Items

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Items, also referred to as "artifacts", are found in Dungeons throughout the game. Moonlighter is all about the items. There is no “level progression” so having powerful equipment will be the only way to beat the game. Choosing what to keep, what to sell, what to upgrade, and selling the items at the right price will be crucial.

Each item has a base price which is initially unknown by the player. When an item is first picked an entry about it is added to a merchant notebook that Will carries with partial info about the object, resembling the current knowledge that Will has about the object.

All items belong to a culture, linked to each of the dungeons. The player will know more about an item as he obtains more items from that specific culture. All items which are part of the same culture will look alike, so it will be easy for the player to associate them. As the player knows more about the items of a culture, it will get easier for him to set the “perfect” price on the shop.

When selling items, paying attention to customers' expressions will let you know what they think about the current price of the item.

The following is a list of Items in the game Moonlighter.

Crafting Materials[edit | edit source]

Dungeon Item NG+ Item
Golem Dungeon Broken Sword, Fabric, Foundry Rests, Golem Chisel, Hardened Steel, Iron Bar, Rich Jelly, Root, Rune Tool, Teethstone, Vine, Water Sphere, Whetstone Broken Sword +1, Fabric +1, Foundry Rests +1, Golem Chisel +1, Hardened Steel +1, Iron Bar +1, Rich Jelly +1, Root +1, Rune Tool +1, Teethstone +1, Vine +1, Water Sphere +1, Whetstone +1
Forest Dungeon Ancient Wood, Magic Wood, Old Bulb, Preserved Root, Pure Acid, Rich Jelly, Straw, Strong Leaves, Venom Jelly Ancient Wood +1, Magic Wood +1, Old Bulb +1, Preserved Root +1, Pure Acid +1, Rich Jelly +1, Straw +1, Strong Leaves +1, Venom Jelly +1
Desert Dungeon Desert Rope, Desert Steel Ingot, Fire Gem, Fire Jelly, Fireproof Cloth, Flammable Dust, Insulating Dust, Magnetite, Rich Jelly, Thermo Magnetic Engine Desert Rope +1, Desert Steel Ingot +1, Fire Gem +1, Fire Jelly +1, Fireproof Cloth +1, Flammable Dust +1, Insulating Dust +1, Magnetite +1, Rich Jelly +1, Thermo Magnetic Engine +1
Tech Dungeon Conductor Metal, Copper Reel, Electric Jelly, Gold Strands, Rich Jelly, Treated Wood, Triple Cell Battery, Welding Gun, Wires, Wolfram Rock Conductor Metal +1, Copper Reel +1, Electric Jelly +1, Gold Strands +1, Rich Jelly +1, Treated Wood +1, Triple Cell Battery +1, Welding Gun +1, Wires +1, Wolfram Rock +1

List of Items[edit | edit source]

A list of items. Use the search bar to find a specific one. The culture indicates which dungeon you can find the item in.

