Welcome to Solaris Central Laboratories. If you've found ancient technology lying about, or buried, this is the place to bring it! The scientist here have the ability to unlock the hidden potential of many ancient marvels of technology. You may also purchase gadgets and other items that they've designed with modern resources. This is also the only place left in the world that still makes use of the ancient method of "Binding" similar items, weapons, and armors.
General Technology
Integration - This is a newer technology brought about in recent times. It was meant to be an alternative for the now lost art of "Fusion" which allowed two separate warriors to combine with each other permanently. Integration, like Fusion, also allows two entities to become one, permanently. The dominant being isn't determined by overall power, but by their strength of will. Warriors of Solaris who use Integration must be within fifteen levels of each other, the only other requirement is that both parties must be level ten or higher. The resulting being will have all the power of both individuals (literally EXP added into EXP) and abilities selected from both beings up to the proper amount allowed by the new overall level. The credits, items, weapons, armor, and even companions (if two companions, one must be set free) from both parties involved can be transferred to the newly created being. Integration is so stressful on the mind, body, and spirit of the being created afterwards that he or she cannot participate in it again for three months. (You cannot fuse two of your own characters without special permission from the staff.)
Price: 2,500 Credits (per character level of both involved)
Neural Remapping
AP Remapping - Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to change their vital stat point allocations. This works in almost any situation for any race. The only way to reverse the procedure is to have it redone.
Price: 500 Credits (per character level)
Companion Ability Remapping - Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to revise one of their companion's special abilities. This works in almost any situation for any creature. The only way to reverse the procedure is to have it redone.
Price: 250 Credits (per character level)
Elemental Remapping - Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to specialize in an alternative favored element. (This replaces their previous selection.) This works in almost any situation for nearly any race. The only way to reverse the procedure is to have it redone.
Price: 300 Credits (per character level)
Energy Remapping - Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to specialize in an alternative favored energy. (This replaces their previous selection.) This works in almost any situation for nearly any race. The only way to reverse the procedure is to have it redone.
Price: 300 Credits (per character level)
Job Class Remapping – Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to specialize in an alternative job class. (This replaces their previous selection.) This works in almost any situation for nearly any race. The only way to reverse the procedure is to have it redone. Keep in mind this is not required when a character upgrades from a normal class to a legendary class, although it is required if the character decides to change his or her legendary class later on. Note: Job Class Remapping can be used to change your legendary class from one class type to another (i.e. physical to caster).
Price: 2,000 Credits (per character level)
Primary Vitals Remapping - Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to change their chosen two primary and secondary vital stats (the two chosen during character creation). This works in almost any situation for any race. The only way to reverse the procedure is to have it redone.
Price: 1,500 Credits (per character level)
Special Ability Remapping - Using a technology similar to what the Arena of the Elites uses to revive fallen warriors, this procedure allows the remapping of ones neural pathways. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their neural pathways to allow the individual to revise one of their special abilities. This works in almost any situation for any race. The only way to reverse the procedure is to have it redone.
Price: 1,500 Credits (per character level)
Basic Binding
Basic Armor Binding – This binding technique combines two similar armor types, such as any two plate armors, or any two leather armors, with one another. This would give the resulting armor the properties of both bound armors, as well as combine their DEF rating together, but only to the maximum possible to its armor type. This is a good way for warriors with two sets of armors with unique abilities to combine them into one armor with all abilities as well as increased DEF power.
Price: 50,000 Credits
Basic Weapon Binding - This binding technique combines two similar weapon types, such as any two types of swords, or any two spears, daggers, bows, etc, with one another. This would give the resulting weapon the properties of both bound weapons, as well as combine their ATT rating together, but only to the maximum possible to its weapon type. This is a good way for warriors with two types of weapons with unique abilities to combine them into one weapon with all abilities as well as increased ATT power.
Price: 50,000 Credits
Enhancements
Buffered – The Solaris Central Laboratory can enhance an armor to make it a buffer against force attacks. This usually consists of implanting various repulsive devises throughout the armor to create an extra shield against energy and the elements. This increases the armor’s maximum force defense rating (F-DEF) by 25%. Any armor may only have one of the following enhancements on it: Buffered, Hardened, Mystic, or Ancient.
Price: 15,000 Credits
Genetic Manipulation
Genome Reconfiguration – Using the same technology the Arena of the Elites uses to revive fallen warriors, this procedure allows a being to alter his or her race. This procedure is done by harnessing the memories, brain waves, and thought patterns of an individual and restructuring their old body into a new one of a new race. The patients essence is removed from their old body and secured. The old body is then scanned and broken down to the very base elements (oxygen, carbon, hydrogen, nitrogen, calcium, etc, etc). While the breakdown occurs, the process of reconfiguring a new body is started. After the proper adjustments are made to the patients genome (the full DNA sequence of an organism) the process of rebuilding the beings body is begun. Using the same technology used to restore fallen warriors of the Arena, only modified a bit to allow for changes, the patient is restored in his or her new body. Unfortunately, some races are just too unique to be able to rebuild, so not every race is an acceptable candidate. The procedure has a very low failure rate, and in fact only two percent of individuals fall victim to cell mutation, or... other problems. The following races are acceptable candidates: Avian, Demon, Elf, Gargoyle, Gorgon, Guardian, Human, Lunarian, Minotaur, Ponton, Kraton, Nu'Lath, and finally Solarian.
Price: 250,000 Credits
Advanced Binding
Advanced Armor Binding – This binding technique combines any armor types, such as any plate armor with any leather armor. The resulting armor type could be specified by the buyer before hand. This would give the resulting armor the properties of all bound armors, as well as combine their DEF rating together, but only to the maximum possible to its armor type. This is a good way for warriors with two or more sets of armors with unique abilities to combine them into one armor with all abilities as well as increased DEF power.
Price: 100,000 Credits
Advanced Weapon Binding – This binding technique combines any weapon types, such as any sword with any dagger, or even staff. The resulting weapon type could be specified by the buyer before hand. This would give the resulting weapon the properties of all bound weapons, as well as combine their ATT rating together, but only to the maximum possible to its weapon type. This is a good way for warriors with two or more sets of armors with unique abilities to combine them into one weapon with all abilities as well as increased ATT power.
Price: 100,000 Credits
Mechanoid Companions
Class A Mechanoid – This is the largest mechanoid companion available. They are typically gigantic creations that may be used for vehicles, among other things. They typically have a somewhat primitive form of artificial intelligence, but get the job done fairly well. Most citizens use this type of mechanoid as a method of travel, as well as companion. These mechanoids almost always have the ability to take on multiple vehicle modes, usually giving them multiple methods of land travel, air travel, water travel, and the more advanced sometimes come equipped with the ability to travel into space. Class A Mechanoids are large enough for the user to ride inside of, usually with room to spare, and at times with extra storage space. They can be customized to fit practically anyone’s needs upon request, but they are sometimes very expensive.
Price: 300,000 Credits
Class B Mechanoid – This is a medium sized mechanoid companion. They are typically large enough for most citizens to ride upon, but not use as a vehicle like a Class A could be. Like the Class A, they have a somewhat primitive form of artificial intelligence, but still make very loveable companions. Most citizens use this type of mechanoid for a land mount, although they may be built to fly. Unlike a larger Class A Mechanoid, a Class B is ridden like a horse in most situations, although they can be customized to fit just about anyone’s needs upon request.
Price: 150,000 Credits
Class C Mechanoid – This is a very small mechanoid companion. They are typically tiny enough to fit in a backpack or even sit on a shoulder. As with previous models they are equipped with a somewhat primitive form of artificial intelligence but always make wonderful companions. Most citizens use this type of mechanoid as a small pet they can rely on for various tasks. Many times, these mechanoids have the ability to transform into various useful tools, most even include a type of vehicle mode, such as a hover board. These mechanoids are very customizable.
Price: 75,000 Credits
