WIZARDRY - TALES OF THE FORSAKEN LAND

TACTICS GUIDE


Written by thewaynemanor



-----------------------------


Table of Contents


1.	Disclaimer

2.	Introduction

3.	Beginner Tips 

4.	Tactical Walkthrough 

5.	Boss Tactics

6.	Ideal Party 

7.	Equipment Suggestions for Party
 
8.	Full Equipment List

9.	Maximum Levelling

10.	Acknowledgements



-----------------------------


1.	Disclaimer

The Tactics Guide is intended solely for use as a "Companion
Edition" to the two existing walkthroughs on the Game FAQ Site. 



2.	Introduction


Please note that the Tactics Guide does not recap the game story 
or provide a full walkthrough for Wizardry. It is a support tool, 
and by no means exhaustive, as there are many ways in which to play 
Wizardry. The methods outlined here are simply designed to 
maximize players' chances of survival and their enjoyment of the 
game.


3.	Beginner Tips

While there are two walkthroughs that offer technical directions, 
the following Guide offers hints on HOW to survive the journey.


Movement & Combat
-----------------


Always begin as a Warrior for greater HP and use of better
armour + weapons.

Always place the strongest character on the left of the front row 
as the monsters have a general tendency to attack that character.

Occasionally the Party will be stopped to converse with an NPC 
and advance the story. Be ready to move quickly when the cut scene 
ends as a monster may now be behind the Party.

If several party members are only a small amount of XP away from
their next level, expend any remaining spells in the final fight
as they are replenished after resting at the Lodgings.

Stamina will always be at full at the start of a level. A Party 
can therefore expend all Stamina fleeing a foe such as the Reaper 
in order to reach a Level exit, and have it instantly replenished
at the beginning of the next Level.

Try and equip the Party's Back Row with projectile weapons as
soon as is possible. Michele provides a Magic Crossbow on B2.
Together with 2 Throwing Knives this can make a considerable
difference.

The key to survival is constant use of the Allied Actions. The Party 
must become adept at using the Primary AA's quickly:

	
Offensive -	

DOUBLE SLASH
END SLASH
RUSH
WARP ATTACK



Defensive - 	

DEPLOY
RESTRICT SHOT
SPELL CANCEL


NOTE! 

STUN ATTACK is very effective against Giants, with the Spell ASH being 
almost 100% effective against Poison Giants.


Experimentation with the Secondary AA's is risky, as combat on all 
levels usually requires an element of both attacking and defending - 
hence the reliance on the Primary set. Also note that once the Party
reaches the advanced stage - Level 40 + - most AA's become unnecessary
as Individual Attacks are usually strong enough to kill most monsters.

Where possible always target the humanoid monster icons as the
Class-based monsters (e.g. Ninjas) yield the most varied 
equipment.

Status Weapons - equip as many as possible. While not necessarily the 
strongest weapons in the game, they will incapacitate monsters and 
prevent attacks. 

The Invisible Flail (PARALYSIS) and the Elf Crossbow (SLEEP) have a 
high success rate and are effective against even the stronger monsters.

Once a monster is incapacitated, target ANOTHER monster rather than
finishing the first monster off. Status Effects - unlike the AA STUN 
ATTACK - last for the duration of combat, so it is advantageous
to limit the potential number of monster attacks on the following round.

The Reaper cannot pursue the Party across levels. 

A Party member possessed by the Reaper can effect Undead with any
weapon.


Although extremely rare, Greater Demons ARE susceptible to an 
Instant Kill.

Even though the Party may clear a room of monsters, the Labyrinth 
will eventually generate more, with it being possible a monster to 
materialize behind the Party.



Spells
------


Learn and level up FEAL (Priest Spell) and TEAL (Sorcerer Spell)
as quickly as possible. These two spells are essential for 
low-level parties.

Recommended Materials:


FEAL -	

Slime's Goo	x Slime's Goo
Slime's Goo	x Broken Sword		
Broken Sword 	x Bogey Cat's Fur


TEAL -

Frog Tongue		x Frog Tongue
Bogey Bird's Claw	x Frog Tongue 
Frog Tongue		x Pixie's Wing 


All are easily obtainable.

TEAL is invaluable if needing to eliminate rows of monsters 
(eg. Giant Spiders, Stone Flies) quickly. Kyo's high agility will
allow a first attack.

When making materials, focus on developing offensive spells. When 
finding Magical Stones for defensive spells, have them separated as 
this can yield useful ingredients. 

Once completing the "Help My Boyfriend" Quest, starting selling and
the purchasing in bulk those materials needed to level up useful\
spells such as TEAL.

If returning to Town and several Quests have been completed, go to 
the Tavern BEFORE the Lodgings as the reward XP from Quests may level 
up Party members and save an extra trip back.

ALWAYS save after any lengthy sessions in Town fulfilling Quests, 
buying + selling and dealing in magic stones BEFORE going back into 
the Labyrinth.


NOTE!	

Always save before trying to resurrect a character as there is a 
chance the spell will fail and the character will turn to ash. If the 
spell fails a second time, the character is gone 
forever. By saving, this can be avoided.


NOTE!

Materials: 

	
While the primary purpose of monster materials is the creation of 
Magic Stones, each material can also be used individually to cast a 
spell during combat. 

It is HIGHLY RECOMMENDED to have 2-3 materials that 
cast the strongest spells equipped as Items (e.g. Dragon's Tail), 
as even if a non-spellcaster they will be able to attack with the 
Item.




Group 1
-------

Rotten Meat -  		casts YAIBA on one character

Skull - 		casts CONAIRU on Party

Devil's Horn -  	casts CONKOWT on front/back row of Party

Vampire Claw -  	casts ZAKULD on one row of monsters

Undead Dragon Wing - 	casts FORCE on one monster

Pied Piper's Flute -  	casts STIGMA



Group 2
-------

Giant's Tooth - 	casts JISCORT on Party

Giant's Guts - 		casts DAIBA on Party

Giant's Blood - 	casts AMOK on one row of monsters

Dragon Heart -  	casts FEALDS on front/back row on Party

Dragon Scale - 		casts SABARRETS on one monster

Dragon Tail - 		casts JAKULD



Group 3
-------

Bogey Cat's Fur - 	casts BLESS on one character

Bogey Bird's Claw - 	casts BARRETS on one monster

Frog Tongue -  		casts TEAL on one row of monsters

Wyvern Eyeball - 	casts KULD on one row of monsters

Hound's Ear -  		casts JAKRETA on one row on monsters

Chimera's Head - 	casts STIPYL on one row of monsters

	
	
Group 4
-------

Slime's Goo - 		casts FEAL on one character

Pixie Wing - 		casts HARDY on one character

Demon's Egg - 		casts ZAIBA on front/back row of Party

Cocoon - 		casts DELPUS on one row of monsters

Slime Jelly - 		casts LAFEAL on one character

Fairy's Wing - 		casts DIPPS 




Group 5
-------

Broken Sword - 		casts CRETA on one monster

Thief's Blood - 	casts KOWT on one character 

Ninja's Hood - 		casts CONAIR on front/back row of Party

Priest's Hair -  	casts SAFEAL on one character

Sorcerer's Earring - 	casts ZATEAL on one row of monsters

Samurai's Beard - 	casts ZAKRETA on one row of monsters

Bishop's Bracelet - 	casts JATEAL



Special Items
-------------

Incubus Wing -		casts LEAP

Golem's Flesh -		casts NIRVANA

Sword Fragment -	casts CATHEDRAL

	
	
Red Moon:


A Red Moon is not only the ideal time to combine materials but to also 
SEPARATE materials. Combining two lower order materials and then 
separating them may cause the materials to split and morph into higher 
order materials from one or both of the original materials' groups, OR 
into materials from another group entirely.



Example 1:
---------


ROTTEN MEAT + SKULL (both from Group 1) = CONAIRU Stone

Separating could = SKULL + PIED PIER'S FLUTE 
(both still from Group 1)



Example 2:
---------


GIANT'S TOOTH (Group 2) + BOGEY BIRD'S CLAW (Group 3) = DAIBA Stone

Separating could = GIANT'S BLOOD (Group 2) + CHIMERA'S HEAD 
(Group 3)



Example 3:
---------


BOGEY CAT FUR (Group 3) + THIEF'S BLOOD (Group 5) = HARDY Stone

Separating could = SLIME JELLY + FAIRY'S WING (both from Group 4)


By using this strategy during a Red Moon the Party can acquire 
several rare materials very early on in the game. These can be used 
in two ways:

	
i)  Combat Items

	
At least 2 of each is recommended:

Pied Piper's Flute -	STIGMA
	
Giant's Guts -		DAIBA
	
Dragon's Tail - 	JAKULD


ii) Saved for "Change My Boyfriend" Quest

	
By immediately selling the rare materials to the Merchant, the Party 
can then have an unlimited supply at an earlier stage of the game. 
Once the Party have completed the "Change My Boyfriend" Quest, spend 
several sessions going from the Materials Shop to Vigger's in Town 
to level up all spells via the stones. 

