1 cost:
Blood Dagger: (E1) Sacrifice X amount of life to gain an equal bonus to your Attack score for one round. You may only sacrifice an amount of HP equal to your life stat in any given round (example State: life 5 (25) you may sacrifice up to 5 HP a round).

Ring of Foresight: (E1) Spend 2 AP to be able to use combat dice for attack and defense this round.

Ring of Regeneration: (E1) Grants regeneration (1)

Sword of Mist: (E1) May be used to gain +5 attack for the rest of the round. Has a 1/4 chance of breaking with each use.

Shield of Mist: (E1) May be used to gain +5 defense for the rest of the round. Has a 1/4 chance of breaking with each use.

Staff of Mist: (E1) May be used to gain +5 magic for the rest of the round. Has a 1/4 chance of breaking with each use.

Spear of Mist: (E1) May be used to gain +5 combat for the rest of the round. Has a 1/4 chance of breaking with each use.

Bracer of Mist: (E1) May be used one time per a round to prevent 5 damage. Has a 1/4 chance of breaking with each use.

Cloak of Mist: (E1) Use to set your temporary life layer to 15. Has a 1/4 chance of breaking with each use.

Leo's Talisman: (E1, chg 1/1) You may expend one charge to summon the character Leo (see boss thread) for one round of combat.

Leash (E1) Grants one additional point of tamer when equipped.

Force Field: (E1) cost 100 chips, 3 charges, use a charge to Set your temporary life layer to be equal to 10.

ArĂ¡ethos Famly Signet Ring: (E1) 1 charge, you may expend one charge to summon the ghost of Miztka ArĂ¡ethos to aid you for one round. Cannot be used in pvp.

Immobilizing Mace: (E1) Use 2 MP for the same effect as stunning blow on one enemy.

Eye of the Illuminati: (E1) May learn any single spell used upon you by an opponent in (non PvP) combat by defeating that opponent with your Magic. Opponent cannot have received damage from any other source, including itself. (Organization Item)

Multi-Purpose Tool: (E1) Spend 1 AP or 1 MP to boost any Stat by 1 for the duration of the round. This does not use your Action or Spell.

Rib of the Crypt: (E1, chg 5/5) Spend a charge to gain 1 AP, or 1 MP, your choice. (available by creation only)

Energy Sword: (E1) cost 100, chips 3 charges, use a charge to deal one damage per a point of attack to one target.

*Blessed* Purification Dart: (E1) Give one target angelic ties and angelic pact for the duration of combat. Counts as a stun effect. May only be used once per combat.


2 cost:
Resilient Arm Band: (E2) If your Defense score exceeds your attacker's Attack score, reduce his damage by four for every point of difference, rather than the usual two.

Spellkill Sword: (E2) You may tribute one attack (for this turn) to reduce magic damage by two for this turn.

Spellkill Shield: (E2) You may tribute one defense (for this turn) to reduce magic damage by two for this turn.

Spear of Drowned Souls: (E2) Reduce one of your own stats by 1 for the rest of the combat to reduce an opponents respective stat by 2 for the rest of the combat (may only be used once a turn)

Armor of Mist: (E2) Use to survive this round of combat with 1 life remaining, regardless of damage taken. Has a 1/2 chance of breaking with each use.

Spell Book: (E2) cost 200 chips, +1 magic, 3 charges, use a charge to gain +1 MP.

Wand: (E2) cost 200 chips, 3 charges, use a charge to deal 10 magic damage to one target.

Power Glove: (E2) cost 200 chips, +1 attack, 3 charges, use a charge to gain +1 AP.

Stealth Suit: (E2) cost 200 chips, 3 charges, using one charge makes you no longer a valid target for normal attacks for that turn

Robbing Twin Daggers: (E2 Charge 5/5) Use 1 charge to take 2 points in any attribute other than life from an enemy, and add them to your own, for the duration of combat.) (Organization Item)

Steel Bracer: (E2) Any target you deal normal damage to cannot use an action. This counts as a stun effect.

Magic Bow: (E2) 5 charges, use 1 charge and 1 MP to deal 2 damage per a point of magic to one target. Counts as magical damage.

