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[F8 - R1 Tailor] Witches Curse (Closed / Invite Only)


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In the vast of the forests of Floor 8 near the main settlement lies a old Cabin like store surrounded by a old looking fence design surrounded by few pumpkins around the building. At first glance it would look like some sort of home, or a haunted house of sorts... however walking into the building lies a clothing/light armor store with the majority of them being Halloween like clothing or typical clothing you would see in the real world. However there are Light Armor's that look like what you would expect from the game. However reaching to the front counter stands Ruby dressed as a Cute Witch saying out to the player "Welcome to the Witches Curse! Where it's Halloween everyday of the year! I can do custom orders... however, it'll be more expensive." she giggles and flashes a warm smile to the player.

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Ruby's Statistics:
Rank 1 - 
Beginner Tailor [2/20 - 2 Crafts a Day]
Can Create: Clothing/Weapons
Equipment: xxx / xxx / xxx

Rank 1 Craft Table:
    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

Critical Fail and Fail crafts: +1 EXP
Salvage crafts: +2 EXP
Uncommon crafts: +3 EXP
Rare crafts: +5 EXP
Perfect crafts: +8 EXP

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Prices, Inventory, Order Form:

Prices:

Spoiler

T1 Uncommon - Free [In Stock Only] / 100 Col 2 T1 Materials [Custom Order]
T1 Rare - 500 Col, 3 T1 Materals
T1 Perfect - 1000 Col, 6 T1 Materials
T2 Uncommon - Free [In Stock Only] / 200 Col 2 T2 Materials [Custom Order]
T2 Rare - 1250 Col, 6 T2 Materials
T2 Perfect - 2500 Col, 10 T2 Materials
T3 Uncommon - Free [In Stock Only] / 300 Col 2 T3 Materials [Custom Order]
T3 Rare - 2500 Col, 10 T3 Materials
T3 Perfect - 5000 Col, 15 T3 Materials
HDA Members: All Product including Custom Orders is 100% Free.

In Stock:

Spoiler

Tier 1:
N/A

Tier 2:
N/A

Tier 3:
N/A

Order Form:

Spoiler

Recipient: ---
Item Name: ---
Item Type: ---
Quality: ---
Tier: ---
Enhancements: ---
Description: ---
Link to Picture?: ---

Enhancement List:

Spoiler

► Damage
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 * Tier) base damage per slot.
Applicable to: Weapons

► Accuracy
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.
Applicable to: Weapons

► Paralyze
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties. [Must hit to activate the status condition.]
Applicable to: Weapons

► Bleed
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (12 * Tier) unmitigated bleed damage each enemy turn for 2 turns. Bleed damage does not stack, but can be refreshed. [Must hit to activate the status condition.]
Applicable to: Weapons

► Savvy
Cost: 1 Slot
Cap: 2 Slots
Effect: When an enemy misses an attack against you, gain +(1 per slot) to the BD until your next successful attack, at which point this bonus is removed. Being missed by another attack will reactivate this enhancement. Cannot be used to cause a critical hit. Can only trigger once per turn.
Applicable to: Light Armor

► Mitigation
Cost: 1 Slot
Cap: 2 Slots
Effect: Prevent (9 per slot * Tier) damage from successful attacks against you.
Applicable to: Light Armor

► Evasion
Cost: 1 Slot
Cap: 3 Slots
Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit.
Applicable to: Light Armor

► Light Momentum
Cost: 1 Slot
Cap: 2 Slots
Effect: After an unsuccessful attack, gain +(1 per slot) to the BD until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement. Cannot be used to cause a critical hit. [For Area of Effect attacks: This effect only activates if you miss all enemies targeted by the attack.]
Applicable to: Light Armor

► Regen
Cost: 1 Slot
Cap: 2 Slots
Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (5 per slot * Tier) every turn for three rounds. Damage over time effects (Bleed, Poison) will not trigger Regen. Does not stack with Battle Healing. Taking damage while Regen is active will refresh it to its full duration.
Applicable to: Light Armor

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 6+.
Applicable to: Light Armor

► Loot Die
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the LD.
Applicable to: Light Armor, Clothing, Plushies

 

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