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Lands of Lore III- Item Tables & Information

Weapons Table

Although the system is straightforward, it's virtually impossible to compute statistics for creatures, weapons and armor. The situation with spells is much the same. Member of the Talamari and the Order of the Finch may use some spells at reduced cost, depending on the caster's level. Several variables determine the Spell Points required to cast a given spell. Hard numbers are impossible to provide: a mundane weapon in the hands of a Level 20 fighter is much more effective than in the hands of a Level 5 healer.

- Melee: Mundane -
- Other Notes -
Battle Axe
Large, double-headed axe. Dangerous on both the attack swing and return stroke. Deals great impact damage.
Broadsword
Basic sword. Useful for slashing attacks. Falls between the long and short sword in length.
Club (Wooden)
Used for bashing.
Dagger
Used for stabbing, though make effective missile weapons.
Fine Long Sword
Noteworthy for its beauty more than its combat effectiveness.
Halberd
Long pole arm allows a lot of impact damage to be dealt from a distance, but has a slow recovery time.
Hand Axe
Short blade, used to cleave enemies.
Iron Great Sword
Large sword, can deal tremendous damage. Because of its size and weight, only the strongest can weild it easily.
Long Sword
Standard weapon, useful against most creatures.
Mace
Basically a club encased in metal, can bash foes into sumbission. However, many creatures can resist its effects.
Orchish Mace
This version comes with an oversized head, rendering it difficult to wield properly.
Orchish Reaver
Another weapon of Orchish design, the reaver is a heavy, short sword with a serrated blade.
Rock/Stone
Used as a last resort in melee combat! Also can be hurled as a missle weapon.
Rusty Knife
Used as a last resort in melee combat! Also can be hurled as a missle weapon.
Short Sword
Useful for both stabbing and slashing. Falls between the dagger and the broadsword in length.
Spiked Mace
The spikes attached to the head of this mace add piercing damage to the blunt damage of a regular mace.
War Hammer
A huge hammer swung like a club, the war hammer is heavy and causes a lot of damage when it makes contact.
- Melee: Magical -
- Other Notes -
Backbiter
A normal long sword with special properties, especially in the hands of a thief. Using it to strike from behind drains an additional 25 Hit points and 25 Spell points from the enemy.
Bone Great Sword
Half of this sword's strikes release bone chips that inflick additional damage.
Crescent Razor
Little more than a sharpened wedge of shell with spikes at either end, this weapon can easily cut through virtually anything. When you use this weapon, the opponent's protection will be reduced to zero.This weapon has a very quick recovery rate.
Dracoid Ornamental Dagger
Each hit with this dagger causes damage and drains Spell points from the victim.
Emeral Dagger
You can use this like a regular dagger, but one strike of four influcts a Lesser Poison. A favorite weapoin of Thieves.
Gauntlets of Striking
These large gloves take place of a traditional melee weapon- allows for more powerful attacks, stunning those enemies vulnerable to stunning damage.
Great Axe Blizard
Each blow from this massive axe has a 25% chance of freezing its target solid for a short time.
Great Sword Darkstorm
In addition to inflicting damage, each strike of this huge blade transfers Hit points and Spell points of your foe over to youself.
Great Sword Firestorm
This large sword has a 50% chance of bringing down a a firestorm on enemies.
Halberd Bastion
If used in conjunction with the Shield Bastion, this weapon surrounds you with defensive spikes to damage enemies, and raises your Protection by 25%.
Jade Dagger
Each Strike of this more powerful Emerald Dagger has a 50% chance of inflicting a Lesser Poison.
Long Sword Prism
Each hit has a 25% chance of releasing a blinding pulse that stuns enemies.Outdoors, this increases to a 75% chance.
Reaver of the Great Orc
Only the strongest characters can wield this huge weapon (with use of a champion stone or Guantlets of Might). In conjunction with the strength of the user the damage dealt can be tremendous.
Silver Fang
Touching the Silver Fang Hilt to the Shining Path results in this sharp, deadly sword. Each strike permanetnly reduces 1 to 5 of your enemies' Hit points.
Staff of Healing
Equip this staff to halt your Spell point recovery and quadruple your Hit point recovery. When joined to the Heart of Sunrise (from the Dragon City, via the final Order of the Finch Quest), you become virtually invincible. The staff appears to sap magical energy from the wielder and use it to restore your health.
Thohan's Great Sword
Useing it negates 50% of all physical damage you'd otherwise suffer, plus, you recover Hit points at twice the normal rate. Each successful strike has a 10% chance of calling a Lightning Storm; strikes that don't call a storm will drain Hit points and Spell points from their targets. Also, at anytime you fall below one-fourth of your total normal Hit Points, the sword summons a Large Imp to fight on your behalf.
War Axe Traitor
A very powerful weapon that does vast amounts of damage to your enemies with each stroke- and you'll feel the same damage from the return stroke unless you are wearing Bracers of Valor.

