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. Usage[]
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 use 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 uses, and deals slashing damage.
- [2Hᵱ]: This weapon has multiple uses, and deals piercing damage.
3. Req'd STR[]
Stands for Required Strength. A PC needs to have a Strength equal to or exceeding the listed Strength to equip that item. If they do not, their skills receive a penalty, and they do not receive the benefits of the item in question. This does not add together, so a character with multiple weapons and armor needs to have a minimum Strength equal to or greater than the highest Req'd STR of their equipment to gain benefits from all of them.
4. Accuracy[]
Shows how accurate each weapon is.
5. Impact[]
The Impact 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. Please refer to pg. 154 for more details.
6. Crit Rate[]
Stands for "Critical Value". When attacking, if the total of your dice alone meet or exceed the Crit Rate, your attack is a critical hit.
7. Add'l Dmg[]
Stands for Additional Damage. When rolling damage for [Crossbows], add the number given to the roll.
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.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
Knife | 1H* | 1 | - | 1 | 10 | 30 |
Dagger | 1H* | 3 | - | 3 | 10 | 50 |
Short Sword | 1H | 5 | - | 5 | 10 | 80 |
Rapier | 1H | 8 | - | 8 | 10 | 110 |
Saber | 1H | 10 | - | 10 | 10 | 190 |
Estoc | 2H | 11 | - | 21 | 10 | 370 |
Long Sword | 1H† | 13 | - | 13 | 10 | 440 |
2H | 13 | - | 23 | 10 | ||
Broad Sword | 1H | 15 | - | 15 | 10 | 340 |
Bastard Sword | 1H† | 17 | - | 17 | 10 | 560 |
2H | 17 | - | 27 | 10 | ||
Falchion | 2H | 18 | - | 28 | 10 | 790 |
Zweihander | 2H | 20 | - | 30 | 10 | 860 |
Shamshir | 2H | 22 | - | 32 | 11 | 950 |
Great Sword | 2H | 24 | - | 34 | 10 | 1,020 |
Only those with [Weapon Proficiency/Sword] may equip the following weapons.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Flissa | 1H | 8 | - | 13 | 10 | 880 |
Flamberge | 1H† | 23 | - | 28 | 10 | 1,580 |
2H | 23 | - | 38 | 10 | ||
Dragonslayer | 2H | 28 | - | 43 | 10 | 2,760 |
Axes[]
Whether single- or double-bladed, the defining feature of axes is their immense Impact. This is balanced out by their increased difficulty to critically hit, however.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Hand Axe | 1H* | 7 | - | 12 | 11 | 90 |
Battle Axe | 1H† | 16 | - | 21 | 11 | 360 |
2H | 16 | - | 31 | 11 | ||
Great Axe | 2H | 18 | - | 33 | 11 | 410 |
Heavy Axe | 1H† | 20 | - | 25 | 11 | 440 |
2H | 20 | - | 35 | 11 | ||
Bulova | 2H | 22 | - | 37 | 11 | 490 |
Minotaur's Axe | 2H | 30 | - | 45 | 11 | 950 |
Only those with [Weapon Proficiency/Axe] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Halberd | 2Hᵴ | 20 | - | 40 | 11 | 1,080 |
2Hᵱ | 20 | - | 35 | 10 |
Spears[]
The spear. Characterized by the point at the end of it's haft, it's increased Impact comes at the loss of accuracy.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Javelin | 1H* | 5 | -1 | 10 | 10 | 65 |
Short Spear | 1H* | 10 | -1 | 15 | 10 | 110 |
Spear | 1H† | 15 | -1 | 20 | 10 | 170 |
2H | 15 | - | 25 | 10 | ||
Long Spear | 1H† | 20 | -1 | 25 | 10 | 220 |
2H | 20 | - | 30 | 10 |
Only those with [Weapon Proficiency/Spear] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Ahlspiess | 1H† | 15 | -1 | 25 | 10 |
480 |
2H | 15 | - | 30 |
10 |
Maces[]
With both high Impact and higher accuracy, the mace is a dangerous weapon. Don't expect to critically hit all too often, however.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Light Mace | 1H | 5 | +1 | 10 | 12 | 120 |
Heavy Mace | 1H† | 15 | +1 | 20 | 12 | 330 |
2H | 15 | +1 | 30 | 12 | ||
Maul | 2H | 20 | +1 | 35 | 12 | 440 |
Ogre Maul | 2H | 30 | +1 | 45 | 12 |
640 |
