Inventories & Accessories (To Index)
There are large numbers of items available for characters. It is important to make wise use of these items for that often spells much difference in almost every situation. Some items will have requirements thus not all characters will be able to use them.
Each weapon falls into different categories and owns their specific nature. For example heavier weapons are usually more powerful but lighter weapons are often quicker. It is up to the characters to decide the appropriate weapons that suit their nature.
Damage
The damage range (in random) of the weapon
Weight
The minimum strength requirement and weight of the item, if characters wear gears with requirement higher than their strength value, they will receive ?1 saves (when casting or save vs. effects) / reflex penalties for each point less. Note that the requirements of items add up.
For example a character with 10 strength wearing 2 scimitars and leather armor will have total strength requirement of 13 thus receive -3 saves / reflex penalties.
Speed
Attack speed and reflex point required to make 1 attack with this weapon. If the requirement is higher than the character’s reflex, then it will require 2 turns to make 1 effective attack.
Hand / Range
The hands required to effectively hold and use the weapon and the attack range (Varied from M-Melee and R-Ranged of the weapon.
Critical Threat
The modifier of critical hit damage effect.
Price
The purchase price of the item. Characters can only sell item in 25% price to NPC vendors.
Names |
Damage |
Weight |
Reflex Cost |
Hand / Range |
Critical Threat |
Price |
Note |
Unarmed |
0-3 |
0 |
7 |
1/1 |
0x2 |
0 |
|
Club |
2-5 |
3 |
12 |
1/1 |
0x2 |
5 |
|
Made of processed stout wood. Most clubs are enhanced with spikes or extra weight on the tip. |
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Mace |
3-8 |
6 |
15 |
1/1 |
0x2 |
10 |
|
Forged with full metal, maces are heavier but shorter version of clubs and can deliver greater damage. |
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Flail |
2-5 |
5 |
17 |
1/1 |
0-2x3 |
15 |
|
Made of metal shaped blocks linked to wooden handle by chains, granting extra chance to hit. |
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War Hammer |
4-10 |
9/7 |
24/18 |
1,2/1 |
0x3 |
20 |
|
Wooden handles plugged through large metal blocks. Simple but capable of causing massive damage. |
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Sling + Bullet |
2-5 |
0 |
16 |
1/R |
0x2 |
5+1 |
|
Leather stripes that fires its bullets through swinging momentum, causing impact on enemy when hit. |
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Dagger |
1-4 |
1 |
14 |
1/1,R |
0-1x2 |
10 |
|
Ideal weapon for quick and effective damage. Balanced design for both melee and throwing uses. |
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Blade |
1-4 |
2 |
9 |
1/1 |
0x2 |
15 |
|
Light and semi-soft thin blade weapon, allowing more versatility in attacks. |
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Short Sword |
1-6 |
4 |
15 |
1/1 |
0-2x3 |
17 |
|
Versatile weapon designed to effectively thrust through enemy defense and cause heavy damage. |
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Scimitar |
1-6 |
3 |
11 |
1/1 |
0x1 |
20 |
|
Single side round blade. The unique design grants improved speed and flexibility. |
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Long Sword |
1-8 |
4 |
13 |
1/1 |
0x2 |
20 |
|
Most common and standard weapon. Balanced and effective in all ways with its double blade design. |
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Board Sword |
1-10 |
5 |
15 |
1/1 |
0-1x2 |
25 |
|
Forged with broadened edges to offer improved damage but slight slower speed. |
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Bastard Sword |
1-10 |
8/5 |
13/11 |
1,2/2 |
0x2 |
25 |
|
Larger and longer version of long sword. Can be used with 1 hand or 2 hands for better handling. |
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Katana |
1-10 |
8/5 |
21/16 |
1,2/1 |
0-2x3 |
40 |
|
Finely forged heavy blade. Slower but effective in both attack and blocking when used with 2 hands. |
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Great Sword |
1-12 |
6 |
13 |
2/2 |
0-1x2 |
35 |
|
2 handed sword with extra length and edges that can cause massive damage when well used. |
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Double Blade |
1-6x2 |
5 |
14 |
2/1 |
0-1x3 |
50 |
|
A long staff combined with a blade in each of its end. Designed for high speed and lethalness. |
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Arme-Blache |
1-12 |
7 |
13 |
2/3 |
0x1 |
45 |
|
An enlarged long blade attached to a long staff. Ideal for heavy damage and wide area effect. |
