Zeni & Items
Purchasing
How to Buy
The rules for purchasing various items on Dragon World are very simple.
Note! Many items have a fee associated with each use; please pay careful attention when making your selections! All sales are final.
Items
Name: Basic Weapon
Description: A common melee weapon, whether it's a steel sword, a heavy hammer, or even an energy blade.
Effect: Choose Slashing or Bashing on purchase. Allows the use of techniques with the Slashing and Bashing Main Effects. Critical Hits with Physical Strikes have an 80% chance to apply the Crippled Status (Bashing) or a 40% chance to apply the Severed Status (Slashing).
Uses: One Battle
Cost: 2,000z. 200z to repair after each battle.
Name: Piercing Weapon
Description: A thrusting melee weapon, like a spear, lance, or thrusting sword.
Effect: The Piercing Main Effect now does triple damage to Temporary Hit Points instead of double. Critical Hits with Physical Strikes have an 80% chance to apply the Bleed Status.
Uses: One Battle
Cost: 2,000z. 200z to repair after each battle.
Name: Magic Weapon
Description: Anything from the Power Pole to an enchanted sword.
Effect: Choose Slashing, Bashing, or Piercing on purchase. The effects of a Basic Weapon or Piercing Weapon, plus an additional +1 to Damage for Physical Strikes and Signature/Finisher Techniques using the appropriate Slashing, Bashing, or Piercing Main Effects. This item never needs to be repaired.
Uses: Infinite
Cost: 10,000z
Name: Energy Blaster
Description: Typically arm-mounted, this blaster often works in conjunction with Scouters among soldiers or those without a large repertoire of techniques.
Effect: Adds 1d6+1 to the Energy Blasts technique.
Uses: One Battle
Cost: 4,000z. 400z to recharge after each battle.
Name: Elite Energy Blaster
Description: A precision-engineered ranged weapon representing the pinnacle of energy weaponry technology. Twin emitters mounted along the forearm channel and amplify the user's Ki into concentrated volleys far more destructive than what raw technique alone can produce. Favored by rich army officers, famous bounty hunters, and fighters who prefer to let their hardware do the talking.
Effect: Adds 2d6+2 to the Energy Blasts technique.
Uses: One Battle
Cost: 10,000z. 1,000z to recharge after each battle.
Name: Battle Armor
Description: Whether Saiyan Battle Armor or something native to another world, this armor is designed for Ki-wielding fighters, and focuses on helping support the natural strength of their body.
Effect: 25 Temp HP that lasts until depleted. Gain +1 DR while this Temp HP holds. Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 4,000z. 400z to repair after battle.
Name: Heavy Battle Armor
Description: Something denser and weightier than the usual battle armor, this has the additional benefit of protecting against peripheral threats like poison, extreme light, and even the edge of a blade.
Effect: 50 Temp HP that lasts until depleted. Gain +2 DR while this Temp HP holds. Reduces the chance to inflict Status Effects from Signature or Finisher techniques by 10%. Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 12,000z. 1,200z to repair after battle.
Name: Fighting Uniform
Description: Whether the gi of a traditional school of martial arts, or something else, this is often a very light uniform that's easy to move in.
Effect: +2 Defense. Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 2,000z. 200z to repair after battle.
Name: Master's Fighting Uniform
Description: A garment of exceptional craftsmanship, whether the gi of a legendary school, a custom-tailored bodysuit, or robes woven from rare materials. Lighter and more responsive than standard fighting clothes, it moves with the wearer rather than against them, allowing faster reactions and more fluid defense.
Effect: +3 Defense. Reduces the Ki cost of all Reaction techniques by 2 (minimum 0 Ki). Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 7,000z. 700z to repair after battle.
Name: Jet Pack
Description: A mechanical or otherwise external form of flight.
Effect: Allows use of the Flight Technique without having to learn or know the Technique.
Uses: One Battle
Cost: 2,000z, 200z to recharge after battle
Name: Scouter
Description: Often mounted on the ear, this device holds a glass screen in front of at least one eye and provides combat-oriented data, such as Power Level, precise location, analysis on the opponent, and more. They can also function as communicators across the universe.
Effect: Allows access to the private Character Locations by Power Level board. +1 to Attack in battle. Allows communications with any other willing characters, who also have Scouters or another eligible item, within the living Universe.
Uses: One Battle
Cost: 4,000z. 400z to recharge after battle.
