This is the "leftover item page". Basically, it contains all the rest of the items......items that don't really need to have individual pages to list each catagory. I'll explain what's here. "Familiar items" can only be used by the Faerie familiar. "Miscellaneous Items" are just sorta things that don't have a catagory, but are under the "Hands" invantory. They have their uses, and some prove to be useful during certain points in the game. However, they are all [Use] items, so unless you have the duplicator, you'd better be careful as to how many times you use them. "Rods and Cudgels" are weapons, although most really aren't that effective in any use (other than the Shield Rod). "Fist Weapons" are....here's a shocker....weapons Alucard wears on his fists that allows his already nasty-looking punch to cause even more damage.
FAMILIAR ITEMS:
Name: Hammer
Description: Unpetrify (Familiar use only)
What it does: The Faerie uses this to shatter the stone encasing Alucard when he has the "stone" status.
Name: Life Apple
Description: Heals (Familiar use only)
What it does: When Alucard dies, the Faerie will use this to bring him back to life, and to restore all his HP.
MISC. ITEMS:
Name: Library Card
Description: Enchanted library card
What it does: Teleports Alucard back to the Long Library, right to the room before the Librarian's chamber.
Name: Heart Refresh
Description: Restores 500 hearts
What it does: Does what it says.
Name: Meal Ticket
Description: Mystery food ticket
What it does: When used, turns into a food item.
Name: Pentagram
Description: Damages all enemies
ATT: +50
What it does: A giant pentagram covered with hyroglyphics appears, and damages all the enemies on the screen.
Name: Karma Coin
Description: Coin with 2 effects
ATT: +50
What it does: If it lands on "heads", an angel will appear, suck the HP out of enemies, and give it to Alucard. If it lands on "tails", a skull will quickly appear for a fraction of a second, and will crackle with lightning.....but this attack only works if the coin is next to or under the enemy.
Name: Magic Missle
Description: Shoots a magic arrow
ATT: +30
What it does: A bow appears above Alucard's head and shoots an arrow.
Name: Neutron Bomb
Description: Damages all enemies
ATT: +30
What it does: An aura of energy shoots out of Alucard and hits any nearby enemies.
Name: Power of Sire
Description: Damages all enemies
ATT: +40
What it does: Summons the power of Vlad Tepes (yup, Dracula!) and hits enemies with beams of light that emulate from a representation of Vlad's face.....yay!
Name: Bat Pentagram
Description: Damages all enemies
ATT: +73
What it does: huge pentagram with bat sygils on it appears and damages all the enemies on the screen.
Name: Monster Vial 1
Description: Summons merman ally
ATT: +40
What it does: A friendly merman with a halo appears, shoots several fireballs, grunts and disappears.
Name: Monster Vial 2:
Description: Summons bat ally
ATT: +25
What it does: A bat with a halo appears and flies into whatever is in front of it (usually nothing).
Name: Monster Vial 3
Description: Summons skeleton ally
ATT: +30
What it does: A skeleton appears, throws a few bones, then disappears.
RODS/CUDGELS:
Name: Mace
Description: Iron cudgel
ATT: +9
What it does: Nothing, it's just a club.
Name: Shield Rod
Description: Extra effective with shield
ATT: +11
Def: +2
What it does: When used with a shield and both the square & circle buttons are pressed, the Shield Rods releases a shield's "Shield Power". When the combo B-F+ATT is entered, a little swirly ball thing flies forward and stops in mid-air a few feet away from Alucard. This ball thing will remain there for a few seconds, and it can block some attacks, such as arrows or fireballs. This feature is only defensive.
Name: Morningstar
Description: Spiked iron club
ATT: +11
What it does: Nothing, it's just a club.
Name: Holy Rod
Description: Anointed rod
ATT: +12
What it does: Adds "holy" element to attacks. When the combo D-DF-F+ATT is entered, a powerful blast of holy power is emitted from the tip of the rod.
Name: Star Flail
Description: Flail with spiked balls
ATT: +15
What it does: When the combo B-F+ATT is entered, this weapon has a slightly stronger attack, and the spikes make sparks.
Name: Moon Rod
Description: Rod with lunar markings
ATT: +17
What it does: When the combo D-DF-F+ATT is entered, four crescent-shaped magical blades fly out from behind Alucard (they look like they're coming out of his butt) and fly forward.
FIST WEAPONS:
Name: Knuckle Duster
Description: Iron studded brass knuckles
ATT: +1
What it does: Other than putting your normal attack up one point, nothing.
Name: Jewel Knuckles
Description: Jewel reinforced knuckles
ATT: +21
What it does: Nothing.....just a fist weapon.
Name: Iron Fist
Description: Owned by Karate master
ATT: +26
What it does: When the combo D-DF-F+ATT is entered, Alucard throws a flurry of punches so quick that his arm is a blur. This means that the attack of this move is cumulative.
Name: Fist of Tulkas
Description: Blessed by Tulkas the Valar
ATT: +38
Def: +5
What it does: One of the best weapons in the game. When the ATT button is held down, the Fist hits the enemy twice (much like the Alucart Sword). When the combo D-DF-F+ATT is entered, a blue fireball shoots from Al's fist and flies forward (this reminds me of "Hadoken" from the Street Fighter games). When the combo B-F+ATT is entered, Alucard throws that flurry of punches (like the special move for the Iron Fist). So of course, when this move is used, the attack is accumulative (like the Crissaegrim). Because of all these attacks along with the basic "side kick" Alucard can pull with any fist weapon (DF+ATT), the Fist has the most "moves" to it than any other item!