Items are basically all of the objects you can find, receive, obtain or use within the worlds of Mythos. Each is detailed in the following sections.
Scrolls, Potions, Rings, and Wands each has a trait, that first describes it when you don't know what it is (a cloudy potion, a gold ring, etc.). The traits are randomly scattered among each type of item at the start of each adventure, so no memorizing allowed!
There are five ways to determine an Item's trait:
1.Use it.
2.Ask someone.
3.Have an Oracle give you one
4.Buy one in a Shoppe or from a creature
5.Use an Identify Scroll on it
Certain magick requires you to possess a certain ranking of attribute or level. Trying to use such an item will not clear that item's trait, (nor even work, for that matter).
Also, all items (except Runes) have a weight value. Mostly dependent on your strength, you can only carry a certain amount of weight.
Throwing Items
Currently, Armor and Weapons can be thrown at a creature, who will take damage if hit. An enhancement underway is to allow magickal items to be thrown, with the applicable magick affecting the target. Thus, a Potion of Confusion would addle the mind of the creature it hit...
Note: You may find other items pertinent to particular Missions or in Campaigns that are not described here...
Scrolls
Scrolls are one-shot enchantments. Once the scroll is read, the magick is performed (perhaps) and the scroll disappears. Scrolls are divided by level, simply meaning that the scroll is unusable until you reach that skill level. All scrolls weigh 3 gps.
Potions
Potions, like scrolls, can be used only once. They usually affect (positively or adversly) some aspect of your Avatar, rather than your surroundings. Some effects are permanent; others are active until you leave the current floor, or for a certain time duration. All potions weigh 5 gps.
Rings
Rings are magickal items that produce an enduring effect as long as they are worn. A maximum of two rings may be worn at once (left and right hands), and they generally run down your Health level as long as they are on your fingers. All rings weigh 2 gps
Wands
Wands channel and amplify energy, either yours or someone/something else's (stored in the crystal that tops the staff). Many act as the "guns" of Mythos, by directing that energy at some poor offending creature. The energy of the wand is naturally attracted to the life-force of the target, so hitting something with a wand is usually easier than with a weapon (high Dexterity still recommended)...
Like some Relics, they have a randomly-determined fixed number of usable charges before being exhausted, and will disappear when used up. Most wands fire forward in the direction you are facing. All wands weigh10 gps.
Supplies
Supplies are the catch-all category of the items of Mythos. The most important item is Food, which replenishes your health level. Some Supplies are all-around handy, while others are useful only in specific situations.
Relics
Relics are powerful items left over from long-lost civilizations, and can be obtained only in Temples (see Rooms). Most have a fixed number of charges before vanishing, so use them wisely! Many Relics also rely on your Power rating to be effective and they take a chunk of your Power when you invoke them, so make sure you've got enough juice before tackling major monsters.
Armor
A large variety of Armor is available to your Avatar, to buy, find, or win. The basic feature of Armor is the armor class (AC), a basis for the relative protective strength of each type of armor. Basically, an unarmored individual is AC 0, with higher numbers being better. In addition to the standard AC, each individual piece of armor may have a magical bonus or subtraction (for cursed armor) indicated by -1, +1, +2, etc. Each Avatar initially begins an adventure with Leather Armor (AC 1).
Weapons
A wide selection of Weapons is available to your Avatar. While the hit probability is mostly determined by your Avatar's and the attacked monster's attributes, damage inflicted is mostly a factor of the weapon being used. Two modifiers, toHit and Damage indicate if the weapon is enchanted or cursed in some fashion, modifying the weapon's base values. Each Avatar initially begins an adventure with a Dirk (0/0).
Types of Weapons
Blunt: Bash & Smash affairs.
Edged: Hack & Slash affairs.
Fired: Using a supply of ammo, launch missiles & such at an enemy. Each Weapon currently only has one type of ammo it can use (except the DragonTongue, which can fire any ammo); your ammo count is then displayed to the right of the weapon name, and decrements your ammo count...when it hits zero, you revert to Fists until you select another weapon.
Some monsters may be immune to certain types of attacks, damage being dealt only when the appropriate type of weapon is used...
Gold
Gold is gold. Get all you can. Used in final scoring, but also handy for buying things.
Runes
Runes are the splintered keys to each Floor of Mythos that activates the portal leading to the next Floor. After the first floor (which always contains a "Down" Portal), you must collect all of the Runes scattered about before you journey into uncharted territory (unless you fall into a pit!). Collecting all of the Runes on one level activates the Portal to the next floor. Portals to previous floors are always available and visible.
Artifacts
Artifacts are ancient manifestations of Myth-energy. Each World has its own unique Artifact. Give each Artifact to that World's King to achieve Knighthood (see Avatar). In Locked versions of Mythos, acquiring all three Artifacts wins the game!
Each world's King will knight you in exchange for that world's Artifact, thus allowing you to construct a stronghold.
Because of their antiquity and power, Artifacts are listed under your "Relics" button icon.