Reminder: Equipments can be upgraded with appropriate merchants or craftsmen.
Melee Weapons
Melee weapons are the indispensable companions of warriors, paladins and all those who fight in the heart of danger. Discover a variety of slashing, bludgeoning and deadly weapons, each offering a unique style for close-quarters combat.
Name | Usage | Damage type | Requirements | Test | Damage | Price |
---|---|---|---|---|---|---|
Dagger | Mixed | Slashing | - | DEX+0 | 1d4 | 40 NX |
Gourdin | Mixed | Blunt | - | STR+0 | 1d4 | 40 NX |
Sap | Mixed | Blunt | - | DEX+0 | 1d4 | 40 NX |
Mace | Main Hand | Blunt | - | STR+0 | 1d6 | 60 NX |
Short Sword | Main Hand | Slashing | - | STR+0 | 1d6 | 60 NX |
Long Sword | Main Hand | Slashing | STR +2 | STR+0 | 1d8 | 80 NX |
Staff | Two Handed | Blunt | - | STR+0 | 1d8 | 80 NX |
Two-handed Sword | Two Handed | Slashing | STR +4 | STR+0 | 1d10 | 100 NX |
War Hammer | Two Handed | Blunt | STR +4 | STR+0 | 1d10 | 100 NX |
Ranged Weapons
For those who prefer the art of precision, ranged weapons provide a crucial advantage on the battlefield. From slings to sleek bows, explore these weapons that allow you to hit your targets from a distance.
Bows are the only 2-handed weapons that can benefit from the Quiver.
Name | Usage | Damage type | Distance | Requirements | Test | Damage | Price |
---|---|---|---|---|---|---|---|
Slingshot | Mixed | Blunt | 15m | - | DEX+0 | 1d4 | 40 NX |
Throwing knives | Mixed | Slashing | 10m | - | DEX+0 | 1d4 | 40 NX |
Short Bow | Two Handed | Piercing | 20m | - | DEX+0 | 1d6 | 60 NX |
Long Bow | Two Handed | Piercing | 50m | STR +1 | DEX+0 | 1d8 | 80 NX |
War Bow | Two Handed | Piercing | 50m | STR +2 | DEX+0 | 1d10 | 100 NX |
Magic Weapons
Magical scepters are the prerogative of mages and sorcerers. Each of these staves embodies the power of a different mystical energy, ready to be channeled for devastating spells. Discover these magical artifacts and choose the power that suits you.
Name | Usage | Damage type | Distance | Requirements | Test | Damage | Price |
---|---|---|---|---|---|---|---|
Arcane Scepter | Main Hand | Non-elemental | 10m | INT +2 | INT+0 | 1d4+1 | 60 NX |
Fire Scepter | Main Hand | Fire | 10m | INT +2 | INT+0 | 1d4+1 | 60 NX |
Ice Scepter | Main Hand | Ice | 10m | INT +2 | INT+0 | 1d4+1 | 60 NX |
Lightning Scepter | Main Hand | Lightning | 10m | INT +2 | INT+0 | 1d4+1 | 60 NX |
Storm Scepter | Main Hand | Wind | 10m | INT +2 | INT+0 | 1d4+1 | 60 NX |
Telluric Scepter | Main Hand | Earth | 10m | INT +2 | INT+0 | 1d4+1 | 60 NX |
Divine Scepter | Two Handed | Holy | 15m | WIS +2 | WIS+0 | 1d6+1 | 80 NX |
Equipments
Equipments provide subtle but valuable improvements to your defense and abilities. From protective shields to mystical grimoires, explore these items that complement your skills and strengthen your position on the battlefield.
Name | Stat bonus | Usage | Price |
---|---|---|---|
Arm Guard | +1 Atk Melee | Off Hand | 20 NX |
Grimoire | +1 Atk MAG | Off Hand | 20 NX |
Quiver | +1 Atk Ranged | Off Hand | 20 NX |
Relic | +1 Def MAG | Off Hand | 20 NX |
Sacred censer (F) | +1 Regen MP | Main Hand | 60 NX |
Shield | +1 Def PHY | Off Hand | 20 NX |