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Sword World 2.0 Items & Data Book

Lumiere Legacy
Content
Introduction .................................................. 12 Mounts ........................................................ 145
Part 1 Characters ............................................ 13 Part 4 World ................................................ 165
Valkyrie (Humanoids) .................................. 14 The Great Lumiere Legacy ....................... 166
Soleil (Humanoids) ...................................... 16 Profile of the Gods ..................................... 168
Leprechaun (Humanoids) ............................ 18 War of the Gods and the Great Legacy .... 170
Introducing the New Races .......................... 20 Valkyries ..................................................... 172
Part 2 Items .................................................... 21 Soleil ........................................................... 174
Item Lists ...................................................... 22 Leprechauns ............................................... 176
Detailed Data ................................................ 75 Seeking Mounts .......................................... 178
Processing Items ......................................... 114 Connections with new NPCs ..................... 181
Optional Rule: Treasure Drop .................. 120 Appendix ...................................................... 187
Part 3 Revised Riding Rules ......................... 129 Monsters by Level ...................................... 188
Rider Class and Riding Rules ..................... 130 Designer's Notebook .................................. 195
Stunts........................................................... 140

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Part 1 Characters

Welcome. What you are about to visit is a fantasy world core rulebooks, such as “Alchemist Works,” “Barbarous
where fun and dangerous adventures await you. Tales,” “Wizards Tome,” “Cardia Grace,” and “Ignis
This publication is a collection of data that will make Blaze”. If you own these books, the world of “Sword World
your adventures in Sword World 2.0 more enjoyable and 2.0” will be greatly expanded. Please keep them with you.
exciting.
The main attraction of this book is the large number of The book consists of four parts plus an appendix
items that have been added. It has been five years since the (tables). In “Part 1: Character,” three new races, Valkyrie,
first data expansion book, Alchemist Works, and this is the Soleil, and Leprechaun, are added, and their data and
first major item expansion since then. sample characters are included.
The three new races, the revised Rider class, and the “Part 2: Items,” introduces the book's centerpiece, the
various mounts controlled by the jockeys will greatly items. It includes a comprehensive list of all items,
expand the scope of your adventures. including the existing items, as well as detailed data on the
This book is based on the rulebook for “Sword World items added to this book.
2.0” and expands upon it. Therefore, to take advantage of “Part 3: Revised Riding Rules” is a revised version of
this book, you will need to be in possession of one of these. the existing Rider class, with more balanced and substantial
In particular, “Core Rulebook I Revised Edition I” is data. Come and join the game with your trusty partner.
essential for playing this game. The “Part IV World” section describes the newly
In addition, some supplements or databooks are similar added races and introduces the deities and NPCs that exist
in scope to this book, that is, they supplement or extend the in the world.

R ELATIONSHIP TO CORE R ULEBOOKS AND DATA B OOKS


When using the rules and data in this book, the This book is designed to be used in combination with other
minimum requirement is “Sword World 2.0 Core Rulebook works that are considered “supplements” or “data books”
I Revised Edition”. With this one book, you can play with that expand the rules. In particular, the combination with
any combination of the book's contents. “Alchemist Works,” which also focuses on expanding item
However, “Core Rulebook II Revised Edition” should data, is desirable, and if you have both of these books on
also be available if possible, and “Core Rulebook III Revised hand when you play a game, you will be able to refer to a
Edition” is also desired. large number of items in the game and play smoothly.
Supplements and databooks are pieces that extend the
game, overriding some rules and data and inviting you to play
with newer ones. Please refer to the Group SNE web page
(http://www.groupsne.co.jp/) for articles on how the rules and
data of the individual pieces correlate and which should take
precedence in the event of discrepancies or inconsistencies.

ABOUT R EFERENCES
In this book, references to some terms are given in the form (see XX, p. YY): where XX might be an abbreviation for:
of (see XX, p. YY). These should be handled as follows. “AW”: “Alchemist Works”
(see p. YY): If there is no abbreviation and only the page is “BT”: “Barbarous Tales”
indicated, it is a reference within this book. “WT”: “Wizards Tome”
(see CR I/II/III, p. YY): See book “Core Rulebook I/II/III “CG”: “Cardia Grace”
Revised” “IB”: “Ignis Blaze”
“T1”: “Tour Luferia”
“T2”: “Tour Lios”
“PH”: “Natural History of Feidan”
“PZ”: “Natural History of Zalts”
“PY”: “Natural History of Yulleria”

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Part 1 Characters

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Part 1 Characters

Valkyrie Background A
Starting
Background Skill/Body/Mind Experience
These rare maidens are the result of a mutation Class
before birth, similar to nightmares. Born only to humans Agile
2-4 Fencer 11/9/6 2500
and only as females, they are commonly referred to as Warrior
“Children of God.” One possible origin of the valkyries 5-6 Warrior Fighter 9/10/7 2000
is that they are reincarnated from absolutely pure souls, 7 Cleric Priest 7/9/10 2000
with no soulscars at all. However, why such souls were 8-9 Rider Rider 9/8/9 2500
chosen to reincarnate and not proceed on into the 10-
Scholar Sage 7/7/12 2500
afterlife is still unknown. 12
Though they appear similar to humans, patterns
resemble small wings on the back and ankles of every Valkyrie Background B
valkyrie. These bloom into full wings of light when the Skill/Body/
racial feature [Light Wings of the War-Maiden] is used. Background Starting Class Experience
Mind
Additionally, valkyries are adept at dealing with Mythical 2-4 Archer Marksman 12/7/7 2500
Beasts and other animals and can help others with their 5-6 Hunter Ranger 10/9/7 2500
racial feature [Blessing of the War-Maiden]. Fairy
Most Valkyries are raised in temples as apostles of 7 Fairy Tamer 7/8/11 2000
Tamer
God and are, therefore paladins, but some Valkyries do Sorcerer or
not have the Priest class. 8-9 Sorcerer 8/6/12 2000
Conjurer
Like humans, valkyries reach maturity at the age of 15 10-
and commonly live to around 100 years of age. Artificer Artificer 9/7/10 2000
12
Starting Languages: Can read and write Regional Dialect
(see CR I: p. 87-93) and Trade Common (see CR I: p.
87-93).
Restricted Classes: none
Number of Soulscars: 0

R ACIAL ABILITIES
[Light Wings of the War-Maiden]: If you would fall from
any significant height, you can create a set of wings made
out of light in order to slow your fall. So long as you're
conscious, you can fall from any height and land without
taking fall damage or falling prone. You can't move freely
in the air as though you were flying, but you can hold on
to other characters and equipment to a weight of 200 kg.
[Blessing of the War-Maiden]: Offers a blessing to a
character in the same area, other than the valkyrie or any
mount the valkyrie may be using. Once per day, as a
Minor Action, the valkyrie can give any target a +2 bonus
to Fortitude and Willpower for 3 minutes (18 rounds).
This effect only works on Humanoids, Animals, and
Mythical Beasts.

E NHANCED R ACIAL F EATURES


[Blessing Of The War-Maiden] will be enhanced.
6th Level: In addition to the bonus to Fortitude and
Willpower, increase the target's Defense by -3, and
reduce all magical damage received by -3.
11th Level: [Blessing of the War-Maiden] can now be
used twice per day.

ABILITY SCORES
A: 2d B: 1d C: 2d D: 2d E: 1d F: 1d+6

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CHARACTER DESCRIPTION
She is a magician specializing in support, using Spiritualism
and Divine Magic. She has no weapons and has little magic to
attack the enemy directly.
The ability to support and heal her companions is probably
the most advanced character you can have immediately after
creation. In addition to magic such as [Protection] and
[Counter Magic], she can save her allies with the help of
[Blessing Of The War-Maiden]. Since she herself is in danger
of being attacked, she will need companions to protect her.
If you want to grow this character, it is better to increase the
Priest level, Conjurer level, Sage class, Ranger class, and so on
so that you can contribute to the party even outside of magic.
If you feel that you need more support in battle, we
recommend the Alchemist class, Tactician class, and Mystic
class rather than the third Wizard-Type Class.
Aim to be a supportive character by making full use of all
your support abilities.

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Part 1 Characters

E NHANCED R ACIAL F EATURES


[Radiant Physique] will be enhanced.
A race mainly found in the northern continent of 6th Level: The Soleil's [Radiant Physique] is now able to
Razeldawn, a muscular race rarely seen in the northern part affect a wider area, becoming “Target: Radius 6m/20”.
of the continent of Terastier. 11th Level: Soleil's “Radiant Physique” can now be used up
They are tall, extremely well-proportioned, and have to twice per day.
massive muscular beauty. They tend to have beautiful men
and women with cheerful, positive, easy-going, and
ABILITY SCORES
optimistic personalities.
Soleil are considered dependent on the sun god, Tidan, A: 1d B: 2d C: 1d+6 D: 2d E: 1d F: 2d
and were originally found in less civilized and undeveloped
areas such as jungles and archipelago regions. However, Soleil Background A
they are thought to have spread to other parts of the world Starting
Background Skill/Body/Mind Experience
after being washed ashore on fishing expeditions. Class
Characteristically for the race, they can make their own 2-4 Cleric Priest 9/13/4 2000
bodies glow instantly, blinding their enemies. They are also Agile
5-6 Fencer 12/12/2 2500
highly resistant to sleep during the day and can recover their Warrior
HP from exposure to sunlight. On the contrary, they sleep 7 Warrior Fighter 10/15/1 2000
quickly at night. 8-9 Brawler Grappler 12/14/0 2000
While they have extremely high strength, their 10-
Rider Rider 10/13/3 2500
intelligence and spirit are weak. They also tend to be 12
reluctant to wear armor, perhaps to show off their bodies.
They often have tattoos of the sun on their bodies. Soleil Background B
Their lifespan is thought to be about 300 years. Starting
Background Skill/Body/Mind Experience
Class
Starting Languages: Can speak Trade Common (see CR I: 2-4 Strategist Tactician 11/14/1 2500
p. 87-93) and on Soleilian (see p. 20). 5-6 Hunter Ranger 11/13/2 2500
Restricted Classes: none 7 Alchemist Alchemist 10/11/5 2500
Number of Soulscars: 0 Ranger &
8-9 Hobbyist 11/11/4 2000
Bard
R ACIAL ABILITIES 10-
[Radiant Physique]: The Soleil makes their body glow with Spy Scout 12/11/3 2500
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a Minor Action, blinding or disorienting those nearby.
Choose one character (or any one section) at the same
coordinates as the target. The target suffers a -2 penalty to
Accuracy, Evasion, and Spellcasting checks for 10 seconds
(1 round). This effect is treated as “Resist: Can't”, and can
be cast regardless of the target's perception or Intelligence.
However, if the character is wearing Metal Armor, the
penalty is reduced to -1.
This effect can only be used once per day.
[Photosynthesis]: By exposing themselves to sunlight for 10
minutes, Soleil are able to recover 10 HP. This effect can
be used every 10 minutes for up to a total of 1 hour per day
(for a total of 60 points).
Recovery from this effect is treated separately from sleep,
but you must concentrate on this effect.
[Child of the Sun]: From 6 am to just before 6 pm, the
Soleil receives a +4 bonus to Fortitude and Willpower
checks against psychic-type effects, whether indoors or
outdoors. However, between 6 pm and just before 6 am,
they receive a -4 penalty to Fortitude and Willpower checks
against psychic-type effects.

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CHARACTER DESCRIPTION
This is a Soleil warrior who wields a two-handed axe with
ease. He is the party's main attacker, prioritizing attack rather
than defense.
With its outstandingly high strength and vitality ability scores,
it is able to break through most monsters and enemies head-
on. On the other hand, his intelligence and spirit are low, and
he must be careful about monsters' magic and unique skills.
He has the racial ability [Child of the Sun], which increases
resistance to psychic-type effects and spellsongs during the day
regardless of location, but weakens during the night.
He has mastered the combat feat [Repeated Strike I], which
covers Accuracy checks on weapons. When he meets a strong
enemy, he can use his [Radiant Physique] to take advantage of
a momentary opening.
After a battle, if he is outdoors, he can heal his own wounds
with [Photosynthesis]. Like lifegrass, it requires 10 minutes of
concentration, but if used effectively, it can eliminate the need
for recovery magic.
Use your three different racial abilities to play this character
in a cheerful and vivacious way!

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Part 1 Characters

Leprechaun Background A
Starting
Background Skill/Body/Mind Experience
Leprechauns are a small race, about 130cm tall. They Class
were already known to have existed during the time of the Agile
2-4 Fencer 13/5/5 2500
Ancient Magic Civilization, but their origins are still Warrior
unclear. 5-6 Hunter Ranger 12/4/7 2500
They are characterized by large, hairy ears, and males 7 Spy Scout 14/5/4 2500
often have rich beards. 8-9 Magitech Artificer 12/4/8 2000
They live underground or in the ruins of Magitech 10- Fairy
Feytouched 11/4/8 2000
Civilization, either alone or in family units, and are rarely 12 Tamer
seen.
During the Magitech Civilization Period, they are Leprechaun Background B
credited with contributing to its development and showing Starting
great talent in the use of items and in magitech. Background Skill/Body/Mind Experience
Class
They have the ability to disappear and avoid the public Fighter or
eye as much as possible. However, when they meet 2-4 Mercenary 12/6/5 2000
Grappler
someone they fancy, they become quite attached. Sage &
Most of them live in self-imposed isolation, but some of 5-6 Hobbyist 13/4/6 2000
Bard
them may help or play pranks without being seen. Sorcerer
Their lifespan is thought to be about 200 years. 7 Magician or 11/3/9 2000
Conjurer
Starting Languages: Can speak Trade Common (see CR I: 8-9 Cleric Priest 10/5/8 2000
p. 87-93) and Magitech (see CR I: p. 87-93). 10-
Restricted Classes: none Diviner Mystic 12/5/6 2500
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Number of Soulscars: 0

R ACIAL ABILITIES
[Darkvision]: A Leprechaun can see in the darkness as well
as they can during daytime.
[Invisible Hand]: Leprechauns can wear two “Other”
accessories.
[Unseen Artisan]: As a Major Action, a Leprechaun can
spend 5 MP and disappear. This is treated in the same way
as the Truespeech spell [Conceal Self] (see CR I, p. 238 or
WT, p. 25).

E NHANCED R ACIAL F EATURES


[Invisible Hand] will be enhanced.
6th Level: The Leprechaun's [Invisible Hand] now grants
the ability to wear a total of three “Other” accessories.
11th Level: The Leprechaun's [Invisible Hand] now allows
them to change equipment in the accessory section as a
Minor Action once every 10 seconds (1 round).

ABILITY SCORES
A: 2d B: 1d C: 2d D: 2d E: 2d F: 2d

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CHARACTER DESCRIPTION
Armed with a small spear and shield, this is a Leprechaun
agile warrior, a character whose main function is to support his
comrades in various classes rather than as a warrior.
In addition to their natural dexterity and speed, Leprechaun
possesses the [Darkvision] ability, which allows them to work
in the dark, and the [Unseen Artisan] racial ability, which
allows them to disappear at a moment's notice. This makes
them ideal for outdoor exploration and covert activities. The
other racial ability, [Invisible Hand], allows the user to equip a
large number of accessories.
In battle, they can stand in the vanguard and avoid enemy
attacks, but if there is another vanguard they can rely on, they
can fight with a thrown weapon. As they grow, they will be able
to use more types of thrown weapons, and they will be able to
purchase and equip many items to support them.
Use the many newly introduced items to become a unique
trickster!

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Part 1 Characters

B IG P EOPLE SOLEIL
Soleil is seen by the uninformed as “big people” or
Valkyrie, Soleil, and Leprechaun are all rare races on uncivilized, but they are mistaken for barbarous or the like,
the Terastier continent. For this reason, even adventurers so it is not particularly objectionable.
have rarely encountered them until now. Soleil, like other races, has a soul, and their number of
But although they had few opportunities to meet, they soulscar starts at 0 points, and they become undead
were not entirely absent. They were simply rarely involved. (revenant) at 5 points. Perhaps because there are many
Starting with this book, the above three races of devout followers of the sun god Tidan, they are said to be
characters can also travel as adventurers. Each of them has more averse to soulscars than other races and tend to
its own unique characteristics that will be very useful to you strongly hate the undead. This may be why even the usually
in your adventures. With them as your companions, you cheerful Soleil is said to become more gloomy when they
can be sure that they will help you overcome many accumulate many soulscars in large quantities. However,
hardships and lead you to success in your difficult there is no game effect.
adventures.
More information about these races can be found on GOOD L UCK L EPRECHAUNS
page 172. We hope you will also refer to them and use Leprechauns are sometimes treated as lucky charms
them for your new character backstories and adventures. because they are rarely seen, they were skilled at magitech,
and there is a legend that they helped artisans.
They, of course, have souls, and like other races, they
will be soulscarred if they accept the resurrection. The
Valkyrie, Soleil, and Leprechaun, which were added in
same is true for starting at 0 points and becoming undead
this document, are races classified as humanoids.
(Revenant) at 5 points.
As such, they are subject to the effects of spells such as
[Fear] and [Vice Weapon] and are basically hostile to
barbarous. COLUMN: N EW R ACES AND M IXED R ACES
In general, they are regarded as fellow humanoids by Valkyrie can procreate with humans, elves, dwarves,
other humanoids and are perceived as a welcoming shadows, newman, and miakis, as well as humans, and can
also procreate with soleil. The probability of a Valkyrie
presence for adventurers.
being born to a Valkyrie is no different than the probability
The three races added in this book are all rare, which
of a Valkyrie being born to a normal human.
is why they are not always recognized by the general public.
There are examples of Soleil being a child of a human
Therefore, they are sometimes mistaken for other races
(Valkyrie and Soleil as humans and Leprechaun as dwarves and a Valkyrie.
or grassrunners). In most cases, however, they are not Leprechauns have no record of procreating with other
avoided and are considered to be “a little strange.” races. However, there is a theory that Leprechauns can
Many Valkyrie, Soleil, and Leprechauns are confident have children with humans, and there are some stories
and proud of their way of life and are proud to be about this.
themselves. People who avoid them are also few and far
between on the Terastier continent, so there are no major
conflicts.
SOLEILIAN
VALKYRIE B ORN F ROM H UMANS It is an unusual language that conveys its intentions
Valkyries born from humans are socially almost the mainly through hand gestures and poses. It is possible to
same as humans (rather than being valued). speak Soleilian without vocalization, but in general
Valkyries are said to have special souls, but they are conversation, shouting is usually added here and there to
treated no differently from other races. Many Valkyries are make it more expressive.
raised in temples or similar places as apostles of God, and While it is possible to communicate without speech, it
their faith may not allow them to be revived after death. cannot be used at all if the person is unable to move. When
However, the Valkyrie herself can be revived normally, and a person's body is partially restrained, they can
they accumulate soulscars in the same way as humans, and communicate only one word at a time.
when this number reaches 5 points, she will become Soleilian is a language in which there are no written
undead (revenant). characters. It is a spoken-only language.
Valkyrie is a race with only females, but if she becomes
male by some means, she loses all her racial abilities and
becomes a human. However, she will not have the human
racial ability [Sword’s Grace/Change Fate]. If she becomes
female again, everything will be restored.

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Part 2 Items

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Part 2 Items

the data, the player can decide whether to purchase the


item or not after careful examination of the data, without
Each item in the item inventory and the icons attached performing an Appraise check. Otherwise, the game
to the items have the following meanings. progression will be greatly impeded. If you insist on role-
The fields described here are those that are common to playing, please interpret this as an enthusiastic merchant
each general items lists. For specific fields and major who will carefully explain the item to the character.
categories of items, please refer to their respective
descriptions.
The “Stance” field indicates whether the item is hand-
held and, if so, whether it is one-handed (“1H”) or two-
In the “Name” column, the name of the item is written, handed (“2H”).
but in some cases, the name is preceded by an icon Note that the “Stance” field for weapons has many
indicating the item's characteristics. different Stances, as there are many distinctions to be
made. For more information, please refer to the Weapons
Magic List (see p. 24).
If the item has a appended to its name, then it is a
1H
magic item. It can be detected by magic such as [Mana
It is an item held (equipped) in one hand.
Search].
2H
Specialty
It is an item held (equipped) in two hands.
If an is added, the item is a local product, and unless
the GM provides a specific reason, you basically have to go Not Stated (-)
to the locality to get it. Unless otherwise noted, the item is not a hand-held
It is possible to determine which region the item is from item.
by the “First Appearance” column of the item, which Even if an item appears at first glance to be used in the
indicates in which natural history book it was added. hand, if it is not mentioned here, it will not be treated as
such in the game processing.
School
If an is added, the item is school equipment that is CHANGING ITEMS
passed on in a particular region. The character will not be Two or more items held in hand cannot be held in one
able to obtain the item unless he or she has been initiated hand at the same time. The player must keep track of which
into the school that passes the item. item is held in which hand by the character when they want
to use them.
To change such items, treat them exactly like equipping
a weapon. Please refer to the rules for picking up/storing
The “Popularity” column indicates the Target Number
weapons (see CR I, p. 207 and CG, p. 157).
of the Appraise check (see CR I, p. 117-137).
If there is no number written and the field is left blank,
it is assumed that all PCs are aware of the item’s data
without a check. The “Price” field indicates the price of the item in
In the case of specialties and school equipment, if the Gamels.
item has been designated as “popularity”, multiple
numbers are listed together. The number before the “/” is + XX reputation
the target number of the product to be checked by the -The items in the “Price” field can have “+ XX
person from that region, and the number after the “/” is the reputation”. These are renowned items (see CR II, p. 51),
target number of the product to be checked by the person and to purchase them, you must also pay the “XX”
from other regions. reputation indicated there.
APPRAISE CHECK IS NOT R EQUIRED WHEN P URCHASING Not for Sale
I TEMS Some items are marked with “(Not for Sale)” in the
Some items have a “popularity” set and even if you “Price” column. These items cannot be sold as goods.
happen to see the item during your adventure, you will not They can only be obtained when found or picked up in a
know its data without a successful Appraise check. scenario prepared by the GM.
However, when a player is thinking of purchasing an Even if the item is not for sale, it can be sold by PC to
item from a store or merchant during character creation, an NPC. It can be sold at half of the stated price.
growth, or between adventures, and the player is checking

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Cannot be Traded
Some items have a “Price” column marked “Cannot be
Traded”. They cannot be purchased and cannot be sold to New
others in the unlikely event that they are acquired. This indicates that the item was added to this book.

Special Price Revised


For some items, the “Price” field has a special formula In existing items, there were ambiguous or missing parts
or other special formats. In these cases, follow the in the description, which could be interpreted differently.
instructions to determine the price. There are no data changes, but the description has been
revised and the aforementioned defects have been
corrected.
The “Notes” column contains a summary or note about
the item, as well as references to detailed data or processing Changed
recipe data. In an existing item, we have a data defect that we have
fixed.
These include reworking game data that was not valid,
Details
or revising effects that were too powerful in their own right
If the item needs to refer to detailed data, the page to
or in relation to price and could have destroyed the game
which it refers is appended with the word “Details”.
balance.
When “*” is appended to the detailed data, revisions or
Upgraded
additions have been made to the data as recorded in “Core
Some existing items had too weak an effect on price.
Rulebook I / II / III”. The descriptions in this book should
For these items, the data were revalued by adjusting the
be prioritized.
price downward, adjusting the effect upward, or both.
These are the new items added to this book. The “Notes”
Processing
column for each item indicates which existing item it is an
If the item is a processed item, it is marked with the
upgraded item for.
word “Pr.” and the book and page containing the recipe for
Detailed data is not available in this document for items
it. Items without a book abbreviation are processed items
for which only a downward price adjustment has been
newly added in this book, and the recipe for processing is
made and the effect has not changed. Refer to the
located on the instruction page in this book.
description of existing items, if necessary.
The effects of the upgraded item and original item do
Replacement
not overlap or accumulate even if both are equipped at the
In some cases, a new item replaces an existing item as
same time.
an “upgraded” or “old” item from previous books. An
upgraded item indicated an item that replaces an item
Old
marked as old.
These are the items that should be replaced by the
previously mentioned upgraded. The item to be replaced
※Classification Changes, ※Price Revisions, etc. is indicated in the “Notes” column of each item.
When there is a “※Class. Changes” or “*Price
Revised” in the notes column, it means that the item's Not Stated (-)
classification or price has been changed or other revisions This is an existing item with no data corrections.
have been made to the description. In this case, the Detailed data is not available in this document.
“Old/New” column for the item is always “Revised,” but if
no reference to detailed data is indicated, or if it is, it is a H ANDLING OF OLD I TEMS
reference to another book, the revision has no data beyond
When introducing the rules and data in this document,
what is stated in its row with data (for example only price
if the PC already has an item that is classified as “old”, the
could be changed without the need to reprint detailed data).
GM should replace it with an upgraded item if the player
wants to. If there is a downward price adjustment, the
※X: Annotation instructions outside the table difference will be added to the PC's money.
When several items in classification are annotated If it is a difference using the reputation item can be
together with the same annotation, there are cases in which exchanged as it is without changes in current or total
the annotation outside the column is indicated by ※ and a reputation.
number, like ※1. In such cases, the corresponding
annotation is listed immediately after the column in the H ANDLING OF R EVISED I TEMS
general list data for each category. When introducing the rules and data in this document,
if the PC already has an item that is “Revised”, the player
can either “keep it with the revised data” or “refund the
item”.
The “New/Old” column indicates whether the item is When items are refunded, the base price is added
new or existing in this publication, and if so, whether it has directly to the PC's money; if the item has a reputation, the
been revised. reputation is also refunded.

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Part 2 Items

E XECUTIONER ’S B LADE +1
This document revises the “Executioner’s Blade” and The “First Appearance” column indicates the book in
classifies it as a Magic Weapon. As a result, it is no longer which the item's data first appeared, using an abbreviation.
able to be processed as a “Magic Weapon +1”. “LL” is used for items for which this book is the first
However, if a PC already possesses a Executioner’s publication.
Blade +1, the GM may allow the PC to continue to possess
that special and powerful weapon. F LAVOR R EFERENCES
The additions and revisions in this document to existing
items are focused on the gameplay. Please refer to the
initial publication for the flavor of the item, such as its origin
or legends.

This is now the general list of weapons. The following ABOUT 1H/2H
are fields that appear only in this list of weapons and fields Some combat feats use either “1H” or “2H” stances. In
that require a more detailed explanation. principle, if stance starts “1H…” then consider it applicable
for 1H combat feats (like 1H, 1H*, 1H#, 1HW, etc.).
Same with “2H…”.
Of course, this does not apply when there is an
The “Stance” field for weapons is more subdivided than exception in the individual explanation of the combat feat
for general fields. (for example, [Dual Wielding] clearly states that weapons
with “1H#” are not allowed). Also, when a stance is
1H specified in detail, such as “1H*”, other Stances are not
It is a weapon held (equipped) in one hand. applicable.
Not only for the combat feat but also for various effects,
2H if only “1H/2H” is mentioned, it should be treated as if all
It is a weapon held (equipped) in two hands. Stances that include it in their names are applicable, in
principle.
1H†
Allows either one or two hands to wield. Data for the 2-
1HW STANCE AND T ONFA
handed stance is included immediately below.
In the previous rules, the rule was written that weapons
“Stance:1H† “ shows data for one-handed use, and the
that enhance “Punch” inhibit any sort of movement of the
data of “Stance: 2H” shows data for two-handed operation.
arms or legs. This document defines most of those
weapons as “Stance: 1HW,” which allows the player to
2Hᵴ /2Hᵱ “Throw” even with such weapons equipped, and to use
Some two-handed weapons can be used in two ways, “Stance: 1H/2H” items (other than weapons) with those
“slashing” and “piercing” and such weapons are listed with hands.
these two types of data. This doesn’t impact the game in a big way. However,
Wilder must state which method of attack is to be used only the Wrestling S-rank weapon Tonfa has been
prior to performing the Accuracy check. redefined as “Stance: 1H” in this new description. In other
words, this weapon no longer can enhance Throws and you
1H*/2H* cannot use items while it is equipped.
These weapons can be used as thrown weapons.
However, the data present in the melee weapon category is
for when the weapon is used as a melee weapon, not as a
thrown weapon.
Using the weapon in a melee attack should not be The minimal strength of the weapon.
considered a thrown weapon attack.

1Hw
Many Wresting weapons have this Stance. This weapon
can be used with an item in that hand with “Stance: This is the bonus (positive number) or penalty (negative
1H/2H”. It is also possible to use a “Throw” with such a number) on the Accuracy check when attacking with that
weapon equipped. However, such weapons cannot be weapon. A “-” indicates neither.
equipped with other weapons.
Such weapons enhance either Punches or Kicks.

1H#/2H#
Does not use the hands but is still treated as a 1H or 2H
weapon for restrictions, bonuses, and combat feats.

24
The following is the power of the weapon and the In the “Notes” column, as with most items, notes and
corresponding power table used to determine the data reference pages (books) are listed.
calculated damage of the weapon. Some of them are special ones that appear only in the
For weapons that do not cause damage on hit, this field Weapon Lists.
is left blank.
In addition, this field is omitted for guns, whose power Edged and Bludgeoning Weapons
depends on the casted magitech on the bullets. For most weapons, the icons are noted after the
name.
This indicates whether the weapon is an edged weapon
or a bludgeoning weapon, and in some cases, depending on
the monster, this weapon type may affect the game, for
Shorthand for “Critical Threshold”. When attacking, if example by causing resistance.
the total of your dice alone meets or exceeds the Crit Rate, The presence of both icons means that the weapon can
your attack is critical. be used in either type. Unless otherwise noted in the
detailed data, the choice of which type of weapon to use
can be made by the user each time an Accuracy check is
performed.
Some weapons fall into neither category nor do not
If there is a value here, that number of points will be have this written on them. In particular, all guns have no
added as Extra Damage when determining the calculated such categories.
damage.
Silvered
M AGIC P OWER IN GUN DATA IS UNIFIED WITH ADD'L Weapons made of silver can give damage to monsters
DMG with the [Normal Weapon Immunity] unique skill. Also,
In the previous data notation, the gun wielder was silver weapons may increase damage with a weak point.
supposed to add the number in the Magic Power field when
determining the calculated damage, but from Lumiere
Legacy onward, including this book, this number will be
written as “Add'l Dmg” as for other weapons.

These are sword, daggers, or other weapons that attacks SCABBARD


primarily by cutting or stabbing with their blade. Swords can be put in the scabbard and can be stored
with Minor Action.
B-Rank Swords
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 30 - CR I
Stiletto 1H 2 - 2 0 0 0 1 2 3 4 4 4 4 ⑩ - 40 New LL
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 50 - CR I
Kukri 1H 4 - 4 0 0 1 2 2 3 4 4 5 5 ⑩ - 60 New LL
Short Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 80 - CR I

Ripper Knife 14 1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑨ - 3,600 (Details AW, p. 124, - AW


Pr. AW, p. 173)
Epee 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 90 New LL
Katzbalger 1H 7 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 100 New LL
Rapier 1H 8 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 110 CR I
Saber 1H 10 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 190 CR I
Estoc 2H 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 370 CR I
1H† 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Long Sword 440 CR I
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ -
Broad Sword 1H 15 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 340 CR I
1H† 17 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - CR I
Bastard Sword 560
2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
Falchion 2H 18 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 790 CR I
Zweihander 2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 860 CR I
Shamshir 2H 22 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 950 CR I
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 ⑩ - 1,020 CR I

25
Part 2 Items

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

(Details CR III, p. 207 CR


Elemental Blade 16 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 12,000
or AW, p. 86, 116) III
(Details CR III, p. 212 CR
Blessed Sword 14 1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 30,000
or AW, p. 86, 116) III
⑧- (Details AW, p. 86,
Shifting Sword 15 1H 15 +1 15 1 2 3 4 4 5 5 6 7 8 +1 12,000 - AW
⑫ 116)
Tiny Falchion 2H 6 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 260+ 10 rep. - PY
24,000 + 100
Rylock Edge 16/19 1H 5 +2 5 0 1 1 2 2 3 4 5 5 5 ⑩ +2 (Details PH, p. 47) - PH
rep.
1H† 17 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ +2 26,000 + 100
Rylock Sword 16/19 (Details PH, p. 47) - PH
2H 17 +2 27 2 3 4 6 6 8 8 9 9 10 ⑩ +2 rep.
37,000 (Not
Pajarigar’s Pouch 21 1H 5 +2 5 0 1 1 2 2 3 4 5 5 5 ⑩ +2 (Details WT, p. 154) - WT
for Sale)
Maturati, the Magic 22,000 (Not
16 1H 13 +1 18 1 2 3 4 5 6 6 7 7 8 ⑩ +1 (Details WT, p. 159) - WT
Sword of Liberation for Sale)

Varisty, the Magic 22,000 (Not


16 1H 13 +1 18 1 2 3 4 5 6 6 7 7 8 ⑩ +1 (Details WT, p. 159) - WT
Sword of Binding for Sale)
1H† 13 +5 13 1 2 3 3 4 4 5 6 7 7 ⑩ +5 700,000 (Not
Long Sword +5 21 (Details WT, p. 144) - WT
2H 13 +5 23 2 2 3 5 6 7 7 8 9 10 ⑩ +5 for Sale)
13,000 (Not (Details CR III, p. 208 CR
Berserker's Soul 15 2H 17 +1 27 2 3 4 6 6 8 8 9 9 10 ⑧ +1 -
for Sale) or AW, p. 86, 116) III
14,000 (Not
Greeter 14 2H 17 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ +1 (Details WT, p. 160) - WT
for Sale)
48,000 (Not
Ill Blood 20 2H 19 +1 29 2 3 4 6 7 8 9 9 10 10 ⑩ +1 (Details WT, p. 155) - WT
for Sale)
1H† 8 +2 8 0 1 2 2 3 4 4 5 6 6 ⑨ +2 Cannot be
Overload 24 (Details WT, p. 148) - WT
2H 8 +2 18 1 2 3 4 5 6 6 7 7 8 ⑨ +2 Traded
Cannot be
Wizard Ruler 23 1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 (Details WT, p. 149) - WT
Traded
Cannot be
Dreadnought 23 2H 12 +1 22 1 2 3 5 6 6 7 8 9 10 ⑩ +1 (Details WT, p. 150) - WT
Traded
1H† 13 +3 13 1 2 3 3 4 4 5 6 7 7 ⑩ +3 Cannot be
Sword Breaker 22 (Details WT, p. 145) - WT
2H 13 +3 23 2 2 3 5 6 7 7 8 9 10 ⑩ +3 Traded
1H† 15 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ +1 Cannot be
Pajarigar Slash 20 (Details WT, p. 153) - WT
2H 15 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 Traded
Cannot be
Sieghardt Blade 18 1H 20 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ +1 (Details WT, p. 157) - WT
Traded
Cannot be
Sword of Soulscars 15 (Details WT, p. 158) - WT
Traded
Cannot be
Perdition Serpent 24 1H (Details WT, p. 145) - WT
Traded

26
A-Rank Swords
[Weapon Proficiency/Sword] (or [Weapon Proficiency A/Sword]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 820 - CR II


Terbutje 1H 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ - 140 (Details AW, p. 87, 116, Pr. - AW
AW, p. 170)
Broken Terbutje 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 140 (Details AW, p. 87) - AW
Main Gauche 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 620 (Details AW, p. 87) - AW
Flissa 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 880 - CR I
Schiavona 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 990 New LL
Defender 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 1,770 (Details AW, p. 87, 117) - CR II
Shotel 1H 14 -1 19 1 2 3 4 5 6 7 7 8 9 ⑩ - 1,080 (Details AW, p. 87, 116) - AW
Talwar 1H 15 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 1,210 New LL
Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 1,450 - CR II
1H† 23 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Flamberge 1,580 - CR I
2H 23 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Dragonslayer 2H 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 2,760 - CR I
(CR III, p. 210 or AW, p. 87, CR
Zantetsuken 14 2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 25,000 -
117) III
(CR III, p. 215 or AW, p. 87, CR
Destroyer 21 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ +1 15,000 -
117) III
12/15 1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 880 (Details PZ, p. 38, Pr. PZ, p. - PZ
Allesta Cutlass 54)
Throwing Horn 15/18 1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 1,100 (Details PZ, p. 38, Pr. PZ, p. - PZ
Knife 54)
Girvan's Gladius 8/11 1H 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑨ - 960 +30 rep. (Details PH, p. 47) - PH

Ray Cutter 11/14 1H 4 +1 9 0 1 2 3 3 4 4 5 6 7 ⑩ +1 12,500 +30 rep. (Details PH, p. 47) - PH

Crescent Epic 14/17 1H 11 +1 11 1 2 2 3 3 4 5 6 6 7 ⑩ +1 11,000 +30 rep. (Details PZ, p. 43) - PZ

Ray Blade 11/14 1H 20 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 14,500 +30 rep. (Details PH, p. 47) - PH


1H† 17 +1 22 1 2 3 5 6 6 7 8 9 10 ⑩ +1 22,000 (Not for
Lightning Hell 21 (Details WT, p. 153) - WT
2H 17 +1 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 Sale)
18,000 (Not for
Einhander 16 1H 20 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 (Details WT, p. 157) - WT
Sale)
Cannot be
Air Razor 25 1H 6 +2 11 1 2 2 3 3 4 5 6 6 7 ⑨ +2 (Details WT, p. 150) - WT
Traded
Cannot be
Phantom Fake 25 1H 15 +2 20 1 2 3 4 5 6 7 8 9 10 ⑩ +2 (Details WT, p. 149) - WT
Traded

S-Rank Swords
[Weapon Proficiency II/Sword] (or [Weapon Proficiency S/Sword]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

CR
Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 2,150 -
II
Excellent Rapier 1H 10 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 4,580 Silvered New LL
Crenated Sword 2H 11 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 3,200 (Pr. AW, p. 172) - AW
CR
Mithril Sword 1H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 7,500 Silvered -
II
CR
Slasher 1H 21 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 5,750 -
II
1H† 26 - 36 3 5 5 7 8 9 10 11 11 12 ⑩ - CR
Claymore 8,000 -
2H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ - II
CR
Sentinel 2H 35 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 14,000 -
II
1H† 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
(Details AW, p. 117)
Executioner’s 22 25,000 Changed AW
2H 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑩ - changed to Magic
Blade
Weapon
Moonrazor 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 2,800 +50 rep. - PH
1H† 30 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1 30,000 +50 rep. - PZ

27
Part 2 Items

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Dominator 2H 30 +1 50 4 6 8 10 10 12 12 13 15 15 ⑩ +1
1H† 24 +1 34 3 4 5 6 8 9 10 10 11 11 ⑩ +1 55,000 (Not for
Chillbreeze 22 (Details WT, p. 153) - WT
2H 24 +1 44 4 6 7 8 10 10 11 12 13 14 ⑩ +1 Sale)
Tyrant Blade 21 1H 18 +2 28 2 3 4 6 6 8 9 9 10 10 ⑩ +2 Cannot be Traded (Details WT, p. 148) - WT

Ray of the Gold 24 2H 20 +2 100 8 12 15 18 19 20 22 24 27 30 ⑩ +2 Cannot be Traded (Details WT, p. 148) - WT

Iron Cutter 20 2H 24 +3 44 4 6 7 8 10 10 11 12 13 14 ⑩ +3 Cannot be Traded (Details WT, p. 151) - WT

SS-Rank Swords
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

CR
Angel Feather 1H 2 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 60,000 -
III
Illumination 10 1H 12 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 110,000 (Details CG, p. 96) - CG
1H† 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - CR
Hyperion 80,000 -
2H 20 +1 50 4 6 8 10 10 12 12 13 15 15 ⑩ - III
(Details see AW, p. CR
Geister 10 2H 30 +1 70 5 9 10 12 14 16 17 18 19 19 ⑩ - 95,000 -
88, 117) III
Double-Edged Sword of 850,000 (Not for
20 1H 5 +3 20 1 2 3 4 5 6 7 8 9 10 ⑩ +3 (Details WT, p. 144) - WT
Asteria Sale)
91,000 (Not for
Inferno Lord 23 2H 26 +1 61 5 9 10 11 12 13 14 16 17 18 ⑨ - (Details WT, p. 154) - WT
Sale)
Soulmasher 24 2H 30 +2 90 7 10 12 15 18 19 21 23 25 26 ⑩ +2 Cannot be Traded (Details WT, p. 149) - WT

Grendal's Seven Strong 18 Cannot be Traded (Details WT, p. 143) - WT


Swords

B-R ANK SWORDS A-R ANK SWORDS


Stiletto: This dagger is about 30 cm in length and has no Schiavona: It is a one-handed sword with a cage-shaped
edge on the blade, and is used exclusively for stabbing. protective grip. The blade is straight and double-edged.
Kukri: It has a heavy, curved blade and is classified as the Talwar: It is a one-handed sword with a warped single-
largest of the daggers. edged blade.
Epee: This is a lightweight stabbing sword made for
practice. Even though it is for practice, it has a blade and is S-R ANK SWORDS
easy to handle, so it is sometimes taken out into actual Excellent Rapier: This is a hand-forged mithril rapier with
battle. excellent balance and sharpness.
Katzbalger: It is a short, one-handed sword for cutting. It is
a straight sword with a rugged double-edged blade.

28
This weapon has a heavy blade attached to the end of concentrated at the tip to strike through, and generally has
the handle. Either way, it is a weapon that uses the weight very high power.

B-Rank Axes

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Sickle 1H 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑪ - 40 New LL
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 90 - CR I
Bhuj 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - 240 New LL
Kusari-Gama (Sickle) 2H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 8,800 (Details AW, p. 122) - AW
1H† 16 - 21 1 2 3 4 6 6 7 8 9 10 ⑪ -
Battle Axe 360 - CR I
2H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑪ -
Great Axe 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ - 410 - CR I
1H† 20 - 25 2 3 4 5 6 7 8 8 9 10 ⑪ -
Heavy Axe 440 - CR I
2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ -
Bulova 2H 22 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 490 - CR I
Minotaur's Axe 2H 30 - 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 950 - CR I
Tiny Bulova 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 110 +10 rep. - PY

A-Rank Axes
[Weapon Proficiency/ Axe] (or [Weapon Proficiency A/Axe]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 630 New LL


Tabarzin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - 840 - CR II
2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ -
Long Axe 990 - CR II
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ -
Arm Catcher 10 2H 17 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 2,480 (Details AW, p. 89, 118, Pr. - AW
AW, p. 172)
2Hᵴ 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ -
Halberd 1,080 - CR I
2Hᵱ 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
2Hᵴ 28 - 48 4 6 7 9 10 12 12 13 13 15 ⑪ -
Glaive 1,350 New LL
2Hᵱ 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
(Details CR III, p. 215 or AW, CR
Death Scythe 14 2H 17 +1 37 3 5 6 7 8 9 10 11 12 12 ⑪ +1 16,000 -
p. 89, 118) III
1H† 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑪ -
Grand Axe 1,150 +30 rep. - PH
2H 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ -
Starches 1- 2- 61,500 (Not for
17 1H +1 ⑪ +1 (Details WT, p. 158) - WT
Crescent 13 26 Sale)

29
Part 2 Items
S-Rank Axes
[Weapon Proficiency II/Axe] (or [Weapon Proficiency S/Axe]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300 - CR II


1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ -
Mithril Axe 8,000 Silvered - CR II
2H 18 - 43 4 6 7 8 9 10 11 12 13 14 ⑪ -
2Hᵴ 26 - 51 5 7 8 10 10 12 12 13 15 15 ⑪ -
Couse 10,500 New LL
2Hᵱ 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Voulge 2H 34 - 59 5 9 10 11 12 12 14 15 16 17 ⑪ - 13,400 - CR II

SS-Rank Axes
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Rimahawk 10 1H* 8 +1 28 2 3 4 6 6 8 9
9 10 10 ⑪ +1 86,000 (Details CG, p. 96) - CG
2Hᵴ 15 - 55 5 7 10 10 11 12 13
16 16 ⑪ - 14
Urgosh 10 98,000 Silvered (Details p. 76) Revised CG
2Hᵱ 15 - 50 4 6 8 10 10 12 12
15 15 ⑩ - 13
2Hᵴ 27 +1 62 5 9 10 11 13 13 14
17 18 ⑪ - 16
Agahast 89,000 New LL
2Hᵱ 27 +1 57 5 8 10 11 11 12 13
16 17 ⑩ - 15
Dynast 2H 40 -1 90 7 10 12 15 18 19 21 23 25 26 ⑪ - 114,000 - CR III

B-R ANK AXES S-R ANK AXES


Sickle: It is a reinforced one-handed sickle for agricultural Couse: A development of the glaive, it has a larger, more
work and can be used as a weapon. elaborately decorated blade attached. It is often used for
Bhuj: This is a battle axe with a long vertical blade. The side ceremonial purposes.
of the handle near the handle has been hollowed out and a
knife has been inserted, but it is held in place with screws, SS-R ANK AXES
so it is not a tool that can be used in an emergency. Agahast: It is a long-handled weapon with an overall length
of about 3 meters. The blade of the spearhead is long and
A-R ANK AXES single-edged, like a very large knife. Both the blade and the
Tomahawk: This small axe has excellent balance and can handle are very elaborately decorated.
be used as a thrown weapon.
Glaive: It is a long-handled weapon of about 3m with a
warped blade attached to the tip of the spear. Because of
the blade's shape, it can be used for both swinging to slice
and poking to stab.

30
It is a weapon with a sharp blade attached to the end of
a long handle. It is mainly used as a piercing weapon. Many
of them can be used both with one and two hands.

B-Rank Spears

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 65 - CR I
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 110 - CR I
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Spear 170 - CR I
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
1H† 20 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Long Spear 220 - CR I
2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
1H† 18 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ +1 (Details CR III, p. 211 or AW, p. 90, CR
Judgment 16 32,000 -
Spear 2H 18 +1 28 2 3 4 6 6 8 9 9 10 10 ⑩ +1 118) III

Tiny Pike 2H 3 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 55 + 10 rep. - PY


1H† 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Flamea 16 90 + 20 rep. - PH
2H 8 - 18 1 2 3 4 5 6 6 7 7 8 ⑩ -
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 340 +20
Stibble Spear 11 (Details PY) - PY
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - rep.

A-Rank Spears
[Weapon Proficiency/Spear] (or [Weapon Proficiency A/Spear]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ - 880 - CR II
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 460 - CR II
1H† 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Ahlspiess 480 - CR I
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
CR
Normal Lance 1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 1,200 (Details AW, p. 90, 118) -
III
Parasol Spear 5 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 600 (Details AW, p. 90, 118, Pr. - AW
AW, p. 170)
1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Pike 1,750 - CR II
2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
10/13 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 1,040 (Details PH, p. 48, Pr. PH, p. - PH
Harpoon 55)
1H† 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Langdebeve 440 + 30 rep. - PH
2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Fixed Lance 16/19 1H 15 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 960 (Details PZ, p. 43) - PZ
1H† 21 +1 31 2 4 5 6 7 8 9 10 10 11 ⑩ +2 380,000 (Not for
Shamrock Cross 22 (Details WT, p. 150) - WT
Spear 2H 21 +2 36 3 5 5 7 8 9 10 11 11 12 ⑩ +2 Sale)

S-Rank Spears
[Weapon Proficiency II/Spear] (or [Weapon Proficiency S/Spear]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Partisan 1H 7 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 1,990 - CR II
1H† 18 -1 33 3 4 5 6 8 8 10 10 10 11 ⑩ -
Mithril Spear 7,930 Silvered - CR II
2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
Heavy Lance 1H 25 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 8,280 (Details AW, p. 91, 118) - CR II
1H† 30 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Corsesca 12,800 - CR II
2H 30 -1 55 5 7 10 10 11 12 13 14 16 16 ⑩ -

31
Part 2 Items

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

1H† 12 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
Spuntone 4,170 + 50 rep. - PH
2H 12 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ -

SS-Rank Spears
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Eclair 10 1H* 7 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 58,000 (Details CG, p. 96) - CG


1H† 17 - 42 4 6 7 7 9 10 11 12 13 13 ⑩ -
Tri-Lux 62,000 New LL
2H 17 +1 47 4 6 7 9 10 11 12 13 13 15 ⑩ -
Fatal Lance 10 1H 25 - 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 66,000 (Details AW, p. 91, 119) - CR III

Ductus Lancair 2H 30 - 65 5 9 10 12 13 14 15 17 18 18 ⑩ - 84,000 - CG

SS-R ANK SPEARS


Tri-Lux: This is a grandly decorated spear with a dazzling
trident tip that shines in a silvery-white color.

32
This is a bludgeoning weapon with a heavy part attached an opponent with a single blow, but it excels in accuracy
to the tip of the handle. It is not suitable for cutting down and boasts stable power.

B-Rank Maces

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 20 New LL


Light Mace 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 120 - CR I
Heavy Mallet 1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 220 New LL
1H† 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ -
Heavy Mace 330 - CR I
2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑫ -
Maul 2H 35 +1 35 3 4 5 7 8 9 10 10 11 12 ⑫ - 440 - CR I
Ogre Maul 2H 45 +1 45 4 6 7 9 10 10 11 12 13 14 ⑫ - 640 - CR I

Flaming Torch 11/14 1H 15 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 600 (Details PZ, p. 43, Pr. PZ, p. 54) - PZ

Tiny Maul 2H 19 +1 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 90 +10 rep. - PY

Manadolin 16/19 2H 23 +2 23 2 2 3 5 6 7 7 8 9 10 ⑫ +1 5,350 + 20 rep. (Details PZ, p. 43) - PZ

Manadora 16/19 2H 33 +2 33 3 4 5 6 8 8 10 10 10 11 ⑫ +1 5,650 + 20 rep. (Details PZ, p. 43) - PZ

33
Part 2 Items
A-Rank Maces
[Weapon Proficiency/Mace] (or [Weapon Proficiency A/Mace]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Biliong 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 460 - CR I
Steel Blow 1H 13 +1 23 2 2 3 5 6 7 7 8 9 10 ⑫ - 710 - CR II
Ball Mace 2H 23 +1 43 4 6 7 8 9 10 11 12 13 14 ⑫ - 1,220 - CR II

S-Rank Maces
[Weapon Proficiency II/Mace] (or [Weapon Proficiency S/Mace]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Bludgeon 1H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 1,360 - CR II
Mithril Mace 1H 15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑫ - 7,200 Silvered - CR II
Troll Buster 2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ - 10,800 - CR II

SS-Rank Maces
[Weapon Master] is required to equip these weapons. Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Bloody Lily 1H 14 +3 34 3 4 5 6 8 9 10 10 11 11 ⑫ - 51,000 - CG


1H† 20 +2 45 4 6 7 9 10 10 11 12 13 14 ⑫ -
Skullsludger 10 96,000 (Details CG, p. 96) - CG
2H 20 +2 55 5 7 10 10 11 12 13 14 16 16 ⑫ -
Zenias 2H 28 +3 58 5 8 10 11 12 12 13 15 16 17 ⑫ - 92,000 ※Replaces Zeno Upgraded LL

Zeno 2H 28 +3 53 5 7 9 10 11 12 12 14 15 15 ⑫ - 92,000 ※Replaced by Zenias Old CR III

B-R ANK M ACES SS-R ANK M ACES


Mallet: A small hammer. Zenias: It is an improved version of Zeno's weight balance,
Heavy Mallet: It is a weapon that looks like a larger version with a larger handle head and superior power while
of a mallet. Not many people use it as a tool. maintaining the same level of ease of handling.

Most staves are long and two-handed weapons and can Magic, and Deep Magic. Because they are the sorcerer's
be used as implements for Truespeech Magic, Spiritualism favorite items, many of them have special effects.

B-Rank Staves
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Mage Staff 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - 110 - CR I


Quarterstaff 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - 140 - CR I

15 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 12,400 (Details AW, p. 119, Pr. - AW


Staff of Deception
AW, p. 168)

14 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 14,840 (Details AW, p. 119, Pr. - AW


Staff of Control
AW, p. 165)

17 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - Special (Details CR I, p. 327 or - CR I


Efreet's Whisker
AW, p. 119)

34
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

CR
Fistulosum 14 1H 5 +2 5 0 1 1 2 2 3 4 5 5 5 ⑫ +1 10,000 (Details AW, p. 92, 119) -
III
Spiral Rod 1H 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 105 +20 rep. - PH

Battle Astral Rod 14/17 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 250 + 20 rep. (Details PZ, p. 44) - PZ


96,000 (Not for (Details CR III, p. 213 or CR
Staff Of House 14 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 -
Sale) AW, p. 119) III
1H† 8 +3 8 0 1 2 2 3 4 4 5 6 6 ⑩ +2 590,000 (Not for
Tree King Sword 22 - WT
2H 8 +3 18 1 2 3 4 5 6 6 7 7 8 ⑩ +2 Sale) (Details WT, p. 151)
Falungorn
12,400 (Not for
Empty Baton 15/18 1H 10 +2 10 1 1 2 3 3 4 5 5 6 7 ⑫ +1 (Details PZ, p. 44) - PZ
Sale)

A-Rank Staves
[Weapon Proficiency/Stave] (or [Weapon Proficiency A/Stave]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Mana Staff 2H 3 +1 13 1 2 3 3 4 4 5 6 7 7 ⑫ - 6,800 (Details AW, p. 92, 119) - CR I

(Details AW, p. 92, 119) CR


Leech Staff 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 7,000 ※Changed to a magic Changed
II
weapon
1H† 12 +2 12 1 2 2 3 4 4 5 6 6 7 ⑫ - 1,240 + 30
Gentleman's Cane 16/19 2H 12 +2 22 1 2 3 5 6 6 7 8 9 10 ⑫ - rep. (see PZ, p. 44) - PZ

4,500 + 30 (see PH, p. 48)


Spiral White 12/15 1H 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - Changed PH
rep. ※Changed to a magic
Rod
weapon

S-Rank Staves
[Weapon Proficiency II/Stave] (or [Weapon Proficiency S/Stave]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

(Details AW, p. 93, 119) ※ CR


Sorcerer's Staff 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500 Changed
Changed to a magic weapon II

2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500 ( Details AW, p. 93, 120) ※ Changed CR


Black Rod II
Changed to a magic weapon
1H† 20 +2 25 2 3 4 5 6 7 8 8 9 10 ⑪ - 9,680 + 50 CR
Deadly 16/19 -
2H 20 +2 35 3 4 5 7 8 9 10 10 11 12 ⑪ - rep. (Details PZ, p. 44) II
Gentleman's Cane

SS-Rank Staves
[Weapon Master] is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Aeon 10 2H 8 +1 38 3 5 6 7 8 10 10 11 12 13 ⑫ - 98,000 (Details CG, p. 96) - CG


Magus 10 2H 14 +1 44 4 6 7 8 10 10 11 12 13 14 ⑫ - 100,000 (Details p. 76) Changed CR I

It is a bludgeoning weapon with an iron ball or weight


connected to the end of its handle. Although difficult to
handle, it has the greatest potential destructive power.

35
Part 2 Items
B-Rank Flails

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④⑤ ⑥⑦ ⑧⑨ ⑩⑪ ⑫ Price Notes

Light Flail 1H 7 -1 12 1 2 2 3 4 4 5 6
6 7 ⑩ - 90 - CR I
1H† 10 -1 15 1 2 3 4 4 5 5 6
7 8 ⑩ -
Flail 240 - CR I
2H 10 -1 25 2 3 4 5 6 7 8 8
9 10 ⑩ -
Morningstar 1H 12 -1 17 1 2 3 4 5 5 6 7
7 8 ⑩ - 280 - CR I
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Heavy Flail 340 - CR I
2H 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Daemon Strike 16/19 1H 22 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 25,200 (Not for Sale) (Details PZ, p. 44) - PZ

A-Rank Flails
[Weapon Proficiency/Flail] (or [Weapon Proficiency A/Flail]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ -
Rising Sun 1,200 - CR II
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 ⑩ -
1H† 18 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Goedendag 1,540 - CR I
2H 18 -1 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Scorpion Tail 2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 ⑩ - 2,600 - CR II

Battle Star Globe 14/17 2H 8 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 790 + 30 rep. (Details PZ, p. 45) - PZ

36
S-Rank Flails
[Weapon Proficiency II/Flail] (or [Weapon Proficiency S/Flail]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Double Eel 1H 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑨ - 3,300 New LL


Jail Impact 1H 19 -1 29 2 3 4 6 7 8 9 9 10 10 ⑨ - 5,100 - CR II
Daemon Thresher 8 1H 24 -1 34 3 4 5 6 8 9 10 10 11 11 ⑨ - 12,000 (Details AW, p. 94) - AW
Titan Flail 2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 ⑨ - 12,000 - CR II

SS-Rank Flails
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

1H† 15 - 35 3 4 5 7 8 9 10 10 11 12 ⑨ -
Silver Comet 71,000 - CR III
2H 15 - 45 4 6 7 9 10 10 11 12 13 14 ⑨ -
Quadblaze 10 1H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ - 102,000 (Details CG, p. 97) - CG

Tyrant 2H 38 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ - 114,000 - CG

S-R ANK F LAILS


Double Eel: Two black multi-pronged sticks are attached
to the end of the short handle. Their trajectory is very
random even to the wielder.

37
Part 2 Items

Warhammers have both a pointed pick and a hard of piercing with the pick or striking with the hammer head.
hammer head at the end of the handle and can be used as On the other hand, it is generally weak in terms of balance
an edged weapon or a bludgeoning weapon, with the choice and has poor accuracy.

B-Rank Warhammers

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Pick 1H 2 -1 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 60 - CR I
Warhammer 1H 11 -1 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 250 - CR I
Mattock 2H 20 -2 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 440 - CR I

Golden Mattocks 8 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1 11,880 (Details AW, p. 120) - AW

A-Rank Warhammers
[Weapon Proficiency/Warhammer] (or [Weapon Proficiency A/Warhammer]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 600 - CR II


2Hᵴ 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ -
Bec-De-Corbin 1,800 - CR I
2Hᵱ 20 -2 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 1,680 - CR II

Troll Hammer 2H 30 -2 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 2,820 + 30 rep. - PH

S-Rank Warhammers
[Weapon Proficiency II/Warhammer] (or [Weapon Proficiency S/Warhammer]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 2,600 - CR II
1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩ -
Bec-de-Faucon 10,300 - CR II
2H 22 -2 52 5 7 8 10 11 12 12 13 15 15 ⑩ -
Heavy Anchor 2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 ⑩ - 12,000 - CR II

Blasting Fate Hammer 19 2H 30 -1 60 5 9 10 11 12 13 14 15 16 18 ⑩ +1 37,000 (Details WT, p. 156) - WT

SS-Rank Warhammers
[Weapon Master] is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Eversio 10 1H* 8 -1 33 3 4 5 6 8 8 10 10 10 11 ⑨ - 68,000 (Details CG, p. 97) - CG

Rosenhagen 2H 19 - 39 4 5 6 7 8 10 11 11 12 13 ⑧ - 87,700 - CR III

Gaiacleaver 2H 35 -2 85 6 9 11 14 17 19 21 22 23 24 ⑩ - 104,000 - CG

38
The main purpose of these weapons is to entangle the
enemy and impede their actions. There are no B-rank
Tangling weapons.

A-Rank Tangling
[Weapon Proficiency/Tangling] (or [Weapon Proficiency A/Tangling]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Whip 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 520 (Details AW, p. 120) - AW


Net 1H* 5 - - 210 (Details AW, p. 121) - AW
Drain Net 15 1H* 5 - - 3,700 (Details AW, p. 121) - AW
Chain 1H 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 670 (Details AW, p. 121) - AW
Kusari-Fundo 1H* 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 780 (Details AW, p. 121) - AW
Meteor Hammer 2H* 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 990 (Details AW, p. 121) - AW

S-Rank Tangling
[Weapon Proficiency II/Tangling] (or [Weapon Proficiency S/Tangling]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Rose Whip 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 1,300 (Details AW, p.121) - AW


Cat o' Nine Tails 1H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 1,700 (Details AW, p. 121) - AW
Urumi 1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑨ - 2,800 (Details AW, p. 121) - AW
Chain Net 1H* 10 +1 - 1,900 (Details AW, p. 121) - AW
Kusari-Gama (Weight) 2H 12 +1 22 1 2 3 5 6 6 7 8 9 10 ⑫ - 8,800 (Details AW, p. 121) - AW
Kusari-Gama (Sickle) 2H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - - AW

Beast Chain 23 1H 23 +1 33 3 4 5 6 8 8 10 10 10 11 ⑩ +1 56,000 (Details WT, p. 155) - WT

SS-Rank Tangling
[Weapon Master] is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Dark Line 10 1H 2 +1 17 1 2 3 4 5 5 6 7 7 8 ⑨ - 54,000 (Details CG, p. 97) - CG

Snake Sword 10 1H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 116,000 (Details AW, p. 122) - AW

Raging Hydra 10 2H 20 +1 45 4 6 7 9 10 10 11 12 13 14 ⑩ - 132,000 (Details CG, p. 97) - CG

39
Part 2 Items

The Grappler class can only attack with weapons of this I MPROVES K ICKS
category, such as punches and kicks. Wrestling weapons Weapons that “improve kicks” are equipped on the
have several characteristics that are not found in other legs. The arms can still be used for other purposes (such as
weapons, and that affects how they are used in the game. equipping other weapons or using items). The wielder
cannot have more than one weapon with this characteristic
GRAPPLER ONLY on its legs at the same time.
Weapons marked “Grappler only” can only be used by These weapons are similar to those improving punches
Grappler. Accuracy checks with them cannot be made with in terms of a set of two.
the Fighter or Fencer classes.
T HROW
I MPROVES P UNCHES The throw is a special attack that can only be used by a
As a general rule, weapons that “improve punches” are character who has mastered the combat feat [Throw
handled as a set for weapons for both arms. Except for Attack] or possesses equivalent abilities. It does not need to
special items that are clearly marked as being for one arm be equipped as a weapon. However, if a character is
only, all purchases, sales, processing, etc. are done as a set equipped with a weapon other than “Stance: 1HW” or has
for two arms. It is not possible to “buy only for one arm at another item in their hand, they cannot use the Throw
half price”. Even if these items provide special bonuses or attack.
effects, they must be equipped as a set on both arms to
provide a specified effect, unless otherwise specified as CLAWS, T AIL, B ITE
being equipped on only one arm. These weapons are usually a natural part of the section
that can use them. They do not affect the ability to
use/equip arms or legs.

B-Rank Wrestling
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Kick 1H* 0 -1 5 0 1 1 2 2 3 4 5 5 5 ⑫ - - CR I
Punch 1HW 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ - - CR I
Throw 2H 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ - ※1 - CR I
Claws 1HW 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - ※2 Claws are needed - IB
Tail 1H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - Tail is needed - CR II
Cestus 1HW 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 40 ※1※2 - CR I
Spiked Boots 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 160 ※1※3 - CR I
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ - Bite is needed - CR III

Shell Knuckles 9/12 1HW 15 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 1,400 ※1※2 (Details PY, Pr. PY) - PY

Blind Spikes 1H# 1 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 200 + 20 rep. ※3 - PY


※1: Grappler only
※2: Improves Punches
※3: Improves Kicks

A-Rank Wrestling
[Weapon Proficiency/Wrestling] (or [Weapon Proficiency A/Wrestling]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Easy Grips 1HW 1 +1 0 0 0 0 1 2 2 3 3 4 4 ⑫ - 360 ※1※2 (Details p. 77, Pr. Changed AW


AW, p. 170)
Hard
1HW 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 440 ※1※2 - CR I
Knuckle
CR
Power Wrist 1HW 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑨ - 600 ※1※2 -
II
Stomper 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 520 ※1※3 - CR I
CR
Power Anklet 1H# 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑨ - 900 ※1※3 -
II

40
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

※1※2 (Details PH, p. 48, Pr.


Fire Gloves 12/15 1HW 16 +1 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 2,880 + 30 rep. - PH
PH, p. 56)
Bagh Nakh 12/15 1HW 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 330 + 30 rep. ※1※2 (Details PY) - PY

Push 12/15 1HW 3 - 13 1 2 3 3 4 4 5 6 7 7 - 420 + 30 rep. - PY
※1※2 (Details PY)
Dagger
Iron Toes 12/15 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 420 + 30 rep. ※1※2 (Details PY) - PY
⑩ ※1※2
Cat Punch 11/14 1HW 7 +1 12 1 2 2 3 4 4 5 6 6 7 - 770 + 30 rep. - PY
(Details PY)
⑩ ※1※3
Cat Kick 11/14 1H# 7 -1 22 1 2 3 5 6 6 7 8 9 10 - 840 + 30 rep. - PY
※1※2 (Details PY)
Hard Steps 11/14 1H# 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 1,120 + 30 rep. ※1※2 (Details PY) - PY

20,000 (Not for
Crimson 18 1HW 3 +2 10 1 1 2 3 3 4 5 5 6 7 +1 Revised WT
Sale) ※1※2※4 (see p. 77)
Rose
⑩ 20,000 (Not for
White Lily 18 1HW 3 +2 15 1 2 3 4 4 5 5 6 7 8 +1 ※1※2※4 (see p. 77) Revised WT
Sale)
※1: Grappler only
※2: Improves Punches
※3: Improves Kicks
※4: 1H Item

S-Rank Wrestling
[Weapon Proficiency II/Wrestling] (or [Weapon Proficiency S/Wrestling]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

⑩ CR
Tonfa 1H 5 +1 15 1 2 3 4 4 5 5 6 7 8 - 2,600 Changed usage※1※2 Changed II
⑩ CR
Accel Brogue 1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 - 3,980 ※1※3 II
Sword Breaker 22,000 (Not for
18/21 2H# 1 +1 21 1 2 3 4 6 6 7 8 9 10 ⑨ +1 (Details PZ, p. 45) PZ
Bite Sale)
81,000 (Not for ※1※2※4 (Details p.
Dragon’s Jaw 22 1HW 10 +2 20 1 2 3 4 5 6 7 8 9 10 ⑩ +1 Revised WT
Sale) 77).
※1: Grappler only
※2: Improves Punches
※3: Improves Kicks
※4: 1H Item

SS-Rank Wrestling
[Weapon Master] is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Hands Of 10 1HW 10 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 45,000 - CR III


※1※2 (Details AW, p. 122)
Glory
Legs Of Honor 10 1H# 10 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 58,000 ※1※3 (Details AW, p. 122) - CR III

Groul 10 1HW 15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 50,000 ※1※2 (Details CG, p. 97) - CG

Grand Ariol 10 1H# 15 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 65,000 ※1※3 (Details CG, p. 97) - CG


※1: Grappler only
※2: Improves Punches
※3: Improves Kicks

41
Part 2 Items

Thrown weapons are hand-held weapons that can be


used by the Fighter, Fencer, and Marksman classes. These
weapons leave the wielder's hand after their attack (throw).

B-Rank Thrown Weapons

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

CR
Stone 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 0 ※1 -
I
Silver Stone 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 1 Silvered ※1 New LL
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 20 New LL
CR
Knife 1H* 11 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 10m 30 -
I
(Details p. 78, Pr. AW, p. 161)
Flame Gel 6 1H* 1 - - 10m 480 Changed AW
※Reclassified

Flash Stone 8 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 1,000 (Details CG, p. 165, Pr. AW, p. 161) Changed CG
※Reclassified ※1

Balloon Seed 1H* 1 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 10m 2,400 (Details AW, p. 98, Pr. AW, p. 172) - AW
※3
Explosive Stone 8 1H* 1 - - 10m 6,520 (Details AW, p. 127) ※Reclassified ※2 Changed AW
CR
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 10m 50 -
I
CR
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 10m 65 -
I
CR
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 10m 90 -
I
CR
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 10m 110 -
I
Throwing 8 1H* 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 10m 200 New LL
(Details p. 78, Pr. p. 114)
Star
(Details p. 78, Pr. AW, p. 161)
Thirsty Ashes 15 1H* 1 +4 - 10m 1,400
※Reclassified
Changed AW

Bounce Ball 13 1H* 2 +1 7 0 1 1 2 3 4 4 5 5 6 ⑫ +1 10m 5,300 (Details AW, p. 123) - AW


※1: Sling allows to throw this thrown weapon
※2: Sling allows to throw this thrown weapon (only range changes)
※3: Used on attack regardless hits or not

42
A-Rank Thrown Weapons
[Weapon Proficiency/Thrown Weapons] (or [Weapon Proficiency A/Thrown Weapons]) is required to equip these
weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Bola 1H* 1 -1 - 20m 90 (Details AW, p. 123) - AW


Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 20m 100 - CR I

Clear Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 20m 800 (Details p. 78, Pr. AW, p. Changed AW
171)
CR
Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 20m 820 -
II
3,200 – (Details AW, p. 123, Pr.
Poison Dart 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 20m - AW
4,800 AW, p. 173)
Sling 1H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 30m 220 (Details p. 78) Revised AW

Manaspirator 8 1H* 2 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 20m 1,000 (Details AW, p. 123, Pr. - AW


AW, p. 161)
CR
Dirk 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 20m 100 -
II
Net 1H* 5 - - 5m 210 (Details AW, p. 120) - AW
Drain Net 15 1H* 5 - - 5m 3,700 (Details AW, p. 121) - AW
Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 10m 630 New LL
CR
Boomerang 1H* 8 +1 18 1 2 3 4 5 6 6 7 7 8 ⑫ - 20m 500 (Details AW, p. 123) -
II
Kusari-Fundo 1H* 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 10m 780 (Details AW, p. 121) - AW
Chain Net 1H* 10 +1 - 10m 1,900 (Details AW, p. 121) - AW
CR
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 10m 460 -
II

Rope Dart 2H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 10m 1,400 (Details AW, p. 123, Pr. - AW


AW, p.171 )
CR
Soliferrum 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 20m 1,070 -
II
Meteor Hammer 2H* 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 10m 990 (Details AW, p. 121) - AW

Blade of Ice and 14/17 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 10m 1,200 (Details PH, p. 49, Pr. - PH
Snow PH, p. 56)

12/15 1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 20m 880 (Details PZ p. 43, Pr. PZ, - PZ


Allesta Cutlass
p. 54)
Throwing Horn 15/18 1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 10m 1,100 (Details PZ p. 45, Pr. PZ, - PZ
Knife p. 54)

10/13 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 10m 1,040 (Details PH, p. 48, Pr. - PH


Harpoon
PH, p. 55)
330 + 20
Battle Tarot 14/17 1H* 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑨ - 10m (Details PZ p. 45) - PZ
rep.
Injector 14/17 1H* 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 20m 400 (Details PZ p. 45) - PZ

S-Rank Thrown Weapons


[Weapon Proficiency II/Thrown Weapons] (or [Weapon Proficiency S/Thrown Weapons]) is required to equip these
weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 10m 2,150 - CR II


Mithril Dirk 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑩ - 20m 5,000 Silvered - CR II
Ripper Knife 14 1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑨ - 10m 3,600 (Details AW, p. 124, Pr. AW, p. 173) - AW
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 20m 2,300 - CR II
Assegai 1H* 13 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 20m 3,800 - CR II
Francisca 1H* 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 20m 5,500 - CR II

43
Part 2 Items
SS-Rank Thrown Weapons
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Eclair 10 1H* 7 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 20m 58,000 (Details CG, p. 96) - CG

Eversio 10 1H* 8 -1 33 3 4 5 6 8 8 10 10 10 11 ⑨ - 20m 68,000 (Details CG, p. 97) - CG

Rimahawk 10 1H* 8 +1 28 2 3 4 6 6 8 9 9 10 10 ⑪ +1 20m 86,000 (Details CG, p. 96) - CG

Tri-Edge 10 1H* 15 +2 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 20m 46,000 (Details AW, p. 124) - CR III

B-R ANK T HROWN WEAPONS A-R ANK T HROWN WEAPONS


Silver Stone: A small silver ball. Alternatively, this data is Tomahawk: (see p. 28)
also used when a gamel silver coin is thrown.
Mallet: (see p. 33).
Throwing Star: This is a throwing blade in the shape of a
cross, pentagram, hexagram, or any other star. They are
made with the idea that the blade should hit any part, and
while they are accurate, they are not very powerful.

This is a shooting weapon that shoots arrows using Arrow (Ammunition). Can only be used with the
strings. It can shoot every round, but each time it uses an Marksman class.

