Sorcerer's Shop





Magic Throwing Dagger
150 gold coins

May be used to attack any monster a hero can "see".  The Monster loses 1 body point.  Monster cannot defend. The dagger is lost after 1 use.  May only be thrown.





Haste Amulet
250 gold coins

This jewel is to be used just before a hero's turn.  It will allow him to move and then perform 3 actions, or perform 3 actions and then move.  May only be used once.  Note, the hero is not forced to move or perform all 3 allowed actions.





Trap Ring
100 gold coins

The ring automatically disarms the next trap that you step on.  It will not work for traps that have already been sprung.  The ring breaks after it disarms the trap.





Mage's Ring
100 gold coins

Will permit the Wizard or Elf to cast a spell on a hero or a monster anywhere on the game board.  Even if they cannot "see" their target.  May only be used once.





Hover Potion
200 gold coins

After you drink this silver liquid, you will roll 1 extra die when attacking, and 1 extra die when defending.  The potion wears off after you lose a body point.






Knight's Ale
200 gold coins

This blood-red drink will heal 1 lost body point.  Will also permit you to roll with 5 combat dice the next time you attack an adjacent Monster.  May not be used be Wizard.






Battle Potion
300 gold coins

Drink this clear potion, and no enemy may hurt you on Zargon's next turn.  A hero may only use one of these potions each quest.






Dragon's Alchemy
400 gold coins

This potion is thick, black, and tastes foul.  If consumed, you will be allowed to teleport back to any room that has already been explored.  You are allowed to place yourself on any tile in that room, however if you place yourself on a trap tile, you must suffer that damage.  Monsters must not currently occupy the target room.  Using this potion counts as an action.

