Record Of Lodoss War: The Advent Of Cardice - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Record Of Lodoss War: The Advent Of Cardice - Strategy Guide (Page 03).
Impact up +1 [Length: 6] (Cost: 500(+250) Max: 10 Cost to Max: 16250) LOCATION: Underground Ruins (under Underground Canyon) Impact up +2 [Length: 7] (Cost: 2000(+1000) Max: 4 Cost to Max: 14000) LOCATION: Dark Castle (1st Floor) Fast Attack [Length: 7] (Cost: 200(+100) Max: 30 Cost to Max: 48500) LOCATION: Dark Forest (after Ruselb's Death) Goblin Buster [Length: 7] (Cost: 10(+5) Max: 99 Cost to Max: 25645) The buster ancients increase damage by 3% per/level to appropriate monsters. LOCATION: Dungeon, Goblin King Golem Buster [Length: 10] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Dungeon, Iron Golem Undead Buster [Length: 10] (Cost: 50(+25) Max: 99 Cost to Max: 128225) LOCATION: Dungeon, Titan Zombie Elf Buster [Length: 10] (Cost: 10(+5) Max: 99 Cost to Max: 25645) LOCATION: Dungeon, Elder Knight Dragon Buster [Length: 10] (Cost: 100(+50) Max: 99 Cost to Max: 256450) LOCATION: NO MONUMENT: Get it for Completing Narse's Quest Demon Buster [Length: 10] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Dungeon, Great Demon Elemental Buster [Length: 8] (Cost: 100(+50) Max: 99 Cost to Max: 256450) LOCATION: Dungeon, Paddle Queen Lizardman Buster [Length: 8] (Cost: 10(+5) Max: 99 Cost to Max: 25645) LOCATION: Dungeon, Lizardman Magician Buster [Length: 10] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Dragon Guardian (Narse's Quest): Helm Wing Buster [Length: 8] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Cold Caves Horn Buster [Length: 8] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Cold Caves Scale Buster [Length: 8] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Dragon Guardian (Narse's Quest): Shield Weapon Buster [Length: 10] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Dragon Guardian (Narse's Quest): Armor Armor Buster [Length: 10] (Cost: 200(+100) Max: 99 Cost to Max: 512900) LOCATION: Dragon Guardian (Narse's Quest): Sword ************************* 4.2 WEAPON ANCIENT POWERS ************************* Mana to Flesh! [Length: 8] Halves your MP and triples your HP (you can have more than 9999 HP) LOCATION: Dungeon, Titan Words to the Sword! [Length: 10] For every plus on your sword you gain 1 damage. This is NOT the same as damage rating, and is literaly ONLY 1 point per point. LOCATION: Dungeon, Hell Lord Rock Buster [Length: 9] Doubles your critical damage multiple. LOCATION: Dungeon, Goblin Master Secret of the Holy Sword [Length: 6] Doubles your critical rate. LOCATION: Dungeon, Sandworm Sword be Lightning! [Length: 6] Increases the speed of your weapon. LOCATION: Cold Caves Sword of Darkness [Length: 6] Your weapon deals elemental damage (Dark). LOCATION: Dark Temple (4th Level) Holy Sword [Length: 6] Your weapon deals elemental damage (Holy). LOCATION: Dark Castle (5th Floor) Sword of Fire [Length: 6] Your weapon deals elemental damage (Fire). LOCATION: Dungeon, Gargoyle Sword of Ice [Length: 6] Your weapon deals elemental damage (Cold). LOCATION: Cold Caves (level 8) Sword of Thunder [Length: 6] Your weapon deals elemental damage (Lightning). LOCATION: Dungeon, Demon Lord Goblin Killer [Length: 5] When a goblin type enemy is hit, no damage is dealt, instead it is slain. LOCATION: Goblin Caves Elf Killer [Length: 6] When an