Sorcerian FAQ/Guide (DOS)
April 6, 2006 v1.1
dammit9x at hotmail dot com
Copyright 2006
This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any unauthorized web site or as a part of any public display is strictly
prohibited and a violation of copyright.
--------------------------------------------------------------------------------
In times beyond memory, people
fought for their lives in a world
where monsters and magicians held
sway in places of power and mystery.
In those days, heroic adventurers
went forth on perilous journeys to
prove their courage against their
foes in battles to the death.
They were called .........
SORCERIAN
Copyright (c) 1987,1990 FALCOM
Copyright (c) 1990 SIERRA ON-LINE
ABOUT SORCERIAN
Sorcerian debuted in 1987 for the PC-8801, an old PC produced by NEC. (For
reference, this was the same year Zelda was released on NES.) It featured what
today are considered standard elements in any action-RPG video game: customiz-
able parties, a dynamic statistic and level-up system, upgradable equipment,
and plenty of dungeon-crawling challenges. Later addon packs brought new
features (such as the sound test) and many new scenarios to the original. Since
then it has been ported to many platforms, including Windows, Sega Mega Drive
(Genesis) and Dreamcast, NEC PC Engine (Turbo Grafx) and even mobile phone.
The Mega Drive port is notable because it had only 10 scenarios, but all were
unique to that version. Many soundtracks and art collections have been
released. However, it has never been well known in the West due to a lack of
interest in foreign markets on the part of Falcom.
Sorcerian was only ported to English speakers once. In 1990, a version was
translated and distributed in North America by Sierra On-Line for the Microsoft
DOS platform. That is the version for which this FAQ was written. The DOS
version has the 15 original missions, along with the game improvements brought
by the 1988 Utility pack. It is probably a faithful port of one of the versions
for NEC PC. However, it lacks the mission packs that were available for other
PC systems (which increased the number of scenarios to 50) and is technically
inferior to later versions such as the Turbo CD. It is the only option for
English speakers though.
It is of note that Sorcerian is part 5 of Falcom's "Dragon Slayer" series, a
collection of games related only by fantasy theme:
I. Dragon Slayer
II. Xanadu (includes the familiar Faxanadu for NES)
III. Romancia
IV. Dragon Slayer Chapter IV
V. Sorcerian
VI. Dragon Slayer Legend of Heroes
VII. Lord Monarch
VIII. The Legend of Xanadu
***************************************
TABLE OF CONTENTS
I. GAMEPLAY GUIDE
1. CONTROLS
2. MAIN MENU
3. CHARACTER GENERATION
4. CHARACTER PARAMETERS
5. CHARACTER OCCUPATIONS
6. TOWN MENU
7. TIPS FOR BEGINNERS
8. SAVE HACKING
II. WALKTHROUGH
CONVENTIONS
1-1. THE STOLEN SCEPTER
2-1. MASTER OF THE DARK MARSH
3-1. THE GARDEN OF THE GODS (3 character limit)
1-2. THE LOST TALISMAN
2-2. THE DRAGON KING (3 character limit)
3-2. THE CAVERNS OF ICE
1-3. LUCIFER'S FLOODGATE
2-3. RIDDLE OF THE RED JEWEL
3-3. THE CURSE OF MEDUSA (3 character limit)
1-4. THE CURSED OASIS
2-4. THE DARK MAGICIAN (3 character limit)
3-4. THE MISSING MAGICIAN
1-5. THE TOWER OF THIEVES
2-5. THE CURSED SHIP (3 character limit)
3-5. THE WATER OF LIFE
III. TABLES
1. "MAGIC"
2. "HERBS"
3. "CHART"
CLOSING
***************************************
I. GAMEPLAY GUIDE
1. CONTROLS
Menu & Town Controls:
Arrow keys/Number keypad = Move cursor
Z/Enter = Choose/Yes
X/Space = Cancel/No
Ctrl-Q Immediately quit program
Scenario (Combat) Controls:
Arrow keys/Number keypad = Move & Jump; Use Up to search, use items, etc.
Shift + move keys = Sprint; You can only sprint for a few seconds at a time
Z/Enter = Magic
X/Space = Attack
F1 View control help
F2 Toggle music
F4 Toggle SFX
F5 Save ("quicksave")
F7 Load ("quickload")
C Change character order (Very important)
E View equipment and select magic; Use potions
I View treasure and exp found so far
M Monster information (The party leader must have monster knowledge.)
P View stats
S Set speed (5=normal)
T Toggle pause
Capslock Toggle popup HP/MP window
Ctrl-Q Immediately quit program
A joystick or gamepad also works, if installed.
The stick/directional pad functions as the arrow keys/number keypad.
Buttons 1 and 2 function as Z/Enter and X/Space, respectively.
2. MAIN MENU
START ADVENTURE: First choose one of the 3 available mission suites, then
choose one of the 5 missions. In general, the difficulty increases from the
1st to 5th mission. Scenarios can be repeated, and taken in any order.
(Although it may be impossible to complete if the party is too weak.) A party
must first be organized.
ADVANCE TIME: Passes one year.
VIEW PARTY: View the status of party members. A party must first be organized.
VIEW CHARACTER: Same as VIEW PARTY but works with disbanded members instead.
ORGANIZE PARTY: Choose up to four members to be in a party. A member must be
fully equipped in order to join. Some scenarios only allow parties with up to
3 members, because you will be joined by an NPC.
CREATE CHARACTER: Begin character generation process. (See below.)
The maximum number of characters is 10.
DISBAND PARTY: Un-organizes a party, if one exists.
REMOVE CHARACTER: Permanently deletes a character.
GO TO TOWN: Characters can do business in town. The party must be disbanded.
CHANGE OCCUPATION: Choose a different job for a character, which determines the
annual income, exp, and stat modifications. The available jobs depend on the
class, age, and sex of the character.
SAVE CHARACTERS: Save the state of all characters to one of slots from 1-9.
The save files are created in the directory ./USER/ and are named SAVE# where
# is 0-9. There is a sample set of characters provided in slot 0, which can't
be overwritten. Of course, you can copy, rename and remove save files through
your filesystem.
LOAD CHARACTERS: Load character state from one of 10 slots from 0-9.
QUIT (CTRL-Q)
FIGHT DRAGON: Starts a mini-scenario in which you must fight some powerful
dragons. This option only appears if all members of the organized party have
completed all 5 scenarios of one of the mission suites.
The dragons can deal damage extremely fast and can take a lot of damage in
return. The dragons you fight are:
-pair of Hydras (from 1-1. THE STOLEN SCEPTER)
-Blue Dragon (from 2-4. THE DARK MAGICIAN)
-Vadis (from 2-2. THE DRAGON KING; remember to attack tail-first)
-a unique Red Dragon
Some of your abilities are disabled for this scenario. You cannot:
-Sprint (shift key)
-See monster info (M key)
-See inventory (I key)
-Save or Load
-Leave the level
The only way to leave is to win, and there is no exp or treasure reward.
3. CHARACTER GENERATION
After entering a name, you need to choose a race and sex; These determine the
initial stats of the character:
Characters get a random number of bonus points from 3-5. Select a stat and
deduct points with Space and increase with Enter. To discourage excessively
specialized characters, reducing a stat below its initial value costs two
points per single bonus point yielded. Stats cannot be reduced beyond 0 or
increased beyond 10, which is the maximum for level 0 characters.
Bonus points can also be gained by aging the character; each increment yields
one point. (See the below table on Age for information on increments.) Aging a
character should be considered a handicap, as stats can be gained faster (in
game years) by training. The initial stats are largely trivial for this reason.
More important is the racial makeup of the party. Fighters and Wizards live
the shortest but level the fastest, while the opposite is true of Elves. (See
section below.) Further, the Fighters and Dwarves equip weapons, armor and
shields, while Wizards and Elves wear staffs, robes and rings. This is
important because the treasures found in the scenarios can only be used by some
characters.
All characters start with no items, at level 0 with 0 exp and 50 gold.
4. CHARACTER PARAMETERS
HP Determines how much damage a character can take. In scenarios, HP can be
regenerated by standing still and not using weapons or magic for awhile.
MP All spells except the version of Flame on the Wooden Cane cost MP to cast.
When not full, MP constantly regenerates. Max HP and MP depend on level.
STR (Strength) Determines weapon damage;
characters with STR 0 or less cannot swing weapons
INT (Intelligence) Determines magic damage;
characters with INT 0 or less cannot use magic
PRT (Protection) Reduces damage from physical attacks
MGR (Magic resistance) Reduces damage from magic attacks
VIT (Vitality) Required to open doors; only the party leader needs it
DEX (Dexterity) Helps avoid traps; only the party leader needs it;
Not necessary with Traps knowledge.
KRM (Karma) Reduces exp required for level-up; lowers cost of goods and
services in town; reduces time required to enchant items with magic;
determines disposition of store owners; decreases annual income; plays a
role in whether the character can be resurrected at the Temple
MAX (Maximum) Determines how high stats can go. The negative of MAX is the
minimum value. Enchantments can bring the stats above the maximum.
MAX depends on level.
Scenario number Required VIT to open doors
1 5
2 10
3 15
4 20
5 25
Character's KRM Alignment Enchantment time Proprietor's appearance
16 and above "Good" 1 year Beaming with eyes closed
-15 to 15 "Neutral" 3 years Ordinary
-16 and below "Evil" 5 years Strongly displeased
Level: Level determines the character's max HP and MP, and the MAX stats.
Max HP = 200 x level, except for 100 HP at level 0
Max MP = 25 x (2 + level) up to 250 at level 8
MAX stats = 5 x (2 + level) up to 50 at level 8
The exp required to reach the next level is:
exp = N x (1 + current level) x (100 - KRM)
where is N is 2 for Fighters and Wizards, 3 for Dwarves, and 6 for Elves.
Note that level-ups do not occur automatically, but must be recieved from the
Throne Room in town. The exp needed to level up is deducted from the amount
shown in the status screen when the level-up occurs. This means that the shown
exp is less than the total earned exp.