Council badge: (E2) nullify one normal attack each round directed at your character; counts as a stun effect. (Organization Item)

Symbol of the Mother: (E2) Double all magic damage from any single spell you cast per round against an enemy belonging to the "Undead" class, or with the "Status Undead" ability. (Organization Item)

Heart of the Crypt: (E2, chg 0/3) Spend 1AP and 1MP, to add 1 charge to the Heart, maximum of 3 charges per Dungeon. You may then use the Heart to recharge any item within the Dungeon by 1 point per charge contained within. (Organization Item)

Demonic Amulet (Cursed): (E2) Sacrifice X amount of HP to buff your magic by 1/2 the amount for duration of the round. You may only sacrifice as many HP as your base magic stat.
*Demonic Pride--Permanently equips, replacing all other equipment up to E2. If Equip stat is Lower than 2, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Amulet abandons the character, seeking a stronger servant.
*Demonic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict no damage, you lose 5 HP.
*Cursed* may only be removed with the aid of an Elixir or a member of the Children of the Demon.

Santa's Hat: (E2) (C 3/3) If you use a charge, increase your chances of stunning an oponent by 25% for the rest of combat.

3 cost:
Slime Vile: E3, 3 charges, use one charge to create one Slime Creature.
Slime Creature (1) [stats=6, attack 0, defense 2, combat 0, life 20, Actions: pounce, stunning blow, distract, pressure point] created by the item slime vile.

Seal of Energy: E3, 3 charges, use one charge to increase your chances of stunning by 25% for the rest of combat.

Seal of Speed: E3, 3 charges, use one charge to increase your stun resistance by 25% for the rest of combat.

Holy Symbol: E3, 2 charges, Spend one charge for endurance for one round.

Rage Amulet: (E3) Gives its wearer the ability to spend 1 AP to attack one more time that round.

Arm Guard: (E3) Grants the Healing ability (heal 5 points of damage each turn on one ally).

Amulet of Spell Dispersion: (E3) Once per turn, the wearer may spend 1 MP to reduce the damage taken from magic by 2 points per point of Magic they have.

Chain Sword: (E3) effect whiplash: If you defeat an enemy while using this item all remaining damage is directed to a new target.

Spawn Cape: (E3) ability Spawn.

The Magi Arcanum: (E3) 3/3 Charges - Use one charge to cast one spell at no MP cost; this also uses a Spell use for the turn. That spell may not be cast with The Magi Arcanum again for the rest of the dungeon.

Giant Magical golden scissors: (E3) if you use your combat die for attack on the same turn you also deal magic damage and your first combat die rolls an event number you deal +50% damage with both your normal and magical damage for the round, round down.

Life token: (E3) Spend 2 MP to heal yourself by 8 life.

Death token: (E3) Spend 2 MP to deal 12 damage to one enemy.

Elite Mantle: (E3) All participants in a Team Attack targeted against you must inflict damage or the Team Attack fails. Any regular individual damage would still apply. (Organization Item)

Lance: (E3) If the first Combat Die you roll (regardless of how many you roll) is an even number, double the resulting total. This bonus applies regardless of whether the dice are used for Attack or Defense. You must have Combat Dice in order to benefit from this Item. (Organization Item)

Defense Breaker: (E3) If you attack an enemy this round, reduce their defense by 1/2 of your attack power, rounded down and only counts for the first attack. This effect only lasts one round.

4 cost:
Apprentice Staff: (E4) Grants the Skilled Caster ability (-1 MP cost on spells cast).

Bone Whip: (E4) Effect Whiplash: If you defeat an enemy while using this item all remaining damage is directed to a new target. Randomly adds 1-4 damage to each hit.

Scythe: (E4) Grants Status Undead. If the character equipping this item already has the ability statues undead they have a 3/4 chance of staying up at the end of a turn where they are at 0 or less HP. Only one of this item can be equipped at a time.

Priest's Staff: (E4) Once per turn you may heal any ally by an amount of life equal to your Magic score.

Staff of Summoning: (E4, chg 10/10)
May summon a Minion with Stats purchased on a 1 Charge for 3 CP basis according to normal Character Creation. No more than 5 Charges may be spent on any single Minion (including persistence), with no more than one active at any time. The Minion is subject to same rules as a normal summons; i.e. no Spells or Actions.

