Types of Equipment and Gems
Equipment
To better your character, your character may buy equipment from the local shops. Weaponry, armour, and shields are located in the Shop, denoted on the minimap by an 'S', and the Magic Tower is denoted by an 'M' on the minimap.
There are four different types of weapons you can choose from- Sword, Axe, Mace, Staves- and 4 different types of spells you can choose - Fire, Cold, Air, Arcane (heal). Armour and Shields are also available.
If you fight with only one weapon and/or spell, then you get a bonus. With one weapon and no shield, you will do 3 times more damage, but your chance to hit lowers slightly. With one spell, you will cast 3 times better than your normal amount, but your chance to hit lowers slightly, as well.
Shields are able to increase your armour class if they are a high enough item class. Every item class for Shields will yield +0.1 to your Armour Class. This bonus, added to your armour mastery, would be rounded DOWN to the nearest whole number.
To buy your equipment, you must have your gold on hand.
Each piece of equipment has stat and level requirements to them. For example, weapons require a strength of... (Item Class) x 200, ie... Falchion (Item Class 6) requires 6 x 200=1200 strength to equip.
Attacking spells require (Item Class) x 200 intelligence
Heal/Arcane requires (Item Class) x 130 intelligence
Armour requires (Item Class) x 150 Vitality
Shields requires (Item Class) x 120 Strength
At item class 11, all equipment is imposed with a level requirement. The level requirement raises by 20 for each Item Class, ie, an item class 15 requires level 100. A formula you may use is (Item Class-10) x 20 = Level Requirement.
Item Class 15 equipment and higher have two gem slots, thus making them more useful than the item classes below them, which only have one gem slot available.
All normal equipment may be smashed at the Shop for half of its original value. Neflarians can sell them in sales for a better deal. Shops do not take into account any gems that are enchanted into your equipment.
For information on all equipment, Shadow Items, and Mystic Items regarding level and stat requirements, as well as its smash price, click here.
Drops
The Land of Neflaria has various drops that you can obtain while fighting creatures. You can get masteries, gems, shadows, gold, item upgrades, and alignment.
The chances of finding such drops varies and changes once in a while. The general rule is this, sorted from rarest to most common:
| (You find a Shadow Item!) < ( You mined a gem! [Need a clan and a mine]) < ( You found some gold!) < (+ or - Alignment) < (You find a gem!) < (Mastery Increase) |
For more information about gems and shadows, keep on reading.
Gems
As you fight creatures, you may come across a text that resembles... Enemy is dead, R.I.P. You find a gem! This means that you have found a gem at random. Depending on the zone, it could be a grade 1 gem (*), grade 2 gem (**), grade 3 gem (***), or a grade 4 gem (****). Gems' abilities vary with each different type, as well as its effect, as determined by its grade.
Gems types have been divided out into three tiers: common, uncommon, and rare. Each tier has a different drop chance. Common tier drop chance is 12/6000. Uncommon tier drop chance is 6/6000. Rare tier drop chance is 1/6000. All in all, that provides the player with a drop chance of 19/6000.
The list of gems is found below, along with its tier, its effects, and its change in your stats.
Gems are only effective if they are enchanted into your equipment. As mentioned above, all normal equipment lower than item class 15 only have one gem slot, while all equipment item class 15 or higher, all shadow items, and all mystic items have two gem slots. Items are enchantable with gems at all Magic Towers, free of charge. Items can be disenchanted in Temples in the Neflarian world.
Gem effects are calculated from the left gemslot to the right gemslot, Right Hand, Left Hand, Armour, Spell 1, and Spell 2.
If Neflarians wish, they may smash gems at the Shop for 10,000 gold per grade, or sell them in sales for more gold.