Item Description Culture Stack Perfect Normal Price
Item Description Culture Stack Perfect Normal Price
AC Adapter Usually find these between a "battery" and what requires the power. It must be some sort of converter. Tech 5 17,105
Ancient Pot It has a small crack or two, but could still hold something. Beautifully crafted. Curious what it could have been used for. Golem 5 110
Ancient Wood Petrified wood from years of sitting in and near particular elements. Forest 5 1,100
Argon Bottle I would often find the gas in this jar near clean, spotless metal. It must prevent some sort of chemical process resulting in rust. Tech 5 13,255
Bard Puppet Egg Desert 1
Blade Leaves Sharp leaves used as projectile weapons by several rather bothersome enemies... Forest 10 330
Blade Tree Sprout Egg Forest 1
Botany Jottings I We originally wanted to improve harvest sizes, but the introduction of the LF1 strain seems to have given plants a self-awareness... Forest 5 2,200
Botany Jottings II Plants moving of their own accord? Possibilities are limitless. A better harvest is only the beginning! I wonder if we could domesticate them? Forest 5 2,200
Botany Jottings III With continued injection of the LF1 Strain, particular plants have become formidable creatures capable of aggression. We must keep this in line. Forest 5 2,200
Broken Battery A broken receptacle for non-magical energy... Who created all these Artifacts? Tech 5 3,135
Broken Club Club broken beyond repair. Merchant 1 330
Broken Crossbow Merchant 1 11,000
Broken Dagger Merchant 1 22,000
Broken Katana Merchant 1 2,200
Broken Mace I mean... It's still a chunk of metal that can be thrown about... Merchant 1 330
Broken Morningstar A chipped, dulled, and only good-for-chunking lump of metal. Merchant 1 11,000
Broken Rapier An old, bent, and useless piece of metal. Merchant 1 2,200
Broken Sling A ragged piece of leather full of holes. It will never fire a projectile again. Merchant 1 330
Broken Sword Fairly useless in its current form, but I could easily smelt it down to craft something new! Golem 5 165
Broken Whip The leather completely ruined, this was probably once a great whip. Merchant 22,000
Carnivorous Mutae Jottings By introducing a steady stream of LF1 to a plant in place of injections, we hope to create a plant large enough to produce fruit for a city! Forest 5 5,500
Carnivorous Mutae Seeds Seeds that came out of the Forest Guardian upon defeating it. These must be one of a kind. Curious... Could they grow into something?... Forest 5 5,500
Chilled Lava Lava that appears to have been flash frozen. Always cold to the touch. Desert 5 2,750
Cloth Dye It would appear that this dye can fire-proof whatever article of clothing it is applied to. The Desert Dungeon is full of interesting items. Desert 5 3,025
Conductor Metal Scrap metal found lying around the Tech Dungeon. Could possibly be used as a conductor when crafting. Tech 5 660
Copper Reel Conductive copper spun into strands then wrapped into this reel. Easy to access. Creative design. Tech 5 8,250
Crystal Rock A beautiful crystal of many colors. I've heard rumors of it being used as a conductor to fantastic results. Golem 10 83
Crystallized Energy It would appear the energy surging through a Golem crystallizes upon its destruction. Could we harness this power somehow? Golem 10 110
Desert History I Three suns pierce the sky. Casting almost infinite light upon us. Their rotations aligned to only allow two days of darkness a year. Desert 5 16,500
Desert History III Their limitless heat has given us control of flame. It has powered our machines. And it has created the eternal lava that protects our cities. Desert 5 16,500
Desert Rope A rope... that doesn't catch fire... Whoever once resided in the Desert Dungeon must have been an incredibly inventive people. Desert 5 495
Desert Steel Ingot Raw steel found in the Desert Dungeon. Years of sandy winds seem to have hardened it beyond most metals. Desert 5 8,250
Desert Steel Sheet A resilient metal that becomes incredible flexible when a magnetic current is run through it. Must get the blacksmith to experiment with this. Desert 10 2,750
Desert Stone Polished white stone with a high melting point. Desert 5 2,970
