AIOIT

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In the world of Raxia, skills and magic will only get one so far. Even if a PC excels at their classes, there are times where it can be too dangerous to rely on skill alone. It is those times where the proper items and equipment can make a difference. The items introduced here are just some of those found in the world of Raxia.

Item Data

The following is a list view of items, and explanations for each section.

※Category

Sword, Axe, etc. are described as such. This also affects the 《Weapon Proficiency/**》 Combat Feat.

※Rank

For weapons and armor, there are four ranks: B, A, S, and SS. B-Rank equipment can be equipped by anyone. A-Rank equipment requires the appropriate 《Weapon Proficiency/**》 or 《Armor Proficiency/**》 Combat Feat, while S-Rank equipment requires 《Weapon Proficiency II/**》 or 《Armor Proficiency II/**》 to be used without issue.

All SS-Rank weapons are treated as magical weapons, and the Combat Feat 《Weapon Master》 or 《Armor Master》 is required in order to use such powerful equipment. They cannot be wielded in any other way. SS-Rank equipment also cannot be custom-forged, but they can eventually be made into a character's Favored Weapon or Armor.

1. Name

The name of the weapon, armor, etc.

2. Stance

The number of hands required to use the weapon effectively. Also notes whether or not the weapon can be thrown, as well as methods of usage. The notations are as follows.

  • [1H]: Requires one hand to wield.
  • [2H]: Requires both hands to wield.
  • [1H†]: Allows either one or two hands to wield. Data for 2-handed stance is included immediately below.
  • [1H*]: Can be used as a throwing weapon. If thrown, counts as a Thrown missile weapon instead of it's normal category.
  • [1H#]: Does not use the hands, but is still treated as a 1-handed weapon.
  • [2Hᵴ]: This weapon has multiple stances, and deals slashing damage.
  • [2Hᵱ]: This weapon has multiple stances, and deals piercing damage.

3. Min STR

Stands for Minimum Strength. A PC needs to have a Strength equal to or exceeding the listed Strength to equip that item. If their strength is greater than this number, they can equip the weapon or armor. PC cannot equip weapons and armor that exceed their own strength. There are also restrictions depending on the class. When equipping multiple weapons and armor, these numbers do not add up.

4. Accuracy

Shows how accurate each weapon is. Modifies the Accuracy check when using that weapon.

5. Power

The Power of the weapon. A results of a roll of 2d, when compared to the chart ranging from 3-12 for each weapon, determines the damage calculation.

6. Crit Rate

Shorthand for "Critical Threshold". When attacking, if the total of your dice alone meet or exceed the Crit Rate, your attack is a critical.

7. Add'l Dmg

This is a value that only [Crossbows] have and stands for Extra Damage.

8. Magic Power

Mainly used by [Guns]. When determining damage, add the number given to the roll.

9. Range

Unique to [Guns]. Represents the effective range of weapons that require aiming at the desired target.

10. Max Magazine

Represents a [Gun]'s maximum capacity for bullets.

11. Evasion

Certain armor and shields may modify a PC's evasion. This may be in addition to, or for some armors instead of, Defense.

12. Defense

Represents the defenses provided by armor and shields. This is often given in addition to Evasion, but there are exceptions.

13. Price

The price of weapons, armor, items, etc. Listed in Gamels (G). Unwanted equipment can be bought back for half the listed price.

Melee Weapons

Most melee weapons tend to be inexpensive, and their use tends to earn favor with those who fight on the front lines. However, even a wizard may use melee weapons in self-defense, though not as proficiently. Even punches, kicks, and wrestling techniques will be examined here.

Each category is separated according to strength and ease of use, with more difficult weapons requiring a bit more training to use. Otherwise, there is naught but money stopping one from purchasing their weapon of choice.

Swords

Swords and knives. Relatively easily concealed, and just as easily drawn.

B-Rank Swords
Name Stance Min STR Accuracy Power Crit Rate Price
Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 10 30
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 10 50
Short Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 10 80
Rapier 1H 8 - 8 0 1 2 2 3 4 4 5 6 6 10 110
Saber 1H 10 - 10 1 1 2 3 3 4 5 5 6 7 10 190
Estoc 2H 11 - 21 1 2 3 4 6 6 7 8 9 10 10 370
Long Sword 1H† 13 - 13 1 2 3 3 4 4 5 6 7 7 10 440
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 10
Broad Sword 1H 15 - 15 1 2 3 4 4 5 5 6 7 8 10 340
Bastard Sword 1H† 17 - 17 1 2 3 4 5 5 6 7 7 8 10 560
2H 17 - 27 2 3 4 6 6 8 8 9 9 10 10
Falchion 2H 18 - 28 2 3 4 6 6 8 9 9 10 10 10 790
Zweihander 2H 20 - 30 2 4 6 6 7 8 9 10 10 10 10 860
Shamshir 2H 22 - 32 3 4 5 6 7 8 10 10 10 11 10 950
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 10 1,020


  • Knife: A small, single-edged blade no longer than 20cm. Also usable outside of combat with little difficulty.
  • Dagger: A durable, double-edged blade between 20 and 30cm long, it is also able to be thrown if need be.
  • Short Sword: A blade about 40cm long. Because it's easy to use with one hand, it is often useful in self-defense, or as a spare weapon.
  • Rapier: A slender sword, mainly used with a thrusting stance. The thin blade is just under 1m long, and can flex quite a bit.
  • Saber: A 1m long single-edged sword with a slight curve in the blade, it is especially well made for slashing.
  • Estoc: A large two-handed sword. The blade is more of a cone-shape, designed to pierce rather than slash.
  • Long Sword: A double-edged sword with a straight blade just over 1m long. One of the most commonly seen swords, it can be used one or two-handed.
  • Broad Sword: A double-edged sword with a wide blade. The overall length is around 1m.
  • Bastard Sword: A sword with a long hilt and a 1.5m long blade, it can easily be used one or two-handed.
  • Falchion: A single-edged sword with a 1.5m long curved blade.
  • Zweihander: A massive, 2m long sword designed to be used in both hands.
  • Shamshir: A large sword with a large, warped single-edged blade. The total length of the blade is typically between 1.5 and 1.8m long.
  • Great Sword: A long, two-handed sword with a thick, straight blade 2m long.

A-Rank Swords
Name Stance Min STR Accuracy Power Crit Rate Price
Flissa 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 10 880
Flamberge 1H† 23 - 28 2 3 4 6 6 8 9 9 10 10 10 1,580
2H 23 - 38 3 5 6 7 8 10 10 11 12 13 10
Dragonslayer 2H 28 - 43 4 6 7 8 9 10 11 12 13 14 10 2,760
Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 10 820
Defender※ 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 10 1,770
Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 10 1,450

※: +1 Defense

  • Flissa: A single-edged sword around 1m long. The blade itself is slightly warped, but retains sharpness surprisingly well.
  • Flamberge: A long sword, it's 1.5m long blade is quite wavy. These waves are supposed to be reminiscent of flames, and reinforce the blade.
  • Dragonslayer: A huge sword, well over 2m in length. It's said that this sword is strong enough to cut through even the neck of a dragon.
  • Fast Spike: A small, 10cm long needle-like dagger. While small, it can hit key points quite accurately.
  • Defender: A straight blade 1m long, it has a large basket hilt designed to protect the user.
  • Steel Blade: A steel sword made with sophisticated technology. It boasts a 1.2m long hardened steel blade.

S-Rank Swords
Name Stance Min STR Accuracy Power Crit Rate Price
Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 9 2,150
Mythril Sword 1H 15 - 25 2 3 4 5 6 7 8 8 9 10 10 7,500
Slasher 1H 21 - 31 2 4 5 6 7 8 9 10 10 11 10 5,750
Claymore 1H† 26 - 36 3 5 5 7 8 9 10 11 11 12 10 8,000
2H 26 - 46 4 6 7 9 10 10 12 13 13 14 10
Sentinel 2H 35 - 55 5 7 10 10 11 12 13 14 16 16 10 14,000


  • Piercer: A 20cm long dagger designed for piercing, it can punch through gaps in armor and attack key points.
  • Mythril Sword: A long sword made of mythril, with a blade just over 1m long. While light, it is razor sharp, and counts as a silvered weapon.
  • Slasher: Similar to the Shamshir, this single-edged blade has a slight warp to emphasize sharpness. The blade is close to 1.5m long, and it is difficult to handle well.
  • Claymore: A two-handed sword with a large crossguard and hilt. It's massive straight blade is easily more than 2m long.
  • Sentinel: A huge two-handed sword with a double-edged blade over 2m long, the sight alone causing enemies to flee in fear.