Only those with [Weapon Proficiency/Mace] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Biliong | 1H | 7 | +1 | 17 | 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.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Mage Staff | 2H | 1 | +1 | 11 | 12 | 110 |
Quarterstaff | 2H | 4 | +1 | 14 | 12 | 140 |
Only those with [Weapon Proficiency/Staff] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Mana Staff※ | 2H | 3 | +1 | 13 | 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 Impact, they lack the accuracy of other weapons in exchange.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Light Flail | 1H | 7 | -1 | 12 | 10 | 90 |
Flail | 1H† | 10 | -1 | 15 | 10 | 240 |
2H | 10 | -1 | 25 | 10 | ||
Morningstar | 1H | 12 | -1 | 17 | 10 | 280 |
Heavy Flail | 1H† | 15 | -1 | 20 | 10 | 340 |
2H | 15 | -1 | 30 | 10 |
Only those with [Weapon Proficiency/Flail] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Goedendag | 1H† | 18 | -1 | 28 | 10 | 1,540 |
2H | 18 | -1 | 38 | 10 |
Warhammers[]
A weapon used by rank-and-file troops, warhammers are relatively inexpensive, but difficult to successfully attack with.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Pike | 1H | 2 | -1 | 7 | 10 | 60 |
Warhammer | 1H | 11 | -1 | 16 | 10 | 250 |
Mattock | 2H | 20 | -2 | 40 | 10 | 440 |
Only those with [Weapon Proficiency/Warhammer] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Bec-De-Corbin | 2Hᵱ | 20 | -1 | 40 | 10 | 1,800 |
2Hᵴ | 20 | -2 | 45 | 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.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Punch | 1H | 0 | - | 0 | 12 | - |
Kick | 1H‡ | 0 | -1 | 5 | 12 | - |
Throw※ | 2H | 0 | - | 0 | 12 | - |
Cestus※ | 1H | 1 | +1 | 1 | 10 | 40 |
Spiked Boots※ | 1H‡ | 1 | -1 | 11 | 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.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Hard Knuckle※ | 1H | 5 | +1 | 10 | 10 | 440 |
Stomper※ | 1H‡ | 5 | -1 | 20 | 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 additional damage is calculated by adding a PC's Marksman class level (if any) and their Strength modifier.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Stone | 1H* | 1 | - | 6 | 12 | 0 |
Knife | 1H* | 1 | - | 1 | 10 | 30 |
Dagger | 1H* | 3 | - | 3 | 10 | 50 |
Hand Axe | 1H* | 7 | - | 12 | 11 | 90 |
Javelin | 1H* | 5 | -1 | 10 | 10 | 65 |
Short Spear | 1H* | 10 | -1 | 15 | 10 | 110 |
Only those with [Weapon Proficiency/Thrown Weapons] may equip these weapons.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Chakram | 1H* | 1 | - | 6 | 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 additional damage is calculated by adding a PC's Marksman class level (if any) and their Strength modifier.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Short Bow | 2H | 2 | - | 12 | 10 | 60 |
Normal Bow | 2H | 7 | - | 17 | 10 | 120 |
Long Bow | 2H | 12 | - | 22 | 10 | 170 |
Heavy Bow | 2H | 17 | - | 27 | 10 | 220 |
Only those with [Weapon Proficiency/Bows] may equip these weapons.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Wrapped Bow | 2H | 13 | - | 28 | 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, additional damage is fixed for each crossbow, regardless of class level. B-Rank Crossbows have a range of 30m.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Add'l Dmg | Price |
---|---|---|---|---|---|---|---|
Light Crossbow | 2H | 1 | - | 16 | 10 | 4 | 160 |
Normal Crossbow | 2H | 5 | - | 20 | 10 | 4 | 260 |
Heavy Crossbow | 2H | 10 | - | 25 | 10 | 4 | 530 |
Only those with [Weapon Proficiency/Crossbows] may equip these weapons. A-Rank Crossbows have a range of 50m.
Name | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Add'l Dmg | Price |
---|---|---|---|---|---|---|---|
Thami | 2H | 18 | - | 38 | 10 | 7 | 1,480 |
Guns[]
Packed into each bullet is the power of mana, though only Gunmages can unleash that power. However, while a Gunmage adds their class level to damage, a Marksman adds their class level to the attack roll. 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 but a free action.