	
NOTE!

While a complete set of materials will allow the Party to make a 
Stone for any spell, the strongest spells - Level 6-7 - will be 
unavailable until at least one spellcaster is at an appropriate level 
to use the Stone.

Another method for obtaining some rare materials is to successfully 
disarm Gotz's traps at Level 5 - which yields five mutated stones. 
Separating these into individual materials will provide an Undead 
Dragon's Wing and Pied Piper's Flute.



General
-------



i) When ready to recruit extra Party Members, return to Bar Luna Light
and access the Recruit option. Pressing R1 will reveal the next page. 
Note that if there are already six in the Party (the maximum) then a 
Party member must be dismissed before recruiting 
another.

Characters can be created as once the Party learn AA’s.

ii) Redo Gotz's Level One trap to collect free Transfer Potions 
(3 per successful attempt)

NOTE!

An easy way to obtain all items from Gotz is to when possible have
three Thieves in the party (which is possible via Class Orbs, with
a reversion to original classes after) and simply make repeated
trips to Gotz, then Town and return. Each Thief present reduces 
the number of buttons on screen by 2, making even the last level
easy to bypass.


iii) Boost Trust:


To boost Trust faster, use equipment with a Special Power to change a
character's alignment so it matches the rest of the Party. It may be
necessary to use an Orb to change the character's class to use an item 
allowng an alignment change. After the change has been effected, use an
Orb again to have the character revert to their original class.

Since the Party Leader doesn't have a Trust rating, they can carry many
of the more powerful Cursed items and not have Trust reduced.

CORRECTION: Stone mutations - while very rare - are possible during a 
normal phase of the Moon.

iv) Bad LucK:

From the outset the game pits intelligent foes against the Party, and 
as such the beginner may find character deaths are commonplace - hence 
the presence of Salem Temple. While this Guide does offer constructive 
advice about gameplay and maximising a Party's chances of survival, 
there is no guarantee in actual combat. The game can generate 
scenarios over which the player has no control, such as:

The Party being automatically surprised despite walking into a
monster icon.

A monster targeting a Front Row character not protected by a Defensive 
AA such as RESTRICT SHOT.

Two or more monsters using Spells (the Party can only use SPELL CANCEL 
once per round until attaining Trust at Level 8).

A monster scoring an Instant Kill or Status Effect then Critical Hit 
on a character.



4.	Tactical Walkthrough		


Levels B1-B3:
------------   


B1


Initially place Kyo on Front Row Right as he can support the
Team Leader and Ricardo's attacks with spells. This becomes
vital later when the AA DOUBLE SLASH has been learnt.

Immediately return to Town after fighting the Kobolds to level
up for the first time.


Avoid the Bogey Cat (large Cat icon) until at least Level 3 as
the attacks are quite damaging.


Collect Sara from the Imperial Quarters and be at least Level 3
BEFORE visiting the room opposite (has a skeleton against the far
wall) for the first time as the two Thieves hiding there have a 
Surprise Attack on the Party. This is essentially two free rounds
of attacks before the Party may retaliate.


Visit the large segmented chamber where Pei Pei's Books are and
meet another Party for the Betrayal Sword. Have the Party Leader
equip this weapon as while cursed - Faith is reduced -  it does
a significant amount of damage against monsters on the B1 level.
The 2,000 GP required to Lift Curse at Vigger's Shop is easily
affordable after more exploration. Have Kyo equip the Party Leader's
Long Sword.

Be at least Level 5-6 before reaching the Sword Master - after
learning the first two AA's a fight with Virgo follows. Levelling 
ensures that party members can survive Virgo's CRETA spell.


As the Sword Master restores all HP + MP after each AA Trial, Kyo can
use the spell TEAL to great effect. TEAL is particularly effective
against the Orcs as the spell will kill a row of Orcs and reduce
their numbers by half. A successful attack by the Team Leader and 
Ricardo respectively will then deplete Orc ranks further and 
reduce the damage incurred by a RUSH.


As a Level 3 Samurai (Large Humanoid icon) can be found in the Main
Chamber (source of the Reaper in B1) be sure to use RESTRICT SHOT.


Appropriate sequence of events after defeating Virgo:

Climb the stairs and trigger the first encounter with the Hobbit. 
	
Return to Town and recover. 


PARTY CHANGE: 

Recruit Cerazyn (Priest) and either Creo (Sorcerer) or Calo (Thief) 
from the Bar Luna Light. Cerazyn is essential at this point as another 
Priest means extra healing, while the remainig choice is between extra 
Spellpower (Creo) or a very fast attack turn (Calo).
	
Obtain Pass to B2 from LeDua Almsay.

Accrue enough XP to level up Cerazyn and Creo at least once.
	
Return to the Main Chamber and trigger a Reaper encounter. Let it 
possess a Party member.
	
Return to the Hobbit's location and trigger the second encounter to
unlock the top door at entry level. 

Meet Rui and defeat Undead Kobold. Show the Elven Soldier the Pass.
	
Enter B2 and access the Reaper Door to obtain the Healing Vellum.

If the Possessed Party member is one of the strongest characters,
move through and trigger the first encounter with Rui on the second 
floor of B2, then return and visit Salem's Temple. If the Possessed 
character is one of the weakest characters (e.g. Sara), return to 
Town as soon as the Healing Vellum has been obtained.


	
B2



Be VERY careful in moving around B2 as from this level onwards the 
Party cannot afford to be attacked from behind. Always listen for the 
presence of monsters before exiting doorways and rounding corners.


Note that in B2 the Party may hide and recover in cavities accessed by
smashing through false walls. Monsters will not enter.

Ensure the Party have learnt the AA SPELL CANCEL BEFORE activating
the Elevator and returning the bridge to access the new area. This
AA is ESSENTIAL when fighting the first Boss - the Reaper. 


When speaking with LeDua Almsay regarding the Missing Unit, ask for 
the Magic Stone and receive the Sabarrets Stone, a powerful Level 4 
Priest spell.


PARTY CHANGE:

Replace Creo or Calo with Rui (Thief). Recruiting characters with a 
higher Trust rating will allow the Party to learn new AA's.


B3


Once Daniel the Thief has given the Party the Guiding Vellum, obtain the 
materials for the Maps spell on B1-B2. The MAPS spell will be needed to 
navigate B3.


If the Maps Spell does not reveal the exit to B4, then the Party must 
enter one of the rooms and find the path leading up/down to another level.


The Priest encounter: if choosing an Unlucky Card, immediately use a 
Transfer Potion to Town or ascend the stairs to B2 if nearby and 
it will render the imminent bad luck null and void.

Anne-Marie's Party: they will ask the Party to enter into a competition
to see which party can kill the most monsters. Agree and kill at least
8 monsters. Stay away from the stairs to B4 until completed, and then
as a reward ask for a CARCASS Stone. This can then be given to the Pixie
on B5 for a Crimson Ring.


Breath Weapons: B3 is the first level with a monster - the Gas Dragon - 
with this ability. The strength of the Breath Weapon is always a good 
indication of the monster's remaining HP. To counter a monster with a 
Breath Weapon use the AA STUN ATTACK + DOUBLE SLASH. Kyo should initiate 
the STUN ATTACK as due to his high Agility he will attack first.



Levels B4-B6:
------------

B4



Using the Forsetti map, have the Party fall through some pitfalls to access 
all chests and Quest areas. There is a pitfall with a timer that must be 
used at least once on the far side of the Cemetery (just outside the 
enclosed court yard where you meet Daniel and fight the three Thieves). 
In the underground room are two skeletons. Next to the skeletons is a sack 
containing Gustav’s Shield.


Where possible always move into visible pitfalls backwards, as this way the 
Party will always land with their backs to a wall and will not be surprised 
and attacked from behind.

The initial priorities on B4 are: 

	
a) Completion of the Palo, Rose and Gustav Quests. 

The Party should return to Town to level up as the XP for Quest completion 
are considerable. Finding Gustav's Shield is the cue for returning to Town. 
Complete the Quests BEFORE fighting Kulgan.


b) Find the B4 Key.

Complete this AFTER returning from Town and BEFORE fighting Kulgan in 
case a trip to Salem Temple is needed.

SAVE the ASH CHARM obtained after completing Palo’s Quest as it will 
needed on B5.
	
Look for the Insect icon on B4 and practice fighting the Huge Spiders 
as they will be major foes on B5.

If looking for Dragon Hearts, the Dragon icon can almost always be 
found in the underground area with the locked door to B2 and the room 
where Kulgan is first encountered.

The Party must all be at least Level 10-11 before attempting B5.

CORRECTION

The Forsetti map of B4 has an incorrect listing. The B4 Key for the 
locked door leading to B2 is not found at A14.  As per the Forsetti 
map, the correct location is east of A4 and four squares down. Using 
Forsetti’s map it is possible to plot a safe course from the first 
door the Party exit from when emerging from the lower levels. 

The Giorgio encounter is north of this door.