SS-Rank Swords
Name Stance Min STR Accuracy Power Crit Rate Price
Angel Feather 1H 2 +2 17 1 2 3 4 5 5 6 7 7 8 10 60,000
Hyperion 1H† 20 +1 40 4 5 6 7 9 10 11 11 12 13 10 80,000
2H 20 +1 50 4 6 8 10 10 12 12 13 15 15 10
Geister ※ 2H 30 +1 70 5 9 10 12 14 16 17 18 19 19 10 95,000

※:While equipped, user takes 5 damage at the end of each turn.

  • Angel Feather: A slender, straight sword lighter than a feather and razor-sharp. The total length of the blade is around 60cm.
  • Hyperion: A 1.5m long sword with a shining blade, this sword is gracefully designed to give off a noble appearance.
  • Geister: A 2m long black sword, the blade has a terrifying pattern forged into it. There is also a sickly miasma around the blade, affecting even the wielder.

Axes

Whether single- or double-bladed, the defining feature of axes is their immense Power. This is balanced out by their increased difficulty to critically hit, however.

B-Rank Axes
Name Stance Min STR Accuracy Power Crit Rate Price
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 11 90
Battle Axe 1H† 16 - 21 1 2 3 4 6 6 7 8 9 10 11 360
2H 16 - 31 2 4 5 6 7 8 9 10 10 11 11
Great Axe 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 11 410
Heavy Axe 1H† 20 - 25 2 3 4 5 6 7 8 8 9 10 11 440
2H 20 - 35 3 4 5 7 8 9 10 10 11 12 11
Bullova 2H 22 - 37 3 5 6 7 8 9 10 11 12 12 11 490
Minotaur's Axe 2H 30 - 45 4 6 7 9 10 10 11 12 13 14 11 950


  • Hand Axe: A one-handed axe, about 60cm long. While it can be used in melee, it's also weighted to be able to be easily thrown.
  • Battle Axe: A double-bladed axe, these range from 80cm to 1m long.
  • Great Axe: A 1.5m long axe designed to be used in two hands.
  • Heavy Axe: A large, single-bladed axe over 1.5m long. While sharp, it relies more on the weight of the axe to cut through enemies.
  • Bullova: A 1.5m long axe. This axe has some stigma around it, as they are often seen in the hands of executioners.
  • Minotaur's Axe: Over 3m in length, this war axe is much larger and heavier than most, and so few people can actually use it effectively.

A-Rank Axes
Name Stance Min STR Accuracy Power Crit Rate Price
Halberd 2Hᵴ 20 - 40 4 5 6 7 9 10 11 11 12 13 11 1,080
2Hᵱ 20 - 35 3 4 5 7 8 9 10 10 11 12 10
Tabarzin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 11 840
Long Axe 2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 11 990
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 10


  • Halberd: Easily more than 2m long, this weapon has a spear tip attached to the haft behind the axe-head, allowing for both slashing and piercing attacks.
  • Tabarzin: A lightweight one-handed axe. It's crescent-shaped head sits at the end of a 1m long handle.
  • Long Axe: A long-handled axe, just under 2m in length. It has a spear tip attached to the haft, suitable for piercing thrusts as well.

S-Rank Axes
Name Stance Min STR Accuracy Power Crit Rate Price
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 11 2,300
Mythril Axe 1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 11 8,000
2H 18 - 43 4 6 7 8 9 10 11 12 13 14 11
Voulge 2H 34 - 59 5 9 10 11 12 12 14 15 16 17 11 13,400


  • Hatchet: A small axe, 30 to 50cm. Able to be thrown, it is also a useful tool for hikers and adventurers.
  • Mythril Axe: A 1m long battle axe made of mythril. It is incredibly deadly for its size, and counts as a silvered weapon.
  • Voulge: A long-handled weapon with a pointed axe at the end, these powerful weapons can reach up to 3m in length.

SS-Rank Axes
Name Stance Min STR Accuracy Power Crit Rate Price
Dynast 2H 40 -1 90 7 10 12 15 18 19 21 23 25 26 11 114,000


  • Dynast: A 2m long two-handed battle axe with an incredibly large, beautifully detailed blade.

Spears

The spear is one of the most basic, but brutally effective, weapons. Characterized by the point at the end of it's haft, it's increased Power comes at the loss of Accuracy.

B-Rank Spears
Name Stance Min STR Accuracy Power Crit Rate Price
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 10 65
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 10 110
Spear 1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 10 170
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 10
Long Spear 1H† 20 -1 25 2 3 4 5 6 7 8 8 9 10 10 220
2H 20 - 30 2 4 4 6 7 8 9 10 10 10 10


  • Javelin: A 1m long spear, designed specifically to be thrown.
  • Short Spear: A 1m long spear, it is able to be wielded in one hand with little effort.
  • Spear: A standard 2m long spear. It can be used either one- or two-handed.
  • Long Spear: A spear whose haft is longer than 2m.

A-Rank Spears
Name Stance Min STR Accuracy Power Crit Rate Price
Ahlspiess 1H† 15 -1 25 2 3 4 5 6 7 8 8 9 10 10 480
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 10
Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 9 880
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 10 460
Pike 1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 10 1,750
2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 10
Normal Lance ※ 1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 10 1,200

※:+2 damage while riding

  • Ahlspeiss: This spear is roughly 1.5m long, though the actual metal tip of the spear has been extended to about half of that length.
  • Pilum: A one-handed spear 2m long, it is made entirely out of metal. Its weight allows it to pierce metal armor quite easily.
  • Trident: A 2m long spear, its tip is forked into three sharp points. Able to be thrown, it is also often used in fishing.
  • Pike: A 3m long or longer spear, designed to counter cavalry charges by impaling the mounts.
  • Normal Lance: An assault spear, designed to be used from horseback. About 3m long, it can also be used on foot, though to lesser effect.

S-Rank Spears
Name Stance Min STR Accuracy Power Crit Rate Price
Partisan 1H 7 -1 22 1 2 3 5 6 6 7 8 9 10 10 1,990
Mythril Spear 1H† 18 -1 33 3 4 5 6 8 8 10 10 10 11 10 7,930
2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 10
Corsesca 1H† 30 -1 45 4 6 7 8 9 10 11 12 13 14 10 12,800
2H 30 -1 55 5 7 10 10 11 12 13 14 16 16 10
Heavy Lance ※ 1H 25 -1 40 4 5 6 7 9 10 11 11 12 13 10 8,280

※: +3 damage while riding

  • Partisan: A long spear, usually 2m or so, with a broad spearhead.
  • Mythril Spear: 2m long, this lightweight spear is easily able to pierce through heavy metal armor.
  • Corsesca: A spear between 2 and 2.5m long, it has two wide blades extending from the tip.
  • Heavy Lance: A much heavier lance, the weight of the weapon greatly increases its destructive ability.

SS-Rank Spears
Name Stance Min STR Accuracy Power Crit Rate Price
Fatal Lance ※ 1H 25 - 50 4 6 8 10 10 12 12 13 15 15 10 66,000

※: +5 damage while riding

  • Fatal Lance: A powerful lance, blessed by fate. When riding, its offensive power is outstanding.

Maces

With both high Power and higher accuracy, the mace is a dangerous weapon. Don't expect to critically hit all too often, however.

B-Rank Maces
Name Stance Min STR Accuracy Power Crit Rate Price
Light Mace 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 12 120
Heavy Mace 1H† 15 +1 20 1 2 3 4 5 6 7 8 9 10 12 330
2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 12
Maul 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 12 440
Ogre Maul 2H 30 +1 45 4 6 7 9 10 10 11 12 13 14 12 640


  • Light Mace: A lightweight hammer, its small size (50cm) allows for easy one-handed usage.
  • Heavy Mace: 70cm long, this hammer is larger and heavier than the Light Mace, making it easier to crush enemies.
  • Maul: Little more than a large iron ball on a handle, some mauls can reach up to 2m long and require two hands to wield properly.
  • Ogre Maul: A much heavier Maul, this great weapon requires significant strength to pick up and use.

