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Lands of Lore: Guardians Of Destiny- Item Information

Weapon Table

Weapon strengths were gotten by reading the status bars graphs.
Each row contains eight pixels and the might values below are listed in pixels.

- Melee -
Might - Other Notes -
Dagger of Light
1
Useful when used as a ranged weapon, place one in your ranged weapon area for one charge, and after usage, one from your inventory will replace it until they are all used up
Stalagmite
3
Found in the Draracle's cave, use it as a weapon. They will serve as keys in the very last board, if you kept 3 of them
Broken Mace
5
In the Draracle's cave
Rixx Plasma Staff
6
Obtained by killing Rixx in the Dark Halls
Short Sword
7
In the Draracle's cave on the guards
Fine Long Sword
8
At the Shining Path
Axe of the Long Arm
8
Both a melee and ranged wapon
Dagger of the Empty Hand
36
When used as a ranged weapon, it will be thrown and return to you
Serpent Staff
36
Poisons target
Long Sword Prism
37
25% chance of Photon Blade (blind) indoors, and 75% chance of Photon Blade outdoors
War Blade
47
Daniel's gife from his mother, Kityara
Gauntlets of Striking
50
+10 to Protection, delivers more damage with your blows than your bare hands; 50% chance of stunning opponent
Dracoid Ornamental Dagger
64
Saps and opponent's magic if they are trying to use a spell on you; in the Dracoid Cemetery behind a plate
Halberd Bastion
78
+45 to Protection, +90 in combat; Raises an iron gate around you when an enemy is within 10 feet: Reduces damage taken and damage dealt
Great Axe Blizard
93
25% chance of cold damage to freeze an enemy, will freezes fountains; in Claw Mountains
Reaver of the Great Orc
93
-50 to Protection; Eating a Champion Stone will aslo help; in Hive Caverns
War Axe Traitor
110
Need the Bracers of Valor to safely wield it
Great Sword Firestorm
93
+5 Protection; 50% chance fo a firestorm; from Kityara's hut or stolen by the thief in the Huline Village
Great Sword Darkstorm
158
Great Sword Firestorm enchanted; +20 to Protection; Drains life of foe
Thohan's Great Sword
31
It is found broken in the Museum- to fix it, you need to bring it to the magician in the Huline Village
Thohan's Great Sword (Enchanted)
158
+20 to Protection; Negates 50% of all non-magical damage, and will regenerate you the damage you deal to foe at 1 pt/minute; 10% chance of lightning storm
Belial’s Horn
174
Only weapon that damages Belial; besides godly enchanted swords from the Great Fordge

- Ranged -
Might - Other Notes -
Stroke Dagger
0
Casts a great bolt of Lightning; one charge
Rock
1
n/a
Throwing Dagger
3
n/a
Light Crossbow
12
In Drarcle's Caves
Long Bow Defender
18
Double shot; 50% chance of knocking foe backwards a few feet
Axe of the Long Arm
25
Returns to hand after thrown; in the Museum
Crossbow Snare
32
25% chance of shooting a web and trapping foe- stunning them
Dagger of the Empty Hand
36
Returns to hand; in Huline Temple
Dagger of Light
50
Shoots light beam through air at foe (place in melee slot)
Rixx's Plasma Staff
67
Triple shot of plasma; Poor melee weapon; can light torches; obtained by killing Rixx in the Dark Halls
Long Bow Shift
78
Alters attack (fireball/lightning/arrows) depending on foe: Won't fire if enemy isn't susceptible to any of these attacks
Crossbow Multiplex
80
Shoots a trio of spark spells, one trio at a time
Crossbow Valkyrie
93
Shoots fireballs, single shot; in Dracoid Cemetery
Great Bow Shard (Blue Bow)
110
Shoots ice crystals and shatters on target; in Claw Mountains
Noble Valkyrie Crossbow
125
Shoots fireballs, triple shot; in Huline Temple
Crossbow Myriad
137
Shoots chain lightning, triple shot
Dark Bow
174
Drains life of foe; in SouthWest tower of City of the Ancients

 

Armor Table

Armor values are also read from the status bars.

