Ice Dagger Rune: A rune that contains a dagger of solidified frost essence. Deals 4 - 20 + 23 Frost Damage. Has 15 Uses Remaining
Abyss ATM Card: A special ATM Card granted by the Abyss Auction. Can be used at any ATM to store money and can also be used to make purchases online. Has a Mahou Sensei Negima motif to it. Has 28,500 Points on it. Rank: Common
Bandages (3): A basic item meant for treating all sorts of wounds.
Bread Roll (3): A basic bread roll held in a plastic package. Restores 5 HP.
Milk (2): Restores 10 MP. A basic, small carton of milk. Still cold thanks to the inventory.
Yakisoba Bread (4): A small sandwich with Yakisoba in the middle. Its pretty tasty actually. Heals 10 HP.
Rice Ball (3): A warm, standard home made Onigiri with an umeboshi in the middle. Heals 12 HP.
High Quality Rice Ball: A rice ball shaped like a small rabbit that is much better in taste than a standard rice ball. Heals 18 HP. Gives a 10% boost to Wis and Vit for one hour (does not stack with other food buffs). Rank: Common
Medicine (2/5 Doses Left): Medicine that is great for any number of common diseases like colds, the flu, and etc. Cures the Disease Status unless ailment is too strong to cure with common medicine. It tastes awful. Rank: Common
Battle Cosplay: Provides the same protection as standard clothing. Its just meant to look cool (ignore character in the picture, just the outfit).
Both Male and Female School Uniforms: Two uniforms for Gekkoukan Gakuen students, one female, the other male.
PFP (3): Play Field Personal. A gaming console meant for playing portable games. Apparently you can never have too many of them. All of them have been upgraded somewhat for better game playing.
NPES 3D (2): Nintenda Portable Entertainment System. A portable console meant for playing games by Nintenda, this being the version that possesses 3D capabilities.
Game Case: A somewhat decently sized case meant for holding games with individual pockets inside to hold each game card/disc.
Imp Claws (3): Claw of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common
Imp Horns (2): Horn of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common
Zombie Tooth (18): Tooth containing the resentment and anger of the undead. Useful in alchemy, necromancy, or black magic. Rank: Common
Zombie Flesh (8): Piece of rotting flesh that contains an aura of death and holds the chill and numbness. Great for alchemy and necromancy. Has some use in black magic. Rank: Somewhat Common.
Tiny Soul Gem (3): A small gem that contains the energy of a soul or spirit. Useful in many different fields. Rank: A little less than common.
Medium Soul Gem (3): A slightly larger gem containing more of the energy of a soul, useful in many different fields. Rank: A little bit more less than common.
Medium Pristine Soul Gem: A highly concentrated soul gem that holds within it a very powerful amount of soul energy. Its pristine and polished surface as well as highly concentrated energy make this quite a powerful soul gem that has many, many uses. Rank: A good bit Uncommon.
Spirit Crystal (5): A medium sized crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: Uncommon.
Large Spirit Crystal: A large crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: A little more than Uncommon.
Fire Mephit Claws (12): The essence of demonic fire resides in the claws of these creatures. Rank: A very tiny bit common.
Fire Mephit Hide (3): This hide is not only tough, but is capable of enduring any form of heat. Rank: A very tiny bit uncommon.
Fire Mephit Core (3): This fiery core of the demon is made out of pure demonic force and powerful demon flame. Has many uses. Rank: Uncommon
Frost-Fire Mephit Core (1): This core that pulsates with demonic fire and hellish ice came from the heart of a Frost-fire Mephit. Rank: Quite Uncommon
Frost-Fire Mephit Hide (1): This hide has been bathed in both the scorching fires and miserable colds of the demon realm, and it is quite tough. Rank: Somewhat Uncommon.
