Sacred Weapons of the Old Continent

**Sacred Weapons of the Old Continent** is a game mode that can be enabled by interacting with the Season Travel agent.

* Currently, it is not available and is replaced by:

Three Kingdoms - Gunfight

The game mode condition will take effect upon entering the starting door. These will happen when the game starts:

* Character Buff and drinks are kept, including those gained from Garden.
	+ Garden Buffs are lost.
* Standard weapons and armor mounts are lost.
* Statues are kept.
* Pets (including Garden pets) are kept.
* Challenges cannot be completed, nor could their conditions take effect, including those gained from Grave/Cave/Swamp.

## Sacred Weapons

### Categories

At the start of the game, the player is required to pick one out of the three starter sacred weapons. Once the player has selected a starter sacred weapon in the first room, they will only encounter respective parts throughout the rest of the game.

It is impossible to switch weapon types once the game has started, as the starter room will close after the player completes the first enemy room and encounters the first potential sacred weapon drop.

### Parts

Every sacred weapon has three parts.

* Staves are made of shaft, handle and core
* Bows are made of limb, arrow and string
* Swords are made of grip, guard and blade

Some parts can modify weapon attributes on their own, others lack this ability. They spawn in all rarities, though only boss chests would contain legendary ones.

Parts and modifiers can also be upgraded up to Orange rarity, with each adding one maximum modifier, and the failure chance escalates with further upgrades. Modifier upgrades will be successful every time. Legendary parts carry unique modifiers not seen on other counterparts.

Modifiers can be reforged and replaced with other modifiers for a cost that increases every time it is done. This resets every level.

### God's wrath

God's wrath acts like a second skill that charges when damaging enemies, with the progress persisting each floor. It can be activated by using the extra button.

Each part has one of three elements, which are picked randomly every time (e.g., it is possible to find two identical parts with different element). Depending on the combination of elements, god's wrath has different effects. The order of the elements does not affect the wrath. There are currently 12 types of god's wrath.

* Flame: This happens with at least two parts having the  flame element.

* + Three Flames: Shooting Flames.
		- Meteors constantly fall from the sky near enemy positions for a few seconds after the wrath is activated, dealing 7 damage each in an area of effect. The speed the meteors fall at increases progressively as the wrath's timer nears its end.
	+ Two Flames and one Gale: Fire Spread.
		- For a few seconds, the weapon is wrapped with fire, such that attacks can cause enemies to catch fire. When an enemy on fire moves, it will spread fire below its foot.
	+ Two Flames and one Thunderstorm: Nova.
		- Many fireballs spread from the player, each going in a different direction. They can travel through all obstacles and pierce enemies. After a moment, they will return to the player, hitting enemies on the way back as well.

* Gale: This happens with at least two parts having the  gale element.

* + Three Gales: Tornado.
		- A tornado appears near the player, moving randomly around the room. It lasts for a very long time. Enemies near it will be sucked in and constantly take 9 damage.
	+ Two Gales and one Flame: Dust Devil.
		- A whirlwind gathers strength around the player, and after one second, will expand to a colossal size, dealing rapid damage to anything caught in it and stunning them. It disappears shortly after.
	+ Two Gales and one Thunderstorm: Whirlwinds.
		- For a few seconds, small whirlwinds shoot out from the player and stop to stay still somewhere nearby them. The player keeps the ability to move freely to that they can spread the whirlwinds around the room. Enemies touching whirlwinds take 6 damage every short amount of time.

* Thunderstorm: This happens with at least two parts having the  thunderstorm element.

* + Three Thunderstorms: Particle Group.
		- The player summons a group of particles that follows them. When they find a target, they will fly towards them, ignoring all obstacles, and charge through them, dealing damage. Several particles can group around the same enemy and each can charge many times, meaning this wrath can build up very substantial damage over longer periods of time.
	+ Two Thunderstorms and one Flame: Destruction.
		- The player targets all visible enemies in the room. After a long windup, lightning will strike, dealing 80 damage to each targeted enemy. Enemies close together might get hit by each other's lightning as well as their own, amounting to serious damage. The lightning bolt also leaves a pool of fire on the ground to deal minor damage to the enemies left. If only one target is available, 4 bolts will strike it. Invisible or otherwise unavailable enemies cannot be targeted, even if their invincibility ended by the time the wrath's windup is over.
	+ Two Thunderstorms and one Gale: Ball Lightning.
		- The player summons and shoots three balls of lightning roughly in their facing direction. They deal 35-50 damage to every enemy they touch, and will pierce foes, but bounce on solid walls. They will continue bouncing around the room for a very long time.