 

- Ranged: Mundane-
- Other Notes -
Dagger
Makes a highly effective missile weapon, though you must keep an inventory slot open, which will hold 10 daggers.
Heavy Crossbow
Used to puncture the armor of distant foes.
Light Crossbow
Less powerful than the Heavy version, but easier to wield and quicker to reload.
Longbow
This basic bow us useful for killing distant enemies, has an incredable range.
Rock/Stone
Can be hurled as a missle weapon.
- Ranged: Magical -
- Other Notes -
Axe of the Long Arm
After you hurl this magical axe at an enemy, it returns to your hand. Place in melee slot and leave missile slot empty.
Boom Stick
When fired, it releases a cloud of deadly pellets, somewhat like a shotgun. Long recovery time, yet considerable damage. Armor and protective magics offer no defense against its might.
Crossbow Myriad
Releases a trio of bolts, and each bolt releases a Chain Spark, inflicting more damage to nearby emenies.
Dagger of Light
This missile weapon creates daggers of light per charge. Place in the melee slot, and leave missile slot empty.
Dagger of the Empty Hand
This dagger returns to you when hurled as a missile weapon. Works best on fleshy foe. Place in the melee slot, and leave missile slot empty.
Dark Bow
Releases a sphere of darkness that drains target of both Hit points and Spell points and transfers them to you.
Earth Staff
First causes a small Earth tremor to shake up the opposition. Then it releases four to six miniature flying Earth elements that attack your enemy. Acts as a normal staff in melee combat.
Greatbow Shard
Launches shards of ice instead of arrows. Each shart shatters on target, causing additional damage.
Greatbow Shift
Alters attack (fireball/lightning/arrows) depending on foe's vunerability, otherwise, it will shot a normal arrow.
Noble Valkyrie Crossbow
This heavy crossbow launches a spray of fireballs.
Plasma Staff
Shoots three simultaneous Lesser Plasma Bolts at foes. Acts as a normal staff in melee combat.
Shard Staff
The ice missiles this staff fires can track your enemies to guarantee a strike. Acts as a normal staff in melee combat.
Spirit Staff
Creates a small cluster of angels who seek your enemies and slay them. Acts as a normal staff in melee combat.
Stroke Dagger
This dagger glows in the dark and when you throw it towards an enemy, the dagger changes into an effective bolt of lightning.
Twin Bow
Fires two normal arrows, one after another, in the same line.
Valkyrie Crossbow
A smaller Noble Valkyrie, launches a single fireball at target.
Vulcan Staff
Creates a small group of Fire elementals to fight for you. Acts as a normal staff in melee combat.


Armor Table

Even something as simple as a pair of leather gloves can prevent some damage and deflect attacks. It's vital to keep yourself safe and prevent your enemies from slicing you into ribbons.

- Armor: Mundane -
- Other Notes -
Chainmail Gloves
Consists of rings tightly linked to create a metal "fabric." Protects hands and wrists.
Chainmail Shirt
Consists of rings tightly linked to create a metal "fabric." Protects the chest, stomach, back, and arms.
Field Platemail
This fine metal armor will deflect numerous enemy attacks. Its great weight, size, and cost reflect its effectiveness.
Fine Bracers
Worn on the wrists, bracers will deflect enemy attacks.
Fine Leather Armor
More ornamental than effective, and looks quite a bit better than it functions as protection.
Fine Leather Buckler
Small tanned-leather shield that can deflect some attacks, but offers little in the way of protection.
Full Platemail
This armor is the best defense you can buy short of magical armor. It covers the entire body in thick metal plates, protecting agaisnt attack from every angle.
Iron Shield
This huge metal shield is durable and effective, and will protect the user against many attacks.
Leather Armor
Armor made from cured and tanned animal hides is light but affords little protection.
Leather Buckler
This small hide shield will deflect some attacks.
Leather Gloves
These common gloves fit tightly to protect the hands.
Platemail Bracers
These wrist coverings made of high-quality metal deflect blows effectively.
Platemail Breastplate
Unlike full platemail, this heavy, durable piece of metal armor covers only the torso.
Spiked Iron Shield
This heavy, spiked shield inflicts 10 extra points of damage for each successful melee attack.
Studded Leather Armor
The metal studs on this suit of leather armor will deflect some attacks.
Wooden Shield
Although it's less effective than a metal shield, this shield offers a low-cost alternative to leather.