B5


Accessing B5 will create the Materials Shop in the Merchant Room. 
Start collecting materials immediately as once sold to the Merchant 
each material will always be available.

Before going to B5, be sure to have at least 4 Antidotes in case the 
Party are poisoned in an encounter with the Huge/Giant Spiders.

Use the Material Shop to level up Rui's spell ZAIBA to maximum 
(Level 10). This will be invaluable when fighting the Lesser Demon and 
Virgo for the second time.

Initially stay on the First Floor and spend time levelling up the Party. 
Complete Helga’s second Quest (Hound's Ear) as soon as is possible and 
return to Town.
	
NOTE! 

As per Forsetti’s map, the following areas should be explored carefully, 
as it is possible to land on a monster or worse yet have a monster drop 
on the Party for a surprise attack.

	
a) Floor 3 - the ring shaped room off 14. A chute leads to a room with 
two doors on the same level.

	
b) Floor 6 - the room to the side of the stairs leading to B6. There is 
a pit in the centre of the room leading to an open area and passage up
to the other side of Floor 6.

	
c) The Gondola - once it has been sent to Floor 1, there is a small drop 
down to Floor 6.

The initial priorities on B5 are:

a) Purchase a Bishop Orb to change Sara from a Priest to Bishop. The use 
of additional Sorcerer Spells and instant Appraisals will be invaluable. 
Change the Party Leader's class from Warrior to Knight when able to
afford a Knight's Orb.

	
b) Activate the Magic Fountain -  battles on B5 are wearing and a rest 
point to completely recover is needed. The Fountain will also cure an 
Abnormal Status such as Poison.

c) Take Stairs to B1 - depress the block to open the altar on B1 and 
create a short cut to B5.


NOTE!

The Geese Quest.

BE SURE to have the CARCASS Stone obtained from Ann-Marie's party on B3, 
beforeapproaching the Pixie's door on Floor 2 (location 8 on Forsetti's 
map). 


The Party can then trade the Carcass Stone and receive a Crimson Ring 
(has power of Regeneration) from the Pixie BEFORE fighting the Lesser 
Demon. 

If the Party access B6 then return to B5 and approach the Pixie, it will 
have already found a Stone and offer nothing. The materials for the 
Carcass Stone can also all be found on B3 
(Bishop's Bracelet + Dragon's Heart + Priest's Hair).


There are several materials scattered throughout the Water Fall:

	
a) Floor One: 	Demon’s Egg - in bucket in Kasta’s Room.


b) Floor Three:	Ninja's Hood - on crate in room with drop chute.
	
c) Floor Four:  Cocoon - on mound of dirt in the open area where stairs 
to B1 are located.

	
d) Floor Five:	Priest’s Hair - on crate in room with the Black Chest. 
The second set of rail tracks lead out of this room.

Use the Osafune found in the Yellow Chest on Floor 5 to change Ricardo 
to a Samurai. Like Kyo, Ricardo will now be able to effect an occasional 
“instant kill.”


Omission from Forsetti's Map: there is a Red Chest in the square room on 
Floor 4.


Reaper possession: try for this on the bottom of B5 and reach the Reaper 
Door on B6. The Spirited Shuriken is invaluable when equipped on Kyo.


PARTY CHANGE:	Replace Cerazyn with MICHELE (Sorcerer) & Rui with Hina 
(Samurai).


B6

Entering B6 activates Helga’s last Quest. An easy way to deal with this 
is to backtrack to earlier levels and search for more monster materials. 
The required 30 battles will expire very quickly.

The Party MUST level up two spells before progressing through this level:

DAIBA - at least one character must have Mastery. Hina is recommended.

FEALDS - at least one character must possess Rank 30. Sara is recomended.

These spells are imperatives as the Party must fight both an Incubus and 
a Greater Demon on B6.

When fighting Bosses on B6 and down, each character MUST have a Curing 
Potion equipped. This will be invaluable when the Back Row are occupied 
with an AA such as Restrict Shot or Spell Cancel.


The priorities on B6 are:

a) Access the Reaper Door then return to Salem Temple to cure.

b) Defeat the Incubus then return to Town to recover.

c) Defeat the Greater Demon.*


* NOTE!

The Greater Demon is significantly stronger than the other monsters on 
this level. It is therefore recommended that the Party NOT include Hina
when about to descend to B7. By doing this, the encounter can be
bypassed temporarily and returned to once the Party is stronger - 
ideally the end of B8.

	
Note that the Party will need to have levelled up several times before 
being strong enough to push all the way through to the end of B6.

Omissions from Forsetti's Map: 

a) Behind the entry stairs there will almost always be a Chest containing 
a random item. 

	
b) The U-shaped passage behind and opposite the entry stairs has a 
cutscene. The Party assist Arabella + Taiga in defeating a group of Ogres 
(the Party will fight 3). Arabella will then restore all HP/cure any 
Abnormal Status and give the Party a Mana Quartz. 

c) A cutscene will be triggered just outside 2, where the Party encounter
Orphe and Aoba again. There is also a second cutscene with the two NPC's 
and a fight with four Fairies. 

It takes places in a square room to the south of the one-way door (the 
Party must travel through) opposite the room where Kaza is encountered. 
The Light-Up Vellum is also found here.

	
d) Black Chests - there are 2. The first is at the end of the small 
L-shaped corridor, and the second is in the room behind the northernmost 
door.

There are several materials scattered throughout the Moldy Fort:

	
a)	Bishop’s Bracelet - on the Barrels at the end of the U-shaped 
        passage.

b)	Demon's Egg - in the Reaper room.

	
c)	Priest's Hair - in the Reaper room.


At least two characters need to have mastered POIZKEA before exploring 
the poisoned corridors at the end of B6. 


Open the chests in the large room with poisoned squares and then move down
the end of the ramp and open the chests at the base of the stairs BEFORE 
using an Antidote, Curing Potion or POIZKEA so the Party will only have to
cure the Poison Status once. 


As per Forsetti’s map if at 8 wait at the opposing end of the corridor for 
the portal to open. This prevents monsters dropping down from the opening 
above the corridor and surprising the Party.


After B6, the game become rushed and it is possible for the Party 
to descend several levels quickly. It is recommended that the Party stay on 
B6 and continue levelling up before moving to B7. Find the Spider icons as 
the Giant Spiders and Red Slimes yield the most experience.


Levels B7-B10:
------------
	
B7

Once the Party have reached B7, access B8 immediately as this will open a 
portal on B1 directly to B8 and save unnecessary transit time. 

Once the Party is strong enough be sure to explore all rooms on levels B7 
as valuable items can be found in Chests.


B8

When using the B1 teleporter to B8, be prepared to move immediately to the 
far end of the hall as there may be a monster right behind the Party.

When on B8 use Forsetti’s map and make constant use of the Crystals to 
restore HP + MP and cure any Abnormal Status.

When in the final Hall of B8, move down the sides of the room to avoid the 
rotating squares.

Walking into the final Hall of B8 almost always triggers a Reaper 
appearance.


PARTY CHANGE:	Replace Ricardo with Kulgan (Ninja).


CORRECTION

The Resurrection Vellum is found on this level, with the proper ingredients 
needed for a CATHEDRAL Stone being Bishop's Bracelet + Slime Jelly + 
FAIRY'S WINGS - not Pixie's Wings as listed in the Forsetti walkthrough.



B9


Find the exit to B10 quickly as a portal will again be opened on B1 leading 
to B10. It is strongly recommended that the Party continue levelling on B8 
and B9 before entering B10 proper.


Many of the rooms on this level can contain Chests with highly useful items
(eg. Megadeath Stone)


CORRECTION

The Party can encounter Gimrey the Sorcerer during any phase of the Moon. 
It does not have to be Red.



B10


At this stage the Party should be making trips back and forth from the 
Materials Shop to Vigger’s Shop to level up spells. The following spells
MUST be levelled and ideally mastered to boost the Party's attack
strength. Many of the monsters on B10 have very damaging attacks and if
at all possible should be killed on the first round.

	
Priest Spells:

AMOK	(Party Leader + Sara)

FEALDS	(Party Leader + Sara)

STIGMA	(Sara)


	
Sorcerer Spells:

DAIBA	(Hina + Michele)DIPPS 	(Hina + Michele)

JAKULD 	(Hina + Michele)


As a Chest almost always appears in the entry room of B10, the Party should 
move between B9 and B10 several times to accrue useful items such as Curing 
Potions and Magic Stones.


Once B10 is opened up, the Party can backtrack for new discoveries:

Complete B4 again to meet Orphe and Aoba and gain the AA Warp Attack.

Visit Floor 6 of B5 to access the now drained stairs and portal to B8, 
where the Party will meet Grace and Wolfe and fight a Raver Lord.

Once the Party have found the Blazing Vellum, the spell MEGADEATH should be
raised to Mastery level by at least two characters.

If the Party proceed any further than the second Red Chest in the final 
Hall, 
the Reaper encounter is triggered.



Dimension World
---------------


As per Forsetti’s map, the final Vellum - Conversion - can be found on 
Floor 2 of Dimension World.

