Equipment Body Building Shoppe

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Equipment Body Building Shoppe

Post by Maxus on Tue Jan 07, 2014 12:58 am

Welcome to the Equipment Modification shop! Here you can purchase Modifications, mods for short, to augment your weapon. It's a perfect way to use your magic if you don't want to rely on a lot of spell Lacrima and extras. If brute force is what you want, you came to the right place. All mods purchased here incur a 50% stacking fee for consecutive purchases. Refitting these things to fit equipment is such a pain. Oh, also, these only affect the weapon itself, not the magic from spell lacrima!


~Basic Modifications~


Sharpness Modification:
Price: 4000

For Every attached extra, increases weapon's power by * for one post. Can be stacked with other basic mods. Costs 20 MP to activate. 1 post cool down.
-If more than three are used at once the weapon takes 50% of it's power as damage. This strain damage ignores any defense mods active on the weapon.

Flavor: When this mod is active, a glow (color is user's choice) appears around the the edge/striking part of the weapon. When struck with this glow, the magic acts as a sort of second weapon edge allowing for deeper cuts. For ranged weapons, it adds this glow around the tip of the projectile.

Speed Modification:
Price: 4000

For every attached extra increases weapon's speed by * for one post. Costs 20 MP to activate. 1 post cool down.
-If more than 3 are used at once, the weapon takes 2* damage as strain on the weapon. This strain damage ignores any active defense mods.

Flavor: This mod works by taking the user's magic and seeping it into the weapon, making it feel more like an extension of them for a short time and accelerating the movements of the weapon or projectile. Because of this the weapon feels lighter to the wielder, though the weight is unchanged.

Range Modification:
Price: 4000

For every attached extra increases weapon's range by * for one post. Costs 20 MP to activate. 1 post cool down.
-If more than 3 are used at once the weapon takes 2* damage as strain on the weapon. This ignores any defense mod.
-Not recommended for 3* ranged equipment as it infers no extra bonus

Flavor: This mod works in one of two ways depending on the the weapon is being used. If it is a melee weapon, this forms a light around the weapon, that inflates the weapon's size. This energy acts like the same material as the rest of the weapon, and is as durable as the weapon is. For ranged projectiles this magic puts a tiny barrier around the projectile, protecting it from friction and wind for a short time, allowing it to carry it's full momentum for a little bit longer. This barrier does NOT protect from spells of any kind.

Damage Reduction Modification:
Price: 4000

Reduces damage to equipment by * for one post. Costs 30 MP to activate, 2 post cool down.
-Up to only two can be activated at once.

Flavor: The equipment shimmers as if coated with something that reflects the light as the magic seeps into the equipment. Any attacks that hit this glances off the equipment. If this would negate damage completely the attack ricochets to the side or around behind it.



~Intermediate Modifications~


Piercing Modification:
Price: 6000

Allows * power to penetrate spells and shields for one post. Costs 30 MP to activate, 2 post cool down.
-If more than 3 Piercing Mods are used in one post then the weapon takes 50% of it's power rounded up as weapon strain damage.

Flavor: The weapon takes on an ethereal appearance, become translucent to the eyes. While it is like this, it takes on a glow (color is caster's choice) that passes through magical based objects. This allows for for the weapon to pass through solid objects in a limited fashion. The more mods, the more ethereal the weapon. For ranged weapons the projectile takes on an off glow, and passes through shields and other solid objects blocking the way.

Sundering Strike Modification:
Price: 10000

Deal * extra, defense mod ignoring, damage to spells with physical forms, equipment, and shield spells for one post. Costs 50 MP to activated, 2 post cool down.
-If more than two are activated at once, weapon takes 50% of it's power rounded up as weapon strain damage.

Flavor: The weapon in question lets out a hum as it stores up energy. Then on the moment of impact that energy is released as a splashing light (Color is wielder's choice) over the victim. If it hit a shield, or solid piece of equipment there's a loud bang sound. If used with a projectile, the projectile gains a spin to it when fired that drills into what it hits. Upon impact it crashes with a splashing light like with melee attacks. If the projectile already has a spin on it, then it spins faster.

Wave Force Modification:
Price: 10000

Allows melee weapon to strike like a ranged weapon for one post. Deals weapon's full power as damage. 30 MP to activate, 2 post cool down.
-Only fits into melee weapons.

Flavor: The weapon edge glows (color is caster's choice) as it gathers the magic energy. Once swung, the light leaves the blade, forming a spinning circle of energy that flies at the angle swung. It slices through objects like a sharp edge.