elf type enemy is hit, no damage is dealt, instead, it is slain. LOCATION: Dungeon, Dark Shaman Lizardman Killer [Length: 6] When a lizardman type enemy is hit, no damage is dealt, instead it is slain. LOCATION: Dark Temple (3rd Level) Firebolt [Length: 5] Launches a firebolt projectile. DAMAGE = (Magic Power *2)+100 LOCATION: Dark Elf Village (west side) Fireball [Length: 6] Launches a fireball projectile. DAMAGE = (Magic Power *3)+120 LOCATION: Hills of Falaris Explosion [Length: 8] Explosive damage in a radius around you. DAMAGE = (Magic Power *10)+150 LOCATION: Dungeon, Flame Demon Holy Photon [Length: 5] NOTE: Holy attacks deal x2 damage to demons and x3 to undead. Fires a bolt that can travel through obstacles and damages undead/demons. DAMAGE = (Magic Power *2)+100 LOCATION: Dungeon, Zombie Valkyrie Javelin [Length: 6] Hurls holy javelins that damage undead/demons. Hits mutliple targets. DAMAGE = (Magic Power *2)+150 LOCATION: Dungeon, Lizard King Sacred Sphere [Length: 8] Creates a ring around you that heals allies and damages undead/demons. This effect hits multiple times each second and is powerful. HEALING = (Magic Power * 0.25) DAMAGE = (Magic Power * 0.25) +20 LOCATION: Dungeon, Giant Zombie Lightning Bolt [Length: 5] Fires a lightning bolt projectile. DAMAGE = (Magic Power*2)+150 LOCATION: Underground Canyon Electric Body [Length: 8] For a (very) short time you will have an electric aura, any enemy who gets close will be hit. Ok for clearing crowds if you can get it up. DAMAGE = (Magic Power*2)+100 LOCATION: Cold Caves Ball Lightning [Length: 8] Fires multiple lightning orb projectiles which bounce off of walls. DAMAGE = Magic Power +80 LOCATION: Dungeon, Gigantess Hit the Wound [Length: 8] If you hit the enemy multiple times in succession, the additional hits will do higher damage. LOCATION: Dungeon, Salamander Vampire's Tusk [Length: 8] You will heal half of the damage you deal with your weapon. LOCATION: Dungeon, Phantom Revive as Mithril [Length: 10] When an enemy is killed it drops mithril based on the damage it takes and it's difficulty. The mithril dropped caps at 500. LOCATION: Cold Caves (6th Floor) ****************************** 4.3 ARMOR ANCIENT INSCRIPTIONS ****************************** HP up +1 [Length: 3] (Cost: 50(+25) Max: 20 Cost to Max: 5750) The HP up ancients increase HP on a 1:1 basis. LOCATION: West of Smithy in Goblin Fort. HP up +2 [Length: 4] (Cost: 100(+50) Max: 20 Cost to Max: 11500) LOCATION: SE Marmo - Hills HP up +3 [Length: 5] (Cost: 150(+75) Max: 20 Cost to Max: 17250) LOCATION: West of Smithy in Goblin Fort. HP up +4 [Length: 5] (Cost: 200(+100) Max: 20 Cost to Max: 23000) LOCATION: Dark Forest HP up +5 [Length: 6] (Cost: 250(+125) Max: 20 Cost to Max: 28750) LOCATION: Underground Ruins (under Underground Canyon) HP up +6 [Length: 7] (Cost: 300(+150) Max: 20 Cost to Max: 34500) LOCATION: NE Marmo - Swamp HP up +7 [Length: 7] (Cost: 350(+175) Max: 20 Cost to Max: 40250) LOCATION: Dark Temple (3rd Level) HP up +8 [Length: 8] (Cost: 400(+200) Max: 20 Cost to Max: 46000) LOCATION: Center Marmo - Desert HP up +9 [Length: 9] (Cost: 450(+225) Max: 20 Cost to Max: 51750) LOCATION: Dark Castle (Top Floor) HP up +10 [Length: 10] (Cost: 500(+250) Max: 99 Cost to Max: 1282250) LOCATION: ???? MAX +9 Prevent +1 [Length: 4] (Cost: 1000(+500) Max: 24 Cost to Max: 157000) The Prevent ancients reduce damage by a