Planets:
Earth, Frieza, Kanassa, Konats, Makyo Star, Meat, Namek, Yardrat, Zun

Earth

These items you can buy no matter where you are when you are on Earth. These items are currently referring only if you are on Earth unless said otherwise. You can sell your items back to the store for a refund at half of what you originally paid for. (Ex. You buy a Capsule Corp. Car. Later you don't need it because you bought/received/won a Capsule Corp. Hover Car so you sell it back and you get only 300 credits back from the original 600 you paid to buy it).You cannot sell back trainings that you've learned once it is added to your profile.

Demi-Senzu Bean: Can only buy at Korin's Tower (Central West). Androids can not use these with the exception of Cell. Replenishes your HP and KI by 1/2 of your max. This does not use up a turn. Must be used at the start of your turn. Cannot use more than one of these per battle.
Cost: 300 Credits

Senzu Bean: Can only buy at Korin's Tower (Central West). Androids can not use these with the exception of Cell. Replenishes your HP and KI to their maxes. This does not use up a turn. Must be used at the start of your turn. Cannot use more than one of these per battle.
Cost: ???800??? Credits(2)

Weighted Shirt and Hat: When you take them off in battle, your PL is raised by 10,000, you gain 5 HP, and you gain 2 to your speed. When you put the clothes back on you lose the PL, HP, and Speed till you take the clothes back off again. You can wear this at the same time as armor but you cannot wear more than one set of weighted clothes or more than one set of armor.
Cost: 500 Credits

Scouter/Radar License: Anyone may buy, anywhere.: If you are not amongst the groups that can buy Scouters/Dragonball Radars, you can purchase this license, then someone may sell you a Scouter/Radar[whichever you bought the license for] for 100 credits more than normal price.
Cost: 100 Credits

Scouter: Only for Pure Saiyans, Tsu-furins, and Evil Aliens at the proper race's starting location. Helps you read the power of the Dragonballs therefore help find them in a quest. Allows you to read your opponents Power Level and is the only way you may escape a Death Match. To escape a Death Match, you must attempt to run after you do your max damage on an attack. This takes up your next turn if it fails as your opponent catches you off-guard. Roll a 3D15 dice and you must get a 30 or more total to escape.
Cost: 400 Credits

Dragonball Radar: Only for Good or Neutral Characters, Can only buy while at Capsule Corporation (Central West).: The best way to find the Dragonballs on a Dragonball Quest.
Cost: 500 Credits

Pliers: Can only be bought in a city and while on Earth.: Metal Pliers that can be used to pull out the tail of a Saiyan or Part Saiyan. The Pliers ensure that the tail cannot be regrown for an entire two months(60 days) due to the deep damage it does to the saiyan tail and not even special abilities can bring it back (Of course with the exception of a dragonball wish). If the Saiyan or Part Saiyan has a Power Level of 100,000 or below when the pliers are used on them, they take 5HP damage. In order to use the Pliers, you must first hit the opponent with an attack and get maximum damage with the attack. Then say you are going to use the Pliers before they attack. This uses up your next turn. Roll your accuracy dice and then roll a 5d10. If you get 30 or higher total then you successful pull out the tail.
Cost: 600 Credits

Note: Normally if a Pure Saiyan or Part Saiyan loses their tail by ways other than the pliers, they can be grown back using a certain technique or after one month(30 days).

Saiyan Armor 1: You can buy it while on any planet if you are working for Freiza Army/Henchman A vest of stretchable and strong materials that can grow to any size and protect you from a certain amount of damage. The lowest of all types. Raises your HP by 10
Cost: 400 Credits

Saiyan Armor 2: You can buy it while on any planet if you are working for Freiza Army/Henchman A vest of stretchable and strong materials that can grow to any size and protect better than the first armor type. Raises your HP by 20
Cost: 700 Credits, If you own Saiyan Armor 1, you may trade it in to buy Saiyan Armor 2 at the price of 400 Credits

Saiyan Armor 3: You can buy it while on any planet if you are working for Freiza Army/Henchman The best of all the Saiyan Armors, reserved for the best of fighters. You must have a Power Level of at least 100,000 before being able to buy it. Raises your HP by 30
Cost: 1000 Credits, If you own Saiyan Armor 2 you may trade it to buy Saiyan Armor 3 at the price of 600 Credits