Diamagnetic Sand Sand that actually reacts to magnetic fields. It's rare, but I've seen several sculptures use this material to create floating scenes of sand. Desert 10 550
Electric Jelly This jelly is electric and I don't mean sweet jiggle dance moves... Extracted from Tech Slimes. I could craft some unheard of weapons with this. Merchant 10 440
Empowering Crystal Raw crystal source of magic power. Merchant 5 110
Energy Capacitor Small object. Tomo says it can store energy without magic. This could be useful to anyone. Tech 5 4,950
Fabric Sturdy, but rough to the touch. I imagine some would want to use this in the creation of decorations. Golem 5 275
Fertile Soil A very rich soil that if transported correctly, could lead to a substantially healthier plant than one's standard soil. Forest 5 1,100
Fertilizer A strong fertilizer that can lead to larger than average plant growth. Forest 5 1,100
Fire Gem Instant spark upon sharp contact with stone or even coarse cloth. Perfect fire starter. Desert 5 1,870
Fire Jelly A jelly variant that appears to just constantly be on fire... Found in Desert Slimes. I can't drink anything made from this... can I? Merchant 10 110
Fireproof Cloth A fabric that refuses to burn. Often found wrapped around piles of sand. Possibly used to protect the sand during an extreme heating process? Desert 10 1,265
Flammable Dust Highly flammable dust. Great for rekindling a fire. I must keep some in stock near the stove. Desert 10 440
Fluid Conduct A conduit for transporting fluid, most likely lava. It looks designed to minimize any loss of heat during transportation. Desert 5 4,015
Fluid Vessel Such ornate designs for something appearing so basic. It is simply a container meant to mix various fluids and substances together. Forest 5 1,705
Flux Energy Jottings Crafted through compression of magic, this is the greatest achievement of our time. Tech 5 44,000
Flying Golem Egg Golem 1
Forest Fruits Various fruits gathered from within the Forest Dungeon... Some have been proven safe for consumption. Others... have not. Forest 5 1,980
Forest History I We were an intelligent species. So when the food shortages escalated, we believed we could solve our problem with science... Forest 5 5,500
Forest History II We created the LF1, and for awhile, things were good. Food was once again abundant and forests began appearing for the first time in ages! Forest 5 5,500
Forest History III The forest didn't stop growing though... and slowly our world was covered. The plants didn't stop growing though... and slowly... they took over. Forest 5 5,500
Foundry Rests I believe this to be the remains of an old foundry. If the Golems are created, what created them? Golem 5 165
Glass Lenses Glass shaped into a lens with the sole purpose of focusing magical energy. Very useful in the crafting of magical weapons. Golem 5 110
Gold Runes These Gold Runes create wonderful patterns upon the Golems. Occasionally you can retrieve one intact after battle. Golem 5 330
Gold Strands Actual gold strands woven into wires used by many of the machines in the Tech Dungeon. Maintenance must be costly. Tech 5 2,310
Golem Chisel This is definitely a chisel used to carve and shape a Golem. From its frame, I imagine the architects were not much different than ourselves. Golem 5 550
Golem Core The core of the very "heart" of a Golem. We have found ways to harness the energy, but are unable to create life from it. Golem 5 110
Golem Designs I These images and hastily written notes seem to resemble a schematic of some sort. Something akin to the Golem roaming around the Golem Dungeon. Golem 5 1,650
Golem Designs II Further notes on how to create the physical body of a Golem, but nothing on how to actually animate it... Golem 5 1,650
Golem Designs III Finally, images on inserting a power source into a Golem. Most frustratingly though, the part on fusing the power source is scratched out... Golem 5 1,650
Golem History I We all come from the dirt. Life is itself dirt. A cycle of birth and decay. Something no man, woman, or even stone can escape. Golem 5 2,750
Golem History II As we came from dirt, so did the stone. Harnessing the life energy flowing through the ground, we animated rock to serve us. Golem 5 2,750
