Post by jay on Jul 13, 2012 2:22:25 GMT -6
The Underground
You've decided to dig around the dirt in a territory and find some hidden goodies. Grab your Excavation Kits and get ready for your dirt bath!
You've decided to dig around the dirt in a territory and find some hidden goodies. Grab your Excavation Kits and get ready for your dirt bath!
Excavation
Because the underground tunnels are dangerous, there are chances you will gain injuries. We do sincerely hope that they aren't major, your Summons can usually help you with this.
Types of Excavation | Description | Cost & Risk |
Legal Mining | Mining legally with the permission of the ruling Clan(s) of a territory. |
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Stealth Mining | Mining illegally within a territory of the ruling Clan(s). |
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Ghost Mining | Mining within a territory that is uninhabited. |
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Mining Chances
Mine Chances are the various chances one gains to mine inside of various areas in the territory. Every visit has a varying amount of chances that can be increased depending on the more money paid.
Mining Chances are negated for a miner when they suffer an injury, are exposed by a Clan inside of an inhabited territory, and when they are encountered by threats.
Those who mine are only capable of going to a certain territory once a week.
Amount Paid | Mining Chances |
$2,500 | 6 Mining Chances. |
$3,500 | 10 Mining Chances. |
$4,500 | 14 Mining Chances. |
$6,500 | 18 Mining Chances. |
$7,500 | 22 Mining Chances. |
$8,500 | 26 Mining Chances. |
$9,500 | 30 Mining Chances. |
Risks
These are the risks that one faces when mining in a territory. The Injury Risks are preemptive rolls that will be made before each mining chance. Out of a 100 sided die, there is a 30/100 chance that the miner will be injured. This injury will make it so that they cannot continue their mining, and are expelled from the territory.
Exposition Risks are preemptive rolls that will be made after each mining chance in a controlled/totalized territory. Out of a 100 sided die, there is a 30/100 chance that the miner will be exposed. When exposed, they are susceptible to attack by the Clan members of the controlled/totalized territories.
Threat Risks are preemptive rolls that will be made after each mining chance in a militarized or uninhabited territory. Out of 100-sided die, there is a 30/100 chance that the miner will encounter Threat Risks. Upon defeating them, the miner(s) are capable of continuing. If the miner(s) are defeated themselves, they are to withdraw from the territory.
Whenever one goes to dig in a Territory's mines, they have the chance of finding the following.
Jewels
1 - 10
Life Gems - Special, one-time use jewels that allow for a Summon to have first compatibility on any existing move. Can be sold for $20,000.
Fate Emeralds - Special, one-time use jewels that allow for a Summoner to visit the Crafting Station. Can be sold for $20,000.
Transform Gems - Special, one-time use jewels that allow for a Summoner to change the stat spread and element of a designated Summon. Can be sold for $20,000.
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Minerals
11 - 35
Platinum - Material welded from Platinum Plates. Can be sold for $15,000 each.
Diamond - Material welded from Diamond Shards. Can be sold for $10,000 each.
Gold - Material welded from Gold Pieces. Can be sold for $5,000 each.
Silver - Material welded Silver Pieces. from Can be sold for $3,000 each.
Copper - Material welded from Copper Pieces. Can be sold for $1,000 each.
Platinum Plates - Scarce pieces of valuable mineral. Every two can be melted down for Platinum material.
Diamond Shards - Very rare pieces of valuable mineral. Every two can be melted down for Diamond material.
Gold Pieces - Rare pieces of valuable mineral. Every two can be melted down for Gold material.
Silver Pieces - Valuable pieces of mineral. Every two can be melted down for Silver material.
Copper Pieces - Pieces of mineral. Every one can be melted down Copper material.
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Accessories
36 - 75
Agility Stone
If the bearer's Speed is its lowest stat, Speed will increase by 1 stage each turn until the Speed stat meets/exceeds another one of the bearer's stats.
Angel Feather
Protects from stat decreases twice from any move or effect.
Apprehender
The target is not able to be withdrawn or forced from battle. Will negate the effects of all moves that will perform this. Does not prevent the effects of the Retreat Gene.
Arctic Water
All Ice elemental attacks from the bearer are increased by 20% in damage.
Assault Rune
Once HP reaches below 30.00%, Physical and Magical Attack increase by 1 stage.
Black Armor
If a teammate has the White Armor, both the bearer and its teammate gain a +1 boost in all stats, excluding HP, Accuracy, and Evasion.
Blacksmith Clay
The bearer is not able to use moves that last for multiple turns.
