Items not important to the story or any character, or described in another page (such as an item specific to one character) are omitted
As per this page, Rebirth Fountains are magical structures that possess the ability to revive those who drink from it in the exact same body they died in during battle, with all their equipment and items as well. This of course does NOT apply for those who die of old age, even if they've already drank the magical waters within it.
As per this page, Shrines are structures that grant the user one specific ability or set of "powerups" for a specified duration. Some are more powerful than others, and some supply a simple boost for a time.
The round mystical green ring found in the Swamps that near the Michael Kingdom. This ring encapsulates the spirits founds within said swamp and uses their power to grant 10% cold resistance, 26% poison resistance, 10% stun damage, 1% energy regeneration, 6% defensive ability, and 20% increased experience to the wearer. The ring also reduces shield recovery time by 10% and has a 5% chance to dodge attacks. Furthermore, the ring grants the Envenom Weapon skill which uses 1 energy per second while active and reserves 50 energy. This reserved energy is taken up while the skill is active and is NOT replenished when deactivated, though the user can still regenerate like normal. While activated, the skill adds 34 poison damage over 6 seconds to the user's attacks.
This black and reddish bow found in the Shadow Dimension near the beginning of Michael's Quest II - The Maddening Shadows shoots a ball of dream energy rather than arrows, but can be affected by fire or ice arrow skills. The bow does 75-90 base damage and 25% piercing. This somewhat light bow is still heavy enough to take some skill to shoot fast, though it deals 20-60 life leech and 4-10 energy leech over 2 seconds. While equipped, the weapon grants about 108% skill disruption protection, 33 dexterity, and 40% increased projectile speed.
Arguably the "ace in the hole" of this weaponry is the Shadow Surge skill it grants (seen here). This skill uses the bow's energy INSTEAD of the caster's, and while rare, this property causes a lengthy recharge. The circular wave of darkness that blasts outward from the user's feet deals 284-324 damage to those it's 5 meter radius comes into contact with. This also stuns those affected for 1.5 seconds and deals an extra 67 vitality damage to living beings.
This magical but still somewhat commonly powered square yellow ring uses the memories and love from Da Crew to grant the wearer about 20 strength and intelligence, 90 defensive ability, and drops shield recovery time by 25%. The more efficient shield arm also causes a -6% strength and -4% dexterity requirement for shields. Furthermore, the ring provides the wearer with the Death Ward skill, that automatically replenishes a small amount of life\health and increases health regeneration until the remaining life\health is sufficient when close to death.
The eerily beautiful blue neck piece crafted from the dreams of sleeping persons keeps it's wearer awake, granting 10% stun resistance, 41% health, and the Summon Nightmare skill. This summons a Dream Bender, which is the exact being the Dream Dimension Leader is, possessing most (if not all) the same skills as it. The amulet also grants 2% energy regeneration, -1 player level requirement for items, 25% damage TO demons, and 8% less damage FROM said demons.
The Beanman is a member of Da Crew, who led the group and threw beans in the real world. More on them can be found here in the "Cave of Da Crew" section, but this is that same being's blade, crafted all by himself in this world. The super heavy weapon deals 69-100 damage, 20% piercing, and can be very fast swinging with enough strength and dexterity of the wearer. The weapon's frosty nature and aura deals 90-192 frostburn damage over 6 seconds, and 42-57 cold damage, but takes away 30 offensive ability from the wearer.
The real world aspect of this weapon comes from the forementioned bean throwing, represented as a nameless skill that can be used with the sword equipped. The skill sends out a 1 meter wide green messy bean-like projectile that deals 218-236 poison damage over 2 seconds. The weapon is also part of the Essence of Da Crew set.
Piga, a member of Da Crew, inspired a big part of this entire story's creation in the real world. As such, the torso armor grants the user a wide range of boosts, such as 168 armor, 15% pierce resistance, 13% elemental resistance, and 24% stun resistance. The armor also has a 10% chance of 100% damage resistance, grants 18% health, 23% health regeneration, 35 defensive ability, and boosts all Warfare Mastery skills (of which Piga uses) by one. The heavy vest is also part of the Essence of Da Crew set.
The Mayor is a member of Da Crew that weirdly disappeared almost instantly after graduation of the real life friends, but they wish him well regardless and hope to come in contact again (as well as everyone else). These padded boots grant 3% damage resistance, 10% attack speed, 10% movement, and boost all skills in the hunting mastery (of which he is) by TWO. The boots also have a 30% chance of 6-16 piercing retaliation, and a 9% chance of 0.8-3 seconds of stun. The pair of high water boots is also part of the Essence of Da Crew set.
Chicken is the member of Da Crew that might have stayed around the longest in the real world, but the search will never end. Chicken is another to make his own pair of armor, as the rest did in the story's world, giving 450 armor, 10% bleeding resistance, 39% fire resistance (of which his mastery is in), as well as 21% energy leech resistance, 50% energy leech, 28 intelligence, and 15 dexterity. The thick red and gray gloves also give 19% casting speed, a 6% chance to avoid projectiles, AND a 35% chance of about 53-69 fire retaliation. The set of insulated gloves are also part of the Essence of Da Crew set.
While this is NOT an item, it is a SET of items, which grants bonuses when some or all of the items IN the set are worn:
No bonuses
+4 strength, +4 dexterity, +15% health, +20% energy, +20 defensive ability, +3 increased experience
+8 strength, +8 dexterity, +25% health, +40% energy, +40 defensive ability, +6 increased experience
+16 strength, +16 dexterity, +45% health, +65% energy, +80 defensive ability, +9 increased experience
This lightning staff keeps the universe of Michael's Quest perfectly balanced, and possesses GREAT world controlling might. The staff can grant any wish the wearer has, though only two or three wishes can be active at a time (even so low as one if it's a great enough wish). The wish can be of great power, better stats, new skills, or anything the wearer can think of AND desire hard enough. Should the desire or want be vague or weak, the staff will not grant it, as it must stem from a need, or intense want. The staff itself can give immense power, including the Ternion Attack skill so it can be attacked with, sending out multiple very powerful electrical projectiles. The staff itself is somewhat slow and takes some time to be able to use at all, nevertheless efficiently. While this highly powerful relic is coveted among mortals since they can get anything they've ever dreamed intently of, the wish(s) effects will revert when the user wants it to, or when the wish is completed.