 

- Armor: Magical -
- Other Notes -
Bracers of Valor
Wear these when you use the massive War Axe Traitor, or you'll risk damaging yourself as much as the enemy.
Coco’s Cap
When equipped, you'll hear strange mumblings and laughter. If you remain inactive for several seconds, you'll fall asleep briefly, and when you awaken, your Hit points and Spell points will be restored.
Coward's Shield
When equipped, your Might and Protection scores instantly drop to zero- but you're also rendered invisible (if you attack, you become visible for 10 seconds). Not all creatures are fooled by invisibility.
Death Stroke Shield
Has a 50% chance of completely negating otherwise leathal attacks (that would have killed you) and preventing any damage.
DragonFire Bracers
If you're attacked in melee combat, the armor bursts into flame, inflicting Ancient Fire damage on you and opponents. If equipped with the DragonScale Armor and Gauntlets, then you'll be immune to the fire damage. (They tend to combust around people too.)
DragonScale Armor
Made from scales of ancient dragons, this aromor provides some protection against Ancient Magic attacks and spells. The armor protects against 75% of fire damage inflicted by the DragonFire Bracers.
DragonScale Guantlets
The DragonScale Armor, these guantlets afford some protection against Ancient Magic, and prevents 25% of the fire damage inflicted by the DragonFire Bracers.
Fire Shield
This shield provides additional protection against fire and heat-based attacks, but renders you vulnerable to cold and freezing damage.
Gargoyle Bracers
Wearing these bracers reduces the mana cost of casing all Summoning Spell by 25%.
Gauntlets of Might
These powerful metal gloves confer tremendous strength, increasing your Might Blow skill by 5 levels. For characters without this skill, wearing Guantlets of Might allows for Mighty Blow at the fifth level of ability.
Guantlets of Speed
Equipping these guantlets increases speed of movement and speed attacks by 25%.
Mana Bracers
Wearing mana Bracers reduces your Hit points by 25% of your normal maximum, and increases your Spell points by a corresponding 25%.
Obsidian Chainmail
Effective aromor in general, this fine suit of carefully crafted stone links affords significant protection against electrical attacks.
Reflective Platemail
Though reletively ineffective against physical attacks, it reflects magical attacks back to the caster, even your own Chain Spark spells!
Shield Bastion
This magical shield creates a set of iron pikes along the top of the screen to augment your defenses. Use it with the Halberd Bastion increases its defensive properties by 25%.
Soft Leather Armor
This otherwise normal suit of leather armor has been treated with a substance that renders the wearer immune to acid and acid-based attacks. The strange unguent also makes the armor soft and pliable.
Stone Bracers
Reduces your armor protection when equipped, but renders you immune to all Lesser and Greater Poisons


Special Magical Items

- Spell Devices -
- Protective/Magical Properties -
(In)Active Portal Base
Found by clicking on ground around a portal. It is a square that says "Not Yet" and seems to serve no purpose in the game.
Ancient's Stone
Breaking one of these old, powerful rocks imbunes you with the ability to cast a single spell of Ancient Magic.
Barracks Key
Often carried by city guards, this key can be used to access certain restricted areas around Gladstone. Click on an appropriate receptacle to use.
Cat Ring
Halves the damage you suffer from a fall- does not enable you to fall farther.
Colim's Amulet
Provides limited protection against magic attacks- and complete protection against draining attacks.
Dragon’s Blood
Throw this vile of blood from an ancient dragon as you would a grenade. It will sit where it lands and explode in 5 seconds.
Dragon Gem
Proveides limited protection against physical attacks.
Drakelord Gem
Big brother to the Dragon Gem, wearing it as an amulet affords you even greater protection against physical attacks. In addition to affording the wearer a massive increase in overall protection, this relic reduces all damage done Ancient Magic by half, and also makes him immune to most types of poison.
Fire Crystal
Casts a deadly fireball, has one or multiple charges. Can be recharged at the Talamari.
Greater Bezoar Ring
Protects you from the effects of all Poisons.
Guardian Orb
Creates a magical sword that strikes your opponent before disappearing.
Healing Scroll
Restores up to 50 Hit points.
Heart of Sunrise
Found beneath the Dragon City during an Order of the Finch Quest. It is apowerful healing device which can be combined with the Earth Staff to create a weapon which makes you become virtually invincible. Before you can use it, you must charge it with power. This ancient Dragon artifact channels the light of the sun into energy. When equipped, hit points regenerate at 4 times their normal rate.
Heartstone
Use this item to rreverse a Familiar's death.
Ice Seed
Creates a group if ice stalagmites in front of you- useful to use as a blockade.
Iron Rod
When equipped, it renders you immune to electrical damage.
Ivory Chip
Each equipped will increase your net mana pool by 5 points.
Jeweled Scarab
Protects you from the effects of Ancient Magic.
Kelen’s Ring
Imparts an effective melee attack on the unarmed wearer, rendering all bare-haned attacks equal to those of tiger paws.
Kieran’s Circlet
A headband that provides magical protection as armor would- you cannot wear it with actual body armor on.
Large Flashbot
Click right on it to throw the flashpot. Then click right on the trigger to detonate the pot.
Lesser Bezoar Ring
Protects you from the effects of Lesser Poison.
Lifestone
Use this to recover all lost Hit points instantly. They can also be used to resurrect a dead Familiar.
Lightning Crystal
Hurls out a lightning bolt, has one or multiple charges. Can be recharged at the Talamari.
Lorestone
Use this over any one item in your inventory to learn more about it.
Manastone
Instantly restores all lost Mana points.
Mask of Shadows
When worn, the user will remain invisible as long as he stays motionless.
Quicksilver
Apply this substance, which comes in a small clear pot, to any melee weapon to add permenantly add 10 points to its Might. You can only add one coat per weapon.
Ring of DrakeFire
Turns your spark spells into FireSpark spells; if worn with all three Dragon Armor pieces, you can cast the Fire spells at half the mana cost.
Ring of Reflection
This ring reflects half the spells cast at you back to the casters.
Ring of Regeneration
Wearing this will allow you to recover Hit points more rapidly. If you die from a mortal blow, the ring will resurrect you (and destory itself in the process).
Scavenger Eyes
Thow these yes, taken from the bodies of Scavengers in the Ruloi Homeworld, as you would grenades.
Small Flashpot
Click right on it to throw the flashpot. Then click right on the trigger to detonate the pot.
Stone Cube
Creates a series of stone stalagmites in front of you- useful to use as a blockade.
Stone of the Cobra
Amulet increases the rate at which you can attack by 50% for both melee and ranged attacks.
Storm Crystal
Calls down a rain of lightning bolt, has one or multiple charges. Can be recharged at the Talamari.
Stroke Dagger
When use use it from your inventory or as a missile weapon, it becomes a triple-strength lightning bolt.
Valkyrie Charm
Adds to your Protection and Might points.
Warstone
Equip this item to increase your maximum Hit points by 25%.


Special and Essential Items

These are items that serve a particular purpose in the game, whether it be for a Guild Quest or to advance in the game. Most of these items are not placed in your inventory slot, but are automatically stored in your journal until used.

