The Forest Village


The town square is where all commerce takes place. Buying, selling, anything with money involved is going through these streets. Since your gonna need alot of this stuff, you better have the cash! And be sure to buy equipment before spells, cause a spell doesn't protect you or help your mortal attacks, does it?


Sword Shoppe
Since you last left, we began experimenting with new kinds of weapons. Wait, how did some of you get them? That doesn't make much sense.
Sword Attack Power Special Abilities Damage done if thrown Resale Cost
Wooden Sword +5 It's wood. Nothin special. -10HP 3$ 6$
Harvest Knife +7 It's lightweight, so it's easier to use than a sword and smaller, so it can't be blocked -6 Hp 4$ 8$
Forest Blade +10 Made by the children of the forest and, most recently, the Karkan Swordsmith. -7 Hp 6$ 12$
Bronze +18 Forged of Bronze, it is incredably strong. Nearly twice as strong as a Forest Blade -8 Hp 10$ 20$
Double Edge +23 As strong as a Defender. The problem lies in that whatever damage you do to an enemy, you do ¼ back to yourself. A good blade if you can take the damage. -15 Hp 13$ 25$
Blood Sword +28 This blade was stained with the blood of some unknown human blessed by the Gods. It allows you to absorb ½ of the damage you inflict. The opposite affect happens when used on undead enemies. -20 Hp 20$ 40$



Archery Shoppe
Our fletchers, inspired by your archers from your last visit, began to make bows that would fire multiple arrows. We've also developed skills that we planned on using on the Queen.
Equipment Attack Power Other info/abilities Damage done when thrown Resale Value Cost
Wooden Bow +2 It increases speed of arrow, causing +2damage -2HP 2$ 4$
Short Bow +4 It is more compact than a wooden bow, so an extra 5 arrows can be held with the quiver. -2Hp 3$ 6$
Silver Bow +8 Made by Karko Canyon Indians. Twice as powerful as a Shortbow. -5Hp 5$ 10$
Golden Bow +12 It allows one to shoot 2 arrows at one target simultaniously, but misses more often. -6Hp 10$ 20$
Ruby Bow +15 It allows one to shoot 2 arrows at once and misses half as often as if you used another bow. -7Hp 13$ 25$
Ulysses +20 It allows one to shoot 2 arrows at once and cannot miss. Note that it can miss if the enemy has a special evasion. -7 Hp 18$ 35$
Small Quiver - Can hold up to 20 arrows -1HP 1$ 2$
Archer's Quiver - Can hold up to 40 arrows -2HP 4$ 8$
Enchanted Quill - When equiped, gives the Archer an extra 15 Mp. Archer Only. Requires hat. -0HP 15$ 30$
Arrow +4 It's not any element. Set of 10. -5HP 2$ 3$
Fire Arrow +3 Fire Element. Flame cast 1/20 times. Set of 5. -4HP 1$ 2$
Lightning Arrow +3 Lighting Element. Shock cast 1/20 times. Set of 5. -4HP 1$ 2$
Ice Arrow +3 Ice Elemnent. Chill cast 1/20 times. Set of 5. -4HP 1$ 2$
Earth Arrow +3 Earth Element. Quake cast 1/20 times. Set of 5. -4HP 1$ 2$
Poison Arrow +3 Poison Element. Bio cast 1/20 times. Set of 5. 1/4 chance of poison status givin to target. -4HP 3$ 5$
Cure Arrow +3 Cure Element. Restore cast 1/20 times. Set of 5. Effective against undead, and can heal allies/enemy. +4HP 4$ 8$
Archery Skills
Arrow Rain A technique in which you fire 5 arrows at once and they rain down on one enemy. Requires a bow capable of firing at least 2 arrows. Error rate increased due to difficulty of firing 5 arrows. Costs 5 Mp. 40$
Critical Aim A technique in which the archer lines up the arrow to the target and fires it at a pressure point. Does a critical hit (if you don't miss). Costs 5 Mp. 30$



