Post by Ayumi on Jan 19, 2012 13:47:35 GMT -5
PLEASE KNOW THAT THIS LIST IS TENTATIVE. WE ARE STARTING WITH THE BARE MINIMUM UNTIL WE GET OUR MOOGLE SHOP SYSTEM DOWN. THERE MAY BE NUMEROUS CHANGES TO COME. IF YOU HAVE ANY SUGGESTIONS FOR THINGS THAT WE SHOULD ADD/CHANGE, PLEASE CONTACT COLLEEN(ADMIN) SO THAT THE CHANGES CAN BE NOTED.
BASIC MAGIC ABILITIES
If members want to gain certain abilities through the Moogle shop instead of using one of their 15 ability slots, then that is up to them. That is why we simply provide the basic of abilities such as Curaga, etc. Members could potentially fill up their original 15 ability slots with custom abilities that they have made on their own, but then decide they want a basic ability used in the Kingdom Hearts game series. They don’t have to sacrifice their original 15 abilities. They can simply buy a 16th, 17th, 18th, etc.
($200 Munny) Fire – unleashes a small burst of flame. 1 Post Cooldown
($300 Munny) Fira – unleashes a potent burst of flame. 2 Post Cooldown
($400 Munny) Firaga – unleashes an incredible burst of flame. 3 Post Cooldown
($200 Munny) Blizzard – unleashes a gust of frost. 1 Post Cooldown
($300 Munny) Blizzara – unleashes a gust of frost. Longer range than blizzard. 2 Post Cooldown
($400 Munny) Blizzaga – unleashes a gust of frost. Longest range. 3 Post Cooldown
($200 Munny) Thunder – calls bolts of lightning to the target area. 1 Post Cooldown
($300 Munny) Thundara – calls a powerful lightning storm to the target area. 2 Post Cooldown
($400 Munny) Thundaga – calls a great maelstrom of lightning to the target area. 3 Post Cooldown
($300 Munny) Cure – restores a little health to one character. 1 Post Cooldown
($400 Munny) Cura – restores a lot of health to one character. 2 Post Cooldown
($500 Munny) Curaga – restores a massive amount of health to one character. 3 Post Cooldown
($200 Munny) Stop – prevents target from taking action for a limited time. 1 Post Cooldown
($300 Munny) Stopra – prevents targets from taking action for a limited time. Wide area of effect. 2 Post Cooldown
($400 Munny) Stopga – Prevents targets from taking action for a limited time. Widest area of effect. 3 Post Cooldown
($200 Munny) Aero – deploys a barrier that absorbs damage. 1 Post Cooldown
($300 Munny) Aerora – deploys a barrier that absorbs damage. Damages enemy on contact. 2 Post Cooldown
($400 Munny) Aeroga – deploys a barrier that absorbs damage. Deflects certain attacks. 3 Post Cooldown
RANDOM ABILITIES
These abilities, while stronger than the basics, are more expensive, but can help characters greatly while in roleplay.
($200 Munny) Cheer – Allows summons to be around for a longer period of time. 2 Post Cooldown
($600 Munny) Berserk – Attack power is increased when your own health is very low. 4 Post Cooldown
($700 Munny) Scan – Allows for characters to automatically tell what their opponent’s health status is. 3 Post Cooldown
($1,000 Munny) Vortex – Powerful spinning attack. 2 Post Cooldown
($1,000 Munny) Mermaid Kick – Allows your character to get an extra boost while in Atlantica only. This abilitiy allows for you to swim forward extremely fast. 1 Post Cooldown
($2,000 Munny) Glide – Allows your character to hover in the air for a short period of time. 1 Post Cooldown
($2,000 Munny) Aerial Sweep – Allows for your character to sweep up into the air, and come crashing down on an opponent. 3 Post Cooldown
($3,000 Munny) High Jump – Allows your character to jump extremely high, reaching places that you wouldn’t normally reach. No Cooldown
($5,000 Munny) Second Chance – Instead of an opponent’s strike killing you, you are given a second chance at life. 6 Post Cooldown
($5,000 Munny) Superglide – Allows your character to hover in the air for an extended period of time. 3 Post Cooldown
CUSTOM KHRPF OPTIONS
Custom KHRPF Options can come in rather handy for avid roleplayers on KHRPF. Use these abilities to upgrade your profiles, gain more character rights and advance your character even further than before.
($1,000 Munny) Weapon's case - Allows one more weapon added to a single character profile.