* Source: This happens if all three parts have different elements. Each weapon type has its own origin wrath.

* + Source (Staff): Oneiru Perception.
		- For a few seconds, the player's damage is doubled, the size of their projectiles is largely increased and they consume no energy when firing their weapon. It is signified by a light blue particle effect behind the character.
	+ Source (Bow): Concentration.
		- For a few seconds, every arrow fired comes along with a pushing gust projectile that flies in a straight line, dealing damage to enemies and piercing them, as well as clearing bullets in their path. The size of gust varies depending on charging.
	+ Source (Sword): Chaotic Dance.
		- For a few seconds, the player is surrounded by a constant flurry of slashes that deals rapid tick damage and blocks projectiles, as well as firing weak bullets in random directions to hit enemies.

(Precise information to be added soon)

### Modifiers

Parts have modifiers. In general, modifiers will grant the weapon or the user buffs. However, there are cases where a modifier gives a negative effect along with a stronger buff.

Modifiers have rarities as well. The maximum rarity a modifier can have is the rarity of its part. A part can have 1-4 modifiers, with each limit corresponding to its rarity. A legendary part will have one and only one legendary modifier, while all others can only be upgraded to Orange/Epic. A common part has no modifiers. When found, the rarity of the modifiers is random, only limited by the part's rarity.

For a detailed list of modifiers, go to this page.

### Part effects

These are the attack styles of all the main and sub weapon parts. Equipping them onto a sacred weapon will make it attack in this manner.

* Note that, some Valiant Youngster parts allow player to choose 1 of 3 random stat gains after clearing the room. This happens after opening the chest if player has collected enough energy orbs. These stat gains last for current run and does not lose when changing weapons. Possible choices include: +1 health, +1 armor, +5 crit rate, +10 fire rate, +1 damage. This may happen up to 5 times each run.
* For all three weapon categories, **Grips, Shafts and Strings never have any effects**.

