COMPLETE SHOP & ECONOMY SYSTEM

Merchant guide, item catalog, prices, and economy balancing

ZENNY ECONOMY SYSTEM

Universal currency of the 21XX era

Currency Conversion

1 Zenny: Basic energy unit
100 Zenny: Standard repair cost
1,000 Zenny: Major upgrade component
10,000 Zenny: Experimental technology

Average Zenny Per Session

Level 1-3: 200-400πŸ’°
Level 4-6: 400-700πŸ’°
Level 7-9: 700-1,200πŸ’°
Level 10+: 1,200-2,000πŸ’°
Boss Drops: +300-800πŸ’°

Economy Basics

β€’ Earn Zenny from defeated enemies
β€’ Treasure rooms contain Zenny caches
β€’ Minibosses/bosses drop significant Zenny
β€’ Missions offer Zenny rewards
β€’ Sell unused items for Zenny

Reward Formula

Base Zenny per session =
(Avg Player Level Γ— 50) Γ— (Number of Players)

Example: Level 5 party of 3 =
(5 Γ— 50) Γ— 3 = 750πŸ’° total

SHOP LOCATIONS & AVAILABILITY

Hunter Base Commissary

Location: Hunter Base
Merchant: Automated Vendor System
Stock: Standard items, basic upgrades
Prices: Standard (no markup)
Access: Always available between missions

Field Merchant

Location: Random in Maverick stages
Merchant: Various NPCs
Stock: Limited, situation-dependent
Prices: +20-50% markup
Access: 30% chance per stage (d6 ≀ 2)

Black Market

Location: Hidden, requires discovery
Merchant: Shady dealers
Stock: Illegal/experimental items
Prices: +100-300% markup
Access: Find secret in 3 different stages

Maverick Parts Dealer

Location: After boss defeats
Merchant: Scavengers/Technicians
Stock: Maverick-specific components
Prices: Variable based on demand
Access: 50% chance after boss defeat

ITEM SHOP CATALOG

Common items always available at Hunter Base

HEALING ITEMS

Item Buy Price Sell Price Effect Stock
Med Chip 20πŸ’° 5πŸ’° Heal 10 HP ∞
Antidote 50πŸ’° 15πŸ’° Cure effects of poison and corrosion ∞
Med Chip Pack 75πŸ’° 25πŸ’° Heal 10 HP Γ—4 4
Sub-Tank 100πŸ’° 40πŸ’° Heal 25 HP 2
Large Sub-Tank 200πŸ’° 80πŸ’° Heal 50 HP 1
Repair Kit 150πŸ’° 60πŸ’° Heal 15 HP + status 2
Nano-Repair Gel 50πŸ’° 15πŸ’° Heal 5 HP/turn (3t) 3

ENERGY ITEMS

Item Buy Price Sell Price Effect Stock
Energy Tank 50πŸ’° 15πŸ’° Restore 10 ENG ∞
Energy Tank Pack 180πŸ’° 60πŸ’° Restore 10 ENG Γ—4 3
Energy Plus 125πŸ’° 50πŸ’° Restore 25 ENG 2
Power Cell 75πŸ’° 25πŸ’° Restore 15 ENG 3
Solar Charger 100πŸ’° 30πŸ’° +5 ENG/turn (3t) 2

BUFF ITEMS

Item Buy Price Sell Price Effect Duration Stock
Attack Booster 150πŸ’° 60πŸ’° ATK +2 3 turns 2
Digital Shield 150πŸ’° 60πŸ’° DEF +2 3 turns 2
Speed Injector 120πŸ’° 45πŸ’° SPD +2 3 turns 2
Precision Chip 100πŸ’° 35πŸ’° +1 Attack roll 3 turns 3
Barrier Generator 200πŸ’° 80πŸ’° Blocks 2 attacks Until broken 1
Overclock Unit 180πŸ’° 70πŸ’° Extra Bonus Action 1 turn 1
Uncommon Items (Level 3+)

