WAXA Labs - Ability Wave Shop
Jul 16, 2018 21:55:14 GMT -6
Post by Glim on Jul 16, 2018 21:55:14 GMT -6
::WAXA Labs - Ability Wave Shop::
Buying Ability Waves: Ability Waves cost 1,000z per 100LP | 1IF needed to equip them, to a minimum of 1,000z. Ability Wave upgrades are purchased separately from the ability wave they are attached to, and have the same price range.
Selling Ability Waves: When selling Ability Waves purchased from the store, you receive back Zenny equal to half the zenny price of the card purchased, including the total value of all upgrades applied.
Wizard Customizer: Whenever you acquire and equip your first ability wave, paste the following into your character sheet underneath your Wizard's bio information. Equipping two ability waves that cost 0 Indie Frags accounts for 1 total Indie Frag, every two 0 Cost equalling 1 Indie Frag.
[quote][div style="background-color:#0b0b0b;border-bottom:solid #80a0ff 1px;padding:.5em;" align="center"]Ability / Indie Waves
Link Power/Indie Frags: 100 | 1[/div]
[Ability Waves go here]
[/quote]
~ WAXA Labs ~
- Defensive Ability Waves -
Ability Wave | Price |
{ <Trait> Body }Passive Ability Wave Effects: Upon purchase, select a single Trait. The user gains a Strength against that Trait, an Immunity to a Tier 1 Status effect associated with that Trait, and an immunity to the negative effects of any panel type associated with that trait. This ability wave can be equipped multiple times, with a different Trait chosen each time. [AM] <300LP|3IF> - Gain an immunity to Tier 1 and Tier 2 Status Effect associated with selected trait. Reduce the tier of a Tier 2 Status Effect associated with the Trait to Tier 1 when determining how to add it to attacks. [FM] <400LP|4IF> - Gain an immunity to Tier 1, Tier 2, and Tier 3 Status Effect associated with selected trait. Reduce the tier of a Tier 3 Status Effect associated with the Trait to Tier 2 when determining how to add it to attacks. | <200LP|2IF> |
{ Anti Damage }Active Ability Wave Effects: The first time the user successfully parries an attack, they immediately warp in front of their opponent to deliver a counter attack dealing (High + (1 * V)) Damage with Auto-Hit This is a triggered ability that does not take up an action to activate. [TV]<200LP|2IF> - Anti-Damage activates each time the user successfully parries an attack, with a 3-Turn Cooldown between uses. [XM] <600LP|6IF> - Anti-Damage activates each time the user successfully parries an attack. | <100LP|1IF> |
{ Augmented Armor }Passive Ability Wave Effects: The user's Defense is increased by a Moderate amount. This ability Wave can be equipped multiple times, and its effects stack. [TV] <300LP|3IF> - The user's Defense is increased by a High amount, increasing by a Pathetic amount per Version. This Ability Wave cannot be equipped multiple times. [AM] <300LP|3IF> - The user reduces the damage of all incoming attacks by 1 Full Damage Level, to a minimum of Pathetic. This Ability Wave cannot be equipped multiple times. [FM] <600LP|6IF> - The user reduces the damage of all incoming attacks by 2 Full Damage Levels, to a minimum of Non-Damaging. This Ability Wave cannot be equipped multiple times. | <100LP|1IF> |
{ EM Shield }Active Ability Wave Effects: The user creates a shield with HP equal to their Shield Baseline Base using a Defense Action. This ability wave has a 5-Turn CD between uses. [TV] <300LP|3IF> - The user's Shield reflects the Damage of any attack it takes, up to its current HP, back at its attacker. This is true damage with auto-hit. [AM] <400LP|4IF> - The user's Shield is spawned with HP equal to their Shield Baseline + an Immense amount. This ability wave has a 5-Turn CD between uses. [FM] <600LP|6IF> - The user's Shield is spawned with HP equal to their Shield Baseline Cap + an Overwhelming amount. using a Defense Action. This Shield can take up to two full attacks before it breaks. This ability wave has a 2-Turn CD between uses. | <200LP|2IF> |
