Items

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Attention! This is not a database, it is an informative reference on the use of items.



Items are any objects that take up space in your inventory, such as equipment and cards.

You can store them in the Storage, in your Pushcart, sell them, trade them with another character or simply drop them on the ground.

Most items are dropped by monsters (in the game, the term used is drop), with priority going to the character who dealt the most damage to the monster.

For a more detailed explanation of the rate at which items drop, see drop.

Inventory

Your inventory window can be accessed using the command Alt + E.

File:Inventory.png

Your inventory separates items into 4 different tabs:

  •   itm   Consumables
  •   eqp  Equipment and Pets items
  •   etc   Miscellaneous items
  •   fav   Items you have marked as favorites

To favorite an item, simply drag it to the   fav   tab.

  • Favorite items can be locked to prevent them from appearing in the NPC sell window.
  • This will prevent you from accidentally selling a valuable item.
  • In the favorites tab, simply press the button File:Btn blocktrade.png to lock.

Your inventory has a maximum limit of 100 items that can be carried, but this can be increased.

Items that generate other items, such as Template:Item, will only be opened if there are 10 free slots in your inventory, even if your weight is below the carrying capacity.

You can expand the item limit of your inventory using a Template:Item List.

  1. With the ticket in hand, click on the backpack icon in the bottom corner of the inventory window.
  2. 1 ticket increases the item limit by 10, requiring 10 tickets to increase the limit by 200.
  3. The maximum item limit you can expand is 150(for now).
  4. You can obtain the Template:Item by purchasing it from the Cash Shop or during some events.

Comparison

In the same window, you can check the number of items you are carrying, lock the inventory to prevent accidentally dropping items (padlock), and compare items (magnifying glass).

File:Comparison.png

Preview

To preview how a hat looks on your character, the Preview button is available for headgear (top, middle, and lower) and cloaks.

However, the preview will only display cloaks that have the following description: Displays the visual on the character's back.

Additionally, graphical effects on hats or costumes will not be displayed.

The preview option does not appear when the item is in the ROPs store showcase or through NPC dialogue.

File:Preview.png

Reading

For some items, a reading option is available to view larger texts, such as stories or equipment descriptions.

The reading interface is also displayed by some NPCs, such as the Battlegrounds Merchant.

Readable books display two icons in their description, such as Template:Item for Cooking, Template:Item for Alchemy, and storybooks like Template:Item.

File:BookSystem.png

  • The first icon opens the reading window.
  • The second activates auto-narration, where the story is told via broadcast, but only your character will see it.

Rental

Rental items are consumables, weapons, or equipment that have a usage time, after which they are automatically deleted from your inventory.

Every rental item displays its duration in the first line of the description, as shown in the image below:

File:RentalItem.png

To rent an item, it must come from a Box or an NPC.

For example, a Template:Item generates a Template:Item for 3 days.

Equipment

Equipment is much more than just your clothes; these items will also strengthen your character in battles.

There is specific equipment for each class, as well as weapons that cannot be equipped by any character.

Equipment can be enhanced through refinement, enchantment, or by adding cards, if they have a slot.

Some equipment can be part of Equipment Sets.

File:EquipmentWindow1.png

Equipment is divided into:

  1. Headgear (Top): Visually appears on the character.
  2. Headgear (Middle): Visually appears on the character.
  3. Headgear (Lower): Visually appears on the character.
  4. Armor: Does not appear on the character.
  5. Weapon: Also known as right hand.
  6. Shield: Occasionally called left hand.
  7. Cloak: Cloaks that appear on the character's back will display this information in the description.
  8. Footgear: Does not appear on the character.
  9. Right Accessory: Some accessories equip exclusively in this slot, and this will be stated in the description.
  10. Left Accessory: If the accessory can be equipped in either slot, it will not be stated in the description.

Shadow Equipment

Shadow Equipment is mostly acquired from the ROPs store and is equipped in the [Special] tab of the equipment window.

These items can be refined by any refinement NPC.

File:ShadowEquipment.png

The Shadow Equipment tab is shared with the Costume tab:

  1. Costume Headgear - Top
  2. Costume Headgear - Middle
  3. Costume Headgear - Lower
  4. Costume Armor
  5. Costume Gloves
  6. Costume Shield
  7. Costume Cloak
  8. Costume Footgear
  9. Costume Earring
  10. Costume Necklace

Costumes

Costumes are items that overlay your headgear, meaning they will appear on your character regardless of the hat you are wearing.

Costume items are located in the [Special] tab of your window, accessed by the command ALT + X.

There are also costume cloaks that appear on your character's back.

Auto-Switch

You can configure a set of equipment to quickly switch using Auto-Switch.

