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 |
|
Belials 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 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. |
| Cocos Cap | Makes you take a nap, haha. |
| Colim's Amulet | Provides limited protection from hostile magic- usefulful blocking attempts to drain your magic |
| Dragons 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 |
| Kelens Ring | Dramatically increases attack speed and attack power in beast/lizard form (or human form if you are bare-handed); in Hive Caves |
| Kenneths Charm | +30 to Protection; +10 to Might; gives some protection against magical attacks |
| Kenneths Girl | +2 to Protection; +1 to Might; When thrown, turns into the charm above |
| Kierans 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 |
| Vells Fruit | Cures any poison |
| Wax | Used in the Huline Caves to make impressions of the Ruins |
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 |
|
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:
- 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.