{ First Barrier }Passive Ability Wave Effects: The user starts the battle with a Barrier that fully avoids the first attack aimed at the user that does not overcome it. [TV] <200LP|2IF> - The user's First Barrier is spawned with HP equal to their Barrier Baseline Base. [AM] <300LP|3IF> - The user's First Barrier fully avoids the first full turn of attacks aimed at a user. [FM] <400LP|4IF> - The user's First Barrier instead spawns at the start of each Custom. Multiple barriers can be active by this effect at once. [XM] <600LP|6IF> - The user's First Barrier instead spawns at the start of each turn. Multiple barriers can be active by this effect at once. | <50LP|0IF> |
{ Undershirt }Passive Ability Wave Effects: The user survives an otherwise fatal attack, leaving them with Pathetic Health. Useable once per battle. The Undershirt is ignored by any attack that the user is weak to. [TV] <200LP|2IF> - The user's Undershirt protects them from an otherwise fatal turn of damage. [AM] <300LP|3IF> - When the user's Undershirt activates, they immediately restore Immense Health and benefit from Tier 2 Restore. [FM] <400LP|4IF> - The user's Undershirt can be activated once per custom. [XM] <600LP|6IF> - The user's Undershirt protects them from an otherwise fatal turn of damage, and can only be ignored by their natural weaknesses, not acquired ones during battle. | <50LP|0IF> |
{ Defender }Passive Ability Wave Effects: The user gains +2 Multi-Use to apply as desired to defensive abilities. [FM] <400LP|4IF> - The user instead gains +4 Multi-Use to apply as desired to defensive abilities. [XM] <600LP|6IF> - The user applies +2 Multi-Use to all Defensive abilities. One Defense may ignore Mandatory Cooldown at a time. | <200LP|2IF> |
- Offensive Ability Waves -
Ability Wave | Price |
{ Power Storage }Passive Ability Wave Effects: Gain +1 Tier of Charge. [AM] <300LP|3IF> - Also, reduce the required charge of 1 Attack by 1 turn, to a minimum of 1 turn. [FM] <400LP|4IF> - Gain +2 Tier of Charge. [XM] <600LP|6IF> - Gain +2 Tier of Charge. Your charges are Protected against 1 Charge Interruption per turn. | <200LP|2IF> |
{ Power Charge }Passive Ability Wave Effects: Whenever the user's Basic Attack benefits from charge, it may inflict a single Tier 1 Status effect of choice, selected when this Ability Wave is equipped. [TV] <200LP|2IF> - Whenever the user's Basic Attack benefits from charge, it may select an Intermediate Defense Breaker of choice for its first use that turn. [AM] <300LP|3IF> - Whenever the user's Basic Attack benefits from charge, it gains [Spread]. [FM] <400LP|4IF> - Whenever the user's Basic Attack benefits from charge, it gains [Powerful (X)], where X is the number of turns the Basic Attack's charge has been held. [XM] <600LP|6IF> - Whenever the user's Basic Attack benefits from charge, it benefits from it for the entire turn. | <100LP|1IF> |
{ Priority }Passive Ability Wave Effects: The user's Priority increases by +3. Opponents without a higher priority always move after the user. [TV] <200LP|2IF> - Also, on the first turn of combat, the user's attacks all deal 1 Full Damage Level more damage. [AM] <300LP|3IF> - Also, on the first turn of combat, the user's attacks gain Powerful per Action the user possesses. [FM] <400LP|4IF> - Also, on the first turn of combat, the user gains +2 Actions. [XM] <600LP|6IF> - The user's Priority increases by +7. Opponents without this upgrade always move after the user, regardless of their Priority. | <100LP|1IF> |
