Weapons: Usable by THIEVES – 11 shown
Rare weapons can only be found as treasure, not purchased; enchanted items cast spells when used in combat; legendary weapons can be earned via sidequest; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's absorb
Damage
This value is added to the wielder's base hit % to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of hit % they have
Hit %
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's damage rating to their normal damage (this extra damage ignores absorb)
Crit
Price
The amount of gold received when selling this weapon in a shop
Value
If used as an item in combat, some weapons can cast a particular magic spell free of cost
Spell
Equipped By
Small (Dagger) 5 +10 1.5% 5 G 2 G - Fi, Th, RM, BM, Kn, Ni, RW, BW
Rapier 9 +5 2.5% 10 G 5 G - Fi, Th, RM, Kn, Ni, RW
Scimtar 10 +10 4.5% 200 G 100 G - Fi, Th, RM, Kn, Ni, RW
Large (Dagger) 7 +10 5.5% 175 G 87 G - Fi, Th, RM, BM, Kn, Ni, RW, BW
Sabre 13 +5 6.5% 450 G 225 G - Fi, Th, RM, Kn, Ni, RW
Falchon 15 +10 8.0% 450 G 225 G - Fi, Th, RM, Kn, Ni, RW
Silver (Dagger) 10 +15 8.5% 800 G 400 G - Fi, Th, RM, BM, Kn, Ni, RW, BW
Dragon (Sword) 19 +15 11.4% - 4,000 G - Fi, Th, RM, Kn, Ni, RW
Coral (Sword) 19 +15 12.9% - 4,000 G - Fi, Th, RM, Kn, Ni, RW
Rune (Sword) 18 +15 13.9% - 2,500 G - Fi, Th, RM, Kn, Ni, RW
Masmune 56 +50 20.4% - 30,000 G - All classes
Armor: Usable by THIEVES – 12 shown
Rare armors can only be found as treasure, not purchased; enchanted armors casts spells when used in combat; ultimate armors are uniquely powerful treasures
Name
The slot that the armor protects; you can have no more than one piece of armor equipped per slot
Type
Each physical hit you take will have its damage reduced by this amount; the absorb value of multiple pieces of armor is cumulative
Absorb
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evade % lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evade %
Any elemental resistances this armor provides; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resistance
Price
The amount of gold received when selling this armor in a shop
Value
If used as an item in combat, some pieces of armor can cast a particular magic spell free of cost
Spell
Equipped By
Cloth Armor 1 −2 - 10 G 5 G - All classes
Wooden (Armor) Armor 4 −8 - 50 G 25 G - Fi, Th, BB, RM, Kn, Ni, Ma, RW
Copper (Bracelet) Armor 4 −1 - 1,000 G 500 G - All classes
Silver (Bracelet) Armor 15 −1 - 5,000 G 2,500 G - All classes
Gold (Bracelet) Armor 24 −1 - 50,000 G 25,000 G - All classes
Opal (Bracelet) Armor 34 −1 - - 32,500 G - All classes
Buckler Shield 2 - - 2,500 G 1,250 G - Fi, Th, RM, Kn, Ni, RW
ProCape Shield 8 −2 - - 10,000 G - Fi, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
Cap Helmet 1 −1 - 80 G 40 G - All classes
Ribbon Helmet 1 −1 All elements - 1 G - All classes
Gloves Gloves 1 −1 - 60 G 30 G - All classes
ProRing Gloves 8 −1 Death 20,000 G 10,000 G - All classes