Knowledge: There are four Knowledge skills learned at the Training field.
Items: The character can Appraise items found in scenarios.
Traps: The character defeats all traps when leading the party.
Monsters: Get information on monsters with the M key when leading the party.
Herbs: If the character uses a potion and has the herbs necessary to make
another potion of the same type, then the herbs are spent and another
potion is created. This makes it possible to use potions multiple times.
-Characters can learn more than one of the Knowledge skills.
-Getting hit by a Memory Loss trap causes all Knowledge to be lost.
The inventory is arranged like this:
Item no. Type Color
1 Arm or Staff Bright
2 Armor or Robe Bright
3 Shield or Ring Bright
4 Potion Bright
5 Equipment or potion Dim
6 Equipment or potion Dim
The bright colored items are active (equipped). In scenarios, they can be
used to cast magic and affect stats if they are enchanted. To equip a backup
item, select the equipped item of the same type and press Enter. Press Enter
over the item to drink it or make it activate its magic, when the magic button
is pressed in combat. You can also choose to use no magic.
Note that using potions gives the benefit to the entire party. However, items
and gold cannot be passed between characters.
Age chart:
Increment Young Middle-aged Old
Fighter/Wizard 2 16-39 40-59 60+
Dwarf 4 16-59 60-99 100+
Elf 9 16-99 100-199 200+
Characters start at age 16 (or higher, if you choose) and naturally get older
as time passes. The races have different life spans and enter middle and old
age at different times. The races are also aged by different amounts if you
wish to gain additional stat points during character generation. (This is the
increment.) Age is responsible for the character portait and affects which jobs
can be taken. Old characters lose one point per year in a random stat, and have
a random chance of permanently dying each year.
If an old character passes away, you have the option of creating a replace-
ment character of the same race but either sex. This new character has all of
the belongings and even stats of the deceased, but starts at level 0 with 0 exp
and thus is limited to MAX 10. Presumably the replacement is a descendant.
Age can be reversed: The Rejuvenate spell, which costs 200 MP, reduces the
age of the party leader by 1 year, and stats by 3, for each casting.
There is also a way to achieve immortality, in which the character's age
never increases, stats don't atrophy due to old age, and spontaneous death
never occurs. (See the Magician entry in the Town Menu section.) Due to the
stat penalty for Rejuvenation, it really should not be used except on immortal
characters.
At the bottom is the character's Occupation. The available jobs depend on
race, sex, age and stats. Every year spent working causes a character to
undergo changes to the stats (within the bounds MAX) and gain a specific amount
of exp and annual income. (See section below for details.) These things occur
only when the character is not organized in a party and not in the midst of
training. For example, if a character sells off his equipment at the end of a
scenario (which would cause him to be disbanded), or is completing the second
year of training, the annual changes do apply.
If with the passage of time a character no longer qualifies for a job (e.g.,
due to aging) he will be "dismissed" (fired) and reverts to Farmer.
Jobs are mostly just for gradually raising stats, but in one mission, 2-2,
certain jobs are required complete the objectives.
This table lists each job along with the allowed races, ages and sexes that
can take the job. The first row of stats show what the required stats are to
take the job. The second row shows the changes that occur to the stats each
year, along with annual income and exp earned.
Note that all jobs offer an annual net gain of 1 point to stats. Annual
income given is for a character with 0 KRM. Higher KRM will DECREASE the income.
Occupation Race Age Sex STR INT PRT MGR VIT DEX KRM Gold Exp
FARMER FWDE YMO MF
+1 10 50
DRIVER F D YMO MF 2
-2 +2 +1 5 55
WRITER W E O M 20
-1 +2 10 50
SPINNER D YMO F 3
-1 +2 6 54
SINGER FW E YM F 1
+1 -1 +1 6 54
THIEF FWDE YMO MF -5
+2 -1 20 40
PRIEST W YMO MF 3 0
-2 +1 +2 2 58
MERCHANT FW E YMO MF -5
-1 +2 12 48
SAILOR F D YM M 3
-2 +2 +1 8 52
FIGHTER F DE Y MF -4
+2 -1 +1 -1 15 45
CLOWN W E Y MF 1 0
-2 +1 +2 5 55
BARBER* WD O MF 15 18
+1 10 50
COOK W E YMO MF -3 1
+1 4 56
HUNTER F DE YMO M -3
+2 -1 10 50
SHAMAN W E YMO M 1 0
-1 +2 -1 +1 15 45
EXORCIST W YMO M 4 3
-1 +1 +2 -1 10 50
SPY FW E YM M -10 1 -5
-2 +2 +1 20 40
DOCTOR FW E YMO M 8
-2 +2 +1 16 44
NURSE FW E YMO F -5 1
-1 +1 -1 +2 8 52
BAKER FW E YMO MF -5
-1 +1 +1 5 55
Occupation Race Age Sex STR INT PRT MGR VIT DEX KRM Gold Exp
FISHERMAN F D YM MF 2
-1 +2 8 52
CARPENTER F D YMO M -15 3
+1 +1 -1 8 52
SCULPTOR FWDE O MF 10
+1 15 45
BLACKSMITH F D YMO M -15 3
+1 +2 -2 8 52
PHARMACIST FW E MO MF 10
-1 +2 8 52
WOODCUTTER F D YM M 3
+2 -1 +1 -1 6 54
MISSIONARY W YMO MF 3 0
-1 +1 +1 2 58
MORTICIAN FW O M
+1 3 57
BODY GUARD F DE Y M -3 1
+2 -1 +1 -1 15 45
MINSTREL W E YMO M -3 0
-2 +2 +1 8 52
ALCHEMIST W YMO M 4
-2 +3 6 54
WINE MAKER FWDE YM MF
+2 -1 4 56
MERCENARY F DE YM M -3 1
+1 -2 +2 +1 -1 8 52
GRINDER F D YM MF 2
-1 +2 4 56
BEGGAR FWDE YMO MF
+1 +1 -1 8 52
DANCER E Y F 3 1
-1 +2 8 52
FLORIST FW E YMO F -5
+1 4 56
LOCKSMITH D MO MF 15
+1 6 54
MIDWIFE FW MO F 5 8
-1 +1 -1 +2 12 48
TAILOR WDE YMO F 2
-1 +2 10 50
Occupation Race Age Sex STR INT PRT MGR VIT DEX KRM Gold Exp
FORTUNE-TELLER W E YMO MF -3
-2 +1 +2 6 54
MINE WORKER F D YM M 3
-1 +2 10 50
FABRIC MAKER WDE YMO F -15
+1 5 55
TRANSLATOR DE YMO MF -15
+2 -1 12 48
CHARCOAL BURNER F D YMO MF 2
-1 +2 4 56
BAMBOO WORKER D O MF 20
-1 +2 12 48
FERRY MAN FW YM M 1
+2 -1 8 52
HERB PICKER W E YMO MF -3 1
-1 +2 6 54
SHEPHERD BOY FWDE Y MF
-1 +2 8 52
GRAVE KEEPER FWDE O M
+1 3 57
HOUSEKEEPER FWDE YMO F
+1 6 54
HORSE TRAINER DE M MF
+1 +1 -1 10 50
JEWELRY ARTIST D O MF 20
-1 +2 15 45
BASKET MAKER F D O MF 18
+1 8 52
STONE MASON D YM MF 3
-1 +2 8 52
SHOE MAKER F DE O MF 5 15
-1 +2 6 54
STUFFED TOY MAKER F D O MF 18
-1 +2 8 52
BOWMAKER, BOWYER F E O MF 15 18
-2 +1 +2 10 50
CHEESE MAKER F D YMO F
-1 +1 +1 6 54
HAIR DRESSER FWDE MO F 8
+1 6 54
* Evidently, "Barber" was a mistranslation of "Paper maker."
6. TOWN MENU
WEAPON SHOP: Here you can buy basic equipment. There is no selection--only the
basic goods are available. Fighters and Dwarves take a weapon, armor and
shield while Wizards and Elves take a rod, robe and ring.
However, it should be noted that the Wizard and Elf equipment can cast
spells, even though they are unenchanted. Enchanting these goods will cause
the free spell to disappear.
Wooden Cane Special weak version of Flame which costs no MP to cast
Cotton Robe Shield
Crystal Ring Heal
MAGICIAN
ENCHANT THIS ITEM: You can imbue your equipment with magic of any of the 7 gods.
The purpose is to increase the wearer's stats and to impart magic spells.
The boost to the stats takes place immediately, but imbuing the spell takes a
number of years. (See KRM discussion above.) Each character can only have one
piece worked on at a time.
The base cost of enchantment, prior to KRM adjustment, is:
Cost in gold = 10 x (1 + Sum of existing enchantments)
Wearing an enchanted item increases your stats, and it is possible to go
beyond the maximum in this way. (However, the effect only takes place during
scenarios, which means that KRM bonuses cannot be exploited.) Each god
increases a particular stat, (see the Elder section for details) and the item
can be enchanted multiple times by the same god, but complications arise when
one or more gods are present on the item when it is enchanted.
No interference: There is no heterogenous enchantment on the item. This
includes the case of an unenchanted item. The result is simply to add +1 to
the god in question.
Single interference: There is one heterogenous enchantment. Most combina-
tions give the ordinary result (indicated by the . in the tables below), but
some have unusual effects. The following two tables are equivalent; the top
shows changes made to the initial state (indicated by + and -) while the
bottom instead shows the final state, assuming the initial state had 1 level
of the prior god. An X indicates a loss of the prior god with no gain.
(Prior enchantment is vertical on the left, added is horizontal on the top.)
Mars Mercury Jupiter Moon Sun Venus Saturn
Ma . . -Ma +2Ju . -Ma +2Su . .
Me -Me +2Sa . . -Me +2Mo . -Me .
Ju . +Ma . . . . -Ju
Mo -Mo . . . -Mo+Su+Ve . .
Su . +Me-Su+Ve . . . +Ju .
Ve +2Ma -Ve . +Ju+Mo-Ve . . . +Ma-Ve+Sa
Sa +Sa . . . . . .