Gun Shoppe
We don't use guns, but when we sent someone out to make sure no one was captured by the Queen in Ivy's abscence, they brought a few of the new ones back from Karko Canyon. They don't use them either, so they were cheap. They even taught the messenger how to use them like pros. We also picked up some technical looking stuff that we couldn't understand.
Snipers
Gun Equipment Attack Power Special Features Damage Done when Thrown Resale Value Cost
Airgun +7 Needs BB's or Pelots. Scope Compatable. Can hold up to 50 BB's or 40 Pelots at a time(but not both). -7HP 2$ 4$
Paintball Gun +9 Needs Paintballs. Scope Compatable. Can hold up to 20 Paintballs at a time. -7HP 4$ 7$
Dart Rifle +11 Uses darts to shoot targets. Scope Compatable. Can hold up to 10 Darts of any type at a time. -7Hp 7$ 14$
Shotgun +15 Uses shells. Scope Compatable. Gun itself holds 2 shells at a time. -10HP 10$ 20$
Flamethrower +25 Uses no ammo. Scope Compatable. Harnesses the Fire elemental. -9Hp 15$ 30$
Icechucker +25 Uses no ammo. Scope Compatable. Harnesses the Ice elemental. -9Hp 15$ 30$
Boltthrower +25 Uses no ammo. Scope Compatable. Harnesses the Lightning elemental. -9Hp 15$ 30$
Mudslinger +25 Uses no ammo. Scope Compatable. Harnesses the Earth elemental. -9Hp 15$ 30$
Grenade Launcher +30 You launch a grenade at enemies! You pick a target, but it might miss and hit another target or nothing at all. The good thing is, when it hits, the explosion effects anything in its way! Good for fighting groups of enemies. Cannot refill ammo with Ammo Clip and is not scope compatable. -30Hp 25$ 50$
BB's +1 Low addition to damage, but required for shooting. Set of 15. -1HP 2$ 3$
Pelots +2 Stronger than BB's. Used in Airgun. Set of 10. -2HP 2$ 3$
Blue Paintballs +3 When a paintball hits an enemy, it explodes and blinds enemies 33% of the time. Set of 5. -2HP 3$ 5$
Pink Paintballs +2 More unstable than a blue paintball, it explodes and blinds enemies 66% of the time. Set of 5. -2HP 3$ 5$
Tranquilizer Darts +4 When they hit their target, there is a 33% chance of it injecting tranquilizing liquid into the bloodstream and putting the enemy to sleep. Set of 5. -3Hp 4$ 7$
Shells +8 Bang bang bang! Set of 6. -2HP 5$ 10$
Grenades +15 Single grenade. You can carry as many as you want. Can be thrown by Ninjas for moderate damage, but due to their lack of experience, has a good chance of exploding on the Ninja and nearby allies as well. See Grenade Launcher for details. -50Hp 3$ 5$
Scope - Increases Accuracy to 100%. Enemy can't dodge.* -3HP 3$ 5$
Ammo Clip - Reloads most guns. Won't work on bigger guns. -1HP 3$ 5$
Extra Parts - Use on ANY gun in battle when it is broken. Although guns are restored after the fight anyway, you might need these to prevent being caught without a gun. Also repairs BioMecs of short circuits and System Crashes. -1HP 5$ 10$
Shell Box - Holds up to 20 Shells. A must, seeing as most guns can't hold more than a few shells. -2HP 4$ 8$
Surge Protector - Prevents lighting damage to a gun. Does not reduce damage to user, but the gun won't break. Works for one gun and cannot be moved. Can be equiped on a BioMec to prevent short circuits. -1HP 6$ 12$
Mecs
LaserScope - When installed on a BioMec, it gives the BioMec a lock on enemies, raising accuracy of all scope-compatable weapons to 100%. -1HP 10$ 20$
Sonic Disrupter - Silences all enemies. Works only on unintellegent foes. -4Hp 10$ 20$
Empty Circuit Board - You must have a circuit board for each program you install. You cannot delete a program once it is on a circuit board. -2HP 5$ 10$
Biological Warefare - Requires an Empty Circuit Board. Gives Poison status to one enemy and has a 50/50 chance of affecting surrounding enemies. - - 10$
Assault.exe - Requires an Empty Circuit Board. You attack from 2 to 5 times, with each attack doing half the damage of your normal Mec punches. - - 10$
Dropzone.exe - Requires an Empty Circuit Board. You bomb down on one enemy and lower it's Hp by ¾. Works 1/5 of the time. - - 10$
Override.exe - Requires an Empty Circuit Board. You take control of one enemy. You do not, howeever, know their skills, so it's best to use this skill when you know about the enemy. BioMec cannot act while controlling an enemy, but gains Exp and $ for enemy's actions. Works only on less intellegent enemies. - - 20$
Reboot - Requires an Empty Circuit Board. You can heal yourself for 150 Hp. Cannot be used more than once per battle. - - 40$
Jumpstart - Requires an Empty Circuit Board. You transfere your Hp to another Mec via a Jumpstart. Can revive downed Mecs, but the strain on you may cause a system crash. - - 40$
Shootall.exe - Requires an Empty Circuit Board. Fires your currently equiped weapon at all enemies within range. Once used, the weapon is drained of energy and is useless for the remainder of the battle or until repaired. - - 40$
Carnage.exe - Requires an Empty Circuit Board. You do massive damage to all Enemies. Requires one turn to download and load. Regarded as one of the strongest attacks. Much stronger than Shootall. - - 65$
Snipe Skills (Both Snipers and Mecs)
Shoulder Shot Fire at the enemy's shoulder, making their attack power go down. Does damage of a normal shot. Only works with bullet/pelot typed weapons. Requires ammo. 20$
Dissarm Fire at the enemy's weapon, knocking the weapon out of their hand temporarily. Obviously only works on enemies with weapons. 30$
*Scope's accuracy is still low when you are in blindness, so it's useless then. You need a different scope for each gun. If you own more than one gun, specify which gun you will equip the scope on. Scopes stay on the guns, so don't think you can change the possition from one gun to another.