($5,000 Munny) Summon Orb - Allows for one more summon to a single character profile.
($7,000 Munny) Canon Clip – Allows for another canon character per account. (Can be either a major/minor canon, per the buyer's choice.)
($6,000 Munny) Ability Stud – Allows for five more ability slots in a single character profile. (Allows for 20 abilities total)
ACCESSORIES
Purchasing accessories allows for your character a greater defense in battle as well as other advantages. Browse our selection below to find something of use to your character.
($600 Munny) Fire ring – reduces fire damage by 20% and slightly raises defense.
($700 Munny) Fira ring – reduces fire damage by 20% and raises defense.
($800 Munny) Firaga ring – reduces fire damage by 20% and significantly raises defense.
($600 Munny) Protect Chain – slightly raises defense
($700 Munny) Protera Chain – raises defense
($800 Munny) Protega chain – significantly raises defense
($600 Munny) Blizzard ring – reduces ice damage by 20% and slightly raises defense
($700 Munny) Blizzara ring – reduces ice damage by 20% and raises defense.
($800 Munny) Blizzaga ring – reduces ice damage by 20% and significantly raises defense.
($600 Munny) Thunder ring - reduces lightning damage by 20% and slightly raises defense.
($700 Munny) Thundara ring – reduces lightning damage by 20% and raises defense.
($800 Munny) Thundaga ring – reduces lightning damage by 20% and significantly raises defense.
KEY CHAINS
By purchasing a key chain, you may have numerous forms available to use with your basic keyblade. Obviously, you will need to use a single weapon slot for your keyblade in general, but instead of having a different weapon slot for different types of keyblades, you may purchase the key chains.
($100 Munny) Kingdom Key – Able to draw out a keyblade’s true form and power.
($200 Munny) Jungle King – allows for a long reach, but seldom deals critical blows.
($300 Munny) Three Wishes – powerful and difficult to deflect.
($400 Munny) Crabclaw – Able to enhance your magic and summon power while dealing good physical damage.
($500 Munny) Pumpkinhead – allows for a long reach and the ability to deal a string of critical blows.
($600 Munny) Fairy Harp – enhances magic and summon power. Able to deal powerful, critical blows.
($700 Munny) Wishing Star – has a short reach, but always finishes up a combo attack with a powerful critical blow.
($800 Munny) Spellbinder – Significantly enhances magic and summon power.
($900 Munny) Metal chocobo – Possesses incredible power and reach, but reduces your strength slowly. Rarely deals critical blows.
($1000 Munny) Olympia – a powerful weapon that is difficult to defelct. It’s capable of inflicting mighty, critical blows.
($2000 Munny) Lionheart – Enhances your magic and summon power. Also deals great physical damage.
($3000 Munny) Lady Luck – raises your strength slightly and significantly enhances magic and summon power. Also inflicts good physical damage.
($4000 Munny) Divine Rose – A powerful weapon that is difficult to deflect. Capable of dealing a string of critical blows.
($5000 Munny) Oathkeeper – Slightly raises your strength and enhances your magic and summon power. Capable of dealing a string of critical blows.
($6000 Munny) Oblivion – Possesses colossal power, but reduces your strength with each use.
($10,000 Munny) Ultima Weapon – the ultimate keyblade raises your strength and possesses maximum power and attributes.
ITEMS
Stocking up on items has great advantages for your character. In the midst of roleplay, simply drink an ether to restore your magic powers or drink a potion to restore some of your health. Either way, allowing your character to hold an item may be something that could help your character make great strides throughout your roleplays.
Even though many of the items listed below are consumable, that does not mean that you have to buy one each time. For example, once you buy a potion, you have that potion until your character is deleted or killed. There is no need to spend munny on ten potions.
($100 Munny) Guard Earing – Raises defense.
($200 Munny) Master Earing – Significantly raises defense.
($300 Munny) Chaos ring – Reduces dark damage for 5 posts and slightly raises defense.
($400 Munny) Dark ring – Reduces dark damage for 6 posts and raises defense.
($500 Munny) Element ring – Reduces fire, ice, and lightning damage for 7 posts and raises defense.
($600 Munny) Three stars - Reduces fire, ice, and lightning damage for 10 posts and significantly raises defense.
($700 Munny) Power chain – Slightly raises strength for 2 posts.
($800 Munny) Golem chain – Raises strength and defense for 3 posts.