Golem History III Stone rose to assist us, to protect us. While our hands crafted their life, their hands cradled ours. Golem 5 2,750
Golem King Energy Crystal A huge crystal with enough energy to power the enormous Golem King... Golem 5 2,750
Golem King Jottings The king of stone. Imbued with the largest energy crystal found, this entity will serve to protect us from any who wish us harm. Golem 5 2,750
Golem Turret Egg Golem 1
Golem Volume The text is too worn, too faded to be legible. But the carvings upon the stone cover are meticulously detailed. Golem 5 440
Graaf Generator Egg Tech 1
Guidance Desert Potion Fireflies will guide the user to the next floor of the Desert Dungeon. Merchant 5 8,800
Guidance Forest Potion Fireflies will guide the user to the next floor of the Forest Dungeon. Merchant 5 2,750
Guidance Golem Potion Fireflies will guide the user to the next floor of the Golem Dungeon. Merchant 5 440
Guidance Tech Potion Fireflies will guide the user to the next floor of the Tech Dungeon. Merchant 5 17,600
Hardened Steel Strongest steel I have come across. Perfect for crafting new equipment. Golem 5 330
High Levitation Core Large core usually attached to large chunks of metal floating over Diamagnetic Sand in the Desert Dungeon. Desert 5 16,500
HP Potion I Restores 40 Health. Should always have one or two of these on hand. Merchant 5 138
HP Potion II Restores 75 Health. Definitely worth the price. Merchant 5 880
HP Potion III Restores 200 Health. It would have been nice to have this when I ran into that creature... Merchant 5 3,300
HP Potion IV Restores 500 Health. The Witch sure has outdone herself here. Merchant 5 8,800
Hyper Potion Restores full Health. A vital potion for the more difficult Dungeons. Merchant 5 22,572
Inflammable Liquid Easily ignitable... Desert 5 4,950
Insulating Dust Dust used to insulate conduits from heat. Desert 10 2,255
Iron Bar Iron. Fairly basic, but the very cornerstone of any mid-tier equipment one may wish to craft. Golem 10 28
Life Fluid A fluid that appears to animate and give life to regular plants. Please note - Keep away from the Venus Flytrap. Forest 10 440
Light Essence Seemingly ordinary when contained, but it began to glow when spilled upon my arm. Must react to living organisms. Forest 5 440
Magic Mushroom A mushroom giving off a subtle glow. The consumption of it grants random magical attributes for awhile... Never a safe bet to be honest. Forest 10 66
Magic Wood Wood soaked in magical residue for years. Gives off small, blue sparks. Potentially useful material in resisting other elemental magics. Forest 10 110
Magnetic Core A device found at the center of Desert Golems, very much similar to the one found in the living statues of the Golem Dungeon. Desert 10 330
Magnetic Tool A tool used to create a magnetic field around a material with the correct polarization. Desert 5 7,150
Magnetite A mineral used to magnetize other materials. Desert 10 880
Mercury Liquid metal? On cold days it seems to solidify, but at room temperature it just melts. Tech 5 1,705
Mimic Egg Merchant 1
Modified Seeds Seeds that appear to be modified through some sort of experimentation... Perhaps failed? They never seem to grow anything. Forest 5 935
Mother Golem Egg Desert 1
Naja Jottings In moments of true darkness, true terror arises. Naja, our Guardian crafted of stone, lava, and of the three suns will then shine brightest. Desert 5 16,500
Nutritive Water Water swirling with nutrients for plant growth. Not for human consumption. Zenon can not tell me that enough... Forest 5 1,925
Old Bulb A rather large bulb once belonging to a now dead plant... It isn't alive... but isn't really dead either... Forest 5 2,200
Old Golem Minion Design The text is faded, but looks to be instructions on how to create one of the living statues found in the Golem Dungeon. Golem 5 440
Petals Some petals I found particular pleasing to the eye from various plants in the Dungeons. Forest 10 110
Plant Flesh High fiber count in these plants. Very useful for crafting. Forest 10 66
Plastic Film Ever so thin layer of "plastic". Found it wrapped around a bunch of wires. Tech 5 2,420
