Material
This section brings together various essential equipment and tools that can help you survive and thrive in your travels.
| Name | Description | Price |
|---|---|---|
| Blanket | Keeps you warm on cool nights. |
2 NX |
| Lighter | Useful for making a campfire or lighting a torch. |
5 NX |
| Torch | Allows lighting at night or in a dark place. |
5 NX |
| Grapple | Designed to be used with a rope to climb or access elevated areas. |
10 NX |
| Lockpick (x5) | +5 DEX to pick a lock. The lockpick breaks each time you fail to pick. |
10 NX |
| Rope (15m) | +5 DEX to climb or rappel. |
10 NX |
| Survival Rations (x7) | 1 ration allows you to survive for 1 day and 1 night. |
15 NX |
Potions
Healing potions are miraculous remedies that can restore your health points when they are at their lowest.
Mana potions are essential for spellcasters and magic skill users. They restore your mana points, allowing you to cast more spells and special abilities.
| Name | Description | Price |
|---|---|---|
| Minor Healing Potion | Restores 1d4+4 HP |
20 NX |
| Minor Mana Potion | Restores 1d4+4 MP |
20 NX |
| Medium Healing Potion | Restores 2d4+8 HP |
30 NX |
| Medium Mana Potion | Restores 1d6+6 MP |
30 NX |
| Major Healing Potion | Restores 2d6+12 HP |
50 NX |
| Major Mana Potion | Restores 1d8+8 MP |
50 NX |
Cure Potions
Faced with poisons and harmful effects, cure potions are your best allies. They can neutralize toxic effects and keep you healthy, even in the most dangerous situations.
| Name | Description | Price |
|---|---|---|
| Antidote | Cures the effects of any common poison. |
20 NX |
| Stabilizer | Immediately stops HP deterioration effects when a character falls unconscious. |
30 NX |
Elixirs
Elixirs are magical brews that temporarily grant special powers to those who consume them.
| Name | Description | Price |
|---|---|---|
| CHA Elixir | Adds +2 in CHA for 3 rounds (or 5 min). |
50 NX |
| CON Elixir | Adds +2 in CON for 3 rounds (or 5 min). |
50 NX |
| DEX Elixir | Adds +2 in DEX for 3 rounds (or 5 min). |
50 NX |
| INT Elixir | Adds +2 in INT for 3 rounds (or 5 min). |
50 NX |
| STR Elixir | Adds +2 in STR for 3 rounds (or 5 min). |
50 NX |
| WIS Elixir | Adds +2 in WIS for 3 rounds (or 5 min). |
50 NX |
Poisons
Poisons can be used by all characters but their application is limited to sharp or piercing weapons.
The effects of poisons on targets last only one turn. Moreover, poisons only inflict additional damage on mini-bosses and bosses, without reproducing their usual debilitating effects.
| Name | Description | Price |
|---|---|---|
| Slowing Poison | Reduces the target to a single action per turn. |
60 NX |
| Weakening Poison | Forces the target to use a d12 instead of a d20 for their rolls. |
120 NX |
| Paralyzing Poison | Prevents any action from the target and makes attacks against them automatically successful. |
180 NX |