While playing this old game, you might think, what in the
world are my stats? Sure, I may have this expensive sword, but
exactly how much does it help? You see no solid numbers other
than yours and the enemy's HP. Okay, so you play around with
the spells a little, and find that you can see some other
stats, like the enemy's POW or your DAM, but you might not
even understand what they mean.
This FAQ should help you figure out every little detail about
how this game works. Including enemy AI, what each status
effect does, what else affects your stats, and of course, just
how powerful that sword is.
Keep in mind, that there aren't any definite names for just
about anything. Equipment, spell runes, items, monsters, and
various dungeons. As a result, I'm basing names off of the
following:
Equipment - Shape and color
Spell symbols - Sethan's names
Items - Sethan's names for potions. Most others aren't.
Monsters - Shape only, with influence from Sethan
Locations - My own observations... Which aren't any good.
Yep, I'm using Sethan's FAQ for just about every name.
The enemy AI is somewhat simplistic. Still, if you can learn
to take advantage of the AI, it's theoretically possible to
beat the game at level 0, with the most basic equipment,
killing only 3 monsters getting all 5 elements, and never
get hit in the process...
Anyway, I think of every detail concerning enemies. Probably
makes an interesting read, but is largely useless except for
a few key details.
2.1--------------------------------Movement-----------------------------<AImov>
An enemy will try to move towards you, in a slightly random
pattern.
An enemy will generally not move through solid obstacles, and
they will usually not move to the border of the 16x16 map.
Basically, there is a 14x14 area they freely move within.
It doesn't often happen, but sometimes an enemy moves into
a border square on the 16x16 map. When that happens, they
ignore walls, and move through what they darn well feel like,
until they step off the border.
A usual case of this is in an area Northeast of the start
town. Some monster starts in the water at the north border,
and since it's on a border, it goes through the "water wall"
and onto dry land. Odd, eh?
If you are directly facing a monster, it will never move,
until you move away and no longer directly see it. Flanking
monsters may move away, as you're not directly facing it.
If an enemy is in the same location as the player, it will,
in a short time, simply vanish without a trace. One can
sometimes trick an enemy into moving into the same location as
the player by moving around at the edge or entrance of a
"field", exiting and re-entering, hoping they disappear.
No, you will not get anything from a monster pulling a
disappearing act. No EXP, no Gold, nothing.
2.2---------------------------------Attacks-----------------------------<AIatt>
An enemy has three methods of attack: Physical, Magical, and
Flank. Some are physical only, others are magical only, and
only one can choose freely between the two. All monsters have
Flank attack capabilities.
An enemy's physical attack never misses. It is either too weak
compared to your defense, or it hits. Magical attacks can be
avoided simply by moving away from the space before the spell
hits. Flank attacks are about as avoidable as the Physical
ones, in other words, they don't miss with Flank attacks,
unless once again, your Flank defense is too high.
However, reportedly from Sethan, there is a chance that a
monster physical attack can miss, even if you'd take dozens HP
of damage. I never experienced this, so I can't say whether it
happens.
Enemies will never attack through closed doors. Spells they
cast while the door is open will still come through even if
you turn away to close the door. Enemies can't Flank attack
through a doorway.
Enemies deal damage based on their POW plus a random number,
minus your defense. Most of the time, this random number is a
range of 0-7. However, if you're level 2 or less, AND the
enemy launches a physical attack, this number is instead 0-4.
The above paragraph only applies to Physical and Magical
attacks. Flank attacks are a different story, as it doesn't
run off of enemy's POW. I'm finding difficulties pinning down
their exact Flank Attack, as it doesn't appear to stay constant.
All monsters' timing of attack depends on an in-game timer.
You can easily see this timer at work whenever you pause the
game. Enemies attack in a set pattern whenever this timer
ticks. Even when the game is STOPped, the timer still ticks
away, but it is ignored until you unSTOP the game. As a result,
if you pause just before the tick, and unpause right after the
tick each time, you can effectively stop all enemy attacks.
Experiment a little to find the exact timing.
More on the timing, enemies have a set pattern they attack in.
Watch carefully, the Snakes of the overworld will pause after
they attack and prepare. The Gargoyles in late-game will
never pause in their attack/preparation cycle. Not real useful
to know, but the info's there, anyway.
2.3---------------------------------Defense-----------------------------<AIdef>
Your Physical attacks deal an amount equal to your offensive
power, plus a random number, minus the enemy's PDf stat. Your
physical attacks can miss. If it does miss, then your ATK
stat will show the damage you would have done against 0 DEF.
If your attack plus random number is less than the monster's
defense, you deal no damage.
It takes a little time for a physical attack to land, so if
you move, you aren't likely to hit the intended target. It is
independent of the ticking timer I've mentioned before, so
it'll go through regardless of what timing of pausing you use.
One could initiate an attack, then move to face a monster, and
your attack will hit, if the random number says it does.
Your Magical attacks deals some damage minus the enemy MDf stat.
Backing away before the spell hits makes it useless. But, other
than that, your spell always hits, even if the enemy's magic
defense overpowers your spell offense, dealing a minimum of 1
damage. A random number, always from 0-7, is added to your
magical power.
2.4----------------------------------Other------------------------------<AIeeh>
Villagers are monsters... They move just like them, anyway.
At least their attack pattern never allows them to attack.
The stats, such as POW, physical/magical defense, and so on
are listed near the end in the next section.
Maximum HP: The highest that HP can currently reach.
Not visible. But you'd know when you can't heal more.
Maximum of 251.
