|
Unique Items -- also known as rare items, are of a significantly higher grade than normal items. Some of them are only dropped when the monster's corpse starts to disappear.
Stones
Zemstone's of Sacrifice are used to protect rare items. When carried, a Zem will drop rather than any other items in your inventory. All 3 stones are found from killing monsters. They can drop on the first drop for normal monsters, and the second on boss monsters.
When upgrading non upgraded items for the first time, failure will not cost anything but the stone itself. When upgrading past +3 for armors or weapons, failure may cause the item to disappear. When an item is sucessfuly upgraded, stone disappears.
Name | Description | Picture
|
Zemstone of Sacrifice
| Stone drops in place of other items. Used primarily for protecting rare items. Can be dropped 3 times before disappearing. |
|
Merien Stone
| Used for upgrading armors. Can not be used on strong armors.
|
|
Xelima Stone
| Used for upgrading weapons.
|
|
Axe Class
Name | Endurance | Damage (Sml-Med) | Damage (Lrg) | Weight | Speed | Description | Picture
|
Blood Axe
| 5000
| 3D6+2
| 3D6+2
| N/A
| N/A
| Blood items will reduce Health Points Recovery and Maximum Health Points of wielder by 20%. Has High Hitting Probability.
|
|
Golden Axe(LLF)
| 2000
| 3D6
| 3D6
| N/A
| N/A
| N/A
|
|
Kloness Axe
| 5000
| N/A
| N/A
| 150
| 14
| Adds 15 to Reputation and additional damage to bad reputation players.
|
|
Xelima's Axe*
| 8000
| 3D8+1
| 3D9+1
| 90
| 13
| Xelima items when activated reduce target player's current Health Points by 50%. When target player's health point goes beneath a certain value, it hits its dice damage.
|
|
Note: Special ability items (marked by *) have a 20 minute recharge before the special effect can be reused. Only affects players.
Bow Class
Name | Endurance | Damage (Sml-Med) | Damage (Lrg) | Weight | Speed | Description | Picture
|
Dark Elf Bow
| 2500
| 10D2
| 3D10+1
| 80
| 6
| N/A
|
|
Fencing Class
Name | Endurance | Damage (Sml-Med) | Damage (Lrg) | Weight | Speed | Description | Picture
|
Blood Rapier
| 5000
| 2D5+2
| 2D5+2
| 11
| 3
| Blood items will reduce Health Points Recovery and Maximum Health Points of wielder by 20%. Has High Hitting Probability.
|
|
Kloness Esterk
| 5000
| N/A
| N/A
| 50
| 5
| Adds 15 to Reputation and additional damage to bad reputation players.
|
|
Xelima Rapier*
| 5000
| 2D6+2
| 2D6+2
| 10
| 3
| Xelima items when activated reduce target player's current Health Points by 50%. When target player's health point goes beneath a certain value, it hits its dice damage.
|
|
Note: Special ability items (marked by *) have a 20 minute recharge period before the special effect can be reused. Only affects players.
Hammer Class
Name | Endurance | Damage (Sml-Med) | Damage (Lrg) | Weight | Speed | Description | Picture
|
Giant Battle Hammer
| 6000
| 3D9+3
| 4D8+2
| 140
| 14
| 30% armour stripping probability. Reduces more endurance than Battle Hammer.
|
|
Sword Class
Name | Endurance | Damage (Sml-Med) | Damage (Lrg) | Weight | Speed | Description | Picture
|
Blood Sword
| 5000
| 4D7+1
| 4D7+1
| 131
| 11
| Blood items will reduce HP Recovery and Maximum Health Points of wielder by 20%. Has High Hitting Probability.
|
|
Dark Executor
| 4000
| N/A
| N/A
| 140
| 13
| Adds +4 damage during NIGHT time.
|
|
Demon Slayer
| 5000
| 4D7+2
| 4D8+2
| 120
| 12
| Does extra damage to Demons. High hitting probability.
|
|
Excalibur
| 6000
| 2D10+4
| 2D12+4
| 40
| 3
| Unique one-handed long sword, with a high critical damage bonus.