Mega Tank: 500πŸ’° (Heal 100 HP)
Hyper Energy: 300πŸ’° (Restore 50 ENG)
System Cleanse: 250πŸ’° (Remove all status)
Revive Injector: 400πŸ’° (Revive at 50% HP)
Stealth Module: 350πŸ’° (Invisible 1 turn)
Teleporter: 450πŸ’° (Instant room change)

Rare Items (Level 6+)

Sigma Med Kit: 600πŸ’° (Heal 150 HP)
Plasma Tank: 550πŸ’° (Restore 75 ENG)
Gold Hyperchip: 1,000πŸ’°*
Boss Data Chip: 800πŸ’° (Learn boss pattern)
Infinite Energy: 2,000πŸ’° (ENG doesn't deplete for 3 turns)

*Only available if players missed one

WEAPON & UPGRADE SHOP

RANGED WEAPONS

Weapon Buy Price Sell Price Damage Range Special
Standard Buster 300πŸ’° 120πŸ’° 1d6+ATK 5 Can charge
Long Rifle 450πŸ’° 180πŸ’° 1d6+ATK 8 Ignores 2 DEF
Shotgun 400πŸ’° 160πŸ’° 1d4+ATK 3 Hits 2Γ—2 area
Launcher 600πŸ’° 240πŸ’° 1d8+ATK 6 3Γ—3 area, 5 ENG
Needle Gun 350πŸ’° 140πŸ’° 1d4+ATK 4 Hits 3 times
Beam Cannon 700πŸ’° 280πŸ’° 2d6+ATK 7 Pierces, 8 ENG
Axl Dual Guns 550πŸ’° 220πŸ’° 1d4+ATK Γ—2 4 Rapid fire, hits twice
Shoulder Cannon 800πŸ’° 320πŸ’° 2d4+ATK 6 Piercing, 6 ENG
Laser Swords (Twin) 900πŸ’° 360πŸ’° 1d8+ATK each Melee Two attacks per action
Ride Armor Minigun 1,200πŸ’° 480πŸ’° 3d4+ATK 5 Area 2Γ—3, 15 ENG
Copy Shot Module 1,000πŸ’° 400πŸ’° Variable 5 Copies enemy weapon for 3 turns
Saber Beam Module 700πŸ’° 280πŸ’° 1d8+ATK 6 Projectile from melee weapon

ELEMENTAL CONVERSIONS

Element Buy Price Effect
Fire Converter 400πŸ’° +2 fire damage, Burning chance
Ice Converter 400πŸ’° +2 ice damage, Chilled chance
Electric Converter 400πŸ’° +2 electric, Stun chance
Plasma Converter 600πŸ’° +3 hybrid damage
Wind Converter 450πŸ’° +2 wind damage, pushes enemies 1 square
Plasma Converter+ 750πŸ’° +4 hybrid damage, chance to chain to nearby enemies
Copy Element 600πŸ’° Matches target's elemental weakness
Gravity Converter 500πŸ’° +2 gravity damage, slows enemies
X Upgrades

Buster Upgrade: 500πŸ’° (ATK+2, Level 3+)
Body Armor: 600πŸ’° (HP+10, Level 4+)
Helmet Upgrade: 550πŸ’° (DEF+2, Level 4+)
Leg Upgrade: 500πŸ’° (SPD+2, Level 3+)
Hyper Buster: 1,200πŸ’° (ATK+3, ENG+10, requires all previous)
Ultimate Armor: 2,500πŸ’° (HP+15, ATK+5, DEF+4, SPD+3, Level 8+, defeat 4 Mavericks)

Zero Upgrades

Saber Upgrade: 550πŸ’° (ATK+3, Level 3+)
Zero Armor: 600πŸ’° (HP+8, Level 4+)
Speed Boost: 500πŸ’° (SPD+3, Level 3+)
Energy System: 550πŸ’° (ENG+10, Level 4+)
Black Zero: 1,500πŸ’° (HP+12, ATK+4, DEF+3, SPD+4, requires all other upgrades)
Genmu Zero: 1,800πŸ’° (ATK+5, SPD+5, Level 8+)

