Proto:Daikatana (PC)/Pre-Alpha/Items

Acro Boost
This item gives an increase to the Acro stat for 60 seconds, though the specific amount is not specified. The final's Acro Boost maxes the player's Acro stat for 30 seconds.

Antidote
The Antidote gets rid of poison if the player is affected by it. However, there is no poison in the pre-alpha, so it is useless.

What is possibly a model of the Antidote can be found in E2M3; as it looks somewhat similar to the final's.

The “use Antidote” sound is exactly the same between the pre-alpha and the final versions, making it one of the few things in the pre-alpha that got into the final unchanged.

Attack Boost
Gives the player an increase in attack speed for 60 seconds. The final's boosts the player's attack speed to the max for 30 seconds.

Backpack
A backpack from Quake 1 is dropped whenever the player is killed, but its colors depend on the map the player is killed in; in E1M3 it is a dark blue, while in E2M3 the backpack is a grey color.

The pre-alpha Backpack is viewable in a standard Quake 1 model viewer. When viewed, it looks exactly like the Quake 1 Backpack. This suggests that the pre-alpha Daikatana engine is able to load Quake 1 models, but it has a few issues with textures from those models, either because of a changed pallet or because the engine can't read Quake 1 .mdl files with perfect accuracy.

Black Adamant Armor
This armor gives the wearer 250 armor points and absorbs all fire damage. This armor appears in the final's episode 3, but has been downgraded as it gives the player 250 armor points and absorbs only 50% of fire attacks.

Black Chest
The item's description is scrambled in items.dll, but from what can be pieced together, the Black Chest would have a 50% chance of exploding when the player opened it, but is otherwise the same as the Wooden Chest listed below. This exists in the final game, but only has a 20% chance of exploding.

Chainmail
The Chainmail is exactly the same as the final's; it gives the player 125 armor points and absorbs 1\3 of each attack.

A poor-looking .bmp texture for this item exists in the \data\skins folder. It looks vastly different when compared to the final version.

Chromatic Armor
The pre-alpha Chromatic Armor gives the player 200 armor points, absorbs 50% of each attack and reflects laser-based attacks, but every time a laser attack is reflected ”you take ¼ of the damage”. What “you” means is unknown; it could mean the player's health or the armor itself. The final version exists in Episode 1, but has been changed quite a bit; it gives the player 100 armor points, absorbs 50% of each attack and absorbs 90% of an Ion Blaster projectile's damage.

Ebonite Armor
The pre-alpha Ebonite Armor absorbs 60% of an attack, but no armor points given are listed. A scrambled list of attributes, “½ of rocket” and “SPECIAL: Tazerhook cannot grab” are found right in front of the Ebonite Armor's listing, but the listings are too scrambled to 100% confirm that the pre-alpha Ebonite Armor has those attributes.

The final's Ebonite appears in Episode 4, absorbs 60% of an attack, but it gives out 200 armor points instead of the unknown amount the pre-alpha one has.

Envirosuit
The pre-alpha Envirosuit gives the player 60 seconds of free air underwater and protects the player from environmental hazards, such as poisonous gas. It is exactly the same as the final's.

A .bmp texture for it can be found in the data\skins folder, which is handy, as there are no Envirosuits in either E1M3 or E2M3.

Gold Armor
The Gold Armor absorbs ¾ of each attack, but the amount of armor points given is not listed in items.dll. This item appears in Episode 2 of the final version, but gives the player 200 armor points in addition to absorbing ¾ of each attack.

Goldensoul
The Goldensoul increases the player's health, but the amount is unknown because there is no HUD to show the player's health. In the final, it gives the player 100 health points, up to a 200 max.

A “fade” sound that is unused in the game hints that the Goldensoul's power was designed to shut down after a certain amount of time.

It can be found in E2M3 in the pre-alpha.

Health Field
The Health Field is one of the few pre-alpha items not seen in the final version. According to what can be pieced together in items.dll, the Health Field would give the player and people within an unspecified range either, 10, 25 or 40 health. This would be pretty useful for healing yourself and your buddies at the same time in single player mode.