- Armor -
Protection - Other Notes -
Bracers of the Dead
0
Enables you to speak with Dracoid Spirits; in Mage's Tower
Bracers of Valor
0
Allows you to wield War Axe Traitor safely
Coward's Target Shield
Reduces to 0
Invisibility (and vulnerable); if you attack, you'll be visible for 10 seconds; in Ruloi Egg Chamber
Damaged Orc Shield
1
Protection; in Draracle's Cave
Orc Shield
4
Protection; in Draracle's Cave
Gargoyle Bracers
5
Reduce the cost of casing any Summoning Spell by 25%; in Huline Jungle in Kityara's Hut
Gauntlets of Might
0
+5 to Might
Shield
5
In the Draracle's cave on the guards
Burnt Mail
8
In the Draracle's cave on the guards
Death Stroke Shield
10
50% chance of negating all damage done to you by a single attack, but only if the damage would have killed you
Dragonfire Bracers
15
Causes you to burst into flame, attacking you and opponents in melee combat. You need to wear the Dragonscale armor and gauntlets to be immune to any fire damage.
Fire Shield
15
Reduces damage from fire; extremely susceptable to any damage caused by cold or ice
Mail Shirt
20
Protection
Dragonscale Gauntlets
20
Protects you from 25% of fire effects of Dragonscale armor; offer some protection to Ancient Magic
Plate Mail Breastplate
30
In Hive Caves
Reflective Plate Mail
30
Reflects magical attacks back to caster, even your own chain spark spells; in Dracoid Cemetery
Stone Bracers
34
Reduce your armor protection but make you immune to all poison
Obsidian Chain Mail
40
In Claw Mountains, hidden in the smaller cave by the ice floes.
Dragonscale Armor
50
Provides some protection against attacks by Ancient Magic. The armor protects against 75% of damage inflicted. If worn with Dragonfire Bracers, the armor bursts into flame, attacking both yourself and your opponent; if Dragonscale Gauntles are also worn, you are rendered invulnerable to flame.

- Special Items - - Other Powers -
Ancient's Stone Use over portrait to gain access to Ancient Magic levels- lasts for one spell use
Bazoar Ring +5 to Protection; protects you from lesser poison
Brook Flounder Creates a fish eye window that allows you to see backwards for one minute
Catring Halves the damage you suffer from a fall- does not enable you to fall farther.
Coco’s Cap Makes you take a nap, haha.
Colim's Amulet Provides limited protection from hostile magic- usefulful blocking attempts to drain your magic
Dragon’s Blood Time Bomb (Right click on portrait then throw before it explodes)- need one for the Dracoid Cemetery
Dragon Gem +10 to Protection; can equipe more than one
   
Fire Crystal Casts fireball, has one or multiple charges
Glass Orb In Dracoid Cemetery, need to charge 3 orbs, one at each charger.
Greater Bezoar Ring +10 to Protection; Protects you from Greater poison
Guardian Orb Creates a sword that strikes your opponent
Ice Seed Creates an ice stalagmite in front of you, can freeze fountains
Iron Rod Decreases the amount of electrical damage taken
Ivory Chip Each equipped will increase your mana pool
Jeweled Scarab Protects you from the effects of Ancient Magic and reduces damage
Kelen’s Ring Dramatically increases attack speed and attack power in beast/lizard form (or human form if you are bare-handed); in Hive Caves
Kenneth’s Charm +30 to Protection; +10 to Might; gives some protection against magical attacks
Kenneth’s Girl +2 to Protection; +1 to Might; When thrown, turns into the charm above
Kieran’s Circlet A headband that provides magical protection as armor would- you cannot wear armor with this on; Huline Jungle
Lightning Crystal Casts lightning, has one or multiple charges
Net of Exile Destroys susceptible foe (one per net)
Power Orb Increases your total hit points by 10%- so don't remove it while you're close to death! Primarily used to barter the Great Sword Firestorm from Kityara, or for Rashar for repairing Thohan's Broken Sword
Ring of DrakeFire Spark spells become Fireball spells; if worn with the three Dragon armor pieces, you can cast the Fire spells at half cost
Ring of Regeneration Speeds healing, Resurrection if you die (and you lose ring); There are 2 in the game
Rock A rock
Ruby of Truth Destroys illusionary (false) creatures when you click the ring on them
Scrolls Either have spells on them (use it to add to your spell group) or recepies (write it down and then discard the scroll)
Speaking Stone These intriguing little documentaries are useful becuase they give you more information about the game, but don't bother keeping them.
Stalagmite A temporary weapon in the Draracle's Caves
Stone of the Cobra Amulet increases the rate at which you can attack by 50% for both melee and ranged attacks
Stone Cube Creates a stone stalagmite in front of you- useful to block off openings where critters spring forth
Storm Crystal Banishes susceptible foe from the lands; has one or multiple charges; there are only 6 in the game
Vell’s Fruit Cures any poison
Wax Used in the Huline Caves to make impressions of the Ruins


