Editors's Note: The following is an excerpt from the Enemy/Item FAQ written by Patrick "Exaggeration17A" Leahy. The original article can be found at GameFAQS.

Swords are the weapons of choice for warriors, though other weapons exist that
reward those skilled in melee combat.  Swords are relatively fast, do the most
damage, have power strikes that are easy to aim and they can dismember your
enemies, sometimes resulting in quicker kills in close combat than other
weapons.  In later chapters, the best swords will require you to have points in
strength, so plan ahead if you want to use them.
Five different power attacks can be made with swords: a downward slash when
standing (effective for dismembering, decapitation in particular), a forehand
slash when moving right (good against enemies trying to sidestep), a backhand
slash when moving left (also good against sidesteps), a thrust when moving
forward and a different thrust when moving backward (both thrusts are good for
keeping your distance, and for aiming at enemies' legs if they hide behind their
A power attack with a sword made when the adrenaline bar is full will result in
a two-hit combo strike similar to the one made from a charge that instantly
kills and usually dismembers its target (occasionally, you will impale your
enemy on your blade instead).
You can make a couple of swords in the game if you use a forge.  To start, use
the bellows to the left of the fireplace to get a fire going.  Then, you'll need
a steel bar or Flamegold bar to put in the pot to the right of the fire.  Next,
turn the wheel to swing the pot over the flame.  When smoke rises from the pot,
turn the wheel again and the molten metal will pour into a sword pattern plate.
Pull a lever to the right to dunk the blade in water and cool it down.  Then,
take the blade from the plate and use it on the fire.  When it glows red, grab
it and use it on the anvil behind the fire.  Then, pick up the blacksmith's
hammer near the anvil and attack the sword to hammer it into shape.  Finally,
use the tools to the left of the anvil to make a hilt and you have a completed

SHORT SWORD - First found in the prologue.  +2 damage.  This will be the standby
weapon for most swordsmen until chapter four, and you have to use it to get
through the prologue regardless.  There's not much to say about it that hasn't
already been said about swords in general.

LONG SWORD - First found in chapter three.  +3 damage, requires melee combat 1.
This is an improved Short Sword for those who have spent a skill point in melee
combat.  You can either find your first long sword in chapter four, or make one
yourself in chapter three using a forge located beneath the warehouse.

NAGA SILKSWORD - First found in chapter five.  +3 damage, +4% chance of critical
hit, requires critical hit 1.  Now things are getting interesting.  The Silk-
sword is a thin, curved blade designed for finesse over brute force.  Between
the weapon's craftsmanship and the prerequisite skill, your strikes will do
double damage 7% of the time, which isn't often but it makes a difference.  I 
usually spend points in critical hit if I'm a warrior anyway, so I think it's
worth getting the skill to use this sword, especially considering there's an
improved version available later.

CLEAVER - First found in chapter five.  +7 damage, requires strength 2.  The
exact opposite of the Silksword: brute force over finesse.  Pretty much what
you'd expect considering every orc in the game carries one.  Though the damage
is excellent, I find the prerequisite is hard to meet in chapter five and I
usually abandon it soon in favor of the Superior Naga Silksword anyway.  Feel
free to use it if you can, but don't expect to use it for long.

SUPERIOR NAGA SILKSWORD - First found in chapter five.  +6 damage, 4% chance of
critical hit, requires critical hit 2.  My favorite non-magical sword, in case
you haven't guessed.  The superior version of the Naga Silksword delivers more
critical hits (9%), and it's actually more noticeable.  I recommend it over the
cleaver as a result, despite its lower damage.

SWORD OF THE DRAGONCLAW - Found in chapter six.  +9 damage, +18 to undead,
requires strength 3.  Although you'll find it in chapter six, you won't be able
to use it unless you make a holy pilgrimage in chapter nine.  If you choose to
do that, this weapon's performance will be your reward.  It annihilates undead
enemies and can hack apart most other things just as easily.  It's not just the
best sword, it's the best melee weapon in the game, unless you're not pure
enough to use it.

