Record Of Lodoss War: The Advent Of Cardice - Strategy Guide (Page 04)
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**************** 5.2a ARMOR CHART **************** The chart can be explained as follows: ARMOR: Name of item AR: This number is the BASE AR of the armor, to calculate actual AR use this formula: BASE + ((BASE * 0.1) * ARMOR+) NOTE: Only use the ARMOR+ value of the armor here. DUR: This number is the BASE Durabilty of the armor, to calculate actual durability use this formula: BASE + ((BASE * 0.1) * DURABILITY+) CONTENT: Is an armors' mithril content copied directly from the game. SLOTS: Is the number of ANCIENT words an armor can hold copied from game. SPECIAL: Is a brief explanation of the special ability (if any). ARMOR | AR | DUR | CONTENT | SLOTS | SPECIAL ---------------------+----+-----+---------+-------+---------------------------- BREAST PLATE | 4 | 1 | 100 | 5 | none BRIGANDINE | 10 | 20 | 160 | 7 | none CAESAR'S PLATE | 20 | 12 | 320 | 10 | none CURZIER ARMOR | 13 | 16 | 200 | 8 | none FIELD ARMOR | 14 | 5 | 180 | 9 | none FIELD ARMOR MODIFIED | 16 | 6 | 220 | 9 | none GOTHIC BULL | 24 | 22 | 5000 | 10 | +404 HP GOTHIC DEMON | 14 | 18 | 5000 | 10 | Returns melee damage GOTHIC DRAGON | 20 | 16 | 5000 | 10 | +10 Fire/ice/elec resist GOTHIC EAGLE | 16 | 16 | 5000 | 10 | +20 DEX GOTHIC HEAVEN | 21 | 13 | 5000 | 10 | Fast HP Regen GOTHIC LILY | 19 | 11 | 5000 | 10 | +10 INT/Stone Recovery GOTHIC LION | 18 | 10 | 5000 | 10 | +40 STR GOTHIC MARFA | 17 | 17 | 5000 | 10 | Fast HP Regen/Damage Cancel GOTHIC OCEAN | 17 | 20 | 5000 | 10 | Fast MP Regen HALF PLATE | 6 | 2 | 120 | 6 | none HEAVY PLATE | 18 | 18 | 6000 | 10 | none *** KNIGHT'S | 16 | 14 | 240 | 10 | Variety of colors LIGHT PLATE | 8 | 3 | 140 | 7 | none ---------------------+----+-----+---------+-------+---------------------------- ************************** 5.2b ARMOR LOCATIONS/NOTES ************************** Breast Plate: Found as part of the tutorial in 3rd room of the game. Brigandine: Dark Forest/Goblin Cave Caesar's Plate: Dark Temple /RANDOM Curizer Armor: Dark Forest Field Armor: Underground Canyon /RANDOM Field Armor Modified: Cave of Narse /RANDOM Gothic Bull: RANDOM in Cold Caves. Gothic Demon: Temple of Kardis. This causes melee attackers to suffer damage back, the more pieces of this set you are wearing, the more damage (up to the full amount they inflicted) the attacker will suffer. Gothic Dragon: Dragon Guardian Subquest. Gothic Eagle: RANDOM in Cold Caves. Gothic Heaven: Medallion subquest. Gothic Lily: RANDOM in Cold Caves. Gothic Lion: RANDOM in Cold Caves. Gothic Marfa: Dark Castle (4th Floor) Occasionally when hit you will heal equal to the amount of damage taken. Gothic Ocean: RANDOM in Cold Caves. Half Plate: Beneath the Goblin Fort after clearing it/talking to the Dwarf. Heavy Plate: RANDOM in Cold Caves. Knights': Cave of Narse (chest) Light Plate: Pyramid 1st Floor (chest) (Dark Elf Village) ***************** 5.3a SHIELD CHART ***************** The chart can be explained as follows: SHIELD: Name of item AR: This number is the BASE AR of the shield, to calculate actual AR use this formula: BASE + ((BASE * 0.2) * ARMOR+) NOTE: Only use the ARMOR+ value of the shield here. PARRY(DEX): This number is the BASE parry of the shield, followed by the parry multiplier to DEX. To figure the actual value, add the following formulas. ((BASE * 0.2) * PARRYING+) + ((DEX) * DEX) In example: 300 DEX with a buckler with 150 points of PARRYING+ (((9* 0.2) * 150) = 270) + (((0.20) * 