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Alex's DBZ RPG 5 // Token Items

 


Please note the items on this page are purchased using tokens, not zeni. To learn how to earn tokens, please read about Personal Sagas. on the how to play page.

Items
Item
Tokens
Description
Mr Popo's Energy Drink
1
Usable Item. Gives you energy to work hard when you drink it. All job rewards are doubled for the next 2 weeks. Does not work for Crime Lord. Limit to use of 3.
Namekian Blues
1
Usable Item. Used when training with a master to gain an additional +4 SP for the next 2 weeks. Limit to use of 5.
Saiyan Victory Steak
1
Usable Item. Eat to increase your fighting style by +2 levels instead of only 1 the next 2 times you would level it up. Increases Yajirobe's fighting style by 3 levels instead. Limit to use of 5.
Phoenix Down
1
Usable Item. Revives a dead ally in battle, heals 15% damage and 30% ki. Limit to 1 in inventory. Use during the battle. Can't use on self.
Superiority Upgrade
1
(Androids Only) Usable Item. +300 all stats. Limit to use of 5.
Capsule Corp Mega Elixir
1
Usable Item. +200 all stats. Limit to use of 5.
Capsule Corp Soda
1
Usable Item. A refreshing beverage best had after a battle. Increases exp gained by +100, and stats gained by +100 all. If you win the battle it increases DP gained by +5. Limit to use 5.
Bio-Scanner
1
Once per battle, you may spend an action to scan your opponent for weaknesses and increase all damage dealt by 5% for the rest of battle. It also allows you to scan yourself and allies once per battle (per person), to see bodily damage, and increases healing done from you (with techniques and items) by +25% effectiveness (not base percent). Can only be used with Mark II Scouter.
Martial Arts Database
1
Your scouter is filled with data from thousands of styles of martial arts. It gives you +1 counter in battle and also allows you to negate 1 of your opponent's harmful fighting style special abilities; once per battle. Can only be used with Mark II Scouter.
Combat Simulator
1
Allows you to practice and review combat situations and amplifies training by +5 all stats. Can only be used with Mark II Scouter.
Faerie Dust
1
Usable Item. Allows you to use the ability teleport once.
Panacea
1
Usable Item. Removes any critical or stun effect affecting you except death. Does not take an action to use. Cannot be used by androids. Limit to carry 1.
Shattering Rune
1
A level 3 rune that may be inscribed onto weapons or gloves instead of your other level 3 rune. Once per battle allows you to break through an enemy's barrier or body shield using a physical attack. All inscription rules apply (takes 1 week, requires level 3 slot).
Damaskian Power Cell
1
An upgraded power source that can be attached to any energy weapon to increase its damage output by an additional +1 DR and also makes them hybrid attacks so they are harder to stop. Increases the number of shots it can fire before running out by +2. Once the power cell depletes, it cannot be recharged. You'll need to replace it.
Keliouxian Tome Collection
1
A collection of various old Keliouxian tomes. Takes one week to read. Reading these will give +15 to all traits or +50 to all stats. May be read ten times. May be re-read upon reaching 2,000 int. Limit to buy and use 1.
Insta-Clone
2
Usable Item. You create a clone of you that has 1/2 your stats. Can be used to do partner training with yourself for 4 weeks or can be used in battle. Receives 2 actions per post in battle and lasts for the remainder of battle (or until killed). Once used, disappears. Limit to carry 1.
Capsule Corp Vibration Cell
2
May be added to any sword and increases damage done with the weapon by +5%. If added to Capsule Corp. Sword, it also powers it up to a Lv.3 blade and increases strength by +300 in battle.
Combat Decorations
2
You may pin these on armor only. Increases the effect your charisma has on your allies by +50 all stats and an additional +25 all for every battle you've won. Limit to 1 per armor. These bonus gains ignores the normal cap.
Eluccia Crystals
2
Usable Item. Feed to two elite saibamen to create an Evolved Saibaman. The two saibamen fuse together (stats added together) and all techniques are also added together as well. They come equipped with the item Razor Sharp Claws. Can aide its master in battle or can be used for partner training and will gain stats for it. Evolved Saibamen will gain stats with each battle they participate in. They can look for Dragonballs or rare items.
Saiyan's Blood
2
Usable Item. Literally blood from a Saiyan warrior. Injecting this into your body will add +5% to any combat-based passive (Graceful, Steeled Mind, Perseverance, Die Hard, Street Fighter). Can use one per aforementioned passive. Unfortunately, won't get you into the Saiyan Army though.
Spar Master 5000
3
When partner training it allows you to spar +1 time per week (must be with partner.)
Mr. Popo's Energy Drink XL
3
Usable Item. This drink makes you go wild. Allows you to to get 2 weeks of training done in 1 week. Limit to use of 3.
Bank Card
3
Allows you to deposit up to 500 zeni (must have it) into your alliance bank per week.
Elite Saibaman Seed
3
The Elite Saiba starts with bukujutsu and seven other fundamentals (picked by you - cannot be moonshine blast or Nova Inferno) as well as the abilities Acid Blast and Self Destruct. Has 1/2 of the stats of its master upon being planted. Can aide its master in battle or can be used for partner training and will gain stats for it. Elite Saibamen will gain stats with each battle they participate in. They can look for Dragonballs but not rare items.
Magic Removal Spray
3
Usable Item. Spraying this on one of your items allows you to remove any (or all) attachments from it.
Dark Matter
4
Usable Item. Must be Chaotic Evil to use. When used it allows you to perform the technique Genocide Attack at half the ki cost (damage remains the same). Can be used once per battle. Once used twice, disappears.
Hell's Pass
4
Usable Item. Allows you to come back from the dead after 1 week. Limit to use of 1 during RPG.
Dragon Mirror
4
Usable Item. Allows you to find 4 Dragonballs in 1 week. Limit to use of 1.
Soul Binding
4
Usable Item. Allows you to permanently bind one normal or quest item to you so that it cannot be stolen. Limit to use 2.
Capsule Corp Fridge
5
Comes with 3 Capsule Corp Sodas and 3 Capsule Corp Mega Elixirs.
Energy Siphon
10
Usable Item. Use on the action before you're about to kill your opponent and you will siphon 25% of their power level and add it to yours. Note: this does not permanently weaken them. Limit to use of 1.
Capsule Corp Power Level Suit
15
Usable Item. A thin suit that adheres to your skin. Once "used" it will permanently increase your power level by +25% (doesn't increase speed). Limit to use 1.


Equipment
Item
Tokens
Description
Capsule Corp Jacket
1
Equipped on body. Add +1,300 toughness in battle. Amplifies training by +40 vitality. If equipped with capsule corp sword, amplifies training by +50 vitality instead. Will upgrade Capsule Corp Vest, requires Capsule Corp. Vest to buy.
Capsule Corp Scientist's Belt
1
Equipped as an accessory. Increases wearers intelligence by +50 and +2 per week. Can be equipped on top of another accessory. Limit to 1. Will upgrade Intelligence Belt, must have intelligence belt to buy.
Capsule Corp Armor w/o Shoulders
1
Equipped on body. Increases toughness in battle by +500 + 15% of your current toughness (does not increase ki or pl). Decreases damage dealt to you in battle 12%. Will upgrade Saiyan Armor w/o Shoulders. Requires Saiyan Armor w/o Shoulders to buy.
Ultra Weighted Clothing
1
Equipped on the body. Amplifies training by +40 stamina and +40 strength. Will upgrade Super Weighted Clothing. Requires Super Weighted Clothing to buy.
Mithril Lining
1
Add to any non-armor equipment worn on the body. Increases toughness by +2,000 in battle (doesn't increase PL). Limit to add 1 per item.
Double Weaved Mithril
1
Increase the effectiveness of your Mithril lining by double weaving it. Must have Mithril Lining to purchase. Adds an additional +2,000 toughness in battle. Limit to add 1 per item.
Scouter Interlock
2
Allows you to interlock an eye shield with any model scouter.
Recovery Node Lv. 1
2
(Androids Only) Equipped as an accessory. When activated (does not cost an action), will prevent a successful critical effect or stun effect against you in battle. After 5 posts made by the user, it will reactivate and protect against the next successful critical/stun effect.
Recovery Node Lv. 2
2
(Androids Only) Equipped as an accessory. Reduces the cooldown of Recovery Node's main effect to 4 posts made by the user. Also, once per battle it can be used to heal 10% damage and 20% ki. Upgrade from Recovery Node Lv.1. Requires Lv. 1 to buy.
Mark II Scouter
2
Equipped on head. Allows you +2 actions on your first post in a battle. Decreases additional actions from sneak attacks against you from +2 to +1. Increases intelligence by +20. Is not effected by Ki Disrupter. Can install Bio-Scanner, Martial Arts Database, and Combat Simulator.
Reflect Ring
4
Equipped as an accessory. Can be forged into a ring that will amplify training to any stat by +10. You chose which stat upon buying. The reflect ring has a special property, twice per battle it can reflect a weak ki attack (costing 10% ki or under) back at an opponent. Limit to carry 1. Cannot be used against finishers.
Thieves Gloves
4
Equipped on the arms. Amplifies training by +20 speed and increases speed by +250 in battle. Allows you to steal an opponent's item while fleeing from battle. Can also be used during battle to steal a prepared item (takes one action). You may steal only one item total.
Guru's Healing Staff
5
Level 4 staff. Must be "Lawful Good" alignment to use. Equipped as an accessory. It allows you to draw energy from the life forms of the planet in battle. Reduces ki cost of all advanced and finisher techniques by 4%. Increases the effectiveness of your heals by +50% (that's 50% of its effectiveness, not just adding a percent). Your heals will also regenerate any lost limbs. Also adds a 50% chance of adding status effect Regen to your heals.


 

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