B-Rank Bows

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Short Bow 2H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 20m 60 - CR I


Normal Bow 2H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 20m 120 - CR I
Long Bow 2H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 20m 170 - CR I
Heavy Bow 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 20m 220 - CR I

A-Rank Bows
[Weapon Proficiency/Bows] (or [Weapon Proficiency A/Bows]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 30m 610 - CR II


Wrapped Bow 2H 13 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 30m 780 - CR I
Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 30m 1,200 - CR II

Silent Death 16/19 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 20m 830 + 30 rep. (Details PZ, p. 45) - PZ

Asymmetric Bow 2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ - 40m 2,160 + 30 rep. - PH

44
S-Rank Bows
[Weapon Proficiency II/Bows] (or [Weapon Proficiency S/Bows]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Sniper 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑨ - 40m 5,100 - CR II


Composite Bow 2H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 40m 9,800 - CR II

Swift Bow 14/17 2H 7 -1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 20m 6,620 (Details PH, p. 49. Pr. PH, p. 56) - PH

SS-Rank Bows
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Le Indalia 10 2H 18 +1 48 4 6 7 9 10 12 12 13 13 15 ⑩ - 40m 73,000 (Details AW, p. 124) - CR III


Eight Mambo 2H 30 +1 60 5 9 10 11 12 13 14 15 16 18 ⑩ +1 60m 78,000 - CG

Moonlight Bow of Sien 19 Cannot be Traded (Details WT, p. 143) - WT

A crossbow is a shooting weapon using an elastic Quarrel (Ammunition) and can only be used by the
launching device consisting of a bow-like assembly called a Marksman class.
prod, mounted horizontally on the main frame called a Crossbow’s Extra Damage is independent of character
tiller. It can be fired every round, but each use consumes a class and strength modifier and is unique to each weapon.

B-Rank Crossbows Add'l Dmg


Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Light Crossbow 2H 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ 4 30m 160 - CR I


Normal Crossbow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ 4 30m 260 - CR I
Heavy Crossbow 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ 4 30m 530 - CR I

A-Rank Crossbows
[Weapon Proficiency/Crossbows] (or [Weapon Proficiency A/Crossbows]) is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

⑩ 20m CR
Bowgun 1H 5 - 15 1 2 3 4 4 5 5 6 7 8 6 800 -
II
Instant Bowgun 1H 5 - 15 1 2 3 4 4 5 5 8 ⑩ 4 20m 1,600
6 7 (Details AW, p. 125, Pr. AW, p. 171) - AW
Solid Instant ⑩ 20m 3,200 +
1H 5 - 15 1 2 3 4 4 5 5 6 7 8 4 (Details AW, p. 125, Pr. AW, p. 171) - AW
Bowgun 30 rep.
⑩ 40m CR
Arbalest 2H 10 - 30 2 4 4 6 7 8 9 10 10 10 7 1,000 -
II
Rapid ⑩ 40m
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 4 2,600 (Details AW, p. 125) - AW
Crossbow
Thami 2H 18 - 38 3 5 6 8 10 10 11 12 13 ⑩ 7 50m
7 1,480 - CR I
40m CR
Cranequin 2H 20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑪ 8 1,500 -
II
17/20 2H 13 - 33 3 4 5 6 8 8 10 10 10 11 ⑩ 7 40m - PZ

45
Part 2 Items

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes


3,300 + Power, add'l dmg, and range change
Assault 2H 13 - 50 4 6 8 10 10 12 12 13 15 15 9
Crossbow 30 rep. depending on how far the string is pulled
(Details PZ, p. 46).
⑩ 50m 1,300 +
Ponyneck 10/13 2H 15 -2 40 4 5 6 7 9 10 11 11 12 13 7 - PY
30 rep. (Details PY)
Crossbow
⑩ 40m 2,200 +
Cross 17/20 2H 20 +1 40 4 5 6 7 9 10 11 11 12 13 7 - PZ
30 rep. (Details PZ, p. 46)
Pointer
⑩ 50m 1,800 +
Horseneck 10/13 2H 25 -2 55 5 7 10 10 11 12 13 14 16 16 8 - PY
30 rep. (Details PY)
Crossbow

S-Rank Crossbows
[Weapon Proficiency II/Crossbows] (or [Weapon Proficiency S/Crossbows]) is required to equip these weapons.

Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

String Bow 2H 13 +1 38 3 5 6 7 8 10 10 11 12 13 ⑪ 10 30m 5,640 (Details AW, p. 125) - CR II


Despair 2H 19 - 44 4 6 7 8 10 10 11 12 13 14 ⑩ 10 50m 6,260 - CR II
Ballista 2H 25 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ 13 50m 9,200 - CR II

Giraffeneck Crossbow 10/13 2H 30 -2 65 5 9 10 12 13 14 15 17 18 18 ⑩ 14 50m 12,000 + 50 rep. (Details PY) - PY

SS-Rank Crossbows
[Weapon Master] is required to equip these weapons.
Add'l Dmg
Popularity

First App.
Min STR

New/Old
Accuracy

Crit Rate
Stance

Power

Range

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Calvaria 10 2H 14 +1 44 4 6 7 8 10 10 11 12 13 14 ⑩ 18 30m 84,000 (Details CG, p. 97) - CG

Garde 2H 26 +1 56 5 8 10 10 11 12 13 15 16 16 ⑩ 18 40m 80,000 - CR III

Guns can only be used with Marksman class, and To reload the magazine up to its Max Magazine wielder
Artificer class is required to shoot bullets. The power of the needs to use Major Actions.
weapon is determined by the magitech spell that enhances
the bullet. Guns deal magic damage instead of physical. STANCE:1H GUNS AND H OLSTER
The 1H Guns come with a holster, and the character
M AX MAGAZINE can store it with a Minor Action.
Each Gun has a Max Magazine, and each time the
wielder shoots, the bullets loaded in the gun are consumed.

B-Rank Guns
Add'l Dmg
Popularity

Min STR

Magazine

Accuracy

Crit Rate
Stance

Range
Max

Name Price Notes New/Old First App.

Matchlock 1H 1 3 - ⑪ - 10m 360 - CR I


Toradar 1H 5 3 - ⑩ - 30m 800 - CR I
Jezail 1H 10 3 - ⑩ - 50m 1,200 - CR I

46
A-Rank Guns
[Weapon Proficiency/Guns] (or [Weapon Proficiency A/Guns]) is required to equip these weapons.

Add'l Dmg
Popularity

Min STR

Magazine
Accuracy

Crit Rate
Stance

Range
Max
Name Price Notes New/Old First App.

Derringer 1H 1 2 +1 ⑩ - 10m 600 - CR I


Burning Mirage 8 1H 2 3 - ⑩ - 10m 540 (Details p. 79) New LL
Smart Carbine 8 2H 5 4 -1 ⑩ +2 30m 1,200 (Details p. 79) New LL
Tempest II 2H 10 6 - ⑪ +2 30m 2,000 ※Replaces “Tempest” Upgraded LL
Longbarrel II 2H 15 1 +1 ⑩ +4 50m 3,500 ※Replaces “Longbarrel” Upgraded LL
Buster Rifle 8 2H 20 3 -1 ⑩ +4 50m 4,200 (Details p. 79) New LL
11/14 1H 5 6 - ⑪ - 10m 900 + 30 rep. (Details PH p. 49) - PH
Blazing Gun
Tempest 2H 10 6 - ⑪ +1 30m 2,000 ※Replaced by “Tempest II” Old CR I
Longbarrel 2H 15 1 +1 ⑩ +2 50m 3,500 ※Replaced by “Longbarrel II” Old CR I

S-Rank Guns
[Weapon Proficiency II/Guns] (or [Weapon Proficiency S/Guns]) is required to equip these weapons.
Add'l Dmg
Popularity

Min STR

Magazine
Accuracy
Crit Rate
Stance

Range
Max

Name Price Notes New/Old First App.

Bullet Shower II 1H 5 4 +1 ⑩ - 10m 8,000 ※Replaces “Bullet Shower” Upgraded LL


Framer TK 82H 5 6 - ⑩ - 20m 7,200 (Details p. 79) New LL
Lancaster II 2H 10 2 +1 ⑩ +2 60m 14,500 ※Replaces “Lancaster” Upgraded LL
Carnage II 2H 15 4 - ⑪ +4 40m 17,000 ※Replaces “Carnage” Upgraded LL
Double Barrel 8 2H 20 2 - ⑩ +4 50m 20,400 (Details p. 79) New LL
Wiebenes Super Cannon 15/18 2H 20 1 +1 ⑨ +4 30m 33,000 (Not for Sale) (Details p. 79) Revised T2
Bullet Shower 1H 5 4 - ⑩ - 10m 8,000 ※Replaced by “Bullet Shower II” Old CR II
Lancaster 2H 10 1 +1 ⑩ +2 60m 14,500 ※Replaced by “Lancaster II” Old CR II
Carnage 2H 15 3 -1 ⑪ +4 40m 17,000 ※Replaced by “Longbarrel II” Old CR II

47
Part 2 Items
SS-Rank Guns
[Weapon Master] is required to equip these weapons.

Add'l Dmg
Popularity

Min STR

Magazine
Accuracy

Crit Rate
Stance

Range
Max
Name Price Notes New/Old First App.

Masquerade 1H 5 4 +2 ⑩ +2 10m 50,000 New LL

Choreadora 2H 10 3 +2 ⑩ +4 40m 55,000 New LL

Hell Fire 2H 15 8 +1 ⑩ +4 30m 60,000 ※Replaces “Full Fire” Upgraded LL

Bullsmasher 2H 20 2 +3 ⑪ +6 60m 80,000 ※Replaces “Desperado” Upgraded LL

Full Fire 2H 15 8 - ⑩ - 20m 60,000 ※Replaced by “Hell Fire” Old CR III

Desperado 2H 20 2 +2 ⑪ +2 60m 80,000 ※Replaced by “Bullsmasher” Old CR III

A-R ANK GUNS SS-R ANK GUNS


Burning Mirage: It is a pistol with a large protective grip Masquerade: It is also known as the ultimate handgun, and
covering the handle. it has a sufficient number of bullets and a high hit rate. It is
Smart Carbine: It is a short-barreled gun designed to be characterized by the gun grip being painted in flashy colors.
used while riding and is easy to maneuver. Choreadora: It is a small rifle. It is relatively light and easy
Tempest II: It is an improved version of Tempest. to handle. Each part is designed with curved lines, and
Longbarrel II: It is an improved version of the Longbarrel. combined with its size, it is often described as “charming”
Buster Rifle: It is a rifle with a barrel that is about 2 meters by gunners.
long. It is fired with the barrel held at the side with the part Hell Fire: It is an improved version of the Full Fire, with
of the gun on the ground. the same high ammunition capacity and an overall increase
in basic specifications. The biggest difference is the
S-R ANK GUNS improved loading mechanism, which allows the use of
Bullet Shower II: It is an improved version of the Bullet [Quick Loader].
Shower. Bullsmasher: It is a long rifle that is said to kill even large
Framer TK: It is a short rifle with several connectors, which beasts with a single shot, and is the object of admiration
were used during the Magitech Civilization Period, it seems among gunners.
that various types of parts were attached to the rifle using
these connectors to customize it. Today, only “Magisphere
(Small)” and “Mana Cartridge” are left that can be
connected to it.
Lancaster II: It is an improved version of Lancaster.
Carnage II: It is an improved version of Carnage.
Double Barrel: It is a majestic long gun with two Longbarrel
II barrels side by side. When the need arises, it is possible
to fire from both barrels at the same time.

48
Shooting weapons use arrows, quarrels, and bullets to generally consumed each time they are used, but some can
attack. Each weapon has specific ammunition. They are be recovered and reused.

New/Old First
Name Popularity Weapon Price Note
App.
Arrow (12) Bow 10 1G for 1 Arrow - CR I
Silver Arrow Bow 5 Silvered ※Price revision Changed CR I
Quarrel (12) Crossbow 20 2G for 1 Quarrel - CR I
Silver Quarrel Crossbow 10 Silvered ※Price revision Changed CR I
When shot with a bow, it makes a sound (Details AW, p.
Kaburaya Bow 5 - AW
126)
Absorbing Arrow Bow 140 Stick to target when hit (Details AW, p. 126) - AW
20
Piercing Bow, (Arrow)/ Power -5, Critical Threshold -1. 2G for 1 Arrow. 3G for 1
New LL
Arrow/Quarrel (12) Crossbow 30 Quarrel (Details p. 80)
(Quarrel)
Flash Fang Bow, Critical Threshold -1, recoverable when not critical (Details
250 New LL
Arrow/Quarrel Crossbow p. 80, Pr. p. 114)
Paralyzing Bow, Inflicts a mild paralysis (Details AW, p. 126, Pr. AW, p.
400 - AW
Arrow/Quarrel Crossbow 161)
Bow, Can be shot underwater, always retrievable (Details AW, p.
Elven Arrow/Quarrel 920 - AW
Crossbow 126, Pr. AW, p. 171)
Magic Bow, Deals magic damage, recoverable on miss (Details AW, p.
1,400 - AW
Arrow/Quarrel Crossbow 127, Pr. AW, p. 161)

Explosive Bow, Explodes on the hit and deals bludgeoning damage (Details
8 1,600 New LL
Arrow/Quarrel Crossbow p. 80, Pr. p. 114)

Daemon's Bow,
2,600 Magic Arrow that deals curse-type damage (Pr. AW, p. 162) - AW
Arrow/Quarrel Crossbow
Bow, Critical Threshold -1, recoverable when not critical (Details
Light Arrow/Quarrel 2,800 - AW
Crossbow AW, p. 127, Pr. AW p. 163)
Petrifying Bow, Petrifies the target. Recoverable on miss (Details AW, p.
6,000 - AW
Arrow/Quarrel Crossbow 127, Pr. AW, p. 164)

Cursed Bow, Gradually decreases HP. Recoverable on miss (Details AW,


8 15,600 - AW
Arrow/Quarrel Crossbow p. 127, Pr. AW, p. 165)

Dragon Bow, Deals fire magic damage in “Area: Line”. Always


8 44,800 - AW
Arrow/Quarrel Crossbow recoverable (Details AW, p. 127, Pr. AW, p. 166)
Bullet (12) Gun 50 5G for 1 Bullet. - CR I
Silver Bullet Gun 25 Silvered ※Price revision Changed CR I
Gun Increases effect of [Healing Bullet]. 16G for 1 Green Bullet
Green Bullet 8 160 - AW
(Details AW, p. 126, Pr. AW, p. 167).
Gun The bullet that can leave a message at the point of impact
Rouge Bullet 8 75 New LL
(Details p. 80, Pr. p. 114).
Gun Gun can shoot these bullets underwater (Details AW, p.
Underwater Bullet 8 210 - AW
126, Pr. AW, p. 167).

This is the general list of armor. The following are fields N OTES
that appear only in these lists, or that require a more The “Notes” field may contain the following
detailed explanation of the same field. annotations.

M IN STR Grapplers May Equip


Minimal strength of the armor. For such armor, an Evasion check can be performed
using the Grappler class while the armor is equipped.
E VASION
This is the bonus (positive number) or penalty (negative Grappler only
number) on Evasion checks when the armor is equipped. If the armor says Grappler only, a character in such
A “-” indicates neither. armor can make Evasion checks using the Grappler class.

DEFENSE
The number of points by which the physical damage is
reduced when the armor is equipped.

49
Part 2 Items

Nonmetallic Armor is lightweight armor that uses little or no metal. It is easy to move, but its defense is generally low.

B-Rank Nonmetallic Armor


Min Evasion Defense New/Old First
Name Popularity Price Note
STR App.
Cloth Armor 1 - 2 15 Grapplers may equip - CR I
Point Guard 1 +1 0 100 Grappler only - CR I
Soft Leather 7 - 3 150 - CR I
Lildraken Costume 10 - 3 3,600 (Details AW, p. 128, Pr. AW, p. 173) - AW
Hard Leather 14 - 4 340 - CR I
Mana Coat 14 1 - 0-6 28,000 (Details p. 81) Changed CR III

Mana Coat+ 14 1 - 0–8 52,000 (Details p. 81) New LL

Robe Of Wild Roses 15 2 - 2 40,000 (Details CR III, p. 206 or AW, p. 128) - CR III

Combat Maid's Outfit 15 10 +1 0 38,000 (Details CR III, p. 208 or AW, p. 128) - AW

Diving Suit 12/15 8 -1 4 3,700 (Details PH, p. 49, Pr. PH, p. 56) - PH

Crimson Shell Armor 14/17 18 -1 6 11,700 (Details PY, Pr. PY) - PY

Pierrot Cloak 1 - 2 65 + 20 rep. Grapplers may equip - PH

Dark Robe 13/16 1 - 2 3,000 + 20 rep. (Details PY) - PY

Robe of the Goddess of Cannot be Grapplers may equip (Details WT, p.


23 1 - 20 - WT
Corruption Traded 162)

A-Rank Nonmetallic Armor


To equip such armor, you need [Armor Proficiency/Nonmetallic Armor] (or [Armor Proficiency A/Nonmetallic Armor]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Aramid Coat 5 +1 2 750 Grapplers may equip - CR I
Breast Armor 10 - 5 1,000 - CR I
Windbreaker Surcoat 8 12 +1 3 20,500 (Details AW, p. 128, Pr. AW, p. 165) - AW
Bone Vest 16 - 6 2,100 - CR II
Pirate's Vest 12/15 3 - 3 840 (Details PZ, p. 46, Pr. PZ, p. 54) - PZ

Dazzling Suit 16/19 7 - 4 2,820 (Details PY, Pr. PY) - PY

Needle Guard 12/15 1 +1 1 680 + 30 rep. Grappler only (Details PY). - PY

Gentleman's Suit 5 - 4 1,000 + 30 rep. Grapplers may equip - PZ

Pierrot Armor 5 +1 2 1,250 + 30 rep. Grapplers may equip - PH

Scale Guard 10 - 4 1,400 + 30 rep. Grapplers may equip - PH

S-Rank Nonmetallic Armor


To equip such armor, you need [Armor Proficiency II/Nonmetallic Armor] (or [Armor Proficiency S/Nonmetallic Armor]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Fine Leather 6 +1 4 2,440 New LL
Lynx Vest 8 +2 3 2,750 Grappler only - CR II
Tiger Band 10 +1 5 3,600 New LL
Dragon Scale 14 +1 6 4,500 - CR II
Clown Vest 7 +2 2 4,500 + 50 rep. Grapplers may equip - PH

50
SS-Rank Nonmetallic Armor
To equip such armor, you need [Armor Master]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Astral Guard 10 6 +1 7 24,000 (Details AW, p. 128) - CR III
Silent Cloak 10 11 +1 8 49,000 (Details p. 81) New LL
Alabaster Shell 14 +1 9 76,000 - CG
Phoenix Cloak 17 +2 8 61,000 Grappler only - CR III
Divine Skin 10 18 +1 10 92,000 (Details p. 81) New LL

S-R ANK N ONMETALLIC ARMOR


Fine Leather: This leather armor is carefully sewn using the
finest leather.
Tiger Band: It is created by lining up strips of leather sheets
that have been boiled and hardened. The layered pattern
of the strips reminds one of the patterns of a tiger, hence
the name.

SS-R ANK N ONMETALLIC ARMOR


Silent Cloak: This protective armor is made of fabric woven
with a special fiber developed by Magitech Civilization
Period. It is extremely strong and at the same time quiet,
making little or no noise, not even the rubbing of the
garment.
Divine Skin: This armor is made of mythical beast hides,
with mana woven into the cloth base. It is said to have the
power to repel evil.

This is heavy armor made of metal. Although highly When in metal armor, physical damage from melee
defensive, some of them affect movement. and ranged attacks that use the power table will result in a
+1 to the critical threshold (less likely to be critically hit).

B-Rank Metal Armor


Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Splint Armor 15 - 5 520 - CR I
Chainmail 18 -1 6 760 - CR I
Plate Armor 21 -2 7 1,200 - CR I
Suit Armor 24 -3 8 2,500 Cannot make Full Move. Dexterity -6. Changed CR I
Yscaean Magical Armor 15 20 - 7 14,000 (Details CR III, p. 205 or AW, p. 129) - CR III

Mount Assign 16/19 18 -3 8 3,250 + 20 rep. (Details PZ, p. 46) - PZ

A-Rank Metal Armor


To equip such armor, you need [Armor Proficiency/Metal Armor] (or [Armor Proficiency A/Metal Armor]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Steel Guard 12 - 5 1,600 - CR II
Lamellar Armor 15 - 6 2,400 New LL
Brigandine 18 -1 7 3,800 - CR I
Coat of Plates 24 -2 8 6,100 New LL
Fortress 27 -3 9 8,200 - CR I
Great Yscaean Magical Armor 17 21 - 8 29,000 (Details p. 82) New LL

S-Rank Metal Armor


To equip such armor, you need [Armor Proficiency II/Metal Armor] (or [Armor Proficiency S/Metal Armor]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Mithril Chain 10 - 7 6,000 Silvered - CR II
Full-Metal Armor 17 -1 9 11,000 - CR II
Mithril Plate 24 -2 11 23,000 Silvered - CR II
Self-maneuvering Suit Armor 20 14 +1 10 55,000 (Details WT, p. 165) - WT

Yscaean Magic Full Armor a 19 26 -2 12 45,000 (Details WT, p. 163) - WT

Yscaean Magic Full Armor b 19 26 - 7 45,000 (Details WT, p. 163) - WT

Yscaean Magic Full Armor c 19 26 - 2 45,000 (Details WT, p. 163) - WT

51
Part 2 Items

SS-Rank Metal Armor


To equip such armor, you need [Armor Master]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Manatite Frame 18 - 11 82,000 - CG
Anti-Arquebus 10 23 - 12 89,000 (Details p. 82) New LL
Imperial 10 30 -1 14 100,000 (Details AW, p. 129) - CR III

A-R ANK M ETAL ARMOR


Lamellar Armor: It is an armor made of metal plates joined
together.
Coat of Plates: It is armor with several metal plates attached
to the back of leather armor.
Great Yscaean Magical Armor: The legacy of the Yscaea
Kingdom, a powerful Ancient Magic Civilization kingdom,
is marked by the discovery of a small number of these
armors mixed in with the Yscaean Magical Armor. Scholars
speculate that the armors were used by the kingdom's
officers.

SS-R ANK M ETAL ARMOR


Anti-Arquebus: This armor was developed to counter the
guns, the natural enemy of metal armor, and was finally
completed in the late stages of the Magitech Civilization
Period. The armor is processed to dissipate the magic
power contained in a bullet that strikes it on the surface of
the armor and boasts high anti-ballistic performance.

A shield is held in the hand and used to defend against the shield. Also, you cannot use items that should be held
attack. Unless otherwise noted, the shield is worn in one in that hand (Stance: 1H and Stance: 2H).
hand. Weapons may not be equipped in the hand holding

B-Rank Shields
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Buckler 1 +1 - 60 - CR I
Round Shield 8 - +1 100 - CR I
Kite Shield 13 +1 +1 500 - CR I
Tower Shield 17 - +2 600 - CR I
Asteria's Defense 19 6 - +1 40,000 (Details CR III, p. 205 or AW, p. 129) - AW

Flaming Shield 16 13 +1 +1 7,900 (Details AW, p. 129) - AW

A-Rank Shields
To equip such shields, you need [Armor Proficiency/Shields] (or [Armor Proficiency A/Shields]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Mirror Shield 5 +1 - 870 (Details AW, p. 129) - CR II
Heater Shield 10 - +2 1,000 - CR II
Spiked Shield 13 +1 +2 1,800 Can be used as a weapon (Details AW, p. 129) - CR I
Knight Shield 15 - +2 1,250 (Details AW, p. 129) - CR III
Evil Target 8 15 - +2 3,400 (Details AW, p. 130, Pr. AW, p. 163) - AW
Windmill Shield 16 +1 +2 2,200 (Details AW, p. 130, Pr. AW, p. 162) - AW
Great Wall 20 -1 +3 1,800 - CR II
Great Barrier 30 +1 +3 3,300 Can be used as a weapon (Details AW, p. 130) - AW
Lantern Shield 15/18 15 -1 +3 3,800 (Details PY) - PY

Freion Shield 15/18 20 -1 +2 8,000 (Details PZ, p. 47) - PZ

Cape of El Elena 8/11 1 - - 1,600 + 30 rep. (Details PH, p. 49) - PH

Stout Buckler 2 +1 +1 550 + 30 rep. - PY

Silver Scale Shield 16/19 10 - +2 2,000 + 30 rep. (Details PZ, p. 46) - PZ

52
Add'l Dmg
Popularity

Min STR

Accuracy

Crit Rate
Stance

Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Spiked Shield 1H 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Great Barrier 2H 30 - 40 4 5 6 7 9 10 11 11 12 13 ⑫ -

S-Rank Shields
To equip such shields, you need [Armor Proficiency II/Shields] (or [Armor Proficiency S/Shields]).
Min Evasion Defense New/Old First
Name Popularity Price Note
STR App.
Mithril Shield 8 +1 +2 4,700 Silvered - CR II
Hoplite Shield 15 - +4 2,900 New LL
Grand Partner 18 - +3 4,800 (Details p. 82) New LL
Can be used as a weapon. (Details p. 82)
Blade Slayer 22 - +4 7,300 Upgraded LL
※Replaces “Blade Killer”
Turtle Shell 8 5 +1 +1 19,200 (Details p. 82, Pr. p. 114) New LL

Blade Crushing Shield 18 18 +1 +3 32,000 (Details WT, p. 165) - WT


5,200 + 50
Heart of Steel 15/18 14 - +4 (Details PZ, p. 47) - PZ
rep.
Shining Silver Scale 5,400 + 50
16/19 10 - +3 (Details PZ, p. 47) - PZ
Shield rep.
Can be used as a weapon. (Details AW, p.
Blade Killer 22 - +3 7,300 130) Old CR II
※Replaced by “Blade Slayer”

Add'l Dmg
Popularity

Min STR

Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes

Blade Slayer/
2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 ⑫ -
Blade Killer
Heart of Steel 1H 14 +1 24 2 3 4 5 6 7 7 8 9 10 ⑫ -

SS-Rank Shields
To equip such shields, you need [Armor Master]).
Name Popularity Min STR Evasion Defense Price Note New/Old First App.
Half Moon 6 +2 +2 33,000 - CG
Glorious 15 +1 +4 47,000 - CR III
Eternal Lord 24 - +6 75,000 - CG

S-R ANK SHIELDS Blade Slayer: It is an improved version of the Blade Killer,
Hoplite Shield: It is a large circular shield with a diameter with a new reinforcement metal material that provides
of more than one meter. The surface is usually decorated better protection.
with various designs. Turtle Shell: This small shield is made of high-quality
Grand Partner: It is a square shield large enough to cover tortoise shell. Experts use its curved surface to slide and
the entire body of the wearer. It is not too thick or heavy evade blows from opponents.
for its size, and an expert can hold it up wide to protect his
mount.

53
Part 2 Items

Adventurer Set
Name Popularity Stance Price Note New/Old First App.
Backpack, Waterskin, Blanket, 6 Torches,
Adventurer Set - 100 - CR I
Tinderbox, 10m Rope, Small Knife

Containers
Name Popularity Stance Price Note New/Old First App.
Bag - 8 Fabric - CR I
Belt Pouch - 15 Leather - CR I
Waterskin - 20 Leather - CR I
Backpack - 50 Leather - CR I

Camping Equipment
Name Popularity Stance Price Note New/Old First App.
Tableware Set - 12 Cup, Plate, Bowl - CR I
Blanket - 40 - CR I
Cooking Utensil Set 2H 50 Frypan, Pan, Cooking Spoon - CR I
Easy-to-use Cooking Set 2H 50 + 5 reputation Gives +1 for cooking-related Skill Checks. - CR II
250 for 4 people, 300 for 5 people, 350 for 6
Tent - 250+ - CR I
people

Lighting Equipment
Name Popularity Stance Price Note New/Old First App.
Torch 1H 5 Set of 6. Lasts 2 hours each, even if dropped. - CR I
Tinderbox 2H 20 Box of flint and kindling. Ignites in 10 minutes. - CR I
Flammable Tinderbox 2H 20 + 5 reputation Ignites in 5 minutes - CR II
Oil - 20 Lantern oil. Burns 12 hours. - CR I
Small pot containing flint and a mechanical
Hu Lamp 1H 100 - CR I
spark. Ignites in 1 minute.
100 + 20
Quick-Light Hu Lamp 1H Starts in 30 seconds - CR II
reputation
Lantern 1H 40 Shuttered lantern. Destroyed when dropped. - CR I
Sturdy Lantern 1H 40 + 10 reputation Can withstand falls of 3m - CR II

Adventurer's Tools
Name Popularity Stance Price Note New/Old First App.
Rope - 10 10m long, 1G for each additional 1m. - CR I
Small Hammer 1H 10 Cannot be used as a weapon. - CR I
A small hammer that can be used as a weapon
Good Quality Small Hammer 1H 10 + 5 reputation (Mace/thrown weapon), same as a B-rank New LL
weapon Mallet when the need arises.
Grappling Hook - 10 - CR I
Piton - 20 Set of 10. 2G for each additional piton. - CR I
Small Knife 1H 20 Cannot be used as a weapon. - CR I
Can be used as a weapon: B-Rank Sword, Min
Razor-Sharp Knife 1H 20 + 5 reputation Changed CR II
STR 1, Power 1
Hand Mirror 1H 50+ Small: 50G, Cosmetic: 100G, Full-length: 150G - CR I
A +1 bonus to wielder’s Disguise check (see CR
Flat Hand Mirror 1H 50 + 20 reputation Changed CR II
I, p. 121)

Clothing
New/Old First
Name Popularity Stance Price Note
App.
Change of Clothes - 10+ One week's worth of clothes. - CR I
Underwear - 3+ - CR I
Casual Wear - 6–8 Shirt 6G, Skirt 7G, Pants 8G - CR I
Swimwear - 20+ - CR I
20 + 10
Swimsuit - Swimming checks +1 - CR II
reputation
Snowsuit - 80+ Top and bottom included. - CR I
80 + 15
Fluffy Snowsuit - Water/Ice damage -1, Agility -6 - CR II
reputation
Maid/Butler Outfit - 90+ Top and bottom included. - CR I
Riding Outfit - 100+ Top and bottom included. - CR I
100 + 10
Stylish Riding Clothes - Riding checks +1 - CR I
reputation
Robe/Dress - 100+ - CR I
Seashell Swimsuit - 1,550 Eye-catching, revealing swimsuit (Pr. AW, p. 171) - AW
Siren Dress - 2,400 Light dress. - AW
Custom Siren Dress - 6,000 + 30 rep. Very light dress (Pr. AW, p. 173) - AW

54
Everchanging Clothing 10 - 18,000 Can change in any cloth (Details p. 83) New LL
Clothing that is becoming fashionable in the Kingdom of Fendil
Tunic 12/15 - 1,240 - PZ
(Details PZ, p. 47
Ernst Transformation 7/15 - 100 Costumes that resemble the hero Ernst (see PY) - PY
Set

Work Animals
Name Popularity Stance Price Note New/Old First App.
Donkey - 800 - CR I
Mule - 1,000 - CR I
Packhorse - 1,500 - CR I
Camel - 2,000 - CR I

Miscellaneous
Name Popularity Stance Price Note New/Old First App.
Writing Quill 1H 2 - CR I
Light Quill Pen 1H 50 + 10 reputation Writing speed +10% - CR II
Ink - 3 - CR I
Paintbrush 1H 5+ - CR II
Light Paintbrush 1H 50 + 10 reputation +1 bonus to the Skill Check when painting. New LL
Oil Paints - 10+ 7-color set - CR II
Brush 1H 5+ - CR II
Paint - 20+ 1 Liter - CR II
Cloth - 4 – 10 Handkerchief size: 4G, Wrapping size: 10G - CR I
Parchment - 5 Bundle of 5 sheets. - CR I
Blank Book - 30+ 20 pages. - CR I
Sketchbook - 50 10 pages. - CR II
Stuffed Toy/Doll - 30 – 75 Small: 30G, Medium: 50G, Large: 75G - CR I
Broom 2H 30+ - CR II
Magnifying Glass 1H 100 - CR II
Hourglass - 120+ 3-minute measuring time. - CR II
Tea Set 2H 60+ Pot, tea strainer, and 4 cups. - CR II
Cosmetics Set 1H 100+ - CR II
Cremar Coin 7/10 - 3 Souvenir coins (Details PH, p. 59) - PH

Cagnard Textile 8/11 - 10 – 400 Traditional textiles (Details PH, p. 59) - PH

Cheating Card Set 11/14 - 1,000 A set of marked cards that can be used for cheating (Details PH, p. 50) - PH

Whisber Oats 10/13 - 5 Wheat that makes a soothing sound when touched (Details PY) - PY

Cost of Living
Name Popularity Stance Price Note New/Old First App.
Lifestyle Expenses - 10+ Frugal Living: 10G, Decent Living: 30G - CR I

Lodging
Name Popularity Stance Price Note New/Old First App.
Stable Corner: 15G, Standard Room: 30G,
1 Day (excluding meals) - 15+ - CR I
Suite: 100G
1 Week (excluding meals) - 150+ Only available by reservation. - CR I

Food/Drink
Name Popularity Stance Price Note New/Old First App.
Wine - 1+ Price is for 1 cup. Barrel: 300G - CR I
Wine - 2+ Price is for 1 cup. Bottle: 20G - CR I
Meal (1 person) - 3+ Price is for 1 cup. Bottle: 30G New LL
Distilled Alcohol - 3+ Snack: 3G, Lunch Set: 8G, Dinner 15G - CR I
Preserved food (1 day) - 10+ Dried meat and fruits. - CR I
Preserved food (1 week) - 50+ Value pack. - CR I
Nutrition Capsule - 100+ Runefolk only. Only 1 is needed per week. - CR I
Drunken Goat Cheese 8/12 - 3 Rare specialty cheese (Details PH, p. 50) - PH

Lirian Stout 8/12 - 5 – 100 Lirio's specialty black beer (Details PH, p. 50) - PH

Renowned Wine Doux-laureau Blulle 11/14 - 10 – 150 Distilled Alcohol from Rocyletta (Details PZ, p. 47) - PZ

Weyler Onsen Bun 7/10 - 20 Weyler's specialty, delicious buns (Details PY) - PY

55
Part 2 Items

Luxury Goods
First
Name Popularity Stance Price Note New/Old
App.
Shredded
- 10+ Pre-packaged cigarettes for pipe use; Contains 10. - CR II
Tobacco
Tobacco - 24+ Average quality, 12 leaves Changed CR II
Smoking Pipe 1H 75+ - CR II
Iron Smoking 225 + 20 A sturdy iron smoking pipe that can be used as a weapon (Mace/Thrown weapon) in case
1H New LL
Pipe rep. of emergency, the same as a B-rank weapon (Mallet)

Travel Expenses
First
Name Popularity Stance Price Note New/Old
App.
Carriage - 10+ +5G per hour for distances of about 1 hour New LL
Passenger Per itinerary per day in 2nd class (large stateroom). There are schedules, although the number
- 30+ New LL
Ship Fare of days on ocean voyages is often unstable. Fare only. First class 100G
Per itinerary per day. Fare only. On airships, cabins are generally private or shared with a
Air fare - 500+ New LL
small number of people.
Per day including passengers. 500G for transporting one passenger and their baggage, 750G
Charter
- 500+ for 2 persons, and 1,000G for 4 persons. If the day is extended, the cost of the passenger's New LL
Carriage
meals, etc., are paid separately.
Small Airship One crew team operates the ship (the airship alone cannot be rented). Per day including all
- 10,000+ New LL
Charter meals and other expenses for the crew.

Herbs are used to restore HP and MP and require 10 Medicinal herbs can be used in various ways: rubbed
minutes to be applied. The Ranger class level +Dexterity with water and used like an ointment, lit on fire to generate
modifier is added to the value of the character who is using smoke and inhale it, brewed, or made into alcohol before
the herb to heal. During the 10-minute time, both the drinking. This difference is due to the style of the one using
character who is using the herb and the character who is it rather than each herb, and the effects of any herb are the
receiving the recovery effect cannot perform any other same no matter which herb or how it is used.
actions. When a character with multiple sections is affected by
The character can also use herbs on themself to heal a herb, the affected character chooses one of their sections
themselves. to be affected.
All herb effects are of poison type.

Add'l First
Name Popularity Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Note New/Old
Dmg App.
Lifegrass - 10 1 1 2 3 3 4 5 5 6 7 - 30 Restores Power 10 HP - CR I
Fanea 9/12 - 10 1 1 2 3 3 4 5 5 6 7 +1 50 Restores Power 10 + 1 HP (Details PH, p. 51) - PH
Lifegrass
Magic Herb - 0 0 0 0 1 2 2 3 3 4 4 - 100 Restores Power 0 MP - CR I
Fanea 9/12 - 0 0 0 0 1 2 2 3 3 4 4 +1 160 Restores Power 0 + 1 MP (Details PH, p. 52) - PH
Magic Herb
Magic 8/11 - 10 1 1 2 3 3 4 5 5 6 7 - 250 Restores Power 10 MP (Details PY) - PY
Seaweed
Can cast spells without a magic implement.
Tabbit's
10 - 1,600 tabbit-only (Details AW, p. 130, Pr. AW, p. Old AW
Carrot
169) ※Replaced by “Strong Tabbit's Carrot”.

56
As a general rule, potions are only effective when drunk possible to sprinkle the potion on oneself to obtain the
with a Major Action, and to the potions that restore HP or effect. If it has the effect of restoring HP or MP, the user's
MP can be added the character's “Ranger level + “Ranger level + Intelligence modifier” will be added to the
Intelligence modifier” to the amount restored. The Ranger amount restored.
can also assist others to drink the potion, which will also In addition, when using a “Potion Ball” (see IB, p. 48),
add the same amount of recovery. However, this help the ball will have an effect on the target, even if the target is
cannot be done during combat. Also, the two persons not within touch range.
cannot stack their bonuses and only apply to the higher A character with the combat feat [Potion Master] can
bonus. use only one potion with Minor Action per round as long
Potions annotated with “can be sprinkled” can be as they target themselves.
sprinkled on other characters with “Range: Touch”. Such When a character with multiple sections is affected by
potions can also be used in combat. The user sprinkles the a potion, the affected character selects one of its own
potion using the Major Action, and the sprinkled character sections to be affected.
automatically receives the effect. Of course, it is also All potion effects are of the poison type.

Add'l First
Name Popularity Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Note New/Old
Dmg App.
Healing Potion - 20 1 2 3 4 5 6 7 8 9 10 - 100 Restores Power 20 HP - CR I
Healing Potion +1 9 - 20 1 2 3 4 5 6 7 8 9 10 +1 200 Restores Power 20+1 HP - AW
Treat Potion - 30 2 4 4 6 7 8 9 10 10 10 - 500 Restores Power 30 HP - CR II
Restores Power 20+3 HP
Fanea Potion 9/12 - 10 1 1 2 3 3 4 5 5 6 7 +3 700 - PH
(Details PH, p. 52)
Restores MP. (Details AW,
Magic Perfume 8 - 600 - AW
p. 131) ※can be sprinkled
Restores 2 HP and MP
Witch Potion 9/12 - 780 Revised PH
(Details p. 83, Pr. PH, p. 114)
Delicious Golden Water Restores 1 MP (Details p.
13/17 - 500 Revised PY
- Taste of the Goddess 83).

First
Name Popularity Stance Price Notes New/Old
App.
Awake Potion - 100 The same effect as the [Awaken] spell. ※Can be sprinkled. - CR I
Allows staying awake even with injuries (Details AW, p. 131, Pr. AW,
Indomitable Potion 8 - 320 - AW
p. 168). ※Can be sprinkled.
Antidote Potion - 500 Removes all effects of poison type with a success value of 15 or less. - CR II
Sprinkling on a petrified character will remove any petrification effects
Cure Stone Potion - 500 - CR II
success value of 15 or less. ※Can be sprinkled.
Scarlet Potion 8 - 1,400 Temporarily increases HP (Details p. 83, Pr. AW, p. 169). Revised AW
Dexterity Potion - 2,000 Gain +2 bonus to Accuracy checks for 3 rounds - CR III
Speed Potion - 2,000 Movement is +5 for 6 rounds - CR III
Anti-Magic Potion - 3,000 For 6 rounds, all magic damage received is reduced by -3 points. - CR III
Damage to HP can be redirected by MP (Details AW, p. 131, Pr. AW,
Frenzy Drink 8 - 980 - AW
p. 168).
Recovery of MP after incapacitation for a certain time (Details AW, p.
Medicine of Dreams 18 - 3,000 - AW
132)
Gender Reversing Pills 16 - 8,600 Reverses gender for one hour (Details AW, p. 132, Pr. AW, p. 169). - AW

Cain Gara Gambling 10/13 - 70 Potion with unstable effects (Details PH, p. 51) - PH
Potion
Immune to effects of the sun, similar to being under a full moon
Full Moon Potion 11/14 - 300 - PH
(Details PH, p. 52)
Removes penalty from not sleeping for 1 hour ※Changed
Blue Shark 10/13 - 100 Changed PZ
Classification (Details PZ p. 48)
Famous Wine Gives +1 bonus to Fortitude success value for disease for 1 hour
12/15 - 1,300 - PY
“Mermaid's Tears” (Details PY, Pr. PY)

57
Part 2 Items

Items classified in this category are those, other than When a character with multiple sections is affected by
herbs and potions, that provide various medicinal benefits a chemical, the affected character selects one of its own
to the character. Even those that provide a restorative effect sections to be affected.
on HP or MP do not increase with Ranger Class. The effects of the chemicals are all poison types.

First
Name Popularity Stance Price Notes New/Old
App.
Seven-colored Adds +1 bonus to success value when using spellsong for 3 hours
6 - 240 Changed AW
Honey (Details AW, p. 141) ※Changed Classification
Gives a powerful effect in exchange for the risk of soulscar (Details AW,
Soulscarred Wine 16 - 240+ Changed AW
p. 131, Pr. AW, p. 170) ※Changed Classification
Can cast magic without implement and can make Spellcasting checks
Strong Tabbit’s
10 - 1,600 with 1d+3. Tabbit only (Details p. 83, Pr. AW, p. 169) ※Replaces Upgraded LL
Carrot
Tabbit’s Carrot
Reduce the HP and instead of MP (Details AW, p. 132, Pr. AW, p.
Ready Powder 10 - 3,160 Changed AW
169) ※Changed Classification
HP is recovered for 3 minutes (Details AW, p. 142, Pr. AW, p. 169) ※
Hearty Meat x 5 10 - 1,000 Changed AW
Changed Classification
Small Fruits of the
16 - 12,000 Restores 30 HP and MP (Details p. 83). Revised AW
Yggdrasil
Durlesburg-style 10/13 - 20 Restores 3 HP (Details PZ, p. 48) ※Changed Classification Changed PZ
Marching Food
Steamed Mako 10/13 - 100 Restores 2 MP (Details PH, p. 51) - PH
Bread
Mesegrin's Special 10/13 - 40 A drink that restores HP or MP (Details PZ, p. 48) - PZ
Herbal Mead
A wine that helps sleep well (Details PH, p. 51, Pr. PH, p. 56) ※
Black Wine 10/13 - 110 Changed PH
Changed Classification
Eating or being exposed to it makes more vulnerable to pain (Details
Painbringer 11/14 - 500 - PH
PH, p. 52, Pr. PH, p. 56)
Very Sweet Eating or being exposed brings the animals closer (Details PH, p. 52,
11/14 - 500 - PH
Seasoning Pr. PH, p. 56)
Eating or being exposed to it increases the resistance (Details PH, p. 52,
Melting Seasoning 11/14 - 500 - PH
Pr. PH, p. 57)
Refreshing Eating or being exposed sharpens the five senses (Details PH, p. 53, Pr.
11/14 - 500 - PH
Seasoning PH, p. 57)
Gives temporary soulscar and HP, MP +10 (Details PZ, p. 51, Pr. PZ,
Evil Perfume 16/19 - 4,840 Changed PZ
p. 54) ※Changed Classification
Ryucken Military One time water/ice type damage is reduced by -2 (Details PY)
9/12 - 15 Changed PY
Winter Ration ※Changed Classification
+1 to checks that use Intellect for the duration of the use (Details PY)
Orbryuk Cigar 13/16 - 350 Changed PY
※Changed Classification

These items restore the HP to constructs. “Rider level When a character with multiple sections is healed by
+ Dexterity modifier” is added to the recovery amount of the effect of a repair tool, the user of the repair tool selects
“Repair Tape”. the section to be affected.

Add'l First
Name Popularity Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Note New/Old
Dmg App.
Repair Tape Restores Power 10 to construct
- 10 1 1 2 3 3 4 5 5 6 7 - 200 New LL
I (Details p. 83)

Repair Tape Restores Power 40 to construct


- 40 4 5 6 7 9 10 11 11 12 13 - 750 New LL
II (Details p. 83)

Repair Tape Restores Power 70 to construct


- 70 5 9 10 12 14 16 17 18 19 19 - 3,000 New LL
III (Details p. 83)

Name Popularity Stance Price Notes New/Old First App.


Repair Patch - 100 Restores 10 HP to constructs (Details p. 83) Revised CR I

58
These are items that are essential or useful for the
actions of the various adventurer classes. Some items may
be held in the hand or equipped as accessories.

First
Name Popularity Stance/Equip. section Price Note New/Old
App.
1H, 2H, Right Hand, Left 100 or weapon Used to cast Truespeech Magic, Spiritualism Magic, and
Magical Implement - CR I
Hand, Other price + 100 Deep Magic
Enchanted Oak Material for Oak Golem and Oak Hound (Details IB, p.
- 50 - CR I
Branch 108)
Material for Loam Puppet (Details CR I, p. 476 or IB, p.
Enchanted Clay - 200 - CR I
109)
Material for Flabby Golem (Details CR I, p. 478 or IB, p.
Enchanted Flesh - 500 - CR II
111)
Material for Stone Servant (Details CR I, p. 480 or IB, p.
Enchanted Stone - 1,000 - CR II
112)
Material for Rock Golem (Details CR II, p. 369 or IB, p.
Enchanted Rock - 2,000 - CR III
115)
Material for Iron Golem (Details CR II, p. 373 or IB, p.
Enchanted Iron - 8,000 - CR III
118)
Enchanted… - Various Various reusable golem materials (Details IB, p. 97) - IB

Strongly - Various Various reusable golem materials (Details IB, p. 97) - IB


Enchanted…
Golem's Accuracy check is +4. IB has this item integrated
Amber Eye 15 - 10,000 into “Golem Enhancing Items” after revision (Details AW, - AW
p. 132).
Golem Various items used to strengthen the golems (Details IB, p.
- Various - IB
Enhancing Items 98)

Magical Bones - 500 Skeletal undead material (Details WT, p. 31) - WT

Cursed Claw - 800 Wight's material (Details WT, p. 31) - WT

Poisonous Claws - 3,200 Poison Wight's material (Details WT, p. 31) - WT


Changes the given command of a Golem or undead (Details
Command Stone - 100 - CR III
CR III, p. 209 or AW, p. 132)
Holy Symbol Any 100 Used to cast Divine Magic - CR I
Allows casting Specialized Divine Magic once per day at 0
Portable Shrine 8 2H, Back 9,120 MP. Removes penalties for casting outside of the sphere of New LL
influence. (Details. p. 84).
Purifying Holy Allows ignoring the increase of MP cost due to different
11 Any 13,800 Changed AW
Symbol continents and regions (Details AW, p. 158)
Fairy Tamer's Gem Any 50+ Used to cast Fairy Magic - CR I
The leather case holds up to 4 Fairy Tamer's Gems. Gems
Gem Case Any 100+ - CR I
sold separately
500 + 20 Requires Level 3 Fairy Tamer. Jewelry made with 6 Fairy
Ornate Jewelry Any - CR II
reputation Tamer's Gem.
Magisphere Any 200 Used to cast magitech - CR I
(Small)
Magisphere Back, Waist, Other 500 Used to cast magitech - CR I
(Medium)
Magisphere Back, Other 1,000 Used to cast magitech - CR I
(Large)
Floating Sphere Used to cast magitech (Details AW, p. 157, Pr. AW, p.
8 Any 2,210 - AW
(Medium) 167)

Floating Sphere Used to cast magitech (Details AW, p. 157, Pr. AW, p.
8 Any 3,210 - AW
(Large) 167)

Magisphere +1 13/16 Any 1,000 Magisphere (small) with 2 options (Details PZ, p. 48) - PZ
Daemon Contract 1H 10 (Details CG, p. 47) - CG
Mako Stone (1-5 - 100 per point (Details AW, p. 109) - CR I
pts.)
Mako Stone (6- - 200 per point (Details AW, p. 109) - CR I
10 pts.)
Mako Stone (11- - 300 per point (Details AW, p. 109) - CR I
15 pts.)
Mako Stone (16- - 400 per point (Details AW, p. 109) - CR I
20 pts.)

59
Part 2 Items

Mako Charge 10 - 500 per point Mako stone that automatically MP refills (Details p. 84) New LL
Crystal (1-5 pts.)
Arrow Case Back, Waist, Other 20 Holds 12 Arrows/Quarrels. ※1 - CR I
Holds 24 Arrows/Quarrels. Requires [Weapon Proficiency
Quiver Back, Waist, Other 100 - CR III
A/Bow] or [Weapon Proficiency A/Crossbow]. ※1
Gun Belt Back, Waist, Other 20 Holds 12 bullets. ※1 - CR I
Bullet Slinger Feet, Other 40 Holds 12 bullets. ※1 New LL
Holds 24 bullets. Requires [Weapon Proficiency A/Gun].
Bullet Pouch Back, Waist, Feet, Other 100 - CR III
※1
Set of wire, skeleton keys, and other such tools. If you don't
Scout's Tools - 100 have it, the Disable Device check will be modified with a - CR I
penalty of -2.
Mechanized For 2 MP adds +2 to Disable Device check, also work as
11 1H 7,080 New LL
Fingers Scout's Tools (Details p. 84, Pr. p. 114)
A Disable Device check can be attempted on magically
Key Of Unlocking - 100 closed locks and doors. Regardless of success, it will break - CR I
after one use.
Apothecary's Tools 2H 200 Stabilizes herb recovery (Details p. 84). New LL
Magic Pipe 1H 1,360 Herb recovery +1 (Details p. 84, Pr. p. 114) New LL
Musical Instrument 2H 100+ Used to play spellsongs - CR II
Instruments that enhance the effectiveness of a particular
Dissonant Flute 2H 2,640 Changed AW
spellsongs (Details p. 84) ※Change of classification
6,800 (Not for Increase the effect of the wielder’s spellsongs (Details p. 84,
Horn of Lills 16/19 2H Revised PZ
Sale) Pr. PZ, p. 54).
16,800 (Not for Tapping on the surroundings to create a sound. Sounds like
Wind Mace 17/20 2H Changed PZ
Sale) [Earth King's Wind Mace] (Details p. 84)
Sheep Caller 14/17 2H 820 Instrument to call Quinoa Sheep (Details PY, Pr. PY) - PY
Pets can help sing spellsongs. (Details CR II, p. 102 or WT,
Pet - 100+ - CR II
p. 113).
Right Hand, Left Hand,
Alchemy Kit 200 (Details AW, p. 12) - AW
Waist, and Other
Card Shooter 1H 1,500 Increases range of Evocations by +10m (Details p. 84) New LL
Material Card B - 20 (Details AW, p. 13) - AW
Material Card A - 200 (Details AW, p. 13) - AW
Material Card S - 2,000 (Details AW, p. 13) - AW
Material Card SS - 20,000 (Details AW, p. 13) - AW
Head, Neck, Back, Right
Strategist Insignia Hand, Left Hand, Back, 100 (Details CG, p. 34) - CG
Other
Head, Neck, Back, Right
Strategist Insignia 1,000+20
Hand, Left Hand, Back, (Details CG, p. 34) - CG
of Valor reputation
Other
Head, Neck, Back, Right
Imperial Strategist 10,000+50
Hand, Left Hand, Back, (Details CG, p. 34) - CG
Insignia reputation
Other
Victory Flag of Can be used as a Strategist Insignia, expanding the area of
14/18 2H 3,000 Changed CG
Ulyssekaloa effect of the Stratagem by 10 meters (Details p. 84).
Astral Rod 2H 100 (Details CG, p. 36) - CG
Celestial Tarot 2H 100 (Details CG, p. 36) - CG
Star Globe 2H 100 (Details CG, p. 36) - CG
※All of these together can only be equipped up to two at a time.

These items enhance weapons and armor and give


them unique skills.

Weapon Enhancement
First
Name Popularity Stance Price Note New/Old
App.
+1 bonus to Accuracy checks for 3 rounds (Details AW, p. 144, Pr. AW, p.
Leather-coated Spear - 660 - AW
171)
Bayonet - 1,960 Gives the 2H gun the ability to attack at close range (Details p. 86, Pr. p. 114) New LL
3,000 – The weapon becomes magical and deals damage with the type (Details AW, p.
Fairy Weapon 10 - - AW
12,000 145, Pr. AW, p. 163)
3,000 + 100
Banner Spear 8 - Enhancing Stratagems (Details CG, p. 34) - CG
rep.
Ignidite Processed 5,000 –
10 - Increases Power of a Weapon by +5 (+10) (Details p. 86, Pr. p. 114) Revised IB
Weapon 40,000
5,000 – The weapon becomes magical and adds +1 to Accuracy and Extra Damage
Magic Weapon +1 10 - - AW
20,000 (Details AW, p. 145, Pr. AW, p. 163)

60
Armor Enhancement
First
Name Popularity Stance Price Note New/Old
App.
Gives bonuses for Swim checks and underwater actions (Details
Sea Serpent Armor 6 - 3,200 - AW
AW, p. 145, Pr. AW, p. 172)
All-time Armor 6 - 4,800 Allows sleeping in armor (Details AW, p. 145, Pr. AW, p. 173) - AW
Bulletproof Armor 8 - 5,400 Reduces damage from Guns (Details AW, p. 145, Pr. AW, p. 164) - AW
5,000 – Adds to armor minimal strength +3 and defense +1 (Details p. 86,
Extra Manatite Armor +1 10 - Revised IB
40,000 Pr. p. 114)
5,000 – Armor becomes magical and has Defense +1 (Details p. 86, Pr. p.
Magic Armor +1 10 - New LL
20,000 114)
Ryucken Knights Winter Cloth 12/15 - 3,000 Protects from cold weather, Defense +1 (Details PY, Pr. PY) - PY
Attachment
Ryucken Army Winter Cloth Protects from cold weather, Hide check +2 in the snowfield (Details
11/14 - 1,200 - PY
Attachment PY, Pr. PY)

Items to equip mounts and mounts; items used to compared to the original Core Rulebooks (which aren’t
handle mounts. These are discussed in the revised riding translated) or Wizards Tome.
rules (see p. 129). All these mounts were changed

Mounts classified as Renowned cannot be rented.

Appropriate Rental Secret Medicine of Section


Name Reputation Purchase Price Notes New/Old First App.
Level Price Regeneration Price
Original
Horse 4 1–4 5,000 250 - (Details p. 147) Changed
CR III
5,000 + 30 Horse with +5 movement, Original
Fast Horse 4 1–4 - - Changed
reputation purchase only CR II
Original
War Horse 5 4–7 10,000 1,000 - (Details p. 147) Changed
CR III
Exceptional 10,000 + 60 War Horse with +5 Original
5 4-7 - - Changed
Horse reputation movement, purchase only CR III
Legendary
6 7 – 10 20,000 2,000 - (Details p. 87) New CR III
Horse
20,000 + 100 Legendary Horse with +5
Daredevil Horse 6 7 – 10 - - New LL
reputation movement, purchase only
Divine Horse 7 10 – 13 50,000 5,000 - (Details p. 147) New CR III
50,000 + 150 Divine Horse with +5
King of Horses 7 10 – 13 - - New LL
reputation movement, purchase only
Original
Dolphin 6 2–5 5,000 500 - (Details p. 147) Changed
CR III
Hippopotamus 11 5–7 20,000 2,000 - (Details p. 147) Changed WT
Elephant 12 6–8 22,000 2,200 1,100 (Details p. 147) Changed WT
War Elephant 14 10 – 12 50,000 5,000 2,500 (Details p. 147) New LL
3,000 (Not for
Bohr 8 1–4 - - (Details p. 147) Changed ※1
Sale)
10,000 (Not for
Ox 9 3–6 - - (Details p. 147) Changed ※1
Sale)
※1 Sword World 2.0 Supplement Mist Castle

Appropriate Purchase Rental Secret Medicine of Section Regeneration


Name Reputation Notes New/Old First App.
Level Price Price Price
(Details p.
Kelpie 9 3–5 10,000 1,000 - Changed T1
151)
(Details p. Original CR
Hippogryph 12 4-6 15,000 1,500 - Changed
151) III
(Details p.
Dragon Infant 12 4–7 20,000 2,000 - Changed WT
151)
(Details p. Original CR
Pegasus 9 5–7 20,000 2,000 - Changed
151) III
Lesser (Details p.
11 6–8 35,000 3,500 2,000 New LL
Manticore 151)

61
Part 2 Items
(Details p. Original CR
Wyvern 8 7–9 40,000 4,000 1,000 Changed
151) III
(Details p. Original CR
Draconet 15 10 – 12 100,000 10,000 3,000 Changed
151) III
(Details p.
Elder Manticore 17 12 – 14 150,000 15,000 7,500 New LL
151)
(Details p.
Lesser Dragon 12 13 - 15 180,000 18,000 4,500 Changed ※1
151)
※1 Sword World 2.0 Supplement Fairy Garden

Appropriate Rental
Name Reputation Purchase Price Notes New/Old First App.
Level Price
Mini Manabike 6 1–2 3,000 300 (Details p. 157) New CR III
Original CR
Manabike 8 3–6 10,000 1,000 (Details p. 157) Changed
III
10,000 + 60 Manabike with +5 movement, Original CR
Manabike G 8 3–6 - Changed
reputation purchase only II
Magitech Car 8 5–7 15,000 1,500 (Details p. 157) New CR III
15,000 + 60 Magitech Car with +5 movement,
Magitech Car CT 8 5–7 - New LL
reputation purchase only
Original CR
Superior Manabike 9 7–9 30,000 3,000 (Details p. 157) Changed
III
30,000 + 100 Superior Manabike with +5
Superior Manabike K 9 7–9 - New LL
reputation movement, purchase only
Sport Magitech Car 10 9 – 11 45,000 4,500 (Details p. 157) New CR III
45,000 + 150 Sport Magitech Car with +5
Sport Magitech Car CX 11 9 – 11 - New LL
reputation movement, purchase only
Original CR
Skybike 10 11 – 13 60,000 6,000 (Details p. 157) Changed
III
60,000 + 150 Skybike with +5 movement,
Skybike S 10 11 – 13 - New LL
reputation purchase only
Sky Car 11 13 – 15 100,000 10,000 (Details p. 157) New LL
100,000 + 150 Sky Car with +5 movement,
Sky Car FX 11 13 – 15 - New LL
reputation purchase only
20,000 (Not for
Arachne (Multi-Legged Tank) 11 4–6 - (Details p. 157) Changed ※1
Sale)
Improved Arachne (Advanced 160,000 (Not for
15 12 - 14 16,000 (Details p. 157) Changed ※2
Multi-legged Tank) Sale)
※1 Sword World 2.0 Supplement Mist Castle
※2 Sword World 2.0 Supplement Eternal Empire

These are additional sections for the animal and mythical beast mounts.

Name Reputation Appropriate Level Purchase Price Rental Price Notes New/Old First App.
Carriage 8 1 3,000 300 (Details p. 163) Changed Original CR III
Chariot 8 4 10,000 1,000 (Details p. 163) New LL
Demolisher 15 10 30,000 3,000 (Details p. 163) Changed WT

These are additional sections for the animal and mythical beast mounts.

Name Reputation Appropriate Level Purchase Price Rental Price Notes New/Old First App.
Sidecar 11 3 3,000 300 (Details p. 164) New LL
Advanced Sidecar 14 7 15,000 1,500 (Details p. 164) New LL

62
These items are used to carry mounts in statues or in storage.

Name Popularity Stance Price Note New/Old First App.


Mount Contract 8 - 250+ Allows to rent and carry animal or mythical beast mount (Details p. 87) New CR III

Mount Contract 8 - 300+ Allows to rent and carry magitech mount (Details p. 87) New CR III
Sphere
Proprietary Mount 8 - 0 Allows to carry bought animal or mythical beast mount (Details p. 87) New CR III
Contract
Proprietary Mount 8 - 0 Allows to carry bought magitech mount (Details p. 87) New CR III
Sphere
Mount Reduction Carry Animal or Mythical Beast of 3 levels or lower, and return them to their Original CR
8 - 100 Changed
Tag I original positions with Minor Action (Details p. 87) III

Mount Reduction Carry Animal or Mythical Beast of 7 levels or lower, and return them to their Original CR
8 - 500 Changed
Tag II original positions with Minor Action (Details p. 87) III

Mount Reduction Carry Animal or Mythical Beast of 13 levels or lower, and return them to their Original CR
8 - 2,000 Changed
Tag III original positions with Minor Action (Details p. 87) III

Manabike Storage Original CR


8 - 10,000 Carry Magitech and use Minor Action to put it in and out. Changed
Sphere III

These are weapons that can be equipped on animal and A single mount (section) weapon may be used for
mythical beast mounts. Mount weapons can be equipped multiple mounts (sections). A weapon with “Proprietary
on only one mount (all sections for mounts with multiple mounts only” cannot be used for a rented mount.
sections). Each of them is treated as an edged weapon or
bludgeoning weapon.

Name Popularity Price Note New/Old First App.


Big Horn 800 Damage +1 New CR III
Charge Horn 6 1,400 +5 damage to [Charge] or [Trample]. Destroyed after one use (Details p. 87). New LL
Iron Rivet 2,000 Damage +2 New CR III
Flicker Hammer 3,000 Accuracy +1 New CR III
Blade Horn 5,000 Damage +3 New CR III
Metal Horn 5,000 + 20 reputation Damage +3 ※Proprietary mounts only New LL
Manatite Plating 20,000 Damage +4 New LL
Manatite Horn 20,000 + 50 reputation Damage +4 ※Proprietary mounts only New LL

Like the mount weapons, mount armor can be mounts can be equipped with one weapon and one type of
equipped one per mount (section) and can be used on armor per section.
multiple mounts (sections). Animal and Mythical Beast An armor with “Proprietary mounts only” cannot be
used for a rented mount.

First
Name Popularity Price Note New/Old
App.
Leather Barding 300 Defense +1 New CR III
Chain Barding 1,000 Defense +2 New CR III
Plate Barding 3,000 Defense +3 New CR III
Wind Coat 4,000 Evasion +1, Defense +2 New CR III
4,000 + 20 Evasion +1, Defense +2, Limited Move +1m (Details p. 87). ※Proprietary
Feather Coat New LL
reputation mounts only
Full Metal Coat 20,000 Defense +4 New LL
20,000 + 50
Streamline Coat Defense +4, Full Move +15 (Details p. 87) ※Proprietary mounts only New LL
reputation
Steed Guard 15 33,000 (Not for Sale) Defense +2, can cast some magitech spells (Details p. 87) Changed WT
1,000 + 50
Ring of Toughness 17/20 Maximum HP +5 (Details p. 87) Changed PZ
reputation

63
Part 2 Items

Pharneas Light 2,000 + 20


16/19 Evasion +1, Defense +1 (Details p. 87) Changed PZ
Armor reputation

Pharneas Heavy 10,000 + 20


16/19 Defense +4, Cannot fly and swim (Details p. 87) Changed PZ
Armor reputation

This is an item that can be equipped on the Animals They are used across multiple mounts.
and Mythical Beasts mounts, and only one item can be An item with “Proprietary mounts only” cannot be used
equipped per mount. If a mount has multiple sections, for a rented mount.
equipping it to the Main Section will make the mount item
to be effective on all sections of the mount.

First
Name Popularity Price Note New/Old
App.
Quality Reins 8 1,000 Riding checks +2 - CR III
Flame Horseshoes 2,080 Changes mount damage type to fire (Details p. 87). New LL

Azure Amulet 5,000 Mount's Fortitude +1 ※Price revision Changed CR III


5,000 + 30
Decorated Azure Amulet Mount's Fortitude and Death Checks +1 ※Proprietary mounts only New LL
reputation
Crimson Amulet 5,000 Mount's Willpower +1 ※Price revision Changed CR III

Water Crossing Reins 12 5,600 Mount can now walk on water (Details p. 87) New LL

Dark Blue Talisman 15,000 +1 to Fortitude and Willpower checks for mounts New LL

Ornamental Dark Blue 15,000 + 50 +1 to Fortitude, Willpower, and Death Checks for mounts ※
New LL
Talisman reputation Proprietary mounts only
20,000 + 50 A jockey can take lethal damage instead of the mount (Details p. 87)
Soul Reins 10 New LL
reputation ※Proprietary mounts only
30,000 + 100
Clear Mane Ornament 13 Magic Power of mount +1 (Details p. 87) ※Proprietary mounts only New LL
reputation
Adds +1 the level of the mount (to adventure level of the jockey)
Mask of Rage 13 62,400 New AW
(Details p. 87).
Can ignore poor footing. Cannot make Full Move. (Details PY).
Horseshoes of Fortune 11/14 5,000 Changed PY
※Changed to magic item

As with the mount weapons, all sections of a mount An armament with “Proprietary mounts only” cannot
(section) can be equipped with these armaments and can be used for a rented mount.
be used for multiple mounts (sections).

First
Name Popularity Price Note New/Old
App.
Spiked Chain 1,000 Damage +3, Evasion -1, Max HP -5 New CR III
Attached
6 2,000 Attaches the gun. Max HP-10 (Details p. 87) New LL
Toradar
2,000 + 20
Auto-Stabilizer 8 Cannot fall prone (Details p. 87). ※Proprietary mounts only New LL
reputation
Full Cowl Armor 2,000 Defense +3, Accuracy -1 New CR III
Heavy Shield 3,000 Defense +2, Max HP +10, Evasion -1 New CR III
When released from the Sphere, the effect equivalent to the [Blink] spell is
Blink Shell 12 3,960 New LL
automatically applied (Details p. 87, Pr. p. 114).
Spiral Ram 8 5,000 +5 damage to [Charge] or [Trample]. Evasion -2 (Details p. 87) New LL
5,000 + 50
Mount Sphere 8 Mounts Magisphere (Large) (Details p. 385). ※Proprietary mounts only New LL
reputation
Smoke
5,280 The smoke screen can be used at any moment. Evasion -1 (Details p. 87, Pr. p. 114). New LL
Discharger
Anti-Magic 14 6,000 Reduces magic damage. Accuracy -1 (Details p. 87). New LL
Shield
Effect Shell 12 8,000 Reduces type damage. Max HP -10 (Details p. 87) New LL
10,000 + 50
Aport Sign 14 Can be sealed from a distance (Details p. 87). ※Proprietary mounts only New LL
reputation
Blaster 12 12,000 Deals lightning damage to surroundings. Max HP -10 (Details p. 87, Pr. p. 114). New LL

64
These are chemicals that work on mounts and repair
tools that are used to repair mounts.

Stance First
Name Popularity Price Note New/Old
App.
Wild Fodder 8 - 980 (Details AW, p. 141, Pr. AW, p. 168) ※Change of classification Changed AW
Secret Medicine of Section - Recovers killed one section of an Animal or Mythical Beast and its HP
8 Varies New CR III
Regeneration becomes 1 (Details p. 87)
- Recovers destroyed one section of a Magitech and its HP becomes 1
Restore Kit 8 5,000 New CR III
(Details p. 87)
- Recovers “Power 20 + 2” HP of an additional section of 3 levels or lower
Construction Materials 8 100 New LL
(Details p. 87)
- Recovers “Power 50 + 5” HP of an additional section of 7 levels or lower
Reinforcing Building Materials 8 500 New LL
(Details p. 87)
- Recovers “Power 80 + 8” HP of an additional section of 13 levels or lower
Construction Steel Materials 8 1,500 New LL
(Details p. 87)

First
Name Popularity Stance Price Note New/Old
App.
Loglett's False Gamels 13 - Special Elaborate counterfeit gold coins (see p. 93). New LL
3.048 (10 ft.) meters pole that makes traps easier to detect (Details
Pole of Trap Detection 2H 150 - AW
AW, p. 133).
Produce a sound that can be heard by a specific “Lover's Receiver”
Lover's Flute 8 1H 400 New LL
(Details p. 93).
Writing disappears. Can be read with Keen-Flash Glasses (Details
Mystic Ink 12 - 800 - AW
AW, p. 133, Pr. AW, p. 161).
Auto Looter 8 - 1,000 Automatically rake up loot (Details p. 93, Pr. p. 114). New LL

Apparatus 13 1,000+ Can produce various effects (Details AW, p. 133, Pr. AW, p. 167). - AW
The needle in the box always points north (Details CR I, p. 328 or
Northern Needles 13 - 1,000 - CR I
AW, p. 134).
Sheet of Fate Music 14 - 1,000 – 100,000 Allows using high-level spellsongs (Details AW, p. 133). - AW
Telescope 8 1H 1,000 Telescope with 5x magnification (Details AW, p. 134). - AW
Brightly illuminates 10m in front of the wielder (Details p. 93, Pr. p.
Magitorch 8 1H 1,000 New LL
114).
Luminescent Paint 8 - 1,040 Paint that emits light in the dark (Details AW, p. 134, Pr. p. 114). - AW
When you pass in front of it again, it emits light to let you know
Chalk of the Lost 10 1H 1,200 New LL
(Details p. 93).
Makes the skin look beautiful (Details AW, p. 134, Pr. AW, p.
Skin Polishing Mud 8 - 1,320 - AW
169).
Records and play back a single spellsong (Details p. 93, Pr. AW, p.
Music Shell 8 2H 1,600 Changed AW
167).
Smoke Grapher 10 1H 1,700 Reproduce short duration images with smoke (Details p. 93). New LL
Fixes the weapon in hand, allowing to handle heavier weapons
Weapon Grip - 2,000 - AW
(Details AW, p. 134, Pr. AW p. 172).
Allows a surprise attack on barbarous (Details AW, p. 135, Pr. AW,
Forged Barbarous Decree 11 - 2,000 - AW
p. 172).
2,120/ Armor that can be worn by familiars (Details AW, p. 135, Pr. AW,
Tiny Armor 12 - - AW
6,120 p. 162).
Weakens the unique skills of the animals (Details AW, p. 135, Pr.
Repel Candle 10 - 2,130 - AW
p. 162).
Allows crawling on walls and ceilings using hands (Details AW, p.
Sticky Hands 8 2H 2,320 - AW
135, Pr. AW, p. 162).
Purifies food and water of poison (Details AW, p. 135, Pr. AW, p.
Poisonous Stomach 10 - 2,400 - AW
162).
Makes noise when touched by anyone other than the owner (Details
Stone of Vigilance 11 - 2,480 - AW
AW, p. 135, Pr. AW, p. 162).
The duration of [Holography] is increased by 10 times, and also
Large Holo-Camera 8 2H 2,500 New LL
records images (Details p. 93).
Lost-and-found packing tags that make a loud noise when misplaced
Careless Tag 8 - 2,800 New LL
(Details p. 93, Pr. p. 114).
It instantly awakens everyone that hears it (Details AW, p. 136, Pr.
Alarm Gong 10 2H 2,840 - AW
AW, p. 163).
Statue of Nighthawk 14 - 2,900 Detects approaching characters at night (Details AW, p. 136). - AW
+3 to Death Check, 3 times the rate of food consumption (Details p.
Hungry Shirt 15 - 3,290 New LL
93).