($900 Munny) Titan chain – Significantly raises strength and defense for 4 posts.
($1000 Munny) Energy bangle – Slightly raises your health and defense for 5 posts.
($2000 Munny) Angel bangle – Raises health and defense for 7 posts.
($3000 Munny) Gaia bangle – Significantly raises health and defense for 10 posts.
BASIC MAGIC ABILITIES
If members want to gain certain abilities through the Moogle shop instead of using one of their 15 ability slots, then that is up to them. That is why we simply provide the basic of abilities such as Curaga, etc. Members could potentially fill up their original 15 ability slots with custom abilities that they have made on their own, but then decide they want a basic ability used in the Kingdom Hearts game series. They don’t have to sacrifice their original 15 abilities. They can simply buy a 16th, 17th, 18th, etc.
($200 Munny) Fire – unleashes a small burst of flame. 1 Post Cooldown
($300 Munny) Fira – unleashes a potent burst of flame. 2 Post Cooldown
($400 Munny) Firaga – unleashes an incredible burst of flame. 3 Post Cooldown
($200 Munny) Blizzard – unleashes a gust of frost. 1 Post Cooldown
($300 Munny) Blizzara – unleashes a gust of frost. Longer range than blizzard. 2 Post Cooldown
($400 Munny) Blizzaga – unleashes a gust of frost. Longest range. 3 Post Cooldown
($200 Munny) Thunder – calls bolts of lightning to the target area. 1 Post Cooldown
($300 Munny) Thundara – calls a powerful lightning storm to the target area. 2 Post Cooldown
($400 Munny) Thundaga – calls a great maelstrom of lightning to the target area. 3 Post Cooldown
($300 Munny) Cure – restores a little health to one character. 1 Post Cooldown
($400 Munny) Cura – restores a lot of health to one character. 2 Post Cooldown
($500 Munny) Curaga – restores a massive amount of health to one character. 3 Post Cooldown
($200 Munny) Stop – prevents target from taking action for a limited time. 1 Post Cooldown
($300 Munny) Stopra – prevents targets from taking action for a limited time. Wide area of effect. 2 Post Cooldown
($400 Munny) Stopga – Prevents targets from taking action for a limited time. Widest area of effect. 3 Post Cooldown
($200 Munny) Aero – deploys a barrier that absorbs damage. 1 Post Cooldown
($300 Munny) Aerora – deploys a barrier that absorbs damage. Damages enemy on contact. 2 Post Cooldown
($400 Munny) Aeroga – deploys a barrier that absorbs damage. Deflects certain attacks. 3 Post Cooldown
RANDOM ABILITIES
These abilities, while stronger than the basics, are more expensive, but can help characters greatly while in roleplay.
($200 Munny) Cheer – Allows summons to be around for a longer period of time. 2 Post Cooldown
($600 Munny) Berserk – Attack power is increased when your own health is very low. 4 Post Cooldown
($700 Munny) Scan – Allows for characters to automatically tell what their opponent’s health status is. 3 Post Cooldown
($1,000 Munny) Vortex – Powerful spinning attack. 2 Post Cooldown
($1,000 Munny) Mermaid Kick – Allows your character to get an extra boost while in Atlantica only. This abilitiy allows for you to swim forward extremely fast. 1 Post Cooldown
($2,000 Munny) Glide – Allows your character to hover in the air for a short period of time. 1 Post Cooldown
($2,000 Munny) Aerial Sweep – Allows for your character to sweep up into the air, and come crashing down on an opponent. 3 Post Cooldown
($3,000 Munny) High Jump – Allows your character to jump extremely high, reaching places that you wouldn’t normally reach. No Cooldown
($5,000 Munny) Second Chance – Instead of an opponent’s strike killing you, you are given a second chance at life. 6 Post Cooldown
($5,000 Munny) Superglide – Allows your character to hover in the air for an extended period of time. 3 Post Cooldown
CUSTOM KHRPF OPTIONS
Custom KHRPF Options can come in rather handy for avid roleplayers on KHRPF. Use these abilities to upgrade your profiles, gain more character rights and advance your character even further than before.
($1,000 Munny) Weapon's case - Allows one more weapon added to a single character profile.
($5,000 Munny) Summon Orb - Allows for one more summon to a single character profile.
($7,000 Munny) Canon Clip – Allows for another canon character per account. (Can be either a major/minor canon, per the buyer's choice.)
