Sand Gemstones
<Sand Gemstones> are a material dropped by the majority of the Sea creatures that live in the <Sea Forest>. Inside the <Underwater Lab>, players can find an NPC named <Sandmonger>. Players can pay 50 <Sand Gemstones> with this NPC to roll for random items, currency, & chromatics for the <Sand> fruit.
You can only roll 10 times every 2 hours.
Dialogue Options:
Sand roll
Tells you how many Gems you have, how many spins you can make, & how many hours till you spin rest, before letting you spin/return to main text/cancel interaction.
Free roll
Tells you how many free spins you have, before letting you spin/returning you to main text/cancel interaction.
Free spins can be used any time, they aren't evolved with the 10 spins nor 2h timer.
You get 1 free spin every 5hrs.
Only 6 out of the 10 Sea Forest mobs can drop <Sand Gemstones>. Those being:
Stayray (3-8 with a chance of 85%)
Blue Ringed Octopus (4-7 with a chance of 65%)
The Kraken (8-20 with a 100% Chance)
Starfire Starfish (3-5 with a 65% Chance)
Pincfer Spider Crab (3-5 with a 65% Chance)
Possible items:
Sand Chromatic (Gravel) 2% Chance
Sand Chromatic (Dirt) 2% Chance
Sand Chromatic (Wet Sand) 2% Chance
Sand Chromatic (Red Sand) 2% Chance
Sand Chromatic (Basalt) 2% Chance
Fragments (1,500-3,500) 15% Chance
$5,500 - $15,500 15% Chance
Soothing Sand Spear Crafting Recipe 10% Chance
Mineral Magnet, Negative Half (1) 10% Chance
Mineral Magnet, Positive Half (1) 10% Chance
Junk (1-25 Metal scraps or 1-25 Leather) 18% Chance
Mud Hammer Recipe (1) 10% Chance
Free Respin 2% Chance (does not refund Sand Gemstones but can be used outside of the 10 spins for free)
Notes:
Sand Chromatics act like Physical Fruits and can be eaten/dropper/stored after rolling.
Both halves of the magnet can only be rolled 8 times each. If the player rolls them again, the player will get 25 of the 50 Sand Gemstones spent as a refund.
Same goes for the Mud Hammer/Soothing Sand Spear Recipes
Free spins are stackable/collectable.
In the same lab, there is another NPC the player can interact with to craft the <Soothing Sand Spear> <Sand Rod> & <Sand Magnet>. This NPC’s name is <Salonder the Blacksmith>.
Dialogue Options
Crafting
Combination
Exit
Crafting
Soothing Sand Spear
Mud Hammer
Mineral Magnet
Combination
Soothing Sand Spear
Mud Hammer
Crafting Recipes/Requirements:
Soothing Sand Spear:
Recipe must be unlocked (rolling)
25 Sand Gemstones
25 Fouls Gold
1 Sea slug in a jar
Mud Hammer:
Recipe must be unlocked (rolling)
15 Sand Gemstones
20 Metal Scraps
25 Quake Cores
Mineral Magnet (Can only craft a total of 4)
1 Positive half
1 Negative half
Combinations (Can also unbind them)
Spear + 2 magnets
Hammer + 2 magnets
Soothing Sand Spear
Weapon Type: Sword | Rarity: Legendary | Obtainment & Crafting Recipe: Already shown above.
Inventory Description: A spear with ancient markings on it, capable of controlling minerals.
Moveset
M1
Same combo as <Pole 2nd Form>
Damage pattern: 1334, 1523, 1334, 2341.5
[Z] Sand Scorch | 175 Mastery (10 Second CD)
{Ground}
The user stabs the ground, causing sand to burst out, knocking back opponents.
Is similar to Sand Z
Lots of knock back
Fast start up
Breaks instinct on direct hit
3901.5 Damage
Decent range (similar to Yama X)
{Sky}
The user swings their spear, sending a horizontal sand slash.
