Witchaven Item Mechanics
10-25-2020
Release 1 © RTCM
ETTiNGRiNDER
INTRODUCTION
WEAPONS |
POTIONS AND SPELLS |
ARMOR AND MISC.
All the collectable items in Witchaven and Witchaven II,
including weapons, potions, spells, armor, artifacts and treasures.
I have attempted to be accurate by referencing the source code,
but it is possible that some data is still incomplete or mistaken.
There are several instances where the descriptions in the manuals do
not correspond to what the code is actually doing.
In Witchaven I, the attack animation a weapon does makes a
difference to how much damage it does. In Witchaven II it doesn't.
Enchanted weapon upgrades exist only in Witchaven II, and are
acquired by visiting a shrine (usually built with a particular wall
decoration, and you will be able to tell if the shrine has been used
or not by the blue magical sparkles which disappear once the
enchantment has been collected.) All enchanted weapons get a bonus
that doubles their damage (stacking with strength potions and Hero
Time); some of them get other bonuses as well.
Enchanted weapons are given 25 charges on easy skill, 20 on
medium, and 10 on hard or very hard; after these are used up, they
revert to normal. (The vanilla code treats each difficulty as if it
were one higher due to a bug. This causes the weapon's enchantment
charges on very hard to equal whatever the weapon's remaining
durability points had been.)
When a "Weapon is damaged" message appears, that means you can
deal only ten more blows with it before it breaks, regardless of
weapon type. Once the weapon has reached this point, you can pick up
a replacement if you find one, otherwise used weapons will not be
discarded. However, there is an issue in vanilla Witchaven II that
causes you to throw away enchanted weapons if you run over a pickup
for a normal one of the same type.
The lowest difficulty setting of Witchaven I allows you to keep
your weapons after you die.
Fists
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Damage roll: 1-5
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Durability: N/A
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Reach: 1024
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You can punch enemies as a last resort. Very
weak, and low reach, but they do hit faster than other
weapons and can potentially stunlock enemies. Punching a
wall will cause you to hurt yourself. In Witchaven I, also
the weapon readied when casting spells. You always have this
weapon.
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Dagger
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WH1 damage roll A: 10-15
WH1 damage roll B: 5-8
WH2 damage roll: 5-9
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Durability: 45
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Reach: 1024
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Both games start you with one. Weak weapon,
but superior to the fist. Can sometimes be found in treasure
chests. In Witchaven II, the enchanted version looks
different and does double damage.
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Short Sword
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WH1 damage roll A: 10-20
WH1 damage roll B: 10-16
WH2 damage roll: 5-14
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Durability: 55
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Reach: 1536
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Better than the dagger, but still not very
good. Can sometimes be found in treasure chests. In
Witchaven II, you start with one in your inventory and the
enchanted version has a flaming blade with double damage.
Witchaven I starts you with one on the easiest skill level
only.
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Morning Star
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WH1 damage roll A: 10-18
WH1 damage roll B: 15-23
WH2 damage roll: 5-19 × 2
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Durability: 50
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Reach: 1536
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An OK weapon. During damage calculation in
Witchaven II, the damage rate is doubled after adding the
level bonus, making it more powerful than its WH1 version.
Can sometimes be found in treasure chests. The enchanted
version shoots fireballs making it one of the better
enchantments to have, as long as the autoaim bug doesn't
spoil it. The easiest skill level of Witchaven I and all
skill levels of Witchaven II start you with one.
Dual wielding the enchanted morning star with your broad
sword will produce a fiery impact, but doesn't shoot the
projectile fireballs.
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Broad Sword
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WH1 damage roll A: 20-25
WH1 damage roll B: 15-20
WH2 damage roll: 5-24
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Durability: 80
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Reach: 1536
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The best one-handed weapon, at least without
enchantments, with ok durability and a relatively quick
attack. If you're not using a shield, you can dual wield
another one-handed weapon (dagger or morning star) but this
feature is a bit buggy and might not trigger. In Witchaven
II, or the easiest skill on Witchaven I, you start with it
selected. Can be tagged as enchanted in vanilla WH2, but
with no special effects (beyond possibly the damage
doubling.)