percent equal to their rating. Shield and armor Prevent while cumulative are not additive. In example, 20% on each would reduce 100 damage to 64 NOT 60 (100-20%=80 (-20%=64)) LOCATION: Dark Temple (4th Level) Prevent +2 [Length: 7] (Cost: 4000(+2000) Max: 12 Cost to Max: 180000) LOCATION: Dark Castle (3rd Floor) Regen Speed +1 [Length: 6] (Cost: 200(+100) Max: 12 Cost to Max: 9000) NOTE: These actually read "Regeneration Speed/Point", but in the interest of column length I abbreviated them. This ancient reduces the delay of HP regen by 1/3 second per level. LOCATION: Pyramid 1st Floor (Dark Elf Village) Regen Speed +2 [Length: 7] (Cost: 600(+300) Max: 4 Cost to Max: 4200) This ancient reduces the delay of HP regen by 1/2 second per level. LOCATION: Dark Temple (1st Level) Regen Speed +3 [Length: 8] (Cost: 1600(+800) Max: 2 Cost to Max: 4000) NOTE: On the list this reads as a second Regeneration Speed +1 This ancient reduces the delay of HP regen by 1 second per level. LOCATION: Dark Castle (1st Floor) Regen Point +1 [Length: 7] (Cost: 400(+200) Max: 8 Cost to Max: 8800) These ancients increase the amount of HP you regain when you regenerate. (speed based on the regenerate speed ancient) on a 1:1 basis. LOCATION: Underground Ruins (under Underground Canyon) Regen Point +2 [Length: 8] (Cost: 800(+400) Max: 6 Cost to Max: 10800) LOCATION: NW Marmo - Mountains Regen Point +3 [Length: 9] (Cost: 1600(+800) Max: 4 Cost to Max: 11200) LOCATION: Dark Castle (Top Floor) Regen Point +4 [Length: 10] (Cost: 3200(+1600) Max: 2 Cost to Max: 8000) LOCATION: Dark Castle (3rd Floor) DEX up +1 [Length: 3] (Cost: 40(+20) Max: 16 Cost to Max: 3040) The DEX up ancients increase DEX on a 1:1 basis. LOCATION: West of Smithy in Goblin Fort. DEX up +2 [Length: 4] (Cost: 80(+40) Max: 16 Cost to Max: 6080) LOCATION: ???? MAX +1 DEX up +3 [Length: 5] (Cost: 120(+60) Max: 16 Cost to Max: 9120) LOCATION: Dark Forest DEX up +4 [Length: 7] (Cost: 160(+80) Max: 16 Cost to Max: 12160) LOCATION: Underground Canyon DEX up +5 [Length: 8] (Cost: 200(+100) Max: 16 Cost to Max: 15200) LOCATION: N Marmo - Lake Shore DEX up +6 [Length: 9] (Cost: 240(+120) Max: 16 Cost to Max: 18240) LOCATION: NW Marmo - Mountains Armor +1 [Length: 3] (Cost: 100(+50) Max: 10 Cost to Max: 3250) The armor up ancients increase armor proportional to the item, for more information see the ARMOR/SHIELD/HELMET CHART sections. LOCATION: You start with this ancient. Armor +2 [Length: 4] (Cost: 200(+100) Max: 10 Cost to Max: 6500) LOCATION: Pyramid Ground Floor (Dark Elf Village) Armor +3 [Length: 5] (Cost: 300(+150) Max: 10 Cost to Max: 9750) LOCATION: Dark Forest Armor +4 [Length: 5] (Cost: 400(+200) Max: 10 Cost to Max: 13000) LOCATION: N Marmo - Lake Shore Armor +5 [Length: 6] (Cost: 500(+250) Max: 10 Cost to Max: 16250) LOCATION: Dark Temple (2nd Level) Armor +6 [Length: 7] (Cost: 600(+300) Max: 10 Cost to Max: 19500) LOCATION: SE Marmo - Desert Armor +7 [Length: 7] (Cost: 1400(+700) Max: 10 Cost to Max: 46500) LOCATION: SW Marmo - Ruins Armor +8 [Length: 8] (Cost: 2400(+1200) Max: 10 Cost to Max: 78000) LOCATION: ???? MAX +7 Armor +9 [Length: 9] (Cost: 3600(+1800) Max: 10 Cost to Max: 117000) LOCATION: ???? MAX +8 Armor +10 [Length: 10] (Cost: 5000(+2500) Max: 10 Cost to Max: 162500) LOCATION: NE Marmo - Swamp Durability +1 [Length: 3] (Cost: 100(+50) Max: 10 Cost to Max: 3250) The durability ancients increase