A-Rank Maces
Name Stance Min STR Accuracy Power Crit Rate Price
Biliong 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 12 460
Steel Blow 1H 13 +1 23 2 2 3 5 6 7 7 8 9 10 12 710
Ball Mace 2H 23 +1 43 4 6 7 8 9 10 11 12 13 14 12 1,220


  • Biliong: A strange weapon, a hammer head extends from the 1m long handle at a right angle. Despite the odd appearance, it is still a deadly weapon.
  • Steel Blow: A club with quality steel covering the ends of the hammer. Only around 50cm long, it is easy to swing one-handed.
  • Ball Mace: Over 2m long, this is a version of the Light Mace only meant to be used two-handed.

S-Rank Maces
Name Stance Min STR Accuracy Power Crit Rate Price
Bludgeon 1H 5 +2 15 1 2 3 4 4 5 5 6 7 8 12 1,360
Mythril Mace 1H 15 +2 25 2 3 4 5 6 7 8 8 9 10 12 7,200
Troll Buster 2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 12 10,800


  • Bludgeon: A crude weapon, around 1m long. What it lacks in appearance it more than makes up in sheer power.
  • Mythril Mace: 70cm long, this mace is made of solid mythril. Trading weight for speed, it can deliver lightning-fast crushing blows.
  • Troll Buster: A massive hammer, over 3m in length. It takes incredible strength to even pick this up, but it can crush foes in one blow.

SS-Rank Maces
Name Stance Min STR Accuracy Power Crit Rate Price
Zeno 2H 28 +3 53 5 7 9 10 11 12 12 14 15 15 12 92,000


  • Zeno: A 2m long mace with a large head. It is said to be able to track its target while in combat, ensuring it will never miss.

Staves

A sturdy piece of carved wood, staves are reliable weapons, even for those of lower Strength. Spellcasters also use them as a channel for their magic, though typically Sorcerers are seen focusing their Truespeech Magic through one.

B-Rank Staves
Name Stance Min STR Accuracy Power Crit Rate Price
Mage Staff 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 12 110
Quarterstaff 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 12 140


  • Mage Staff: A straight wooden staff, typically between 1 and 1.5m long. It can be used as a Magical Implement.
  • Quarterstaff: This solid wood staff is just under 2m long, and can be used as a spellcaster's Magical Implement.

A-Rank Staves
Name Stance Min STR Accuracy Power Crit Rate Price
Mana Staff ※1 2H 3 +1 13 1 2 3 3 4 4 5 6 7 7 12 6,800
Leech Staff ※2 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 12 7,000

1: Magic Power +1, and is considered a magical weapon.
2: Magic Damage +2.

  • Mana Staff: A small magical wand, less than 1m long, with spent Mako Stone shards and other jewels embedded in the ends.
  • Leech Staff: Over 2m long, this ornate staff has its own magical power that skilled spellcasters can tap into.

S-Rank Staves
Name Stance Min STR Accuracy Power Crit Rate Price
Black Rod ※1 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 12 22,500
Sorcerer's Staff ※2 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 12 22,500

1: Reduces MP use by -1 (to a minimum of 0).
2: +2 bonus to Spellcasting checks.

  • Black Rod: This magical wand allows the user to conserve mana. About 2m long, it can easily be identified by its blackened wood.
  • Sorcerer's Staff: This 2m long staff has a large jewel inlaid into one end. Just holding it enhances one's concentration.

SS-Rank Staves
Name Stance Min STR Accuracy Power Crit Rate Price
Magus ※ 2H 14 +1 44 4 6 7 8 10 10 11 12 13 14 12 100,000

※:Wielder can spend HP instead of MP to cast spells.

  • Magus: This staff is embedded with blood-red jewels, dully glowing with an inner light. Holding it allows one to channel life into mana.

Flails

A weight or iron ball attached with a chain to a handle, a flail is a simple weapon. However, while its swings carry a lot of Power, they lack the Accuracy of other weapons in exchange.

B-Rank Flails
Name Stance Min STR Accuracy Power Crit Rate Price
Light Flail 1H 7 -1 12 1 2 2 3 4 4 5 6 6 7 10 90
Flail 1H† 10 -1 15 1 2 3 4 4 5 5 6 7 8 10 240
2H 10 -1 25 2 3 4 5 6 7 8 8 9 10 10
Morningstar 1H 12 -1 17 1 2 3 4 5 5 6 7 7 8 10 280
Heavy Flail 1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 10 340
2H 15 -1 30 2 4 4 6 7 8 9 10 10 10 10


  • Light Flail: Suitable for one-handed use, this 50cm long flail is little more than a single weight chained to a handle.
  • Flail: Typically between 70 and 80cm long, a normal flail had multiple chains attached to a single handle, each with their own weight.
  • Morningstar: Though this weapon is a spiked ball at the end of a chain, the danger comes from its crushing weight, rather than the spikes.
  • Heavy Flail: Originally a grain threshing tool, this weapon is a slightly smaller rod chained to the 1m long handle.

A-Rank Flails
Name Stance Min STR Accuracy Power Crit Rate Price
Goedendag 1H† 18 -1 28 2 3 4 6 6 8 9 9 10 10 10 1,540
2H 18 -1 38 3 5 6 7 8 10 10 11 12 13 10
Rising Sun 1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 10 1,200
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 10
Scorpion Tail 2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 10 2,600


  • Goedendag: A stick made of chains and reinforced with spikes is attached to a 2m long handle.
  • Rising Sun: Similar to the Morningstar, though this weapon replaces the iron spikes with deadly sharp blades.
  • Scorpion Tail: A 1m long handle that has three small spiked balls chained to it.

S-Rank Flails
Name Stance Min STR Accuracy Power Crit Rate Price
Jail Impact 1H 19 -1 29 2 3 4 6 6 7 8 9 9 10 9 5,100
Titan Flail 2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 9 12,500


  • Jail Impact: An iron ball sits at the end of a 2m long chain, which swings in unexpected ways.
  • Titan Flail: A chain longer than 2m is attached to a handle, a massive iron ball at the end of the chain. A direct hit with this is devastating.

SS-Rank Flails
Name Stance Min STR Accuracy Power Crit Rate Price
Silver Comet 1H† 15 - 35 3 4 5 7 8 9 10 10 11 12 9 71,000
2H 15 - 45 4 6 7 9 10 10 11 12 13 14 9


  • Silver Comet: 1.5m long, it is similar in style to the Morningstar. However, this weapon leaves a silver trail behind when swung, allowing for accurate attacks.

Warhammers

A weapon used by rank-and-file troops, warhammers are relatively inexpensive, but difficult to successfully attack with.

B-Rank Warhammers
Name Stance Min STR Accuracy Power Crit Rate Price
Pick 1H 2 -1 7 0 1 1 2 3 4 4 5 5 6 10 60
Warhammer 1H 11 -1 16 1 2 3 4 4 5 6 7 7 8 10 250
Mattock 2H 20 -2 40 4 5 6 7 9 10 11 11 12 13 10 440


  • Pick: A small pickaxe, this 80cm long weapon can also be used as a mining tool.
  • Warhammer: A combat hammer with claws on one side of the head. Just under 1m long, it can easily be used one-handed.
  • Mattock: A large pickaxe, typically between 1 and 1.5m long. While not suited for combat, it is powerful nonetheless.

A-Rank Warhammers
Name Stance Min STR Accuracy Power Crit Rate Price
Bec-De-Corbin 2Hᵴ 20 -1 40 4 5 6 7 9 10 11 11 12 13 10 1,800
2Hᵱ 20 -2 45 4 6 7 9 10 10 11 12 13 14 10
War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 10 600
Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 10 1,680


  • Bec-De-Corbin: A long-handled weapon, this 2m long weapon has a spear tip and a pick similar to that of a raven's beak at the end.
  • War Pick: A 1m long pick with a wider blade, designed specifically as a weapon.
  • Guisarme: This weapon has a razor-sharp, hooked blade at the end of its 3m long handle.

S-Rank Warhammers
Name Stance Min STR Accuracy Power Crit Rate Price
Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 10 2,600
Bec-de-Faucon 1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 10 10,300
2H 22 -2 52 5 7 8 10 11 12 12 13 15 15 10
Heavy Anchor 2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 10 12,000


  • Chekan: A 50cm long sickle-like weapon. Difficult to wield correctly, but powerful when used properly.
  • Bec-De-Faucon: Similar to the Bec-De-Corbin, this 2m long weapon has a wide blade instead of the pick at the end.
  • Heavy Anchor: A massive steel weapon in the shape of an anchor. Little can stand up to a swing of this gargantuan weapon.

SS-Rank Warhammers
Name Stance Min STR Accuracy Power Crit Rate Price
Rosenhagen 2H 19 -1 39 4 5 6 7 8 10 11 11 12 13 8 87,700


  • Rosenhagen: 1.5m long, this warhammer has an ornate design with thorny roses and flowers. However, it is still a deadly weapon.

Wrestling

Encompasses punching, kicking, Grappler techniques, and weapons that can be used with punches or kicks. It is important to know that the weapons listed here do not inhibit any sort of movement of the arms or legs.

B-Rank Wrestling
Name Stance Min STR Accuracy Power Crit Rate Price
Punch 1H 0 - 0 0 0 0 1 2 2 3 3 4 4 12 -
Kick 1H# 0 -1 5 0 1 1 2 2 3 4 5 5 5 12 -
Throw ※1 2H 0 - 0 0 0 0 1 2 2 3 3 4 4 12 -
Cestus ※2 1H 1 +1 1 0 0 0 1 2 3 3 3 4 4 10 40
Spiked Boots ※2 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 10 160
Tail ※3 1H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 12 -
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 9 -

1: Grappler only.
2: Grappler only. A Cestus increases Punch damage, while Spiked Boots increase Kick damage. The price given is for a pair.
3: Requires a tail to use.

  • Cestus: Metal plates attached to fist wrappings, they may occasionally have spikes as well.
  • Spiked Boots: Durable shin-high boots reinforced with metal plates, the spikes on the bottom allow for dangerous kicks.

A-Rank Wrestling
Name Stance Min STR Accuracy Power Crit Rate Price
Hard Knuckle※ 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 10 440
Stomper※ 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 10 520
Power Wrist ※ 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 9 600
Power Anklet ※ 1H# 10 -1 15 1 2 3 4 4 5 5 6 7 8 9 900

※: Grappler only. Hard Knuckles and Power Wrists increases Punch damage, while Stompers and Power Anklets increase Kick damage. The price given is for a pair.

  • Hard Knuckles: Fist wraps that support larger metal plates, these reinforce the knuckles and backs of the hand for stronger punches.
  • Stompers: Boots specifically designed for fighting, they have metal reinforced soles.
  • Power Wrist: Bracelets specifically designed to stiffen the wrist, allowing for accurate, powerful strikes.
  • Power Anklet: Anklets that stiffen the ankle and foot, allowing for straighter, more explosive kicks.

S-Rank Wrestling
Name Stance Min STR Accuracy Power Crit Rate Price
Tonfa ※ 1H 5 +1 15 1 2 3 4 4 5 5 6 7 8 10 2,600
Accel Brogue ※ 1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 10 3,980

※: Grappler only. Tonfas increases Punch damage, while Accel Brogues increase Kick damage. The price given is for a pair.

  • Tonfa: A hooked club with a right-angled handle, tonfas are often reinforced with iron rods. Usually 30 to 50cm long, they can be swung or punched with.
  • Accel Brogue: A perfectly designed pair of fighting boots, these leather knee-high boots may be reinforced with metal studs.

SS-Rank Wrestling
Name Stance Min STR Accuracy Power Crit Rate Price
Hands of Glory ※1 1H 10 +1 30 2 4 4 6 7 8 9 10 10 10 10 45,000
Legs of Honor ※2 1H# 10 - 40 4 5 6 7 9 10 11 11 12 13 11 58,000

1: A weapon that strengthens one's punches. Defense +1
2: A weapon that strengthens one's kicks. Defense +1

  • Hands of Glory: Luxurious gloves, these cover up to one's elbows while still allowing for full range of movement.
  • Legs of Honor: These leather knee-high boots provide both offense and defense, all while being beautifully and skillfully engraved.

Ranged Weapons

Only skilled Marksmen are able to handle all ranged weapons. Bows, Crossbows, Guns, and Thrown Weapons each have their own characteristics, so choose wisely. In addition, it is a good idea to keep track of the range and number of ammunition remaining.

Thrown Weapons

Includes a variety of thrown weapons, often with irregular trajectories. Thrown weapons can usually be recovered after being thrown, but not always. Any thrown weapon has a range of 10m, and Extra Damage is calculated by adding a PC's Fighter, Fencer or Marksman class level and their Strength modifier.

B-Rank Thrown Weapons
Name Stance Min STR Accuracy Power Crit Rate Range Price
Stone 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 12 10m 0
Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 5 10 10m 30
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 10 10m 50
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 11 10m 90
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 10 10m 65
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 10 10m 110


  • Stone: An ordinary rock. Typically used to repel unwanted guests or monsters, or as a last resort in place of a real weapon.

A-Rank Thrown Weapons
Name Stance Min STR Accuracy Power Crit Rate Range Price
Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 10 10m 100
Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 10 20m 820
Dirk 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 10 20m 100
Boomerang ※ 1H* 8 +1 18 1 2 3 4 5 6 6 7 7 8 12 20m 500
Trident 1H* 12 +1 22 1 2 3 5 6 6 7 8 9 10 10 10m 460
Soliferrum 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 10 20m 1,070

※: Returns to owner if attack misses.

  • Chakram: A steel ring, between 15 and 30cm in diameter. Thrown by holding the inner side, as the outer edge is a razor-sharp blade.
  • Dirk: A small dagger, only about 20cm long, its wide blade designed specifically for throwing.
  • Boomerang: A thin metal plate, about 50cm long, with a large bend in the middle. When thrown in a large arc, it will return without fail.
  • Soliferrum: A thin, 1.5m long throwing spear made entirely of metal. Its heavy weight and design give it a lot of power, despite a short range.

S-Rank Thrown Weapons
Name Stance Min STR Accuracy Power Crit Rate Range Price
Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 9 10m 2,150
Mythril Dirk 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 10 20m 5,000
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 11 20m 2,300
Assegai 1H* 13 -1 28 2 3 4 6 6 8 9 9 10 10 10 20m 3,800
Francisca 1H* 20 - 35 3 4 5 7 8 9 10 10 11 12 11 20m 5,500


  • Mythril Dirk: A Dirk whose blade is entirely mythril, it is only half the size, at 10cm long, but much more easily concealed.
  • Assegai: A short spear that resembles an arrow. Typically only 30 to 50cm long, it is unwieldy, but quite dangerous in the right hands.
  • Francisca: A large throwing axe, typically between 50 and 70cm long. For a thrown weapon, it can be incredibly powerful.

SS-Rank Thrown Weapons
Name Stance Min STR Accuracy Power Crit Rate Range Price
Tri-Edge ※ 1H* 15 +2 35 3 4 5 7 8 9 10 10 11 12 10 20m 46,000

※:Returns to owner at end of turn.

  • Tri-Edge: A throwing weapon with three 10cm blades protruding from it. It can be folded for storage, and will always return when thrown.

Bows

For those who wish to stay farther from combat than a thrown weapon allows, there is the bow. They are easy enough to fire each round, but it's just as easy to lose track of how many arrows are left. Arrows have a range of 20m, and Extra Damage is calculated by adding a PC's Marksman class level (if any) and their Strength modifier.

B-Rank Bows
Name Stance Min STR Accuracy Power Crit Rate Price
Short Bow 2H 2 - 12 1 2 2 3 4 4 5 6 6 7 10 60
Normal Bow 2H 7 - 17 1 2 3 4 5 5 6 7 7 8 10 120
Long Bow 2H 12 - 22 1 2 3 5 6 6 7 8 9 10 10 170
Heavy Bow 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 10 220


  • Short Bow: A lightweight bow, it's small size (less than 1m long) means that even weak people are able to use it effectively.
  • Normal Bow: A standard wooden bow, around 1.5m long.
  • Long Bow: 2m long, this bow's extra length allows it to shoot arrows farther and more powerfully than other bows.
  • Heavy Bow: A strong bow, between 1.5 and 2m long. Pulling the string back requires the whole body to flex, not just the arms.

A-Rank Bows
Name Stance Min STR Accuracy Power Crit Rate Price
Wrapped Bow 2H 13 - 28 2 3 4 6 6 8 9 9 10 10 10 780
Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 10 610
Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 10 1,200


  • Wrapped Bow: A synthetic bow, made of wood and animal tendons. Though it's only 1.5m long and smaller than a Long Bow, it is just as powerful.
  • Light Bow: A Normal Bow that has been stripped of excess weight for a better flex.
  • Fast Bow: A bow that's easy to use, hunters favor this 1.5m long bow for its speed and accuracy.

S-Rank Bows
Name Stance Min STR Accuracy Power Crit Rate Price
Sniper 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 9 5,100
Composite Bow 2H 23 - 43 4 6 7 8 9 10 11 12 13 14 10 9,800


  • Sniper: 1.5m long, this bow has been expertly constructed and tuned to accurately hit long-range targets.
  • Composite Bow: Made of layers of wood, animal tendons and skins, this 1.2m long bow is much more powerful than it would appear.

SS-Rank Bows
Name Stance Min STR Accuracy Power Crit Rate Price
Le Indalia ※ 2H 18 +1 48 4 6 7 9 10 12 12 13 13 15 10 73,000

※:Range 40m. Can deal Wind-type damage at user's discretion.

  • Le Indalia: This 1.2m long bow is elegantly designed with a wind motif. Blessed by wind fairies, its accuracy and power are incredible.

Crossbows

More than just the combination of a bow and a gun stock, a crossbow is a dangerous weapon. It can fire a quarrel each round with little difficulty. Compared to Bows, Crossbows require less Strength to use for a much longer range and higher damage output. However, Extra Damage is fixed for each crossbow, regardless of class level or ability scores.

B-Rank Crossbows
Name Stance Min STR Accuracy Power Crit Rate Add'l Dmg Range Price
Light Crossbow 2H 1 - 16 1 2 3 4 4 5 6 7 7 8 10 4 30m 160
Normal Crossbow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 10 4 30m 260
Heavy Crossbow 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 10 4 30m 530


  • Light Crossbow: A lightweight crossbow. Only 30cm long, it is not difficult to carry or use.
  • Normal Crossbow: A standard crossbow, usually anywhere between 30 and 50cm long. Quarrels are fired with the press of a trigger.
  • Heavy Crossbow: Just over 50cm long, this crossbow is more heavy-duty than the others, so a good amount of strength is needed to fire.

A-Rank Crossbows
Name Stance Min STR Accuracy Power Crit Rate Add'l Dmg Range Price
Thami 2H 18 - 38 3 5 6 7 8 10 10 11 12 13 10 7 50m 1,480
Bowgun 1H 5 - 15 1 2 3 4 4 5 5 6 7 8 10 6 20m 800
Arbalest 2H 10 - 30 2 4 4 6 7 8 9 10 10 10 10 7 40m 1,000
Cranequin 2H 20 -1 50 4 6 8 10 10 12 12 13 15 15 11 8 40m 1,500


  • Thami: A portable crossbow, designed to be disassembled for travel. Around 50cm long, it is powerful enough.
  • Bowgun: 20 to 30cm long, this miniaturized crossbow is able to be used one-handed.
  • Arbalest: A 1m long crossbow, used in numbers during a siege. A stirrup is attached to the front to aid in loading.
  • Cranequin: This 1m long crossbow is a work of art, with a crank and pulley to help load. However, it is also quite awkward to carry.

S-Rank Crossbows
Name Stance Min STR Accuracy Power Crit Rate Add'l Dmg Range Price
String Bow ※ 2H 13 +1 38 3 5 6 7 8 10 10 11 12 13 11 10 30m 5,640
Despair 2H 19 - 44 4 6 7 8 10 10 11 12 13 14 10 10 50m 6,260
Ballista 2H 25 -1 50 4 6 8 10 10 12 12 13 15 15 10 13 50m 9,200

※: Can be used as a Musical Instrument.

  • String Bow: An expertly crafted 50cm long crossbow, it is able to be used as a musical instrument while retaining its accuracy.
  • Despair: A 1m long crossbow with a good range.
  • Ballista: The largest man-portable crossbow, these siege weapons are nearly 2m long.

SS-Rank Crossbows
Name Stance Min STR Accuracy Power Crit Rate Add'l Dmg Range Price
Garde 2H 26 +1 56 5 8 10 10 11 12 13 15 16 16 10 18 40m 80,000


  • Garde: Over 1m long, this large crossbow trades ease of use for overwhelming power. Even loading it takes a lever mechanism.

Guns

Guns are a unique type of weapon in Raxia, dealing pure magical damage instead of physical damage. Being a ranged weapon, a Marksman still adds their class level to Accuracy, but the damage dealt keys off of the user's Artificer Magic Power. Each gun has its own critical value and Strength requirement, as each gun is different. Finally, while every gun comes with a holster to carry it, changing weapons from or to a one-handed gun is a Minor Action.

B-Rank Guns
Name Max Magazine Stance Min STR Accuracy Magic Power Crit Rate Range Price
Serpentine 3 1H 1 - - 11 10m 360
Toradar 3 2H 5 - - 10 30m 800
Jezail 3 2H 10 - +1 10 50m 1,200


  • Serpentine: A simple one-handed gun, only about 20cm long, that is fired using a lit match.
  • Toradar: A long barreled rifle-type gun, its 1m long barrel allows for accurate long-distance shots.
  • Jezail: A 1.5m long rifle-type gun with better range and power than the Toradar.

A-Rank Guns
Name Max Magazine Stance Min STR Accuracy Magic Power Crit Rate Range Price
Derringer 2 1H 1 +1 - 10 10m 600
Tempest 6 2H 10 - +1 11 30m 2,000
Longbarrel 1 2H 15 +1 +2 10 50m 3,500


  • Derringer: A one-handed gun designed to fit into one's pockets. Downside is the small number of bullets it can hold.
  • Tempest: Though it's a rifle-type gun, it has a full magazine and is suitable for longer battles without reloading too often.
  • Longbarrel: A single-shot rifle over 1.5m long, it boasts high power, accuracy and range.

S-Rank Guns
Name Max Magazine Stance Min STR Accuracy Magic Power Crit Rate Range Price
Bullet Shower 4 1H 5 - - 10 10m 8,000
Lancaster 1 2H 10 +1 +2 10 60m 14,500
Carnage 3 2H 15 -1 +4 11 40m 17,000


  • Bullet Shower: A 20cm long gun, this small package is quite reliable, and can hold a decent number of bullets for its size.
  • Lancaster: A high-performance rifle, this single shot gun is over 1.5m long. With this gun's power, a single shot is all that's needed.
  • Carnage: 2m long, this massive gun trades accuracy for unmatched power among guns.

SS-Rank Guns
Name Max Magazine Stance Min STR Accuracy Magic Power Crit Rate Range Price
Full Fire ※ 8 2H 15 - - 10 20m 60.000
Desperado 2 2H 20 +2 +2 11 60m 80,000

※:Cannot be loaded with a Quick Loader.

  • Full Fire: 80cm long, this short-barreled gun can keep firing long after other guns have had to reload.
  • Desperado: This massive gun, nearly 2m long, has excellent range and power. To own one is to own a masterpiece of gunsmithing.

Ammunition

Each category of ranged weapons, aside from [Thrown Weapons], has their own type of ammunition, whether it's arrows, quarrels, or bullets. Quivers and gun belts can be worn at the hip, slung across the back, etc.

Name Price
Arrow (1) 1
Arrow (12) 10
Silver Arrow (1) 50
Quarrel (1) 2
Quarrel (12) 20
Silver Quarrel (1) 100
Arrow Case (holds 12 arrows/quarrels) 20
Bullet (1) 5
Bullets (12) 50
Silver Bullet (1) 250
Gun Belt (holds 12 bullets) 20
Name Equipment Slot Price Effect
Quiver ※ Back, Waist, Other 100 Holds 24 arrows or quarrels
Bullet Pouch ※ Back, Waist, Leg, Other 100 Holds 24 bullets

※:Requires 《Weapon Proficiency/Bow》, 《Weapon Proficiency/Crossbow》 or 《Weapon Proficiency/Gun》 to equip.

  • Arrow: Bow ammunition. Typically made of either an iron or silver head attached to a wooden shaft, with fletchings to guide it mid-flight.
  • Quarrel: Crossbow ammunition. Shorter than arrows, the straight shaft is entirely metal, usually iron or silver, with no fletchings.
  • Bullet: Gun ammunition. The size of a fingertip, made of a ceramic derived from crushed Mako Stones, occasionally laced with silver. The hardness and power change depending upon the amount of Magic Power the user can generate. Shatters upon impact.
  • Arrow Case: A cylindrical case that can hold up to 12 arrows or quarrels. Comes with a cover to keep moisture out.
  • Gun Belt: A belt that holds up to 12 bullets, protecting them from shattering and making reloading during combat much easier.
  • Quiver: A leather box that holds 24 arrows or quarrels. With no cover, arrows and quarrels can fall out much easier, so only skilled archers use these.
  • Bullet Pouch: A pouch that can hold 24 bullets. Some skill is required to wear, so bullets don't accidentally get crushed when moving.

Armor

Armor is typically worn over the body to provide Defense to those that wear it. Shields provide similar protection, though in a handheld form. Do be aware that, while there is less armor than there are weapons, the armor listed here can be more expensive.

Also, wearing armor and/or carrying a shield may impose a penalty to actions taken.

Non-Metallic Armor

B-Rank Nonmetallic Armor
Name Min STR Evasion Defense Price
Cloth Armor ※1 1 - 2 15
Point Guard ※2 1 +1 0 100
Soft Leather 7 - 3 150
Hard Leather 13 - 4 340

1: Grapplers may equip.
2: Grappler only.

  • Cloth Armor: Armor made of thick, padded cloth. Not very durable, but better than nothing.
  • Point Guard: Waxed leather armor worn only in key areas, such as the chest, shoulders, arms and shins. Used to parry attacks.
  • Soft Leather: Armor made of tanned leather. Because it's not hardened, it does not impede movement.
  • Hard Leather: Leather armor boiled in wax to harden it. While it retains its shape, it is still fairly lightweight.

A-Rank Nonmetallic Armor
Name Min STR Evasion Defense Price
Aramid Coat ※ 5 +1 2 750
Breast Armor 10 - 5 1,000
Bone Vest 16 - 6 2,100

※: Grapplers may equip.

  • Aramid Coat: Made of a special fiber used during the Al Menas era, this light yet tough coat can even deflect blades.
  • Breast Armor: A soft leather armor, providing defense and covering vital points in the chest area.
  • Bone Vest: Soft armor reinforces with animal bone and horn. When used correctly, it can even be harder than metal armor.

S-Rank Nonmetallic Armor
Name Min STR Evasion Defense Price
Lynx Vest ※ 8 +2 3 2,750
Dragon Scale 14 +1 6 4,500

※: Grappler only.

  • Lynx Vest: Armor made from high-quality animal fur. While not the greatest defensively, it still allows for a great deal of mobility.
  • Dragon Scale: Scales of leather, boiled in wax and layered to look like dragon scales. Because of it's non-metallic nature, it makes little noise.

SS-Rank Nonmetallic Armor
Name Min STR Evasion Defense Price
Astral Guard ※1 6 +1 7 24,000
Phoenix Cloak ※2 17 +2 8 61,000

1: Reduces Magic Damage by -3.
2: Grappler only.

  • Astral Guard: Cloth armor embroidered with threads of mana, this armor prevents both physical and magical damage to the wearer.
  • Phoenix Cloak: Cloth armor with a flame motif. Only those who are physically and mentally fit can take advantage of this armor.

Metal Armor

Wearing Metal Armor increases the C Value of incoming melee attacks by +1 (i.e. criticals are less likely).

B-Rank Metal Armor
Name Min STR Evasion Defense Price
Splint Armor 15 - 5 520
Chainmail 18 -1 6 760
Plate Armor 21 -2 7 1,200
Suit Armor ※ 24 -3 8 2,500

※: Unsuited for long-distance travel. Dexterity -6.

  • Splint Armor: Armor made by sewing plates onto cloth. Knights often wear this during peacetime because of its protection and elaborate designs.
  • Chainmail: Fine chains of metal are woven into a full suit of armor. The metal reinforcing plates used do hinder mobility, though.
  • Plate Armor: Armor made from sheets of metal worked into shape. It does restrict movement some, but does offer great protection.
  • Suit Armor: Finely made armor, with a minimum of gaps. Despite its high Defense, movement is at a minimum.

A-Rank Metal Armor
Name Min STR Evasion Defense Price
Brigandine 18 -1 7 3,800
Fortress 27 -3 9 8,200
Steel Guard 12 - 5 1,600


  • Brigandine: Similar to Splint Armor, Brigandine has chains sewn into the armor as well. However, movement is also restricted a little more.
  • Fortress: This armor attempts to improve the mobility of Suit Armor by using thicker torso armor instead of restricting the limbs. Weight is still an issue, though.
  • Steel Guard: A type of Splint Armor made with solid steel plates, the Steel Guard improves Defense without sacrificing mobility.

S-Rank Metal Armor
Name Min STR Evasion Defense Price
Mythril Chain 10 - 7 6,000
Full-Metal Armor 17 -1 9 11,000
Mythril Plate 24 -2 11 23,000


  • Mythril Chain: Made with woven chains of mythril, this armor is much lighter than normal Chainmail, while offering better protection.
  • Full-Metal Armor: An improvement on the Fortress using high-quality steel. The joint structure is much more refined, allowing better movement.
  • Mythril Plate: Armor made of massive plates of mythril. To the average knight, this armor is second to none.

SS-Rank Metal Armor
Name Min STR Evasion Defense Price
Imperial ※ 30 -1 14 100,000

※:Reduces Magic Damage by -3.

  • Imperial: A strong armor, made of an alloy of manatite and steel. Current technology cannot create more of this alloy, only reshape it, making these suits of armor incredibly valuable.

Shields

B-Rank Shields
Name Min STR Evasion Defense Price
Buckler 1 +1 - 60
Round Shield 8 - +1 100
Kite Shield 13 +1 +1 500
Tower Shield 17 - +2 600


  • Buckler: A small shield, with a diameter typically between 20 and 30cm. These shields are usually used to parry enemy attacks.
  • Round Shield: A circular shield, with a diameter 60 to 80cm long. While made of wood, the edges and center are reinforced with metal.
  • Kite Shield: A large wooden shield, curved at the top but extending to a point at the bottom. Key areas are reinforced with metal.
  • Tower Shield: A massive rectangular shield that hides one's whole body. Made of metal-reinforced wood, it takes some strength to use correctly.

A-Rank Shields
Name Min STR Evasion Defense Price
Spiked Shield※1 13 +1 +2 1,800
Mirror Shield ※2 5 +1 - 870
Heater Shield 10 - +2 1,000
Great Wall 20 -1 +3 1,800
Knight Shield ※3 15 - +2 1,250

1: Can be used as a weapon (see below), but do not gain benefit of Defense that turn.
2: Can be used as a Mirror.
3:Also increases Defense of a mount if equipped while riding.

Name Stance Min STR Accuracy Power Crit Rate Price
Spiked Shield 1H 13 - 13 1 2 3 3 4 4 5 6 7 7 10 1,800


  • Spiked Shield: A large circular shield with deadly spikes attached. For when offense is the best defense.
  • Mirror Shield: A small, 50cm diameter shield made of polished, reflective metal.
  • Heater Shield: Similar to a Kite Shield, though the top is flat instead of curved. Family crests are often painted on these shields.
  • Great Wall: A large metal shield, it provides incredible protection as one can hide entirely behind it.
  • Knight Shield: A large Heater Shield, covering down to one's feet. Because of the size, riders often have one to protect their mounts.