EARTHFIRE SWORD - Found in chapter seven.  +6 damage, +12 to enemies vulnerable
to fire, requires strength 2.  This is one of your better choices, sword-wise,
especially if you don't make the pilgrimage in chapter nine.  In order to get
it, you need to make a sword from a bar of Flamegold found in chapter seven.
Its fire damage usually results in higher damage than what the Superior Naga
Silksword is capable of (and not just against enemies vulnerable to fire).  If
nothing else, it's certainly a good replacement for the Staff of the Firelord
for dealing with spiders and other enemies vulnerable to fire.

SOULDRINKER - Found in chapter seven.  +4 damage, 30% of damage dealt goes to
health, requires strength 3.  You would think that this sword would be on an
equal level with the Sword of the Dragonclaw given its requirement, but it's not
the case.  Damage this low in the later chapters isn't good enough even with the
life-stealing ability.  It's not bad to use against weaker enemies when you need
a health boost, but I can't recommend it as a primary weapon.  One last thing if
you decide to use it: remember that the undead have no life to steal, so don't
slash a zombie and expect to get more than 1 health for it.


Daggers are the weapons of choice for assassins, mostly due to their ability to
backstab and instantly kill non-animal enemies you sneak up on.  They can also
be thrown at fleeing enemies, or as an adrenaline effect, for an instant kill.
They're also the fastest weapons available, though not as powerful as swords or
even some bows.
Three different power attacks can be made with daggers, all of which are two-hit
combos: a pair of simultaneous slashes while standing and moving left or right,
and two separate stab and slash combos made while moving forward and backwards.

DAGGERS - First found in chapter one.  +1 damage.  This is the basic version of
the dagger.  Like the Short Sword, it's an early-in-the-game standby weapon that
has no special qualities.

GUTTING KRISS - First found in chapter one.  +4 damage, +4% chance of critical
hit, requires stealth 2.  Whether or not you'll prefer these daggers to the
Poison Kriss depends largely on your combat style.  If you like to power attack
relentlessly to kill enemies quickly, go with this weapon.  If you're more
cautious and strike only when you know it's safe, then the poison effect will
wind up doing more damage than you will with these.

POISON KRISS - First found in chapter three.  +2 damage, magic attack: poisons
enemy, requires stealth 3.  These are found in the same general area where you
can make a Long Sword, though unlike that weapon, you may not be skilled enough
to use these daggers them when you find them.  The extra damage is certainly
nice for assassins, and the poison makes combat easier since you won't have to
make as many attacks... the poison can do the damage instead.

LIGHTNING DAGGERS - First found in chapter five.  +4 damage, +8 to enemies
vulnerable to lightning, requires melee combat 2.  These daggers are somewhat
anomalous since they don't require skill in stealth to use.  If you're an
assassin, you may not actually have the skill in melee combat to use them.
This makes them more of a weapon for the warrior, especially in orc-laden
chapter five where the lightning damage can make these daggers more effective
than the swords available to you.

SHADOWSTEEL DAGGERS - First found in chapter seven.  +6 damage, requires stealth
3.  Those who like the Gutting Kriss will definitely like the Shadowsteel 
Daggers, whose improved damage will come in handy when stealth fails you.
They're even the right color for assassination!

DAGGERS OF FROST - First found in chapter seven.  +2 damage, magic attack:
freezes enemy, requires stealth 2.  Generally not even as useful as the Poison
Kriss, these daggers' freezing ability doesn't make up for their low damage.
The situation that applies to the Gutting Kriss vs. the Poison Kriss might apply
to this weapon if you don't have stealth 3, but freezing is only so effective
when your enemies are already on top of you.

DAGGERS OF THE DRAGONFANG - Found in chapter nine.  +7 damage, +14 to undead,
requires stealth 3.  A holy weapon awarded to those who make a certain
pilgrimage during chapter nine.  Although the base damage is only a little
better than that of the Shadowsteel Daggers, their ability to slay the undead
makes them untouchable as the best daggers in the game.