#### Swords

* Sabre of Valiant Youngster (blade): Slashes in a small arc in front of the player. When clearing a room, the player may choose one of three stat gains after gaining enough energy.
	+ Sabre of Valiant Youngster (guard): Increases attack speed by 33%. Sometimes, the attack range is increased for 8 seconds.
	+ Sabre of Valiant Youngster (grip): No effect.
* Short Sword of Night Raid (blade): Makes a quick swing-swing-thrust combination every three consecutive attacks. The swings deal 100% attack damage while the thrust deals 400%.
	+ Short Sword of Night Raid (guard): May sometimes apply a status effect to a random enemy that will make it take more damage (about 225%) on next hit.
	+ Short Sword of Night Raid (grip): No effect.
* Rapier of Fallen Lord (blade): Tapping the button causes the player to stab forwards and dash with the blade.
	+ Rapier of Fallen Lord (guard): Clearing enemy projectiles can increase armor by 4 for a short while.
	+ Rapier of Fallen Lord (grip): No effect.
* Sword of Imperial (blade): A longer swinging blade. Attack may summon a golden knight follower for current floor. Knights can stack.
	+ Sword of Imperial (guard): Being hit may summon a golden knight follower for current floor. Knights can stack.
	+ Sword of Imperial (grip): No effect.
* Sword of Sacrifice (blade): Tapping the button causes the player to slash in an arc in front of them. Swinging the sword may fire some dark projectiles forward, piercing obstacles and walls and can deal 33% damage.
	+ Sword of Sacrifice (guard): Each swing may generate a purple swirl around the player for 3.5 seconds. The swirl deals 10% damage to enemies touched.
	+ Sword of Sacrifice (grip): No effect.
* Rapier of Sentinel (blade): Makes a forward thrust. Hold to increase size and damage of thrust, up to 200% of basic damage.
	+ Rapier of Sentinel (guard): Clearing enemy projectiles will increase attack and movement speed for a while.
	+ Rapier of Sentinel (grip): No effect.
* Sword of King Hero (blade): The blade can be charged, making the slash much larger and stronger. When fully charged, the slash will also fire a line of beam pillars.
	+ Sword of King Hero (guard): Each attack also creates three short tiny beams in front. Each deals 10% attack damage.
	+ Sword of King Hero (grip): No effect.
* Sword of Royal Guard (blade): When holding the button, swings twice, then does a stab forwards. Each attack will slightly increase attack range and may cause a single quake. Slow attack speed.
	+ Sword of Royal Guard (guard): Every third consective attack sends a line of quakes. Each quake deals 30% damage.
	+ Sword of Royal Guard (grip): No effect.
* Uchigatana Fearless (blade): Tapping the button causes a slash. Keeping the button held after the slash will enable a charged attack that attacks up to three times in quick sequence using much bigger slashes, also making the player dash towards the target. Costs 1 energy. Medium attack speed.
	+ Uchigatana Fearless (guard): Attack may give player an orange aura of "greatly increase critical chance" for a while.
	+ Uchigatana Fearless (grip): No effect.
* Tachi Freedom (blade): Performs a combo of one arc slash and a combo of three stabs when the button is held, like Mo Dao. Costs 1 energy. Fast attack speed. Its primary slash can be used unusually quickly by tapping repeatedly, just slow enough to not trigger the combo. Each combo stab deals half the damage of the primary slash.
	+ Tachi Freedom (guard): Critical hits will also shoot giant crescent projectiles in 6 directions.
	+ Tachi Freedom (grip): No effect.
* Uchigatana Firefly (blade): Tapping the button causes a slash. When hitting an enemy, nearby enemies may get zapped and take 10% of attack damage.
	+ Uchigatana Firefly (guard): When hitting an enemy, nearby enemies may get zapped and take 10% of attack damage.
	+ Uchigatana Firefly (grip): No effect.
* Long Blade of Magic Lord (blade): A long sword swing in an arc. Attack may invoke a weak god's wrath without using Wrath Energy.
	+ Long Blade of Magic Lord (guard): Attack may invoke a weak god's wrath. Does not consume wrath energy.
	+ Long Blade of Magic Lord (grip): No effect.
* Blade of Night's King (blade): First swing deals 20 damage and the swing back deals 15. Enemies hit by the swing will get a swirl of bats around them, dealing 5 damage every three seconds for a few seconds.
	+ Blade of Night's King (guard): Attacks may spawn bat swarms on the victim, dealing damage.
	+ Blade of Night's King (grip): No effect.
* Flare Brand (blade): Long swinging blade. May cause burn on enemies.
	+ Flare Brand (guard): Attacks may cause burn on enemies.
	+ Flare Brand (grip): No effect.
* Long Blade of Inferno King (blade): A long sword swing in an arc. Attack also fires a purple projectile that goes through terrain and deals 25% of attack damage.
	+ Long Blade of Inferno King (guard): Critical hits of the weapon will fire purple projectiles in 8 directions. Each deals 30% damage.
	+ Long Blade of Inferno King (grip): No effect.

