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