+** on level up, semi-randomly. See my list!
HP: Don't let this hit 0, or game over, and evil wins again.
Always visible!
Maximum of 251, though depends on your level.
+ALL on level up
+ALL when staying at an inn
+ALL when using a Red Potion or Blue Elixer
+5 with each food used (food and water used at same)
+5 with each water used (time if both are available )
-*** when hit with enemy attack of sufficient power
-** when using spells
Affects the following:
+1 Phys Power per 2 HP (Max: +125)
As it affects physical power, it's best to keep healed!
ATP: The damage you dealt with your last attack.
Visible with R2 R3 --
Maximum of 255
+Better physical attacks, or better spells
-Tougher defenses of enemies.
This states the damage dealt with the last attack. It
will also state Phys Power + random number on miss
If it reads 0 when you attack, either run, attack with
spells, or heal whatever HP you can. Otherwise, the
battle will be one you lose...
DAM: Damage taken from the most recent enemy attack.
Visible with R3 R1 --.
Maximum of 255, supposedly...
-Better defenses against enemy attacks
+Painful-er attacks of enemies
Lets you know how much damage you took from the last hit.
Phys power: Your physical power.
Not visible, though shown through ATP on a miss.
Maximum of 255...?
+1 for every 2 HP left (Max: +125)
+? Tores
+8 per 1 Pw of weapons. See my list! (Max: +80)
-1 per 12.8 weight (worst: -19)
I still don't know every factor yet...
Mag power: Your base magical power.
Not visible.
Maximum of 52
+1 per level (max +20)
+32 for finding Tores
This adds extra damage to any attack spell.
Phys Defense: Your physical defense.
Not visible.
Maximum of... More than you need! Presumably 255
+2 per level (max +40)
/+1 per armor Df (max +27) HURT
\+2 per armor Df (max +54) not HURT
/+10 with Shield spell HURT
\+20 with Shield spell not HURT
+1 per 256 EXP (freakishly high max, possibly +255)
-1 if HURT
-1 per 4 kills (Worst: -63)
-1 per 12.8 weight (Worst: -19)
No, this stat won't go negative.
For armor stats... See my list!
Mag Defense: Your magical defense.
Not visible.
Maximum of 37. (Ouch... Dodge those spells!)
+1 per armor Df (max +27)
+10 with Shield spell
Reduces those magical spell damage from enemies.
There's a limit of 37, so you'll feel that 120 POW
attack no matter what. Avoid those spells!
It won't stop status effects, as far as I know.
Flank Defense: You side/rear defense.
Not visible.
Maximum of 27
+1 per armor Df (max +27)
When attacked from the side, your armor is checked.
Monsters have a weaker flank POW separate from their POW.
Level: You level. More of this makes you stronger!
Always visible!
Maximum of 20 (M)
+1 For visit to Wise Man, saying yes with enough EXP
Affects the following:
+2 Phys Defense per level
+1 Mag Power per level
Also sets HP to a specific range of numbers.
-**** EXP once you level up, which indirectly drops your stats.
Weight: How much stuff is weighing you down.
Displays up to 99.9
Unknown maximum. Theoretical max of 252.0
47.3 starting amount
+**.* from weapons&armor equipped or held
+.* for each potion and Red Ring held/queued
+.* for certain key items
+.1 for each unit of food or water held
-2.0 for each element rune set learned
Affects the following:
-1 Phys Defense for every 12.8 weight (Worst: -19 Def)
-1 Phys Power for every 12.8 weight (Worst: -19 Pow)
EXP: Amount of EXP gained.
Displays up to 9999; display resets at 16384
Unknown maximum (65535, perhaps?)
+** Each kill adds to EXP
-**** Leveling up reduces EXP by required amount
Affects the following:
+1 Phys Defense for every 256 EXP.
Gold: Amount of Gold held.
Displays up to 9999; display resets at 16384
Unknown maximum (65535, perhaps?)
+** Possible treasures from slain monsters
+**** Selling things
-**** Buying things
For both Gold and EXP, the display resets to 0 when
you exceed 16384. You still have over 16384, however.
Food: Amount of Food held.
Displays up to 99
Maximum of 255
+* Buying food
-1 CAMP option
Affects the following:
+.1 Weight for each unit of food held (max +25.5)
+5 HP each time CAMP is used with at least 1 food
Water: Amount of, surprisingly enough, water held.
Displays up to 99
Maximum of 255
Almost exactly like food. Only difference is the
fact that it's bought separately.
Kill count: Number of kills since last inn stay.
Not visible.
Maximum of 255
+1 per kill (It's... a kill count! What do you expect?)
Resets to 0 when staying at an inn.
Affects the following:
-1 Phys Defense per 4 kills (Worst: -63 Def)
I'll just throw in enemy stats. I won't expand on them this version,
but maybe later. Throwing these in just for completeness, I guess.
Enemy HP: The HP of your enemy!
Visible... When you face the enemy!
Maximum of 225, assuming no inn-stops
Enemy POW: The base damaging power of your enemy
Visible with R3 R1 **
Maximum of 140, assuming no inn-stops
Enemy DEF: The Phys or Mag defense of the enemy, whichever higher.
