Here is some images and descriptions of weapons, potions, and other items not found in the official LEGO Heroica Games.
Trans-pink Wand – This Magical Wand defeats all monsters up to six spaces in a straight line in one direction. The wand can also summon the Magical Shop. Cost/Worth 5 Gold
Trans-green Wand – This Magical Wand defeats all monsters up to six spaces away in one direction, but must turn a corner. Does not work in a straight line. The wand can also summon the Magical Shop. Cost/Worth 5 Gold
Both the Magical Wands can also summon the Magical Shopkeeper, which will connect the Magical Shop to the nearest 6×6 plate that has an open space to attach (with enough room as needed as well) in order for the heroes to purchase goods when away from Opan. The shop will remain open for three rounds and then disappear, so the heroes should stay close to one another if wishing to buy something. The Cost/Worth 7 Gold
Flail – Defeats all adjacent monsters up to two spaces in any direction. Cost/Worth 8 Gold
Bread – Cost/Worth 2 Gold – Good for two regions (map areas)
Banana – Cost/Worth 1 Gold – Good for one region.
Cherry – Cost/Worth 1 Gold – Good for one region
Ham – Cost/Worth 3 Gold – Good for three regions
Players must have consumed enough food per region explored.
NOTE: In the absence of food, a hero may eat one dead mutant animal per map as a substitute, at the cost of one health. Failure to eat food during a turn upon entering a new region (due to lack) will cost 1 health per round until food is consumed.
A word about potions. Potions are powerful and dangerous. When a hero uses a potion during a turn, the player must make an additional role to use the potion effectively. The die rolls are as follows:
1 (sword/skull) is a trigger/mishap – Player triggers potion, but loses one health. 2 (skull) – mishap. Player loses two health. 3 (sword) and 4 (Shield), player successfully triggers potion without taking damage. For the wizard hero, 1, 3, and 4 all trigger potion successfully, and a mishap only does one health damage to wizard.
Trans-black w/ black cap potion – Annihilation potion. Defeats all enemies up to 8 spaces in all directions, even around corners. NOTE: A mishap with this potion kills the hero. Cost/Worth 10 Gold.
Trans-red w/ red cap potion – Life Potion (different rules) – restores up to three health. Cost/Worth 3 Gold
Trans-light orange w/ Trans-blue cap potion – Lava Potion. Defeats an enemy up to two spaces away in one direction. Warning: Permanently destroys any brown, tan, or green tiles if the enemy is on one of those colors. Remove both enemy and tile if the tile is one of those colors. Cost/Worth 3 Gold
Trans-yellow 1×1 brick w/yellow cap potion – Supreme Strength Potion – Can defeat all adjacent enemies up to two spaces away. Cost/Worth 7 Gold
Trans-yellow w/ gold cap potion – Midas Potion. Turns an enemy into gold (three gold pieces). Cost/Worth 1 Gold
Trans-orange w/ trans-red tile cap potion – Random Potion. Not only must the player make a roll to trigger the potion, the player must roll to see what potion will be triggered. The rolls are as follows. 1 = Health potion, 2 = Strength potion, 3 = Luck potion, and 4 = Speed Potion (which allows player to flee if using potion while engaged with an enemy) Cost/Worth – 2 Gold
Clear 1×1 brick with clear cap potion – Transparent potion. Allows character to become transparent during battle, and thus takes no damage for the round. Cost/Worth 5 Gold
Trans-purple w/ purple cap potion – Teleport potion. Teleports hero to any 6×6 plate within the same (local) map. Cost/Worth 5 Gold
Trans-blue w/ blue cap potion – Melee Potion – Allows hero to use any other hero’s melee skill. Cost/Worth 4 Gold
Trans-green w/ trans-green tile cap – This potion is a Haze potion, when used it stuns every enemy within a five space radius. They can be attacked, but they can not attack or do damage back. The Haze lasts for one round for every character. Cost/Worth = 5 gold.
White round brick with god cap ends – Scroll – When a character possesses a scroll, no die rolls are needed to trigger potions. Cost/Worth 7 Gold
Trans-lime w/ lime cap potion – Health Potion – restores hero 6 health. Cost/Worth 6 Gold
Emerald/Ruby/Diamond Scepter – Scepters of Summoning (Different Rules). Summons one defeated, non-black (i.e. no black spiders or bats) enemy mutant animal to shadow and fight for hero. The rolls to summon animals are as folows. 1 (sword/skull) = summons animal but hero loses one health, 2 (skull) = mishap and the hero loses two health, 3 (sword) and 4 (Shield) = successfully summons the animal. Each of the Scepters can also summon the Magical Shopkeeper, which will connect the Magical Shop to the nearest 6×6 plate that has an open space to attach (with enough room as needed as well) to the player that summoned the shop in order for the heroes to purchase goods when away from Opan. The shop will remain open for four rounds and then disappear, so the heroes should stay close to one another if wishing to buy something. The Cost/Worth 7 Gold
All other Official Heroica potions cost/worth 2 Gold, and all weapons are Cost/Worth 6 Gold. Keys sold in Magical Shop cost 4 Gold.