300) = 60) = 330 CONTENT: Is a shields' mithril content copied directly from the game. SLOTS: Is the number of ANCIENT words a shield can hold copied from game. SPECIAL: Is a brief explanation of the special ability (if any). SHIELD | AR | PARRY(DEX) | CONTENT | SLOTS | SPECIAL --------------+----+------------+---------+-------+---------------------------- BUCKLER | 3 | 9(0.20) | 30 | 5 | none GIANT SHIELD | 14 | 6(0.05) | 5000 | 10 | none GOTHIC BULL | 14 | 7(0.10) | 4000 | 10 | +404 HP GOTHIC DEMON | 7 | 10(0.25) | 4000 | 10 | Returns melee damage GOTHIC DRAGON | 9 | 9(0.20) | 4000 | 10 | +10 Fire/ice/elec resist GOTHIC EAGLE | 5 | 12(0.35) | 4000 | 10 | +20 DEX GOTHIC HEAVEN | 10 | 8(0.15) | 4000 | 10 | Fast HP Regen GOTHIC LILY | 6 | 11(0.30) | 4000 | 10 | +10 INT/Stone Recovery GOTHIC LION | 8 | 9(0.20) | 4000 | 10 | +40 STR GOTHIC MARFA | 7 | 9(0.20) | 4000 | 10 | Fast HP Regen/Damage cancel GOTHIC OCEAN | 8 | 10(0.25) | 4000 | 10 | Fast MP Regen KITE SHIELD | 7 | 10(0.25) | 350 | 9 | none *** KNIGHT'S | 6 | 10(0.25) | 100 | 7 | Variety of colors LARGE SHIELD | 8 | 8(0.15) | 300 | 8 | none ROUND SHIELD | 4 | 8(0.15) | 50 | 6 | none --------------+----+------------+---------+-------+---------------------------- *************************** 5.3b SHIELD LOCATIONS/NOTES *************************** Buckler: Found in the fourth room of the game after defeating the skeleton. Giant Shield: Hills of Falaris /RANDOM Gothic Bull: RANDOM in Cold Caves. Gothic Demon: Temple of Kardis This causes melee attackers to suffer damage back, the more pieces of this set you are wearing, the more damage (up to the full amount they inflicted) the attacker will suffer. Gothic Dragon: Dragon Guardian subquest. Gothic Eagle: RANDOM in Cold Caves. Gothic Heaven: Medallion subquest. Gothic Lily: RANDOM in Cold Caves. Gothic Lion: RANDOM in Cold Caves. Gothic Marfa: Dark Castle (3rd Floor) Occasionally when hit you will heal equal to the amount of damage taken. Gothic Ocean: RANDOM in Cold Caves. Kite Shield: Dark Temple (random) Knights': Dark Forest. Large Shield: Dark Temple Round Shield: Beneath the Goblin Fort after clearing it/talking to the Dwarf. ***************** 5.4a HELMET CHART ***************** The chart can be explained as follows: HELMET: Name of item AR: This number is the BASE AR of the helmet, to calculate actual AR use this formula: BASE + ((BASE * 0.3) * ARMOR+) NOTE: Only use the ARMOR+ value of the helmet here. MAG: This number is the multiplier to the MAGICPOWER+ Ancient on a helmet. In example: if you have 50 levels of MAGICPOWER+ on a hood, you would get a benefit of (50 * 0.2) = 10. D/F/I/E: Are the BASE values versus Dark/Fire/Ice/Electric. To calculate your actual resistance value use the following formula: (RESIST+ * 0.5) + ((BASE * 0.125) * RESIST+) Where RESIST+ is Resist Hell/Resist Fire/Resist Cold/Resist Lightning as appropriate. CONTENT: Is a helmets' mithril content copied directly from the game. SLOTS: Is the number of ANCIENT words a helmet can hold copied from game. SPECIAL: Is a brief explanation of the special ability (if any). HELMET | AR | MAG | D/F/I/E | CONT | SLOTS | SPECIAL --------------+----+-----+---------+------+-------+---------------------------- HOOD | 1 | 0.2 | 0/2/0/0 | 30 | 5 | none FULL HELMET | 5 | 0.2 | 0/0/2/0 | 150 | 8 | none GOTHIC BULL | 8 | 0.1 | 4/0/0/0 | 3000 | 9 | +404 HP GOTHIC DEMON | 4 | 0.6 | 5/3/0/1 | 3000 | 9 | Returns melee damage GOTHIC DRAGON | 5 | 0.5 | 0/*/*/* | 3000 | 9 | +10 Fire/ice/elec resist GOTHIC EAGLE | 4 | 0.6 | 2/0/2/4 | 3000 | 9 | +20 DEX GOTHIC HEAVEN | 4 | 0.7 | 1/2/2/5 | 3000 | 9 | Fast HP Regen GOTHIC LILY | 3 | 1.0 | 0/1/4/1 | 3000 | 10 | +10 INT/Stone Recovery GOTHIC LION | 6 | 0.3 | 2/4/0/2 | 3000 | 9 | +40 STR GOTHIC MARFA | 3 | 0.5 | 3/3/3/3 | 3000 | 9 | Fast HP Regen/Damage cancel GOTHIC OCEAN | 3 | 0.9 | 2/2/5/1 | 3000 | 10 | Fast MP Regen GREAT HELMET | 8 | 0.2 | 0/0/0/0 | 4000 | 8 | none *** KNIGHT'S | 4 | 0.2 | 2/0/0/0 | 80 | 7 | Variety of colors SACRED | 0 | 1.0 | 4/4/4/4 | 10 | 10 | Always 0 AR STORM HOOD | 2 | 0.2 | 0/0/0/2 | 50 | 6 | none *************************** 5.4b HELMET LOCATIONS/NOTES *************************** Hood: This is found in the second room of the game in a wooden chest. Full Helmet: Dark Temple /RANDOM Gothic Bull: RANDOM in Cold Caves. Gothic Demon: Temple of Kardis. This causes melee attackers to suffer damage back, the more pieces of this set you are wearing, the more damage (up to the full amount they inflicted) the attacker will suffer. Gothic Dragon: Dragon Guardian subquest. The base resists on this helm for fire/thunder/cold are 1.5 each. Since they didn't fit in the chart, I put them here instead. Gothic Eagle: RANDOM in Cold Caves. Gothic Heaven: Medallion subquest. Gothic Lily: RANDOM in Cold Caves. Gothic Lion: RANDOM in Cold Caves. Gothic Marfa: Dark Castle (1st Floor) Occasionally when hit you will heal equal to the amount of damage taken. Gothic Ocean: RANDOM in Cold Caves. Great Helmet: RANDOM in Cold Caves. Knights': Dark Forest Sacred: Pyramid Ground Floor (Blue Demon drops) (Dark Elf Village) Storm Hood: Beneath the Goblin Fort after clearing it/talking to the Dwarf. *********** 5.5 Jewelry *********** NOTE: An item with no plus is level 1. Each plus adds a level, so an item with +3 would be a level 4 item. On Location, most items are randomly found in chests or dropped by enemies. If this is otherwise I will give a location, in case of xxx/RANDOM, xxx is where *I* first encountered said item. Your mileage may vary. Accurate Ring: Increases DEX by 20/level. LOCATION: Cemetery Cave /RANDOM Boost Charm: Increases MP by 50/level. LOCATION: Dark Temple /RANDOM Cold Ring: Increases Resist Cold by 10/level. LOCATION: Dark Temple /RANDOM Critical Ring: Increases Critical Rate by 5%/level. NOTE: This is a flat 5% NOT 5% of your total, so 20% +5% = 25% NOT 21%. Because of this, it is MUCH more efficient to use +DEX rings. LOCATION: Cave of Narse /RANDOM Dark Talisman: Increases Resist Dark by 10/level. LOCATION: Dark Castle /RANDOM Fine Necklace: Increases STR/DEX/INT by 2/level. Increases MP by 5/level. Increases Resist Fire/Dark/Cold/Lightning by 1/level. LOCATION: Dungeon, Zombie /RANDOM Fire Ring: Increases Resist Fire by 10/level. LOCATION: Hill of Falaris /RANDOM Hell Talisman: Decreases STR/DEX/INT by 10/level. Increases Resist Fire/Dark/Cold/Lightning by 5/level. LOCATION: Goblin Fort (crates) /RANDOM Holy Ring: Increases Resist Dark by 10/level. LOCATION: Dark Castle /RANDOM Immune Stone: Decreases length of petrification. LOCATION: Karla /RANDOM in Cold Caves. Impact Ring: Increases IMPACT. LOCATION: Underground Canyon /RANDOM Knight's Ring: Increases STR by 20/level. Increases HP by 40/level. LOCATION: RANDOM: first found in Pyramid. Magic Charm: Increases INT by 20/level. LOCATION: Dark Forest /RANDOM Meiji Charm: Increases INT by 30/level. Decreases STR by 5/level. LOCATION: Dark Castle /RANDOM Miracle Ring: Increases STR by 20/level. Increases DEX by 15/level. Increases INT by 10/level. LOCATION: RANDOM in Cold Caves Pierce of Ear: Increases HEAR by level. LOCATION: Pyramid 1st Floor /RANDOM Pierce of Echo: Allows you to see "ripples" around enemies even when invisible. LOCATION: Medallion subquest /RANDOM in Cold Caves. Pierce of Item: Allows you to see a shimmer where items are. LOCATION: Cold Caves /RANDOM Pierce of Trap: Allows you to see traps and dangerous floor areas. LOCATION: Medallion subquest /RANDOM in Cold Caves. Prevent Ring: Increases Prevent by 3%/level. RANDOM in Cold Caves. Prevent Talisman: Increases Prevent by 4%/level. RANDOM in Cold Caves. Protection Ring: Increases AR by 3%/level. LOCATION: Dark Castle /RANDOM Ring of Mana: Increases MP by 30/level. LOCATION: Dark Castle /RANDOM Ring of Power: Increases STR by 20/level. LOCATION: Cemetery /RANDOM Ring of Stone: Reduces length of petrification. LOCATION: Cave of Narse /RANDOM (and 1 preset in Hills of Falaris) Ring of Toughness: Increases HP by 50/level. LOCATION: Cemetery Cave (monster) /RANDOM Ring of Wisdom: Increases INT by 10/level. LOCATION: Goblin Cave (monster) /RANDOM Soul Talisman: Prevents MP drain by enemies. Increases MP by 20/level. Speed Ring: Increases swing speed of sword. LOCATION: Ashram /RANDOM Strike Ring: Increases Damage by 2%/level. Increases IMPACT. LOCATION: Hills of Falaris /RANDOM Sword Ring: Increases Damage by 5%/level. LOCATION: Underground Canyon /RANDOM Thunder Ring: Increases Resist Lightning by 10/level. LOCATION: Underground Canyon /RANDOM Time Ring: Decreases charge time to use ancient powers. LOCATION: Dark Temple /RANDOM Wizard Ring: Increases INT by 10/level. Increases MP by 20/level. LOCATION: Dark Temple /RANDOM *************** 5.6 Accessories *************** NOTE: An item with no plus is level 1. Each plus adds a level, so an item with +3 would be a level 4 item. On Location, most items are randomly found in chests or dropped by enemies. If this is otherwise I will give a location, in case of xxx/RANDOM, xxx is where *I* first encountered said item. Your mileage may vary. Boots: Increases STEP LOCATION: Cemetery Cave (tutorial) Cloth Belt: Increases HP by 100/level. LOCATION: Goblin Fort, parapet /RANDOM Cold Coat: Increases Resist Cold by 10/level. LOCATION: Dark Castle /RANDOM Fire Coat: Increases Resist Fire by 10/level. LOCATION: Dark Forest /RANDOM Guarding Belt: Increases Parrying by 20/level. LOCATION: Dark Forest /RANDOM Heavy Boots: Increases AR by 3%/level. Prevents knockdown. Decreases STEP LOCATION: Goblin Fort (jail) /RANDOM in Cold Caves. Ironguard Boots: Increases AR by 5%/level. Decreases STEP LOCATION: Cemetery Cave (tutorial) Leather Boots: Increase Lightning Resist by 10/level Increases STEP LOCATION: Pyramid 1st Floor (Dark Elf Village) /RANDOM Levitation Cape: Prevents knockdown and avoids ground based traps. Increases DEX by 5/level. LOCATION: Dark Castle /RANDOM Magic Resist Coat: Increases Resist ALL MAGIC by 20%/level. LOCATION: Ashram /RANDOM Protection Belt: Increases AR by 5%/level. LOCATION: Underground Canyon /RANDOM Rabbit Buckle: Increases Parrying by 40/level. Decreases AR by 5%/level. Silent Boots: Increases DEX by 30/level. Increases STEP. LOCATION: Dark Castle /RANDOM Soul Buckle: Increases AR by 3%/level. Prevents MP drain by enemies. Soul Cape: Increases DEX by 10/level. Increase MP by 10/level. Prevents MP drain by enemies. LOCATION: Dungeon, Skeleton King /RANDOM Speed Boots: Increases DEX by 5/level. Increases STEP LOCATION: Dark Forest/RANDOM Thunder Coat: Increases Resist Lightning by 10/level. LOCATION: Dark Castle /RANDOM Turtle Buckle: Increases AR by 10%/level. Decreases Parrying by 10/level. LOCATION: Underground Canyon /RANDOM Wilderness Boots: Increases STR by 10/level. Increases DEX by 20/level. Increases INT by 5/level. LOCATION: Dark Temple /RANDOM ************** 5.7 Miscellany ************** On Location, most items are randomly found in chests or dropped by enemies. If this is otherwise I will give a location, in case of xxx/RANDOM, xxx is where *I* first encountered said item. Your mileage may vary. Decoding Book: Unlocks magically sealed doors. Unlimited use. LOCATION: Dungeon, Lizard King Decoding Scroll: Unlocks magically sealed doors. One use. LOCATION: Various Efreet Wall: A wand that allows you to cast thunder bolts from the items menu. (Uses MP) LOCATION: Temple of Kardis Elixir: Fills HP and MP. LOCATION: Dark Forest /RANDOM Empty Bottle (large): Fill with healing potion at wells, holds 4 doses. LOCATION: Tutorial dungeon/Medallion Quest ( medallions) Empty Bottle (medium): Fill with healing potion at wells, holds 2 doses. LOCATION: A couple are in the starting dungeons, random after that. Empty Bottle (small): Fill with healing potion at wells, holds 1 dose. LOCATION: RANDOM Freezing Potion: Adds cold element to your attacks temporarily. LOCATION: Dark Castle /RANDOM Handbell: Ring to make noise (attract monsters, infinite use) LOCATION: Dark Forest (chest) Healing Potion: Fills HP. LOCATION: I think the tutorial is the only place you get one of these. Heat Potion: Adds fire element to your attacks temporarily. LOCATION: Dark Forest /RANDOM Immortal Potion: Makes you temporarily invulnerable. LOCATION: Medallion subquest /RANDOM in Cold Caves. Lockpick: Used to open locked iron chests. LOCATION: Everywhere, also can duplicate them. Lucky Potion: Prevents critical hits by enemies. LOCATION: RANDOM Magic Crystal: Completely fills your MP. LOCATION: Various places, can also ask for one at Goblin Fort. Refresh Stone: Potion that cures petrification. LOCATION: Cave of Narse /RANDOM Ruselb's Head: Proof that you have killed Ruselb, give it to Narse. LOCATION: Ruselb... (Dark Forest) Shoedle's Head: Proof that you have killed Shoedle, give it to Narse. LOCATION: Shoedle... (Dark Temple) Skull Statue Key: Needed for entrance to Dark Castle. LOCATION: Narse gives it to you. Thunder Wall: A wand that allows you to cast thunder bolts from the items menu. (Uses MP) LOCATION: Room of Resurrection (the room Wart revived you in) after killing Kardis Transform Book: Allows you to switch with piece of equipment has your engraved ancients. LOCATION: Goblin Fort Smithy after you have reached Dark Elf Village. *_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_* SECTION 6 - MAGIC *_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_* ****************** 6.1 BOOK LOCATIONS ****************** Book of Black Magic: Dungeon, Demon Lord Dungeon, Hell Lord Dark Castle (1st Floor) Book of the Dead: Goblin Cave Medallion subquest Dark Castle (2nd Floor) Book of Fire: Pyramid 2nd Floor (Dark Elf Village) Dark Temple (4th Floor) Cold Caves (Level 7 Boss) Book of Recall: It is given to you by Wart after you finish the Goblin Fort. Book of Visions: Abandoned building in north of Dark Elf Village. Hills of Falaris (Altar room) Dungeon, Paddle Queen Book of Walls: Pirates' Room (Dark Elf Village) Cave of Narse (Chest near Lizardmen) Dark Castle (3rd Floor)Book of the Wind: Pyramid Ground Floor (Dark Elf Village) Dark Temple (3rd Floor Boss) Dark Castle (Top Floor) ********************** 