Mage's Shoppe
New staffs! New rods! What? How could you already have them?!
Weapon Attack Power Magic Power Special Abilities Damage done when Thrown Resale Value Cost
Wooden Staff +3 +2 Increases Magic Attack by 2 -6 HP 3$ 5$
Harvest Staff +4 +3 Increases Magic Attack by 3 -5 Hp 4$ 7$
Forest Staff +6 +5 Increases Magic Attack by 5 -5 Hp 6$ 11$
Serpent Staff +10 +8 Increases Magic Attack by 8. According to local legend, a Serpent Staff is the petrified remaints of ancient snakes. Looks like a rock, though. -5 HP 10$ 20$
Viper Staff +13 +10 Increaces Magic Attack by 10. Supposedly, these staffs hold the power of the ancienct reptile civilization. Supposedly.... -7 Hp 13$ 25$
Temptation Staff +16 +13 Increases Magic Attack by 13. Roots back to the Creation of all. -7 Hp 15$ 30$
Wooden Rod +4 +1 Increases Magic Attack by 1 -6HP 3$ 5$
Harvest Rod +6 +2 Increases Magic Attack by 2 -6 Hp 4$ 7$
Forest Rod +8 +4 Increases Magic Attack by 4 -7 Hp 6$ 11$
Bluetail Rod +12 +6 Increases Magic Attack by 6. Has the tail of an unknown animal tied to the end. -7 HP 10$ 20$
Sceptor Rod +15 +9 Increases Magic Attack by 9. Urban Legend states that the Queens of ancient times empower the wielder of their sceptors. Kind of odd how many sceptors there were, huh? -8 Hp 13$ 25$
Cardinal Rod +18 +10 Increases Magic Attack by 10. Has a cardinal feather attached to the end of it symbolizing nobility. -8 Hp 15$ 30$



