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- Keys: keys open locked chests. The number of keys you are carrying (if any) is displayed in the top left corner. The key counter is shared between party members; an Elf can pick up a key, and a Dwarf then open a chest with it. You can open wooden chests without the key by breaking them, but you may get inferior items as a result. Always use the key if you have one, unless you know a specific locked chest is coming up that is metal or drops inferior loot when broken.
- Money: money is counted in SP (Silver Pieces). You can find it throughout the levels as either single coins or bags of coins in either gold or silver. Gold coins are worth 10 SP each. Killing enemies quickly or with magic or items will sometimes result in more loot. Money is used to buy items in shops.
- Treasure: things such as Bracelets, Books and Opals increase your XP (eXperience Points). Unlike in games like King of Dragons you always level up at the end of every chapter regardless of your XP (unlike in D&D); XP is only for scoring purposes. If you don't care about bragging rights you don't need to collect these items. You earn plenty of XP from killing foes anyway.
- Hammers: these bounce along the ground. They have a somewhat limited range; if you throw a lot of them or there is a lot happening onscreen they may fade out of existence. Hammers cannot be blocked. They are great against bosses as they bounce high enough to hit even the dragons, and with the bigger bosses the hammer can hit more than once. As an added bonus they can also make the target dizzy, and can also hurt fallen enemies. Overall a very useful item, although it takes a while to get used to them.
- Knives: knives are thrown in a straight line. They deal less damage than an arrow. They also fly right over the heads of short enemies like Kobolds (although you can always crouch to hit them) and can't hit fallen enemies.
- Arrows: these shoot in a straight line. They fly right over the heads of short enemies like Kobolds, and can't hit fallen enemies.
- Burning Oils: these are thrown a short distance in front (about as far as your character's slam attack) and then leave a burning spot. Anything touching it will get burned, and the fire can carry between foes. Kobolds will sometimes throw them too. If you get set on fire by Oils (or other objects) hit left and right rapidly to put it out.
- Spell Rings: rings are used to cast spells. Each ring only works once, and the spell is weaker than its Elf/Cleric equivalent. The spells that can be found on a ring are: Magic Missile, Fireball, Lightning Bolt, Continual Light, Cure Serious Wounds. The Protection Ring looks like the spell rings but has a different purpose.
- Protection Ring: this reduces damage taken but they tend to break when you get hit, and you lose them when you die.
- Healing Potion: this automatically heals a portion of your health. You cannot carry it.
- Super Healing Potion: like the above, but restores much more health.
- Gauntlets of Ogre Power: these boost your attack strength but they tend to break when you get hit, and you lose them when you die.
- Boots of Speed: these double your movement speed but they tend to break when you get hit, and you lose them when you die.
- Spell Scrolls: each of these adds one point to the appropriate spell. The spell is indicated by the abbreviation (e.g. LB is Lightning Bolt). Only the Elf can pick up red scrolls, and blue scrolls can only be picked up by the Cleric. You won't see spell scrolls at all unless you have the appropriate magic user in your party (the scroll will instead be replaced with another item).