Small Mana Potion (2): A small vial filled with a potion used to recover a person's mystical or spiritual energies. Recovers 50 MP, can be split into 2 doses. Somewhat Uncommon
Medium Mana Potion (5): A somewhat bigger vial filled with a potion used to recover a person's mystical or spiritual energies. Recovers 100 MP. Rank: A little more than Somewhat Uncommon
Large Mana Potion (1): A decent sized vial with a potent potion used to recover a person's mystical energy. Recovers 225 MP. Rank: Pretty Uncommon
Large Spirit Restoratives (3): A potion that is meant to restore the magical and spiritual energies of a person's body and spirit. Heals 100 MP and fatigue upon consumption of a single dose and can heal certain spiritual ailments. Can be split into 5 doses. Can also be used to heal spirits or other ethereal beings, restoring 200 HP to them per dose. Rank: Highly Uncommon
Medium Recovery Potion (2): A somewhat bigger vial filled with a potion used to recover health: Restores 150 Health. Rank: A little more than Somewhat Uncommon.
Small Restore Potion (3): A special, purple elixir that restores both Health and Mana, healing the consumer of 100 HP and 75 MP. Rank: A good bit Uncommon.
Medium Restore Potion (1): A special purple elixir in a slightly larger vial that restores both Health and Mana, healing the consumer 175 HP and 120 MP. Rank: Very Uncommon.
Death Rune (2): A strange stone with a death rune carved in it. It has darker magics within it that radiate slightly with the powers of death. Used as a black magic and necromancy tool. Rank: A small bit Special.
Necromancy for the Up and Rising Black Mage: A book that teaches black magic users how to harness and channel the powers of death into their magic, teaching them the art of Necromancy. Rank: A little tiny bit above Somewhat Special.
Blank Runestones (30): Blank stones with special properties that are used as Runestones for Runic Magic. Rank: Somewhat Common.
Healing Wave Runes (2): Runes that contain the Healing Wave Spell. Heals 206 HP, plus an additional 51 HP to all nearby Allies. Rank: A good bit uncommon.
Life Water Glyph (1): A rune that doesn't just hold magic, but has magic permanently infused into the very substance of it. This special Glyph holds the Life Water Spell that heals 86 HP. When used, instead of the rune disappearing, its power will simply need 24 hours to recharge. However, by spending 20 MP once per day you can replenish the glyph's power. Rank: Pretty Uncommon.
Aqua Shield Glyph (1): A rune that doesn't just hold magic, but has magic permanently infused into the very substance of it. This special Glyph holds the Aqua Shield Spell that weakens all attacks by 13%. When used, instead of the rune disappearing, its power will simply need 24 hours to recharge. However, by spending 20 MP once per day you can replenish the glyph's power. Rank: Pretty Uncommon.
Demonic Compendium Set: A set of two books that has alot of knowledge of demons and their magics within. Rank: Uncommon
Basic Water Elemental Spirit (4): A piece of a fallen Water elemental's spirit, useful in various elemental rituals. Rank: Slightly uncommon.
Pure Water Crystal (4): A piece of average size, pure and highly concentrated crystallized water essence. Rank: Pretty uncommon
Pure Frost Crystal (4): A piece of average size, pure and highly concentrated crystallized frost essence: Rank: A good bit uncommon
Air Crystal (1): A piece of average strength crystallized Air Essence that contains the powers of wind. Rank: A little uncommon
Basic Magic Ritual Kit: A special kit that has everything in it needed for setting up basic magic rituals. Rank: Somewhat Common
Incaporeal Cloak: By donning this cloak with fabric woven of spiritual essence, you can temporarily become an incaporeal. You suffer only 25% damage from some Physical Attacks. It costs 50 MP to activate and 50 MP/Minute to sustain its affect. Note that while the cloak is active you also become 25% harder to detect. Note though while an Incaporeal you may be affected by some of the same things that affect just them. Performing hostile actions or using any powers will end the affects that the cloak has. Once ended, the cloak cannot be reused for another minute. Gives +5 to Concentration while worn. Command "Spirit Shroud" is used to activate this Item. Requires 35 WIS. Rank: A small bit Rare
A Proper Guide to the Black Arts: A book containing tips and tricks for how to become a better user of Black Magic.
Familiar Gem: A strange and mystical form of Soul Gem that, with powerful magics, has been turned into what is known as a Familiar Gem. These valuable gems are able to take a piece of the user's spirit and create from them a Familiar, the form and power of which depends upon their user. There are not many who can utilize what are known as Soul Familiars, but those who can will be granted a powerful companion born from within themselves that fights at their side and grants them power. Rank: Very Special