Shuriken Shoppe
We believe that your body has enough healing potential to avoid abusing the herbs of nature.
Shurikens
Shuriken Damage done when thrown Special Abilities Resale Value Cost
Razor Ring -20 HP You throw it and it hits something. Nothin special. 2$ 3$
Harvest Chakra -25 Hp Even though it appears normal, there is a poisonous tip. You have a 1 in 3 chance of giving poison to the enemy. 2$ 4$
Spiral Shuriken -35 Hp It's a very sharp shuriken. 3$ 6$
Doomdisc -40 HP It's jagged edges cause it to stay in the enemy 1/4 of the time, doing damage each turn. 5$ 10$
Sharpstar -50 Hp It's sharp edges carve into the armor of an enemy, causing it to half the foe's defense 1/3 of the time. 6$ 12$
Shekei -60 Hp Very dangerous, but very costly. Causes instant death ½ of the time. 7$ 14$
Oilball -- Its like a paintball, only about the size of a baseball. When thrown, it covers a single enemy, making them weak to fire. Don't use on fire enemies or their strength will grow. 4$ 7$
Abilities
Ability What it does Cost
Ki-Punch You focus your Ki in a normal attack and do double damage. Good for when you have no Shurikens or don't want to use them. 10$
Cyclone Kick You spin around like a top with one foot out and kick the enemy, dealing 2½ times the damage done with a normal attack. More effective than Chi-Punch. 30$
Telepathy You read your enemy's mind and learn it's Attack, Defense, Magic Attack, and Magic Defenses. It will also tell you elemental weaknesses. Surprising, it works on Mecs too! Does not work on Bosses. 15$
Vanish You form fog with your hands and your physical evasion rises to 50%. Only works on the user of the skill. 15$
Katana Mastery When you posess this skill, you can buy and use swords. One must posess 300 Exp or more to use this skill. Note that you cannot use swordskills. 50$
Ki-Healing You focus your ki on your wounds during battle, putting yourself in a regeneration state. Only works once you've been injured. Self only. 30$
Ki-Wave You focus your ki into your hands and force it out in a violent blast of energy. Very similar to the swordsman skill Ragewave. 30$



Armor Shoppe
We've imported this armor from Karko Canyon. You'd be suprised how easy it is to avoid suspician when you buy things while invis!
Armor Defensive Power Special Protection Equiped On Resale Value Cost
Clothes 0 They give you no defensive power, but they're just there so you don't fight nakid. You already have some. Everyone Can't be sold You already have them.
Blue Suit +2 Suits can be worn by anyone. Everyone 3$ 5$
Karko Suit +4 It can be worn by anyone, and it's made of a special purple material. Not very trendy, but it's light and as strong as a vest. Everyone 4$ 8$
Assassin Suit +7 This stealthy suit is lightweight and strong, plus increases your evasion in dark areas! Everyone 6$ 12$
Ruby Suit +10 This suit is very strong and can be worn by anyone. Everyone 8$ 16$
Sailor Suit +15 This suit can be worn by everyone, even tourists who are big Pirate fans! Everyone 10$ 20$
Harvest Vest +4 Vest made by artisan farmers. Swordsman, Sniper, Knight, Dark Knight, BioMec 4$ 7$
Silver Vest +7 Nearly twice as strong as the Harvest Vest, but conducts electricity... Swordsman, Sniper, Knight, Dark Knight, BioMec 5$ 10$
Golden Vest +12 Strong and shiney, too! A big hit with the ladies! Swordsmen, Sniper, Knight, Dark Knight, BioMec 8$ 16$
Ruby Vest +15 The use of Ruby stones in the vest offer extra protection while not hindering mobility. Swordsmen, Sniper, Knight, Dark Knight, BioMec 10$ 20$
Harvest Robe +3 Increases magic defence by 1 Wizard, Priest 3$ 6$
Forest Robe +5 Increases magic defence by 3 Wizard, Priest 5$ 10$
Dark Robe +7 Increases magic defense by 5 Wizard, Priest 7$ 14$
Ruby Robe +9 Increases magic defenses by 7 Wizard, Priest 9$ 18$
Shadow Cape +12 Increases magic defense by 10 Wizard, Priest 12$ 24$
Bandanna +1 Bandana is worn on the head, so you can have it and a body armor equiped. Everyone 2$ 3$
Harvest Helmet +2 Headgear that is stronger than a Bandanna Everyone 3$ 5$
Silver Helmet +4 Headgear twice as strong as a harvest helmet, but conducts electricity. Everyone 4$ 7$
Golden Helmet +6 Shiney! Everyone 5$ 9$
Ruby Helmet +8 The Ruby's make great head protection! Everyone 6$ 12$
Sand Helmet +10 Although it sounds weak, this particular helmet has been formed by sand under heavy pressure, probrably from deep ocean trenchs. A rare find due to the conditions for its creation and the fact that they have to be found, not made. Compressed Sand is very hard to break. Everyone 8$ 15$
Mage's Hood +5 Increases magic defense by 1. Wizard, Priest 5$ 9$
Buckler - Gives you 1 in 3 chance of blocking most physical attacks. Knight, Dark Knight 5$ 10$