65
Part 2 Items
Sound alert upon the approach of a barbarous (Details AW, p. 136,
Detector of Barbarous 8 - 4,000 - AW
Pr. AW, p. 167)
Allows applying perfect makeup. +2 to Disguise checks (Details CR
Magic Cosmetics 13 2H 4,000 - CR II
II, p. 193 or AW, p. 136).
It glows red when it senses the magic power contained in an object
Horn of Magic Detection 11 1H 4,000 - AW
(Details AW, p. 136, Pr. AW, p. 163).
Puzzling Sign 8 1H 4,880 Baffle intelligent enemies (Details p. 93, Pr. p. 114). New LL

Servant Anchor 14 - 5,000 Anchor that can be animated with a password (Details AW, p. 136). - AW
Record and play back landscapes (Details CR III, p. 216 or AW, p.
Versatiles 12 1H 5,000 - CR III
137).
5,200/ Allows magitech mount to use cartridge MP (Details p. 93, Pr. AW,
Mana Cartridge (X/XX) 8 - Changed AW
17,200 p. 168).
5,200/
Mana Cartridge (XI/XXI) 9 - MP +1 from the usual Mana Cartridge (Details AW, p. 137). - AW
17,200 + 50 rep.
Magitech Helpers 10 2H 6,000 Creates a hut in one hour (Details p. 93). New LL

Sound Recorder 12 1H 6,920 Contains and carries sound (Details AW, p. 137). - AW

Magic Bedding 11 - 7,200 Reduce the amount of sleep needed for rest (Details AW, p. 137) - AW
Provides an effect similar to that of [Taunting Strike] (Details AW,
Disturbing Scarecrow 14 - 7,770 - AW
p. 137)
Careful Auto Looter 8 - 9,600 Automatically rake up loot (Details p. 93, Pr. p. 114). New LL
Its light is invisible to those who have soulscars (Details CR II, p.
Fairy Lantern 18 1H 10,000 - CR II
196 or AW, p. 137).
A stuffed animal that is loyal to its master. Can sense danger (Details
Talking Doll 12 - 12,480 - AW
AW, p. 138, Pr. AW, p. 168)
Servant Anchor II 14 - 12,500 Anchor that can be animated with a password (Details p. 93). New LL
Allows knowing the location of the second shellfish while holding
Guiding Shellfish 12 - 12,520 - AW
another (Details AW, p. 138, Pr. AW, p. 165).
Doll Organist 14 - 16,000 Automates spellsong (Details AW, p. 138). - AW

Immovable Rod 14 1H 19,000 Fixes in place with a password (Details AW, p. 138). - AW

Catapult 14 - 20,000 Allows creatures to leap up to 300m (Details AW, p. 138). - AW


Allows to remotely control Golem (Details AW, p. 138, Pr. AW, p.
Marionette Helmet 15 - 20,800 - AW
165).
Turn into the person who wore this cape before (Details AW, p.
Double Coat 15 - 22,600 - AW
139, Pr. AW, p. 166).
Flying Broom 8 - 25,000 Allows flying (Details p. CR III, p. 213 or AW, p. 139). - CR III

Servant Anchor III 14 - 50,000 Anchor that can be animated with a password (Details p. 93). New LL

Bottleship of the Sun 14 - 70,000 Creates a galley with rowers (Details p. 93). New LL
Used for pouring Soulscarred Wine (Details AW, p. 139, Pr. AW,
Soulscar Cup 16 1H 74,800 - AW
p. 166)
200,000 + 600
Throne of Protection 16 - Protect anything that sits on it (Details AW, p. 139). - AW
reputation
Learn more about the traps in the “Fool’s Domain” (Details PH, p.
Monthly Traps 12/15 - 100 - PH
53).
Houseboat 10/13 - 2,540 A livable port that can move (Details PH, p. 53, Pr. PH, p. 57). - PH

Red Sand Rose 14/17 - 3,820 Burning this gains favor with the opposite sex (Details PH, p. 53). - PH
+1 to Accuracy, +10m range to throw a projectile (Details p. 93, Pr.
Swing Launcher 12/15 1H 5,100 Changed PH
PH, p. 114).
When you cast [Doll Sight], you get [Darkvision] (Details PZ, p. 49,
Doll with Magical Eyes 15/18 - 1,360 - PZ
Pr. PZ, p. 54).
Traveling Doll Guard 6/9 - 820 A doll praying for the safety of travelers (Details PY). - PY
+1 bonus to Fortitude for all characters within a 6-meter radius
Jar of Ulyssekaloa 14/18 - 10,000 - PY
(Details PY).
12,000 (Not for
Magitech Wreckers 10 2H Destroys buildings (Details p. 93). New LL
Sale)
Yerugunmu’s Book of 51,000 (Not for Prohibits the use of combat feats around the user (Details WT, p.
20 1H - WT
Deceptions Sale) 164).
72,000 (Not for
Mirror Of Truth 15 - Shows true appearance (Details p. CR III, p. 213 or AW, p. 139). - CR III
Sale)
Yerugunmu's Forbidden 96,000 (Not for Prohibits the use of magic below the user's level around the user
18 1H - WT
Book Sale) (Details WT, p. 164).
167,000 (Not for
Eternal Chronoglass 16 - Take two Major Actions (Details CR III, p. 206 or AW, p. 139). - CR III
Sale)
280,000 (Not for Shows a bird's eye view of any point on the continent (Details WT,
Crystal Eye of Suaglug 25 - - AW
Sale) p. 163).
7,000 (Not for Tickets for the Deccan Arc Line ZZ9 (see PZ, p. 129, Details PZ, p.
Sphere Ticket 14/17 - - PZ
Sale) 49).

66
Gold Bag of the Merchant Get whatever you want by paying twice the market price (Details
23 - Cannot be Traded - WT
King Gülster WT, p. 162).

Metisseir's Burial Turns anything into the undead that wonders in (Details WT, p.
29 - Cannot be Traded - WT
Chamber 161).

Kokyu of Lyphos 28 2H Cannot be Traded Ends all conflicts (Details WT, p. 161). - WT

First
Name Popularity Stance Price Note New/Old
App.
Allows throwing potion as a thrown weapon. Requires [Throwing*] combat
Potion Ball 10 1H 20 - IB
feat (see IB, p. 48).
Sake Seeds (x10) 6 - 100 Turn water into sake (Details CR III, p. 209 or AW, p. 140). - CR III
Jack Beans 15 - 100 Can grow a sturdy vine (Details CR II, p. 188 or AW, p. 140). - CR II
Guardian Stone 13 - 100+ Reduces Magic Damage (Details CR III, p. 212 or AW, p. 140). - CR III
Cold Cheeks 13 - 110 Cannot read facial expressions (Details p. 98, Pr. p. 114). New LL
Smoothes the movement of the joints of the armor and muffles the sound
Joints Lubricants 6 - 160 - AW
(Details AW, p. 140, Pr. AW, p. 170).
A poisonous needle that can blind the enemy (Details AW, p. 140. Pr. AW,
Secret Needle 10 180 – 1,080 - AW
p. 170).
Blade Taping 6 - 200 Transforms weapon into a Punch (Details AW, p. 140, Pr. AW, p. 170). - AW
Deal poison damage when attacking with a Punch (Details AW, p. 141, Pr.
Venom Nails 10 - 260 – 5,000 - AW
AW, p. 170).
Secret Sealing Wax 11 1H 280 Sealing can only be opened by a specific person (Details p. 98). New LL
When sprinkled, it will keep the undead away for a certain period of time
Holy Water - 300 - AW
(Details AW, p. 141, Pr. AW, p. 170).
Paired Blue-Red
12 1H 360 Allows looking into red eye to see from the blue eye (Details p. 98). New LL
Eyes
Loud Lips 10 1H 480 Allows speaking loudly (Details p. 98, Pr. p. 114). New LL
Moonlight Charm 10 - 500 - 5,000 Bonus to Willpower. Can be used after rolling dice (Details WT, p. 19). - WT
Sunlight Charm 10 - 500 – 5,000 Bonus to Fortitude. Can be used after rolling dice (Details WT, p. 19). - WT
Colored Smoke 6 - 760 Give a colored smoke signal (Details AW, p. 141, Pr. AW, p. 168). - AW
Bonus to Fortitude and Willpower checks depending on the number of
Ignis Charm 10 1,000 - WT
soulscars. Can be used after rolling the dice (Details WT, p. 19).
Leave a message up to 30 seconds long (Details CR III, p. 219 or AW, p.
Message Rouge 14 - 1,000 - CR III
142).
Clear Gel 10 - 1,200 Makes invisible soaked objects (Details AW, p. 142, Pr. AW, p. 161). - AW
Holy Beans 13 1H 1,200 Damages the soulscarred (Details AW, p. 142). - AW
Luminous Dye 8 - 1,360 Dyed cloth shines in the dark (Details AW, p. 142, Pr. AW, p. 161). - AW
Attracts carnivorous animals and mythical beasts (Details AW, p. 143, Pr.
Decoy Meat 6 - 1,600 - AW
AW, p. 169).
Healing Bomb 8 1H 1,600 Recovers HP within 3m Radius/5 (Details p. 98, Pr. AW, p. 169). Changed AW
White-Flame Ball Creates a flame that is not easily extinguished (Details AW, p. 143, Pr. AW,
10 - 1,800 - AW
(x10) p. 162).

67
Part 2 Items
Candle of
13 1H 2,020 Deals curse magic damage (Details p. 98, Pr. p. 114). New LL
Resentment
Increases Extra Damage of an Edged Weapon by +1 (Details AW, p. 143, Pr.
Abrasive Rasp 8 - 2,720 - AW
AW, p. 162).
Explosive Trap Kit 11 - 2,720 Can set an explosion trap (Details AW, p. 143, Pr. AW, p. 163). - AW
Escape Marbles 8 1H 2,840 Escape enemy close contact on impact (Details p. 98, Pr. p. 114). New LL
Anti-aircraft Chain 8 - 3,200 Captures those with the ability to fly (Details p. 98, Pr. p. 114). New LL
Candle of Sorrow 3 - 4,020 Deals curse magic damage (Details p. 98, Pr. p. 114). New LL
Cures poison, disease, or deals damage to undead on touch (Details CR II, p.
Unicorn Horn 12 1H Uses x 6,000 - CR II
183 or AW, p. 143).
Magical Cabal
10 1H 9,000 Casts random spells (Details CR III, p. 218 or AW, p. 143). - CR III
Coffers
Black Anti-aircraft
8 - 14,400 Captures those with the ability to fly (Details p. 98, Pr. p. 114). New LL
Chain
Magic Remodel Can perform magic modifications upon resurrection (Details AW, p. 144, Pr.
16 - 25,000 - AW
Beginner's Kit AW, p. 173).
Several Small Fruits of the Yggdrasil (which fully restores HP and MP)
Yggdrasil’s Blessing 16 - 28,000 - AW
(Details AW, p. 144, Pr. AW, p. 169)
Earth's Blessing 17 - 100,000 Turn any place into fertile ground (Details AW, p. 144, Pr. AW, p. 167). - AW
Immune to psychic type (weak) while held in mouth (Details PH, p. 54, Pr.
Cool Drop 13/16 - 288 - PH
PH, p. 57).
Water Stone 10/13 - 320 Dripping with water makes 10l of water (Details PH, p. 54). - PH
Skunk Bomb 14/17 1H 1,920 Spreads a stench within a 3-meter radius (Details p. 98, Pr. PH, p. 114). Changed PH
Light Stick 8/11 1H 20 Brightly illuminates surroundings for 6 hours (Details PZ, p. 52). - PZ
Bloom Insecticidal
12/15 - 100 Powder insect repellent (Details PZ, p. 52). - PZ
Powder
Whistling Sand 12/15 - 240 Sand that makes a sound when stepped on (Details PZ, p. 51). - PZ
Hard Stone 14/17 - 1,400 Construct's HP +5 (Details PZ, p. 51). - PZ
Daemon Paint 19/22 - 8,940 +2 to sealing daemon checks (Details PZ, p. 51, Pr. PZ, p. 54). - PZ
Fortune Catcher 17/20 - 10,000 +2 to Divination checks (Details PZ, p. 52, Pr. PZ, p. 54). - PZ
Bell Ringing Trap 14/17 - 240 Adds +2 bonus to Set Trap (Details PY, Pr. PY). - PY

Talisman of 15/19 - 1,000 +1 bonus to resist forces resurrection (Details PY). - PY


Ulyssekaloa
Cayenne Venom 16/19 - 10 Deals 1 poison damage (Details PZ, p. 49). - PZ

Red Cayenne 100 + 5


16/19 - Deals 2d poison damage (Details PZ, p. 52). - PZ
Venom reputation

Canfora Alchohol 10/13 - 10 Allows the use of secret of “Natural History of Canfora” school (Details PY). - PY
200 + 10
Irritating Globule 10/13 - Pebbles filled with poison solution for blinding (Details PY). - PY
reputation
10,000 (Not for
Jack in the Box 15 - Contains either magitech robots or magical treasure (Details AW, p. 144). - CR III
Sale)
Animal Calming 980 (Not for
13/16 1H Interferes with the movement and actions of the animals (Details PZ, p. 51). - PZ
Fume Sale)

Each accessory has an effect on a character when it is accumulate, even if the same accessory is equipped with
equipped with a specific part of the character. As a general multiple characters.
rule, the effects of multiple accessories do not overlap or Except where specifically prohibited, character may
equip “Part: Other” with any accessory.

Accessory: Head
First
Name Popularity Price Note New/Old
App.
Hairpins 3+ Beads: 3, Gemstones: 6, Silver: 100 - CR I
Hat 7+ Knitted Fabric: 7, Leather: 15, Silk: 100 - CR I
Turban 10 A belt-like cloth hat, used in hot regions - CR II
Circlet 20+ A circular piece of headwear, especially adorning the forehead. - CR I
Helmet 20 A hard or padded protective hat. - CR II
Veil 40 Made of fine lace - CR I
Headband of Sage retries can be done in half the time (Details AW, p. 145).
8 200 + 10 rep. - CR II
Concentration
Toupee 300 Able to hide baldness - CR I
Torch Helmet 8 1,250 Can shine a light (Details p. 100) New LL

Lightning-Bolt When thrown, deals Power 20 + 5 lightning magic damage (Details CR II, p. 190
7 1,500 - CR II
Hairpin or AW, p. 146).
When thrown, deals Power 20 + 5 fire magic damage (Details CR I, p. 332 or
Salamander Hairpin 7 1,500 - CR I
AW, p. 146).

68
When thrown, deals Power 20 + 5 water/ice magic damage (Details CR II, p. 195
Snowflake Hairpin 7 1,500 - CR II
or AW, p. 146).
Watchful Eye 12 2,000 +2 to Danger Sense checks for surprise attacks (Details p. 100) New LL

Reckless Headband 14 2,000 Allows using [Reckless Counter] (Details AW, p. 146). - AW
Safety Helmet 8 2,000 Allows evading heavy damage once (Details p. 100). New LL
Wig of Chills 10 2,500 +1 to Danger Sense checks (Details p. 100) New LL

Pointed Hat 10 3,000 +1 to Monster Knowledge checks (Details CR I, p. 329 or AW, p. 146) - CR I

Illusory Wig 10 3,000 Changes hair color (Details CR II, p. 194 or AW, p. 146). - CR II

Headband of 13 4,000 Returns damage received as a curse (Details p. 100). New LL


Resentment
Repeats caster's Divine Magic with Magic Power 0. Cannot be hidden (Details p.
Holy Parrot 12 4,106 New LL
100)
Put the wearer into a deep sleep state. Loses magic power when removed after
Angel Ring 12 5,000 Changed CR I
wearing (Details p. 100)
Barbarous Hood 11 5,200 A wearer looks barbarous (Details AW, p. 147). - AW
Crown/Tiara 10,000+ Decorated with plenty of jewelry, custom orders only. - CR I
When using the power table for healing magic, even double 1s will recover the
Crown of the Saint 14 10,000 New LL
Magic Power of HP (Details p. 100).
Sun Hat 14 13,300 For a short time, invoke the light of the sun (Details p. 100). New LL

Cattleya Garland 16 20,000 Increases Fairy Magic Range by 10m (Details CR II, p. 185 or AW, p. 147) - CR II
Rarely make healing magic hyper-effective. Women only (Details CR III, p. 219 or
Goddess's Veil 14 20,000 - CR III
AW, p. 147).
When healing multiple targets, you can roll for each target and then distribute the
Crown of Riches 14 25,000 New LL
results. Men only (Details p. 100).
Sightlines Crown 34,000 (Not for The monocle allows the wearer to see through the lens attached to the crown.
16 - WT
(Crown) Sale) Price is for the set (Details WT, p. 166).

Accessory: Face
First
Name Popularity Price Note New/Old
App.
Mask 2 Only covers the mouth and nose - CR I
Beard ornaments 3+ Beads 3+, natural stones 6+, gemstones, and silver 100+. New LL
Disguise 10+ Wooden: 10, Party: 60, Metal: 100 - CR I
Fake Moustache 20 Causes inappropriate laughter and loss of dignity - CR I
Glasses 150 Correct eyesight by some amount. - CR I
Monocle 200 Similar to glasses require special order - CR I
Sunglasses 1,000 Special glasses made of ancient materials - CR I
Nullifies a Fortitude and Willpower check for effects that cause sleep can be changed
Ruby Glasses 12 2,000 Changed CR II
from a failure to success (Details p. 100).
Sympathy Piercing 11 2,000 Stratagems can affect animals (Details p. 100). New LL

Taste Piercing 11 2,000 Sensitize taste buds, +2 to Herbology check (Details p. 100). New LL

Swirl Piercing LP 12 3,000 Can change the tone of voice (Details p. 100). ※Replaces Swirl Piercing. Upgraded LL

Short Gentleman's Translate spoken words into politely Arcana Language (Details p. 100).
14 3,000 Upgraded LL
Beard ※Replaces Gentleman's Beard.

Powered Night Allows to see in darkness as though it was daytime (Details p. 100). ※Replaces Night
10 3,000 Upgraded LL
Goggles Goggles.
Black Eye Patch 14 4,000 Allows to get Magic perception after 6 hours of continuous use (Details p. 100). New LL

Keen-Flash 14 4,000 +1 to Insight and Search checks (Details CR II, p. 192 or AW, p. 147). - CR II
Glasses
Hound's Nose 16 4,000 +2 to Track checks (Details CR II, p. 196 or AW, p. 147) - CR II

Mask of the When recovering from 0 HP or less to 1 or more, an additional 10 points of HP are
11 4,520 New LL
Fearless recovered (Details p. 100, Pr. p. 114).
Failure of Fortitude and Willpower checks for effects that cause sleep can be changed
Red Glasses 12 7,500 New LL
to success (Details p. 100).
Hunter's When the Monster Knowledge check fails, the level of the target is known. On
13 9,600 Upgraded LL
Analyzing Mirror success, +1 is added to Accuracy checks (Details p. 100). ※Replaces Hunter's Eyes.
Allows breathing underwater. Penalty equivalent to metal armor when using magic
Heavy Scale Mask 14 10,000 Upgraded LL
underwater (Details p. 100). ※Replaces Scale Mask
Double Mask 10 18,000 Copies the face of the immediate previous wearer (Details p. 100, Pr. p. 114). New LL

Grotesque Mask 14 118,000 Recovers HP and MP during [Alternate Form] (Details p. 100, Pr. AW, p. 167). Changed AW
2,000 + 20
Canfora's Loupe 10/13 Enable [Natural History of Canfora] secret (Details PY). - PY
reputation
1,000 (Not for
Silent Mask 9 Makes a mute (Details p. 100). New LL
Sale)

69
Part 2 Items

Sightlines Crown 34,000 (Not for The monocle allows the wearer to see through the lens attached to the crown. Price is
16 - WT
(Monocle) Sale) for the set (Details WT, p. 166).
Can change the voice timbre (Details CR II, p. 184 or AW, p. 147). ※Replaced by
Swirl Piercing 12 10,000 Old CR II
Swirl Piercing LP.
Gentleman's Translate spoken words into politely Arcana Language (Details CR II, p. 189 or AW,
14 20,000 Old CR II
Beard p. 147). ※Replaced by Short Gentleman's Beard.
Allows to see in darkness as though it was daytime (Details CR II, p. 192 or AW, p.
Night Goggles 10 20,000 Old CR II
147). ※Replaced by Powered Night Goggles.
Allows to see level of the target. +1 Accuracy against low level characters (Details AW,
Hunter's Eyes 13 32,000 Old AW
p. 148). ※Replaced by Hunter's Analyzing Mirror.
Allows to breathe underwater (Details CR II, p. 184 or AW, p. 148). ※Replaced by
Scale Mask 14 40,000 Old CR II
Heavy Scale Mask.

Accessory: Ear
First
Name Popularity Price Note New/Old
App.
Earrings 2+ Beads: 2, Gemstones: 5, Silver: 100 - CR I
Ring Earring 8+ Made of metal. Silvered: 100 - CR I
Earmuffs 10+ Protects ears from cold weather - CR I
Earplugs 20 Block out sounds. - CR II
Lover's Receiver 8 100 Hear the sound of a particular Lover's Flute (Details p. 100). New LL
Recording 16 1,600 Continuously records an hour's worth of sound at all times (Details p. 100, Pr. p. 114). New LL
Earrings
Golden Earplugs 12 2,000 Willpower +2 vs. spellsongs (Details CR II, p. 187 or AW, p. 148) - CR II

Watchful Doll 13 2,800 +4 for Accuracy with an [Aimed Shot] (Details p. 100) New LL
Linkpearls Holder 8 3,000+ Multiple Linkpearls can be equipped at the same time (Details p. 100). New LL
Alarm Earrings 12 3,200 Automatically sounds an alarm when the wearer falls asleep (Details p. 100, Pr. p. 114) New LL

Bat's Earrings 14 3,500 Able to act even when blind (Details p. 100). New LL

Rabbit Earrings 10 4,000 +2 to Listen checks (Details CR I, p. 327 or AW, p. 148) - CR I

Tongues Understand a specific spoken language, even if not fluent (Details p. 100). ※Replaces
14 5,000+ Upgraded LL
Earpiece Interpreter Earrings
Stone Man's The body becomes covered with stone and increases Defense in exchange for body movement
15 6,640 New LL
Earring (Details p. 100, Pr. p. 114).

Heart Bond 14 10,000 Split the damage to MP (Details p. 100). New LL


Earrings
Soul Bond 14 10,000 One person's five senses are shared to another (Details p. 100). New LL
Earrings
Dead Man's 15 10,640 Misleads the undead into believing that wearer is undead (Details p. 100, Pr. p. 114). New LL
Earring
Linkpearls 14 20,000 Talk to another even over long distances (Details AW, p. 148). - CR II

Interpreter Understand a specific spoken language, even if not fluent (Details CR II, p. 191 or AW, p. 148).
14 50,000 Old CR II
Earrings ※Replaced by Tongues Earpiece.

Accessory: Neck
First
Name Popularity Price Note New/Old
App.
Necklace 5+ Beads: 5, Gemstones: 8, Silver: 100 - CR I
Choker 10+ For loyal servants. - CR I
Necktie 10+ Popular in the late Al Menas period. - CR II
Lariat Necklace 10+ A long, necklace without clasps; has negative connotations in some regions - CR II
Muffler 15+ Protects neck from cold weather. - CR I
Can use potion with Minor Actions that have been prepared in advance
Potion Injector 9 740 New LL
(Details p. 100, Pr. p. 114)
Return damage against melee bludgeoning weapon attacks (Details AW, p.
Pyrite Amulet 11 1,000 - AW
149)
Rose Choker 10 1,000 Break to reduce damage by -2 (Details CR I, p. 331 or AW, p. 149) - CR I

Necklace of Conversion 10 1,440 Convert 2 MP to 1 HP (Details AW, p. 149, Pr. AW, p. 161). - AW

Ribbon of Lovely 12 1,700 Appearing to be clothed in any garment (Details p. 100) New LL
Transformation
Lucky Charm 10 2,000 Loot Determination rolls +1 (Details CR I, p. 328 or AW, p. 149). - CR I
When destroyed, it recovers 20 points of HP. Max HP -5 while equipped
Blood Crystal Choker 12 2,600 New LL
(Details p. 100)
+1 for Fortitude and Willpower checks against poison disease (Details CR II,
Crystal Necklace 12 3,000 - CR II
p. 190 or AW, p. 149)

70
+1 Fortitude, Willpower, and Evasion vs. Undead attacks (Details CR I, p. 331
Amulet Of Light 10 3,000 - CR I
or AW, p. 149).
Spiral Amulet 11 5,000 Return damage against melee attack (Details AW, p. 150). - AW
Increases the area of effect of Spellsongs (Details CR II, p. 193 or AW, p.
Flapper's Song 12 5,000 - CR II
150).
Lamia Necklace 16 5,000 Change into a specific woman (Details CR II, p. 196 or AW, p. 150). - CR II
Slightly smaller, but the effect is the same as Bear Claws (Details CR II, p. 186
Small Bear Claws 10 6,000 Upgraded LL
or AW, p. 151). ※Replaces Bear Claws.
Backwater Necklace 13 6,000 Enhances abilities for 3 rounds (Details p. 100). New LL

Talisman Of Life 10 10,000 Break to heal 20 HP to all in 10m (Details CR II, p. 184 or AW, p. 150). - CR II

Amulet Of Prayer 12 10,000 Healing effects +1 (Details CR I, p. 326 or AW, p. 150). - CR I

Miracle Necklace 12 10,000 Reroll a Death Check (Details CR II, p. 186 or AW, p. 150). - CR II

Necklace of Truth 16 25,000 The wearer cannot lie (Details AW, p. 151). - AW

Tusk of the Bear King 10 30,000 Increase the effect of [Bear Muscle] by +1 (Details p. 100). New LL
Damage to daemons +3, damage received from daemons -3 (Details CR III, p.
Curse Rebellion 26 60,000 - CR III
207 or AW, p. 151).
Wooden Carved Amulet 9/12 550 One-time physical damage is reduced by -2 (Details PZ, p. 52) - PZ

Binding Black Chain 13/16 Special Know where your slaves are (Details PH, p. 54). - PH

Crest of the Evil 30,000 (Not for


16/19 HP recovers when subjected to a breath attack (Details PY). - PY
Dragon God Sale)
Increase the effect of [Bear Muscle] by +1 (Details CR II, p. 186 or AW, p.
Bear Claws 10 30,000 Old CR II
151). ※Replaced by Small Bear Claws.

Accessory: Back
First
Name Popularity Price Note New/Old
App.
Half Mantle 30+ Waist-length cloak. 40 with hood - CR I
Long Mantle 40+ Knee-length cloak. 50 with hood - CR I
Poncho 50+ Square fabric with a central hole for the head. 55 with hood. - CR I
Survival Coat 180 The coat can be used for both heat and cold protection (Details p. 100) New LL
Easier to hide in the open (+2 to Hide and Follow checks) (Details AW, p. 151, Pr.
Robe of Camouflage 10 840 - AW
AW, p. 171).
Weapon Holder 6 1,000 A weapon or shield can be held on the back (Details AW, p. 151). - AW
1,000 + 20 Requires Level 3 Ranger. Allows one Accessory to be equipped in the Back slot
Rangers' Cloak - CR II
rep. (Details AW, p. 151).
Shield Arm 12 2,000 Can have an extra shield (Details p. 100, Pr. p. 114). New LL

Inverness, a 11 3,000 Creates Throwing Stars (Details p. 100) New LL


Beautiful Star
Little Wing 12 3,000 Falling damage -20 pts (Details CR I, p. 333 or AW, p. 151). - CR I

Thermal Mantle 12 3,500 Fire, Water/Ice damage -1 (Details CR II, p. 187 or AW, p. 152). - CR II
Breeze Cloak made of a different fabric. A little less comfortable to the touch, but the
Flying Cloak 10 3,500 effect is the same as Breeze Cloak. (Details CR II, p. 190 or AW, p. 152) ※Replaces Upgraded LL
Breeze Cloak.
Gale Wings 10 4,000 Allows gliding (Details AW, p. 152). - AW
Modified Weapon
6 5,000 Can hold up to two weapons or shields on its back (Details p. 100, Pr. p. 114) New LL
Holder
Quick Dresser 6 5,200 Carry spare armor and assist in its donning and doffing (Details p. 100, Pr. p. 114). New LL

Arachne Walker 10 6,000 Can crawl freely on walls and ceilings (Details p. 100, Pr. p. 114). New LL

Cloak of Invisibility 10 8,000 Makes invisible (Details AW, p. 152, Pr. AW, p. 164). - AW

Thunderbird's 12 8,400 Lightning type damage -3 (Details p. 100, Pr. p. 114). New LL
Plumage
Warns and guides by arcana. +1 to Search, Monster knowledge, Danger Sense, and
Smart Animal Sack 14 9,000 New LL
Trap Detection checks (Details p. 100).
Hero's Mantle 12 10,000 Breath attacks damage -2 (Details CR II, p. 185 or AW, p. 152). - CR II

Mantle of the 13 32,800 Increased resistance to poison, disease, and curse effects (Details AW, p. 152). - AW
Blazing Emperor
Chameleon Cape 13/16 6,400 Blend in with surroundings and become more hidden (Details PH, p. 54). - PH

Dominator's 10,000 + 30
10/13 +1 to Fortitude and Willpower and Death Checks (Details PZ, p. 52). - PZ
Cloak rep.
133,000 (Not Allows for sound sleep in any condition, and removes the effects of poison, disease,
Sleeping Cloak 15 - WT
for Sale) and curse types (Details WT, p. 166)
Evasion +1 vs. projectiles (Details CR II, p. 190 or AW, p. 152). ※Replaced by Flying
Breeze Cloak 10 30,000 Old CR II
Cloak.

71
Part 2 Items

Accessory: Torso/Waist
First
Name Popularity Price Note New/Old
App.
Belt 10+ Thin leather. 15 for a design on the belt - CR I
Garter Belt 50+ Women's stockings stopper - CR I
Corset 80+ Rather stylish, though less so on men - CR I
Thrower Belt 9 1,000 Holds Potion Ball and can throw it (Details p. 100) New LL
1,000 + 20 Requires Level 3 Scout. Allows one Accessory to be equipped in the “Waist”
Utility Belt - CR II
rep. slot (Details AW, p. 154).
Coward Belt 12 1,500 Blow off the wearer 20m (Details AW, p. 155). - AW

Invincible Transformation 12 1,500 Appear to be wearing any armor (Details p. 100). New LL
Belt
Protects the equipped person from flying attacks as well as [Missile Protection]
Missile Trapper 10 1,660 - AW
(Details AW, p. 155).
Bloodstone Bellyband 13 2,800 Converts damage and blood into temporary mana (Details p. 100, Pr. p. 114). New LL

Tinder Tail 10 3,000 Start small fires (Details CR III, p. 214 or AW, p. 155). - CR III

Black Belt 8 3,000 +1 Defense (Details CR I, p. 332 or AW, p. 155) - CR I

Snake Belt 14 4,480 Discourage the animal's will to fight (Details p. 100, Pr. p. 114). New LL
Blade Skirt 6 4,580 Damage to the enemy during perfect evasion (Details p. 100, Pr. p. 114). New LL
2H Spear or 2H Gun can be equipped with a minimal strength of 5 lower
Barrel Supporter 8 4,800 New LL
(Details p. 100, Pr. p. 114).
Champion's Buckle 10 5,000 May cast [Lightning] with 6 Magic Power (Details CR I, p. 331 or AW, p. 155). - CR I

Queen's Corset 12 10,000 Removes penalty for entanglement (Details CR II, p. 189 or AW, p. 156) - CR II

Unbending Buckle 16 12,300 Allows to roll Willpower against Guns (Details AW, p. 155). - AW
20,000 + 80
True Black Belt 8 Requires Level 3 Grappler. Defense +2 (Details AW, p. 156). - CR II
rep.
Guarantee an attack hit once per day. Men only (Details CR III, p. 214 or AW,
Champion Loincloth 12 30,000 - CR III
p. 155).

72
Accessory: Hand
First
Name Popularity Price Note New/Old
App.
Ring 5+ Beads: 5, Gemstones: 8, Silver: 100 - CR I
Wristband 7 Cloth band to be worn on the wrist - CR I
Bracelet 9+ Leather: 9, Gemmed: 12, Silver: 100 - CR I
Gloves 10+ Knitted Fabric: 10, Leather: 18 - CR I
Armlet 20+ Bracelet attached to upper arm - CR II
Ability-Enhancing 8 500 +1 to a specific ability score, +13 if broken (Details CR I, p. 330 or AW, p. 152) - CR I
Ring
Ability-Enhancing 8 1,000 +2 to a specific ability score, +14 if broken (Details CR I, p. 330 or AW, p. 153) - CR I
Bracelet
Moonlight Ring 8 1,000 Break to receive a +2 bonus to Willpower (Details AW, p. 153). - CR I

Sunshine Ring 8 1,000 Break to receive a +2 bonus to Fortitude (Details AW, p. 153). - CR I

Bandit King's Ring 14 3,000 Disable Device checks +1 (Details CR II, p. 186 or AW, p. 153). - CR II

Magnetic Glove 13 4,000 Attracting a weapon or item you have tuned in to your hand (Details p. 100) New LL

Droplet Bracelet 12 5,000 Water/Ice damage -1 (Details CR I, p. 329 or AW, p. 153). - CR I

Ring Of The Mind 12 5,000 Willpower +1 (Details CR I, p. 329 or AW, p. 153). - CR I


Emits light of various colors to illuminate surroundings (Details p. 100). ※Replaces
Rainbow Ring 10 5,000 Upgraded LL
Shining Ring.
Bracelet of Seven Instant change of registered clothing, armor of minimal strength 5 or less (Details p.
13 5,200 New LL
Changes 100).
Catcher 9 6,400 Can grab and evade flying items (Details p. 100, Pr. p. 114). New LL
Grendal Fire Fist 13 6,540 Engulfs “Punch” with fire. Price for set (Details p. 100). New LL
Allows to equip a weapon or shield with a minimal strength of 5 more than the
Big Gloves 13 8,000 Revised AW
original. Equipped at both hands and priced as a set (Details p. 100).
Magic damage +1. Counts as Magic Implement (Details CR II, p. 193 or AW, p.
Mana Ring 14 10,000 - CR II
154).
Magician's Gloves 14 11,200 Instantly transfer things between left and right gloves. Price for a set (Details p. 100) New LL

Bracelet of 16 24,800 Control invisible hand (Details p. 100, Pr. AW, p. 166). Revised AW
Manipulation
Storage Bracelet 12 30,000 Stores a non-living object inside (Details CR II, p. 190 or AW, p. 154). - CR II

Hatred Reversing 15 58,000 Bounce back curse effect (Details AW, p. 154). - AW
Ring
Ring of Resonance 15 88,000 The wielders can communicate with each other (Details AW, p. 154). - AW

Waltz Gauntlet 10/13 500 + 20 rep. Reduces HP loss when using [Waltz Sword Attack] secret (Details PY). - PY

Mark of Light 10/13 500 + 20 rep. Enables secrets of [Tir Dhankar Ancient Light Magic Society] (Details PZ, p. 52). - PZ
Magic
Bracelet of Holy 100,000 (Not Can absorb up to a total of 100 points of damage to the equipped person (Details
17 - WT
Armor for Sale) WT, p. 163).
Can cast [Light] on demand (Details CR II, p. 188 or AW, p. 153). ※Replaced by
Shining Ring 10 10,000 Old CR II
Rainbow Ring.

Accessory: Feet
First
Name Popularity Price Note New/Old
App.
Toe Ring 5+ Beads: 5, Gemstones: 8, Silver: 100 - CR I
Trendy Shoes 15+ Shoes with careful decoration - CR I
Boots 20+ Ankle-length leather boots. 25 for knee-length - CR I
Anklet 20+ Metal. Silver: 100 - CR I
Skanda 10 2,000 Movement speed +5m (Details CR I, p. 326 or AW, p. 156). - CR I
Boots
Protective 12 2,000 +2 to Spot Trap check for foot triggers (Details p. 100). New LL
Sandals
Golden 12 3,000 +5 movement to mount (Animals, Mythical Beast) (Details p. 100). New LL
Spurs
Oath Anklet 12 3,000 Wearer's liege knows the location of the anklet (Details CR II, p. 191 or AW, p. 156). - CR II

Guide 12 3,600 Leaves a shiny footprint that only certain people can see (Details p. 100). New LL
Boots
Spike Heels 10 3,660 You can change direction once while moving with breakthrough effect (Details p. 100, Pr. p. 114). New LL
Frog Feet 14 4,000 Swimming checks +2 (Details CR II, p. 185 or AW, p. 156). - CR II

73
Part 2 Items
This is a lower-priced version of the Centipede Boots. They are said to be a bit inferior in terms of
Centipede 12 4,500 quality, but they are virtually the same (Details CR III, p. 216 or AW, p. 157). ※Replaces Centipede Upgraded LL
Tabi Boots
This is a lower-priced version of the Hundred Boots. They are said to be a bit inferior in terms of
Dozen 12 4,500 quality, but they are virtually the same (Details CR III, p. 217 or AW, p. 157). ※Replaces Hundred Upgraded LL
Boots Boots
Silent Shoes 14 5,000 Hide checks +2 (Details CR II, p. 187 or AW, p. 156). - CR II

Jump Boots 12 5,000 Long Jump and High Jump checks +4 (Details CR II, p. 188 or AW, p. 156) - CR II
Sticky Shoes 8 5,720 Allows walking on walls and ceilings (Details AW, p. 156). - AW
Jumping 10 6,800 Melee damage to flying enemies increased by +2 (Details AW, p. 156). - AW
Feathers
Angel Shoes 12 8,000 Under [Hovering] like effect (Details p. 100). - CR I

Lucky 12 10,080 Makes it easier to dodge the Line and Breakthrough effects (Details p. 100, Pr. p. 114). New LL
Feathers
Light Boots 11 11,600 Cannot fall prone (Details AW, p. 157, Pr. AW, p. 165). - AW

Thieves 14 20,000 Teleport 2m (Details p. 100). New LL


Boots
Centipede 12 12,000 Replicate desired footsteps (Details CR III, p. 216 or AW, p. 157). ※Replaced by Centipede Tabi Old CR III
Boots
Hundred Replicate the sound of desired footsteps (Details CR III, p. 217 or AW, p. 157). ※Replaced by
12 12,000 Old CR III
Boots Dozen Boots

Accessory: Any
These accessories can be equipped in any section.
First
Name Popularity Price Note New/Old
App.
Chandelle Products Varies Luxury brands are available in the Zalts region. Price +50% (Minimum +300G). - CR I
Braid 1+ Simple hair braid. White: 1, Other color: 3 each - CR I
Ribbon 1+ White: 1, Other color: 3 - CR I
When equipped on the “Section: Head”, it can hide the horns of the nightmare in
Bandanna 5+ - CR I
normal conditions.
Scarf 7+ Rectangular cloth, mainly used by women - CR I
Piercing 8+ Gemstone: 8, Silver: 100 - CR I
Cannot be a weapon, just a decorative chain. Different from [Tangling] A-rank
Chain 30+ - CR I
weapon Chain. Colored: 35+
3,000 + 30
Ignis Wedge 16 Protects those with soulscar from Swords of Protection (Details IB, p. 49). - IB
rep.
Displacer Gadget 5,000 Allows to change accessory part to “Any” (Details p. 100). New LL

Maisha's Feather 8,200 Adds bonus to some spellsongs (Details AW, p. 157, Pr. AW, p. 165). - AW
Ornament
Sign of Valor 17 10,000 Control the growth of the ability score to some extent (Details AW, p. 158). - AW

74
This is a description of the detailed data of the items ⑥Summary
that require a description in particular for game purposes. This is a summary of the effects of the item.
Note that the items listed here are new items added in this
book, existing items with added text, and items for which ⑦Era
the data has been revised. For existing items with no data Shows the era in which an item was created. If there is
changes, please refer to existing books. an O after era, it means that there is a recipe for that item.
And you can find references to its recipe. This also means
that people still know how to create those items and they
recreated the old ways they were created. In this case, the
①Name reference page (book) of the recipe is also noted.
The name of the special item. Effects of multiple
special items with the same name at the same time will not ⑧Effect
accumulate. The effect of the item is described in detail.
Magic items are marked with a icon. School
equipment and local products are marked with icons.

②Base Price The effects of weapons and armor are marked as “Rank
This is the base price (G) when purchasing an item. Effects” and “Non-Rank Effects”. Rank effects are only
When you sell an item, the price is half of this price. available if the character has acquired the [Weapon
Proficiency/**] or [Weapon Proficiency A/**], [Weapon
③Popularity (Pop.) Proficiency II/**] or [Weapon Proficiency S/**], [Armor
Shows how well-known the item is, the lower the better. Proficiency/**] or [Armor Proficiency A/**], and [Armor
Roll against these numbers, with an Appraise check (see Proficiency II/**] or [Armor Proficiency S/**], which are
CR I: p. 117-137) to learn item data. For local products required to equip the weapon or armor. The [Weapon
(including school equipment), there are two numbers: the Master] (see CR III, p. 190 or IB) and [Armor Master]
number before the “/” is the Target Number used by those combat feats allow using Rank Effects for all weapons and
from within the region, and the number after the “/” is the armors respectively.
Target Number used by those from outside the region. According to the rules of “Handling High STR
Weapons and Armor” (see CR II: p. 41-44), if you
④Appearance (App.) equipped a weapon with high strength, you would not get
How an item looks. its rank effect.
On the other hand, a “non-rank effect” is an effect that
⑤Category (Rank) / Item Class a character receives, regardless of whether or not the
The item's category. character has acquired a compatible combat feat. Although
For weapons and armor, there is a special item labeled some of these effects can be negative and limiting.
“Category (Rank)” with the category and rank indicated.

75
Part 2 Items

Urgosh Base Price: 98,000


Popularity 10 App. Two-handed axe with head and spearhead Category (Rank) Axe SS
Summary [Dual Wielding] allows for two attacks. Era Magitech Civilization
If the wielder has mastered [Dual Wielding] combat feat they When performing double attack, each is
can attack twice, once with the axe head and once with considered according to the “Stance: 1H”
spearhead, using 2Hᵴ and 2Hᵱ stats once each, as if they were weapon, and combat feats and school secrets
holding separate weapons in each hand. If the wielder has not effects are inactive that change that. For example
mastered [Dual Technique], they must take a penalty of -2 on [Cleave (I/II)] cannot be used with this weapon.
Effect the Accuracy check. If wielder has mastered [Twin Strike], they This effect is only available when both hands
can make the first attack, check the result, and then make are equipped with a single [Urgosh]. Due to
another attack against another character. Hulle's Special Divine Magic [Berserker Edge]
(see WT, p. 62), this double attack cannot be
performed with an [Urgosh] equipped in one
hand.

Magus Base Price: 100,000


A blunt, shiny cane with blood-colored gems
Popularity 10 App. Category (Rank) Staff SS
stuck in it.
Summary MP consumption can be replaced by HP. Era Magitech Civilization
The staff allows the wielder to substitute some or all of the MP When using this effect, the combat feat
consumed by magic by the wilder’s HP. When using this effect, the [Metamagic/Time] cannot be used to
MP cost is calculated as usual, including reductions from combat extend the duration of magic. Also,
feats and substitutions from the mako stone, to determine the [Transfer Mana] spell cannot be used with
amount of MP the character should actually consume. this effect.
Effect Wielder then can allocate some or all of the MP consumption to
HP consumption. This makes it impossible to reduce the current
HP value to less than 0 (just “0” is possible). In addition, when this
effect is used, the wielder cannot receive any effects that restore HP
(even if they do, they will all be negated) until the beginning of the
next user's own turn, including magic and other effects caused by it.

76
Easy Grips Base Price: 360
Popularity 10 App. Paw with a number of small protrusions Category (Rank) Wrestling A
Summary Enhances the Throw Era Current O (Pr. AW, p. 170)
Non-Rank Effect Rank Effect
A character equipped with this gains a +1 bonus to Accuracy A character equipped with this gains a +1
checks when making Throw attacks. (+2) additional to Accuracy checks when
Effect This weapon may not be equipped at the same time as any making Throw attacks.
other Punch-enhancing weapon, and “Equipping Weapon” or
“Dropping a Weapon” this weapon must be performed as a
Major Action, not a Minor Action.

Crimson Rose Base Price: 20,000 (Not for Sale)


Popularity 18 App. Crimson cuirass as bright as a rose Category (Rank) Wrestling A
Summary When equipped with White Lily, deals magic damage Era Magitech Civilization
Non-Rank Effect Rank Effect
This weapon reinforces “Punch” is only available for one ▼Rose Thorn
hand. When attacking with another arm, such as under the This effect may be used only if the user is
effect of [Dual Wielding], the data and effects of this item also equipped with the White Lily. When the
cannot be used, and a Punch or another Punch-enhancing wielder makes a melee attack with this weapon,
Effect weapon must be substituted. the wielder can activate this ability every time
before making an Accuracy check paying 3
MP.
If the Accuracy check is successful, the
damage caused by this weapon will become
magical.
White Lily Base Price: 20,000 (Not for Sale)
Popularity 18 App. Pure white cuirass as pure as a lily Category (Rank) Wrestling A
Damage reduced by 1 point when equipped with Crimson
Summary Era Magitech Civilization
Rose
Non-Rank Effect Rank Effect
This weapon reinforces “Punch” is only available for one hand. ○Lily Guard
When attacking with another arm, such as under the effect of [Dual This effect will only occur if the user has
Effect Wielding], the data and effects of this item cannot be used, and a a Crimson Rose equipped at the same time.
Punch or another Punch-enhancing weapon must be substituted. Any physical damage the user suffers
and any magic damage other than poison,
disease, or curse type is reduced by -1 point.
Dragon's Jaw Base Price: 81,000 (Not for Sale)
Claws resembling the mouth of a gigantic
Popularity 22 App. Category (Rank) Wrestling S
dragon, covering up to two arms.
Gives the wielder protection in case of danger; can
Summary Era Ancient Magic Civilization
release shockwaves to attack
Non-Rank Effect Rank Effect
This weapon reinforces “Punch” is only available for one hand. ○Dragon Protection
When attacking with another arm, such as under the effect of The wielder gains a +2 bonus to Evasion
[Dual Wielding], the data and effects of this item cannot be used, against melee and ranged attack checks. In
and a Punch or another Punch-enhancing weapon must be addition, if wielder HP is less than half of its
substituted. maximum value, their Defense is increased by
5 points.
↝Dragon Strike / Wielder’s Accuracy /
Effect
Evasion / Neg
The wielder can throw a firebolt with
“Range:30m”, Area: Shot” at 1 Character.
Damage is calculated in the same way as for
melee attacks, but the damage inflicted is
energy-type magic damage.
This effect cannot be used on consecutive
turns. This ability costs 10 MP to use.

77
Part 2 Items

Flame Gel Base Price: 480


Popularity 6 App. Strong viscous gel Category (Rank) Thrown Weapon B
Once attached to the target and ignited, it will continue to
Summary Era Current O (Pr. AW, p. 161)
burn
This sticky gel has a strong adhesive effect and adheres to clothing, If the character throws a glass jar
bare skin, and even metal surfaces, making it difficult to remove containing this and hits, the jar shatters and
easily. To clean it off, it is necessary to use alcohol. the gel becomes permanently stuck on the
Effect This gel also has the characteristic of being easily ignited. With a character. If the character is then somehow
small spark, it will catch fire in an instant and continue burning for set on fire, the character will continue to
some time. suffer 1d fire magic damage for 6 rounds (at
the beginning of their turn).

Throwing Star Base Price: 200


Thrown weapon in the shape of various crosses, Category
Popularity 8 App. Thrown Weapon B
pentacles, hexagrams, etc. (Rank)
Magitech Civilization O (Pr.
Summary Glows faintly at night Era
p. 115)
This thrown weapon emits light about the size of a star in the night sky in a dark place. It is said that in ancient
Effect
times, spies and others sent secret messages to each other by making it look like the twinkling of a star.

Thirsty Ashes Base Price: 1,400


Claws resembling the mouth of a
Popularity 15 App. gigantic dragon, covering up to two Category (Rank) Thrown Weapon B
arms.
Ancient Magic Civilization O (Pr. AW,
Summary Steals HP of bleeding enemies Era
p. 161)
If this thrown weapon hits a bleeding enemy, it does not After damage, the ashes fall to the ground as a paste.
use the power table and deals “2d” points (only) of curse This paste can be used to restore HP for the same
magic damage. If it hits, no resistance should be made. amount of dealt damage for 1 hour. This paste can
Targets that can be damaged by this ash are limited to even heal constructs and undead. This ointment can
characters that do not have the poison immunity and be used as a Major Action, and can also be used on
Effect
bleeding. Whether or not the character is bleeding is other characters with the “Range: Touch” (the target
determined by the GM. Basically, it is determined by is not restricted in their actions).
whether or not its HP was reduced by slashing physical or Once used, the ashes cannot be reused, regardless
magical damage. Undead and constructs cannot bleed. of whether or not they hit (they will dissipate to the
ground if the attack missed).

Clear Chakram Base Price: 800


Popularity 0 App. Chakrams that are difficult to see through. Category (Rank) Thrown Weapon A
Summary Hard-to-avoid battle ring Era Current O (Pr. AW, p. 171)
Rank Effect Characters with Magic Perception are
Effect Those attacked by this weapon suffer a -2 penalty to their immune to this effect.
Evasion checks for 1 round.

Sling Base Price: 220


A sling is a projectile
Popularity 0 App. weapon used to throw Category (Rank) Thrown Weapon A
blunt projectiles
Summary Enhances thrown weapons Era Current
Non-Rank Effect “Sling allows throwing this thrown weapon” weapons can be used
Effect This weapon enhances thrown weapons with Sling using its range and Power. The wielder can put thrown
and stays in hand after the attack. weapon into a sling with Minor Action.

78
Flame Gel Base Price: 540
Popularity 8 App. A pistol with a protective fist Category (Rank) Gun A
Summary Evasion +1 Era Magitech Civilization
Rank Effect If this weapon is used to attack, the effect is
When equipped with this weapon, you gain a +1 bonus to not lost.
Effect Evasion checks. This effect does not accumulate even if multiple
weapons are equipped. It also does not accumulate with the
effects of shield or Main Gauche (see AW, p. 116).

Smart Carbine Base Price:


1,200
Popularity 8 App. Short-barreled rifle Category (Rank) Gun A
Summary Can be used easily when riding. Era Magitech Civilization
Rank Effect
Effect It can be used as a 1H weapon while riding. However, you cannot use more than one at the same time under
the effect of [Dual Wielding].

Buster Rifle Base Price: 4,200


Popularity 8 App. Rifle with a long barrel Category (Rank) Gun A
Summary Able to shoot powerful bullets. Era Magitech Civilization
Rank Effect This effect does not apply to spells with
When the […Bullet] spell is cast on the bullet in this gun, it is multiple targets, such as [Shotgun Bullet] or
Effect
possible to make the bullet more powerful by +Power 10 than it [Genocide Bullet].
originally was by adding +2 to the spells MP cost.

Framer TK Base Price: 7,200


Short rifle with several
Popularity 8 App. Category (Rank) Gun S
connectors
Can have magisphere (Small) and mana
Summary Era Magitech Civilization
cartridges mounted on the gun.
Rank Effect In addition, a Mana Cartridge (see p. 98) can be
The gun can be equipped with one magisphere attached, and the MP stored in it can be used as the MP
Effect (small), which can be used by the wielder to cast the for the magitech spells. This cannot be used in conjunction
magitech in the same way as the one equipped in the with the wielder’s own MP or the MP of the mako stone.
equipment section.

Double Barrel Base Price: 20,400


Popularity 8 App. Double-barreled long gun Category (Rank) Gun S
Summary Adds Power +20 when 2 bullets are fired simultaneously Era Magitech Civilization
Non-Rank Effect Rank Effect
This gun can fire both bullets in one shot only when two bullets are loaded and When reloading bullets to
the same […Bullet] spell is used on both of them. If this is done, the damage will this gun with [Quick Loader], the
be applied only once, but the damage will be calculated as if the Power of the wielder can reload two bullets at
Effect
[…Bullet] spell was 20 higher than it should be. This effect also applies to the a time.
[Shotgun Bullet].
When reloading bullets to this gun with [Quick Loader], the wielder can only
reload one bullet at a time.

Wiebenes Super Cannon Base Price: 33,000 (Not for Sale)


Complex magitech components
Popularity 15/18 App. Category (Rank) Gun S
mounted shoulder-fired cannon
Summary Cannon that ejects exploding bullets Era Magitech Civilization
Rank Effect Firing with this cannon, deals damage in
This cannon reloads and consumes magisphere (small) radius 3m/5 (radius 4m/10 for [Shotgun Bullet]).
Effect instead of normal bullets. And the […Bullet] spells MP cost is If the gunner has mastered the combat feat [Magic
tripled. Effects that reduce the MP cost by [MP Save/Artificer] Control], any character within the range can be
etc. should be applied after the MP is tripled. excluded from the targets.

79
Part 2 Items

Piercing Arrow/Quarrel (12) Base Price: 20 (Arrow)/30 (Quarrel)


Popularity 0 App. Long, thin, arrowheads, or quarrels Category (Rank) Ammunition
Power -5, Critical Threshold -1. 2G for 1 Arrow. 3G for 1
Summary Era Current
Quarrel
It is ammunition that can be shot with a Bow or Crossbow. The This arrow/quarrel is lost regardless of
arrow/quarrel will have its power reduced by -5 when determining whether it hits its target or not.
calculated damage but will also have its Critical Threshold reduced
Effect
by -1. This effect will not cause the Critical Threshold to fall lower
than 8. In addition, in the event that the Power becomes less than 0,
no damage can be dealt at all.

Flash Fang Arrow/Quarrel Base Price: 250


Popularity 0 App. Arrow, or Quarrel Category (Rank) Ammunition
Summary Critical Threshold -1, recoverable when not critical Era Current O (Pr. p. 115)
It is ammunition that can be shot with a Bow or Crossbow. The arrow/quarrel can be retrieved and
Attacks with this arrow/quarrel have a Critical Threshold of -1. reused as is if it misses or hits but does not cause
Effect This effect will not cause the Critical Threshold to fall lower than a critical hit. If a critical hit occurs after the arrow
8. is hit, it will be destroyed. The material cannot
be recovered.

Explosive Arrow/Quarrel Base Price: 1,600


Arrow/Quarrel with a sphere at the
Popularity 8 App. Category (Rank) Ammunition
end
Explodes on the hit and deals bludgeoning
Summary Era Magitech Civilization O (Pr. p. 115)
damage
It is ammunition that can be shot with a Bow or Crossbow. If the combat used is Simplified Combat, the
This arrow/quarrel will blow away if the target it hits has only target will always move target’s rearguard, and the
one section and its adventurer level or monster level is less maximum area that can be moved is determined by
than the Marksman class level of the archer who hit with it. the total damage. 29 points or less will not change
In this case, even if the target is hit, no direct damage is the area, and 30 points or more may move the target
inflicted. However, the target's coordinates are forcibly one area (Only if it is not at its rearguard). If the
changed to the backward extension of the line connecting combined damage is 60 points or more it will be
the archer to the target by the “Total damage + 3 (rounded blown up to two areas. In either case, target will be
up)” meters. At the same time, the target is knocked prone, knocked prone, and the falling damage is
and dealt falling damage equals to the calculated damage. If determined by the total damage regardless if target
Effect the archer and target have the same coordinates, the moved or not.
direction of the forced movement is determined at random. The blow away effect does not occur if the
target's level is equal to or greater than the archer's
Marksman class level, if the target has multiple
sections, or if the target cannot change coordinates
due to abilities or conditions. In these cases, the
normal calculated damage is given as the
bludgeoning physical damage.
These arrows/quarrels are lost whether they hit
their target or not. Only Flight Feathers can be
recovered and reused.

Rouge Bullet Base Price: 75


Popularity 8 App. Bullet with red on its head Category (Rank) Ammunition
Summary Bullets that can leave messages at the point of impact Era Magitech Civilization O (Pr. p. 115)
It is ammunition that can be shot with a Gun. If this bullet is When used as a [Shotgun Bullet] or
fired after the […Bullet] spell is applied to it, it will give normal [Genocide Bullet], each letter in words will be at
damage and leave 2 words in red around the point of impact. a random position and in a random direction for
Effect
Each letter is 2cm in height. New words require 1 hour of work each letter.
time to be set up. The words are limited to those known to the Erasing letters requires the same amount of
person performing this work. effort as for oil-based paints.

80
Mana Coat/Mana Coat+ Base Price: 28,000/52,000
Popularity 14 App. Coat made of light fabric Category (Rank) Nonmetallic Armor B
Summary The Intelligence modifier of the equipped person becomes Defense Era Magitech Civilization
This coat's Defense is equal to the wielder’s Intelligence Modifier. However, the maximum value for Mana
Effect
Coat is 6 and for Mana Coat+ is 8.

Silent Cloak Base Price: 49,000


Popularity 10 App. Gray inconspicuous cloak Category (Rank) Nonmetallic Armor SS
Summary Hide checks +2 Era Magitech Civilization
Effect The wearer of this armor gains a +2 bonus to the success value of Hide checks.

Divine Skin Base Price: 92,000


Standout leather armor with pure white undercoating and Category Nonmetallic Armor
Popularity 10 App.
luxurious decoration (Rank) SS
Magitech
Summary Willpower +2 Era
Civilization
Effect The wearer of this armor gains a +2 bonus to Willpower's success value.

81
Part 2 Items

Great Yscaean Magical Armor Base Price: 29,000


Popularity 17 App. Mithril armor with luxurious decorations Category (Rank) Metal Armor A
Summary Improve [Multi-Action] Combat Feat while worn Era Ancient Magic Civilization
Rank Effect
Effect While wearing this armor, when the user activates the Combat Feat [Multi-Action], they increase their Accuracy
and Magic Power by +1.

Anti-Arquebus Base Price: 89,000


Popularity 10 App. Full-body armor composed of flowing curved surfaces Category (Rank) Metal Armor SS
Summary Damage caused by Guns is reduced to -5 Era Magitech Civilization
Effect A character wearing this armor can have received Gun damage reduced by -5 points.

Grand Partner Base Price: 4,800


The shield is thick enough to completely cover the body of the wearer. Not Category Shield
Popularity 0 App.
that thick. (Rank) S
Summary Mount also adds Defense of this shield Era Current
Rank Effect
Effect
If the equipped person is mounted, the Defenses of all sections of the mount are also increased by this Shield.

82
Blade Slayer Base Price: 7,300
Popularity 0 App. A large oval shield with blades on the top and bottom to attack with. Category (Rank) Shield S
Summary Can be used as a two-handed weapon Era Current
Rank Effect
Effect Can be used as a 2H weapon. If used as a weapon, the wielder does not receive any Defense or Evasion bonus
until the next round.

Turtle Shell Base Price: 19,600


Popularity 8 App. Turtle shell with a handle on the inside Category (Rank) Shield S
Summary Additional +1 to Evasion when handled by a skilled person. Era Magitech Civilization (Pr. p. 115)
Rank Effect
Effect
A character holding this Shield gains a +1 bonus to Evasion checks.

Everchanging Clothing Base Price: 18,000


Clothing (not certain of its original
Popularity 10 App. Item Class Clothing
form)
Summary Turns into all kinds of clothes Era Ancient Magic Civilization
This garment has the power to change into any garment The items that can be changed are limited to those
with Minor Action (no vocalization or gesture required), that the wearer has worn, and special effects cannot be
Effect
and changes by reading the wearer's thoughts (effect is not reproduced. Armor can also be altered, but no
an illusion). modification occurs to Evasion or Defense.

Witch Potion Base Price: 780


Popularity 9/12 App. Clear and colorless potion Item Class Potion
Summary Recovers both HP and MP by 2 Era Current O (Pr. PH, p. 57)
Drinking this potion will restore 2 points of both HP and MP. Both recovery amounts are affected by the
Effect
Ranger class bonus.
Delicious Golden Water - Taste of the Goddess Base Price: 500
Popularity 13/17 App. Golden liquid in a small bottle Item Class Potion
Summary Recovers 1 MP Era Current
A character who drinks up this potion will regain 1 point of MP. It takes This item cannot be used with
3 rounds (30 seconds) to drink up the liquid, and when interrupted, the [Potion Master], and is not effective
Effect effect will not take effect and this item will be lost. when used with a Potion Ball.
Ranger class level +Intelligence modifier should be added to the amount
of recovery.
Scarlet Potion Base Price: 1,400
Popularity 8 App. Red potion Item Class Potion
Magitech Civilization O (Pr. AW, p.
Summary Temporarily increases HP Era
169)
Drinking this potion will increase the maximum HP by +10 for If the character drinks another bottle within
Effect 1 minute (6 rounds). At the same time, the current value of HP is the duration, they will only restore the current
also restored by 10 points. HP by 10 points.

Strong Tabbit’s Carrot Base Price: 1,600


Popularity 10 App. Red root vegetable similar to carrot Item Class Chemicals
Can cast magic without implement and can make
Summary Era Current O (Pr. AW, p. 168)
Spellcasting checks with 1d+3. Tabbit only
A favorite of tabbits, this magical root vegetable has 12 bites per Using a Major Action and taking a bite
stick. allows you to cast magic without using an
In the process of making it, red berries and root vegetables are implement for 3 hours. Also, during this time,
Effect stewed, so the finished product is always red. A new twist on what per Spellcasting check, you can choose to roll
was once known simply as “Tabbit's Carrot” was recently 1d+3 instead of 2d.
discovered, and a new version is quickly spreading amongst the
tabbits of Terastier.

83
Part 2 Items

This item has no effect when eaten by a


non-tabbit character. Also, the tabbit always
succeeds in an Appraise check on this item.
Small Fruits of the Yggdrasil Base Price: 12,000
Popularity 16 App. Small colored fruits Item Class Chemicals
Summary Recovers both HP and MP by 30 Era Current
A Major Action can be taken to eat one of these fruits. The person who eats it regains 30 points of HP and
Effect
MP immediately.

Repair Tape I/II/III Base Price: 200/750/3,000


Thick rectangular cloth with
Popularity 0 App. Item Class Repair Tools
adhesive face
Summary Restore construct's HP: “Power 10/40/70” Era Magitech Civilization
Using Major Action, it instantly heals the HP to The amount of recovery depends on the grade of “Repair
Effect the character (section) of construct including Rape”: “I” is “Power 10”, “II” is “Power 40”, “III” is “Power 70”,
magitech mount. with added user's “Rider’s level + Dexterity modifier”.

Repair Patch Base Price: 100


Popularity 0 App. Soft, thick, square plate with adhesive on one side Item Class Repair Tools
Summary Restores 10 fixed HP to constructs Era Magitech Civilization
With Major Action, it restores 10 points of HP to the character (section) The effect appears after 1 minute
Effect
of the construct including the magitech mount. (6 rounds) of use.

Portable Shrine Base Price: 9,120


An elaborate temple miniature just barely
Popularity 8 App. Item Class Class-Specific Items
large enough to be carried on one's back.
Allows casting Specialized Divine Magic once per day at
Summary 0 MP. Removes penalties for casting outside of the Era Current O (Pr. p. 115)
sphere of influence.
This item can be equipped on the “Back” or held with both Furthermore, if a deity is a Minor or Major
hands as a “Stance: 2H” item. It cannot be carried as the God, within a 50-meter radius of this, there will be
“Other”, and must always be carried on the “Back” or held in no MP increase due to different continents or
both hands, unless using an animal or cart, or using a special regions (see CR III, p. 222 or WT, p. 45) when the
storage device such as a Storage Bracelet (see CR II, p. 190 or priest of this deity uses Divine Magic.
Effect AW, p. 154). This item must be handled with care, and when
This accessory honors a deity and can be regarded as a holy it is picked up from the ground, it must be done
symbol for casting Divine Magic. Also, only once a day, wielder with a Major Action (it is disrespectful to throw it
can cast the Specialized Divine Spell granted by the god on the ground!) Removing the item from the back
(limited to what you yourself can use) for 0 MP. However, and placing it on the ground requires two Major
wielder cannot use any [Metamagic/**] effects at this time. Actions.

Mako Charge Crystal Base Price: 500 – 2,500


Popularity10 App. The crystal that emits red light Item Class Class-Specific Items
Ancient Magic
Summary Mako stone that automatically MP refills Era
Civilization
This crystal is a type of mako stone and, like a regular mako stone, can substitute The price of “Mako
some or all of a character's MP consumption. In principle, it is not possible to use Charge Crystal” is “MP max
more than one of these crystals at the same time, including the regular mako stones. x 500” G. It can have up to 5
The Mako Charge Crystal has the ability to suck up mana from its surroundings points maximum.
Effect and automatically refill the MP that it has expended. When the Mako Charge Crystal
is partially or fully depleted of MP, it will automatically refill itself to its maximum
MP after a day has passed. However, if there are multiple Mako Charge Crystals in
a 1 meter square (or in a character's possession) that are in a state of MP
consumption, only one of them will be randomly selected to be recharged with MP.

84
Mechanized Fingers Base Price: 7,080
Item Class-Specific
Popularity 11 App. Complex machine in the shape of a glove
Class Items
Magitech
Using 2 MP adds +2 to the Disable Device check, and also serves as Scout's
Summary Era Civilization O (Pr.
Tools
p. 115).
It is worn on one hand and operates for 10 minutes by consuming 2 points of MP. The This item can be
glove moves precisely and helps the user. If a Disable Device check is performed while fitted with 1 Mana
Effect
it is in operation, a +2 bonus can be gained. This item can be used as an alternative to Cartridge (see p. 100).
Scout's Tools. This item requires 6 rounds (1 minute) to put on and take off.

Apothecary's Tools Base Price: 200


Popularity 0 App. Boxes containing various instruments, bandages, etc. Item Class Class-Specific Items
Summary Stabilizes herb recovery Era Current
When attempting to recover HP or MP with herbs, you can use this If you do not use the Power table
Effect
item to roll 1d+4 on the Power Table instead of 2d. while using herbs, there is no effect.

Magic Pipe Base Price: 1,360


Popularity 0 App. Pipe made from mandrake roots Item Class Class-Specific Items
Summary Recovery from medicinal herbs +1 Era Current O (Pr. p. 115)
When attempting to recover HP or MP using medicinal herbs, the This effect is only effective when the
Effect amount of recovery can be increased by “+1” by using this pipe to character using the pipe attempts to recover
inhale the smoke. against themself.

Horn of Lills Base Price: 100


Popularity 16/19 App. Small, rustic horn Item Class Class-Specific Items
Current O (Pr. PZ,
Summary Increase the effect of the wielder’s spellsongs Era
p. 54)
Rarely do Satyrs (see BT, p. 38) have red horns, and it is from the horns of these Red Satyr Horns
satyrs that the horns are made, which are especially dangerous to charm listeners. needed for it can be found
It can be used as a musical instrument (wind instrument), and when using the in the Agia region (see PZ,
Effect
[Charming], [Threadbare], and [Love Song] spellsongs with this instrument, the player p. 118).
gains a +2 bonus to the success value of the spellsong. The verbal induction in
[Charming] and [Threadbare] can be performed by singing between the performance.

Wind Mace Base Price: 16,800 (Not for


Sale)
Mace with a metal ball at the
Popularity 17/20 App. Item Class Class-Specific Items
tip
Tapping on the surroundings to create a sound.
Summary Era Ancient Magic Civilization
Sounds like Earth King's Wind Mace.
This mace can produce sound by striking objects made In addition, the black wall of the Ant King's Pavilion
of metal, stone, or hard wood, as well as floors, walls, and (see PZ, p. 128) can be tapped in a certain rhythm to
bedrock made of these materials. With consent, a generate a wind that blows away everything around it as
character wearing metal armor [Range: Touch] can also the “Earth King's Wind Mace”. There is speculation
Effect be used to produce sound (with no adverse effect on the among the wise that there are other Magic Civilization
target character). Period artifacts and devices that respond to this item.
The pitch of the sound can be adjusted regardless of the
target (the tone depends on the target), and it can be used
as a musical instrument for spellsongs.

Card Shooter Base Price: 1,500


Popularity 0 App. Pistol with attached card holder Item Class Class-Specific Items
Summary Increases range of Evocations by +10m Era Current
This handgun-shaped Alchemy Kit increases the range of Evocations by +10m. Unlike the Gun, it does not
Effect
have a holster and requires a Major Action for storage.

85
Part 2 Items

Victory Flag of Ulyssekaloa Base Price: 3,000


Popularity 14/18 App. Huge Flag Item Class Class-Specific Items
Can be used as a Strategist Insignia, expanding the
Summary Era Current
area of effect of the Stratagem by 10m
A huge flag made of sheep's wool, popular in the Iyantari A character holding this flag is considered to be
Effect Royal Guard. It is mainly used to uplift citizens when they equipped with Strategist Insignia and can use the
are fighting mythical beasts. Stratagems. Area of their effect is increased by +10,.

Bayonet Base Price: 1,960


Spike to be attached to the end of
Popularity 0 App. Item Class Weapon Enhancement
the gun
Gives the 2H gun the ability to attack at close
Summary Era Current O (Pr. p. 115)
range
Spike is attached to the end of a 2H gun to give it In addition to the Fighter and Fencer classes, the
the ability to attack in without affecting its gun Marksman class can be used for Accuracy checks and Extra
properties. Damage calculations for melee attacks. [Weapon Proficiency
Effect Melee attacks with Bayonet-equipped guns use the */ Gun] increases damage only when shooting with this gun.
stats below. The damage it inflicts is physical
damage. It does not require bullets, and the attack
can be executed with Normal Move.

Add'l Dmg
Min STR

Accuracy

Crit Rate
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes

Bayonet 2H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ -

Ignidite Processed Weapon Base Price: 5,000/10,000/20,000/40,000


Popularity 10 App. Varies Item Class Weapon Enhancement
Summary Increases Power of a Weapon by +5 (+10) Era Divine Civilization O (Pr. p. 115)
The process utilizes Ignis ore to increase the Since only Dark Dwarves (see IB, p. 18) can perform this
strength of existing weapons to the limit. process, in addition to the fee, one must spend “100 points
The weapon becomes magical. At the same time, (Acquaintance)” of a reputation as a connection with Dark
its original Power is increased by +5. However, SS- Dwarf's blacksmith (see CR III, p. 101) to perform the process.
Effect
ranked weapons (see CR III, p. 193) will have their
Power increased by 10.
The base price represents the processing cost for
B/A/S/SS rank weapons.

Extra Manatite Armor +1 Base Price: 5,000/10,000/20,000/40,000


Popularity 10 App. Varies Item Class Armor Enhancement
Summary Processed armor, minimal strength +3, Defense +1 Era Magitech Civilization O (Pr. p. 115)
Manatite, a light, and strong metal, is affixed to the armor to increase The base price represents the
its performance. processing cost for B/A/S/SS rank armor
Effect Only metal armor or shield can be modified in this way. As a result, (see CR III, p. 193).
the armor's minimum strength will be increased by +3, but its Defense
will be increased by 1 point.

Magic Armor +1 Base Price: 5,000/10,000/20,000


Popularity 10 App.
Varies Item Class Armor Enhancement
Magic armor with
Summary Era Magitech Civilization O (Pr. p. 115)
Defense +1
This process can only be The base price represents the processing cost for B/A/S rank weapons. SS rank
performed on non-metallic armor as well as magic armor cannot be upgraded to Magic Armor +1. The
Effect armor or metal armor. number of materials and the cost of processing will depend on the rank of the
armor. In addition, the materials required for nonmetallic armor and metal armor
are different.

86
Armor becomes magical
armor. At the same time, it
gains +1 to Defense.

Mount Contract Base Price: 250+


Popularity 8 App.Rectangular tag Item Class Mount Carry Items
Allows to rent animal or mythical
Summary Era Current
beast mount
This is a contract required when By attaching it to a mount, the mount can be carried as a palm-sized
renting an Animal or Mythical beast statue along with its weapon, armor, or accessory equipped on it. The
mount from the Rider’s Guild. mount is not able to move of its own volition and is treated as if no time
Effect The price of the Mount Contract has elapsed. By removing the tag, the mount will return to its original size
differs for each mount. Please refer to and can be treated as a mount.
the data of each mount. The Mount Contract can be used many times, and Major Actions are
used to make the mount small or normal size again.

