OOC: Armor Upgrade List, For Fixer-Uppers

Sep 29, 2006 03:27

(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.

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

STATUS EFFECTS
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

BOOSTS
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
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.

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.

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.

UNIQUE
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.

ooc: upgrade list, fixer-uppers

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