Table adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/town/esther.html
Ma Me Ju Mo Su Ve Sa
Ma . . Ju2 . Su2 . .
Me Sa2 . . Mo2 . X .
Ju . MaJu . . . . X
Mo X . . . SuVe . .
Su . MeVe . . . JuSu .
Ve Ma2 . JuMo . . . MaSa
Sa Sa2 . . . . . .
Multiple inferference: There is more than one heterogenous enchantment.
These are handled on a case by case basis in the table below. This assumes
you are starting with 1 each of the prior enchantments. Note that the table
can be partially predicted by superposing the results from multiple single
interference enchantments. (i.e. regard them as simultaneous)
Table adapted from: http://homepage2.nifty.com/tkdate/Pc88_98/town/esther.html
Prior: Added: Change: Result: Net:
. Me. Mo. . . Ma -Me-Mo+2Sa Sa2 0
. Me. . . Ve. Ma +Ma-Me-Ve+2Sa Ma Sa2 +1
. Me. . . . Sa Ma -Me+2Sa Sa3 +1
. . . Mo. Ve. Ma +Ma-Mo-Ve Ma -1
. . . Mo. . Sa Ma -Mo+Sa Sa2 0
. . . . . VeSa Ma +Ma-Ve+Sa Ma Sa2 +1
. Me. Mo. Ve. Ma -Me-Mo-Ve+2Sa Sa2 -1
. Me. Mo. . Sa Ma -Me-Mo+2Sa Sa3 0
. Me. . . VeSa Ma +Ma-Me-Ve+2Sa Ma Sa3 +1
. . . Mo. VeSa Ma -Mo-Ve+Sa Sa2 -1
. Me. Mo. VeSa Ma -Me-Mo-Ve+2Sa Sa3 -1
. . Ju. Su. . Me +Ma-Su+Ve Ma Ju Ve +1
Ma. . . . Ve. Ju -Ma+2Ju+Mo-Ve Ju2 Mo +1
Ma. . Mo. . . Su -Ma-Mo+2Su+Ve Su2 Ve +1
. Me. . Su. . Ve -Me+Ju Ju Su 0
. . Ju. . Ve. Sa -Ju-Ve+Ma Ma -1
As for maximum enchantment, the limit seems to be 3 for any god if done
directly and 5 if done indirectly (via single or double interference).
However, many treasures can be found with initial levels above these limits.
Here is a more involved example, starting from scratch and producing a
Dragon Slayer item:
Add: Result:
Ma x3 Ma3 . . . . . .
Su x3 . . . . Su5 . .
Ma x3 Ma3 . . . Su5 . .
Mo x3 Ma3 . . Mo3 Su5 . .
Sa x3 Ma3 . . Mo3 Su5 . Sa3
Me x3 Ma3 Me3 . Mo3 Su2 Ve3 Sa3
Ju x1 Ma2 Me3 Ju2 Mo4 Su2 Ve2 Sa3
It's possible to keep going from there, but you get the idea.
REMOVE A SPELL: Cures a curse, same as Un-curse potion.
RESURRECT THE DEAD: Raises a dead character for a fee. Another character must
do this on the dead one's behalf. This costs a fee, which depends of the
deceased character's age, level, and time dead, and is unaffected by KRM.
The resurrection has a chance of failure, which increases as the years go by
and also depends on the age of the deceased, with young characters having the
best outlook, and Old the worst.
Chance of resurrection
Years dead YOUNG MIDDLE-AGED OLD
1-3 100% 100% 100%
4-9 90% 80% 50%
10-19 80% 60% 20%
20-29 70% 30% 10%
Failure to resurrect obliterates the character. Successful revival, on the
other hand, confers various side effects depending on the age and time dead.
Side effect of resurrection
Years dead YOUNG MIDDLE-AGED OLD
4-9 none Random stat -1 Max HP -20%
10-19 Random stat -1 Max HP -20% Negative stats set to 0
20-29 Max HP -20% Age -10 years Immortality
Immortality means the character will no longer increase in age and will not
perish from old age. The age can still be decreased by the Rejuvenate spell.
GIVE ME BACK ITEM: Takes back the item being enchanted. If you interrupt the
process before it's done the god's bonus still remains--in other words, that
part is added instantly. The spell, however, will not be ready. Instead it
will be present as a locked spell.
HERBALIST SHOP
PLEASE PREPARE THESE HERBS: Select herbs in the character's inventory with
which to make a potion. See the CHARTS section for all formulas.
I WANT TO BUY A POTION: Buy a premade potion. The pre-KRM costs are:
Heal 20
Resurrect 50
Cure 20
Melt 20
Un-Curse 20
Stone-Flesh 20
Senility 10
Still 100
I WANT TO MAKE A CONFESSION and I WILL DONATE 20 GOLD
Doing both in one year will raise KRM by 1 point, but only if it is negative.
This only works once per year.
I WANT TO PRAY
This affects a character's ability to resurrect a dead comrade with the
option below. A character's prayer count is tracked in the save file; Praying
more than once a year offers no additional benefit.
RESURRECT THE DEAD
This option can raise a dead member with no chance of failure and no side
effects. However, certain conditions, which are not entirely known at this
time, must be met. Aside from the supplicant's prayer count, the KRM of
deceased also plays an apparent role.
ELDER'S HOUSE: The Elder will appraise any piece of equipment (not potions) for
a fee. The cost is the same as what the magician charges for enchantments.
This tells you the enchantment level for each of the seven gods and what
spell effect it has, if any, when equipped. Although the Elder correctly
identifies the gods, he mixes up most of the bonus effects that the gods give:
Enchantment Bonus (Elder) Bonus (actual)
Mars INT STR
Mercury STR INT
Jupiter MGR PRT
Moon PRT MGR
Sun DEX VIT
Venus VIT DEX
Saturn KRM KRM
If there is a locked spell on the item the Elder offers to release it, for a
high price.
The elder will also offer a magic formula as part of the deal.
See the CHARTS section for all formulas.
THRONE ROOM: Once you have enough exp to level up, you must go to the king to
make it happen. The king also informs you how many exp you need to advance to
the next level.
TRAINING FIELD: Here you can enter training to boost your stats or to gain
Knowledge. Training programs last 2 years and cost a small fee. You cannot
train to boost a stat if you are at your current maximum for that stat.
Master Weapons: +5 STR
Master Magic: +5 INT
Master Defense: +5 PRT
Magic Escapes: +5 MGR
Gain Vitality: +5 VIT
Trap Escapes: +5 DEX
Conversational Skills: +5 KRM
Study Items: Gain Items Knowledge
Study Traps: Gain Traps Knowledge
Study Monsters: Gain Monsters Knowledge
Study Use of Herbs: Gain Herbs Knowledge
MUSICIAN FIELD: This is a Sound Test. You can hear any of the 59 music tracks.
7. TIPS FOR BEGINNERS
General:
-Since you control the stats, you can make a strong party out of any combin-
ation of characters, even 4 of the same race.
-To get started quickly, use the prefab party. (load slot 0)
-If the battles are too hard, train.
-If the battles are too easy, stop training.
-KRM is good to raise early for elves since it speeds up the leveling process.
-Give characters healing, restoration, and resurrection items to avoid trouble
later. Potions are good; Spells on your equipment is better.
-Since one inventory slot is reserved exclusively for potions, there's no
reason not to carry at least one potion.
-Do not feel the need to put Dragon Slayer on every item. (It's not as good as
you think.) Most treasures found in the scenarios have good spells on them.
-An inexpensive way to unlock latent spells is to apply a single enchantment
(one that doesn't change the configuration of the gods) and wait for the
enchantment to finish.
Tactics:
-If you can, use a gamepad. Even better, bind the keyboard keys to the gamepad.
-Change character order as needed. You will want to put different characters
in front depending on the situation. Your Trap man should be the one opening
doors, for example.
-The sprint key (Shift) is of extreme importance. Use it to save time, escape
monsters, make difficult jumps easier, and keep up with fast-moving bosses.
-Bosses tend to be magic resistant. Therefore it's wise to some bring characters
who are good with weapons.
-On the other hand magic is very convenient for defense, support, and dealing
with regular monsters. In particular, the Flame spell on the Wooden Cane can
dispatch monsters on the early levels easily.
-Characters with the most HP should be the the damage buffers for the weaker
characters. As such, one should go in the front and another, to a lesser
extent, should go in the back because these are the most vulnerable positions.
-Defensive spells with a fixed radius work best if the caster is in the second
position.
-In order to win exp for fighting regular monsters, you have to keep fighting
until all in the area are dead. This may be impossible if new monsters are
showing up faster than you can kill them.
-Save and load the game with F5 and F7. Each scenario has one save slot in the
./USER/ directory named SV##0, where the first # is the mission suite number
minus 1 and the second # is the scenario number minus 1. As with the Main Menu
saves, you can always manage these files from outside the game.
Treasure hunting:
-Monsters do not give good rewards for killing them. Thus it is often best to
avoid fighting. Do not underestimate the value of defensive spells for this
reason.
-Some sites need to be persistently searched to yield treasure.
-Much of the useful treasure (namely equipment) won't show up until the main
objective is completed. Search for it before leaving the level.
-A rapid method for accumulating gold is to load up on items in town, enter
a scenario, find at least one treasure, leave and sell everything (see below).
End of level process: (Saving before leaving the level is recommended, in case
you make a mistake in the following procedures.)
-First, if you have an item that can be given to the king as Tribute, you
choose whether to give it. Some Tribute items are useful (to you) as equipment.
-Each character is awarded the exp you earned during the level.
-You get a gold bonus, 1/10 of the exp, which is added to the gold pool.
-If you found at least one item you can DIVIDE/SELL/APPRAISE the item(s).
DIVIDE: Gives the item to one of the members. Tools (items with no use) cannot
be divided. Items cannot be given to characters who can't use or carry them.
If more than one character can take items, they will be given first to the
member closest to the front of the party. (You can control this by choosing
the order in which you Divide them.)