Mount Contract Sphere Base Price: 300+


Popularity 8 App. A silvery sphere similar to a magisphere. Item Class Mount Carry Items
Summary Allows to rent and carry magitech mount Era Current
This is a contract required when renting a Magitech mount from The Mount Contract Sphere may be used
the Rider’s Guild. as many times as needed, and both storing
The price of Mount Contract Sphere differs for each mount. and retrieving the mount are Major Actions,
Please refer to the data of each mount. and each time they are used, 1 MP point is
Effect
Touching the mount while reciting the password will place the expended.
mount and its additional armaments into the Sphere. If the mount This item can be fitted with 1 Mana
is removed from the sphere by chanting the password, it will return Cartridge (see p. 98).
to its original size and can be used again as a mount.

87
Part 2 Items

Proprietary Mount Contract Base Price: 0+


Popularity 8 App. Rectangular tag Item Class Mount Carry Items
Summary Allows to carry bought animal or mythical beast mount Era Current
This item is obtained after the purchase of an Animal or Mythical beast The Proprietary Mount Contract is
mount. The name of the mount is placed in front of the item's name, and valid only for a mount that a person
the owner of the mount is identified as the owner of the mount with a owns or obtained. Even if that mount is
Effect
Proprietary Mount Contract (for example “Horse’s Proprietary Mount promoted (see p. 135), the Proprietary
Contract”). The effect of reducing the size of the mount is the same as that Mount Contract will remain valid for a
of a Mount Contract. promoted mount.

Proprietary Mount Sphere Base Price: 0+


Popularity 8 App. A silvery sphere similar to a magisphere Item Class Mount Carry Items
Summary Allows to carry bought magitech mount Era Current
This is an accessory that comes with the mount after purchase of the magitech The effect of reducing the
mount. The name of the mount is placed in front of the item's name, and the owner size of the mount is the same
Effect
of the mount is identified as the owner of the mount with a Proprietary Mount as that of a Mount Contract
Sphere (for example “Manabike’s Proprietary Mount Contract”). Sphere.

Mount Reduction Tag I/II/III Base Price: 100/500/2,000


Popularity 8 App. Rectangular tag Item Class Mount Carry Items
Carry Animal or Mythical Beast and return them to their original
Summary Era Current
positions with Minor Action
The “Mount Reduction Tag” has three grades: I, I, and III with I being the Both the act of attaching and
lowest appropriate level (3 levels or lower mounts), II for 7 levels mounts or the act of removing can be
lower, and III for 13 levels or lower mounts. performed with the Minor
By attaching it to a mount, the mount can be carried as a palm-sized statue Action.
Effect along with its weapon, armor, or accessory equipped on it. The mount is not The Mount Reduction Tag
able to move of its own volition and is treated as if no time has elapsed. By can only be used once. If you
removing the tag, the mount will return to its original size and can be treated as remove the tag once it is
a mount. attached, it will lose its Magic
Power.

Manabike Storage Sphere Base Price: 10,000


Popularity 8 App. A silvery sphere similar to a magisphere Item Class Mount Carry Items
Summary Carry Magitech and use Minor Action to put it in and out Era Current
Touching the magitech mount while reciting the password will place The Manabike Storage Sphere can be
the mount and its additional armaments into the Sphere. If the mount used as many times as needed. Both
is removed from the sphere by chanting the password, it will return to storing and retrieving mounts are Minor
Effect
its original size and can be used again as a mount. Actions, each time consuming 1 MP.
This item can be fitted with 1 Mana
Cartridge (see p. 98).

Charge Horn Base Price: 1,400


Popularity 6 App. Spear rest with prominent large horns Item Class Mount Weapons
Summary +5 damage to [Charge] or [Trample]. Destroyed after one use. Era Current
The weapon for mount can be attached and detached in 1 minute (6 rounds). Once the effect of the
If Rider declares the use of stunt [Charge] or [Trample], the melee attack damage damage increase is applied,
Effect of the section equipped with this weapon is increased by +5. This damage increase the weapon for this mount is
can only be gained from attacks that are affected by the [Charge] or from attacks destroyed.
against a character designated by the [Trample] as the target of the breakthrough.

Feather Coat Base Price: 4,000+20 reputation


Popularity 0 App. Feather-covered mount armor Item Class Mount Armor
Evasion +1, Defense +2, Limited Move +1m ※Proprietary
Summary Era Current
mounts only
This mount armor cannot be equipped on rented mounts. Mount If the mount has this armor on all
Effect (section) equipped with this armor gains a +1 to Evasion and +2 to sections, its Limited Move distance is
Defense. increased by +1m.

88
Streamline Coat Base Price: 20,000+50 reputation
Metal mount protective gear made from straight
Popularity 0 App. Item Class Mount Armor
lines of metal
Summary Defense +4, Full Move +15m ※Proprietary mounts only Era Current
This mount armor cannot be equipped on rented mounts. If the mount has this armor on all sections,
Effect
Mount (section) equipped with this armor gains a +4 to Defense. its Full Move distance is increased by +15m.

Steed Guard Base Price: 33,000 (Not for Sale)


Popularity 15 App. Exoskeleton-like armor Item Class Mount Armor
Summary Defense +2, can cast some magitech spells Era Magitech Civilization
The Defense of the mount (section) equipped with it is increased by +2 points. The GM may provide more
In addition, the equipped mount (section) will be able to cast the [Targeting specialized equipment, such as
Sight], [Flashlight], [Shadow Body], and [Effect Weapon] magitech spells by more available magitech or
Effect
consuming its MP, with Magic Power 6. Casting these magitechs can be higher Magic Power.
determined at the jockey's will and does not require mastery of the [Magic This item can be fitted with 1
Command] stunt. Mana Cartridge (see p. 98).
Ring of Toughness Base Price: 1,000 + 50
rep.
Popularity 17/20 App. Small silver ring Item Class Mount Armor
Summary Maximum HP +5 Era Current
Effect The maximum HP of the mount (section) wearing this armor is increased by +5 points.

Pharneas Light Armor Base Price: 2,000 + 20 rep.


Popularity 16/19 App. Light leather armor for hoofed animals Item Class Mount Armor
Summary Defense +1 and Evasion +1 Era Current
Effect Mounts (sections) wearing this armor gain a +1 bonus to Evasion checks and +1 to Defense.

89
Part 2 Items

Pharneas Heavy Armor Base Price: 10,000 + 20 rep.


Heavy metal armor
Popularity 16/19 App. Item Class Mount Armor
for mounts
Summary Defense +4, Cannot fly and swim Era Current
A mount with this armor gains +4 Defense, However, if a mount has more than one section and there is a
and loses the ability to fly or swim, as well as section that is clearly responsible for special movement, such as
Effect [〇Flying] and [〇Underwater Aptitude] Wings section (as determined by the GM), the mount loses special
unique skill. movement and its associated abilities only when more than half of
these sections are covered with this armor.

Water Crossing Reins Base Price: 5,600


Popularity 12 App. Reins Item Class Mount Accessories
Summary Mount can now walk on water Era Magitech Civilization
The mount with this item will be able to walk on the surface of the water as if it were on solid ground. Jockey
Effect
can order mount to dive underwater if they wish.

Soul Reins Base Price: 20,000 + 50 rep.


Popularity 10 App. Reins Item Class Mount Accessories
A jockey can take lethal damage instead of the mount ※
Summary Era Magitech Civilization
Proprietary mounts only
This accessory cannot be equipped on a rental mount. This effect may or may not be
When a mount equipped with these reins (in the case of a mount with applied by the jockey each time such a
multiple sections, its Main Section) suffers damage that reduces its HP damage is received. It cannot be
Effect below 0, jockey can take a portion of the damage and keep the HP of the applied to a mount (Main Section) that
mount (Main Section) to 1 point. If the mount's HP is 10 and the applied already has less than 0 HP.
damage is 15, for example, “15-(10-1) = 6”, 6 points will be applied to the
jockey and they will not be reduced by any effect.

Clear Mane Ornament Base Price: 30,000 + 100 rep.


Popularity 13 App. Ornament for mane Item Class Mount Accessories
Magic Power of mount +1 ※Proprietary
Summary Era Magitech Civilization
mounts only
This accessory cannot be equipped on a rental A mount equipped with this gains +1 to its Magic Power
Effect
mount. (for all its sections).

Mask of Rage Base Price: 62,400


Popularity 13 App. Terrifying masks Item Class Mount Accessories
Adds +1 the level of the mount (to the adventure
Summary Era Magitech Civilization
level of the jockey)
If a mount is equipped with this, its mount level is determined by assuming that the adventurer level of the
Effect
jockey is 1 higher.

Attached Toradar Base Price: 2,000


Additional Armament
Popularity 6 App. Gun mounting device Item Class
for Magitech
Summary Attaches the gun. Max HP-10 Era Current
The mount is equipped with a Toradar, a B-rank Gun, and the The accuracy check is the same as the
mount's Major Action can be used to fire bullets as a ranged attack. Accuracy check of the mount, and its
In this case, the mount is considered to have mastered the combat performance as a weapon is the same as
Effect feat [Precise Shot], and the jockey (or a character at the same that of the Toradar (see p. 46). Power and
coordinates) can use spells on the bullets. Reloading the bullet is Extra Damage are based on the bullet.
done by the jockey with Major Action. [Quick Loader] spell is also
effective.

90
Auto-Stabilizer Base Price: 2,000+20 rep.
Stabilizer with a
Additional Armament
Popularity 8 App. combination of metal Item Class
for Magitech
devices
Summary Cannot fall prone. ※Proprietary mounts only Era Magitech Civilization
A mount equipped with this arm will not fall prone under any If a mount has multiple sections, all of
Effect effect. them must be equipped with this
additional armament to be effective.

Blink Shell Base Price: 3,960


Distorted transparent Additional Armament
Popularity 12 App. Item Class
circular cover for Magitech
When released from the Sphere, the effect
Magitech Civilization (Pr.
Summary equivalent to the [Blink] spell is automatically Era
p. 115)
applied
Mount (section) equipped with this additional A mount equipped with additional armament
armament automatically receive an effect equivalent consumes the “total of the number of sections equipped
to [Blink] (see CR II, p. 117 or WT, p. 26) when they with it x 10” points of MP when it is sealed in the Sphere.
are released from the storing them Sphere. This The MP required to release it is 1 point.
Effect
effect lasts until the next time the mount is stored in This item can be equipped with a “Mana Cartridge”
the sphere, but if the mount (section) is attacked, it to cover the MP cost of the cartridge. If you have more
automatically avoids the first attack. than one Mana Cartridge, you may use them all at the
same time.

Spiral Ram Base Price: 5,000


Additional Armament
Popularity 8 App. A large horn that twists and thrusts Item Class
for Magitech
Summary 5 damage to [Charge] or [Trample]. Evasion -2 Era Current
If the Rider declares the use of stunt [Charge] or [Trample], the melee attack A section equipped with
damage of the section equipped with this additional weapon is increased by +5. this additional armament
Effect Only attacks that are subject to the effects of [Charge] or attacks on a character takes a -2 penalty on Evasion
designated as the target of a breakthrough by [Trample] will gain this increased checks.
damage effect.

Mount Sphere Base Price: 5,000+50 rep.


Magisphere (large) attached with metal
Popularity 8 App. Item Class Additional Armament for Magitech
fittings
Mounts Magisphere (Large).
Summary Era Magitech Civilization
※Proprietary mounts only
When mounted on a mount equipped with this additional The price includes the Magisphere (large).
armament, the jockey may use the magisphere (large) to cast If this Magisphere (large) is destroyed, this
Effect
magitech as if they had equipped it as their own accessory. additional armament will be destroyed as well.

Smoke Discharger Base Price: 5,280


Three metal cylinders in a row and mechanical Additional Armament for
Popularity 0 App. Item Class
devices connected to them. Magitech
Summary The smoke screen that can be used at any moment. Evasion -1 Era Current O (Pr. p. 115)
At the start of a combat, the player can declare that he will use it when Alternatively, the mount's Major
they are in the bad spot In this case, a smoke screen immediately Action can be used to cause this effect at
surrounds the user, making it difficult to be seen from the outside. All any turn in the battle.
characters within a radius of 6 meters around the user will not be able to Whichever form it is used in, the
use the combat feat [Precise Shot] and [Guided Magic] or similar effects effect lasts until the beginning of the
Effect to select a target of their choice, or use [Magic Control] to remove a user's next turn. Once used, this effect
character of their choice. cannot be used again until the smoke
bomb is reloaded.
Reloading the smoke discharger
requires 6 rounds (1 minute) using Major
Action.

91
Part 2 Items

Anti-Magic Shield Base Price: 6,000


Additional Armament for
Popularity 14 App. Translucent blue plates Item Class
Magitech
Summary Reduces magic damage. Accuracy -1 Era Magitech Civilization
This item has 10 points of HP when purchased. When the equipped The HP of this item cannot be
mount (section) is hit by magic damage, this item's HP is reduced instead recovered by any means and it will be
Effect of the mount's HP up to items’ current HP. lost if the HP reaches 0.
The price for selling is “Remaining
HP x 300” G.

Effect Shell Base Price: 8,000


Additional Armament for
Popularity 12 App. Translucent circular lid with colored luster Item Class
Magitech
Summary Reduces type damage. Max HP -10 Era Magitech Civilization
The jockey can spend 3 points of MP with Minor Action, and can specify Only one type can be specified at
the type from earth, water/ice, fire, wind, or lightning. This allows the mount a time for this effect. If a new type is
(section) equipped with this armament to reduce damage by -3 when specified, the previous one will be
Effect
suffering damage of that type. The effect lasts for 18 rounds (3 minutes). lost, even if it is still in effect.
This item can be fitted with 1
Mana Cartridge (see p. 98).

Aport Sign Base Price: 10,000 + 50 rep.


Metal plate engraved with the
Popularity 14 App. Item Class Additional Armament for Magitech
words in magitech
Can be sealed from a distance. ※Proprietary
Summary Era Magitech Civilization
mounts only
This additional armament cannot be equipped on a If the mount has multiple sections, this additional
rental mount. armament will apply to all sections as long as only one
The mount equipped with this additional armament section is equipped with it.
can be enclosed in the Proprietary Mount Sphere, even This item will return the mount to its Proprietary
Effect if it is located at any distance, and does not need to be Mount Sphere from a distance. This item does not return
visible. When the mount is released, it is released near the mount to the Proprietary Mount Sphere. In the event
the sphere in the same way as usual. that the item is removed from the mount, both the mount
and the item will remain in its original location, even if an
attempt is made to return it.

Blaster Base Price: 12,000


An upright bowl. Spherical at the tip, with numerous Additional Armament for
Popularity 12 App. Item Class
projections thereon. Magitech
Magitech Civilization O
Summary Deals lightning damage to surroundings. Max HP -10 Era
(Pr. p. 115)
Give mount the following unique skill: If jockey has mastered the
[Unique Skill Perfect Release]
↝Mount Discharge / Rider level +Intelligence modifier / Willpower / Half stunt, any target within range can
/Enhance: [Unique Skill Perfect Release] be excluded.
Effect
With Major Action mount makes a lightning blaze around it, dealing “Power
20 + jockey's Rider level + Intelligence modifier” lightning magic damage to all
characters in the skirmish in which it resides, except itself, other sections, and
jockey. This effect can only be used once per combat.

Secret Medicine of Section Regeneration Base Price: Varies


Popularity 8 App. Ointment packed in a large container Item Class Mount Chemicals and Repair Tools
Recovers killed one section of an Animal or Mythical
Summary Era Current
Beast and its HP becomes 1.
This item restores the section of Animal and Mythical beast The items are all formulated differently and
mounts that have lost their functions due to a failed Death priced differently for each target mount (see mount
Check. The HP of the section where this item was used is set data). If the item is sold to the Rider’s Guild, they
Effect
to 1 and all the functions of the section are restored. will exceptionally buy it back at the original
This item is consumed when used. It takes 10 minutes to purchase price.
take effect after use.

92
Restore Kit Base Price: 5,000
Popularity 8 App.
A box full of different parts Item Class Mount Chemicals and Repair Tools
Recovers destroyed one section of a Magitech and its
Summary Era Current
HP becomes 1.
Restores HP of the magitech mount (section) that was To use this item, one must spend 1 hour. This
Effect
destroyed with HP to 0 or below 1. item is consumed when used.

Construction Materials/Reinforcing Building Materials/Construction Steel Materials


Base Price: 100/500/1,500
Item Mount Chemicals and Repair
Popularity 8 App. Various building materials
Class Tools
Summary Recovers fixed HP of additional section Era Current
Restores additional sections for Animal and Mythical Construction Materials: Recovers “Power 20 + 2” HP of an
Beast. The amount of recovery and the appropriate additional section of 3 level or lower.
level of additional sections to be affected (the lowest Reinforcing Building Materials: Recovers “Power 50 + 5”
Effect value is used for multiple sections) differ depending on HP of an additional section of 7 level or lower.
each item. The amount of recovery does not depend Construction Steel Materials: Recovers “Power 80 + 8” HP
on the character's class or ability score. The use of this of an additional section of 13 level or lower.
function requires 10 minutes.

Loglett's False Gamels Base Price: Special


Popularity 13 App. Gold coins stamped 50G Item Class Adventure Tools
Summary Elaborate counterfeit gold coins Era Current
These counterfeit gold coins were made by a master They are made of low-grade metal and have no value
goldsmith named Loglett, who continued to make them as gold coins and cannot be used for trading. On the other
for over 30 years, but they were so finely made that they hand, there are several favorites who find value in them as
were only discovered to be counterfeit after his death workmanship and curiosities. Loglett is said to have
Effect and circulated unnoticed throughout Terastier. The created over 50 counterfeit gold pieces in Bertalga,
total number of pieces is estimated at 1,000 to 2,000. modeled after various gold coins actually in circulation.
Some collectors are willing to pay high prices of over
1000G instead of 100G, for rare items, especially those
that they do not yet own.

Lover's Flute Base Price: 400


Popularity 8 App. Little silver flute Item Class Adventure Tools
Produce a sound that can be heard by a specific “Lover's
Summary Era Current
Receiver”
The flute is of very simple construction and can only produce In addition, there are not so many tone
a single note. The flute was originally made for lovers to patterns that can be set (about 50 tones), and
communicate secretly, and the sound it makes can only be heard accidents sometimes occur when the wrong
by those equipped with a specific “Lover's Receiver” (see p. 93). person hears the wrong tone due to a mix-up in
The “flute” and “receiver” are usually treated as a set, with the settings.
same specific “tone” set for each. This way, the sound of the flute The flute can be blown with the Major
Effect can only be heard by that particular receiver. Action, and the sound reaches a distance of
In some cities, it has become a boom for lovers to send each about 500 meters. It is sometimes used by
other a set of “flute” and “receiver” set to each other. Since their groups of adventurers, or sometimes criminals,
tone setting can be changed as many times as desired and do not to prepare several “receivers” with the same tone
have to be done in sets, sometimes there will be a lost love who setting to simultaneously communicate a secret
laments that no matter how much they call, lover no longer alarm.
responds (the other party has changed the settings).

Auto Looter Base Price: 1,000


Popularity 8 App. Magitech packed in the box Item Class Adventure Tools
Summary Automatically rake up loot Era Magitech Civilization O (Pr. p. 114)
A large number of small loot-collecting magitechs appear to However, since they collect loot without any
Effect efficiently collect loot from enemies. The loot can be collected regard, all the loot rolls are just 2d6 and cannot be
from up to 10 characters (sections) in 1 minute. affected by divinations, combat feats, or items.

93
Part 2 Items

Magitorch Base Price: 1,000


Popularity 8 App. A short cane with a glass ball at the tip Item Class Adventure Tools
Magitech Civilization
Summary Brightly illuminates 10m in front of wielder Era
O (Pr. p. 114)
The equipped can spend 1 MP to brightly illuminate an area of 10 meters in front of This item can be fitted
them for up to one hour. The light can be turned off at will, but no matter how short with one Mana Cartridge
Effect
a time it was on, MP must still be expended to turn it on again. Both turning lights on (see p. 98).
and off are done with Minor Action.

Chalk of the Lost Base Price: 1,200


Popularity 10 App. White chalk Item Class Adventure Tools
When you pass in front of it again, it emits light to
Summary Era Ancient Magic Civilization
let you know
If a mark is left on a wall using this chalk, it will emit a The light emits in the same way for three or more
strong light when the person who made the mark passes by passes. The intensity and color of the light do not
it again. The user will know that this is the second time they change, and it is not possible to determine how many
Effect have passed by. times it has passed.
One piece of chalk can be used more than 100
times. Also, the mark left behind will remain for
about 1 month.

Music Shell Base Price: 1,600


Popularity 8 App. Large shell Item Class Adventure Tools
Summary Records and play back a single spellsong Era Magitech Civilization O (Pr. AW, p. 167)
The user can record a few minutes of music (including Only one song can be recorded at a time. Once a
a spellsong) into this large shell, and the success value of song is recorded, it cannot be added to or overwritten.
the spellsong is determined at the time of recording. The To record another song, the user must bring it to the
user can arbitrarily generate and stop the recording by Institute Of Magitechnology once and have them erase
operating a small switch. The switch can be used with the recording for 500G and 1 day of work. If the
Minor Action and the user must be holding this shell in Artificer wants to do this themself, they must pay the
Effect their hand to do so. Once the recording is started, it will Institute 250G for the use of the equipment and make a
not stop until it is stopped. At the end of the record time, successful “2d + Artificer class level + Dexterity
it returns to the head, cycling through the recording modifier” check with Target Number 15.
process forever. The shell is quite sturdy and will not The range of effect of spellsong depends on the
break down and continue to work even if it is thrown on performer Bard level who played it. The success value
hard ground. is fixed at “Bard Level + Spirit modifier +7” of the
performing bard.

Smoke Grapher Base Price: 1,700


Popularity 10 App. Thick-skinned pipe Item Class Adventure Tools
Summary Reproduce short-duration images with smoke Era Magitech Civilization
This is a pipe that can be filled with chopped tobacco and lit as usual. This smoke-induced image will
The pipe allows the smoker to create the image they envision with the persist indefinitely if nothing disturbs the
exhaled smoke. The images are not accompanied by color or sound, and air, but if the user wants to intentionally
Effect the images that can be reproduced are limited to a repetition of about blow it away, it is easily possible. It can
one minute, about the size of a small room. It is also obvious that it is be broken by anything more than a
made of smoke and cannot be used with the intention of deceiving gentle breeze.
others.

Large Holo-Camera Base Price: 2,500


Box-shaped magitech with
Popularity 8 App. Item Class Adventure Tools
impressive eye lens
The duration of [Holography] is increased
Summary Era Magitech Civilization
by 10 times, and also records images
This item is connected to the magisphere (large) The [Holography] duration can be increased by a factor of
and affects magitech [Holography] (see CR II, p. 10 (by a factor of 20 when the magisphere option (WT, p. 92)
Effect 153 or WT, p. 101) when it is cast using the is selected) and the footage can be recorded in this item instead
affected magisphere. of in the magisphere. This item can record up to 10 hours of
footage in total.

94
Careless Tag Base Price: 2,800
Popularity 8 App. Sealed packing tags with bells Item Class Adventure Tools
Magitech Civilization O (Pr.
Summary Lost-and-found packing tags that make a loud noise when misplaced Era
p. 114)
These tags are to be signed by the user in their own handwriting. Once These tags are designed to be
signed, as soon as the signer is more than 30 meters away, the bell on the tag attached to other items. It can be
makes a loud sound that echoes in a 50-meter radius to assert its presence. reapplied many times, but it is
Effect
The sound will not cease until the signer touches it again. This sound has the Major Action that applies or
effect of [Curiosity] (see CR II, p. 110 or WT, p. 116), equivalent to a success removes the tag.
value of 17.

Hungry Shirt Base Price: 3,290


Underwear with scribbles in
Popularity 15 App. Item Class Adventure Tools
arcana
+3 to Death Check, 3 times the rate of food
Summary Era Ancient Magic Civilization
consumption
In arcana, words such as “Hunger is the best The shirt is cursed, and once worn, the wearer will wear
seasoning” and “Can you live without food?” are only it exclusively (fortunately, the shirt never gets dirty due
written in a cluttered manner over this shirt. to the magic power contained in it). To release the curse,
The wearer of this shirt will feel hungry all the time the [Remove Curse] with a success value of 20 is required.
and will require three times the normal amount of Once the curse is lifted, the wearer can remove it. But that
Effect food. The pace of consumption of preserved food alone does not cause the undergarment to lose its magic
and the cost of eating and drinking will be tripled, and power itself (if the wearer has spent an hour casting [Perfect
the cost of lodging combined with eating and drinking Cancellation] with a success value of 40 (see CR III, p. 148
will be doubled. or WT, p. 30), then, the magic power of this shirt will be
At the same time, the wearer gains a +3 bonus to lost).
Death Checks.

Puzzling Sign Base Price: 4,880


Popularity 8 App. Penlight magitech Item Class Adventure Tools
Summary Baffle intelligent enemies Era Magitech Civilization O (Pr. p. 114)
This item can be used with Major Action and consumes 3 MP per This effect only works on characters that
use. have an intellect of 12 or more, or have an
It has “Range/Area: 10m/Shot”. Combat feat [Guided Magic] can intellect of High or Average. It is also
prevent Stray Shots and [Precise Shot] doesn’t affect it. With treated as a Psychic + Curse type. When
“Resistance: Can't” 1 character (Section) is bombarded with illusions. comparing success values, this effect is
Effect
This illusion takes the form of a puzzle or riddle that seems easy but treated as with a success value of 0.
is surprisingly hard to solve, and directs the target's attention to it. The This item can be fitted with one Mana
target receives a -2 penalty modifier on all checks that use Intelligence, Cartridge (see p. 98).
including casting spell checks, for the following “4 - 1d” rounds
(minimum 1).

Mana Cartridge(X/XX) Base Price: 5,200/17,200


Popularity 8 App. Rectangular cartridges Item Class Adventure Tools
Summary Allows magitech mount to use cartridge MP Era Current O (see AW, p. 168)
This processed item can be attached to non-living mounts such as Both attaching and removing the
Manabike. And MP cost for the mount’s movement can be used from Mana Cartridge from an item require 6
the MP of the cartridge. 10 MP are available for X-type and 20 MP are rounds (1 minute) of time. However, if
available for XX-type. If you have a type of magitech that has its own the character has at least 1 level of
MP, you can also add MP with this cartridge. For existing magitechs Artificer class, these actions can be
Effect (without detailed description in this book), only one cartridge can be performed with a single Major Action.
installed, unless otherwise noted. Those with an Artificer class of 1 level
The MP of a cartridge can only be used to operate magitech. or higher can fill this cartridge with MP
with Magisphere (Small) from their own
MP, mako stones, or other cartridges
with Major Action.

95
Part 2 Items

Magitech Helpers Base Price: 6,000


Boxes full of magitech small
Popularity 10 App. Item Class Adventure Tools
creatures
Summary Creates a hut in one hour Era Magitech Civilization
Inside the box are about 20 small magitechs in the form As long as there is at least one character in the
of fairies wearing red hats. After opening the lid of the construction area, the magitechs will suspend their
box and saying the password, the magitechs leap out of actions (they will resume work once the character is
the box with items in their hands and begin to build a hut gone). The activation of this item is done with Major
there. Action and can only be activated once per day. Only the
Effect In this case, the magitech team randomly attempts to person who activated the item by saying the password can
use trees, rocks, and soil within a 10-meter radius as order the magitechs to abort with a Major Action.
building materials. As a result, a small hut is built in the
center of a circular clearing with a radius of 10 meters.
The hut takes about one hour to complete. The hut is
strong enough to keep out the wind and rain.

Careful Auto Looter Base Price: 9,600


Popularity 8 App. Magitech packed in the box Item Class Adventure Tools
Magitech Civilization O (Pr. p.
Summary Automatically rake up loot Era
114)
A large number of small loot-collecting magitechs appear to efficiently Care Mode
collect loot from enemies. At this time, two modes can be selected. The It takes 10 minutes to complete. A
same loot can be collected from up to one body (section), but the time and certain degree of examination is
the fixed loot rolls are different. performed, and the loot rolls are fixed
Effect
at 9.
Fast Mode
It works exactly the same way as the Auto Looter (see p. 93), and it takes
only a minute to complete, but the loot rolls are always 6.

Servant Anchor II/III Base Price: 12,500/50,000


Popularity 14 App. Rock golem in the shape of Anchor Item Class Adventure Tools
Summary Anchor that can be animated with a password Era Ancient Magic Civilization
It is a magical anchor that serves both as a ship's guardian and an Servant Anchor II is a Rock Golem (CR
anchor that is connected to the ship by a chain. At first glance, it II, p. 369 or IB, p. 115). It is mostly used to
appears to be nothing more than a human-shaped anchor. By protect medium-sized ships and larger.
grabbing the chain and chanting the password with Major Action, it Servant Anchor III is an Iron Golem (CR II,
becomes a golem that can protect the ship. The golem will come up p. 373 or IB, p. 118) and is used to protect
Effect from the bottom of the water to the top of the ship in the next round. military ships and large ships.
This golem does not suffer penalties for being underwater and can
not only walk on the bottom of the water but can also swim
underwater. This golem will fight only to protect the ship. It will fight
only on the ship or in the water or underwater around the ship and
automatically returns to the anchor once it has served its purpose.

96
Bottleship of the Sun Base Price: 70,000
Popularity 14 App. Jar containing a model of a ship Item Class Adventure Tools
Summary Creates a galley with rowers Era Divine Civilization
After saying the password with Major Action and placing a bottle in the water, It can be returned to the
a galley boat appears that can accommodate up to 20 people. There are 25 model in a bottle form again by a
rowers on each side, for a total of 50, each is construct in the form of a Soleil password. Both releasing and
with a fresh smile on his face. They are fixed to the vessel and can do nothing returning the ship are done with
Effect
but row the boat (no food or drink is required). The galley can move freely Major Action.
during the day, but stop moving at night. It also has no ability to navigate. The
person using the password must properly direct the vessel's course. Otherwise,
rowers will just paddle straight to wherever they are going.

Swing Launcher Base Price: 5,100


Popularity 12/15 App. Thick tubular launcher Item ClassAdventure Tools
Current O (Pr. PH, p.
Summary +1 to Accuracy, +10m range to throw a projectile Era
114)
This tube can contain a thrown weapon with a 1H* Stance. It must be placed A thrown weapon with this
with Major Action. By using this item with a Major Action, the weapon can assist item cannot be pulled back with
Effect
the thrown weapon attack. The range of such attack is increased by +10m and the a chain or a cord back to hand.
Accuracy check is increased by a +1.

Magitech Wreckers Base Price: 12,000 (Not for Sale)


A box full of human-like
Popularity 10 App. Item Class Adventure Tools
magitechs
Summary Destroys buildings Era Magitech Civilization
Inside the box are about 20 small magitechs in the Activation of this item is done with Major Action and
form of fairies wearing yellow and black striped hats. can only be activated once per day. If even one character is
After opening the lid of the box and saying the present or enters the building, the magitechs will cease their
Effect password, the magitechs fly out of the box with items action and return to their boxes (they cannot be activated
in their hands and start destroying the buildings there. again that day). Those who have been activated by chanting
These industrious wreckers can destroy an entire the password can also order to abort with Major Action.
small hut in an hour, or a large mansion in one day.

97
Part 2 Items

Of course, it is a criminal offense to destroy a building


against the owner's will.

Cold Cheeks Base Price: 110


Popularity 13 App. A cheek cream in a bowl Item Class Adventure Tools
Summary Cannot read facial expressions Era Current O (Pr. p. 114)
A person who has this applied to his cheeks will freeze with It is usually used before a bet that requires a
a ruthless expression on their face. Even if the person is happy poker face, or in negotiations where the user
Effect
or sad, others will see a cold expression on their face. doesn’t want others to be able to read your
emotions.

Secret Sealing Wax Base Price: 280


Adventure Tools
Popularity 11 App. Pink pupa stick Item Class
(Consumables)
Summary Sealing that can only be opened by a specific person Era Ancient Magic Civilization
This sealing chrysalis is melted with one specific person in mind and used This seal is treated as having a
to seal the pupa. This makes it impossible for anyone other than that success value 14. It can be broken
Effect individual to open the seal. No other parts of the envelope can be cut or torn. with [Dispel Magic] with a
Also, if the pupa is heated above the level at which it melts, the entire contents contested check.
of the envelope will burn up in one blast.

Paired Blue-Red Eyes Base Price: 360


Adventure Tools
Popularity 12 App. Pair of red and blue crystal eyes Item Class
(Consumables)
Summary Allows to look into the red eye to see from the blue eye Era Magitech Civilization
When the password is recited to the red eye, the view seen from there becomes The red and blue eyes are
visible through the pair of blue eyes. This effect works no matter how far away fixed pairs. The red eye cannot
Effect the eyes are. Once the user says the password, the effect lasts for 10 minutes. see through other blue eyes.
The effect cannot be stopped, and after 10 minutes, both eyes will shatter and
become useless.

Loud Lips Base Price: 480


Popularity 10 App. Glossy lip balm Item Class Adventure Tools (Consumables)
Summary Allows to speak loudly Era Magitech Civilization O (Pr. p. 114)
A single container contains six doses of lip balm, which, While under this effect, the spellsong range used
when applied to the lips, allows the voice to reach farther for by the character is doubled in radius. The range of
Effect the next 18 rounds (3 minutes). Even when heard at close the Stratagems (see CG, p. 26), as defined by the
range, the voice remains in its normal tone. It arrives reputation, is increased by one step above the
unattenuated. original.

Healing Bomb Base Price: 1,600


Popularity 8 App. Liquid in a large glass bottle Item Class Adventure Tools (Consumables)
Summary Recovers HP within 3m Radius/5 Era Current O (see AW, p. 169)
The liquid gasifies while throwing at the target If the user has learned the combat feat [Precise Shot], they
point, restoring “Power 20 + 5” HP in a 3m can throw a bomb at the 1 character (section). In this case, the
radius/5. The bomb has no effect on constructs and target will be always affected, and other targets will be selected
Effect the undead. randomly.
Even if the thrown weapon user has the combat feat
[Guided Magic] or [Magic Control], a Stray Shot will still
occur.

Candle of Resentment/Candle of Sorrow Base Price: 2,020/4,020


Popularity 13 App. Big candle Item Class Adventure Tools (Consumables)
Summary Deals curse magic damage Era Ancient Magic Civilization O (Pr. p. 114)
These candles can be lit with Major Action. Once If this is attempted, both the user and target need to make
lit, they will continue to burn for one hour, Willpower and compare their success values. If the candle
Effect
regardless of whether they roll on the ground, are user outweighs the target, the effect occurs and the target is
dealt 1d (Candle of Resentment) or 2d (Candle of Sorrow) +

98
subjected to strong winds, or are doused with water; MP expended curse magic damage. If there is a tie or the
after one hour, they will burn out. target is rolled higher than the user, the effect will not occur.
A character holding one of these lit candles in When lit, these candles also produce a light that
their hand may attempt to inflict a curse magic illuminates a 10-meter radius around the candle.
damage on a character (section) at “Range/Area: They cannot be brought into the area of effect of Fairy
10m/Target” by reciting the password with the Magic [Fire Break] (see WT, p. 83) from outside while lit.
Major Action and spending any number of MP When you do so, the Magic Power contained in these candles
(minimum 1) up to their adventurer level (or will be extinguished along with the fire (they can still be used
monster level). as simple candles). If a candle is already lit and is brought into
the area of effect of [Fire Break], neither the fire nor their
effect will be extinguished.

Escape Marbles Base Price: 2,840


Popularity 8 App. Dull red palm-sized balls Item Class Adventure Tools (Consumables)
Summary Escape enemy close contact on impact Era Current O (Pr. p. 114)
User can drop marble that produces a large amount of Can be activated with Major Action or Minor
impact with 1 MP and allows the user under the effect of a Action. If used with Minor Action, all Escape Marbles
unique skill such as [Entangling] or [Engulf] to move will be used at the same time and two or more items
Effect
regardless of blocked movement or unique skills. will be consumed unnecessarily.
When used in Major Action, it is used as a 1H item
and can be used with another item in the same hand.

Anti-aircraft Chain/Black Anti-aircraft Chain Base Price: 3,200/14,400


Popularity 8 App. A long, thin tube filled with chains Item Class Adventure Tools (Consumables)
Summary Captures those with the ability to fly Era Current O (Pr. p. 114)
This item must be placed on the ground beforehand. Also, if the target has [〇Flying], [Sword’s Grace
The installer must have 10 minutes to place the item and /Wings Of The Wind], or similar abilities (that gives a
must make a Set Trap check for future resistance checks. bonus modifier to Accuracy checks and Evasion checks
The placement itself will automatically succeed, and no for melee attacks while flying), they lose them. However,
check will be performed at this time. if the loss of the effect is conditional on the HP of
In combat, an ally or user may activate this item with a multiple sections falling to 0 or below, the
Major Action. To activate the item, the character must be corresponding number of sections must be entangled by
in in “Range: Touch” of it. The activated Anti-aircraft this item.
Chain/Black Anti-aircraft Chain will attempt to tangle To remove the chain, the target must follow the “de-
with a character (section) that is also located at the same bonding” procedure (see BT, p. 28) with the Target
Effect
coordinates or in the same skirmish. The character who Number of the previous Set Trap check. When the
activates this item decides which character (section) will monster tries to do so, its Fortitude should be rolled
be entangled. against Target Number.
The target must roll the Evasion versus Set Trap check This item is lost, regardless of whether or not it has
rolled earlier. If the success value of the Set Trap check been used to effect. However, the material, Binding
is greater than the success value of the Evasion check, the Chain/Jet-black Binding Chain, can be recovered and
target is entangled. used again for further processing.
Anti-aircraft Chain cannot bind to characters with an
adventurer level or monster level of 10 or higher. Black
Anti-aircraft Chain does not have this level limitation.

Skunk Bomb Base Price: 1,920


A glass jar containing a yellow
Popularity 14/17 App. Item Class Adventure Tools
powder
Summary Spreads a stench within a 3-meter radius Era Current O (Pr. PH, p. 57)
The target must perform a Fortitude of Target Number 18 The stench lasts 30 seconds (3 rounds) outdoors
if they have a sense of smell. Failure to do so will result in and 1 minute (6 rounds) indoors. In addition, the
blindness, and the target will not be able to speak or use any stench will be transferred to any of the character’s
techniques. Also, a character with a sense of smell outside the personal belongings or equipment within range and
range must perform a similar check when entering the range, will not be removed until they are cleaned with water
Effect
and if it fails, the movement will be canceled. This effect is of or other means. This is very annoying when going to
the poison type. public places or meeting with others. Also, Hide
checks with the odor on them will automatically fail.
This remaining stench is also effective against
characters with Poison Immunity.

99
Part 2 Items

Torch Helmet Base Price: 1,250


Popularity 8 App. Helmet and attached torch Item Class Accessory: Head
Summary Can shine light Era Current
This item is a helmet worn on the head with Torch. It is possible The torch can also be removed from the
Effect
to light the torch while wearing it on the head. helmet and held in the hand.

Watchful Eye Base Price: 2,000


Hat with a picture of large eye on the
Popularity 12 App. Item Class Accessory: Head
head
Summary +2 to Danger Sense checks for surprise attacks Era Magitech Civilization
The character receives a +2 bonus to Danger Sense If the equipped character does not have sight, they
Effect
checks for surprise attack checks. will not receive this bonus.

Safety Helmet Base Price: 2,000


Helmet with inner lining covered by a brittle
Popularity 8 App. Item Class Accessory: Head
hard outer shell
Summary Allows to evade heavy damage once Era Magitech Civilization
The helmet absorbs impact by breaking the outer shell when Monster Unique Skill [▽ Painful Strike]: Damage
it takes a heavy blow, preventing damage to the wearer. added by this ability is set to 0.
Whenever a person equipped with this item suffers physical Damage increases due to Defensive Fumble (see
damage from a weapon or similar attack, they may, once and AW, p. 81): Automatic failure on Evasion is
only once, revert effects that can deal additional damage to the prevented and treated as a normal failure. no
wearer as a result of the dice roll as described below. experience points are gained for automatic failure.
Effect
Critical on Power Table: After rolling the first 2d roll, the attack The GM may also apply any other rule that, in
can be changed to having Critical Threshold None (so it cannot their judgment. Removing any additional damage
be crit). increase.
[Sword’s Grace /Change Fate]: Changes back effect of Change When this effect is used, the equipped Safety
Fate to the original result (Change Fate] is used.) Helmet is destroyed.

Wig of Chills Base Price: 2,500


Popularity 10 App. Black wig Item Class Accessory: Head
Summary +1 to Danger Sense checks Era Magitech Civilization
A character equipped with this wig gains a +1 This causes all hair on this wig to stand back for 10 seconds
Effect
bonus to the Danger Sense checks. (1 round) on a successful Danger Sense check.

Headband of Resentment Base Price: 4,000


Popularity 13 App. Rolled head towel Item Class Accessory: Head
Summary Returns damage received as a curse Era Ancient Magic Civilization O (Pr. p. 114)
The user who is equipped with this item may return With Major Action, a number of points equal to the
to their opponent as a curse one damage (from a single applied damage chosen can be returned as a curse magic
attack or effect) received from the end of their damage to the target (section) who was dealt the damage.
previous turn to the beginning of their current turn This effect is treated as “Range/Area: Infinite/Target” and
Effect (the player will need to keep track of how many does not require the opponent to be visible. In this case,
damage points they have received from whom if they both parties perform a Willpower and compare their
want to use this item). success values. If the one attempting to return the damage
is higher, the effect occurs. If there is a tie, or the first one
to give the damage is higher, no effect will occur.

100
Holy Parrot Base Price: 4,106
Popularity 12 App. Hat with a large toy parrot on top Item Class Accessory: Head
Repeats caster's Divine Magic with Magic Power 0.
Summary Era Magitech Civilization
Cannot hide
The parrot recasts the Divine Magic that the user cast in the If the user has cast more than one Divine
round with Magic Power 0 at the end of their turn. In this case, the Magic in that round, any one of them may be
target can be chosen separately. However, this parrot's magical use chosen to be cast.
is not affected by any active combat feat. MP is expended as usual, This parrot is very loud and annoying,
Effect
and a mako stone may be used as a substitute. continuously imitating the person equipping it
(especially the last words). With it equipped,
Hide checks automatically fail, and Listen
checks are subject to a penalty of -4.

Angel Ring Base Price: 5,000


Popularity 12 App. Golden ring with fine arcana engraving Item Class Accessory: Head
Put the wearer into a deep sleep state. Loses magic power when
Summary Era Ancient Magic Civilization
removed after wearing
When placed on the head, the wearer falls into a magically induced There is no other way to wake them up
deep sleep and remains sleeping for as long as the circlet is worn. While except to remove this wheel. Once placed
Effect
sleeping, the wearer is unaffected by time, as though it had stopped and removed, the ring loses its Magic
only for them. Power.

Crown of the Saint Base Price:


10,000
Popularity 14 App. Majestic crown Item Class Accessory: Head
When using the power table for healing magic, even double 1s will recover Ancient Magic
Summary Era
the Magic Power of HP Civilization
When a character equipped with this crown casts an HP recovery spell that uses No experience points (50
the power table to determine the amount of recovery, even if the result is double points) are awarded for
Effect
1s, it is not considered an automatic failure, but a 0, and the character can recover automatic failure in this case.
the number of points added to the Magic Power.

Sun Hat Base Price: 13,300


Popularity 14 App. Silk hat Item Class Accessory: Head
Summary For a short time, invoke the light of the sun Era Ancient Magic Civilization
A small sun (light ball) shoots out from the top of the silk This effect cannot be used again until 30 points
hat when the password is chanted with Minor Action. It lights of MP are fed to this item. Replenishment can be
Effect
the radius of 10 meters from the equipped character in the made by the Sorcerer or Conjurer as a Major Action,
sun’s light. The small sun lasts for 3 rounds (30 seconds). consuming MP from caster or the mako stone.

101
Part 2 Items

Crown of Riches Base Price: 25,000


Crown decorated with gemstones in the shape of a
Popularity 14 App. Item Class Accessory: Head
cross
When healing multiple targets, you can roll for each target and
Summary Era Ancient Magic Civilization
then distribute the results. Men only
The effect of this item appears when magic that recovers HP using a It is also useful when magic such as
power table such as [Cure Wounds] is cast on multiple targets at the [Cure Wounds] is used to damage
same time, such as with [Metamagic/Targets]. In this case, the wearer undead, and the result of the resistances
can determine the amount of recovery for all the targets first and then can be determined before the sorting (for
Effect distribute the result to any targets one by one. When this effect is example dealing the most damage to
applied, the Spellcasting checks must be performed all at once. targets that failed resistance).
This effect doesn’t work when firing a [Healing Bullet] at multiple This effect only works when
targets with [Twin Strike]. It also does not apply to non-magical healing, equipped by male characters.
such as a “Healing Bomb” (see p. 98).

Ruby Glasses Base Price: 2,000


Item
Popularity 12 App. Glasses with ruby lenses Accessory: Face
Class
Nullifies a Fortitude and Willpower check for effects that cause sleep can be Magitech
Summary Era
changed from a failure to a success Civilization
If the wearer of the glasses fails the Fortitude and Willpower effect check for effects that cause sleep, destroying
Effect
the glasses changes the check to automatic success.

Sympathy Piercing Base Price: 2,000


Popularity 11 App. Round stone piercing like amber Item Class Accessory: Face
Summary Stratagems can affect animals Era Magitech Civilization
It is a piercing to be applied to the lips. The wearer of this item can use it to give the effect of Stratagem to
Effect
animals or mythical beasts with “Language: None” and “Intellect: Low” or “Intellect: Animal”.

Taste Piercing Base Price:


2,000
Popularity 11 App. Round and small tongue piercing Item Class Accessory: Face
Summary Sensitize taste buds, +2 to Herbology check Era Magitech Civilization
It sharpens the wearer's sense of taste and allows them to enjoy flavors more deeply. At the same time, they
Effect
gain a +2 bonus to Herbology checks that are made by tasting (licking, sipping).

Powered Night Goggles Base Price: 3,000


Popularity 10 App. Goggles with yellow lenses Item Class Accessory: Face
Summary See in darkness as though it were daytime Era Magitech Civilization
This is an upgraded version of Night Goggles (see CR II, The MP stored in this item can only be used to
p. 192). activate the effects of [Darkvision]. The MP of this
The wearer can gain the effect of [Darkvision] for 10 item can be replenished by a character with the
seconds (1 round) by consuming 1 point of MP with Minor Artificer class by using MP from himself or the mako
Effect
Action. The MP consumed can be either the item's own 10 stone. This MP replenishment is performed as a
points of MP or the wearer's own MP each time it is used. Major Action and requires a magisphere (small).
The wearer can also attach one Mana Cartridge (see p. 98),
which gives it additional MP.

Black Eye Patch Base Price: 4,000


Popularity 14 App. Black eye patch covering one eye Item Class Accessory: Face
Allows to get Magic perception after 6 hours of
Summary Era Ancient Magic Civilization
continuous use
This eye patch aids vision and is treated as if the wearer can After 1 minute or after putting the patch back
see with both eyes while wearing it. on loses this effect. The eye patch must be worn for
Effect If the eye patch is used for more than 6 hours in a row and at least 6 hours to gain magic perception again.
then removed (Major Action is to remove it), the wearer gains
magic perception for the next minute (6 rounds).

102
Mask of the Fearless Base Price: 4,520
Mask of the mythical beast with a prominent golden Item
Popularity 11 App. Accessory: Face
mane Class
When recovering from 0 HP or less to 1 or more, an additional 10 Ancient Magic Civilization O
Summary Era
points of HP are recovered (Pr. p. 114)
Those equipped with this will recover an additional 10 points of HP as soon as their HP recovers from 0 or
Effect
less to 1 or more. This also includes the case of recovery with the [Awaken] spell (see p. 195).

Red Glasses Base Price: 7,500


Popularity 12 App. Glasses with red lenses Item Class Accessory: Face
Failure of Fortitude and Willpower checks for effects
Summary Era Magitech Civilization
that cause sleep can be changed to success
When a character equipped with this item fails a Fortitude This effect is not available if the effect has
and Willpower check for an effect that causes sleep, the Resistance: Can't (no resistance check) or the
Effect character may change the failure to a success by spending opponent's action check is an automatic success
“Success Value needed to succeed x 3” HP. If wielder do not (double 6s), or conversely, if there is an automatic
want to spend the HP, they can leave it as a failure. failure (double 1s) in the resistance check.

Hunter's Analyzing Mirror Base Price: 9,600


One pair of glasses with hooks for the
Popularity 13 App. Item Class Accessory: Face
ears
When the Monster Knowledge check fails, the level
Summary of the target is known. On success, +1 is added to Era Magitech Civilization
Accuracy checks
A character equipped with these glasses can know the Also, if the wearer himself succeeds on a Monster
Effect level of the target (monster level or adventurer level) even if Knowledge check, they gain a +1 bonus to their own
the monster knowledge check fails. Accuracy check against that monster.

Heavy Scale Mask Base Price: 10,000


The jade-colored mask worn completely over the
Popularity 14 App. Item Class Accessory: Face
head
Allows breathing underwater. Penalty equivalent to metal armor
Summary Era Ancient Magic Civilization
when using magic underwater
This is an upgraded version of Scale Mask (see CR II, p. 184). The rest of the process is the same as
The wearer of this mask will be able to breathe and speak in the section on “Underwater Behavior in
Effect
underwater. They may also cast magic underwater, but their Combat” (see CR II, p. 34).
Spellcasting checks incur a penalty equivalent to that of metal armor.

Double Mask Base Price: 18,800


The black mask with a small
Popularity 10 App. Item Class Accessory: Face
head covering
Copies the face of the immediate previous
Summary Era Magitech Civilization O (Pr. p. 114)
wearer
When this mask is put on, it changes into the The change lasts as long as wearer continues to wear the
face of the person who was wearing it immediately mask and cannot be removed except by removing the mask.
Effect before. The mask only captures facial features Even if the mask is taken off and put back on, the face remains
and tone of voice, not memories or knowledge. the same. However, if another character puts on the mask after
taking it off, it will change to the face of the previous wearer.

103
Part 2 Items

Grotesque Mask Base Price: 118,000


Popularity 14 App. Ominous-looking golden mask Item Class Accessory: Face
Recovers HP and MP during [Alternate
Summary Era Ancient Magic Civilization O (Pr. AW p. 167)
Form]
A nightmare equipped with this mask automatically Also, if the nightmare uses the ability of [Alternate
Effect regains one point of MP every three minutes (18 Form], it recovers 5 MP and 5 HP points every 10 seconds
rounds). (1 round) and at the end of its turn.

Silent Mask Base Price: 1,000 (Not for Sale)


Popularity 9 App. Mask covering the mouth with runes written on it. Item Class Accessory: Face
Summary Makes a mute Era Magitech Civilization
The person wearing this item becomes incapable of speaking. The item is often used in kidnapping and other
Effect
crimes, and is therefore contraband.

Lover's Receiver Base Price: 100


Popularity 8 App. Silver earrings Item Class Accessory: Ear
Summary Hear the sound of a particular Lover's Flute Era Current
The person equipped with this will be able to hear the sound of the “Lover's Flute” set to the same tone. For
Effect
more information, see Lover's Flute (see p. 93).

Recording Earrings Base Price: 1,600


Popularity 16 App. Earrings with swinging orbs Item Class Accessory: Ear
Continuously records an hour's worth of sound at all
Summary Era Magitech Civilization O (Pr. p. 114)
times
This earpiece is constantly recording. It can record up to 1 When the earpiece wearer dies, the recording
hour, but it is always overwritten from the oldest to the stops. By replaying the recording, it is possible to
Effect
newest so that the most recent hour is always recorded. know the circumstances of the death, but only in
audio form.

Watchful Doll Base Price: 2,800


Large dangling earrings in form of a
Popularity 13 App. Item Class Accessory: Ear
doll
Summary +4 to Accuracy with [Aimed Shot] Era Magitech Civilization
This earpiece assists the [Aimed Shot] by whispering The wearer of this item gains a +4 bonus on
Effect precise instructions in the wearer’s ear when they are in Accuracy checks for shooting that would otherwise be
the crosshairs. affected by [Aimed Shot].

Linkpearls Holder Base Price:


3,000+
Earrings that can be fitted into earrings as
Popularity 8 App. Item Class Accessory: Ear
decoration.
Summary +Multiple Linkpearls can be equipped at the same time Era Current
These earrings can be fitted with multiple Linkpearls (see p. 418), The price of this item depends on how
allowing for multiple pieces to work at the same time. It does not many can be inserted at the same time: two
expand the capabilities of the Linkpearls themselves and does not can be inserted for 3,000G; three for 6,000G.
change the limitation that only one pair of earrings can speak to Each additional Linkpearls costs 1,000G
Effect
each other at a time. Also, while the holder can be left in place for more than the total number of Linkpearls. In
listening, the holder must be removed for speaking, or else the other other words, four is 10,000 G and five is
earrings will be activated at the same time (so the wearer can 15,000 G, and so on.
effectively broadcast).

Alarm Earrings Base Price: 3,200


Popularity 12 App. Earring with a small whistle dangling from it Item Class Accessory: Ear
Magitech Civilization O (Pr. p.
Summary Automatically sounds an alarm when the wearer falls asleep Era
114)
If the wearer falls asleep, this item will automatically emit a loud This effect can occur only once a day.
Effect noise in an attempt to wake them up. This effect is treated in the same If a character goes to bed with this item
way as spellsong [Early Bird] (see CR II, p. 106 or WT, p. 115) with a equipped after the effect occurs, the effect

104
success value of 15, with a radius of 50 meters. The sound continues of this item will occur automatically at 6:00
for 1 minute (6 rounds) and cannot be stopped. a.m. the next morning.
Bat's Earrings Base Price: 3,500
Popularity 14 App. Bat-shaped earrings Item Class Accessory: Ear
Summary Able to act even when blind Era Magitech Civilization
The earpiece enables the wearer to recognize its surroundings As a result, they can act even when they are
Effect by emitting an ultrasonic sound like a bat and hearing the blind, reducing the penalty to -2 when they attack,
echoes. etc.

Tongues Earpiece Base Price: 5,000+


Popularity 14 App. White ring-shaped earrings Item Class Accessory: Ear
Summary Able to understand a specific language Era Ancient Magic Civilization
The wearer of these earrings will be able to listen to and understand up to The base price for this item is
five different spoken languages. Depending upon the specific set of earrings, 5,000 G for all five set languages,
not all five of the languages may have been chosen and can be set by the but 5,000G for each unset language
Effect wearer. However, once a language is chosen, it cannot be unchosen. present.
Additionally, the magic of these earrings does not allow the wearer to be able As a result, they can act even
to read or write in any of the chosen languages. when they are blind, reducing the
penalty to -2 when they attack, etc.

Stone Man's Earring Base Price: 6,640


Item
Popularity 15 App. Earrings with dangling round stones Accessory: Ear
Class
Ancient Magic
The body becomes covered with stone and increases Defense in exchange for
Summary Era Civilization (Pr. p.
body movement
114)
When equipped with this earring, the wearer’s body becomes slightly petrified. Note that Fluorites can
Effect Therefore, the dexterity or the agility (which is determined for each individual earring) also benefit from this item.
is reduced by -6. Instead, the character gains +1 to Defense.

Heart Bond Earrings Base Price: 10,000


Popularity 14 App. 2 pairs of heart-shaped earrings Item Class Accessory: Ear
Summary Split the damage to MP Era Ancient Magic Civilization
The earrings come in a set of two pairs of four (the price is for one This effect applies only when the MP is
set), and only when each pair is equipped by a different character will damaged by external factors such as other
the effect of this item appear. characters or traps. This effect cannot be
If either one of the earpiece wearers suffers a damage to MP, the applied when MP is voluntarily consumed
Effect other who is wearing the earpiece can take on any number of points by spells or techniques, or when MP is
up to half (rounded down) of the applied damage. However, the reduced as the cost of divinations.
other person cannot take so much damage as to reduce the other
person's MP to less than 0. This effect can be applied no matter how
far apart the two people are equipped with the earring.

Soul Bond Earrings Base Price: 10,000


Popularity 14 App. 2 pairs of human-shaped earrings Item Class Accessory: Ear
Ancient Magic
Summary One person's five senses are shared with another Era
Civilization
The earrings come in a set of two pairs of four (the price is for one set), and only when If either of the release
each pair is equipped by a different character will the effect of this item appear. passwords is recited, the
When one of the earpiece wearers chants the password, it is transmitted to the other effect immediately ends.
earpiece wearer. When the other person also chants the password, the information felt
Effect by the five senses of the second person is also felt by the first person who initially chanted
the password. During this time, first person themselves feel nothing and cannot move
(you can only chant the password to end an effect, which is described below). Also, in
this state, the two cannot talk or communicate with each other. The other person can
only experience what the other person sees and feels.

105
Part 2 Items

Dead Man's Earring Base Price: 10,640


Popularity15 App. Earrings with dangling bone fragments Item Class Accessory: Ear
Ancient Magic Civilization
Summary Misleads the undead into believing that the wearer is undead Era
(Pr. p. 114)
The wearer of this earring will be misidentified as undead by undead with This does not apply in the case
“Intellect: None”, “Intellect: Animal”, or “Intellect: Low”. This means that of undead who are acting under the
these monsters will not consider the wearer of the earring to be an attack direct instruction of others. The
target. If a monster with the combat feat [Magic Control] uses magic that content of the instructions takes
affects range for the purpose of damage, the earring wearer will be excluded precedence.
Effect
from the target. In addition, if the person
equipping this item inflicts damage
on an undead in any way, all undead
on the battlefield will no longer be
affected by this effect.

Potion Injector Base Price: 740


Popularity 9 App. Metal collar with vials attached Item Class Accessory: Neck
Can use potion with Minor Actions that have been prepared in
Summary Era Current O (Pr. p. 114)
advance
If a potion is placed in a vial attached to the collar, it can be injected It takes 10 minutes to transfer the
into the wearer's body through the collar, or sprayed with a scent, etc., potion to the vial and secure it to the collar.
Effect to have an effect on the wearer. Only one bottle of potion can be used Once the potion is set in the vial, it cannot
in the Minor Action, and it can also be used with the combat feat be returned (it must be used or discarded).
[Potion Master].

Ribbon of Lovely Transformation Base Price: 1,700


Popularity 12 App. Ribbon-shaped tie Item Class Accessory: Neck
Summary Appearing to be clothed in any garment Era Magitech Civilization
When the wearer says the command word, makes a specific gesture In the Magitech Civilization Period, it
and expends 1 MP with Major Action it creates an illusion and makes was one of children's toys. When a Detect
the wearer appear to be wearing a garment of their choice for one hour. check (see CR III, p. 91) is performed
No special effects, modifications to Evasion, Defense, etc. will be against this illusion, no dice are rolled and
Effect
granted. It also will not pass a physical inspection. The effect can be the appearance is revealed to be an
canceled with Minor Action. illusion.
One Mana Cartridge (see p. 98) can be
attached to this item.

Blood Crystal Choker Base Price: 2,600


Popularity 12 App. Black choker with red crystals Item Class Accessory: Neck
When destroyed, it recovers 20 points of HP. Max HP -5
Summary Era Ancient Magic Civilization
while equipped
When this choker is worn, blood is sucked into the crystal part The HP recovery effect of this item can
that touches the neck, and the maximum HP is reduced by 5 points. only be used if the item is equipped for at least
The wearer may destroy it at any time (not necessarily during their one full day. If the wearer removes the item,
Effect
turn), thereby restoring his maximum HP (+5) and the current HP they must continue to equip it for at least one
value by 20 points. full day.
This effect has no effect on Fluorites.

106
Backwater Necklace Base Price: 6,000
Popularity 13 App. Thin chain necklace Item Class Accessory: Neck
Summary Enhances abilities for 3 rounds Era Magitech Civilization
When a person equipped with this item casts the password, they gain +12 in Removing the necklace
dexterity, agility, and strength for the next 3 rounds (30 seconds). This effect can only does not restore the
Effect
be used once per day, and after it is used, dexterity, agility, and strength are reduced reduction in the ability score.
by -6 (minimum value 1) until 6:00 a.m. the next day.

Tusk of the Bear King Base Price: 30,000


Popularity 10 App. Necklace with giant bear fang Item Class Accessory: Neck
Summary [Bear Muscle] +1 Era Ancient Magic Civilization
This necklace is made from the fang of an abnormally grown individual This effect is cumulative with that of
Effect bear. If the person equipping it uses the technique [Bear Muscle] (see CR Small Bear Claws/Bear Claws (see CR
II, p. 90 or WT, p. 108), the Strength modifier is increased by +1. II, p. 186 or AW, p. 151).

Survival Coat Base Price: 180


Popularity 0 App. Long coat with a bright white surface Item Class Accessory: Back
Summary The coat can be used for both heat and cold protection Era Current
It is a coat that covers the entire body and is made of highly insulating material. But it is not capable of
In extremely hot deserts, it blocks the hot sunlight, and in extremely cold ice reducing or hindering the damage
Effect
fields, it prevents the outflow of body heat. For this reason, it is a favorite of or effects of fire type or water/ice
adventurers who challenge such harsh terrain. type.

Shield Arm Base Price: 2,000


Jointed prosthetic arm made of
Popularity 12 App. Item Class Accessory: Back
metal
Summary Can have an extra shield Era Magitech Civilization O (Pr. p. 114)
This prosthetic limb can be equipped with a shield of If the wearer fails an Evasion check and suffers
minimal strength 15 or less (without taking into account physical damage, the shield will be removed from the
the strength of the wearer) for 1 minute (6 rounds) of impact. Even if wearer has more than one Shield Arm
time. Wearer still needs [Armor Proficiency/Shields], equipped, only one shield can have Defense applied to
[Armor Master] to equip A Rank or higher shields. it at a time (chosen at the time of the damage). Only the
Effect The equipped shield will increase the equipped shield to which Defense is applied will be removed from
person's Defense. However, the Evasion modifier is not the impact.
applied and any special effects of the shield will not occur.
If the user only has shield in the Shield Arm in their
hands, there will be no Defense increase from [Armor
Proficiency/Shields].

107
Part 2 Items

Inverness, a Beautiful Star Base Price: 3,000


Popularity 11 App. Dark inverness cape with a star pattern Item Class Accessory: Back
Summary Creates Throwing Stars Era Magitech Civilization
The wearer may use a Minor Action to create a Throwing Star B- This effect can be used as many times as
rank thrown (see p. 78). This is treated as equipping a weapon (see necessary, but the Throwing Star created by
Effect
CR I, p. 206 or CG) and cannot be done after a Major Action has this effect will disappear after 10 seconds (1
been taken. round).

Modified Weapon Holder Base Price: 5,000


Popularity 6 App. Backpack with hooks Item Class Accessory: Back
Summary A weapon or shield can be held on the back Era Magitech Civilization
It is an improved version of the Weapon Holder (see AW, p. 151). It has room to hold up to two weapons or
Effect shields at the same time, and can be used to equip and store weapons, shields, and hand-held items in Minor
Action.

Quick Dresser Base Price: 5,200


Popularity 6 App. Large box with double doors Item Class Accessory: Back
Summary Carry spare armor and assist in its donning and doffing Era Current O (Pr. p. 114)
This item can be equipped on the “Back” or held with both hands as a “Stance: To re-equip the Quick
2H” item. It cannot be carried as the “Other”, and must always be carried on Dresser that was on the ground
the “Back” or held in both hands, unless using an animal or cart, or using a on the back, two Major Actions
special storage device such as a Storage Bracelet (see CR II, p. 190 or AW, p. are required: to “pick it up” and
154). “equip it”.
This accessory can be used to store any armor inside.
Effect
This accessory will only function when it is placed on the ground. This item
can exceptionally be “grounded” or “removed from the back and placed on the
ground” with an Minor Action. The character can then enter it to equip the
armor it is equipped. This armor exchange can be done with a Minor Action,
including entering and exiting the Quick Dresser. If the coordinates of the Quick
Dresser are the same, any character can enter the Quick Dresser.

Arachne Walker Base Price: 6,000


Popularity10 App. Numerous legs projecting to the rear magitech Item Class
Accessory: Back
Magitech
Summary Can crawl freely on walls and ceilings Era Civilization O (Pr.
p. 114)
The wearer can crawl around walls and ceilings with the legs of this device by spending This item can be
2 points of MP at the beginning of their turn. The movement is 10 regardless of the fitted with one Mana
equipped person's agility and is limited to Normal Move or Limited Move (Full Move is Cartridge (see p. 98).
Effect
not available). The equipped person can use their limbs freely. To remain attached to a
wall or ceiling, the player must continue to expend MP each turn; if they does not expend
MP, they will fall from it at the beginning of their turn.

Thunderbird's Plumage Base Price: 8,400


Popularity 12 App. Fancy cloak with Thunderbird feathers and beak Item Class Accessory: Back
Summary Lightning damage -3 Era Magitech Civilization O (Pr. p. 114)
Effect A character equipped with this can automatically reduce incoming lightning type damage by -3.

Smart Animal Sack Base Price: 9,000


Popularity 14 App. Backpack with an animal fur pattern Item Class Accessory: Back
Warns and guides by arcana. +1 to Search, Monster
Summary knowledge, Danger Sense, and Trap Detection Era Ancient Magic Civilization
checks
This sack speaks to the wearer in arcana, treating them If the wearer fails these checks, they will be sighed
as a friend. The conversation is pleasant, but the attention at and taunted for a while. And if it is a success with
and guidance that comes from the top are too frequent to exactly the right roll (i.e., it would have failed without
Effect ignore. Because it is knowledgeable and aware, if the the bonus given by this item), the wearer will be treated
wearer can speak arcana, they gain a +1 bonus on Search to a few words about how the sack was indispensable.
checks, Monster Knowledge checks, Danger Sense If it is a success with a high success value or an
checks, and Spot Trap checks.

108
automatic success that has nothing to do with the
bonus, the item may praise the wearer.
Magnetic Glove Base Price: 4,000
Gloves for one hand with a dull shiny metal disk in the
Popularity 13 App. Item Class Accessory: Hand
palm of the hand
Summary Attracting a weapon or item you have tuned in to your hand Era Magitech Civilization
This item needs to be attuned to one weapon or hand-held item for 10 This effect can be used with
minutes. Minor Action, but it is treated as
The user can use the “Area: Shot (but no Stray Shots will occur, but there equipping a weapon (see CR I, p.
must be no obstacles in the way)” effect to emit a tractor beam to the weapon 206 or CG) and cannot be done after
or item, pull it to hand, and grab it (equip it) by consuming MP. The weapon performing Major Action.
or item must not be held by another person or fixed to something. The A Magnetic Glove can have only
Effect
weapon or item will fly straight along the beam. The 1 MP consumed for one weapon or item attuned to it,
every 5 meters of distance to the weapon or item (rounded up). and when a new weapon or item is
attuned, the previous attunement is
automatically lost.
One Mana Cartridge (see p. 98)
can be attached to this item.

Rainbow Ring Base Price: 5,000


Metal ring with iridescent reflections on its
Popularity 10 App. Item Class Accessory: Hand
surface
Summary Emits light of various colors to illuminate surroundings Era Magitech Civilization
This ring is an upgraded version of the Shining Ring (see CR II, p. However, this effect only works while
188). the ring is worn, if removed the ring stops
This ring emits light when the person equipped with the ring chants shedding light. The light cannot be
Effect the command word with Minor Action, illuminating a 10-meter radius turned off by any action other than
around the ring. By using different words, the ring can emit light of removing the ring.
various colors. If it illuminates with white light, it is considered to be the
same as a [Light] spell (see p. 176).

Bracelet of Seven Changes Base Price: 5,200


Popularity 13 App. Bangle decorated with six large jewels Item ClassAccessory: Hand
Magitech
Summary Instant change of registered clothing, the armor of minimal strength 5 or less Era
Civilization
For each jewel, wearer can register and store up to 6 pieces of clothing or nonmetallic One Mana Cartridge
armor with a minimum strength of 5 or less. Registering clothing and armor takes 10 (see p. 98) can be
minutes time. attached to this item.
Effect If they are wearing one of the garments or armor registered in the jewels, they can
instantly change into another registered garment or armor by spending 5 MP with Minor
Action and casting the password while touching this bracelet. The previously worn
garment or armor will be stored in the registered jewels.

Catcher Base Price: 6,400


Popularity 9 App. A one-handed glove that has adhesive liquid Item Class Accessory: Hand
Summary Can grab and evade flying items Era Current O (Pr. p. 114)
This accessory cannot be equipped in the other “Other” part. This effect can only be attempted once
Also, it will not be effective if the arms corresponding to the left and per round per equipped Catcher.
right sides of the equipped arms have weapons, shields, or other The ammunition caught by this effect can
items. Weapons with “Stance: 1HW” do not interfere with the be reused, even if it is supposed to be
effect of this item. destroyed on miss. However, if an Absorbing
The glove has a sticky liquid on its surface. When targeted by a Arrow (see AW, p. 126) is caught by this
ranged weapon other than a gun, the wearer can make an Accuracy effect, the accessory attached to the Absorbing
Effect
check using one of the Fighter, Grappler, or Fencer classes instead Arrow is destroyed in as well as Absorbing
of an Evasion check. If the success value exceeds the value of the Arrow.
opponent's Accuracy check, the attacker can avoid the fire and catch
the thrown weapon or ammunition used in the attack. If the
shooter's Accuracy check is tied or exceeded, the attack is treated
as a normal hit; if the shooter does this against a shooting weapon
attack (bow, crossbow, or equivalent), they suffers a -4 penalty.

109
Part 2 Items

Grendal Fire Fist Base Price: 6,540


Popularity 13 App. Fists with Grendal's holy symbol Item Class Accessory: Hand
Summary Engulfs “Punch” with fire. Price for set Era Ancient Magic Civilization
This accessory cannot be equipped in the other “Other” part. This effect is always applied once the
It will should be equipped on both Right Hand and Left Hand password is recited. It is not possible to reject
parts (price is for both hands). effect after the roll. If the character's MP
The wearer can with Minor Action wrap their hand in fire and cannot be consumed, the character's MP will
roll 1d. The user expends MP equal to the 1d, and suffers fire be set to 0 and only damage will be applied,
magic damage equal to the number of points of the roll. At the with no increase in damage.
Effect same time, for the next 10 seconds (1 round), attacks with weapons This effect may be used as many times as
that enhance “Punch” become of fire type and damage is increased they wish during their turn, as long as they
by the 1d rolled number of points. recite the password, but each time they do so,
they must spend MP and suffer damage. And
damage increase is not cumulative. Use only
the maximum result during that turn.
This item is also Grendal's holy symbol.

Big Gloves Base Price: 8,000


Gloves that are too big for
Popularity 13 App. Item Class Accessory: Hand
hands
Allows equipping a weapon or shield with
a minimal strength of 5 more than the
Summary Era Magitech Civilization
original. Equipped at both hands and
priced as a set
This accessory cannot be equipped in the The wearer of these gloves may equip a weapon or shield with
other “Other” part. It will should be equipped a minimal strength 5 higher than their own strength, or in the case
Effect on both Right Hand and Left Hand parts of the Fencer class, up to “half strength (rounded up) + 5” (for
(price is for both hands). example, if strength is 7, they can equip a weapon or shield with a
minimum strength of 9).

Magician's Gloves Base Price: 11,200


White gloves with magic characters on the back of
Popularity 14 App. Item Class Accessory: Hand
the hand
Instantly transfer things between left and right gloves. Price for
Summary Era Magitech Civilization
set
A pair of white gloves, priced accordingly, were used by magicians The recipient must not be holding
during the Magitech Civilization Period, and today's adventurers find it anything in their hand. It is not possible
convenient to have two separate persons wear each side of these gloves. to pass a glove to another pair of gloves.
Effect
An item in one gloved hand can be instantly transferred to the other
gloved hand with a password and Minor Action. Item should be within
“Range: Touch” for this effect to work.

