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| Ranger Hatchet- (starter weapon)- A basic hatchet for a ranger. Diamond Plated Hatchet- 100 gc- A sturdy hatchet for a ranger. Axe- 200 gc- A powerful axe for a ranger. Throwing Hatchets x5- 50 gc- Hatchets that can be thrown and retrived. (can also be lost or stolen) Stone Axe- 250 gc- A heavy, sturdy axe with alot of power. Ranger's worn vest- 40 gc- Adds 2 to defense and 2 to stealth. Ranger's Vest- 100 gc- Adds 5 to defense and 5 to stealth. Ranger's Cloak- 200 gc- Adds 10 to defense and 10 to stealth. |
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| Mage/ Wizard Short Staff -(starter weapon)- A short standard staff for mages and wizards. Long Staff- 100 gc- A long staff with a wide range. Dark Magic Staff- 200 gc- A long staff with dark magic concealed in an orb on the tip of the staff. Staff w/ Water Orb- 200 gc- A medium sized staff with the faint power of the water element in its orb. Staff w/ Flame Orb- 200 gc- Same as the water staff except containing fire power. Staff w/ Electro Orb- 200 gc- Same as the water staff except containing electric power. Staff w/ Earth Orb- 200 gc- Same as the water staff except containing earth power. Staff w/ Wind Orb- 200 gc- Same as the water staff except containing wind power. Light Cloak- 50 gc- Adds 5 to defense Heavy Cloak- 100 gc- Adds 10 to defense. Mountain Cloak- 200 gc- adds 15 to defense and gives a stealth boost of 5. |
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| Menu Main Story Rules Joining Members Creatures Armoury Races Crafts Magical Places Quests Destiny Stones Dating & Marriage Attacks & Abilities Message Board |
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| Swordsman Rusty Sword- (starter weapon)- A standard sword for swordsman. Shiny Sword- 50 gc- A new shiny sword with a wide range. Buster Sword- 150 gc- A large sword with a wide range but limits movement (-5 speed). Brotherhood- 250 gc- A strong sword with an unknown magic aura surrounding it. Swordsman Armor- 100 gc- Adds 10 to defense. Swordsman Fine Armor- 200 gc- Adds 20 to defense |
Musician Blade Flute- (starter weapon)- A standard instrument for a musician. Multiple Pipe w/ Darts- 100 gc- A mulitple pipe that fires painful darts. Spike Guitar- 200 gc- A strudy guitar with spikes on its side. Harp w/ Detachable Chords- 250 gc- A harp thats chords detach making deadly whips if used right. Sturdy Cloak- 100 gc- Adds 10 to defense. Lightweight Cloak- 100 gc- adds 10 to speed. Night Cloak- 100 gc- adds 10 to stealth. |
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| Archer Small Bow- (starter weapon)- A short standard bow for an archer. Long Bow- 100 gc- A bow with long range and good accuracy. Crossbow- 200 gc- A fast shooting bow with a superb range but poor accuracy. Archer's Cloak- 100 gc- adds 10 to stealth. Lorien Cloak- 200 gc- Adds 10 to stealth and 10 to speed. |
Shopkeeper Small Dagger- (starter weapon)- A standard dagger for shopkeepers. Large Dagger- 100 gc- An easily hidden dagger with an ok range. Sturdy Vest- 100 gc- adds 10 to defense. Strengthened Vest- 200 gc- Adds 20 to defense. Visble Vest- 250 gc- -5 from stealth and adds 30 to defense. |
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| Alchemist Rocksling- (starter weapon)- A basic weapon for alchmists. Rocksling w/ Crystals- 100 gc- A basic sling that fires sharp, worthless crystals. Blue Potion- 150 gc- Transforms worthless lead into diamonds. (can only be used once) Purple Potion- 200 gc- Transforms diamonds into gold. (can only be used once) |
Healer Staff- (starter weapon)- A medium size standard weapon for healers. White Potion- 50 gc- Cures one enemy. Gray Potion- 100 gc- Cures one ally. Green Potion- 150 gc- Cures healer one time. Red Potion- 200 gc- Cures one creature. Healer's Sheild- 200 gc- Can deflect up to 4 attacks per battle. Healer's Armor- 400 gc- Can deflect up to 8 attacks per battle. |
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