SELL: Sells the item. The price is 5 x (1 + sum of enchantments), which is
quite low, and yields only 5 gold for tools.
APPRAISE: A character with Items Knowledge can determine what use, enchantments
and spell the item has. This is the same as the identification function that
the Elder performs in town, but it costs nothing and can only be done during
this phase. You cannot unlock latent spells with this skill.
Sell personal items: You can also sell items of individual members. The sell
price in this case is enormous, particularly for armor. This is by far the
fastest way to get money. The gold from these personal sales goes directly to
the character who sold the item, not the pool.
-The proceeds from any sold treasures go into the gold pool.
-When everything is finished, the gold is distributed among the characters.
-Any treasure that is not divided or sold is forfeited.
8. SAVE HACKING
Not quite hacking. You are limited to viewing only due to the implementation
of an anti-tampering checksum at the end of the save file. You will not be able
to load the edited save file unless you also generate the matching checksum.
Nevertheless, the save file is a valuable source of information. The offsets
below correspond to the character in the first position of the non-party
roster; the party roster is at the front of the file.
Parameter Offset
Max MP 0x0405
Max stat limit 0x0406
Gold 0x040B-040C
Exp 0x040E-040F
Age 0x0414
Level 0x0417
Stats (STR..KRM) 0x0418-041E
Name 0x0420-042A
Max HP 0x042C-042D
Prayer count 0x0431
Donation status 0x0439
Item name 0x0440-044C
Item enchantments 0x0450-045D
Next item add 0x0020
Next character add 0x0100
Security checksum 0x0FFE-0FFF
II. WALKTHROUGH
CONVENTIONS
* Entrance and exit of the level
___ Floors
| Vertical walls, stairs, ropes, waterways etc. Two-way travel is possible.
^ Indicates a one-way drop.
[00] Rectangular door; Match up the numbers to see what leads where.
(00) Roundish hole in the wall; Functions as door. Some holes are small.
<00> One-way travel that leads to >00<
>00< One-way travel that leads from <00> and cannot be entered
- Links adjacent areas. (Only used in scenario 5.)
x Small letters are treasures, switches, etc. See the notes.
H Hyssop
L Lavender
G Sage
S Savory
V Verbena
? Random herb(s)
The numbering of the doors is the order you can follow to get from beginning
to end; however, since some levels do not require you to pass through every
door, and many doors need to be passed through more than once, and there is
more than one route through most scenarios, this is clearly not intended to be
a rigid order. More important is the sequence of events, because triggers, such
as throwing a switch, will need to be activated before other triggers become
available. It is not possible to get stuck--for example by using up a tool or
forgetting to pick one up, or going out of the order that the guide says.
There's always a way to proceed. The only way to really get stuck is by losing
an important character (e.g. your boss-killer or door opener)
Every scenario has at least two objectives; these will be the chief exp
earners for your characters. Since you can usually leave the level whenever
you want, it's up to you (and the preparation of your characters) how many you
want to do.
There will be no mention of monsters and no discussion on fighting bosses.
Some bosses require special procedures, which are always mentioned as part of
the story.
There are no plans to make maps for the other scenarios, because I have
found full-color, animated maps at:
http://homepage2.nifty.com/tkdate/Pc88_98/scenario/scenario.html
This site also deserves credit for the location of most of the hidden treasures.
a Get the Blue Ball to open the way downward.
b Goran is here.
Talk to him twice at any time and he'll tell you what you need to do next.
c One of the Crystals is in the lower left corner, among the spikes.
d Touch the blue switch (torch) to make door [11] appear below.
e Insert the Blue Ball to open door [09].
You will need to come back for it at some point before getting the jewel.
f The other Crystal is in one of the holes.
g Get the Jar with Water here.
h Drop your crystals into the empty jars to drain the acid-flooded room.
i This door has an Anti-Magic trap.
j Touch the gray switch to release the jewel. The acid must be drained first.
k Put some water in the jar here to remove the barrier in the acid drip room.
l Insert the Blue Ball to open door [23].
m Taking the Jewel from this demon statue sets off a Memory Loss trap.
The gray switch must be pushed before you can take it.
n Insert the Jewel into the demon statue to open door [24]. (Optional)
o The Herb is guarded by a couple of Hydras. (250 exp)
p Insert the Jewel into the demon statue to clear the way to the Scepter.
q This blockage is opened by the previous note.
r The Scepter is in a chest guarded by a bunch of orks.
Keep searching it to get a Long Sword and an herb.
Now proceed to exit the stage. After passing through door <07>, but before
leaving, go back to room [02] to find Goran's Axe.
Summary of Treasure:
Use Enchantment Spell
Savory Herb
Random Herb
Jewel Tool
Crystal x2 Tool
Jar with Water Tool
Blue Ball Ring Ju4,Su4,Ve4 Resurrect
Long Sword Arm Ma2,Su2 Flame (locked)
Goran's Axe Arm Ma3 none
Scepter Rod Me1,Ve1 Peace
Sidequest Kill the Hydras 240 exp
Tribute Give the Scepter 200 exp
2-1. MASTER OF THE DARK MARSH
-Find Leeza (the frog princess) and talk to her until she asks you to get the
Cauldron. (You have to put back the Wolfsbane, Mandragora and Beehive if you
already picked them up.)
-Get the Cauldron, bring it back, and put it on the stove.
-Leeza will ask you to collect the Wolfsbane, Mandragora and Beehive.
-The Wolfsbane and Mandragora are in the caves.
-The Beehive is behind a sealed door which needs the Moonstone and Bloodstone
to open.
-The Moonstone and Bloodstone are on opposite sides of the maze, guarded by
stone sentinels who say something different from the others. To get rid of the
guard, talk to him, leave the area, and come back to find him gone.
-Get the Jack's Flame.
-Talk to Frajiore. (Optionally, fight him for 250 XP.)
-Talk to Leeza and keep talking till she asks you to make the potion. Use the
flame and do it. Then give it to her.
-Find the Coin of Joy in a chest near the exit of the level. Give it away at
the treasure screen for 200 exp (optional).
Usable treasures: none
Sidequest Kill Frajiore 250 exp
Tribute Give the Coin of Happiness 200 exp
3-1. THE GARDEN OF THE GODS (3 character limit)
-One of the houses has a Red Seed.
-Proceed all the way to the right past the mountains until a god stops you.
-Return to the first house and the man gives you wine.
-Give it to the god and he'll open the gate, but Jupiter throws you out.
-As you approach town, you'll drop the seed.
-Leave and come back until a giant vine has grown. Climb it.
-Find Hephaestos and he'll give you a task.
-Bring him a Seed of Flame from Apollo he'll give you Golden Wine.
-Give it to Dionysius and he'll tell you about the Red Fruit.
-Get the fruit from the vine and bring it to Apollo. You'll get 20 gold...
-Talk to Venus, then find Anna on the second level.
-Bring Anna to get the Silver Harp, then let her play it for Zeus. (250 exp)
-On the way back through the mountains, find the Shield in the leftmost crevice.
-Talk to the wine man, then fight Adana. (250 exp) You'll get the Bracelet.
-The wine man, and also the shopkeeper, will give you 10 gold.
-Search the temple for 100 gold.
-Return the Bracelet to Zeus. (200 gold, 50 exp, optional)
Usable treasures:
Bracelet Ring Me1,Mo1,Su1,Sa1 Barrier
Shield Shield Ju4 none
Main objective Allay Zeus's wrath 250 exp
Main objective Kill Adana 250 exp
Sidequest Give the Bracelet to Zeus 200 gold, 50 exp
a At the center of the shrine, the forest god will give you the Gold Pedestal.
b Fight a battle with giants under the tree to get the Emerald Ring.
c Get a Jar of Sap here.
d Use the statue to open [04], setting off a Stoned trap.
Search the statue again to get the herb.
e Fight Destru here, and get the Diamond Staff (but 0 exp) after beating him.
f This door requires the Emerald Ring to open.
g Use the Jar of Sap to wake the man and unlock the talisman (and Sand Maribo).
h The wall can be easily lowered (from either side) by examining the wall
twice, then going into the nearby room and examining the sand trapdoor twice.
i These doors have Anti Magic traps.
j Sand trapdoors. You can pass through [10] once the sand is clear.
k Ria is here. She will be your helper on this level.
For now she wants you to save her uncle in the cabin.
l Climbing up the well will cause you to drop the Gold Pedestal.
Going back down to search for it will eventually reveal hidden door [16],
and simultaneously unlock [17].
You cannot go DOWN the well from the surface until dropping the pedestal.
m You can force door [13] by examining twice, but only after talking to Ria.
n Uncle is here.
o The Dungeon Key is here after saving Uncle the first time, but you won't find
it until you to talk to Ria again.
p Requires Diamond Staff AND Dungeon Key to open.
q Rescue Uncle again. He'll give you the Shrine Key.
r Requires Diamond Staff to open; this door has a Frozen trap.
s Get back the Gold Pedestal and place your Dungeon Key to keep the door open.
t Fight the Sand Maribo here, if you woke the old man. (500 exp, Optional)
u Requires the Shrine Key to open.
v Here is the Talisman. You can't get it unless you have the Gold Pedestal and
have woken the old man.
w Drop the Talisman into the bottomless pit. You can't leave with the Talisman!
x It is possible to pass through the ceiling trap room, but only once, only
after getting the Gold Pedestal, only before talking to Ria, and only from
the direction of the guard post!
y After the main objective is complete, you can find the Fog Robe at the bottom
of the well.
Summary of Treasure:
Use Enchantment Spell
Verbena x2 Herb
Savory Herb
Random Herb
Jar of Sap Tool
Dungeon Key Tool
Shrine Key Tool
Gold Pedestal Tool
Emerald Ring Ring Mo6 none
Diamond Staff Rod Me5,Su2 Gas Cloud (locked)
Fog Robe Robe Me3,Mo4 Fog Bank
Sidequest Kill the Sand Maribo 500 exp
Main objective Destroy the Talisman 500 exp
2-2. THE DRAGON KING (3 character limit)
-Try the pressure plates in the pool of water until you press them all down.