Make return visits as new Chests will appear. Multiple Katannas - such as 
the Osafune and Kikuichmonji - can be a common find.


The Abyss
---------


Use the Zombie Pharmacist. This NPC will always appear soon after the party 
arrive on an Abyss level. If depleted of Potions/Antidotes soon after 
arriving, simply exit then reenter the level and the NPC will reappear.

Corpsa Lodge is randomly located in a room on each level. It may take 
some exploration to find it.

	
Maximum HP and Spell Mastery are necessary for exploration of the Abyss.
Although the Jerrold Ng walkthrough does overrate many of the monsters, 
the party must guard against the unexpected. While strong characters can 
with tactical use of the AA's defeat most monsters quickly, there is 
always the possibility of a surprise attack. A surprise attack by Greater 
monsters can make maximum HP vital as they may score two free attacks 
before the party recovers. 

These monsters require particular attention and should not be 
underestimated:

Berserkers	-	Physical Attack
Copper Dragon	-	Breath Weapon	
Elder Demon	-	Physical Attack + Spells

Fuma Ninjas	-	Physical Attack (Possible Instant Kill)
Gold Dragon	-	Physical Attack + Breath Weapon  
Nine Tail	-	Physical Attack + Spells + Breath Weapon 
Shogun		-	Physical Attack (Possible Instant Kill)
Vampire Lord	-	Physical Attack + Spells


Additional Missions
-------------------
	

There are 7 optional challenges:

	
a)	Acquire and equip all Cursed Items


Equip as many Cursed Items as is possible on one character, preferably
a Warrior, Knight or Samurai for maximum effect. By completing Gotz's
traps at the 10th and final level, the Party can receive all Cursed
items as a reward. 


b)	The Reaper-Possessed Party

		
Best attempted from B9 by entering and exiting the final Hall in B8.
Once the entire Party are possessed the entire screen will be blood
red and visibility will be reduced. All normal AA's are lost in
favour of the Reaper AA's as listed in the Jerrold Ng walkthrough.
If attempting this feat journey to and from the point of Reaper 
activation on B8 down the sides of the Hall. Once successful it is 
recommended that the Party do not journey any lower than B6 as a 
character death will be permanent.


c)	Acquire the Special Spells


Once the Moon is Red, immediately return to Town and sell all 
unnecessary items then save. Go straight to the Materials Shop and 
purchase the following combinations, then apply at Vigger's Shop:


Rotten Meat x Priest's Hair - attempt to make a BARRETS Stone for 
ASH (Mastered Level 1) Level 5: Sorcerer Spell

Skull x Priest's Hair - attempt to make a TEAL Stone for ASH 

Devil's Horn x Priest's Hair - attempt to make a TEAL Stone for 
SHULARD (Maximum Rank 20) Level 5: Priest Spell

Vampire Claw x Priest's Hair - attempt to make a KULD Stone for 
PUNISH (Mastered Level 1) Level 6: Sorcerer Spell

Undead Dragon Wing x Priest's Hair - attempt to make a KULD Stone for 
MERCIFUL (Mastered Level 1) Level 6: Priest Spell

Pied Piper's Flute x Priest's Hair - attempt to make a JAKRETA Stone 
for DEADLY  (Maximum Rank 10) Level 6: Priest Spell

Note that these material combinations under a Red Moon will always 
yield the Special Spells - there is no need to purchase multiple 
quantities in case an attempt fails.


d)	Find Gimrey the Sorcerer

A rare but possible encounter on B9. Gimrey will offer a magical item
if the Party will sacrifice a character, who is then lost forever. If 
the Party refuse, Gimrey will summon two Fire Dragons to attack the 
Party. If the Party win Gimrey will raise all HP by 20 permanently.


e)	Steal from Smiley's Shop

Once the Party are all Level 30+, shed all GP (constantly buying and
using Revival/Curing Potions can assist here) and attempt to steal 
from Smiley's Shop by purchasing an item the Party can't afford. 

This will summon 4 Maelifics, who if killed will yield:

120,113 XP
		 
20,000 GP

		
If the Party win, the two pouches and boxes will disappear. The sign
will remain but change and now read:

"Due to an unexpected raid by heartless adventurers, the Smiley Shop
has been forced to close. Excuse us for the inconvenience."

Note the Party MUST have Trust at Rank 8 so as to be able to perform
two SPELL CANCEL per round as the Maelifics in the rear will attempt 
to cast MEGADEATH.


f)	Defeat an Elder Demon (Abyss encounter)

Elder Demons are greenish-yellow but otherwise similar in appearance 
to the Greater Demon and Maelific. These Demons, however, have three 
times the HP and attacking power of a Greater Demon. 


g)	Defeat Nine Tail (Abyss encounter)

		
The strongest individual monster in the game. Nine Tail can be found
on Floor B10 of the Abyss and then on every 10th floor that follows.
There will always be a room with a long entrance corridor lined with
candles that ends at an Oriental altar. Nine Tail is encased in the
glowing ball of energy on the altar and will emerge once the Party
arrive.

Note that Nine Tail will respawn once the party leave the floor. 
Once the party is strong enough, it is possible keep returning to 
the floor and after recovering in Corpsa Lodge battle Nine Tail for 
the XP. 




5.	Boss Tactics


There are 7 Bosses in the game, two of which are Side Quest 
related.


Reaper - Minor form + 2 Undead (Zombies)
-----


Boss Abilities:	Physical (Sword)

		Spells

		Underworld Cry (causes FEAR)	


	
Recommended Party level:	6-7

	
Recommended Configuration:


1. Team Leader		2. Ricardo		3. Kyo

4. Sara			5. NPC**		6. Rui
	
To win this battle decisively, the Party must first recruit Rui,
as an AA she brings with her higher Trust is SPELL CANCEL.

Suggested tactics:

	
1st Round:
---------

Team Leader - Ricardo :	DOUBLE SLASH

Kyo :				Cast TEAL to kill Undead

Sara/NPC :			SPELL CANCEL

Rui:				Cast ZAIBA on Front Row



2nd Round:
---------


Team Leader - Ricardo :	Repeat Tactic

Kyo:				Cast TEAL again if Undead still 
                                standing or physical attack on 
                                Reaper


Sara:				Heal Spells + Aids

	
NPC/Rui:			SPELL CANCEL	
Repeat and the Reaper should be defeated by Round 4. If the 
Reaper uses its special weapon - Underworld Cry - then it may 
take longer as effected characters may try to flee.


	
2.	Incubus  + 2 Undead (Spirits) or Priests/Priestesses
	-------


Boss Abilities:		Physical Attacks

			Spells

			Poison Breath


Recommended Party level:	14-15

	
Recommended Configuration:


1. Hina			2. Team Leader		3. Ricardo

4. Sara			5. Kyo			6. Michele


1st Round:
---------

Hina:				Cast DAIBA on Front Row

Team Leader - Ricardo :	DOUBLE SLASH

Sara/Kyo :			SPELL CANCEL

Michele:			Use material such as Dragon's Tail
				(casts JAKULD) to kill Undead or
				Priests/Priestesses


2nd Round:
---------


Hina:				Physical attack or use Curing 
                                Potion on Party member if needed

Team Leader/Ricardo:		DOUBLE SLASH

Sara/Kyo :			SPELL CANCEL

Michele :			Cast DAIBA on Front Row

OR...


Sara :				Cast FEALDS on one Row

Kyo/Michele:			SPELL CANCEL

	

With two castings of DAIBA and an occasional CRITICAL HIT it is possible
to defeat the Incubus by Round 4. If the Incubus attempts Spells first
this will work to the Party's advantage.

Note that while possible to defeat the Incubus at a slightly lower level, 
the Party need to be strong enough to withstand the Incubus' Poison 
Breath should it be used.


3.	Greater Demon *
	-------------


Boss Abilities:			Physical Attacks (can cause Paralysis)

				Spells

					
Recommended Party level:	14-15

	
Recommended Configuration:


1. Hina			2. Team Leader		3. Ricardo

4. Sara			5. Kyo			6. Michele


1st Round:
---------

Hina:				Cast DAIBA on Front Row

Team Leader - Ricardo :	DOUBLE SLASH 

Sara/Kyo :			SPELL CANCEL

Michele:			Cast DAIBA on Front Row


2nd Round:
---------


Hina:				Physical attack or use Curing Potion
				on Party member if needed

Team Leader/Ricardo:		DOUBLE SLASH on Greater Demon

Sara/Kyo :			SPELL CANCEL

	
Michele :			Cast DAIBA on Front Row OR

				Curing Potion on Party member if 
				needed


With two castings of DAIBA and an occasional CRITICAL HIT it is 
possible to defeat the Greater Demon by Round 4-5. If the Greater 
Demon attempts Spells first this will work to the Party's advantage.

Note that Curing Potions are a MUST as the Greater Demon does large
physical damage.


