Zelda Universe RPG

4 - [Shop] Augments and Endowments - Printable Version

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4 - [Shop] Augments and Endowments - Orithan - 07-21-2016

Scroll Bonuses are returning. The scrolls that grant these bonuses should be uncommon or rare, maybe given out in Treasure Chests. Unlike past scroll bonuses, you can stack these. Should you amass enough onto an item, they can very well become Artifacts in their own right. For those who wanted the old Scroll Bonuses to return; most of them will return… as Artifact Scrolls. You will have to hunt them down if you want them back, as I am as sure as heck not allowing you to keep them upon conversion to the 2.0 format due to multiple instances where they have been on multiple Items.

Any items that receive scroll bonuses are given a unique name and are branded as Augmented Items. Up to three Augment Scrolls can be applied to one item, and then one Artifact Scroll can be applied to it to turn the item into an Artifact. Augmented Items are unique items, but they still have a Sell Value should you no longer need them and thus are considered to be between a regular item and an Artifact. Scroll bonuses can not be applied to Artifacts, even if they do not have had any scroll bonuses applied to them before.

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:
[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. Apply this over the previous INFORMATION line when you turn this item into an Artifact:
[color=red][i]This item is an Artifact.[/i][/color]

Consumables
Augment Scroll
  • Amount: 1
  • SELL VALUE: 200 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 an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
    • EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
Add this scroll to your Consumables
Item Augments:

Weapons
These can only be applied to Weapons

Augment Speed
  • BONUS 1: Increase the Dice Modifier of a Weapon’s attacks by 2.
    • If the weapon is Two-handed, increase it by 3 instead.
  • BONUS 2: Add 125 Rupees to the item’s Sell Value.
Augment Damage
  • BONUS 1: 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, 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 2: Add 125 Rupees to the item’s Sell Value.
Augment Effect
  • BONUS 1: 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.
  • BONUS 2: Add 175 Rupees to the item’s Sell Value
Shields
These can only be applied to Shields

Augment Defense
  • BONUS 1: Increase a Shield’s Defense Dice bonus by 1.
    • If it is Two-Handed, increase it by 2 instead.
  • BONUS 2: Add 125 Rupees to the item’s Sell Value.
Augment Bonus
  • BONUS 1: 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.
Armor
These can only be applied to Armor

Augment Protection
  • BONUS 1: Increase an Armor’s Armor bonus by 1.
  • BONUS 2: Add 125 Rupees to the item’s Sell Value.
Augment Bonus
  • BONUS 1: Increase a non-Armor Bonus an Armor provides by 1.
  • BONUS 2: Add 175 Rupees to the item’s Sell Value.
Robes
These can only be applied to Robes

Enhance Protection
  • BONUS 1: Increase a Bonus that a Robe provides by 1 without Augmented Protection and by 2 with Augmented Protection.
  • BONUS 2: Add 250 Rupees to the item’s Sell Value.
Enhance Efficency
  • BONUS 1: Decrease this Robe’s Augmented Protection cost by 1 Magic.
  • BONUS 2: Add 200 Rupees to the item’s Sell Value.



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.

Consumables
Force Gem
  • Amount: 1
  • SELL VALUE: 375 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 Skill or Spell to permanently power it up.
    • EFFECT: Select any Endowment listed in the second post of this thread and apply it to any non-Legendary non-weapon-dependent combat Active Skill or Spell.
Add Force Gem to your Consumables

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.

Endowment Chart
  • 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.

Each time you add an Endowment to an ability, increase the Endowment counter by 1. Additionally; you can change or remove Endowments through usage of additional Force Gems, in the event you find those endowments to be underperforming.
  • Removing an Endowment requires 1 Force Gem; no matter what it is or whatever the skill’s or spell’s rarity.
  • Changing an Endowment costs the normal amount of Force Gems it takes to apply the new one

Current list of Endowments:

Active
These can only be applied to Active Skills with an attack roll that are not dependent on a Weapon to use. This includes your Innate Skills (but not your Basic Skills).

