AZURE DREAMS ITEMS LIST
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by Incossee
Version 1.1
This is a list of all items found in Azure Dreams. It is
probably not yet 100% complete, so if you have additions,
please e-mail me at:
[email protected]
Please send as complete and accurate information as possible
to ensure the integrity of the list. Currently, town-based
items are not included (like furniture, gifts, etc.), but
will be listed in the complete FAQ and Strategy Guide. So
far I have only included items I have found first hand,
omitting any rumored items, like the dubious "Diamond Sword."
Symbols used in the list mean the following:
~ Indicates relatively rare item (by category)
# Indicates exceptionally rare item
! Indicates unique item
* Indicates special notes about the item
They are grouped by category, with in-game descriptions (listed
verbatim), resale values, and special notes about their use. The GP
value of weapons and shields is increased/decreased 10% per +/- bonus.
Cursed equipment is worth five times the normal value. Thus a +1 Iron
Sword is worth 110 GP, a -1 Iron Sword is worth 90 GP, and a -1 Cursed
Iron Sword is worth 450 GP. The base GP value of magic balls is
increased by 10% per charge. Thus a Sleep Ball with 1 charge is worth
880 GP, a Sleep Ball with 2 charges is worth 960 GP, and so forth.
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1. WANDS- Non-metal weapons which may be cursed but not enchanted
or tempered to improve (with one exception). They are most effective
when combined with mixture magic. They will not rust.
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Wand ATK GP Description
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Wooden 1 10 A wand made of wood.
Paralyze 1 100 Sometimes freezes Monster’s mobility.
*Effective when combined with bind mixture magic.
Gulf 1 150 A wand of wind.
*Effective when combined with wind mixture magic.
Scarlet 1 150 A wand of fire.
*Effective when combined with fire mixture magic.
Stream 1 150 A wand of water.
*Effective when combined with water mixture magic.
Seal 1 500 Sometimes seals the special powers of monsters.
Life~ 1 1000 Recovers HP slightly if an opponent is hit.
Money~ 1 1000 Sometimes changes killed Monsters into money.
Trained# 1 5000 Can be tempered with Red Sand.
*Only known wand that may be tempered.
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2. SWORDS- Metallic weapons which may be cursed or enchanted when
found (+1 or +2), and tempered to improve. They are susceptible to
rust (with one exception).
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Sword ATK GP Description
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Gold 1 1000 Coated with gold.
*Only known sword immune to rust.
Copper 2 50 Made of copper.
Iron 3 100 Made of iron.
Steel 4 150 Made of steel.
Blizzard 5 400 Water genus.
*Effective against fire genus enemies.
Fire 5 400 Fire genus.
*Effective against wind genus enemies.
Gulfwind 5 400 Wind genus.
*Effective against water genus enemies.
Vital~ 5 800 Prevents opponent from multiplying.
*Manoevas will not split when attacked.
Holy# 7 10000 Holy sword with divine protection.
*Not clear what the protection is... I believe one
effect is immunity to certain special attacks, and
this effect works once equipped, even when taken
off later (lasts until the end of the expedition).
Seraphim! 8 1000 Guy’s keepsake Sword. Seraphim ATK 8.
*Received upon completion of 40th floor. Apparently
just a normal sword with no special properties?
Dark# 10 10000 A cursed sword.
*The curse can be removed with a De-curse scroll,
but loses 40K in GP value and still has low hit%.
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3. TROLL WEAPONS- Weapons usable by troll-type species familiars. They
may possibly be cursed when found.
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Troll ATK GP Description
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Hammer N/A 1000 A mace-type club weapon. Exculsive to Troll-types.
Sword N/A 1000 Can’t be blocked by a Shield. Exclusive to Troll-
types.
Bow Gun~ N/A 4000 A long-range weapon. Exclusive to Troll-types.
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4. SHIELDS- Your only piece of defensive equipment. They are susceptible
to rust (with two exceptions).
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Shield DEF GP Description
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Leather 1 30 Tanned leather shield.
Wood 2 50 Wooden shield.