Axl Upgrades

White Axl Core: 1,400πŸ’° (+3 ATK, +2 DEF, +3 SPD for 3 turns, Level 6+)
Copy Shot Upgrade: 800πŸ’° (Store 3 abilities, Level 4+)
Rapid Fire System: 600πŸ’° (Attacks hit 3 times, Level 3+)
Stealth Module: 900πŸ’° (Invisible 2 turns, Level 5+)
Plasma Grenade System: 700πŸ’° (3d6 area damage, Level 4+)
Axl Copter Unit: 1,000πŸ’° (Flight for 1 turn, Level 6+)
Final White Axl: 2,000πŸ’° (+5 ATK, +3 DEF, +5 SPD, all abilities enhanced, Level 9+)

Vile Upgrades

Ride Armor Frame: 1,800πŸ’° (Summon 100 HP armor, Level 7+)
MK-II Conversion: 1,500πŸ’° (+10 HP, +2 ATK, +1 DEF, Level 6+)
Multi-Missile System: 900πŸ’° (4 homing missiles, Level 5+)
Fortress Mode: 1,200πŸ’° (DEFΓ—2, ATK+3, Level 6+)
Gatling Gun Upgrade: 1,100πŸ’° (5d4 damage, Level 5+)
Ground Pound System: 800πŸ’° (AoE shockwave, Level 4+)
Ultimate Vile: 2,500πŸ’° (All systems enhanced, Level 10+)

Prototype Plus Upgrades

Protocol System: 1,600πŸ’° (Switch combat modes, Level 7+)
Double Saber Fusion: 1,300πŸ’° (2d10 damage, Level 6+)
Tactical Scanner: 700πŸ’° (Reveal weaknesses, Level 4+)
Speed Protocol Unit: 950πŸ’° (SPD+4, 2 bonus actions, Level 5+)
Defense Matrix: 1,000πŸ’° (Blocks 25 damage, Level 6+)
Quantum Slash System: 1,500πŸ’° (Teleport attack, Level 7+)
Omega Protocol: 2,200πŸ’° (All protocols active, Level 9+)

Gold Armor Components

Gold Hyperchip: Not purchasable normally (boss drops)
Gold Armor Frame: 2,000πŸ’° (if you have 4 chips)
Gold Energy Core: 1,500πŸ’°
Total Gold Armor Cost: 3,500πŸ’° + 4 Gold Hyperchips

SPECIAL SERVICES & BLACK MARKET

SERVICES AVAILABLE

Repair Services

Minor Repair: 100πŸ’° (Heal 25 HP)
Major Repair: 250πŸ’° (Heal 60 HP)
Full Restoration: 500πŸ’° (Full HP & ENG)
Status Removal: 150πŸ’° (Remove all status effects)
System Diagnostic: 50πŸ’° (Reveal hidden damage/issues)

Upgrade Installation

Basic Install: 100πŸ’° (Install purchased upgrade)
Advanced Install: 250πŸ’° (Install + tune for +10% effect)
Expert Install: 500πŸ’° (Install + unlock hidden potential)
Emergency Install: 200πŸ’° (Install during mission, risky)

Training Services

Combat Training: 300πŸ’° (+100 XP)
Special Training: 600πŸ’° (+250 XP)
Boss Simulation: 500πŸ’° (Practice vs hologram boss)
Tactics Seminar: 400πŸ’° (Learn enemy weaknesses)

Special Character Services

Copy Data Extraction: 400πŸ’° (Extract ability from defeated enemy for Axl)
Ride Armor Tuning: 500πŸ’° (+10% Ride Armor stats for next summon)
Protocol Optimization: 450πŸ’° (Extend protocol duration by 1 turn)
White Axl Calibration: 600πŸ’° (Reduce White Axl ENG cost by 5)
Saber Technique Training: 350πŸ’° (Learn one basic saber technique)
Transformation Stabilization: 550πŸ’° (Reduce transformation side effects)