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Buster Sword |
1-14 |
7 |
16 |
2/2 |
0-2x3 |
60 |
|
Massive heavy blade that can easily crush its target with immense weight and large size. |
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Hand Axe |
4-8 |
8/5 |
13/10 |
1,2/1 |
0-1x3 |
15 |
|
Fan shaped blade plugged with wooden handle. Can be used with 2 hands for better power and control. |
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Battle Axe |
5-10 |
10/7 |
17/13 |
1,2/1 |
0x3 |
25 |
|
Designed with 2 fan blades that enables user to block attacks when used with 2 hands. |
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Broad Axe |
6-12 |
9 |
15 |
2/1 |
0-2x3 |
32 |
|
The fan blade of broadaxe is enlarged and broadened to provide more damage and power. |
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Double Axe |
3-6x2 |
9 |
17 |
2/2 |
0-2x3 |
40 |
|
Geared with a small axe on both end of a long staff. Grants additional flexibility and speed. |
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Throwing Axe |
3-6 |
3 |
12 |
1/1,R |
0-1x3 |
15 |
|
Smaller version of hand axe with balanced design. Ideal for melee attacks or throwing. |
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Karma |
2-4 |
5/3 |
10/7 |
1,2/1 |
0-2x3 |
10 |
|
Lighter version of normal axe, with a thinner but longer blade attached to its head. |
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Quarter Staff |
1-6 |
1 |
9 |
2/3 |
0x3 |
5 |
|
Simple and long stout wooden staff. One of the most common weapons for travelers and adventurers. |
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Spear |
1-8x2 |
3 |
18 |
2/4 |
0x3 |
7 |
|
Sharp metal blade plugged on a long wooden staff. Effective for strong and quick thrusting attacks. |
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War Scythe |
1-6x3 |
5 |
24 |
2/2 |
0-2x3 |
15 |
|
Modified version of ordinary scythes. The design grants much greater damage when well used. |
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Halberd |
1-10x2 |
6 |
20 |
2/2 |
0-1x2 |
25 |
|
Designed with a broad blade and sharp spike, ideal for both slashing and piercing attacks. |
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Dart |
1-4x2 |
1 |
21 |
1/1,R |
0x2 |
5 |
|
Small metal spikes or blades that can be thrown or use as melee weapon against enemies. |
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Chain Blade |
1-4x4/2 |
3 |
21/16 |
1/2 |
0x2 |
20 |
|
Enhanced version of conventional whip, with metal blade or chain mounted along its long body. |
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Lance |
1-12x2/1 |
8/5 |
21/16 |
1/3 |
0x2 |
40 |
|
Long, sharp-pointed metal pole arm, designed for maximum penetration power in thrusting. |
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Short Bow + Arrow |
1-6 |
1 |
13 |
2/R |
0x2 |
20+1 |
|
Most standard and early design of bows. Light and simple design provides faster attack rate. |
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Long Bow + Arrow |
3-8 |
2 |
17 |
2/R |
0-1x3 |
30+1 |
|
Bows with elongated body design to provide enhanced penetration power. |
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Composite Bow + Arrow |
1-6x2 |
3 |
18 |
2/R |
0x2 |
35+1 |
|
Improved and crafted version of longbow. Grants higher chance to hit but slightly slower attack speed. |
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Small Crossbow + Bolt |
1-10 |
1 |
19 |
2/R |
0x2 |
30+1 |
|
Modified design of ordinary crossbow. Can be strapped on arm to load and fire and used with a shield. |
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Light Crossbow + Bolt |
1-10 |
2 |
20 |
2/R |
0-1x2 |
40+1 |
|
The original model of crossbows. Designed with elastic but tight string / trigger to fire hardened bolts. |
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Heavy Crossbow + Bolt |
3-12 |
6 |
21 |
2/R |
0-2x2 |
50+1 |
|
Enhanced version of light crossbow. Crafted with larger and heavier design for improved penetration. |
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Arrow |
1-6 |
0 |
|
|
|
1 |
40x |
Ammunition required for bows. |
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Bolt |
1-10 |
0 |
|
|
1 |
40x |
|
Ammunition required for crossbows. |
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Bullets |
2-5 |
0 |
|
|
|
1 |
40x |
Ammunition required for slings. |
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* All range weapon ammunitions are bought in 40x stock
With the exception for high strength characters, most commoners will have problems equipping their defensive gears thus heavier armor does not always mean better. Characters will need to look into their nature and decide the best choice for defense.
