Post by captamzai (admin) on Jun 28, 2002 13:15:10 GMT -5
(Thanks to Charp and Xuanwumon)
Item - Value
51 - unlock staff, unlocks doors remotely, range 1~2, rod d
52 - m-shield, raises ally's magic defense for a few turns, rod c
53 - fire dragon stone, raises stats, mamkute class only
54 - god dragon stone, "
55 - magic dragon stone, "
56 - secret lore book, permanently raise accuracy by 2
57 - goddess statue, permanently raise luck by 2
58 - angel's clothing, permanently raise max hp by 7
59 - dragon's shield, permanently raise defense by 2
5a - energy ring, permanently raise magic by 2
5b - early wing, permanently raise speed by 2
5c - amulet, permanently raise magic defense by 2
5d - boots, permanently raise movement by 2
5e - body ring, permanently raise build and carry by 2
5f - hero's proof, promotion item for mercenaries, sword fighters, axe fighters, mountain thieves, and pirates
60 - knight's medal, promotion item for social knights and armor knights
61 - orion's arrows, promotion item for archers and nomads
62 - sky whip, promotion item for pegasus knights and dragon knights
63 - guidance ring, promotion item for priests, mages, troubadours, and shamans
64 - treasure key, item to open treasure chests
65 - gate key, item to open doors
66 - drawbridge key, item to lower drawbridges
67 - theif key, multi-purpose key, can open doors, chests and lower drawbridges, theif class only
68 - ointment, recover 10 hp
69 - special medicine, recover 20 hp
6a - pure water, temporarily raise magic defense for a few turns
6b - torch, lights up fog of war area around user for a few turns
6c - antidote, cures poison
6d - member card, grants you access into the secret shops when equipped
6e - silver card, prices for items are halved when equipped
6f - gold, no use, placeholder item used by programmers to give gold as an item to you when you enter a village/house
70 - blessing of darkness, summons the magic dragon, enemy use only
71 - exaccus, zephyr's sword/staff, emperor class only, range 1~2
72 - steel broadsword, very heavy, sword c
73 - silver broadsword, very heavy
74 - al's sword, heavy, lower hit rate, low power, sword d (dunno what's special about it, but it has 50 uses)
75 - gant's spear, ditto above... (might be they gain berserk properties after so many kills like in fe4...), spear d
76 - teena's (fe5's?) staff, re-life staff with 30 uses, rod e
77 - holy maiden's staff, recover all party member's health to full, rod s
78 - dragon killer, strong against mamkute and dragon knights/masters, sword c
79 - white orb, sell for 10000 gold
7a - blue orb, sell for 5000 gold
7b - red orb, sell for 3000 gold
7c - delphi's charm, protects flying units from weakness to archers
7d - rune sword, heavy, low hit rate, high power, range 1~2, sword a
7e - surrender spear, heavy, lower hit rate, high power, range 1~2, spear b
7f - tomahawk, very heavy, low hit rate, very high power, range 1~2, axe a
Item - Value
51 - unlock staff, unlocks doors remotely, range 1~2, rod d
52 - m-shield, raises ally's magic defense for a few turns, rod c
53 - fire dragon stone, raises stats, mamkute class only
54 - god dragon stone, "
55 - magic dragon stone, "
56 - secret lore book, permanently raise accuracy by 2
57 - goddess statue, permanently raise luck by 2
58 - angel's clothing, permanently raise max hp by 7
59 - dragon's shield, permanently raise defense by 2
5a - energy ring, permanently raise magic by 2
5b - early wing, permanently raise speed by 2
5c - amulet, permanently raise magic defense by 2
5d - boots, permanently raise movement by 2
5e - body ring, permanently raise build and carry by 2
5f - hero's proof, promotion item for mercenaries, sword fighters, axe fighters, mountain thieves, and pirates
60 - knight's medal, promotion item for social knights and armor knights
61 - orion's arrows, promotion item for archers and nomads
62 - sky whip, promotion item for pegasus knights and dragon knights
63 - guidance ring, promotion item for priests, mages, troubadours, and shamans
64 - treasure key, item to open treasure chests
65 - gate key, item to open doors
66 - drawbridge key, item to lower drawbridges
67 - theif key, multi-purpose key, can open doors, chests and lower drawbridges, theif class only
68 - ointment, recover 10 hp
69 - special medicine, recover 20 hp
6a - pure water, temporarily raise magic defense for a few turns
6b - torch, lights up fog of war area around user for a few turns
6c - antidote, cures poison
6d - member card, grants you access into the secret shops when equipped
6e - silver card, prices for items are halved when equipped
6f - gold, no use, placeholder item used by programmers to give gold as an item to you when you enter a village/house
70 - blessing of darkness, summons the magic dragon, enemy use only
71 - exaccus, zephyr's sword/staff, emperor class only, range 1~2
72 - steel broadsword, very heavy, sword c
73 - silver broadsword, very heavy
74 - al's sword, heavy, lower hit rate, low power, sword d (dunno what's special about it, but it has 50 uses)
75 - gant's spear, ditto above... (might be they gain berserk properties after so many kills like in fe4...), spear d
76 - teena's (fe5's?) staff, re-life staff with 30 uses, rod e
77 - holy maiden's staff, recover all party member's health to full, rod s
78 - dragon killer, strong against mamkute and dragon knights/masters, sword c
79 - white orb, sell for 10000 gold
7a - blue orb, sell for 5000 gold
7b - red orb, sell for 3000 gold
7c - delphi's charm, protects flying units from weakness to archers
7d - rune sword, heavy, low hit rate, high power, range 1~2, sword a
7e - surrender spear, heavy, lower hit rate, high power, range 1~2, spear b
7f - tomahawk, very heavy, low hit rate, very high power, range 1~2, axe a