Earth Armor 1: Can be bought by anyone, anywhere. A cheap metal copy of the Saiyan Armor that is bulky and only fairly protects the user. Raises your HP by 5 and lowers your Speed by 1. If you use a transformation or size growing technique while wearing this armor, it will break and you will not be able to use it. You may take it off during battle, using up one turn and losing the bonuses it gives.
Cost: 300 Credits

Earth Armor 2: Can be bought by anyone, anywhere. A copy of the Saiyan Armor but is made of some very strong material found only on Earth but is still uncomparable to Saiyan Armor. It has a better design than the first model and is not bulky but actually gives the user better flexibility. Raises your HP by 15 and raises your speed by 1. If you use a transformation or size growing technique while wearing this armor, it will break and you will not be able to use it. You may take it off during battle, using up one turn and losing the bonuses it gives.
Cost: 600 Credits, If you have Earth Armor 1 you can trade it in and buy Earth Armor to at the cost of 350 Credits.

Driver's License Test: Needed to be able to buy and drive Capsule Corp Cars. Must be bought by Neutral or Good Characters and can be taken only while in a city. After sending in this request to take the test, you will be an online test. If you get at least 60% of the test correctly you pass and will be able to buy and drive Capsule Corp Cars. If you fail you may retake the test the next day for another 50 credits.
Cost: 50 Credits

Capsule Corp Car: Can only be bought by Neutral or Good Characters, and only found at Capsule Corp (Central West). A compact car that seats only 2 people but can be easily carried around in a capsule form thanks to its ingenius design. It allows a user to move 2 squares (At 1 time) in 1 week, noting in the move-email that you have this car, for no spars/moves.
Cost: 600 Credits

Capsule Corp Hovercar: Can only be bought by Neutral or Good Characters, and only found at Capsule Corp (Central West). A flying hovercar that seats 4 people and can easily be carried around like the Capsule Corp Car. At the very beginning of the week, right after spars are reset, you may send in a move to any location, noting the usage of the hovercar, and it costs no moves.
Cost: 1000 Credits

Note: For all spacecrafts, when landing on a planet you will be able to choose where you land except for the Saiyan Space Pod which is on automatic and will be chosen where you land randomly. Choose wisely where you land because once you land your spacecraft stays where you landed and you will probably have to leave it alone. There may be disadvantages to leaving your spacecraft alone but those disadvantages and other add-ons will be shown once Extras are opened.

Saiyan Space Pod: Can only be bought at Pure Saiyans Starting Location, by Saiyans. A small spaceship only capable of carrying a single person. It travels at NORMAL speed and works on automatic travel so once you leave a planet you can not change course until you land.
Cost: 1000 Credits

Saiyan Space Pod Upgrade: Can only be bought at Pure Saiyans Starting Location. Must have Saiyan Space Pod to buy.Once bought, adds a regeneration machine that heals you 10HP and 10KI each day spent in the ship (Used while in the middle of a Black Star Dragonball Quest or during Sagas). Also adds a Moon Projection machine that can be used during battle if you are still in the same square where you landed your Space Pod. Makes an image of the moon which if you are a saiyn with a tail, makes you turn Oozaru form. The drawback to this Upgrade that it makes the Space Pod vulnerable to being destroyed. While the Moon Projection machine is on, the opponent during a battle may use their turn to fire an energy attack 1D20 or stronger at the Space Pod. They can destroy the space pod if they hit maximum damage with their attack (Only can be done permanately destroyed during sagas or death matches, otherwise it is damaged and must be repaired. Repairing takes 5 full days before the ship fixes itself.).
Cost: 500 Credits

Space Travel Skill: You can only buy or fly any of the spaceships below if you have this skill. After buying this, you will be given an online test. To pass you must receive a 75% or higher. If you fail you may retake the test the next day for another 100 credits.
Cost: 100 Credits