- Special Items -
- Location/Use -
Bottle of Wine
In the Underworld Hotel Cellar. Give it to the Organist so he can accept your sheet music.
Brass Clock Key
There are two- one given to you before you enter the portal to the Underworld, and one you'll find in one of Upper Level rooms in the Underworld Hotel. "Time has no meaning," you hear frequently, therefore, the clocks are not used to tell time. Use one to wind-up the ballroom clock (which will call the Organist) and use the other on the clock in the Attic to free the trapped souls.
Chesara's Medallion
A weathered medallion used to unlock the abandoned barracks in the White Tower's stained glass window room.
Crystal Device
Given to you by Sioned to take a magical sample of a portal and a shard piece as Quests for the Mages Guild.
Dock Key
Given to you by the Iron Guild as part of your first Quest- to clear the Docks of the Rat creatures.
Dragon Claw Statuette
Given to you by the Order of the Finch Finch as part of our third Quest- to find the Heat of Sunrise in the Volcanic Caves.
Draracle's Sigil
You find this with the help of the Draracle. Touching it to each mirror shard you find will transport it, and you, back to the Shining Path.
Empty Jar/Jar of Oil
This wide mouthed jar can be used to store lamp oil. Becomes a Jar of Oil once it is filled will oil.
Gems
Red, Blue, Green and Violet. These four gems are found in the White Tower, and placing them in thier proper locations will arm the Stark Traps and reveal access to treasure rooms.
Mechanical Eye
Found on a body in the NOD Base in the Shattered Desert- used to open a certain door.
Head
The gritty soil ground into the hair and stump of this gristly parcel may offer some indication as to whom it belongs to. Someone missing one of these would probably want it back. Soon.
King's Pardon
You must steal the King's Pardon off of a guard as a Quest from the Baccanal.
King's Writ
A decree given to you from your Uncle, King Richard, giving you full access to the resources of the Keep and it's armies. Take this writ to Jeron for assistance.
Perfumed Scarf
A colorful scarf woven of fine silk. The distinct perfume of Dame Legrey clearly marks this fine scarf as hers. Give it to the Bounty Hunter in the Blue Deer Inn and he will take care of her. Finding it is the hard part- maybe grab it off her while she is yelling at you.
Peter's Note
This simple note is marked with the seal of Dame Carmen LeGrey, your step mother. Get it from Peter while you visit her house.
Ruloi Hand
You find two after killing some Ruloi Warriors. They are used to reveal the last two regeneration chambers and to open the portals to the Ruloi collective.
Seal
This simple device radiates a powerful aura Ancient Magic. Involved in the forging of the Shining Path long ago, this Seal must be used to reforge the mirror in the present.
Sheet of Music
Found on a book case in the Underworld Hotel. Give it to the Organist so he can play, which will cause the dancers to reveal the entrance to the Attic.
Toy Sword
You must retrieve this as part of an Iron Ring Quest. If you equip it and use it, it will break causing you to fail the Quest.
White Tower Key
Until very recently possessed by the Barbarian Queen Jacinda, this key can be used to open the inner vault of the White Tower.


Alchemial Ingredients & Food Items

These are items that can be consumed or serve as alchemial recipe items. Some cure hunger, and some have their own special properties. (Note: many ingredients can also be found in the Ruloi Temple).

- Item -
- Uses - - Location of Origin -
Aloe Biscuit
Heals health points, restores hunger bar Found in various locations
Aloe Leaf/Cave Aloe
Heals 5 health points, restores hunger bar Grows on bushes in Gladstone woods/Draracle's caves
Amber
Has no effect by itself In the Volcanic caves
Bag of Rations
Restores hunger bar Found in various locations
Bag of Rotted Meat
Restores hunger bar, at the cost of possible Lesser Poisoning Found in various locations
Barbequed Stark
Restores hunger bar On the corpse of Starks, in the White Tower
Black Lichen
Heals 20 health points, restores hunger bar Grows from water in the Gladstone sewers and by the Docks
Blood Aloe
Converts 10% of your Mana points into Hit points, restores hunger bar In the Underworld graveyard
Bon-Bon
Restores hunger bar In the White Tower
Brook Flounder
Causes an eye to temporarily grow in the back of your head, restores hunger bar Found at the Lower Gladstone Docks
Dragon Meat
Restores hunger bar On the corpse of Fire Drakes, in the Volcanic Caves
Dreamshard
Has no effect by itself; serve as keys in the Ruloi Temple On the walls in the egg chambers in the Ruloi home world
Geldenberry
Heals 10 health points, restores hunger bar In the Gladstone Woods
Gorgonite Nodules
Has no effect by itself In the Volcanic caves
Hot Bead
Has no effect by itself In the Shattered Desert
Hound's Heart
Creates a portal in which a random item will come out of On the corpse of Rift Hounds
Ice Seed
Creates an ice wall In the Frozen Wastes
Ice Shard
Has no effect by itself In the Frozen Wastes
Ironwood Sap
Has no effect by itself Found by striking gray-barked trees in Gladstone Woods
Lamplight Eggs
Grants you low-light vision for 1 minute Found in the Hopper caverns
Magnesium Stone
Creates a shimmering beacon-like light for 5 seconds In the Volcanic caves
Mana Leech
Restores 10 Mana points, but causes poisoning In the Ruloi Homeworld
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 In the Underworld graveyard
Mugwort
Has no effect by itself Grows in around the portal to the Underworld in the Gladstone Woods
Mushroom Rot
Has no effect by itself In the Ruloi Homeworld
Pork Chop
Restores hunger bar On the corpse of Boar, in the Gladstone Woods
Rainbow Sulfite
Restores some Mana points In the Ruloi Temple
Rat Meat
Restores hunger bar On the corpse of all types of rats
Sandcrust
Has no effect by itself In the Volcanic caves
Silverleaf
Restores 5 Mana points Grows in pots in the Underworld Hotel
Spider Silk
Restores 5 Health points On the cropse of any spider
Swampblack Root
Restores hunger bar In the Underworld hedge maze
Tar Crystals
Has no effect by itself Found around bubbling tar pools in the Frozen Wastes
Tiger Meat
Restores hunger bar On the corpse of Cerberus Tigers, in the Frozen Wastes
Vel's Fruit
Nullifies the effect of Lesser and Greater Poison In the Gladstone Woods & Keep
Venom Sac
Poisonous if ingested On the corpse of Hoppers
Waterspark Leaf
Restores hunger bar Grows around portals in the Gladstone Woods