6.2 SPELL DESCRIPTIONS ********************** Spells are listed with their button combinations in parentheses, followed by their base cost, and lastly the book requisite to have the spell. Acid Fog (YXAB) Cost: 40 - Book of Black Magic 3 This spell damages all enemies on screen. DAMAGE = MAG/4 Animate (AXYB) Cost: 10 - Book of the Dead 1 This spell will raise one dead enemy to be an undead companion. It will last until the zombie dies (whereupon it gets raised again) The zombie will not follow you between areas, but it will still be there if you return to the area without summoning a new zombie. The zombie has less damage/armor than it did in life. Unknown what MAG does, assumably affects level of enemy targetable. Bonfire (YYY) Cost: 10 - Book of Fire 1 This spell damages any enemy standing on the bonfire continuously. DAMAGE = MAG +20 (Continuous but slow) Cage (XXYXX) Cost: 25 - Book of Walls 3 This spell creates a square field of walls at the targeted area. HP of the walls increases with MAG. Control Dead (YBAX) Cost: 50 - Book of the Dead 3 Same as Animate, the creature has full damage/armor. Fire Cage (YYBYY) Cost: 30 - Book of Fire 3 This spell creates a square field of fire damaging any enemies in it. DAMAGE = MAG +30 (Continuous) NOTE: You can stack fire cages for faster damage. Firewall (YYXY) Cost: 20 - Book of Fire 2 This spell creates a wall of fire damaging any enemies in it. DAMAGE = MAG +20 (Continuous) NOTE: You can stack firewalls for faster damage. Ghost (AAXA) Cost: 20 - Book of Visions 2 This spell creates a "ghost" scout that you can use to explore the area. If it is hit by an enemy it is immediately dispelled, and it cannot pass thru walls or enemies. MAG affects duration. Gust (BBAB) Cost: 20 - Book of the Wind 2 This spell does damage to everything on screen and knocks them back in the targeted direction. DAMAGE = (MAG/8)+1 Invisible (AABAA) Cost: 20 - Book of Visions 3 This spell makes you invisible so enemies cannot see you, in conjunction with STEP S you can sneak past enemies, fairly useless by itself. MAG affects duration. Mirror (AAXX) Cost: 3 - Book of Visions 1 This spell creates 2 duplicates of you who stand there to distract enemies. MAG affects duration. Recall (AAA) Cost: 0 - Book of Recall This spell will allow you to return to the Goblin Fort as long as you are not currently in a sub-quest dungeon or fighting a boss/sub-boss. Sphere (BYXA) Cost: 50 - Book of Black Magic 2 This spell creates a hemisphere centered on the hero that deals damage. DAMAGE = MAG Stone Curse (ABYX) Cost: 45 - Book of Black Magic 1 This spell does a little damage and petrifies the target. DAMAGE = MAG/10, MAG also affects duration, some foes are immune. Tornado (BBB) Cost: 10 - Book of the Wind 1 This spell does damage in a small radius around the hero. DAMAGE = MAG+1 Tower (XXX) Cost: 5 - Book of Walls 1 This spell creates one square of wall at the targeted area... pretty useless. HP of the wall increase with MAG. Vortex (BBYBB) Cost: 30 - Book of the Wind 3 This spell deals damage in a decent radius around the hero, remains where it was cast for a short period of time, and can get multiple hits, very damaging, very useful. DAMAGE = (MAG * 2) +20 Wall (XXYX) Cost: 15 - Book of Walls 2 This spell creates a wall at targeted area. HP of the wall increases with MAG. Wonder Dead (XYBA) Cost: 20 - Book of the Dead 2 Same as Animate, the creature has better damage/armor. *_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_* SECTION 7 - SUB-QUESTS (DUNGEONS & DRAGONS) *_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_* Goblin Fort Exchange: Hell Talisman - 300 Mithril Pierce of Ear - 600 Mithril Leather Boots - 900 Mithril Rabbit Buckle - 1200 Mithril Wizard Ring - 1500 Mithril Magic Resist Cape - 1800 Mithril Prevent Ring - xxxx Mithril 1 Medallion : Immortal Potion 2 Medallions: Empty Bottle (large) 4 Medallions: Book of the Dead 7 Medallions: Heavy Boots +1 10 Medallions: Pierce of Trap 13 Medallions: Pierce of Echo 17 Medallions: Gothic Heaven Shield 21 Medallions: Gothic Heaven Helm 25 Medallions: Gothic Heaven Armor 29 Medallions: Wind Hilt 30 Medallions: Fight with Green Dragon () Dungeon, Cyclope - Ancient: Blood Curse Items: Medallion, Mithril: 10000(boss) This should be easy, if you get knocked down a lot increase parry or durability. Otherwise, increase damage or HP. Dungeon, Dark Priest - Ancient: Magic Storm Items: Medallion, Mithril: 20000(boss), Medieval Blade This dungeon can be a doozy, the wind bolts can knock you down or stun you. You can be hit by a barrage of magic reducing your HP in no time. I found a long weapon and wall were the best way for me to go, cast a wall between you and the enemies, then hit them through it with a long weapon... cheap but hey, it's 40 on 1. Watch your HP here, and heal with a WIDE margin before death. Dungeon, Dark Shaman - Ancient: Elf Killer Items: Medallion, Mithril: 3000(subboss)x2 9000 (boss), Elf Rapier Troubles here can usually be solved with Elf Buster/Resist Lightning. To get past the shut door, kill the subbosses in the side rooms, then destroy the pillars that appear. Dungeon, Demon Lord - Ancient: Sword of Thunder Items: Medallion, Mithril: 10000(subboss)x2 20000(boss) Book of Black Magic Well, HP and Magic Power... and Fire wall (yea, you're probably sick of my fire wall suggestions, but it's a lot easier than meleeing against 4 arms, great demons with their stun lightning, let alone the Demon Lord, and the super demon sidekick she has with one heck of a scythe swing). I also hope you've pumped that Demon Buster, as the first 2 rooms while doable with fire wall, are much faster/easier in just good ol' melee combat. I highly suggest you use the Magic Storm(helmet) Pain to Mana(shield) combination here, for infinite mana. You can use Mana to Flesh if you want on your sword, or if you're willing to sacrifice HP for an easier start, use sacred sphere. (You can use it then lure the enemies in the first 2 rooms into it, but it's too slow for the main room). IF you really feel like making sure, use 2 weapons and the Transform Book. Once you get in the main room, fire wall away, and start running back and forth, avoiding the top half of the room at all costs. (You don't want the big guns to come out to play yet). Once you've cleared all the bottom enemies, cast a few fire walls into the middle of the room, then move up to just below them to get the last few demons attention, run south a bit, and let them burn. If you're lucky this will take out the 2 lightning throwers. Either way, you will now have to spend about 75% of your time running, and about 25% of the time casting a fire wall or two. If the scythe wielding demon gets close, you can take it out in melee (assuming you're not going to get pummeled by spells). Just watch your HP as it packs a wallop. I would not recommend meleeing the Demon Lord, as she packs a mean punch and can stun, and can unload magic spells in rapid fire chimera fashion.
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