|
|
Kloness Blade
| N/A
| N/A
| N/A
| 120
| 12
| Adds 15 to Reputation and additional damage to players with bad reputation.
|
|
Lightning Blade
| 4000
| N/A
| N/A
| 140
| 13
| Adds +4 damage during DAY time.
|
|
Storm Bringer
| N/A
| N/A
| N/A
| 110
| 11
| Requires 65 Intelligence to wield. Has added attack range which produces a storm.
|
|
Sword of Ice Elemental*
| 7000
| 2D11+2
| 2D12+2
| 100
| 10
| Special ability freezes the target, slowing movement by 50% irregardless of Protection from Magic and Absolute Magic Protection.
|
|
The Devastator
| 3000
| N/A
| N/A
| 200
| 15
| N/A
|
|
Xelima Blade*
| 8000
| 2D11+2
| 2D12+2
| 82
| 8
| Special ability reduces target player's current HP by 50% per swing. When target player's HP goes beneath a certain value, the sword hits its normal dice damage.
|
|
Note: Special ability items (marked by *) have a 20 minute recharge period before the special effect can be reused. Only affects players.
Wand Class
Name | Endurance | Damage (Sml-Med) | Damage (Lrg) | Weight | Speed | Mana Save % | Description | Picture
|
Berserk Magic Wand
| 4000
| 1D6
| 1D6
| 10
| 3
| MS10%, MS20%
| Adds 30% bonus magic damage when used.
|
|
Magic Wand (Ms30)(LLF)
| 4800
| 1D6
| 1D6
| 10
| 3
| MS30%
| N/A
|
|
M.Shield Wand
| 5000
| 1D6
| 1D6
| 10
| 3
| MS0%
| Adds 30 Defense, and has a passive effect of very high Physical Absorption.
|
|
Kloness Magic Wand
| 4000
| 1D6
| 1D6
| 10
| 3
| MS10%, MS20%
| Adds additional damage to players with bad reputation.
|
|
Ressurection Wand
| 4000
| 1D6
| 1D6
| 10
| 3
| MS10%, MS20%
| Ressurects dead players refilling their Health Points to 50% of maximum. Requires 100 Magic & 100 Intelligence to wield.
|
|
Note: Special ability items (marked by *) have a 20 minute recharge period before the special effect can be reused. Only affects players.
Armor & Shield Class
Name | Endurance | Defense | Weight | Description | Picture
|
Santa Costume
| N/A
| N/A
| N/A
| Seasonal item. 50% Damage Absorption from Ice Spells
|
|
Merien's Shield*
| 1600
| 35
| 40
| Special ability grants temporary invulnerability to damage.
|
|
Merien's Plate Mail*
| 3000
| 60
| N/A
| Special ability breaks the weapons of attackers.
|
|
Note: Special ability items (marked by *) have a 20 minute recharge period before the special effect can be reused. Only affects players.
Necklace Class
Name | Endurance | Weight | Description | Picture
|
Necklace of Poison Protection
| 300
| N/A
| 50% Protection from poison, 50% chance to dispell poison
|
|
Necklace of Serpent aka Necklace of Sufferent
| 300
| N/A
| Complete protection from poison
|
|
Necklace of Medusa
| 300
| N/A
| Complete protection from poison and Paralysis
|
|
Necklace of Ice Protection
| 300
| N/A
| 25% Damage Absorption from Ice Spells, 25% protection from freezing
|
|
Necklace of Ice Elemental
| 300
| N/A
| 50% Damage Absorption from Ice Spells, complete protection from Freezing
|
|
Necklace of Fire Protection
| 300
| N/A
| 25% Damage Absorption from Fire Spells
|
|
Necklace of Efreet
| 300
| N/A
| 50% Damage Absorption from Fire Spells
|
|
Necklace of Lightning Protection
| 300
| N/A
| 25% Damage Absorption from Lightning Spells
|
|
Necklace of Air Elemental
| 300
| N/A
| 50% Damage Absorption from Lightning Spells
|
|
Magic Necklace (RM10)
| 300
| N/A
| Adds 10% More Magic Resistance
|
|
Magic Necklace (RM15, RM20, RM25, RM30)
| 300
| N/A
| Adds 15%, 20%, 25%, 30% More Magic Resistance. Made via crafting.