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Battle Axe
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WH1 damage roll A: 25-30
WH1 damage roll B: 20-25
WH2 damage roll: 5-29
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Durability: 100
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Reach: 1536
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Strong, but slow two-handed weapon. Can
sometimes be found in treasure chests. Once you get the
timing down, a good tactic is to begin your swing from out
of range, then charge the enemy in time for the blow to
connect. Also appears to get a +50% bonus to damage when
used on human enemies (Midian, Ciraean, Argothonian, Giryon)
in Witchaven II. The enchanted version has a blue aura and
can be swung faster as well as doubling the damage, making
it quite formidable.
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Magic Bow / Long Bow
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WH1 damage roll: ? (Not outside 15-30)
WH2 damage roll: ? (Not outside 15-45)
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Ammo limit: 100
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Reach: Unlimited
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A bow & arrows that lets you shoot enemies
from afar, but doesn't do a lot of damage. You can stand on
arrows that have been shot into the wall, and even use this
weapon to create "ladders" and "bridges" using multiple
arrows. The enchanted version fires flaming arrows. Arrows
travel to their target instantly when fired, so there is no
possibility of dodging if your aim is true.
Damage appears to be unaffected by powerups (possibly
intentional for Strength Potion and/or Hero Time, a bug
where enchantment is concerned.)
The bow can run out of arrows, but it never breaks. You can
carry a maximum of 100 arrows at a time, and a quiver of
them gives you 20 arrows in Witchaven I or 25 in Witchaven
II.
Tip: if you have trouble aiming, try targeting by looking at
whether the enemy is centered above the spine of your
spellbook on the status bar.
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Pike Axe
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WH1 damage roll A: 10-25
WH1 damage roll B: 5-20
WH2 damage roll: 5-39
Thrown damage: 30
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Durability: 30 or 40? (Melee)
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Reach: 1024 (Melee)
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A two-handed weapon that you can throw or,
if you only have one left, use in melee. Can sometimes be
found in treasure chests. As a ranged weapon, it lacks the
instant hit potential of the bow but deals consistent rather
than randomized damage. In Witchaven I can never be exceeded
by the bow in damage output, but bow damage rolls in
Witchaven II can go higher as well as lower. Missed throws
can stick in walls and be retrieved. The enchanted version
shoots three axes at once but does not allow you to collect
more spares until the enchantment wears off. When collecting
a set of pike axes, you get 10 in Witchaven I or 25 in
Witchaven II, with no set maximum in the vanilla EXEs.
As a melee weapon, the pike axe is largely inferior to the
battle axe, being similarly cumbersome and having poorer
reach, although in Witchaven II it's passable against
monstrous creatures.
There appears to be no limit to how many you can carry for
throwing.
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Magic Sword / Two-handed Sword
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WH1 damage roll A: 45-60
WH1 damage roll B: 40-55
WH2 damage roll: 5-44
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Durability: 250
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Reach: 2048
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An all-round good weapon that you'll use a
lot once you have it: does plenty of damage, has a long
reach and good attack rate, and is very durable (more than
twice the lasting power of any other weapon). Probably the
best melee weapon (and arguably best weapon overall) in
Witchaven I, though in Witchaven II the halberd's damage
potential is a touch higher. All around, the main downside
of this weapon is that you can't use your shield with it.
The enchanted version, AKA Ice Razor, has a 75% chance to
freeze enemies that it strikes, with effects identical to
the freeze spell, which sometimes allows for an instant
kill, however, if you're using a strength potion freeze
chance drops to 50% for some reason.
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Halberd
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WH1 damage roll A: 25-40
WH1 damage roll B: 15-30
WH2 damage roll: 5-49
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Durability: 50
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Reach: 2048
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Two-handed weapon with great reach and
damage, but it breaks easily. Most damaging melee weapon in
Witchaven II, in the original it is inferior to the magic
sword. Midian Warriors can throw it, and you can pull their
missed throws from the wall, but for you it's melee only. In
Witchaven II, the enchanted version glows orange and deals
double damage.
