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[IMPORTANT] Game-related Items & Status Effects

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Arlunia
Vice Captain

Ruthless Partner

11,350 Points
  • Ultimate Player 200
  • Survivor 150
  • Friendly 100
PostPosted: Tue Jun 04, 2013 3:59 pm


Shop Items

These items can be brought in the starting town of any Server and are occasionally dropped by monsters as well. They are the "common" items available to everyone (provided you have the money) and are all single use.

More may be added in the future.


Items of Healing:
To replenish HP, MP, or cure status effects.

Quote:
Healing Potion - Restores half HP.

Magic Potion - Restores half MP.

Phial of Drinking Water - Restores half of both HP and MP.

Phial of Life-Water - Revives a player character to half HP.

Phial of Medicinal Water - This enchanted water nullifies all status effects a character is afflicted with.

Antidote - Cures Poison.

Alarm Clock - Wakes those that have had Sleep cast on them.

Paper Fan - The Paper Fan blows away the mist that interferes with a player's sight and therefore 'cures' the status effect 'Mist.'

Clear Potion - This potion heals Clouded Senses, restoring order and calm to the target's mind.



Items of Battle:
To give you the advantage or get you out of a tight spot.

Quote:
Evasion Ball - When thrown on the ground, the ball opens up and emits smoke, allowing escape from battle.

Phial of Murky Liquid - When used, this item has a high chance of inflicting the target with a random status effect--provided the target isn't immune to it.



Items of Magic:
To help you on your escapades.

Quote:
Orb of Wind - This fist-sized, pale green crystal orb will transport you back to a dungeon's entrance point. It cannot be used outside of dungeons or during a battle.
PostPosted: Tue Jun 04, 2013 4:54 pm


Rare Items

Ah yes, the ever-sought after items. Rewards of completing a Quest--or maybe you gained the favor of a Server and were gifted with one? Rare weapons will not be added to this list, for the most part, as they are one-of-a-kind and belong solely to the players that already own them.

Servers: After creating rare items, kindly PM them to me so that I can add them and/or their categories to the list.

Players: If you have an idea or two for a rare item of some sort, drop it in the Ideas thread and we'll check it out. Be warned though: having your item here does not mean you automatically get it ("automatically" means without questing or completing some sort of task)--unless your Server decides as such.


Items of Honor:
Marks of a Server's respect

Quote:
Sin and Virtue - They are a pair of guns, identical to Ebony and Ivory, only with different engravings--Dante keeps them to give to someone he deems worthy.



Items of Transportation:
Tired of walking? Want to try another Server? These are for you!

Quote:
Flute of Beckoning - Summons the Quest Server of choice (Multiple use)

Ocarina of Beckoning - Summons the Quest Server of choice like the Flute, but is only good for one roundtrip--there and back (Single use)

Pouch of Wind - Transports ONE person to the (in-Server) destination desired (Multiple use)



Items of Healing:
Helpful remedies and lifesavers.

Quote:
Flask of Crystal Lake Water - Holds a never ending supply of Drinking Water (Restores HP and MP)

Bottle of Hollow Spirits - Holds a never ending supply of Healing Potion

Bottle of Enlightened Spirits - Holds an unending supply of Magic Potion

Bottle of Purified Eitr - Holds a never-ending supply of Life-Restoring Water (Revives a player character to full health and energy)

Bottle of Remedies - Holds an unending supply of Medicinal Water (Nullifies all status effects afflicting a character)

Wing of the Phoenix - A player holding this item will be automatically revived to full health (but will have no MP) when killed. Ideal for solo players--but it is a one-time use item.

Tail of the Phoenix - A player holding this item will be automatically revived to half health (and full MP) when killed. Idea for solo players--but it is a one-time use item.



Items of Battle:
To give you the advantage, or help you keep it.

Quote:
Berries of Banishment - Will subdue ONE Boss Class Monster (Single use only)

Door of Time - Turns back a battle one turn, undoing all actions by enemy and ally parties taken that turn (One-time use)

Stopped Pocketwatch - Freezes all monsters for fifteen seconds (One-time use against a boss; Up to five against regular monsters)

Pandora's Box - This lovely little item, when opened, throws a quartet of rather nasty status effects--Poison, Paralysis, Sleep, and the magic point-draining Sap--onto up to three monsters. However, one must use caution, because if any of said monsters are immune to even one of these status effects, they will all be bounced back to the owner of the Box.
Another thing to keep in mind about this item is that the more often one uses it, the greater chance it has of backfiring, regardless if the monster party has any immunity to the status effects or not. (Multiple use, but not recommended)



Items of No Category:
Items that fit nowhere else. Some raise status or the chance of certain things happening.

Quote:
Death's Scytheblade - Having this item in possession greatly increases the chance of Critical Hits--especially when one is low on HP.