Visible with R3 R1 **
Maximum of 200, assuming no inn-stops
Enemy PDf: Physical damage reduction of enemy
Not visible, unless it's better than MDf, then it's shown as DEF
Maximum of 200, assimung no inn-stops
Enemy MDf: Magical damage reduction of enemy
Not visible, unless it's better than PDf, then it's shown as DEF
Maximum of 170, assuming no inn-stops
3.1---------------------------------Levels------------------------------<LSlev>
_____________________
| LV | EXP. | HP | The EXP colomn is how much is
| 0 | 0 | 12-12 | needed to get to that level from
| 1 | 15 | 15-18 | the previous.
| 2 | 35 | 20-23 |
| 3 | 55 | 25-28 | When leveling up, you lose the
| 4 | 85 | 30-33 | required EXP.
| 5 | 125 | 36-39 |
| 6 | 175 | 43-46 | HP is slightly randomized. As
| 7 | 235 | 50-53 | Level M is the last level, make
| 8 | 315 | 58-61 | sure you get the most HP then.
| 9 | 410 | 67-70 |
| 10 | 530 | 77-80 | +2 Physical Defense per level.
| 11 | 680 | 88-91 | No Magical Defense from level.
| 12 | 880 | 100-103 | No Flank Defense from level.
| 13 | 1200 | 113-116 | ?? Physical Offense per level.
| 14 | 1700 | 127-130 | +1 Magical Offense per level.
| 15 | 2200 | 143-146 |
| 16 | 2800 | 160-163 |
| 17 | 3800 | 179-182 |
| 18 | 5000 | 200-203 |
| 19 | 6500 | 223-226 |
| M | 9000 | 248-251 |
|----+------+---------|
3.2--------------------------------Equipment----------------------------<LSequ>
___________________________
| WEAPON | Pw Val. Wt. | Names are derived from shape
|Blue Sword | 1 15 2.0 | and color. Some are also
|Red Mace | 2 * 30 2.0 | influenced by Sethan's FAQ.
|Red Rapier| 3 50 1.5 |
|Blue Mace | 4 125 2.2 | Pw - Weapon power
|Red Saber | 5 * 250 2.8 | Df - Armor defense
|Blue Rapier| 6 * 300 2.0 | Val- Sell value
|Grey Saber | 7 375 2.5 | Wt - Weight of item
|Red Axe | 8 500 3.5 |
|Grey Flail | 9 560 3.0 | Weapons add 8 (?) times their
|Grey Sword | 10 1100 4.0 | power to your offense. The
|-----------+---------------| Grey Sword will let you deal
| TORSO | Df Val. Wt. | 80 more damage than bare-
|Red Start | 1 10 1.0 | handed.
|Red Simple| 2 * 40 2.0 |
|Red Fur | 3 99 3.0 | Armors add their defense to
|Blue Simple| 4 * 210 6.0 | your Magic Defense, Flank
|Blue Fur | 5 260 4.0 | Defense, and twice their
|Blue Plate | 6 * 534 10.0 | defense to your Physical
|Grey Plate | 7 1000 12.0 | Defense.
|Grey LEGEND| 10 4900 8.0 |
|-----------+---------------| A * means buyable at twice
| HEAD | Df Val. Wt. | the listed value.
|Grey Start | 1 5 0.2 |
|Red Simple| 2 * 15 0.4 | Although we start with them
|Blue Coif | 3 * 140 0.6 | on, with no way to wear
|Blue Plate | 4 * 290 0.8 | nothing, the start items are
|Grey Plate | 5 780 0.6 | still listed with 1 defense.
|-----------+---------------| It seems to add up in my
| SHIELD | Df Val. Wt. | tests.
|Red Wooden| 1 * 40 3.0 |
|Blue Simple| 2 * 250 5.0 | Using no weapons grants
|Grey Plate | 3 * 820 7.0 | faster attacks, although
|-----------+---------------| it's pathetically weak and
| ARMS | Df Val. Wt. | one can't remove something
|Red Start | 1 5 0.2 | directly once it's on.
|Red Glove | 2 * 4 0.3 |
|Grey Plate | 3 * 120 1.0 | If you can't guess from
|-----------+---------------| appearance, check by price,
| LEGS | Df Val. Wt. | and refer from that.
|Red Start | 1 10 0.5 |
|Blue Chain | 2 * 70 2.0 | +2 Physical Defense per Df. Not HURT
|Grey Chain | 3 * 230 4.0 | +1 Magical Defense per Df.
|-----------+---------------| +1 Flank Defense per Df.
| FEET | Df Val. Wt. | ? +8 Physical Offense per Pw.
|Red Start | 1 8 0.4 | No Magical Offense from equipment.
|Red Plate | 2 * 30 0.6 |
|Grey Plate | 3 * 170 1.2 |
|-----------+---------------|
Food&Water: When CAMPing, the game will use up one unit each
of food and water. Even if you don't have one, the game will
still use the other. You'll restore 5 HP for each unit
consumed.
Each unit of Food or Water weighs you down by .1 .
You may carry up to 255 each of Food and Water, although the
game only displays 99 at most. You still have what's beyond
the 99 mark.
The cost varies from store to store. I haven't checked
each town individually, but the general cost is:
Food value *5 + specific number for town.
_______________________________________________
| ITEMS | Val Wt | DESCRIPTION | Val:
+-----------+--------+--------------------------+ Sell value
|Blue Jar | 24 .2 |-Attack spell: 43-54 |
|Grey Jar | 30 .2 |-Attack spell: 43-54 | Wt:
|Red Jar | 35 .2 |-Attack spell: 43-54 | Weight
|Red Potion| 31 .2 |-Cure HURT; restore all HP|
|Blue Potion| 23 .2 |-Cure PARA |
|Grey Potion| 27 .2 |-Cure POIS |
|Blue Elixer| 112 .4 |-Cure HURT; restore all HP|
|Red Elixer| 100 .3 |-... Does nothing... |
|Red Ring | 7 .1 |-Fly to cloud world |
|-----------+--------+--------------------------|
Note on Jars: If you change your spell around before the jar's
spell hits, you change the damage the jar does. Yes, they're
basically copies of each other in terms of damage dealt.