Swordsman's Streetcorner
....where is Rochel anyway?
Emotion What it does Mp cost Demonstration Fee
Anger Your attack power increases by 25% for this battle only 4 10$
Pity You feel bad for your friend's status misfortune, so you cure it. Works 25% of the time. 7 15$
Fury You get very angry and your speed doubles, meaning you get 2 consecutive turns in battle. Works 33% of the time. 5 20$
Shared Fury You and an ally who also has the skill will team up and do 3 special attacks on a single enemy. 10 Appeace 15$*
Guillotine You slice an opponent's current Hp in half. Takes 2 turns to execute. 15 25$
Split Slash You split into two people and attack an enemy, doing two attacks. 12 25$
Flash You hold your sword into the sun and reflect the light into the eyes of a single enemy, blinding him. 3 5$
Ragewave You gather your rage and convert it into an energy wave, which you send at an enemy dealing damage. 10 20$
Chi Blade You focus all of your emotions into your sword and it forms into a very thin edge composed of pure energy! The sharpness is unreal! You then attack once with it, dealing three times your attack capability! Can only be used once per battle due to the strain on your body. Recommended you use some Anger first. 20 40$

*15$ for each person, and you both have to buy it. One can't cover the 30$ cost.
Here is my info on special weapons:
Special Weapon Where found Attack/Defence Power What makes it special Other Information Value When Sold Current Owner
Bone Blade Elemental Summit +7 When equiped, it gives you the Terrastab ability. You can't use Terrastab without it. It is the weapon of a Guardian from the ancient Juna civilization. 10$ Orlandu
Dragon Armor Dark Warrior (dropped) +10 All magic attacks level 1 will do 5 hp of damage. It is laced with dragon skin and has been coated with a special Serum. It has incredable magic defencive power, as well as normal defence. 15$ Korts
Fire Ring Flaming Swordsmen (Stolen) - Makes wearer immune to fire-based attacks. Legend says that the rings were once used by assassins who attempted to kill the Fire God. 10$ Ness16
Krelien


Here is my info on special skills:
Skill What it does Target Mp Cost Requirements
Spirit Sabre You use spirit energy to sharpen your blade, then attack with it twice, dealing from 40-90 Hp of damage. 1 Enemy 12 Mp Strong Spiritual Energy
Eclipse You use your dark knight strength to move the moon into the sun light path. This causes darkness to gain strength and evasion of those in dark armors to raise. It also causes you to gain more Sp when you use a darkness skill. Everyone 10 Dark Knight
Shadowstrike You attack your enemy to do normal damage, then your shadow attacks your enemy's shadow, dealing 150% more normal damage. 1 Enemy 12 Dark Knight
Hoju Suru You refill your Hp and Mp completely. Can only be used once and only while Eclipse is in effect. User Only -- Dark Knight