Staves are the weapons of choice for mages, and many staves in the game require
skill in magic affinity to be used.  These weapons are actually very effective
in combat, and can outperform swords early in the game if you can master the aim
of the power attacks.  They stun enemies often, which leaves them open to be
knocked down and then finished off while on the ground.  Their potential is
definitely not to be underestimated.
Three different power attacks can be made with staves, all are hard to aim and
two out of three are simply too slow.  You twirl your staff elaborately before
settling on a postion from which you will unleash two wild attacks that swing
your view with the direction of the blow and usually result in only one actually
landing.  The left and right power strike is the slowest, though the pair of
wide horizontal swings are good for small groups of opponents standing in a
line.  The standing and forward power strike is marginally quicker, but its
horizontal, then vertical swing are the hardest to aim.  The backwards power
strike should therefore be used almost exclusively, since the windup is much
quicker and the vertical swing and thrust is less disorienting and easier to
A power attack with a staff made when the adrenaline bar is full will result in
a flurry of blows with the potential to instantly kill more than one enemy in
your vicinity (ocassionally, you will spin an enemy around with a strike and
snap their neck instead).

WOODEN STAFF - First found in chapter one.  +1 damage.  Wooden staves are
carried by mage/healers in Stonehelm.  Despite the low damage rating, this
weapon can still be very effective, as described above.

COMBAT STAFF - First found in chapter one.  +2 damage, requires melee combat 1.
Officially as powerful as the short sword, it's a shame that the melee combat
requirement means that characters who prioritize magic won't get to use it.
A fine replacement for the wooden staff or even the short sword for anyone with
the skill, though.

STAFF OF REFLECTION - Found in chapter four.  +2 damage, can absorb one magic
attack and turn it into a lightning projectile power attack, requires magic
affinity 1.  The great thing about this weapon is, it's the only thing in the
game that can actually block a magical attack.  Not only that, it absorbs the
energy and unleashes a lightning spell on the next power attack you make.
Apart from that, it's an improved combat staff but the special ability is quite
valuable for fighting the necromancers in chapter four.  Just remember, it can
only absorb one spell, then you start taking damage.

STAFF OF THE FIRELORD - First found in chapter five.  +3 damage, +6 to enemies
vulnerable to lightning, requires melee combat 1.  Another melee-focused staff
that mages might miss out on, the Staff of the Firelord should strongly be
considered as a primary weapon for melee characters to use against spiders,
until they get the Earthfire Sword at least.  Again, very effective as long as
you can temper the wildness of its power attacks.

SHADOWSTEEL STAFF - First found in chapter five.  +5 damage, requires melee
combat 2.  Yes, another combat staff not geared toward mages.  I don't find this
weapon very useful since I'm usually fighting with the Staff of the Firelord for
enemies weak against fire (+6 damage) and a Superior Naga Silksword for
everything else (also +6 damage).  The Shadowsteel Staff is weaker than both in
that context, but if you prefer staves over swords, then there's nothing wrong
with this weapon.

SOULREAVER STAFF - First found in chapter seven.  +2 damage, restores your mana
when you hit, requires magic affinity 3.  This is generally a good replacement
for the Staff of Reflection as a mage's staff since you don't fight that many
spellcasters.  The low damage is forgiveable since mages generally only resort
to melee when they're out of mana and the Soulreaver Staff plays to the mage's
strengths, giving you the mana you need so you won't have to resort to melee
combat for long.

STAFF OF THE DRAGONBONE - Found in chapter nine.  +7 damage, +14 to undead,
requires magic affinity 3.  A holy weapon awarded to those who make a certain
pilgrimage during chapter nine.  Obviously, this is the best staff in the game.
It's especially nice for mages who didn't spend points in melee combat and now
finally have a devastating weapon to go along with their devastating spells.
Too bad they couldn't get something like this sooner.