Power Supply A compartment perfectly shaped to hold the objects called "batteries". Tech 5 16,005
Preserved Root A very old, very well-preserved root. Forest 5 660
Pure Acid Pure acid. Don't know what possessed me to attempt collecting this stuff. Melts through almost anything. Forest 10 440
Recharger Egg Tech 1
Resistant Glass Heat and sand blasted glass. Used as an insulate for various objects against extreme temperatures. Desert 5 4,730
Reveal Desert Potion Reveals the Desert Dungeon map upon use. Merchant 17,600
Reveal Forest Potion Reveals the Forest Dungeon map upon use. Merchant 5,500
Reveal Golem Potion Reveals the Golem Dungeon map upon use. Merchant 5 880
Reveal Tech Potion Reveals the Tech Dungeon map upon use. Merchant 5 35,200
Rich Jelly A jelly-like substance with many curative properties. Can be extracted from the various Slimes. Essential in brewing potions. Merchant 10 6
Root A root from a giant plant. Very useful in the crafting of new bows. Golem 10 6
Rune Tool Looks to of been a tool used to inscribe text upon metal and stone. Could perhaps be used to inscribe runes upon my equipment. Golem 5 1,650
Soldering Iron A tool used to fuse various metals together. Desert 5 5,885
Speed Powder A powder that can accelerate plant growth. Perhaps useful in a potion? Forest 5 2,200
Straw A simple pile of straw. Nothing astonishing. Appears to be covered in some corrosive liquids though. Perhaps used as insulation for something? Forest 5 550
Strong Leaves Hardened leaves that are flexible enough to ricochet off walls instead of shattering. That was a lesson hard learned... Forest 10 440
Tech History I Magic ran rampant in the land. Both creatures and man of unimaginable power, attained at the roll of a dice, took advantage of the lesser... Tech 5 44,000
Tech History II It was the divide between magics and non-magics that shaped our world as we know it. Everything changed when magic was captured. Tech 5 44,000
Tech History III Harnessed as pure power, magic was made available to anyone who wished it. Through this captured magic, our civilization flourished. Tech 5 44,000
Teethstone Very sharp stone, commonly found on the bodies of ancient Golems. Golem 10 6
Tesla Coil Engine Electricity literally jumps off of the coil. Must find a way to craft this into a weapon. Tech 5 5,500
Thermo Magnetic Engine With so many whirling parts, it appears magical. A device that transforms heat energy into magnetic waves. Desert 5 10,120
Treated Wood Wood treated to resist corrosive liquids. Tech 5 5,665
Triple Cell Battery A much larger variant of the Capacitor. It would appear this can store massive amounts of non-magical energy. Tech 5 11,000
Tungsten Reel This metal seemed to be able to take a high amount of heat before finally melting. Tech 5 9,460
Vacuum Tube Small glass globe with some metal twigs inside it. Pretty, but no idea what this is used for. Tech 5 7,590
Venom Jelly A poisonous jelly variant found in Forest Slimes. Please extract with care. Merchant 10 22
Venomous Spores The title pretty much says it. Venomous. Not fun. Used by many enemies in the Forest Dungeon. Be wary... Forest 10 66
Vine A strong, yet flexible material used by the Tangle creatures to protect themselves. Golem 10 3
Volcanic Stone A stone formed from magma sitting in one location for too long. Round and very porous. Great for filters. Desert 10 110
Water Sphere A milky white sphere or some unknown material containing water emitting a strange, almost eerie light. Golem 10 110
Welding Gun Through the use of several other resources, this device can bond together particular metals firmly together. Tech 5 12,815
Welding Rods Metal in a thin wire. Used as a bonding agent. Tech 5 3,740
Whetstone Basic stone used by blacksmiths to grind and sharpen weapons. Can never have too many of these. Golem 10 17
White Stone Piece of a container for preserving the properties of infused water. Golem 5 275
Wind Tree Sprout Egg Forest 1
Wires Small strands of metal used to conduct electricity. Tech 5 2,805
Wolfram Rock A raw version of the tungsten metal. Unprocessed, but surely valuable to anyone in need of the material. Tech 5 6,985