Endow Speed
  • BONUS 1: Increase the Dice Modifier of an offensive Active Skill by 2.
  • BONUS 2: If the skill has a Sell Value, add 100 Rupees to the skill’s Sell Value.
Endow Strength
  • BONUS 1: Increase the Damage Modifier of a offensive Active Skill that causes damage by 1.
    • If this is the first Upgrade Power, increase it by 2 instead.
  • BONUS 2: If the skill has a Sell Value, add 100 Rupees to the skill’s Sell Value.
Endow Effect
  • BONUS 1: Increase the numerical values of a numerical EFFECT an offensive Active Skill causes upon hitting by 1.
  • BONUS 2: If the skill has a Sell Value, add 125 Rupees to the skill’s Sell Value.

Endow Power
  • This takes twice the normal amount of Force Gems to apply.
  • This can not be applied to any offensive Active Skill where the target already defends against using Power.
  • BONUS 1: Change the stat the target defends against in an offensive Active Skill to Power.
  • BONUS 2: If the skill has a Sell Value, add 200 Rupees to the skill’s Sell Value.
Endow Courage
  • This takes twice the normal amount of Force Gems to apply.
  • This can not be applied to any offensive Active Skill where the target already defends against using Courage.
  • BONUS 1: Change the stat the target defends against in an offensive Active Skill to Courage.
  • BONUS 2: If the skill has a Sell Value, add 200 Rupees to the skill’s Sell Value.
Offensive
These can only be applied to Offensive Spells

Endow Speed
  • BONUS 1: Increase the Dice Modifier of an Offensive Spell by 2.
  • BONUS 2: Add 100 Rupees to the spell’s Sell Value.
Endow Power
  • BONUS 1: Increase the Damage Modifier of an Offensive 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 2: Add 100 Rupees to the spell’s Sell Value.
Endow Efficiency
  • BONUS 1: Decrease the Magic COST of an Offensive Spell by 1 (to a minimum of 1 Magic).
  • BONUS 2: Add 125 Rupees to the spell’s Sell Value.
Endow Effect
  • BONUS 1: Increase the numerical values of a numerical EFFECT a spell causes upon hitting by 1.
  • BONUS 2: Add 125 Rupees to the spell’s Sell Value.

Endow Blast
  • This takes twice the normal amount of Force Gems to apply
  • This can only be applied to Offensive Spells that don’t already recover Hearts if they hit.
  • BONUS 1: If it hits, you recover Hearts equal to the spell’s original Magic cost.
  • BONUS 2: If the spell isn’t a Water spell, add a Water requirement to the spell.
  • BONUS 3: Add 200 Rupees to the spell’s Sell Value.
    Add this to your spell
Endow Flame
  • This takes twice the normal amount of Force Gems to apply
  • This can only be applied to Offensive Spells that have a positive Damage Modifier that is not Neutral Damage and ones that don’t already deal Neutral Damage.
  • BONUS 1: 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
  • BONUS 2: If the spell isn’t a Fire spell, add a Fire requirement to the spell.
  • BONUS 3: Add 200 Rupees to the spell’s Sell Value.
    Add this to your spell
Endow Quake
  • This takes twice the normal amount of Force Gems to apply
  • This can only be applied to Offensive Spells that don’t already bypass Cover.
  • BONUS 1: The spell bypasses Cover.
  • BONUS 2: If the spell isn’t a Nature spell, add a Nature requirement to the spell.
  • BONUS 3: Add 200 Rupees to the spell’s Sell Value.
    Add this to your spell
Endow Flash
  • This takes twice the normal amount of Force Gems to apply
  • This can only be applied to Offensive Spells that don’t already cause the target to lose Magic on hit.
  • BONUS 1: 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.
  • BONUS 2: If the spell isn’t a Light spell, add a Light requirement to the spell.
  • BONUS 3: Add 200 Rupees to the spell’s Sell Value.
    Add this to your spell
Endow Strike
  • This takes twice the normal amount of Force Gems to apply
  • This can only be applied to Offensive Spells that don’t already grant free rerolls.
  • BONUS 1: The spell can be rerolled once for free.
  • BONUS 2: If the spell isn’t a Shadow spell, add a Shadow requirement to the spell.
  • BONUS 3: Add 200 Rupees to the spell’s Sell Value.
    Add this to your spell
Endow Spirit
  • This takes twice the normal amount of Force Gems to apply
  • This can only be applied to Offensive Spells that don’t already ignore Attack Dice or Defense Dice.
  • BONUS 1: The spell ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
  • BONUS 2: If the spell isn’t a Spirit spell, add a Spirit requirement to the spell.
  • BONUS 3: Add 200 Rupees to the spell’s Sell Value.
    Add this to your spell