Name | Max Magazine | Usage | Req'd STR | Accuracy | Magic Power | Crit Rate | Range | Price |
---|---|---|---|---|---|---|---|---|
Matchlock | 3 | 1H | 1 | - | - | 11 | 10m | 360 |
Torador | 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.
Name | Max Magazine | Usage | Req'd 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.
Also, wearing armor and/or carrying a shield may impose a penalty to actions taken. Please refer to pgs. 104 - 118 for more details.
Non-Metallic Armor[]
Name | Req'd 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
Only those with [Armor Proficiency/Nonmetallic Armor] may wear the following armor.
Name | Req'd STR | Evasion | Defense | Price |
---|---|---|---|---|
Aramid Coat※ | 5 | +1 | 2 | 750 |
Breast Armor | 10 | - | 5 | 1,000 |
※Grapplers may equip
Metal Armor[]
Name | Req'd 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.
Name | Req'd STR | Evasion | Defense | Price |
---|---|---|---|---|
Brigandine | 18 | -1 | 7 | 3,800 |
Fortress | 27 | -3 | 9 | 8,200 |
Shields[]
Name | Req'd 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.
Name | Req'd 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 | Usage | Req'd STR | Accuracy | Impact | Crit Rate | Price |
---|---|---|---|---|---|---|
Spiked Shield | 1H | 13 | - | 13 | 10 | 1,800 |
General Equipment[]
Items/Gadgets[]
Name | Price | Notes |
---|---|---|
Adventurer Set | 100 |
Backpack, Waterskin, Blanket, 6 Torches, Tinderbox, 10m Rope, Small Knife |
Name | Price | Notes |
---|---|---|
Bag | 8 | Fabric |
Belt Pouch | 15 | Leather |
Waterskin | 20 | Leather |
Backpack | 50 |
Leather |
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 |
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. |
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 |
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 |
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 | 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. |
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. |
Name | Price |
---|---|
Donkey | 800 |
Mule | 1,000 |
Packhorse | 1,500 |
Camel | 2,000 |
Riding Horse | 5,000 |
War Horse | 10,000 |
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. |
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.
Name | Impact | Price | Notes |
---|---|---|---|
Lifegrass | 10 | 30 | Restores HP. Cannot be used in combat. 10 min. to take effect. |
Magic Herb | 0 | 100 | Restores MP. Cannot be used in combat. 10 min. to take effect. |
Name | Impact | Price | Notes |
---|---|---|---|
Healing Potion | 20 | 100 | Instantly recovers HP. Can be used in combat. |
Awake Potion | 100 | Same effect as Awaken spell (pg. 194), 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, can be made as a weapon for 200 |
Holy Seal | 100 |
Enchanted Oak Branch | 50 |
Enchanted Clay | 200 |
Faerie 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, Gemstones: 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 20 Impact + 5 pts. Fire damage (see p. 259) |
Pointed Hat | 3,000 | [Magic] Monster Knowledge checks +1 (see p. 258) |
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, Gemstones: 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 (see p. 256) |
Neck Accessories[]
Name | Price | Notes |
---|---|---|
Necklace | 5 | Beads: 5, Gemstones: 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. (see p. 259) |
Lucky Charm | 2,000 | [Magic] Loot Determination rolls +2 (see p. 257) |
Amulet of Light | 3,000 |
[Magic] +1 Fortitude, Willpower and Evasion vs. undead attacks (see p. 259) |
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. (see p. 260) |
Hand Accessories[]
Name | Price | Notes |
---|---|---|
Ring | 5 | Beads: 5, Gemstones: 8, Silver: 100 |
Wristband | 7 | |
Bracelet | 9 | Leather: 9, Gemmed: 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. (see p. 258) |
Ability-Enhancing Bracelet※ | 1,000 | [Magic] +2 to any ability score. Break to increase bonus to +14 once. (see p. 258) |
Sunshine Band | 1,000 | [Magic] Break to receive +2 bonus to Vitality. (see p. 260) |
Moonlight Band | 1,000 | [Magic] Break to receive +2 bonus to Spirit. (see p. 257) |
Droplet Bracelet | 5,000 | [Magic] Made with spring water. Ice damage -1 pt. (see p. 257) |
Ring of the Mind | 5,000 | [Magic] +1 Resistance bonus to Willpower (see p. 257) |
※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).