{ Super Power }Passive Ability Wave Effects: The user gains +Pitiful Damage. [AM] <300LP|3IF> - Increase the user's Base Damage by 1 Damage Level. [FM] <400LP|4IF> - Increase the user's Base Damage by 1 Full Damage Level. [XM] <600LP|6IF> - Increase the user's Base Damage by 2 Full Damage Levels. | <200LP|2IF> |
{ Predation }Active Ability Wave Effects: The user adds a Tier 1 Status effect to one attack, on use. Tier 1 Status effect chosen upon acquisition. 3-Turn CD between uses. [TV] <200LP|2IF> - The user may instead add any one Intermediate Breaker or one Tier 2 Status Effect to one attack, on use. Effects chosen upon acquisition. [AM] <300LP|3IF> - The user may instead add any one Advanced Breaker or one Tier 3 Status Effect to one attack, on use. Effects chosen upon acquisition. [FM] <400LP|4IF> - The user may instead add 1 Special Property or Roleplay effect to one attack, on use. Special Properties and Roleplay effects are added as though only one level of the effect was paid for. Does not include Auto-Hit, Avoid Separately, or Lock On. Effects chosen upon acquisition. [XM] <600LP|6IF> - The user may instead add Bane to one attack, on use. This ability wave's cooldown becomes Mandatory Cooldown. | <100LP|1IF> |
{ Attack Lock }Active Ability Wave Effects: The user treats any attack as though it had the Lock-On Roleplay effect. 3-Turn CD between uses. [TV] <200LP|2IF> - The user's Lock-On Attack also gains [Spread]. [FM] <400LP|4IF> - The user's Lock-On Attack also gain +2 Damage Levels. [XM] <600LP|6IF> - Effects changed to: Passive Ability Wave Effects: The user's Attacks with Lock-On gain [Spread] and an Intermediate Defense Breaker of choice when used to Lock-On to a target. | <100LP|1IF> |
{ Attacker }Passive Ability Wave Effects: The user gains +1 Action. [FM] <400LP|4IF> - The user gains +2 Actions. [XM] <600LP|6IF> - The user also applies -1 Cooldown to each Attack, in-stats. | <200LP|2IF> |
- Supportive Ability Waves -
Ability Wave | Price |
{ Health Plus }Passive Ability Wave Effects: User gains +High Health. This ability wave can be equipped multiple times, even alongside other upgrades. Its effects stack. [TV] <200LP|2IF> - User gains +Immense Health, and restores an additional Pathetic amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack. [AM] <300LP|3IF> - User gains +Incredible Health, and restores an additional Pitiful amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack. [FM] <400LP|4IF> - User gains +Astounding Health, and restores an additional Low amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack. [XM] <500LP|5IF> User gains +Outstanding Health, and restores an additional Moderate amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack. | <100LP|1IF> |
{ Ability Specialist }Passive Ability Wave Effects: The user adds +1 Multi-Use to a single Ability, or applies -1 CD to a single Ability Wave, to a minimum of 0-CD. [TV] <200LP|2IF> - The user adds +1 Multi-Use to all Abilities, or applies -1 Turn CD to all Ability Waves, to a minimum of 0-CD or their Mandatory CD, whichever is higher. [XM] <600LP|6IF> - The user adds +2 Multi-Use to all Abilities, and applies -2 Turn CD to all Ability Waves, to a minimum of 0-CD. | <100LP|1IF> |
{ Wave Arc }Active Ability Wave Effects: The user instantly avoids 1 attack or warps 1 action. This ability wave has a 5-Turn CD between uses. [AM] <300LP|3IF> - The user instantly avoids up to 2 attacks or warps up to 2 actions, instead. This ability wave has a 5-Turn CD between uses. [FM] <400LP|4IF> - The user instantly avoids up to 5 attacks or warps up to 3 actions, instead. This ability wave has a 3-Turn CD between uses. | <200LP|2IF> |
{ Air Shoes }Passive Ability Wave Effects: User may enter onto and use Hole Panels. [FM] <400LP|4IF> - Additionally, the user is Protected against the first instance of Grounding they are afflicted with each custom. | <300LP|3IF> |