Alchemial Ingredients

These are items that can be consumed. When some are combined with others, they yield a much more powerful, magical combination.
(Note: all ingredients can also be found in the Ruloi's Citadel)

- Ingredients -
- Uses - - Location of Origin -
Aloe Leaf/Cave Aloe
heals 5 health points bushes in Huline Jungles/caves
Amber
has no effect by itself Hive Caves- collect a lot of it!
Amaranth Serum
has no effect by itself Savage Jungle
Black Lichen
heals 20 health points Grows from water in the City of the Ancients
Gorgonite Nodules
5% chance of morphing you to beast form for one minute In the corpses of stone monsters in the Dracoid Ruins
Ironwood Sap
has no effect by itself Found by striking gray-barked trees in Huline Jungle- will produce sap
Lamplight Eggs
Allows you to see in low light for one minutes The Savage Jungle- Hopper caverns
Mandrake Root
Causes you to fall asleep for a five seconds: while under, your protection is reduced to zero! However, you regenerate 20 magic points and 40 health points Mainly in the Dracoid Cemetery- click on roots in ground to release it- need at least one.
Rainbow Sulfite
5% chance of morphing you to lizard form The Ruoli's Citadel
Silver Leaf
Restores 5 magic points Acquired after a long task for the Priest & EmDracoid Cemetary
Tar Crystals
has no effect by itself Claw Mountains
Venom Sac
Poisonous if ingested On the corpse of a Hopper in Savage Jungle

Pharmacological Combinations

Arrant Prac
is
an unsuccessful combination
of
two or more recepie items Arrant means “completely and totally such”, and Prac is an anagram for Crap
Acid Sac
=
Tar Crystals
+
Lamplight Eggs Throw on a foe in combat to reduce their Hit points/Combat points by 25% for fifteen seconds
Champion Stone
=
Amber
+
Ironwood Sap Temporarily increases might by +20; lets you use the Reaver of the Great Orc(can use only one at a time)
Death Sac
=
Tar Crystals
+
Venum Sac Apply to your blade to adds Greater poison (click onto weapon circle) and will travel to new weapons equipped
Force Pod
=
Poison Paint
+
War Cluster Like Ancient Stones, allows access to Ancient Magic
Larkhon Vapors
=
Silverleaf
+
Amaranth Serum Puts Larkhon to sleep; can only use once
Manafoil
=
Rainbow Sulfites
+
Silverleaf Restores 50 points of your magical energy
Mind Cluster
=
Gorgonite Nodules
+
Rainbow Sulfites Momentarily reveals the entire automap of your current level- even secret areas
Pod of the Changeling
=
Acid Sac
+
Champion Stone Change to Beast form with Max strength for one minutes; causes no effect if you use while in Beast form
Poison Paint
=
Lamplight Eggs
+
Venom Sac Apply to your blade to adds Lesser poison (click onto weapon circle) and will travel to new weapons equipped
Pyra Pod
=
Mandrake Root
+
Tar Crystals Turns Spark group into Fireball group for two minutes
Stone of the Gorgon
=
Black Lichin
+
Gorgonite Nodules Throw at a weak foe to momentarily turn them into stone
War Cluster
=
Amber
+
Venom Sac Increases your Hit Points by 20% for one minute; you'll die if it wears off while you're close to death


There are a total of 12 Speaking Stones in this game:

  1. Draracle's Museum (Making of the stones) via skeletal key
  2. Huline Jungle: Waterfall Cave (Great Dracoid battle) in Skeleton's pouch
  3. Huline Jungle: Dried Riverbed Cave (Dark Army spying at the Monastery) via attacking the fountain
  4. Huline Village: Magician's Hut (Sinking of the City of the Ancients)
  5. Ancient Huline Ruins- Level 4 (Dracoid King on his death bed)
  6. Dark Halls ('It's got the tails mum') behind the iron door
  7. Dracoid Cemetary: Mausoleum (Ruloi kidnapping a Huline) behind a plate
  8. Dracoid Cemetary: Mausoleum (Dracoids Sinking City) inside a tomb
  9. Dracoid Ruins- Speaking Stone Shrine (Belial's First Death)
  10. Savage Jungle (Belial being attacked) given to you by Dawn after the Ruins are sunk
  11. Wild One Village (Citadel landing in the mountains) in the merchant's hut
  12. City of the Ancients (The Oracle's Departure) in skeletal key Storage room

SPELLS

- Heal - (Useful for healing and preventing physical damage)
Lesser Heal, Level 1: Cheap and heals a little
Damage Shield, Level 2: Shields you (blue aura) with 50% resistance to physical and marginal attacks.
Poison Shield, Level 3: Shields you (green aura) with resistance to poison for 30 seconds.
Greater Heal, Level 4: Expensive and heals more than one half of the health bar.
Regenerate (Ancient Magic): Heals completely, then shields for a time (red aura) which heals further damage quickly; will bring you back from death if you use it quick enough

- Spark - (Useful for lighting tourches, magical orbs, light poles, and pools of oil, as well as attacking)
Lesser Spark, Level 1: Cheap, limited effectiveness and short ranged- best used for lighting up objects.
Greater Spark, Level 2: Larger spark ball, and travels a bit further.
Chain Spark, Level 3: Creates a chain of spark balls that hop from target to target.
Lightning, Level 4: Short and long ranged, and deals some real damage.
Lightning Storm (Ancient Magic): Creats a lightning storm, creating double or triple damage as Level 4.

- Summon - (Allows Imps to fight for you, good to buy some time)
Lesser Imp, Level 1: Small Imp, stationary and usually is slain quickly.
Great Imp, Level 2: Larger Imp, stationary and attacks harder and has claws.
Ancient Imp, Level 3: An elder Imp that has a great magical attack, you can control where it attacks.
Imp Lord, Level 4: Large Imp Lord that fights hand-to-hand combat.
Banish (Ancient Magic): Banishishes creatures, but not higher level demons.

- Prism - (Not too useful, except to blind or confuse creatures or buy some time; Trinity is an excellent spell)
Blind, Level 1: Prism may blinds creatures, yet they can still attack, and gives you a chance to attack or flee.
Invisibility, Level 2: Prism makes you invisible- though Luther won't stay invisible when people are around to talk, and spell ends when Luther attacks.
Hologram, Level 3: Prism makes a hologram of yourself, a diversion which creatures may attack- good for escape purposes and works best with invisibility.
Sunray, Level 4: Prism shoots a controllable beam that is somewhat destructive.
Trinity (Ancient Magic): Limited, yet very powerful attack. This spell eliminates imaginary creatures at the end of the game.

- Mists of Doom - (Similar to to Summon spells, except this spell is necessary in a level at the end of the game)
Lesser Apparition, Level 1: Smaller apparition that attacks opponents in front of you.
Greater Apparition, Level 2: Larger apparition that attacks opponents in front of you.
Ghost, Level 3: More powerful apparition that can attack opponents at a greater range.
Spectral Phantoms, Level 4: Creates multiple Level 3 attacks.
Lich (Ancient Magic): For a short period of time, your life drains away, several Mists attack your opponents, you are invincible and can attack.

- Control Curse - (Acquired from Dawn and allows you to gain some control over your morphings)
Dampen Change, Level 1: Dampens the curse if used when your morphing/hear the aura sound.
Human, Level 2: Changes the lizard back to human form.
Lizard, Level 3: Changes the human to lizard form- useful to get into small spaces, run fast, or to use stronger magic.
Beast, Level 4: Changes human to beast form- useful for attacking difficult (stationary) foe.
Expel Curse (Ancient Magic): Expels curse- can only be done succesfully at the end of the game- on Belial.

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