-The man in the cave will let you through the gate if you pushed the plates.
-Talk to the fairy Lili with a Fortune-Teller and you'll get the Golden Key.
-Talk to the ill priest in town with a Doctor or Nurse to heal him.
-Show the Golden Key to the healed priest and get the Hermit's Robe.
-Talk to the man with the ill wife with a Doctor or Nurse to heal her. You get
the Wise Man's Cane.
-Talk to the priest in the far right building to get the Tree Medicine.
-In the next area, enter the first open building and enter the far left house
from underneath.
-Give the medicine to the pig and get the Scroll.
-Use the Wise Man's Cane to open the barrier just before the volcano.
-Use the Golden Key to open the gate inside the cave. This frees Bibi.
-Bring the robe to the reunited Lili & Bibi to power it up.
-Bring the enchanted robe to king Caliph to heal him.
-Princess Serina can now be freed from the prison past the throne room.
-Escort Serina to the first building in the map. (100 gold, 500 exp)
-Also recieve the Necklace from the princess as reward.
-With the Hermit's Robe, you can dive into the volcano.
-If Serina is rescued, the old man at the bottom gives you the Dragon Slayer.
-If Serina is rescued, the other old man can use your Wise Man's Cane to bridge
the path to Vadis. (You can get it back by asking the old man again.)
-If you have the Dragon Slayer, Vadis can be killed. (600 exp)
-Treasures are now available:
*Talk to Caliph for the Sacred Shield.
*Talk to the king for another 100 gold.
3-2. THE CAVERNS OF ICE
-Where the path splits, keep going left.
-Get the lever in the lowest room, and note what the skeleton's message says.
-Find the 'ANGEL' sign and get one of the letters.
-Find the 'HELL' sign and use your letter.
-The ice under the 'DEMON' sign is now melted and you can swim down.
-In the A B C room, take the doors in the order the skeleton's message said.
-In the pipe room, turn off the flames.
-Back in the icicle room, climb the now-frozen waterfalls.
-Get one of the letters from the 'EVOKE' sign.
-Touch the letter V to make a hidden door appear; go in it.
-Kill Sokuram and get a letter from the now-changed sign in his room.
-Find Kahzeh and use your letters to free her. She'll give Tears of the Wind.
-Treasures are now available:
*Shield: Bottom of the Demon/God lake
*Robe: Pipe room
*Armor: Skeleton in the room where you got the lever
-Past Kahzeh's room you can fight Ekim (500 exp, optional)
a Get White Powder here. You can come back for more when you use it.
b There's a message in the torch here.
c Flip the switch (torch) here to unlock the rod in room [05].
d Read both torch messages and try pushing the rods. Eventually you will get a
message while leaving the room to try the second rod from the right. You may
have to come in and out and mess with the rods for awhile to trigger this.
e These caves were covered by the waterfalls and revealed by pushing the rod.
f These torches require a White Powder to extinguish.
Only the torch in room (10) has the Rafael Sword.
g One of the islands has the Gabriel Sword, and islands beyond have herbs.
If you kill the Krakens here, you get 2000 exp.
h This door requires the Rafael Sword to open. There is an Anti-Magic trap.
i This door requires the Gabriel Sword to open.
j Flip the switch (torch) here to reveal door [17].
k Line up the dim blocks with the flashing blocks to reveal the Silver Sword.
l This door requires the Gabriel Sword AND the Silver Sword to open.
It has a Frozen trap.
m This torch needs two White Powders to extinguish and gives the Michael Sword.
n This door requires the Michael Sword to open.
o Line up the dim blocks with the flashing blocks to reveal the Crystal Sword.
p This door requires the Michael Sword to open.
q Place the Silver and Crystal Swords to open the floodgate. (1000 exp)
You can retrieve all 5 swords on the way back to the exit.
r Sprint-jump off one of the stairs to get up behind the torch and find the Ice
Robe. The Silver and Crystal Swords must be placed for it to be there.
s After the main objective is complete, search in the back corner of the lake
to find the Armor Plate.
Summary of Treasure:
Use Enchantment Spell
Lavender x3 Herb
Sage x2 Herb
Savory Herb
White Powder Tool
Rafael Sword Arm Ma6,Sa4 Death Arrow (locked)
Michael Sword Arm Ma7,Sa3 Death Arrow (locked)
Gabriel Sword Arm Ma8,Sa2 Death Arrow (locked)
Crystal Sword Arm Ju6,Su8 Heal
Silver Sword Arm Su7,Ve7 Cure
Ice Robe Robe Me3,Ju3,Mo3,Su3,Sa2 Ice Wall
Armor Plate Armor Ju12 none
Sidequest Kill the krakens 2000 exp
Main objective Open the floodgate 1000 exp
2-3. RIDDLE OF THE RED JEWEL
-The first hut visible from the start has an elf who'll give you a Fairy Tears.
(There's another Fairy Tears already placed in one of the fairy bridge slots.)
-When you find a tall hut with a door on the lower level that you can't enter,
go in the top door and wipe out the silkworms. Now you can enter the lower door.
-The elf (Teto) will give you a letter.
-In the lower right corner of the forest, dig down into the dark spot.
-The elf (Nift) will let you pass if you have the letter.
-Deactivate the magic elevator.
-Enter the hut that the elevator was blocking.
-The elf inside will tell you something important.
-Now, if you search the nest at the far left of the second level you'll find a
Fairy Tears.
-At this point the elf in the hidden room over one of the fairy bridges will be
willing to help you. Talk to him until he tells you to go to the scales.
-The scales are now unbalanced, allowing you to get into the room on the right.
-Kill the moth. (1000 exp)
-The scales will now go the other way. In the other room is the Red Jewel.
-Bring the jewel to the hut on the right side of the first level and wash it.
-Treasures are now available:
*Hero's Shield: In the deep grass by the elevator machine
*Rod of Light: Bird's nest at the right side of the top level
*Magic Armor: In the silkworm room
*Robe: Bird's nest where you found the Fairy Tears
Usable treasures:
Rod of Light Rod Mo2,Ve10 Lightning
Magic Armor Armor Ma1,Ju8,Ve2,Sa1 Death Sound
Robe Robe Mo6,Su1,Ve4,Sa3 Demoralize (locked)
Hero's Shield Shield Ma2,Ju10,Mo1,Su1 Add to Life (locked)
Yellow Jewel Ring Ju6,Mo2,Ve6 Become Air (locked)
Main objective Kill the Giant Moth 1000 exp
Tribute Give the Yellow Jewel 1000 exp
3-3. THE CURSE OF MEDUSA (3 character limit)
-Head to the right until you reach a rock wall and a hole in the ground.
-Go down the hole and head to the left until you see the Medusa, then run away.
-Go to the right, get the Mirror Shield, and continue until the rope is offered.
-Climb the rope and meet Anna, who joins you.
-Return to the petrified people and get the Antidote from the master (Arumos).
-Enter the cave and go right until you see Medusa, then leave.
-Head back across the bridge and there is now a hole in the big tree.
-Talk to the people down the hole, then return to either medusa cave.
-The span between the caves is now accessible; get the Blue Cord there.
-Climb up Anna's rope and head right to the spring. Use the Blue Cord.
-Finally, you can kill Medusa (1000 exp)
-Try to leave the level and Anna leaves you.
-Keep going left and get attacked by Medusa's Head.
-Kill it and get the Medusa's Head item.
-Treasures are now available:
*Ring of Power: In the fireplace of the first house.
*Armor: Dead end past the bottom of Anna's rope.
*Laurel Rod: Left of middle region of Anna's rope.
*Angel's Robe: Dead end past the spring where you used the Blue Cord.
Usable treasures:
Laurel Rod Rod Ma1,Me7,Ju3,Su1 Bolt
Armor Armor Ju10,Su2,Ve2 Resurrect (locked)
Angel's Robe Robe Mo5,Ve2,Sa7 Binding
Ring of Power Ring Ju7,Mo1,Su6 Turn Spell (locked)
Medusa's Head Shield Ju7,Mo4,Sa1 Stone Touch
Main objective Kill Medusa 1000 exp
Tribute Give Medusa's Head 1000 exp
1-4. THE CURSED OASIS
Note: There are no actual doors in the level, so VIT 20 is not required.
a Battle Ruwen and his dragon here. The dragon cannot be hurt, only the wizard.
(1500 exp, Optional)
b Go down the well.
c Press down on the center blocks to change the walls and navigate this room.
d There's unlimited Oil in this storeroom but you can only carry 1 at a time.
e Oil the winches (with Fatigue traps) in rooms [13] and [14] to lower the cage.
f If you turned both winches the cage will already be lowered and opened.
g Once Kiala is free, talk to Olvana and get the Glasses to see in the dark.
h This room is dark and requires Glasses. Examine the jar until you turn it.
Jar [20] has a Spell trap, [23] has a Poison Gas trap.
The herbs in these rooms can only be gotten once both jars are turned.
i If you turned the jars the "Holy Water" should now be accessible.
j Kiala points out that your "Holy Water" is actually Acid.
When you have the Acid, go back to the kitchen. Olvana asks for Oasis Herbs.
Get the Oasis Herbs from Kiala and bring them back to Olvana.
k This door is not accessible until Olvana has the Oasis Herbs.
l Your progress is blocked by a door. Talk to Olvana to learn about the key.
m Examine one of the tall background pillars around the center to find the
Magic Key. You can't get it until Olvana tells you about it.
Use the key on the door at m.
n Use Oil to turn the jar. You must use the Magic Key before you can do this.
Jar [29] has a Poison Gas trap, [31] has a Spell trap.
o If you turned both jars you can reach the real Holy Water now.
Bring it back to Kiala for 50 gold and 1500 exp.
Summary of Treasure:
Use Enchantment Spell
Sage x2 Herb
Random Herb
Oil Tool
Glasses Tool
Magic Key Tool
Oasis Herbs Tool
Acid Tool
Holy Water Tool
Sidequest Kill Ruwen 1500 exp
Main objective Purify the oasis 50g, 1500 exp
2-4. THE DARK MAGICIAN (3 character limit)
-Take the hidden door to the left of the waterfall.