BLACK MARKET ITEMS

Item Buy Price Risk Effect
Sigma Virus Amp 1,500πŸ’° High ATK Γ—2, may corrupt user
Stolen Tech 800πŸ’° Medium Random Maverick weapon
Experimental Buster 1,200πŸ’° High 2d8 damage, may explode
Cloaking Device 900πŸ’° Low Invisible 3 turns
Overclock Chip 1,000πŸ’° High All stats +3, damages user
Illegal Mods 750πŸ’° Medium +2 to one stat, -1 to another
Combat Drugs 400πŸ’° Medium ATK+4, SPD+4, then ATK-2, SPD-2
Bootleg Repair 200πŸ’° High Heal 40 HP or take 20 damage
Illegal Copy Chip 1,200πŸ’° High Permanently copy enemy ability (may corrupt)
Ride Armor Blueprints 1,600πŸ’° Medium Build custom Ride Armor (requires parts)
Prototype OS 1,400πŸ’° High Gain tactical protocols (may overwrite personality)
White Axl Code 1,300πŸ’° Medium Unlock White Axl transformation (unstable)
Saber Techniques Scroll 1,100πŸ’° Low Learn Z-Saber techniques (requires training)
Black Market Risks

High Risk: 50% chance of complication
Medium Risk: 25% chance of complication
Low Risk: 10% chance of complication

Complications may include: item fails at critical moment, Hunter Base discovers illegal tech, item has hidden malicious code, merchant betrays/sets up ambush

SELLBACK & TRADING SYSTEM

Sellback Pricing

General Rule: 40% of purchase price
Damaged items: 20% of purchase price
Rare/unique items: 50% of purchase price
Illegal items: 60% (black market only)

Item Condition:
β€’ Pristine (unused): 40% value
β€’ Used (once): 30% value
β€’ Damaged (in combat): 20% value
β€’ Broken: 10% value or cannot sell

Maverick Parts Trading

Chill Penguin: Ice Core (150πŸ’°)
Spark Mandrill: Lightning Orb (150πŸ’°)
Armored Armadillo: Armor Plating (200πŸ’°)
Launch Octopus: Aqua Gem (150πŸ’°)
Boomer Kuwanger: Space Crystal (175πŸ’°)
Sting Chameleon: Venom Sac (150πŸ’°)
Storm Eagle: Wind Stone (150πŸ’°)
Flame Mammoth: Magma Rock (175πŸ’°)
Copy Data Crystal: Axl-specific (200πŸ’°)
Ride Armor Core: Vile-specific (300πŸ’°)
Protocol Chip: Prototype-specific (250πŸ’°)
White Axl Fragment: Axl-specific (275πŸ’°)

Bartering Mechanic

Persuasion check: d20 + CHA modifier
DC 10: 10% discount
DC 15: 20% discount
DC 20: 30% discount
Natural 20: 50% discount (once per merchant)
Natural 1: Price increases 20%

Crafting with Parts

2 Ice Cores + 200πŸ’° = Shotgun Ice (copy)
3 Armor Platings + 300πŸ’° = DEF +3 upgrade
1 of each part + 1,000πŸ’° = Special composite weapon
Full Set (8 parts): 1,400πŸ’° value
3 Copy Data Crystals + 500πŸ’° = Copy Shot Module
Ride Armor Core + 3 Armor Platings + 800πŸ’° = Basic Ride Armor
2 Protocol Chips + 600πŸ’° = New tactical protocol
White Axl Fragment Γ—4 + 1,200πŸ’° = White Axl Core
Full Maverick Set + 2,000πŸ’° = Ultimate Weapon (character-specific)

SHOP EVENTS & RANDOM ENCOUNTERS

SHOP ENCOUNTERS (d20 roll when visiting shop)

1-3: Normal Business
β€’ Standard prices and stock
β€’ No special events

4-6: Sales Event
β€’ 20% off one category
β€’ Limited time offer
β€’ May have increased stock

7-9: Limited Stock
β€’ Only 1-2 items available
β€’ Prices normal
β€’ May have rare item

10-12: Increased Prices
β€’ +25% prices due to demand/scarcity
β€’ Full stock available
β€’ Sellback prices also increased

