4 - [Shop] Augments and Endowments - Orithan - 07-21-2016
Costs 250 Rupees to buy.
- Amount: 1
- RESTRICTIONS: Cannot be used on Mythicals, Legendaries, Passive Items, or anything Amount-based
- SELL VALUE: 125 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on any item, barring the above RESTRICTIONS, to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an Item you currently have.
[box=Augment Scroll][list]
[*][Amount]1[/Amount]
[*][b]RESTRICTIONS[/b]: Cannot be used on [b][shadow-color]Mythicals[/shadow-color], [color=#ffbb00]Legendaries[/color], [color=red]Passive Items[/color][/b], or anything [b][color=gold]Amount[/color]-based[/b]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]DESCRIPTION[/b]: A strange scroll that seems to have [Magic] flowing through it, causing the writing scrawled all over it to glow [color=red]red[/color]. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on any item, barring the above [b]RESTRICTIONS[/b], to apply any [b]Augment[/b] to it.[list]
[*][b]EFFECT[/b]: Select any [b]Augment[/b] listed in [url=https://zurpg.sephiroth.ws/thread-1094.html]this thread[/url] and apply it to an [b]Item[/b] you currently have.
[/list][/list][/box]
When applying an Augment Scroll to an item, the bonuses are baked directly into the item’s abilities. Additionally, apply this to the INFORMATION line to the item if this is the first augment to be applied to it:
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 1/3 Augments applied to it.[/i][/color]
- Each time you add an Augment to an item, you increase the number of Augments that the item has had in the INFORMATION line by 1.
- Additionally, increase its SELL VALUE by 125 Rupees.
Item Augments
These can only be applied to Weapons
- BONUS: Increase the Dice Modifier of a Weapon’s attacks by 2.
- If the weapon is Two-handed or a Field Weapon, increase it by 3 instead.
- BONUS: Increase the Damage Modifier of a Weapon’s damaging attacks that don’t have a multiplicative Damage Modifier by 1.
- If this is the first Augment Damage applied to the weapon, increase it by 2 instead.
- If the weapon is Two-Handed or a Field Weapon, increase it by another 1 point
- Increase the Damage Modifier of any multi-target attacks that meet the above conditions by 1 instead.
- This does not include Neutral Damage
- BONUS: Increase the numerical values of a numerical EFFECT a Weapon causes upon hitting for all attacks by 1.
- If it is Two-Handed and is the first Augment Effect on it, increase it by 2 instead.
These can only be applied to Shields
- BONUS: Increase a Shield’s Defense Dice bonus by 1.
- If it is Two-Handed, increase it by 2 instead.
- BONUS: Increase a non-Defense Dice Bonus a Shield provides by 1.
- If it is Two-Handed and is the first or second Augment Bonus on it, increase it by 2 instead.
BONUS 2: Add 175 Rupees to the item’s Sell Value.
These can only be applied to Armor
- BONUS: Increase an Armor’s Armor bonus by 1.
- BONUS: Increase a non-Armor Bonus an Armor provides by 1.
These can only be applied to Robes
- BONUS: Increase a Bonus that a Robe provides by 1 without Augmented Protection and by 2 with Augmented Protection.
- BONUS: Decrease this Robe’s Augmented Protection cost by 1 Magic.
These can only be applied to Masks & Misc
- BONUS: Increase the numerical values of a numerical EFFECT the Item causes upon hitting for one ability by 1.
RE: 4 - [Shop] Augments - Orithan - 07-28-2018
In the advent of the scaling on Artifact power and the addition of Augments, Skills and Spells desire some form of upgrade to help them keep up with their brethren. And thus they can now be upgraded. But wait, how does one upgrade a Skill or Spell?
Upgrading Skills and Spell can be done through the power of Force Gem. By feeding Force Gems into a Skill or Spell, they get endowed with a small fragment of the Goddess’ power; lending them strength, efficiency and even new abilities.
Costs 250 Rupees to buy.
- Amount: 1
- SELL VALUE: 125 Rupees
- DESCRIPTION: A small golden triangular crystal containing just a small amount of the essence that had chipped out of the Triforce’s seal eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Spell or Active Skill to permanently power it up.
- EFFECT: Select any Endowment listed in this thread and apply it to any Spell or Active Skill (see the post for RESTRICTIONS).
[box=Force Gem][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]DESCRIPTION[/b]: A small golden triangular crystal containing just a small amount of the essence that had chipped out of the [b]Triforce’s[/b] seal eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a [b]Spell[/b] or [b]Active Skill[/b] to permanently power it up.[list]
[*][b]EFFECT[/b]: Select any [b]Endowment[/b] listed in [url=https://zurpg.sephiroth.ws/thread-1094.html]this thread[/url] and apply it to any [b]Spell[/b] or [b]Active Skill[/b] (see the post for [b]RESTRICTIONS[/b]).
[/list][/list][/box]
When you upgrade a Spell or Skill, they are given a unique name and are branded as Endowed. Depending on their rarity, up to three Endowments can be applied to each Spell or Skill. Endowed Spells and Skills are unique abilities, but they still have a Sell Value in case you no longer want them anymore.
- Regular Skills and Spells can receive three Endowments, at a rate of 1 Force Gem per endowment.