4.	Flesh Golem  +  2 Undead (Ghosts) or 2 Ninja
	-----------

	
Boss Abilities:			Physical 

				Spells

						
Recommended Party level:	17-18

Recommended Configuration:

1. Hina			2. Party Leader		3. Ricardo

4. Sara			5. Kyo			6. Michele
	
	
Suggested tactics:

	
1st Round:
---------

Hina :				Cast DAIBA on Front Row

Team Leader/Ricardo :		DOUBLE SLASH on Golem

Sara/Kyo :			SPELL CANCEL

Michele :			Use material such as Dragon's Tail
				(casts JAKULD) to kill Undead or
				Ninja	


2nd Round:
---------

Hina :				Physical attack or use Curing Potion
				on Party member if needed

Team Leader/Ricardo :		DOUBLE SLASH on Golem

Sara/Kyo :			SPELL CANCEL

Michele :			Use material if necessary OR 

				Cast DAIBA OR

				Curing Potion on a Party member if 
				needed



With two castings of DAIBA and an occasional CRITICAL HIT it is 
possible to defeat the Golem by Round 4-5. Again, any attempts by the 
Golem to utilize a Spell works to the Party's advantage.

Note that if the two minor monsters are Ninja, the use of a material 
to cast a Spell becomes essential as they must NOT be allowed to attack 
the Party. The Back Row will not have RESTRICT SHOT in use and 
high-level Ninja can score an Instant Kill in every 1-3 strokes.
	


5.	Vampire Lord *  + 2 Undead (Vampires)
	------------


Boss Abilities:			Physical 

				Spells

				Level Drain

						
Recommended Party level:	18-19

Recommended Configuration:

1. Hina			2. Party Leader		3. Ricardo

4. Sara			5. Kyo			6. Michele
	
	
Suggested tactics:

	
1st Round:
---------

Hina :				Physical attack on Vampire

Team Leader/Ricardo :		DOUBLE SLASH on Vampire

Sara/Kyo :			SPELL CANCEL

Michele :			Cast DAIBA on Front Row OR 

				Material such as Dragon's Tail
				(casts JAKULD) to kill any
				remaining Vampires



2nd Round:
---------

Hina :				Physical attack or use Curing 
				Potion on Party member if needed

	
Team Leader/Ricardo :		DOUBLE SLASH on Vampire Lord


Sara/Kyo :			SPELL CANCEL

	
Michele :			Cast DAIBA on Front Row OR 

				Curing Potion on a Party member 
				if needed



Repeat and with two castings of DAIBA and an occasional CRITICAL 
HIT it is possible to defeat the Golem by Round 4. Again, any 
attempts by the Vampire Lord to utilise a Spell works to the Party's 
advantage.

Note that the two minor Vampires MUST be killed on the first round 
if at all possible as one of them may cast a Spell and waste the 
Party's attempt at SPELL CANCEL, leaving the Vampire Lord free to 
cast JAKULD.
	
	

6.	Reaper - Major form + 4 Undead (Ghosts)
	------

Boss Abilities:			Physical

				Spells

				Instant Kill

						
Recommended Party level:	24-25

Recommended Configuration:

1. Hina			2. Party Leader		3. Kulgan

4. Sara			5. Kyo			6. Michele
	
	
Suggested tactics:

	
1st Round:
---------

Hina :				Cast DAIBA on Front Row

Team Leader/Kukgan :		DOUBLE SLASH on Reaper

Sara/Kyo :			SPELL CANCEL

Michele :			Cast MEGADEATH to kill all
				Ghosts


2nd Round:
---------


Hina :				Physical attack on Reaper

Team Leader/Kulgan :		DOUBLE SLASH on Reaper

Sara/Kyo :			SPELL CANCEL

Michele :			Cast  MEGADEATH if any Ghosts are
				remaining OR 
		
				DAIBA on Front Row OR 

				Revival/Curing Potion on
				a Party member if needed


If the Party have suffered no real casualties, the Front Row should 
continue to attack while Michele keeps casting DAIBA and Sara/Kyo 
maintain SPELL CANCEL.
		


7.	Bu Shin
	-------

Boss Abilities:			Physical

				Spells

				Underworld Cry

						
Recommended Party level:	30

Recommended Configuration:

1. Hina			2. Party Leader		3. Kulgan

4. Sara			5. Kyo			6. Michele
	
	
Suggested tactics:

Target Bu Shin itself when wearing the male face.

	
1st Round:
---------


Hina :				Cast DAIBA on Front Row

Team Leader/Kukgan :		DOUBLE SLASH on Bu Shin

Sara/Kyo :			SPELL CANCEL

Michele :			Cast DAIBA on Front Row



2nd Round:
---------
Hina :				Cast DAIBA on Front Row

Team Leader/Kukgan :		DOUBLE SLASH on Bu Shin

Sara/Kyo :			SPELL CANCEL

Michele :			Cast  DAIBA OR 
		
				Curing Potion on
				a Party member if needed


	
3rd Round:
---------


Front Row + Sara :		WARP ATTACK

Kyo/Michele :			SPELL CANCEL


OR


Hina/Team Leader:		DOUBLE SLASH

Kulgan:				Physical Attack

Sara:				Healing Spells + Aids

Kyo/Michele:			SPELL CANCEL


Halfway through the battle, Bu Shin will shift from a male to a 
female face. At this time target the smaller female face on Bu Shin's 
chest. When Bu Shin has sustained too much damage to this area, it 
will shift to a male face again. The Party should then attack Bu Shin 
itself again.

Note that this battle requires a surplus of healing aids as it can take
10 rounds or more to kill Bu Shin.

				

*	Side Quest Boss
**	Calo, Creo or Cerazyn

	
------------------------------

	
6.	Ideal Party 

While there is no perfect combination, it is possible to create a 
strong and varied combination that will cope in all circumstances. 
Therefore:

	
Front Row:

Party Leader - Knight (former Warrior)


i)	The strongest class, and will reach maximum HP first 

ii)	Access to some of the best personalised items 

iii)	Priest Spells - secondary healer

iv)	The story suggests that the Party Leader is a Knight 


Samurai	- Hina (joins B6)


i)	High HP + Abilities on joining

ii)	Occasional Instant Kill 

iii)	Sorcerer Spells

iv)	Very effective attacking partner when coupled with the Party 
	Leader for AA's such as DOUBLE SLASH and END LASH



Ninja - Kulgan (joins B8)


i)	High Agility = 1st attack

ii)	High Instant Kill probability

iii)	Use of low-level Sorcerer spells*


Back Row:

	

Bishop - Sara (former Priest - joins B1)


i)	Primary Healer

ii)	Use of Priest + Sorcerer spells

iii)	Identify Items


Ninja - Kyo (joins B1)



i)	High Agility = 1st attack (2nd once Kulgan in party)

ii)	High Instant Kill probability

iii)	Use of low-level Sorcerer spells*



Sorcerer - Michele (joins B5)


i)	High Wisdom = more Spell use

ii)	Use of rare Sorcerer Spells


The other original characters should be considered as lesser 
options due to factors such as the stage of the game they are 
available to join the party, alignment (eg. some are evil), 
average equipment and/or low spell levels.



------------------------------


7.	Equipment Suggestions For Party


Recommended equipment for Party as listed under Ideal Party:


i)	Party Leader - Knight (allowed 6 items)


		
- QUEEN'S GUARD SWORD

- PHEROMONE SHIELD
		
- SHIELDED CHEST PLATE

- OGRE POWER WRIST

- KNIGHT'S HELMET	

- 1 Trinket*



ii)	Samurai - Hina (allowed 4 items)


		
- MASAMUNE

- SHIELDED CHEST PLATE
  
- OGRE POWER WRIST
  
- 1 Trinket*
	  


	
iii)	Ninja - Kulgan (allowed 4 items)


		
- INVISIBLE FLAIL
	
- NINJA ARMOUR

- 2 Trinkets*



iv)	Bishop - Sara (allowed 3 items)


		
- ELF'S CROSSBOW

- FAITH ARMOUR

- STAMINA BOOTS


v)	Ninja -	 Kyo (allowed 4 items)


		
- SHINOBI SHURIKEN

- NINJA ARMOUR
 
- 2 Trinkets*


	
vi)	Sorcerer - Michele (allowed 3 items)



- ELF'S CROSSBOW
  
- PASHMINA ROBE

- DEVILISH CHARM



* Trinkets	


Invaluable if used wisely. Four inventory items in particular should 
be equipped immediately if found:




a)	ASH CHARM - 	

	
* Casts spell ASH for Instant Kills on any lesser monster (2-4 charges) 
	
Very effective against groups that need to be eliminated quickly, such as 
Huge Spiders who attack en masse with Poisonous Breath or Boss minions so 
the party can target the main threat.


b)	DEVILISH CHARM -

* Casts NIRVANA at no cost to the character. A guaranteed out for the Party 
if losing a fight (2-4 charges)


c)	VALIANT HELMET - 

Evade:		2
Defence:	4


* Resist Abnormal Status
* RESTORES ALL CHARACTER HP (1 charge)


d)	ANTI-EVIL CLOAK	- 


* Prevents Direct Damage, Cold, Flame, Thunder
* RESTORES ALL CHARACTER MP (1-3 charges)


Please note that expending all charges will destroy the item, so in 
the case of the ANTI-EVIL CLOAK and VALIANT HELMET it is best to have 
replacement items ready to equip.

NOTE!

Orbs = Superior Equipment

It is possible to change a character's class via Orb, equip the character 
with different equipment and then change the class back. Providing the 
equipment is not removed, the character can retain their original class AND 
use items they normally would not be able to equip.

	
For example:


Kulgan - a Ninja - uses an Orb and becomes a Samurai. 

Kulgan then equips a Masamune (Samurai only) and Shielded Chest Plate 
(Warriors, Knights and Samurai only) and then uses another Orb to change 
back 
into a Ninja. 

Kulgan now possesses a Katanna with high attacking power and superior 
armour, 
both of which allow the regeneration of HP. 





------------------------------


8.	Full Equipment List


Class Listed under each Item:


W =	Warrior

K =	Knight

M =	Samurai

N =	Ninja

T =	Thief

P =	Priest

B =	Bishop

S =	Sorcerer


WEAPONRY
--------


Under each weapon is the alignment + Special Power, if any.

* Indicates a Cursed item.


	   		
Dagger:
------


1.	Dagger

2.	Craftman's

3.	Petrified

4.	Assassin's

5.	Thief's

6.	Wind

7.	Cursed*

8.	Prowler's

9.	Bloodied*  


					Attack Freq   	 Damage	 	Fixed


1.	Bloodied 			1		12		40%

	All
	WKMNTS

	Decreases HP by 
	equipping


2.	Dagger				2		3		20% 	

	All
	WKMNTS



3.	Craftsman’s 			2		4		22%

	All
	WKMNTS



4.	Petrified 			2		5		22%

	All
	WKMNTS

	Petrify & Kills Undead



5.	Assassin's 			2		6		23%

	All
	WKMNTS

	Instant Kill on Undead



6.	Thief’s 			2		7		25%

	All
	WKMNTBS

	+ Agility & can change 
	Thief to Ninja


7.	Wind 				2		8		25%	

	All
	NT

	Kills Undead


8.	Cursed 				1		5		25%	

	All
	WKMNTS

	Causes Sleep & - HP when 
	equipped


9.	Prowler’s 			1		20		25%	

	All
	WKMNTS





Short Sword:
-----------



1.	Short

2.	Magus

3.	Banishing*

4.	Spiritual

5.	Skeletal*

6.	Ancient

7.	Evil

8.	Cursed* 



					Attack Freq   	 Damage	 	Fixed



1.	Short 				1		7		5%

	All
	WKMNT



2.	Magus				1		10		5%	
	
	All
	WKMNT

	Kills Undead



3.	Banishing 			1		11		15%

	All
	WKMNT

	Kills Undead &
	Halves Wisdom when 
	equipped



4.	Spiritual 			1		13		7%	

	All
	WKMNT

	Kills Undead


5.	Skeletal 			1		15		15%

	All
	WKMNT

	- Wisdom & Kills 
	Undead



6.	Ancient 			1		16		7%

	All
	WKMNT

	Kills Undead &
	can cause change to 
	Neutral



7.	Evil 				1		19		9%	

	Evil
	WKMNT

	Causes Sleep


8.	Cursed 				1		21 		-20%

	All

	- Accuracy & 
	Resistance to Fire







Long Sword:
----------


1.	Long

2.	Slashing

3.	Splitting

4.	Betraying

5.	Blessed

6.	Dark

7.	Evil Saber 

8.	Ghost  

9.	Holy Knight  


				Attack Freq   	    Damage	     Fixed



1.	Long 				1		9		0%

	All
	WKMN



2.	Slashing 			1		12		0%	

	All
	WKMN

	Can Stun



3.	Splitting 			1		16		0%

	All
	WKMN



4.	Betraying 			1		17		0%

	All
	WKMN

	- Faith 


5.	Blessed 			1		20		0%	

	All
	WKMN

	Can cause change to Good


6.	Dark 				1		20		0%	

	All
	WKMN

	- Resistance to 
	Paralysis & can cause 
	change to Evil


7.	Evil Saber 			1		28		0%

	Evil
	WKMN

	Kills Undead &
	casts ZATEAL


8.	Ghost 				1		28		0%

	All
	WKMN


	Halves Faith just 
	carrying


9.	Holy Knight 			1		28		0%

	All
	K

	+ Life & Kills Undead


Great Sword:
-----------




1.	Great

2.	Magus

3.	Demon Slayer

4.	Fire

5.	Thunder

6.	Neck Breaker

7.	Massive

8.	Nightmare

9.	Demonic

10.	Queen's Guard


				Attack Freq   	 Damage	 	Fixed



1.	Great 			1		12-15		-15%

	All
	WKM



2.	Magus			1		18-23		-10%

	All
	WKM



3.	Demon Slayer 		1		22-29		-15%

	All
	WKM

	Kills Undead



4.	Fire 			1		27-36		-15%

	All
	WKM

	Kills Undead



5.	Thunder 		1		30-43		-15% 

	All
	WKM

	Kills Undead &
	casts JATEAL



6.	Neck Breaker		1		36-53		-15%

	All
	WKM

	Causes Instant Kill



7.	Massive 		1		1-24		-15%	

	All
	WKM

	- Agility & Curse



8.	Nightmare 		1		2-35		-15%

	All
	WKM

	Drains HP


9.	Demonic 		1		40-56%		-15%	

	All
	WKM



10.	Queen’s Guard 		1		46		50%

	All
	All

	Regenerate 1 HP per 
	round





Katanna:
-------



1.	Bereaved*

2.	Grievous*  

3.	Cursed*

4.	Katanna

5.	Craftman's  

6.	Osafune

7.	Kotetsu

8.	Kikuichimonji

9.	Kanesada

10.	Muramasa 

11.	Masamune


					Attack Freq   	 Damage	 	Fixed
	


1.	Bereaved 			1		26-40		0%	

	All
	M

	Drains HP



2.	Grievous 			1		36-50		0%

	All
	M

	Lose trust after
	battle



3.	Cursed 				1		46-60		0%	

	All
	M

	Drains HP



4.	Katanna				2		13		10%

	All
	M



5.	Craftsman’s 			2		17		10%

	All
	M



6.	Osafune				2		20		12%

	All
	M

	Can cause change to 
	Samurai



7.	Kotetsu				2		23		12%	

	All
	M

	Kills Undead



8.	Kikuichimonji			2		26		13%

	All
	M

	Regenerate 1 HP per round 
	& Kills Undead



9.	Kanesada			2		27		13%

	All
	M

	Kills Undead


10.	Muramasa 			2		100		15%

	All
	M

	Kill Undead & 
	cast STIGMA



11.	Masamune			3		24		15%

	All
	M

	Kills Undead &
	cast CATHEDRAL



Staff:
-----



1.	Healing

2.	Guiding

3.	Cursed*

4.	Silencing

5.	Blazing

6.	Useless

7.	Freezing

8.	Suffocating


				Attack Freq   	 Damage	 	Fixed

	  

 1.	Healing			1		6		0%

	All
	All

	+ Wisdom



2.	Guiding 		1		8		0%	

	All
	All

	Casts MAPS



3.	Cursed 			1		9		0%

	All
	All

	- Sorcerer MP


4.	Silencing 		1		11		0%

	All
	All

	+ Wisdom & casts 
	SAROME


5.	Blazing 		1		13		0%

	All
	All

	+ Wisdom & 
	casts ZAKRETA


6.	Useless 		1		14		0%	

	All
	All

	- Wisdom


7.	Freezing 		1		15		0%

	All
	All

	+ Wisdom & 
	casts KULD


8.	Suffocating 		1		18		0%	

	All
	All

	+ Wisdom & 
	casts PUNISH



Mace:
----



1.	Mace

2.	Holy

3.	Skeptical*

4.	Combo

5.	Crushing

6.	Crimson*

7.	Devout

8.	Blazing

9.	Tainted*


				Attack Freq   	 Damage	 	Fixed



1.	Mace			1		9		0%		

	All
	WKMNTPB



2.	Holy 			1		12		0%		

	All
	WKMNTPB

	+ Faith



3.	Skeptical 		1		12		-5%	

	All
	WKMNTPB

	- Faith


4.	Combo 			1		15		0%		

	All
	WKMNTPB

	Kills Undead


5.	Crushing 		1		19		0%

	All
	WKMNTPB

	Kills Undead &
	causes Stun



6.	Crimson			1		20		-5%		

	All
	WKMNTPB

	Drains Priest MP 
	from wielder + foe



7.	Devout 			1		22		0%

	All
	WKMNTPB

	+ Faith & can cause
	change to Bishop

	Casts LAFEAL



8.	Blazing 		1		26		0%


	All 
	WKMNTPB

	Casts ZAKRETA



9.	Tainted 		1		27		-5%	

	All
	WKMNTPB

	Prevents 
	Spellcasting



Hand Axe:
--------



1.	Hand

2.	Steel

3.	Apprentice

4.	Slicing

5.	Craftman's

6.	Thunder

7.	Cursed*

8.	Evil

9.	Knight's


				Attack Freq   	 Damage	 	Fixed



1.	Hand 			1		10-13		-7%

	All
	WKMN



2.	Steel 			1		15-20		-10%

	All
	WKMN



3.	Apprentice 		1		19-26		-10%	

	All
	WKMN

	Kills Undead



4.	Slicing 		1		22-31		-10%	

	All
	WKMN

	Kills Undead



5.	Craftman’s 		1		26-37		-5%

	All
	WKMN



6.	Thunder 		1		31-46		-5%	

	All
	WKMN

	Casts TEAL


7.	Cursed 			1		16-24		-10%

	All
	WKMN

	Drains HP when 
	equipped


8.	Evil 			1		23-37		-10%		

	All	
	KMN

	Drains HP when 
	quipped



9.	Knight’s 		1		34-49		-20%

	All
	K

	Kills Undead





Battle Axe:
----------



1.	Battle

2.	Slashing

3.	Swordmaster's

4.	Dwarf's

5.	Demonic

6.	Deceased*

7.	Guard's

8.	Faithless*

9.	Evil* 

				Attack Freq   	 Damage	 	Fixed

          
 
