Potions and scrolls
Using an item from the inventory runs one of a few rules, picked by the item's type in the item table. A stack that reaches 0 is removed, except throwing stars, which stay at 0 until recharged.
Potions
A potion restores its flat HP and MP. Elixir and Power Elixir restore that percentage of the maximum instead. HP stops at the maximum.
Example: a hero with 30 of 110 HP drinks Red Potion, which restores 50 HP, and has 80 HP. An Elixir at the same point restores half the maximum (55) and gives 85 HP.
Return scrolls
A return scroll moves the hero to a town:
| Scroll | Goes to |
|---|---|
| Return Scroll to Nearest Town | the nearest town: area 9 from area 10, area 6 from 7 or 8, area 4 from 5, otherwise the current area's town |
| Return Scroll to Kerning City to Return Scroll to Ant Tunnel | areas 0, 1, 2 and 3 |
| Return Scroll to Orbis to Return Scroll to El Nath | areas 4, 6 and 9 |
| Return Scroll to Abandoned Mine | area 10 |
Example: a hero in Magatia reads Return Scroll to Nearest Town and arrives in the town of area 6, Magatia Village.
Upgrade scrolls
An upgrade scroll works on the equipped item of its slot: weapon (Weapon Enchantment Scroll, Highest Weapon Scroll), overall (Armor Enchantment Scroll, Highest Armor Scroll), hat (Helmet Enchantment Scroll, Highest Helmet Scroll), shoes (Shoes Enchantment Scroll, Highest Shoe Scroll) or earrings (Earrings Enchantment Scroll, Highest Earrings Scroll).
It needs an upgrade slot left on the item and uses one whether it works or not. The chance depends on how many scrolls have already worked on the item:
| Scrolls that worked so far | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Fixed-stat item (shop, drop) | 100% | 75% | 50% | 25% | 10% | 0% | 0% |
| Rolled item (a quest reward) | 100% | 80% | 60% | 40% | 30% | 20% | 10% |
The second scroll named for each slot (a 100% scroll) always works. On success all six of the scroll's stats are added to the item. So the first scroll on any item always works, and a fixed-stat item takes at most 5 successful scrolls.
Example: a hat with 2 successful scrolls and 3 slots left. The next ordinary scroll works with 50%, and a slot is used either way.
Special items
- Level Up Marble Lv+1 gives a level-up.
- Initialize SP resets the skills: every point spent comes back and the stats are recomputed.
- XP 20% Increase gives 20% of the current level's need as EXP.
- SP Marble SP+1 gives one skill point.
- Reverse revives the hero from the death popup instead of a return to town (death and revives).
Initialize SP and SP Marble came from the cash shop; no product grants the other two cash items.
Example: at a level whose need is 1,000 EXP, XP 20% Increase gives 200 EXP.
Throwing stars
A star stack refills at a shop for one star's price × the missing stars, and selling a stack pays its sell price plus one star's price × the stars in it. The item table stores one star's price in tenths of a meso.
Example: a stack of 200 Subi Throwing-Stars with 40 left, at 5 tenths of a meso a star, costs 5 × 160 / 10 = 80 meso to refill.
Sources
CHero::UseItem 0x66695, CHero::AddHP 0x5F181, setMP 0x601A5, ScrollTargetSlot 0x691E5, CItem::ApplyScroll 0x69511, CItem::AddScrollStats 0x69145, and the shop's Shop_OnKey 0x46DB9 (refills and sales). The star price is the item table's column at 0x54 (data tables).