-Fight a battle with Dark Stalkers to get the Dungeon Keys.
-Now you can unlock the upper door past the waterfall.
-Find Orsa in the first cell. He'll join you.
-Back in the room before the waterfall, in the first cell go to the odd wall
and push up on it to find a door.
-Get the Moon Stone, then find the teleport room.
-Place the Moon Stone on the right-hand altar and teleport. (Katino)
-Get the Star Stone.
-Push down between the gold pillars.
-At the altars, teleport with the Star Stone but without the Moon Stone. (Dios)
-Push the stone button to lower the pyramid.
-At the altars, teleport with both stones. (Barus)
-Kill the Blue Dragon (1500 exp, Optional)
-If you kill the dragon, you can also get the Steel Sword from the corner.
-Teleport with Katino again and return to the now-lowered pyramid.
-Through the door on the top of the pyramid is the room with the Sun Stone.
(The barrier in front of it is gone if you pressed between the gold pillars.)
-Treasures are now available:
*Quartz Shield: In the room with the stone button (Dios)
*Fire Rod: In the pool of fire (Katino)
*Silver Armor: Between the gold pillars (Katino)
(You can only get these after getting the Sun Stone but before killing Ghedis.)
-With the Sun Stone in hand you can now fight Ghedis. Find him through the
lower door past the waterfall. (1500 exp)
Usable treasures:
Steel Sword Arm Ma8,Ju1,Su6,Ve2 Sun Ray (locked)
Silver Armor Armor Ju9,Mo5,Su1,Ve2 Protect (locked)
Quartz Shield Shield Ju10,Mo4,Ve2 Become Air (locked)
Fire Rod Rod Me8,Mo2,Su6 Fire Fox
Sidequest Kill the Blue Dragon 1500 exp
Main objective Kill Ghedis 1500 exp
3-4. THE MISSING MAGICIAN
-Proceed until you reach a room with red/brown sludge at the bottom. Get the
Flame Crystal from the sludge.
-Go down one level and examine the spinning orb to find out how to stop it. Use
the four small orbs to make it stop spinning.
-With that done, go back up one level and get the Red Gemstone from the orb.
-At the lava level, use the Red Gemstone in the slot to open the gate.
-In the sub-lava area, free the fairy (Kaji) with the Flame Crystal and get the
Energy Rod. Retrieve your crystal.
-Head right from Kaji to fight the Fire Demon. (1500 exp, optional)
-If you kill the demon look for the Chain Mail in the corner.
-With the Energy Rod you can open the gate in the sub-lava region, which leads
to the Morning Star.
-Now smash two spinning orbs: one near the beginning of the level and another
on the middle tower level.
-Insert the Flame Crystal to unlock the gate at the left of the lava level.
-The magician is now reachable. (1500 exp)
-Treasures are now available:
*Sacred Robe: Over the second grinding column at the beginning of the level
(You have to use a Fly potion to reach the robe.)
*Jade Ring: Search the first hole that was generating ogres
Usable treasures:
Morning Star Arm Ma8,Me6,Su2,Ve2 Meteor (locked)
Energy Rod Rod Me6,Mo2,Su10,Ve1 Fist of Air (locked)
Jade Ring Ring Me1,Ju5,Mo6,Ve4 Flame Burst (locked)
Sacred Robe Robe Ma1,Mo8,Su3,Sa5 Fire Wall
Chain Mail Armor Ju12,Ve3 Ascension (locked)
Sidequest Kill the Fire Demon 1500 exp
Main objective Free the Magician 1500 exp
a Get the Jug here.
b Fill the jug with wine.
c The man needs 3 loads of wine before you can get the key.
d Talk to the elevator operator, Oram.
e If you go back and talk to Zorak, then Oram will cooperate.
f There's a man in this room. Murder him and take his Pass.
g You need the Pass to get by the guard.
h You need the Key to get open this door.
i You can carry the Red or Blue ball, but not both at once.
j You need the Red Ball to open this gate. You do NOT need to go through it.
And if you do, the Red Ball will be returned to its starting place.
k Poison Gas trap guarding nothing.
l Press the wall to open it.
m You need the Red Ball to open this gate.
n Talk to Baron here.
o You need the Blue Ball to open this door.
p Talk to princess Zeyna; If you talked to Baron, you will get sent to the
dungeon by Garok.
q You can fight the Shadow Dragon here. (2000 exp, Optional)
r This is one room of the puzzle. (Hint: You can press the plates.)
s This is the other part of the puzzle. Approach the skeleton to read how to do
it. The solution is at the end of this section.
Also examine the skeleton carefully to get the Mark.
t You can't pass here until the puzzle is solved.
u Pressing this plate opens the escape tunnel in room [37].
v If you haven't solved the puzzle yet, this man is no help.
And if you already did, you still have to let him have the Pass.
(The escape tunnel behind him leads back to the 'winefall'.)
w There are 3 random herbs in the pots.
x Talk to Kuore to get another Pass.
You need it to interrupt the ceremony at the chapel. (site a)
y Watch the scene at the pinnacle of the castle. You can't kill it yet.
Talk to Kuore again.
z Get past the sleeping man and press the wall to fall back into the dungeon.
(You must have the Mark to do this. If you don't, you have to go back down
via the princess' room and make a round trip just to get the Mark.)
Return to site s and search carefully for Garateen.
Now return to site x and battle the demon.
Summary of Treasure:
Use Enchantment Spell
Jug with Wine
Random x3 Herb
Pass Tool
Mark Tool
Key Tool
Red Ball Tool
Blue Ball Tool
Garateen Arm Ma10,Ju3,Su6,Ve3 Sun Ray
Sidequest Defeat the Shadow Dragon 2000 exp
Main objective Slay the Major Demon 2000 exp
Solution to the puzzle:
Press down the right-hand plate in the room past the dragon (the western room).
Press down both plates in the room with the skeleton.
2-5. THE CURSED SHIP (3 character limit)
-Find the rooms of the sailors (Jeremiah, Andrew, Ezekiel) and talk to them.
-Go to the crow's nest on the middle mast. Night falls. Get the St. Elmo's Fire
from the end of the boom. (It doesn't show up in the inventory.)
-Find the room of Jacob, the murder victim.
-Search the desk to get the Hatchway Key.
-Find the door that your key unlocks, and if you have the fire, you should be
able to see in there.
-At the end of the hold, try to catch the macaw.
-Back on deck, catch the macaw at the end of the boom of the middle mast.
-Bring the bird to Tom, and he will join you.
-Escort Tom (aka Joshua) off the ship. (500 exp)
-Talk to Jeremiah and Ezekiel. Then check the empty room below Andrew's room.
-Check Ezekiel's room to find it empty. Find him in the crow's nest.
-Check Jeremiah's room to find it empty. Find him in Jacob's room.
-Go to the middle of the room below Andrew's to hear a sound.
-Go to the room where you used the Hatchway Key to find Ezekiel.
-Go back to find a body. Search it for the Desk Key.
-Use it in Jeremiah's room to read the diary.
-At the left end of the hold where you found the body, search to find a door.
-Go in to find the Bloody Axe.
-Tell the captain who the real killer is, and show the evidence. (500 exp)
-Go to the middle of the room below Andrew's and the ship will move.
-On the island, move all the way to the right to trigger some events.
-Now go to the left and talk to someone to receive the Cabin Key.
-Back on the ship, unlock Lucas's room and the desk to get the Auger.
-Head back to the hatchway room, and talk to someone you meet on the way.
-Use the Auger on the barrel in the upper left of the hatchway room to get the
Holy Water.
-Go back to the island, using the Holy Water on the way.
-On the island, fight the Archdemon. (2000 exp)
-Climb the rear (left) mast and the Golden Bottle will fall down.
Usable treasures: none
Main objective Escort Tom to safety 500 exp
Main objective Discover who the murderer is 500 exp
Main objective Kill the Archdemon 2000 exp
Tribute Give the Golden Bottle 1000 exp
3-5. THE WATER OF LIFE
-Take the first hole to fight the Pillar Demons (2000 exp, optional)
-In the large chamber dripping slime (stomach) take the Fighter's Arm.
-Navigate the guts until you find the cask. Here you and the arm part ways, and
you recieve the Tuning Fork.
-When you find a room with a tuning fork on the right, a blue orb on a colored
ornament in the middle, and a slot on the left, if you use your tuning fork
there, you hear a tone. Doing this unlocks the door with the same tone. Each of
these doors leads to a Crystal Valve. You need to retrieve your fork each time
to reuse it. However, you have to get them in a specific order or the door
doesn't get unlocked.
-First place the fork in the room with the green ornament (loud tone), and get
the valve from the room above the acid lake.
-To get back up from the stomach, you must take the muscle elevator. The
elevator needs to be activated before each use by pushing the eye in the
similar-looking room in the guts.
-Place the valve in the heart, which is in the upper-right part of the level.
-Use the fork in the room with the blue ornament (unclear tone). If this is
done and you placed the previous valve, the door to the next valve should be
unlocked. Get it.
-Now arrange the valves in the heart so the left one is placed but the right
one is removed.
-Place the fork in the room with the yellow ornament (clear tone). The door to
the last valve is unlocked if you did this and arranged the valves correctly.
-Get the last valve and bring it back to the heart. Make only the middle slot
occupied. This opens the path to the water but closes some holes.
-Treasure is now available: Check the far side of the acid lake for the Gladius.
-You will need to get to the Water of Life room by way of the clear tone door.
-Once you have the water, a Potion is available where the cask is.
-Remove all the valves from the heart to lower a barrier blocking the exit.
