IL-CR1R

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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] and [Axe] 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. For S-Rank and SS-Rank equipment, please refer to rulebooks 2 and 3.

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 11 950
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 10 1,020


Only those with 《Weapon Proficiency/Sword》 may equip the following weapons.

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

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


Only those with 《Weapon Proficiency/Axe》 may equip the following weapon.

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

Spears

The spear. 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


Only those with 《Weapon Proficiency/Spear》 may equip the following weapon.

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

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


Only those with 《Weapon Proficiency/Mace》 may equip the following weapon.

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

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


Only those with 《Weapon Proficiency/Staff》 may equip the following weapon.

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

※Increases Magic Power by +1, and is considered a magical weapon.

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


Only those with 《Weapon Proficiency/Flail》 may equip the following weapon.

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

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


Only those with 《Weapon Proficiency/Warhammer》 may equip the following weapon.

A-Rank Warhammers
Name Stance Min STR Accuracy Power Crit Rate Price
Bec-De-Corbin 2Hᵱ 20 -1 40 4 5 6 7 9 10 11 11 12 13 10 1,800
2Hᵴ 20 -2 45 4 6 7 9 10 10 11 12 13 14 10

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※ 2H 0 - 0 0 0 0 1 2 2 3 3 4 4 12 -
Cestus※ 1H 1 +1 1 0 0 0 1 2 3 3 3 4 4 10 40
Spiked Boots※ 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 10

160

※Grappler only. A Cestus increases punch damage, while Spiked Boots increase kick damage. A character can equip two of each, one in each hand/on each foot.

Only those with 《Weapon Proficiency/Wrestling》 may equip these weapons.

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

※Grappler only. Hard Knuckles increases punch damage, while Stompers increase kick damage. A character can equip two of each, one in each hand/on each foot.

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 Price
Stone 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 12 0
Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 5 10 30
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 10 50
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 11 90
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


Only those with 《Weapon Proficiency/Thrown Weapons》 may equip these weapons.

A-Rank Thrown Weapons
Name Stance Min STR Accuracy Power Crit Rate Price
Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 10 100

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


Only those with 《Weapon Proficiency/Bows》 may equip these weapons.

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

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. B-Rank Crossbows have a range of 30m.

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


Only those with 《Weapon Proficiency/Crossbows》 may equip these weapons. A-Rank Crossbows have a range of 50m.

A-Rank Crossbows
Name Stance Min STR Accuracy Power Crit Rate Add'l Dmg Price
Thami 2H 18 - 38 3 5 6 7 8 10 10 11 12 13 10 7 1,480

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
Matchlock 3 1H 1 - - 11 10m 360
Toradar 3 2H 5 - - 10 30m 800
Jezail 3 2H 10 - +1 10 50m 1,200


Only those with 《Weapon Proficiency/Guns》 may equip these weapons.

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

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
Quiver (holds 12 arrows/quarrels) 20
Bullet (1) 5
Bullets (12) 50
Silver Bullet (1) 250
Gun Belt (holds 12 bullets) 20

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.

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.

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

※Grapplers may equip

Metal Armor

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.

Only those with 《Armor Proficiency/Metal Armor》 may wear the following armor.

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

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


Only those with 《Armor Proficiency/Shield》 may wear the following armor.

A-Rank Shields
Name Min STR Evasion Defense Price
Spiked Shield※ 13 +1 +2 1,800

※: 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
Spiked Shield 1H 13 - 13 1 2 3 3 4 4 5 6 7 7 10 1,800

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.


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


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.


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.

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
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

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.

Some accessories are magical, so refer to the appropriate page for more information.

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
Salamander Hairpin 1,500 [Magic] When thrown, deals Power 20 + 5 pts. Fire damage
Pointed Hat 3,000 [Magic] Monster Knowledge checks +1

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
Rabbit Earrings 4,000 [Magic] Listen checks +1

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
Rose Choker 1,000 [Magic] Break to reduce damage by -2.
Lucky Charm 2,000 [Magic] Loot Determination rolls +1
Amulet of Light 3,000 [Magic] +1 Fortitude, Willpower and Evasion vs. Undead attacks
Amulet of Prayer 3,000 [Magic] Healing effects +1

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.
Little Wing 3,000 [Magic] Falling damage -20 pts.

Hand Accessories

Name Price Notes
Ring 5 Beads: 5, Gems: 8, Silver: 100
Wristband 7
Bracelet 9 Leather: 9, Gems: 12, Silver: 100
Gloves 10 Knitted Fabric: 10, Leather: 18
Ability-Enhancing Ring※ 500 [Magic] +1 to any ability score. Break to increase bonus to +13 once.
Ability-Enhancing Bracelet※ 1,000 [Magic] +2 to any ability score. Break to increase bonus to +14 once.
Sunshine Ring 1,000 [Magic] Break to receive +2 bonus to Vitality.
Moonlight Ring 1,000 [Magic] Break to receive +2 bonus to Willpower.
Droplet Bracelet 5,000 [Magic] Made with spring water. Ice damage -1.
Ring of the Mind 5,000 [Magic] +1 Resistance bonus to Willpower

※The bonuses provided by these items do not stack with each other (for example, one cannot equip both items for a +3 bonus to an ability score).

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
Champion's Buckle 5,000 [Magic] May cast Lightning with 6 Magic Power, Cost: 10MP
Black Belt 3,000 [Magic] +1 Defense

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
Skanda Boots 2,000 [Magic] Movement speed +5m
Angel Shoes 8,000 [Magic] While worn, always float 10cm above the ground

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 Box 100 Leather case holds up to 4 Gems for Fairy Tamers. Silver: 200.
Chandelle Products - Luxury brands available in Zalts region. Price +50% (min. +300)

Magic Items

1. Name

The name of the magic item. If a character equips multiple items with the same name, the effect is only applied once.

2. Base Price

The basic price to buy, listed in Gamels (G). Fluctuates from region to region, depending upon a variety of factors (exchange rates and so on).

3. Pop. (Popularity)

Shows how well-known the magic item is, the lower the better. Roll against this number on an Appraise check.

4. App. (Appearance)

How the magic item looks.

5. Equip

Shows where on the body the magic item can be worn to gain its effect.

6. Summary

A quick sentence describing the effect of the magic item.

7. Era

Shows the era in which the magic item was created.

8. Effect

The effect of the magic item, described in detail.

Magic Item List

Skanda Boots Base Price 2,000
Pop. 10 App. Boots made of blue and white leather straps Equip Feet
Summary Travel Distance increased Era Al Menas
Effect The boots have wind magic woven into them, allowing the wearer to walk more lightly than usual.
Characters taking a Full Move increase their speed by 15m, while those taking a Normal Move increase their speed by 5m.


Amulet of Prayer Base Price 10,000
Pop. 12 App. Silver necklace with a pendant Equip Neck
Summary Increases the effect of HP-restoring magic Era Al Menas
Effect When a magic effect that restores HP is used by the person wearing this amulet, add 1 additional point to the healing done.


Efreet's Whisker Base Price Remaining uses x 500G
Pop. 17 App. Twisted crimson-tipped quarterstaff (Min STR 4) Equip Weapon
Summary Shoots Fireballs (Magic Power 6) Era Al Menas
Effect This staff comes with 2d charges of Fireball.
When the command word is spoken, a fireball will shoot from the tip. You may not use this ability and attack with the staff in the same round.


Rabbit Earrings Base Price 4,000
Pop. 10 App. Earrings with pink gemstones Equip Ear
Summary Hearing is sharpened, like a rabbit's Era Al Menas
Effect While wearing these earrings, you gain a +2 bonus to Listen checks.


Angel Ring Base Price 5,000
Pop. 12 App. Gold circlet engraved with Al Menas words Equip Head
Summary Forces the wearer to sleep deeply Era Al Menas
Effect When placed on the head, the wearer falls into a magically induced deep sleep, and remains sleeping for as long as the circlet is worn. While sleeping, the wearer is unaffected by time, as though it had stopped only for them.


Northern Needles Base Price 1,000
Pop. 13 App. A set of red-tipped needles and a small box Equip -
Summary Needle in box always points north Era Al Menas
Effect A small wooden box and a set of small magic needles.
When a needle is placed in the box, the red tip will always point north, no matter where you are.


Moonlight Ring Base Price 1,000
Pop. 8 App. Stylized silver ringinlaid with a black gemstone Equip Hand
Summary Break the ring to increase Willpower Era Al Menas
Effect After any Willpower roll, the wearer may declare they are destroying the ring. If they do, receive a +2 bonus to Willpower. Only one ring or bracelet can be broken per check.


Lucky Charm Base Price 2,000
Pop. 10 App. A pendant with a picture of a bluebird Equip Neck
Summary Wearer is more likely to be lucky Era Al Menas
Effect When wearing this pendant, all rolls for Loot Determination receive a +1 bonus.


Droplet Bracelet Base Price 5,000
Pop. 12 App. A bracelet set with a blue jewel Equip Hand
Summary Creates water and absorbs ice and water damage Era Al Menas
Effect The wearer of the bracelet can speak a command word and cause water to issue forth from the inset gem. This ability can only be activated three times per day, and each activation produces one liter of water.

Also, the wearer takes -1 Water/Ice damage while wearing the bracelet.


Ring of the Mind Base Price 5,000
Pop. 12 App. A thin, silver ring Equip Hand
Summary Increases willpower Era Al Menas
Effect The wearer of the ring gets a +1 bonus on Willpower checks.

This is a lesser version of a ring said to have been favored by Imperial mages in ancient times.