A list of armor and weapons. Use the search bar to find a specific one. All belong to the Merchant Culture.

Item Description Type Tier Perfect Normal Price
Item Description Type Tier Perfect Normal Price
Training Short Sword With sword in hand and shield in the other, this combination strikes a perfect balance between attack and defense. Sword and Shield 0 1,100
Broom Spear A tool with one, simple purpose. To clean. At least, that is if held in untrained hands. Spear 0 55
Training Big Sword It's a big sword. Large attack area, but it isn't very sharp. You are basically swinging an oversized metal bat with this equipped. Big Sword 0 1,100
Training Spear The spear is the longest ranged melee weapon one could wield. Easy to fling around, but difficult to master. Spear 0 1,100
Training Bow Wood and metal from the Golem Culture merge harmoniously to create a well-balanced bow. Bow 0 1,100
Training Gloves Incredibly light, incredibly fast, incredibly satisfying. Due to their short range though, they are much riskier than other weapons. Gloves 0 1,100
Rough Gloves May Stun. These are not so much gloves, but small boulders crudely attached to your hands. Gloves 1 4,400
Soldier Short Sword The best materials of the Golem Culture polished to a fault. Sword and Shield 1 4,400
Rusty Short Sword May Stun. Why cut when you can bash. At least.... that is the thought with this one. Sword and Shield 1 4,400
Buster Big Sword This greatsword is the result of countless hours of polishing the blade using the unique rocks and water of the Golem Dungeon. Big Sword 1 4,400
Warrior Spear A mighty spear built with the strength required to shape Golems. Spear 1 4,400
Golem Drill Spear May Stun. Intended for mining, the spear head was made incredibly hard to pierce through rock. This principle applies to most enemies. Spear 1 4,400
Catapult Bow May Stun. I mean... This thing comprise of random resources from the Golem Dungeon is essentially chunking rocks. Bow 1 4,400
Rock Big Sword May Stun. Really, they decided to throw out the idea of a sword cutting with this one. Designed to purely crush your foes. Big Sword 1 4,400
Steel Boots Offer resounding protection. Which is good, because one is not going to be dodging musch with this much metal strapped to their feet. Boots 1 4,400
Iron Boots Originally mass produced for soldiers of the Grand Army, but works equally well for anyone Dungeon diving. Boots 1 4,400
Fabric Boots Boots made out of resilient fabric. Perfect for travelers, but not the best at protecting feet from enemy attacks. Boots 1 4,400
Steel Chestplate Chestplate offering the best protection against enemies. It's incredibly heavy though. Basically a chunk of steel strapped to ones chest. Chestplate 1 4,400
Iron Chestplate Basic armor most commonly used by Merchants. Fairly light with decent resistance and mobility. Chestplate 1 4,400
Fabric Chestplate The sturdy fabric of this tunic is durable while remaining light. Chestplate 1 4,400
Steel Helmet Layers of the heaviest, thickest metals crafted into a sturdy, resilient, damage reducing helmet. Helmet 1 4,400
Iron Helmet Headgear made from the lightest metals available. It's a trade off between armor and agility. Helmet 1 4,400
Fabric Bandana This semi-ordinary bandana is weaved together with the strongest fibers to help protect the wearer. Helmet 1 4,400
Hero's Bow Strange ancient bow made from materials that can't be found in this world. Bow 1 4,400
Hero's Sword Old sword said to have been carried by a legendary hero. Sword and Shield 1 4,400
Hunter Bow Wood and metal from the Golem Culture merge harmoniously to create a well-balanced bow. Bow 1 4,400
Fighter Gloves Let us be honest for a moment. These are just giant claws made of Golem Iron. As equally ferocious as they are crude. Gloves 1 4,400
Forest Spirit Gloves Vines covered in thorns wrapped around one's hand to symbolize the simple death nature itself can provide. Gloves 2 70,400
Venom Twins Gloves Poisons. Small bags of poison residing inside the gloves inject a small dose of poison directly into your foes. Gloves 2 70,400
Knight Short Sword Superior metals of the Golem Culture fuse with exquisite wood of the Forest Culture to create this elaborate piece of equipment. Sword and Shield 2 70,400
Venom Short Sword Poisons. From the hilt, poison seeps down the blade to inflict lasting pain upon one's foes. Sword and Shield 2 70,400
