Items

When using an item that has VIT or STM as the attribute, use the target's value rather than the user's.
Camp Supplies: you can only benefit from one of these between each battle!

probably adding more to this but i'm done with it for now. Generally speaking just gunna be adding stuff for long haul use tho

Budget

Your party has 20 Budget Points (BP) to allocate towards inventory stock. Every time you resupply, your old items are discarded (you don't keep old stock!) and you get another 20 BP to allocate on a new set of items.

Item Stacks

Okay this is where the note about item stacks goes. Every item is listed with a Stack Size, a name, a BP cost, then an effect listed under those three things. Stack Size is the number of uses of the item you get, while BP is the cost for a stack (out of 20!). If you buy the same item multiple times, note them down in different stacks; some classes have abilities that interact with item stacks in different ways!

RECOVERY ITEMS

Camp Supplies

(1) Travel Supplies - 3B
Restores 250 HP and MP to the party, when the party has a chance to rest for a while out of battle.

(1) Travel Snack - 1B
Restores 100 HP and MP, when the party has a chance to stop for a moment out of battle.

(2) Offerings - 5B
Refills one character's Luck to the halfway point, when that character has a chance to perform appropriate ceremonies. For each battle you've been through since your last resupply, increase the LP restored by 1.

HP Recovery

(8) Ointment - 1B
Restores 30 + 3 x VIT HP.

(6) Medicine - 2B
Restores 50 + 6 x WIL HP.

(4) Trail Mix - 3B
Restores 50 + 6 x WIL HP. After you've been through four battles since your last resupply, Trail Mix becomes T: Double.

(4) Gilead Balm - 3B
Restores 80 + 8 x WIL HP.

(3) Snake Oil - 4B
Grants 100 + 10 x WIL T.HP

MP Recovery

(4) Herbal Blend - 1B
Restores 30 + 3 x STM MP.

(3) Ether Vial - 2B
Restores 50 + 6 x WIL MP.

(2) Mineral Water - 3B
Restores 50 + 6 x WIL MP. After you've been through four battles since your last resupply, Mineral Water becomes T: Double.

(2) Eureka Drink - 3B
Restores 80 + 8 x WIL MP.

(1) Caffeine Canister - 3B
Grants 100 + 10 x WIL T.MP

Life Effects

(3) Emergency Shot - 1B
Revives a target with VIT HP. Usable only immediately after a battle.

(1) Phoenix Down - 1B
Revives a target with 1 x VIT HP. Add one power for each battle the party has been part of since the last resupply.

(1) Phoenix Medicine - 3B
Revives a target with 15 x VIT HP.

Condition Cleansers

(3) Blessed Needle - 2B
Cleanses conditions that inhibit specific types of actions, or trigger after specific actions are used.

(3) Lucky Charm - 2B
Cleanses conditions that reduce CoSes or reduce damage.

(3) Monsterbone Incense - 2B
Cleanses conditions that inflict damage over time, or increase incoming damage.

(3) Bandage Wrap - 2B
Cleanses conditions that increase your delay, CTs, or increase the cost of your abilities.

(1) Bitter Pill - 1B
Cleanse any one condition. Deals 50 damage, as well.

BATTLE ITEMS

Damage Items

(1) Firebomb - 1B
Inflicts 50 + 6 x MAG magical fire damage. On a result check of 25 or less, the target suffers 25 damage after each of its actions. (4)

(1) Icebomb - 1B
Inflicts 50 + 6 x MAG magical ice damage. On a result check of 25 or less, the target is delayed +15D.

(1) Elecbomb - 1B
Inflicts 50 + 6 x MAG magical lightning damage. On a result check of 25 or less, the target attacks with -30 CoS with its next action. (1)

(1) Grenade - 1B
Inflicts 50 + 6 x ATK ranged physical damage. On a result check of 25 of less, the target takes +10% incoming damage (1).

(2) Firecracker - 3B
Inflicts 6 x MAG magical fire damage. After you've been through two battles since your last resupply, firecrackers become usable as a "Before Acting" Quick ability, rather than only as an Item Action.

(2) Sparkler - 3B
Inflicts 6 x MAG magical lightning damage. After you've been through four battles since your last resupply, sparklers become usable as an "Anytime" Quick ability against by an enemy ending its turn, rather than only as an Item Action.

Condition Items

(1) Mystery Fluid - 1B
The target inflicts -10% damage (7).

(1) Mystery Powder - 1B
The target receives +10% damage. (7)

(1) Dragon Dust - 3B
The next magical hit to strike the target inflicts +100% damage. This condition then dissipates. (2)

(1) Magic Fluid - 1B
The target inflicts +10% damage (7).

(1) Magic Powder - 1B
The target receives -10% damage (7).

(2) Strange Dust - 3B
The target has -10% potency with its actions, and takes +10% Incoming damage. This condition dissipates when the target is hit by an attack. (5) For each battle you've been through since your last resupply, increase the situational modifiers by 10.

OTHER THINGS

(3) Spare Weapon - 1B
Additional weapon types to switch to.

(2) Spare Armor - 1 BP
Additional armor types to switch to.

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