List of Items

## **Items**

Your inventory can only hold 3 items at a time, unless this number is expanded with a storage capsule.

At any time you can decide to discard items or give them to another player and most of these items below can be bought in the shop. To buy an item, make sure you have a scouter equipped, or visit a shop channel on Earth. When ordering an item on your scouter, shipping costs will be free of charge and it'll instantly be delivered to your location. A list of all items and the categories they fall under can be seen below.

### **Armor:**

**Saiyan Battle Armor** - Gives you a +1 to defense rolls and doesn't break when you go into high muscle forms due to its stretchiness. Breaks after 3 brace rolls. *(Costs 15k Zeni.)*

**Katchin Battle Armor** - A battle armor suit made out of Katchin, it always gives you a +2 to defense rolls and doesn’t ever break. *(Costs 300k Zeni.)*

**Tuffle Power Suit** - See the Tuffles sectionat the Transformations page.

**Bio Suit** - Gives the user a +2 to defense rolls and stretches itself to the user's size. Breaks after 6 brace rolls. *(Costs 60k Zeni.)*

**Spacesuit** - A commercial spacesuit with air bottles at the back of it. Doesn’t boost the user’s defense at all, but it allows them to breathe in space using the air inside the bottles. *(Costs 50k Zeni)*

**New Model Saiyan Battle Armor** - Gives you a +1 to defense rolls and doesn't break when you go into high muscle forms due to its stretchiness. Breaks after 6 brace rolls. *(Costs 30k Zeni.)*

**Z-Armor** - A mystical set of armor that replenishes the user's stamina. Adds a +3 to their defense, doesn't break and heals a single tier of exhaustion every 3 turns. *(Not for sale.)*

### **Weapons:**

**Basic Weapon** - Gives you a +1 to your strength roll, breaks if the target's defense roll is a 10 above your strength roll or after 5 fights. It can be any conventional physical weapon normally found on Earth, including a sword, an axe, a spear or a scythe, and what it ends up being is up to the user's choice. No physical moves can be used with a weapon of this kind, unless stated otherwise. *(10k Zeni)*

**Katchin Weapon** - A better version of the basic weapon, which gives you a +2 to your strength roll and never breaks. No physical moves can be used with this weapon, unless stated otherwise. *(300k Zeni)*

**Energy Gun** - Gives the user a +2 Ki Roll and doesn't use their own natural bonuses, but instead a fixed stat of 3000, meaning your rolls will always have a +2, but enemies will be able to have higher defense rolls. (Ex: Enemy has a defense of 6000, they will have a +3 over the user, while the user will still have that +2 bonus using this weapon.) Needs a turn to reload after 3 shots and no Ki moves can be used with this weapon. *(30k Zeni)*

**Firearm** - A firearm is really just any pistol. It takes 1 turn to fire. Gun and ammo purchased separately. Can be fired every 3 turns, any effect from being shot don't stack with being shot again. *(10k Zeni)*

**Normal Bullet** - Ammo type for The Gun. The enemy's defense PL determines how long they get a defense debuff of -2 from being shot, 0-2000 defense = debuff for 4 turns. 2000-4000 = debuff for 3 turns. 4000-6000 = debuff for 2 turns. 6000-8000=debuff for 1 turn, 8000 and up = -1 debuff for 1 turn. Agility vs. Agility Roll to see if it hits. 5 of these can be held in a gun. *(5k Zeni)*

**High Power Round** - Extremely powerful ammo type if you can handle it. Tied to strength stat when fired to see if the user can handle the recoil. Strength roll vs the opponents preferred defensive option, does not deal damage, but if it hits it's a -1 to the enemy's next brace. *(10k Zeni)*

### **Status Items:**

**First Aid Kit** - Can be used to cover up wounds or stop someone from bleeding out. Removes the debuffs of losing a limb and shortens your general healing time with a few hours OOC. *(5k Zeni)*

**Painkiller** - Removes the effects of being strained for a single turn. Doesn't take an action to consume and as such allows you to attack on the very same turn. *(10k Zeni)*

**Budget Healing Capsule** - Consume to remove a tier of exhaustion. *(5k Zeni.)*

**CC Healing Capsule** - Consume to remove two tiers of exhaustion and the effect of three brace rolls. The secret formula now belongs to the Capsule Corporation after they'd acquired its patent from a pair of famed scientists. Can be used after a bad brace to save its user. *(25k Zeni.)*

**Senzu Bean** - Heals you completely and removes all possible debuffs you might have. Can be used after a bad brace to save its user. *(Not for sale.)*

