Items

Items found: 4132

Wooden Arrow #17
An arrow made of wood. It is an arrow used for a no grade bow.
Adena #57
Server Coin #727
The premium currency of the server. Drops from monsters and raid bosses; trade it in the shop.
Scroll: Enchant Weapon (Grade A) A #729
When enchanted, the P. Atk. of A-Grade weapons such as sword/one-handed, blunt weapon/one-handed, dagger and spear etc. will increase by 4. The P. Atk of sword/two-handed, blunt weapon/two-handed, dualsword, and fist-fighting weapon/two-handed will increase by 5. The P. Atk. of bow weapons will increase by 8. The M. Atk. of all weapons will increase by 3. From +4, P. Atk. and M. Atk. bonus will double for all weapon types. It can be safely enchanted up to +3.
Scroll: Enchant Armor (Grade A) A #730
Increases the P. Def. of an A-Grade armor or accessory by 1, and from +4, the P. Def will increase by 3. It can be safely enchanted up to +3. One-piece type armor can be safely enchanted up to +4.
Haste Potion #734
A magical potion that increases movement speed
Potion of Alacrity #735
A magical potion that increases attack speed
Scroll of Escape #736
A scroll of enchantment that relocates you to the nearest village.
Scroll of Resurrection #737
A scroll of enchantment that resuscitates a dead person.
Scroll: Enchant Weapon (Grade B) B #947
When enchanted, the P. Atk. of B-Grade weapons such as one-handed swords and blunt weapons, daggers and spears increases by 3. The P. Atk of two-handed swords and blunt weapons, dualswords, and two-handed fist-fighting weapons increases by 4. The P. Atk. of bow weapons increases by 6. The M. Atk. of all weapons increases by 3. From +4, P. Atk. and M. Atk. bonus will double for all weapon types. It can be safely enchanted up to +3.
Scroll: Enchant Armor (Grade B) B #948
Increases P. Def. of a B-Grade armor or accessory by 1, and from +4, the P. Def will increase by 3. It can be safely enchanted up to +3. One-piece type armor can be safely enchanted up to +4.
Scroll: Enchant Weapon (Grade C) C #951
When enchanted, the P. Atk. of C-Grade weapons such as one-handed swords and blunt weapons, daggers and spears increases by 3. The P. Atk of two-handed swords and blunt weapons, dualswords, and two-handed fist-fighting weapons increases by 4. The P. Atk. of bow weapons increases by 6. The M. Atk. of all weapons increases by 3. From +4, P. Atk. and M. Atk. bonus will double for all weapon types. It can be safely enchanted up to +3.
Scroll: Enchant Armor (Grade C) C #952
Increases P. Def. of a C-Grade armor or accessory by 1, and from +4, the P. Def will increase by 3. It can be safely enchanted up to +3. One-piece type armor can be safely enchanted up to +4.
Scroll: Enchant Weapon (Grade D) D #955
When enchanted the P. Atk. of all D-Grade weapons will increase by 2 with the exception of bows, which will increase by 4. The M. Atk. of all weapons increases by 2. From +4, P. Atk. and M. Atk. bonus will double for all weapon types. It can be safely enchanted up to +3.
Scroll: Enchant Armor (Grade D) D #956
Increases P. Def. of a D-Grade armor or accessory by 1, and from +4, the P. Def will increase by 3. It can be safely enchanted up to +3. One-piece type armor can be safely enchanted up to +4.
Scroll: Enchant Weapon (Grade S) S #959
When enchanted, the P. Atk. of S grade weapons such as one-handed swords and blunt weapons, daggers and spears increases by 5. The P. Atk of two-handed swords and blunt weapons, dualswords, and two-handed fist-fighting weapons increases by 6. The P. Atk. of bow weapons increases by 10. The M. Atk. of all weapons increases by 4. From +4, P. Atk. and M. Atk. bonus will double for all weapon types. It can be safely enchanted up to +3.
Scroll: Enchant Armor (Grade S) S #960
When enchanted, increases P. Def. of S grade armor or accessory by 1, and from +4, the P. Def increases by 3. It can be safely enchanted up to +3. One-piece armor can be safely enchanted up to +4.
Flame Shard #1020
A fragment of soul ore of fire. Can be taken from the fire spirit salamander. Give it to Trader Katerina.
Ice Shard #1021
A fragment of elemental stone of water. Can be taken from the water spirit undine. Give to Trader Katerina.
Wererat's Fang #1042
The fang of a dead ratman. Collect these to take to Master Ellenia.
Varool Foulclaw's Fang #1043
The fang of Varool Foulclaw, leader of the ratmen. Take this to Master Ellenia.
Spellbook: Might #1048
Spellbook needed to learn Might. Used by Human Mystics, Elven Mystics and Dark Mystics.
Spellbook: Ice Bolt #1049
Spellbook needed to learn Ice Bolt. Used by Human Mystics, Elven Mystics and Dark Mystics.
