Protagonist
One Thousand Club
Items for The Xerian Frontier
One-Handed Melee: Teir 1
(50 Grams Each)
1-Handed Melee:
Tribal Dagger: BD-3, BC-3
Wooden Baton: BD-3, BC-3, E: Non-Lethal
Tribal War Club: BD-6, BC-9, E: +2 Speed
Studded Glove: BD-3, BC-9, E: +4 Speed
Bronzed Sword: BD-3, BC-6, E: +2 Speed
Stone Hammer: BD-8, BC-9
Stone Hatchet: BD-6, BC-6
Rope Whip: BD-3, BC-6, +2 Speed
Two-Handed Melee: Teir 1
(100 Grams Each)
Stone Warhammer: BD-15, BC-15
Stone Axe: BD-10, BC-10
Wooden Scissor (the Gladatorial Weapon): BD-5, BC-15 E: +4 Speed
Wooden Baseball Bat: BD-10, BC-15, E: +2 Speed
Bronze Longsword: BD-5, BC-10, E: +2 Speed
Tribal Spear: BD-5, BC-5
Bo Staff: BD-5, BC-5, E: Non Lethal
One-Hand Ranged: Teir 1
(50 Grams Each)
Boomerangs: BD-3, BC-3
Revolver: BD-3, BC-6, E: +2 Speed
Grease Gun: BD-3, BC-9, E: +4 Speed
Sawed Off "Blunderbuss" (a weak shotgun): BD-6, BC-6
Firecrackers: BD-9, BC-9
Medipistol: BD-3, BC-9, E: Heals instead of damage.
Two-Handed Ranged: Teir 1
(100 Grams Each)
Tribal Bow: BD-5, BC-5
Hunting Rifle: BD-5, BC-10, +2 Speed
Submachine Gun: BD-5, BC-15, +4 Speed
Blunderbuss: BD-10, BC-10
Firecracker Launcher: BD-15
Medigun: BD-5, BC-15, E: Heals instead of damage.
Leather Armor: 50 Grams
+20 HP
Metal Armor: 150 Grams
+40 HP
Cyber Armor: 300 Grams
+60 HP
Powered Armor: 600 Grams
+80 HP
Wooden Shield: 75 Grams
+20 HP, can also be used as a melee weapon.
Elemental Weapon Upgrade: 50 Grams
Your weapon gets charged with an elemental power (Fire, Water, Earth, Ice, Floral).
Elemental Armor Upgrade: 50 Grams
Charges your armor with an elemental power, making it useful against certain elements and weaker against others.
Small Wearable Flags: 50 Grams
+2 Charisma
Ki Blast: Comes free with all 1-handed Magic Weapons!
Does damage, like a weapon. How much damage depends on the exact weapon the user uses.
(50 Grams Each)
1-Handed Melee:
Tribal Dagger: BD-3, BC-3
Wooden Baton: BD-3, BC-3, E: Non-Lethal
Tribal War Club: BD-6, BC-9, E: +2 Speed
Studded Glove: BD-3, BC-9, E: +4 Speed
Bronzed Sword: BD-3, BC-6, E: +2 Speed
Stone Hammer: BD-8, BC-9
Stone Hatchet: BD-6, BC-6
Rope Whip: BD-3, BC-6, +2 Speed
Two-Handed Melee: Teir 1
(100 Grams Each)
Stone Warhammer: BD-15, BC-15
Stone Axe: BD-10, BC-10
Wooden Scissor (the Gladatorial Weapon): BD-5, BC-15 E: +4 Speed
Wooden Baseball Bat: BD-10, BC-15, E: +2 Speed
Bronze Longsword: BD-5, BC-10, E: +2 Speed
Tribal Spear: BD-5, BC-5
Bo Staff: BD-5, BC-5, E: Non Lethal
One-Hand Ranged: Teir 1
(50 Grams Each)
Boomerangs: BD-3, BC-3
Revolver: BD-3, BC-6, E: +2 Speed
Grease Gun: BD-3, BC-9, E: +4 Speed
Sawed Off "Blunderbuss" (a weak shotgun): BD-6, BC-6
Firecrackers: BD-9, BC-9
Medipistol: BD-3, BC-9, E: Heals instead of damage.
Two-Handed Ranged: Teir 1
(100 Grams Each)
Tribal Bow: BD-5, BC-5
Hunting Rifle: BD-5, BC-10, +2 Speed
Submachine Gun: BD-5, BC-15, +4 Speed
Blunderbuss: BD-10, BC-10
Firecracker Launcher: BD-15
Medigun: BD-5, BC-15, E: Heals instead of damage.
Leather Armor: 50 Grams
+20 HP
Metal Armor: 150 Grams
+40 HP
Cyber Armor: 300 Grams
+60 HP
Powered Armor: 600 Grams
+80 HP
Wooden Shield: 75 Grams
+20 HP, can also be used as a melee weapon.
Elemental Weapon Upgrade: 50 Grams
Your weapon gets charged with an elemental power (Fire, Water, Earth, Ice, Floral).
Elemental Armor Upgrade: 50 Grams
Charges your armor with an elemental power, making it useful against certain elements and weaker against others.
Small Wearable Flags: 50 Grams
+2 Charisma
Ki Blast: Comes free with all 1-handed Magic Weapons!
Does damage, like a weapon. How much damage depends on the exact weapon the user uses.
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