To start, click the [Auto-Switch] button in the Equipment window ALT + Q.

File:AutoSwitch.png

Simply drag the desired equipment to the pink window to register it in the system.

  • Registered equipment will display a red symbol. File:AutoSwitchArrows.png
  • There is a 10-second cooldown between Auto-Switches.
  • Auto-Switch works with equipment, costumes, and shadow equipment.
  • Only switches configured equipment; if no equipment is registered, your character will continue using the previous equipment.
  • You can configure a hotkey for Auto-Switch in your settings window.

Broken Items

Weapons and armor can break during battle and cannot be re-equipped until repaired.

A broken weapon or armor will remain in your inventory with its name in dark red.

These items can be repaired using the Repair Weapons skill or by visiting a repair NPC in the city's refinery.

Each broken item costs 5,000 zeny to repair.

To prevent your equipment from breaking:

A broken item is different from the refinement process, where the item is permanently lost in case of failure, and the above effects do not prevent it from being lost.

File:BrokenEquipment.png

Weapons

To attack, characters can use their bare hands or weapons. Some classes have an easier time with certain weapons.

There are specific weapons for certain professions, which cannot be equipped by any other class.

Each weapon has a level ranging from 1 to 4, which influences its damage and refinement difficulty.

Weapons are influenced by the size of the target and are divided into the following categories:

Weapon Usage Small Medium Large
File:W Dagger.png Dagger
  • Novices, Ninjas, Spiritualists, Rogues, Mages, Swordsmen, Archers, Merchants, and their advanced classes.
  • Mercenaries, Kagerou, and Oboro can dual-wield daggers.
100% 75% 50%
File:W Bow.png Bow
  • Archers, Stalkers, and their advanced classes. Rogues.
  • Occupies both hands.
  • Requires Arrows.
100% 100% 75%
File:W Gun.png Firearm
  • Gunslingers and their advanced classes.
  • Occupies both hands.
  • Divided into Pistol, Machine Gun, Grenade Launcher, Shotgun, and Rifle.
  • Requires Bullets.
100% 100% 100%
File:W Staff.png Staff
  • Novices, Spiritualists, Acolytes, Mages, Warlocks, and their advanced classes.
  • Naturally indestructible in battle.
  • Some versions occupy both hands.
100% 100% 100%
File:W Whip.png Whip
  • Dancers and their advanced classes.
75% 100% 50%
File:W Sword.png Sword
  • Novices, Swordsmen, Merchants, Rogues, and their advanced classes.
75% 100% 75%
File:W TwoHandedSword.png Two-Handed Sword
  • Swordsmen and their advanced classes.
  • Occupies both hands.
75% 75% 100%
File:W MusicalInstrument.png Musical Instrument
  • Bards and their advanced classes.
75% 100% 75%
File:W Katar.png Katar
  • Assassins and their advanced classes.
  • Occupies both hands.
  • Doubles the chance of landing a critical hit.
75% 100% 75%
File:W Spear.png Spear
  • Swordsmen and their advanced classes.
  • Some versions occupy both hands.
75% 75% 100%
File:W Book.png Book
  • Priests, Taekwon Masters, Sages, and their advanced classes.
100% 100% 50%
File:W Mace.png Mace
  • Novices, Swordsmen, Merchants, Acolytes, and their advanced classes.
  • Naturally indestructible in battle.
75% 100% 100%
File:W Axe.png Axe
  • Novices, Swordsmen, Rogues, Merchants, and their advanced classes.
  • Some versions occupy both hands.
  • Naturally indestructible in battle.
50% 75% 100%
File:W Knuckle.png Knuckle
  • Monks and their advanced classes.
100% 100% 75%
File:W Shuriken.png Shuriken Huuma
  • Ninjas and their advanced classes.
  • Occupies both hands.
75% 75% 100%

Ammunition

  • Ammunition is consumed every time the character attacks normally or uses skills.
  • To equip ammunition, simply drag the item to the character's equipment window.
  • Arrows and Bullets can only be equipped if the character is wielding the required weapon.
  • Some Ammunition are sold near Weapon Shops and Tool Dealer.
  • The Template:Item can be found in any Tool Shop.
  • Ammunition displays a side icon when equipped: File:I Ammunition.png
Ammunition Required Weapons
File:Over Arrow.png Arrows Bows, Whips, and Musical Instruments.
File:Over Bullet.png Bullets Pistols, Machine Guns, Shotguns, Rifles, and Grenade Launchers.
File:Over Cannonball.png Cannonballs None, exclusive to Creator.
File:Over Kunai.png Kunais and Shurikens None, exclusive to Ninjas.

Costumes

There are items that allow you to change your character's appearance for a short period of time, at the cost of not being able to attack or use skills.