Also, the listed damage is at level 0, without messing with
spells.
Note on Red Potion/Blue Elixer: They both do the same things.
I did not mistakenly copy an effect on two items.
Note on Red Elixer: It doesn't do anything. I've tried it when
I was affected by HURT, CURS, PARA, POIS, or dark, and no
effect. Doesn't restore HP, doesn't affect defense...
___________________________________________________
| QUEST ITEMS | Wt | DESCRIPTION | I'm missing a few
+-----------------+----+----------------------------+ weights here.
|Compass | .0 | Points in current direction|
|Sword of Earth | .1 | Enchant at dungeon first...| Obviously, the
|MAGIC SwdofEarth | . | Give to Wise Man of Earth | ones I'm missing
|Ring, Invisible | . | Allows Entry to Sky Dungeon| are the ones left
|MAGIC SwdofFaerie| . | Give to Wise Man of Faerie | blank.
|Sword of Fire | .1 | Enchant at Fire Spring... |
|MAGIC SwdofFire | .0 | Give to Wise Man of Fire | I hope to clean
|Flower | . | Along with next item... | this up by next
|Book, grave | . | Allows taking LEGEND armor.| update.
|MAGIC SwdofWater | . | Give to Wise Man of Water |
|Book, sprite | .2 | Allows reading Sprite song |
|MAGIC SwdofWind | .1 | Give to Wise Man of Wind |
|Sword of Tores | .1 | +32 attack; Enter Final Dun|
|-----------------+----+----------------------------|
General Note: Yes, they do have weight. Losing a Magic Sword
won't get rid of the sword's weight, though learning a set
of spells still drops your weight by 2.0.
Note: Sword of Tores adds 32 to your magical attack power.
3.4----------------------------Non-attack Spells------------------------<LSnat>
The friendly spells! The ones that don't produce
some painful effect on your enemies.
I use Sethan's style for spells. So you'll see something
like E3 for the last symbol of the Earth element.
Just some graphical information to identify what I mean.
Look at the following, and try to imagine that confusing spell
menu on top of these examples to find out what I mean.
Letter:
E# W# F# A# R#
0123 0123 0123 0123 0123
E>XXXX< E OOOO E OOOO E OOOO E OOOO
W OOOO W>XXXX< W OOOO W OOOO W OOOO
F OOOO F OOOO F>XXXX< F OOOO F OOOO
A OOOO A OOOO A OOOO A>XXXX< A OOOO
R OOOO R OOOO R OOOO R OOOO R>XXXX<
Number:
#0 #1 #2 #3
0123 0123 0123 0123
v v v v
E XOOO E OXOO E OOXO E OOOX
W XOOO W OXOO W OOXO W OOOX
F XOOO F OXOO F OOXO F OOOX
A XOOO A OXOO A OOXO A OOOX
R XOOO R OXOO R OOXO R OOOX
^ ^ ^ ^
Various:
E2 A0 R3 F1 W3
0123 0123 0123 0123 0123
v v v v v
E>--X-< E |OOO E OOO| E O|OO E OOO|
W OO|O W |OOO W OOO| W O|OO W>---X<
F OO|O F |OOO F OOO| F>-X--< F OOO|
A OO|O A>X---< A OOO| A O|OO A OOO|
R OO|O R |OOO R>---X< R O|OO R OOO|
^ ^ ^ ^ ^
Now, when I say W3 A3 #3, I want you to set these symbols:
Powerful attack spell (58HP):
W3 A3 #3
0123 0123 0123 It doesn't matter what
v v v the third symbol is, as
E OOO| E OOO| E OOOX long as it's anything
W>---X< W OOO| W OOOX from the last colomn.
F OOO| F OOO| F OOOX
A OOO| A>---X< A OOOX
R OOO| R OOO| R OOOX
^ ^ ^
Listing every spell like this would take up an awful lot
of space. This file would end up getting *much* larger.
This is why I shorten everything down to a letter and a
number. Actually, I'm using Sethan's method...
Note: The third rune isn't listed. It does nothing for any of
these spells, except the mapping ones.
_____________________________________________
|Runes| Cost | Effect |
+-----+------+--------------------------------|
|-- --| 0HP | Absolutely nothing |Misc.
|#0 **| 4HP | Auto-open dungeon doors | May as well list 'em.
+-----+------+--------------------------------|
|E2 #1| 5HP | Cure POIS |Earth
|E2 #2| 1HP | Cure PARA | Fix any status
|E2 #3| 1HP | Cure HURT | ailments ASAP.
|E3 E1| 7HP | Cure dark |
|E3 E2| 6HP | Cure CURS |
|E3 #3| 0HP | Parts water to allow movement |
+-----+------+--------------------------------|
|W2 #1| 1HP | Shield P : 7 hits P blocks |Water
|W2 #2| 3HP | Shield M : 7 hits Physical | Damage is reduced by:
|W2 #3| 5HP | Shield PM : 7 hits | P - 20 per hit; not HURT
|W3 W1| 3HP | Shield P : 15 hits M blocks | P - 10 per hit; HURT
|W3 W2| 6HP | Shield M : 15 hits Magical | M - 10 per hit
|W3 W3| 8HP | Shield PM : 15 hits |
+-----+------+--------------------------------|
|F# **| ??HP | All fire spells deal damage. |Fire
+-----+------+--------------------------------|
|A3 A1| 0HP | Warp one floor back in dungeons|Wind
|A3 #2| 9HP | Warp to entrance in dungeons | Won't work in caves.
