Spells

Adventurers can learn spells based on their class and can cast them during camp or in combat. Spells can belong to different categories and are divided into several spell levels. Each spell level has an MP cost, and as levels increase, the maximum MP for each spell level increases as well.
Monsters may also cast a variety of spells based on settings.

Items

Adventurers can carry equipment like weapons, armor, shields, and items like healing potions. Items can be bought in shops or found in dungeons.
Items can be used, rearranged, or transferred among adventurers during camp. When transferring items, the recipient can be selected using the left and right movement keys.
Each item has the following data:

Identifying Unidentified Items

Items obtained in an unidentified state (such as "? Sword") can be identified by either having them evaluated at a shop or through the identification ability of an adventurer. Once identified, the true name of the item will be revealed. Even if an item remains unidentified, its effects and capabilities remain the same, but there are drawbacks, such as the item being sold for a lower price in shops or not showing help comments.
When an adventurer performs the identification, they can identify not only their own unidentified items but also items held by other adventurers in the same party. Identifications at shops always succeed 100%, but an adventurer’s identification may fail, leading to consequences such as becoming confused, cursing the item, or in some cases, destroying the item (depending on the settings or situation). Additionally, unidentified cursed items cannot be identified while cursed.