1.	Battle 			1		12-19		-20%

	All
	WK



2.	Slashing 		1		19-30		-15%

	All
	WKM

	+ Accuracy



3.	Swordmaster's 		1		24-39		-15%

	All
	WKM

	Kills Undead



4.	Dwarf's 		1		33-56		-20%

	All
	WKM

	Protects vs. Breath 
	Attacks



5.	Demonic 		1		39-70		-20%	

	All
	WKM

	Cause Poison & Resist 
	Poison



6.	Deceased 		1		21-30		-20%

	All
	WKM

	Wielder Loses $$$



7.	Guard’s 		1		28-47		-20%

	All
	WKM

	Can cause change to 
	Good



8.	Faithless 		1		31-45		-20%	

	All
	WKM

	Decrease Trust



9.	Evil			1		46-65 		-20%

	All
	WKM

	Can kill Undead
	Reduces HP




Shuriken:
--------



1.	Shuriken

2.	Spirited

3.	Shinobi

4.	Resentful

5.	Cursed*


				Attack Freq   	 Damage	 	Fixed



1.	Cursed 			1		6		-5%

	Neutral
	N

	Loses all Trust




2.	Shuriken		2	        6		-7%
	
	All
	N



3.	Spirited 		3		7		-10%

	All
	N



4.	Shinobi 		4		6		-7%

	All
	N



5.	Resentful 		6		1-4 		-5% 

	All
	N

	- Trust



Crossbow:
--------



1.	Crossbow

2.	Magic

3.	Wishing

4.	Thief's

5.	Elf's



				Attack Freq   	 Damage	 	Fixed

1.	Crossbow		1		7		7%

	All
	All



2.	Magic 			1		10		8%

	All
	All

	+ Luck



3.	Wishing 		1		15		9%	

	All
	All

	Casts TEAL & can cause
	change to Neutral


4.	Thief’s 		1		19		20%

	All
	T

	Causes Stun


5.	Elf’s 			1		20		10%	

	All
	All

	Causes SPLEEM



Flail:
-----



1.	Flail

2.	Magus

3.	Power

4.	Rusty*

5.	Dwarf's

6.	Dazer

7.	Invisible

8.	Bloody*

9.	Hateful*


				Attack Freq   	 Damage	 	Fixed



1.	Flail			2		7		-15%	

	All
	WKMNP



2.	Magus			2		14		-15% 		

	All
	WKMNP

	Kills Undead



3.	Power 			3		7		-18%		

	All
	WKMNP



4.	Rusty 			3		10		-20% 

	All
	WKMNP

	- Priest MP


5.	Dwarf’s 		3		11		-15%	

	All
	WKMNP



6.	Dazer 			3		13	        -15%

	All
	WKMNP



7.	Invisible 		3		14		-15%	

	All
	WKMNP

	Causes Stun


8.	Bloody			4		10		-20% 		

	All
	WKMNP


9.	Hateful  		5		13		-20%

	All
	WKMNP

	Lose Trust & can 
	cause change to Evil




Throwing Knife:
--------------



1.	Throwing

2.	Poison

3.	Shade's

4.	Unwieldy*


				Attack Freq   	 Damage	 	Fixed



1.	Throwing Knife		1		4		-5%

	All
	All



2.	Poison			1		5		-8% 		

	All
	All

	Causes Poison


3.	Shade’s 		1		8		20%	

	All
	All

	Can Petrify



4.	Unwieldy 			4		2      -65%	

	All
	All

	- Wisdom



-----------------------------

			
ARMOUR
------


Under each item is the alignment + SP if any. 


			       	      
Robe:
----



1.	Robe

2.	Magus

3.	Cursed*

4.	Elf's

5.	Bloody*

6.	Pashmina

7.	Betrayal*


					Evade   Defence



1.	Robe				2	1 	

	All
	All



2.	Magus 				4	3 	

	All
	All



3.	Cursed 				6	4 	

	All
	All

	Reduces Sorcerer HP 
	& Casts PUNISH


4.	Elf's 	 			9	5	

	All
	NTPBS

	SP restores all MP



5.	Bloody 	 			9	6	

	All
	All

	Disables User’s Spells & 
	Casts STIPYL


6.	Pashmina 			12	6	

	All
	NTPBS

	+ Agility



7.	Betrayal 			12	8 

	All
	All

	- Wisdom



Light Armour:
------------



1.	Leather

2.	Magus Leather

3.	Decorated

4.	Silver

5.	Deceased*

6.	Faith

7.	Ninja

8.	Evil

9.	Betrayal*


					Evade   Defence



1.	Leather  			1	2

	All
	WKMNTPB



2.	Magus Leather 			2	3

	All
	WKMNTPB



3.	Decorated			3	5	

	All
	WKMNTPB



4.	Silver				5	6 		

	All
	WKMNTPB



5.	Deceased			6	7

	All 
	WKMNTPB

	Halves Agility




6.	Faith 				6	8		

	All
	WKMNTPB

	+ Agility, Faith & 
	Resistance Poison & SP can
	cause change to Bishop



7.	Ninja 				7	9	

	All
	NT

	Resist Poison + Sleep &
	can cause change to Ninja

	

