by Albino Dragon (code13@geocities.com)
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OK, the legal stuff: This FAQ may be FREELY distributed. You may
not charge money for this FAQ, or provide it as an extra if you sell
games. You may post it on any website, as long as it is not for
profit. You may not alter it in any way. This FAQ may not be
reprinted in any publication without my consent. If you intend to
steal, er..."use" any information from this FAQ on a website or
magazine, please do not steal it outright (you insult everyone's
intelligence by making it really obvious...)
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IN THIS FAQ:
Medicinal Restores HP
7
Antidote Neutralizes Poison 15
Antichaos Neutralizes Chaos (Confusion) 20
Wake-Up Wakes Sleeping Familiar 20
Roeam Cures Blind status 20
Harak Recovers Weakened Attack Power 80
Shomuro Recovers Weakened Defense Power 80
Cure All Restores Everything 200
Poison Toxic Herb: Poison 5
Paralyze Freezes Motion: Paralyze 10
Harash Weakens Attack Power 10
Horrey Weakens Defense Power 10
Sleep Puts Recipient to Sleep 10
2: FAMILIAR FOOD--Feed to your Familiars
NAME NOTES SELLING PRICE (G)
Pita Restores 50 MP 5
Big Pita Restores 100 MP 10
Leva Familiar Won't Change Form After Next Fusion 20
Limit Increases Critical Hit Rate (Temporary) 100
Leolam Familiar's MP Won't Decrease (Temp) 100
Roche Familiar Reverts to Egg 5000
Tumna Turns into a Frog (Temp) 20
Laev MP of Familiar Decreases on Current Level 20
Geropita MP drops to 0 100
Oleen Sacrifices Familiar, Hero Escapes Tower 100
3: SEEDS--Can Be Fed to Hero or Familiars
NAME NOTES SELLING PRICE (G)
Hazak Increases Attacking Power 500
Shomuro Increases Defense Power 500
Mazarr Increases Level by 1 200
Mahell Increases Speed (Temporary) 50
Light Changes Genus of Familiar to Fire 150
Sea Changes Genus of Familiar to Water 150
Wind Changes Genus of Familiar to Wind 150
Lar Decreases Level by 1 50
Slow Decreases Speed (Temp) 50
Tovar "Leads to Good fortune" 1000
4: SCROLLS--Can Be Used on Hero or Familiars
NAME NOTES SELLING PRICE (G)
Holy Protection from Enemy Attack (Temp) 150
Malicious Chaos (Confusion) on User (Temp) 150
Trap All Traps Become Invisible 400
Restore Revives Fainted Familiar 400
De-Curse Removes "Curse" From Equipped Sword/Shield 100
Flat Removes Steps, Flattens Floor 100
Alchemic Turns All Items on Floor Into Gold Coins 80
5: BELLS
NAME NOTES SELLING PRICE (G)
Holy Chases Enemy From Room 100
Malicious Increases Level of Enemy 800
Familiar Calls Back Lost Familiars 400
6: BALLS--Can Be Used Limited Number of Times
NAME NOTES SELLING PRICE (G)
Fire Fire Arrow 300
Blaze Blaze 500
Flame Fireball 800
Pillar Fiery Pillar 1000
Poison Poisons Enemy 800
Water Water Ball Protects User 500
Repel Repels Enemy Magic 500
Ice Rock Huge Iceberg Blocks Path 800
Recovery Recovers User's HP 800
Blinder Blinds Enemy 500
Binding Paralyzes Enemy 500
Sleep Puts Enemy to Sleep 800
Weak Decreases Level of Enemies 500
Acid Rain Ultimate Attack Spell 800
7: BAGS
NAME NOTES SELLING PRICE (G)
White Increases # of Times Ball Can Be Used 100
Red Tempers a Sword (ATK +1) 100
Blue Tempers a Shield (DEF+1) 100
8: CRYSTALS
NAME NOTES SELLING PRICE (G)
Fire Summons Salamander, Burns Enemies 400
Water Recovers Familiar's MP, HP, and Status 400
Wind Returns You to Town 200
9: LOUPES--"Locators"
NAME NOTES SELLING PRICE (G)
Exit Identifies Location of Elevator 50
Trap Makes All Traps Visible 100
Focus Makes Invisible Enemies Visible 50
Monster Identifies Location of All Monsters 50
Treasure Identifies Location of Treasures 50
Star Makes Complete Floor Map Entirely Visible 100
Truth Identifies Mystery Items (Eggs, Swords, Balls, etc) 50
10: WANDS--Cannot Be Tempered (*)
NAME NOTES SELLING PRICE (G)
Wooden Wooden Wand 10
