Dragon Quest I & II HD-2D Remake - Items
Consumables, field tools, stat seeds, and plot-critical key items across Dragon Quest I and II. These range from healing herbs and warping wings to the permanent stat seeds and the legendary relics and ceremonial objects that drive the Erdrick Trilogy's central quests.
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of 22 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Herb | Consumable | A restorative medicine that heals a small amount of HP to the user out of battle. | Effect: Restores a small amount of HP outside battle | Shop in Brecconary and other towns |
| Chimera Wing | Consumable (Field) | Warp-carrying wings that return the party to the last town or castle they visited. | Effect: Returns party to the last visited town/castle | Shops across Dragon Quest I & II |
| Fairy Water | Consumable (Field) | Blessed water that greatly reduces encounter rates while traveling. | Effect: Lowers random encounter frequency while traveling | Shops in Dragon Quest I & II |
| Torch | Consumable (Field) | A light-bearing torch that illuminates dark cave interiors so the party can navigate the deepest dungeons of Alefgard without stumbling in pitch blackness. | Effect: Lights dark dungeon floors | Shops in Dragon Quest I |
| Stones of Sunlight | Key Item | The paired Sunstones whose power crumbles the rainbow seal and opens the way to Charlock Castle. | Effect: Dissolves the rainbow barrier to Charlock Castle | Recovered through Erdrick's relics and the memorial, Dragon Quest I |
| Rainbow Drop | Key Item | The crafted prism that, when poured, opens the path to Charlock Castle. | Effect: Creates the bridge to Charlock Castle | Assembled via the wizard of the Tower, Dragon Quest I |
| Erdrick's Relics | Key Equipment | The scattered heirloom equipment of the legendary hero, recovered piecemeal across the Trial Cave and Garin's Grave. | Effect: Form the ultimate armor and sword of the Erdrick bloodline | Trial Cave and Garin's Grave, Dragon Quest I |
| Golden Key | Key Item | One of the reusable keys introduced in Dragon Quest II. | Effect: Opens golden-locked doors, reusable | Dragon Quest II key quest |
| Silver Key | Key Item | A reusable silver key that unlocks silver-marked doors holding rarer treasure in Dragon Quest II. | Effect: Opens silver-locked doors, reusable | Dragon Quest II key quest |
| Magic Key | Key Item | The final reusable key of Dragon Quest II, able to open the magenta/magic-locked doors guarding the most valuable caches and gateways near the campaign's end. | Effect: Opens magic-locked doors, reusable | Dragon Quest II key quest, late |
| The Five Crests | Key Item | The five sacred crests hidden across the Dragon Quest II world, crafted with help from the fairies in the HD-2D framing. | Effect: Combined to create the Charm of Rubiss | Various shrines and events across Dragon Quest II |
| Charm of Rubiss | Key Item | The blessed talisman forged from the five crests. | Effect: Nullifies Hargon's illusions; required before Rhone | Forged after collecting all five crests, Dragon Quest II |
| Antidotal Herb | Consumable | A bitter herb that clears poison from the bloodstream, introduced in Dragon Quest II where poisonous swamps and venomous monsters make it a permanent inventory staple. | Effect: Cures the poison status | Item shops across Dragon Quest II |
| Moonwort Bulb | Consumable | A pale bulb burned to wake a paralysed ally, the Dragon Quest II answer to numbness inflicted by monsters and certain traps. | Effect: Cures paralysis | Item shops across Dragon Quest II |
| Magic Water | Consumable | Bottled water steeped in holy energy that restores a moderate amount of MP, letting casters keep healing and attacking between inn stays. | Effect: Restores a moderate amount of MP | Shops and dungeon chests in Dragon Quest II |
| Elfin Elixir | Consumable | The rarest restorative in the Erdrick Trilogy, a single dose that refills a character's entire MP pool and is usually saved for the final dungeon. | Effect: Fully restores MP | Late-game shops, chests, and monster drops, Dragon Quest II |
| Yggdrasil Leaf | Consumable | A leaf from the World Tree that revives a fallen party member, the trilogy's premium revival item and one of the few ways to recover a wipe mid-dungeon. | Effect: Revives one fallen ally | Shops, chests, and drops in Dragon Quest II |
| Seed of Strength | Permanent Stat Item | A small seed that permanently raises the Strength of the character who eats it, part of the stat-seed system that lets a player shape the party's growth curve. | Effect: Permanently raises Strength | Chests, monster drops, and hidden spots in Dragon Quest II |
| Seed of Agility | Permanent Stat Item | A seed that permanently raises Agility, which decides turn order and evasion, making it the seed most players feed to their healer. | Effect: Permanently raises Agility | Chests and monster drops in Dragon Quest II |
| Seed of Life | Permanent Stat Item | A seed that permanently raises maximum HP, the simplest long-term defence investment in a game where late bosses hit for most of a character's health bar. | Effect: Permanently raises maximum HP | Chests and monster drops in Dragon Quest II |
| Staff of Rain | Key Item | One of the three relics needed to build the Rainbow Bridge, used together with the Stones of Sunlight and the Rainbow Drop at the bridge site. | Effect: Required, with the Sunstone and Rainbow Drop, to raise the rainbow bridge | Given during the Dragon Quest I main quest |
| Gwaelin's Love | Key Item | A token from Princess Gwaelin that reports the hero's position when used, effectively a compass for Alefgard's featureless overworld and one of the trilogy's earliest convenience items. | Effect: Shows the hero's current location | Received from Princess Gwaelin, Dragon Quest I |
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