Bell of Banishment - The tone of this bell, when first rung in an area populated by monsters keeps them away completely for a full sixty seconds. (Multiple use, but can only be used once per area)

Bell of Invitation - Ringing this bell in a monster area summons ten of them to you. It can be used more than once in an area, but each time it is rung, the monsters summoned double in strength. (Multiple use)



Items of Class:
Some items can only be acquired depending on class, and they grant bonuses to only that class.

Quote:
Outlaw's Gloves - An item awarded only to those of the Thief class. Wearing these gloves makes it easier to steal rarer items or larger amounts of gold.

Dark Crystal - An item awarded usually only to Black Mages or Savages that have chosen Black Magic as their strength. To make up for the weak attack stat of a magic user, holding this item ups the holder's physical attack strength by 50%.

Clear Crystal - An item awarded usually only to White Mages or Savages that have chosen White Magic as their strength. To make up for the weak attack stat of a magic user, holding this item ups the holder's physical attack strength by 50%.

Clouded Crystal - An item awarded usually only to Sages or Red Mages. To make up for the weak attack stat of a magic user, holding this item ups a Sage's physical attack strength by 50%. If held by a Red Mage, however, it ups their magic spell strength by 50%, as they cannot move beyond low-level Black and White Magic.

Arlunia
Vice Captain

Ruthless Partner

11,350 Points
  • Ultimate Player 200
  • Survivor 150
  • Friendly 100

Arlunia
Vice Captain

Ruthless Partner

11,350 Points
  • Ultimate Player 200
  • Survivor 150
  • Friendly 100
PostPosted: Tue Jun 04, 2013 11:55 pm


Status Effects

Some weapons come with the chance to inflict them built in, monsters and those studying Dark Magic can cast them, you may even run into a trap or be hit with an item that hits you with them. But whatever unfortunate way you get hit with a status effect, you need to know what you're dealing with.

There are also, in addition to negative status effects, good ones that will do things such as temporarily raise your defense and things like that.


Negative Status Effects
These may come already equipped to rare weapons and can be learned by Black Mages, Sages, or Savages with Black Magic as their strength. All of these, besides Mist, can also be healed with a White Magic user's Esuna spell as well as the healing items mentioned for each.

Quote:
Poison - Self-explanatory. The player is hit with a venom that steadily drains their HP until an Antidote or a Phial of Medicinal Water is used. If untreated, it will kill the afflicted character.

Paralysis - Also somewhat self-explanatory. A PC hit with this effect cannot move from the spot/position they were frozen in. They are not allowed to attack nor use items in this state, though they can still cast magic if they are a mage (as spells do not require movement to cast). This status effect wears off after awhile, but it can be cured with a Phial of Medicinal Water.

Sleep - The PC this is cast on falls asleep on his/her feet, leaving them unable to do anything until they wake. Sometimes those hit with the spell wake after being hit by the enemy, others it takes quite a few hits to wake them, which could be dangerous when going against higher-level opponents. A Phial of Medicinal Water or an Alarm Clock will take care of this effect.

Sap - This horrid status effect is like Poison--except that it steadily drains MP instead of HP. For non-mages it is more an annoyance than a problem, but for the magically inclined it can very well be a death sentence if ignored. A Phial of Medicinal Water and the White Magic spell Esuna are the only two ways to cure Sap.

Mist - Small clouds of white mist obstruct the player's view, making one's accuracy drop drastically. The mist fades after one battle, and the only way to get rid of it sooner is to use a Paper Fan.

Clouded Senses - Whoever is struck with the effect can still choose which actions they want to take. However, due to the confusion Clouded Senses causes, they will more often than not hit targets they didn't want to--for example, having a healing spell cast on the enemies or an attack hitting their allies/themselves. Medicinal Water and Clear Potion cure this right away.



Positive Status Effects
These may come already equipped to rare weapons and can be learned by White Mages, Sages, or Savages with White Magic as their strength (unless otherwise stated).

Quote:
Protect - The spell Protect raises the target's physical defense when cast. After the player is hit three times by physical attacks, the spell wears off.

Shell - The Shell spell raises the target's magic defense when cast. After the player is hit three times by magical attacks, the spell wears off.

Aura - Aura completely shields a player from one physical and one magical attack each, regardless of the spell or attack's power. After that, this spell's protection wears off.

Rig Saem - The player recovers a small amount of HP every few seconds for a set amount of time.

Rig Gaem - The player recover a small amount of MP every few seconds for a set amount of time.

Bravery - Casting this on a player raises their physical attack strength for three attacks.

Faith - Casting this on a player raises their magical attack strength for three attacks.

Ap Torv - This spell raises the accuracy of physical attacks for five turns.

Ap Torma - This spell raises the accuracy of magical attacks for five turns.

Pray - This is only available to Paladins and White Mages as a special ability that can cause various positive effects.
If the Prayer of the user is successful, a few things can happen. Offense and/or Defense may be raised for a whole battle, HP and/or MP may be doubled for a whole battle. The rarest effect of Pray is that all of these happen at once--however the effects of Pray are randomized, so it is up to chance.
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