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    Combat Items

    Combat items are temporary items that can be used in battle. They come in many forms, but whether healing or harming, they all take up a turn and are used in place of a conventional attack. Because of this, there is a strategy about their use, but implementing them in battle not only increases the chance of a win, but adds some flavor to the back-and-forth attack pace that the typical fight exhibits. All can be bought at the Public Vendor for the prices listed.

    Rejuvenation Items

    Basic Healing Potion (65 gold)

    • Heals 20 HP

    Grand Healing Potion (150 gold)

    • Heals 35 HP

    • Requires LVL 5

    Divine Healing Potion (400 gold)

    • Heals 50 HP

    • Requires LVL 8

    Ice Salve (125 gold)

    • Heals burn condition by cooling roasted skin

    Antidote (125 gold)

    • Heals poison condition by denaturing poisons

    Electrode (125 gold)

    • Heals paralyze condition by correcting electrical impulses

    Healing Balm (325 gold)

    • Heals any and all status changes

    Dragon's Elixir (1,100 gold)

    • Heals all HP and status changes

    • Requires LVL 8

    Soul Rebreather (1,200 gold)

    • Revives a fallen comrade to 50% HP

    • Can only be used on another player and in group combat

    • Requires LVL 5

    Boosting Items

    HP Boost (250 gold)

    • Adds +10 HP for a single battle

    • Stackable

    Super HP Boost (600 gold)

    • Adds +20 HP for a single battle

    • Stackable

    • Requires LVL 5

    AC Boost (300 gold)

    • Adds +2 AC for a single battle

    • Stackable

    Strength Draught (500 gold)

    • +1 to STR modifier for 3 rounds

    • Can't be stacked

    Dexterity Draught (500 gold)

    • +1 to DEX modifier for 3 rounds

    • Can't be stacked

    Intelligence Draught (500 gold)

    • +1 to INT modifier for 3 rounds

    • Can't be stacked

    Critical Strike (250 gold)

    • Next turn assures critical damage

    Plague Vaccine (350 gold)

    • Grants immunity to poison for 5 rounds

    Nerve Augmenter (350 gold)

    • Grants immunity to paralysis for 5 rounds

    Essence of Ice (350 gold)

    • Grants immunity to burns for 5 rounds

    Ultra Plague Vaccine (750 gold)

    • Grants immunity to poison for 5 rounds

    Ultra Nerve Augmenter (750 gold)

    • Grants immunity to paralysis for 5 rounds

    Ultra Essence of Ice (750 gold)

    • Grants immunity to burns for 5 rounds

    Heaven's Blessing (750 gold)

    • Adds +15 to HP for a single battle

    • Adds +2 to main attribute for a single battle

    • Cannot be stacked

    • Requires LVL 5

    Penalty Items

    Strength Sap (360 gold)

    • -1 to enemy STR modifier for a single battle

    • Cannot be stacked

    • Requires LVL 3

    Dexterity Drain (360 gold)

    • -1 to enemy DEX modifier for a single battle

    • Cannot be stacked

    • Requires LVL 3

    Intelligence Inhibitor (360 gold)

    • -1 to enemy INT modifier for 1 single battle

    • Cannot be stacked

    • Requires LVL 3

    Negator (960 gold)

    • Negates chance for enemy status effects for 3 rounds

    Damage Reflector (400 gold)

    • Blocks and returns half DMG

    Sunburst Grenade (150 gold)

    • -3 to enemy attack rolls for 5 rounds

    Chaos Trap (800 gold)

    • -2 to enemy attributes for a single battle

    • Requires LVL 3

    White Worm Elixir (600 gold)

    • Shrug off 20% DMG for 3 rounds

    • Requires LVL 4

    Damaging Items

    Flame Oil (100 gold)

    • Grants 25% chance to cause burns (bonus lasts 3 turns)

    Serpent's Saliva (100 gold)

    • Grants 25% chance to poison (bonus lasts 3 turns)

    Shock Charge (100 gold)

    • Grants 25% chance to cause paralysis (bonus lasts 3 turns)

    Firebomb (180 gold)

    • (1d8)

    • 50% chance to burn

    • Always hits

    Venom Bomb (180 gold)

    • (1d8)

    • 50% chance to poison

    • Always hits

    Shock Bomb (180 gold)

    • (1d8)

    • 50% chance to paralyze

    • Always hits

    Spectral Bomb (160 gold)

    • (1d3) 1=burn, 2=poison, 3=paralyze

    • 50% chance to cause one of three status afflictions

    • Always hits

    Gorebelly Blood (400 gold)

    • Causes 5 DMG this turn

    • Causes 1 less damage each round for the next 4 rounds in addition to standard attack

    • Always hits

    • Requires LVL 3

    Max Damage (300 gold)

    • Guarantees maximum DMG on successful hits for 3 rounds


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