| Gem Name | Gem Tier | Gem Description | * | ** | *** | **** |
| Strength (STR) Gems | ||||||
| Amethyst | Common | Increases Your Strength | 5% | 10% | 20% | 35% |
| Topaz | Common | Steals Enemy Strength1 | 4% | 8% | 16% | 32% |
| Quartz | Common | Decreases Enemy Strength | 5% | 10% | 20% | 35% |
| Dexterity (DEX) Gems | ||||||
| Emerald | Common | Increases Your Dexterity | 5% | 10% | 20% | 35% |
| Moonstone | Uncommon | Steals Enemy Dexterity1 | 4% | 8% | 16% | 32% |
| Opal | Uncommon | Decreases Enemy Dexterity | 5% | 10% | 20% | 35% |
| Intelligence (NTL) Gems | ||||||
| Sapphire | Common | Increases Your Intelligence | 5% | 10% | 20% | 35% |
| Malachite | Common | Steals Enemy Intelligence1 | 4% | 8% | 16% | 32% |
| Tanzanite | Common | Decreases Enemy Intelligence | 5% | 10% | 20% | 35% |
| Wisdom (WIS) Gems | ||||||
| Pearl | Common | Increases Your Wisdom | 5% | 10% | 20% | 35% |
| Corundum | Uncommon | Steals Enemy Wisdom1 | 4% | 8% | 16% | 32% |
| Black Pearl | Uncommon | Decreases Enemy Wisdom | 5% | 10% | 20% | 35% | Life/Vitality (VIT)2 Gems |
| Ruby | Uncommon | Increases Your Life according to your Vitality | 5% | 10% | 20% | 35% |
| Bloodrock | Uncommon | Steals Enemy Life according to current Life1 | 4% | 8% | 16% | 32% |
| Tourmaline | Uncommon | Damages Enemy Life according to the lesser of your current life and current enemy's Life | 15% | 20% | 30% | 45% | Miscellaneous Gems |
| Diamond | Rare | Increases your gold gained per fight The increase in gold is calculated off your Base Gold per Kill. | 5% | 10% | 25% | 50% |
| Atmashidade | Uncommon | Increases your Experience (EXP) gained per fight The increase in EXP is calculated off your Base EXP per Kill. | 2% | 4% | 10% | 20% |
| Dragon Fang | Rare | Increases the Item Class (IC) of your weapons | +1 | +2 | +4 | +6 |
| Demon Fang | Rare | Increases the Item Class (IC) of your spells | +1 | +2 | +4 | +6 |
| Frozen Tear | Rare | Increases the Item Class (IC) of your armour | +1 | +2 | +4 | +6 |
| Jade | Common | Increases your chance to strike first (initiative) The increase is multiplied by, not added to, your current initiative | 5% | 10% | 25% | 50% |
| Onyx | Uncommon | Increases your hit chance The increase is multiplied by, not added to, your current hit chance | 5% | 10% | 20% | 35% |
| Peridot | Uncommon | Increases your doublehit chance The increase is added to, not multiplied by, your current doublehit chance | 1% | 2% | 4% | 6% |
| Aventurine | Common | Increases your base stats (STR, DEX, WIS, NTL, VIT) The increase to VIT is like the healing of a ruby every round. | 1% | 2% | 5% | 10% |
2. Life and Vitality are two separate values. Vitality is the maximum amount of Life you can have, while Life displays your current health.
Shadow Items
By chance after killing a creature, you may see You find a Shadow Item! That means, the equipment that you are wearing at that exact moment 'dropped' a shadow item. A shadow item resembles normal equipment, but has much lower requirements to equip. The shadow item is ended with a roman numeral, which represents its power, so to say. A Shadow Item I would be equivalent to an item class 0 of that equipment type. For example, a Phantom Sword I would be equivalent to a Dagger (item class 0 Sword). The list of shadow power and its corresponding requirements can be found here.
The Roman Numeral of the shadow item dropped depends on what equipment you had on at the time. For normal equipment between Item Class 1 - 31, the highest possible Roman Numeral you would drop would be the lowest integer (whole number) of the following: Roman Numeral = (Item Class + 4)/5. As well, for regular equipment (Non-Shadow and Non-Mystic), the type of drop varies, and you may drop the previously mentioned roman numeral approximately 50% of the time, one numeral lower 25% of the time, or two numerals lower 25% of the time. The numeral will never be less than I. If you had a weapon, you will drop a weapon or shield, your spell will drop spells, armour would drop armour, and shields drop shields or weapons. For example, if you had an item class 20 mace on, you have the chance to drop a Phantom Hammer IV, Phantom Sword IV, Ghost Shield III, Phantom Hammer II, Phantom Sword III etc. Item Class 0 equipment will drop a Shadow Item I.
A Shadow item can drop another shadow item. However, the roman numeral is not always the same. The roman numeral for a dropped shadow item from a shadow item will be either equal to, or less than, the roman numeral of the equipped shadow item. The type of the shadow item will always stay the same, ie. a Phantom Hammer will always drop a Phantom Hammer.
Shadow Items have two gem slots no matter what the roman numeral is. Thus, those who are under level 100 will be able to use shadow items between the roman numerals of I-III (Item class, 0,5,10) and have two gem slots, if they suit the respective stat requirement.
Shadow Items can be smashed at the Shop for gold, or sold in sales for a much better profit. The Shop does not take into account what gems may be enchanted into the items.