S-Rank Shields
Name Min STR Evasion Defense Price
Mythril Shield 8 +1 +2 4,700
Blade Killer ※ 22 - +3 7,300

※: Can be used as a weapon (see below), but do not gain benefit of Defense that turn.

Name Stance Min STR Accuracy Power Crit Rate Price
Blade Killer 2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 12 7,300


  • Mythril Shield: A large shield made entirely of mythril, they can come in a number of sizes and shapes.
  • Blade Killer: A large oval shield with blades on the top and bottom to attack with. Terrifyingly heavy, it is also incredibly sturdy.

SS-Rank Shields
Name Min STR Evasion Defense Price
Glorious 15 +1 +4 47,000


  • Glorious: A Heater Shield made of manatite. Its beautiful design inspires an overwhelming sense of awe in all who see it.

Special Rules for Weapons and Armor

Custom-Forged Weapons

When purchasing weapons, the option exists to have weapons custom-forged for the wielder. These weapons have their Minimum Strength requirement adjusted, making it easier to wield a particular weapon. This custom forging can either be assumed to have taken place before the weapon was purchased, or may be done at any time after purchase by a qualified weaponsmith.

With these custom-forged weapons, the Minimum Strength requirement can be either raised or lowered by up to 3 points from the listed value, and the Power is adjusted accordingly. For example, a weapon that was custom-forged to require an extra +3 Minimum Strength also gets +3 Power. However, Guns cannot be custom-forged, as that would disrupt their inner workings. Also, custom-forged weapons cannot have either their Minimum Strength or their Power reduced to 0 or lower.

The cost increase for a custom-forged weapon is based on it's rank, below:

  • B-Rank: +300 Gamels for each +1 or -1 modifier
  • A-Rank: +1,000 Gamels for each +1 or -1 modifier
  • S-Rank: +3,000 Gamels for each +1 or -1 modifier

This cost can be part of buying the weapon and paid upfront, or it can be specifically paid out after the fact when custom-forging an already purchased weapon. The same amount of money will be charged whether there's an increase or a decrease in Strength and Power.

Custom-forged weapons may have unique names, though this should be discussed upon between the PC and the GM.

Silver Weapons

Purchased weapons can also be silver, and are more expensive as a result. When purchasing a silver version of a weapon, it is +1,000G for B-Rank weapons, +2,000G for A-Rank, and +4,000G for S-Rank weapons. An already existing weapon cannot be made into a silver weapon. Also, weapons made of mythril are already considered to be silver weapons.

Handling High STR Weapons and Armor

At the GM's discretion, a PC may attempt to wield a weapon or wear armor with Minimum Strength requirements higher than their Strength score. These are referred to as "oversized weapons" and "too-heavy armor".

In situations like these, the character takes a penalty to their Accuracy equal to the different between their Strength score and the Required Strength of the weapon. For example, if a character with 15 Strength tried to wield a Bastard Sword requiring 17 Strength, the character would receive a -2 Accuracy penalty as long as they were wielding that sword.

Wearing heavier armor than capable limits characters just as harshly. While in too-heavy armor, a character can only take a Limited Move, and may not perform any Major Actions, until the armor is taken off.

Handling Higher-Ranked Weapons and Armor

At the GM's discretion, a PC may attempt to use weapons and armor of A-Rank or higher even without the appropriate 《Weapon Proficiency/**》 or 《Armor Proficiency/**》 Combat Feats.

When using one of these higher-rank items, the Minimum Strength requirement is increased by +10, and any extra annotated benefits the weapon may give are ignored. For example, if a character were to try and wield a Defender sword (Min STR 12) without having 《Weapon Proficiency/Sword》, they would need a 22 Strength in order to even attempt to use it, and even then the character would not get the added Defense the sword offers. Additionally, if Strength is not enough to handle a weapon, the wielder would receive an Accuracy penalty depending upon the difference between their Strength score and the Required Strength of the weapon as per “Handling High STR Weapons and Armor”.

Similarly for armor, the Minimum Strength increases by +10 when attempting to wear higher-rank armor. Even then, a character can only take a Limited Move, and may not perform any Major Actions, until the armor is taken off.

Characters may not attempt to wield weapons or wear armor two ranks higher than what they are normally capable of.

General Equipment

Items/Gadgets

Name Price Notes
Adventurer Set 100

Backpack, Waterskin, Blanket, 6 Torches, Tinderbox, 10m Rope, Small Knife


Containers
Name Price Notes
Bag 8 Fabric
Belt Pouch 15 Leather
Waterskin 20 Leather
Backpack 50 Leather


Camping Equipment

Name

Price Notes
Tableware Set 12 Cup, Plate, Bowl
Blanket 40
Cooking Utensil Set 50 Frypan, Pan, Cooking Spoon
Tent 250~350 250 for 4 people, 300 for 5 people, 350 for 6 people


Lighting Equipment
Name Price Notes
Torch 5 Set of 6. Lasts 2 hours each, even if dropped.
Tinderbox 20 Box of flint and kindling. Ignites in 10 minutes.
Oil 20 Lantern oil. Burns 12 hours.
Hu Lamp 100 Small pot containing flint and a mechanical spark. Ignites in 1 minute.
Lantern 40 Shuttered lantern. Destroyed when dropped.

By using a torch or lantern, a character is able to see in the dark. Unless otherwise specified, the light from either a torch or lantern illuminates a 10m area.

Adventurer's Tools
Name Price Notes
Rope 10 10m long, 1G for each additional 1m.
Blanket 40
Small Hammer 10
Grappling Hook 10
Piton 20 Set of 10. 2G for each additional piton.
Small Knife 20 Cannot be used as a weapon.
Hand Mirror 50+ Small: 50G, Cosmetic: 100G, Full-length: 150G


Clothing
Name Price Notes
Change of Clothes 10 One week's worth of clothes.
Underwear 3
Casual Wear 6+ Shirt 6G, Skirt 7G, Pants 8G
Swimwear 20
Snowsuit 80 Top and bottom included.
Maid/Butler Outfit 90 Top and bottom included.
Riding Outfit 100 Top and bottom included.
Robe/Dress 100


Luxury Goods
Name Price Notes
Tobacco 24 Average quality, 12 leaves
Smoking Pipe 75
Shredded Tobacco 10 Pre-packaged cigarettes for pipe use; Contains 10.


Miscellaneous
Name Price Notes
Writing Quill 2
Ink 3
Cloth 4+ Handkerchief size: 4G, Wrapping size: 10G
Parchment 5 Bundle of 5 sheets.
Blank Book 30 20 pages.
Stuffed Toy/Doll 30+ Small: 30G, Medium: 50G, Large: 75
Scout's Tools 100 Set of wire, skeleton keys, and other such tools. If you do not have tools, Scout class skills receive a fixed -4 penalty.
Key of Unlocking 100 Allows an attempt at opening a magically closed door. Regardless of success, it will break after one use.
Instrument 100 Portable instrument, such as a lute or harp.
Broom 30
Cosmetics Set 100
Tea Set 60 Pot, tea strainer, and 4 cups.
Hourglass 120 3-minute measuring time.
Oil Paint 10 7-color set.
Paint 20 1-liter can.
Paintbrush 5
Brush 5 General purpose brush.
Sketchbook 50 10 pages.
Magnifying Glass 100


Food/Drink
Name Price Notes
Ale 1+ Price is for 1 cup. Barrel: 300G
Wine 2+ Price is for 1 cup. Bottle: 20G
Meal (1 person) 3+ Snack: 3G, Lunch Set: 8G, Dinner 15G
Preserved Food (1 day) 10+ Dried meat and fruits.
Preserved Food (1 week) 50+ Value pack.
Nutrition Capsule 100+ Runefolk only. Only 1 is needed per week.


Work Animals
Name Price
Donkey 800
Mule 1,000
Packhorse 1,500
Camel 2,000
Riding Horse 5,000
War Horse 10,000


Lodging
Name Price Notes
1 Day (excluding meals) 15+ Stable Corner: 15G, Standard Room: 30G, Suite: 100G
1 Week (excluding meals) 150 Only available by reservation.