Bows are the weapons of choice for archers.  You've probably figured out on
your own by now that you'll need to spend points in the archery skill to use the
best bows.  Aim is everything with these weapons because a shot to the head can
be one of the most damaging attacks in the entire game.  You also need to
collect quivers of arrows to keep shooting, which are available in limited
quantities so you don't have the luxury of shooting away without aiming first.
Of course, the equation changes when you get an endless quiver....
There are no power attacks with bows.  The mouse button must be held down to
keep the bow drawn once you nock an arrow.  The only other attack that can be
performed is stabbing an enemy with an arrow, which happens if you have an arrow
in hand when an enemy is close by.  Also of note, if you have an arrow nocked an
approach an open flame (such as a torch or firepit), you will get a fire arrow
that does a little extra damage and can be used to ignite things.
Shooting an enemy when the adrenaline bar is full will result in an instant
kill.  Nothing fancy, but it's quick, effective and generally more versatile
than power attacks made with melee weapons.

BOW - First found in the prologue.  +2 damage.  This weapon, used by Black
Guards, shoots arrows and does little else.  But really, what else do you want
from it?

LONG BOW - First found in chapter three.  +4 damage, requires archery 1.  This
is a more stylish bow that requires some skill and does a little more damage
than the basic Bow.  Used by orcs, so you'll have plenty of chances to get one
in case you miss the one in chapter three.

ELVEN BOW - First found in chapter four.  +5 damage, +3% chance of critical hit,
requires critical hit 2.  The strongest non-magical bow.  It's more damaging
than a Long Bow, is equipped with a (redundant) sight and surprisingly it
requires the critical hit skill and not archery as a prerequisite.  I found this
to be an excellent companion to the Superior Naga Silksword for my warrior, and
archers who take the critical hit skill will probably like it too.

POISON BOW - First found in chapter four.  +2 damage, magic attack: poison
cloud, requires archery 2.  This is a good bow for poisoning and weakening
groups of enemies, but the fact that its damage is only as high as a regular Bow
is frustrating.  It means that in order to maximize the effectiveness of your
shooting, you need to fire your first arrow with the Poison Bow, then switch to
the Long or Elven Bow for the rest of your shots.  I usually go with the Elven
Bow exclusively instead.

ROPE BOW - Found in chapter five.  +1 damage, unlimited ammo, creates a rope
when an arrow is fired into a wooden surface.  Technically, it's a weapon, but 
its main purpose in the game is to create ropes.  The only good thing is that
this bow still allows you to shoot enemies if you're out of normal arrows, but
by chapter five you're not far from the endless quiver so this bow's
effectiveness as a weapon is pretty limited.

BOW OF WINTER'S BREATH - Found in chapter five.  +2 damage, magic attack:
freezes enemy, requires archery 2.  Like the Poison Bow, the low damage of this
weapon hinders its effectiveness despite its magical property.  It's probably
best used on lone enemies... freeze them, switch bows, and take the time to aim
for a head shot.

BOW OF FIERY RAGE - Found in chapter nine.  +7 damage, +14 to enemies vulnerable
to fire, requires archery 3.  So much better than all of the previous bows.
This weapon is actually a little more versatile than the Bow of the Dragonhorn,
since its damage bonus will help you against not just undead but humans and
animals as well.  Definitely worth tracking down and using if you're an archer.

BOW OF THE DRAGONHORN - Found in chapter nine.  +8 damage, +16 to undead,
requires archery 3.  A holy weapon awarded to those who make a certain
pilgrimage during chapter nine.  The Bow of Fiery Rage comes close, but this is
still the best bow in the game and incredibly useful if you have opportunity to
take down ghouls from a distance.  By the time you get it, most of what you're
fighting is undead so the fact that it doesn't do double damage to as many
enemies isn't a big deal.


