Offensive ItemsA Human will remove threats, not merely to merely protect against them. (Paraphrased, from Frank Herbert, '
Dune')
I will specifically note here, that I am not including any Sword item here. I find them to be overused, and that players have a sword-crutch syndrome. Quests that do not include a sword weapon--at all--are easily playable, and enjoyable; unless the questmaker forgets to tune enemy defences to fit this change.
Bow and Arrow (Any)I do love ranged attacks, and the base arrow is typically as powerful as the L2 sword. In fact, your arrows are often as powerful, if not more powerful than your present sword in most quests. I feel that the bow is a quite underused, an under-rated item
Magic Wand (no book)I detest the Magic Book fire, as in most quests, it also hurts Link. I typically do not use the candle, for the same reason. If that quest rule is off, then both items become far more useful. If the wand costs MP, it drops off this list very quickly, unless the cost is tiny. Infinite weak projectiles are ideal for clearing rooms of weak enemies, or pushing foes away from you.
I use the bow and wand to eliminate LikeLike and similar enemies, that can grab Link, from a distance. Roc's FeatherEasily the item in ZQuest that allow the player to most-abuse its capabilities. You can leap over enemies, water, and through doors. THis makes it extremely easy to run through screens filled with foes. Coupled with the Stomp Boots, this can be used as a
weapon.
HookshotWho does not love this item? Boing! Use it to stun nearly every enemy, including all Wizzrobe classes. It puts every category of boomerang to shame.
BoomerangBefore you have a hookshot, this is essential. Questmakers who assign an MP cost to this may as well not include it in a quest.
HammerThis is primarily useful for Darknut shields. In quests that use splitting Darknuts, this is a very useful took. otherwise, it is a glorified key, although its hitbox size is rather large and it persists for a few frames, so it is possible to clobber a Patra with the hammer. Otherwise, it is too slow to be an enjoyable weapon.
Protective ItemsNot critical to playing a quest, but helpful, are items that protect Link from harm.
Shield (Magic, or Mirror)Deflecting nearly any projectile satisfies me. With the Mirror Shield, being able to deflect any projectile at all, at all, and reflect most others, is an added perk; and being inedible is a bonus. The shield also helps greatly in shooter rooms, to prevent Link from being tossed about like a pinball.
Ring (Armour)Armour rings (any) are of course nice to have on hand. I do not object to questmakers who give these an MP cost, save that if you do this, you should make an equip/unequip function for them, so that simply owning one does not turn into an MP bleed event.
The UselessI typically find all of the following, useless:
Heart/Magic Ring (Green)The regen is so slow that by the time you notice that you have it, you find a full refill drop, or you are dead from the lack of one of these. You know, an arrow ring would probably be far better in this regard.
Cane of Byrna (Unscripted)If given a magic cost, you may as well never use it. It wil bleed a full magic bar dry in seconds, as it eats its MP cost on a per-frame basis. Without a magic cost, unscripted, it is acceptable, but it does not do much unless you grant it five orbits.
Scrolls ( Most )With the exception of Spin Attack, and spin-related scrolls, I have never seen a player use these when they are awarded. Typically, they grab them to 100% games. The spin scrolls are also nearly useless unless you
also award the player a Charge Ring. Give out one of these beauties in Init Data, and a spin attack scroll in init data, and you will see a dramatic increase in the frequency of the player bothering to use a spin attack.
Edited by ZoriaRPG, 07 July 2017 - 07:41 AM.