Wild Big Sword I remember comparing that training sword to a baseball bat... this is truly a giant baseball bat. Big Sword 2 70,400
Toxic Big Sword Poisons. Forged by injecting the poisoned fluids of the Forest Dungeon directly into the wood. Big Sword 2 70,400
Wood's Spear Built strong, but incredibly flexible. Beautifully crafted from wood found from the Forest Culture. Spear 2 70,400
Venom Sting Spear Poisons. A simplistic wooden spear, but poison running through the shaft into the spearhead will leave anyone in pain. Spear 2 70,400
Natural Bow The fiber based resources of the Forest Culture come together here to create a remarkably light, yet powerful bow. Bow 2 70,400
Poison Bow Poisons. Upon knocking an arrow, it becomes poisoned via the venomous bowstring. Requires special care when using. Bow 2 70,400
Steel Boots II Offer resounding protection. Which is good, because one is not going to be dodging musch with this much metal strapped to their feet. Boots 2 48,400
Iron Boots II Originally mass produced for soldiers of the Grand Army, but works equally well for anyone Dungeon diving. Boots 2 48,400
Fabric Boots II Boots made out of resilient fabric. Perfect for travelers, but not the best at protecting feet from enemy attacks. Boots 2 48,400
Steel Chestplate II Chestplate offering the best protection against enemies. It's incredibly heavy though. Basically a chunk of steel strapped to ones chest. Chestplate 2 48,400
Iron Chestplate II Basic armor most commonly used by Merchants. Fairly light with decent resistance and mobility. Chestplate 2 48,400
Fabric Chestplate II The sturdy fabric of this tunic is durable while remaining light. Chestplate 2 48,400
Steel Helmet II Layers of the heaviest, thickest metals crafted into a sturdy, resilient, damage reducing helmet. Helmet 2 48,400
Iron Helmet II Headgear made from the lightest metals available. It's a trade off between armor and agility. Helmet 2 48,400
Fabric Bandana II This semi-ordinary bandana is weaved together with the strongest fibers to help protect the wearer. Helmet 2 48,400
Hero's Bow II Strange ancient bow made from materials that can't be found in this world. Bow 2 70,400
Hero's Sword II Old sword said to have been carried by a legendary hero. Sword and Shield 2 70,400
Captain Gloves Special alloy metals and an experimental smelting process makes these gloves stronger than most without adding unnecessary weight. Gloves 3 281,600
Flame Gloves Burns. The magnetic cores embedded in these gloves keep lava constantly flowing even while punching. Gloves 3 281,600
Commander Short Sword Casting from the lava of the Desert Culture creates a powerful sword and shield to the standard of any commander worth their salt. Sword and Shield 3 281,600
Reborn Short Sword Burns. The flames of the forge never left this sword, the heat of the desert still radiating from the blade. Sword and Shield 3 281,600
Vulcan Big Sword One of the heaviest greatswords to come out of Rynoka. Forged from Desert Steel, it is an unstoppable, wrecking machine. Big Sword 3 281,600
Blaze Big Sword Burns. Must be the combination of lava infused directly into the metal. Big Sword 3 281,600
Monkey Spear The tale of the Monkey King comes to mind as one looks upon this crimson spear. Truly a spear worthy of him. Spear 3 281,600
Hell Spear Burns. The three desert suns reflect off of the shaft of this spear, directing high temperatures into the spear head. Spear 3 281,600
Soldier Bow Crudely crafted from the limited fibers of the Desert Culture, this bow looks best in the hands of a soldier. Regardless, it gets the job done. Bow 3 281,600
Flamethrower Bow Burns. Lava flowing through the bow's core superheats the arrows, lighting them on fire. Bow 3 281,600
Steel Boots III Offer resounding protection. Which is good, because one is not going to be dodging musch with this much metal strapped to their feet. Boots 3 105,600
Iron Boots III Originally mass produced for soldiers of the Grand Army, but works equally well for anyone Dungeon diving. Boots 3 105,600
Fabric Boots III Boots made out of resilient fabric. Perfect for travelers, but not the best at protecting feet from enemy attacks. Boots 3 105,600
Steel Chestplate III Chestplate offering the best protection against enemies. It's incredibly heavy though. Basically a chunk of steel strapped to ones chest. Chestplate 3 105,600
