These items are powerful in their own right, and often turn the tide in a problematic situation. However, they do not count as Power-Ups, and thus may be used even if a character is, say, using a Fire Flower or a Super Mushroom at the same time. Most can be bought at shops for a dear price, but the higher the price goes, the less likely a shop is to stock an item; most shops do not carry POW Blocks and Invincibility Stars, though almost every trader and shopkeep has a box of Dried Shrooms they're willing to sell.
Served up in many fine restaurants, as well as at shops in to-go containers, Foods provide the fuel for adventure throughout the Mushroom Kingdom, and at affordable prices.
A staple food. The Dried Shroom is an extremely common delicacy of the Mushroom Kingdom, and can be purchased almost anywhere. When eaten, it heals 1 Health. Despite its blandness on its own, it may be used in a wide variety of other dishes that bring much more life back into one's cheeks.
A common treat for many citizens of the Mushroom Kingdom, this delicious syrup will restore 5 FP.
A fine red Mushroom drizzled with a Honey Syrup sauce; a delicacy. Restores 5 HP and 5 FP.
A Koopa family favorite. Restores 7 HP and 7 FP.
Unlike most food, the Flower Tab does not provide simple healing. Instead, this little bit of concentrated flower power will raise maximum FP by one, and then refill FP to its maximum. Not often found in shops (and if so, generally in limited supply), Flower Tabs are more often traded as rare commodities, more often than 1-Up Mushrooms are.
Much like the Flower Tab, except this item adds 3 FP to the party's maximum.
Much like the Flower Tab, except this item adds a whopping 5 FP to the party's maximum.
Wearable items that increase a character's base stats, or provide other benefits on a longer-term basis that Power-Ups. Although called 'Permanent', this equipment can be removed by its wearer at the cost of a turn. It cannot, however, be removed by force while the wearer is conscious. Equipment can always be further improved, replaced, or sold off.
You may not wear two separate items that boost the same statistic - you can wear Spring Boots and the Power Bracelet at the same time, but you can't wear Spring Boots and Plumber's Boots simultaneously. The GM is allowed to rule that some piece of Equipment simply would not be wearable by your character.
High-ranking Koopa soldiers, and some smart Goombas, have spikes on their backs and heads. These spikes cause 1 damage to anyone who touches them, even momentarily, and prevent bodily attacks from connecting. However, a given set of spikes can only point in one direction; other directions remain vulnerable.
The sure-grip tips and spiked palms of these gloves won't increase your Strike any, but they will allow you to grab on to ledges and hang from them!
Based on the Mushroom Kingdom's most famous celebrity's footwear, these boots really do work! They increase a character's Jump by 2.
A further improvement on the Plumber's Boots, these shoes increase a character's Jump by 4. Look out below!
From a distant, magical land, this rare bracelet has a small red gem set in it. When worn, it boosts a character's Lift score by 5!
Important items not covered elsewhere, with strange and wondrous effects.
The cousin of the 1-Up Mushroom, the Life Shroom also returns a person back from 0 Health, automatically. However, unlike the 1-Up, it does not restore a person to full health - instead, it only grants 10 HP, and temporary invincibility for one round only. It also does not move the user an inch. The Life Shroom is intelligent enough to know when it won't be any help, such as in the case of bottomless pits.
1-Ups are rare commodities, able to bring a person back from 0 Health and return them to a safe place. Whenever someone with a 1-Up is brought to 0 Health, no matter what the cause (as long as it's not natural), they are returned to full health, and deposited at some safe location further back in the area they are exploring. The beginning of a level is usually just such a location, but often areas will have a halfway point that will also work - the 1-Up will deposit the person at such a halfway point if they have already traversed it. In truly dangerous situations, such as when confronting a Boss, the 1-Up will understand that "safe" is a relative term; the 1-Up cannot remove a person from the level entirely, but it can act intelligently when looking for a good place to return someone.
The POW Block is a powerful weapon, shaking the ground it lands on tremendously (+0 Earth-element) but it can only be used once - it is destroyed after use. The POW Block may not be stored in inventory; you must carry it in your hands to its destination, and throw it from there. When it lands, the POW Block sends out a powerful (+4 damage) attack that will stun (+4 Stun Hazard) any enemies in its range (+8 area, two spaces directly to the left and two to the right). The POW Block can also break floors, uncover secrets, and otherwise alter the landscape, if used in just the right place (+1 Strike Synergy).
The Invincibility Star is the rarest of the rare, a truly powerful artefact; no one knows how to create one, but they seem to form naturally out of the dearest wishes of people. An Invincibility Star lasts for five turns, and provides immunity to everything: Poison, Slow, Weight, Seal, Stun, and even instant-death traps (+14). It also makes the wielder immune to more mundane damage - whoever has an Invincibility Star will not take damage from any attack; essentially, their Resist score becomes infinite. The wielder of an Invincibility Star also gains a Damage Aura (+1), and the ability to run through enemies (+5, Piercing). Once the star's power is used up after its five turns, it disappears - it cannot be shut off half-way through, nor can it be recharged. A person under the Star's power can still die from bottomless pits.
The Blue P-Switch is a mysterious thing; it will convert bricks to coins, and vice versa, for five rounds. It may also open up other secrets, such as invisible doors, hidden walkways, or secret treasure. After the P-Switch has been active for five rounds, all secrets it has uncovered, and all bricks and coins it has transformed, will revert back to normal; coins that were once bricks, but were collected while the P-Switch was in effect, will not change back. Once its time is up and everything has returned to normal, the P-Switch evaporates.
There are other, rarer kinds of P-Switches, too, that are not often or easily found: Gray P-Switches will transform weak enemies into coins, and Red P-Switches will open up a specific secret in an area, and not evaporate when their time is up (instead becoming press-able once again). There are even rumors of Giant P-Switches, which open up secrets all across the Mushroom Kingdom...