Mystic Items
Mystic Items are the upgraded form of Shadow Items. They can be upgraded at the Temple of Shadows, at 15,21 in the Wilderness at a cost of 20,000,000 gold per Roman Numeral for Shadow Items between I-IV and 40,000,000 gold per Roman Numeral for Shadow Items V and above. Mystic Items gain extra enhancers in battle as well, however have a level requirement 100 levels above those of most Shadow Items, with the exception to Spiked Shields and Mythic Cures, which require 200 levels above that of their respective Shadow Items. They can be sold back to the shop for gold, but they are ideal for the sales chatroom. Mystic Items drop Shadow Items as well, either one less roman numeral, or even the same.
| Shadow Item Name | Mystic Item Name | Effects1 |
| Phantom Sword | Mystic Blade | +4% Dexterity -2% of enemy's Intelligence |
| Phantom Axe | Mystic Hatchet | +4% Dexterity +2% Strength |
| Phantom Staff | Mystic Wand | +4% Dexterity +5% Gold per fight |
| Phantom Hammer | Mystic Maul | +4% Dexterity -2% of enemy's Dexterity |
| Shadow Fire | Mythic Flame | +4% Wisdom -2% of enemy's Wisdom |
| Shadow Freeze | Mythic Frost | +4% Wisdom +2% Intelligence |
| Shadow Shock | Mythic Storm | +4% Wisdom -2% of enemy's Strength |
| Shadow Heal | Mythic Cure | +4% Wisdom +1 Armour Class |
| Ghost Armor | Saintly Plate | +4% Life according to your Vitality2 |
| Ghost Shield | Spiked Shield | Can be used as a weapon of item class 5 or lower +0.5 Armour Class Weapon Mastery increases with Spiked Shields increases your Armour Mastery instead. |
2. Life and Vitality are two separate values. Vitality is the maximum amount of Life you can have, while Life displays your current health. Say, you have 4000 Vitality. For every roman numeral for a Saintly Plate, your life will go up by 4000*4% = 160 life, up to a maximum of 4000 life.
Accessories
Accessories can enhance your stats, your evasion, your accuracy, and costs of other controls in the game. Accessories can be bought in Essence of Malice or the Temple of Order. Players can only equip one accessory. For example, you can only equip one ring. You cannot equip a pendant, amulet, or any other accessory while that ring is equipped. All Neflarian accessories can be sold to any Shop for 5,000,000 gold. Accessories have a chance to be the prize awarded to the top killers in a hunt. Below is a list of accessories in this game.
| Accessory Name | Accessory Description | Cost in Shop |
| Stats enhancers | ||
| Copper Ring | +2,000 Strength while in battle | 25,000,000 |
| Gauntlets of Might | +6,000 Strength while in battle | 100,000,000 |
| Yellow Ring | +2,000 Dexterity while in battle | 25,000,000 |
| Iron Ring | +2,000 Intelligence while in battle | 25,000,000 |
| Orb of Power | +6,000 Intelligence while in battle | 100,000,000 |
| Blue Ring | +2,000 Wisdom while in battle | 25,000,000 |
| Goblin Ring | +1,000 Vitality while in battle +1,000 Life1,2 each round while in battle | 25,000,000 |
| Pendant of Durability | +3,000 Vitality while in battle +3,000 Life1,2 each round while in battle | 100,000,000 |
| Evasion/Accuracy Accessories | ||
| Band of Defence | +20% evasion against melee attacks | 50,000,000 |
| Amulet of Flames | +50% evasion against fire spells | 50,000,000 |
| Amulet of Ice | +50% evasion against cold spells | 50,000,000 |
| Amulet of Lightning | +50% evasion against air spells | 50,000,000 |
| Gloves of Haste | +50% accuracy with melee attacks | 100,000,000 |
| Orb of Channeling | +50% accuracy with spells | 100,000,000 |
| Orb of Curing | +100% accuracy with arcane (healing) spells | 100,000,000 |
| Special Accessories | ||
| Gloves of Skill | Allows an extra 10% expansion over normal race maximum masteries | 100,000,000 |
| Orb of Learning | +20% more experience per fight | 250,000,000 |
| Chalice of Luck | +100% drop chance | 500,000,000 |
| Crystal of Relocation | Teleport and locate players at no cost | 250,000,000 |
| Golden Orb of Enlightenment | /g_orb- Shows all players in a 3x3 area around you /g_orb2- Shows all online players | 500,000,000 |
| Helmet of Invisibility | You cannot be located | 250,000,000 |
| Eternal Ring | 10% gold lost upon death, instead of 100% | 500,000,000 |
| Band of the Chosen | 5% experience lost upon death, instead of 20% | 500,000,000 |
| Wedding Ring | /wed $name- Propose to a player. MUST HAVE OWN WEDDING RING EQUIPPED
/yesido- Accept the proposition, and you will be listed as "married". MUST HAVE OWN WEDDING RING EQUIPPED Rings will be destroyed once proposition has been accepted, and Neflaria will announce your marriage, and your ID will have your spouse's name at the end. Accessory Slot will be open once again. | 10,000,000 |
| Huggle | "Just a sign of affection" - Neflaria Manual | 10,000,000 |
2. You will not see your Vitality change in your stats, nor will you ever see your Current Life past your displayed Vitality. Damage will be subtracted from the health boost, then from your Current Life.