Here is a table to help understand the locked doors and corresponding valves:
Order Ornament color Tone Position in heart Arrange like this
1st Green Loud Right O O X
2nd Blue Unclear Left X O O
3rd Yellow Clear Middle O X O
Usable treasures:
Potion Potion Identical to Resurrect potion
Gladius Arm Ma10,Me1,Ju1,
Mo1,Su5,Ve1,Sa3 Dragonslayer
Sidequest Kill the Pillar Demons 2000 exp
Tribute Water of Life 2000 exp
III. TABLES
The following information was provided as 3 text files with the game. They
have been left unmodified. Credit goes to someone calling himself Greybeard for
providing them.
1. "MAGIC"
INTRODUCTION
In this book are written the secret principles which have been handed down from
generation to generation in our Sorcerian household.As you hold this book in
your hands,remember that you are a descendant of the Sorcerians.
In times long past, the Sorcerians servedthe Gods of the seven planets and
controlled many magical powers. In those times we lived among the Gods and never
died. We were almost like gods ourselves.
Long ages ago, as mortals count time, evil beings who opposed the will of Heaven
escaped from captivity and came to make their home among the people of the earth
At that time we acquired a new purpose; our ancestors were sent to earth by the
Gods to annihilate the evil ones.
But the earth is not like Heaven. Here the flame of life burns quickly,and they
realized it would be impossible to destroy the evil in one generation. Thus the
Sorcerians established themselves on earth as mortal beings and handed down
their sacred purpose from generation to generation.
When you have read this book, you who have inherited our blood must make a
decision; deny your Sorcerian heritage and live as normal mortals, or become a
Sorcerian adventurer, striving to achieve your ancestors' purpose and doing all
you can to destroy the evil forces of the five elements that will array them-
selves against you.
The evil ones use powerful magic and the once-godlike Sorcerians are now only
humans whose power is limited. Therefore you must learn the secrets of magic
which have been handed down through the generations.
Even though you are a Sorcerian, magic is not easy to control.It is a demanding
art which taxes your whole body, mind and spirit. You should realize that unless
your entire being has been trained, you will accomplish little but an early
death. Many techniques of might and magic must be perfected by the true ad-
venturer if the adventure is to achieve its purpose.
Before you embark on an adventure, choose companions whose desires and goals are
like yours, and who are likewise trained in the disciplines of body, mind and
spirit. When you have such a group, united in determination and purpose, go
forth and battle the powers of evil as we have been ordained to do. And may the
protection of the Gods go with you.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³THE GODS OF THE SEVEN PLANETS³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
THE SUN
ÄÄÄÄÄÄÄ
The Sun, as the source of all life, controls the power of life, vitality,
creativity, and regeneration.
Sun magic is the power of creation. When combined with Mars, it is destruction.
Sun magic also gives strength and vitality.
THE MOON
ÄÄÄÄÄÄÄÄ
As the moon drives away darkness, her magic has power over beings of the dark.
As she reflects the light of the Sun, her magic also reflects other magics. As
she controls the tides,so does her magic control the element of water.
Moon magic gives resistance against magic spells.
MERCURY
ÄÄÄÄÄÄÄ
Mercury is the God in charge of intelligence, language and communication.He is
also the God of speed and movement, and controlsthe power of the wind.
Mercury magic bestows intelligence and the power of magical offense.
VENUS
ÄÄÄÄÄ
Venusis the Goddess of harmony, balance and peace.Hers is the power to avoid
confrontation.
Venus magic is essential for any sort of purification.She can unite the warring
powers of other gods, and bestow dexterity.
MARS
ÄÄÄÄ
Mars is the God of battle, destruction and fire. Mars magic has the ability to
combine the magic of other Gods into a strong destructive force.
Mars' power is the power of offense.
JUPITER
ÄÄÄÄÄÄÄ
Jupiter is the God of justice, wisdom and luck.His power is second only to the
Sun,and grows stronger when combined with sun Magic.
Jupiter magic gives the power of healing and revival, and increases vitality.
SATURN
ÄÄÄÄÄÄ
Saturn is the God of darkness,destruction and death.He controls the forces of
the earth.
Saturn magic is an important offensive force
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³MONSTERS OF THE FIVE ELEMENTS³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
The elements which make up all life on Earth and in Heaven are earth, fire,
water, AIR and spirit. All enemies you will enconter have their being in
one of these elements.
EARTH ELEMENT MONSTERS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Every mortal thing that walks or crawls on the ground belongs to the earth
element. This includes humans and humanoid monsters. Ground-dwelling animals
also belong to this element.
FIRE ELEMENT MONSTERS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Those creatures born from heat and flame belong to the fire element. They
frequently resemble fire in some way. Fire element monsters dislike water in
any form.
WATER ELEMENT MONSTERS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Anything made of liquid, jelly or slime belongs to the water element. Monsters
which inhabit the water are also water element creatures. All such creatures
hate fire.
AIR ELEMENT MONSTERS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Creatures that fly upon the wind belong to the air element. Most air element
monsters are invisible, but may attack by means of wind, such as a tornado.
SPIRIT ELEMENT MONSTERS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Spirits and other non-physical cretures belong to the spirit element. Skeletons
and Mummies are also sky creatures, since they have no real physical existence
in our world.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ON THE EFFECTS AND USES OF MAGIC.³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
The magics available to you can be made into 120 different spells, by combining
the powers of the seven planets. The full knowledge of this cannot be written
here, for fear of this book falling into the wrong hands. However, here are
three keys to guide you in your study of the uses of magic:
THE FIRST KEY
ÄÄÄÄÄÄÄÄÄÄÄÄÄ
Magic may be locked into an item, such as a weapon or some other personal item.
A person versed in enchantments can perform this task, granting powers to your
possessions.
The powers of the seven Gods combine in different ways, and not all of the Gods
work well together, so care must be taken in combining the powers of the planets
Magic can also be infused into potions made from the five sacred herbs. An
herbalist knows how to prepare herbs properly to bring out their magic powers.
THE SECOND KEY
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Since all magic is granted by the seven Gods, magic spells are characterized by
those things governed by the Gods whose magic is being called upon. Some magics
will be more effective than others against certain enemies, because of the
nature of the enemy and the nature of the magic. The character of the enemy can
be known by knowing its origins; the character of the magic can be known by
observing its effects.
Great care must be taken not to use the magic of one element against a creature
of that same element, for fear of strengthening your enemy rather than
weakening it.
THE THIRD KEY
ÄÄÄÄÄÄÄÄÄÄÄÄÄ
The strongest and most powerful magics are those which partake of the powers of
the most Gods. These are the best magics for defeating enemies of the spirit
element.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ THE FIVE SACRED HERBS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
VERBENA
ÄÄÄÄÄÄÄ
Verbena has been used in traditional magic ceremonies since ancient times. It is
sometimes found growing in ruins and deserted places.
LAVENDER
ÄÄÄÄÄÄÄÄ
Since ancient times, Lavender has been used as a pain-killer and a sleeping
medicine. It is often found in the woods.
SAGE
ÄÄÄÄ
Sage hasthe power to neutralize poisons. It grows mostly in the desert.
HYSSOP
ÄÄÄÄÄÄ
Since Hyssop is the symbol of the Gods, it has the power to purify mind, body,
and spirit. It grows in the high mountains.
SAVORY
ÄÄÄÄÄÄ
The power of savory relates to vitality and life. It grows on wet land by banks
of marshes.
2. "HERBS"
Herbal Potions
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Herbs show their power only when made into potions by one who knows this art. An
herbalist is specially trained to prepare these potions.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ THE FIVE SACRED HERBS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
VERBENA
ÄÄÄÄÄÄÄ
Verbena has been used in traditional magic ceremonies since ancient times. It is
sometimes found growing in ruins and deserted places.
LAVENDER
ÄÄÄÄÄÄÄÄ
Since ancient times, Lavender has been used as a pain-killer and a sleeping
medicine. It is often found in the woods.
SAGE
ÄÄÄÄ
Sage hasthe power to neutralize poisons. It grows mostly in the desert.
HYSSOP
ÄÄÄÄÄÄ
Since Hyssop is the symbol of the Gods, it has the power to purify mind, body,
and spirit. It grows in the high mountains.
SAVORY
ÄÄÄÄÄÄ
The power of savory relates to vitality and life. It grows on wet land by banks
of marshes.