Hip 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 (see p. 259) |
Black Belt | 3,000 | [Magic] +1 Defense (see p. 260) |
Foot Accessories[]
Name | Price | Notes |
---|---|---|
Toe Ring | 5 | Beads: 5, Gemstones: 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 +5 (see p. 255) |
Angel Shoes | 8,000 | [Magic] While worn, always float 10cm above the ground (see p. 258) |
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 | Gemstone: 8, Silver: 100 |
Chain | 30 | Cannot be a weapon. Colored chain: 35 |
Gem Case | 100 | Leather case holds up to 4 Faerie Gems. Silver: 200. |
Chandelle Products | - | Luxury brands available in Zaltz 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. ToC (Time of Creation)[]
Shows which civilization created the magic item in question.
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 | ToC | Magitech | ||
Effect | The boots have wind magic woven into them, allowing the wearer to walk more lightly than usual. Characters with Full Movement increase their speed by 15m, while those with Normal Movement 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 | ToC | Magitech | ||
Effect | When a magic effect that restores HP is used by the person wearing this amulet, add 1 additional point to the healing done. |
Ifrit's Whisker | Base Price | Remaining uses x 500G | |||
Pop. | 17 | App. | Twisted crimson-tipped quarterstaff (Req'd STR 4) | Equip | Weapon |
Summary | Shoots Fireballs (Magic Power 6) | ToC | Magitech | ||
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 | ToC | Magitech | ||
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 Magitech words | Equip | Head |
Summary | Forces the wearer to sleep deeply | ToC | Magitech | ||
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 | ToC | Magitech | ||
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 Band | Base Price | 1,000 | |||
Pop. | 12 | App. | Stylized silver bracelet inlaid with a black gemstone | Equip | Hand |
Summary | Break the stone to increase spirit | ToC | Magitech | ||
Effect | When wearing this bracelet, 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 Spirit. |
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 | ToC | Magitech | ||
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 | ToC | Magitech | ||
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 | ToC | Magitech | ||
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 | ToC | Magitech | ||
Effect | The person wearing these shoes will act as though they are Hovering (see p. 208). |
Pointed Hat | Base Price | 3,000 | |||
Pop. | 10 | App. | Tall conical hat | Equip | Head |
Summary | Remembering monster knowledge becomes easier | ToC | Magitech | ||
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 | ToC | Magitech | |||||||||||||||||
Effect |
Those who wear these bracelets increase the appropriate ability (except Vitality and Spirit) by +2 points.
|
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 | ToC | Magitech | |||||||||||||||||
Effect |
Those who wear these rings increase the appropriate ability (except Vitality and Spirit) by +1 point.
|
Champion's Buckle | Base Price | 5,000 | |||
Pop. | 10 | App. | Buckle molded in hero's likeness | Equip | Hip |
Summary | Shoots Lightning (Magic Power 6) | ToC | Magitech | ||
Effect | When the wearer speaks the command word, lightning fires out of the hero's mouth. This effect costs 10 MP to use. You may not use this ability and attack in the same round. |
Rose Choker | Base Price | 1,000 | |||
Pop. | 10 | App. | Silver choker engraved with roses | Equip | Neck |
Summary | Reduces damage once | ToC | Magitech | ||
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 | ToC | Magitech | ||
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) | ToC | Magitech | ||
Effect |
When thrown, this hairpin transforms into a flaming arrow, never missing the target it is thrown at. The target struck with this hairpin will receive 20 Impact + 5 points of fire damage, with the Impact roll treated as a 12. A successful Willpower check halves this damage. You cannot use this item and attack in the same round. This item has one use, and will break afterwards. |
Black Belt | Base Price | 3,000 | |||
Pop. | 8 | App. | Black leather belt | Equip | Hip |
Summary | Increases Defense | ToC | Magitech | ||
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 | ToC | Magitech | ||
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. Weapons made by the Magitech Civilization can also be made magic, but enchanting such a weapon takes one month. |
Sunshine Band | Base Price | 1,000 | |||
Pop. | 8 | App. | Stylized silver bracelet inlaid with a white gemstone | Equip | Hand |
Summary | Break the stone to increase vitality | ToC | Magitech | ||
Effect | When wearing this bracelet, 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 | ToC | Magitech | ||
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. |