Standard Equipment
Sword, Damage: 75, accuracy +10%
Axe, Damage: 100
Hammer, Damage: 75, +30% to spirit for checks to activate negative effects.
Bow, Damage: 65, range: 10.
Spear, Damage: 75, attack range +1
Dagger, Damage: 50, crit. chance +10%
Pistol, Damage: 65, range: 10.
Shield, +10% to evasion.
Light Armor, +10 to defense.
Heavy Armor, +25 to defense. Requires the armor-wearing skill.
Helmet, -5% chance of being critically hit.
Steel Helmet with Visor, -5% chance of being critically hit, +5 to defense. Requires the armor-wearing skill.
Cloak, +3% to evasion.
Knight's Surcoat with the owner's coat of arms, +3% to evasion, +5 to defense. Requires the armor-wearing skill.
Gloves, +3% to accuracy.
Steel Bracers, +10 to base weapon damage. Requires the armor-wearing skill.
Boots, +1 to SP.
Plate Boots, +1 to SP, +5 to defense. Requires the armor-wearing skill.
Hat, +2% to critical damage chance.
Healer's Robes, the doctor skill also restores 30 health.
Surgical Instruments, the doctor skill also restores 20 health.
Healing Potion, restores 100 health.