Name: Advanced Scouter
Description: A superior model of the standard Scouter, integrating deeper analytical software capable of breaking down a target's physical and energetic profile in real-time. Military-grade hardware paired with cutting-edge processing gives the wearer a tactical edge that goes far beyond simple Power Level readings.
Effect: Allows access to the private Character Locations by Power Level board. +2 to Attack in battle. Allows communications with any other willing characters, who also have Scouters or another eligible item, within the living Universe. When you sense or scan a character, you learn their Skill ranks (Combat, Mobility, Ki Control, Constitution, Intelligence).
Uses: One Battle
Cost: 9,000z. 900z to recharge after battle.
Name: Heart Virus
Description: Through unethical and likely illegal methods, you have created a virus to attack the cardiovascular system of a specific target.
Effect: Upon purchase, select a single player-character this virus will affect. Must be used in battle for an Extra Action. Removes all benefits of Power Level League from said target, but does not affect any incoming attacks the target already unleashed; only future attacks after they are afflicted are affected by any League changes. They also lose 5 HP per turn. A character can only suffer from the Heart Virus once.
Uses: One Battle
Cost: 10,000z
Name: Holographic Trainer
Description: The union of technology and mastery allows the creation of holographic projectors wherein an AI construct will instruct the owner on how to learn a technique.
Effect: Adds one Technique Slot to the character, up to an additional five via this item.
Uses: Once
Cost: 6,000z
Name: Weighted Clothing
Description: Specialized for training, these clothes are weighted based on your current strength to make your training more demanding, but also much more effective.
Effect: +0.5% to any Training Activity gains per training session.
Uses: Two Training Sessions (100 EXP)
Cost: 500z
Name: Special Contracts
Description: Your character invests some time and capital into arranging unique, lucrative agreements for themselves later on. These contracts represent exclusive deals, favorable trade terms, unusual working arrangements, and guaranteed payouts negotiated in advance through the Interstellar Market's extensive network of brokers and intermediaries. The arrangements are complex enough that only the Market's infrastructure can support them, and the brokers who arrange them never offer a discount.
Effect: Only purchasable and only usable at the Interstellar Market, but can never be discounted. All Zeni gains from the Working Activity increase by 20% (stacking additively with like bonuses), or to a minimum of 600z (separate percentage bonuses apply to this new value) per working session, whichever is higher.
Uses: One Working Session (50 EXP)
Cost: 100z
Name: Starliner Ticket
Description: A ticket for one to board a vessel managed by one of the major space transit companies.
Effect: Allows a one-way trip between planets without a spaceship, requiring 1 Quarters for the journey.
Uses: One Journey
Cost: 2,000z
Name: Ultra Divine Water
Description: A special water often spoken of only in rumors, available only in remote locations where the knowledge of its creation is often fiercely protected. It is said to significantly increase the strength of anyone who drinks it, if they survive the agonizing pain that follows.
Effect: Cannot be purchased at the Interstellar Market, but its price is not increased when at other locations. Roll a d10. On a result of 9 or lower, your character dies. On a result of 10, increase your Power Level x2. Only one successful use per character, including via the associated Special Quest.
Uses: One Consumption
Cost: 3,000z
Name: Dragon Radar
Description: A device capable of locating the faint and unique electromagnetic fields of the Dragon Balls.
Effect: Allows the Gather the Dragon Balls Activity.
Uses: Infinite
Cost: 4,000z
Consumable Items
A character may use a maximum of two consumable items per battle. Each individual use of any consumable item counts toward this limit. Senzu Beans are also subject to this limit, but additionally only one Senzu Bean may be used per battle. Consumable items can never be used while Knocked Out unless explicitly stated otherwise, such as with Senzu Beans. Item use requires the Extra Action unless explicitly stated otherwise.
Name: Ki Supplement
Description: A capsule of concentrated, synthesized Ki energy designed to rapidly replenish a fighter's reserves. Developed originally by Capsule Corporation and refined across the Interstellar Market, these supplements introduce externally-produced Ki directly into the body. At higher power levels the energy density required makes them volatile, expensive, and impossible to produce in bulk.
Effect: Restores 25% of your maximum Ki. This may put you over your maximum Ki.
Uses: One Consumption
Cost: 1,500z
Name: Vitality Supplement
Description: An advanced biomedical compound that triggers a burst of accelerated cellular regeneration, closing wounds and stabilizing damage in seconds. Originally a Changeling military product, now widely available. It's combat medicine, not a miracle — it patches you up and keeps you fighting, but it won't put you back together the way a Senzu Bean would.