Armor Class
Bonus armor class point the item provides when equipped
Names |
A.C. |
Weight |
Price |
Note |
Leather Armor |
1 |
1 |
10 |
|
Leather material processed and boiled with oil to form a hardened shape of armor. |
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Studded Leather |
2 |
2 |
20 |
|
Processed leather plated with metal in many parts to enhance protection. |
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Ring Mail |
3 |
3 |
45 |
|
Large metal rings chained one another into form of armor. Lighter than most full metal armor |
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Chain Mail |
4 |
4 |
80 |
|
Small metal chains linked and layered to cover the wearer’s body. Balanced in weight and protection. |
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Scale Armor |
5 |
5 |
120 |
|
Small plates linked together to form armor. Soft materials are layered beneath to lessen impact. |
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Splint Mail |
6 |
6 |
150 |
|
Formed with larger and thicker plates for enhanced defense, although slightly restrictive in movements. |
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Field Plate |
7 |
7 |
250 |
|
Large heavy plates each cover a portion of wear’s body, and strapped together by leather belts. |
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Full Plate |
8 |
8 |
400 |
|
Enhanced version of field plate. Each piece is connected with metal plates or chain for full protection. |
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Names |
A.C. |
Weight |
Price |
Note |
Buckler |
1 |
1 |
7 |
|
Varied in size but generally is small blocks made of braced wood or full metal. Strapped on arm to use. |
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Small Shield |
2 |
2 |
15 |
|
Mostly made of wood, metal braced or plated to cover arms and half of upper body. |
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Medium Shield |
3 |
3 |
25 |
|
Standard model of shields. Varied with shape and material but generally covers half of the body. |
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Large Shield |
4 |
4 |
40 |
|
Usually made of wood and plated with hard material and can cover the user from head to toe. |
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This category covers a very wide range of items and each has different functions.
Names |
Weight |
Price |
Note |
Cap / Helm / Circlet |
1 |
5 |
-5 critical hit damage |
Including caps, helms and headbands or so. Can effectively protect against critical hits. |
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Gloves / Gauntlets / Bracers |
1 |
5 |
+1 Focus |
Varies in gloves, gauntlets and bracers or such. Used to help defend and lessen damage. |
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Belt / Sash |
0 |
1 |
+8 quick item slots for potions & scrolls |
Thick leather straps around user’s waist. User can pack some small items such as scrolls and potions within its slots for easy use. Only one belt or sash can be equipped at a time. |
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Magic Bag / Holder |
0 |
25 |
+12 inventory slots |
Magic bags or holders are very common tools for travelers and adventurers, for their ability to contain and carry numerous items or gears at ease while taking almost no space or weight. Place these containers in quick slots to use. Note that the first magic bag of each character requires no quick slot and cannot be removed. |
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Gold |
0 |
5000x |
|
General currency to exchange items and services throughout the realm. Works in almost every place. |
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Cape / Cloak / Robe |
0 |
1 |
? |
Main made by silk or hardened cloths. Mostly works as decorations on characters in higher class. |
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Rune of Recall |
0 |
25 |
Teleport user to the teleport gate in nearest town |
A common tool for travelers and adventurers to aid in their quests. The rune is enchanted and linked to teleport gates in all towns and allows instant teleportation when used. Although it costs nothing to teleport the users back to town, the gate keeper do charge 100 gold to users when they wish to teleport back to their original place or other towns. |
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Books & Tomes |
0 |
n/a |
|
Keys |
0 |
0 |
|
Used to open locks on various things such as doors and chests. |
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Character can use skills of other class or higher LV skills that are yet not possible to be learnt by using scrolls. However a save vs. focus 25(+5 per LV) must be made to successfully cast the ability.
In many locations scrolls will be available for purchase. The general price usually increases with the LV of the spell. (In which the stock will also be much rare.) Scrolls will vanish once used.
LV of the Spell |
Price in General |
Save vs. Focus |
1 |
200 |
25 |
2 |
400 |
30 |
3 |
600 |
35 |
4 |
800 |
40 |
5 |
1000 |
45 |
6 |
1500 |
50 |
7 |
2000 |
55 |
8 |
2500 |
60 |
9 |
3000 |
65 |
10 |
3500 |
70 |
The main purpose for accessories such as necklaces and rings is to be used as a decoration or something that holds value through certain special meanings, perhaps a family heritage or such. In occasions there are also held as a symbol of identification or status, sometimes used as a key to grant access to specific area.