Iron Chestplate III Basic armor most commonly used by Merchants. Fairly light with decent resistance and mobility. Chestplate 3 105,600
Fabric Chestplate III The sturdy fabric of this tunic is durable while remaining light. Chestplate 3 105,600
Steel Helmet III Layers of the heaviest, thickest metals crafted into a sturdy, resilient, damage reducing helmet. Helmet 3 105,600
Iron Helmet III Headgear made from the lightest metals available. It's a trade off between armor and agility. Helmet 3 105,600
Fabric Bandana III This semi-ordinary bandana is weaved together with the strongest fibers to help protect the wearer. Helmet 3 105,600
Hero's Bow III Strange ancient bow made from materials that can't be found in this world. Bow 3 281,600
Hero's Sword III Old sword said to have been carried by a legendary hero. Sword and Shield 3 281,600
Fabric Bandana IV This semi-ordinary bandana is weaved together with the strongest fibers to help protect the wearer. Helmet 4 211,200
Star Platinum Gloves Feel the power of a Stand surge through your veins. These are the strongest gloves you will find in Rynoka. Gloves 4 563,200
Thunder Gloves Electrocutes. Each jab of these gloves delivers a high-powered electric jolt designed from various parts of the Tech Culture. Gloves 4 563,200
King Short Sword Only warriors commanding the experience and technique of the lost Soldier Kings can carry such a technically forged sword and shield. Sword and Shield 4 563,200
Vampire Short Sword Electrocutes. One would never believe it fashioned from materials of the Tech Culture as it looks more at home in a graveyard. Sword and Shield 4 563,200
Fusion Big Sword The most elegant greatsword I have ever seen. The metals and crystals from the Tech Dungeon sure do create gorgeous equipment. Big Sword 4 563,200
Storm Big Sword Electrocutes. The wood built into the handle is specifically designed to protect the wielder from any unwanted electrocution. Big Sword 4 563,200
Fighter Spear This is the strongest spear to be made in Rynoka. New metals from the Tech Culture grant this spear incredible strength and piercing power. Spear 4 563,200
Lightning Rod Spear Electrocutes. Further experimentation of Tech Culture metals and devices has granted this spear shocking qualities. Spear 4 563,200
Exeter Bow Due to the durability of materials used and the high damage output, this remarkable weapon resembles a high powered rifle more than a bow. Bow 4 563,200
Lightning Bow Electrocutes. A highly untested prototype bow utilizing the latest materials from the Tech Dungeon. Bow 4 563,200
Steel Boots IV Offer resounding protection. Which is good, because one is not going to be dodging musch with this much metal strapped to their feet. Boots 4 211,200
Iron Boots IV Originally mass produced for soldiers of the Grand Army, but works equally well for anyone Dungeon diving. Boots 4 211,200
Fabric Boots IV Boots made out of resilient fabric. Perfect for travelers, but not the best at protecting feet from enemy attacks. Boots 4 211,200
Steel Chestplate IV Chestplate offering the best protection against enemies. It's incredibly heavy though. Basically a chunk of steel strapped to ones chest. Chestplate 4 211,200
Iron Chestplate IV Basic armor most commonly used by Merchants. Fairly light with decent resistance and mobility. Chestplate 4 211,200
Fabric Chestplate IV The sturdy fabric of this tunic is durable while remaining light. Chestplate 4 211,200
Steel Helmet IV Layers of the heaviest, thickest metals crafted into a sturdy, resilient, damage reducing helmet. Helmet 4 211,200
Iron Helmet IV Headgear made from the lightest metals available. It's a trade off between armor and agility. Helmet 4 211,200
Hero's Bow IV Strange ancient bow made from materials that can't be found in this world. Bow 4 563,200
Hero's Sword IV Old sword said to have been carried by a legendary hero. Sword and Shield 4 563,200


Related achievements[edit | edit source]

Icon Name Description
Decorative Mind.jpg Decorative Mind Buy all decorative Items
Evil Merchant.jpg Evil Merchant Sell 20 items slightly overpriced
Good Merchant.jpg Good Merchant Sell 20 items for the perfect price
Naive Merchant.jpg Naive Merchant Sell 40 items really cheap
Wastefull Merchant.jpg Wasteful Merchant Buy more than 10 items on Le Retalier

See also[edit | edit source]