13-15: Special Merchant
β€’ Different merchant than usual
β€’ Unique/rare items available
β€’ May have unusual payment demands

16-18: Distressed Merchant
β€’ Merchant needs help
β€’ May offer items/discount for assistance
β€’ Could lead to side mission

19-20: Maverick Attack
β€’ Shop under attack during transaction
β€’ Defend merchant for rewards
β€’ Items may be damaged/stolen

Field Merchant (d12 in stage):
β€’ 1-2: Wandering Merchant
β€’ 3-4: Scavenger
β€’ 5-6: Hunter Supplier
β€’ 7-8: Black Market Dealer
β€’ 9-10: Injured Merchant
β€’ 11: Mysterious Stranger
β€’ 12: No Merchant

MERCHANT NPCs

Auto-Vend 3000

Location: Hunter Base
Personality: Robotic, efficient
Greeting: "Welcome, Hunter. Select your purchases."
Special: No bargaining, always fair prices
Stock: Standard catalog

Barter Bob

Location: Field Merchant
Personality: Greedy but friendly
Greeting: "Hey there, Hunter! What can old Bob do for ya?"
Special: Will bargain, 30% markup standard
Stock: Variable, often has "rare finds"

Tech-Tess

Location: Upgrade Specialist
Personality: Nerdy, precise
Greeting: "System diagnostics complete. Upgrade options available."
Special: Knows all about Reploid tech
Stock: Upgrades, installation services

Shady Sam

Location: Black Market
Personality: Paranoid, untrustworthy
Greeting: "Psst... over here. Got the good stuff."
Special: Illegal goods, high risk
Stock: Experimental/illegal items

Copy-Trader Carl

Location: Random (Axl-related areas)
Personality: Nervous, data-obsessed
Greeting: "Shh! I've got... special data. Interested?"
Special: Sells Copy Shot enhancements and stolen abilities
Stock: Copy-related items, data chips

Armor-Mech Mike

Location: Industrial zones
Personality: Gruff, mechanical genius
Greeting: "Need something heavy? I build heavy."
Special: Ride Armor parts and heavy weapons
Stock: Vile upgrades, heavy weapons, armor parts

Protocol-Patricia

Location: High-tech labs
Personality: Analytical, precise
Greeting: "System analysis complete. Optimization protocols available."
Special: Tactical and protocol-based upgrades
Stock: Prototype Plus upgrades, scanner tech, protocol chips

ECONOMY BALANCE GUIDELINES

Golden Rules

1. Players should afford 1-2 useful items per mission
2. Major upgrades require saving for 2-3 missions
3. Never make players choose between healing and progression
4. Always provide SOME way to earn needed Zenny
5. Balance scarcity with availability

Adjusting for Party Size

Solo player: +50% Zenny drops
2 players: +25% Zenny drops
3 players: Standard economy
4 players: -10% Zenny drops
5+ players: -20% Zenny drops, more group items

Difficulty Economy Modifiers

Easy: +40% Zenny drops
Normal: Standard economy
Hard: -20% Zenny drops
Expert: -40% Zenny drops, no sellback

Player Economy Issues

Too Much Zenny:
β€’ Introduce expensive must-have items
β€’ Add maintenance costs
β€’ Offer investments
β€’ Have merchants robbed

Too Little Zenny:
β€’ Add bonus Zenny missions
β€’ Increase enemy Zenny drops
β€’ Have merchant offer credit
β€’ Find abandoned caches

QUICK REFERENCE PRICE CHARTS

Quick Price Guide (Level 5)

Healing:
Med Chip: 20πŸ’° (Sell: 5πŸ’°)
Sub-Tank: 100πŸ’° (Sell: 40πŸ’°)
Large Sub-Tank: 200πŸ’° (Sell: 80πŸ’°)
Mega Tank: 500πŸ’° (Sell: 200πŸ’°)

Energy:
Energy Tank: 50πŸ’° (Sell: 15πŸ’°)
Energy Plus: 125πŸ’° (Sell: 50πŸ’°)
Power Cell: 75πŸ’° (Sell: 25πŸ’°)
Hyper Energy: 300πŸ’° (Sell: 120πŸ’°)