Movement Assistance Modification:
Price: 7500

Makes armor/shield lighter, acting like a speed buff that stacks with speed buff spells, adding * speed to the character for one post. 40 MP to activate 3 post cool down.
-Armor/shield only.
-If more than two are active at once then the armor/shield take 2* strain damage that ignores any active defense mods.

Flavor: The armor glows with a faint color (choice of caster) as the magic seeps into the equipment. This magic assists in the moving of said equipment by pushing it where the caster wants it to go. It leaves a small trail of light in it's wake, and the equipment feels lighter to the caster.

Damage Reflection Modification:
Price: 10000

Reflects * damage armor/shield takes for one post. 50 MP to activate, 3 post cool down.
-Armor/Shield only.
-If more than 2 are activated at once, equipment takes 2* as strain weapon damage.
-Cannot be activated with other defense mods.

Flavor: Equipment takes on a sheen and glows a color (of choosing) as the magic seeps into the armor. Attacks that hit the armor absorb the glow and bounce off the equipment, flying at back in the direction the wielder pushes.

Damage Absorption Modification:
Price: 5000

Equipment absorbs an extra * of damage for one post. 30 MP to activate, 2 post cool down. Cannot be activated at the same time as Damage resistance mod or damage reflect mod.
-Works with any equipment.
-Does not stack with any mods EXCEPT Damage Reduction mods.

Flavor: The equipment seems to suck in the light around it when this mod activates. When blocking attacks, the attack seems to gravitate towards the equipment, rather than the person wielding it. When an attack hits the equipment, it looks as though the attack is being sucked into the attack.

Repair Modification:
Price: 6000

Fixes 6* durability on the attached equipment over 3 posts. (2* per post) 3 post cool down starting when the repair effect is over.  40 MP to cast.
-Only 2 can be active at once.

Flavor: Equipment glows with a soft color (of choice) as the cracks seal up, chipped metal bits float back to the equipment. Once the repair is done, the energy dissipates in the form of steam which lasts for the cool down of the mod.

Ricochet Modification:
Price 5000

Allows projectiles to bounce off of surfaces for angled trick shots. Bounces once per mod used, loses 1* power per bounce. 30 MP, 3 post cool down.
-Ranged Weapons only.
-Can Stack with Multiple Projectile Mod

Flavor: Projectile leaves a trail of colored light (of casters choosing) behind the projectile that fades after a second. When bouncing it sounds like metal striking whatever surface it's bouncing off of.

Multiple Projectile Modification:
Price 6000

Splits the projectile and it's power into two, rounded up. Also reduces the projectile's size by 50%. 40 MP to activate, 3 post cool down.
-Ranged Weapon Only.
-Can stack with Ricochet Mod.
-Stacks with other multiple projectile mods. (So if using 2 mods, 1 projectile becomes four, each at 25% power)

Flavor: The weapon glows (color of choice) and converges on where the projectile is fired. After a moment, it fires with an extra kick that can be ignored by bracing one's self before taking the shot.

Lingering Modification:
Price: 7500

Makes compatible equipment mod effects last longer. Makes mods last one post longer. Adds an extra 25% MP of the Mod it's effecting's cost. 3 post cool down.

-Each Lingering mod can only affect one mod at a time. (IE, with 2 you can make two effects linger for one extra post, or one mod linger two posts.)
-Does not work with the following Mods.
Sundering Strike
Wave Force
Repair
Ricochet
Multiple Projectile

Flavor: If the lacrima is visible, the lingering mod begins glowing the same color as the color the spell being used is until the lingering effect is over.

Sustained Modification:
Price: 10000

Makes compatible equipment mod effects last much longer. Mods under this effect do not run out unless the caster cancels the effect or runs out of MP. 50% of the affected spell's MP is required per post to maintain the effect. 3 post CD that starts AFTER the effect expires.
-Each Sustained Mod can only affect one mod at a time.
-Does not work with the following Mods:
Sundering Strike
Wave Force
Repair
Ricochet
Multiple Projectile

Flavor: Much like the lingering mod the Lacrima, if visible, glows the same color as the spell in question. Unlike the Lingering Mod however, magic can be seen faintly be seen being channeled into the equipment, and is the same color as the mod being used.



~Advanced Modifications~


I regret to inform you that we're out of stock! Check back every now and again to see if we get anything! If we do though, the stock will be limited! First come, first serve!
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Maxus
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Experience : 122
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