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10 Video Game Inventory Items We'd Hoard Forever & 10 We'd Waste In The Tutorial


10 Video Game Inventory Items We'd Hoard Forever & 10 We'd Waste In The Tutorial


Some Items Deserve Better Than the Bottom of Your Bag

Every serious gamer has a save file somewhere with 99 Elixirs and a final boss looming. You told yourself you'd use them when it really counted, and somehow it never really counted. Hoarding in video games is its own psychological phenomenon, equal parts superstition and anxiety, and the items that trigger it are almost always the same ones across every generation of player. On the other end of the spectrum are the items you burned through without a second thought, sometimes before you even understood what the game was asking of you. Here's 10 items we'd guard with our lives, and 10 we'd blow in the first twenty minutes.

1782512311b53bf6b4f081a41d94671ec0e19cb5bbd44659f4.jpgErwann Stephanne on Unsplash

1. Elixir (Final Fantasy Series)

The Elixir fully restores HP and MP, which means it's too good to use and too valuable to lose and will therefore sit in your inventory until the credits roll. Every Final Fantasy player has made peace with this. You finish the game with seventeen of them and feel both victorious and vaguely ashamed.

178251172433aa992f4d2555c46e7cce23685d737483b75ec6.jpgElena Mozhvilo on Unsplash

2. The Master Sword (The Legend of Zelda)

You wait the entire game for it and then treat it like a museum piece. The Master Sword is technically a weapon, but once you have it, something psychological kicks in and you start solving every problem with regular arrows just to keep it pristine. It's the gaming equivalent of the good china.

17825117474599f5ee0cb1c84f3cf7515ad459b3c4abd0179f.jpgm4mystery from London, United Kingdom on Wikimedia

3. Nuka-Cola Quantum (Fallout 3)

There are only 94 in the entire game, which is exactly the kind of information that ensures you never drink a single one. Nuka-Cola Quantum restores both HP and AP, glows blue, and exists in a quantity finite enough to feel precious. Most players carried them to the end and traded or sold them rather than pop one open. Which rather defeats the purpose.

1782511762b66b3d66b160105a1822cb37de361486703a159b.pngInterplay Productions on Wikimedia

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4. Mega Elixir (Final Fantasy VII)

The Mega Elixir is the Elixir but for your entire party, which means it is completely untouchable. Cloud could be bleeding out, Tifa could be on her last pixel of HP, and still. You close the menu. You find another way. The Mega Elixir stays where it is.

1782511787640a50109ce0377eb5bc1c509260c4ba1058b032.jpgJan Ranft on Unsplash

5. Rare Candy (Pokémon)

Rare Candies instantly level up any Pokémon, which sounds like the kind of thing you'd use constantly. Instead, most players held them indefinitely, waiting for a Pokémon that deserved them, a threshold that was never quite reached. The Pokémon you were saving them for eventually got traded away in a deal you regret to this day.

1782511844636a8c53b930f90cec715bb6d5107abd2153fecc.jpegMagda Ehlers on Pexels

6. Estus Flask (Dark Souls)

The Estus Flask is different from the others on this list because hoarding it is actually the wrong call in Dark Souls. You're supposed to use it. The game is designed around it. And yet there's always a moment, walking into an unknown area with two sips left, where you decide to push on and see what happens rather than spend them. It rarely ends well.

178251188566898a3618a5f9667a18c03c081b1d09471308f8.jpegolia danilevich on Pexels

7. Megalixir (Final Fantasy X)

Square Enix understood what they were doing when they made this. A Megalixir fully restores the entire party's HP and MP in a game where status effects can end a run cold. Players received them as rare drops and then placed them in a mental vault that was never opened. The final boss was survived on potions and stubbornness.

17825119178f7e7e96d6d6ba72f629b35d557f7c10e077acab.jpgNastia Petruk on Unsplash

8. Ancient Arrow (Breath of the Wild)

Ancient Arrows delete enemies from existence, which is either the most satisfying thing in the game or a feature too powerful to actually deploy. Most players used them on Guardian Stalkers approximately twice and then kept the rest for an emergency that the game's open-ended structure never quite forced. You could technically use one on Ganon. Nobody does.

178251196780380edaa3fb2e2712587b80d46fc541e5a51521.jpgArtem Kniaz on Unsplash

9. Hero Medallion (Chrono Trigger)

The Hero Medallion gets handed to you early and sits in inventory for the rest of the game doing nothing until one specific story moment requires it. Players treated it like a relic regardless. It had heft on the screen. You weren't giving that to anyone.

17825119840fbd82841fa7975293db200c9ff3061911192285.jpgAnton Maksimov 5642.su on Unsplash

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10. Max Revive (Pokémon)

A Max Revive brings a fainted Pokémon back to full HP, which places it in the same psychological category as the Elixir: too good for any situation you're currently in. Players saved them for a real emergency that the Elite Four technically qualified as and still found another way through. The Max Revives went to the Hall of Fame untouched.

These next 10 were gone before the first save point.

1782512013c75c9975a8a92b61d171011ac071e76c522a075a.pngcommons.wikimedia.org on Google

1. Wooden Shield (Almost Every RPG)

The tutorial gives you a wooden shield to teach you how equipment works, and within four minutes you've either sold it, dropped it, or used it to block something it had no business blocking. It disintegrates. You learn what durability means. The hard way, in the first area, against a rat.

1782512039038e6b8ff73665f0205a119b3896852efb5ac117.jpgAlexandr Popadin on Unsplash

2. Potion (Early Pokémon Games)

The humble Potion restores 20 HP, which is enough to matter in the first gym and completely useless by the second. Most players burned through their starting supply in the early routes and then forgot Potions existed once Super Potions showed up. A noble item. A brief career.

1782512054501232f5a15b28cd0e458157a90f59cf4fe9718a.jpgConnor Gan on Unsplash

3. Fire Flower (Super Mario Bros.)

The Fire Flower turns Mario into a projectile-throwing force of nature for exactly as long as it takes you to misjudge a jump and take a hit. You go back to small Mario, stare at the screen, and move on. The Fire Flower was always temporary. You knew this. You ran into the Goomba anyway.

17825120703e62a136405b2c9b2511bc1da56f66976448f7e5.jpgGaspar Uhas on Unsplash

4. Scope Lens (Pokémon)

The Scope Lens raises critical hit ratio, which sounds useful until you realize you're six badges in and have been swapping held items so casually that half your team is running unequipped. It gets used once on a Pokémon you eventually box, and then it goes back into the bag and stays there until it becomes a Razor Claw in a later generation.

1782512086d98cd4febf93a40cf37cf11c51df8d3192b1ddc9.jpgAgence Olloweb on Unsplash

5. Wooden Sword (The Legend of Zelda Series)

Link's starting sword exists to be replaced, and every player treats it accordingly. You take it, you swing it at some bushes, and the moment something better shows up you move on without ceremony. The wooden sword never asked for sentimentality and it never received any.

178251210376f3dc1c3c6008b4e67e283ae6cc1b5429292625.jpgLance Reis on Unsplash

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6. Small Health Pack (Call of Duty 4 and Earlier)

Before regenerating health became standard, small health packs were scattered everywhere in shooter campaigns and used with zero hesitation. You picked them up, you used them, you forgot about them. They weren't precious. They were furniture. The regenerating health model eventually replaced them and nobody mourned.

1782512163021bd7b09e441477a1221951e451f1776e195d8e.jpegArtem Podrez on Pexels

7. Antidote (Final Fantasy Series)

An Antidote cures poison, which is the kind of status effect that feels urgent in the moment and forgettable ten seconds later. Players used Antidotes freely because poison was common, the fix was cheap, and nothing about an Antidote felt like a resource worth protecting. They were the paper towels of the item menu.

1782512181c0c409ae4c5357120d35334c59104c25513fe119.jpgKyle Cleveland on Unsplash

8. Stone of Jordan (Diablo II)

The Stone of Jordan was technically a powerful ring, but its real value was as a trade currency, which meant most players either used it carelessly early on before understanding its worth, or traded it away for something that felt more immediately useful. The economy around it only became clear after you'd already let a few go.

178251222468f957a66e0232b4849f0f8089b5a1236333906b.jpgÖmer Evren on Unsplash

9. Throwing Knives (Castlevania Series)

Throwing knives in Castlevania are your first subweapon, handed out early and plentiful enough that they never feel precious. You throw them at everything: candles, bats, the air, things that didn't need to be hit. Then a better subweapon shows up and the knives vanish from memory entirely.

1782512243a1c033fec3c14c0ce94132c8a4c86d47ca0d4434.jpgIbrahim Jonathan on Unsplash

10. Tutorial Grenade (Essentially Every Shooter Ever Made)

Every first-person shooter has a moment where it hands you a grenade and a practice target and says, essentially, try it. The grenade disappears into the tutorial geometry, the game nods approvingly, and you walk into the actual campaign having already spent a resource that was never coming back. A tradition as old as the genre itself.

1782512265395705113e70dd89545d31063fe2541ddd35bf7c.jpgCOPPERTIST WU on Unsplash