Effect: Restores 25% of your maximum HP.
Uses: One Consumption
Cost: 2,000z
Name: Battle Stimulant
Description: A potent combat enhancer that floods the body with a synthetic adrenaline compound, temporarily sharpening reflexes and increasing the force behind every strike. The effect is brief and intense, and the crash that follows is immediate and painful. Developed by Saiyan combat pharmacologists who understood better than anyone what it means to push past your limits.
Effect: For no Action cost, add +7 to the total Damage of all attacks for the remainder of the current turn. At the start of your next turn, lose 10% of your maximum HP and suffer a -3 Attack penalty for that turn. This HP loss cannot be reduced or prevented.
Uses: One Consumption
Cost: 1,000z
Name: Neural Accelerant
Description: A volatile compound that overclocks the nervous system, flooding the brain and muscles with a synthetic signal amplifier that lets the body process and execute combat actions at a speed it was never meant to sustain. The burst of hyper-coordination is staggering — and so is the neurological crash that follows, leaving the user sluggish and unable to react.
Effect: Gain one additional Standard Action this turn. At the start of your next turn, you lose your Extra Action and your Reaction for that turn. These cannot be restored by any effect.
Uses: One Consumption
Cost: 3,500z
Name: Smelling Salts
Description: A small, sealed vial of a Ki-reactive compound that, when cracked open, delivers a violent jolt of sensory stimulation capable of shocking a fighter's body and mind back into focus. They're crude, unpleasant, and effective — standard issue in many military kits across the universe.
Effect: Remove the effects of Bashing and Slashing from yourself. Immediately end one instance of the Bleed status effect on yourself. Can be used on an ally to add the option of ending one instance of the Stunned or Paralyzed status effects, in addition to ending all Bashing, Slashing, or Bleeding effects. Does not work on Crippled or Severed.
Uses: One Consumption
Cost: 2,500z
Name: Revival Capsule
Description: A pressurized medical capsule containing a concentrated cocktail of regenerative compounds and a jolt of synthetic Ki, powerful enough to drag a Knocked Out fighter back to consciousness. Capsule Corporation's most expensive and most unreliable product — it doesn't heal you, it just forces your body awake. What you do with those next few seconds is up to you.
Effect: An ally may spend one Standard Action to use this on a Knocked Out character. This cannot be used on yourself. That character is revived with 25% HP and however much Ki they had remaining when they hit 0 HP. They may act on their next turn. A character may only be revived once per battle.
Uses: One Consumption
Cost: 4,000z
Spaceships
Travel throughout the galaxy will require a spaceship. Even those who pursue teleportation techniques are likely to want a vessel of their own, if for nothing else than to act as a traveling base of operations where they can train with allies. Spaceships cannot be taken with you when you die and will remain at the last planet you were at upon your death. Spaceships also cannot be stolen unless you are attacked via Challenge mid-transit.
Purchasing your spaceship is a simple, four-step process. Listed below that are the available add-ons. Any upgrades to components with multiple tiers, even the ship class, cost only the difference in Zeni.
Purchasing
How to Buy
The rules for purchasing various items on Dragon World are very simple.
- You perform the Purchase Activity, which requires no EXP or time, from any location within the living Universe, except while traveling.
- All item purchase costs are increased 50% when not at the Interstellar Market, including recharge/repair/reuse costs.
- You must have the Zeni required.
- Items may be sold at any location the Purchase Activity can be performed, for 50% of their Interstellar Market price.
Note! Many items have a fee associated with each use; please pay careful attention when making your selections! All sales are final.
Items
Name: Basic Weapon
Description: A common melee weapon, whether it's a steel sword, a heavy hammer, or even an energy blade.
Effect: Choose Slashing or Bashing on purchase. Allows the use of techniques with the Slashing and Bashing Main Effects. Critical Hits with Physical Strikes have an 80% chance to apply the Crippled Status (Bashing) or a 40% chance to apply the Severed Status (Slashing).
Uses: One Battle
Cost: 2,000z. 200z to repair after each battle.
Name: Piercing Weapon
Description: A thrusting melee weapon, like a spear, lance, or thrusting sword.
Effect: The Piercing Main Effect now does triple damage to Temporary Hit Points instead of double. Critical Hits with Physical Strikes have an 80% chance to apply the Bleed Status.
