Treasure, Trap, & Items
An assortment of items can be found while journeying through the realm. Most of them are hidden in obstacles like stones or barrels while others lie behind the walls. Special objects are dropped by enemies on occassion. A single, rare treasure is held within each castle and is dropped upon its collapse. However, sometimes when expecting a nice reward for your destruction, in later levels, it may turn out to be a trap!
Items and Food
Golden Coin, the standard currency. While wrecking an enemy fort, more cash can be earned than what you get paid for the job. Coins are dropped by enemies, castle walls, chests, and just about any else found. Just grab them quickly before they disappear. Soldiers may also pick them up.
Magic Jewel, a sparkling gem. Jewels are worth far more than mere gold, many fold more. If spotted, be certain to pick it up before too long. These types of funds can really help arm your army.
Roasted Meat, a hearty meal. Still on the bone, a piece of roast fuels your hungry warrior. Chomping down on some recovers a portion of health, which just might be that edge needed to continue the battle.
Wheat Loaf, the staple bread. The basics of consumption, these energy packed morsels recharge your fighting force. Eating some recovers all of a knight's lost energy. That will come in handy for more carnage.
Stout Pint, all a man needs. Greater than any food, it is spirits that give a man strength. That is why this tankard of mead replenishes body and mind, restoring both health and energy to a warring soldier.
Fish Fry, a crispy treat. Nothing beats a quick bite, and while it is not as fulfilling as a hearty meal of red meat, grabbing some fish still recovers much needed health. However, this food cannot be found within a barrel. Rather, your Knight can prepare it himself while out in the battlefield. They need only know how.
Castle Key, your golden access. Taking a key allows your Knights to enter areas otherwise sealed off. It may be a way, a bounty, or a trap. Whatever fortune holds, it is opened by this simple treasure.
The Forge, weapon smithy. You'll never find this laying on the battlefield, but it can be found in the supply depot between raids. The forge is where you get your weapons and other armament improved. One upgrade is possible per level.
Traps
Bone Drop, call of the dead. A single skull may drop out from the castle or a chest. This was a ploy designed to anger the spirit of the deceased, causing the dead to return to take vengence on anyone around. A skeleton typically comes up from the ground, but it could be worse.
Explosive, destructive blaster. A red sphere may reveal itself. If so, run away as quickly as possible. It's a bomb and could go off in no time. The explosion is far reaching and cuts through walls. If fast enough, a knight may only suffer a few parts of the blast, but a slower one could take on the full force.
Smokescreen, foggy blinder. While the least deadly of the traps, it can be particularly annoying. When a blue ball drops, it covers the vicinity in a mess of gray smoke. The knight will become unable to see anything through the fog. The ground, enemies, incoming attacks, even his own hands are all masked.
Castle Crawler, swarming mites. If a green mass is found beneath a damaged wall, be prepared. This trap cannot be outrun, and it cannot be avoided. The object is an egg cluster to a magically crafted creature designed for fort defence. The sac is loaded with several tiny pests who, upon release, spill out and scuttle over the castle. While they are not powerful, they take away focus from the siege at hand and distract from larger, more pressing threats, like defenders.
Inferno, fiery burn. An orange bubble is packed with pyrotechnic powder that bursts into flame upon contact with air. This spreads a thick layer of fire upon the surroundings. The hazard will not stay long, but it can hit many targets and send a lot of your helping soldiers home.
Spike Ball, falling hazard. Primitive to say the least, a purple trap drops a razor ringed sphere of sinister steel. It plummets downward and remains still after that. It is not much of a threat once it lands, but dimwitted soldiers may stumble into them if not careful.
Freeze Frost, winter chill. When a pale trap is spotted, it houses a chilling force that scatters in six directions. If caught by the blast, the Breaker will be rendered immobile. Another soldier can come out while the other is stuck, but the first is left completely vulnerable to their surroundings.
Special Treasures
Eye of War, foresees the bloody battlefield. This ruby relic can be joined to a weapon to increase its power. Only one weapon can be chosen, and the upgrade can only be purchased for the knight who found the gem.
Eye of Warding, foresees the enemies' attack. This emerald talisman predicts the actions of your foes. Knowing what is to come, the knight is better prepared for battle and gains a permanent increase to their defense.
Eye of Wander, foresees the road ahead. This amethyst totem shows the way that will be traveled. With the path laid out, it can be traveled more smoothly. Thus, the knight gains a permanent increase to their speed.
Eye of Wings, foresees boundless possibilities. This sapphire jewelry unencumbers the knight and allows them to more easily soar through the air. It bestows a permanent increase to their jumping ability.
Stone Heart, a ruthess rock. A treasure not easily found. It is the life force behind beings without flesh or blood. In the hands of the living, the unnatural fortitude of the fleshless is gained for a short time. Picking one up lends a temporary but great increase to a knight's defense.
Grim Candle, a black warding. This token is a powerful ward against the nefarious black arts. When it is taken up, the powers of the Undead are banished from the area. Knights no longer have to fear the arrival of the Warlock or an army of Gray Skulls.
Magic Maelstrom, a chaotic swirl. This enchanted item calls up a arcane energies to surround your Knight. These glimmers circle about and block any enemy attack that they can. However, they do not cover a fighter wholly and, therefor, do not guard him entirely.
Hell Badge, a fiery boon. This enchantment places a fire spell upon the Breaker's weapon. Over time, dancing flames orbit the knight. Whenever attacking, the tongues are hurled out to assist. It takes time for the fires to build back up to full, but lesser strength attacks can be delivered as well.
Vital Waters, a healing elixir. This tonic replinishes one of the original knights and allows them to fight in battle another time. The reward goes to the most experienced knight. It is the only way to gain more uses with the original army. Spare nothing to secure this chalice if seen.
Capture Hand, pilfers a foe. This object steals away an enemy soldier and recruits them to your side. Which foe is enlisted to your cause with each pick up will vary. The better you know a foe, the more likely they will be taken to your side.
Reverse Clutch, obtains the lesser. Opposite the Capture Hand, this item allows your army of Breakers to gain use of a foe that they are less familiar with facing.
Gilded Skull, insignia of doom. This rare relic is given to the departed to watch over them and protect their soul. Taking it from a corpse gives one power over their lifeless body and undead soul. Procure one and command the dead.
Last Modified - December 4th, 2010 | Established - May 29th, 2008