Names |
Weight |
Price |
Note |
Noble Gold Necklace |
0(20x) |
75 |
|
A common necklace made of pure gold, usually engraved by decorations or symbols. |
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White Silver Ring |
0(20x) |
50 |
|
The silver ring is commonly seen and made of pure white silver. Often carved with symbols. |
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Green Stone Charm |
0(20x) |
125 |
|
A common accessory on Eastern regions. Usually made of jade stones carved into teardrop shapes. |
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Maiden Tear Necklace |
0(20x) |
1500 |
|
This type of jewelry is rarely seen, and is often made of large piece of pure gemstones. |
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White Star Ring |
0(20x) |
600 |
|
The heart of this ring is made of centerpieces of gemstones, engraved onto silver or black steel ring. |
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Flame Dance Ring |
0(20x) |
60 |
|
These are commonly seen in Western regions. Consist of gemstone and gold carved in combine. |
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Dark Eye Charm |
0(20x) |
175 |
|
A rare accessory of the Requelt race. Made of pure dark iron and materials and carved with runes. |
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Varied in many types, gems are valuable stones that can be found almost anywhere in the Realm. To most people the gems are used as a tool for trade, however alchemists use these to aid them in creation of certain items.
Names |
Weight |
Price |
Note |
Noble Gem |
0(20x) |
20 |
|
Commonly used by nobles for decoration. The gem is simple and glows various deep colors. |
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Ocean Jade |
0(20x) |
30 |
|
Found mostly in deep ocean or coastal area, the jade is smooth and covered by various oceanic colors. |
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Blue Water Stone |
0(20x) |
40 |
|
Commonly found in watery regions. Usually round, smooth and radiates soft pale-blue lights. |
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Sky Chant Gem |
0(20x) |
50 |
|
The gem radiates pale white and sky blue colors, and can be mostly found in Southern West areas. |
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Jet Eye Gem |
0(20x) |
60 |
|
The body of this gem is black like a leopard’s eye, with smooth round edges. |
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Forest Heart Stone |
0(20x) |
70 |
|
Found mostly in mass forest areas, these are green gemstone that radiates forest-green colors. |
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Time Crystal |
0(20x) |
80 |
|
Found mostly in middle Eastern lands, the crystal glitters in countless small purple sparks. |
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Earth Jade |
0(20x) |
90 |
|
Common gemstone in Southern regions, earth jades are simply greenstone that is shiny and smooth. |
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Blood Stone |
0(20x) |
100 |
|
Made of semi transparent, blood-colored substance. These are quite common in Northern-East areas. |
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Dark Stone |
0(20x) |
110 |
|
Exists within deep mountains, its heavy and hard substances that neither radiates nor reflect lights. |
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Star Stone |
0(20x) |
120 |
|
The star stone radiates white-blue lights and glows brightly in dark. Commonly found in mountains. |
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Rainbow Crystal |
0(20x) |
130 |
|
A rare material in middle Southern region, it glitter and sparks in various beautiful colors. |
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Fire Eye Gem |
0(20x) |
140 |
|
Gemstone in Eastern desert region. It earns the name for radiating strong red rays as if like an eye. |
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Moon Stone |
0(20x) |
150 |
|
Round, semi-transparent and radiates light silvery color, they exists in all places but hard to find. |
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Ice Heart Stone |
0(20x) |
160 |
|
Exists only in Northern and Southern poles. This stone glows with purple-blue light under pale white. |
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Pure Tear Stone |
0(20x) |
200 |
|
This crystal is transparent but soft edge and consists of pure substances. A rare type of gemstone. |
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Potions can be found in almost everywhere in the Realm, and often varies in many effects. Some powerful potions are enchanted by immense magic and may contain unimaginable effects and require identification like before they become usable. Character can only use 1 potion each round.