Bracelet of Manipulation Base Price: 24,800


Popularity 16 App. Intricately decorated bracelet Item Class Accessory: Hand
Summary Control invisible hand Era Current
A person equipped with this bracelet creates an invisible hand, which The bracelet can generate that many
can be used at will. This invisible hand may be equipped and used with extra hands if more than one of the one
any 1H Stance item other than weapons and shields. Items with 2H bracelet is equipped. 2H Stance items can
Effect
Stance can also be used if they are used with help of wearer original also be equipped and used with these two
hand or another bracelet hand. Again, the weapon and shield cannot be invisible hands as was previously stated.
used.

Thrower Belt Base Price: 1,000


Popularity 9 App. Belt with throwing mechanism Item Class Accessory: Waist
Magitech
Summary Holds Potion Ball and can throw it Era
Civilization
This item can have a Potion Ball (see IB, p. 48) attached to it. The equipped person The Potion Ball
can use this Potion Ball as a thrown weapon with a Minor Action. The range of this weapon can be set with Major
Effect
is 10 meters. The Potion Ball thrown with this belt will not cause Stray Shots, even if the Action.
wielder has not mastered the [Precise Shot].

110
Invincible Transformation Belt Base Price: 1,500
Popularity 12 App. Belts with fancy decorations Item Class Accessory: Waist
Summary Appear to be wearing any armor Era Magitech Civilization
When the wearer says the command word, makes a specific gesture In the Magitech Civilization Period, it
and expends 1 MP with Major Action it creates an illusion and makes was one of the children's toys. When a
the wearer appear to be wearing the armor of their choice for one hour. Detect check (see CR III, p. 91) is
No special effects, modifications to Evasion, Defense, etc. will be performed against this illusion, no dice
Effect
granted. It also will not pass a physical inspection. The effect can be are rolled and the appearance is revealed
canceled with Minor Action. to be an illusion.
One Mana Cartridge (see p. 98) can
be attached to this item.
Bloodstone Bellyband Base Price: 2,800
Bellyband with a red gemstone in the
Popularity 13 App. Item Class Accessory: Waist
center
Summary Converts damage and blood into temporary mana Era Magitech Civilization O (Pr. p. 114)
Whenever a person wearing an item is hit by physical or magical MP accumulated in the bellyband will
damage, MP equivalent to 1/10 of the applied damage (rounded automatically disappear when the equipped
Effect up) is stored in the gemstone. The wearer can use this MP to cast person's turn comes to an end. In addition, it
spells, etc. The belt can also be used in combination with the cannot be used for the purpose of transferring
wearer's own MP or mako stone. it with the [Transfer Mana] spell.

Snake Belt Base Price: 4,480


Snakeskin belt with two snake eyes
Popularity 14 App. Item Class Accessory: Waist
shining on the buckle
Summary Discourage animals from fighting Era Magitech Civilization O (Pr. p. 114)
The wearer of this belt can intimidate and discourage The intimidated target will avoid attacking the belt
Animals. To do this, the target's monster level must be wearer when making a melee attack and will try to
known at least, and by using the Minor Action and direct the attack at another enemy character. If the
spending MP equal to the target's monster level, the target only other target within the skirmish is the belt wearer
can be intimidated with “Range: Touch”, “Target :1 and the target has no choice but to attack (and does
Effect Character〇”, “Resistance: Can't”. This effect is of psychic not retreat), the target animal will receive a -2 penalty
type and lasts for 10 seconds (1 round). to its Accuracy check. For actions other than melee
attacks, there are no restrictions on target selection and
no penalty to other checks.
One Mana Cartridge (see p. 98) can be attached to
this item.
Blade Skirt Base Price: 4,580
Popularity 6 App. Skirts with thorns sticking out all over it Item Class Accessory: Waist
Summary Damage to the enemy during perfect evasion Era Current O (Pr. p. 114)
If the person equipped with this skirt succeeds in an Evasion check The Extra Damage of this hit is
Effect against a melee attack by 4 or more, the attacker is given physical damage “Warrior-Type Class used for Evasion
as if they had been hit with a melee attack with the following data. + Strength modifier”.
Add'l Dmg
Crit Rate
Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes

Blade Skirt 10 1 1 2 3 3 4 5 5 6 7 ⑩ -
Barrel Supporter Base Price: 4,800
A sturdy belt around the waist and a tubular supporter
Popularity 8 App. Item Class Accessory: Waist
attached to it
2H Spear or 2H Gun can be equipped with a minimal strength of 5
Summary Era Current O (Pr. p. 114)
lower
When equipping a Spear or Gun with Stance 2H, the weapon's minimum The wearer may not
strength may be 5 lower. immediately let go of the weapon in
Effect
When a weapon is equipped under this effect, it must be done as a Major response to the effect of [Heat
Action. Also, dropping a weapon equipped with this effect to the ground or Metal].

111
Part 2 Items

storing it in a Weapon Holder or similar device is also should be done with


Major Action.
Protective Sandals Base Price: 2,000
Popularity 12 App. Leather sandals with shiny blue gemstones on the toes Item Class Accessory: Foot
Ancient Magic
Summary +2 to Spot Trap check for foot triggers Era
Civilization
These Sandals are sensitive to the presence of traps that are triggered by This bonus is also
stepping in or tripping on them, such as pitfalls, stepboard switches, and trip cumulative with the Pole of Trap
Effect
wires. The wearer gains a +2 bonus to Spot Trap checks against these traps that Detection (Details AW, p. 133).
are triggered by foot triggers.

Golden Spurs Base Price: 3,000


Popularity 12 App. Golden spurs Item Class Accessory: Foot
Summary +5 movement to mount (Animals, Mythical Beast) Era Ancient Magic Civilization
When riding with these spurs equipped, the mount's Full Move increases their speed by 15m, while those
Effect taking a Normal Move increase their speed by 5m. This effect is effective with Animal and Mythical Beast mounts.

Guide Boots Base Price: 3,600


Popularity 12 App.Short boots with pointed toes Item Class Accessory: Foot
Leaves a shiny footprint that only certain
Summary Era Ancient Magic Civilization
people can see
Anyone whose toe is stepped on by these boots The color of the footprints left behind by Guide Boots does
Effect will see the footprints they leave glowing for the vary from person to person. Trackers can only identify boots
rest of the day. that they have stepped on the tracker’s toes.

Spike Heels Base Price: 3,660


Popularity 10 App. Heels with built-in spikes Item Class Accessory: Foot
You can change direction once while moving with a
Summary Era Current O (Pr. p. 114)
breakthrough effect
A person equipped with this item may turn around once at Up to 120 degrees: ±0
any point along the route when using the “Area: Up to 135 degrees: -2
Breakthrough” effect. Up to 150 degrees: -4
When a change of direction causes an overlap of effect Up to 180 degrees: -8
ranges, the character within the overlapping range must make For every 10m distance of breakthrough effect
1d twice as to whether or not they are hit or not. If either of (rounded up): -1
the two rolls is 1-3, then the character is affected, but even if
both rolls are “1-3”, the effect is applied only once. This effect can also be used when the wearer is
Effect This change of direction can be safely made up to 90 riding a mount classified as a magitech bike
degrees, but beyond that, a Skill Check “Adventurer level + (excluding skybike). In this case, checks involving a
Agility modifier” as the standard value is required. For this change of direction of more than 90 degrees will
check wearer gains penalties listed on the right. If the wearer result in a -4 penalty to the success value. If a fall
fails, they will not be able to change direction and will go occurs, 6 points will be added to the falling damage.
straight ahead. The character will also fall prone and will suffer Ignore falling from mount process (see p. 131).
a fall damage of “the distance of the breakthrough effect - the
distance the character had traveled before attempting to
change direction” (i.e., the remaining distance).

Lucky Feathers Base Price: 10,080


Popularity 12 App.
Short boots with feathered cuffs Item Class Accessory: Foot
Makes it easier to dodge the Line and Breakthrough Ancient Magic Civilization O (Pr. p.
Summary Era
effects 114)
When deciding whether or not a wearer is involved in an effect with “Area: Line” or “Area: Breakthrough”,
Effect only on 1-2 wearer will be affected (instead of 1-3).

112
Thieves Boots Base Price: 20,000
Popularity 14 App. Black leather boots Item Class Accessory: Foot
Summary Teleport 2m Era Ancient Magic Civilization
A wearer can move coordinates up to 2 meters using Major Action, If there is another character or object at
regardless of obstacles, by casting the password, and 10 MP. The the specified coordinates, the wearer cannot
target point need not be visible; the direction and distance (2 meters) appear there and will rematerialize at their
should be specified aloud in arcana. original position.
Effect
After the effect is used, the wearer temporarily disappears and If wearer try to use this effect more than
appears at the specified coordinates at the beginning of the next once a day, the MP cost will increase by 10
wearer’s turn. During this one round (10 seconds), the equipped points, to 20, 30...
person is immune to any effect.

Displacer Gadget Base Price: 5,000


Popularity 0 App. Silver doll, shrinking by command Item Class Accessory: Any
Summary Allows to change accessory part to “Any” Era Magitech Civilization
The Displacer Gadget allows wearer to equip an accessory A doll will return to its real size by casting the
to a part other than the part in which it is originally password after it is unequipped. Any accessories that
equipped. It is not possible to equip more than one have been equipped on the Displacer Gadget cannot
Displacer Gadget at the same time, and only one accessory be removed unless the doll is returned to its size.
will be affected by the change of the equipped part. However, any items that can be destroyed or
This life-size doll can be equipped with only one other automatically removed from the doll's equipment
accessory. However, it cannot be equipped with any under certain conditions will be destroyed or
accessory that must be equipped in more than one section removed even if the doll is in a reduced size. Even if
at the same time. the equipped accessory is destroyed, the Displacer
Effect Then, the user should cast the password, and the Gadget will not be destroyed. If a Displacer Gadget is
Displacer Gadget shrinks to the size of the equipped destroyed, the equipped accessory will fall near it.
accessory. The user then equips the Displacer Gadget to any The Minor Action is used to reduce or enlarge the
equipped section. As a result, a semi-invisibility alter ego size of the doll by using the password, while the Major
appears on the character, almost overlapping the character. Action is used to equip or remove the accessory from
The accessory that the user equips to the Displacer Gadget the doll.
will be attached to the alter ego, and accessory will be Even with the effect of Leprechaun’s racial ability
effective as it was attached to the character itself. [Invisible Hand] at 11th level or later, it is not possible
to put on or take off the accessory to Displacer
Gadget with the Minor Action.

113
Part 2 Items

Some items can be created from loot or other materials. ⑧Maximum Number of Simultaneous Processing
In this game, this is called “processing” and the items so (Simul.)
created are called processed items. The maximum number of Processed Items to be created
For detailed rules on processing and processed items, simultaneously. For items created in sets, this is written in
see Alchemist Works, p. 159. the form X(Y). In this case, X sets can be processed at the
same time, and once that is done, Y pieces will be created
at the same time as the number of items.

⑨Processing Fee
This is the price for requesting processing, assuming that
all materials are available.

⑩Material
Processed Item Materials. Everything listed is required.

⑪Price
Price of materials. Much of this can be obtained from
monsters as Loot, but if the character chooses to buy it
from the market, it can be purchased at this price.

⑫Source
①Processed Item Name Method of obtaining the material. If the name of the
The name of the Processed Item. If the name contains Monster is listed, it is available as Loot from that Monster.
the number “xYY,” that number is how many items will be If the item classification is written, it is a commercially
created in one processing. And each item would be available item. If the item is marked with “material only”, it
functional on their own at least once. means that the only way to obtain the item at this stage is to
purchase it from the market. There is no data available for
②Base Price these items, meaning they are “material only”.
This is the price for Processed Item as a finished product, In the case the item is obtainable from many Monsters,
when purchased directly from the market. the corresponding page may be listed as “Monster Loot
Table”.
③Occupations/Work Skills (Work Skills)
The main types of job that creates this Processed Item
and its corresponding Work Skill. If the character
possesses the corresponding Work Skill, he/she may
attempt to Processed Item using that Skill.

④Usable Adventure Classes (Classes)


Some items can also be processed by an Adventurer Class
(primarily Alchemists). For those items, the available
Adventurer Classes are listed. If the item cannot be made
with an Adventurer Class, it is marked “None”.

⑤Category / Rank / Item Category / Equipment Slot


(Type)
This indicates the classification of the Processed Item.
The “Category” and “Rank” indicate the category of the
weapon or armor and the rank of it. For accessories, it also
indicates the area in which the item is equipped.

⑥Process Target Number (TN)


This is the Target Number for the character's processing
check. If the word “Pro” is listed here, the PC cannot make
the item.

⑦Processing Time (Time)


The time required to process the item.

114
Throwing Star Base Price: 800
Work Skill Classes Type Turtle Shell Base Price: 19,200
Weapon Craftsman Alchemist
Thrown Weapon B Work Skill Classes Type
/Weaponsmith Max. Proc. Armor Craftsman/Armorer Alchemist Shield S
TN Time
Enchanter/Enchanter Simul. Fee Max. Proc.
3 TN Time
10 1(4) 400 Simul. Fee
days 2
17 1 9,600
Material Price Source weeks
Kuga (CR II, p. 362 or BT, p. 111) and Material Price Source
Iron x 2 40 x 2
others High-Quality Iron Turtle (CR III, p. 326 or BT, p.
Giant Ant (CR I, p. 453 or BT, p. 67) 2,400
Violet Jewel 240 Shell 75) and others
and others Luxury Magical Sinker House (CR II, p. 370 or BT, p.
Giant Slug (CR II, p. 328 or BT, p. 71), 7,200
Mucus x 2 40 x 2 Wood 119) and others
Ryag (see CG, p. 98), and others

Portable Shrine Base Price: 9,100


Double Barrel Base Price: 20,400
Work Skill Classes Type
Work Skill Classes Type Clergy /Cleric Class-specific
Tinkerer /Inventor Artificer Gun S None
Items
Weapon Craftsman Max. Proc. Max. Proc.
TN Time TN Time
/Weaponsmith Simul. Fee Simul. Fee
1 1
18 1 10,200 Pro. 1 4,060
week month
Material Price Source Material Price Source
3,500 Empty Wooden Runaway Carriages Robbers (see BT,
Longbarrel x 2 Gun A 60
x2 Chest p. 161)
Lizardman Gunner (see BT, p. 45), Enchanted Poltergeist (CR III, p. 348 or BT, p.
Sniper Badge 3,000 4,000
Raven Archer (see IB, p. 134) Object 98)
Crude Magitech Kuga (CR II, p. 362 or BT, p. 111)
200
Components and others
Mechanized Fingers Base Price: 7,080
Flash Fang Arrow/Quarrel x 12 Base Price: 3,000 Work Skill Classes Type
Tinkerer /Inventor Class-specific
Work Skill Classes Type Artificer
Preservationist/Restorer Items
Bone Craftsman/Bonecarver Alchemist Ammunition Max. Proc.
Max. Proc. TN Time
TN Time Simul. Fee
Simul. Fee 2
16 1 day 1(12) 1,500 15 1 3,540
weeks
Material Price Source Material Price Source
Sabertooth Tiger (CR III, p. 329 or BT, p. Rare Magitech DOOM (CR I, p. 481 or BT, p. 115)
Shining Fang 1,200 1.800
78) Components and others
Flight Vulture (CR III, p. 323 or BT, p. 72) and Wired Hair 1,740 Wired Hair (870G/Red Black A)
200
Feathers others
Sharp Pincers 100 Giant Crab (CR II, p. 331 or BT, p. 73)
Magic Pipe Base Price: 1,360
Work Skill Classes Type
Explosive Arrow/Quarrel Base Price: 1,600
Wood Craftsman/Woodworker Class-specific
Work Skill Classes Type Ranger
Carver/Sculptor Items
Stonemason/Mason Alchemist Ammunition Max. Proc.
Max. Proc. TN Time
TN Time Simul. Fee
Simul. Fee 1
15 1 day 1 800 13 1 680
week
Material Price Source Material Price Source
Shattered Ignis Ore Talos Soldier (see IB, p. 125) and Energetic Roots 200 Mandrake (CR II, p. 341 or BT, p. 87)
600
Core others Cold Sweet Sap 440 Frost Vein (see IB, p. 157)
Vulture (CR III, p. 323 or BT, p. 72) Ghoul Toxin Ghoul (CR I, p. 465 or BT, p. 93) and
Flight Feathers 200 40
and others Extract others

Rouge Bullet x 12 Base Price: 900 Bayonet Base Price: 1,960


Work Skill Classes Type Work Skill Classes Type
Dyer /Color Man Artificer Ammunition Weapon Weapon
None
Max. Proc. Craftsman/Weaponsmith Enhancement
TN Time
Simul. Fee Max. Proc.
TN Time
14 1 day 1(12) 450 Simul. Fee
Material Price Source 15 1 day 1 980
Bright Red Jelly-like Material 400 Red Blob (see IB, p. 171) Material Price Source
Bullet (12) 50 Ammunition Bayonet 980 Ganesha Musketeer (see IB, p. 135)

115
Part 2 Items
Ignidite Processed Weapon (B-S) Base Price: 5,000/10,000/20,000
Work Skill Classes Type Magic armor +1 (Metal Armor) Base Price: 5,000/10,000/20,000
Weapon Craftsman Weapon Work Skill Classes Type
None Alchemist Armor Enhancement
/Weaponsmith Enhancement Armor Enchanter
Max. /Enchanter Max.
TN Time Proc. Fee TN Time Proc. Fee
Simul.
Simul.
1
1 3,000/6,000 14/15/16 1 2,320/4,640/9,280
Pro. 1 month
month /12,000
Material Price Source
Material Price Source Magic Iron Ingot x 1,380 x Iron Golem (CR II, p. 373 or IB, p. 118) and
Cracked Ignis 2,000 x Talos Soldier (see IB, p. 125) and 1/2/4 1/2/4 others
Ore Core 1/2/4 others Kyplox Scale x 1/2/4 700 x 1/2/4 Kyplox (CR I, p. 457 or BT, p. 72) and others
Magisphere (small) x Combat Runefolk (see IB, p. 202), Class-
200 x 1/2/4
1/2/4 specific Items
Ignidite Processed Weapon (SS) Base Price: 40,000
Sturdy Chains x
600 x 1/2/4 Redcap Criminal (see IB, p. 130)
Work Skill Classes Type 1/2/4
Weapon Craftsman Weapon
None
/Weaponsmith Enhancement Blink Shell Base Price: 3,960
Max. Proc. Classes Type
TN Time Work Skill
Simul. Fee Additional
Preservationist/Restorer
1 Artificer Armament for
Pro 1 24,000
month Magitech
Max.
Material Price Source TN Time
Simul.
Proc. Fee
Dull Ignis Ore 8,000 x Talos Juggernaut (see IB, p. 138), Talos 14 2 months 1 1,980
Core x 2 2 Dreadnought (see IB, p. 145)
Material Price Source
Transparent Crystal 1,000 Invisible Assassin (see BT, p. 43)
Extra Manatite Armor +1 (B-S) Base Price: 5,000/10,000/20,000
Magitech GAR-UI (CR I, p. 477 or BT, p. 112)
Work Skill Classes Type 600
Components and others
Armor Craftsman/Armorer Armor Spotted Rhino (see IB, p. 149),
None Spotted Skin 380
Enhancement Spotted Bog Rhino (see IB, p. 154)
Max.
TN Time Proc. Fee
Simul. Smoke Discharger Base Price: 5,280
1 2,500/4,700/
14/15/16 1 9,800 Work Skill Classes Type
month
Tinkerer/Inventor Additional
Material Price Source Artificer Armament for
Rare Magitech DOOM (CR I, p. 481 or Magitech
1,800 x1/2/4 Max.
Components x 1/2/4 BT, p. 115) and others TN Time Proc. Fee
Magisphere Simul.
200/500/1,000 Class-specific Items 14 1 month 1 2,640
(S)/(M)/(L)
Mako Stone Material Price Source
500/1,200/2,000 Class-specific Items
(5)/(6)/(10)/ Dullahan Lord (CR III, p. 352 or BT,
Manabike Parts 1,000
p. 100)
Extra Manatite Armor +1 (SS) Base Price: 40,000 Green Light
1,040 Phosphor Sphere (see IB, p. 171)
Powder
Work Skill Classes Type
Lesser Vampire (CR II, p. 320 or BT,
Armor Craftsman/Armorer Armor Corrupted Ash 600
None p. 54) and others
Enhancement
Max. Proc.
TN Time
Simul. Fee Blaster Base Price: 12,000
1 Work Skill Classes Type
18 1 20,000 Additional
month Preservationist /Restorer
Artificer Armament for
Material Price Source Magitech
Trove of Magical Max.
15,200 Aero DOOM (see BT, p. 122) and others TN Time Proc. Fee
Components Simul.
DOOM (CR I, p. 481 or BT, p. 115) and 15 1 month 1 6,000
Rare Magitech Components 1,800
others
Magisphere (Large) 1,000 Class-specific Items Material Price Source
Mako Stone (10) 2,000 Class-specific Items Wizards Brain (see CG, p. 117), Thunderbird (CR
Lightning Crystal 3,200
I, p. 486 or BT, p. 174)
Rare Magitech
Magic armor +1 (Nonmetallic Armor) Base Price:
Components
1,800 DOOM (CR I, p. 481 or BT, p. 115) and others
5,000/10,000/20,000
Magisphere (Large) 1,000 Class-specific Items
Work Skill Classes Type
Enchanter /Enchanter Alchemist Armor Enhancement Auto Looter Base Price: 1,000
Max.
TN Time Proc. Fee Work Skill Classes Type
Simul.
1 Preservationist/Restorer Artificer Adventure Tools
14/15/16 1 2,500/5,000/10,000 Max. Proc.
month TN Time
Simul. Fee
Material Price Source 13 3 days 1 500
1,600 x Golden Gorgol (CR II, p. 336 or BT, p.
Golden Fur x 1/2/4
1/2/4 76), Gullinbursti (see IB, p. 183) Material Price Source
Magitech 600 x GAR-UI (CR I, p. 477 or BT, p. 112) and Crude Magitech Kuga (CR II, p. 362 or BT, p. 111) and
Components x 1/2/4 1/2/4 others 200
Components others
Magisphere (small) x 200 x Combat Runefolk (see IB, p. 202), Class- Broken
1/2/4 1/2/4 specific Items
Sewing Thread x
Magitech 100 Skyship (CR III, p. 368 or BT, p. 124)
50 x2/4/8 Material only Components
2/4/8

116
Old Recording Renguard (CR II, p. 359 or BT, p. Ghoul Toxin Ghoul (CR I, p. 465 or BT, p. 93) and
200 40
Device 109), Bit (see CG, p. 114) and others Extract others
Magitorch Base Price: 1,000
Work Skill Classes Type
Preservationist /Restorer Artificer Adventure Tools
Max. Proc.
TN Time
Simul. Fee
1
13 1 500
hour
Material Price Source
Crude Magitech Kuga (CR II, p. 362 or BT, p. 111) and
200
Components others
Scylla (CR II, p. 307 or BT, p. 44),
Strange Cane 300
Scylla Predator (see PH, p. 134)

Careless Tag Base Price: 2,800


Work Skill Classes Type
Locksmith/Locksmith Adventure
None
Tools
Max. Proc.
TN Time
Simul. Fee
15 3 days 1 1,400
Material Price Source
Distorted Tone
1,360 Ringing Lily (see IB, p. 158)
Bell
Giant Spider (CR II, p. 327 or BT, p.
Sticky Silk Ball 40
71)

Puzzling Sign Base Price: 4,880


Work Skill Classes Type
Writer/Author Adventure
None
Tools
Max. Proc.
TN Time
Simul. Fee
1
14 1 2,440
month
Material Price Source
Sphinx (CR III, p. 375 or BT, p. 137),
Feathers 2,000
Kuku (see IB, p. 185)
Double Capacity
Renzaban (see BT, p. 114), Goguryvlen
Recording 440
(see IB, p. 172) and others
Device

Careful Auto Looter Base Price: 9,600


Work Skill Classes Type
Preservationist/Restorer Adventure
Artificer
Tools
Max. Proc.
TN Time
Simul. Fee
2
Unknown 1 4,800
weeks
Material Price Source
Rare Magitech DOOM (CR I, p. 481 or BT, p.
1,800
Components 115) and others
GAR-UI (CR I, p. 477 or BT, p.
Magitech Components 600
112) and others
High-capacity Recording Goguryvlen (see IB, p. 172),
2,400
Device Legumaren (see IB, p. 173)

Cold Cheeks x 4 Base Price: 440


Work Skill Classes Type
Dyer/Color Man Ranger Consumable
Pharmacist/Apothecary Max. Proc.
TN Time
Simul. Fee
13 1 day 1(4) 220
Material Price Source
White Feathers 100 Pegasus (CR II, p. 379 or BT, p. 130)
Poisonous Juice 80 Splashberry (see IB, p. 156)

117
Part 2 Items

Loud Lips Base Price: 480 Mask of the Fearless Base Price: 4,520
Work Skill Classes Type Work Skill Classes Type
Enchanter/Enchanter Alchemist Consumable Tailor/Dressmaker Accessory:
Alchemist
Max. Proc. Face
TN Time
Simul. Fee Max. Proc.
TN Time
12 3 days 1 240 Simul. Fee
Material Price Source 15 1 week 1 2,260
Mysterious Alraune (CR III, p. 339 or BT, p. 85) Material Price Source
200
Seeds and others Golden
1,800 Lion (see CG, p. 104), Liger (see CG, p. 105)
Poison Toad (CR II, p. 325 or BT, p. Mane
Toad Oil 40
69), Medicine Toad (see PY) Beastman Werewolf (CR II, p. 314 or BT, p. 46),
400
Fur Werewolf Elder (see BT, p. 54)
Magical Killer Creeper (CR I, p. 460 or BT, p. 85),
Candle of Resentment/Candle of Sorrow Vine
60
Marionette Ivy (see CG, p. 107)
Base Price: 2,020/4,020
Work Skill Classes Type Double Mask Base Price: 18,800
Medicine Man/ Witch Doctor Alchemist Consumables
Candlemaker/Chandler Max. Work Skill Classes Type
TN Time Proc. Fee Enchanter/Enchanter Accessory:
Simul. Alchemist
14/15 3 days 1 1,010/2,010 Face
Max. Proc.
Material Price Source TN Time
Simul. Fee
Crystal Tears of 1
Banshee (CR III, p. 350 16 1 9,400
Resentment/ Crystal Tears 1,000/2,000 month
or BT, p. 99) and others
of Sorrow
Wax 5 Material only Material Price Source
Strong Thread 5 Material only Doppelganger (CR III, p. 404 or BT,
Black Hide 9,200
p. 157)
Imp (CR III, p. 395 or BT, p. 148) and
Escape Marbles Base Price: 2,840 Daemon's Blood 200
others
Work Skill Classes Type
Dyer/Color Man Alchemist Consumable
Pharmacist/Apothecary Max. Proc. Recording Earrings Base Price: 1,600
TN Time
Simul. Fee Work Skill Classes Type
16 1 day 1 1,420 Jeweler/Whitesmith Artificer Accessory: Ear
Material Price Source Max. Proc.
TN Time
Explosive Pollen 1,340 Powder Ball (see IB, p. 156) Simul. Fee
Muddy Sap 80 Frost Vein (see IB, p. 157) 14 3 days 1 800
Material Price Source
Anti-aircraft Chain /Black Anti-aircraft Chain Old Recording
200
Renguard (CR II, p. 359 or BT, p. 109), Bit
Base Price: 3,200/14,400 Device (see CG, p. 114) and others
Beautiful Deep Gremlin (CR II, p. 294 or BT, p. 35),
Work Skill Classes Type 600
Necklace High Goblin Maiden (see IB, p. 142)
Tinkerer/Inventor ArtificerConsumable
Smith/Blacksmith Max.
TN Time Proc. Fee
Simul. Alarm Earrings Base Price: 3,200
1
15/17 1 1,600/7,200 Work Skill Classes Type
week
Preservationist/Restorer Artificer Accessory: Ear
Material Price Source Max. Proc.
Binding Iron Maiden (see BT, p. 102), TN Time
Simul. Fee
Chain/Jet-black 1,000/6,000 Cerberus (CR II, p. 404 or BT, p. 1
Binding Chain 154) 13 1 1,600
month
Ignis Ore
Explosives x 600 x 1/2 Redcap Bomber (see IB, p. 125) Material Price Source
1/2 Spin Blossom (CR III, p. 340 or
Rotating Petals 400
BT, p. 114)
Crude Magitech Kuga (CR II, p. 362 or BT, p. 111)
Headband of Resentment Base Price: 4,000 Components
200
and others
Work Skill Classes Type Decorated Flute 1,000 Satyr (see BT, p. 38)
Medicine Man/Witch Doctor Accessory:
Alchemist
Dressmaker/Tailor Head
Max. Proc. Stone Man's Earring Base Price: 6,640
TN Time
Simul. Fee Work Skill Classes Type
1 Jeweler/Whitesmith Alchemist Accessory: Ear
15 1 2,000
week Max. Proc.
TN Time
Material Price Source Simul. Fee
Remains of the Meaningless (CR III, p. 358 or BT, p. 1
1,000 14 1 3,320
Dead 104) and others month
Specter (CR II, p. 352 or BT, p. 97) and Material Price Source
Old Cloak 400
others Medusa (CR I, p. 445 or BT, p. 36)
Revenant (CR I, p. 462 or BT, p. 92) and Eyes of Stone 2,400
Tainted Skull 600 and others
others Basilisk Blood 400 Basilisk (CR II, p. 311 or BT, p. 48)
Daemon's Dusky Grace (CR I, p. 488 or BT, p.
520
Earrings 148) and others

118
Dead Man's Earring Base Price: 10,640 Arachne Walker Base Price: 6,000
Work Skill Classes Type Work Skill Classes Type
Gravekeeper/Gravekeeper Alchemist Accessory: Ear Tinkerer/Inventor Artificer Accessory: Back
Jeweler/Whitesmith Max. Proc. Smith/Blacksmith Max. Proc.
TN Time TN Time
Simul. Fee Simul. Fee
1 1
15 1 5,320 14 1 3,000
month month
Material Price Source Material Price Source
Tainted Sacrum 4,800 High Revenant (see BT, p. 98) Rare Magitech DOOM (CR I, p. 481 or BT, p.
1,800
Daemon's Dusky Grace (CR I, p. 488 or BT, p. 148) Components 115) and others
520
Earrings and others Sturdy Chains 600 Redcap Criminal (see IB, p. 130)
Large Sticky Silk Ball x 300 x Giant Spider (CR II, p. 327 or BT,
Potion Injector Base Price: 740 2 2 p. 71)
Work Skill Classes Type
Jeweler/Whitesmith
None
Accessory: Thunderbird's Plumage Base Price: 8,400
Neck
Max. Proc. Work Skill Classes Type
TN Time Weaver/Weaver Accessory:
Simul. Fee Alchemist
1 Dressmaker/Tailor Back
13 1 370 Max. Proc.
month TN Time
Simul. Fee
Material Price Source 16 1 week 1 4,200
Strange
320 Gremlin (CR I, p. 440 or BT, p. 33) Material Price Source
Necklace
Poison Stinger Killer Bee (CR II, p. 323 or BT, p. 68), Lightning Wizards Brain (see CG, p. 117), Thunderbird
30 3,200
(Insects) Black Scorpion (CR II, p. 329 or BT, p. 71) Crystal (CR I, p. 486 or BT, p. 130)
Glass Bottle 20 Material only Fine Silken
1,000 Material only
Cloth
Shield Arm Base Price: 2,000
Catcher Base Price: 6,400
Work Skill Classes Type
Tinkerer/Inventor Accessory: Work Skill Classes Type
Artificer Dressmaker/Tailor Accessory:
Smith/Blacksmith Back Alchemist
Max. Proc. Hand
TN Time Max. Proc.
Simul. Fee TN Time
1 Simul. Fee
12 1 1,000 14 1 day 1 3,200
month
Material Price Source Material Price Source
Magitech GAR-UI (CR I, p. 477 or BT, p. 112) Wolverine Pelt 400 Wolverine (see CG, p. 104)
600 Langsuir Body Fluid
Components and others 2,600 Langsuir (see CG, p. 119)
Metal Fixation 400 Material only Sack
Blob (CR I, p. 479 or BT, p. 114)
Jelly-like Material 200
and others
Modified Weapon Holder Base Price: 5,000
Bloodstone Bellyband Base Price: 2,800
Work Skill Classes Type
Wood Craftsman/Woodworker Accessory: Work Skill Classes Type
None Enchanter/Enchanter Accessory:
Back Alchemist
Max. Proc. Dressmaker/Tailor Chest/Torso
TN Time Max. Proc.
Simul. Fee TN Time
1 Simul. Fee
15 1 2,500 14 1 week 1 1,400
month
Material Price Source Material Price Source
Wood 300 Bungee Stake (see BT, p. 89) Spin Blossom (CR III, p. 340 or BT,
Rotating Petals 400
Decorated Ryag’s Ryag (see CG, p. 98), Ryag Sagu (see p. 86)
1,000 Undeveloped
Trident CG, p. 100) 400 Incilperus (see BT, p. 78)
Large Spike 1,200 Stillgos (see IB, p. 152) Crystal
Fine Mythical Beast Lesser Manticore (CR II, p. 381 or
600
Hide BT, p. 131) and others
Quick Dresser Base Price: 5,200
Work Skill Classes Type Snake Belt Base Price: 4,480
Tinkerer/Inventor Accessory:
Artificer Work Skill Classes Type
Wood Craftsman/Woodworker Back
Max. Proc. Enchanter/Enchanter Accessory:
TN Time Alchemist
Simul. Fee Leather Craftsman Chest/Torso
1 /Leatherworker Max. Proc.
14 1 2,600 TN Time
month Simul. Fee
15 1 week 1 2,240
Material Price Source
Premium Magical Dullahan (CR I, p. 467 or BT, p. 97) Material Price Source
1,000 Crystallized Buckbaird (CR II, p. 374 or BT, p.
Wood and others 2,000
Magitech DOOM (CR I, p. 481 or BT, p. 115) Magical Eye 122), Zwolle (see CG, p. 124)
600 Sidewinder (CR II, p. 324 or BT, p.
Components and others Premium Snake 240 -
Valbravers (CR II, p. 396 or BT, p. 68), Anaconda (CR III, p. 322 or BT,
Fresh Arm 1,000 Skin 300
149) p. 69) and others

119
Part 2 Items

Blade Skirt Base Price: 4,580


Work Skill Classes Type Spike Heels Base Price: 3,660
Armor Craftsman/Armorer Accessory: Work Skill Classes Type
None
Dressmaker/Tailor Chest/Torso Shoemaker/Cobbler Accessory:
Max. Proc. None
TN Time Smith/Blacksmith Feet
Simul. Fee Max. Proc.
2 TN Time
14 1 2,290 Simul. Fee
weeks 1
15 1 1,830
Material Price Source week
Wired Hair 1,740 Blade Storm (see IB, p. 153) Material Price Source
High-quality Large Spike 1,200 Stillgos (see IB, p. 152)
500 Material only
Cotton Hard Frill 600 Dolgiras (CR III, p. 333 or BT, p. 82)
Silk Thread 50 Material only Spring 30 Material only

Barrel Supporter Base Price: 4,800 Lucky Feathers Base Price: 10,080
Work Skill Classes Type Work Skill Classes Type
Armor Craftsman/Armorer Accessory: Shoemaker/Cobbler Accessory:
None Alchemist
Weapon Craftsman Chest/Torso Feet
/Weaponsmith Max. Proc. Max. Proc.
TN Time TN Time
Lorimer/Saddler Simul. Fee Simul. Fee
1 2
15 1 2,400 16 1 5,040
week weeks
Material Price Source Material Price Source
Grizzly Bear (CR III, p. 327 or BT, p. Golden Feather 4,400 Coatl (see IB, p. 182)
Fur 300
76) and others Premium Anaconda (CR III, p. 322 or BT, p.
Superior 640
2,000 Scorpion General (see BT, p. 52) Snakeskin 69), Yowie (see CG, p. 120)
Scorpion Shell
Leather Strap 100 Material only

This rule is created to give additional loot/items to You can obtain items by referring to the Treasure Drop
monsters that appear during a session while their HP is Tables as many times as specified in the table.
increased.
Introduce this when you as GM want to offer a variety Example
of items in exchange for risk, or when an enemy who seems If this optional rule is applied to a party of 5 PCs at
adequate in terms of Accuracy checks and Evasion seems adventurer level 2, the total adventurer level of the PCs will
inadequate in terms of HP. be 10.
The GM may decide each time whether to add 25
points of HP to the monster by selecting items “7-10” in the
table or 30 points of HP by selecting items “10-13”. If PCs
When strengthening a monster, first determine the total win, the Treasure Drop Table to be used should be one
adventurer level of all PCs participating in the battle, and time B Table for “7-10” or one time C table for the “10-13”
then determine the total number of HP to be added HP increase.
accordingly. See “Extra HP, Treasure Drop Decision
Table”. HP amount to be added should be made on a DROP T ABLE K
battle-by-battle basis. The use of Drop Table K is generally not
If more than one monster appears, or if there are recommended. It should only be used in special cases
monsters with multiple sections, the GM is free to decide where it is a very high-end campaign and that the GM feels
how to allocate the additional HP. that even 200 additional HP is not enough. Translator
If the adventurer level total applies to more than one Note: Or if you are using Fortuna Code supplement.
row in the table, the GM can arbitrarily select one of them.
Extra HP, Treasure Drop Decision Table
Total adventurer Treasure Drop
Additional HP
level of PCs Table to be used
If the PCs win a battle against a monster with added HP,
1-3 10 Ax1
they will receive an item of the corresponding price in the
3–5 15 Ax1
table. This item will be added as an “Always” loot to 1
character (the one with the most HP added) of the 5–7 20 Bx1
monsters the PCs defeated in battle. 7 – 10 25 Bx1
What item is obtained is randomly determined by 10 – 13 30 Cx1
referring to the “Treasure Drop Tables” (see the next 13 – 16 35 Dx1
pages) at the time the loot is acquired by rolling 1d twice. 16 - 20 40 Ex1
20 – 24 45 Ex1&Ax1

120
24 – 28 50 Fx1 Note that even monsters of the same level can have
28 – 33 60 Fx1&Bx1 different strengths depending on their defense, unique
33 – 38 70 Gx1 skills, etc. A monster with high defense or a monster with
38 – 43 80 Gx1&Cx1 regeneration capabilities can be strengthened considerably
43 – 49 90 Hx1 by adding more HP.
49 – 55 100 Hx1&Dx1 A monster with multiple sections can easily lose the
55 – 61 120 Ix1 ability to use multiple sections effectively if HP are added
61 – 68 140 Ix1&Ex1 only to the Main Section.
68 – 75 160 Jx1
75 – 82 180 Jx1&Fx1 USE WITH SWORD SHARDS
82 – 90 200 Jx1&Gx1 This rule can be used in conjunction with the
※When Drop Tables A and B are used, which of A1-A3 enhancement by sword shards (see CR I, p. 344). When
and B1-B2 is used should be determined at random. using both together, be sure to carefully adjust the increase
in HP by allocating it to other monsters that appeared at
the same time, so that the HP of a particular monster does
ALLOCATION OF ADDITIONAL HP FOR M ONSTERS
not rise to an extremely high level.
As a rule of thumb when allocating additional HP to a
monster, it is not recommended to allocate more than twice
the monster's original HP. Therefore, once the total
amount of HP to be added to a monster has been
determined, please adjust the number of monsters that
appear so that they can be allocated appropriately.

121
Part 2 Items

Treasure Drop Table A-1 (1,000G - 2,000G weapons, armor, etc.)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Efreet's Whisker Staff B 1 Soliferrum Thrown Weapon A
2 Manaspirator Thrown Weapon A 2 Shotel Sword A
3 Arbalest Crossbow A 3 Halberd Axe
4 Breast Armor Nonmetallic Armor 4 Normal Lance Spear A
5 Heater Shield Shield A 5 Rising Sun Flail A
6 Great Sword Sword B 6 Fast Bow Bow A

1d 3 Category (Rank)/Item Class 1d 4 Category (Rank)/Item Class


1 Jezail Gun B 1 Glaive Axe A
2 Smart Carbine Gun A 2 Rope Dart Thrown Weapon A
3 Plate Armor Metal Armor B 3 Magic Arrow/Quarrel Ammunition
4 Talwar Sword A 4 Steel Blade Sword A
5 Ball Mace Mace A 5 Thami Crossbow A
6 Knight Shield Shield A 6 Cranequin Crossbow A

1d 5 Category (Rank)/Item Class 1d 6 Category (Rank)/Item Class


1 Goedendag Flail A 1 Pike Spear A
2 Flamberge Sword A 2 Defender Sword A
3 Instant Bowgun Crossbow A 3 Bec-De-Corbin Warhammer A
4 Explosive Arrow/Quarrel Ammunition 4 Spiked Shield Shield A
5 Steel Guard Metal Armor A 5 Great Wall Shield A
6 Guisarme Warhammer A 6 Tempest II Gun A

Treasure Drop Table A-2 (1,000G - 2,000G items, etc.)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class

1 Hearty Meat x 5 Chemicals 1 Torch Helmet Head

2 Enchanted Stone Class-specific Items 2 Northern Needles Adventure Tools


Additional Armament for Sheet of Fate Music
3 Spiked Chain 3 Adventure Tools
Magitech (1000G)
4 Magisphere (Large) Class-specific Items 4 Telescope Adventure Tools
Mako Charge Crystal (3
5 Class-specific Items 5 Magitorch Adventure Tools
pts.)
Adventure Tools
6 Auto Looter Adventure Tools 6 Ignis Charm
(Consumables)
1d 4 Category (Rank)/Item Class
1d 3 Category (Rank)/Item Class
1 Magic Pipe Class-specific Items
1 Message Rouge Adventure Tools (Consumables) 2 Luminous Dye Adventure Tools (Consumables)
2 Luminescent Paint Adventure Tools 3 Scarlet Potion Potions
3 Chalk of the Lost Adventure Tools 4 Card Shooter Class-specific Items
4 Clear Gel Adventure Tools (Consumables) 5 Seashell Swimsuit Clothing
5 Holy Beans Adventure Tools (Consumables) 6 Strong Tabbit Carrot Chemicals
6 Skin Polishing Mud Adventure Tools 1d 6 Category (Rank)/Item Class
1 Speed Potion Potions
1d 5 Category (Rank)/Item Class 2 Enchanted Rock Class-specific Items
1 Music Shell Adventure Tools 3 Weapon Grip Adventure Tools
2 Decoy Meat Adventure Tools (Consumables) 4 Forged Barbarous Decree Adventure Tools
3 Healing Bomb Adventure Tools (Consumables) 5 Mako Stone (2d pts.) Class-specific Items
4 Smoke Grapher Adventure Tools 6 Candle of Sorrow Adventure Tools (Consumables)
5 White-Flame Ball Adventure Tools
6 Dexterity Potion Potions

122
Treasure Drop Table A-3 (1,000G - 2,000G accessories, etc.)
Category (Rank)/Item 1d 2 Category (Rank)/Item Class
1d 1
Class 1 Weapon Holder Back
Super Strong Bracelet (Ability- 2 Moonlight Ring Hand
1 Hand
Enhancing Bracelet) 3 Sunshine Ring Hand
2 Sunglasses Face 4 Thrower Belt Chest/Torso
Adventure Tools 5 Bag of Silver -
3 Sunlight Charm +2
(Consumables) 6 Barrel Supporter Chest/Torso
4 Pyrite Amulet Neck
5 Rose Choker Neck Category (Rank)/Item
Master's Bracelet (Ability- 1d 4
6 Hand Class
Enhancing Bracelet) 1 Invincible Transformation Belt Back
2 Recording Earrings Ear
1d 3 Category (Rank)/Item Class 3 Missile Trapper Chest/Torso
1 Necklace of Conversion Neck Ribbon of Lovely
2 Lightning-Bolt Hairpin Head 4 Neck
Transformation
3 Salamander Hairpin Head 5 Gem (1,000G) -
4 Snowflake Hairpin Head 6 Safety Helmet Head
5 Moonlight Charm +2 Adventure Tools (Consumables)
6 Coward Belt Chest/Torso 1d 6 Category (Rank)/Item Class
1 Golden Earplugs Ear
1d 5 Category (Rank)/Item Class 2 Mako Stone (2d pts.) Class-specific Items
1 Watchful Eye Head 3 Lucky Charm Neck
2 Reckless Headband Head 4 Shield Arm Back
3 Ruby Glasses Face 5 Skanda Boots Feet
4 Gem (1,000G) - 6 Protective Sandals Feet
5 Sympathy Piercing Face
6 Taste Piercing Face

Treasure Drop Table B-1 (2,001G – 3,000G weapons, armor, etc.)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Bag of Silver (2d x 200G) - 1 Hatchet Axe S/Thrown Weapon S
2 Flame Horseshoes Mount Accessories 2 Balloon Seed Thrown Weapon B
3 Bone Vest Nonmetallic Armor A 3 Lamellar Armor Metal Armor A
Sword S/ 4 Siren Dress Clothing
4 Piercer
Thrown Weapon S 5 Fine Leather Nonmetallic Armor S
5 Windmill Shield Shield A 6 Gem (1,500G) -
6 Floating Sphere (Medium) Class-specific Items
1d 4 Category (Rank)/Item Class
1d 3 Category (Rank)/Item Class 1 Rapid Crossbow Crossbow A
1 Arm Catcher Axe A 2 Daemon's Arrow/Quarrel Ammunition
2 Suit Armor Metal Armor B 3 Dissonant Flute Class-specific Items
3 Mako Stone (2d+2 pts.) Class-specific Items 4 Gem (1,500G) -
4 Scorpion Tail Flail A 5 Lynx Vest Nonmetallic Armor S
5 Chekan Warhammer S 6 Dragonslayer Sword A
6 Tonfa Wrestling S
1d 6 Category (Rank)/Item Class
1d 5 Category (Rank)/Item Class 1 Plate Barding Mount Armor
1 Urumi Tangling S Mako Charge Crystal (5
2 Flash Fang Arrow/Quarrel x 12 Ammunition 2 Class-specific Items
pts.)
3 Hoplite Shield Shield S Additional Armament for
3 Heavy Shield
4 Repair Tape III Repair Tools Magitech
5 Bag of Silver (2d x 200G) - 4 Anti-magic Potion Potions
6 Flicker Hammer Mount Weapons 5 Medicine of Dreams Potions
6 Moonlight Charm+2 x 2 Adventure Tools (Consumables)

123
Part 2 Items

Treasure Drop Table B-2 (2,001G – 3,000G accessories, etc.)


1d 1 Category (Rank)/Item Class
1d 2 Category (Rank)/Item Class
1 Tiny Armor Adventure Tools
1 Stone of Vigilance Adventure Tools
2 Repel Candle Adventure Tools
2 Large Holo-Camera Adventure Tools
3 Catcher Hand
3 Bag of Silver (2d x 200G) -
4 Sticky Hands Adventure Tools
4 Blood Crystal Choker Neck
5 Poisonous Stomach Adventure Tools
5 Abrasive Rasp Adventure Tools (Consumables)
6 Gem (1,500G) -
6 Explosive Trap Kit Adventure Tools (Consumables)
1d 3 Category (Rank)/Item Class
1d 4 Category (Rank)/Item Class
1 Mako Stone (2d + 2 pts.) Class-specific Items
1 Candle of Sorrow Adventure Tools (Consumables)
2 Careless Tag Adventure Tools
2 Mako Stone (2d +2 pts.) Class-specific Items
3 Bloodstone Bellyband Chest/Torso
3 Pointed Hat Head
4 Alarm Gong Adventure Tools
4 Illusory Wig Head
Adventure Tools
5 Escape Marbles 5 Wig of Chills Head
(Consumables)
6 Swirl Piercing LP Ear
6 Statue of Nighthawk Adventure Tools
1d 6 Category (Rank)/Item Class
1d 5 Category (Rank)/Item Class
1 Little Wing Back
1 Short Gentleman's Beard Head
2 Bandit King's Ring Hand
2 Powered Night Goggles Head
3 Tinder Tail Chest/Torso
3 Linkpearls Holder Ears
4 Black Belt Chest/Torso
4 Crystal Necklace Head
5 Golden Spurs Feet
5 Amulet Of Light Neck
6 Oath Anklet Feet
6 Inverness, a Beautiful Star Back

Treasure Drop Table C (3,001G – 4,000G)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Ready Powder Chemicals 1 Bag of Silver (2d x 300) -
2 Crenated Sword Sword A 2 Hungry Shirt Adventure Tools
3 Poison Dart Thrown Weapon A 3 Double Eel Flail S
4 Poisonous Claws Class-specific Items 4 Great Barrier Shield A
Adventure Tools 5 Evil Target Shield S
5 Anti-aircraft Chain
(Consumables) 6 Longbarrel II Gun A
6 Floating Sphere (Large) Class-specific Items
1d 4 Category (Rank)/Item Class
1d 3 Category (Rank)/Item Class 1 Spike Heels Feet
1 Thermal Mantle Back 2 Gem (2,500G) -
2 Flying Cloak Back 3 Drain Net Tangling A/Thrown Weapon A
3 Ripper Knife Sword B/Thrown Weapon S 4 Assegai Thrown Weapon S
4 Lildraken Costume Nonmetallic Armor B 5 Brigandine Metal Armor A
5 Tiger Band Nonmetallic Armor S 6 Accel Brogue Wresting S
6 Guide Boots Feet
1d 6 Category (Rank)/Item Class
1d 5 Category (Rank)/Item Class 1 Black Eye Patch Face
1 Wind Coat Mount Armor 2 Keen-Flash Glasses Face
2 Detector of Barbarous Adventure Tools 3 Hound's Nose Face
3 Magic Cosmetics Adventure Tools 4 Rabbit Earrings Ear
4 Horn of Magic Detection Adventure Tools 5 Magnetic Glove Hand Feet
5 Alarm Earrings Ear 6 Frog Feet
6 Bat's Earrings Ear

124
Treasure Drop Table D (4,001G – 5,000G)
1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Holy Parrot Head 1 Dozen Boots Feet
2 Buster Rifle Gun A 2 Mask of the Fearless Face
3 Bag of Silver (2d x 400) - 3 Excellent Rapier Sword S
4 Snake Belt Waist 4 Blade Skirt Chest/Torso
5 Dragon Scale Nonmetallic Armor S 5 Gem (3,000G) -
6 Centipede Tabi Feet 6 Mithril Shield Shield S

1d 3 Category (Rank)/Item Class 1d 4 Category (Rank)/Item Class


1 Grant Partner Shield S Magic
2 Puzzling Sign Adventure Tools 1 Arrow/Quarrel x Ammunition
3 Mithril Dirk Thrown Weapon S 3
4 Mako Stone (2d + 6 pts.) Class-specific Items 2 Azure Amulet Mount Accessory
5 Blade Horn Mount Weapons 3 Crimson Amulet Mount Accessory
Adventure Tools 4 Restore Kit Mount Chemicals, Repair Tools
6 Candle of Sorrow
(Consumables) 5 Servant Anchor Adventure Tools
6 Versatiles Adventure Tools
1d 5 Category (Rank)/Item Class
1 Angel Ring Head 1d 6 Category (Rank)/Item Class
2 Tongues Earpiece Ear 1 Droplet Bracelet Hand
3 Spiral Amulet Neck 2 Ring Of The Mind Hand
4 Flapper's Song Neck 3 Rainbow Ring Hand
5 Lamia Necklace Neck 4 Champion's Buckle Chest/Torso
6 Modified Weapon Holder Back 5 Silent Boots Feet
6 Jump Boots Feet

Treasure Drop Table E (5,001G – 7,000G)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Bag of Silver (2d x 500) - Bracelet of the Seven
1 Feet
2 Jail Impact Flail S Changes
3 Sniper Bow S 2 Smoke Discharger Class-specific Items
4 Mana Cartridge (X/XX) Adventure Tools 3 Bounce Ball Thrown Weapon B
5 Barbarous Hood Head Adventure Tools
4 Sunlight Charm +3
6 Quick Dresser Back (Consumable)
5 Francisca Thrown Weapon S
1d 3 Category (Rank)/Item Class 6 Water Crossing Reins Mount Accessory
1 String Bow Crossbow S
2 Moonlight Charm +3 Adventure Tools (Consumable) 1d 4 Category (Rank)/Item Class
3 Sticky Shoes Feet 1Gem (4,000G) -
4 Slasher Sword S 2Anti-Magic Shield Additional Armament for Magitech
5 Petrifying Arrow/Quarrel Ammunition 3Magitech Helpers Adventure Tools
6 Mithril Chain Metal Armor S 4Small Bear Claws Neck
Mako Stone (2d +
5 Class-specific Items
1d 5 Category (Rank)/Item Class 8 pts.)
1 Arachne Walker Back Backwater
6 Neck
2 Coat of Plates Metal Armor A Necklace
3 Despair Crossbow S
4 Explosive Stone Thrown Weapon B 1d 6 Category (Rank)/Item Class
5 Grendal Fire Fist Feet 1 Gem (5,000G) -
6 Bag of Silver (2d x 500) - 2 Stone Man's Earring Ear
3 Mana Staff Staff B
4 Jumping Feathers Feet
5 Sound Recorder Adventure Tools
6 Leech Staff Staff B

125
Part 2 Items

Treasure Drop Table F (7,001G – 10,000G)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Mechanized Fingers Class-specific Items 1 Disturbing Scarecrow Adventure Tools
2 Framer TK Gun S 2 Flaming Shield Shield B
3 Magic Bedding Adventure Tools 3 Mithril Spear Spear S
4 Blade Slayer Shield S 4 Claymore Sword S
5 Mithril Sword Sword S 5 Mithril Axe Axe S
6 Red Glasses Face 6 Bullet Shower II Gun S

1d 3 Category (Rank)/Item Class 1d 4 Category (Rank)/Item Class


1 Big Gloves Hand 1 Kusari-Gama Axe B / Tangling S
2 Angel Shoes Feet 2 Smart Animal Sack Back
3 Fortress Metal Armor A 3 Ballista Crossbow S
4 Maisha's Feather Ornament Any 4 Hunter's Analyzing Mirror Face
5 Heavy Lance Spear S 5 Composite Bow Bow S
6 Thunderbird's Plumage Back 6 Fi Star Rossum Staff B

1d 5 Category (Rank)/Item Class 1d 6 Category (Rank)/Item Class


1 Careful Auto Looter Adventure Tools 1 Amulet Of Prayer Neck
2 Fairy Lantern Adventure Tools 2 Miracle Necklace Neck
3 Heavy Scale Mask Face 3 Hero's Mantle Back
4 Gem (7,000G) - 4 Mana Ring Feet
5 Bag of Silver (2d x 700) - 5 Queen's Corset Chest/Torso
6 Talisman Of Life Neck 6 Sign of Valor Any

Treasure Drop Table G (10,001G – 15,000G)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Lucky Feathers Feet 1 Magician's Gloves Hand
2 Bec-De-Faucon Warhammer S 2 Light Boots Feet
3 Couse Axe S 3 Golden Mattocks Warhammer B
4 Dead Man's Earring Ear 4 Elemental Blade Sword B
5 Troll Buster Mace S 5 Shifting Sword Sword B
6 Full-Metal Armor Metal Armor S 6 Daemonthresher Flail S

1d 3 Category (Rank)/Item Class 1d 4 Category (Rank)/Item Class


1 Heavy Anchor Warhammer S 1 Talking Doll Adventure Tools
2 Small Fruits of the Yggdrasil Chemicals 2 Titan Flail Flail S
Additional Armament for 3 Servant Anchor II Adventure Tools
3 Blaster
Magitech 4 Guiding Shellfish Adventure Tools
4 Magitech Wreckers Adventure Tools 5 Corsesca Axe S
5 Unbending Buckle Chest/Torso 6 Berserker's Soul Sword B
6 Staff of Deception Staff B
1d 6 Category (Rank)/Item Class
1d 5 Category (Rank)/Item Class Black Anti-aircraft
1 Sun Hat Head 1 Adventure Tools (Consumable)
Chain
2 Voulge Axe S 2 Lancaster II Gun S
3 Purifying Holy Symbol Class-specific Items 3 Staff of Control Staff B
4 Petrifying Arrow/Quarrel Ammunition 4 Destroyer Sword A
5 Sentinel Sword S 5 Dark Blue Talisman Mount Accessory
6 Yscaean Magical Armor Metal Armor B 6 Crown of the Saint Head

126
Treasure Drop Table H (15,001G – 25,000G)
1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Cursed Arrow/Quarrel Ammunition 1 Immovable Rod Adventure Tools
2 Doll Organist Adventure Tools 2 Turtle Shell Shield S
3 Carnage II Gun S 3 Crown of Riches Neck
4 Einhander Sword A 4 Mako Stone (20 pts) x 3 Class-specific Items
5 Everchanging Clothing Clothing 5 Manatite Horn Mount Weapons
6 Double Mask Face 6 Full Metal Coat Mount Armor

1d 3 Category (Rank)/Item Class 1d 4 Category (Rank)/Item Class


1 Catapult Adventure Tools 1 Bag of Silver (2d x 1,500G) -
2 Cattleya Garland Head 2 Windbreaker Surcoat Nonmetallic Armor A
3 Veil of the Goddess Head 3 Marionette Helmet Adventure Tools
4 Linkpearls Ear 4 Magic Arrow/Quarrel Ammunition
5 Thieves Boots Feet 5 Guardian Stone Adventure Tools (Consumable)
6 Double Barrel Gun S 6 Death Scythe Axe A

1d 5 Category (Rank)/Item Class 1d 6 Category (Rank)/Item Class


1 Sword Breaker Fang Wrestling S 1Astral Guard Shield SS
2 Sorcerer's Staff Staff S 2Bracelet of Manipulation Feet
3 Black Rod Staff S 3Executioner’s Blade Sword S
4 Zantetsuken Sword A 4Flying Broom Adventure Tools
5 Double Coat Adventure Tools Magic Remodel Beginner's Adventure Tools
6 Mithril Plate Metal Armor S 5
Kit (Consumable)
6 Necklace of Truth Neck

Treasure Drop Table I (25,001G – 55,000G)


1d 1 Category (Rank)/Item Class
1 Bag of Silver (2d x 3,000G) - 1d 2 Category (Rank)/Item Class
2 Magic Arrow/Quarrel x 24 Ammunition 1 Tusk of the Bear King Neck
3 Mana Coat Nonmetallic Armor B 2 Storage Bracelet Hand
Adventure Tools 3 Champion's Loincloth Chest/Torso
4 Yggdrasil’s Blessing
(Consumable) 4 Mako Stone (20 pts) x 3 Class-specific Items
Great Yscaean Magical 5 Judgment Spear Spear B
5 Metal Armor A
Armor 6 Blade Crushing Shield Shield S
6 Blessed Sword Sword B
1d 4 Category (Rank)/Item Class
1d 3 Category (Rank)/Item Class 1 Asteria's Defense Shield B
1 Half Moon Shield SS 2 Dragon Arrow/Quarrel Ammunition
Sightlines Crown (Crown & 3 Hands Of Glory Wrestling SS
2 Head
Monocle) 4 Yscaean Magic Full Armor Metal Armor S
Adventure Tools 5 Tri-Edge Thrown Weapon SS
3 Guardian Stone (20 pts.)
(Consumable) 6 Glorious Shield SS
4 Blasting Fate Hammer Warhammer S
5 Combat Maid's Outfit Nonmetallic Armor B 1d 6 Category (Rank)/Item Class
6 Robe Of Wild Roses Nonmetallic Armor B Yerugunmu's Book of
1 Adventure Tools
Deceptions
1d 5 Category (Rank)/Item Class 2 Mana Coat+ Nonmetallic Armor B
1 Gem (20,000G) - 3 Dark Line Tangling SS
2 Silent Cloak Nonmetallic Armor SS 4 Steed Guard Mount Armor
3 Groul Wrestling SS 5 Choreadora Gun SS
4 Masquerade Gun SS Self-maneuvering Suit
5 Servant Anchor III Adventure Tools 6 Metal Armor S
Armor (Amuza)
6 Bloody Lily Mace SS

127
Part 2 Items

Treasure Drop Table J (56,000G – 91,000G)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Bag of Silver (2d x 4,000G) - 1 Hell Fire Gun SS
2 Beast Chain Tangling S 2 Mako Stone (20 pts.) x 1d Class-specific Items
Spear SS/Thrown Weapon 3 Curse Rebellion Neck
3 Eclair
SS 4 Phoenix Cloak Nonmetallic Armor SS
4 Legs Of Honor Wrestling SS 5 Starches Crescent Axe A
5 Hatred Reversing Ring Hand 6 Tri-Lux Spear SS
6 Angel Feather Sword SS
1d 4 Category (Rank)/Item Class
1d 3 Category (Rank)/Item Class Small Fruits of the Yggdrasil
1 Mask of Rage Mount Accessories 1 Chemicals
x6
2 Grand Ariol Wrestling SS 2 Silver Comet Flail SS
3 Gem (30,000G) - 3 Mirror Of Truth Adventure Tools
4 Fatal Lance Spear SS 4 Bag of Silver (2d x 5,000G) -
5 Eversio Warhammer SS/Thrown Weapon SS 5 Le Indalia Bow SS
6 Bottleship of the Sun Adventure Tools 6 Soulscar Cup Adventure Tools

1d 5 Category (Rank)/Item Class 1d 6 Category (Rank)/Item Class


1 Eternal Lord Shield SS 1 Bullsmasher Gun SS
2 Alabaster Shell Nonmetallic Armor SS 2 Dragon's Jaw Wrestling S
3 Eight Mambo Bow SS 3 Manatite Frame Metal Armor SS
4 Hyperion Sword SS 4 Ductus Lancair Spear SS
5 Mako Stone (20 pts.) x 2d Class-specific Items 5 Calvaria Crossbow SS
6 Garde Crossbow SS 6 Rimahawk Axe SS/Thrown Weapon SS

Treasure Drop Table K (92,000G+)


1d 1 Category (Rank)/Item Class 1d 2 Category (Rank)/Item Class
1 Rosenhagen Warhammer SS 1 Gem (50,000G) -
2 Ring of Resonance Hand 2 Divine Skin Nonmetallic Armor SS
3 Agahast Axe SS 3 Geister Sword SS
4 Anti-Arquebus Metal Armor SS 4 Skullsludger Mace SS
Material card SS (1 of each 5 Staff Of House Staff B
5 Class-specific Items
color, 5 cards in total) 6 Yerugunmu's Forbidden Book Adventure Tools
6 Zenias Mace SS
1d 4 Category (Rank)/Item Class
1d 3 Category (Rank)/Item Class 1 Bracelet of Holy Armor Feet
1 Urgosh Axe SS 2 Mako Stone (20 pts.) x 2d Class-specific Items
2 Aeon Staff SS 3 Quadblaze Flail SS
3 Magus Staff SS 4 Gaiacleaver Warhammer SS
4 Imperial Metal Armor SS 5 Illumination Sword SS
Adventure Tools 6 Dynast Axe SS
5 Earth's Blessing
(Consumable)
Bag of Silver (2d x 1d 6 Category (Rank)/Item Class
6 -
10,000G) 1 Bag of Silver (2d x 20,000G) -
2 Crystal Eye of Suaglug Adventure Tools
1d 5 Category (Rank)/Item Class 3 Shamrock Cross Spear Spear A
1 Tyrant Flail SS 4 Tree King Sword Falungorn Staff B
2 Snake Sword Tangling SS 5 Long Sword +5 Sword B
3 Gem (100,000G) - 6 Double-Edged Sword of Asteria Sword SS
4 Raging Hydra Tangling SS
5 Sleeping Cloak Back
6 Eternal Chronoglass Adventure Tools

128
Part 3 Revised Riding Rules

129
Part 3 Revised Riding Rules

In this section, the rules for riding are used to describe • Monster Knowledge checks (see CR I: p. 117-137) ※
the rules when a character rides a horse, motorcycle, etc. to ※ Identifying monsters only; cannot determine
move or fight with them in battle. Weaknesses

R IDING CHECK
Calculation: Rider level + Dexterity modifier
As mentioned above, riding is when a character is on a Use Time: Instant
horse, motorcycle or other object or being that moves on Effect: Maintains control over a mount during difficult
its own. Objects and animals capable of being ridden are circumstances.
collectively referred to as “Mounts”. When riding, it's Details: When riding a mount in difficult circumstances,
assumed that the character riding has some control of the such as “riding across a log bridge”, or “riding through deep
mount, whether it be the speed of the mount, the direction mud in a rainstorm”, a successful check allows you to stay
the mount is going, etc. Rider class is needed to operate on your mount. A failed check will halt movement, and in
mounts with efficiency. some situations may even throw the rider off the mount.

R IDER MINOR CLASS


A class designed to control mounts of various types,
those with Rider class levels are colloquially known as When a character becomes a Rider, they also learn how
jockeys. While not a class designed to teach aptitude in to get the most out of any of the mounts they ride, whether
combat with spells or steel, they can still participate and use animal, vehicle, or otherwise.
their mounts to turn the tides. Jockeys become familiar with When taking a level of the Rider class, including the
a number of different mounts, and can control a mount first, the character is able to choose a Stunt from the Stunts
with minimal movements. available to them. Some stronger Stunts are restricted by
level, limiting their use to the more experienced Riders. As
Riders are proficient in: a general rule, Stunts can only be performed while riding a
• First Aid checks (see CR I: p. 117-137) mount, are typically not magical effects, and do not cost MP
• Riding checks (see p. 93) to perform.
• Tumble checks (see CR I: p. 117-137) Some stunts can only be learned if the Rider level is
• Cartography checks (see CR I: p. 117-137) above a certain level.

While anyone can ride on a horse, for example, and be The most obvious benefit of riding a mount is being
called a rider, there are those who can take the time and able to move using the Movement Speed and movement
master everything there is to know about their mounts. methods of the mount in question, regardless of the rider's
These gifted individuals are better known as “Jockeys,” own Movement Speed. For example, riding a Pegasus will
having mastered the Rider class. allow the rider to not only move at the Pegasus' speed, but
A rider cannot ride more than one mount at the same also fly through the sky at the Pegasus' Flying speed. If the
time. character has levels in the Rider class, they can use their
Adventurer Level to enhance the skills of the mount.
WITHOUT R IDER CLASS Additionally, jockeys have access to Riding Stunts, special
Characters who wish to mount up, but do not have techniques only Riders can perform, coaxing out the full
levels in the Rider class, are limited in the mounts they can power of the mount.
choose. Specifically, such riders are limited to Horses, War
Horses, and Manabikes (both normal and minibikes).
Additionally, they are unable to do much more than steer When riding, the rider and mount take turns at the
their mount. same time. When the rider takes their turn, the mount
takes its turn at the same time.
WITH R IDER CLASS When mounted, the rider and mount move
A jockey, on the other hand, is able to ride nearly any simultaneously. As mentioned above, the movement is in
mount, so long as their Rider class level is equal to or higher line with that of the mount.
than the Mount's Appropriate Level (see p. 121). Characters who do not have a Rider class cannot have
their mounts perform Major Actions. In the case of these

130
riders that do not have Stunts and have limited mounts,
only the Rider can perform major actions on their turn.
Jockey, on the other hand, can instruct mount to For getting on and off the mount, jockey needs the
perform actions, and each action is resolved on a character- Minor Action, and all other riders except jockey need the
by-character basis. Jockey or mount can perform actions Major Action.
arbitrarily, but they cannot perform actions individually or All riders may only board one mount or dismount from
in different orders. Jockey performs the action as jockey an existing mount once. This restriction is applied without
and mount performs the action as mount. regard to the type of action (major or minor) or the number
If the rider dismounts during their turn, the mount will of major actions a character can perform. A character who
be dismounted. If the mount is able to perform an falls from the mount” (see this page) in their turn may not
exceptional action, such as a stunt [Remote Command], the ride the mount during their turn.
mount can perform the action after the jockey. Even if the All characters can ride on a mount after their own
mount performs the action before jockey, jockey can still move. A character cannot ride a mount unless it shares the
get out of the mount. same coordinates with the mount after the move. If it is still
the mount's turn to move that round, rider moves further
on the mount's turn at the same time as the mount.
If the jockey dismounts with a Minor Action, the jockey
may move itself if the mount has not already moved that
Whenever a jockey is riding a mount, they can push the
round. If the mount has already moved that round, the
mount to its limits, drawing out more from the mount than
jockey cannot move even if they dismount.
non-jockeys. When the jockey is riding a mount, the
mount's “Mount Level” (see p. 145) is the same as the
First, Let Mount Stand up
jockey's Adventurer Level. If the jockey's Adventurer Level
No character may ride on a prone mount.
is higher than the maximum value of the mount's
Appropriate Level, then the mount's Mount Level is
considered to be the maximum value instead.

P ERCEPTION WHEN R IDING AND COMMANDING THE


M OUNT Normally, riders and jockeys do not need to make any
Each mount has a set perception, separate from that of sort of check while riding or controlling mount. However,
the jockeys. If a rider or jockey gives a command to a there may be special circumstances where the GM may rule
mount, and the mount cannot understand the command that the mount is becoming skittish, unstable, or something
due to a lack of perception (i.e., it cannot find the along those lines. In such cases, the GM may call for a
destination or appropriate target), then the command will Riding check (see p.) in order to keep the mount under
end up ignored. Any bonuses and penalties to perception control.
will be handled separately between jockey and mount.
R IDING CHECKS WHEN NOT M OUNTED
Even if the jockey is not riding the mount when the GM
calls for a Riding check, if the jockey and mount are in close
proximity to each other is it assumed that the jockey has
When riders and jockeys mount up, they are bound by
control of the mount in some manner (reins in hand,
certain restrictions. Riders, for example, must take up the
holding handlebars, etc.). In such cases, the Riding check
method of control (whether reins, handlebars, or
would be made as though the jockey was actually riding the
something else) in both hands, and cannot use either hand
mount.
for something other than controlling their mount. Jockeys,
on the other hand, are able to ride one-handed, and so can
use their other hand for weapons, items, spells, magical M OUNT B EHAVIOR
implements, etc. If a mount must make a check while away from a
jockey, they have a standard value given as part of their data,
and this standard value is what gets used. In this situation,
L IFTING R ESTRICTIONS WITH A STUNT [R IDING AS ONE]
the mount's level is calculated using the Adventurer Level
AND M AGITECH CARS
of its owner (see p. 145). If the mount needs to make a
If the jockey has mastered stunt [Riding As One] (see check and there is no given reference value, assume the
p. 141), the jockey while riding will be able to handle both value is equal to the Mount Level.
hands freely, not just one hand.
However, the [Riding As One] stunt has no effect on
the three mounts [Magitech Car], [Sport Magitech Car],
and [Sky Vehicle] (and the mounts that have reputation in If either the rider (or jockey) or the mount would fall
their cost). One hand is always required for their over while riding, the rider falls prone and will take falling
maneuvering. damage (see CR I: p. 207-213). In this situation, the fall
distance is equal to 1/20th the distance moved in the
previous turn (rounded up), with a minimum of 2m. As
with regular falling damage, the character may attempt a

131
Part 3 Revised Riding Rules
Tumble check to reduce the damage taken from falling off ABOUT [M OUNTED]
of a mount. Some mounts have a unique skill called [Mounted].
If a fall occurs, the rider is no longer mounted. A rider Mounts with the [Mounted] unique skill cannot have other
who falls from their horse during their (or mount's) turn characters as passengers. Instead, other characters can be
may not ride on the mount during their turn. mounted with [Mounted].
A mounted character is dependent on the mount for
movement, but unlike a passenger, it is not penalized by the
action checks or restricted in actions. And, regardless of
A rider or jockey can have another character riding on how the mount moves, it can perform any action possible
the same mount. Such a character is known as a with Limited Move on its turn. Its turn is independent of
“Passenger”, and riding with a passenger is “Double the mount's turn, and another character's turn can be
Riding”. inserted between the jockey's and the mount's turn and the
Even with a passenger, a mount does not change its character's turn that is mounted.
Movement Speed or types of movement, and the mount's Character can mount with Major Action in that case and
data does not change. Additionally, both the rider and dismount with a Minor Action. If a character dismounts
passenger will move at the mount's Movement Speed, with a Minor Action and the mount has not moved in that
taking their Moves simultaneously. It takes a Major Action round, the dismounted character itself can move.
for a character to either mount or dismount as a passenger.
When double riding, all riders (including jockeys)
COLUMN: JOCKEY 'S B ENEFITS SUMMARY
receive a -4 penalty to all action checks. In addition,
passengers cannot use their hands for anything but holding • Can control mount with one hand
on to the mount, and the only Action they may take, Major • Minor Action to get in and out of the mount.
or Minor, is to dismount the mount. • Can make Riding checks (see p. 130).
If the passenger or rider falls prone. Please follow the • Can enhance mounts to the same mount level as the
procedure described in “Falling and Mounts” (see previous adventurer level.
page). A rider who falls off their horse during their (or • Can use Stunts.
mount's) turn may not ride on the mount during their turn. • Can rent mounts from the Rider's Guild. And can also
purchase equipment for mounts and use it.