Cost of Living
Name Price Notes
Lifestyle Expenses 10+ Frugal Living: 10G, Decent Living: 30G

Chemicals/Herbs

Chemicals used to recover depleted HP and MP. The Ranger Class increases the amount recovered.

Herbs
Name Power Price Notes
Lifegrass 10 1 1 2 3 3 4 5 5 6 7 30 Restores HP. Cannot be used in combat. 10 min. to take effect.
Magic Herb 0 0 0 0 1 2 2 3 3 4 4 100 Restores MP. Cannot be used in combat. 10 min. to take effect.


Potions
Name Power Price Notes
Healing Potion 20 1 2 3 4 5 6 7 8 9 10 100 Instantly recovers HP. Can be used in combat.
Awake Potion 100 Same effect as Awaken spell, except Range is Touch.
Treat Potion 30 2 4 4 6 7 8 9 10 10 10 500 Instantly restores HP, can be used during combat. Custom designed for user only, cannot be used by others.
Antidote Potion 500 Removes all effects of poisons with power 15 or less.
Cure Stone Potion 500 Sprinkling on a petrified character will remove any petrification effects power 15 or less. Can only be used within touch range.
Dexterity Potion 2,000 Drink as a Major Action to increase Accuracy by +2 for 3 rounds
Speed Potion 2,000 Drink as a Major Action to increase Normal Movement Speed by +5 (+15 for a Full Move) for 6 rounds
Anti-Magic Potion 3,000 Drink as a Major Action to absorb up to 13 points of Magic Damage for 6 rounds

Wizards' Items

Required to use magic, or tools designed to help with casting magic. Sense Magic will show these items as being magical.

Name Price
Magical Implement 100 or weapon price + 100
Holy Symbol 100
Enchanted Oak Branch 50
Enchanted Clay 200
Enchanted Flesh 500
Enchanted Stone 1,000
Enchanted Rock 2,000
Enchanted Iron 8,000
Command Stone 100
Gem 50
Magisphere Small: 200, Medium: 500, Large: 1,000
Mako Stone (1-5 pts.) 100 per point
Mako Stone (6-10 pts.) 200 per point
Mako Stone (11-15 pts.) 300 per point
Mako Stone (16-20 pts.) 400 per point

Pets

Name Price
Bird 100
Frog 100
Insect 100

Mount Equipment List

The following are various items and equipment meant for both rider and mount.

Contract Certificates
Name Description Price (G)
Mount Contract Certificate Allows rental of a type of Animal or Mythical Beast mount 250+
Mount Contract Sphere Allows rental of a type of Magitech mount 300+
Proprietary Mount Certificate Proves ownership of a living mount 0
Proprietary Mount Sphere Proved ownership of a magitech mount 0
Mount Reduction Tag I Tag designed to control Animals and Mythical Beasts level 3 or lower 100
Mount Reduction Tag II Tag designed to control Animals and Mythical Beasts level 7 or lower 500
Mount Reduction Tag III Tag designed to control Animals and Mythical Beasts level 13 or lower 2,000
Manabike Storage Sphere Manasphere specifically designed to hold manabikes 10,000

Equipment for Animal and Mythical Beast Mounts

Animal and Mythical Beast mounts can be equipped with one weapon and one type of armor per body section. It takes 10 minutes to put on or take off mount equipment.

Mount Weapons

Blade Horn is a slashing weapon, while the rest are all bludgeoning weapons.

Name Description Price (G)
Big Horn Damage +1 800
Iron Rivet Damage +2 2,000
Flicker Hammer Accuracy +1 3,000
Blade Horn Damage +3 5,000
Mount Armor
Name Description Price (G)
Leather Barding Defense +1 300
Chain Barding Defense +2 1,000
Plate Barding Defense +3 3,000
Wind Coat Evasion +1, Defense +2 4,000
Mount Items
Name Description Price (G)
Quality Reins Riding Checks +2 1,000
Azure Amulet Mount's Fortitude +1 5,000
Crimson Amulet Mount's Willpower +1 5,000

Armaments for Magitech Mounts

Magitech mounts can equip one armament unless otherwise noted.

Magitech Armaments
Name Description Price (G)
Spiked Chain Damage +3, Evasion -1, Max HP -5 1,000
Full Cowl Armor Defense +3, Accuracy -1 2,000
Heavy Shield Defense +2, Max HP +10, Evasion -1 3,000
Magitech Items
Name Description Price (G)
Restore Kit Restores one section from "destroyed" to 1 HP. 10 min. to take effect 5,000
Repair Patch Heals 10 HP to one section. 1 min. to take effect 200
Repair Tape I Major Action to heal "Power 10 + Rider Level + Dexterity Modifier" HP to one section. 100

Accessories

Accessories are items (other than clothes) that can be worn. Each accessory has a certain area where it can be worn, which is shown on your character sheet. In addition, accessories listed as [Other] can be worn as though it were another area (for example, both the [Fake Moustache] and [Glasses] are worn on the face, so you could wear the [Fake Moustache] on the [Face] slot, and write [Glasses] in the [Other] slot).

The prices listed are the minimum market value, with many items having higher-quality versions (with a higher price tag). It is assumed that a character can start with some common accessories at character creation, as well as items like clothes and underwear.

Head Accessories

Name Price Notes
Hairpins 3 Beads: 3, Gems: 6, Silver: 100
Hat 7 Knitted Fabric: 7, Leather: 15, Silk: 100
Circlet 20
Veil 40 Made of fine lace
Toupee 300 Able to hide baldness
Crown/Tiara 10,000 Decorated with plenty of jewelry, custom orders only
Turban 10 A belt-like cloth hat, used in hot regions
Helmet 20

Face Accessories

Name Price Notes
Mask 2 Only covers the mouth and nose
Disguise 10 Wooden: 10, Party: 60, Metal: 100
Fake Moustache 20 Causes inappropriate laughter and loss of dignity
Glasses 150
Monocle 200 Similar to glasses, requires special order
Sunglasses 1,000 Special glasses made of ancient materials

Ear Accessories

Name Price Notes
Earrings 2 Beads: 2, Gems: 5, Silver: 100
Ring Earring 8 Made of metal. Silver: 100
Earmuffs 10 Protects ears from cold weather
Earplugs 20 Block out sounds

Neck Accessories

Name Price Notes
Necklace 5 Beads: 5, Gems: 8, Silver: 100
Choker 10 For loyal servants
Muffler 15 Protects neck from cold weather
Necktie 10+ Popular in the late Al Menas period
Lariat Necklace 10+ Long, claspless necklace; has negative connotations in some regions

Back Accessories

Name Price Notes
Half Mantle 30 Waist-length cloak. 40 with hood
Long Mantle 40 Knee-length cloak. 50 with hood
Poncho 50 Square fabric with central hole for head. 55 with hood.

Hand Accessories

Name Price Notes
Ring 5 Beads: 5, Gems: 8, Silver: 100
Wristband 7
Bracelet 9 Leather: 9, Gem: 12, Silver: 100
Gloves 10 Knitted Fabric: 10, Leather: 18
Armlet 20+ Bracelet attached to upper arm

Waist Accessories

Name Price Notes
Belt 10 Thin leather. 15 for a design on belt
Garterbelt 50
Corset 80 Rather stylish, though less so on men

Foot Accessories

Name Price Notes
Toe Ring 5 Beads: 5, Gems: 8, Silver: 100
Trendy Shoes 15
Boots 20 Ankle-length leather boots. 25 for knee-length
Anklet 20 Metal. Silver: 100

Other Accessories

Name Price Notes
Braid 1 Simple hair braid. White: 1, Other color: 3 each
Ribbon 1 White: 1, Other color: 3
Bandanna 5
Scarf 7
Piercing 8 Gem: 8, Silver: 100
Chain 30 Cannot be a weapon. Colored chain: 35
Gem Case 100 Leather case holds up to 4 Gems used by Fairy Tamers. Silver: 200.
Chandelle Products - Luxury brands available in Zalts region. Price +50% (min. +300)