Post by Maplewood Grove on Sept 9, 2019 17:03:17 GMT
Hey, you didn't think it was all numbers and fancy moves, did you? No way, that's just no good! There's items to be had, too, and you can spend Points earned in battles to get them here!
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[PTab=Offense Items]These items are used to deal damage or inflict statuses on enemies. Generally speaking, if a consumable item targets a hostile, it's an Offense Item.
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[PTab=Defense Items]These items are used to block damage and status effects. A few may do unique things.
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[PTab=Curative Items]These items restore Health, Energy, and cure Statuses. They're pretty par for the course, honestly.
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[PTab=Equipment Items]These are items that can be equipped, and which will last for a certain amount of hits or uses.
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[PTab=Crafting Items]Hey, what? There's nothing here, huh...Maybe you'll unlock some in the future![/PTab]
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[PTab=Offense Items]These items are used to deal damage or inflict statuses on enemies. Generally speaking, if a consumable item targets a hostile, it's an Offense Item.
- Shock Grenade - 50 Points. Inflicts Shock on your target, preventing weapon use. Unarmed attacks still work, so beware!
- Binding Talisman - 50 Points. Inflicts Silence on your target, preventing Special Move use. Ultimates still work, so beware!
- Throwing Knives[3/3] - 30 Points. A simple Weapon-based item, it has an Offense Rating of 15. Can be used 3 times!
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[PTab=Defense Items]These items are used to block damage and status effects. A few may do unique things.
- Smoke Grenade - 75 Points. Throw this at the ground and, with a loud bang, you dodge basic attacks.
- Icewall - 100 Points. A slightly-melting sphere that, when shattered on the ground, creates an icy barrier in front of you, blocking attacks. It'll melt before the next turn, though.
- Earplugs - 100 Points. Prevents you from being drawn to specific foes. Use them wisely, because they'll fall out after a turn!
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[PTab=Curative Items]These items restore Health, Energy, and cure Statuses. They're pretty par for the course, honestly.
- Medicinal Tincture[2/2] - 70 Points. Restores 15% HP to the drinker, and can be drunk from twice in total. Cannot be used twice in one turn, however.
- Energetic Tonic[2/2] - 70 Points. Restores 15% ENE to the drinker, and can be drunk from twice in total. Cannot be used twice in one turn, however.
- Vocoder[3/3] - 150 Points. Enables the user to use Special Moves while Silenced. Can be used 3 times before it breaks. Cheap junk, huh?
- Grounding Wire[3/3] - 150 Points. Enables the user to attack with Weapons while Shocked by redirecting the electric energy. It can only take so much juice before breaking, though.
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[PTab=Equipment Items]These are items that can be equipped, and which will last for a certain amount of hits or uses.
- Dented Shield[3/3] - 50 Points. Raises your Defense Rating by 25, but it can only take a few hits.
- Sensor Shades[1/1] - 200 Points. Ensures your first attack will hit when worn. However, they run out of battery right after, and the battery can't be replaced or recharged.
- Magic Sigil[1/1] - 150 Points. Your first attack will gain +50 Offense. However, the Sigil is consumed upon attack.
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[PTab=Crafting Items]Hey, what? There's nothing here, huh...Maybe you'll unlock some in the future![/PTab]
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