($6,000 Munny) Ability Stud – Allows for five more ability slots in a single character profile. (Allows for 20 abilities total)
ACCESSORIES
Purchasing accessories allows for your character a greater defense in battle as well as other advantages. Browse our selection below to find something of use to your character.
($600 Munny) Fire ring – reduces fire damage by 20% and slightly raises defense.
($700 Munny) Fira ring – reduces fire damage by 20% and raises defense.
($800 Munny) Firaga ring – reduces fire damage by 20% and significantly raises defense.
($600 Munny) Protect Chain – slightly raises defense
($700 Munny) Protera Chain – raises defense
($800 Munny) Protega chain – significantly raises defense
($600 Munny) Blizzard ring – reduces ice damage by 20% and slightly raises defense
($700 Munny) Blizzara ring – reduces ice damage by 20% and raises defense.
($800 Munny) Blizzaga ring – reduces ice damage by 20% and significantly raises defense.
($600 Munny) Thunder ring - reduces lightning damage by 20% and slightly raises defense.
($700 Munny) Thundara ring – reduces lightning damage by 20% and raises defense.
($800 Munny) Thundaga ring – reduces lightning damage by 20% and significantly raises defense.
KEY CHAINS
By purchasing a key chain, you may have numerous forms available to use with your basic keyblade. Obviously, you will need to use a single weapon slot for your keyblade in general, but instead of having a different weapon slot for different types of keyblades, you may purchase the key chains.
($100 Munny) Kingdom Key – Able to draw out a keyblade’s true form and power.
($200 Munny) Jungle King – allows for a long reach, but seldom deals critical blows.
($300 Munny) Three Wishes – powerful and difficult to deflect.
($400 Munny) Crabclaw – Able to enhance your magic and summon power while dealing good physical damage.
($500 Munny) Pumpkinhead – allows for a long reach and the ability to deal a string of critical blows.
($600 Munny) Fairy Harp – enhances magic and summon power. Able to deal powerful, critical blows.
($700 Munny) Wishing Star – has a short reach, but always finishes up a combo attack with a powerful critical blow.
($800 Munny) Spellbinder – Significantly enhances magic and summon power.
($900 Munny) Metal chocobo – Possesses incredible power and reach, but reduces your strength slowly. Rarely deals critical blows.
($1000 Munny) Olympia – a powerful weapon that is difficult to defelct. It’s capable of inflicting mighty, critical blows.
($2000 Munny) Lionheart – Enhances your magic and summon power. Also deals great physical damage.
($3000 Munny) Lady Luck – raises your strength slightly and significantly enhances magic and summon power. Also inflicts good physical damage.
($4000 Munny) Divine Rose – A powerful weapon that is difficult to deflect. Capable of dealing a string of critical blows.
($5000 Munny) Oathkeeper – Slightly raises your strength and enhances your magic and summon power. Capable of dealing a string of critical blows.
($6000 Munny) Oblivion – Possesses colossal power, but reduces your strength with each use.
($10,000 Munny) Ultima Weapon – the ultimate keyblade raises your strength and possesses maximum power and attributes.
ITEMS
Stocking up on items has great advantages for your character. In the midst of roleplay, simply drink an ether to restore your magic powers or drink a potion to restore some of your health. Either way, allowing your character to hold an item may be something that could help your character make great strides throughout your roleplays.
Even though many of the items listed below are consumable, that does not mean that you have to buy one each time. For example, once you buy a potion, you have that potion until your character is deleted or killed. There is no need to spend munny on ten potions.
($100 Munny) Guard Earing – Raises defense.
($200 Munny) Master Earing – Significantly raises defense.
($300 Munny) Chaos ring – Reduces dark damage for 5 posts and slightly raises defense.
($400 Munny) Dark ring – Reduces dark damage for 6 posts and raises defense.
($500 Munny) Element ring – Reduces fire, ice, and lightning damage for 7 posts and raises defense.
($600 Munny) Three stars - Reduces fire, ice, and lightning damage for 10 posts and significantly raises defense.
($700 Munny) Power chain – Slightly raises strength for 2 posts.
($800 Munny) Golem chain – Raises strength and defense for 3 posts.
($900 Munny) Titan chain – Significantly raises strength and defense for 4 posts.
($1000 Munny) Energy bangle – Slightly raises your health and defense for 5 posts.
($2000 Munny) Angel bangle – Raises health and defense for 7 posts.
($3000 Munny) Gaia bangle – Significantly raises health and defense for 10 posts.