durability proportional to the armor, for more information see the ARMOR CHART section. LOCATION: Cave of Narse Durability +2 [Length: 4] (Cost: 200(+100) Max: 10 Cost to Max: 6500) LOCATION: NE Marmo - Swamp Durability +3 [Length: 5] (Cost: 300(+150) Max: 10 Cost to Max: 9750) LOCATION: Cave of Narse Durability +4 [Length: 7] (Cost: 400(+200) Max: 10 Cost to Max: 1300) LOCATION: SW Marmo - Ruins Durability +5 [Length: 8] (Cost: 1000(+500) Max: 10 Cost to Max: 32500) LOCATION: ???? MAX +4 Durability +6 [Length: 9] (Cost: 1800(+900) Max: 30 Cost to Max: 436500) LOCATION: ???? MAX +5 Crit Resist +1 [Length: 4] (Cost: 50(+25) Max: 10 Cost to Max: 1625) NOTE: These actually read "Critical Resistance", but in the interest of column length I abbreviated them. LOCATION: Dark Forest Crit Resist +2 [Length: 5] (Cost: 100(+50) Max: 10 Cost to Max: 3250) LOCATION: Center Marmo - Desert Crit Resist +3 [Length: 6] (Cost: 150(+75) Max: 10 Cost to Max: 4875) LOCATION: SW Marmo - Ruins Crit Resist +4 [Length: 8] (Cost: 200(+100) Max: 10 Cost to Max: 6500) LOCATION: ??? MAX +3 Crit Resist +5 [Length: 9] (Cost: 500(+250) Max: 10 Cost to Max: 16250) LOCATION: ??? MAX +4 Crit Resist +6 [Length: 10] (Cost: 1200(+600) Max: 20 Cost to Max: 138000) LOCATION: ??? MAX +5 ************************ 4.4 ARMOR ANCIENT POWERS ************************ Great Reincarnation [Length: 9] Doubles the speed of HP regeneration LOCATION: Dungeon, Monster Insect Words to Power! [Length: 6] For every plus on your armor you gain 1 STR LOCATION: Dungeon, High Imp Body of Steel [Length: 5] Doubles your AR. LOCATION: Dungeon, Mithril Golem Tenacious Firmness [Length: 5] Doubles your durability. LOCATION: SW Marmo - Ruins Body Control [Length: 5] Doubles your Resist Critical LOCATION: Cave of Narse Feet of the Cat [Length: 6] Gives you STEP S (silent) LOCATION: N Marmo - Lake Shore Levitation [Length: 5] Prevents damage from ground based traps and prevents knockdown. LOCATION: SE Marmo - Hills ******************************* 4.5 SHIELD ANCIENT INSCRIPTIONS ******************************* HP up +1 [Length: 3] (Cost: 50(+25) Max: 20 Cost to Max: 5750) The HP up ancients increase HP on a 1:1 basis. LOCATION: West of Smithy in Goblin Fort. HP up +2 [Length: 4] (Cost: 100(+50) Max: 20 Cost to Max: 11500) LOCATION: SE Marmo - Hills HP up +3 [Length: 5] (Cost: 150(+75) Max: 20 Cost to Max: 17250) LOCATION: West of Smithy in Goblin Fort. HP up +4 [Length: 5] (Cost: 200(+100) Max: 20 Cost to Max: 23000) LOCATION: Dark Forest HP up +5 [Length: 6] (Cost: 250(+125) Max: 20 Cost to Max: 28750) LOCATION: Underground Ruins (under Underground Canyon) Prevent +1 [Length: 4] (Cost: 1000(+500) Max: 24 Cost to Max: 157000) The Prevent ancients reduce damage by a percent equal to their rating. Shield and armor Prevent while cumulative are not additive. In example, 20% on each would reduce 100 damage to 64 NOT 60 (100-20%=80 (-20%=64)) LOCATION: Dark Temple (4th Level) Prevent +2 [Length: 7] (Cost: 4000(+2000) Max: 12 Cost to Max: 180000) LOCATION Dark Castle (3rd Floor) Prevent +3 [Length: 10] (Cost: 8000(+4000) Max: 8 Cost to Max: 176000) LOCATION: Center Marmo - Lake Shore (Kill red demon lord) Armor +1 [Length: 3] (Cost: 100(+50) Max: 10 Cost to Max: 3250) The armor up ancients increase armor proportional to the item, for more information see the ARMOR/SHIELD/HELMET CHART sections. LOCATION: You start