Uses: One Battle
Cost: 2,000z. 200z to repair after each battle.
Name: Magic Weapon
Description: Anything from the Power Pole to an enchanted sword.
Effect: Choose Slashing, Bashing, or Piercing on purchase. The effects of a Basic Weapon or Piercing Weapon, plus an additional +1 to Damage for Physical Strikes and Signature/Finisher Techniques using the appropriate Slashing, Bashing, or Piercing Main Effects. This item never needs to be repaired.
Uses: Infinite
Cost: 10,000z
Name: Energy Blaster
Description: Typically arm-mounted, this blaster often works in conjunction with Scouters among soldiers or those without a large repertoire of techniques.
Effect: Adds 1d6+1 to the Energy Blasts technique.
Uses: One Battle
Cost: 4,000z. 400z to recharge after each battle.
Name: Elite Energy Blaster
Description: A precision-engineered ranged weapon representing the pinnacle of energy weaponry technology. Twin emitters mounted along the forearm channel and amplify the user's Ki into concentrated volleys far more destructive than what raw technique alone can produce. Favored by rich army officers, famous bounty hunters, and fighters who prefer to let their hardware do the talking.
Effect: Adds 2d6+2 to the Energy Blasts technique.
Uses: One Battle
Cost: 10,000z. 1,000z to recharge after each battle.
Name: Battle Armor
Description: Whether Saiyan Battle Armor or something native to another world, this armor is designed for Ki-wielding fighters, and focuses on helping support the natural strength of their body.
Effect: 25 Temp HP that lasts until depleted. Gain +1 DR while this Temp HP holds. Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 4,000z. 400z to repair after battle.
Name: Heavy Battle Armor
Description: Something denser and weightier than the usual battle armor, this has the additional benefit of protecting against peripheral threats like poison, extreme light, and even the edge of a blade.
Effect: 50 Temp HP that lasts until depleted. Gain +2 DR while this Temp HP holds. Reduces the chance to inflict Status Effects from Signature or Finisher techniques by 10%. Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 12,000z. 1,200z to repair after battle.
Name: Fighting Uniform
Description: Whether the gi of a traditional school of martial arts, or something else, this is often a very light uniform that's easy to move in.
Effect: +2 Defense. Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 2,000z. 200z to repair after battle.
Name: Master's Fighting Uniform
Description: A garment of exceptional craftsmanship, whether the gi of a legendary school, a custom-tailored bodysuit, or robes woven from rare materials. Lighter and more responsive than standard fighting clothes, it moves with the wearer rather than against them, allowing faster reactions and more fluid defense.
Effect: +3 Defense. Reduces the Ki cost of all Reaction techniques by 2 (minimum 0 Ki). Cannot stack with other armor or fighting uniforms.
Uses: One Battle
Cost: 7,000z. 700z to repair after battle.
Name: Jet Pack
Description: A mechanical or otherwise external form of flight.
Effect: Allows use of the Flight Technique without having to learn or know the Technique.
Uses: One Battle
Cost: 2,000z, 200z to recharge after battle
Name: Scouter
Description: Often mounted on the ear, this device holds a glass screen in front of at least one eye and provides combat-oriented data, such as Power Level, precise location, analysis on the opponent, and more. They can also function as communicators across the universe.
Effect: Allows access to the private Character Locations by Power Level board. +1 to Attack in battle. Allows communications with any other willing characters, who also have Scouters or another eligible item, within the living Universe.
Uses: One Battle
Cost: 4,000z. 400z to recharge after battle.
Name: Advanced Scouter
Description: A superior model of the standard Scouter, integrating deeper analytical software capable of breaking down a target's physical and energetic profile in real-time. Military-grade hardware paired with cutting-edge processing gives the wearer a tactical edge that goes far beyond simple Power Level readings.
Effect: Allows access to the private Character Locations by Power Level board. +2 to Attack in battle. Allows communications with any other willing characters, who also have Scouters or another eligible item, within the living Universe. When you sense or scan a character, you learn their Skill ranks (Combat, Mobility, Ki Control, Constitution, Intelligence).
Uses: One Battle
Cost: 9,000z. 900z to recharge after battle.
Name: Heart Virus
Description: Through unethical and likely illegal methods, you have created a virus to attack the cardiovascular system of a specific target.
Effect: Upon purchase, select a single player-character this virus will affect. Must be used in battle for an Extra Action. Removes all benefits of Power Level League from said target, but does not affect any incoming attacks the target already unleashed; only future attacks after they are afflicted are affected by any League changes. They also lose 5 HP per turn. A character can only suffer from the Heart Virus once.
Uses: One Battle
Cost: 10,000z
Name: Holographic Trainer
Description: The union of technology and mastery allows the creation of holographic projectors wherein an AI construct will instruct the owner on how to learn a technique.
Effect: Adds one Technique Slot to the character, up to an additional five via this item.
Uses: Once
Cost: 6,000z
Name: Weighted Clothing
Description: Specialized for training, these clothes are weighted based on your current strength to make your training more demanding, but also much more effective.
Effect: +0.5% to any Training Activity gains per training session.
Uses: Two Training Sessions (100 EXP)
Cost: 500z
Name: Special Contracts
Description: Your character invests some time and capital into arranging unique, lucrative agreements for themselves later on. These contracts represent exclusive deals, favorable trade terms, unusual working arrangements, and guaranteed payouts negotiated in advance through the Interstellar Market's extensive network of brokers and intermediaries. The arrangements are complex enough that only the Market's infrastructure can support them, and the brokers who arrange them never offer a discount.
Effect: Only purchasable and only usable at the Interstellar Market, but can never be discounted. All Zeni gains from the Working Activity increase by 20% (stacking additively with like bonuses), or to a minimum of 600z (separate percentage bonuses apply to this new value) per working session, whichever is higher.
Uses: One Working Session (50 EXP)
Cost: 100z
Name: Starliner Ticket
Description: A ticket for one to board a vessel managed by one of the major space transit companies.
Effect: Allows a one-way trip between planets without a spaceship, requiring 1 Quarters for the journey.
Uses: One Journey
Cost: 2,000z
Name: Ultra Divine Water
Description: A special water often spoken of only in rumors, available only in remote locations where the knowledge of its creation is often fiercely protected. It is said to significantly increase the strength of anyone who drinks it, if they survive the agonizing pain that follows.
Effect: Cannot be purchased at the Interstellar Market, but its price is not increased when at other locations. Roll a d10. On a result of 9 or lower, your character dies. On a result of 10, increase your Power Level x2. Only one successful use per character, including via the associated Special Quest.
Uses: One Consumption
Cost: 3,000z
Name: Dragon Radar
Description: A device capable of locating the faint and unique electromagnetic fields of the Dragon Balls.
Effect: Allows the Gather the Dragon Balls Activity.
Uses: Infinite
Cost: 4,000z
Consumable Items
A character may use a maximum of two consumable items per battle. Each individual use of any consumable item counts toward this limit. Senzu Beans are also subject to this limit, but additionally only one Senzu Bean may be used per battle. Consumable items can never be used while Knocked Out unless explicitly stated otherwise, such as with Senzu Beans. Item use requires the Extra Action unless explicitly stated otherwise.
Name: Ki Supplement
Description: A capsule of concentrated, synthesized Ki energy designed to rapidly replenish a fighter's reserves. Developed originally by Capsule Corporation and refined across the Interstellar Market, these supplements introduce externally-produced Ki directly into the body. At higher power levels the energy density required makes them volatile, expensive, and impossible to produce in bulk.
Effect: Restores 25% of your maximum Ki. This may put you over your maximum Ki.
Uses: One Consumption
Cost: 1,500z
Name: Vitality Supplement
Description: An advanced biomedical compound that triggers a burst of accelerated cellular regeneration, closing wounds and stabilizing damage in seconds. Originally a Changeling military product, now widely available. It's combat medicine, not a miracle — it patches you up and keeps you fighting, but it won't put you back together the way a Senzu Bean would.
Effect: Restores 25% of your maximum HP.
Uses: One Consumption
Cost: 2,000z
Name: Battle Stimulant
Description: A potent combat enhancer that floods the body with a synthetic adrenaline compound, temporarily sharpening reflexes and increasing the force behind every strike. The effect is brief and intense, and the crash that follows is immediate and painful. Developed by Saiyan combat pharmacologists who understood better than anyone what it means to push past your limits.
Effect: For no Action cost, add +7 to the total Damage of all attacks for the remainder of the current turn. At the start of your next turn, lose 10% of your maximum HP and suffer a -3 Attack penalty for that turn. This HP loss cannot be reduced or prevented.
