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Dragon's Edge(weapon shop)Edit

WeaponsEdit

Weapon Name Type Damage Cost Description Stock
Knife(generic) Dagger 5 100 777
Throwing Knife(Generic) Dagger 5 110 Has a range of 2 meters and a maximum range of 10 meters. 777
Shortsword(generic) Sword 10 130 777
Longsword(generic) Sword 15 180 777
Greatsword(generic) Sword 20 225 777
Bastard Sword(generic) Sword 15 195 Increases accuracy by +1 when held with both hands 777
Short bow(generic) Bow 15 200 Has a range of 20 meters and a maximum range of 100 meters 777
Crossbow(generic) Bow 15 150 Reloading requires having not moved that round. Has a range of 20 meters and a maximum range of 100 meters 777
Scythe(generic) Scythe 15 155 Requires two hands 777
Rungu Mace 10 130 armor protects against an extra 4 damage against rungu attacks. Has a range of 2 meters and a maximum range of 10 meters. 777
Jutte Mace 10 190 armor protects against an extra 4 damage against rungu attacks. It has the same properties as a wood buckler. 777
Sling Sling 5 30 -1 accuracy and armor protects against an extra 4 damage against sling attacks. Has a range of 2 meters and a maximum range of 10 meters. 777
Kusarigama Whip 15 135 -1 accuracy, opponent gets -1 to defense roll. Can take an additional -3 to accuracy to make a trip or disarm attack. If regular attack misses by 6 or the natural roll is 1,1, the attack hits the owner instead.
Whip(generic) Whip 10 140 Opponent gets -1 defense roll. Can take a -3 to accuracy to make a trip or disarm attack. Armor protects against an extra 4 damage against whip attacks. The wielder of the whip always attacks before the enemies. If the wielder of the whip gets an attack 6 above the defener's roll, the defender cannot approach the whip wielder or go past the whip wielder.
Spear(generic) Spear 15 200 The wielder of the spear always attacks before the enemies. Requires both hands. If the wielder of the spear gets an attack 6 above the defener's roll, the defender cannot approach the spear wielder or go past the spear wielder.

Royal Armory(armor shop)Edit

Item Name Type Defense Cost Description Stock
Leather tunic(generic) Armor 4 100 777
Leather armor(generic) Armor 6 165 777
Chain armor(generic) Armor 10 250 777
Wood buckler Shield 2 125 +1 dodge 777
Metal buckler Shield 4 185 +2 dodge 777
Leather charm Armor 4 100 777
Studded charm Armor 6 165 777
Chain charm Armor 10 250 777

(Note: Shields provide dodge bonus by default but not armor. Shields provide armor instead of dodge only if the enemy decides to try to overpower the shield.)

Fae Deluge(alchemist shop)Edit

Item Name Type Effect Cost Description Stock
Aid water Magic Potion Heals up to 20 HP. Can be quaffed partially. 50 777
Spirit water Magic Potion Heals up to 20 EP. Can be quaffed partially 50 777

Magic mall(magic and misc. shop)Edit

Jewelery and AccessoriesEdit

Item Name Type Effect Cost Decsription Stock
Catalyst Bracelet Bracelet +25 EP that can only be spent on magic spells. 250 A silver bracelet with a Sapphire imbedded. 777
Torch pendent Necklace Emits light, like a torch. Can be turned on and off. 10 For when you don't want to have to carry a flaming stick around. 777
Cloak Cloak Same properties as wooden buckler. Doesn't stack. 125 A cloak specifically designed for parrying. It's still just cloth though, but it looks fashionable. Comes in different colors. 777

Arcanist SpellsEdit

Spell Name Cloister Cost Description Spell Name Cloister Cost Description Spell Name Cloister Description Spell Name
Light 1st 500 Produces light 10 Meters around the caster. Warmth 1st 500 Produces 10 Meters of warmth around the caster.
Cool 1st 500 Produces 10 Meters of cooler temperature around the caster Hide Light 1st 500 Creates 3 Meters of darkness around a target 10 Meters away or less.
Summon Rain 1st 500 Creates 10 Meters of rain around the caster. Trick Sound 1st 500 Create sound in a 10 Meter area up to 10 Meters away.
Dye 1st 500 Change the color of 1 article of clothes, hair, or items Clean 1st 500 Cleans a person or object.
Telepathic Whisper 1st 500 Send a mental message to a target party member up to 10 Meters away. Elemental Enchant 1st 1500 Change the element of a weapon that does up to 25 damage.
Lightning Shock 1st 1000 Lightning that shoots up to 10 meters away and deals 25 damage Freeze Ray 1st 1000 Freezes a target and deals 15 damage 10 meters away.
Ignite 1st 1000 Deals 10 damage 10 meters away and sets target on fire. Energy Bolt 1st 1000 Deals 20 Energy damage 10 meters away.
Ghost Blade 1st 1000 Deals 15 damage 10 meters away. Penetrates armor and forcefields. Flash 1st 900 Blind targets in a 3 meter radius
Ice Web 1st 1250 freeze a target 10 meters away and do 5 damage. Holding Shock 1st 1000 Stuns a target 10 meters away and does 10 damage.
All Element Evade 1st 1250 Gives +1 DCV against any elemental attack. 10 meter range. Fire Shield 1st 1250 Reduces 12 fire damage. 10 meter range.
Ice Shield 1st 1250 Reduces 12 ice damage. 10 meter range. Lightning Shield 1st 1250 Reduces 12 lightning damage. 10 meter range.
Energy Shield 1st 1250 Reduces 12 energy damage. 10 meter range. Magic Shield 1st 1250 Grants a shield with +2 dodge and +4 armor.
Magic Armor 1st 1500 Reduces 12 physical damage. Magic Field 1st 1500 Grants a level 2 forcefield.

Chaneller SpellsEdit

Grimoires and Grimoire SpellsEdit

Adventurer SkillsEdit

Wanderer SkillsEdit

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