Mirror~ 3 1000 Shield polished into a mirror.
*Immune to rust. Sometimes reflects spells back on
enemies (but not special attacks).
Copper 4 100 A copper shield.
Iron 5 150 An iron shield.
Earth 5 600 Wind genus shield.
*Effective against water-based attacks.
Ice 5 600 Water genus shield.
*Effective against fire-based attacks.
Scorch 5 600 Fire genus shield.
*Effective against wind-based attacks.
Live~ 5 600 Sometimes retaliates when it’s hit.
*Will sometimes cause damage on an attacking enemy.
Steel 6 300 A very tough steel shield.
Diamond~ 7 1500 Shield made of diamond.
*Immune to rust.
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5. CRYSTALS- One time use items with strong magical powers.
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Crystal GP Description
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Fire 400 Summons SALAMANDER, which burns up enemies one after
another.
*Creates a temporary ally who fights for several turns.
Water 400 Restores status of familiar and recovers MP & HP to
maximum.
*Works on all adjacent collared familiars , but not dead
ones.
Wind 200 Makes it possible to return to a town.
*Instantly warps you back to mom. Seemingly appear more
frequently, the longer you have played the game.
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6. FRUITS- One time use items, mostly for familiars, can be used on Koh
or familiar. They may also be thrown as weapons. Most have a side-
effect of recovering a few MP/HP for familiars.
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Fruit GP Description
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Big Pita~ 10 Food for familiar. Recovers MP by 100.
*Permanently boosts MP by 1 if already at max.
Geropita# 100 Vanishes MP of the monster ate this fruit.
*Reduces MP of target to zero.
Laev 20 MP of monsters tends to decrease on that level.
*Causes recipient to lose MP faster than normal.
Leva 20 Familiar will not change form after the next fusion.
Leolam~ 100 MP of the monster will not decrease for a while.
*Even high MP consumption actions cost 0 MP for a
short period of time.
Limit 100 Increase percentage of critical hits for a while.
Pita 5 Food for familiar. Recovers MP by 50.
*Permanently boosts MP by 1 if already at max.
Roche# 5000 Transforms monsters into eggs.
*Can be used on familiars also, though Kewne is
immune, and evolved monsters revert to the egg of
their original form. Some recommended uses are on
enemy Barongs and Dragons, two of the more interesting
types of familiars.
Tumna 20 Turns into a frog for a while.
*Useful when thrown at an enemy.
Oleem 100 Vanishes familiar, and the player escapes from the
tower.
*This fruit is blue, not red and can be thrown to
eradicate an enemy (but no EXP received). You can
feed it to a temporary familiar to warp home also.
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7. HERBS- One time use curative items, used directly on Koh or familiar.
They may also be thrown as weapons. Most will recover some MP/HP for
a familiar as a side-effect.
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Herb GP Description
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Antichaos 20 Herb that restores chaos.
Antidote 15 Herb neutralizes a poison.
Cure-all~ 200 Herb that restores everything.
*Restores all status ailments, but not your HP.
Harash# 10 Weakens attacking power.
Hazak 80 Recovers weakened attack.
*Counters temporary ATK loss, mainly caused by Vipers.
Healing! N/A Can heal disease of Cherrl.
*Found on 28th floor of tower.
Medicinal 7 Herb that restores HP.
*Permanently boosts HP by 1 if already at max.
Paralyze# 10 Herb that freezes motion.
Roeam 20 Enables eye sight.
Poison# 5 Toxic herb.
Shomuro# 80 Restores weakened defense.
Wake-up 20 Wakes up a sleeping familiar.
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8. SEEDS- One time use enhancing items, used directly on Koh or
familiar. They may also be thrown as weapons. Most will recover some
MP/HP for a familiar as a side-effect.
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Seed GP Description
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Hazak~ 500 Increases attacking power.
*Permanent +1, best used for familiars. DO NOT SELL!
Lar# 50 Eating this seed lowers a level.
Light 150 Changes the genus of a familiar to fire.
*Also use to regain a few MP for your fire familiars.
Mahell 50 Increases speed for a while.
*Allows you to take two actions per turn for about
three turns.
Mazarr 200 Increases the level.
*Permanent +1, best used for familiars. DO NOT SELL!
Sea 150 Changes the genus of a familiar to water.
*Also use to regain a few MP for your water familiars.
Shomuro~ 500 Increases defensive power.
*Permanent +1, best used for familiars. DO NOT SELL!
Slow# 50 Eating this seed decreased speed.
Tovar# 1000 Eating this seed leads to good fortune.
*Increases "Luck" by 1 point. ?????
Wind 150 Changes the genus of a familiar to wind.
*Also use to regain a few MP for your wind familiars.
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9. SCROLLS- One time use special effect items. They usually affect the
space where Koh is standing, or they can be thrown to affect enemies
instead. Some have broad areas of affect.
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SCROLLS GP Description
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Alchemic# 80 The beam turns all items on the floor to gold coins.
*Affects all items on the entire level.
De-curse 100 The beam removes a curse cast upon equipment.
*Permanently removes curses on anything equipped.
Flat# 100 The beam removes steps and flattens the entire floor.
*Will not work on special levels, like 1st floor.
Holy 150 Holy beam protects the reader from enemy attack for a
while.
*Creates an impenetrable field, where nothing may
attack you, cast spells against you, or use special
attacks against you. You may still attack, etc. though.
Malicious 150 Malicious beam bringing chaos for a while.
*Creates a confusion field, throw to use.
Restore~ 400 The beam resuscitates a fainted familiar.
*Be careful. Revived familiars return at low HP.
Trap 400 All traps on the floor become visible.
*This actually resets all traps that have been
triggered. Use, then lure monsters over known trap
locations.
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10. BELLS- One time use special effect items.
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Bell GP Description
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Familiar 400 Call back familiars to you.
*All "lost" familiars return.
Holy 100 Chases a monster out of a room.
*All enemies are forced out of current room for a
period of time.
Malicious 800 Increases the level of enemy monsters.
*Nearby enemies become stronger and worth more EXP.
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11. BALLS- Multiple charge magical spell items, most fire in a straight
line from Koh. Remember to add in +10% to GP value per charge
remaining. Small notes: Of the fire-attack Balls, the "Fire" Ball
has the least GP value, but is actually almost as strong as the
Pillar Ball and stronger than the Blaze and Flame Balls. Also,
the Recovery and Water Balls should either be used on your familiar,
or bounced off an enemy after using a Repel Ball on it.
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Ball GP Description
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Acid Rain~ 800 Contains acid rain and attacks enemies.
*All enemies in room or surrounding Koh in a hallway
will be hit for heavy water damage. Can only be found
with 1 charge (but may be increased with White
Sand).
Binding 500 A ball that has the power to bind monsters with
thunder.
*Causes paralysis, fires in a straight line.
Blaze 500 A ball that blazes along the ground in a straight line.
*Mild fire damage attack, fires in a straight line.
Blinder 500 Contains darkness which blinds the eyes of enemies.
*Causes blindness, fires in a straight line.
Fire 300 A ball that contains a fire arrow.
*Mid-Heavy fire damage, fires in a straight line.
Flame 800 A ball that contains a fireball.
*Moderate fire damage, fires in a straight line.
Ice Rock 800 Contains a huge iceberg which blocks one’s way.
*Creates a rock barrier directly in front of Koh.
Pillar 1000 Contains a fiery pillar which ascends from the ground.
*Heavy fire damage, fires in a straight line.
Poison 800 Contains poison contagious to all enemies in the same
room.
*(or enemies surrounding Koh in a hallway).
Recovery 800 Contains a soap bubble which recovers HP.
*Heals small amount, fires in a straight line.
Repel 500 A ball that has the power to repel magic.
*Struck target will reflect spells back at the caster,
fires in a straight line. Use on familiar, or use
on an enemy, then reflect spells from the Water and
Recovery balls back upon yourself.
Sleep 800 A ball that contains Morpheus and puts enemies to
sleep.
*Causes sleep, fires in a straight line.
Water 500 A ball that contains a water wall which protects the
user.
*Creates a protective water barrier around the
target, fires in a straight line.
Weak 500 Contains a beam which decreases level of enemies.
*Weaker enemies are also worth less EXP.
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12. LOUPES- One time use map enhancing items.
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Loupe GP Description
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Exit 50 Identifies the location of elevators.
Monster 50 Identifies the location of monsters.
*Tracks all monsters for entire time spent on the level.
Trap 100 Makes traps visible.
*All traps on floor revealed, but not disarmed. Disarm
them by attacking (for 8 EXP) or lure enemies to them.
Treasure 50 Loupe that identifies the location of items.
*Reveals all TRUE items on the level.
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13. GLASSES- One time use informational items.
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Glasses GP Description
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Star 50 Makes the current floor entirely visible.
*Reveals entire map, all items, and exits on the level.
Truth 100 Identify items. Even types of eggs.
*Use on green-lettered items to reveal any unknown
properties (curses, + bonuses, charges, egg types).
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14. SAND- One time use for improving the quality of other items.
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Sand GP Description
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Blue 100 Tempers a shield.
*Adds +1 to equipped shield. Does not work on cursed
shields. DO NOT SELL!
Red 100 Tempers a sword.
*Adds +1 to equipped sword. Does not work on wands or
cursed swords. DO NOT SELL!
White 100 Increases the number of times a ball can be used.
*Adds +1 charge to any magic ball.
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15. MONEY- Increases your GP count.
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Money GP Description
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Copper 16-24 Copper coins. Not very valuable.
*Appears on all floors in the Tower.
Silver 80-120 Silver coins. Moderately valuable.
*Appears on floors 12 and higher in the Tower.
Gold 160-240 Gold coins. Highly valuable.
*Appears on floors 22 and higher in the Tower.
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16. MISCELLANEOUS- These are items that don’t fall into any particular
category. Most are quest items for people in town.
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Item GP Description
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B. Cape! ? ?
*Return this to the woman who owns the tavern. Found
on the 20th floor.
B. Collar! N/A N/A
*Does not show up in inventory, allows you to collar
two familiars simultaneously. Found on the 12th floor.
Meat N/A Delicious meat that monsters love.
*Lures familiars/monsters. Thrown by Weadogs.
Oil Pot! ? ?
*Return this to Issac to repair the windmills. Found
on the 15th floor.
W. Medal! 1000 ?
*Return this to Wotta to repair the Wookie Wookie
Swimming Pool. Found by killing the white Picket
around the 25th floor.
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17. EGGS- You may hatch these in the tower for a temporary familiar
which will leave you when you return to town unless fused with
another familiar, or (recommended) take them back to town. In
town, you may sell them (take them to the egg shop to make the
owner happy), store them for later use, or hatch them in your
monster den (in the basement of your home). Note that not all
monsters in the game hatch from eggs. Some must evolve, and
others are simply never familiars. Dragons are the one monster
you fight that actually are evolved monsters (hatched from a
Kid Egg). This should be the complete list of all possible eggs.
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Egg GP Egg GP Egg GP
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Arachne 2400 Griffon 2000 Snowman 6000
Balloon 1000 Kid 15000 Stealth 3600
Barong 8000 Killer 8000 Troll 800
Block 4000 Kraken 2200 Tyrant 10000
Blume 800 Mandara 5000 U-Boat 1200
Clown 1000 Manoeva 800 Ultimate! 50000
Cyclone 800 Maximum 35000 Unicorn 3200
Dreamin 1300 Naplass 7600 Viper 4500
Flame 600 Noise 600 Volcano 1600
Garuda 2400 Nyuel 1800 Weadog 3000
Glacier 12000 Picket 2400 Zu 5000
Golem 23000 Pulunpa 400
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This is just a segment of a complete FAQ and Strategy Guide to
Azure Dreams. Please do NOT reprint this in any way shape or
form elsewhere, without my prior expressed written consent.