with this ancient. Armor +2 [Length: 4] (Cost: 200(+100) Max: 10 Cost to Max: 6500) LOCATION: Pyramid Ground Floor (Dark Elf Village) Armor +3 [Length: 5] (Cost: 300(+150) Max: 10 Cost to Max: 9750) LOCATION: Dark Forest Armor +4 [Length: 5] (Cost: 400(+200) Max: 10 Cost to Max: 13000) LOCATION: N Marmo - Lake Shore Armor +5 [Length: 6] (Cost: 500(+250) Max: 10 Cost to Max: 16250) LOCATION: Dark Temple (2nd Level) Parrying +1 [Length: 3] (Cost: 50(+25) Max: 10 Cost to Max: 1625) The parrying ancients increase parry proportional to the shield, for more information see the SHIELD CHART section. LOCATION: S/E Marmo, Hills (just north of Goblin Fort) Parrying +2 [Length: 4] (Cost: 100(+50) Max: 10 Cost to Max: 3250) LOCATION: Dark Forest Parrying +3 [Length: 5] (Cost: 150(+75) Max: 10 Cost to Max: 4875) LOCATION: Dark Temple (1st Level) Parrying +4 [Length: 7] (Cost: 200(+100) Max: 10 Cost to Max: 6500) LOCATION: SW Marmo - Ruins Parrying +5 [Length: 8] (Cost: 500(+250) Max: 10 Cost to Max: 16250) LOCATION: NW Marmo - Mountains Parrying +6 [Length: 9] (Cost: 1200(+600) Max: 20 Cost to Max: 81000) LOCATION: ???? MAX +5 Crit Resist +1 [Length: 4] (Cost: 50(+25) Max: 10 Cost to Max: 1625) NOTE: These actually read "Critical Resistance", but in the interest of column length I abbreviated them. LOCATION: Dark Forest Crit Resist +2 [Length: 5] (Cost: 100(+50) Max: 10 Cost to Max: 3250) LOCATION: Center Marmo - Desert Crit Resist +3 [Length: 6] (Cost: 150(+75) Max: 10 Cost to Max: 4875) LOCATION: SW Marmo - Ruins ************************* 4.6 SHIELD ANCIENT POWERS ************************* Incarnation of Goddess [Length: 10] This ancient adds +50% to both MP and HP. LOCATION: Dark Castle (4th Floor) Words to fighting technique [Length: 6] For every plus on your shield you gain 1 DEX LOCATION: Graveyard, Caretaker's Hut Miley's Shield [Length: 7] This ancient doubles parrying. LOCATION: Dungeon, Lethal Demon Pain to Mana! [Length: 10] This ancient restores MP proportional to the damage you take. LOCATION: Dark Temple (Cathedral of Falaris) Blood Curse [Length: 6] While equipped your STR is doubled, but you take 5% of the damage you deal. LOCATION: Dungeon, Cyclope ******************************* 4.7 HELMET ANCIENT INSCRIPTIONS ******************************* MP up +1 [Length: 3] (Cost: 100(+50) Max: 8 Cost to Max: 2200) The MP up ancients increase MP on a 1:1 basis. LOCATION: Dark Elf Village (north side) MP up +2 [Length: 4] (Cost: 200(+100) Max: 8 Cost to Max: 4400) LOCATION: SE Marmo - Hills MP up +3 [Length: 5] (Cost: 300(+150) Max: 8 Cost to Max: 6600) LOCATION: Old Ruins (Underneath Dark Forest) MP up +4 [Length: 5] (Cost: 400(+200) Max: 8 Cost to Max: 8800) LOCATION: NE Marmo - Swamp MP up +5 [Length: 6] (Cost: 500 (+250) Max: 8 Cost to Max: 11000) LOCATION: ???? (I found this one, but lost it in my notes) MP up +6 [Length: 7] (Cost: 600 (+300) Max: 8 Cost to Max: 13200) LOCATION: ???? MAX +5 Cost of curse -1 [Length: 4] (Cost: ???(+??) Max: 8 Cost to Max: ????) LOCATION: Cold Caves MP Charge Speed +1 [Length: 6] (Cost: 200(+100) Max: 12 Cost to Max: 9000) This ancient reduces the delay of MP regen by 1/3 second per level. LOCATION: Underground Ruins (under Underground Canyon) MP Charge Speed +2 [Length: 7] (Cost: 600(+300) Max: 4 Cost to Max: 4200) This ancient reduces the delay of MP regen by 1/2 second per level. LOCATION: SW Marmo - Ruins (south side, near Dragon Quest) MP Charge Speed +3 [Length: 8] (Cost: 800(+400) Max: 2 Cost to Max: 2000) This ancient reduces the delay of MP regen by 1 second per level. LOCATION: Center Marmo - Lake Shore MP Charge Point +1 [Length: 7] (Cost: 400(+200) Max: 4 Cost to Max: 2800) These ancients increase the amount of MP you regain when you regenerate. (speed based on the charge speed ancient) on a 1:1 basis. LOCATION: Cave of Narse MP Charge Point +2 [Length: 8] (Cost: 800(+400) Max: 3 Cost to Max: 3600) LOCATION: N Marmo - Lake Shore MP Charge Point +3 [Length: 9] (Cost: 1600(+800) Max: 2 Cost to Max: 4000) LOCATION: NW Marmo - Mountains INT up +1 [Length: 3] (Cost: 50(+25) Max: 16 Cost to Max: 3800) The INT up ancients increase INT on a 1:1 basis. LOCATION: Dark Elf Village (north side) INT up +2 [Length: 4] (Cost: 100(+50) Max: 16 Cost to Max: 7600) LOCATION: SE Marmo - Hills INT up +3 [Length: 5] (Cost: 150(+75) Max: 16 Cost to Max: 11400) LOCATION: Underground Canyon INT up +4 [Length: 7] (Cost: 200(+100) Max: 16 Cost to Max: 15200) LOCATION: NE Marmo - Swamp INT up +5 [Length: 8] (Cost: 250(+15) Max: 16 Cost to Max: 19000) LOCATION: SW Marmo - Ruins INT up +6 [Length: 9] (Cost: 300(+150) Max: 16 Cost to Max: 22800) LOCATION: ???? MAX +5 Magic Power +1 [Length: 3] (Cost: 200(+100) Max: 10 Cost to Max: 6500) The magic power ancients increase magic power proportional to the helmet, for more information see the HELMET CHART section. LOCATION: Old Ruins (under Dark Forest) Magic Power +2 [Length: 4] (Cost: 400(+200) Max: 10 Cost to Max: 13000) LOCATION: ???? MAX +2 Magic Power +3 [Length: 5] (Cost: 600(+300) Max: 10 Cost to Max: 19500) LOCATION: N Marmo - Lake Shore Magic Power +4 [Length: 5] (Cost: 800(+400) Max: 10 Cost to Max: 26000) LOCATION: Center Marmo - Desert Magic Power +5 [Length: 6] (Cost: 1000(+500) Max: 10 Cost to Max: 32500) LOCATION: SW Marmo - Ruins Magic Power +6 [Length: 7] (Cost: 1200(+600) Max: 10 Cost to Max: 39000) LOCATION: NW Marmo - Mountains Magic Power +7 [Length: 7] (Cost: 1400(+700) Max: 10 Cost to Max: 45500) LOCATION: ???? MAX +7 Magic Power +8 [Length: 8] (Cost: 1600(+800) Max: 10 Cost to Max: 52000) LOCATION: ???? MAX +8 Armor +1 [Length: 3] (Cost: 100(+50) Max: 10 Cost to Max: 3250) The armor up ancients increase armor proportional to the item, for more information see the ARMOR/SHIELD/HELMET CHART sections. LOCATION: You start with this ancient. Armor +2 [Length: 4] (Cost: 200(+100) Max: 10 Cost to Max: 6500) LOCATION: Pyramid Ground Floor (Dark Elf Village) Armor +3 [Length: 5] (Cost: 300(+150) Max: 10 Cost to Max: 9750) LOCATION: Dark Forest Resist Hell [Length: 6] (Cost: 100(+50) Max: 40 Cost to Max: 42500) The resist ancients increase resistance proportional to the helmet, for more information see the HELMET CHART section. LOCATION: Pyramid 2nd Floor (Dark Elf Village) Resist Fire [Length: 6] (Cost: 100(+50) Max: 40 Cost to Max: 42500) LOCATION: Hills of Faralis (inside temple) Resist Cold +1 [Length: 6] (Cost: 100(+50) Max: 40 Cost to Max: 42500) LOCATION: Cave of Narse Resist Lightning +1 [Length: 6] (Cost: 100(+50) Max: 40 Cost to Max: 42500) LOCATION: Dark Forest ************************* 4.8 HELMET ANCIENT POWERS ************************* Vitalization of Mana [Length: 6] This ancient doubles your MP total. LOCATION: Dungeon, Goblin Lord Words to Wisdom [Length: 6] For every plus on your helmet you gain 1 INT LOCATION: Dungeon, Skeleton King Magic of the Wise Men [Length: 10] This ancient doubles magic power with no penalty. LOCATION: Dark Castle (4th Floor) Dragon Scales [Length: 9] This ancient doubles all magic resistances. LOCATION: Dungeon, Kimera Visualize Noises [Length: 5] This ancient allows you to see blue ripples around enemies (including invisible/hidden enemies) LOCATION: Dark Forest Barbarian Vitality [Length: 4] This ancient adds your MP to your HP then reduces MP to 0. LOCATION: Dark Forest Magic Storm [Length: 6] While this ancient is equipped, your magic power is doubled, but your MP slowly degenerates instead of regenerates. LOCATION: Dungeon, Dark Priest *_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_* SECTION 5 - EQUIPMENT *_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_* 5.1 Weapons 5.2 Armor 5.3 Shields 5.4 Helmets 5.5 Jewelry (Earrings/Rings/Necklaces) 5.6 Accessories (Belts/Boots/Capes) 5.7 Miscellany ******************** 5.1a - WEAPONS CHART ******************** The chart can be explained as follows: WEAPON: Weapon name (HANDS) S= Single D = Double DMG: A weapons' base damage, damage can be figured by this formula Damage = BASE + ((BASE * 0.1) * DAMAGEUP+) + ((BASE * 0.05) * STR) STR in this case is your total STR, including equipment STR bonus. CRITICAL: A weapons' base critical rate followed by (critical damage) *RATE is expressed as a percentage of DEX. Rate increases @ (BASE * 4)+1 (remember base is a % so 15% would be ((0.15 * 4)+1) = 1.6 To figure current rate: (BASE * DEX) + (((BASE * 4)+1) * CRITICALRATE+) Example: DEX: 400, Bastard Sword, 12 points of Critical Rate + ((0.15 * 400) = 60) + (((0.15 * 4) + 1 = 1.6) * 12) = 19.2) = 79% *DAMAGE is expressed as a multiple to the damage you would normally do. To figure damage use: BASE + ((BASE * 0.05) * CRITICALDAMAGE+) IMP: Is NOT the actual impact rating of the weapon as I never figured the scale. It is an approximate scale based on increase due to STR and the Impact Up ANCIENT. Not all weapons increase impact at the same rate. SPEED: Is a weapons' speed expressed as WITHOUT/WITH max Fast Attack ANCIENT. SIZE: Is a weapons' length copied directly from the game. CONTENT: Is a weapons' mithril content copied directly from the game. SLOTS: Is the number of ANCIENT words a weapon can hold copied from game. WEAPON (HANDS) |DMG | CRITICAL | IMP | SPEED | SIZE | CONTENT | SLOTS ---------------------+----+----------+-----+-------+------+---------+---------- BASTARD SWORD (S)| 12 | 15%(2.0) | D | B/A | 1.8m | 150 | 6 BLAZING SWORD (S)| 22 | 15%(2.0) | D | A/S | 1.8m | 1000 | 8 BROAD SWORD (S)| 10 | 10%(1.6) | D | B/A | 1.7m | 120 | 6 CLAYMORE (D)| 16 | 25%(1.8) | E | A/A | 1.5m | 160 | 9 DEMON PUNISHER (D)| 28 | 15%(1.5) | D | C/B | 1.7m | 1500 | 10 DRAGON BLADE (S)| 16 | 25%(2.5) | D | B/A | 2.0m | 1500 | 10 ELEMENTAL SWORD (S)| 10 | 20%(2.5) | E | B/A | 1.6m | 500 | 8 ELF RAPIER (S)| 7 | 50%(3.0) | E | A/S | 1.6m | 1000 | 6 FALARIS BLADE (?)