A mount is an object or character intended to be to communicate with others through language and casting
controlled by a rider, through holding a bridle and reins or spells.
a control stick, riding, and issuing commands. They are generally difficult to handle due to their high
All mounts are operated by a single rider, moving, and required level, and are considered rare even among rider
acting based upon the rider's intentions. Additionally, guilds.
jockeys can also enhance a mount, and have learned how
to get the most out of any mount they ride. M AGITECH M OUNTS
Magitech mounts are so-called “vehicles” such as a
motorcycles or cars. They do not have a will of their own
and do not move at all unless the jockey controls them.
The magitech mount does not require eating or
sleeping, and the jockey must spend 1 MP when encasing
In order to ride a mount properly, the rider's levels in and releasing it in the <Mount Contract Sphere>,
the Rider class must at least equal the mount's minimum <Proprietary Mount Sphere>, or <Manabike Storage
Appropriate Level, if not higher. Sphere>.

OTHER M OUNTS
There are other mounts than those classified above.
Like monsters, there are several classifications of Each of these mounts has its own description of how it
mounts. should be treated if it is to be treated as a mount.

ANIMAL M OUNTS
Animal mounts are the most common. Most are
horses, but elephants and other animal mounts also exist.
They are inexpensive and easy to handle. A jockey can rent a mount by purchasing a Mount
Contract from the Rider's Guild. A Mount Contract must
M YTHICAL B EAST M OUNTS be purchased for each mount type (Horse, War Horse,
There are many mythical beast mounts, such as flying etc.). Once they have purchased a Mount Contract, they
mounts and mounts with multiple sections. Unlike animals, can rent that type of mount for free as many times as you
some mythical beast mounts have high intellect and are able like.

132
M OUNT CONTRACT SPHERE Manabike, Manabike (and their renowned items) can be
For Magitech-Type mounts, the Riders' Guild offers purchased from the general market.
magispheres instead of certificates. However, the uses are However, at this time, character cannot obtain a
practically the same as a certificate. “Proprietary Mount Contract/Sphere” and cannot carry
these in statues or in sphere’s storage.
SEVERAL CERTIFICATED OF THE SAME T YPE Also, these Horses, War Horses cannot be promoted
(see p. 135).
Character can only purchase one Mount
Contract/Sphere for each type of mount. Therefore, it is
not possible to rent and use multiple mounts of the same
type at the same time (e.g., renting out two Horses at once). Any mount whose owner has a Proprietary Certificate
Mounts of different types can be rented at the same time. (or Sphere) increases all sections' maximum HP by 10.
Some mounts can be equipped with weapons, armor,
M OUNT UPKEEP accessories, and additional armaments for their mounts,
Whether buying a mount to own, or renting one from which are considered to be exclusive mounts only.
the Guild, upkeep and maintenance costs will need to be Purchased mounts are not obligated to be returned at
paid. To keep bookkeeping simple, the upkeep and the end of a session. Character do not gain a dishonor mark
maintenance costs for a mount is the same as the PC for (see p. 136) if they kill or destroy it.
both food and shelter. Also, a mount that cost reputation can only be
Magitech mounts, as well as those that are animated purchased.
statues (see p. 134), do not require such upkeep and
maintenance costs.

R ETURNING THE M OUNT To protect a mount from being stolen or manipulated


At the end of the session, mounts rented from the by others, the jockey needs to establish ownership of the
Riders' Guild must be returned. However, if the mount's mount they're using. In doing so, the mount will recognize
HP is 0 or less, the Guild will look down on the character the jockey as the one in control and will refuse to work with
as someone who can't protect their mount and will give the others. Mounts owned by the jockey will exclusively
character a Dishonor Mark (see p. 136). respond to the jockey's commands and no others.
In order to show knowledge of the mount and to
establish a contract with the Riders' Guild, the jockey needs
to have a Mount Contract. However, to show ownership of
P ROPRIETARY CERTIFICATES AND SPHERES a specific mount, the jockey also needs to have a
Proprietary Mount Contract. One of the benefits of the
If a character ends up purchasing a mount from the
Proprietary Certificate is the jockey can transform the
Riders' Guild, and not just renting one, the character is
mount in question into a statue form.
given a Proprietary Mount Certificate or Proprietary Mount
Sphere. This is proof that a character owns a particular
mount. OWNERSHIP BY “M OUNT CONTRACT /SPHERE”
The Proprietary Mount Certificate is prepared for an “Mount Contract/Sphere” is necessary to make a rent
individual mount, and the character's name is added to the mount at Rider's Guild. It is not necessary to have it, just to
Certificate as well, so it would end up being “(Character have it, and each mount type has a separate one, prefixed
Name)'s Proprietary Mount Certificate”. with the name of the mount type, such as “Mount Contract
Even if someone else has a Mount Contract for the for Horse”, “Mount Contract for Draconet”, etc.
same type of mount, the mount cannot have the Guild's seal When renting a mount at the Riders' Guild, the
ritual performed on it, and it will not listen to anyone other character presents the Contract Certificate and signs a
than its owner. contract to temporarily become the mount's master. When
making a contract, a simple ritual is performed, and a
E XCLUSIVE CERTIFICATES AND N ORMAL CONTRACTS magical mark is engraved onto the mount in order to show
ownership. This contract lasts until the mount is returned
Purchasing a mount from the Riders' Guild doesn't to the Riders' Guild, at which point the mark disappears. If
preclude the jockey from continuing to rent mounts from either the jockey or mount dies, the magical mark is not
the Guild. It is possible to have an owned mount and a removed.
rental mount from the Guild at the same time. While a In order to be eligible to ride a contracted mount and
rental mount still needs to abide by the rules in the contract receive stunt benefits, the jockey must be the person who
with the Riders' Guild, a purchased mount does not need made the contract with the mount, and must be in
to abide by the same rules. possession of the “Mount Contract/Sphere” at the time of
It is possible to purchase several mounts of the same the contract. Therefore, even if someone other than the
type. contracting jockey possesses the mount or the “Mount
Contract/Sphere,” they cannot own the mount, even if they
COMMERCIAL H ORSES AND BIKES possesses both of them. Also, a jockey who loses a “Mount
Even if a character does not have a Rider class and does Contract/Sphere” for some reason cannot ride on the
not belong to the Rider's Guild, Horse, War Horse, Mini mount, and the stunt will not be effective.

133
Part 3 Revised Riding Rules
The Mount Contract/Sphere magically records the In the Case of Magitech Mount
purchaser's data (biological characteristics that identify the The magitech mounts that the Rider's Guild rents and
purchaser) and can only be used by the purchaser. If it was sells to its members are designed to be used with the Mount
stolen or brought Mount Contract/Sphere to the Rider's Contract Sphere and the Proprietary Mount Sphere.
Guild, it will only be discovered that they are not the person Therefore, only the authorized owner of the magitech can
who made the purchase. operate them.
If character loses a Mount Contract/Sphere, they must Mini Manabikes, Manabikes sold in the general market
pay the same amount to have it reissued. After reissuing old and manabikes made by magitech spells [Automobile],
Mount Contract/Sphere for the same mount (type) that [Automobile II], [Skybike] can be ridden and controlled
shares the same jockey contractor and only one will remain without the Mount Contract Sphere or the Proprietary
as old one will be destroy by magic that is within them if Mount Sphere.
they are close enough. Therefore, it is not possible to have
more than one by reissuing. Wild Mounts
Wild monsters that are not trained by the Rider's Guild
OWNERSHIP BY “P ROPRIETARY M OUNT and have a wild temperament cannot be treated as mounts
CONTRACT /SPHERE” as they are.
When a mount is purchased, a Proprietary Mount If the GM gives special permission, character can make
Contract/Sphere is given to a character by the Rider's them their mount, as if they had a heart-to-heart with a wild
Guild. This means that jockey is under contract with the monster. In this case, character can apply to the Rider's
mount at all times. Guild for a “Proprietary Mount Contract” for the mount,
A Proprietary Mount Contract/Sphere can be free of charge. In that case, “Mount Reduction Tag I-III”
transferred to another person. In order to do so, the can also be used to turn wild mounts into statues (see
original owner must say the password while the new owner below).
is holding the “Proprietary Mount Contract/Sphere”.
The Proprietary Mount Contract/Sphere contains the
data of all the owners in chronological order. The most
recent one of them is the owner. ANIMAL AND M YTHICAL B EASTS STATUES
However, the owner who is considered to be the older A jockey can have a mount turned into a statue by
owner in this ownership data can cancel all the rights of the affixing a Mount Certificate, Proprietary Certificate or
newer owner by holding the “Proprietary Mount Contract other paperwork used in the contract ritual (such as a
/ Sphere” in his hand and reciting the password. Once this Reduction Tag) directly to the mount. In doing so, the
is done, all data of the “newer owners” will be erased. mount becomes a statue and shrinks to be about the size of
Therefore, a complete transfer of ownership requires one's palm, making it impervious to harm and easy to carry
both the original owner and the new owner to go to the around. However, the jockey must own the mount in
Rider's Guild to have the old “Proprietary Mount question, and if they lose ownership of the mount, it cannot
Contract/Sphere” destroyed and a completely new be recalled from a statue form.
“Proprietary Mount Contract/Sphere” issued. A mount in statue form cannot move on its own and is
treated as though time has not passed at all once recalled
OWNERSHIP AND R ENT OF M ULTIPLE B EASTS from statue form. In order to recall the mount, the attached
If character owns different types of Mount tag must be removed from the statue. It is greatly advised
Contracts/Spheres, they can rent all of them from the that the statue be placed on the ground before the tag is
Rider's Guild one each. There are no restrictions on the removed, as the mount will return to normal size upon tag
possession of multiple Proprietary Mount removal.
Contracts/Spheres.
This allows the jockey to carry multiple mounts. Advantages and Limitations of the Mount Reduction Tag
However, the jockey can only give instructions to one When turning a mount into a statue, or recalling a
mount on which they are riding, and the stunt effect is only mount from a statue, if a Mount Certificate or Proprietary
applied to that character. Certificate is used in the process, it is a Major Action to
Even if the [Remote Command] stunt allows the jockey either affix or removes the Certificates.
to give instructions while the jockey is not riding, the jockey However, when using any of the Reduction Tags (I to
can only give instructions to one character per turn. III) (see p. 87), it is only a Minor Action to affix or remove
the Tag.
Reduction Tags aren't the strongest of magics, so when
two mounts turned into statues via these Tags are in close
proximity to each other, the magic of one Tag will interfere
with the other, causing both mounts to revert to normal
In the Case of Animal/Mythical Beast Mount size.
A mount that has been trained and does not have a
contract (e.g., a “Mount Contract”) will be considered
controlled by the jockey who temporarily rode the mount.
The jockey can give instructions, enhance mount data, and
STORING AND R ECALLING MAGITECH -T YPE M OUNTS
apply stunt effects.
Magitech-type mounts can be stored and recalled
similar to other mounts, though the specifics differ. For

134
Magitech-type mounts, Mount Spheres, Proprietary downtime between adventures, and the mount will be
Spheres, and Manabike Storage Spheres are all built promoted at the beginning of the next session.
around a particular mount, which is stored within the Reputation mounts Fast Horse, Exceptional Horse, and
magisphere. To either store or recall a Magitech-type Daredevil Horse can also be promoted to the next
mount, the jockey must spend 1 MP while holding the reputation mount. The cost to promote a horse is the same
appropriate magisphere. This MP may come from a Mako as for a normal horse, and the difference in reputation must
Stone if so desired. be paid for each.
Even if a mount is promoted this way, the original
Advantages of the Storage Sphere Proprietary Certificate for the mount will still be valid proof
As with Contract Certificates, Mount Spheres and of ownership.
Proprietary Spheres require a Major Action to either store
or recall a mount, while the Manabike Storage Sphere only Before Cost (G)/
After Promotion
uses a Minor Action. However, the Manabike Storage Promotion Reputation
Sphere does not have the interference characteristics of the War Horse
Horse/Fast
Mount Reduction Tag and can be used to store and carry /Exceptional 7,500/30
Horse
mounts in the multiple spheres. Horse
Legendary
War Horse
Horse
/Exceptional 15,000/40
/Daredevil
Horse, War Horse, Legendary Horse, and Elephant Horse
Horse
purchased and owned by jockey can be promoted to War Legendary
Horse, Legendary Horse, Divine Horse, and War Horse Divine Horse
Elephant respectively by having them receive special 40,000/50
/Daredevil /King of Horses
training at Rider's Guild. Horse
However, in order to receive such training, both rider Elephant War Elephant 39,000
and horse must be a part of the Riders' Guild, and the
appropriate training costs must be paid. Once this is taken
care of, it will be assumed that the training happens during

Here, we will explain what to do if the mount dies. DESTRUCTION AND R ESTORATION OF MAGITECH
M OUNTS
Magitech-type mounts are not considered to be either
alive or dead, even when functioning. If a Magitech-type
mount's HP reaches 0, however, it is considered to be
DEATH AND R ESURRECTION OF THE ANIMALS AND immediately destroyed. Magitech mounts with multiple
M YTHICAL B EAST M OUNTS sections do not have the Main Section. When the HP of all
Animal or mythical beast mount must make a Death sections drops below 0, they will be completely destroyed.
Check when it's HP (or the HP of its main section if it is a By using the Restore Kit, the magitech (or one of its
mount of multiple sections) becomes 0 or less. If it fails, the section) can be restored and its HP becomes 1.
mount dies.
As a rule, mounts do not accept resurrection, but may
be resurrected by using [Resurrection] if both the GM and
the PCs agree. The resurrected mount has its “soulscar” Return of Dead Mounts
increased the same as for PCs (see CR I, p. 214). In the event of the death of a mount, if the mount is a
mount rented from the Rider's Guild, the mount will
receive a Dishonor Mark” (see further). No special
DISABLED SECTIONS OF ANIMAL OR MYTHICAL B EAST
compensation is required.
M OUNT In principle, there is no obligation to return a dead
Mounts with multiple sections do not die until either all mount, but it must be returned if it is revived. Even if the
sections have their HP reduced to 0, or the main section deceased is resurrected, the Dishonor Mark will be still
has its HP reduced to 0. If a non-main body section has its obtained.
HP reduced to 0 and it fails its Death Check, it will be
treated as a Disabled Section. Return of Mounts with Disabled Sections
Disabled Sections cannot recover HP, nor have effects If the mount with disabled sections is returned to
such as [Awaken] used on them. Rider's Guild as is, PCs will get a Dishonor Mark.
However, the item “Secret Medicine of Section A disabled section can be recovered with a secret
Regeneration” will restore the Disabled Section to full medicine of section regeneration. The secret medicine of
functionality. section regeneration can be purchased from the Rider's
Guild and used immediately before the mount is returned.
In this case, no dishonor mark will be obtained.

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Part 3 Revised Riding Rules

R ETURN OF DESTROYED M AGITECH Temporary Banishment


Returning a destroyed magitech mount (or even with A character who has earned the most disgraceful
one or more disabled sections) will result in a dishonor Dishonor Mark, “Corpse Rider”, will be banned
mark. A destroyed magitech (section) can be restored with temporarily from the Riders' Guild. Not only will they not
a Restore Kit. The Restore Kit can be purchased from the be able to rent or purchase any mounts, but they are also
Rider's Guild and used immediately before returning the prohibited from purchasing any other items from the Guild
mount. In this case, no dishonor mark will be obtained. as well.

Cannot Return R EMOVING DISHONOR MARKS


In some cases, the mount may be completely lost and Dishonor Marks are treated as titles offering 0
cannot be returned. In such cases, jockey will still get a Reputation, but they cannot be removed by the PC without
dishonor mark, although no monetary compensation is permission from the Riders' Guild. In order to expunge a
required. Dishonor Mark, the PC will have to pay Reputation. The
PC may pay Reputation at any time in order to remove the
DEATH OR DESTRUCTION OF P ROPRIETARY M OUNT Dishonor Mark, but even if the Reputation is paid
If a mount purchased or obtained by a jockey dies or is immediately upon death of the mount, the character still
destroyed the “Proprietary Mount Contract” or “Mount has to wait until the next session to be able to rent another
Proprietary Sphere” will be no longer available. The mount from the Guild.
Dishonor Mark will not be acquired. Not all Dishonor Marks can be removed through
payment of Reputation. However, most Dishonor Marks
can be expunged, though the payment of Reputation
should be kept track of. For example, removing the most
If a mount rented from the Riders' Guild dies over the basic Dishonor Mark, “Horse Killer” would be noted
course of an adventure, the rider does not get reimbursed under Reputation purchases as “Horse Killer (1st time,
for the money they paid to rent the mount. Additionally, a expunged)”.
Dishonor Mark is not only attached to the rider's rental As with most Reputation payments, paying Reputation
account but is also spread to other Riders' Guild locations. to remove Dishonor Marks will result in a loss of Total
Dishonor Marks on a rental account show that the rider is Reputation.
reckless and has let a mount die under their control before.
R EMOVING H IGHER DISHONOR M ARKS
Disadvantages of Dishonor Marks If a character has a higher Dishonor Mark, then they
If a rider attempts to rent a mount from the Riders' will only drop down to the next highest Dishonor Mark
Guild and they have a Dishonor Mark on their account, when paying Reputation to expunge Dishonor Marks. For
then an additional charge is applied before the rental can example, if a character has the “Guild Ruiner” Dishonor
occur. This additional fee is determined by not only the Mark and pays the appropriate Reputation to have that
price of the Mount Contract, but also which type of removed (in this case, 50 Reputation), then their Dishonor
Dishonor Mark the prospective rider has. Mark will drop to “Abandoner”, rather than be removed
For example, if the rider has the Dishonor Mark of entirely. If the character has enough unspent Reputation,
Horse Killer, then they will need to pay an extra 125 they can remove more than one Dishonor Mark at a time.
Gamels in order to rent a horse, but an additional 500 As with most Reputation payments, paying Reputation to
gamels to rent a manabike. remove Dishonor Marks will result in a loss of Total
Reputation.
Dishonor Marks
Type of Mark Additional Fee
Rep Required R E-E ARNING DISHONOR MARKS
for Expunging Once a character has their Dishonor Marks fully
“Horse Killer” 0.5x 20 expunged but managed to have a rental mount killed or
“Abandoner” 1x 30 destroyed under their watch again, they will earn the lowest
“Guild Ruiner” 2x 50 Dishonor Mark, “Horse Killer”, again. To distinguish this
“Mount Killer” 3x 70 from the last Dishonor Mark, it should be noted as “Horse
Temporary Killer (2nd Time)”.
“Corpse Rider” 100
Banishment

I NCREASING DISHONOR
If a rider continues to have mounts die or be destroyed
under their watch, the type of Dishonor Mark will change,
increasing in severity. Not only will additional rental fees
continue to be applied, but the Reputation needed to get
the Dishonor Mark expunged increases. In increasing
severity, the Marks go from “Horse Killer” to
“Abandoner”, “Guild Ruiner”, “Mount Killer”, and finally
“Corpse Rider”.

136
GM Guide: Handling Mounts During
Gameplay

As GM you must be aware of the extent to which the


mounts can go. For example, it's difficult, if not nearly
impossible, to have a mount in the narrow passageways of
a barrow mound, nor would it be socially acceptable to ride
a mount into a high-level aristocrat's mansion.
Players with the Rider class may feel that their choice of
class is wasted if they are constantly being placed in
positions where having a mount is unacceptable. In order
to prevent such feelings, it is suggested that the GM
incorporate scenarios where having a Rider in the party
would be useful, and have places designed for a Rider
character to be able to mount up and use their class to the
fullest. As a player, it should be your prerogative to actively
devise ways to allow your Rider skills to be useful, such as
encouraging an enemy into a larger arena where a mount
would be usable.
If you have a small dungeon or one-shot session or
special scenario that doesn’t mount-friendly, talk to your
players that plan to use rider class, so everyone is on board.

R IDER B EHAVIOR
When a rider brings a mount into combat, there are a The actions available for a rider to take in combat
few changes to the flow of combat. This section will go into depend upon the mount's movement. For example, if the
detail regarding those changes. mount takes a Normal Move, then the rider is also limited
to actions available after a Normal Move, and so on.
R IDING IN B ATTLE
When engaging in combat, both the mounted PC and Weapon Restrictions while Riding
mount can actively participate. The mounted PC and As a general rule, Wrestling type weapons cannot be
mount are considered to have the same coordinates, and used while mounted. Additionally, at least one hand must
the movement type and speed used are those of the mount. be used to control the mount, so any two-handed weapon
While riding, the mount moves and performs Major cannot be used while mounted.
Actions as commanded by the rider. As a general rule, if
the mount is nor being ridden, it will not move or take Mounting and Dismounting
Major Actions on its own, but will act on its own instincts. In order for a character to mount up or dismount from
Just like a monster with multiple sections, a mount and a mount during combat if that character does not have any
rider can act independently from each other and are levels in the Rider class, then they must mount up or
targeted separately for effects. dismount as a Major Action. However, if they have any
levels in the Rider class, then these actions become Minor
Actions. A character may choose to mount up or dismount
M OUNT WEAKNESSES
either before or after the mount's movement, but can only
Just as with most monsters, mounts do have
choose to either mount up or dismount once per turn.
weaknesses, though specifics depend upon the type of
mount. If an enemy spellcaster appears, it is a possibility
Sealing and Unsealing Statues in Combat
that these weaknesses might be exploited.
For more details on sealing a mount into a statue,
Unlike monsters, whose weaknesses are found through
unsealing a mount from a statue, or calling a mount from a
a Monster Knowledge check, a mount's weaknesses are
magisphere, see “Mount Statues” (see p. 134).
discovered through a contested roll at the start of the battle.
The jockey's Rider Class Level + Intelligence Bonus is
compared to the character with the highest Magic Power
among the enemies, and if the jockey is successful, the
Mounts can, as their Major Action, use melee attacks
mount's weaknesses are unusable. However, if the
and unique skills appropriate to the combat at hand. If
monsters win, then all enemies (not just the spellcaster) may
there are any abilities that can be used as Minor Actions,
take advantage of the mount's weaknesses. This check is
they will be noted as such. Any unique skills the mount has
made during the “Begin Combat” step.

137
Part 3 Revised Riding Rules
are considered to be those able to be used after a Normal
Move, unless otherwise noted. Generally, anything a PC N OTES ON [T HROW ATTACK ] AND SIMILAR E FFECTS
can do during combat, a mount can also do. For example, When using [Throw Attack], or any other effect that
attacking with ranged weapons or magic are actions that involves counting the number of sections a character has,
would require the mount to take a Limited Move. for convenience the rider and mount are considered to
have the same number of sections as the mount normally +
U NIQUE SKILLS P REREQUISITES AND E NHANCEMENT 1 (for the rider).
Some of the unique skills of the mount have
“prerequisite” or “enhance” listed after the name. WHEN A R IDER OR M OUNT L OSES CONSCIOUSNESS
The unique skills listed in the “prerequisites” cannot be If either the rider or mount loses consciousness (i.e.
used unless the jockey has mastered the stunt specified after from being put to sleep magically, having their HP drop to
it. 0, etc), the rider falls prone off of the mount (see p. 131).
Unique skills with “enhance” written on them can be If the rider is the one falling unconscious, they may not
used as is. If the jockey has mastered the stunt that follows, Tumble in order to prevent falling damage.
it can be used for more advantageous situations or effects.
P ASSENGERS
M OUNTS WITH M ULTIPLE SECTIONS If a rider is forcefully dismounted and would fall prone,
For mounts with multiple sections, only one section can any passengers that may be riding along will also fall prone
be commanded per turn, but that section is able to use both off of the mount.
Major and Minor Actions. It is possible to command
different sections over the course of multiple turns.
In order to command multiple sections in the same
turn, Stunts such as [Lion's Fury] or [Orochi's Fury] must When a rider who does not have class levels in the
be used. Rider Class participates in combat, the rider themselves are
in a state where both hands are unable to be used. Without
a hand free to guide them, mounts cannot perform Major
Actions in combat when mounted by such a rider.
In situations where either the rider or mount is knocked
prone, the rider falls off the mount (see p. 131), and is
forced to stop riding. Similarly, if either the rider or the GM Note: Enemy Riders and Mounts
mount is forced to move, the rider will become unmounted
as they will be at different coordinates after the forced When an enemy with Rider levels appears, the rider
movement. For example, if only the rider (or mount) is and mount are considered two different monsters for
forced to move, the mount (or rider) will remain at its determining Initiative, Reputation, and Weakness.
original coordinates, and the rider will fall prone after However, the handling of [Throw Attack] and similar
moving. If both the rider and mount are forced to move to effects, as well as forced dismounting, are treated the same
the same coordinates, however, the rider will remain as they would for a PC. Also, defeating both a mount and
mounted. rider will offer the chance for loot from both enemies.

Rider's Guild offer also additional sections that can be ADDITIONAL SECTION ACTIONS
used by having the mount towed. If a check is required, it is performed using the standard
value indicated in the mount data of the additional section.
When other checks are required just use the additional
section mount level as a standard value (add it to the 2d).
An additional section, as the name implies, is a section If the towed mount becomes inoperable, the additional
that is added to the mount. By towing additional sections, section will automatically fail any checks, and no
the mount gains more sections and unique skills. experience points will be gained due to automatic failure.
The mount and the additional section are treated
together as a single character mount. DIFFERENCE BETWEEN M OUNT AND ADDITIONAL
SECTION L EVEL
SPEED DECREASE AND L IMITATIONS The mount and additional section levels are
The movement listed in the additional section is the determined separately. Jockey's rider class must meet the
number of how much the movement of the original mount appropriate level (minimum value) for both. Each mount
is reduced. level should be kept within the range of the appropriate
Also, when towing an additional section, you are bound level, with reference to the jockey's adventurer level.
to the method of movement common to mount and the
additional section. Unless otherwise noted, it is ground Example
only. Adventurer Sunny has the 4th adventurer level and 3rd
Rider level. If she has [Carriage] (appropriate level 1) towed

138
by [Horse] (appropriate levels 1 - 4), the mount level of The renowned mounts can be used as an alternative to
[Horse] will be 4 and the mount level of [Carriage] will be the usual mount. For example, a Fast Horse can be
1. considered a Horse.
Sunny cannot have [Chariot] (appropriate level 4)
towed to the mount. Managing Multiple Mounts
Even if a jockey has prepared multiple mounts and
I MPACT OF STUNTS additional sections, all of them are treated as a single mount
Note that additional sections do not, in principle, are as a single character. Only one jockey is allowed to ride,
not affected by stunts. They also don’t affect by [౦HP and they are considered a jockey per rules.
Enhancement]. Even if multiple jockeys have multiple mounts towed,
the jockey controlling the multiple mounts can give
R ENTAL F EE FOR ADDITIONAL SECTION instructions to all of them, and the Stunts that affect the
There are no Mount Contracts or Mount Contract mounts are also applied to each mount.
Spheres for additional sections. When renting, you must The effect of the Stunt applied to a jockey is not
spend the amount of the fee written next to the purchase multiplied for each mount.
price for each session.
There is no Proprietary Mount Contract at the time of
purchase, and there is no ownership interest secured by it
(it will be lost if stolen!).

Destruction There are two types of additional sections: one for


If an additional section rented from the Riders' Guild is animals, mythical beasts, and the other for magitech, and
returned destroyed, the rider who rented it will receive a both are immune to poison, disease, and psychic type
Dishonor Mark (see p. 136) effects and damage. If the HP of the additional section
However, even if both the mount and the additional reaches 0, it will be destroyed without making a Death
section are killed and destroyed after one session, the rider Check.
gains only one Dishonor Mark.
ADDITIONAL SECTIONS FOR ANIMALS AND M YTHICAL
ADDITIONAL SECTIONS AS PART OF A STATUE OR SPHERE B EAST
If the mount is made into a statue with a Mount Destruction and HP Recovery and Repair
Contract, the additional section will be made into a statue The HP of these additional sections can only be
accordingly. The magitech additional section can also be restored by using [Construction Materials]/[Reinforcing
sealed by the Mount Contract Sphere at the same time. Building Materials]/ [Construction Steel Materials] (see p.
87). It can be even repaired from 0 HP and become
functional again.

Mount Equipment that can be Equipped


N UMBER OF SECTIONS R EQUIRED These additional sections can only be equipped with
An additional section is defined by the number of mount armor. Even if the towed mount is equipped with
mount sections required to tow it, and an additional section Mount Accessories, the additional section will not have any
can be towed to the mount only if the number of sections effect.
in the mount is equal to or greater than the required
number of sections in the additional section. ADDITIONAL SECTIONS FOR M AGITECH
Destruction and HP Recovery and Repair
2 Additional Sections per 1 Mount HP of these additional sections can only be restored
Regardless of the number of sections of a mount or the with spells and items that restore HP to constructs, such as
number of sections required for an additional section, no [Earth Heal] magic or Repair Tape, are effective.
more than two additional sections can be towed by a single If destroyed, the additional section can be restored
mount. using the “Restore Kit” (see p. 87).

M ANY MOUNTS PER ADDITIONAL SECTION Mount Equipment that can be Equipped
If the number of sections of the mount you want to tow These additional sections can only be equipped with
is not sufficient to meet the required number of sections for “Additional Armament for Magitech”. Note, however, that
the additional section, you can tow multiple mounts with it does not gain the ability to attack directly itself, so
the same name. equipment that increases damage is useless.
One jockey cannot rent more than one mount of the
same type. Therefore, in order to run multiple mounts,
multiple jockeys must rent or allocate their own mounts.

139
Part 3 Revised Riding Rules

A character with the Rider class acquires a special ability


called a stunt.

ACQUIRING STUNTS
When a character becomes a Rider, they also learn how
to get the most out of any of the mounts they ride, whether
animal, vehicle, or otherwise. When taking a level of the
Rider class, including the first, the character is able to
choose a Stunt from the Stunts available to them.
Some stronger Stunts are restricted by level, limiting
their use to the more experienced Riders. As a general rule,
Stunts can only be performed while riding a mount, are
typically not magical effects, and do not cost MP to
perform.

Prerequisites
Some stunts have prerequisites. Character can only
learn a prerequisite stunt if they have learned the
prerequisite stunt.

U SING STUNTS
There are different types of stunts, with different ①Name
conditions and durations, similar to the various combat The name of the Stunt. The symbol in front of the
feats. With a few exceptions, stunt effects are only available name shows the type of Action, if any, needed to perform
when the rider is mounted. the Stunt.
They are categorized as follows
②Prerequisites
౦Passive Type A list of the Stunts needed to be learned beforehand, if
These Stunts are always active. Most of them increase any.
various values of jockey and mount, or give bonuses to
success values. ③Compatible
In the stunt list, the name of such the stunt is marked The types of mounts that are able to perform the Stunt
with a “౦”. in question.

↝Major Action Type ④Area


These Stunts are performed by jockey as Major The area of the mount which is actually performing the
Actions. In principle, the mount can perform a Major Stunt and receiving the benefit thereof.
Action separately from jockey. None: This Stunt has no effect on the mount, and instead
In the stunt list, the name of such the stunt is marked affects the Rider and passengers.
with a “↝”. Main: This Stunt only affects the Main Section of the
mount if the mount has multiple Sections.
☆Minor Action Type All: This Stunt affects the entirety of the mount.
These Stunts are performed by jockey as Minor
Actions. ⑤Summary
In the stunt list, the name of such the stunt is marked A quick overview of the Stunt and its effects.
with a “☆”.
⑥Effect
ᐁConditional Type Detailed descriptions of the Stunt and its effects. For
These Stunts automatically occur once the appropriate Stunts that refer to stats such as “Rider Class Level” or
conditions are met. “Intelligence Bonus” (for example), refer to the jockey's
In the stunt list, the name of such the stunt is marked stats.
with a “ᐁ”.

140
☆ Intimidation Prer. None ᐁ Mount's Devotion Prer. None
Animals, Animals,
Comp. Area Main
Mythical Beasts Comp. Mythical Area Main
Summary -1 on certain checks Beasts
The mount stares at a target in the same If the jockey would fall to 0 HP or lower, the
Summary
skirmish with lethal intent, intimidating and mount takes hit instead
frightening them. A contested roll is made When being ridden by a jockey at the same
between the rider's Rider Class Level + Spirit coordinates, if the jockey would receive
Modifier against the target's Willpower. If the damage that would reduce them to 0 HP or
Stunt is successful, the target receives a -1 lower, the mount may take the damage
Effect penalty to Accuracy, Spellcasting and any instead. After determining the applied
check of Unique Skills made with Major Effect damage that would be dealt to the jockey,
Action. reduce the mount's HP by that much instead.
This is a Psychic-type effect and can only be If a mount has multiple sections, only the
performed once every 10 seconds (1 round). Main Section can be a substitute in this way.
Using this Stunt causes the mount to spend 5 This Stunt can only be used once per
MP. combat.

౦ Remote Command Prer. None ౦ Attack Obstruction Prer. None


Animals, Animals,
Comp. Area All
Mythical Beasts Comp. Mythical Beasts, Area None
Summary Command a mount from up to 30m away Magitech
With this Stunt, the jockey can be up to 30m Summary Jockey /Passenger Evasion +1
away and issue commands to their mount. A The mount is maneuvered in such ways as to
mount that is either an Animal or a Mythical Effect provide the jockey and any passengers a +1
Beast is able to hear their jockey and perform bonus to Evasion while riding.
the command to the best of their abilities. The
Effect
mount can also perform Stunts, and the Area ౦ Elevated Attack Prer. None
of those Stunts can be shifted to either Main or
All as the jockey sees fit. Animals,
This Stunt has no effect while the jockey is Comp. Mythical Beasts, Area None
riding a mount. Magitech
Summary Jockey/Passenger Physical Damage +2
When riding a mount, this Stunt increases the
౦ Enhance Mount Prer. None physical damage done by the jockey and any
Animals, Effect passengers by +2. This includes not only melee
Comp. Mythical Beasts, Area Main or All
attacks, but any ranged attacks and thrown
Magitech weapons as well.
Summary Mount’s Accuracy and Evasion +1
This Stunt tightens the control the Rider has ౦ Search Command Prer. None
over the mount, increasing the mount's Animals,
Accuracy and Evasion by +1. If the mount has Comp. Area Main
Mythical Beasts
Effect multiple Sections, then only the Main Section Mount can use Track, Danger Sense and
receives such a bonus; if the mount has no Summary
Search
sections at all, then the whole mount will be The jockey can command the mount to
affected. attempt to use the Track, Danger Sense and/or
Search skills. These skills are resolved using
Rider class level + Intelligence bonus and
Effect utilize the enhanced senses of the mount in
order to find what the rider is looking for. In
order to make a skill check, the rider must be
dismounted and holding the reins of the
mount.

141
Part 3 Revised Riding Rules

౦ Tandem Prer. None ☆ Charge Prer. None


Animals, Animals,
Comp. Mythical Beasts, Area None Comp. Mythical Beasts, Area All
Magitech Magitech
Passengers may perform Actions at a Summary Increase damage by attacking after movement
Summary
disadvantage Before moving, the jockey can declare a
By shifting their weight and supporting Charge. In doing so, the mount takes a Normal
themselves with one arm, passengers may Move, and the first melee attack made this turn
perform Major and Minor Actions while riding by either the jockey or mount deals an extra +1
Effect
along with the jockey. However, they do damage per 5m moved (rounded up). The
receive a -2 penalty to all Actions when doing distance moved is measured by the shortest
Effect
so. path between the mount's starting point and the
attack target, regardless of the actual route
taken. If the attack misses, the damage bonus is
lost.
If the mount cannot take a Normal Move, this
Stunt cannot be used.

౦ HP Enhancement Prer. None


Animals,
Comp. Mythical Beasts, Area All
Magitech
Summary Mount Max HP +10
Increase the Maximum HP of all sections of
Effect
the mount by +10.

☆ Limit Drive Prer. None ౦ Riding as One Prer. None


Comp. Magitech Area All Animals,
Runaway mount gives +2 Accuracy, +4 Comp. Mythical Beasts, Area None
Summary
damage, -2 Evasion Magitech
When this Stunt is used, for the next 10 Summary Ride a mount using no hands
seconds (1 round), the Accuracy of all sections With training, the jockey can control the
of the Mount are increased by +2, and all mount using only commands and by shifting
physical damage dealt by the mount is Effect their weight. This allows the jockey to ride
Effect increased by +4. while having both hands free to perform
However, the Evasion of all mount’s sections Actions with.
and jockey are reduced by -2 until the
beginning of the next turn. This Stunt can only ౦ Improved Elevated Elevated
be used once per combat. Prer.
Attack Attack
Animals,
☆ Lion's Fury Prer. None
Comp.
Mythical
Area None
Beasts,
Animals,
Magitech
Comp. Mythical Beasts, Area All
Jockey/Passenger Physical Damage additional
Magitech Summary
+2 (total +4)
Summary Take up to two Major Actions
When riding a mount, this Stunt further
If the mount has multiple sections, this Stunt
increases the physical damage done by the
can be used to give up to two of those sections
jockey and any passengers by +2, to a total of
a Major Action during the mount's turn. Any Effect
Effect +4 damage. This includes not only melee
section that takes a Major Action with this Stunt
attacks, but any ranged attacks and thrown
receives a -2 penalty to their Evasion until the
weapons as well.
beginning of the next turn.

142
౦ Unique Skill Release Prer. None ↝ Magic Command Prer. None
Animals, Animals,
Comp. Area All
Comp. Mythical Beasts, Area All Mythical Beasts
Magitech Summary Mount can use magic
Summary Use unique skills of mounts If the mount is one that can use magic spells,
With this Stunt, mount unique skills that have this Stunt allows the jockey to command the
“Prerequisite: Unique Skill Release” can now mount to cast a spell as a Major Action. The
Effect
Effect be used. Additionally, unique skills with mount can cast spells as appropriate, such as
“Enhance: Unique Skill Release” can be used being able to ignore metal armor penalties, the
to their full extent. presence of the jockey, language barriers, etc.

↝ Trample Prer. Charge ౦ Improved HP HP


Prer.
Enhancement Enhancement
Animals,
Animals,
Mythical
Comp. Area All Mythical
Beasts, Comp. Area All
Beasts,
Magitech
Magitech
Summary Move and attack with Area: Breakthrough
Summary Mount Max HP additional +10 (total +20)
The mount runs in a straight line across the
Increase the Maximum HP of all sections of
battlefield and attacks all targets on its way.
Effect the mount by an additional +10, to a total of
Before moving, the jockey can declare they are
+20.
going to trample. Make a melee attack once
Effect
with any section of the mount (including the
jockey) on all targets within “Range: Mount's ౦ MP Transfer Prer. None
Full Move” and “Area: Breakthrough”.
Accuracy is rolled for each attack separately. Animals,
Comp. Area Main
Mythical Beasts
Summary Jockey can use Mount's MP
With this Stunt, the jockey is able to use the
MP of the mount currently being ridden. This
Stunt is treated the same as if the jockey were
using MP from a Mako Stone (though this
Stunt cannot also be combined with the use of
Effect
a Mako Stone when spending MP). The
amount of MP that can be used in this manner
is equal to the character's Rider class levels, and
MP can only be transferred from the Main
Section (if the mount has multiple sections).

౦ Improved Enhance Enhance ↝ Mounted Command Prer. None


Prer.
Mount Mount
Animals,
Animals,
Comp. Mythical Beasts, Area None
Mythical
Comp. Area Main or All Magitech
Beasts,
Summary Mount and Companions Accuracy +2
Magitech
By surveying the battlefield, the rider can lead
Summary Mount receives additional enhancements
others to success. As a Major Action, the
With this Stunt, the mount is significantly Effect
jockey can grant all allies in the same skirmish
more mobile, increasing the mount's Accuracy
(including the mount) a +2 bonus to Accuracy.
and Evasion by an additional +1 (for a total of
Effect +2). If the mount has multiple Sections, then
only the Main Section receives such a bonus; if
the mount has no sections at all, then the whole
mount will be affected.

143
Part 3 Revised Riding Rules

౦ Greater Elevated
Improved ౦ Improved Attack Attack
Prer. Elevated Prer.
Attack Obstruction Obstruction
Attack
Animals,
Animals,
Mythical
Mythical Comp. Area None
Comp. Area None Beasts,
Beasts,
Magitech
Magitech
Jockey/Passenger Evasion Additional +1
Jockey/Passenger Physical Damage additional Summary
Summary (Total +2)
+4 (total +8)
The mount is maneuvered to provide the
When riding a mount, this Stunt further
Effect jockey and any passengers an additional +1
increases the physical damage done by the
bonus to Evasion while riding, for a total of +2.
rider and any passengers by +4, to a total of +8
Effect
damage. This includes not only melee attacks,
Unique
but any ranged attacks and thrown weapons as ౦ Unique Skill Perfect
well. Prer. Skill
Release Release
Animals,
౦ Rampage Prer. Charge
Comp.
Mythical
Area All
Beasts,
Animals,
Magitech
Mythical
Comp. Area All Summary Use all unique skills of mounts
Beasts,
Magitech With this Stunt, mount unique skills that have
“Prerequisite: Unique Skill Perfect Release”
Summary Additional Major Action after [Charge]
Effect can now be used. Additionally, unique skills
After making an [Charge] attack, the jockey
with “Enhance: Unique Skill Perfect Release”
can take one additional Major Action (using
can be used to their full extent.
Effect the section that made the melee attack from
Charge) at the coordinates where they finished
Lion's
making their Charge. ↝ Orochi's Fury Prer.
Fury
Animals,
౦ Super Charge Prer. Charge Comp. Mythical Beasts, Area All
Magitech
Animals,
Mythical Summary Take Major Actions with all sections
Comp. Area All If the mount has multiple sections, this Stunt
Beasts,
Magitech Effect can be used to take a Major Action with each
of those sections during the mount's turn.
Summary [Charge] even after a Full Move
This Stunt allows the jockey to declare a
[Charge] even after taking a Full Move. As with ౦ Balance Prer. None
[Charge], only one section of the mount
Effect (including the jockey) can make a melee attack. Animals,
If the jockey uses [Super Charge] to make a Comp. Mythical Beasts, Area None
[Charge] attack, they cannot also use Magitech
[Rampage]. Summary Jockey acts independently of mount
The jockey can steady themselves while
Limit riding, allowing them to take any Action that
౦ Overdrive Prer.
Drive Effect would be possible after a Limited Move, even
Comp. Magitech Area All
if the mount made a Normal Move during the
same turn.
Summary All sections make additional Major Action
When using [Limit Drive], all sections of the
mount that receive the benefit of that Stunt may
also make an additional Major Action that turn.
However, after all extra Major Actions have
Effect
been taken, the jockey and all sections of the
mount take 10 unpreventable damage in
addition to the Evasion penalty from [Limit
Drive].

144
①Name
The name of the mount.

② Purchase Price / Price of Mount Contract /


(Regeneration Price)
How much (in Gamels) it takes to acquire the mount.
The first number is the price for purchasing the mount
outright, while the second price is the cost for a Contract
Certificate, Contract Sphere and Secret Medicine of
Section Regeneration (see p. 91) to restore lost sections.

③Appropriate Level
The range of levels possible for the mount. Lowest
value is minimal Rider level needed to handle mount. If the
value meets the minimum, the mount can be handled with
each value of mount level equal to the adventurer level of
jockey.

④Intelligence
The Intelligence of the mount. As a general rule, as long
as a jockey can give instructions, the mount will act
according to those instructions, but will revert to instincts
when not commanded.
If “None” is indicated, the mount has no will of its own
and will not perform any action unless commanded by the
jockey.
If “Animal” or “Low” are used, the mount acts to
protect its own life. In most cases, they try to escape from
danger or battle.
If “Average” or “High” are used, the mount puts the
jockey's safety before its own life.

⑤Perception
The means of perception the mount has available. If
jockey and mount receive bonus or penalty modifications
to their perceptions, they are modified separately.

⑥Language
The languages the mount can speak. If the jockey and
mount can speak the same language, communication
between the two is possible.

⑦Reputation
This is the value that reveals the mount data (against
Monster Knowledge).

⑧Weak Point
Weaknesses the mount has.

⑨Movement Speed
How fast the mount moves.

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Part 3 Revised Riding Rules

⑩Mount Data ABILITY CLASSIFICATION T AGS


Data by mount levels. The referenced mount level is In this book the unique skills of the monster are
the same as the adventurer level of jockey. If the adventurer prefixed with a classification tag.
level of jockey is higher than the maximum value of
appropriate level, the mount level should be maximum
listed value. ○Passive Type
⑪Sections/Main Section

A skill with a “ ” tag at the beginning of its name
indicates that the effect is always active.
If a mount has multiple sections, the number of sections
is listed, with a Main Section specifically noted (see CR II:
↝Major Action Type
p. 290-292).
The skills marked with “↝” tags are those that can be
used only with Major Action. If this unique skill is used, the
⑫Unique Skills
monster (section) cannot use melee attacks or other unique
Unique skills used by mount. Essentially all of the
skills that are also Major Action Unique Skills.
unique skills listed can be used. The unique skills are
Unless otherwise noted, Major Action Unique Skills
identified by their classification tags. See “Ability
cannot be used with Full Move on the same turn.
Classification Tags” below for what the symbols mean.
For mounts with multiple sections, the unique skills that
can be used by all of the sections are listed in the “All ☆Minor Action Type
Sections” section, and the unique skills that can be used by Skills with a “☆” at the beginning can be used only with
each section are listed after the name of each section. Minor Action. Unless otherwise stated, they can be used
Also, if the unique skill mentions Rider class level or any number of times during one turn, and do not interfere
Intelligence Bonus, the jockey's stats are used unless with the use of other skills.
mentioned otherwise. These skills can also be used with Full Move on the
If there is a prerequisite before the name of the unique same turn unless otherwise noted.
skill, the jockey must have mastered the stated stunt in
order to use it. ☑Declared Type
If the unique skill name has “Enhance” before it the The skills marked with “☑” tags are the same as some
unique skill can be further enhanced and used effectively if of the combat feats that can be used by PCs, and they can
the jockey has mastered the indicated stunt. See the be used with Minor Action. Their effect of the use lasts
description of each unique skill. until the start of the monster's next turn.
The declared unique skills can only be used once per
⑬Description round. The declared unique skills can be used regardless
This is the description of the mount. of the movement method.

▽Conditional Type
Skills tagged with a “▽” tag are those that generate an
effect when some condition is met.
This unique skill is essentially automatic. Some of them
are detrimental to the monsters.

▼Conditional Choice Type


The skills tagged with “▼” tags are those that can
produce an effect when some condition is met, but the
monster (GM) can choose whether or not to actually use it
or not. There are several possible patterns, such as a limited
number of uses, risk as well as a benefit, or a choice of one
of several types of effects.

146
Horse Legendary Horse
Price: 5,000G/250G Appropriate Level: 1 – 4 Price: 20,000G/2,000G Appropriate Level: 7 – 10
Int: Animal Perc: Five Senses Lang: None Int: Animal Perc: Five Senses Lang: None
Rep: 4 Weak Point: Physical Damage +2 pts. Rep: 6 Weak Point: Physical Damage +2 pts.
Move Speed: 30 Move Speed: 25

Mount Data Mount Data


Accuracy

Accuracy
Damage

Damage
Defense

Defense
Evasion

Evasion
Level F Style Fort Will HP MP Level F Style Fort Will HP MP

1 Hoof 3 2 3 2d 2 1 25 8 7 Hoof 11 10 10 2d+10 9 8 60 25


2 Hoof 4 3 4 2d+1 3 2 28 9 8 Hoof 12 11 11 2d+12 10 9 65 28
3 Hoof 5 4 5 2d+2 4 3 31 10 9 Hoof 13 12 13 2d+13 12 10 70 31
4 Hoof 6 5 6 2d+3 5 4 31 11 10 Hoof 15 13 14 2d+15 13 11 75 34
Unique Skills Unique Skills
○Loyalty ○Loyalty
Gain a +2 bonus to Fortitude and Willpower checks Gain a +2 bonus to Fortitude and Willpower checks
against Psychic-type and Curse-type effects. against Psychic-type and Curse-type effects.

Description ☆Techniques / Prerequisite: Unique Skill


A typical horse, built for running long distances. Horses Release
that allow riders have been well trained and will listen to the Can use the [Beetleskin] and [Bear Muscle]
commands of the rider without fail. Techniques.

War Horse ○Indomitable / Prerequisite: Unique Skill


Price: 10,000G/1,000G Appropriate Level: 4 – 7 Perfect Release
Int: Animal Perc: Five Senses Lang: None If the Legendary Horse's HP drops to 0 or less, it may
Rep: 5 Weak Point: Physical Damage +2 pts. make a Death Check in order to stay standing, taking
Move Speed: 25 actions as normal. However, if it fails a Death Check, it
dies.
Mount Data
Description
Accuracy

Damage

Defense
Evasion

A well-traveled war horse that grew into a legendary


Level F Style Fort Will HP MP
figure. It has excellent capabilities when it comes to
defending its rider and are often seen in the service of high-
ranking generals and aristocrats.
4 Hoof 7 6 6 2d+4 5 4 40 15
5 Hoof 8 7 7 2d+6 6 5 44 17
6 Hoof 10 8 8 2d+7 7 6 48 19
7 Hoof 11 10 9 2d+9 8 7 52 21 Divine Horse
Price: 50,000G/5,000G Appropriate Level: 10 – 13
Unique Skills Int: Animal Perc: Five Senses Lang: None
○Loyalty Rep: 7 Weak Point: Physical Damage +2 pts.
Move Speed: 30
Gain a +2 bonus to Fortitude and Willpower checks
against Psychic-type and Curse-type effects.
Mount Data
☆Techniques / Prerequisite: Unique Skill
Accuracy

Damage

Defense
Evasion

Release Level F Style Fort Will HP MP


Can use the [Beetleskin] and [Bear Muscle]
Techniques.
Description 10 Hoof 15 14 14 2d+16 13 12 82 40
A professionally trained horse for combat. Under the 11 Hoof 16 15 15 2d+17 14 14 88 44
command of an expert jockey, it is strong enough to send 12 Hoof 17 16 16 2d+19 15 15 96 48
weak monsters scattering. 13 Hoof 18 18 17 2d+21 16 16 104 52

147
Part 3 Revised Riding Rules

Unique Skills Hippopotamus (CR III, p. 325 or BT, p. 75)


○Loyalty Price: 20,000G/2,000G Appropriate Level: 5 – 7
Gain a +2 bonus to Fortitude and Willpower checks Int: Animal Perc: Five Senses Lang: None
against Psychic-type and Curse-type effects. Rep: 11 Weak Point: Fire Damage +3 pts.
Move Speed: 10/20 (Swimming)
☆Techniques / Prerequisite: Unique Skill
Mount Data
Release
Can use the [Strong Blood], [Beetleskin], [Recovery (5

Accuracy

Damage

Defense
Evasion
HP)] and [Bear Muscle] Techniques. Level F Style Fort Will HP MP

○Indomitable / Prerequisite: Unique Skill


Perfect Release 5 Slam 8 5 5 2d+8 5 7 45 12
If the Divine Horse's HP drops to 0 or less, it may make 6 Slam 9 7 7 2d+10 6 9 56 15
a Death Check in order to stay standing, taking actions as 7 Slam 10 9 9 2d+12 8 10 67 18
normal. However, if it fails a Death Check, it dies. Unique Skills

Description ○Underwater Aptitude


A Hippopotamus is able to move in water without
A horse consecrated by the gods; it is believed that it
penalty.
will return from combat unharmed in order to protect its
master. However, it will not allow anyone to ride it unless ○☑Hippo Protection
the rider is also without equal. A Hippopotamus can use the Combat Feats [Cover II]
and [Block].
Dolphin (CR III, p. 321 or BT, p. 69) ○Mounted = 1 Character
Price: 5,000G/500G Appropriate Level: 2 – 5 One extra character can ride a Hippopotamus as a
Int: Average Perc: Five Senses Lang: Sea Animal passenger. This passenger can take Major Actions without
Rep: 6 Weak Point: Fire Damage +3 pts. being penalized for bad footing but can only take such
Move Speed: 25 (Swimming) Major Actions as would be possible after a Limited Move.
Mounting a Hippopotamus as a passenger is a Major
Mount Data Action, but dismounting is only a Minor Action.
Description
Accuracy

Damage

Defense
Evasion

Level F Style Fort Will HP MP This is a very strong mount. It's not uncommon to find
them in towns in a swamp, or in villages by the water, for
cultivating the land or for cargo transport.
2 Tackle 4 4 4 2d+2 3 3 23 9
3 Tackle 5 5 5 2d+3 4 3 30 11 Elephant (CR III, p. 326 or BT, p. 76)
4 Tackle 6 6 6 2d+4 5 4 37 13 Price: 22,000G/2,200G/1,000G Appropriate Level: 6 – 8
5 Tackle 7 7 7 2d+5 6 5 44 15 Int: Animal Perc: Five Senses Lang: None
Rep: 12 Weak Point: Magic Damage +2 pts.
Unique Skills Move Speed: 20
○Underwater Only
Cannot move outside of water, nor be mounted outside Mount Data
of water. While underwater, both jockey and mount can
Accuracy

Damage

Defense
Fighting

Evasion

move freely and do not suffer any penalties for moving


Style

Level Fort Will HP MP


while underwater.

Description Tusk
10 8 8 2d+7 7 7 37 12
Dolphins are able to move freely underwater and are (Head)
6
the premier mount for any sort of underwater travel. Trample
- - 8 2d+10 6 6 44 18
However, they are all but useless on land, and even (Body)
transporting a dolphin mount overland is difficult. This is Tusk
11 9 9 2d+8 8 8 45 16
why dolphins are typically only seen available at Riders' (Head)
7
Guilds near the seaside. Trample
- - 10 2d+11 7 7 52 22
(Body)
Tusk
12 10 11 2d+9 9 9 53 20
(Head)
8
Trample
- - 11 2d+13 8 9 60 26
(Body)
Sections: 2 (Head / Body) Main Section: Head

148
Unique Skills War Elephant
●All Sections Price: 50,000G/5,000G/2,500G App. Level: 10 – 12
Int: Animal Perc: Five Senses Lang: None
○Tearing Down Rep: 14 Weak Point: Magic Damage +2 pts.
When any section of this mount makes a melee attack Move Speed: 20
under the effects of stunt [Charge] and [Trample], the
damage is increased by +10 points. Mount Data

Accuracy

Damage

Defense
Fighting

Evasion
●Head

Style
Level Fort Will HP MP
↝Throw / Rider Level + Dexterity modifier /
Evasion / Neg
The Elephant attempts to grab a target. If successful, the Tusk
14 12 13 2d+12 12 12 70 31
target is thrown out of the skirmish 15m in a direction of (Head)
10
the jockey’s choice. Upon landing, the target will receive 15 Trample
- - 12 2d+16 11 13 82 38
physical damage, be knocked prone, and be removed from (Body)
the skirmish. Tusk
15 13 14 2d+13 13 13 79 36
●Body (Head)
11
↝Trample with Both Feet Trample
- - 13 2d+18 12 14 91 43
The Elephant may Trample twice during the same turn (Body)
but must attack two different targets when doing so. Tusk
16 15 15 2d+14 14 14 88 41
(Head)
12
Trample
○Attack Obstacle = Impossible/+4 / Enhance: (Body)
- - 14 2d+20 13 15 100 48
[Unique Skill Release]
Sections: 2 (Head / Body) Main Section: Head
As long as the Body’s HP is 1 or more, the Head cannot
be attacked in melee. When the Body falls to 0 HP or Unique Skills
lower, this effect disappears. ●All Sections
If the jockey has learned stunt [Unique Skill Release],
the jockey and Section Head also gain a +4 bonus to ○Tearing Down
Evasion checks against ranged attacks. When any section of this mount makes a melee attack
under the effects of stunt [Charge] and [Trample], the
Description damage is increased by +15 points.
Elephants live in grasslands and wilderness areas and
are a popular choice for jockeys because they are relatively ○Stratagem Support/Prerequisite: [Unique
easy mounts to control and have a high load capacity and Skill Perfect Release]
fighting power. A skilled rider on the elephant is sure a War Elephant can receive the effect of stratagems used
fearsome opponent. by a jockey or an allied character regardless of hearing,
intellect, or language conditions.

●Head
↝Hard Throw / Rider Level + Dexterity modifier
/ Evasion / Neg
The Elephant attempts to grab a target. If successful, the
target is thrown out of the skirmish 20m in a direction of
the jockey’s choice. Upon landing, the target will receive 15
physical damage, be knocked prone, and be removed from
the skirmish.

●Body
↝Trample with Both Feet
The Elephant may Trample twice during the same turn
but must attack two different targets when doing so.

○Attack Obstacle = Impossible/+4 / Enhance:


[Unique Skill Release]
As long as the Body’s HP is 1 or more, the Head cannot
be attacked in melee. When the Body falls to 0 HP or
lower, this effect disappears.

149
Part 3 Revised Riding Rules
If the jockey has learned stunt [Unique Skill Release], Ox (see BT, p. 70)
the jockey and Section Head also gain a +4 bonus to
Price: 10,000G (not for Sale) Appropriate Level: 3 – 6
Evasion checks against ranged attacks.
Int: Animal Perc: Five Senses Lang: None
Rep: 89 Weak Point: Physical damage +2 points
Description Move Speed: 15
This is a large elephant built for combat. Its fighting
power far exceeds that of a normal elephant and rivals that Mount Data
of a Draconet.

Accuracy

Damage

Defense
Evasion
Bohr (see BT, p. 68) Level F Style Fort Will HP MP
Price: 3,000G (not for Sale) Appropriate Level: 1 – 4
Int: Animal Perc: Five Senses Lang: None
3 Slam 6 4 5 2d+4 3 4 44 12
Rep: 8 Weak Point: Magic damage +2 points
Move Speed: 20 4 Slam 7 5 6 2d+6 4 5 49 14
5 Slam 8 6 7 2d+7 5 7 54 16
Mount Data 6 Slam 9 7 8 2d+9 6 8 59 18
Unique Skills
Accuracy

Damage

Defense
Evasion

Level F Style Fort Will HP MP ○Tearing Down


When jockey uses stunts [Charge], [Trample], the
damage is increased by 10 points.
1 Slam 4 3 3 2d+2 2 2 29 6
2
3
Slam
Slam
5
6
4
5
4
5
2d+3
2d+4
3
4
3
4
34
39
7
8
○Intimidating Presence
When using stunt [Intimidation], mount gets a +2
4 Slam 7 6 6 2d+5 5 5 44 9 bonus to the success value. Stunt can also be applied to any
Unique Skills and all targets within skirmish.
None.
Description
Description It is a bull with a body length of about 3 meters. They
Bohr is used by barbarous animals as a substitute for a are violent, and their stare can incite fear. They sometimes
horse and looks like a mount between a wolf and a boar. form herds in grasslands, and if they are approached they
They have a violent temperament and are somewhat can be quite dangerous.
difficult to handle as a mount, but they will obey a master This mount is not available in the humanoids Rider
who recognizes their strength. Guilds.
Although they move slower than horses, they deal
better damage and have more HP.
This mount is not available in the humanoids Rider
Guilds.

150
Kelpie (see BT, p. 127) Description
Price: 10,000G/1,000G Appropriate Level: 3 – 5 It is a mythical beast with the first half of its body being
Int: Animal Perc: Five Senses Lang: Sea Animal a horse and the second half being a fish. They live mainly
Rep: 9 Weak Point: Lightning Damage +3 pts. in lakes, and are often domesticated and used for
Move Speed: 9/18 (Swimming) transporting goods across the lake. In regions where there
are many elves, some of them are helping locals in their
Mount Data underwater operations.
Accuracy

Damage

Defense
Evasion
Level F Style Fort Will HP MP

Hippogryph (CR II, p. 377 or BT, p. 129)


3 Slam 5 5 5 2d+1 5 2 28 10
Price: 15,000G/1,500G Appropriate Level: 4 – 6
4 Slam 6 6 6 2d+3 6 3 31 12 Int: Animal Perc: Five Senses Lang: None
5 Slam 6 6 7 2d+4 7 4 34 14 Rep: 12 Weak Point: Slashing Damage +3 pts.
Unique Skills Move Speed: 25/50 (Flying)

○Underwater Specialization / Enhance: Mount Data


[Unique Skill Release]

Accuracy

Damage

Defense
A Kelpie can breathe and vocalize while underwater

Evasion
and does not suffer any penalties for moving while Level F Style Fort Will HP MP
underwater. While outside of water, all action checks
receive a -2 penalty.
If the jockey has learned the stunt of [Unique Skill 4 Beak 6 5 5 2d+4 5 2 25 8
Release], the jockey does not receive any penalty while on 5 Beak 7 7 7 2d+6 6 4 35 12
the ground. 6 Beak 9 8 8 2d+8 8 5 45 16
○Clear Vision Unique Skills
Underwater, Kelpie gets a +2 bonus to the [Search
Command] check for Danger Sense, Track and Search ○ Flight
checks. Grants a +1 bonus to Accuracy (only for melee attacks)
and Evasion to both jockey and mount.

▽Continuous Attack /
Prerequisite: Unique Skill Release
If the Hippogryph successfully hits a
target in melee, they may make a second
attack against the same target.

Description
A winged beast capable of flight,
Hippogryphs are agile mounts in combat.
Capable of high speeds while flying, a
Hippogryph is a formidable monster on
its own, let alone under the command of
a capable rider.

151
Part 3 Revised Riding Rules

Dragon Infant (see BT, p. 128) Pegasus (CR II, p. 379 or BT, p. 130)
Price: 20,000G/2,000G Appropriate Level: 4 – 7 Price: 20,000G/2,000G Appropriate Level: 5 – 7
Int: Animal Perc: Five Senses Lang: Dragonic Int: Average Perc: Five Senses Lang: None
Rep: 12 Weak Point: Physical Damage +3 pts. Rep: 9 Weak Point: Accuracy +1
Move Speed: 10/20 (Flying) Move Speed: 20/40 (Flying)

Mount Data Mount Data

Accuracy

Accuracy
Damage

Damage
Defense

Defense
Evasion

Evasion
Level F Style Fort Will HP MP Level F Style Fort Will HP MP

4 Bite 6 5 5 2d+6 4 3 33 20 5 Hoof 6 6 7 2d+5 6 3 41 33


5 Bite 7 7 6 2d+7 6 4 40 25 6 Hoof 7 7 8 2d+6 7 5 46 36
6 Bite 8 8 8 2d+9 7 6 47 30 7 Hoof 8 8 9 2d+8 8 6 51 39
7 Bite 10 9 9 2d+11 9 7 54 35
Unique Skills
Unique Skills
○Flight
○** Immunity Grants a +1 bonus to Accuracy (only for melee attacks)
A Dragon Infant will suffer no effects and receive no and Evasion to both jockey and mount.
damage from certain types of elemental attacks. The
element can be one of Fire, Water/Ice, Wind, Earth,
Lightning, or Energy, and can be chosen upon rental or
○Poison/Disease Immunity
purchase of the mount. Immune to all Poison-type and Disease-type effects.

↝** Breath / Rider Class Level + Intelligence ○Mounted = 1 Character


Bonus / Fort / Half / Enhance: Unique Skill One extra character can ride a Pegasus as a passenger.
Perfect Release] This passenger can take Major Actions without being
Dragon Infant spits elemental mass with “Range :20m” penalized for bad footing but can only take such Major
and “Area: Shot” and “Target: 1 Character” dealing “20 + Actions as would be possible after a Limited Move.
Rider level + Intelligence modifier” magic damage. Mounting a Pegasus as a passenger is a Major Action,
The type of Breath and type of damage is the same as but dismounting is only a Minor Action.
the type selected in [** Immunity]. This ability cannot be
used on consecutive turns. Description
A white horse with wings on its back, a Pegasus isn't as
○Flight capable in combat as other mounts. However, they
Grants a +1 bonus to Accuracy (only for melee attacks) compensate by allowing a passenger to ride as well.
and Evasion to both jockey and mount

Description
It is a baby dragon at least 30 years old and is still in its
early stages of development. At this age, they rarely leave
their parents and are rarely seen flying in the sky with
others.
As for the mount, the initial level is a bit lacking in
scores, but as the jockey grows, Dragon Infant gradually
grows in power.

152
Lesser Manticore (CR II, p. 381 or BT, p. 131)
Price: 35,000G/3,500G/2,000G App. Level: 6 – 8 Wyvern (CR III, p. 374 or BT, p. 132)
Int: Average Perc: Five Senses (Darkvision) Price: 40,000G/4,000G/1,000G App. Level: 7 – 9
Lang: Arcana, Sylvan Int: Low Perc: Five Senses
Rep: 11 Weak Point: Wind Damage +3 pts. Lang: None
Move Speed: 15/23 (Flying) Rep: 8 Weak Point: Accuracy +1
Move Speed: 15/23 (Flying)
Mount Data
Mount Data
Fighting

Evasion
Damag

Defens
Accura
Style

Level Fort Will HP MP


cy

Accuracy

Damage

Defense
Fighting

Evasion
Style
Level Fort Will HP MP
Claw
8 9 9 2d+7 8 6 38 52
(Front)
6
Tail Bite
- - 8 2d+9 7 4 32 16 9 8 11 2d+9 10 7 38 31
(Rear) (Head)
Claw Wing
9 10 10 2d+9 9 7 46 62
(Front) 7 (Wings) - - 10 2d+7 9 5 29 29
7
Tail x2
- - 9 2d+11 8 6 40 18
(Rear) Tail
Claw - - 10 2d+6 8 6 33 26
10 11 11 2d+10 10 8 54 72 (Tail)
(Front) Bite
8 10 9 12 2d+11 11 8 48 35
Tail (Head)
- - 10 2d+12 9 7 48 20
(Rear) Wing
8 (Wings) - - 11 2d+9 10 7 39 31
Sections: 2 (Front / Rear) Main Section: Front x2
Tail
Unique Skills - - 11 2d+8 9 7 43 29
(Tail)
●Front Bite
12 11 13 2d+12 12 9 58 39
(Head)
○Magic Aptitude Wing
Lesser Manticore can use the Combat Feats 9 (Wings) - - 12 2d+10 11 8 49 33
[Metamagic/Targets], [Guided Magic]. x2
Tail
↝Truespeech Magic, Spiritualism Magic 5 level - - 12 2d+9 10 8 53 32
(Tail)
/ Magic Power 8 / Prerequisite: [Magic
Sections: 4 (Head / Wings x2 / Tail)
Command]
Main Section: Head
↝Fairy Magic 3 level / Magic Power 6 / Unique Skills
Prerequisite: [Magic Command] ●All Sections
Can cast 2 ranks of the magic of all types of Fairy Magic ☆Techniques
and up to 1st rank of special Fairy Magic. Can use the [Cat's Eyes], [Beetleskin], and [Recovery (5
HP)] Techniques.
☆Techniques / Prerequisite: [Unique Skill
Release] ●Head
Lesser Manticore may use the [Cat's Eyes] and ↝**Breath / Rider Class Level + Intelligence
[Beetleskin] Techniques. Bonus / Fort / Half
It releases a breath with range of 20m, and deals “Power
●Rear 20 + Rider level +Intelligence modifier” magic damage in a
▽Numbing Poison / 7 (14) / Fortitude / Neg radius of 3m/5m. The type of breath is chosen from fire,
If the Tail's attack hits and deals 1 or more points of water/ice, lightning, or poison when rented or purchased.
applied damage, on failed save target suffers a Petrifaction This ability cannot be used on consecutive turns.
effect (Dexterity/-6) (see BT, p. 34).
This effect is poison type and lasts for 1 hour. ●Wings
Description ○Flight
A horrific conglomeration of parts, a Lesser Manticore Grants a +1 bonus to Accuracy (only for melee attacks)
has the body of a lion, wings of a bat, tail of a scorpion, and and Evasion to both jockey and mount. If either Wing is
the face of an old man, altogether standing 3m in length. reduced to 0 HP or lower, this ability cannot be used.
As a mount, it can be commanded to cast a multitude
of spells.

153
Part 3 Revised Riding Rules

●Tail ● Body
↝Tail Sweep/Prerequisite: [Unique Skill ↝** Breath / Rider Class Level + Intelligence
Release] Bonus / Fort / Half / Enhance: [Unique Skill
As a Major Action, use the tail to attack up to 5 targets Perfect Release]
in the same skirmish. Accuracy and Damage is the same as It releases a breath with a range of 20m, and deals
a normal attack, and this attack cannot be used in “Power 20 + Rider level +Intelligence modifier” magic
consecutive rounds. damage in a radius of 3m/5. The type of breath is chosen
from fire, water/ice, lightning, or poison when rented or
Description purchased.
Often thought of as a “flying dragon”, a Wyvern is a This ability cannot be used on consecutive turns.
mount known for their ferocity. However, because they If the jockey has the Stunt [Unique Skill Perfect
have been trained by the Riders' Guild from the time it Release], the Draconet can choose the targets within range,
hatched from an egg, it will provide unwavering service to and exclude any targets they wish.
their jockeys. The different types of Wyverns available vary
from city to city, and not every branch of the Riders' Guild ●Wings
will have Wyverns available. ○Flight
Grants a +1 bonus to Accuracy (only for melee attacks)
Draconet (CR II, p. 388 or BT, p. 136) and Evasion to both jockey and mount. If either Wing is
Price: 100,000G/10,000G/3,000G App. Level: 10 – 12 reduced to 0 HP or lower, this ability cannot be used.
Int: Low Perc: Five Senses (Darkvision) Lang: Dragonic
Rep: 15 Weak Point: Physical Damage +2 pts. ☑All-Out Attack / Prerequisite: [Unique Skill
Move Speed: 12 / 25 (Flying)
Release]
A Wing can ready itself to deal an additional 8 damage
Mount Data
on their next attack. However, any Evasion Check made by
either of the Wings that used this ability this turn receives a
Accuracy

Damage

Defense
Fighting

Evasion

-3 penalty.
Style

Level Fort Will HP MP

Description
Bite An incredibly young dragon, difficult to ride due to its
13 12 13 2d+14 12 12 63 32 fiery temperament. Only very skilled jockeys can attempt
(Body)
10 Wing to ride one of these rare mounts, and only a few branches
(Wings) - - 12 2d+9 10 10 41 16 of the Riders' Guild even have a Draconet available.
x2 However, they are smart enough to communicate with
Bite the jockey, assuming a common language is used.
14 14 14 2d+15 13 13 70 36
(Body)
11 Wing
(Wings) - - 13 2d+11 11 11 48 18
x2
Bite
15 15 15 2d+17 14 14 77 40
(Body)
12 Wing
(Wings) - - 14 2d+12 12 12 55 20
x2
Sections: 3 (Body / Wings x2) Main Section: Body
Unique Skills
●All Sections
○** Immunity
A Draconet will suffer no effects and receive no damage
from certain types of elemental attacks. The element can
be one of Fire, Water/Ice, Wind, Earth, Lightning, or
Energy, and can be chosen upon rental or purchase of the
mount.

154
Elder Manticore (see BT, p. 136) ▽Paralyzing Poison / Rider level +Dexterity
Price: 150,000G/15,000G/7,500G App. Level: 12 – 14 modifier / Fortitude / Neg
Int: High Perc: Five Senses (Darkvision) If the Tail's attack hits and deals 1 or more points of
Lang: Arcana, Sylvan applied damage, on failed save target suffers a Petrifaction
Rep: 17 Weak Point: Wind Damage +3 pts. effect (Dexterity/-6) (see BT, p. 28).
Move Speed: 15/23 (Flying) This effect is poison type and lasts for 1 hour.