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Û
Û ³ Magic Spells Made from the Five Sacred Herbs ³ Û
Û ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Û
Û Spell: .....AIRSBANE Û
Û Effect: .....Sends a storm to disperse air monsters. Û
Û Components: .Verbana, Sage, Hyssop, Savory Û
Û Û
Û Spell: .....ANTI-MAGIC Û
Û Effect: .....Protects against all monsters. Û
Û Components: .Verbana, Savory Û
Û Û
Û Spell: .....BECOME AIR Û
Û Effect: .....Enables you to pass through air monsters. Û
Û Components: .Lavender, Savory Û
Û Û
Û Spell: .....CURE Û
Û Effect: .....Reverses the effect of poisons. Û
Û Components: .Verbena Û
Û Û
Û Spell: .....DEATHBOLT Û
Û Effect: .....Defeats creatures of the earth, fire, water and air elements. Û
Û Components: .Sage, Savory, Hyssop Û
Û Û
Û Spell: .....EARTH CHAIN Û
Û Effect: .....Stops the motion of earth monsters. Û
Û Components: .Verbena, Lavender, Sage Û
Û Û
Û Spell: .....EARTHSBANE Û
Û Effect: .....Dissolves earth monsters. Û
Û Components: .Lavender, Savory, Hyssop, Sage Û
Û Û
Û Spell: .....FIRE WALL Û
Û Effect: .....Protects you from earth and water monsters. Û
Û Components: .Verbena, Hyssop Û
Û Û
Û Spell: .....FIRESBANE Û
Û Effect: .....Destroys monsters of the fire element. Û
Û Components: .Verbena, Lavender, Hyssop, Savory Û
Û Û
Û Spell: .....FLY Û
Û Effect: .....Gives the power of flight. Û
Û Û
Û Components: .Verbena, Hyssop, Lavender, Savory, Sage Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell: .....FOG BANK Û
Û Effect: .....Summons a fog to protect you from earth and fire monsters. Û
Û Components: .Sage, Hyssop Û
Û Û
Û Spell: .....HEAL Û
Û Effect: .....Summons the powers of the Gods to renew vitality. Û
Û Components: .Sage Û
Û Û
Û Spell: .....ICE STORM Û
Û Effect: .....Freezes earth, water and air monsters. Û
Û Components: .Lavender, Sage, Savory Û
Û Û
Û Spell: .....ICE WALL Û
Û Effect: .....Protects against earth, fire and air monsters. Û
Û Components: .Lavender, Sage Û
Û Û
Û Spell: .....INVINCIBLE Û
Û Effect: .....Makes all enemies powerless against you. Û
Û Components: .Sage, Savory Û
Û Û
Û Spell: .....MELT Û
Û Effect: .....Creates warmth to revive one who has been frozen. Û
Û Components: .Lavender Û
Û Û
Û Spell: .....METEOR Û
Û Effect: .....Calls stars down on enemies of the earth, fire, water and air. Û
Û Components: .Savory, Hyssop, Lavender Û
Û Û
Û Spell: .....PROTECT Û
Û Effect: .....Summon a shield of living metal to protect you from all monstersÛ
Û Components: .Lavender, Hyssop Û
Û Û
Û Spell: .....RESURRECT Û
Û Effect: .....Restores life to a dead person. Û
Û Components: .Savory Û
Û Û
Û Spell: .....SENILITY Û
Û Effect: .....Causes rapid aging in earth, fire, water and air monsters. Û
Û Components: .Verbena, Sage, Savory Û
Û Û
Û Spell: .....SHIELD Û
Û Effect: .....Gives protection from earth monsters. Û
Û Components: .Verbena, Sage Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell: .....STOP Û
Û Effect: .....Stops the motion of ONE spirit monster. Û
Û Components: .Verbena, Lavender, Savory Û
Û Û
Û Spell: .....SPIRITSBANE Û
Û Effect: .....Purifies and destroys spirit element monsters. Û
Û Components: .Verbena, Lavender, Sage, Savory Û
Û Û
Û Spell: .....STILL Û
Û Effect: .....Stops the motion of all monsters. Û
Û Components: .Savory, Hyssop Û
Û Û
Û Spell: .....STILL AIR Û
Û Effect: .....Stops the movement of ONE air monster. Û
Û Components: .Verbena, Lavender, Hyssop Û
Û Û
Û Spell: .....STILL FIRE Û
Û Effect: .....Stops the movement of ONE fire monster. Û
Û Components: .Lavender, Sage, Hyssop Û
Û Û
Û Spell: .....STILL WATER Û
Û Effect: .....Stops the movement of ONE water monster. Û
Û Components: .Verbena, Sage, Hyssop Û
Û Û
Û Spell: .....STONE FLESH Û
Û Effect: .....Restores life to one who has been turned to stone. Û
Û Components: .Hyssop Û
Û Û
Û Spell: .....STONE TOUCH Û
Û Effect: .....Turns earth monsters to stone. Û
Û Components: .Verbena, Hyssop, Savory Û
Û Û
Û Spell: .....UN-CURSE Û
Û Effect: .....Reverses a spell put on you by an enemy. Û
Û Components: .Verbena, Lavender Û
Û Û
Û Spell: .....WATERSBANE Û
Û Effect: .....Uses fire to evaporate water monsters. Û
Û Components: .Verbena, Lavender, Sage, Hyssop Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Û
Û Û
Û Û
Û Û
Û ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ß±±Ûßß ±±Û ±±Û ±±Ûßßßß Û
Û ±±Û ±±±±±±Û ±±±±±Ü Û
Û ±±Û ±±Ûß±±Û ±±Ûßßß Û
Û ±±Û ±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü ±±±±±±Ü Û
Û ±±Ûß±±Û ±±Ûß±±Û ±±Ûß±±Û ±±Û ±±Û ±±Ûß±±Û ±±Ûßßßß Û
Û ±±±±±Ûß ±±Û ±±Û ±±Û ±±Û ±±±±±Ûß ±±Û ±±Û ±±±±±Ü Û
Û ±±Û ±±Ü ±±Û ±±Û ±±Û ±±Û ±±Ûß±±Ü ±±Û ±±Û ±±Ûßßß Û
Û ±±±±±Ûß ±±±±±±Û ±±±±±±Û ±±Û ±±Û ±±±±±±Û ±±Û Û
Û ßßßßß ßßßßßß ßßßßßß ßß ßß ßßßßßß ßß Û
Û Û
Û Û
Û ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±ÜÜ ±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Ûß±±Û ±±Ûßßßß ±±Ûßßßß ±±Ûßßßß ±±Û±±Û±±Û ±±Ûßßßß ±±Û ±±Û ±±Û ±±Ûßßßß Û
Û ±±Û ±±Û ±±±±±Ü ±±±±±Ü ±±±±±Ü ±±Û ß±±±Û ±±±±±±Ü ±±Û ±±Û ±±Û ±±±±±Ü Û
Û ±±Û ±±Û ±±Ûßßß ±±Ûßßß ±±Ûßßß ±±Û ±±Û ßßß±±Û ±±Û ±±±±Ûß ±±Ûßßß Û
Û ±±±±±±Û ±±Û ±±Û ±±±±±±Ü ±±Û ±±Û ±±±±±±Û ±±Û ±±Ûß ±±±±±±Ü Û
Û ßßßßßß ßß ßß ßßßßßß ßß ßß ßßßßßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±Üܱ±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Û±±Û±±Û ±±Ûß±±Û ±±Ûßßßß ±±Û ±±Ûßßßß Û
Û ±±Û ßß±±Û ±±±±±±Û ±±Û±±±Ü ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±±±±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßß ßßßßßß ßß ßßßßßß Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Û
Û ³ MAGIC SPELLS FOR OFFENSE ³ Û
Û ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Û
Û The spells in this book are to be used for ATTACK. These spells can be Û
Û imparted to physical objects by one versed in the arts of enchantment. Each Û
Û spell combines the powers of two or more planetary Gods to achieve its effectÛ
Û Û
Û Spell:.....ABSORB Û
Û Effect:....Consumes the life energy of earth, fire, water and air monsters. Û
Û Powers: ...Mercury, Venus, Saturn, Jupiter Û
Û Û
Û Spell:.....ACID STORM Û
Û Effect:....Creates acid to drive away earth monsters. Û
Û Powers: ...Mars, Mercury, Jupiter, Saturn Û
Û Û
Û Spell:.....ACID BLAST Û
Û Effect:....Dissolves earth, fire, water, and air monsters. Û
Û Powers: ...Mercury, Jupiter, Moon, Sun, Saturn Û
Û Û
Û Spell:.....AIR BLAST Û
Û Effect:....Sends the powers of the air to eliminate earth, fire, water and Û
Û spirit monsters. Û
Û Powers: ...Mars, Mercury, Jupiter, Moon, Venus, Saturn Û
Û Û
Û Spell:.....AIRSBANE Û
Û Effect:....Enlists spirits of earth, fire, water and spirit to combat air. Û
Û Powers: ...Mercury, Jupiter, Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....ANGUISH Û
Û Effect:....Gives excruciating pain to earth, fire, water and air monsters. Û
Û Powers: ..Mars, Jupiter, Moon, Saturn Û
Û Û
Û Spell:.....ARROW STORM Û
Û Effect:....Summons magical arrows to pierce all monsters. Û
Û Powers: ..Mercury, Sun, Venus, Saturn Û
Û Û
Û Spell:.....ASCENSION Û
Û Effect:....Causes spirit monsters to leave the vicinity. Û
Û Powers: ..Jupiter, Venus Û
Û Û
Û Spell:.....ASTRAL FIRE Û
Û Effect:....Sends a sacred flame to burn spirit monsters. Û
Û Powers: ..Mercury, Moon, Venus, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell:.....ASTRAL WAVE Û
Û Effect:....Summons a powerful magic to destroy spirit monsters. Û
Û Powers: ..Mars, Moon, Venus Û
Û Û
Û Spell:.....BLAST BLADE Û
Û Effect:....Summons a magic wind sword to cut earth monsters into pieces. Û
Û Powers: ..Mars, Mercury, Moon, Venus, Saturn Û
Û Û
Û Spell:.....BLAZE Û
Û Effect:....Creates a wave of fire against earth, water and air monsters. Û
Û Powers: ..Mars, Jupiter, Moon Û
Û Û
Û Spell:.....BOMBARD Û
Û Effect:....Summons magic missiles to defeat all monsters. Û
Û Powers: ..Mercury, Jupiter, Moon, Sun, Venus Û
Û Û
Û Spell:.....CORROSION Û
Û Effect:....Speeds up aging of earth, fire, water and air monsters. Û
Û Powers: ..Mercury, Moon, Saturn Û
Û Û
Û Spell:.....CRUSH Û
Û Effect:....Crushes earth monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon Û
Û Û
Û Spell:.....DEATH Û
Û Effect:....Annihilates all monsters of earth, fire, water and air. Û
Û Powers: ..Mars, Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....DEATH ARROW Û
Û Effect:....Creates magic arrows which poison earth, fire, water and air. Û
Û Powers: ..Mars, Saturn Û
Û Û
Û Spell:.....DEATHBOLT Û
Û Effect:....Sends spirit flames to protect against earth, fire, water and air.Û
Û Powers: ..Mars, Jupiter, Moon, Sun, Venus Û
Û Û
Û Spell:.....DEATHSOUND Û
Û Effect:....Creates high frequency sound waves to destroy earth, fire and Û
Û water monsters. Û
Û Powers: ..Mars, Jupiter, Venus, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell:.....DEATH TOUCH Û
Û Effect:....Summons spirits to destroy earth, fire, wwater and air monsters. Û
Û Powers: ..Mars, Mercury, Moon, Sun, Saturn Û
Û Û
Û Spell:.....DEEP FREEZE Û
Û Effect:....Locks earth, fire and air monsters into pillars of ice. Û
Û Powers: ..Mars, Mercury, Jupiter, