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Click on an item category to jump straight to that section!
Throwing weapons || Potions || Accessories || Rings || Currency || Scrolls || Experience || Miscellaneous
THROWING WEAPONS
Due to his order's creed, the Cleric can only use hammers and oil.
| DAGGER | |||
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| The lightweight dagger is a fast yet weak horizontal throwing projectile. |
| HAMMER | |||
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| The hammer is thrown in an arc, bouncing on targets on its fall with a chance to stun the victims. |
| ARROW | |||
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| The arrow is fired horizontally for more damage than the dagger, albeit slower. |
| BURNING OIL | |||
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| The bottle erupts into flame on ground impact, setting nearby victims ablaze, friend or foe alike. |
| HEALING POTION |
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| More or less like a Cure Serious Wounds spell, the liquid heals injuries and restores Hit Points. |
| SUPER HEALING POTION |
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| This strong elixir mends wounds at a more rapid rate, effectively doubling the Hit Points restored. |
ACCESSORIES
| KEY |
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| Opens locked wooden or metal chests that cannot be opened by bare hands or force of weapon. |
| GAUNTLETS OF OGRE POWER |
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| Improves Strength, granting the wearer to deliver more damaging strikes. Breaks easily. |
| BOOTS OF SPEED |
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| Improves Dexterity and Constitution, endowing faster mobility and tougher build. Breaks easily. |
| RING OF FIRE RESISTANCE |
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| Provides immunity to natural fire and reduced damage from magical fire. Breaks easily. |
| RING OF PROTECTION +1 |
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| Improves Armor Count by 1, thus reducing physical damage taken. Breaks easily. |
| RING OF PROTECTION +2 |
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| Improves Armor Count by 2, thus better reducing physical damage taken. Breaks easily. |
| RING OF MAGIC MISSILE |
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| Same effect as low-level Magic Missile. Launches a magical homing bolt that slams on a target. |
| RING OF FIRE BALL |
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| Same effect as low-level Fire Ball. Creates a ball of fire that falls down into a single explosion. |
| RING OF LIGHTNING BOLT |
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| Same effect as Lightning Bolt. Fires a massive jolt of electricity that zaps through enemies. |
| RING OF CONTINUAL LIGHT |
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| Same effect as Continual Light. Conjures a dazzling light to blind all living enemies for a short while. |
| RING OF CURE SERIOUS WOUNDS |
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| Same effect as Cure Serious Wounds. Magically mends wounds and instantly restores Hit Points. |
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| SILVER PIECE 1 SP | GOLD PIECE 10 SP | BAG OF SILVER 10 SP | BAG OF GOLD 100 SP | SACK OF SILVER 50 SP | SACK OF GOLD 500 SP |
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| STRIKING | CONTINUAL LIGHT | HOLD PERSON | CURE SERIOUS WOUNDS | STICKS TO SNAKES |
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| MAGIC MISSILE | INVISIBILITY | FIRE BALL | LIGHTNING BOLT | POLYMORPH OTHERS | ICE STORM | CLOUD KILL |
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| AGATE 10 XP | ONYX 50 XP | PERFUME 80 XP | GARNET 100 XP | BOOK 200 XP | BRACELET 300 XP | AQUAMARINE 500 XP |
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| FIGURE 800 XP | OPAL 1000 XP | BROOCH 2000 XP | ANKLET 3000 XP | EMERALD 5000 XP | DIAMOND 10000 XP |
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| EARRING 4000 XP | NECKLACE 8000 XP | TIARA 20000 XP | ORB 30000 XP |
TREASURE CHESTS AND MISCELLANEOUS ITEMS
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| SMALL BOX | MEDIUM BOX | LARGE BOX | STEEL BOX | ROAD SIGN | ARMOR |
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© 1993 CAPCOM Co. Ltd., Strategic Simulations Inc., Tactical Studies Rules