Angel Shoes Base Price 8,000
Pop. 12 App. White shoes Equip Foot
Summary Always floating Era Al Menas
Effect The person wearing these shoes will act as though they are Hovering (as the Fairy spell).


Pointed Hat Base Price 3,000
Pop. 10 App. Tall conical hat Equip Head
Summary Remembering monster knowledge becomes easier Era Al Menas
Effect The person wearing the hat will receive a +1 bonus to all Monster Knowledge checks.


Ability-Enhancing Bracelet Base Price 1,000
Pop. 8 App. Stylized silver bracelets with gems of various colors Equip Hand
Summary Increases an ability, with more drastic effects when broken Era Al Menas
Effect

Those who wear these bracelets increase the appropriate ability (except Vitality and Spirit) by +2 points.
At any time after making a roll, the wearer may choose to break the gem. If they do, the ability increase for that roll is increased by 14 points instead.

Bracelet Name Ability Enhanced Gem Color
Master's Bracelet Dexterity Green
Superstrong Bracelet Strength Red
Gale Bracelet Agility Purple
Wisdom Bracelet Intelligence Blue


Ability-Enhancing Ring Base Price 500
Pop. 8 App. Stylized silver rings with gems of various colors Equip Hand
Summary Increases an ability, with more drastic effects when broken Era Al Menas
Effect

Those who wear these rings increase the appropriate ability (except Vitality and Spirit) by +1 point.
At any time after making a roll, the wearer may choose to break the gem. If they do, the ability increase for that roll is increased by 13 points instead.

Ring Name Ability Enhanced Gem Color
Ring of Skill Dexterity Green
Herculean Ring Strength Red
Ring of the Fleet-footed Agility Purple
Ring of Intelligence Intelligence Blue


Champion's Buckle Base Price 5,000
Pop. 10 App. Buckle molded in hero's likeness Equip Waist
Summary Shoots Lightning (Magic Power 6) Era Al Menas
Effect When the wearer speaks the command word, [Lightning] spell fires out of the hero's mouth with Magic Power 6. This effect costs 10 MP to use. Wearer cannot use combat feats for this spell.


Rose Choker Base Price 1,000
Pop. 10 App. Silver choker engraved with roses Equip Neck
Summary Reduces damage once Era Al Menas
Effect

When the wearer speaks a command word, they are surrounded by a pink light, causing the next damage to the wearer to be reduced by -2 points. You can choose how to defend after reducing the damage.

This item has one use, and will break afterwards.


Amulet of Light Base Price 3,000
Pop. 10 App. Low-hanging necklace with white jewels Equip Neck
Summary Protects wearer from Undead Era Al Menas
Effect The wearer receives a +1 bonus to Evasion, Fortitude and Willpower when attacked by Undead monsters.


Salamander Hairpin Base Price 1,500
Pop. 7 App. Salamander-shaped hair pin Equip Head
Summary Thrown hairpin becomes flaming arrow (Range 10m) Era Al Menas
Effect

The wielder can throw this Hairpin with Major Action. Throwing it will result in a flame arrow spell-like effect, which will fly to a chosen “Target: 1 Character” and "Range/Area:10m/Shot". The success value of the Spellcasting check is 12 (2d+12) versus the Willpower of the target. Target takes full Power 20 +5 fire magic damage on fail and half the damage on a success.

Even if the target is in the skirmish and the user does not have the combat feat [Precise Shot] or [Guided Magic], no misfire will occur. However, it cannot be fired through an obstacle without [Hawk Eye].

This item will break after one use.


Black Belt Base Price 3,000
Pop. 8 App. Black leather belt Equip Waist
Summary Increases Defense Era Al Menas
Effect

The wearer of this belt has +1 Defense.

It is said this belt is made from tanning a special leather.


Magic Weapon +1 Base Price Weapon price +5,000 / +10,000
Pop. 10 App. Varies Equip Weapon
Summary Weapon enhanced by magic Era Al Menas
Effect

A magic weapon receives +1 additional damage and accuracy.

As there are a variety of weapons, so too are there a variety of magic weapons. To find the price for B-Rank magic weapons, add 5,000G to the base price of the weapon. A-Rank magic weapons add 10,000G instead.

An already-made weapon can be made magical by the Institute of Magitechnology, but enchanting a weapon takes one month.


Sunshine Ring Base Price 1,000
Pop. 8 App. Stylized silver ring inlaid with a white gemstone Equip Hand
Summary Break the stone to increase Vitality Era Al Menas
Effect When wearing this ring, you may activate this effect.
After any die roll, you may declare you are destroying the stone. If you do, receive a +2 bonus to Vitality.


Little Wing Base Price 3,000
Pop. 12 App. Ornament of small white wings Equip Back
Summary Reduces damage from a fall Era Al Menas
Effect This item is attached to the wearer's back.

Whenever the wearer falls a great distance, a gentle breeze buffers him and blunts the impact of his fall.

All falling damage taken by the wearer is reduced by -20.