Names |
Weight |
Price |
Effects |
Potion of Healing |
0(20x) |
5 |
+5-7 hit points |
Made of healing herbs through alchemy process, the potion can be used to restore the user’s health. |
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Potion of Greater Healing |
0(20x) |
15 |
+10-15 hit points |
The potion consists of intense elements of healing herbs and is much more efficient in its healing use. |
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Potion of Extra Healing |
0(20x) |
35 |
+20-30 hit points |
This highly enchanted potion is often useful in restoring mass amount of hit points in no time. |
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Potion of Cleansing |
0(20x) |
25 |
+5-10 hit points, remove up to 2 neg. |
A common potion for Erudite travelers. It can restore hit points while also remove negative effects. |
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Potion of Full Healing |
0(20x) |
75 |
Restore all hit points |
With intense enchantments in process of making, the potion can restore one’s health to full. |
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Antidote |
0(20x)) |
5 |
Remove 1 neg. |
Commonly made with all sorts of anti poison matters and can effectively remove poison effects. |
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Erudite Spirit |
0(20x) |
5 |
Slows 1 neg. by 3. |
Made through intense alchemy process, the potion is useful in slowing negative effects. |
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Potion of Clarity |
0(20x) |
25 |
Restore up to 10-15 LV of skills |
Enchanted by magical energy, this can help its user to regain clarity. |
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Potion of Greater Clarity |
0(20x) |
75 |
Restore up to 25-30 LV of skills |
A more intensely enchanted version of clarity potion, and is more effective in its use. |
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Spirit of Strength |
0(20x) |
25 |
+3 strength for 10 turns |
Highly enchanted through alchemy process, it can enhance the user’s strength beyond nature limit. |
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Potion of Fortitude |
0(20x) |
25 |
+3 vitality for 10 turns |
Highly enchanted through alchemy process, it can enhance the user’s vitality beyond nature limit. |
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Oil of Speed |
0(20x) |
25 |
+3 dexterity for 10 turns |
Highly enchanted through alchemy process, it can enhance the user’s dexterity beyond nature limit. |
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Potion of Insight |
0(20x) |
25 |
+3 intelligence for 10 turns |
Highly enchanted through alchemy process, it can enhance the user’s intelligence beyond nature limit. |
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Wine of Splendor |
0(20x) |
25 |
+3 charisma for 10 turns |
Highly enchanted through alchemy process, it can enhance the user’s charisma beyond nature limit. |
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Potion of Invisibility |
0(20x) |
65 |
Turns invisible for 25 turns |
By drinking this potion it add an enchantment to the user that works similar to the invisibility spell. |
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Ale of Heroism |
0(20x) |
15 |
+5 morale per turn for 10 turns |
This specially made ale can bolster one’s morale and courage, showing no fear to all means. |
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Oil of Fire Resistance |
0(20x) |
50 |
-5 vs. fire damage for 8 turns |
The substance can alchemically alter the user’s body and improve its natural resistance against fire. |
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Oil of Cold Resistance |
0(20x) |
50 |
-5 vs. cold damage for 8 turns |
The substance can alchemically alter the user’s body and improve its natural resistance against cold. |
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Oil of Electricity Resistance |
0(20x) |
50 |
-5 vs. electricity damage for 8 turns |
The substance can alchemically alter the user’s body and improve its natural resistance against electricity. |
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Potion of Regeneration |
0(20x) |
15 |
+1 hit points per round for 25 turns |
Made of special healing herb, the potion can greatly increase user’s health regeneration in time. |
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Potion of Perception |
0(20x) |
25 |
+5 to hit for 10 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants improved chance to hit. |
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Oil of Defense |
0(20x) |
20 |
+5 armor class for 5 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants improved armor class. |
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Potion of Agility |
0(20x) |
25 |
+8 reflex for 8 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants faster reflex. |
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Potion of Genius |
0(20x) |
50 |
-3 cast adj. for 10 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants quicker casting. |
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Potion of Fortune |
0(20x) |
125 |
+2 to all saves for 8 turns |
The drink is made to effectively bolster one’s defense against effects of all sorts of harms. |
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Spirit of Might |
0(20x) |
35 |
+1-10 attack damage for 10 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants greater capability to deal damage. |
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Oil of Giant Power |
0(20x) |
2500 |
+1 strength permanently |
Enchanted by special rituals, this drink can grant permanent strength enhancement effect to its user. |
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Wine of Behemoth Constitution |
0(20x) |
2500 |
+1 vitality permanently |
Enchanted by special rituals, this drink can grant permanent vitality enhancement effect to its user. |
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Spirit of Ghost Grace |
0(20x) |
2500 |
+1 dexterity permanently |
Enchanted by special rituals, this drink can grant permanent dexterity enhancement effect to its user. |
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Potion of Diviner Sense |