There are a few random weapons in this game that don't fit into any of the above
categories.  For the most part, they aren't very useful but here they are

RANDOM ITEMS - Dark Messiah's designers seem to pride themselves on the fact
that you can pick up barrels, crates, jars and a slew of other items and throw
them at your enemies.  Unless you kick some weak planks and drop these items on
your enemies, it generally isn't worth the effort to make use of this feature,
though.  Throwing objects depletes stamina, usually doesn't do much damage and
the fact that the item takes up most of your view makes aiming these throws
difficult.  This could be an effective strategy if your enemies aren't in range
of your melee weapons yet and you have no other ranged attacks, but other than
that unlikely scenario, I wouldn't recommend this tactic except for early in the
game when all your attacks do relatively low damage.

HAMMER - First found in chapter three.  Probably deals +1 damage, but not
specified in-game.  This hammer can be used to smash enemies, but that's not
its real purpose.  If you read the swords section, you'll know this item is
necessary to hammer an unfinished blade into shape when using a forge.  However,
there's no need to carry the hammer around when you find it since there's one
available at every forge and they're no good as weapons.

PICKAXE - First found in chapter three.  +2 damage.  The inclusion of a pickaxe
while you're exploring a mine seems like an obligatory, atmospheric addition to
the game.  The only reason you'd use it as a weapon though, is if you're sick of
the Short Sword and don't have the skill to use any of the superior weapons
available.  The only other possibility is that you use it to uncover something
secret in the level, and I missed it.

CLUB - First found in chapter four.  +3 damage.  Clubs are carried by the
goblins in this game.  It's a crude weapon with only one kind of power attack,
but it's also one of the strongest weapons you'll find that doesn't have a skill
requirement.  This might make it valuable for characters who haven't learned
melee combat or stealth, like mages looking for a quicker weapon than a staff or
archers looking for a backup weapon if they run out of arrows.  Beyond those
possibilities, it doesn't have much use, though.

HOOK - First found in chapter four.  +3 damage.  Hooks are carried by the
necromancers in this game.  They're very similar to clubs in damage, performance
and lack of requirements and you find your first hook around the same time as
your first club.  So, if you really want to use one of these weapons, the
decision is really a stylistic one.

AXE - Found in chapter five.  +2 damage.  A lone axe, seemingly put into the
game as an afterthought, can be found in chapter five.  It's weaker than a club
or hook and why anyone would want to use it is beyond me.  Maybe, like the pick-
axe, it has some minor puzzle-solving role somewhere in the level that I over-
looked?  It's hard to say, but I suspect this axe is just a useless curiousity.


We're finally done with weapons.  Shields are just as important to warriors
though, but not so much for any other kind of character since using one requires
at least melee combat 2 (higher where noted).  Most shields are pretty standard
with no special qualities, though some are better than others... especially the
magic, indestructible shields found later in the game.  The normal shields, how-
ever, have a durability rating and break when they absorb too much damage for
you.  This means that, until you find an indestructible shield, any shield user
should have a backup shield in their inventory for when the one they're using
But what's the point of using shields when you can just parry with weapon?
There are a few advantages.  First, only shields can block incoming arrows from
enemy archers.  They're also able to block a cyclops' attacks, which makes
killing them far less challenging for any melee-focused character.  Also, if you
click the left mouse button while blocking, you'll perform a shield bash.  This
attack knocks back enemies about half as well as the kick, but it won't drain
your stamina and won't leave you as open to attack.
One last thing to remember: when enemies block with their own shields, it
decreases the durability.  This can work in your favor because you can smash the
shield if they're blocking a lot, but it's bad news if you're hoping to use the
shield yourself.  If your shield is about to break and you need a replacement,
try taking out an enemy shield holder with a well-placed bash from your own
shield (preferably into spikes), magic (from a scroll, perhaps), an arrow to the
head or with well-aimed sword thrusts to the legs.

STONEHELM GUARD SHIELD - First found in chapter one.  Durability 180.  These
small kite shields are carried by the city guards in Stonehelm but luckily, they
can also be found without an owner.  A good shield that doesn't obstruct your
view much when carried or while blocking.

BLACK GUARD SHIELD - First found in chapter two.  Durability 180.  Carried by
Black Guards (obviously), this shield is identical to the Stonehelm Guard Shield
in every way except the design on the front.