Quick Price Guide (Level 5)

Weapons:
Basic Weapons: 250-400πŸ’°
Elemental Conversions: 400-600πŸ’°
Special Weapons: 600-800πŸ’°
Advanced Weapons: 800-1,200πŸ’°
Character-Specific: 1,000-1,600πŸ’°

Upgrades:
Basic Upgrades: 500-600πŸ’°
Advanced Upgrades: 1,200-1,800πŸ’°
Ultimate Upgrades: 2,000-2,500πŸ’°
Character Systems: 1,400-2,200πŸ’°

Services:
Repairs: 100-500πŸ’°
Installation: 100-500πŸ’°
Training: 300-600πŸ’°
Special Services: 350-600πŸ’°

Sellback Rates

Standard: 40% of buy price
Damaged: 20% of buy price
Rare: 50% of buy price
Illegal: 60% (black market only)
Character-Specific: 55% of buy price

Discount Opportunities

β€’ Bartering: 10-30% off
β€’ Sales: 20% off category
β€’ Loyalty: 10% after 5 purchases
β€’ Bulk: Buy 5 get 1 free (consumables)
β€’ Hunter Discount: 15% at Base Commissary
β€’ Character Loyalty: 5% for same-character upgrades

Player Budget Planner

Expected Zenny per mission: (Level Γ— 50) Β± 20%

Recommended allocation:
β€’ 40%: Healing/Energy consumables
β€’ 30%: Upgrades/permanent items
β€’ 20%: Buffs/special items
β€’ 10%: Savings/emergency fund

Shopping Checklist
[ ] Check current Zenny total [ ] Assess needed supplies [ ] Check for sales/specials [ ] Consider sellback options [ ] Budget for next mission [ ] Save for major upgrades [ ] Consider black market risks [ ] Check character-specific upgrades [ ] Plan for party synergy [ ] Finalize purchases

SAMPLE TRANSACTIONS

Example 1: Basic Shopping

Player has: 500πŸ’°
Buys:
β€’ Med Chip Γ—2: 40πŸ’°
β€’ Energy Tank Γ—1: 50πŸ’°
β€’ Attack Booster Γ—1: 150πŸ’°
Total: 240πŸ’°
Remaining: 260πŸ’°
Sells: Old weapon (bought for 300, sells for 120)
New total: 380πŸ’°

Example 2: Character Upgrade

Player (Axl) saves for 4 missions:
Mission 1: Earn 350πŸ’°, save 250
Mission 2: Earn 400πŸ’°, save 300 (550 total)
Mission 3: Earn 450πŸ’°, save 350 (900 total)
Mission 4: Earn 500πŸ’°, save 400 (1,300 total)
Buys: White Axl Core (1,400πŸ’°)
Also gets: Copy Shot Upgrade (800πŸ’°) with extra funds
Result: Axl transforms for +3 ATK, +2 DEF, +3 SPD

Example 3: Black Market & Crafting

Player (Vile) finds Armor-Mech Mike:
Needs: Ride Armor Frame (1,800πŸ’°)
Player has: 1,000πŸ’° + parts
Crafts: Ride Armor Core + 3 Armor Platings (worth 1,100πŸ’°)
Trades: Parts + 800πŸ’° for frame
Saves: 200πŸ’° from original price
Risk: Custom armor may have flaws

Example 4: Party Shopping

Party of 3 (X, Zero, Prototype Plus):
Total Zenny: 2,200πŸ’°
Buys:
β€’ Group Healing Pack: 300πŸ’°
β€’ X: Buster Upgrade (500πŸ’°)
β€’ Zero: Saber Upgrade (550πŸ’°)
β€’ Prototype: Tactical Scanner (700πŸ’°)
Total: 2,050πŸ’°
Remaining: 150πŸ’° emergency fund
Result: Each character gets one major upgrade

SHOP SYSTEM COMPLETE

Complete merchant guide with all items, prices, and economy rules