Summon lasts for duration of Combat, or until destroyed, whichever comes first.

  • Staff second ability: Persistent Summon: (1 chg) For an additional Charge, the Summon will last until destroyed, or the Quest is completed, whichever comes first. This ability can also be used on a personal summon for the cost of 3 charges.


5 cost:
DK Defender: (E5) Magic Shield, Defender

Staff of Magic Power: (E5) +5 Magic

6 cost:
Angelic Staff (Blessed)
*Angelic Gift---Gives the Ability "regeneration 1" to all members of your party, excluding you.
*Life Sacrifice----Sacrifice X amount of life to decrease an equal amount of attack of your opponent's attack score, for the duration of the round.
*Life Burn (1AP)---For every 1 life you tribute you heal 2 damage to target ally. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn.
Angelic Regeneration---For every 5 points of damage you heal each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP))
~Blessed~
*Angelic Pride--Automatically equips, replacing all other equipment up to E:6. If Equip stat is Lower than 6, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Staff abandons the character, seeking a stronger servant.
*Angelic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict any type of damage, you lose 5 HP.
*Angelic Ties--Whenever you use any Action, Ability or Spell to Heal another, you regenerate 1 HP. Standard regeneration works normally, however.
*Blessed* may only be removed with the aid of an Elixir or a member of the Angelic Choir.

Demonic Sword (Cursed)
+6 Attack
*Blood Sacrifice----Sacrifice X amount of life to gain an equal bonus to your Attack score for one round.
*Blood Burn (1AP)--For every 1 life you tribute you deal 2 damage to target opponent. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn. You may only tribute out as many points of Life as your current Attack score.
*Demonic Regeneration--For every 5 points of damage you do each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP)
*Cursed*
*Demonic Pride--Automatically equips, replacing all other equipment up to E:6. If Equip stat is Lower than 6, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Sword abandons the character, seeking a stronger servant.
*Demonic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict no damage, you lose 5 HP.
*Demonic Ties--You are incapable of receiving any benefit from normal or magical healing. Standard regeneration works normally, however.
*Cursed* may only be removed with the aid of an Elixir or a member of the Children of the Demon.

Broom: (E6), one additional normal attack a round, +2 attack, you may only equip one of this item.

Emerald Fist: (E6) If you attack an enemy this round, reduce their defense by 1/2 of your attack power, rounded down and only counts for the first two attacks of the round. This effect lasts for one round only.

Potions/Consumables (1 cost)
Fire Potion: Use it to deal your attack power in damage to 1 opponent for every 3 attack power you have.

Frost-potion: Use it to deal your magic power in damage to 1 opponent for every 3 magic power you have.

Potion of Endurance: Drink to survive this round of combat with 1 life remaining, regardless of damage taken.

Goblin Juice: +6 attack for one round of combat.

Imp Toast: +3 Magic for one round of combat.

Holy Potion: Grants the Ability Fighter-Mage for one round.

Special items(no cost) (Note: you can only wear one of each 0 cost item.)
Shadow Sheath: -2 Attack, +2 Equip

Spirit Bracer: 10 charges, you may expend one charge in a round to gain one effect
* +2 to attack, defense, combat, or magic till the end of the combat
* deals 5 damage to one target
* heal 5 life to yourself
* prevent 5 damage to another ally from any source this turn

Sword of Nine Clouds: You may only use the SNC if you current attack stat is 10 or higher (Note: you must have an attack of 10 or more without equipment). At any time you may for one round remove the effect of all other equipment you have on and use the SNC. You gain an attack bonus equal to your equip stat. Whiplash: If you defeat an enemy while using this item all remaining damage is directed to a new target.

*Cursed* Demon's Mark [E0]: Demonic Regeneration; For every 5 points of damage you do each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP) (Organization Item)

*Blessed* Angel's Mark [E0]: Angelic Regeneration; For every 5 points of damage you heal each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP) (Organization Item)

Divine Ramuna: one time use, +1CP. If used on a Pet, it grants +2CP.

Ability Potions
Ability potions may be used when the character has an amount of unused CPs equal to the cost of the ability in the potion. The CPs and the potion are spent and the character gains that ability. (basically your buying an ability after character creation using the potion to get a unique one)