Sorcery Guild
We've finally brought our magic to the second level! We hope to achieve a third level soon, but we really don't know how to go about doing so.
Spell Elemental Spell Power Description Mp used Proficent Mage Cost of reading the scroll
Flame Fire 5 The heat of Ifreet will burn a single enemy 5 Wizard 15$
Magma Fire 8 You open the planet and release the liquid rock inside on a single enemy. 10 Wizard 25$
Chill Ice 5 Shiva's subzero wind will freeze a single enemy 5 Wizard 15$
Frostbite Ice 8 You freeze a single enemy with massive ice energy, both inside and out. 10 Wizard 25$
Shock Lightning 5 Ramuh's lighting bolts strike a single enemy 5 Wizard 15$
Thunderbolt Lightning 8 Strong electrical energy from above electricute a single enemy. 10 Wizard 25$
Quake Earth 5 Titan opens the Earth and sends sharp rocks into a single enemy 5 Wizard 15$
Rockslide Earth 8 Nearby boulders fly into a single enemy. 10 Wizard 25$
Bio Poison 5 The fumes of death itself's breath cover a single enemy. Deals Poison status ½ of the time. 5 Wizard 20$
Liquid Poison Poison 8 Poisonous liquids fill an enemy. Deals Poison status ½ of the time. 10 Wizard 30$
Compression Pressure 5 Newly discovered elemental. A single enemy is assaulted by pressure from all sides and takes pressure-typed damage. Doesn't work on some enemies. 5 Wizard 20$
Implosion Pressure 8 Newly discovered elemental. Based on the physical fact that all things generate gravity, this causes the inside of an enemy to generate much more gravity than normal for an instant, causing pressure elemental damage. Doesn't work on some enemies. 10 Wizard 40$
Sleep Status - If you focus it on an enemy, he will go to sleep, and any enemies next to him on the left or the right will go to sleep 50% of the time. Doesn't work on some enemies or bosses 8 Wizard 20$
Confusion Status - When focused, a single enemy will become confused and its actions will be completely random. It may help our side or hurt its comrades. Sucession rate depends on enemy. Dispelled by contact. 8 Wizard 25$
Restore Cure 5 Divine energy heals an ally or hurts an undead enemy 5 Priest 15$
Heal Cure 8 Divine energy heals an ally or hurts an undead enemy. 10 Priest 25$
Esuna Status - The status curse on an ally will be lifted 8 Priest 20$
Double Cure Cure 5 Divine energy covers 2 of your ally's or covers 2 of your undead enemies. 12 Priest 25$
Revive Cure - Your ally is revived from the dead with 20% of his or her HP. 12 Priest 25$
Invis Barrier - An ally becomes transparent and avoids all physical attacks for the next 2 turns. Good for injured people who you don't have time to cure. Dispelled by Darkness. 10 Priest 20$
Dispell Barrier - When used on an enemy, any positive status is nullified. These include, but are not limited to: invis, regen, Photosynthesis, and most barriers. Does not work on enemy signature charges or more powerful barriers. 8 Priest 25$
Seal Barrier - Traps an enemy in an unbreakable barrier. Prevent physical attacks from the enemy to allies, but prevents all attacks from allies to the enemy. Must be dispelled. Doesn't work on enemies with strong will or magical abilities. 15 Priest 40$
Powerdown Unknown - When used on an enemy, any changes in physical stats (IE Strength, Speed, ect.) since the beginning of the battle will be nullified. Doesn't work if the enemy is too strong. 8 Priest 25$
Prophecy Unknown - You can see a glimse of the future, which will show you either one enemy's upcomming attacks or one of many possible battle outcomes (note that neither is certain due to the endless posibilities). 0 Priest 20$
Regen Cure - An ally gains a small ammount of Hp every turn of the battle (unless Unconcious). Works 50% of the time. 8 Priest 25$



