Armoury
All prices may change
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.
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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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.
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.
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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