|
|
Magic Necklace (MS10)
| 300
| N/A
| Saves 10% Mana while casting spells.
|
|
Magic Necklace (MS12, MS14, MS16, MS18)
| 300
| N/A
| Saves 12%, 14%, 16% 18% Mana while casting spells. Made via crafting.
|
|
Necklace of Liche
| 300
| N/A
| Saves 20% Mana while casting spells. Requires user to be level 60+.
|
|
Magic Necklace (DM+1)
| 300
| N/A
| Adds +1 damage to physical attacks.
|
|
Magic Necklace (DM+1, DM+2, DM+3, DM+4, DM+5)
| 300
| N/A
| Adds +1, +2, +3, +4, +5 damage to physical attacks. Made via crafting.
|
|
Magic Necklace (DF+10)
| 300
| N/A
| Adds 10 more Defense Points.
|
|
Magic Necklace (DF+15, DF+20, DF+25, DF+30)
| 300
| N/A
| Adds 15, 20, 25, 30 more Defense Points. Made via crafting.
|
|
Necklace of Stone Golem
| 300
| N/A
| Adds 30 more Defense Points.
|
|
Necklace of Merien
| 300
| N/A
| Adds 50 defense points.
|
|
Necklace of Kloness
| 300
| N/A
| Reduces damage from players with bad reputation.
|
|
Necklace of Xelima
| 300
| N/A
| Adds 100% hitting probability. (The value is applicable to physical attack and magic attack)
|
|
Ring Class
Name | Endurance | Weight | Description | Picture
|
Ring Of Wizard
| 300
| N/A
| Adds +2 to Magical Damage
|
|
Ring Of Mage
| 300
| N/A
| Adds +4 to Magical Damage
|
|
Ring Of Grand Mage
| 300
| N/A
| Adds +5 to Magical Damage
|
|
Ring Of ArchMage
| 300
| N/A
| Adds +7 to Magic Damage
|
|
Ring of Ogre Power
| 300
| N/A
| Adds +2 to Physical Damage
|
|
Ring of Demon Power
| 300
| N/A
| Adds +3 to Physical Damage
|
|
Ring Of Dragon Power
| 300
| N/A
| Adds +5 to Physical Damage
|
|
Ring Of Xelima
| 300
| N/A
| Adds +6 to Physical Damage
|
|
Ring Of Abaddon
| 300
| N/A
| Adds +7 to Physical Damage
|
|
Ruby Ring*
| 5000
| N/A
| Adds +10% to Magic Absorbtion
|
|
Emerald Ring*
| 9000
| N/A
| Adds +20% to Magic Absorbtion
|
|
Lucky Gold Ring
| 300
| N/A
| Adds 10% Chance of Evading Death
|
|
Sapphire Ring
| 5000
| N/A
| No Effect yet
|
|
Platinum Ring
| 300
| N/A
| No Effect yet
|
|
Note: Rings that absorb damage (marked by *) lose enrurance as damage is taken. If endurance reaches zero, the ring will break and disappear. To avoid this, these rings should be repaired frequently.
Scrolls/Manuals
Name | INT | Description | Picture
|
Ice-Storm Manual
| 59
| Allows user to learn the spell 'Ice-Storm'.
|
|
Mass-Fire-Strike Manual
| 85
| Allows user to learn the spell 'Mass-Fire-Strike'.
|
|
Bloody-Shock-Wave Manual
| 105
| Allows user to learn the spell 'Bloody-Shock-Wave'.
|
|
Cancellation Manual
| 160
| Allows user to learn the spell 'Cancellation'.
|
|
Inhibition-Casting Manual
| 160
| Allows user to learn the spell 'Inhibition-Casting'.
|
|
Earth Shock Wave Manual
| 200
| Allows user to learn the spell 'Earth Shock Wave'.
|
|
Tip: Scrolls/Manuals will disappear whether or not you meet the requirements to use them. Make sure you have the required stats before use.
|
|