|A3 #3| 10HP | Return to start from outside |
+-----+------+--------------------------------|
|R1 R1| 0HP | Map : Add third rune to |Faerie
|R1 #2| 0HP | Map : alter the duration| ATT - damage of
|R1 #3| 0HP | Map :M #0=.5s #1= 1s | last attack
|R2 R1| 0HP | Map :MT #2= 2s #3= 4s | DAM - damage
|R2 R2| 0HP | Map :MT | taken from last
|R2 R3| 0HP | Self ATP, DAM, and POS revealed| enemy attack
|R3 R1| 0HP | Mons POW, DEF, and flank shown | POS - X,Y
|R3 #2| 3HP | Warp to cloud realm, from out | flank - whether
|R3 #3| 4HP | Warp to outside, from sky | enemy is to the
|-----+------+--------------------------------| side of you
Note: About these spells...
E3 #3 - You need to cast this with every step in the water
in order to keep moving. Makes it difficult to dodge spells.
A3 A1 - Works only in dungeons, where you see brick walls
instead of dirt walls. Careful, this spell might trap you.
Sends you one floor back, if not at first floor, keeping
your X,Y position.
A3 A2 - Works only in dungeons, like A3 A1 **. If you do
get trapped, this will help you out. Otherwise, its a quick
exit out.
R1 R# OR - Of the whole series of mapping spells, they all
R2 R1 OR - show the wall map of the area and your position.
R2 R2 - M maps mark where monsters are, and T maps mark
where the non-gold treasures are.
3.5------------------------------Attack Spells--------------------------<LSkil>
______________________________ Random notes:
|Runes| cost |Base dmg | used | This is the full list of attack spells.
+-----+------+---------+-------+
|W3 A3| 22HP | 72- 79 | W A | It is sorted by most powerful combos first.
|W3 A2| 22HP | 69- 76 | W A |
|W3 A1| 22HP | 68- 75 | W A |"Runes" states what is needed
|W1 A3| 22HP | 66- 73 | W A | for that particular spell.
|W1 A2| 22HP | 65- 72 | W A |
|W1 A1| 22HP | 65- 72 | W A | A third rune isn't listed,
|A3 W1| 22HP | 64- 71 | W A | as it only affects power.
|A2 W3| 22HP | 64- 71 | W A |
|A2 W2| 22HP | 63- 70 | W A | Inserting a third rune will
|A2 W1| 22HP | 63- 70 | W A | do the following:
|A1 W3| 22HP | 62- 69 | W A |
|A1 W2| 22HP | 62- 69 | W A | #0 - base cost
|A1 W1| 22HP | 61- 68 | W A | normal damage
+-----+------+---------+-------+ #1 - (Cost * 1.5) +1
|W3 F3| 22HP | 61- 68 | WF | Damage * 1.5
|W3 F2| 20HP | 60- 67 | WF | #2 - (Cost * 2.0) +2
|W3 F1| 20HP | 60- 67 | WF | Damage * 2.0
|W1 F3| 20HP | 59- 66 | WF | #3 - (Cost * 2.5) +3
|W1 F2| 20HP | 59- 66 | WF | Damage * 2.5
|W1 F1| 20HP | 58- 65 | WF |
|F3 W3| 20HP | 58- 65 | WF | Blank - Usually similar to #0 (square)
|F3 W2| 20HP | 57- 64 | WF |
|F3 W1| 20HP | 57- 64 | WF | If you use a pair of same
|F2 W3| 20HP | 56- 63 | WF | runes, like F1 F1 --, and
|F2 W2| 20HP | 56- 63 | WF | leave the last slot blank,
|F2 W1| 20HP | 55- 62 | WF | it acts like you placed #1
|F1 W3| 20HP | 55- 62 | WF | in the last slot.
|F1 W2| 20HP | 54- 61 | WF |
|F1 W1| 20HP | 54- 61 | WF | "Cost" is base HP cost. Goes
+-----+------+---------+-------+ up if you use a third rune.
|W3 R3| 20HP | 53- 60 | W R |
|W3 R2| 20HP | 53- 60 | W R | "Base dmg" is, well, the
|W3 R1| 18HP | 52- 59 | W R | base damage the spell does.
|W1 R3| 18HP | 52- 59 | W R |
|W1 R2| 18HP | 51- 58 | W R | There are factors that add to damage:
|W1 R1| 18HP | 51- 58 | W R | + Level (each level adds +1)
|R3 W1| 18HP | 50- 57 | W R | + Tores Sword (+32 for having it)
|R2 W3| 18HP | 50- 57 | W R |
|R2 W2| 18HP | 49- 56 | W R | The third rune INCLUDES those
|R2 W1| 18HP | 49- 56 | W R | factors when multiplying damage.
|R1 W1| 18HP | 48- 55 | W R |
+-----+------+---------+-------+ After the multiplier, damage
|W3 E3| 18HP | 48- 55 | EW | is capped at 255.
|W3 E2| 18HP | 48- 55 | EW |
|W3 E1| 18HP | 48- 55 | EW | Then we subtract the enemy MDf from that.
|W1 E3| 18HP | 41- 48 | EW |
|W1 E2| 18HP | 41- 48 | EW | The "used" list states what
|W1 E1| 18HP | 41- 48 | EW | runes are used for the spell.
|E3 W2| 18HP | 41- 48 | EW |
|E3 W1| 16HP | 40- 47 | EW | If you don't have a certain
|E1 W3| 16HP | 40- 47 | EW | set, then you'd like to know
|E1 W2| 16HP | 40- 47 | EW | quickly that you can't use
|E1 W1| 16HP | 40- 47 | EW | that spell, right?