Mount Data ○Flight


Grants a +1 bonus to Accuracy (only for melee attacks)
Fighting

Evasion
Damag

Defens
Accura
Style

Level Fort Will HP MP and Evasion to both jockey and mount.


cy

e
If the Rear falls to 0 HP or lower, this unique skill
cannot be used.
Claw
14 16 15 2d+14 14 10 96 111
(Front)
12 Description
Tail
- - 14 2d+17 13 8 86 44
(Rear) It is an aged manticore. It is no different in size and
Claw appearance from the Lesser Manticore, but as a monster, it
15 17 16 2d+16 15 12 109 126 is by far the strongest, and as a mount, it is more powerful
(Front)
13 than the average dragon.
Tail
- - 15 2d+19 14 9 95 50 Although they do not have much in the way of offensive
(Rear)
Claw power or constitution, their magical support capabilities are
16 18 17 2d+17 16 14 122 131 uniquely powerful. They also have a large knowledge
(Front)
14 agenda and are a source of advice.
Tail
- - 16 2d+20 15 10 104 56
(Rear)

Sections: 2 (Front / Rear) Main Section: Front


Unique Skills
●Front
↝Truespeech Magic, Spiritualism Magic 12 level
/ Magic Power 15 / Prerequisite: [Magic
Command], [Unique Skill Perfect Release]

↝Fairy Magic 9 level / Magic Power 12 /


Prerequisite: [Magic Command]
Can cast 6 ranks of magic of all types of Fairy Magic and
up to 3rd rank of special Fairy Magic.

○Magic Aptitude
Elder Manticore can use the Combat Feats
[Metamagic/Targets], [Guided Magic], [Magic
Convergence] and [Magic Control].

☆Techniques / Prerequisite: [Unique Skill


Release]
Elder Manticore may use the [Cat's Eyes], [Beetleskin],
[Gazelle Feet] and [Recovery (9 HP)] Techniques.

●Rear
↝Twin Strike & Double Attack
An Elder Manticore can make two Tail attacks each
round, though each attack requires its own Accuracy check.
They may choose to attack different characters with each
attack.

155
Part 3 Revised Riding Rules

Lesser Dragon (CR II, p. 389 or BT, p. 137) Unique Skills


Price: 180,000G/18,000G/4,500G App. Level: 13 – 15 ●All Sections
Int: High Perc: Five Senses (Darkvision)
Lang: Trade Common, Arcana, Dragonic ○** Immunity
Rep: 12 Weak Point: Physical Damage +3 pts. A Lesser Dragon will suffer no effects and receive no
Move Speed: 15/30 (Flying) damage from certain types of elemental attacks. The
element can be one of Fire, Water/Ice, Wind, Earth,
Mount Data Lightning, or Energy, and can be chosen upon rental or
purchase of the mount.
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP ☆Techniques


Can use the [Strong Blood], [Beetleskin], and
[Recovery (7 HP)] Techniques.
Bite
17 17 17 2d+18 15 14 79 84
(Head) ●Head
Tail ↝Truespeech Magic, Spiritualism Magic (Level
- - 16 2d+16 13 16 103 30
13 (Body)
10) / Magic Power 14 (21)/Prerequisite: [Magic
Wing
(Wings) - - 15 2d+14 13 13 54 28 Command]
x2 Cast both Truespeech and Spiritualism Magic up to the
Bite 10th level. For individual spell effects, refer to that spell's
18 18 18 2d+20 16 15 92 90 description.
(Head)
Tail
14 (Body)
- - 17 2d+17 14 18 116 36
○☑↝Magic Aptitude/Prerequisite: [Unique
Wing Skill Perfect Release]
(Wings) - - 17 2d+16 14 14 67 32 Knows the Combat Feats [Metamagic/Targets],
x2 [Metamagic/Distance], [Magic Convergence], [Magic
Bite Control], [Guided Magic] and [Wordbreak].
19 19 19 2d+22 17 16 105 96
(Head)
Tail
- - 18 2d+18 15 20 129 42
15 (Body)
Wing
(Wings) - - 18 2d+18 15 15 80 36
x2
Sections: 4 (Head / Body / Wings x2)
Main Section: Head

156
↝** Breath / Rider Class Level + Intelligence ○Attack Obstacle = Impossible • None
Bonus / Fort / Half / Enhance: [Unique Skill The Lesser Dragon's size hinders attack.
Perfect Release ] The Head cannot be attacked, whether melee or
It releases a breath with range of 20m, and deals “Power ranged. When the Body falls to 0 HP or lower, this effect
40 + Rider level +Intelligence modifier” magic damage in a disappears.
radius of 6m/20. The type of breath is chosen from fire,
water/ice, lightning, or poison when rented or purchased. ●Wings
This ability cannot be used on consecutive turns.
If the jockey has the Stunt [Unique Skill Perfect
○Flight
Release], the Lesser Dragon can choose the targets within Grants a +1 bonus to Accuracy (only for melee attacks)
range, and exclude any targets they wish. and Evasion to both jockey and mount. If either Wing is
reduced to 0 HP or lower, this ability cannot be used.
●Body
○Mounted = 2 Characters ☑All-Out Attack / Prerequisite: [Unique Skill
Two extra characters can ride a Lesser Dragon as a Release]
passenger. These passengers can take Major Actions A Wing can ready itself to deal an additional 8 damage
without being penalized for bad footing but can only take on their next attack. However, any Evasion Check made by
such Major Actions as would be possible after a Limited either of the Wings that used this ability this turn receives a
Move. Mounting a Lesser Dragon as a passenger is a Major -3 penalty.
Action, but dismounting is only a Minor Action. Description
This dragon has just recently grown from a Draconet
↝Tail Sweep but is still younger than 500 years old. The few jockeys who
As a Major Action, use the tail to attack up to 5 targets can tame these massive beasts are called “Dragoons”, and
in the same skirmish. Accuracy and Damage is the same as the combined combat power is simply unmatched. Whole
a normal attack, and this attack cannot be used in battlefields can be scorched with a minimum of effort, and
consecutive rounds. even entire counties will respect dragoons and their
mounts.

Magitech mounts differ from other mounts in that they mount of the same level. An Artificer can choose to make
have no instincts to run off of and are treated as though they a mini manabike when using the [Automobile] spell (see
were Constructs. Additionally, Magitech-type mounts are CR I: p. 269-278 or WT, p. 96) instead of a normal
immune to Poison-type, Disease-type and Psychic-type manabike.
effects and damage.

Mini Manabike Manabike


Price: 3,000G/300G Appropriate Level: 1 – 2 Price: 10,000G/1,000G Appropriate Level: 3 – 6
Int: None Perc: Mechanical Lang: None Int: None Perc: Mechanical Lang: None
Rep: 6 Weak Point: Magic Damage +2 pts. Rep: 8 Weak Point: Magic Damage +2 pts.
Move Speed: 40 Move Speed: 50

Mount Data Mount Data


Accuracy

Accuracy
Damage

Damage
Defense

Defense
Evasion

Evasion

Level F Style Fort Will HP MP Level F Style Fort Will HP MP

1 Tackle 3 3 3 2d+2 1 3 40 - 3 Tackle 6 6 5 2d+4 5 5 50 -


2 Tackle 3 3 4 2d+3 2 3 40 - 4 Tackle 6 6 7 2d+6 7 5 50 -
5 Tackle 6 6 8 2d+8 8 5 50 -
Unique Skills 6 Tackle 6 6 9 2d+10 9 5 50 -
○Off-Road Handling Unique Skills
Ignore all -2 penalties for poor mobility.
○Off-Road Handling
Description Ignore all -2 penalties for poor mobility.
A mana-powered motorcycle meant for beginning
riders, they are commonplace among the Riders' Guild. ↝Grenade Launcher / Rider Class Level +
Not only are mini manabikes smaller and easier to handle Dexterity Bonus / Willpower / Half
than a living mount, but they are also stronger than a living Launches a grenade up to 20m. Upon landing, it
explodes into a 3m radius, dealing “Power 20 + Rider Level

157
Part 3 Revised Riding Rules
+ Intelligence Bonus” fire magic damage to up to 5 targets modifier” fire magic damage. The Critical Threshold of
in the area. this ability is 10.
This ability's Critical Threshold is 10 and costs the Using this ability consumes 10 points of the jockey's
jockey 10 MP to use (Mako Stones may help to pay this MP. A jockey can also use mako stone to pay MP cost.
cost).
●Left
Description ↝Self-Repair
A Magitech-type mount on the market at the Riders' Repairs damage done to itself.
Guild, these machines can be safely stored inside The HP of the Right of Left sections can be recovered
manaspheres and carried from place to place without much by “Power 20 + Rider level + Intelligence modifier” points.
hassle. The standard manabike created by the Artificer's Using this ability consumes 5 points of the jockey's MP.
[Automobile] spell (see CR I: p. 269-278 or WT, p. 96) A jockey can also use mako stone to pay MP cost.
works the same as these mounts, only it doesn't require any
MP to be spent in order to store or recall the bike Description
(assuming the spell is still active). This is a magitech mount available at Rider's Guild. It
runs on four tires and auxiliary legs. The jockey sits
Magitech Car comfortably in the center of the mount and controls it with
Price: 15,000G/1,500G Appropriate Level: 5 – 7 a control stick and pedals.
Int: None Perc: Mechanical Lang: None It is also highly capable of taking on enemy attacks on
Rep: 8 Weak Point: Lightning Damage +3 pts. the front lines and can become a protective magitech shield
Move Speed: 20 on four wheels protecting allies.

Mount Data Superior Manabike


Price: 30,000G/3,000G Appropriate Level: 7 – 9
Accuracy

Damage

Defense
Fighting

Evasion

Int: None Perc: Mechanical Lang: None


Style

Level Fort Will HP MP Rep: 9 Weak Point: Magic Damage +2 pts.


Move Speed: 50
Slam
8 8 8 2d+7 7 8 75 - Mount Data
(Right)
5
None

Accuracy

Damage

Defense
- - 8 2d+7 7 8 75 -

Evasion
(Left)
Level F Style Fort Will HP MP
Slam
8 8 9 2d+8 8 8 75 -
(Right)
6
None 7 Tackle 10 10 10 2d+10 9 9 90 -
- - 9 2d+8 8 8 75 -
(Left)
8 Tackle 10 10 11 2d+12 11 9 90 -
Slam
8 8 10 2d+10 9 8 75 - 9 Tackle 10 10 12 2d+14 12 9 90 -
(Right)
7
None
- - 10 2d+10 9 8 75 - Unique Skills
(Left)
○Off-Road Handling
Sections: 2 (Right / Left) Main Section: None Ignore all -2 penalties for poor mobility.
Unique Skills
↝Grenade Launcher / Rider Class Level +
●All Sections
Dexterity Bonus / Willpower / Half / Enhance:
○Boarding [Unique Skill Release]
The stunt of [Riding As One] has no effect on this Launches a grenade up to 20m. Upon landing, it
mount. If the jockey is riding, their Defense is increased by explodes into a 4m radius, dealing “Power 20 + Rider Level
3 points. + Intelligence Bonus” fire magic damage to up to 10 targets
in the area.
○All-terrain Vehicle & Attitude Control This ability's Critical Threshold is 10 and costs the
jockey 15 MP to use (Mako Stones may help to pay this
Ignores all -2 penalties for poor mobility. It also will not cost).
fall prone to any effect. If the jockey has the Stunt [Unique Skill Release], they
can choose which targets within the explosion area are
damaged.
●Right
↝Grenade Launcher / Rider level + Dexterity Description
modifier / Willpower / Half A high-performance manabike, these machines can be
Shoots at Grenade with a radius of 3m/5 with a “Range: purchased from the Riders' Guild. Larger than the standard
20m”, dealing “Power 20 + Rider level + Intelligence manabike, it also had improved operations and durability,
and can withstand the rigors of combat quite well.

158
Sport Magitech Car ●Right
Price: 45,000G/3,500G Appropriate Level: 9 – 11 ↝Grenade Launcher / Rider level + Dexterity
Int: None Perc: Mechanical Lang: None modifier / Willpower / Half / Enhance: [Unique
Rep: 10 Weak Point: Magic Damage +3 pts. Skill Release]
Move Speed: 25 Shoots at Grenade with a radius of 4m/10 with a
“Range: 20m”, dealing “Power 30 + Rider level +
Mount Data Intelligence modifier” fire magic damage. The Critical
Threshold of this ability is 10.
Accuracy

Damage

Defense
Fighting

Evasion
Using this ability consumes 15 points of the jockey's
Style

Level Fort Will HP MP MP. A jockey can also use mako stone to pay MP cost.
If the jockey has the Stunt [Unique Skill Release], they
Slam can choose which targets within the explosion area are
13 13 12 2d+13 11 12 105 - damaged.
(Right)
9
None
- - 12 2d+13 11 12 105 - ●Left
(Left)
Slam ↝Self-Repair
13 13 14 2d+14 12 12 105 -
(Right) Repairs damage done to itself.
10
None The HP of the Right or Left sections can be recovered
- - 14 2d+14 12 12 105 -
(Left) by “Power 20 + Rider level + Intelligence modifier” points.
Slam Using this ability consumes 5 points of the jockey's MP.
13 13 15 2d+16 13 12 105 -
(Right) A jockey can also use mako stone to pay MP cost.
11
None
- - 15 2d+16 13 12 105 -
(Left)
○Mounted = 1 Character/ Prerequisite: [Unique
Sections: 2 (Right / Left) Main Section: None Skill Release]
One extra character can ride a Sport Magitech Car as a
Unique Skills passenger. This passenger can take Major Actions without
●All Sections being penalized for bad footing but can only take such
○Boarding Major Actions as would be possible after a Limited Move.
Mounting a Sport Magitech Car as a passenger is a
The stunt of [Riding As One] has no effect on this
Major Action, but dismounting is only a Minor Action.
mount. If the jockey is riding, their Defense is increased by
3 points.
Description
○All-terrain Vehicle & Attitude Control This is high-end Magitech Car. It has more firepower
and durability than the original Magitech Car, and is
Ignores all -2 penalties for poor mobility. It also will not capable of protecting jockey.
fall prone to any effect. A small seat is attached to the left half of the body to
carry others. The passenger is carried in the open, but with
little swaying and comfort.

159
Part 3 Revised Riding Rules

Skybike Sky Car


Price: 60,000G/6,000G Appropriate Level: 11 – 13 Price: 100,000G/10,000G Appropriate Level: 13 – 15
Int: None Perc: Mechanical Lang: None Int: None Perc: Mechanical Lang: None
Rep: 9 Weak Point: Magic Damage +2 pts. Rep: 11 Weak Point: Lightning Damage +3 pts.
Move Speed: 50/50 (Flying) Move Speed: 30/30 (Flying)

Mount Data Mount Data

Accuracy

Damage

Defense
Fighting

Evasion
Accuracy

Damage

Defense
Evasion

Style
Level F Style Fort Will HP MP Level Fort Will HP MP

Slam
11 Tackle 14 14 14 2d+14 14 14 140 - 17 17 17 2d+18 15 17 165 -
(Right)
12 Tackle 14 14 16 2d+16 16 14 140 - 13
None
13 Tackle 14 14 17 2d+18 17 14 140 - - - 17 2d+18 15 17 165 -
(Left)
Unique Skills Slam
17 17 18 2d+20 17 17 165 -
(Right)
○Flight 14
None
- - 18 2d+20 17 17 165 -
Grants a +1 bonus to Accuracy (only for melee attacks) (Left)
and Evasion to both jockey and mount. Slam
17 17 19 2d+22 18 17 165 -
(Right)
15
☑High-Speed Maneuvers / Prerequisite: None
- - 19 2d+22 18 17 165 -
[Unique Skill Release] (Left)
When taking a Full Move, the jockey may use this Sections: 2 (Right / Left) Main Section: None
ability to give both the jockey and mount the Combat Feat
[Shadow Sneak] (see CR II: p. 156-161). This ability costs Unique Skills
the mount 50 HP to use. ●All Sections

○Weapon Platform ○Boarding


The stunt of [Riding As One] has no effect on this
Allows to equip up to 3 additional armaments. mount. If the jockey is riding, their Defense is increased by
3 points.

↝Laser Gun / Rider Level + Dexterity Bonus /


Evasion / Negated / Enhance: [Unique Skill ○All-terrain Vehicle & Attitude Control
Perfect Release] Ignores all -2 penalties for poor mobility. It also will not
Shoots a laser at a target up to 50m away. The laser has fall prone to any effect.
Area: Line, and deals “Power 50 + Rider Level +
Intelligence Bonus” energy magic damage to the target. ●Right
This ability's Critical Threshold is 10 and costs the ↝Laser Gun/ Rider level + Dexterity modifier /
jockey 10 MP to use (Mako Stones may help to pay this Willpower / Half / Enhance: [Unique Skill
cost). Perfect Release]
If the jockey has the Stunt [Unique Skill Perfect Shoots a laser at a target up to 50m away. The laser has
Release], they can exclude any target within the area of Area: Line, and deals “Power 50 + Rider Level +
effect. Intelligence Bonus” energy magic damage to the target.
This ability's Critical Threshold is 10 and costs the
Description jockey 10 MP to use (Mako Stones may help to pay this
A manabike capable of flight, this machine is the top of cost).
the line when it comes to both offensive capabilities and If the jockey has the Stunt [Unique Skill Perfect
maneuverability. In fact, it very well may outperform most Release], they can exclude any target within the area of
of the riders in the Riders' Guild. The manabike created by effect.
the Artificer's [Skybike] spell is handled in the same way as
this mount. ○Weapon Platform
Allows to equip up to 3 additional armaments on the
Right section.

160
●Left ●Body
↝Self-Repair v.2 ↝Large Discharge / Rider Level + Dexterity
Repairs damage done to itself. modifier / Willpower / Half / Prerequisite:
The HP of the Right or Left sections can be recovered [Unique Skill Release]
by “Power 40 + Rider level + Intelligence modifier” points. Arachne shoots lightning around itself. It deals “Power
Using this ability consumes 5 points of the jockey's MP. 20 + Rider Level + Intelligence modifier” lightning magic
A jockey can also use mako stone to pay MP cost. damage to targets within a radius 6m/20 around itself.
This ability costs 10 MP to jockey and can be paid with
○Mounted = 1 Character/ Prerequisite: [Unique mako stones.
This ability cannot be used on consecutive turns. If the
Skill Release]
jockey has the Stunt [Unique Skill Release], they can
One extra character can ride a Sky Car as a passenger.
exclude any target within the area of effect.
This passenger can take Major Actions without being
penalized for bad footing but can only take such Major
Actions as would be possible after a Limited Move. ●Legs
Mounting a Sky Car as a passenger is a Major Action, ○Attitude Control
but dismounting is only a Minor Action. It will not fall prone to any effect and will not be
penalized for poor footing at any time.
Description
This is a flying Magitech Car with even higher
performance than the Sport Magitech Car, and a price to
○Attack Obstacle = Impossible/None
Jockey and Body cannot be targeted by melee attacks
match. It is capable of taking on barbarous gangs and
while HP of Legs is 1 or more.
dragons on its own.

Arachne (Multi-Legged Tank) ○Stranded/Enhance: [Attack Obstruction]


Price: 20,000G/2,000G (Not for Sale) App. Level: 4 – 6 If the Legs section is reduced to 0 HP or lower, the
Int: None Perc: Mechanical Lang: None Body receives a -4 penalty to Evasion. If the jockey has the
Rep: 11 Weak Point: Magic Damage +2 pts. Stunt [Attack Obstruction], this penalty is reduced to -2.
Move Speed: 20
Description
Mount Data The magitech construct has eight huge spider-like legs.
With a skilled jockey on board, it can be called a mobile
Accuracy

Damage

Defense
Fighting

Evasion

fortress.
Style

Level Fort Will HP MP This mount has recently been excavated from
barbarous dwellings and Magitech Civilization-era sites and
None is now being handled by some Rider's Guilds. Since they
7 7 - - 7 6 40 - cannot be produced with current humanoid technology
(Body)
4 and rely on a small number of excavations for their supply,
Trample
- - 7 2d+4 6 8 60 - they are for rental only and cannot be purchased.
(Legs)
None
7 7 - - 8 6 40 -
(Body)
5
Trample
- - 8 2d+6 7 8 60 -
(Legs)
None
7 7 - - 9 6 40 -
(Body)
6
Trample
- - 9 2d+8 8 8 60 -
(Legs)
Sections: 2 (Body / Legs) Main Section: None
Unique Skills
●All Sections
○Mechanical Body
The Arachne is immune to criticals from edged
weapons.

161
Part 3 Revised Riding Rules

Improved Arachne (Advanced Multi- This ability costs 15 MP to jockey and can be paid with
mako stones.
legged Tank) This ability cannot be used on consecutive turns. If the
Price: 160,000G/16,000G (Not for Sale) jockey has the Stunt [Unique Skill Perfect Release], they
App. Level: 12 – 14 can exclude any target within the area of effect.
Int: None Perc: Mechanical Lang: None
Rep: 15 Weak Point: Magic Damage +2 pts. ↝Self-Repair v.2
Move Speed: 25 Repairs damage done to itself.
The HP of the Right of Left sections can be recovered
Mount Data by “Power 40 + Rider level + Intelligence modifier” points.
Using this ability consumes 5 points of the jockey's MP.
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP A jockey can also use mako stone to pay MP cost.

●Legs
None
(Body)
17 17 - - 16 10 100 - ○Attitude Control
12 It will not fall prone to any effect and will not be
Trample
- - 16 2d+13 14 14 130 - penalized for poor footing at any time.
(Legs)
None
17 17 - - 17 10 100 -
13
(Body) ○Twin Strike & Double Attack / Prerequisite:
Trample [Unique Skill Release]
- - 17 2d+15 15 14 130 -
(Legs) Legs can make two Trample attacks each round, though
None each attack requires its own Accuracy check. They may
17 17 - - 18 10 100 -
(Body) choose to attack different characters with each attack.
14
Trample
- - 18 2d+17 16 14 130 -
(Legs)
○Attack Obstacle = Impossible/None
Sections: 2 (Body / Legs) Main Section: None Jockey and Body cannot be targeted by melee attacks
Unique Skills while the HP of Legs is 1 or more.
●All Sections
○Mechanical Body ○Stranded/Enhance: [Attack Obstruction]
If the Legs section is reduced to 0 HP or lower, the
The Arachne is immune to criticals from edged Body receives a -4 penalty to Evasion. If the jockey has the
weapons. Stunt [Attack Obstruction], this penalty is reduced to -2.
●Body
Description
↝Lightning Vortex / Rider Level + Dexterity
It is an improved version of the spider-like magitech
modifier / Willpower / Half / Prerequisite: construct, with 12 legs instead of 8, and increased discharge
[Unique Skill Perfect Release] power.
Arachne shoots lightning around itself. It deals 40 + Like Arachne, this mount is only available for rent at
Rider Level + Intelligence modifier lightning magic damage some Rider's Guilds.
to targets within a radius of 6m/20 around itself.

162
○Fixed Ballista
The mounted character can make ranged attacks with a
Carriage fixed ballista. The standard value for its Accuracy is
“Marksman level or Rider level + Dexterity modifier” with
Price: 3,000G/300G Appropriate Level: 1 a range of 30 m. The damage is “Power 50 + 8”. The
Int: None Perc: None Lang: None Critical Threshold is 10.
Rep: 8 Weak Point: None At the time of rental or purchase, 100 Ballista-specific
Number of Sections Required: 1 Move Speed: -5 ammunitions are provided. If additional ammunition is
required, each 100 ammunition will cost 100 Gamels.
Mount Data
Description
Accuracy

Damage

Defense
Evasion

Level F Style Fort Will HP MP This is a large battle cart that can be towed by two horses
or an elephant. It is equipped with a huge crossbow for
shooting, enabling shooting attacks while riding.
None
1 4 4 - - 4 6 50 -
(Cart) Demolisher
Unique Skills Price: 30,000G/3,000G Appropriate Level: 10
Int: None Perc: None Lang: None
○Mounted = 2 / Prerequisite: [Unique Skill Rep: 8 Weak Point: None
Release] Number of Sections Required: 2 Move Speed: -10
Two extra characters can ride a Carriage as a passenger.
These passengers can take Major Actions without being Mount Data
penalized for bad footing but can only take such Major

Accuracy

Damage

Defense
Evasion
Actions as would be possible after a Limited Move.
Mounting a Carriage as a passenger is a Major Action, but Level F Style Fort Will HP MP
dismounting is only a Minor Action.

Description None
10 (Battering 14 14 - - 11 14 120 -
This is a small cart that can be used with horses or other
Tower)
mounts. It has a simple structure with only a base, wheels,
and a rail to maintain balance, but it is sturdier than it looks. Unique Skills
▼Battering Ram / Prerequisite: [Unique Skill
Chariot Perfect Release]
Price: 10,000G/1,000G Appropriate Level: 4 When a [Charge] or [Super Charge] is made on a
Int: None Perc: None Lang: None structure as the target a melee attack by this section can be
Rep: 8 Weak Point: None selected. In this case, the standard value of the Accuracy
Number of Sections Required: 2 Move Speed: -10 check is “Rider level +Dexterity modifier” of a jockey, and
the damage is 150 points.
Mount Data
○Mounted = 3 / Prerequisite: [Unique Skill
Accuracy

Damage

Defense
Evasion

Level F Style Fort Will HP MP Release]


Three extra characters can ride a Demolisher as a
passenger. These passengers can take Major Actions
None without being penalized for bad footing but can only take
4 7 7 - - 5 10 85 - such Major Actions as would be possible after a Limited
(Cart)
Move. Mounting a Demolisher as a passenger is a Major
Unique Skills Action, but dismounting is only a Minor Action.
○Mounted = 2 / Prerequisite: [Unique Skill
Release] ○Catapult
Two extra characters can ride a Chariot as a passenger. The jockey and mounted characters can use a catapult
These passengers can take Major Actions without being to make ranged attacks with Major Action with standard
penalized for bad footing but can only take such Major value is “Marksman level or Rider level + Dexterity
Actions as would be possible after a Limited Move. modifier” with “Range: 50m” and “Target: Radius 3m/5”
Mounting a Chariot as a passenger is a Major Action, but dealing Power 70 + 10. The Critical Threshold is 11. This
dismounting is only a Minor Action. effect is unaffected by feats [Precise Shot] or [Aimed Shot].

163
Part 3 Revised Riding Rules
After this ability is used once, either the mounted or jockey
must reload the stone with a Major Action to use Catapult
again. Advanced Sidecar
The stones that serve as projectiles can only be used for
Price: 15,000G/1,500G Appropriate Level: 7
up to three rounds per battle and cannot be refilled during
Int: None Perc: None Lang: None
the battle.
Rep: 14 Weak Point: None
Number of Sections Required: 1 Move Speed: -5
Description
It is a huge moving platform that is placed on the Mount Data
mount.

Accuracy

Damage

Defense
Each side of the base of the Demolisher has one thick

Evasion
log attached to it, pointing forward and parallel to it. By Level F Style Fort Will HP MP
charging with these logs, the Demolisher can punch
through the doors and walls of a huge castle. In addition to
horses, there are also Demolishers driven by elephants. None
7 11 11 - - 10 10 90 -
Although they are owned by major powers that like to (Sidecar)
wage war, they are expensive and difficult to maintain and
are rarely owned by individuals. Unique Skills
○All-terrain Vehicle
Ignores all -2 penalties for poor mobility

Sidecar ○Mounted = 1 / Prerequisite: [Unique Skill


Price: 3,000G/300G Appropriate Level: 3 Release]
Int: None Perc: None Lang: None One extra character can ride an Advanced Sidecar as a
Rep: 11 Weak Point: None passenger. These passengers can take Major Actions
Number of Sections Required: 1 Move Speed: -5 without being penalized for bad footing but can only take
such Major Actions as would be possible after a Limited
Mount Data Move. Mounting an Advanced Sidecar as a passenger is a
Major Action, but dismounting is only a Minor Action.
Accuracy

Damage

Defense
Evasion

Level F Style Fort Will HP MP ○Weapon Platform / Prerequisite: [Unique Skill


Perfect Release]
3 Additional Armaments can be equipped on this
None additional section and can also be controlled and
3 6 6 - - 5 5 50 -
(Sidecar) manipulated by the jockey or the mounted character.
Unique Skills
○All-terrain Vehicle Description
Ignores all -2 penalties for poor mobility This is an additional section of high quality,
performance, and endurance.

○Mounted = 1 / Prerequisite: [Unique Skill


Release]
One extra character can ride a Sidecar as a passenger.
These passengers can take Major Actions without being
penalized for bad footing but can only take such Major
Actions as would be possible after a Limited Move.
Mounting a Sidecar as a passenger is a Major Action, but
dismounting is only a Minor Action.

○Additional Armament Control


One Additional Armament can be equipped on this
additional section and can also be controlled and
manipulated by the jockey or the mounted character.

Description
This is an additional section added to the side of the
manabike. It has enough space for one character to sit and
ride and can be used to add additional armaments to the
mount.

164
Part 4 World

165
Soleil is one of the oldest races. How much truth there is in it, one can only imagine. But
Calling themselves Child of the Sun, they are said to have it is clear that the lore of the Soleil has a mysterious charm
built a great civilization with the gods during the Divine that we scholars cannot ignore.
Civilization Period with their overwhelming physical strength.
But as the War of the Gods broke out and the Ancient - From Allister's Natural History
Magic Civilization era began, Soleil's numbers declined
dramatically, and they faded from pages of history.
They were proud of their bodies and loved to sing and
dance, but on the other hand, they did not have a written According to Soleil lore, in prehistoric times, when no
culture. Therefore, the history and culture of the Soleil were one had yet discovered the Swords of Genesis and the gods
lost. If one tries to learn the history of the Soleil, one will be did not exist, humans were somewhat dexterous relatives of
faced with great difficulties. monkeys.
The songs, dances, and stories told by the Soleil, which Although they had the ability to handle items and make
they have passed down from generation to generation, things to some extent, they were not as intelligent and creative
contain some interesting folklore. as today's humans.
They were rather tiny, stupid, and frail compared to
Lumiere Legacy - a phrase and concept that often appears mythical beasts and giant animals; they were more fertile than
in the stories of Soleil. mythical beasts, and may have been more like affordable
food that multiplied quickly.
The phrase “Lumiere Legacy” translates as “the great However, the discovery of the first sword Lumiere by
legacy left by Lumiere, the first sword”. In fact, there are Lyphos, who later became the first god, marked a great
many magical objects derived from Lumiere, and there have turning point for humans.
been cases of mysterious objects found in ruins that could be
called “legacies of Lumiere”.
However, the term “Lumiere Legacy,” which Soleil and
others use, does not refer only to such a simple material When Lyphos discovered the Lumiere and took it into
legacy. his possession, he gained great wisdom and seemingly
Lumiere is the Sword of Genesis, symbolizing harmony omnipotent power. This is the famous story told in myths.
and fraternity. The “Lumiere Legacy,” which underlies the And if there were miracles in this world of Raxia, this may
values and ideas of the entire Soleil race, also contains the have been the first - Lyphos did not monopolize power as a
spirit of harmony and fraternity. god, nor did he use it for his own supremacy.
Lyphos led the weak and humble humans to begin
Soleil boasts of overwhelming physical strength and skills building a civilization. He imparted wisdom to his people,
among the humanoids. teaches them the importance of unity, and united these weak
They are not violent, and will not resort to violence, humans into a powerful force.
because they consider it shameful to violate the spirit of With the advent of Lyphos, who became a god, humans
“harmony” and “fraternity” that underlies their “Lumiere gained humanness. This was the beginning of Divine
Legacy”. Civilization.
Soleil are not exactly smart. That is well known. They are
notoriously poor at memorizing and mastering complex
ritual procedures and etiquette. Despite this, Soleil and
others sometimes behave more nobly or gentlemanly than As civilization developed, Tidan, the sun god, was the
anyone else, perhaps because they have inherited this next to gain divinity.
“spiritual heritage”. Originally, he was Lyphos's best friend and partner in
hardships. Therefore, Lyphos handed Lumiere to Tidan
The Soleil, who have no written language and a small quite early on, giving him divinity.
population, do not keep accurate records of their detailed The power gained by Tidan was tremendous, so much so
history. On the other hand, they have many legends handed that it controlled the effect of the sun's rotation on Raxia.
down by storytellers that have survived to the present day. Soleil lore tells us that Tidan exerted a divine power that
Because they are oral traditions, their contents may have surpassed that of Lyphos, although they do not know how
changed, their meanings may have been reversed, and many large that power actually was.
important elements may be missing. However, there may be But Tidan, like Lyphos, was also a god free of selfishness;
various truths and forgotten legacies hidden in the oral he did not take Lumiere from Lyphos or monopolize it, and
tradition. together they selected new gods.
Some scholars claim that Soleil's oral history is the best As a result, the god of fire and forge, Blazing Emperor
record of the Divine Civilization, a period so ancient that Grendal, was born, and the god of nature, the fairy goddess
there are no written records of it. Asteria, was born.

166
This was the birth of the original Ancient Gods, who are dwarves created amazing weapons and crafts that would be
known as the “The Primordial Gods of Lumiere” or “Lyphos unthinkable today, and tradition tells us that the elves, as the
and the Three Friends”. voices of the gods, were already using powers like Divine
Magic.
How much fighting power did the Soleil giants, armed
with dwarf swords and blessed with the blessings of the elves,
Working together, the gods steadily created the human display? Some legends say that they even wrestled with and
world. In the process, the Blazing Emperor Grendal created defeated dragons, but we should not be too quick to dismiss
dwarves and the fairy goddess Asteria created elves. this as mere exaggeration.
The sun god Tidan then created Soleil. Soleil's storyteller tells us that the weapons and artifacts of
If the tradition of the Soleil is correct, Tidan initially the dwarves, the miraculous skills of the elves, the
wanted to give Lumiere to his eldest son, conferring divine harmonious spirit of the humans who unite them, and Soleil's
status on him. However, not wanting to cause inequality with valor, all supported by these things, are “Great Legacy”.
his brothers (according to various traditions, there were five,
thirteen, or thirty-three brothers, depending on the locality),
Tidan's eldest son refused. Instead, he is said to have been
given superhuman powers and a body that was close to that
of the gods, and he chose to serve the gods with all of his
siblings.
If this tradition is true, the Soleil of the Divine Civilization
Period were several times larger than humans and could carry
huge rocks with ease.
There is no way to know if this is true or not. No fossilized
remains of Soleil have been found, and most believe that it is
nothing more than an exaggerated legend with no basis in
reality.
But how did they build megalithic structures, one of the
hallmarks of Divine Civilization ruins found around the
world? If the Soleil had the physique and physical strength of
giants, this mystery can be easily solved.
In support of this theory, many murals and reliefs at the
Divine Civilization site show Soleil-like people carrying huge
stones. Since there are no counterparts, these reliefs cannot
be used as evidence to support the Soleil giant theory, but it
is also true that we cannot deny all of them. Above all, it
would be more unthinking to assert that megalithic structures
were built by the gods with divine power.

The dwarf's discovery of fire and blacksmithing skills and


the elves' mastery of the water currents greatly enhanced the
humanoid settlements.
The development of blacksmithing made tools
convenient, and the manipulation of water led to the
development of agriculture. Naturally, villages became large
cities that grew quickly.
Soleil were also responsible for large-scale civil
engineering and construction work that would have been
difficult for ordinary people to accomplish, and they were
doing it at a breakneck pace.
Another important task undertaken by Soleil was defense
against foreign enemies. At this time, the barbarous had not
yet been born, and there was no permanent hostile force.
However, giant beasts and mythical beasts were more than
enough of a threat.
Soleil warriors are said to have played an active role in
these battles. If, as Soleil lore has it, they had the physique of
giants and the strength of gods, it is not surprising.
Moreover, Soleil was not the only one who had been
given special powers by the gods; the blacksmiths of the

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An interesting aspect of Soleil's lore is the frequent For example, there is this story.
appearance of the true faces of the gods of the Divine
Civilization Period. “Soleil's love is as passionate as the midsummer sun, but
The priests of the various deities often deny it, and it changes moods as quickly as the weather.
mythologists, theologians, and other researchers usually Not every day is sunny, some days are rainy or spotty, and
ridicule these stores as “exaggerated legends” or “figments of when the sun clears again, another sun may appear.
the imagination.” Before the moon appeared in the heavens, our Tidan
However, considering the roots of the Raxian gods, who God also spoke of love as a passion.
became gods when humans acquired divinity, the somewhat We Soleil speak of love with passion, say goodbye with
mundane profiles of the gods in Soleil's oral traditions also passion, and then rekindle our love with passion, all in
seem to reveal some aspects of the truth, and are intriguing. obedience to our Lord God Tidan's will.”

- From Allister's Natural History Unmarried Soleil tend to be wilder about relationships.
Soleils who seek new opponents one after another will
come up with excuses like the one above.
Soleil's hymns and legends about the sun god Tidan
Regarding Lyphos, the world's first god, the Soleil include numerous love stories with other deities. The love
tradition tells us. triangle between Sien, the moon goddess, and Asteria, the
fairy goddess, is a particularly popular episode. The timeline
“Lyphos God loved all things. of the love triangle is a bit of a muddle in some traditions,
He loved all animals, including humans, animals, and with some stories continuing from the time when the two
mythical beasts, without distinction between men and goddesses were humans, while others say that the love
women. triangle began after the two goddesses attained godhood.
But Lyphos God did not seek his own happiness. What is consistent, however, is that the sun god Tidan
He used the great power of Lumiere not for his own sake. has no soft or cunning image whatsoever.
Therefore, the god Lyphos was always of modest What emerges from a bird's-eye view of all the lore is that
appearance and had neither wife nor lover. God Tidan was always serious about everyone. And it is not
For all his love, Lyphos God was lonely. For there was no that he himself actively sought love, but that in most cases the
one who could understand the feelings of the true God. others somehow became captivated by God Tidan.
But perhaps that was the ideal of God Lyphos, the image In other words, God Tidan did not reject anyone who
of God.” came to him.
This may be an area of similarity with the god Lyphos,
Indeed, a study of mythology and the myths of the who is said to have been a close friend of Tidan. However,
Lyphos Temple does not reveal any mention of Divine while Lyphos was benevolent and did not offer special
Ancestor Lyphos having a wife or any mention of a colorful affection to any particular person, Tidan was willing to give
love affair. to all who asked.
Compared to the later traditions that speak of Tidan, the As a result, the Soleil tradition tells us, there were
god Lyphos was a man of noble spirit, full of self-sacrifice and skirmishes among the gods over the God Tidan, often
love. resulting in chaos. Sometimes, it is even said that Lyphos
even had to step in to calm down the gods.
However, the Lyphos god that appears in Soleil's lore has And the frightening thing about Soleil's narrative is that
a scene where he complains as follows. some say that even such a god as Lyphos was attracted to the
god Tidan. Some even say that this is why Lyphos did not
“It hurts me the most when people say I'm a dull god. But take a wife... Whether this is true or not, of course, no one
it's in my nature, so what can I do?” knows.

An interesting aspect of Soleil lore is that they tell many The god Tidan is spoken of as a symbol of unrestrained
stories that are quite unforgiving, even to Tidan, the main love, but he is also passed down among the Soleil as the god
deity who supposedly created them. of marriage and covenants. It is not hard to imagine that this
Without fear of criticism of the Temple of Lyphos, Tidan is due to his marriage to the moon goddess Sien.
has a lot more mundane and enjoyable episodes than The truth is unknown, but Soleil storytellers say that Sien
Lyphos, which is too noble and “dull”. is the only one whom Tidan himself has declared his love

168
for, and there are various theories as to why Tidan chose rivalry with Tidan, god of the sun and passion. Although the
Sien, but it is said that he was attracted to the opposite of actual nature of their relationship is unclear, they certainly
himself. resemble each other in many ways.
Some say that it was when Sien, a beautiful female who The symbolism of fire and the fact that they are both
was still a human, slapped the Ancient God, who was martial arts masters are probably representative, especially
constantly shining his light without distinguishing between since followers of each other continue to argue “who was
day and night, that Tidan restored the role of day and night. better,” both in ancient and modern times.
If this is true, it is interesting that Tidan fell in love with the The general rule of thumb is “Grendal if you use a
girl who slapped the Ancient God. weapon, Tidan if you use your bare hands”.
Anyway, the two pledged their eternal love and were But Soleil's legacy does not end there.
officially married. Sien became a goddess, and the moon The story that the Blazing Emperor Grendal was fond of
adorned the sky as a symbol of her divinity. Since then, the the moon goddess Sien is sometimes told in other myths.
Soleil have believed that night is the time ruled by the Here, however, the story is told as if it were a fact. The
goddess Sien, and have vowed to whisper only love and not goddess Asteria, who was not fond of the stiff and hot-
to tell lies at night. tempered Grendal, worked behind the scenes to bring
Once married, the Soleil remain together for the rest of Grendal and Sien together. She wanted to get rid of Sien and
their lives, never changing their love. This is also because of monopolize Tidan (in Soleil lore, that is).
the tradition of Tidan, the sun god, and Sien, the moon god, However, as it turns out, the goddess Asteria's plan
which has been handed down from generation to generation. backfired and Tidan and Sien ended up getting married,
Of course, there are exceptions to this rule, but there is leaving the Blazing Emperor Grendal and the fairy goddess
no doubt that the Soleils' values are rooted in this tradition. Asteria with a huge problem to solve.
This fable has been repeatedly protested by both temples
and requested not to be passed on, as it is extremely
degrading to the god Grendal and the goddess Asteria.
It is not only the god Tidan that is often discussed in an However, since the Soleil did not leave behind any written
amusing manner. The relationship between the blazing records, but only oral traditions, it is believed that they could
Emperor Grendal and the fairy god Asteria is also a frequent not be completely erased and have been handed down to the
topic of discussion in their stories. present day.
Grendal, the main deity of the dwarfs and god of
blacksmithing and martial arts, is said to have some kind of

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It is not clear how long the period of peace during the The story of Soleil's active role in the War of the Gods is
Divine Civilization Period lasted. However, based on the preserved in several other myths and traditions. Thus, it is
difference in the degree of deterioration between the oldest safe to assume that the Soleil lore also contains a number of
and the newest ruins, it is thought to have lasted at least 1,000 actual facts.
years and as long as 3,000 years. This is an analysis based on
research conducted by Magitech Civilization Period scholars.
And when it comes to the question of how long the War
of the Gods lasted, there is no reliable information. The It is still unclear where the city of the gods centering on
period was one of destruction and recreation, making it the god Lyphos once stood. However, the most popular
nearly impossible to date from the ruins. theory is that it was located in the central to northern part of
However, the War of the Gods was apparently fought the Razeldawn continent.
over a very long period of time, if we consider it on a human Anyway, one day, the City of the Gods was suddenly and
scale. Some speculate that it may have lasted several decades unexpectedly attacked by Dalkhrem, the god of war, and his
at the very least, and perhaps even a century or more. terrifying army.
And of course, the world of Raxia during this period was The gods, who had surrendered themselves completely
full of sadness and misery. to peace and tranquility, basking in a prosperity that seemed
The outcome, as the various myths state, will be a bitter to last forever, were slaughtered.
draw between the two sides. Then began the endless battle However, there were those who managed to stall the
cycle of the confrontation between the humanoid and the barbarous army led by the god of war Dalkhrem and buy
barbarous, which lasted for 30,000 years. time for the gods and their people to escape the city. These
But one wrong move, and the Lyphos camp would have were the Soleil giants, supported by human warriors,
been destroyed and erased from Raxia. It was also the “Great dwarves, weapon craftsmen, and elven priests.
Lumiere Legacy” that saved the Lyphos gods in their fight for Nevertheless, the barbarous army was so powerful that
survival. the defenders was annihilated immediately after the escape
of the gods. The city was reduced to ashes. The destruction
- From Allister's Natural History was so great that it is believed to be the reason why we still do
not know where the city of the gods was.
Despite the destruction of the city, the armies of
Dalkhrem, did not relent in their pursuit. The gods of the
According to Soleil tradition, at the height of the Divine First Sword continued their miserable escape.
Civilization, there were more than a dozen deities who had In the midst of all this, several of the people stepped
been given divine status by Lyphos. All of them, the tradition forward before the gods and offered to grant them divine
tells us, were great gods who understood the spirit of power, even if it were only temporary. Those who lacked the
harmony and fraternity and wielded their divine powers ability and qualifications to fight Dalkhrem's forces, which
appropriately. were unchecked, volunteered to fight, knowing that their
But this era of peace, serenity, and prosperity was souls and bodies would eventually collapse under the power
destroyed with surprising ease by the sudden appearance of of the divine power, and they would die.
the god of war, Dalkhrem. Naturally, Lyphos and his friends declined the offer, but
With the second sword Ignis in hand, Dalkhrem in the end, their self-sacrificing wish was granted and many
monopolized its power. With an army of barbarous who had gods were born. In the Soleil tradition, this is a very heroic
soulscarred their souls and transformed their bodies to fight, act, but it is unclear how the gods and people communicated
he launched a surprise attack on Lyphos' camp, similar to the with each other and why they made the decision they did.
one recounted in various myths and legends. Thus began the counterattack by the Lyphos camp.
According to Soleil lore, however, it was Soleil's giant Literally, the crude young gods, who had given their lives and
soldiers who were the first to act as a bulwark. Dalkhrem, the souls, succeeded in inflicting a devastating blow on the
god of war, attacked with overwhelming numbers and fighting barbarous army, which was riding on a winning streak after
power, and his army was strong enough to destroy the Lyphos winning streak.
camp, which had been living a life almost devoid of warfare, But Dalkhrem, claiming to be a god of war, quickly
with a single blow. Soleil, however, had far more fighting regained his posture, and the battle raged on. In the process,
strength than Dalkhrem had anticipated and were able to the crude young gods fell one by one and perished.
counter the initial attack. Some gods, such as the knight-god Zaiya, have achieved
If this is true, the Lyphos camp was saved by Soleil. great success in numerous battles, and as a result have
Thereafter, Lyphos fellow deities, were successively defeated attained a godhood approaching that of the Ancient Gods.
and reduced in number. But somehow they managed to However, a great number of crude gods perished, and the
remain strong enough to fight back, only because they were war finally reaches a stalemate.
not wiped out in the first attack. Various myths and studies have suggested that the
incarnations of these crude gods became first tabbits.

170
Interestingly, however, no episodes about the tabbits appear mere piece of artwork as an interior decoration without
in Soleil lore. Therefore, many of the tabbit historians and knowing its effect or how to use it.
mythologists are said to have said, “Soleil folklore is not However, this bottleship holds an amazing power. By
factual and should be discarded!” The truth remains a chanting the password, the galley ship inside can be taken out
mystery. and restored to its original size.
And in the midst of this battle, Soleil who had once Moreover, the galleys are equipped with 50 construct
refused to become gods fought and died as crude gods. By rowers that resemble smiling Soleil figures, and they have the
the time the War of the Gods ended and the Divine When amazing function of propelling the galleys forward on their
the War of the Gods ended and the Divine Civilization own.
Period came to a close, tradition tells us, few of the once- This bottleship alone reminds us of how Soleil used their
powerful Soleil survived. bodies for various purposes during the Divine Civilization
Period. However, the Soleil who rows the galleys are not so
different in size from the Soleil of today (although they seem
to be a bit larger). Therefore, the tradition that the Soleil of
Although the battle was fought with many casualties, the the Divine Civilization Period were giants is either an
Lyphos camp had something that the Dalkhrem camp did exaggeration. On the other hand, there are those who argue
not. that there were two types of Soleil: the smaller (but still larger
It was the miraculous objects called Sacred Treasure and than human) normal type and the giant type, which
Ritual Implement that embodied the “Great Legacy of specialized in combat and physical labor.
Lumiere”. This controversy has yet to be settled. However, the
While the barbarous fought with physical weapons, the bottleships have certainly been a boon to researchers in
army of humanoids led by Lyphos came to battle armed with obtaining information on shipbuilding and ship operations
numerous miraculous artifacts and with weapons of divine during the Divine Civilization Period.
power.
There were shoes that could fly freely, shields that could
repel evil gazes, and swords that could cut through anything.
Some of them were stone sledgehammers that killed evil
giants with a single blow, and spears that neutralized all
poisons and diseases. All were a threat to the barbarous, and
all were deadly weapons. Unfortunately, most of these
precious and powerful weapons were lost in the battle of the
gods, and few have survived to this day. Legends mention
Sacred Treasures and Ritual Implement such as the Grendal
Swords, but it is impossible to see or obtain them.
Very few of them are still in circulation and available
today. We would like to introduce a few of the items that can
be found somewhere.

SIGN OF VALOR
These are only Divine Civilization Period items that are
still relatively numerous and still in circulation.
The power of these signs does not have a dramatic effect
when equipped.
It is said that those who go to battlefield wearing these
signs will be able to develop their body and sensibility in the
desired direction to some extent. It is not known how these
signs were produced in large quantities, but it is widely
believed that they were created to train the best soldiers of
the Lyphos camp.
However, the effect of these signs surpasses of just items.
There have been attempts to study these signs, to understand
its mechanism and logic, since the time of Ancient Magic
Civilization, but not a single clue has yet been found. This is
certainly a legacy of Divine Civilization.

B OTTLESHIP OF THE SUN


Known as a rare and very unique Divine Civilization
Period item, this bottleship is a rare and precious item.
At first glance, it looks a bit like an artifact, a model of a
fine galley (a large rowing military vessel) placed inside a
bottle. Perhaps because of this, some people display it as a

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The life span of a Valkyrie is about 100 years, and they
are considered adults at the age of 15. While some Valkyries
are raised in the home, others are often sent to temples or
castles to be raised as “blessed children” from an early age.
Valkyries can also have children, but they are generally
human, and Valkyries do not tend to have Valkyrie offspring.
It was thought that Valkyrie and Valkyrie could have a baby,
but there is no male Valkyrie exist, so there is no way to test
it.
There is no record of them being born from other than
humans, and only a few reports of them being born from
elves or dwarves have been found in the songs of the
minstrels. Even these are said to be “human-like” in
appearance, and it is difficult to tell the parentage of a race
from their appearance.
Valkyries have excellent physique, especially strength,
vitality, dexterity, and spirit, making them suitable for
warriors and priests. They also have a magical power to bless
those around them and strengthen their resistances. They are
also known for their ability to handle mounts and are
especially good with flying creatures such as Pegasus and
Dragons.
The figure of a maiden astride a flying mount or
supporting a brave man is often seen in many paintings,
hence the well-known Valkyrie’s nickname “War Maiden”.

Valkyrie is a mutant species that is very rarely born from


a human and only has females. The Valkyrie race itself has no history of its own. This is
At first glance, there is little difference between this because the number of individuals was too small and there
species and humans, but Valkyries have a feather-like pattern were no males, and it was not possible to establish a village
on their back and around their ankles, and when they fall or a nation with a single race. Therefore, a history unique to
from a high place, glistening wings unfold from there, Valkyries was never created.
allowing them to descend softly. However, if we look at the history of race in records, we
These wing are always deployed for some time after the can find information that suggests that it has existed since a
moment of Valkyrie's birth, and they are hailed as a “child very early time.
blessed by God,” a “child of light,” etc. These wings cannot In mythology and in the records of the Divine Civilization
be touched and has no substance. Therefore, the mother is Period, there are already stories of maidens who aid heroes
not harmed, and the mutation is treated in a completely and those who lead people by driving mythical beasts.
opposite way to nightmares. There is a legend that the wings In the Ancient Magic Civilization period, Valkyrie-like
appeared over the mother's body when the child was in utero beings frequently appeared in records of major battles. Some
to save her, and most people cherish them as a very of them were wizard-kings, who gathered Valkyrie or
auspicious existence. maidens with similar characteristics and conducted
On the other hand, when they are not deploying their inhumane experiments on them, including autopsies, in
wings, Valkyries are almost indistinguishable from humans. order to thoroughly investigate Valkyries.
They are generally healthy and robust, and many of them During the Magitech Civilization Period, their presence
have lively traits, but this is not a decisive factor in declined rather drastically, and they are no longer found in
determining their mindset. However, even a staircase or a most records and documents. Some people believe that this
small bump in the road can cause a wings to emerge, and this is because too many wars were fought during the Ancient
may reveal their true identity. Magic Civilization period, and souls with the qualities to
It is believed that superior souls that should never have become Valkyrie could not descend. It is said that because of
come down to earth have mistakenly reincarnated, but the this, the existence of Valkyries was doubted during the
truth is a complete mystery. The reason is that there are too Magitech Civilization Period.
few Valkyries to study, and few records remain. It is thought For a change in recent years, some scholars advocate the
that only one in every several hundred thousand to several probability of a Valkyrie being born has increased
million humans is born as Valkyrie. dramatically. In fact, although rare, you are bound to
encounter a few Valkyrie if you are an adventurer.

172
Although there are different theories about this, scholars their image as saints is only taken advantage of and they do
have argued that this is because, as the name “War Maidens” not get very far in the world.
suggests, the more warfare there is, the more Valkyries are COLUMN: VALKYRIES AND THE SOULSCARS
born. Although the Valkyries are considered to have extremely
Throughout the ages, Valkyrie has generally been singled pure souls, they too lose their lives, and if they accept
out as rare, auspicious, or an incarnation of the goddess of resurrection, soulscars accumulate in their souls.
courage. And this is still the case today. When a Valkyrie's soul is soulscarred to the extreme and
becomes a Revenant, its wings turn jet black and can no
longer fly. Therefore, the shining feathers of the Valkyrie are
considered to be the radiance of the soul, a symbol of purity.
Valkyries have excellent strength, vitality, dexterity, and This is due in large part to the fact that angels, the legendary
spirit, making them a good choice for vanguard. Because of messengers of gods, are said to have shining wings.
their high spirit, Valkyries is a good race for paladins (Priest
+ Fighter).
Racial ability [Light Wings Of The War-Maiden]
prevents falling damage and tumbling, making Valkyries an
excellent match for a mount with flying. Another racial
ability, [Blessing Of The War-Maiden], can strengthen a
single ally on the same coordinates, so the more aggressively
you can jump into the skirmish, the more chances you have
to take advantage of it. Of course, it is also effective for
mounts, so it is always a useful racial ability if you want to
make the most of the Rider class.
Because their intelligence is not so high, as a pure
magician will be not as good as tabbits, newman, elves, etc.
However, the high spirit helps them with high MP.
Because of their low agility, learning the Rider class is an
extremely meaningful choice for Valkyrie to compensate for
this.

As a race, the critically underpopulated Valkyries have


failed to create a culture of their own.
Therefore, they are largely influenced by their
upbringing, and in most cases, they share the same culture as
humans.
However, depending on the region and environment,
they are often treated as special beings and may be
accustomed to being pampered and treated with care. In the
worst case, they may grow up to be arrogant, but this is rarely
the case because of their generous nature.
There is a popular belief that because they have special
souls, they will never accept resurrection, but there is no
particular basis for this. Rather, it is believed that because
they are often raised in temples, their surroundings do not
allow them to use or accept the magic of resurrection.

Because of the overwhelmingly small number of them,


their very existence has become legendary in some regions,
and in a few cases, they are considered a fantasy race.
They are not hidden or avoided like nightmares, and
once they are born and recognized, they will be treated with
great respect in the area. In most cases, they are respected as
messengers of gods and trained as priests, and many of them
will go on to become high priests or heads of temples.
However, Valkyries, who are generally pure in character,
are not good at political gamesmanship, and in some cases,

173
night, they all fall asleep quickly and are not very good at
getting up and going about their nightly activities.
The lifespan of a Soleil is about 300 years; they are
considered adults at age 15 and begin to age at about 200.
Those that live out their entire lifespan are extremely rare, as
most fall during hunts and battles.

Soleil's history can be traced back to the Divine


Civilization Period.
Much of what happened during the Divine Civilization
Period is shrouded in mystery, as almost no written records
have been preserved. However, various information has
been discovered and analyzed from archaeological sites
around the world. Soleil is often found in the reliefs of such
sites.
Megalithic structures are a characteristic feature of sites
from the Divine Civilization Period. In the murals and reliefs
depicting the construction sites of such structures, groups of
Soleil-like figures can often be seen. It is thought that they
were not treated as slaves, but rather as happy folk. One
reason for this is that the depicted Soleil are all smiling.
There are many other poses depicted that simultaneously
show joy and triumph, leading to the theory that the reliefs
It is said that this race was created by the blessing of the may have been created to celebrate the completion of the
sun god Tidan, and although few in number, this race has construction.
existed since ancient times. The murals and reliefs also show Soleil's role as warriors
Soleil are extremely muscular and large in stature, both from ancient times. Lyphos and the other creatures of the
male and female. Men tend to have thicker muscles, while First Sword are said to have been warriors who did not like
women tend to have more supple muscles, but ultimately it to fight and were not involved in wars. Soleil, however, honed
depends on how they are trained. their martial arts as part of their physical training, and are
The average height for men is 190 cm and 170 cm for depicted as practicing a variety of weapon techniques, from
women, and it is not uncommon for men to exceed 200 cm bare-handed wrestling to the use of weapons. Since many of
and women to reach 190 cm. The color of their skin varies the motifs depict Soleil fighting against giant beasts and
from white to brown, and since they revere the sun, they will mythical beasts, it is thought that Soleil were in charge of
tan to a brownish color even if left unchecked. fighting against such enemies.
They always wear light clothing because they are In the war of the gods, their physical strength and well-
physically fit and likes to show off their body. They are also trained martial arts were of great use. Legend has it that
known for their tattoos of the sun on their chest, arms, and Soleil's band of warriors saved the camp of the Sword Gods
other parts of the body, and their designs are really artful. from a surprise attack by the god of war, Dalkhrem.
Soleil take great pride in their bodies and do not like to However, it is also believed that the Soleil warriors were
wear clothing that hides them, preferring to wear minimal or hated by the Dalkhrem camp, and their population was
very thin fabrics. Of course, there are times when it is difficult greatly reduced because they were always in the line of fire in
for them to live naked all the time (e.g., when it is cold), so battle and were targeted by Dalkhrem forces.
they do wear solid clothing, but they prefer to keep it as By the time of Ancient Magic Civilization, Soleil had
minimal as possible and to be able to take it off quickly. They become a rather scarce race. It is easy to imagine that their
consider metal armor to be especially constricting and tend low aptitude for magic contributed to its decline in
to avoid wearing it as much as possible. population, and it seems that the Soleil began to live on
They live mainly in warmer regions, and many are remote islands, remote coasts, and forests where few other
thought to inhabit the Razeldawn continent. The Terastier races came.
continent may have been too cold for them to settle there. Even during the Magitech Civilization Period, the Soleil
This is why the race is rarely seen on the Terastier continent. did not socialize much with other races or come out to the
Said to be blessed by the sun god, the Soleil heal wounds cities. They were not reclusive, but they were bothered by
and recover from fatigue when exposed to sunlight. They are being told to “dress up,” “study,” and “be civilized”. As proof
also known for their great psychic resistance. Conversely, at that they were not reclusive, records show that when people
visited Soleil, they were welcomed with open arms.

174
During Diabolic Triumph, their activities are rarely in an attempt to communicate near their prey without making
documented due to their small numbers. However, several noise. It is capable of communicating quite complex content,
oral traditions tell of their successes in protecting humanoids and can be used with one or both hands to convey the same
who had fled from being chased by barbarous, and in fighting amount of meaning. Especially when great emotion (joy, etc.)
off barbarous who attacked their settlements. is being expressed, it can be done with a call to action.
Because they prefer light clothing, they are rarely found However, the original Soleilian is also subtle, and many
on the Terastier continent, but they can be found for a variety legends have been handed down with Soleilian.
of reasons, such as being swept away on a fishing trip or The Soleil, being non-literate, do not know much about
having arrived as part of their warrior's journey. their exact past, as they are unable to record their history or
poetry. However, most Soleil are extremely optimistic and
positive, and do not dwell on the past. For this reason, they
do not seem to be very interested in history. Instead, there
Soleil's characteristics are their overwhelming strength are many tales of past heroism in dance and song, and there
and superior vitality; although their dexterity is a little low, the is no shortage of such bloodthirsty tales.
blows they deliver with their outstanding strength are They also love to sing and dance. When they are happy,
unrivaled and they can kill with a single blow. On the other they dance together; when they are sad, they sing together. As
hand, their intelligence is surprisingly low, and they are not they sing and dance together, they quickly forget the bad
suited for magic at all. things.
Their racial ability [Radiant Physique] is the very symbol They are cheerful and positive and are good at getting
of the self-proclaimed Children of the Sun, and anyone who along with everyone quickly, but they are not good at solemn
is exposed to this radiance during battle will suffer a ceremonies and do not like to attend formal occasions. Once
temporary heavy penalty. Also, [Photosynthesis] allows their they recognize someone as their best friend, they pledge
bodies to heal quite rapidly. Their high resistance to psychic absolute friendship and are willing to sacrifice themselves for
during the day, regardless of weather conditions, is also one them.
of their strengths. On the other hand, it should be noted that
at night they are weakened and fall asleep quickly.
The above characteristics clearly indicate that the Soleil
are suited to be a Fighter, followed by a Grappler. The light- In the general human-centered society, the Soleil position
armed, evasive style is typical of the Soleil fighting style, and is low.
a Soleil warrior who is adept with two-handed weapons and This is due to the fact that they are few in number, to
shields is a formidable threat. begin with, they are not very close to the cities, and they have
They are not a magician by nature, but the Conjurer and low intelligence and cannot understand the complex social
the Alchemist, which do not require much in the way of structures and complex etiquette.
success values for Spellcasting checks, can be combined with On the other hand, it is well known that Soleil is a gentle
the Enhancer to great success. and benevolent race, and their presence tends to be valued.
In the event of a barbarous invasion, Soleil warriors may be
hired as mercenaries and may even form a battle group
together. It is said that many Soleil warriors gain new respect
Soleil culture is extremely primitive and spiritual. when people see their overwhelming fighting power of Soleil
They depend on hunting as their main source of warriors.
livelihood and are proficient in hunting and fishing. Their
lives revolve around such activities, and their culture excels
in bow, trap, and boat operations.
They are also very religious, and their day begins with
thanksgiving to Tidan, the sun god, and ends with a prayer to
Sien, the moon goddess. These are the two main deities
worshipped, but there are also some, though rarely, that are
the priests of other deities. The culture of making amulets
and ornaments related to the sun and moon deities is very
popular among the urban population, as many of the crafts
are uniquely designed.
The Soleil have a long-standing culture of tattooing the
body, often at the ages of 7, 10, and 15, in stages to celebrate
growth and the future, with tattoos representing the
individuality of the tribe, clan, or person. Other occasions for
tattooing include marriage, heroic deeds, becoming a tribal
chief, and so on.
Another representative culture of the Soleil is their
unique mute language. As hunters, the Soleil are said to have
invented a hand language (one theory is that it was invented
during the War of the Gods in the Divine Civilization Period)

175
noticed. Few Leprechauns are so reckless as to become
adventurers, but there are rare instances of Leprechauns who
set out on such journeys and become adventurers as a result.
Their skill with items can be very useful in adventures,
whether they want to be or not.
Leprechauns are relatively long-lived, with a lifespan of
about 200 years. Because of this, they have a somewhat laid-
back personality. Once they begin to concentrate on their
work, they are known for their delicate and quick hands.
They are recognized as adults at the age of 15 and often leave
their families to find their own place to live.

The existence of Leprechauns can be found in


documents from the Ancient Magic Civilization period.
Some believe them to be a subrace of dwarves, but their
characteristics are so different that there are many objections
and their origin is not certain.
Legend has it that during the Ancient Magic Civilization
period, there was a settlement or capital city of Leprechauns,
but no remains have ever been found. Nowadays, not even
ruins can be found. According to one account, the wizard-
king, fearing the presence of the Leprechauns, who produced
Leprechauns are a race that is rarely encountered in superior magic and magical items, destroyed them. As a
ordinary life because they avoid contact with others as much result, they are rarely seen now.
as possible and try to hide their appearance. The above legend is supported by the fact that the
It is not well known when and how Leprechauns first Leprechauns were not cooperative with the wizard-king.
appeared. Older documents indicate that they existed during There is no record of Leprechauns becoming wizard-kings.
the Ancient Magic Civilization period. Some say that Leprechauns of this period spent their time in
They are the second smallest after the grassrunner and the forests and mountains with fairies, and can still be seen
the tabbits, being only about the size of a human child. The today as motifs in paintings of the period.
average height of a male is about 130 cm, and female is about Perhaps as a reaction to such a period, Leprechauns were
120 cm. They are characterized by large, round, hairy ears, active here and there during the Magitech Civilization Period.
and most males have full beard. Leprechauns, originally skilled in the creation and
A race with dexterous hands, they excel at mechanical handling of magical items, seem to have been greatly
tinkering and craftsmanship. Although they are sometimes impressed by the rise of Magitech Civilization and actively
mistaken for dwarves because of their beards, they are far learned and used it. While many wizard-kings feared and
more agile, and will instantly seek cover if they encounter a shunned the Leprechauns, Magitech Civilization Period
stranger. They are especially good at using their [Unseen researchers and artisans came to sympathize with or respect
Artisan] racial ability, which causes them to suddenly and cooperate with the Leprechauns.
disappear completely from sight. They use this ability to As accomplished artificers at numerous research
move and hide in secret. institutions, they were involved in the development of new
They usually live in the ruins of Magitech Civilization or magitechs. There were Leprechauns credited with inventing
underground in old houses, not in settlements, but as unmanned magitech soldiers such as GAR-UI and DOOM.
individuals or family units. They generally eat not much and However, it is said that when Magitech Civilization
do not need much food. They sometimes leave their homes flourished and reached its peak, Leprechauns tended to be
to catch prey in traps and prepare and stockpile food for ostracized. It is said that many Leprechauns disappeared
preservation. from the field of research because of a conflict between
As it is documented in the Magitech Civilization Period, human researchers who promoted full automation and
the Leprechauns' craftsmen and artificers were excellent and Leprechauns who insisted that they should operate and
no doubt very useful. command the machines by themselves at the end of the
Leprechauns are generally reserved and shy, but their process.
love and devotion for their favorite companions is Leprechauns' fears were realized in the Diabolic
unparalleled, and they will sometimes protect their home or Triumph. The highly automated magitech soldiers
accompany companions on a long journey without being malfunctioned, either not moving or going on a rampage,

176
causing a great delay in reacting to the invasion of the the past and may know how to create lost magitechs. If you
barbarous forces. can get to know them and establish a friendship, you may be
This saddened many Leprechauns. After all, they loved able to acquire rare magitechs and magical objects. However,
Magitech Civilization. It is believed that this is why they still they are wary of their failure to stop the Diabolic Triumph
live in abandoned Magitech Civilization sites, with the and the damage caused by the magitechs they have created
magitech soldiers who have lost their masters. Some and tend not to readily offer such technology. If you force
Leprechauns, however, are working with the Institute Of them to do so, one day they will just suddenly move out with
Magitechnology to restore the Magitech Civilization. their families.
When it comes to fighting, Leprechauns are armed like
hedgehogs with their magitechs and are known for their
formidable fighting skills.
Leprechauns, with their superior dexterity, are especially
suited to Scouts, Marksmen, and Rangers classes. On the
other hand, their strength and vitality are rather low, making
them less suited for melee combat. Their intelligence and Rare, reclusive, and extremely reluctant to make public
spirit are average or slightly low, making them also a little less appearances, Leprechauns are almost legendary. Some
suitable for Wizard-Type Classes. members of the public do not even believe they exist.
The racial ability [Invisible Hand] is very unique and Among craftsmen and artificers, they are considered in
useful, which allows them to equip extra useful and powerful some cases to be guardian deities and are held in certain
accessories, such as rings since it increases the “other” part of esteem by them. However, ordinary people who do not have
accessories by one. However, in order to benefit from this such knowledge or respect often treat them like big rats that
feature, it is necessary to purchase the item, and it takes time sometimes steal their food.
before they can make good use of it. The [Invisible Hand] As a matter of course, Leprechauns do not try to fit into
becomes dramatically more useful as the character grows, so the general humanoid society. As a result, they are not part
Leprechauns may be considered late bloomers. of society and have no social position or credibility. However,
Another racial ability, [Unseen Artisan], is also very they are highly valued by adventurers who know the
useful for adventuring, as it allows you to use the same effect uniqueness and usefulness of their abilities, and they are
as Truespeech Magic's [Conceal Self] as many times as you often treated generously by craftsmen and magitech
want (as long as they have MP), making it ideal for covert researchers.
activities. Since it does not require vocalization, the possibility
of being detected by the enemy is extremely low.
The combination of [Invisible Hand], excellent dexterity,
and not-so-low intelligence is a perfect match for the Artificer
class. [Invisible Hand] is especially useful for Artificers who
need to operate multiple magic spheres as their level
increases. At the 11th level, they can use Minor Action to
change accessories and act as masters of magic items.

Although the Leprechauns now live in family units, their


knowledge and skills in craftsmanship and mechanical
engineering are quite distinctive.
Since they are not particularly active in trade, it is difficult
to find their crafts on the market. In fact, they mainly make
crafts as a hobby or for comfort and do not engage in
peddling or trading. There is a famous fable about a
shoemaker who saved a family of Leprechauns and rebuilt
his store with the help of the Leprechauns living in the
basement, and in fact, Leprechauns' craftsmen have the talent
and skill to create anything.
Influenced by these fables and legends, some human
craftsmen go to the trouble of preparing a table for their
Leprechauns in their workplaces and leave a meal for them
each night before they go to bed to bring them good luck. In
some cases, a symbiotic relationship is actually real, and in
exchange for the meal, they help the craftsmen work
unnoticed, even in the middle of the night.
Some of the Leprechauns living in the Magitech
Civilization ruins have inherited skills and knowledge from

177
The relationship between humanoids and mounts can be impossible to capture Pegasuses by force and try to ride on
traced back as far as Divine Civilization. their backs.
The Divine Civilization ruins already contain murals and So Lagariel decided to pursue the herd of Pegasuses
reliefs featuring hunters on horseback, indicating the without any items to capture them or any weapons to hurt
beginning of communal life with animals, including livestock. them. She was challenged with many difficulties.
However, it is not so clear that they trained a wide variety Actions by Lagariel, who was small and had little fighting
of mythical beasts and made them their mounts, as the strength, were considered too reckless. Some have
Rider's Guild does today. We can imagine that at the time of considered them insane.
the Divine Civilization, the mythical beasts were still a Lagariel, however, continued to pursue the herd of
formidable opponent and dangerous foreign enemy. Pegasuses alone, without anyone understanding her.
Of course, this is not to say that there is no evidence of Sometimes she was stopped by rivers, sometimes by canyons,
mythical beasts being used as mounts. In particular, the and sometimes by steep mountains, but she continued to
success of the army that rode on the back of pegasuses during approach and talk to the herds of Pegasuses.
the War of the Gods is attested to in various legends, and The Pegasus herd was not fleeing for fear of Lagariel
stone statues have been found with the same motif. either, for the barbarous forces had invaded Pegasuses'
In a sense, it may have been a long-cherished dream for territory and were threatening their lives.
the humanoid to master the mythical beasts. Mythical beasts, So Lagariel continued to appeal to Pegasuses. “If we don't
which have not only the physical ability but also intellect do something, you will be hunted down, killed, or forced to
equal to or greater than that of humans, are both a target of submit. We need your help to prevent that from happening.”
fear and a target of longing. Pegasuses do not have a language and cannot speak, so at
The episodes of humanoids in which they tried to obtain that time it was thought they have a low intellect. However,
mythical beasts as mounts are very diverse. The fact that the after a desperate pursuit by Lagariel, and her desperate
mounts can now be obtained relatively easily at Rider's Guild persuasion as equals, the Pegasuses finally agreed to listen to
is due to the accumulation of such episodes and it was a hard her.
path to get where are we now. Thus, Lagariel succeeded in communicating with the
So here are a few stories to share. Pegasuses and joined the humanoid army as valued allies.
This finally gave the humanoid army a great force to fly and
- From Allister's Natural History fight.
This legend is still one of the oldest and most famous
stories in the Rider's Guild. It has been passed down not only
as a tale of heroism but also as a jockey's guide for dealing
At the time of War of the Gods, the humanoids with mounts.
continued to struggle with repeated defeats, unable to mount
a counterattack.
The humanoid army was especially troubled by the
Drakes and other barbarous who flew freely and attacked Among mythical beasts, which possess intellect far
from above. Being held overhead was an overwhelming superior to that of animals, the manticores are known as the
disadvantage in battle and almost always resulted in one-sided guardian of knowledge and history. At the same time, they
battles. are also known for their perversions and malicious wisdom.
In the midst of these unfavorable battles, one girl, Because of this, wise men and magicians sometimes
Lagariel, a servant of the god Lyphos, who was also a come to the manticores seeking their knowledge. Because
Valkyrie, thought that she could break the situation if she they go out of their way to seek knowledge from the
could mount Pegasuses, which were flying freely in the sky. manticores, dangerous mythical beasts, these scholars are
However, the mythical beasts of the time were indifferent often desperate.
to, or tried to distance themselves from, the war between the The manticores, which evil and malevolent, offer to
humanoids and the barbarous, and Pegasuses, in particular, cooperate with these scholars if they can answer the riddle.
who did not like conflict, would usually flee far away from the Those who desperately seek knowledge agree to take on this
war at its approach. riddle in order to somehow gain the manticore's cooperation,
Many people thought that Pegasuses could be used as war but... this is already a trap.
horses, just as horses can be captured and trained. However, Because there is no answer to the riddles of the
the basic premise of capturing Pegasuses was extremely manticores.
difficult. Even if they were lucky enough to be caught, Those who are cornered do not realize it. They
Pegasuses would never succumb to the humanoids, and desperately search for answers, can't find them, and end up
would usually starve to death. being ridiculed for giving ridiculous answers. And they are
Pegasuses are far wiser creatures than horses. They have made to pay only the price (sometimes it is their lives).
noble spirits and they do not easily give in to others. Kilgore, the manticore, was another typical mind full of
Therefore, people of the time thought that it would be malice and evil. He always asked the riddle with no answer

178
(or could change the answer any way he wanted) to eat his Elverzen spat fire on the man. But the fire did not go out of
visitors. Then one day, an unexpected person came to him. the cage.
That person is Soleil's warrior Sharua. She came to “Ha-ha-ha! That cage is specially made to catch you! Fire
Kilgore in search of a mount that can fly and perform magic will never get out, and you will never be able to break it with
attacks, which she is not good at. your own strength! There is no way for you to escape!”
Kilgore, who had been trying to kill scholars out with The barrel-like human laughed triumphantly. Slightly
riddles at every turn, was greatly mistaken at this point. He annoyed, Elverzen tapped the bars with his tail, but they
thought that the warrior Sharua had come to ask him a certainly didn't budge.
question about how to obtain a flying, magic-capable mount. “And we are ready to spear you to death at any moment!
So, as usual, Kilgore approached, telling her, “If you can Well, there you have it!”
answer the riddle, I will show you how to do it.” At the human man's words, soldiers with long spears
But that was the most fatal mistake for Kilgore. For it was surrounded the cage. It seems that they intend to use the
not knowledge that Sharua was seeking, but Kilgore himself. spears to slay the dragon if he does not listen to them.
When Kilgore carelessly closed the gap between them, “Well, I was impressed with this. I can't get a hand, a foot,
Sharua told him, “I know the answer,” and slammed her fist or a tail. It seems I have no choice but to be your mount.”
into his face. Kilgore, who did not understand what had “As expected of a wise dragon, he understands well. Now,
happened for a while, desperately tried to continue the put me on your back!”
conversation, saying, “Wait, listen to me,” but Sharua just The man said to Elverzen in a very elegant manner.
kept pounding his fist into his face until he finally cried, Hearing this, the giant dragon nodded its head.
apologized, and begged for his life. “Then get me out of here, or I won't let you put me on
Kilgore's heart was completely broken by this incident, your back.”
and from then on he became Sharua's faithful mount, “All right, all right. Kneel before me! Then take me for a
traveling around many battlefields. Surprisingly, the ride and soar into the sky!”
relationship is said to have lasted until Sharua's death, and it As the barrel-like man announced this, his cronies
is said that Kilgore was treated with great care after becoming unlocked the cage and opened the large door. Sneakily,
a mount. Elverzen stepped out of the cage and looked down at the
man.
“Now let's let us enjoy our journey into the sky.”
“Oh! Then let's get on with it and put me on your back...”
Elverzen was a dragon known for his great love of The man's speech ended there.
drinking. The men around him were stunned by the sight of the
He loved liquor so much that he once went all the way to man who had just burned to death with fire. The men around
the city of humanoids to buy some and caused a big ruckus. him just stared blankly at the scene.
And many failures related to alcohol are also shared with “The boy who first made me the rider of the dragon, he
the people who like to drink. devised a desperate plan to capture me for the sake of his
One day, Elverzen woke up in a huge steel cage. For a cause. I never imagined that I would be trapped in a cage. I
while, he tried to figure out how it happened, but he couldn't was greatly surprised at the time...”
remember for sure. His memory was hazy from the time he Elverzen sniffed disapprovingly as he watches the burning
discovered a suspicious barrel in his territory and realized people disappear into the mountains.
that its contents were alcohol. “I have allowed the boy to mount on my back out of
“I've done it again,” Elverzen said, raising an eyebrow. I've respect for his courage and ingenuity. I have no back to carry
made mistakes with alcohol more than once, but this was a a fool who has neither originality nor the means to defend
big one. He liked to drink, but he fell asleep as soon as he himself. Well,... the problem is that it is widely known that I
drank. am an unparalleled drinker,... what can I do?”
“…we finally got you, Elverzen.” Elverzen mumbled, sighing.
When he was called out, the dragon finally realized that At the same time, he was suddenly thinking
there were humans outside the cage. It seemed to be a human subconsciously, “I wonder if that guy dressed like a liquor
warlord and his cronies, wearing armor like a wine barrel. barrel might have had a bottle of booze.”
Elverzen thought that inside the armor, too, the human was
probably a barrel of some kind. “Come, be my mount! You
have said that you will acknowledge the one who captures you
as your lord and let him mount on your back! I, who have There is a mythical beast that the Rider's Guild has
captured you, will now be your lord!” trouble supplying.
In a pompous manner, the man said. Of course, mythical beasts are difficult to procure
There was a legend of a dragon rider who captured because they are all ferocious, intelligent, or delicate.
Elverzen and turned it into a mounted dragon. This legend However, it is not the dragonets or wyverns that cause the
was passed down to our times. staff of the guild distress, but actually the hippogryphs.
“How can you remember such an old story? But will it The reason is that it is not cost-effective to raise them. In
really work the way you want it to?” fact, Hippogryphs are not so difficult to raise. They are half-
The iron cage of the Elverzen was so poorly constructed horse and have a very gentle disposition among mythical
that it could not be used as a prison for a human being. So, beasts.

179
The problem lies in the process of obtaining broken parts, making first aid a snap if you break something
Hippogryphs. while traveling. In the past, parts and repair patches were
Hippogryphs are very special mythical beasts that are the hard to come by, so I treated Manabikes as if they were
result of crossbreeding between gryphons and horses. broken... adventurers kept bringing back parts and other
Therefore, it is very difficult to obtain. things from the ruins, so now I can be pretty reckless.”
Capturing and training Hippogryphs in the wild is very So, the craftsman says, it doesn't matter if they come in a
difficult. Therefore, it is best to raise Hippogryphs from eggs. little bumpy and broken. Rather, the biggest fear is that the
In order to obtain the eggs, they release the mares into the loaned equipment will break down or stop working due to
Gryphons' hunting grounds. poor maintenance before it has achieved its intended
If they mate well, but depending on their stomachs and purpose.
moods, the mares may disappear into the bellies of the “Whether it is a Manabike or a Magitech Car, as long as
Gryphons. To prevent this from happening, the staff of the the power unit is intact, the other parts can be made here as
Rider's Guild must be able to assess the mood of the well. Of course, they are small compared to the high-
Gryphons, their stomachs, and whether or not it is time to performance magitech components that can be found in the
breed. This is a very difficult task that requires skillful ruins. However, in the end, we have to make sure that the
observation and insight, as well as luck and intuition. power and the parts are properly connected, and that the
Once successfully mated, the mare will have an egg inside power is transmitted to the wheels without wasting time. This
her body. Once the mare has successfully produced these is where the skill of the craftsman really comes into play. It is
eggs, the rest is easy. Hippogryphs hatch from their eggs and, not enough just to have good parts.”
like birds, think of the first person they see as their parent, so Craftsman laughs impishly amused by his words.
they are not difficult to train. Through this process, “Those who laugh at manual work are not qualified to
Hippogryphs are supplied as mounts for adventurers. They handle magitech. That is why Magitech Civilization
should not be treated roughly. perished.”
The man who spoke to me in a whisper was a lanky old
Leprechauns craftsman wearing a timeworn apron.
“Magitech is a living thing. If you treat it properly, it will
The workshop where Manabikes are maintained is the respond perfectly, but if you treat it roughly, it will get into a
most conspicuous feature of the Rider's Guild facility. bad mood. It's the same for those who maintain it and those
Although they are in the same Rider's Guild, the who ride it.”
atmosphere there is completely different. Unlike animals and The old Leprechaun stares at me with keen eyes, as if to
mythical beasts, where the essence is to treat living creatures gauge my value. I wonder how many adventurers are really
and communicate with their hearts and minds, manabikes do worthy of this craftsman's glasses.
not have hearts. They do not answer when you talk to them, “Ha-ha-ha. If you break something, you bring back new
they do not move unless you pour mana into them, and they parts and equipment so I can fix it or make a new model.
do not walk or run by themselves. We're counting on you, mister!”
In that sense, it is a tasteless place. But the eyes of the The master craftsmen smiled broadly.
craftsmen working there sparkle as brightly as those of those Manabikes are filled with the energy of these craftsmen.
in the department that handles living creatures. This is why Manabikes always deliver the best performance.
“Certainly, magitech does not utter a word. They don't
breathe, and they don't appeal to us. But we can hear them.
With each cog, each squeak of the shaft, the sound of the
power drive..., and every other element, they are talking to
us. You may not understand.”
The voices of craftsmen are passionate.
“In this day and age, it's only natural that the people who
need manabikes are hard worker, so I don't blame them if
they come back with a wrecked bike. But the more we
maintain them and make sure they are up to specs, the better
they do their job. As a result, they come back with fewer
scratches. That's why we never cut corners. We'll hand them
over to you in top condition.”
The craftsman work with them as naughty children.
“And the Manabike is a very well designed machine,
which is probably due to the excellent basic design
philosophy of the Magitech Civilization Period. The wheels,
suspension, steering wheel, chassis, seat... are all modular, so
you can just replace the broken parts and it will be back to
normal in no time. Repair patches, made with the same
technology as the magispheres, allow for pinpoint repair of

180
Here you will find a list of required reputations to connect Note on Sources
with prominent NPCs that have appeared in previous replays References for the NPCs listed are listed with priority
and supplements. given to those that provide data on the NPC's history, etc.
See the rules in CR III, page 101, for the use of reputation Abbreviations in the sources, other than those explained in
to connect with NPCs. the Introduction, refer to the following books.
Source Name Full Name “USA” Replay “SW2.0 replay from USA” 1-11
“Sword “A Crusader’s
Novel “Sword Successor” (Volumes 1-4) Replay “A Crusader’s Tale” 1-3
Successor” Tale”
Novels, “The Miracle of Fallen Goddess Replays “Crusade of the Holy Sword”,
“Fallen Uliss,” “The Crisis of Fallen Goddess “BRAVE” “Odyssey of the Warrior Maidens”,
Goddess Uliss” Uliss,” “The Glory of Fallen Goddess “Flashing Triumph”
Uliss” “Sweets” Replay “Sweets” 1-4
“Peggy & Novel “The Splendid Adventures of Replays “Perdition Serpent”, “Two-
Nono” Peggy & Nono” “Serpent”
headed Serpent”, “Three-Eyed Serpent”
Replay “The Brave New Goddess” 1-11, “Seven
“The New Replay “Seventh Chronicle” 1-5
replay “The Brave New Goddess Treasures”
Goddess”
Returns” 1-2 “Rune
Replay “Tanodan” 1-3, kinetic novel Replay “Rune Walkers” 1-3
“Tanodan” Walkers”
“Tanodan Kinetic” “Ashraut” Replay “Ashraut's Infinity Workshop”
“Fist and Magic Replay “A Tale of Fists and Magic Seals” “Baumgart” Replay “Baumgart Labyrinth Castle”
Seal” 1-3 “Mon☆Hun” Replay “Monster Hackers”
“Marginal “Magitech Battle Campaign “The Magitech Angel of
Rider” Replay “Marginal Rider” 1-4 Angel” Karzoral”

181
Zalts Region
NPC Summary Acq. Friend Confidant Main Residence Source
“The Ambitious Emperor” Julius Emperor of Lukythra CR II, p. 240, PZ p.
500 1000 4000 Lukythra Imperial Palace
Krause Empire 67, “Sword Successor”
“Swordsman with the Broken CR II, p. 250, PZ p.
The Duke of Durlesburg 500 1000 2000 Durlesburg Palace
Sword” Alfred III 84, “Sword Successor”
“Pirate Queen” Queen Dornecia Pirate Port “Necklace of
Marquise of Kudelia 400 1000 2000 PZ p. 102
Kudelia the Sea Queen”
Former Marquis of Small Town of Blue
“Sleeping Lion” Gregor Kudelia 400 800 2000 PZ p. 102
Kudelia Triumph
Kokul and Rafensa, the Twin Princesses of Fendil
300 800 1600 Fendil Royal Palace CR II, p. 243, PZ p. 76
Princesses (Sisters)
“The Cruel Sovereign” Marquis Current Marquis of CR II, p. 250, PZ p.
300 600 2000 The Marquis Of Kudelia
Cader Kudelia Kudelia 101
“Immortal Sequoia” Rasun El The previous head of the
200 800 1000 Fendil Royal Palace CR II, p. 251
Charade El Charade family
Great Priest of the Temple Lukythra’s Temple of
“The Saint” Ishmael Church 200 600 1200 CR II, p. 253, PZ p. 68
of Lyphos Lyphos
“Sky Knight” Commander Air Force General of PZ p. 77, “Sword
100 400 800 The Royal City of Dilcoeur
Leonor El Charade Kingdom of Fendil Successor”
“The Transformational Chief of Staff, Lukythra PZ p. 67, “Tanodan”,
100 500 1000 Imperial City Lukythra
Counselor” Gary McFarlane Empire “Sword Successor”
“Black Panther” Cassandra Spy of Lukythra Empire 100 400 800 Imperial City Lukythra PZ p. 68, “Tanodan”
“The Great Artificer” Drucken President of Institute Of Lukythra Institute Of CR II, p. 241, PZ, p.
100 400 800
Gardel Magitechnology Magitechnology 67
“Vice President of the Common Vice President of Institute Fendi Institute Of PZ p. 77, “Fist and
100 300 800
People School” Thames Grant Of Magitechnology Magitechnology Magic Seal”
“Unshakable Iron Wall” Eraldo Commander of the PZ p. 69, “Sword
100 300 600 Imperial City Lukythra
Curtis Kingsguard Successor”
Representative of
“Hothead” Adela Calvert 100 200 400 Rocyletta’s Parliament CR II, p. 252, PZ p. 90
Rocyletta
“Wishy-Washy” Simon Representative of
100 200 400 Rocyletta’s Parliament CR II, p. 252, PZ p. 91
Bonnefois Rocyletta
Representative of
“Adamant” Jorgen Reigliff 100 200 400 Rocyletta’s Parliament CR II, p. 252, PZ p. 90
Rocyletta
“Alliance Chairman” Helmin Chairman of Allied Free
100 200 400 Allied Free Cities Council CR II, p. 253, PZ p. 95
Kartz Cities
“The Demented Assassination Kudelia Thieves Guild CR II, p. 245, PZ p.
Leader of “Deathcrimson” 50 800 1200
Machine” Gertrude “Deathcrimson” 102
“Flames of Revenge” Baron Aristocrat of Lukythra CR II, p. 245, PZ p.
50 400 800 Imperial City Lukythra
Brandon Disraeli Empire 69, “Sword Successor”
“One-Eyed Falcon” Shawn Leader of “Dark Night's Lukythra Thieves Guild
50 300 800 CR II, p. 249, PZ p. 68
Graham Falcons” “Dark Night's Falcons”
“The Painted Merchant” Dan Rocyletta's Wealthy
50 200 400 Rocyletta Port CR II, p. 244
Shirow Merchant
“The God Chaser” Nono CR II, p. 247, “Peggy
Theologian 50 100 200 Temples of Lukythra
Vanillatte & Nono”
“The Happy Blue Child” Blue
Minstrel 50 100 200 Zalts Region CR II, p. 247
Lip Revett
Owner of Adventurer’s Lukythra “Sweet Omelet
“Mother of Adventurers” Claudia 10 100 300 PZ p. 67, “Tanodan”
Guild Pavilion”
Owner of Adventurer’s Durlesburg “Lonely
“Charity” Shadornik Shuligan 10 100 200 CR II, p. 251
Guild Dragon”
“Former Swordsman” Luther Owner of Adventurer’s Durlesburg “Blue Thunder CR II, p. 240, “Sword
10 100 200
Ellerden Guild Sword Pavilion” Successor”
Taran Village Head of Sobelka 10 50 200 Village of Sobelka “BRAVE”
“Moonlight Genius” Valentin
Artist 10 50 100 Fendil CR II, p. 252
Carnot

182
Feidan Region
NPC Summary Acq. Friend Confidant Main Residence Source
Aiyar Empire
“Empress” Serafina Kaela PH, see p. 77, “The New
Empress of Aiyar Empire 500 1000 4000 “Imperial Castle
Aiyar I Goddess”, “USA”, “Serpent”
Domain”
Aiyar Empire
“Dream Princess” Mistin PH, see p. 77, “The New
First Princess of Aiyar 400 800 1400 “Imperial Castle
Delarza Aiyar Goddess”, “Serpent”
Domain”
“Princess of the Divine Aiyar Second Princess,
Aiyar Empire “Purple PH, see p. 77, “The New
Horse” Justine Fostris Commander of the Azure 400 800 1200
Walls Domain” Goddess”, “USA”
Aiyar Knights
Safi Limani Prime Minister of Lios 300 600 2000 Lios Council T2, see p. 39, “USA”
Kevin Laird Lios Deputy Prime Minister 200 600 1400 Lios Council T2, see p. 39, “USA”
“The Innocent Young Aiyar Empire
PH, see p. 77, “The New
Princess” Horiel Rasdon Third Princess of Aiyar 200 500 1000 “Imperial Castle
Goddess”
Aiyar Domain”
“God of War” Ferdinand Lord of “Bloodwind Aiyar Empire
200 500 1000 PH, see p. 68, “Serpent”
Schneider Domain” “Bloodwind Domain”
“Gentlemen” Hal Coode Chairman Cain Gara, Dean Cain Gara Faculty of
200 500 1200 PH, see p. 87, “Serpent”
Olsen of Truespeech Magic Truespeech Magic
Vice Commander of Azure
Charlotte Fister 200 400 1000 Aiyar Azure Knights “USA”
Knights
Aiyar Empire
“Dragon General” Dracula PH, see p. 78, “The New
General of the Aiyar Empire 200 400 800 “Imperial Castle
Servine Goddess”
Domain”
“Proud Young Lion”
Second Prince of Luferia 200 400 800 Aedon Royal Palace T1, see p. 18, “Serpent”
Leonville Serra Ael
“The Jewel of Cain Gara” Cain Gara Private
Dean of Fairy Magic 100 600 900 PH, see p. 87, “Serpent”
Jewelry Lutia Tower
CR II, p. 249, T1, see p. 16,
Batelden Erra, Archbishop Supreme Priest of Main Main Temple of
100 500 1000 “The New Goddess”,
of Lake Temple of Luferia Luferia
“Serpent”, “BRAVE”
Leah, the Wandering Little Main Temple of T1, see p. 17, “The New
Alter Ego of the Goddess 100 500 1000
Goddess Luferia Goddess”, “Serpent”
Aiyar Empire
“The Little Goddess of the PH, see p. 79, “The New
Alter Ego of the Goddess 100 300 1000 “Domain of White
White Peaks” Lue Goddess”
Peaks”
Lios Deputy Prime Minister's
Grace Converse 100 400 800 Lios Council “USA”
Secretary
Arios Rezanado, “Red Aiyar Empire “Red PH, see p. 72, “The New
Lord of “Red Sand Domain” 100 300 600
Beast” Sand Domain” Goddess”
Aiyar Empire
Lord of “Domain of White PH, see p. 74, “The New
Danforth Zes 100 300 600 “Domain of White
Peaks” Goddess”, “Serpent”
Peaks”
Aiyar Empire
Lord of “Imperial Castle PH, see p. 66, “The New
Rolando Faygo 100 300 700 “Imperial Castle
Domain” Goddess”
Domain”
Lembert Svein Lirio Council Chairman 100 200 400 Lirio Council “USA”
Urgen Almark Lirio Council Vice-President 100 200 400 Lirio Council “USA”
Yelwen Dravlindal Lirio Council Vice-President 100 200 400 Lirio Council “USA”
Rasbate Thieves
York Weilgand Leader of “Night Lords” 50 800 1200 T2, see p. 47, “USA”
Guild “Night Lords”
Adelina Hilty, “Red Two Leader of the “Red Two “Red Two Swords” T2, see p. 40, “The New
50 200 600
Swords” Swords” pirates Hideout Goddess”
Magitech Undergraduate Cain Gara Faculty of
Lumet Noville 50 200 600 “Serpent”
Professor Magitech
Berhard Daenitz, “Young Chairman of Daenitz Daenitz Company T2, see p. 41, “The New
50 200 500
Chairman” Company Office Goddess”
T2, see p. 46, “The New
Dore Aurion Fortune Teller 50 100 600 Rasbate Salon
Goddess”
Lipstick Lirio Councilor SP 50 100 200 Lirio Knights “USA”
Aiyar Empire
“Treasured Child” Sylfina PH, see p. 78, “The New
Prince Candidate of Aiyar 50 100 500 “Domain of White
Zes Goddess”
Peaks”
Cain Gara Faculty of PH, see p. 87, “The New
“Appraiser” Lakeris Castle Elite Researcher 10 100 300
Truespeech Magic Goddess”
Lirio “Drunken Goat
Dargar Soukak Owner of Adventurer’s Guild 10 100 200 “USA”
Pavilion”

183
Yulleria Region
NPC Summary Acq. Friend Confidant Main Residence Source
“Self-proclaimed Goddess of Flame Bearded PY, “Fallen
Ancient God 500 2000 6000
Victory” Ulyssekaloa Pavilion Goddess Uliss”
“Great Wall of Ryucken” Royal Castle of
King of Ryucken 500 1000 2000 PY
Godfried III Ryucken
“The Magitech Princess with Red First Princess of Ryucken, Royal Castle of
400 800 1600 PY
Blood” Crestanza Marchev Chancellor Ryucken
“Pillar of Weyler” Maria Bastoor Royal Castle of
First Queen of Weyler 400 800 1600 PY
Feraldia Ryucken
Groza Arden “The 6th King of
King of Arden 300 600 1500 Kingdom of Arden PY
Arden”
“Cold-blooded King” Gassion
King of Eafah 300 600 1200 Kingdom of Eafah PY
Eafah
“Old King in Trouble” Galiure
King of Danone 300 600 1200 Kingdom of Danone PY
Danone
James Kennel the “King of the
King of Kennel 250 500 1000 Kingdom of Kennel PY
Thieves”
PY, “Rune
Ragged Rude Albasenus
King of Yurecht 200 1000 3000 Kingdom of Yurecht Walkers”,
“Strategist”
“Serpent”
Dizzy Dizzy, “Dragon Slayer Commander of the Ryucken Army PY, “Magitech
200 500 1000 Ilda's Lance Pavilion
Spearman” of Mercenaries Angel”
Findlitsk Nouro Quinoa
King of Quinoa 200 500 1000 Kingdom of Quinoa PY
“Innocent King”
Demian Adberg “Fisherman Kingdom of
King of Dredron 200 500 1000 PY
King” Dredron
Aelam Falkenhain “Greedy Kingdom of
King of Orbryuk 150 400 900 PY
Merchant King” Orbryuk
Ronald O'Heat “Wealthy Chairman of O'Heat Chamber of Kingdom of
150 300 800 PY
Merchant”. Commerce Orbryuk
Ruen Vanlam “The Dragon Dragon Order High Command Headquarters of
150 300 600 PY
God's Advocate” (Number 2) Dragon Order
Jalilden Error “Great Shield of Flame Bearded PY, “Fallen
Knight of the Order of Fortberg 100 400 800
the Knight God” Pavilion Goddess Uliss”
Ernst Ragburn “Legendary Hero
Hero of Yurtlet Recapture 50 500 1500 Yurtlet PY
of Reclamation”
Ariel Windsor “Downtown Fortberg’s Charity PY, “Fallen
Head of Charity Clinic 20 300 600
Healer” Clinic Goddess Uliss
Nex Dyrason, “The Nice Old Director of Research Department of PY, “Rune
20 100 300 Kingdom of Yurecht
Scholar” Institute Of Magitechnology Walkers”

Dagnia Region
NPC Summary Acq. Friend Confidant Main Residence Source
“Battle Pope” Ismael Pope of Holy Kingdom of Grand Temple of CR III, p. 262, “A Crusader’s
500 1000 3000
Vizcaino Sephilia Sephilia Tale”, “BRAVE”
“Dawn King” Valerio
King of La Lumeia 500 1000 2000 La Lumeia Royal Palace CR III, p. 266
Silvestri
“Young Yggdrasil”
Yggdrasil Sapling 500 1000 2000 Forest Of Unearthly Mist CR III, p. 267
Blumkvist
“Death Dealer” Emilio Councilor of the Republic of
300 800 1600 Barnad Council CR III, p. 267
Pablo Barnard
Ellie Grussert Queen of Grassno Kingdom 250 500 800 Grassno Kingdom “A Crusader’s Tale”
Royalty of Holy Kingdom of
Duke Cedric Zenoswert 250 400 800 Aale “A Crusader’s Tale”
Sephilia
Orsia Tadeed Supreme Priest of Tidan 200 400 800 Estille “A Crusader’s Tale”
Head of Straub Trading
Rolf Straub 150 300 600 Republic of Barnad “BRAVE”
Company
Holy Kingdom of Sephilia
Count Jalil Renshan 100 300 600 Aale “A Crusader’s Tale”
Nobility
Straub & Co Merchant,
Heather Straub 100 200 500 Republic of Barnad “BRAVE”
Crusader of Lyphos
“General Princess” Altea Holy Kingdom of Sephilia
100 200 400 Aale “BRAVE”
Werendot Nobility
Yoranna Thebes High Priest of Lyphos 50 300 600 Aale “A Crusader’s Tale”
Argyle Merlot Knight of La Lumeia 50 200 500 Estille “A Crusader’s Tale”

184
Aale “Beloved and
Ulrich Ehrhardt Owner of Adventurer’s Guild 50 200 300 “A Crusader’s Tale”
Beautiful Daughter”
“Hunter of the Dead”
Exorcist 50 200 300 Temple of La Lumeia CR III, p. 264
Raul Alfonso
“Pure White Knight” Grand Temple of
Crusader of Lyphos 50 150 300 CR III, p. 263
Ulrika Atstelberg Sephilia
Leela Lorenst Captain of Yorks 50 100 200 Yorks “A Crusader’s Tale”
Translator Note: you can also find most of these NPCs in Natural History of Dagnia.

Liezen Region
NPC Summary Acq. Friend Confidant Main Residence Source
“The Dragon Knight King” CR III, p. 234,
King of Duball 500 1000 2400 Duball Royal Palace
King Bernard Falk “Marginal Rider”
“Queen of Jewels” Queen CR III, p. 261,
Queen of the Alphort 450 900 1800 Alphort Royal Palace
Belanger Castagniers “Marginal Rider”
Rudea Mountains “Dragon's
Melkis Elder Dragon 400 1000 2500 “Marginal Rider”
Village”
“Iron Man” Xavier Hoaguel King of Regallia 400 900 1600 Regallia Royal Palace CR III, p. 260
“Magic King” Ixelles Jennebert King of Miraboa 300 600 1600 Miraboa Royal Palace CR III, p. 261
“Dragon Marquis” Bastion Marquis Duball, Dragon CR III, p. 258,
200 400 1000 Duball Royal Palace
Bair Knight, next king? “Marginal Rider”
Clovis Barand Chancellor of the Alphort 200 400 600 Kingdom of Alphort “BRAVE”
Richard Vallesen “Leading Owner of Adventurer’s Duball, “Lightning God's
100 300 600 “Marginal Rider”
Adventurer” Guild Breath Pavilion”
“Mother General” Fulmeri General of the Dordea,
50 200 500 Fortress of Dordea CR III, p. 258
Bergament Fortress
“Daemon Obsessed” Trato Tabbit Autonomous Region
Daemon Researcher 50 100 200 CR III, p. 260
Pampani in Miraboa

Agia Region
NPC Summary Acq. Friend Confidant Main Residence Source
“Princess General” Magdalena General of the 4th Army of Durlesburg 4th CR II, p. 242, PZ, p. 84,
200 500 1000
Yates Durlesburg Army “Sword Successor”
“Great Magician” Rigon Field Wizard 100 400 800 Port City Bloom PZ, p. 68, “Sword Successor”
“The King of Wanderers” Razeldawn
Owner of Adventurer’s Guild 100 300 1200 CR II, p. 246
Albert Duraland Continent
“The Knight of Steel” Howl Kashkarn
Captain of Kashkarn Guard 100 300 600 CR II, p. 243, PZ, p. 84
Barkman Garrison
Kashkarn
“Unreliable” James Kovar Kashkarn Steward 100 200 400 CR II, p. 251, PZ, p. 85
Garrison
“Mayor” Barth Peace. Mayor of Ashraut 50 100 200 Ashraut “Ashraut”
Lucia's
Lilletia, “Tease” Owner of Lucia's Workshop 30 80 160 “Ashraut”
Workshop
“Desecrator” Seth Susaro Unscrupulous Conjurer 10 150 200 Kashkarn CR II, p. 253, PZ, p. 85

Translator Note: you can find information about following regions in “Explorer’s Guide”.
Cienaquerass Region
NPC Summary Acq. Friend Confidant Main Residence Source
High priest of Maxim, Candidate for Yushiani of the Translucent Moon, “Seven
Lilian 200 300 600
next Supreme Priest Temple of Maxim Treasures”
Garnei of the Silver Sword Royal “Seven
Arvito Garnei Prince of Garnei 100 500 800
Palace Treasures”
Arsenal Lake Eberhard One of eight princes of the Eber, “Seven
50 100 500 Garnei of the Silver Sword
“Lost Heir”. Carver Treasures”
“Seven
Rafi Reig Eberhard Princess of the Exiled Eber 10 100 500 Garnei of the Silver Sword
Treasures”
“Will Surpass Someday” Garnei of the Silver Sword “Seven
Garnei Military Instructor 10 100 300
Carneira Garrison Treasures”

Nordar Region
NPC Summary Acq. Friend Confidant Main Residence Source
Luxano Representative of Temple of Kilhia 200 500 1000 Capital of the Yushcario, Katsureo “Sweets”
Kuster Violin Prodigy 100 300 500 Yushcario “Sweets”
Del'ikdoma Elder Dragon 50 500 5000 South of Yushcario, Sanctuary of the Dragon “Sweets”
Miyako Leaded of Lamia Network 30 300 1000 Brilliant “Sweets”
Mucca Miyako's sister 20 300 1000 Brilliant “Sweets”

185
Leinshenk Region
NPC Summary Acq. Friend Confidant Main Residence Source
“Crimson Rose and White Lily” Milles Group Leader of Green The Green “Fist and Magic
50 200 400
Seagram Mercenaries Mercenaries Seal”

Ediel
NPC Summary Acq. Friend Confidant Main Residence Source
“Guiding Dragon” Einbech Greater Dragon 100 400 1000 Floating Mountain of the Dragons PH, p. 92, “The New Goddess”

Other
NPC Summary Acq. Friend Confidant Main Residence Source
“Captain of the Sky” Zalts Region, Feidan CR II, p. 248, “The New
Airship-using Merchant 10 300 600
Amelia Skyfish Region Goddess”, “USA”, “Serpent”
“Fairy Princess” Sherio Enigmatic Person 200 400 800 Unknown CR III, p. 259
“Troublesome Doll”
Runefolk Endured Hardships 50 100 200 Unknown CR III, p. 264
Marika No.3
Leader of the Rabbit Loans under White Clawed
“Moneylender” George the White Clawed Ravens Thieves' 50 100 200 Ravens Thieves' “Mon☆Hun” “Baumgart”
Guild Guild
Receptionist Lila Receptionist at Merchant Guild 30 80 160 Lilac Armory “Baumgart”
Licorice “That Can't
Greenfield Rancher 30 80 160 Greenfield Ranch “Mon☆Hun”
Say No”
“Beautiful Destroyer”
Leader of the Barbarous - - - Rudea Mountains CR III, p. 265
Almiralda
“Quiet Immortal”
King of Barbarous - - - Kelkeira Island CR III, p. 266, “BRAVE”
Volkreia

186
Appendix

187
Level Name Class Page Level Name Class Page
CR I, p. 469 or BT, p. CR I, p. 473 or BT, p.
Familiar: Cat Construct Oak Golem Construct
108 109
CR I, p. 470 or BT, p. CR II, p. 360 or BT,
Familiar: Bird Construct Ghast Lurker Construct
108 p. 110
0 CR I, p. 471 or BT, p. CR II, p. 361 or BT,
Familiar: Frog Construct Creeping Coin Construct
108 p. 110
Familiar: Spider Construct WT, p. 168 Al-Mi'raj M. Beast CG, p. 118
Familiar: Snake Construct WT, p. 168 Flame Eater M. Beast BT, p. 127
CR I, p. 439 or BT, p. CR III, p. 395 or BT,
Kobold Barbarous Imp Daemon
32 p. 148
Redcap Slave Barbarous BT, p. 32 Agile Brawler Humanoid IB, p. 199
CR I, p. 452 or BT, p. CR II, p. 407 or BT,
Wolf Animal Bandit Archer Humanoid
67 p. 160
CR I, p. 453 or BT, p. CR II, p. 406 or BT,
Giant Ant Animal Bandit Trooper Humanoid
67 p. 160
Giant Cockroach Animal BT, p. 67 CR I, p. 443 or BT, p.
Invisible Beast Barbarous
Filthy Rat Animal BT, p. 67 34
Bohr Animal BT, p. 68 CR II, p. 293 or BT,
Centaur Barbarous
CR III, p. 339 or BT, p. 34
Alraune Plant
p. 85 Goblin Sister Barbarous BT, p. 34
CR II, p. 337 or BT, Sahagin Warrior Barbarous BT, p. 35
Furu Plant
p. 85 CR I, p. 444 or BT, p.
1 CR I, p. 463 or BT, p.
Boggart Barbarous
35
Skeleton Undead
92 CR III, p. 322 or BT,
Anaconda Animal
Zombie Dog Undead CG, p. 110 p. 69
CR I, p. 462 or BT, p. Grey Wolf Animal IB, p. 148
Revenant Undead
92 Ox Animal BT, p. 70
CR I, p. 472 or BT, p. CR I, p. 455 or BT, p.
Ghast Undead Grey Lynx Animal
109 70
CR II, p. 359 or BT, CR II, p. 326 or BT,
Renguard Construct Shark Animal
p. 109 p. 70
Bit Construct CG, p. 114 CR II, p. 327 or BT,
Giant Spider Animal
Lemming M. Beast BT, p. 127 p. 71
Knocker Fairy BT, p. 140 CR II, p. 328 or BT,
Giant Slug Animal
Pixie Fairy BT, p. 140 p. 71
Brownie Fairy BT, p. 140 CR I, p. 456 or BT, p.
Giant Bat Animal
CR I, p. 440 or BT, p. 71
Gremlin Barbarous Pack Leader Animal CG, p. 104
33
CR I, p. 441 or BT, p. CR II, p. 329 or BT,
Goblin Barbarous Black Scorpion Animal
33 p. 71
Kobold Marksman Barbarous BT, p. 33 Blue Killers Swarm Animal BT, p. 72
CR II, p. 292 or BT, 3 Walking Tree Plant BT, p. 86
Sahagin Barbarous
p. 33 CR II, p. 339 or BT,
Giant Balloon Seed Plant
CR I, p. 442 or BT, p. p. 86
Redcap Barbarous
34 CR III, p. 340 or BT,
Spin Blossom Plant
CR II, p. 323 or BT, p. 86
Killer Bee Animal
p. 68 CR I, p. 465 or BT, p.
Ghoul Undead
CR II, p. 324 or BT, 93
Sidewinder Animal Bloodling Undead BT, p. 93
p. 68
CR III, p. 320 or BT, Restirigist Undead CG, p. 110
Giant Centipede Animal
p. 68 CR III, p. 362 or BT,
Obsidian Dog Construct
2 Giant Leech Animal BT, p. 68 p. 110
CR I, p. 454 or BT, p. Oak Hound Construct IB, p. 108
Giant Lizard Animal
69 CR I, p. 474 or BT, p.
Gargoyle Construct
CR III, p. 321 or BT, 110
Dolphin Animal
p. 69 CR II, p. 362 or BT,
Kuga Construct
CR II, p. 325 or BT, p. 111
Poison Toad Animal
p. 69 CR II, p. 363 or BT,
Gorghan Construct
CR I, p. 460 or BT, p. p. 111
Killer Creeper Plant
85 Straw Bird Construct IB, p. 109
CR II, p. 338 or BT, CR I, p. 475 or BT, p.
Needle Archer Plant Chest Mimic Construct
p. 85 111
Plague Zombie Undead CG, p. 110 CR II, p. 364 or BT,
Nezha Construct
CR II, p. 346 or BT, p. 111
Ghost Undead
p. 92 Lightning Stick Construct BT, p. 112
CR I, p. 464 or BT, p. CR I, p. 476 or BT, p.
Zombie Undead Loam Puppet Construct
93 112

188
Level Name Class Page Level Name Class Page
Airloo M. Beast CG, p. 118 CR I, p. 485 or BT, p.
Hellhound M. Beast
Kelpie M. Beast BT, p. 127 129
CR I, p. 484 or BT, p. CR II, p. 395 or BT,
Deela Harpy M. Beast Aetherbeast Daemon
128 p. 148
CR III, p. 381 or BT, CR III, p. 396 or BT,
Bannik Fairy Spawn Daemon
p. 140 p. 148
Einsel Fairy BT, p. 141 Strong Paladin Humanoid IB, p. 199
Dunae Fairy BT, p. 141 CR II, p. 409 or BT,
Bandit Chief Humanoid
Will-o'-Wisp Fairy WT, p. 171 p. 161
CR III, p. 382 or BT, Dark Dwarf Warrior Humanoid IB, p. 200
Swarm of Muryans Fairy
p. 141 CR I, p. 490 or BT, p.
Blackhearted Sorcerer Humanoid
Nuzumal Daemon IB, p. 193 161
Moragai Daemon IB, p. 193 Ardler Barbarous BT, p. 36
Ordinary Soldier Humanoid IB, p. 199 CR II, p. 297 or BT,
CR II, p. 408 or BT, Androscorpion Barbarous p. 37
Corrupted Priest Humanoid
p. 160
CR III, p. 410 or BT, CR I, p. 447 or BT, p.
Mounted Bandit Humanoid Gilman Barbarous
p. 160 37
CR II, p. 294 or BT, CR III, p. 300 or BT,
Deep Gremlin Barbarous Goblin Shaman Barbarous
p. 35 p. 37
CR II, p. 295 or BT, Satyr Barbarous BT, p. 38
Boggart Swordsman Barbarous
p. 35 Vulcan Barbarous IB, p. 126
CR I, p. 445 or BT, p. Talos Soldier Barbarous IB, p. 125
Medusa Barbarous
36 Redcap Ambusher Barbarous IB, p. 126
CR II, p. 296 or BT, CR II, p. 298 or BT,
Lizardman Barbarous Boggart Trooper Barbarous
p. 36 p. 38
Redcap Bomber Barbarous IB, p. 125 CR II, p. 299 or BT,
Merman Barbarous
CR I, p. 446 or BT, p. p. 38
Lesser Ogre Barbarous
36 CR I, p. 458 or BT, p.
Killer Octopus Animal
Assassin Lynx Animal IB, p. 148 74
CR III, p. 323 or BT, CR II, p. 333 or BT,
Vulture Animal Crocodile Animal
p. 72 p. 74
CR I, p. 457 or BT, p. Dire Wolf Animal IB, p. 148
Kyplox Animal
72 CR II, p. 334 or BT,
Keratos Animal
Wolverine Animal CG, p. 104 p. 74
CR II, p. 330 or BT, CR I, p. 459 or BT, p.
Gorgol Animal Sandworm Animal
p. 73 74
CR II, p. 331 or BT, CR III, p. 324 or BT,
Giant Crab Animal Tiger Animal
p. 73 p. 75
Giant Tarantula Animal BT, p. 73 Lion Animal CG, p. 104
CR II, p. 332 or BT, CR III, p. 325 or BT,
Lizard Fly Animal Hippopotamus Animal
p. 73 p. 75
Splashberry Plant IB, p. 156 5 Huge Antlion Animal
CR II, p. 335 or BT,
CR II, p. 340 or BT, p. 75
Overeater Plant
p. 86 CR I, p. 461 or BT, p.
Bloody Petal Plant
4 Skeleton Archer Undead
CR III, p. 346 or BT, 87
p. 93 CR II, p. 341 or BT,
Mandrake Plant
CR II, p. 347 or BT, p. 87
Death Sword Undead
p. 94 CR I, p. 466 or BT, p.
Ghoul Mage Undead
CR II, p. 348 or BT, 94
Wight Undead
p. 94 CR II, p. 349 or BT,
Sin Undead
CR I, p. 477 or BT, p. p. 94
GAR-UI Construct
112 CR III, p. 347 or BT,
Skeleton Soldier Undead
CR II, p. 365 or BT, p. 95
Ghast Knight Construct
p. 112 CR I, p. 480 or BT, p.
Stone Servant Construct
Dagwi Construct BT, p. 113 115
CR II, p. 366 or BT, CR II, p. 367 or BT,
Barringer Construct Deck Chest Trap Construct
p. 113 p. 115
CR I, p. 478 or BT, p. CR I, p. 481 or BT, p.
Flabby Golem Construct DOOM Construct
113 115
CR I, p. 479 or BT, p. Familiar II: Cat Construct BT, p. 116
Blob Construct
114 Familiar II: Snake Construct WT, p. 170
Leather Fish Construct IB, p. 110 Familiar II: Spider Construct WT, p. 170
Bone Animal Construct IB, p. 110 Familiar II: Bird Construct BT, p. 116
Renzaban Construct BT, p. 114 Familiar II: Frog Construct BT, p. 116
CR III, p. 373 or BT, Flying Mask Construct CG, p. 114
Kamawet M. Beast
p. 128 Homunculus Construct BT, p. 116
Dragon Infant M. Beast BT, p. 128 CR II, p. 368 or BT,
Rigaqua Construct
Nandin M. Beast BT, p. 128 p. 117
CR II, p. 377 or BT, Caladrius M. Beast CG, p. 119
Hippogryph M. Beast
p. 129 Cherub M. Beast BT, p. 129
CR II, p. 378 or BT, CR I, p. 486 or BT, p.
Pooka M. Beast Thunderbird M. Beast
p. 129 130

189
Level Name Class Page Level Name Class Page
Langsuir M. Beast CG, p. 119 Obsessed Warlock Humanoid CG, p. 127
CR II, p. 379 or BT, Ardler Hunter Barbarous BT, p. 41
Pegasus M. Beast
p. 130 CR II, p. 303 or BT,
Ogre Barbarous
Vila Fairy IB, p. 186 p. 41
Echo Fairy IB, p. 186 CR II, p. 304 or BT,
Caesarscorpion Barbarous
CR III, p. 383 or BT, p. 41
Shade Fairy
p. 142 Ganesha Barbarous IB, p. 128
Menehune Fairy IB, p. 187 CR I, p. 449 or BT, p.
Drake (Dragon Form) Barbarous
CR III, p. 385 or BT, 42
Sprite Fairy
p. 142 Gilman Prophet Barbarous IB, p. 129
Burkainen Daemon IB, p. 193 CR II, p. 305 or BT,
Minotaur Barbarous
CR I, p. 488 or BT, p. p. 42
Dusky Grace Daemon
148 Vulcan Adept Barbarous IB, p. 130
CR I, p. 491 or BT, p. Talos Warrior Barbarous IB, p. 129
Skilled Mercenary Humanoid
161 Redcap Criminal Barbarous IB, p. 130
Shielded Heavy Warrior Humanoid IB, p. 200 Fomor Barbarous CG, p. 98
Runaway Carriages Robbers Humanoid BT, p. 161 CR III, p. 301 or BT,
Lizardman Mariner Barbarous
CR II, p. 300 or BT, p. 42
Centaur Impaler Barbarous
p. 38 Killer Whale Animal CG, p. 105
Goblin Lord Barbarous BT, p. 39 CR III, p. 329 or BT,
Sabertooth Tiger Animal
High Goblin Barbarous IB, p. 127 p. 78
CR II, p. 301 or BT, Reddorus Animal IB, p. 149
Siren Barbarous
p. 39 Giant Beetle Animal BT, p. 78
CR I, p. 450 or BT, p. Tentacle Kelp Plant IB, p. 157
Troll Barbarous
39 CR III, p. 341 or BT,
Entlet Plant
Formica Soldier Barbarous BT, p. 40 p. 88
Ryag Barbarous CG, p. 98 Chestnut Shooter Plant BT, p. 88
CR II, p. 302 or BT, Flaming Ghost Undead IB, p. 163
Merman Bishop Barbarous
p. 40 CR II, p. 351 or BT,
Jack O'Lantern Undead
CR I, p. 451 or BT, p. p. 96
Lamia Barbarous
40 Skeleton Guardian Undead BT, p. 96
Lizardman Tamer Barbarous BT, p. 40 CR I, p. 467 or BT, p.
Raven Barbarous IB, p. 127 7 Dullahan Undead
97
CR I, p. 449 or BT, p. Madder Shield Undead BT, p. 97
Drake (Human Form) Barbarous
42 Ghast Bishop Construct BT, p. 118
CR III, p. 326 or BT, Yukoh Construct IB, p. 169
Iron Turtle Animal
p. 75 Shuvalen Construct CG, p. 114
CR III, p. 326 or BT, CR I, p. 482 or BT, p.
Elephant Animal Queen DOOM Construct
p. 76 118
CR III, p. 327 or BT, Amphisbaena M. Beast IB, p. 177
Grizzly Bear Animal
p. 76 CR I, p. 487 or BT, p.
CR II, p. 336 or BT, Gryphon M. Beast
Golden Gorgol Animal 131
p. 76 CR II, p. 384 or BT,
Giant Viper Animal BT, p. 77 Jii M. Beast
p. 132
Hypno Python Animal BT, p. 77 CR III, p. 374 or BT,
6 Powder Ball Plant IB, p. 156 Wyvern M. Beast
p. 132
CR II, p. 342 or BT, CR II, p. 391 or BT,
Big Archer Plant Undine Fairy
p. 87 p. 142
Evil Haze Undead BT, p. 95 Cait Sith Fairy BT, p. 142
Alpha Zombie Undead CG, p. 111 CR II, p. 393 or BT,
Salamander Fairy
CR II, p. 350 or BT, p. 143
Blood Sucker Undead
p. 96 CR II, p. 394 or BT,
Sylph Fairy
Lanternhead Undead IB, p. 162 p. 143
Lesser Mummy Undead BT, p. 96 CR III, p. 386 or BT,
Gnome Fairy
Thing Construct BT, p. 117 p. 143
Gadolgan Construct IB, p. 169 Argagis Daemon BT, p. 150
Brasswing Construct IB, p. 113 CR II, p. 399 or BT,
Grunel Daemon
Hummingbird Construct BT, p. 117 p. 150
Mirror Golem Construct BT, p. 118 Redrug Daemon BT, p. 150
Varg M. Beast IB, p. 177 CR III, p. 411 or BT,
Knight Humanoid
CR II, p. 380 or BT, p. 162
Frost Wyvern M. Beast
p. 130 CR III, p. 412 or BT,
Famous Hunter Humanoid
CR II, p. 383 or BT, p. 162
Unicorn M. Beast
p. 131 Ardler Prayer Barbarous BT, p. 43
CR II, p. 381 or BT, Invisible Assassin Barbarous BT, p. 43
Lesser Manticore M. Beast
p. 131 Gilman Guardian Barbarous IB, p. 131
CR II, p. 396 or BT, CR II, p. 306 or BT,
Valbravers Daemon Gory Barbarous
p. 149 8 p. 43
CR II, p. 398 or BT, Gorgon Barbarous IB, p. 132
Gildrekk Daemon
p. 149 Goblin High King Barbarous IB, p. 131
CR I, p. 489 or BT, p. CR II, p. 307 or BT,
Zalbard Daemon Scylla Barbarous
149 p. 44
Dark Dwarf Priest Humanoid IB, p. 201

190
Level Name Class Page Level Name Class Page
CR II, p. 308 or BT, Ringing Lily Plant IB, p. 158
Dark Troll Barbarous
p. 44 CR III, p. 350 or BT,
Banshee Undead
CR II, p. 313 or BT, p. 99
Faceless Barbarous
p. 44 Failure Undead IB, p. 164
Formica Chief Barbarous BT, p. 45 CR II, p. 354 or BT,
Bone Knight Undead
Boggart Commander Barbarous BT, p. 45 p. 99
Lizardman Gunner Barbarous BT, p. 45 CR II, p. 356 or BT,
Mummy Undead
Roan Barbarous CG, p. 99 p. 99
CR II, p. 314 or BT, Eitham Construct CG, p. 116
Werewolf Barbarous
p. 46 Phosphor Sphere Construct IB, p. 171
Basilisk (Human Form) Barbarous BT, p. 48 Red Blob Construct IB, p. 171
Balloon Squirrel Animal IB, p. 150 CR II, p. 371 or BT,
War DOOM Construct
Incilperus Animal BT, p. 78 p. 120
Little Kraken Animal IB, p. 150 Bronze Golem Construct BT, p. 120
Marionette Ivy Animal CG, p. 107 Catoblepas M. Beast BT, p. 134
Liger Animal CG, p. 105 Petsuchos M. Beast IB, p. 178
CR III, p. 330 or BT, CR II, p. 385 or BT,
Sea Serpent Animal Chimera M. Beast
p. 78 p. 134
Frost Panther Animal BT, p. 79 Borer M. Beast BT, p. 134
CR II, p. 343 or BT, Cu Sith Fairy IB, p. 187
Poison Mold Plant
p. 88 CR III, p. 387 or BT,
Dryad Fairy
CR III, p. 342 or BT, p. 144
Ripper Leaf Plant
p. 88 CR III, p. 389 or BT,
Puck Fairy
CR II, p. 352 or BT, p. 144
Specter Undead
p. 97 Frau Fairy BT, p. 144
High Revenant Undead BT, p. 98 CR III, p. 397 or BT,
Godbell Daemon
CR II, p. 353 or BT, p. 151
Blank Undead
p. 98 CR III, p. 398 or BT,
Tikira Daemon
Polluted Phantom Undead IB, p. 164 p. 152
CR III, p. 348 or BT, Memerilla Daemon IB, p. 194
Poltergeist Undead
p. 98 CR II, p. 402 or BT,
Ragnakang Daemon
Krinava Construct CG, p. 115 p. 152
CR II, p. 370 or BT, Combat Runefolk Humanoid IB, p. 202
Sinker House Construct
p. 119 CR III, p. 413 or BT,
Proud Strongman Humanoid
Magic Pot Construct IB, p. 170 p. 162
Salidanqua Construct IB, p. 170 CR III, p. 302 or BT,
Yeti Barbarous
CR II, p. 369 or BT, p. 49
Rock Golem Construct
p. 119 Zerkela Barbarous BT, p. 50
Adandara M. Beast BT, p. 132 Dark Troll Adept Barbarous BT, p. 50
Brutal Varg M. Beast IB, p. 178 Ganesha Musketeer Barbarous IB, p. 135
Carbuncle M. Beast BT, p. 132 CR II, p. 316 or BT,
Drake Baron (Dragon Form) Barbarous
Monoceros M. Beast BT, p. 133 p. 50
CR II, p. 401 or BT, Dowi Fomor Barbarous CG, p. 101
Dark Bully Daemon
p. 151 CR II, p. 319 or BT,
Hill Giant Barbarous
Quezardus Daemon IB, p. 194 p. 51
Terror Beast Daemon BT, p. 151 High Goblin Fanatic Barbarous IB, p. 136
Genius Artificer Humanoid IB, p. 202 Vulcan Major Adept Barbarous IB, p. 136
Dark Dwarf Paladin Humanoid IB, p. 201 Formica Elite Barbarous IB, p. 137
Evil Paladin Humanoid IB, p. 201 Lizardman Captain Barbarous BT, p. 51
High Goblin Raider Barbarous IB, p. 133 Stillgos Animal IB, p. 152
Ardler Striker Barbarous BT, p. 46 White Gold Liger Animal IB, p. 153
Ogre Wizard Barbarous BT, p. 46 Deep Carpet Animal BT, p. 80
Gilman Diva Barbarous IB, p. 132 Living Tree Plant CG, p. 108
Centaur Heavy Knight Barbarous BT, p. 47 10 Bungee Stake Plant BT, p. 89
Merman Archbishop Barbarous IB, p. 133 Absolute Grudge Wight Undead IB, p. 165
Scorpion Sniper Barbarous BT, p. 47 CR III, p. 351 or BT,
Ghost Horse Undead
Ryag Sagu Barbarous CG, p. 100 p. 100
Basilisk (Monstrous Form) Barbarous BT, p. 48 Patchwork Alpha Zombie Undead CG, p. 111
Rusalka Barbarous IB, p. 134 Night Ghoul Undead BT, p. 100
Raven Archer Barbarous IB, p. 134 Mad Blood Undead BT, p. 100
9 Formica Mother Barbarous BT, p. 49 Ghast Queen Construct IB, p. 172
CR II, p. 318 or BT, CR III, p. 366 or BT,
Minotaur Caster Barbarous Alchemy Tooth Construct
p. 49 p. 120
CR II, p. 316 or BT, Gas Stalker Construct BT, p. 121
Drake Baron (Human Form) Barbarous Goguryvlen Construct IB, p. 172
p. 50
Triblade Mantis Animal IB, p. 151 Rutile Raptor Construct IB, p. 117
Mammoth Animal IB, p. 152 Floor Mimic Construct BT, p. 161
Mound Hedgehog Animal BT, p. 79 Ahwank M. Beast BT, p. 135
CR III, p. 332 or BT, Great Varg M. Beast IB, p. 179
Raptoras Animal
p. 80 CR II, p. 387 or BT,
Cockatrice M. Beast
Frost Vein Plant IB, p. 157 p. 135
Medusa Head Plant CG, p. 107 Rainbow Bird M. Beast IB, p. 179

191
Level Name Class Page Level Name Class Page
CR II, p. 388 or BT, Carrion Balloon Undead IB, p. 165
Draconet M. Beast
p. 136 Iron Maiden Undead BT, p. 102
Ternitz Daemon N/A CR II, p. 358 or BT,
Cast Armor Undead
Vostol Daemon IB, p. 195 p. 102
Bugaradre Daemon BT, p. 152 CR III, p. 355 or BT,
Ghost Ship Undead
CR III, p. 399 or BT, p. 102
Melbiz Daemon
p. 153 Granite Shell Construct IB, p. 118
Phantom Thief Humanoid CG, p. 128 CR III, p. 367 or BT,
Evil Index Construct
Senior Knight Humanoid IB, p. 203 p. 122
CR III, p. 414 or BT, Legumaren Construct IB, p. 173
Heretic Priest Humanoid
p. 162 CR II, p. 374 or BT,
Buckbaird Construct
Ambidextrous Barbarous IB, p. 138 p. 122
CR III, p. 303 or BT, Wendigo M. Beast CG, p. 120
Ogre Berserker Barbarous
p. 52 Girimekhala M. Beast IB, p. 181
Scorpion General Barbarous BT, p. 52 Kujata M. Beast IB, p. 181
Gilman Brave Barbarous IB, p. 137 Elder Manticore M. Beast BT, p. 136
Formica Lord Barbarous BT, p. 52 Jahgrad Daemon BT, p. 155
Talos Juggernaut Barbarous IB, p. 138 Shulzerba Daemon IB, p. 197
Blade Storm Barbarous IB, p. 153 Zwolle Daemon CG, p. 124
Hercules Barbarous BT, p. 53 Mel Mazar Daemon BT, p. 155
CR III, p. 304 or BT, Artificer Sniper Humanoid IB, p. 204
Leanan Sidhe Barbarous
p. 53 CR III, p. 307 or BT,
Ogre Warlord Barbarous
CR II, p. 320 or BT, p. 56
Lesser Vampire Barbarous
p. 54 Drake Viscount (Dragon BT, p. 56
Barbarous
Werewolf Elder Barbarous BT, p. 54 Form)
Sonic Swallow Animal BT, p. 81 Swordblazer Barbarous IB, p. 141
Hydra Animal BT, p. 81 Dragonit Barbarous CG, p. 102
CR II, p. 344 or BT, Forest Giant Barbarous BT, p. 57
Fungal Parasite Plant
p. 89 High Goblin Maiden Barbarous IB, p. 142
Rotten Beast Undead IB, p. 165 Blood Troll Barbarous BT, p. 57
CR III, p. 352 or BT, Cyclone Locusts Animal IB, p. 155
Dullahan Lord Undead
p. 100 Giant Worm Animal BT, p. 82
11 Poisonous Wight Undead BT, p. 101 Imitative Moss Plant IB, p. 159
CR II, p. 356 or BT, Gravity Root Plant IB, p. 160
Mummy Lord Undead
p. 101 Daemonic Alpha Zombie Undead CG, p. 112
Wizards Brain Construct CG, p. 117 Evil Ent Undead IB, p. 166
CR II, p. 373 or BT, CR III, p. 357 or BT,
Iron Golem Construct Wraith Undead
p. 121 p. 103
Ratorgetti Construct IB, p. 173 Rottenlock Undead BT, p. 103
Aero DOOM Construct BT, p. 122 13 Platinum Dragon Construct IB, p. 120
Ancestor Amphisbaena M. Beast IB, p. 180 Magni DOOM Construct IB, p. 174
Moddey Dhoo M. Beast IB, p. 180 Ghast King Construct IB, p. 174
Yowie M. Beast CG, p. 120 Silverwing Construct BT, p. 123
Caron Fairy WT, p. 171 Prism Stalker Construct BT, p. 123
Domovoy Fairy IB, p. 188 Greymalkin M. Beast CG, p. 121
Fylgja Fairy IB, p. 189 Coatl M. Beast IB, p. 182
Peri Fairy IB, p. 190 CR II, p. 389 or BT,
Ergacleo Daemon BT, p. 154 Lesser Dragon M. Beast
p. 137
Kilbyzen Daemon IB, p. 196 Coatl Fairy IB, p. 182
Memerirurilla Daemon IB, p. 196 Nymph Fairy WT, p. 171
CR II, p. 404 or BT, Muspell Fairy WT, p. 171
Cerberus Daemon
p. 154 Gogan Daemon IB, p. 198
Mystic of Bad Omens Humanoid CG, p. 127 CR III, p. 401 or BT,
Dark Dwarf of Old Ways Humanoid IB, p. 203 Tiki Tiki Daemon
p. 156
CR II, p. 322 or BT, CR III, p. 403 or BT,
Garuda Barbarous Foregone Daemon
p. 54 p. 156
Ganesha Kshatriya Barbarous IB, p. 139 Evil Bishop Humanoid IB, p. 204
CR III, p. 305 or BT, Gory Champion Barbarous BT, p. 58
Succubus Barbarous
p. 55 Restructured Barbarous BT, p. 58
Slagger Barbarous IB, p. 140 Gian Fomor Barbarous CG, p. 103
Spelljammer Barbarous BT, p. 55 Vulcan Adept Lord Barbarous IB, p. 143
Lizardman Leader Barbarous BT, p. 56 Jade Basilisk (Human Form) Barbarous BT, p. 58
Raven Executioner Barbarous IB, p. 141 Boggart Mutant Barbarous IB, p. 143
12 Ryag Isag Barbarous CG, p. 101
Kraken Animal
CR III, p. 335 or BT,
Drake Viscount (Human
Barbarous
BT, p. 56 14 p. 83
Form) CR III, p. 337 or BT,
Spotted Bog Rhino Animal IB, p. 154 Roc Animal
p. 83
CR III, p. 333 or BT, Chestnut Shotgun Plant BT, p. 90
Dolgiras Animal
p. 82 Undead General Undead BT, p. 104
Deathspore Plant CG, p. 108 Hazegeist Undead IB, p. 166
Prison Branch Plant IB, p. 158 CR III, p. 358 or BT,
CR III, p. 343 or BT, Meaningless Undead
Belladonna Plant p. 104
p. 90

192
Level Name Class Page Level Name Class Page
Carbide Claws Construct IB, p. 175 Vampire Lily (Bat Form) Barbarous BT, p. 62
CR III, p. 368 or BT, CR III, p. 313 or BT,
Skyship Construct Drake Count (Human Form) Barbarous
p. 124 p. 63
Gullinbursti M. Beast IB, p. 183 Grave Earth Undead BT, p. 106
Golden Ash M. Beast CG, p. 122 Phantom Wing Undead IB, p. 168
Ignav Daemon CG, p. 125 Vanity Stalker Construct IB, p. 176
Dreadbar Daemon BT, p. 157 Kuku M. Beast IB, p. 185
Gigantor Barbarous IB, p. 144 CR III, p. 377 or BT,
Hraesvelgr M. Beast
Jade Basilisk (Monstrous
Barbarous
BT, p. 59 17 p. 138
Form) CR III, p. 393 or BT,
Efreet Fairy
CR III, p. 308 or BT, p. 146
Hecatoncheires Barbarous
p. 59 Titania Fairy WT, p. 172
CR III, p. 309 or BT, Maeve Fairy WT, p. 172
Leanan Sidhe Assassin Barbarous
p. 60 Jinn Fairy BT, p. 146
Tycoon Liger Animal CG, p. 106 Titan Fairy BT, p. 147
Flower Tempter Plant IB, p. 160 Mimir Fairy BT, p. 147
Flying Helleborus Plant BT, p. 90 Zangars Daemon BT, p. 158
Ancient Ghost Undead BT, p. 104 CR III, p. 313 or BT,
Drake Count (Dragon Form) Barbarous
CR III, p. 359 or BT, p. 63
Giant Zombie Undead
p. 105 Sapphire Basilisk (Human BT, p. 64
15 CR III, p. 369 or BT, Form)
Barbarous
Dragon Fortress Construct
p. 124 Tyrant Regilex Animal BT, p. 84
Jabberwock M. Beast CG, p. 122 18 Pale Rider Undead CG, p. 113
CR III, p. 375 or BT, Rampart Construct BT, p. 125
Sphinx M. Beast
p. 137 Greater Dragon M. Beast BT, p. 138
CR III, p. 390 or BT, CR III, p. 379 or BT,
Skadi Fairy Peluda M. Beast
p. 145 p. 139
Amalthea Fairy IB, p. 192 Vampire Rose (Vampire BT, p. 64
CR III, p. 392 or BT, Barbarous
Sleipnir Fairy Form)
p. 145 CR III, p. 317 or BT,
Vampire Rose (Bat Form) Barbarous
CR III, p. 404 or BT, p. 64
Doppelganger Daemon
p. 157 19 Sapphire Basilisk (Monstrous
Barbarous
BT, p. 64
Barusa Biyone Daemon CG, p. 125 Form)
Talos Dreadnought Barbarous IB, p. 145 Death Lord Undead BT, p. 106
Fire Giant Barbarous BT, p. 60 CR III, p. 408 or BT,
Geldam Daemon
Blood Troll Tyrant Barbarous BT, p. 61 p. 159
Golgaus Animal BT, p. 84 Cyclops Barbarous IB, p. 146
Slime Mold Plant CG, p. 109 CR III, p. 344 or BT,
Yggdrasil Sapling Plant
Plague Thorn Plant IB, p. 161 p. 91
16 Curse Cloud Undead BT, p. 105 20 Dragon Zombie Undead
CR III, p. 360 or BT,
Despairing Peacock Undead IB, p. 167 p. 107
Goldfang Construct BT, p. 124 CR III, p. 371 or BT,
Mithril Golem Construct
Vanity Stalker Construct IB, p. 176 p. 126
Noble Dragon M. Beast IB, p. 184
CR III, p. 406 or BT,
23 Vampire Noir Barbarous BT, p. 66
Lada Adroda Daemon
p. 158 25 Elder Dragon M. Beast BT, p. 139
Vampire Lily (Vampire Form) Barbarous BT, p. 62

193
Level Name
Kobold Ninja
Class
Barbarous
Page
PH, p. 147
6 Yum Plant PH, p. 139

2 Nyumuy Sheep Animal PH, p. 135 7 Ogre Ninja Commander


Zardor Shell Crab
Barbarous
Animal
PH, p. 149
PH, p. 136
Steeler M. Beast PH, p. 142
Lizardman Marauder Barbarous PH, p. 134
3 Chameleon Plant PH, p. 139
8 Greedy Grizzly Bear Animal PH, p. 137
Kobold Ninja Commander Barbarous PH, p. 147 Chameleon Cockatrice M. Beast PH, p. 145
4 Venom Kyplox Animal PH, p. 135
9
Ogre Ninja Master Barbarous PH, p. 150
VOL-ZI Constructs PH, p. 141 Gemfull Mud Golem Construct PH, p. 141
Ogre Ninja Barbarous PH, p. 149 Scylla Predator Barbarous PH, p. 134
Kobold Ninja Master Barbarous PH, p. 148 10 Swallow Worm Animal PH, p. 137
5 Lizardman Pirate Barbarous PH, p. 133
11 Firesonic Animal PH, p. 138
Jack O'Skeleton Undead PH, p. 140
Cold Catoblepas M. Beast PH, p. 143 13 Fungal Dolgiras Animal PH, p. 138

Level Name Class Page Jabberwocky Fake Construct PZ, p. 153


7 Caputi Antelope M. Beast PZ, p. 155
3 Rose Eater Animal PZ, p. 147
8 Melan Minotaur Barbarous PZ, p. 146
4 Eredian Mud Lizard Animal PZ, p. 148
Adipocere Zombie Undead PZ, p. 151
Diabarrot Animal PZ, p. 148 9 Elder Caputi Antelope M. Beast PZ, p. 155
5 Skeleton Gunner Undead PZ, p. 150 Melan Minotaur Caster Barbarous PZ, p. 147
Group of Ghasts Construct PZ, p. 153 10 Guardian Bone Knight Undead PZ, p. 152
Pinenut Shooter Plant PZ, p. 150 Allesta's General Animal PZ, p. 149
6 Mirage Horn M. Beast PZ, p. 154 12 Black Sand Wight Undead PZ, p. 152
Mad Stalker Humanoid PZ, p. 157
Evil Mist Undead PZ, p. 151 14 Subterranean Dragon M. Beast PZ, p. 156

Level Name Class Page


7 MAGMA Probe Construct PY
2 Medicine Toad Animal PY Crimson Turtle Animal PY
Winter Goblin Barbarous PY 8 Snow Lion Elder M. Beast PY
3 Eafah Shellfish Animal PY Barze Serpent Animal PY
Quinoa Sheep Animal PY 9 Spring Dead Undead PY
4 Snow Lion
Winter Goblin Leader
M. Beast
Barbarous
PY
PY
10 Canon DOOM Construct PY
5 Huge Bohr Animal PY 11 Glowing Dragonet M. Beast PY
Gilman Assassin Barbarous PY
6 Sheep Satyr Barbarous PY 12 Shadalla Giant Barbarous PY
Dust Tiger Animal PY 14 War Dragon M. Beast PY

194
Designer's Notebook
Kei Kitazawa Miyuki Kiyomatsu
The theme of this year's book is, without a doubt, items. This is the sixth book in a series of large summer books,
Moreover, it is not just a collection of additional items. and we are finally publishing the book that bears the name of
This book is a comprehensive listing of most of the items “The First Sword,” Lumiere.
that appeared in the previous rulebooks and supplements. I have been involved in the SW2.0 project since its
Even the sources and their page numbers are listed for easy inception, but have tried to stay behind the scenes as much
reference. This convenience is sure to be of great use in as possible even though I've been involved in the writing. But
actual sessions. here I am. My name is Miyuki Kiyomatsu.
Of course, there are also 200 new items to motivate you to This book was planned and produced to provide a “must-
new adventures. In addition, three unique new races, revised have” tool for those who want to have it handy. It has been
stunts, and additional mounts are also included. We hope seven years since the release of “Core Rulebook I,” and there
you will find the contents of this book enjoyable. were times when we found ourselves wondering, “Where did
In this book, the SW2.0 team worked together to come up we put that?” It is a book that solves this problem. Our goal
with ideas for items, which Miyuki Kiyomatsu converted into was to create a book that people would say, “Let's put this on
data and compiled into a comprehensive list. Kouji Tanaka the table for now at the game (and then take another book
was in charge of data creation, stunts and riding rules, and out of your bag if you need it later).”
treasure rules. The various lists in the appendix, including the We are proud to say that we have succeeded in fully
list of monster data by level, are also a product of Miyuki fulfilling this objective. I hope you will also understand that
Kiyomatsu's hard work. I am also very grateful to the editorial the editorial team's hard work has gone beyond our own
staff for their hard work in compiling this huge table. writing to make this possible, , with a total of approximately
This book will become a must-have for the session. We 50 pages and 1,000 items. There are people like me, who are
hope you will make full use of “The Great Legacy of not just working “behind the scenes,” but are really sweating
Lumiere”. behind the scenes to get the work out into the world. All of
this is done with the common desire to make the game more
enjoyable. Please use this book and enjoy playing our game.

Staff List Web Content


Supervision:………………………….…... Kei Kitazawa
(Group SNE site)
Writers:……..……………………………... Miyuki Kiyomatsu,
Tanaka Kouji
http://www.groupsne.co.jp/
You can find here errata and FAQ, and interviews.
Data Preparation:……………………….. Akita Miyabi, Tadaaki
Kawahito, Sanae
(Fujimi Shobo official TRPG ONLINE Introduction page
Fujisawa, Bethe Yuli
of “Sword World 2.0”)
Kurosaki, Yuki Oi, Ryu
https://fujimi-trpg-online.jp/game/sw.html
Kuroi
This page contains information on downloads for various
Development: …………………………… Group SNE sheets and new releases.

Cover Illustration:………………………. Kususaga Rin, Anji (SNE's “Sword World 2.0 Days”)
Majima http://sw2.blog.shinobi.jp/
Color Illustrations:……………………… Iwamoto Zerogo, Usui The development diary of Group SNE staff is posted here.
Rina, Kankuro, Konno
Takashi, Tai Nakajima,
Miwabe Sakura Original Release Date: 2014/08
Text Item Illustrations: ………………. Yuya Kobayashi,
Translation Release Date: 2022/09
Konno Takashi
Mounts Illustration: ..………………….. Kankuro
Compilation:……………………………… Keiji Kariya, Akihaden
Tanaka (ArcLight Inc.) This is a free, unofficial, fan-based translation.
Main Text Design:………………………. Shinya Sasaki Please support original creators by buying Sword
(ArcLight Inc.), World books and supplements.
Translation & Editing:…................... Auquid
Race Translation:………..................... Momo

195
196

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