{ Float Shoes }Passive Ability Wave Effects: User ignores the Negative effects of any panel they utilize, but still cannot use Hole Panels. [FM] <400LP|4IF> - Additionally, the user is Protected against the first instance of Grounding they are afflicted with each custom. | <300LP|3IF> |
{ Natural Regenerator }Passive Ability Wave Effects: The user gains +Moderate Natural Regen. [AM] <300LP|3IF> - The user gains +Modest Natural Regen. [FM] <400LP|4IF> - The user gains +High Natural Regen. [XM] <600LP|6IF> - The user gains +Great Natural Regen, and may trigger their Natural Regen an additional time each turn. | <100LP|1IF> |
{ Last Stand }Passive Ability Wave Effects: Once per battle, when reduced to High Health or lower, the user restores Incredible Health. [AM] <300LP|3IF> - Once per battle, when reduced to Immense Health or lower, the user restores Astounding Health. [FM] <400LP|4IF> - Once per battle, when reduced to Incredible Health or lower, the user restores Outstanding Health. [XM] <600LP|6IF> - Last Stand can be used once per custom, instead. | <200LP|2IF> |
{ Supporter }Passive Ability Wave Effects: The user gains +2 Multi-Use applied as desired to Supportive Abilities in-stats. [FM] <400LP|4IF> - The user instead gains +4 Multi-Use applied as desired to Supportive Abilities in-stats. [XM] <600LP|6IF> - The user instead gains +2 Multi-Use applied to each Supportive Ability. | <200LP|2IF> |
{ Creator }Passive Ability Wave Effects: Summons created by the user gain +Moderate Health per version. [FM] <400LP|4IF> - Additionally, Summons created by the user gain one additional innate attack action. [XM] <600LP|6IF> - Additionally, the user applies +1 Multi-Use to each Summon Baseline, in-stats. | <200LP|2IF> |
- Resourceful Ability Waves -
Ability Wave | Price |
{ Trait Advancement }Passive Ability Wave Effects: User gains +1 Level in a Trait of choice. Cannot be used to advance a trait to Omega level. Can be equipped multiple times. Its effects stack. [AM] <300LP|3IF> - Additionally, the user may select another Passive ability from any one trait they possess. Can be equipped with the base Ability Wave multiple times, but not with itself. [XM] <600LP|6IF> - The user advances a single Trait to Omega. This can no longer be equipped multiple times. | <50LP|0IF> |
{ Custom Streaming }Passive Ability Wave Effects: User skips the loading phase for all customs, allowing them to slot in and use cards on the same turn. [TV] <300LP|3IF> Side Select - The user may slot in two extra cards during each custom, as well. [AM] <300LP|3IF> Quick Gauge - The user's custom is decreased by three turns, as well. [FM] <400LP|4IF> Mega Card+ - In addition, the user may slot in up to three Mega Class Cards per custom. The user may hold 2 additional Mega Class Cards in their Library. [XM] <600LP|6IF> Giga Card+ - In addition, the user may hold 1 additional Giga Class Card in their Library. | <200LP|2IF> |
{ Card Finder }Passive Ability Wave Effects: No Zenny is earned during any Virus Encounter or PC Wave Battle. You are instead guaranteed a card drop every wave. You always earn a valid opponent's Mega Class Card at the end of combat. No available Upgrades. | <200LP|2IF> |
{ Zenny Eye }Passive Ability Wave Effects: No Zenny is earned during any Virus Encounter or PC Wave Battle. You instead increase all Zenny earned from Virus Encounters and battles by 150%. No available Upgrades. | <200LP|2IF> |
{ Restore }Active Ability Wave Effects: User benefits from Tier 1 Restore. This ability wave has a 3-Turn CD between uses. [AM] <300LP|3IF> - The user benefits from Tier 2 Restore, instead. [FM] <400LP|4IF> - The user and all allies benefits from Tier 3 Restore, instead. [XM] <600LP|6IF> - The user and all allies benefits from Tier 3 Restore, instead. This ability wave has a 0-Turn CD between uses. | <100LP|1IF> |