| 15 | 15%(2.0) | D | B/A | 1.4m | 8000 | 6 FALCHION (S)| 10 | 5%(1.8) | D | A/A | 1.6m | 50 | 6 FALKS (D)| 18 | 30%(1.5) | E | A/S | 1.9m | 85 | 9 FLAME MOUNTAINS (D)| 20 | 15%(2.0) | D | A/A | 1.8m | 80 | 9 GLADIUS (S)| 14 | 30%(2.5) | D | S/S | 1.2m | 60 | 6 HARKURING SWORD (D)| 60 | 15%(1.0) | C | D/B | 2.4m | 2000 | 10 KNOCKDOWN HAMMER (S)| 6 |150%(1.0) | B | A/A | 1.4m | 2000 | 6 LIGHTNING DAGGER (S)| 20 | 5%(1.0) | B | A/S | 1.5m | 2000 | 8 LONG SWORD (S)| 9 | 15%(2.0) | D | A/A | 1.7m | 100 | 6 MEDIEVAL BLADE (S)| 4 | 0%(1.0) | E | S/S | 1.1m | 1000 | 10 MITHRIL BLADE (D)| 26 | 25%(2.5) | D | A/A | 2.0m | 20000 | 10 OGRE SWORD (S)| 40 | 0%(1.0) | E | D/B | 2.0m | 2000 | 6 ORIENTAL SWORD (D)| 15 | 30%(8.0) | E | A/A | 2.2m | 10000 | 8 SABRE (S)| 6 | 15%(2.2) | E | A/S | 1.5m | 30 | 6 SCIMITAR (S)| 7 | 5%(2.0) | E | A/A | 1.4m | 35 | 6 SHORT SWORD (S)| 4 | 5%(2.0) | E | A/S | 1.5m | 20 | 6 SOULBREAKER CLONE (D)| 22 | 0%(1.0) | B | B/B | 2.0m | 15000 | 10 STONE CRASHER (S)| 7 | 0%(1.0) | D | A/A | 1.3m | 800 | 6 TWO HANDED SWORD (D)| 30 | 15%(1.2) | C | B/A | 2.0m | 180 | 9 WICKED SWORD (S)| 8 | 0%(1.0) | E | A/S | 1.4m | 10 | 10 WIND HILT (S)| 13 | 25%(2.0) | D | A/S | 2.2m | 1000 | 10 ---------------------+----+----------+-----+-------+------+---------+---------- *************************** 5.1b WEAPON LOCATIONS/NOTES *************************** Bastard Sword: Dark Temple Blazing Sword: Dungeon, Flame Demon This weapon starts with the ancient power Sword of Fire built in. It does elemental damage, and cannot have elemental ancient powers attached. Broad Sword: Underground Canyon Claymore: Found in cemetery. Demon Punisher: Dungeon, Hell Lord This weapon deals extra damage to demon type enemies. Dragon Blade: Dragon Guardian subquest. This weapon deals extra damage to dragons (which includes chimeras). Elemental Sword: Dungeon, Salamander This weapon deals extra damage to elementals (puddles/salamanders etc). Elf Rapier: Dungeon, Dark Shaman This weapon deals extra damage to demi-humans (elves/goblins/lizardmen). Falaris Blade: RANDOM in Cold Caves. Thie weapon deals extra damage to demons and undead. Falchion: Pyramid 1st Floor (monster) (Dark Elf Village) Falks: Canyon Flame Mountains: Canyon/Goblin Caves Gladius: Dark Temple Harkuring Sword: Dungeon, Mithril Golem. Knockdown Hammer: RANDOM in Cold Caves. Lightning Dagger: RANDOM in Cold Caves. This weapon starts with the ancient power Sword of Thunder built in. It does elemental damage, and cannot have elemental ancient powers attached. Long Sword: Canyon/Goblin Cave Medieval Blade: Dungeon, Dark Priest. This weapon reduces the charge time of ancient power projectile attacks. Mithril Blade: RANDOM in Cold Caves. This weapon deals extra damage to creatures with scales and armor. Ogre Sword: Dungeon, Gigantess This weapon kills goblins and lizardmen in one hit. Oriental Sword: Goblin Fort made by Dwarf for 10000 mithril. Sabre: Randomly dropped in cemetery. Scimitar: Cemetery Cave. Short Sword: Given to you by Wart at the start of the game. Soulbreaker Clone: Ashram /RANDOM in Cold Caves. This weapon comes with the Vampire's Tusk ancient attached. Although you can attach it a second time there is no benefit to doing such. If you use an ancient power that allows 1-hit kills (Goblin Killer etc) you will get no HP back for the kill. Stone Crasher: Kill Golem in jail underneath Goblin Fort. This weapon deals extra damage to golems. Two Handed Sword: Underground Ruins (under Canyon) Wicked Sword: Pyramid Ground Floor (chest) (Dark Elf Village) This weapon starts with the ancient power Sword of Darkness built in. It does elemental damage, and cannot have elemental ancient powers attached. Wind Hilt: Medallion subquest This weapon deals extra damage to winged enemies.
| « Previous Page | Next Page » |