Capsule Corp. Ship: Can only be found at Capsule Corp (Central West). A larger spaceship than the Saiyan Space Pod and can carry a total of 4 characters. This spaceship also is equipped with gravity training which you may do once a day while traveling. You must make a story of you training and send it like a spar. Each day of gravity training raises your PL by 1000, HP by 1, and KI by 1. The gravity training can be used by anyone on the ship. This ship is relatively slow due to its design and lower technology, and it travels at an overall SLOW speed. The training while in space is emailed to Raziel; a properly written story of 3000 characters, sent in DAILY (Not just a mass of stories at the end). One Real life day is 2 RPG days. You may train in the ship when landed, but you can only train once every 2 real life days, you get double the ship's normal stat bonus, but it uses one spar/move up. This also allows others to be capable of attacking it, if you train on it instead of hiding it.
Cost: 2500 Credits

Capsule Corp. Ship Gravity Upgrade 1: Can only be found at Capsule Corp. (Central West). Can only be bought if you already have a Capsule Corp Ship and have a Powel Level of at least 150,000. Changes the gravity in the Capsule Corp. Ship to 200x instead of 100x. To use the gravity training, make a story of you training in the gravity for the day and send it in like a spar. Each day of gravity training 200x raises your PL by 2000, HP by 2, KI by 2. One full week(7 Consecutive Days) of gravity training gives the fighter 1 speed point. The gravity training can be used by anyone on the ship. The limits for this ship are shown HERE.
Cost: 500 Credits

Capsule Corp. Ship Gravity Upgrade 2: Can only be found at Capsule Corp. (Central West). Can only be bought if you already have a Capsule Corp Ship, Gravity Upgrade 1, and have a Powel Level of at least 300,000.Changes the gravity in the Capsule Corp. Ship to 300x instead of 200x. To use the gravity training, make a story of you training in the gravity for each day you spend traveling and send it in like a spar. Each day of gravity training 300x raises your PL by 5000, HP by 3, KI by 4/1 Skill Point(Max 5 skill per trip) for Non-Warriors. One full week(7 Consecutive Days) of gravity training gives the fighter 2 to speed. The gravity training can be used by anyone on the ship. The limits for this ship are shown HERE.
Cost: 1000 Credits

Namek Spaceship: Can only be found at Kami's Lookout(Central West). The same size as a Capsule Corp. Ship but has higher technology and a better design. Hold 4 characters and is very FAST. It has no gravity training though.
Cost: 3000 Credits

Power Pole(Blunt Weapon and Long Range): Any class may purchase except for Swordmen. A pole that can extend to any length when commanded to. Does 1d7 damage
Cost: 800 credits

Dagger(Piercing Weapon): Only for Weapons Masters A small knife that is sharp and easy to hide but does minimal damage. Does 1D5 damage
Cost: 400 credits

Assorted low/medium/high-level weapons: Weapons Masters, only Must have 15 Skill Points. A general assortement of any weapon you can find. Any of which, no matter what you choose, do damage according to how much you pay, from 1d3 to 1d9. Begins with 100 credits, and for every bonus to Damage Dice, it costs 50 more, so 250 credits for 1d3, to 550 for 1d9. (Email the weapon you are buying and tell us what type of weapon it is. Ex. Blunt, piercing, long range etc. It must match with the weapon)
Cost: 250-550 credits

Assorted weapons upgrade: Weapons Masters, only Must have 30 Skill Points. An upgrade of the assorted weapons. One purchase per weapon. You choose 1-8, costing 50 per increment, and we roll that number, and add it to your selected weapon. Ex.: You have a 1d6 Rifle, and upgrade 5, costing 250, and we roll a 1d5, and that yields a 3. You now have a 1d9.
Cost: 50-400 credits

A regular sword(Piercing Weapon): Any class may purchase. A regular sword, but is wielded differently by every class. Warriors simply get a 1d6 attack out of it. Weapons masters get a 1d7 attack, but once their Skill Points reach 20, it becomes 1d8. It can go no higher than this for Weapon Masters. Swordsmen start with a 1d8 attack, but when 20 Skill Points are achieved, it becomes 1d10, and will continue to grow as their Skill Points and PL rise. When sending in your purchase, state how much damage your attack will be. Look in the handbook under the signature attack damage list to know what your damage should be.
Cost: 800 credits

Hand Blaster(Long Range): Can be bought by any class except for Swordsmen. Must buy while in a city A small handgun that fires energy. Does 1D7 damage
Cost 600 credits