Item Shoppe
We've got all you'll need to get by, though the only new additions are the stones and deeds.
Item Special Effect Resale Cost
Herb Cures anyone 30HP or harms undead enemy for 30HP. 1 use. 2$ 3$
Magic Powder Restores 10 MP 1 use. 3$ 5$
Antidote Cures the Poison Status 1 use. 2$ 4$
Pure Water You can wash out your eyes, curing blindness 1 use. 2$ 4$
Cup of Words By drinking from this, your throat clears and you can speak again, curing silence. 1 use. 2$ 4$
Holy Grail If you give this to someone who is unconcious, they will be revived with 1/5 of their Hp! Never lose it, but it can be used only once per battle. 10$ 20$
Fire Stone Uses in normal attacks to deal damage of the Fire elemental. 1 use. 2$ 4$
Ice Stone Uses in normal attacks to deal damage of the Ice elemental. 1 use. 2$ 4$
Lightning Stone Uses in normal attacks to deal damage of the Lighting elemental. 1 use. 2$ 4$
Earth Stone Uses in normal attacks to deal damage of the Earth elemental. 1 use. 2$ 4$
Smoke Bomb A Ninja can throw it on the ground and steal from an enemy in the confusion. Works 75% of the time. If your not a Ninja, you get blinded by trying. 1 use. 4$ 8$
Owner's Deed Allows you to open a shoppe! Not recommended unless you have a good product to sell. Talk to Meliadoul about what you can and can't sell. Requires that you make your own tables. 25$ 50$



Pet Shoppe
Hi, this is the pet shop! We sell all kinds of things for your pets! Keep in mind that you need a saddle for your Chocobo if you want to ride it, along with the ride ability! Also, you need a PSU to store your pet in, so buy one before anything else! If your pet runs out of Pp, feed it a green, also sold here. Oh, if you don't have a pet, go here and read the section on how to get one. Try to keep the name simple, so you can remember it. When choosing a pet, keep in mind the abilities available. Oh, and you can't change it once you get one, so pick the right one! Now, what can I do for you? I hope you want to upgrade your PSU to a Golen PSU, for it gives your pet a higher Pp!
Pet Item/Food/Ability What it does Pet it works for Pp cost Cost
PSU Stores pet for you. Required to use pet. All - 5$
Golden PSU Stores pet for you. Gives pet 30 Pp instead of 15. You must own a normal PSU first, then buy this upgrade. All - 5$
Greens Feed these vegies to the pet! Restores Pp to max. All - 5$
Saddle Once you buy it, you can ride your chocobo if you have the ride ability Chocobo - 5$
Ride Ability that lets you ride your chocobo. When riding, you attack first, even sooner than Ninjas and Archers. Your evasion raises to 75% as well. Requires saddle. Chocobo 10 15$
Choco-bite Chocobo bites enemy for moderate damage. Chocobo 3 5$
Choco-Esuna The Chocobo cures the status ailment of it's rider. You have to be riding to use it. Works 50% of the time. Chocobo 5 7$
Choco-Ball The Chocobo sends energy orbs from who knows where into a single enemy. Chocobo 8$ 15$
Nosedive Mr. Saturn charges the enemy and hits it with it's nose, dealing more damage than choco-bite. Mr. Saturn 3 5$
Lowtempo Mr. Saturn uses the Phase Disorter to slow down one enemy, causing him to attack last, regardless of speed. Doesn't work on stronger enemies. Mr. Saturn 7 15$
Pause Mr. Saturn uses the Phase Disorter to stop one enemy in time. That enemy cannot act for one full round. Doesn't work on stronger enemies. Mr. Saturn 10$ 20$
Trickster You attack an enemy for 1/3 of the normal damage. While you attack, Hanpan jumps on enemy and steals money/items/ect. You can get better things from stronger enemies. Hanpan 5 10$
Graverobbing Hanpan raides a fallen enemy and returns with something. Most of the time you get nothing from this, but on rare occasions, you find good items. Hanpan 7 15$
Mechanical Inclination Hanpan, being the genius he is, can do several things for a mec, ranging from repairing a downed Mec (it has 1 Hp) to fixing guns, and can even install circuit boards on the spot in battle. Hanpan 7 15$
Thundershock Pikachu shocks the enemy. Lighting elemental. Same as shock, but doesn't take Mp and Pikachu deals a little more damage than a shock spell. Pikachu 5 15$
Short Circuit Pikachu jolts an enemy robot, lowering their defences. Does no damage. Doesn't work on non-mec enemies. Pikachu 5 15$
Thunderbolt Pikachu concentrates and uses a bolt of lightning on a single enemy. Lightning elemental. Slightly stronger than Thunderbolt of a Wizard, but is still greatly limited by Pikachu's strength (Mag attack of 10). Pikachu 10 20$