These costumes can be removed using the command @changedress

Costume Item Notes Image
Christmas Template:Item List
  • Duration: 10 minutes
  • Cannot attack or use skills.
Beach Template:Item List
  • Duration: 10 minutes
  • Cannot attack or use skills.
  • Cannot be used by the Doram race.
File:Beach Female.png File:Beach Male.png
Wedding Template:Item List
  • Duration: 30 minutes
  • Cannot attack or use skills.
  • Movement speed reduced.
  • Only for Married characters.
File:Wedding Female.png File:Wedding Male.png
Hanbok Template:Item List
  • Duration: 10 minutes
  • Cannot attack or use skills.
  • Cannot be used by the Doram race.
File:Hanbok Female.png File:Hanbok Male.png
Bath Template:Item List
  • Duration: 10 minutes
  • Cannot attack or use skills.
  • Cannot be used by the Doram race.
File:Bath Female.png File:Bath Male.png
Lederhosen and Dirndl Template:Item List
  • Duration: 10 minutes
  • Cannot attack or use skills.
File:Oktoberfest Female.png File:Oktoberfest Male.png

Descriptions

The description of some items may be confusing for beginners. Even among experienced players, who seek to diversify their damage variables, they may not be very clear.

Physical Attacks
Effect Description
Physical damage +x% Physical damage related to all 3 target types: monsters Bosses, Normal monsters, and Players.
Physical damage against normal monsters Same variable as [Physical damage] above, but only for normal monsters.
Physical damage against boss monsters Same variable as [Physical damage] above, but only for bosses.
Ranged physical damage +x% Final damage of ranged attacks.
Melee physical damage +x% Final damage of melee attacks.
Physical damage against x race Physical damage against one or more races.
Physical damage against x property opponents Physical damage against opponents of a specific property.
Physical damage against x size opponents Physical damage against opponents of a specific size.
Ignores x% of race DEF Negates a portion of the physical defense of a race or type (boss, normal, player).
Critical Attacks
CRIT +x Increases the chance of landing a critical hit at range or melee.
Ranged CRIT +x Increases the chance of landing a ranged critical hit.
CRIT +x against y race Increases the chance of landing a critical hit when attacking opponents of a specific race.
Critical damage +x% Physical damage of a critical hit.
Resistance to [Critical Attack] from monsters +x% Reduces damage from the Critical Attack skill. (TBA).
Doubles the chance of landing a critical hit Natural effect of Katar-type weapons.
Magical Attacks
Effect Description
Magical damage +x% Magical attack by a percentage value.
Magical damage of x property Damage of a magical skill of a specific property.
Magical damage of all properties +x% Same as the variable above, but for all properties.
Magical damage against x race Magical damage against one or more races.
Magical damage against x property opponents Magical damage against opponents of a specific property.
Magical damage against x size opponents Magical damage against opponents of a specific size.
Magical damage against normal monsters Magical damage only against normal monsters.
Magical damage against boss monsters Magical damage only against boss monsters.
Ignores x% of MDEF Negates a portion of the magical defense of a race or type (boss, normal, player).
Resistances
Effect Description
Tolerance to x Reduces the chance of suffering a negative effect. At 100%, you gain immunity.
Resistance to x property Reduces damage received from any physical or magical attack of that property.
Resistance to x property opponents Reduces damage that opponents of that property will deal to you. Usually, it's physical AND magical, unless specified otherwise.
Resistance to x race Reduces damage received from any physical or magical attack of that race.
Resistance to normal monsters Reduces damage received from any physical or magical attack from normal monsters. Players are considered normal monsters.
Resistance to x size opponents Reduces damage that opponents of that size will deal to you. The reduced damage will specify if it's physical or magical.
Elemental resistance, except Neutral Reduces damage received from physical or magical attacks of all properties, except Neutral.
Resistance to ranged physical damage Reduces damage received from any ranged physical attack.
Resistance to reflected damage +x% Reduces damage received from reflected physical or magical attacks. Does not work with Maximum Pain.
Others
Effect Description
Casting time x% Increases or reduces the Casting time of all skills.
Casting time of [x] Increases or reduces the Casting time of a specific skill. Has a different cumulative effect than the variable above.
Healing effectiveness Increases the power of healing skills, such as Heal.
Healing received Any healing skill you receive will have increased effectiveness. Also improves the HP regeneration power of any healing consumable.
x% chance to convert x% of physical damage dealt into HP/SP Every time you perform a physical attack, there is a chance that a portion of your attack will be converted into HP/SP regeneration for your character. Not affected by healing effectiveness and healing received. Effect is cumulative, unless specified otherwise.

Template:Items