- When you apply your first Endowment to the skill or spell, add this to your INFORMATION line.
[*][b]INFORMATION[/b]: [color=#7777FF][i]This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 1/3 Endowments applied to it.[/i][/color]
Lost Skills & Spells can receive two Endowments, at a rate of 2 Force Gems per endowment.
When you apply your first Endowment to the skill or spell, add this to your INFORMATION line.
[*][b]INFORMATION[/b]: [color=#7777FF][i]This spell/skill is an Endowed Lost Skill/Spell. This Lost Skill/Spell has had 1/2 Endowments applied to it.[/i][/color]
Ascended Skills & Spells can receive one Endowment, at a rate of 3 Force Gems per endowment.
Any numerical EFFECTS from any non-affinity based Endowment applied are doubled.
When you apply your Endowment to the skill or spell, add this to your INFORMATION line.
[*][b]INFORMATION[/b]: [color=#7777FF][i]This spell/skill is an Endowed Ascended Skill/Spell. This Ascended Skill/Spell has had 1/1 Endowments applied to it.[/i][/color]
Signature Skills, Legendary Skills & Spells can not be upgraded with Force Gems.
Endowments
These can only be applied to Active Skills. This includes your Innate Skills (but not your Basic Skills).
- BONUS: Increase the Dice Modifier of an Active Skill by 2.
- BONUS: Increase the Damage Modifier of a Active Skill that causes damage by 1.
- If this is the first Upgrade Power, increase it by 2 instead.
- BONUS: Decrease the Magic COST of an Active Skill by 1 (to a minimum of 1 Magic).
- BONUS: Increase the numerical values of a numerical EFFECT an Active Skill causes upon hitting by 1 (except Multipliers).
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- BONUS: Change the stat the target defends against in an Active Skill to Power.
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- BONUS: Change the stat the target defends against in an Active Skill to Courage.
These can be applied to any Spell.
- BONUS: Increase the Dice Modifier of a Spell by 2.
- BONUS: Increase the Damage Modifier of a Spell that causes damage by 1.
- If this is the first Upgrade Power, increase it by 2 instead.
- This can be applied to Neutral Damage
- BONUS: Decrease the Magic COST of an Spell by 1 (to a minimum of 1 Magic).
- BONUS: Increase the numerical values of a numerical EFFECT a spell causes upon hitting by 1 (except Multipliers).
These can be applied to any Spell.
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- RESTRICTIONS: This can only be applied to Spells that don’t already recover Hearts if they hit.
- REQUIREMENTS: If this isn’t a Water spell, add a Water requirement to it.
- BONUS: If it hits, you recover Hearts equal to the spell’s original Magic cost.
Add this after any Damage lines and before any IF FAIL lines. Replace # with the correct amount of Heart recovery.
[*][b]EFFECT[/b]: If it hits, you recover [hearts]#[/hearts].
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- RESTRICTIONS: This can only be applied to Spells that don't already deal Neutral Damage in any way.
- REQUIREMENTS: If this isn’t a Fire spell, add a Fire requirement to it.
- BONUS: Convert the spell’s Damage Modifier to Neutral Damage.
- If the spell’s Damage Modifier lists +#, where # is any positive number, set it to +0 and add what is contained in the Code box under “Add this to your spell”
- If the spell’s Damage Modifier lists a static number, rename the Damage Modifier to “Neutral Damage”
Add this after the normal Damage line and before any EFFECT lines. And replace # with the correct amount of Neutral Damage
[*][b]Neutral Damage[/b]: #
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- RESTRICTIONS: This can only be applied to Spells that don’t already bypass Cover.
- REQUIREMENTS: If this isn’t a Nature spell, add a Nature requirement to it.
- BONUS: The spell bypasses Cover.
Add this after the DESCRIPTION line and before the Attack line.
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b]
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- RESTRICTIONS: This can only be applied to Spells that don’t already cause the target to lose Magic on hit.
- REQUIREMENTS: If this isn’t a Light spell, add a Light requirement to it.
- BONUS: The spell, if it hits, causes the target to lose Magic equal to the Spell’s original Magic COST.
- If the spell can hit multiple targets, halve this amount.
Add this after any Damage lines and before any IF FAIL lines. Replace # with the correct amount of Magic to remove.
[*][b]EFFECT[/b]: If it hits, target loses [magic]#[/magic].
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- RESTRICTIONS: This can only be applied to Spells that don’t already grant free rerolls.
- REQUIREMENTS: If this isn’t a Shadow spell, add a Shadow requirement to it.
- BONUS: The spell can be rerolled once for free.
Add this after any Damage lines and before any IF FAIL lines.
[*][b]EFFECT[/b]: This can be rerolled once for free.
This takes twice the normal amount of Force Gems to apply and takes 2 Endowment Slots
- RESTRICTIONS: This can only be applied to Spells that don’t already ignore Attack Dice or Defense Dice.
- REQUIREMENTS: If this isn’t a Spirit spell, add a Spirit requirement to it.
- BONUS: The spell ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
Add this after the DESCRIPTION line and before the Attack line.
[*][b]EFFECT[/b]: Ignores [b]Bonus [Attack Dice] & [Defense Dice][/b] on both attacker and defender.
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