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There are two kinds of inventory items that may be carried for
later use in Witchaven and Witchaven II: potions and spell scrolls.
The means to activate them are different but otherwise the
distinction is a bit fuzzy; only potions have healing properties and
only scrolls can be used to attack, but both categories have some
varieties that act as timed power-ups.
You can carry 10 potions of each type, and 9 spells of each type.
In Witchaven II, a single scroll pickup gives 5 spell charges
instead of just one. Also, in Witchaven II, you no longer need to be
using your fists to cast spells as was the case in the first game.
Timed spells can increase in duration as Grondoval gains
experience levels.
Breaking the barrels scattered around the dungeon will sometimes
reveal a random potion bottle.
Health potion
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Color: Blue
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Instant
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Restores 25 points of health. It's usually a
good idea to keep your health near to maximum, especially if
you start to have a surplus of these. In Witchaven II, they
will be used automatically if Grondoval is about to die.
Witchaven II also starts you with a supply of three.
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Strength potion
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Color: Green
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Duration: About 30 seconds
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Temporary power-up that causes melee attacks
to do 150% of their normal damage (not double as the
Witchaven I manual states). This stacks with the Hero Time
strength bonus, and is applied after it. The strength
powerup helps preserve both health and armor, by giving
enemies less time to live while fighting them, and also your
weapon durability, since they'll take fewer blows to kill.
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Fire Resistance potion
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Color: Red
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Duration: About 30 seconds
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Temporary power-up that grants immunity to
lava damage and most projectiles, making it invaluable in
levels with a lot of lava zones, as well as when fighting
fire-based enemies like the lava fiend and the dragon. Due
to the way it's coded, even many non-fire projectiles are
resisted and some dungeons are designed around this being
the case. Witchaven II starts you with a supply of one.
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Cure Poison potion
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Color: Yellow
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Instant
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If Grondoval is poisoned, drinking this will
remove the effect. It cannot be used otherwise. Poison
damage triggers slowly, so you have plenty of time to clean
up whatever situation got you poisoned before you take the
antidote.
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Invisibility potion
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Color: Tan
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Duration: About 30 seconds
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Temporarily turns Grondoval invisible so
that enemies will have trouble noticing him. Swinging a
weapon may negate the invisibility. This can be handy for
scouting areas that you suspect might have some of the
harder enemies lying in wait.
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Scare spell
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Icon: Demon face
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Duration: About 16 × level seconds
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Monsters will attempt to flee, allowing them
to be picked off more easily, but will still fight back if
cornered. Some might resist the effect. Grondoval's hands
become a black silhouette when this is active. Pairs well
with ranged attacks.
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Night Vision spell
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Icon: Glowing eyes
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Duration: About 30 + (level - 1) seconds
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Temporarily makes areas appear brighter so
it is easier to see.
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Freeze spell
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Icon: Blue orb
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Instant Attack
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Turns nearby enemies to ice; they can then
be shattered with a single blow. If killed this way, they
will not drop any bonus items like weapons or armor.
Effective distance increases with every XP level, from a
base of 8192. Enemies do not get a saving throw, but can
thaw out after a while if they are not destroyed while
frozen.
In Witchaven I, requires a minimum experience level of 2 to
cast.
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Magic Arrow spell
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Icon: Arrow
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Projectile Attack
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Fires a scatter of ten magical projectiles
that do 40 damage each (Yes, seemingly stronger than
Fireball which is 3 × 40 in vanilla).
In Witchaven I, requires a minimum experience level of 2 to
cast.
In Witchaven II, the projectiles will auto-target if they
detect enemies nearby, rather than scattering.
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Fly spell
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Icon: Winged figure
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Duration: About 30 + (level - 1) seconds
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Temporarily allows Grondoval to fly,
allowing him to reach high areas or cross lava and spike
pits without taking damage. A very useful spell.
In Witchaven I, requires a minimum experience level of 3 to
cast.
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Open Doors spell
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Icon: Door
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Instant
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When used on (most) doors, causes them to
open, even if you don't have the key or they are meant to be
activated by pull chain. Occasionally required for entry
into certain areas, but usually acts as a shortcut. Certain
types of doors might not respond to the spell (ones that
swing as opposed to raising, in my experience.)