Pharmacological Combinations

When some are Alchemial Ingredients are combined with others, they yield a much more powerful, magical combination. Click on the desired combined item, in the Alchemy pages of your Journal, to create the item (Note, you need the recepie items of the desired combination in your inventory inorder to be able to combine them).

Acid Sac
=
Tar Crystals + Lamplight Eggs
Throw on a foe in combat to reduce their Hit points/Combat points by 25% for fifteen seconds
Arrant Prac
=
An unseccessful combination of items
Arrant means “completely and totally such”, and Prac is an anagram for Crap
Champion Stone
=
Amber + Ironwood Sap
Temporarily increases might by +20; lets you use the Reaver of the Great Orc (only one can be used 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
Flintskin
=
Dreamshard + Gorgonite Nodules + Magnesium Stone
Temporarily hardens the skin to offer protection
Force Pod
=
Poison Paint + War Cluster
Like Ancient Stones, allows access to Ancient Magic
Gummy Pod
=
Geldenberry + Swampblack Root + Tar Crystal
Causes your feet to temporarily be sticky- helpful when walking over icy areas.
Life Leech
=
Ice Shard + Ironwood Sap + Swampblack Root
Upon using this foil, it will sap 10% of the nearby creature's health. Then, get the foil and eat it to get the mana.
Mana Cluster
=
Aloe + Mugwort + Silverleaf
After using this, the next Non-Ancient spell you cast won't cost you any mana points, you can do multiple charges of this item.
Mana Foil
=
Rainbow Sulfite + Silverleaf
Restores 50 points of your magical energy
Mana Mask
=
Black Lichen + Blood Aloe + Sandcrust
Upon eating this, your mana will drain, point per point, but all enemies will think you're a 'friendly' creature. This works as long as you have enough mana or do not make any offensive moves.
Mana Pod
=
Dreamshard + Silverleaf
Upon using the pod, your mana will regenerate extremely quick for a short period of time. Use it to launch a massive storm of spells.
Mimic Stone
=
Brook Flounder + Hot Bead + Hound's Heart + Waterspark Leaf
Right-click it on another item to duplicate it. Save it for very expensive or powerful items.
Mind Cluster
=
Gorgonite Nodules + Rainbow Sulfites
Momentarily reveals the entire automap of your current level- even secret areas
Oculus Pod
=
Blood Aloe + Brook Flounder + Dreamshard
Use it to create a small traveling eye that floats ahead of you, scouting the area.
Phial of Transfer
=
Geldenberry+ Mana Leech + Mugwort
Upon using this phial, it will take half of your Hit points, cut that amount in half again and covert it to Mana points.
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
Shimmerfoil
=
Magnesium Stone + Mushroom Rot
Place the shimmerfoil on the floor. When an enemy walks over it, it will explode and a greater light source will be created.
Soulmeat
=
Aloe + Ice Shard + Sandcrust
Gives you full health and removes all poison
Stone of the Gorgon
=
Black Lichin + Gorgonite Nodules

Throw this stone at a creature. If it hits, the creature will be petrified.

Summoning Stone
=
Hot Bead + Hound's Heart + Mandrake Root + Waterspark Leaf
Will summon a Rift Hound to attack for you. When finished, it will turn on you!
Vortex Foil
=
Mana Leech + Mushroom Rot + Silverleaf
Upon using this foil, it will sap 10% of the nearby creature's mana. Then, get the foil and eat it to get the mana
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


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