8.	Evil 				7	9  

	Evil
	WKMNTPB

	Drains HP



9.	Betrayal 			7	10	

	All
	WKMNTPB

	Trust Lost




Chain Mail:
----------



1.	Chain

2.	Magus

3.	Deceased*

4.	Knight

5.	Dragon

6.	Rusted*

7.	Blessed

8.	Cursed*

9.	Freeze

10.	Evil

					Evade   Defence



1.	Chain 				2	2	

	All
	WKMNP



2.	Magus 				2	4		

	All
	WKMNP



3.	Deceased			2	6 

	All
	WKMP

	Reduces Priest MP



4.	Knight				2	8 		

	All
	WK

	Can cause change to Knight



5.	Dragon 				3	6		

	All
	WKMNP

	Protects vs. Fire



6.	Rusted 				3	8

	All
	WKMNP

	- Resistance to Fire + Sleep



7.	Blessed 			4	8	

	All
	WKMNP

	Can cause change 
	to Good



8.	Cursed 				4	10	

	All
	WKMNP

	Weak vs. Cold, Fire, Paralysis
	Poison & Sleep



9.	Freeze 				5	10	

	All
	WKMNP

	Resists Fire & Prevents 
	Poison



10.	Evil 				6	11

	Evil
	WKMNP



Chest Plate:
-----------



1.	Chest

2.	Decorated

3.	Mystic

4.	Ceasing

5.	Spirited

6.	Betrayal*

7.	Cynical*

8.	Shielded

9.	Deceased*


					Evade   Defence




1.	Chest Plate			1	3

	All
	WKMP



2.	Decorated 			1	5	

	All
	WKMP



3.	Mystic 				2	6		

	All
	WKMP



4.	Ceasing 			3	8	

	All
	WKMP

	Protects vs. Energy Drain


5.	Spirited 			4	10	

	All
	WKMP

	Protects vs. Thunder 
	& can cause change to 
	Samurai


6.	Betrayal 			4	9

	All
	WKMP

	- Faith


7.	Cynical 			5	12	

	All
	WKMP

	Disables User's Spells



8.	Shielded 			5	12

	All
	WKMP

	Regenerate 1 HP per round


9.	Deceased			6	7 

	All
	WKMNTPB

	- Agility


Plate Mail:
----------



1.	Plate

2.	Quality

3.	Craftman's

4.	Neutral

5.	Broken

6.	Prime

7.	Evil

8.	Cursed*

9.	Knight's Metal


					Evade   Defence



1.	Plate Mail			1	5

	All
	W



2.	Quality 			1	6	

	All
	WK



3.	Craftsman’s			2	7 	

	All
	WK



4.	Neutral Armour			3	10

	Neutral
	WK

	Resistance to Cold



5.	Broken Armour			3	12

	All
	WK



6.	Prime 				3	12		

	All
	WK



7.	Evil				3	12		

	All
	WK

	Causes Fire Damage



8.	Cursed 				3	14	

	All
	WK

	- Resistance to Cold + Fire 
	& can cause change to Evil



9.	Knight's Metal			4	17 

	All
	K




Small Shield:
------------



1.	Small 

2.	Small Steel

3.	Magus

4.	Charmed

5.	Dwarf's

6.	Gnome's

7.	Shady

8.	Demon's

9.	Cursed*


					Evade   Defence



1.	Small 				1	1

	All
	WKMNTPB


	
2.	Small Steel 			1	2

	All
	WKMNTPB



3.	Magus				2	3 		

	All
	WKMNTPB



4.	Charmed				2	4		

	All
	WKMNTPB



5.	Dwarf’s 

	All
	WKMNTPB				3	5

	+ Resistance to Sleep



6.	Gnome's 			3	6  

	All
	WKMNTPB

	Can cause change to Good



7.	Shady				4	5 		

	All
	WKMNTPB

	Drains $$$



8.	Demon’s 			4	7

	All
	WKMNTPB


	Reduces HP


9.	Cursed				4	8


	All 
	WKMNTPB

	Lose HP




Large Shield:
------------



1.	Shield

2.	Metal

3.	Reinforcing

4.	Pheromone

5.	Ragged*

6.	Prime

7.	Depleting* 

8.	Evil

9.	Knight's


					Evade   Defence



1.	Shield				2	2	

	All
	WKM




2.	Metal 				2	3		

	All
	WKMNT



3.	Reinforcing 			3	4	

	All
	WKM



4.	Pheromone 			3	6	

	All
	WKM


	Increases Luck



5.	Ragged 				4	5	

	All
	WKM

	Drains HP + Weak vs. 
	Cold, Fire & Thunder



6.	Prime 				4	7

	All
	WKM

	Raises HP by 1


	
7.	Depleting 			4	8 

	All
	WKM

	Drains HP



8.	Evil 				4	8

	Evil
	WKM




9.	Knight’s			5	9 	

	All
	K

	Prevents Cold, Fire & 
	Thunder
Gauntlet:
--------



1.	Gauntlet

2.	Steel

3.	Silver

4.	Demon's

5.	Ragged*

6.	Corrupt*

7.	Evil

8.	Strength

9.	Knight's


					Evade   Defence



1.	Gauntlet			0	1	

	All
	WKMN



2.	Steel 				1	1	

	All
	WKMN



3.	Silver				1	2

	All
	WKMN



4.	Demon’s 			2	2

	All
	WKM

	Can cause change to Evil



5.	Ragged				0	3		

	All
	WKMN

	- Agility	



6.	Corrupt Gauntlet		2	4

	All
	WKMN

	- Power



7.	Evil 				2	4

	Evil
	WKMN

	+ Critical Hit Rate



8.	Strength 			2	4

	All
	WKMN

	+ Fire Resistance & 
	prevents Paralysis



9.	Knight’s 			2	5

	All
	K

	Raises Agility by 1



Helmet:
------



1.	Helmet

2.	Enduring

3.	Transfer 

4.	Evil

5.	Cursed*

6.	Grievous

7.	Valiant 

8.	Knight's


					Evade   Defence


1.	Helmet				0	1	

	All
	WKMN


2.	Enduring 			1	2	

	All
	WKMN

	Resists Sleep, Stun &
	can change to Neutral 



3.	Transfer 			2	3

	All
	WKMN

	Resists Poison, Paralysis
	& Petrify & can cast
	TRANSFER



4.	Evil 				2	3		

	All
	WKMN

	Prevents Energy Drain,
	Confuse,Sleep & Stun



5.	Cursed 				2	3

	All
	WKMN

	- resistance to Poison, 
	Paralysis & Petrify




6.	Grievous 			2	4


	All
	WKMN


	Susceptible to Death, Sleep &
	Unconscious 



7.	Valiant				2	4

	All
	WKMN

	Resist Abnormal Status & 
	Heal all Party HP



8.	Knight's			2 	5 

	All
	K

	Prevents all abnormal 
	status



-----------------------------
	



TRINKETS
--------



Ring:
----


1.	Crimson

2.	Death

3.	Sorcerer's

4.	Cursed*



1.	Crimson

	Regenerate 2 HP per round

	All
	All

	


2.	Death

	Reduces HP even if only carried

	All
	All



3.	Sorcerer’s

	+ Wisdom & Cures Paralysis		

	G/E
	All



4.	Cursed  		

	- Luck				

	All
	All





Charm:
-----


1.	Ash

2.	Decorative

3.	Devilish

4.	Samurai 

5.	Sculpture

6.	Cursed*
			



1.	Ash 		

	+ Accuracy & Casts ASH		

	All
	All



2.	Decorative	

	+ Accuracy				

	All
	All



3.	Devilish

	+ Accuracy and casts NIRVANA

	All
	All



4.	Samurai 

	+ Accuracy & allows change to Samurai

	All
	M


5.	Sculpture 	

	+ Accuracy & Casts STRAIN		

	All
	All



6.	Cursed 		

	+ Accuracy & Decreases Priest MP
	

	All
	All





Ornament:
--------



1.	Elf Hair

2.	Lapis

3.	Mitral

4.	Water

5.	Cursed*




1.	Elf Hair 	

	+ Life & Prevents Paralysis/Poison/Sleep/Stun

	All
	PBS



2.	Lapis 	

	+ Luck & Protect vs. Sleep		

	All
	PBS



3.	Mitral 	

	Protect vs. Paralysis/Poison/Sleep/Stun

	All
	PBS	



4.	Water

	Prevents all Status Changes

	All
	PBS



5.	Cursed

	Prevents Status Change and reduces Sorcerer MP

	All
	All




Wrist:
-----



1.	Knight's

2.	Ogre Power

3.	Parvenu

4.	Weakling*




1.	Knight’s 		

	+ Power & Protect vs. Fear & can cause change 
	to Knight

	All
	All



2.	Ogre Power 	

	+ Power & Critical Rate		

	All
	All



3.	Parvenu		

	+ Luck				

	All
	All



4.	Weakling	

	- Power				

	All
	All





Boots:
-----



1.	Speed 

2.	Stamina

3.	Cursed*




1.	Speed

	+ Evade & allows change to Ninja

	All
	All



2.	Stamina 		

	+ Evade & Power & - direct damage	

	All
	All


3.	Cursed		

	Causes loss of $$$			

	All
	All





Cloak:
-----



1.	Cloak
                
2.	Anti-Evil 
          
3.	Blazing 
                             
4.	Bishop's 
                 
5.	Thunder 
                
6.	Poison  
            
7.	Cursed* 



 
1.	Cloak

	All
	All



2.	Anti-Evil 	


	Reduce Direct Damage & 
	Protect vs. Cold/Fire/Thunder 
	+ Restore all Party MP

	All
	All	
			
			

3.	Blazing 	

	+ Evade & Fire Resistance		

	All
	All



4.	Bishop’s 	

	Allows change to Bishop		

	All
	All



5.	Poison

	+ Defense

	Prevents Freeze/Poison

	All
	All



6.	Thunder 	

	Reduces Damage & Thunder Damage	

	All
	All



7.	Cursed		

	Prevents Spellcasting			

	All
	All




------------------------------



9.	Maximum Levelling 



Once the Party is strong enough to perform the AA RUSH for 140 + damage,
they should remain on B9 and watch for the Spider and Bird icons. 

The Spider icon will ALWAYS be Silver Slime while the Bird icon will 
occasionally be Will O'Wisps. Each can yield 40,000 + XP. It is possible 
for parties to jump multiple levels by repeatedly engaging these monsters. 

Until the Party is strong enough, use RESTRICT SHOT against the Silver 
Slimes as a single Slime can do 70 HP + damage in one attack.

How much is enough? 

In real terms, a party will peak at around Level 50. Once 999HP and spell 
mastery are achieved, acquiring elusive items or confronting rare monsters 
(eg. Gold Dragon) become the priorities.  It is still possible, however, to 
advance in numerical levels and raise each characters personal attributes 
to a maximum of 99, which takes place at these levels: 



Kulgan	 	Level 71

Hina	 	Level 76

Sara	 	Level 74

Kyo	 	Level 95

Michele	 	Level 124



It should noted that this task is for the completist. Kulgan doesn't 
require 99 FAITH, Sara 99 AGILITY or Michele 99 POWER as they are not 
pivotal attributes for those characters. 

At Level 50 + a character's prime attributes (eg. Agility for a Ninja) 
will be at maximum levels and it is these that largely determine the 
outcome of combat.


------------------------------


10.	Acknowledgements


Thanks to Forsetti for mapping each level of the Labyrinth. 
	
Thanks to rajahsan and thunderstruck9 for assisting with the 
missing items in the Equipment List.