Uses: One Consumption
Cost: 1,000z
Name: Neural Accelerant
Description: A volatile compound that overclocks the nervous system, flooding the brain and muscles with a synthetic signal amplifier that lets the body process and execute combat actions at a speed it was never meant to sustain. The burst of hyper-coordination is staggering — and so is the neurological crash that follows, leaving the user sluggish and unable to react.
Effect: Gain one additional Standard Action this turn. At the start of your next turn, you lose your Extra Action and your Reaction for that turn. These cannot be restored by any effect.
Uses: One Consumption
Cost: 3,500z
Name: Smelling Salts
Description: A small, sealed vial of a Ki-reactive compound that, when cracked open, delivers a violent jolt of sensory stimulation capable of shocking a fighter's body and mind back into focus. They're crude, unpleasant, and effective — standard issue in many military kits across the universe.
Effect: Remove the effects of Bashing and Slashing from yourself. Immediately end one instance of the Bleed status effect on yourself. Can be used on an ally to add the option of ending one instance of the Stunned or Paralyzed status effects, in addition to ending all Bashing, Slashing, or Bleeding effects. Does not work on Crippled or Severed.
Uses: One Consumption
Cost: 2,500z
Name: Revival Capsule
Description: A pressurized medical capsule containing a concentrated cocktail of regenerative compounds and a jolt of synthetic Ki, powerful enough to drag a Knocked Out fighter back to consciousness. Capsule Corporation's most expensive and most unreliable product — it doesn't heal you, it just forces your body awake. What you do with those next few seconds is up to you.
Effect: An ally may spend one Standard Action to use this on a Knocked Out character. This cannot be used on yourself. That character is revived with 25% HP and however much Ki they had remaining when they hit 0 HP. They may act on their next turn. A character may only be revived once per battle.
Uses: One Consumption
Cost: 4,000z
Spaceships
Travel throughout the galaxy will require a spaceship. Even those who pursue teleportation techniques are likely to want a vessel of their own, if for nothing else than to act as a traveling base of operations where they can train with allies. Spaceships cannot be taken with you when you die and will remain at the last planet you were at upon your death. Spaceships also cannot be stolen unless you are attacked via Challenge mid-transit.
Purchasing your spaceship is a simple, four-step process. Listed below that are the available add-ons. Any upgrades to components with multiple tiers, even the ship class, cost only the difference in Zeni.
- Choose your class of ship, determining the number of occupants and the number of add-ons.
- Space Pod: 1 occupant, 0 add-ons | 1,500z
- Space Ship: 3 occupants, 1 add-on | 3,000z
- Space Cruiser: 6 occupants, 3 add-ons | 6,000z
- Space Liner: 10 occupants, 5 add-ons | 12,000z
- Choose your engines.
- None: This vessel is a base, not a space-faring vehicle, and gains +3 occupants. Engines can never be added; an entirely new purchase would be needed.
- Basic Engines: 3 Quarters per Journey | 1,500z
- Advanced Engines: 2 Quarters per Journey | 3,000z
- Warp Engines: 1 Quarter per Journey | 6,000z
- Choose your add-ons, if any. These can always be purchased at a later time.
- Gravitron Deck: Allows Gravity Training while traveling or while docked at a planet. Select a desired maximum gravity level when purchasing.
- 100g: 7,500z
- 1,000g: 12,500z
- 10,000g: 22,500z
- 100,000g: 35,000z
- 1,000,000g: 55,000z
- 10,000,000g: 80,000z
- 100,000,000g: 120,000z
- 1,000,000,000g: 180,000z
- Medical Deck: Allows the user and allies to spend 500z to immediately regain HP and Ki after battle or to instantly recover from being Knocked Out (restored to 1 HP and 1 Ki) in battle, 1,500z per limb to instantly remove Crippled, and 3,000z per limb to instantly remove Severed. | 2,500z
- Training Deck: Allows Basic Training, learning Techniques, and Transformation Quests while traveling. | 2,500z
- Quantum Communicator: Allows purchasing items while traveling, and when not at the Interstellar Market, at Interstellar Market rates. Allows communication with Scouter-wearing allies or allies with their own Quantum Communicator, as long as all parties are within the living Universe. | 3,000z
- Cloaking System: Cannot be attacked via Challenge while traveling. | 4,000z
- Gravitron Deck: Allows Gravity Training while traveling or while docked at a planet. Select a desired maximum gravity level when purchasing.
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