Chipped Armor
When the bearer is hit, its Physical Defense will be lowered and Speed will rise by 1 stage.
Deva Monochrome
The bearer's Physical Defense and Magical Defense switch each time a Critical Hit lands.
Draco Armor
Health recoil from attacks are negated from effect.
Draco Spear
Accuracy is increased by 20%.
Enigmatic Juice
HP is healed by 25% each time an attack against the bearer deals more than 25% damage.
Eroder
The bearer's Magical Attack rises by +1 every two turns.
First-Aid
Statuses are healed once they are inflicted on the bearer. One-time use, only.
Fissure Sword
Critical Hits are increased from double damage to triple the damage.
Dampener
Attacks that are double or quadruple effective against the bearer are halved in damage. Two time use, only.
Girth Armor
The bearer's HP stat is doubled.
Glowstone
Magical Attack damage is increased by 10%.
Guarding Rune
Once HP reaches below 30.00%, Physical and Magical Defense increase by 1 stage.
Heavy Armor
When the bearer is hit, its Physical Defense will rise and Speed will be lowered by 1 stage.
Holy Bow
Accuracy increases by 50% when at 30.00% or below.
Lacri Cometshard
All Fire elemental attacks from the bearer are increased by 20% in damage.
Lexicon
If the bearer's Magical Attack is its lowest stat, Magical Attack will increase by 1 stage each turn until the Magical Attack stat meets/exceeds another one of the bearer's stats.
Lotus Gospel
All attacks that deal half and quarter effectiveness are increased upped one stage of effectiveness.
Mini-Turbine
All Wind elemental attacks from the bearer are increased by 20% in damage.
Metal Film
Physical Defense is risen by 50%, but the bearer's HP is cut by a third.
Meteor Shard
All Earth elemental attacks from the bearer are increased by 20% in damage.
North Star
When at, or below, 50.00%, the bearer is unable to be hit with Critical Hits.
Oasis Spout
All Water elemental attacks from the bearer are increased by 20% in damage.
Ooblong Claw
All moves that attack the opposing Defense, like Physical attacks that attack Magical Defense, will be increased in damage by 30%.
Retreat Gene
The Summon, upon being sent out, will be locked into withdrawing if the opponent withdraws. All stat changes will remain the same.
Rich Powder
At the end of each match, the amount of money gained from victory is doubled. Holder receives half from losses.
Sacred Urn
If a move does less than 25% of the bearer's max HP, the bearer is shielded from 50% of the damage.
Sage's Scroll
Added effect chance percentages are doubled.
Shadowy Ooze
All Darkness elemental attacks from the bearer are increased by 20% in damage.
Silver Claws
Physical Attacks are raised in damage by 40%, but the bearer's HP is lowered by 15% each turn.
Spectator Lens
During the first turn out, all direct attacks against the bearer will be negated. One-time use, only.
Stealth Orb
The user's Evasion stat is heightened by 2 stages if inflicted by 2 statuses.
Tetraparcel
Physical Attack rises to +6 stages if hit with a Critical Hit.
The Grimoire
If HP goes below 50%, Physical Defense and Magical Defense are cut in half to maximize Physical Attack and Magical Attack.
Thunder Rod
Lightning techniques have their Accuracy increased by 50%.
Vega Star
All Light elemental attacks from the bearer are increased by 20% in damage.
Viral Conductor
All Lightning elemental attacks from the bearer are increased by 20% in damage.
Virility Sash
If the bearer's Physical Attack is its lowest stat, Physical Attack will increase by 1 stage each turn until the Physical Attack stat meets/exceeds another one of the bearer's stats.
White Armor
If a teammate has the Black Armor, both the bearer and its teammate gain a +1 boost in all stats, excluding HP, Accuracy, and Evasion.
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Accessories
76 - 95
Militarizer - A manual that teaches recruitment. Sentient Threats can be created for a Totalized Territory. Can only be used for Totalized Territories. Can be sold for $15,000.
Trapsetter - A machine that creates entrapments. Non-Sentient Threats can be created for a Totalized Territory. Can only be used for Totalized Territories. Can be sold for $10,000.
Conductors - Electrical pieces of machinery. Every 15 can be used to craft barriers around areas. Can only be used in Totalized Territories. Can be sold for $200.
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Hotspots
96 - 100
Hotspot - A rare spot that stores massive amounts of wealth. Doubles the income of a Territory for two months.
Mine Acceptors
All Game Moderators and Clan Officials