Arm Blaster(Long Range): Can be bought by any other class except for swordsmen. Must be an alien or a member of Freiza's Henchman. The main weapon of Freiza's Henchman that do not possess natural abilities but follows orders. Stronger than a normal blaster. Does 1D15 damage
Cost 1200 credits


Extras:



Zet Sword Sharpening: Can only be bought once by a Swordsman. Effects are added to stats. This item will sharpen your sword, adding 4 to the damage dice (1d20 to 1d24, etc.).
Cost: 1000 Credits

Mystik Sword Sharpening: Can only be bought once by a non-Swordsman. Effects are added to stats. This item will sharpen your sword, adding 2 to the damage dice (1d20 to 1d22, etc.).
Cost: 500 Credits

Android Power-Level Attachment: Can only be bought once by an Android, at Capsule Corp. This will be immediately attached (Put into Trainings, not items) and add 15,000 to your max PL. It also allows you to buy PL Upgrades.
Cost: 2000 Credits

Android Power-Level Upgrade: Can only be bought thrice by an Android, at Capsule Corp. This can be attached whenever wanted (Including DURING a match, but it takes a turn) and adds 5,000 to the Android's max and present Power Level (Put into Trainings, not items, when used, and needs the attachment, first)
Cost: 500 Credits

Android Hit-Point Attachment: Can only be bought once by an Android, at Capsule Corp. This will be immediately attached (Put into Trainings, not items) and add 15 to your max HP. It also allows you to buy HP Upgrades.
Cost: 2000 Credits

Android Hit-Point Upgrade: Can only be bought thrice by an Android, at Capsule Corp. This can be attached whenever wanted (Including DURING a match, but it takes a turn) and adds 5 to the Android's max and present HP (Put into Trainings, not items, when used, and needs the attachment, first). Only three of these OR the increased HP Upgrades may be purchased, in any combination.
Cost: 750 Credits

Android Mega Hit-Point Upgrade: Can only be bought thrice by an Android, at Capsule Corp. This can be attached whenever wanted (Including DURING a match, but it takes a turn) and adds 15 to the Android's max and present HP (Put into Trainings, not items, when used, and needs the attachment, first). Only three of these OR the lesser HP Upgrades may be purchased, in any combination.
Cost: 1750 Credits

Android KI Attachment: Can only be bought once by an Android, at Capsule Corp. This will be immediately attached (Put into Trainings, not items) and add 15 to your max KI. It also allows you to buy KI Upgrades.
Cost: 2000 Credits

Android KI Upgrade: Can only be bought thrice by an Android, at Capsule Corp. This can be attached whenever wanted (Including DURING a match, but it takes a turn) and adds 5 to the Android's max and present KI (Put into Trainings, not items, when used, and needs the attachment, first). Only three of these OR the increased KI Upgrades may be purchased, in any combination.
Cost: 600 Credits

Android Mega KI Upgrade: Can only be bought thrice by an Android, at Capsule Corp. This can be attached whenever wanted (Including DURING a match, but it takes a turn) and adds 15 to the Android's max and present KI (Put into Trainings, not items, when used, and needs the attachment, first). Only three of these OR the lesser KI Upgrades may be purchased, in any combination.
Cost: 1600 Credits

Android Speed Attachment: Can only be bought once by an Android, at Capsule Corp. This will be immediately attached (Put into Trainings, not items) and add 3 to your max Speed.
Cost: 1000 Credits

Android Skill Attachment: Can only be bought once by an Android, at Capsule Corp. This will be immediately attached (Put into Trainings, not items) and add 3 to your max Skill.
Cost: 1000 Credits

Android Bomb: Can be bought by Androids, with a PL of over 200,000 , at Capsule Corp. This allows an Android to use the Self-Destruct technique once they learn it.
Cost: 1500 Credits

Internal Explosives: This can be bought bought by any non-Androids, at Capsule Corp, with a PL of over 200,000. The surgery to install these explosive will lower your max HP by 30 points, and max KI by 40, as well as Speed lowered by 1 and Skill by 2. You gain the Self-Explosion attack, dealing 1d100+50 damage.
Cost: 2000 Credits