+-----+------+---------+-------+
|A3 F1| 16HP | 39- 46 | FA | For the spells that only use
|A2 F3| 16HP | 39- 46 | FA | one rune, how will you use
|A2 F2| 16HP | 39- 46 | FA | a third rune to amplify the
|A2 F1| 16HP | 39- 46 | FA | attack?
|A1 F3| 16HP | 38- 45 | FA |
|A1 F2| 16HP | 38- 45 | FA | It's simple, really. Use a
|A1 F1| 16HP | 38- 45 | FA | square as the second rune.
|F3 A3| 16HP | 38- 45 | FA | Then you're free to use a
|F3 A2| 16HP | 37- 44 | FA | third rune to amplify a
|F3 A1| 16HP | 37- 44 | FA | cheap E1 #0 #3 spell.
|F2 A3| 16HP | 37- 44 | FA |
|F2 A2| 16HP | 37- 44 | FA | Still, the third rune will
|F2 A1| 14HP | 36- 43 | FA | make the spell cost more.
|F1 A3| 14HP | 36- 43 | FA |
|F1 A2| 14HP | 36- 43 | FA |
|F1 A1| 14HP | 36- 43 | FA |
+-----+------+---------+-------+
|A3 R1| 14HP | 35- 42 | AR |
|A2 R3| 14HP | 35- 42 | AR |
|A2 R2| 14HP | 35- 42 | AR |
|A2 R1| 14HP | 35- 42 | AR |
|A1 R3| 14HP | 34- 41 | AR |
|A1 R2| 14HP | 34- 41 | AR |
|A1 R1| 14HP | 34- 41 | AR |
|R3 A1| 14HP | 34- 41 | AR |
|R2 A3| 14HP | 33- 40 | AR |
|R2 A2| 14HP | 33- 40 | AR |
|R2 A1| 14HP | 33- 40 | AR |
|R1 A1| 14HP | 33- 40 | AR |
+-----+------+---------+-------+
|A3 E1| 12HP | 32- 39 | E A |
|A2 E3| 12HP | 32- 39 | E A |
|A2 E2| 12HP | 32- 39 | E A |
|A2 E1| 12HP | 32- 39 | E A |
|A1 E3| 12HP | 31- 38 | E A |
|A1 E2| 12HP | 31- 38 | E A |
|A1 E1| 12HP | 31- 38 | E A |
|E3 A2| 12HP | 31- 38 | E A |
|E3 A1| 12HP | 30- 37 | E A |
|E1 A3| 12HP | 30- 37 | E A |
|E1 A2| 12HP | 30- 37 | E A |
|E1 A1| 12HP | 30- 37 | E A |
+-----+------+---------+-------+
|F3 R3| 12HP | 29- 36 | F R |
|F3 R2| 12HP | 29- 36 | F R |
|F3 R1| 12HP | 29- 36 | F R |
|F2 R3| 12HP | 29- 36 | F R |
|F2 R2| 10HP | 28- 35 | F R |
|F2 R1| 10HP | 28- 35 | F R |
|F1 R3| 10HP | 28- 35 | F R |
|F1 R2| 10HP | 27- 34 | F R |
|F1 R1| 10HP | 27- 34 | F R |
|R3 F1| 10HP | 24- 31 | F R |
|R2 F3| 10HP | 23- 30 | F R |
|R2 F2| 8HP | 23- 30 | F R |
|R2 F1| 8HP | 23- 30 | F R |
|R1 F1| 8HP | 22- 29 | F R |
+-----+------+---------+-------+
|F3 E3| 10HP | 27- 34 | E F |
|F3 E2| 10HP | 26- 33 | E F |
|F3 E1| 10HP | 26- 33 | E F |
|F2 E3| 10HP | 26- 33 | E F |
|F2 E2| 10HP | 25- 32 | E F |
|F2 E1| 10HP | 25- 32 | E F |
|F1 E3| 10HP | 25- 32 | E F |
|F1 E2| 10HP | 24- 31 | E F |
|F1 E1| 10HP | 24- 31 | E F |
|E3 F2| 8HP | 22- 29 | E F |
|E3 F1| 8HP | 22- 29 | E F |
|E1 F3| 8HP | 21- 28 | E F |
|E1 F2| 8HP | 21- 28 | E F |
|E1 F1| 8HP | 21- 28 | E F |
+-----+------+---------+-------+
|R3 E1| 8HP | 20- 27 | E R |
|R2 E3| 8HP | 20- 27 | E R |
|R2 E2| 8HP | 20- 27 | E R |
|R2 E1| 8HP | 19- 26 | E R |
|R1 E1| 8HP | 19- 26 | E R |
|E3 R2| 8HP | 19- 26 | E R |
|E3 R1| 8HP | 18- 25 | E R |
|E1 R3| 8HP | 18- 25 | E R |
|E1 R2| 6HP | 18- 25 | E R |
|E1 R1| 6HP | 17- 24 | E R |
+-----+------+---------+-------+
|F3 F3| 6HP | 17- 24 | F |
|F3 F2| 6HP | 17- 24 | F |
|F3 F1| 6HP | 16- 23 | F |
|F2 F3| 6HP | 16- 23 | F |
|F2 F2| 6HP | 16- 23 | F |
|F2 F1| 6HP | 15- 22 | F |
|F1 F3| 6HP | 15- 22 | F |
|F1 F2| 6HP | 15- 22 | F |
|F1 F1| 6HP | 14- 21 | F |
|A2 A3| 4HP | 14- 21 | A |
|A2 A2| 4HP | 14- 21 | A |
|A2 A1| 4HP | 13- 20 | A |
|A1 A3| 4HP | 13- 20 | A |
|A1 A2| 4HP | 13- 20 | A |
|A1 A1| 4HP | 12- 19 | A |
|W1 W3| 4HP | 12- 19 | W |
|W1 W2| 4HP | 11- 18 | W |
|W1 W1| 4HP | 11- 18 | W |
|E1 E3| 4HP | 10- 17 | E |
|E1 E2| 4HP | 10- 17 | E |
|E1 E1| 4HP | 9- 16 | E |
+-----+------+---------+-------+
|F3 *0| 4HP | 9- 16 | F |
|F2 *0| 4HP | 8- 15 | F |
|F1 *0| 4HP | 8- 15 | F |
|A3 *0| 4HP | 7- 14 | A |
|A2 *0| 4HP | 7- 14 | A |
|A1 *0| 4HP | 6- 13 | A |
|R3 *0| 4HP | 6- 13 | R |
|R2 *0| 4HP | 5- 12 | R |
|R1 *0| 4HP | 5- 12 | R |
|E3 *0| 2HP | 4- 11 | E |
|E2 *0| 2HP | 4- 11 | E |
|E1 *0| 2HP | 4- 11 | E |
|W3 *0| 2HP | 4- 11 | W |
|W2 *0| 2HP | 4- 11 | W |
|W1 *0| 2HP | 4- 11 | W |
|-----+------+---------+-------|
Base spell damage determined by fighting through the game at
level 0, armorless, weaponless, and minimal kills. Managed to
get four of the elements by killing only 1 scorpion.