WOODEN SHIELD - First found in chapter four.  Durability 120.  Carried by
goblins, this round shield isn't nearly as durable as the two previous shields
and should only be picked up if you have no backup, then replaced when you find
something better.

ORC SHIELD - First found in chapter five.  Durability 60.  The worst shield in
the game.  Size matters, but not in the way you'd think.  This large kite shield
will obstruct your view even when you're not blocking and is weaker than any
other shield in the game.  Given a choice between this and no shield at all, I
would go with no shield unless I'm surrounded by archers.

ORC BUCKLER - First found in chapter five.  Durability 240, requires melee
combat 3.  In contrast to the other orcish shield, this small one is the best
non-magical shields available.  It might even be worth your while to pick up
more than one of these as a backup, if you have the inventory space for it.

EARTHFIRE SHIELD - First found in chapter seven.  Indestructible, increases your
protection from fire-based attacks, requires melee combat 3.  The first of the
indestructible shields, the Earthfire Shield eliminates the need to worry about
shields breaking and does little else.  True, it will protect you from fire, but
that's a kind of attack you'll only have to worry about from necromancers and
liches, unless you like to stand in firepits.  Anyway, it's better than any
normal shield and only blocks your view as much as a Stonehelm or Black Guard
shield, so it's definitely worth using.

VAMPIRE KNIGHT SHIELD - First found in chapter eight.  Durability 240, requires
melee combat 3.  Larger than the Black Guard or Stonehelm Guard shields, this
shield blocks your view a little but nowhere near as much as the giant orc
shield.  If you found the Earthfire Shield though, the pros and cons of these
shields won't really be an issue when you find them.

LIGHTNING SHIELD - Found in chapter nine (but I know it can be found earlier,
just not sure when).  Indestructible, electrifies opponent on a successful
block, requires melee combat 3.  When you find this shield, you can forget about
any other shield in the game.  Not only is it indestructible, but its ability to
shock attacking enemies practically makes melee combat unbalanced in your favor.
Why?  Not only does it stun them and leave them open to a power attack, but it
actually does damage, too.  You could conceivably do nothing but block to weaken
your enemies with lightning damage, then finish them off when they're down to
almost no health.  Best shield in the game... almost too good.


Let's face it, the studded leather armor you start with gets boring after a
while.  Luckily, you can find new outfits that not only make you look cooler,
but add to your abilities!

WIZARD'S ROBE - First found in chapter two.  +1 to armor, +10 to mana, requires
magic affinity 1.  A predominantly blue robe worn by mage/healers in Stonehelm,
this is an outfit you can't go wrong with to start out as long as you have the
required skill.

ASSASSIN'S GARB - First found in chapter three.  +1 to armor, increases your
stealth, requires stealth 1.  As the name implies, this is an outfit for
assassins.  If you've invested in the prerequisite skill, then chances are
stealth is important to you, so you might consider this instead of the wizard's
robe if you feel like you have enough mana.

CHAINMAIL ARMOR - First found in chapter four.  +2 to armor, requires endurance
1.  Now, of course, we find the warrior's outfit, which only serves to increase
your armor rating.  It's only provides a little more protection than the
wizard's robe or assassin's outfit though, so if you have the skill to use one
of those, you might want to consider wearing that instead of this to keep the
mana or stealth bonus.

ARCANE ROBE - First found in chapter five.  +2 to armor, +20 to mana, requires
magic affinity 3.  An upgraded wizard's robe which gives its wearer even more
mana.  An obvious choice for those with the skill.

PLATE ARMOR - First found in chapter five.  +3 to armor, requires endurance 2.
This armor consists of metal plates and chain mail, and the increase in your
armor rating is more noticeable.  Unless you have the skill for the arcane robe
or master thief's outfit, this is an easy choice for warriors.

MASTER THIEF'S OUTFIT - First found in chapter seven.  +2 to armor, increases
your stealth, requires stealth 3.  The master thief's outfit is to the
assassin's garb as the arcane robe is to the wizard's robe.  Generally the best
armor for those who focus in stealth.

