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Wild Light Swirl
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1. Snake dagger. It can poison opponents with its strike. Costs 6 emblems.
2. Cursed dagger. It is much more effective against ghosts and other similar opponents. Costs 8 emblems.
3. Clown Dagger. It doesn't have any additional abilities. It only makes the person who gets stabbed with it makes them laufe. Costs 5 emblems.
4. Flame Dagger. It can add a fire effect to the attack. Costs 8 emblems.
5. Piercing Dagger. It can go through defence, but in order to work, the user has to inflict pain to themself. Costs 8 emblems.
6. Mirror Dagger. It is a strong weapon, but it can break after being used. Costs 9 emblems.
7. The Living Sword. It is an enchanted weapon, but it needs a good relationship with its user. Costs 10 emblems.
8. The Bloodthirsty Sword. It gives bloodlust to the user of this weapon. Costs 10 emblems.
9. The Armor of Appeasement. Those who follow the rules of that god are getting bigger protection from it. Costs 10 emblems.
10. The Library Card. Lets you access this Guild's library. Costs 5 emblems.
11. The Hungry Armor. Gives bloodlust to the wearer of the armor. Costs 10 emblems.
12. The Vampire's Cloak. Makes the wearer a temporary vampire. Costs 9 emblems.
13. The Sleepy Armor. It makes the wearer sleepy, but the opponent who fights them becomes even sleepier. Costs 8 emblems.
14. The Living Armor. A strange armor, its effectiveness depends on compatibility with the person who uses it. Costs 10 emblems.
15. The Beast Shield. This shield gives aggression to its user every time it blocks an attack. Costs 10 emblems.
16. The Royal Spirit Shield. This shield gives royal guard spirits when it blocks an attack. Costs 12 emblems.
17. The Time Shield. It temporarily stops time when an attack is blocked by it. Costs 12 emblems.
18. The Fortification Shield. It forms a small fortress when an attack is blocked by it. Costs 10 emblems.
19. The Healing Remedy. When combined with hot water, it can healed resived damage. Costs 3 emblems.
20. The Endurance Remedy. When ingested, the user can endure more damage before dying. Costs 2 emblems.
21. The Antidote Remedy. When ingested, the user can heal after suffering from poison. Costs 3 emblems.
22. The Charm Potion. When ingested, it makes the user temporarily more charismatic. Costs 4 emblems.
23. The Reviving Potion. When ingested, it makes the user come back after being knocked out. Costs 5 emblems.
24. The Luck Potion. When ingested, it increases the luck of the user. Costs 8 emblems.
25. The Ghost of a Cute Cat. This is more for you, the quest delegator, when needing to calm down the hero. Costs 4 emblems.
26. The Invisibility Potion. When ingested, it makes the used temporarly invisable. Costs 8 emblems.
27. The Explosion Potion. When ingested, it makes the user explode when they perish. Costs 3 emblems.
28. The essence of the fear feasters. When ingested removes one specific fear from the hero. Costs 12 emblems.
29. The relaxing aroma. This is more for you, the quest delegator, when needing to calm down the hero. Costs 3 emblems.
30. The panting of pleasant memories. This is more for you, the quest delegator, when needing to give the heroes more reason why they should fight. Costs 6 emblems.
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