Health Kit 10
The Health Kit 10 gives the player 10-15 health when used.

Health Kit 20
The Health Kit 20 gives the player 20-25 health when used.

Ice Boots
The Ice Boots allow the player to walk on ice without slipping and sliding around like in your average ice-themed video game section. This item cannot be picked up in the game, but a .bmp texture for it exists in the data\skins folder.

This item appears in the final version's model files, but cannot actually be used in-game.

Jet Boots
The Jet Boots did not appear in the final version. The description in items.dll states that the Jet Boots give the player 60 seconds of flying time, but it is impossible to pick this item up. It appears in E1M3.

Kelvar Armor
The pre-alpha Kelvar Armor is the exact same as the final Kevlar; it gives the player 100 armor points and absorbs 40% of each attack.

Megashield
The Megashield is much different in the prototype; instead of giving the player 400 armor points, the Megashield makes the player completely invulnerable for 30 seconds. Right before the Megashield runs out, the message “Green Elf needs food badly.” appears in the console; an unexpected reference to Gauntlet.

It also looks different as well; it is a shield, but it has spikes on it and appears to be made out of wood and metal, while the final's has no spikes,a large skull on it and appears to be made solely out of metal.

The Megashield uses significantly different sounds when compared to the final's, but some of the old Megashield sounds were reused for the Save Gem.

This item can be picked up in E2M3.

Oxylung
The Oxylung is an item that does not appear in the final version. It gives the player 60 seconds of air while underwater, but there are no underwater segments in E1M3, the map it appears in, making it impossible to see if this actually works in the pre-alpha. However, it does eventually run out when picked up, so at least it's timer is working.

Plasteel Armor
The pre-alpha Plasteel Armor gives the player 100 armor points and absorbs 1\3 of each attack. The Plasteel Armor received quite the buff in the final version, as the final's gives the player 200 armor points and absorbs 75% of each attack.

It can be found in E1M3.

Potion
The Potion gives the player 25 health. It is the same as the final's potion, which appears in Episode 3.

Power Boost
The pre-alpha Power Boost upgrades the player's Power rating for an unspecified amount for 60 seconds, while the final's boosts the player's Power rating to its max for 30 seconds.

Silver Armor
The pre-alpha Silver Armor absorbs ½ of each attack, but the amount of armor points it gives is not specified. In the final, the Silver Armor gives the player 200 armor points in addition to absorbing ½ of an attack.

Speed Boost
The pre-alpha's Speed Boost enhances the player's speed stat by an unknown amount for 60 seconds, while the final's maxes the player's speed stat for 30 seconds.

Vita Boost
The pre-alpha's Vita Boost enhances the player's vitality stat by an unknown amount for 60 seconds, while the final's maxes the player's vitality stat for 30 seconds.

Wooden Chest
The wooden chest gives the player either an antidote, potion, wisp ammo (ammo for the Wyndrax's Wisp weapon, which appears in the pre-alpha) or nightmare ammo (doesn't correspond with any of the weapons in the pre-alpha).

Wraithorb
The pre-alpha Wraithorb makes the player invisible for 60 seconds, while the final's gives the player 30 seconds. However, it is impossible to pick it up in the pre-alpha, so it is unknown if the invisibility is like Quake's (completely invisible) or like the final's Wraithorb (you become semi-transparent).

It's “wait” sound is the same between the pre-alpha and final versions. The pre-alpha pickup sound is similar to the final's, but the final sound has some sort of strange distortion sound the pre-alpha one doesn't.

A .bmp texture for it can be found in data\skins.

Quake 1 Items
Models for the Quad Damage and Pentagram of Protection can be found in the game's files and opened up in a Quake 1 model viewer just fine, but there doesn't seem to be any code for them listed in items.dll. It's likely that they were temporary models for items until a real model was made.

Health Kit
This item can be picked up in E1M3. Because there is no HUD, it is impossible to see how much health it heals.

Health Field Cannister(sic)
Like the Health Kit, the Health Field Cannister(sic) can be found in E1M3. There is no way to tell how much health it has healed.