Spellbook: Battle Heal #1050
Spellbook needed to learn Battle Heal. Used by Human Mystics, Elven Mystics and Dark Mystics.
Spellbook: Vampiric Touch #1051
Spellbook needed to learn Vampiric Touch. Used by Human Mystics and Dark Mystics.
Spellbook: Flame Strike #1052
Spellbook needed to learn Flame Strike. Used by Human Wizards, Elven Wizards and Dark Wizards.
Spellbook: Cure Poison #1053
Spellbook needed to learn Cure Poison. Used by Human Mystics, Elven Mystics and Dark Mystics.
Spellbook: Group Heal #1054
Spellbook needed to learn Group Heal. Used by Human Mystics, Elven Mystics and Dark Mystics.
Spellbook: Curse: Poison #1055
Spellbook needed to learn Curse: Poison. Used by Human Mystics and Dark Mystics.
Spellbook: Curse: Weakness #1056
Spellbook needed to learn Curse: Weakness. Used by Human Mystics and Elven Mystics.
Spellbook: Shield #1058
Spellbook needed to learn Shield. Used by Human Mystics, Elven Mystics and Dark Mystics.
Lesser Healing Potion #1060
A magical potion that slowly restores HP. Low endurance.
Healing Potion #1061
A magical potion that slowly restores HP. High endurance.
Haste Potion #1062
A magical potion that increases speed.
Boat Ticket: Talking Island to Gludin #1074
Boat Ticket: Depart Talking Island - Arrive Gludin Harbor
Boat Ticket: Gludin to Talking Island #1075
Boat Ticket: Depart Gludin Harbor - Arrive Talking Island
Wind Shard #1078
A fragment of the elemental stone of wind. You can get them from lirein, the wind spirits. Collect these to take to Rizraell.
Spellbook: Attack Aura #1095
Spellbook needed to learn Attack Aura. Used by Elven Fighters and Dark Fighters.
Spellbook: Elemental Heal #1096
Spellbook needed to learn Elemental Heal. Used by Elven Fighters.
Spellbook: Drain Health #1097
Spellbook needed to learn Drain Health. Used by Human Knights and Dark Fighters.
Spellbook: Wind Walk #1098
Spellbook needed to learn Wind Walk. Used by Clerics, Elven Oracles and Shillien Oracles.
Spellbook: Wind Shackle #1099
Spellbook needed to learn Wind Shackle. Used by Elven Mystics and Dark Mystics.
Spiritbound Wand #1135
The wand where the spirit of mirrors is bound to. Trap all three spirits of mirrors into the wand and take it to Grand Magister Gallint.
Spiritbound Wand #1136
The wand where the spirit of mirrors is bound to. Trap all three spirits of mirrors into the wand and take it to Grand Magister Gallint.
Spiritbound Wand #1137
The wand where the spirit of mirrors is bound to. Trap all three spirits of mirrors into the wand and take it to Grand Magister Gallint.
Medallion of Warrior #1145
Take this medallion and go to the Grand Master of the Warrior's Guild to change your occupation to a Warrior.
Spellbook: Heal #1152
Spellbook needed to learn Heal. Used by Human Mystics, Elven Mystics and Dark Mystics.
Sword of Ritual #1161
Take this sword to the Grand Master of the Fighter Guild to change your occupation to a Knight.
Coin of Lords #1162
A gold coin engraved with the mark of the lord of Gludio. Gather three or more of these to end the Trial of the Esquire.
Coin of Lords #1163
A gold coin engraved with the mark of the lord of Gludio. Gather three or more of these to end the Trial of the Esquire.
Coin of Lords #1164
A gold coin engraved with the mark of the lord of Gludio. Gather three or more of these to end the Trial of the Esquire.
Coin of Lords #1165
A gold coin engraved with the mark of the lord of Gludio. Gather three or more of these to end the Trial of the Esquire.
Coin of Lords #1166
A gold coin engraved with the mark of the lord of Gludio. Gather three or more of these to end Trial of the Esquire.
Coin of Lords #1167
A gold coin engraved with the mark of the lord of Gludio. Gather three or more of these to end the Trial of the Esquire.
Gludio Guard's 1st Badge #1168
A mark that proves guard membership. As Captain Bathia requested, hunt bugbear raiders.
Einhasad's 1st Temple Badge #1170
As High Priest Raimund requested, go to the Ruins of Despair, defeat the departed spirits of priests, and collect 12 Einhasad crucifixes.
Gludio Guard's 2nd Badge #1172
The mark that distinguishes guard membership. As Captain Bezique requested, hunt giant spiders.
Einhasad's 2nd Temple Badge #1174
As High Priest Levian requested, kill Langk lizardmen and collect the proof.
Gludio Guard's 3rd Badge #1176
A mark that proves guard membership. As Captain Gilbert requested, hunt giant spiders.
Einhasad's 3rd Temple Badge #1178
As High Priest Biotin requested, hunt silent horrors in the Elven Ruins.