In Witchaven I, requires a minimum experience level of 3 to
cast.
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Fireball spell
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Icon: Fireball
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Projectile Attack
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Throws three fireballs that do 40 HP worth
of damage each. Auto-targets enemies.
Seems to actually be weaker than the Magic Arrow spell,
which also impacts for 40 HP damage but throws a lot more
projectiles. Manual says that the fireball impact is "resist
or die" but there is no evidence of that being the case.
In Witchaven I, requires a minimum experience level of 4 to
cast. (Possibly also explode for more damage in WH1?)
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Nuke spell
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Icon: Mushroom
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Instant Attack
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Witchaven's superweapon. Checks for any
enemy nearby to you, and everyone it hits, dies, no
questions asked. Only the bosses are immune to being nuked.
The manual describes its range as 30 feet, and also claims
it destroys items as well as monsters, which I haven't
observed to be the case.
In Witchaven I, requires a minimum experience level of 5 to
cast.
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For an in-depth analysis of how armor and shields work,
check the
Game Mechanics Document. Value is how much treasure XP
you get for collecting this item.
Duration is how long the item lasts. For timed items,
I've used the internal duration value in game time units,
for now, until I'm certain of the real time values. I
believe the conversion is 120 game time units = one second.
These have only been checked against Witchaven II
currently.
Tile # indicates which tile should be assigned to a
sprite in BUILD to make the sprite function as a collectible
item.
Leather Armor
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Duration: Until destroyed
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Value: 10
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A vest of leather armor. Sets armor
points to 50 and armor type to leather. Only picked
up if the player has less than 50 armor points.
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Chain Mail
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Duration: Until destroyed
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Value: 20
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A chainmail vest. Sets armor points
to 100 and armor type to chain. Only picked up if
the player has less than 100 armor points.
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Plate Armor
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Duration: Until destroyed
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Value: 40
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A sturdy breastplate. Sets armor
points to 150 and armor type to plate. Only picked
up if the player has less than 150 armor points.
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Helmet / Hero Time
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Duration: About one minute for powerup, until
destroyed for armor
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Value: 10
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A horned helmet in the style worn by
Midian Warriors. Adds 10 armor points without
affecting armor type, as well as giving a temporary
powerup to Grondoval's attack capabilities. While
Hero Time is active, he can swing his weapons faster
and every blow does double damage (stacks with
strength potion and enchantment bonuses). The manual
says the length of the powerup time is 30 seconds,
but it appears to actually be a minute.
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(Midian) Shield
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Duration: Until destroyed
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Value: 10
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The Midian Warrior's ornate shield.
Gives 100 shield points which grant additional
protection against attack. When the shield is held,
it can sometimes block attacks completely.
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Ciraean Shield / Magic Shield (Witchaven
II only)
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Duration: Until destroyed
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Value: 50
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A large, round shield. It has
improved durability, with 200 shield points, but
protects the same as the regular shield. In vanilla
Witchaven II, shields can't be destroyed due to a
bug, so the difference doesn't matter.
A small lore oddity with these is that although the
manual calls it a Ciraean shield, it's not used or
dropped by Ciraean Sentinels, but rather Giryon
Knights.
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Adamantine Ring
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Duration: Life
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Value: 30
Tile #: 726
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A plain ring with no jewel. A
protective item, but does NOT affect armor points or
armor type in any way, instead it gives the player a
a 50% chance to deflect a melee blow without taking
damage.
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Onyx Ring
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Duration: Life
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Value: 35
Tile #: 730
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A ring with a black jewel. "Grants
you protection from missiles." says the manual. In
vanilla Witchaven (both games), does nothing but
grant you the pickup XP.
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Sapphire Ring
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Duration: According to armor worn
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Value: 25
Tile #: 373
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A ring with a blue jewel. According
to the manual, supposed to give resistance to fire
attacks for a limited time. According to the code,
what it actually does is turn any armor worn into
plate armor (without giving any armor points). This
was commonly thought to be the function of the
Adamantine Ring, but that actually works
differently.