3.6--------------------------------Monsters-----------------------------<LSmon>
First off, here's a key for each monster stat.
Name- Name given to monster, approximating it's appearance.
Sorted by game order of area first.
~HP - Base HP of monster. Easily observed
What can I say? More of this makes 'em last longer.
POW - Base POW of monster, seen with R3 R1 --
States minimum damage, if you have 0 defense.
FPw - Flank power of monster. Judged by minimum damage.
Minimum damage against side with 0 Flank defense.
I'm still working out the FPw, doesn't seem consistent...
PDf - Physical defense of monster.
States its damage reduction against physical attacks.
I may be slightly off on PDf.
MDf - Magic defense of monster.
Damage reduction vs. spells. Minimum damage of 1.
XP - EXP gained after defeat of monster.
Only gets really high at end-game.
Attack - Attack pattern of monster. Each + is attack/prepare
Simple explanation: More +s mean it attacks more often.
____________________________________________
| "Name" | ~HP POW FPw PDf MDf XP | Attack |
+--------+------------------------+----------+
|Snake | 12 11 7 6 4 1 | ++..++.. | Outside
|Scorpion| 25 17 9 9 3 2 | +..++.+. |
|Wasp | 18 6 8 6 12 1 | +++..+++ |
+--------+------------------------+----------+
|Slime | 16 15 10 12 10 2 | +++.+++. | Dungeon, NW
|Ogre | 29 20 20 18 3 | ++.++.++ |
|Warlock | 26 15 14 20 2 | +.+++.++ |
+--------+------------------------+----------+
|Werewolf| 32 17 18 10 3 | ++++++++ | Dungeon
|Skeleton| 39 25 21 25 4 | +.++.+++ |
|Harpy | 32 18 19 24 3 | +.+++++. |
+--------+------------------------+----------+
|Spider | 68 27 21 23 5 | +++.+... | Outside, sky
+--------+------------------------+----------+
|Lizard | 28 25 11 20 14 5 | +++....+ | Caverns, sky
|Golem | 92 30 14 24 30 6 | ..++..++ |
+--------+------------------------+----------+
|Slime | 30 32 15 24 15 7 | ++.++... | Dungeon, sky
|Ogre | 58 40 10 28 18 8 | ++..++.. |
|Warlock | 78 32 16 30 5 | +++.+++. |
+--------+------------------------+----------+
|Goblin | 42 39 17 26 28 9 | ++++++++ | Dungeon, South
|Warrior | 108 47 14 38 42 10 | ++++.... |
|Naga | 116 37 17 22 41 7 | ++++.+.+ |
+--------+------------------------+----------+
|Octopus | 107 49 35 39 11 | ++.++++. | Water
|Fish-man| 121 59 52 30 12 | +.++.+.. |
|Fish | 97 49 28 56 9 | +..+++++ |
+--------+------------------------+----------+
| "Name" | ~HP POW FPw PDf MDf XP | Attack |
+--------+------------------------+----------+
|Chimera | 127 54 52 69 12 | ++.+..+. | Dungeon, underwater
|Minotaur| 149 63 60 35 15 | ++.+.+.. |
|Dragon | 138 55 200 64 11 | +.+.+.+. |
+--------+------------------------+----------+
|Lizard | 157 61 71 65 14 | +++....+ | Caverns, western
|Golem | 168 72 21 82 61 18 | .+.+..++ |
|Demon | 160 67 47 116 13 | +++.++.+ |
+--------+------------------------+----------+
|Snake | 155 64 85 105 19 | ++.++... | Caverns, eastern
|Scorpion| 179 80 95 112 23 | +..+.++. |
|Wasp | 167 72 65 42 15 | ++++++++ |
+--------+------------------------+----------+
|Spider | 128 71 96 144 24 | +..++..+ | Dungeon, island tower
|Berserke| 198 94 125 97 28 | +..++..+ |
|Magus | 130 98 87 118 18 | +.++.+++ |
+--------+------------------------+----------+
|Dragon | 164 110 28 200 129 21 | +.++++.+ | Outside, cloud
+--------+------------------------+----------+
|Gargoyle| 182 103 126 145 70 | ++++++++ | Dungeon, cloud
|Arm-Mole| 191 120 165 146 90 | .+.++..+ | Dungeon, final 2nd floor
|Beholder| 208 120 159 120 75 | ++++++++ |
+--------+------------------------+----------+
|Darces | 225 140 180 11 1 | ++++++++ | Dungeon, final 3rd floor
|Darkone | 212 135 130 170 1 | +.+++++. |
|Darkmage| 205 130 140 120 1 | ++++++++ |
+--------+------------------------+----------+
| "Name" | ~HP POW FPw DEF MDf XP | Attack |
Note: The DEF stat you see on the monster whenever you cast
the Faerie spell "R3 R1 --" is not always the magic defense
or the physical defense, but always the better of the two.