SHADOWSTEEL ARMOR - First found in chapter seven.  +4 to armor, +10 to health,
requires endurance 3.  Finally, warrior's armor that does more than just
increase your armor rating.  The extra protection definitely helps, so warriors
will want to boost their endurance to ensure that they can wear it when they
find it.


Magic rings are another set of items that you can wear to increase certain
abilities and best of all, there are no skill requirements to use them.
Unfortunately, you can only wear one ring at a time and you may have trouble
deciding which one to wear.

RING OF THE WEAPONMASTER - First found in chapter three.  +2% chance of critical
hit with all weapons.  Goes especially well with weapons like the Superior Naga
Silksword, but its appeal is limited.

RING OF ARCANE BRILLIANCE - First found in chapter three.  Adds 10 mana.  If you
use any spells, then this is a pretty good choice, at least until you find some-
thing better.

RING OF REGENERATION - First found in chapter five.  Allows your health to
regenerate.  I usually forsake all other rings except the Ring of the Phoenix
in favor of this one.

RING OF MIGHT - First found in chapter five.  +1 damage to all attacks.
Appealing, but not as much as other rings found around the same time.

RING OF THE PHOENIX - First found in chapter five.  Restores you to full health
when you die, then the ring is destroyed.  Always handy to keep around for tough

RING OF FIRE PROTECTION - First found in chapter seven.  Not very useful,
especially if you're using the Earthfire Shield.


HEALTH POTION - Restores 10 health.  Red potions commonly found in crates with a
dragon insignia, among other locations.

MANA POTION - Restores 50 mana.  Blue potions, just as common as healing potions
though their placement is a little less predictable.

ANTIDOTE POTION - Cures poison.  White potions, somewhat uncommon, usually found
in treasure chests.  To be used with discipline... go back to the spiders under
the enemies section for details.

STONESKIN POTION - Reduces damage.  Yellow potions that appear grey when in your
inventory, about as uncommon as antidotes.  It can be difficult to anticipate
when you're going to take damage sometimes, so I don't find myself using them

FULL HEALTH POTION - Restores full health.  Yellow potions that stay yellow in
your inventory, probably the rarest potion in the game.  I often use them when
I've finished killing a swarm of spiders and only have 5 hit points, though
they're quite useful beyond that, of course.

SCROLLS - Allow you to use the indicated spell once, without consuming mana.
Good for non-magic users when they run into enemies who are resistant to
physical damage.  So far, I've found the following spells in scroll form:
Telekinesis, Fire Trap, Freeze, Charm, Fireball, Lightning Bolt and Weakening.

FOOD - Restores 2 health.  Food comes in a variety of forms, but every unit of
food only restores 2 health.  Cured ham?  Roast chicken?  Some cooked ribs?  2
health.  Mashed banana?  Leek?  Raw garlic?  2 health.  I try not to think about

MAGIC MUSHROOM - Fully restores health and mana.  Blue mushrooms usually found
growing in dark places, even rarer than full health potions.  The most powerful
healing item available, these are lifesavers when you've run out of mana to heal
yourself and are in the middle of a fight.

QUIVER - A cylindrical case that holds an average of 10 arrows, though this
number will vary depending on whether you took it off an archer's body or found
it laying around a dungeon.  Since arrows don't take up space in your inventory,
there's no reason not to grab these when you see them until you find....

ENDLESS QUIVER - First found in chapter five.  For any bow user, the endless
quiver is a great find as it frees you from having to track down quivers dropped
by enemy bowmen.  Archers can fire at will, not having to worry about aiming so
much, and everyone else can now pepper enemies with arrows instead of burning
through health or mana via their usual tactics.

KEYS - Come in several varieties, and many are needed to progress in the game.
Others just unlock areas with hidden treasure.  You'll find them either carried
by enemies, or laying around and usually guarded by enemies.  Each key takes up
a spot in your inventory, but will disappear at the end of the chapter you find
them in.