Planets:
Earth, Frieza, Kanassa, Konats, Makyo Star, Meat, Namek, Yardrat, Zun
Namek Store
All of the items may only be purchased on Namek, as well as the trainings.
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
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 later.
Namek Spaceship: 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: 2500 Credits
Namek Spaceship Upgrade: The ship gains a healing container, which heals 5 HP and 5 KI per day spent in it (Useful for Black Star Dragonball quests) and the ship has a new Hyper-speed function. Upon departing for a new planet, if you decide to NOT heal at all, you may ask for the Hyper-Speed function. You have a 1d100 rolled, and on 1 you are at the new planet within the same day. On a roll of 2-10, your trip will take half of the usual time. This upgrade does make the ship more fragile, however.
Cost: 1250 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: 600 credits
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)
Calamine Lotion: Can be bought anywhere. If any degree of Saiyan takes this, their tail falls out; permanently.
Cost: 450 Credits
Stiletto Knife: Can be bought by any non-swordsmen. A small, compact knife, that is very sharp. Does 1d12+5 damage.
Cost: 1000 Credits
(Thanks to Ifnor)
Stiletto Knife Upgrade: Can be bought by any non-swordsmen who has the Stiletto Knife. A sharpener that will increase your blade's power. It now does 1d17+5 damage.
Cost: 1250 Credits
(Thanks to Ifnor)
Dual Stiletto Knives: Can be bought by any non-swordsmen who has the Stiletto Knife upgrade. A pair of small, compact knives, that are very sharp. Does 2d12+7 damage.
Cost: 1000 Credits
(Thanks to Ifnor)
Dual Stiletto Knives Upgrade: Can be bought by any non-swordsmen who has Dual Stiletto Knives. A sharpener that will increase your blades' power. They now do 2d17+7 damage.
Cost: 1250 Credits
(Thanks to Ifnor)
Toxin Coating: Can be bought by any character with a weapon that involves contact with the opponent. Can not be the signature weapon. Can only be bought ONCE.A coating that is permanently applied to your weapon that not only increases damage by +3 to damage dice (1d17+2 to 1d20+2), but also has a 1d10 roll after each non-special (Regular, no trainings involved) attack. On 10, the weapon hits for double the end damage. On 9-10, the opponent in poisoned, and takes 5 damage after each attack they make. Poison cannot kill, but can leave with 1 HP (Cannot end a spar, either. Leaves them with 1 HP over the end-of-spar limit). On a roll of 1, you take equal damage as you inflict on your opponent, and are also poisoned for the same effects. Coatings will not work for Plasma Weapons, or weapons that fire energy/bullets instead of contact the opponent. No weapon may have more than 1 coating.
Cost: 1000 Credits
Charcoal Coating: Can be bought by any character with a weapon that involves contact with the opponent. Can not be the signature weapon. Can only be bought ONCE.A coating that is permanently applied to your weapon that not only increases damage by +3 to damage dice (1d17+2 to 1d20+2), but also has a 1d10 roll after each non-special (Regular, no trainings involved) attack. On 10, the weapon hits for double the end damage. On 9-10, the opponent in burned, and takes 1d5 damage after each attack they make. Burn cannot kill, but can leave with 1 HP (Cannot end a spar, either. Leaves them with 1 HP over the end-of-spar limit). On a roll of 1, you take equal damage as you inflict on your opponent, and are also burned for the same effects. Coatings will not work for Plasma Weapons, or weapons that fire energy/bullets instead of contact the opponent. No weapon may have more than 1 coating.
Cost: 1000 Credits
(Thanks to Kagato)
Dry-Iced Coating: Can be bought by any character with a weapon that involves contact with the opponent. Can not be the signature weapon. Can only be bought ONCE.A coating that is permanently applied to your weapon that not only increases damage by +3 to damage dice (1d17+2 to 1d20+2), but also has a 1d10 roll after each non-special (Regular, no trainings involved) attack. On 10, the weapon hits for double the end damage. On 9-10, the opponent in frozen, and cannot move[Check Handbook for more information on Freeze]. On a roll of 1, you take equal damage as you inflict on your opponent, and are also frozen for the same effects. Freeze will only last for 1d6 turns, or until frozen person rolls a 10 on 1d10. Coatings will not work for Plasma Weapons, or weapons that fire energy/bullets instead of contact the opponent. No weapon may have more than 1 coating.
Cost: 1000 Credits
(Thanks to Kagato)
Namekian Dictionary: Can be bought up to 3 times, if necessary. Gives the purchaser a 30% chance of instantly learning Namekian.
Cost: 500 Credits
Note: The following items are in the Alien/Frieza store. If you are an Evil member of Frieza's Henchmen/Ginyu Force, you will have no trouble purchasing these. If you are Evil, but of a different race, you have a 1/6 chance of having guards trying to force you to leave (A battle). If you are a Neutral member of Frieza's Army/Ginyu Force, you have the same 1/6 chance. If you are a regular Neutral character, you have a 1/6 chance of a light guard, AND a 1/6 chance of a skilled guard fighting (Either/or, a 2/6 total chance of battle). If you are Good, you have the same chances as a Neutral character, but you have another 1/6 chance of a battle, but with Frieza himself, resulting in instant DEATH.
Saiyan Space Pod: Can only be bought by Pure Saiyans and Ginyu Force. 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: 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
Saiyan Space Pod Upgrade 2: Must have Saiyan Space Pod Upgrade 1 to buy, and must be Pure Saiyan.The Regeneration tank now heals 15HP and 15KI, and it only takes 4 days to repair the ship.
Cost: 500 Credits
Arm Blaster(Long Range): Can be bought by any other class except for swordsmen. The main weapon of Frieza's Henchman that do not possess natural abilities but follows orders. Stronger than a normal blaster. Does 1D15 damage
Cost 1000 credits
Arm Blaster Upgrade: Can be bought by any other class except for swordsmen, and must have Arm Blaster. The main weapon of Frieza's Henchman that do not possess natural abilities but follows orders. Stronger than a normal blaster. Does EITHER 1D25 damage OR 2d10, whichever you choose upon purchase. Make sure you note which you wannt during purchase.
Cost 750 credits
Android Ka-Boom: Can be bought by any Android. This adds the attack "Android Ka-Boom" to your attacks. Warriors get 1d30 - 23 KI, and non-warriors get 1d25, and cannot be used for the following 2 turns.
Cost 1500 credits
Sharper Edge Enchancement: Can be bought by anyone with a sword, who has purchased with Zet Sword Sharpening or Mystik Sharpening. This adds 2 to the damage die of your sword attack (1d22 to 1d24).
Cost 750 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, and this is considered your signature sword attack. 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. This sword's attack does not raise with PL increases. This also has a 1d10 recoil.
Cost: 1500 Credits
Tsu-Furin Technological Dual Blaster: Can be bought by any Weapon Master. 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: 2000 Credits
Tsu-Furin Blaster Upgrade: Can be bought by any Weapon Master, who has the Dual Blaster. Must have 250,000 PL, save for Tsu-Furins who need only 200,000 PL. This will upgrade the 2d15 to 2d20. Recoil grows to 1d15. Tsu-Furins get 3d13+5, and 1d15 recoil. Same limits apply to the weapon, in turns.
Cost: 750 Credits
Plasma Sword Upgrade: Can be bought by any Weapon Master or Swordsman, who has the Plasma Sword. Must have 250,000 PL to purchase this. This will upgrade the 1d25+5 to 1d30+8. Recoil grows to 1d16. Same limits apply to the weapon, in turns.
Cost: 800 Credits