Travels at a decent speed (similar to Shizu x)
Blinds opponents on hit for 3 seconds
Breaks instinct
Same damage
10% More Range that Sand X (Awakened)
Barely does knock back, allowing easy combos & extensions (like right after awakened sand x)
[X] Desert Shark | 275 Mastery (12.5 Second CD)
The user throws the spear into the ground, which rips out (from the aimed area), dragging sand out, like an explosion. The user flash steps & grabs the spear, before crashing downwards, causing sand to fill the air like a cloud in the landed area.
If in the air (until a specific height) the range increases.
The spear can only be thrown forwards at the ground & will take a little longer to reach when high up- plus doesn't deal damage itself
Good combo starter
Breaks instinct
1942 Damage (from ground) 4031 Damage (crash) 5973 total.
Decent AoE (crash)
Crash can be redirected before falling (similar to rocket c)
Great range and mobility
Sand cloud blinds opponents for 5 seconds
Magnet Changes
[Z] Sand Scorch (Ground)
Knock back is greatly reduced & stuns the opponent for a little bit longer.
Now is a good combo extender instead of a push away move.
[Z] Sand Scorch (Sky)
Sand slash will return & forcefully drag opponents to the user
Only the first part breaks instinct, the pull back can be dodged- thus, opponents can flash step out if they ken trick it.
Return adds an extra 1902.5 Damage
[X] Sand Shark
No changes
Mud Hammer
Weapon Type: Legendary | Rarity: Rare | Obtainment & Crafting Recipe: Already shown above
Inventory Description: A war hammer can turn dried soil into wet mud & vice versa. Also has earthly strengths
[Z] Mudful Grasp | 150 Mastery (12.5 Second CD)
(Ground)
The user swings & slams the hammer on the ground, causing mud (from desired location, below the area if aimed in the sky) to launch out, grabbing any foe midair, before hardening into stone, pulling the foe to the ground, shattering once it crashes.
The user can move once the mud sores up & comes down
Doesn't break instinct but will grab
Crash Breaks instinct
Good range
Mud goes really high into the air
4332-5331 Damage, depending on how high the opponent was (hardish to hit, high reward)
Single Target
(Sky)
The user swings their hammer, causing a shock wave to fly out. Any foe hit by it will be encased in hardened mud, falling to the ground (falls for 5 seconds at max if too far, instantly breaks when submerged in water).
Decent Range
Breaks Instinct
4192-5912 Damage, depending on how high the opponent was.
Stuns, disables flash step on hit
[X] Earthy Demise | 300 Mastery (17.5 Second CD)
The user holds the hammer back before violently slamming it onto the ground, causing huge amounts of muddy terrain to rise off the ground, the further tiles are raised higher.
Launches opponents into the air
Big AoE
Ground stays raised for 10 seconds before falling back into place.
Opponents gets mud on their legs, slowing down their overall movement speed by 20% for 15 seconds
Breaks instinct but if it was on, opponents don't get muddy.
4554 Damage.
Does work in air
Magnet Buffs:
[Z] Mudful Grasp (Ground)
Once the opponent is caught, the rock is pulled towards the user, who winds up their hammer, before slamming the opponent into the ground right as they get close, stunning them.
Gains IFrames on hit
Adds an extra 1900 Damage
[Z] Mudful Grasp (Sky)
Opponents get pulled to the user, who swings their hammer, throwing them at desired locations.
Adds and extra 1509.5 Damage
[X] Earthy Demise
When pressing the moving again within the 15 seconds of the opponent being muddy. The magnetic addons will pull opponents towards the user, who's violently spinning around, instantly slamming opponents into desired locations.
This adds an extra 1000 damage
The final opponent gets slammed directly into the floor as the user stops spinning.
This does an extra 1550 damage
Cooldown restarts on activation on 2nd use
Sand Chromatics
Default color
Red Sand
Gravel
Wet Sand
Mud
Basalt
Pings
@AproBombuser (sorry you missed some)
Related concept
https://blox-fruits.fandom.com/f/p/4400000000000540270