**Healing Pod Capsule** - Summons one healing pod, which only has room for a single person, but allows them to heal themselves at any time. Can be resealed after its use. *(400k Zeni)*

**Healing Water Syringe** - A syringe containing healing water used in healing tanks. Can be used to get an unconscious person back up on their feet, but won't heal any of their debuffs or reset their brace count. *(40k Zeni)*

**Respec Capsule** - Somehow, chemicals can make you very strong or skilled with ki, who knew? Consume to allow you to restat. *(50k Zeni)*

**Vigor Tonic** - A special drink made from the mysterious lazarus crystals. Adds +1 to all strength related rolls for 3 turns.

**Spirit Tonic** - A special drink made from the mysterious lazarus crystals. Adds +1 to all ki related rolls for 3 turns.

**Shield Tonic** - A special drink made from the mysterious lazarus crystals. Adds +1 to all defense related rolls for 3 turns.

**Velocity Tonic** - A special drink made from the mysterious lazarus crystals. Adds +1 to all agility related rolls for 3 turns.

### **Inventory Management Items:**

**Small Pouch** - Allows user to hold 3 painkillers, low quality healing capsules, or senzu beans all in 1 inventory slot. *(20k Zeni)*

**Large pouch** - Same as a small pouch, but upped to 5 painkillers, low quality healing capsules, or senzu beans. *(40k Zeni)*

**Storage Capsule** - Expands your inventory to 5 slots. *(100k Zeni)*

### **Training Items:**

**Weights** - Gives you a +1 xp bonus to your training. -1 to all rolls in a training session. Lasts for 3 training sessions. *(30k zeni)*

**Megaton Weights** - Heavier weights, that give the user a +2 xp bonus to training. -2 to all rolls in a training session. Lasts for 5 sessions. *(60k zeni)*

### **Misc. Items:**

**Scouter** - Used to purchase all items from Congo, the intergalactic online store for all your shopping needs. Also allows user to view any enemies in the area that may be hiding. *(5k Zeni)*

**Baby Serum** - Consume to gain an extreme power boost, giving you a +1 to your base form only. If you have used it you can take over someone's body if they allow you. Adding half your powerlevel to theirs, you can also leave their body anytime.

**Black Vial** - An unknown odorless black substance, used to defeat a once infamous foe. Completely nullifies the effects of the Baby Serum taking effect in 2 turns.

**Evil Jar** - A container with a lid and a strange seal put onto it. A user of the Evil Containment Wave could use this to permanently seal anyone away. *(20K Zeni)*

**Gemstone** - Can be sold for 50000 Zeni. Has no other effects inside or outside of battle.

**Gold Bars** - Can be sold for 200000 Zeni. Has no other effects inside or outside of battle.

**Saibamen Seed** - Spawns a saibaman controllable by the player. (Controls just like a character would.) *(50k Zeni)* Their stats are as follows:

PL: 8000

Strength: 2500

Ki: 2500

Defense: 2000

Agility: 1000

Moves: Acid Spit

(Acid spit: A long ranged attack using their strength roll and giving whoever it hits a -2 on their brace and defense rolls for the next 3 turns. Doesn't stack, no bonuses.)

### **Legendary Artifacts:**

**Power Pole** - Gives you a +1 to your strength rolls and is indestructible. All physical moves can be used while fighting with this weapon.

**Brave Sword** - Gives you a +2 to your strength rolls.

**Dimension Sword** - Gives you a +2 to your strength rolls and allows the user to warp between dimensions and places using portals.

**Z-Sword** - Gives you a +3 to your strength rolls and a -2 to the opponent’s brace rolls, due to its magical properties.

**Yemma's Fruit** - Consume to completely get healed and fully nourished for months, provides a +2 to defense rolls for 8 turns after consuming it.

**Fruit of the Tree of Might** - Consume to get a massive power increase, get a +3 to all combat rolls and a -1 brace roll per fruit eaten for 5 turns, do a death roll after eating four of them.

**Divine Water** - Do a death roll, for each 1000 defense you have above 5000, get a +1 to your death roll, if you manage to withstand the pain and survive you get 10xp.

**Nimbus Flute** - Blowing on this flute takes a single turn and it summons the magical cloud Nimbus on the one after. If the Nimbus gets destroyed, this item will be unusable for three days in real life. Nimbus adds a +2 to your speed rolls while riding it.

**Ocarina** - A magical flute. Gives a +2 to defense rolls for 6 turns after blowing on it, which takes a turn.