Plasma Sword: Can only be bought by Weapon Masters and Swordsmen, anywhere. This weapon deals a constant 1d25+5 (On Double Slash, it does not add 5 to both. The 5 is the VERY end) damage. You need at least 100,000 PL to purchase it. If you are a Swordsmen, you can carry only 1 sword, so you must not have another sword in order to buy this. Also, Weapon Masters may only use this every second turn, and Swordsmen may use it two turns, but may not use it a third, consecutively. There is also a 1d10 self-damage recoil after each usage of this sword, even if it is used together with an attack such as Double Slash. This sword's attack does not raise with PL increases.
Cost: 1500 Credits

Weapon Duplification: Can be bought at Capsule Corp. by Weapon Masters with over 125,000 PL. This will duplicate any weapon, other than your Signature one, so it deals an extra damage dice of damage (1d15 to 2d15). Cannot be used on specially-named weapons (Tsu-Furin Blaster, Plasma Sword, etc.)
Cost: 2500 Credits

Tsu-Furin Technological Dual Blaster: Can be bought by any Weapon Master, at the Tsu-Furing starting grounds. This is an extremely powerful cannon, and you require to have 150,000 PL to buy it if you aren't a Tsu-Furin, and 100,000 PL or more if you are. For non Tsu-Furins, this deals 2d15 damage. For Tsu-Furins, this deals 3d9+5 damage. Either way, roll 1d10 for recoil damage to yourself, and this attack cannot be used 3 consecutive turns.
Cost: 2500 Credits

Novice Handfighting: Can only be bought at Kami's Lookout. A random 1d2 will be added to your punching stats. One use only.
Cost: 500 Credits
(Thanks to Vash)

Intermediate Handfighting: Can only be bought at Kami's Lookout, and must have Novice Skill first. A random 1d2 will be added to your punching stats. One use only.
Cost: 750 Credits
(Thanks to Vash)

Advanced Handfighting: Can only be bought at Kami's Lookout, and must have Intermediate Skill first. A random 1d3 will be added to your punching stats. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Master Handfighting: Can only be bought at Kami's Lookout, and must have Advanced Skill first. A random 1d4 will be added to your punching stats. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Novice Footfighting: Can only be bought at Kami's Lookout. A random 1d2 will be added to your kicking stats. One use only.
Cost: 500 Credits
(Thanks to Vash)

Intermediate Footfighting: Can only be bought at Kami's Lookout, and must have Novice Skill first. A random 1d2 will be added to your kicking stats. One use only.
Cost: 750 Credits
(Thanks to Vash)

Advanced Footfighting: Can only be bought at Kami's Lookout, and must have Intermediate Skill first. Cannot have with Weighted Kick Training. A random 1d3 will be added to your kicking stats. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Master Footfighting: Can only be bought at Kami's Lookout, and must have Advanced Skill first. Cannot have with Weighted Kick Training. A random 1d4 will be added to your kicking stats. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Novice KI-Channeling: Can only be bought at Kami's Lookout. A random 1d2 will be added to one of your KI (Not signature attack) stats. One use only.
Cost: 500 Credits
(Thanks to Vash)

Intermediate KI-Channeling: Can only be bought at Kami's Lookout, and must have Novice Skill first. A random 1d2 will be added to one of your KI (Not signature attack) stats. One use only.
Cost: 750 Credits
(Thanks to Vash)

Advanced KI-Channeling: Can only be bought at Kami's Lookout, and must have Intermediate Skill first. A random 1d3 will be added to one of your KI (Not signature attack) stats. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Master KI-Channeling: Can only be bought at Kami's Lookout, and must have Advanced Skill first. A random 1d4 will be added to one of your KI (Not signature attack) stats. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Novice KI-Wielding: Can only be bought at Kami's Lookout. A random 1d4 will be added to one of your KI (Not signature attack) stats, and a random 1d5 KI will be added to the same stat. One use only.
Cost: 500 Credits
(Thanks to Vash)

Intermediate KI-Wielding: Can only be bought at Kami's Lookout, and must have Novice Skill first. A random 1d4 will be added to one of your KI (Not signature attack) stats, and a random 1d5 KI will be added to the same stat. One use only.
Cost: 750 Credits
(Thanks to Vash)