0(20x) |
2500 |
+1 intelligence permanently |
Enchanted by special rituals, this drink can grant permanent intelligence enhancement effect to its user. |
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Wine of Great Charm |
0(20x) |
2500 |
+1 charisma permanently |
Enchanted by special rituals, this drink can grant permanent charisma enhancement effect to its user. |
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Oil of Elemental Resistance |
0(20x) |
150 |
-5 vs. fire, cold and electricity damage |
The substance can alchemically alter the user’s body and improve its natural resistance. |
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Potion of Strong Arms |
0(20x) |
50 |
+5 save vs. strength for 10 turns |
The drink is made to effectively bolster one’s defense against general entanglement effects. |
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Wine of Greater Fortitude |
0(20x) |
50 |
+5 save vs. vitality for 10 turns |
The drink is made to effectively bolster one’s defense against general weakening effects. |
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Oil of Avoidance |
0(20x) |
50 |
+5 save vs. dexterity for 10 turns |
The drink is made to effectively bolster one’s defense against general skill damage effects. |
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Potion of Arcane Defense |
0(20x) |
50 |
+5 save vs. intelligence for 10 turns |
The drink is made to effectively bolster one’s defense against general spell and magic effects. |
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Spirit of Iron Will |
0(20x) |
50 |
+5 save vs. charisma for 10 turns |
The drink is made to effectively bolster one’s defense against general mind affecting effects. |
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Potion of Invulnerability |
0(20x) |
200 |
+7 armor class, +8 to all saves for 5 turns |
Enchanted by powerful magic, this potion can greatly improve the one’s defense to a level beyond natural. |
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Nordic Battle Wine |
0(20x) |
25 |
+1 critical hit threat for 7 turns |
This wine is alchemically brewed and can enhance the user’s combat capability upon drinking. |
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Horis Tribal Spirit |
0(20x) |
20 |
+15 maximum hit points for 15 turns |
This spirit is alchemically brewed and can enhance the user’s maximum hit points upon drinking. |
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Barbarian Black Ale |
0(20x) |
5 |
+8 maximum morale for 25 turns |
This ale is alchemically brewed and can enhance the user’s maximum morale upon drinking. |
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Holy Water |
0(20x) |
15 |
+2 to hit and damage vs. evil for 12 turns |
This are blessed by divine energy and allows the user to better cause harm against evils. |
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Oil of Entanglement Defense |
0(20x) |
50 |
+6 save vs. fire skills for 10 turns |
Enchanted with fire element, this drink is able to improve user’s defense against entanglement skills. |
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Wine of Weaken Defense |
0(20x) |
50 |
+6 save vs. aqua skills for 10 turns |
Enchanted with water element, this drink is able to improve user’s defense against weaken skills. |
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Potion of Magic Defense |
0(20x) |
50 |
+6 save vs. wind skills for 10 turns |
Enchanted with air element, this drink is able to improve user’s defense against magic skills. |
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Spirit of Mind Defense |
0(20x) |
50 |
+6 save vs. earth skills for 10 turns |
Enchanted with earth element, this drink is able to improve user’s defense against earth-based skills. |
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Potion of Absorption |
0(20x) |
60 |
-2 vs. all damage for 7 turns |
Magically enchanted, this potion can grants damage absorption ability to its user. |
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Spirit of Wind |
0(20x) |
15 |
+10 movement speed for 15 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants faster movement speed. |
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Potion of Long Vision |
0(20x) |
15 |
+20 sight for 15 turns |
Alchemically made to temporarily enhance the user’s senses, the potion grants longer sight visions. |
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Wine of Ghost Sight |
0(20x) |
35 |
Gain detection vs. invisible for 15 rounds |
Magically enchanted, this potion can grants detection ability to its user. |
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Spirit of Life |
0(20x) |
100 |
Resurrect 1 dead character |
This highly enchanted spirit can be used once to resurrect 1 dead character with but 1 hit point. |
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Water of Truth |
0(20x) |
50 |
Identify 1 item or creature |
The enchanted water is imbued with divination magic, allowing the user to gain insight of its target. |
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Potion of Rejuvenation |
0(20x) |
125 |
+6 HP / LV skill per round for 15 turns |
Made with special and rare medicine, the potion can effectively restore life and clarity in time. |
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Polander Flaming Ale |
0(20x) |
20 |
+2 to hit & damage, -5 max morale for 15 turns |
This specially brewed ale has very strong taster and hit to the senses. It brings the user to a near berserk state. |
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Anti Magic Potion |
0(20x) |
100 |
Block all spell LV4 or less for 6 turns |
Magically enchanted, this potion can grants magic immunity ability to its user. |
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Spirit of Luck |
0(20x) |
150 |
+1 vs. all rolls for 8 turns |
Magically enchanted, this potion can grants minor enhancement of all abilities to its user. |
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Potion of Mind Focus |
0(20x) |
15 |
+5 focus for 7 turns |
This drink allows the user to better focus their minds and avoid being disrupted during casting. |
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