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    Strategy Guide by thewaynemanor

    Updated: 02/16/12 | Printable Version | Search This Guide

    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.