Clothing
Regular Clothes { 50 } : Just a normal outfit for any warrior.
Jackets { 50 } : A nice jacket to keep from the breeze.
Gi { 250 } : Just a gi, with a symbol on it, which can be of your own creation or be representative of another school.
Assassin's Tunic { 250 } : A tunic that is specialized in making no sound when you walk. Perfect for silent killing.
Space Suit { 500 } : Offers protection to stay in outer space.
Goodies
Capsules { 25 } : Just small capsules able to store something inside them.
Capsules Box { 200 }: A box designed to keep your capsules safe. Comes with 10 capsules.
Smoke Bomb { 50 } : Throw on the ground to create smoke to distract your opponent.
Light Ball { 100 }: Throw on the ground to create light in dark places.
Oxygen Tank { 100 }: Requires to breathe outside the ship, in outer space, lasts a day in space and 2 posts in a thread.
Ocarina { 500 }: Normal Ocarina. Its a musical instrument that was once mainly used by the konat-jin's to use their meditations and to play their magic songs.
-Better Ocarina { 1.000 } : Better Ocarina used to play songs and use their better meditation.
-Ultra Ocarina { 2.000 } : This don't allow meditations or anything... But instead, it improve the effects of the Konat-jin's magic songs:
-Song of Paralyzis: Can affect as many targets as the user wants now as long as they can hear the song.
-Song of Entrapment: Entrapment lasts x1.5 times more { max of 15 days } and the ocarina will only blow up if used against someone x2
times more powerful than the user.
-Song of Hypnosis: Can extend the duration of the song to 5 posts instead of 3.
-Song of Element: The power of the element is x1.3.
-Song of Nature: May control several elements at once instead of a single one.
-Song of Empowering: All desired allies gain the bonus.
-Song of Weakening: All desired enemies suffer the penalty.
-Song of Time: The ocarina won't blow up after playing the song.
Fishing Rod { 500 } : Use it to go fishing.
Gear
Sword Belt { 100 } : Used to hold a sword or another weapon.
Storage Watch { 250 } : A watch just like the great saiyaman, that can store clothing and weapons for ease carrying.
Ship Control Device { 250 } : Allows you to call your ship remotely to the location you are in.
Sun Glasses { 50 }: Make you look cool and protect you from strong light.
Night Vision Googles { 300 }: Allow you to see in the darkness.
Dragonball Radar Mark I { 500 }: Item used to track dragonballs on a planet.
Dragonball Radar Mark II { 1.000 }: An improved version of the Dragonball Radar Mark I that is able to be tuned to a single set of Dragonballs. The radar can then track the given set of Dragonballs throughout the Universe.
Scouter Mark I { 500 }: An item used to translate a person's power into numbers, for easy comparison. Used as communication device with allies that has a scouter.
Scouter Mark II { 500 }: Must have Mark I first. Can identify pl in a planet now and can be also used to go dragonball hunting now.
Jet Pack { 500 }: Allows those who can't fly to do so. However, flight speed is fixed at 400.
Weights { 2.000 }: Weights that increase gains in training by 50%, while reducing pl in 25% and speed / strength in 20%
Improved Weights { 3.000 }: Must have Weights first. Gains from training now 100%. Pl is reduced in 50% and str / spd in 40%
Housing
Basic Housing { 500 }: Anything that you may consider your nest.
Training Chamber { 750 }: A training area that has a gravitron at gravity x10, that can be upgraded.
-Paintball Machine { 250 }: May be added to your training chamber, to train relexes and dogdge.
-Holo { 1.000 }: A device that may simulate an area and even fighters to make training more dynamic.
Meditation Chamber { 1.000 }: Reduces meditation time in half.
Sauna { 1.500 }: A relaxing place, that makes your gains for a training / battle go x1.25, if you go there right after it.
Prison { 500 }: A small, containment housing designed for one person { 3x3 meters }. It is designed to absorb energy blasts and melee attacks.
Basic Base { 2.000 }: A basic base that comes with a grindyard and fences around it. There's a secret underground warroom, a control room from wich you can open the gate, and stuff.... Quarters for your men. A normal warroom and an with space for up to 10 rejuvenation tanks.
Underground Base { 2.500 }: Like a basic base, just built underground, for better undercoverness.
Underwater Base { 3.000 }: Like a basic base, but built underwater, to maximize hardness of invasion.
Space Base { 4.000 }: Like the basic base, but built in the space. Comes with a spaceport as well, for 25 ships.
Planet { 25.000 }: Most extreme type of "housing". You can buy your own planet and give it one special thingie.
*Must carry housing around with a capsule! Bases and Planets cannot be held in capsules, though!
Housing Add-Ons
Kitchen { 250 }: Can be added to Houses and Bases so you can make meals once everyday, to recover your lost energy and whoever else lives with you.
Prison Room { 2.000 }: Rather than buying the "portable" prison, you build a corridor in your base full of cells. A set comes with 5 cells of 3x3 and they work just like the normal Prison. Can be added in Houses and Bases. In houses, the set costs half, but there's only 2 cells, rather than 5.
Main Computer { 500 }: Has all information about planets and coordinates.
-Radar { 500 }: A radar that tracks power level within 1 kilometer from the base. It's installed on the main computer.
Rejuvenation Tank { 1.000 }: Only to Capsule Corp Ship and on. Completely restores a character depending on his state:
Minor Injuries: 1 day.
Medium Injuries: 2 days
Near Death: 3 days
Gattling Gun Turret { 2.000 }: May be empowered with the leader's energy every day so they can shoot blasts at the leader's base pl and speed.
Mines { 500 }: You can install these around your House or Base to deal damage to invaders. Come in several different fashions to fit base type { land for ground base, floating for underwater and flying for space } They blow up at a pl of 1.000 and will kill anyone with a pl lower than it.
-Upgrade 1 { 500 }: Mines' power is now 10.000.
-Upgrade 2 { 500 }: Mines' power is now 100.000.
-Upgrade 3 { 500 }: Mines' power is now 1.000.000.
-Tracking { 500 }: Mines can track the target. Different from the Mine Upgrades, you don't have to have the previous, to buy this one.
Shielding Device { 4.000 }: Can be installed on your Base to create a forcefield around it to block blasts as strong as 10.000 pl. Only techniques ranging from level 3 and forward can destroy the base. Each upgrade costs 2.000 and for each upgrade bought, defense is raise tenfold. Max out at 1.000.000.000.