with SSJ would normally have a x7 modifier, now they have a x11!
Ace Ally (Costs 20,000z)
An Ace Ally might be your best friend, or your second-in-command, or your best apprentice. Whatever the case may be, they can now access the FULL Transformation modifiers of their race instead of being halved! There are no restrictions on this! However they are unable to gain Afterlife Perks, take a Position themselves, access Finishers or access God Forms/Endgame Paths. If your character is dead, then they can hold the position for you until you revive (unless it is conquered in an RoD while you are away).
Allies and Minions are NPC's that you can play to fight alongside your character. They don't need a separate account to play, but you need to purchase them and app them for Staff to approve. Allies run on percentages of your own PL and have their transformation modifiers halved. Minions have set static PL's. Find out more info on the NPC/Ally Registration Topic.
You may only have up to 300% of your own base PL in Allies and Minions in a thread at a time!
Grunt Minion (Costs 500z)
This Minion has 5,000 PL and no Transformations.
Soldier Minion (Costs 1000z)
This Minion has 10,000PL and no Transformations.
Bruiser Minion (Costs 1500z)
This Minion has 15,000PL and no Transformations.
Elite Minion (Costs 2000z)
This Minion has 20,000PL and no Transformations.
Expert Minion (Costs 3000z)
This Minion has 30,000PL and no Transformations.
25% Ally (Costs 5000z)
This is an NPC who fights alongside you whose Base PL is 25% of your own. They can activate whatever transformations their PL fits for, but the transformations are at half the usual modifier (rounding up). They gain a single racial depending on what race they are. See Ally/Minion Rules for more information.
50% Ally (Costs 10,000z)
This is an NPC who fights alongside you whose Base PL is 50% of your own. They can activate whatever transformations their PL fits for, but the transformations are at half the usual modifier (rounding up). They gain a single racial depending on what race they are. See Ally/Minion Rules for more information.
75% Ally (Costs 15,000z)
This is an NPC who fights alongside you whose Base PL is 75% of your own. They can activate whatever transformations their PL fits for, but the transformations are at half the usual modifier (rounding up). They gain a single racial depending on what race they are. See Ally/Minion Rules for more information.
Special Squadron (Costs 20,000z)
This is a buff for up to 4 of your allies, as they have risen your ranks to become the top allies of your group! All of their transformation modifiers gain a +4x!
i.e. if an ally with SSJ would normally have a x7 modifier, now they have a x11!
Ace Ally (Costs 20,000z)
An Ace Ally might be your best friend, or your second-in-command, or your best apprentice. Whatever the case may be, they can now access the FULL Transformation modifiers of their race instead of being halved! There are no restrictions on this! However they are unable to gain Afterlife Perks, take a Position themselves, access Finishers or access God Forms/Endgame Paths. If your character is dead, then they can hold the position for you until you revive (unless it is conquered in an RoD while you are away).
Weapons
Simple Melee Weapon (Costs 500z)
A very simple weapon for a simple man. Gain an extra SOT-1 associated with your weapon of choice. Can also be used for Martial Arts Schools involving Melee Weapons. Can break if hit by at least 25% of the wielder's current PL. If broken will be repaired by the end of the thread.
Simple Ranged Weapon (Costs 500z)
A very simple ranged weapon (a Gun, a Blaster, an Arm Cannon, you name it). So uncivilized. Gain an extra EOT-1 associated with your weapon of choice. Can be used for Martial Arts Schools involving Ranged Weapons. Can break if hit by 25% of the user's current PL. If broken will be repaired by the END of the thread.
Legendary Melee Weapon (10,000z)
Gain an extra SOT-1 plus 2 other techniques of your choice with this weapon. Can also double your Melee Finesse with this weapon for a Minor Action TWICE in a thread. Cannot be broken (unless the wielder OOC allows it to break).
Legendary Ranged Weapon (10,000z)
Gain an extra EOT-1 plus 2 other techniques of your choice with this weapon. Can also be used to gain +40% Charge with a Ranged Technique ONCE a thread. Cannot be broken (unless the wielder OOC allows it to break).
Simple Melee Weapon (Costs 500z)
A very simple weapon for a simple man. Gain an extra SOT-1 associated with your weapon of choice. Can also be used for Martial Arts Schools involving Melee Weapons. Can break if hit by at least 25% of the wielder's current PL. If broken will be repaired by the end of the thread.
Simple Ranged Weapon (Costs 500z)
A very simple ranged weapon (a Gun, a Blaster, an Arm Cannon, you name it). So uncivilized. Gain an extra EOT-1 associated with your weapon of choice. Can be used for Martial Arts Schools involving Ranged Weapons. Can break if hit by 25% of the user's current PL. If broken will be repaired by the END of the thread.
Legendary Melee Weapon (10,000z)
Gain an extra SOT-1 plus 2 other techniques of your choice with this weapon. Can also double your Melee Finesse with this weapon for a Minor Action TWICE in a thread. Cannot be broken (unless the wielder OOC allows it to break).
Legendary Ranged Weapon (10,000z)
Gain an extra EOT-1 plus 2 other techniques of your choice with this weapon. Can also be used to gain +40% Charge with a Ranged Technique ONCE a thread. Cannot be broken (unless the wielder OOC allows it to break).