Advanced KI-Wielding: Can only be bought at Kami's Lookout, and must have Intermediate Skill first. A random 1d5 will be added to one of your KI (Not signature attack) stats, and a random 1d5 KI will be added to the same stat. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Master KI-Wielding: Can only be bought at Kami's Lookout, and must have Advanced Skill first.A random 1d8 will be added to one of your KI (Not signature attack) stats, and a random 1d10 KI will be added to the same stat. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Novice Swordsmanship: Can only be bought at Kami's Lookout. A random 1d2 will be added to one of your sword attacks. One use only.
Cost: 500 Credits
(Thanks to Vash)

Intermediate Swordsmanship: Can only be bought at Kami's Lookout, and must have Novice Skill first. A random 1d2 will be added to one of your swords attacks. One use only.
Cost: 750 Credits
(Thanks to Vash)

Advanced Swordsmanship: Can only be bought at Kami's Lookout, and must have Intermediate Skill first. A random 1d3 will be added to one of your sword attacks. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Master Swordsmanship: Can only be bought at Kami's Lookout, and must have Advanced Skill first. A random 1d4 will be added to one of your sword attacks. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Novice Weapon-Control: Can only be bought at Kami's Lookout. A random 1d2 will be added to one of your weapon attacks. One use only.
Cost: 500 Credits
(Thanks to Vash)

Intermediate Weapon-Control: Can only be bought at Kami's Lookout, and must have Novice Skill first. A random 1d2 will be added to one of your weapon attacks. One use only.
Cost: 750 Credits
(Thanks to Vash)

Advanced Weapon-Control: Can only be bought at Kami's Lookout, and must have Intermediate Skill first. A random 1d3 will be added to one of your weapon attacks. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Master Weapon-Control: Can only be bought at Kami's Lookout, and must have Advanced Skill first. A random 1d4 will be added to one of your weapon attacks. One use only.
Cost: 1000 Credits
(Thanks to Vash)

Neodermic Bean: Can only be bought at Kami's Lookout. Allows a Saiyan to receive a random roll of 1d4 and that many days will be subtracted off his wait to regenerate their tail. This number will be placed beside the item, in parenthesis.
Cost: 750 Credits
(Thanks to Vash and Brolli)

Heavier Weighted Clothes When you take them off in battle, your PL is raised by 20,000, you gain 15 HP, and you gain 4 to your speed. When you put the clothes back on you lose the PL, HP, and Speed till you take the clothes back off again. You can wear this at the same time as armor but you cannot wear more than one set of weighted clothes(Including light ones) or more than one set of armor.
Cost: 1200 Credits (May be purchased for 900 with a trade in of Regular Weighted Clothes.)
(Thanks to Brolli)

Self-Spar unit: Can be bought anywhere.Just like sparring, you get all the bonuses (Including 50 credits) and don't need a partner. This is only for 1 use. You may use it whenever you wish to and it doesn't take up one of your spars for the week. After using it, it breaks down so it can't be used again.
Cost: 500 Credits

Calamine Lotion: Can be bought anywhere. If any degree of Saiyan takes this, their tail falls out; permanently.
Cost: 450 Credits

Android Battery Installation: Only purchasable at Capsule Corp(2B) by Androids. This may be purchased, and installed into an Android (Put into Trainings), and allows the Android to purchase Android Battery Charges. If the Android is every reduced to 20 HP or less, this charger breaks, and must be repaired (100 + [1d5]*100 credits). Due to individual Android differences, cost range varies (700 + [1d6]*100, cannot attempt to purchase with less than 1300 credits).
Cost: 800-1300 Credits
(Thanks to Trikolo)

Android Battery Charges: Only purchasable at Capsule Corp(2B) by Androids who have Android Batter Installation. Usable once per purchase, and restores KI and HP to max.
Cost: 500 Credits
(Thanks to Trikolo)

Sack of Android Battery Charges: Only purchasable at Capsule Corp(2B) by Androids who have Android Batter Installation. A bag of 5 Android Battery Charges.
Cost: 2000 Credits
(Thanks to Trikolo)

Android Battery Repair: Only purchasable at Capsule Corp(2B) by Androids who have a broken Android Batter Installation. Removes any "Broken" status or damage from the Android Battery Installation.
Cost: 400 Credits
(Thanks to Trikolo)