#### Staffs

* Short Staff of Valiant Youngster (core): Fires a fairly fast small blue projectile with light homing properties. When clearing a room, the player may choose one of three stat gains after gaining enough energy.
	+ Short Staff of Valiant Youngster (handle): Every attack increases attack speed for a while.
	+ Short Staff of Valiant Youngster (shaft): No effect.
* Short Staff of Vizier (core): Fires a thin laser that pierces enemies.
	+ Short Staff of Vizier (handle): It will memorize the attack of current core. Once the player changes to a different core, attacks will also make a weaker attack of previous core. Does not cost extra energy.
	+ Short Staff of Vizier (shaft): No effect.
* Staff of Magic Stem (core): Fires 1-3 fast dark red projectiles forward with slight homing.
	+ Staff of Magic Stem (handle): Each projectile is split into 3 smaller ones that each do 50% damage.
	+ Staff of Magic Stem (shaft): No effect.
* Staff of Wizard Sentinel (core): The staff creates orbs around the player similar to those of the Fine Magic Staff. However, these orbs spin faster but cannot block projectiles, and they disappear early.
	+ Staff of Wizard Sentinel (handle): Creates smaller orbs orbiting the player in a tighter radius. These orbs deal 25% damage.
	+ Staff of Wizard Sentinel (shaft): No effect.
* Staff of Phoenix King (core): Fires a volley of 3 waves of projectiles in a triangle formation that travels fairly quickly along the room.
	+ If this is used with  Staff of Sila Monk (handle), it will fire three projectiles of same size in each direction.
	+ Staff of Phoenix King (handle): Fires 1 more set of projectiles. Energy cost +1.
	+ Staff of Phoenix King (shaft): No effect.
* Staff of Lava Stone (core): Creates a column of fire on every enemy in sight. Enemies close together may take multiple hits.
	+ Staff of Lava Stone (handle): When staff projectile hits an enemy, create small fire below nearby enemies and deal 10% of attack damage. Can only trigger once per attack.
	+ Staff of Lava Stone (shaft): No effect.
* Staff of Life Infusion (core): Creates an advancing cloud of green mist. Works incredibly similarly to the Staff of Corrupted Soul, but advances faster.
	+ Staff of Life Infusion (handle): Increases the size and damage (by 1) of staff projectile.
	+ Staff of Life Infusion (shaft): No effect.
* Staff of Sila Monk (core): Fires a fairly fast white bullet that blasts on contact with an enemy or obstacle. Costs 2 energy to use.
	+ Staff of Sila Monk (handle): Staff projectile is fired in 6 directions. This overrides other multi-shot functions but does not cost extra energy.
	+ Staff of Sila Monk (shaft): No effect.
* Staff of Magic Crystal (core): Instead of firing a projectile, creates a flash that instantly hits all enemies in a set radius around the player. Costs 2 energy to use.
	+ Staff of Magic Crystal (handle): Each attack also zaps nearby enemies, dealing 10% damage. This zap targets up to 3 targets and bounces twice.
	+ Staff of Magic Crystal (shaft): No effect.
* Staff of Fire Crystal (core): Fires three slow fairly fast fireballs that deal 5 damage in a cone shape. These have homing properties so that they can focus onto one target. Costs 3 energy to use.
	+ Staff of Fire Crystal (handle): Staff projectile may cause explosion of 400% damage upon hits.
	+ Staff of Fire Crystal (shaft): No effect.
* Staff of Ore Power (core): Targets one enemy and does a small AOE attack that drag and hit nearby enemies. Costs 2 energy to use.
	+ Staff of Ore Power (handle): Allow the weapon to be charged. Weapon can perform larger attacks and deal up to 200% damage depending on charging.
	+ Staff of Ore Power (shaft): No effect.
* Staff of King Marinecore (core): Fires an ice ball which shatters into 5 shards when hitting something.
	+ Staff of King Marinecore (handle): Fires small ice balls in 8 directions.
	+ Staff of King Marinecore (shaft): No effect.
* Staff of Wizard Guard (core): Creates an advancing line of shockwaves.
	+ Staff of Wizard Guard (handle): Creates a small arc of shockwaves close in front of the player when fired that destroys bullets.
	+ Staff of Wizard Guard (shaft): No effect.
* Staff of Corrupted Soul (core): Creates an advancing puddle of dark magic that deals damage to anything touching it. The puddle advances slowly in a staggered fashion while ignoring any terrain, making its hitbox linger for a long time. Costs 2 energy to use.
	+ Staff of Corrupted Soul (handle): If there are enemies in melee range, attack will also perform a green melee swing along with staff attack. This melee can poison enemies.
	+ Staff of Corrupted Soul (shaft): No effect.
* Spine of Lava Calamari (core): Drops a spike onto the target, which immediately transforms into a burning puddle that deals damage per tick to whatever touches it. The puddles linger a long time. The first tick happens quickly enough that it is almost guaranteed the target will be hit at least once by each projectile.
	+ Spine of Lava Calamari (handle): When staff projectile hits an enemy, release 3 homing fire balls.
	+ Spine of Lava Calamari (shaft): No effect.

#### Bows

If the bow does not have other charging feature, it will deal 100%-200% damage depending on charging. Arrows can penetrate on high charge.

* Bow of Valiant Youngster (limb): Shoots two arrows in fairly quick succession on full charge. Gives +3 damage on full charge.
	+ Bow of Valiant Youngster (arrow): When clearing a room, the player may choose one of three stat gains after gaining enough energy.
	+ Bow of Valiant Youngster (string): No effect.
* Bow of Sentinel (limb): Arrows shot may have four rapidly rotating orbs around them that do 5 damage to enemies on contact. The orbs will keep spinning around arrows impaled in enemies or walls for a short time. Orbs always appear on full charge.
	+ Bow of Sentinel (arrow): Arrows travel fast even on empty charge.
	+ Bow of Sentinel (string): No effect.
* Bow of Crystal Core (limb): This limb has high critical chance.
	+ Bow of Crystal Core (arrow): Arrows stun enemies on critical hits.
	+ Bow of Crystal Core (string): No effect.
* Bow of Imperial (limb): The charge time is mildly reduced.
	+ Bow of Imperial (arrow): The charge time of limb is mildly reduced.
	+ Bow of Imperial (string): No effect.
* Warbow of Royal Guard (limb): If there are enemies in melee range, attack will also perform a melee spin along with arrow attack. This disables the quick bare hands melee.
	+ Warbow of Royal Guard (arrow): Arrows can always penetrate enemies.
	+ Warbow of Royal Guard (string): No effect.
* Primeval Bow (limb): Arrows may create three quakes upon hit.
	+ Primeval Bow (arrow): Each arrow may cause a single quake upon hit.
	+ Primeval Bow (string): No effect.
* King of Dragonfly (limb): Arrows shot will create a swarm of dragonflies that deals 4 damage to everything within it whenever they crash against an enemy or wall. A new swarm will not appear before the old one fades.
	+ King of Dragonfly (arrow): Arrows have a lower chance to summon dragonfly swarm damaging enemies.
	+ King of Dragonfly (string): No effect.
* Warbow of Corrupted Soul (limb): If there are enemies in melee range, attack will also perform a green melee swing along with arrow attack. Disables the quick bare hands melee but can poison enemies.
	+ Warbow of Corrupted Soul (arrow): Arrows may poison enemies.
	+ Warbow of Corrupted Soul (string): No effect.
* Golden Bow of Magic Core (limb): Arrows fired may zap nearby 2 enemies when dealing damage.
	+ Golden Bow of Magic Core (arrow): Arrows may zap nearby 2 enemies when dealing damage.
	+ Golden Bow of Magic Core (string): No effect.
* Night Wanderer (limb): Fires a volley of 1-4 arrows depending on charging. Arrows may have inaccuracy.
	+ Night Wanderer (arrow): Shoots 2 arrows at once. Arrows will disappear when hit. +1 energy cost.
	+ Night Wanderer (string): No effect.
* Bow of Magic Stem (limb): Fires 1-5 arrows in a spread depending on charging.
	+ Bow of Magic Stem (arrow): Arrows gain a weak homing effect.
	+ Bow of Magic Stem (string): No effect.
* Longbow of Nature's Crystal (limb): Arrows shot may spread 6 poison projectiles to different locations when hit.
	+ Longbow of Nature's Crystal (arrow): Arrows may spread 6 poison projectiles to different locations when hit.
	+ Longbow of Nature's Crystal (string): No effect.
* Bow of Lava Core (limb): Arrows shot may burn the enemies hit.
	+ Bow of Lava Core (arrow): Arrows may burn the enemies hit.
	+ Bow of Lava Core (string): No effect.
* Blood and Bone (limb): Arrows fired may create 6 red shards that will home in on and search other enemies.
	+ Blood and Bone (arrow): Arrows may spawn red shards that search enemies.
	+ Blood and Bone (string): No effect.
* Long Bow of Magic Lord (limb): Arrows fired may invoke a weaker God's Wrath without cost upon hit. Affected by "Wrath Energy replenish speed slows by 40%, God's Wrath increases by x%"
	+ Long Bow of Magic Lord (arrow): Arrows may invoke a weaker God's Wrath without cost upon hit.
	+ Long Bow of Magic Lord (string): No effect.

## Level Design

### First room

The first room the player encounters has three pedestals, each pedestal containing a weapon of the Valiant Youngster's set. They are all made of exclusively common parts, though the elements are random.

The player can pick up any weapon from the pedestals even if they already have one, but they cannot hold both weapons. If the other weapons are left on the ground, they will disappear after the first room is cleared.

Once the player selects a weapon, they will only encounter parts of this weapon category throughout the rest of the game.

The first room will be locked once the player has entered the first enemy room.

### Between levels

Depending on the number of unused weapons found throughout the level and their rarity, the player can get coins.

The player can purchase upgrades for their weapon parts from the Summoner between levels. The player can choose from three options.

* Part rarity upgrade increases the rarity of the part. Upgrade from each rarity costs 10, 22, 35 or 50 gold, up to epic rarity. It is impossible to get a legendary weapon from upgrades.
	+ Upgrading rarity may fail. The chance to succeed will go up for each failure until a successful upgrading occurs.

Success rate
 Green/Uncommon | 22
 Blue/Rare | 35
 Purple/Very Rare | 50

* Modifier reforging changes a modifier. This can only be performed 6 times each level, and costs 5, 8, 11, 14, 17, and 20 gold for each use. Select a part, then select a modifier. Reforging swaps the modifier with a random modifier of the same rarity.
* Modifier upgrade improves the rarity of a modifier. This cannot go above the rarity of the part itself. Modifiers with high rarities are more effective, but provide similar buffs.
	+ Upgrading a modifier is guaranteed to succeed.

### Final Boss

Unlike normal levels, the 3-5 boss will also spawn a boss chest. Then, there is a final boss at 3-6, replacing the restoration of the Magic Stone. Defeating this boss and entering the portal ends the game. Although it is not necessary to defeat this boss for the game to be counted as a victory, doing so will affect the gems gained at last. The boss room resembles the one of Devil's Snare, and the biome where the fight takes place is Halloween.

In normal mode, the boss is a re-skinned version of Dark Grand Knight with more health. In Badass Mode, however, the boss is a stronger version of Giant Golden Crab with additional attacks.The crab boss may drop the blueprint of Sword of King Hero.

### Other Gameplay

Many elements vary from level mode, such as:

* Character skill cooldown times are multiplied by 4.
* Characters cannot take any buffs during a run.
* The starting room will not contain anything (NPCs and Vending Machines) in normal games.
* Certain objects (Mentor, Reforging Furnace, Mysterious Trader, etc.) do not appear in bonus rooms.
* The spawn rate of Chest rooms (including shops) is largely increased, often including two in one level.
* Enemies have much more health. For example, a champion Flame Knight Captain can have over 500 health.
	+ The Gold Mine and Crystal Mine are excluded from this.
* A gold mine will drop 70 gold instead of 10.
* Mount Merchant will only sell monster mounts.
* Gem calculation is: Floors \* 50 + Coins / 20 + Kills / 2. Each value is rounded down before adding.
	+ Clearing 3-6 counts into the total number of floors.

## Objectives

Note that the tasks do not need to be completed in visibility sequence. For example, it is possible to complete the "Finish Badass with starting sacred weapon" in the first run and the game will register it for the gold trophy.

###  Bronze Trophy

* Reunion: Assemble a purple Sacred Weapon with 3 parts that have the same prefix.
* Pro I: Release all (12) types of God's Wrath.
* Highlight: Defeat 4 enemies in one release of God's Wrath.
* Oh My Granny!: Upgrade a part to the orange tier of rarity.

###  Silver Trophy

* Pro II: Complete a game at least once with each weapon type.
* Highly Adept: Unleash God's Wrath 200 times.
* Killing It: Kill 1000 enemies using God's Wrath.
* Deep Pocket: Spend 2000 coins reforging.

###  Gold Trophy

* Museum Exhibit: Complete the game with three red parts.
* Mine, all MINE: Collect all (135) kinds of weapon parts.
* Lord of Sacred Weapons: Deal 1,000,000 damage with sacred weapons in total.
* You're the One!: Complete badass mode with starting weapon.

### Reward

Complete Gold Trophy to claim them.

* Blueprint of Short Staff of Valiant Youngster
* Blueprint of Super Monster Card

## Trivia

* This mode was added in Update 3.2.0.
* The Badass mode Final Boss was added in Update 3.2.3. Before that, the boss in Badass mode was also a copy of Dark Grand Knight.
* The Night Wanderer bow has a strikingly similar color scheme to the eponymous boss from Travelogue of Rosemary Island. It even shares the same name.
* Before Update 3.2.3:
	+ The guard and handle did not have secondary effects.
	+ Although the guide mentioned that "garden buffs are lost", it was false before.
	+ There were fewer coins to get from environment, but more from modifiers.

## Gallery

Sabre of Valiant YoungsterShort Sword of Night RaidRapier of Fallen LordSword of ImperialSword of SacrificeRapier of SentinelSword of King HeroSword of Royal GuardUchigatana FearlessTachi FreedomUchigatana FireflyLong Blade of Magic LordBlade of Night's KingFlare BrandLong Blade of Inferno KingShort Staff of Valiant YoungsterShort Staff of VizierStaff of Magic StemStaff of Wizard SentinelStaff of Phoenix KingStaff of Lava StoneStaff of Life InfusionStaff of Sila MonkStaff of Magic CrystalStaff of Fire CrystalStaff of Ore PowerStaff of King MarinecoreStaff of Wizard GuardStaff of Corrupted SoulSpine of Lava CalamariBow of Valiant YoungsterBow of SentinelBow of Crystal CoreBow of ImperialWarbow of Royal GuardPrimeval BowKing of DragonflyWarbow of Corrupted SoulGolden Bow of Magic CoreNight WandererBow of Magic StemLongbow of Nature's CrystalBow of Lava CoreBlood and BoneLong Bow of Magic Lord