Trained Can Be Tempered * 5000
Life Recovers Some HP if Enemy is Hit 100
Paralyze Paralyzes Enemies 100
Money Sometimes Changes Enemies into Money 1000
Scarlet Fire Elemental 150
Stream Water Elemental 150
Gulf Wind Elemental 150
Seal Sometimes Seals Special Powers of Enemies 500
11: SHIELDS--Tempered by Blue Bag (Worth More if Cursed)
NAME NOTES SELLING PRICE (G)
Leather Leather Shield (DEF+1) 30
Wood Wooden Shield (DEF+2) 50
Mirror Reflects Spells (DEF+3) 1000
Copper Copper Shield (DEF+4) 100
Iron An Iron Shield (DEF+5) 150
Steel A Steel Shield (DEF+6) 300
Scorch Fire Elemental (DEF+5) 600
Ice Water Elemental (DEF+5) 600
Earth Wind Elemental (DEF+5) 600
Live Sometimes Retaliates When Hit (DEF+5) 600
Diamond A Diamond Shield (DEF+7) 1500
12: SWORDS--Tempered by Red Bag (Worth More if Cursed)
NAME NOTES SELLING PRICE (G)
Gold Coated With Gold (ATK+1) 1000
Copper A Copper Sword (ATK+2) 50
Iron An Iron Sword (ATK+3) 100
Steel A Steel Sword (ATK+4) 150
Fire Fire Elemental (ATK+5) 400
Blizzard Water Elemental (ATK+5) 400
Gulfwind Wind Elemental (ATK +5) 400
Vital Prevents Enemy From Multiplying (ATK+5) 800
Seraphim Guy's Keepsake Sword (ATK+8) 1000
Dark An Evil Sword (ATK+10) 10,000
Holy "Divine Protection" (ATK+10) 10,000
13: TROLL WEAPONS--Can Only Be Used By Troll Familiars
NAME NOTES SELLING PRICE (G)
Troll Cannot Be Blocked By A Shield 1000
Hammer Mace-Type Club Weapon 1000
Bow-Gun Long-Range Weapon 4000
14: FAMILIARS--Price Increases Along With Level
NAME SPELL/TECH SELLING PRICE (G)
Kewne Brid CAN'T SELL
Kid Breath 100
Dragon Breath 3000
Flame Sled 40
Ifrit Sled 100
Griffon Rise 260
Grineut Rise 650
Snowman DeWall 1200
Saber DeWall 3000
Arachne DeMirror 400
Ashra DeMirror 1000
Nyuel DeHeal 200
Battnel DeHeal 500
Clown LoDown 150
Death LoDown 375
Unicorn LoBlind 500
Univern LoBlind 1250
Block LoBind 800
Metal LoBind 2000
Pulunpa 20
Troll Can Wield Troll Weapons 80
Noise 40
U-Boat Can Submerge 120
Baloon 60
Dreamin Can Hypnotize Enemies (Sleep) 150
Blume 80
Volcano 160
Cyclone 70
Manoeva Can Multiply/ Can Mimic Items 100
Barong Eats Anything (Swords Turn to Gold) 800
Picket Can Steal Items From Enemies 320
Kraken Damages Enemies If Hit 280
Weadog 500
Stealth Can Become Invisible 700
Viper Lowers Enemy Attak Power 840
Naplass Strong, But Falls Asleep 1400
Zu Paralyzes Enemies With Its Roar 1000
Mandara 1100
Killer 1600
Garuda 280
Glacier 2000
Tyrant 2000
Golem 4000
Maximum 6400
Hikewne 10,000
15: EGGS--If Hatched In Tower, You Lose Familiar When You Exit
At Level 20, most Familiars will advance into another Class. "Kid",
for instance, advances into "Dragon" (its adult form). It is easier
to train Familiars because they don't lose their levels when they
exit the Tower. Don't hatch your eggs inside the Tower, or you will
lose the monster when you exit. You can Fuse monsters you hatch in
the Tower with monsters you hatched at home. One word of caution:
DO NOT feed Oleen to your Familiar. You will escape from the tower,
but your Familiar will vanish forever.
NAME GENUS ADULT FORM
Kewne Fire (Not Really)
Kid --> Fire --> Dragon
Flame --> Fire --> Ifrit
Griffon --> Fire --> Grineut
Troll Fire
Baloon Fire
Volcano Fire
Barong Fire
Weadog Fire
Naplass Fire
Killer Fire
Tyrant Fire
Maximum Fire
Snowman --> Water --> Saber
Arachne --> Water --> Ashra
Nyuel --> Water --> Battnel
Pulunpa Water
U-Boat Water
Blume Water
Manoeva Water
Kraken Water
Viper Water
Mandara Water
Glacier Water
Clown --> Wind --> Death
Unicorn --> Wind --> Univern
Block --> Wind --> Metal
Noise Wind
Dreamin Wind
Cyclone Wind
Picket Wind
Stealth Wind
Zu Wind
Garuda Wind
Golem Wind
Hikewne All
Next Version: Will contain a better section on monster advancement
(and probably a Fusion guide), A walkthrough for building up the
town and how to get chicks (heh, heh...)