Note: Every 16 times you stay at an inn, the HP, POW, and
PDf of every monster goes up by 1.
Darces: Note his magical defense... Looks like E1 -- -- can
knock him down without risking your life as much with
W3 A3 #3.
3.7-----------------------------Status Effects--------------------------<LSste>
______________________________________________________
| HURT | Physical defense from armor and Shield halved |
| PARA | Physical Power is reduced, unknown amount |
| POIS | Lose 1 HP every so often |
| CURS | Prevents movement randomly |
| dark | Dungeon is darkened, harder to see. |
|------+-----------------------------------------------|
Note: dark isn't a real status effect. It doesn't replace the
GOOD condition. However, it can be cured with a spell and
is removed when leaving the dungeon.
[][][][][]
-> The "Cheap Attack Spell" glitch
-Just cast a cheap spell like E1 -- --, then before the spell
hits, switch to a more powerful spell, like W3 A3 #3.
Attempt to cast the new spell. Once you try to cast the spell,
the animation will suddenly change, along with the damage
potential, without any additional costs to HP!
Using this trick on non-attack spells sets the base damage
to (-1) - (+6). If you happen to be level 0, and not have
the Tores sword, and lucky enough to deal the "minimum"
damage, you'll instead deal out 255 damage (minus enemy MDf).
Unless you're on a level 0 quest, forget about shooting
off E1 -- -- and switching to E3 E3 #0, as it's even
weaker than the spell you just fired!
[][][][][]
-> The "Enemy Never Attacks" glitch.
-It's a difficult timer-tricking glitch that can be used to
completely stop enemy attacks. Pause, and you can see this
timer at work whenever it blinks. When it blinks, the timer
ticks. Whenever the timer ticks, the enemy may attack,
depending on its pattern.
The actual timing of this tick for enemy attacks is a little
after the STOP blinks, either in or out. As long as you are
STOPped, the game ignores each tick and won't let the enemy
attack. So, carefully time each pause to stop them attacking.
Your attacks aren't bound by these ticks, so you can pummel
away while your enemies are unable to attack.
It is, as I said already, difficult.
[][][][][]
-> The "Vanishing Monster" glitch.
-Go to an "entrance" of some kind. Any kind that would change
what a Faerie mapping spell would show. Lure a monster close
or at the entrance. Enter at that spot, and spin around a
little, exit, re-enter, and repeat until monster vanishes.
I'm not sure exactly what goes on here, but I think the
monster forgets that you're not a valid spot to walk on, and
once it does move into the same spot where you are, it
shortly disappears.
Problem is, without the timer-tricking, enemy stopping power
of "Enemy Never Attacks", this glitch is impractical. If
you're strong enough to live through possible attacks while
trying to disappear an enemy, you can kill it normally anyway,
and if not, you wouldn't want to risk this glitch, hoping the
enemy vanishes.
Otherwise, with timer-tricking, you might be able to use this,
along with the above two glitches, to get through the game
with a very low kill count.
Using all three, I got all five elements killing only 3
monsters. I only had 21 EXP, a little more than needed for
level 1.
E-mail: (Er, it's not there anymore...)
AIM: LeeEricKirwan (Which I don't use these days)
Other: I post at the GameFAQs message boards. Lee Eric Kirwan
Sorry about this, but I must say that it's currently difficult
to contact me. Once it changes, this'll be updated.
For the best chance of contacting me about this FAQ, try the
corresponding Dungeon Magic board on GameFAQs. You'll need
a GameFAQs account, though. It isn't difficult to sign-up,
last I checked.
xelos667 - The one who noticed that EXP could affect something.
Sethan - Most of the names are based off of similar items in his FAQ.
|][__][__][__] _ ___ ___ _ [__][__][__][|
7 [__][__][|| / \/ \ VERSION HISTORY / \/ \ ||][__][__][__]
|][__][__][__]\___/\_/ \_____________________________/ \_/\___/[__][7A][VER1]
Current:
.90- Well, first version! Only things missing are the enemy
flank power, the physical attack power formula, and
weights of some key items. There's also something about
enemy attack pattern which I haven't checked/recorded...
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[__][__][__][|| / \/ \ END OF FILE / \/ \ ||][__][__][__]
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