Accessory Shoppe
Welcome to our accessory shop! What, you've never seen accessories? Well then, I guess I'll have to explain it to you! Most accessories are rings. You can normally equip one ring on each hand at a time. You can equip up to 8 rings, but equiping more than one on each hand lowers your physical attack power by one for every ring you equip, since you can't grip your weapon as easily. This does not apply to people using bare handed attacks. Accessaries can do many things ranging from status protection to enhancements in other areas. Please note that you cannot equip more than one accessary on each part of your body (IE you can't equip two pendants). Although accessories are expensive, they are very well worth it. Now, what can I get you?
Accessory Type What it does Resale Value Cost
Poison Ring Ring Prevents Poison status. Nullifies the Poison elemental. 20$ 40$
Slumber Ring Ring Prevents Sleep status. 10$ 20$
Silence Ring Ring Prevents Silence status. 15$ 30$
Shades Sunglasses Prevents blindness status. Identical to Mec Shades. 15$ 30$
Confusion Ring Ring Prevents confusion status. 15$ 30$
Haggler's Ring Ring Buy ANYTHING (weapons, armor, spells, skills, even other accessaries) at ½ price. 100$ 200$
Thunderbadge Badge When equiped, your Pikachu is inspired and its electrical power triples. 20$ 40$
Mysterious Armlet Armlet Its uses are unknown. Only two exist in the world and the only thing known is that both have to be present for it to work. 50$ 100$



Book Shoppe

Welcome to our book shoppe! Here, you can buy a wide variety of books! What good will books do a warrior, you ask? Why, everyone needs reading! These books are very useful and can help you learn about the world your living in! We carry a wide variety of informative books. If your confused about some things going on around you, try buying a book! If you want to read it, then click on it in your item inventory! And since we encourage sharing, anyone can read them! No, this isn't a library, so you don't have to return them. In fact, you can't sell them, so don't bother trying.
Our biggest seller is the locally written issue of The Dragon's Roar.
Title Description Cost
The Great Division Summary and overview of the horrible war between Noryb and Hydra. Semi-Rare. 15$
Historian Monthly #1 Issue includes history of the town of Juna. 10$
Historian Monthly #2 Issue includes history of the town of Brandor. 10$
Historian Monthly #3 Issue includes history of Karko Canyon. 10$
Historian Monthly #4 Issue includes history of the town of Tandar. 10$
Historian Monthly #5 Issue includes history of the city known as Noryb. 10$
Historian Monthly #6 Issue includes history of the resort town of Hanabi. 10$
Myths and Legends #1 Issue about the legendary forest children. 10$
Myths and Legends #2 Issue focusing on the legend of the Elemental Staff. Rare. 20$
Myths and Legends #3 Issue about known legendary weapons. Not a complete listing. 10$
Science of Magic #1 This issue explains the most practical uses of the elementals. Semi-Rare. 15$
Science of Magic #2 Issue about the darkness elemental and the few who can command it. Comes with special secret artical! Rare. Owner refuses to sell to someone who doesn't know about Darkness and its uses. 30$
The Dragon's Roar Issue Zero Written by the locals and not official. A collection of old wives tales and lore about the dragons in the Forbidden Cave. 10$
The Dragon's Roar #1 The Ninja-owned and ran magazine about Dragons! Spotlight on the Purple Dragons! 10$

Around the Campfire


The Children of the Forest, a small group of wood elves time has forgotten, gather together and enjoy their lives in unison with nature.


"I remember you guys! You were here not too long ago."

"Hey, your the guys who took Princess Ivy away! What? She chose to join you? Oh, thanks for keeping her safe!"

"I bet the Princess kept you guys in line! She could kick anyone's butt!"

"You look strange."

"Don't you think Princess Ivy is cute? The only reason she's single is because guys fear women stronger than themselves..."