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Diamond Ring
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Duration: Until destroyed
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Value: 25
Tile #: 694
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A ring with a white jewel. Sets
armor value to 200 and armor type to plate, making
it essentially a slightly better version of the
plate armor suit.
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Ankh
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Duration: Until destroyed
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Value: 100
Tile #: 714
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A large rotating ankh. Sets
Grondoval's health to 250 HP in WH1; however at
least some versions of WH2 appear to set it to 125
instead (possible bug)?
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Crystal Staff
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Duration: Until destroyed
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Value: 150
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A large staff with a spherical jewel
on the end. Sets health to 250 HP and armor to 300
points of chainmail.
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Gold and Silver (Witchaven II only)
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Duration: Life
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Value: Randomized
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Stacks and bags of silver or gold
coins. Each gives you a random amount of XP from 10
to 109 points. Although there are several different
appearances they all offer the same XP range, no
matter the sprite displayed.
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Glass Skull
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Duration: Life
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Value: Varies according to XP level
Tile #: 706
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Changes your XP value to the
required value for the next level, plus a little
extra. The XP value is set rather than added to, so
no matter if you're nearly at the next level or far
away, you end up with the same XP score after taking
the skull. If you're already at max level, adds a
mere 10 XP instead. Broken in Witchaven II (it still
uses Witchaven I XP values).
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Ornate Horn
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Duration: One minute
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Value: 350
Tile #: 1768 (WH1), 1767 (WH2)
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A medieval drinking horn.
Temporarily allows you to drain health from enemies
when you attack. Each blow dealt in melee while the
powerup is active heals you by a random amount from
1 to 10 HP. A bug can cause you to have this power
on reloading a saved game.
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Amulet of the Mist
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Duration: About 30 seconds
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Value: 75
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Works like an invisibility potion,
according to the manual for one minute (or until the
invisibility is cancelled by attacking) but the
value given in the code appears to be slightly under
30 seconds instead (may be an error.)
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Shadow Amulet
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Duration: About one minute
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Value: 50
Tile #: 698
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Works like a scare scroll, according
to the manual for one minute, but may actually be
slightly longer.
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Water Walk Scepter
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Duration: One level
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Value: 10
Tile #: 718
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This blue-jeweled scepter allows you
to walk on water as if it were dry land, without
slowing down. Lost when you exit the level. As far
as I know, this item does not appear in any of the
official levels, but is functional (correct me if
you've found one and let me know where.)
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Fire Walk Scepter
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Duration: One level
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Value: 10
Tile #: 722
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The yellow-jeweled scepter allows
you to walk on lava as if it were dry land, without
slowing down or taking damage. Lost when you exit
the level. Quite rare in the official levels, but a
few do exist: known locations are levels 15 and 17
in Witchaven I, and level 5 in Witchaven II.
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Treasure Chest
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Duration: As item found
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Value: Varies according to contents
Tile #: 260
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Treasure chests may have many
possible contents, including items, XP bonuses, and
traps. Most of the possible outcomes are good, only
a few are bad. Since the benefits usually outweigh
the risks, it is a good idea to grab chests unless
you are too low on health to risk any damage, though
if you are in a treasure chamber with many chests
you may want to take a fire resistance potion to
minimize the risks. For an in-depth look at what can
be found in treasure chests and how it's determined,
check the
Game Mechanics Document.
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Keys
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Duration: One level
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Value: 15
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There are four different keys that
can appear on a map: brass, ivory, glass and black.
Each one allows you to open corresponding locked
doors. Keys also count as a minor treasure for
purposes of XP gain.
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Pentagram
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Duration: One level
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Value: 100
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The pentagram is a special key that,
when taken to the proper place, will teleport you to
the next level. Typically maps follow a convention
of placing a translucent version of the pentagram
sprite on this exit pad. The pentagram also counts
as a treasure for purposes of XP gain.
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Horned Skull
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Duration: N/A
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Value: N/A
|
This magical horned skull is a goal
item that, when collected, lets you win the game,
ending the level and taking you to the outro
sequence.
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