Explore the item list in Captain Blood, detailing effects like Berserker Brew immunity and mana restoration from Mana Orbs.
You can see what item a unit is carrying by selecting it individually and inspecting the information panel in the bottom right corner of the screen (the HUD (heads-up display — the on-screen icons showing health, ammo and the minimap) - Heads-Up Display).
Items have varying degrees of usefulness. Some are extremely powerful and exploitable, others are fairly ordinary. However, the existence of items in Captain Blood adds another dimension to the strategy and potential of your forces.
Item Classifications:
- One use: This item disappears after you use it, essentially classifying it as a consumable.
- Consumed automatically: This item is used the instant one of your units picks it up, consuming the item in the process.
- Continuous effect: This item provides its benefits to the unit carrying it for as long as that unit has possession of it.
- X mana per use: This item can be used any number of times, as long as you pay the mana cost each time.
Standard Items:
Berserker Brew
- Type: One use
- Effect: Target flesh and blood creature becomes immune to all attacks, but loses hit points gradually and can no longer be controlled. The affected creature also gains +2 attack and +1 movement, and becomes immune to the Boar Burger and Healing Salve items, as well as the 'Fear' and 'Heal' spells. Berserk creatures will seek out the nearest enemy and attack it relentlessly until one of them is dead.
- Strategy: Hard to use effectively as you can't control the affected unit. If you can get a lone unit inside enemy lines or near a cluster of Basal Golems, it will probably allow it to do more damage than it would have been able to otherwise. It will also occupy any units that decide to engage it for as long as its gradually burning hit points allow.
Boar Burger
- Type: One use
- Effect: Restores 10 hit points to target living creature.
- Strategy: Not particularly impactful, but you should always collect them rather than allow an enemy unit to get a 10 hit point advantage. Use it when your target has suffered 10 damage or more, and not before.
Bog Boots
- Type: Continuous effect
- Effect: Carrier gains free movement in marshes and swamps. The carrier will no longer suffer the large -2 defense penalty from swamps.
- Strategy: Not game breaking, but can be useful on a slow, key unit like a Paladin which is normally unable to enter swamps.
Daemon's Bane
- Type: Continuous effect
- Effect: Carrier gains partial protection from attacks by "virtuous creatures" - namely, units created at a Temple.
- Strategy: Decent when being carried by Zombies, as they have natural partial protection from everything _except_ those units, making them much more rounded. Can also be effective on a Ghoul, as its own self-healing ability will aid it in holding its own against the healing powers of Temple units. Can be put to some use when the enemy's forces are mainly Temple units, but don't waste it on something with a naturally high defense like a Stone Golem - they typically only take 1 damage per hit from units anyway. Can also be reasonably effective on Clerics in important, isolated locations to aid them against assaults from more powerful Temple units, such as Furies and Paladins, and make it easier to keep them healed in such attacks.
Drift Disc
- Type: Continuous effect
- Effect: Carrier gains free movement in water.
- Strategy: Usually only found on maps where water is a major obstacle, and as such can be quite valuable. Collect them when you see them to prevent enemy units from being able to surprise you from an unexpected angle, away from your defended choke points.
Frost Cape
- Type: Continuous effect
- Effect: Carrier becomes immune to "Flame" spell, and cannot be damaged by the fire left behind by the 'Flame' spell. In addition, the carrier no longer takes damage in hotbed or flame spout terrain.
- Strategy: Invaluable in certain maps, mostly useless in others unless Wyrms are a problem. If being used to counter Wyrms, put it on a unit that can heal or be backed up by heals, preferably a Paladin. They will be able to stand toe-to-toe with a Wyrm and not worry about rapid hit point loss from their deadly 'Flame' spell, making healing your Paladin much more manageable and less taxing on your mana.
Harpy Net
- Type: Continuous effect*
- Effect: Harpy Nets can only be created and carried by Harpy units, with the exception of those spawned using cheat codes. The "continuous effect" they have is the incapacitation of whatever unit they are carrying, which lasts until the Harpy Net item is dropped. Unfortunately for the creature caught in the Harpy Net, however, they are usually dropped into water, a chasm, or the Cauldron structure owned by the Harpy's controller - which results in the captive creature's instant death.
Healing Salve
- Type: One use
- Effect: Restores target living creature's hit points to their maximum.
- Strategy: Best used at the last possible moment when the creature is about to die, or slightly earlier if being attacked by multiple creatures. Even worth using on a heavily injured Basal Golem if you are attacked early-game, so as to preserve your mana generation ability.
Mana Orb
- Type: Consumed automatically
- Effect: Provides 60 mana to the controller of the unit that picks it up.
- Strategy: Invaluable early-game, collect them as often as possible to prevent your opponent gaining an advantage. Often dropped by destroyed monument or stockpile structures.
Map
- Type: Consumed automatically
- Effect: Reveals a randomly chosen section of the current map you are on. Has no effect if you have already explored the entire map.
- Strategy: Sometimes Maps reveal a useless patch of non-traversable terrain, other times you might get lucky and catch a glimpse of the enemy's Basal Golem cluster, or an important mystical site. They are usually worth collecting on sight. Note that enemy AI units can pick these up, but they are not consumed, which means you can kill that unit to retrieve the map for yourself. This is the only situation in which a Map is being carried rather than used on collection.
Mason Mix
- Type: One use
- Effect: Restores 40 h
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