| Weapon or Damage Source | Damage Value | Note |
| Barehanded Punch or Kick | Str +1 | |
| Metal Glove, Knife, Dagger, Club | Str +2 | |
| Staff, Shortsword, Mace, Whip | Str +3 | |
| Sword, Flail, Morningstar, Spear | Str +4 | |
| Greatsword, Gunblade, Maul | Str +5 | |
| Throwing Star or Knife | Per+2 | |
| Thrown Dagger, Hammer | Per+3 | |
| Arrow or Crossbow Bolt, Thrown Spear | Per+4 | |
| Small Handgun | Per+3 | |
| Large Handgun | Per+4 | |
| Rifle, Shotgun | Per+5 | |
| Assault Rifle, Combat Shotgun | Per+6 | * |
| Energy Weapon: Pistol | Int+4 | ף |
| Energy Weapon: Rifle | Int+6 | ף |
| Grenade | 20 / 10 | ** |
| Rocket Launcher | 30 / 15 | ** |
| Tank Shell | 50 / 35 | ** |
| Hit by a Car | 17 | |
| Hit by a Bus | 23 | |
| Falling | 5 | � |
| On Fire | 15 | �� |
| Drowning / Choaking | 5 | � |
| Having a Support Beam fall on you | 20 | |
| Having a Stone ceiling fall on you | 30 | |
| Mild Poison | 12 | |
| Strong Poison | 20 | |
| Extremely Toxic Poison | 40+ | |
| Vehicle Crash | 18 - 25 | |
| * These weapons are capable of autofire. |
| ** First damage listed is for the center of the explosion, second damage is the fringe effects. |
| � Damage is per story of drop. |
| �� Damage occurs each round for as long as the condition persists. Fire Damage is Peircing. |
| � Damage doubles each round that the condition persists. Choaking damage is crushing. |
| ף These weapons do magical damage, and are resisted by spirit. Most energy weapons attack with a specific element or Meta-Element. |
| Item | | Effect |
|   |
| Potion | | Heals 30 hitpoints, or does 30 HP of damage to the Undead. |
| High Potion | | Heals 80 hitpoints, or does 80 hitpoints of damage to the undead. |
| X-Potion | | Heals all hitpoints, or does 500 hitpoints of damage to the undead. |
| Mega-Potion | | Heals 100 HP to up to 5 people. Does 300 Damage to the undead. |
|   |
| Ether | | Restores 50 mana. |
| Elixer | | Restores all Hitpoints and Mana. Deals 500 damage to the undead. |
| Megalixer | | Restores all Hitpoints and Mana to up to 5 people. Deals 500 damage to the undead. |
|   |
| Phoenix Down | | Revives a character from KO status and restores the character's Constitution in hitpoints. |
| Mega Phoenix | | Revives up to 5 characters from KO status and restores each character's constitution x3 in hitpoints. |
| Phoenix Pinion | | Imbues a character with the Auto-Life status. |
|   |
| Antidote | | Cures the Poison status. |
| Eye Drops | | Cures the Blind status. |
| Echo Screen | | Cures the Silence status. |
| Tranquilizer | | Heals the Berserk Status. Puts the target in Slow status if used on a target that isn't Berskerked, for 15 shots. |
| Hyper | | Cures the Sleep status. Puts the target in Berserk status if used on a waking target, for 15 shots. |
| Soft | | Cures the Petrified status. |
| Holy Water | | Cures the Zombie and Curse statuses. |
| Remedy | | Cures all negative status effects, except for KO, and including Stop. |
|   |
| Hearthstone | | Must be placed in a fire overnight, or warmed near sleeping characters. Restores all Mana and Hitpoints during an overnight sleep, and removes all negative status effects, including KO. |
| GF House | | This mystic crystal contains a spiritual habitat for a GF. Overnight rest in one will fully restore the GF's hitpoints, and revive it from KO. A GF must be un-junctioned to use a GF house. |
| GF Pill | | This magical pill releases magical energies that heal 50 hitpoints to a junctioned GF. |
| GF Mist | | This magical inhalent will revive a junctioned GF from KO. |
|   |
| Magic Stone Peice | | Part of a broken magic stone, it provides up to 10 mana, but only to defray the cost of casting a spell. |
| Magic Stone | | A whole magic stone provides 25 mana to defray the cost of casting a spell. |
| Wizard Stone | | This highly charged stone provides 50 mana to defray the cost of spell casting. |
| Energy Crystal | | The most potent magic stone, an energy crystal is pure concentrated mana that somehow became physical. They are very rare, and have many uses, not the least of which is reducing the cost of a spell by 100 mana. |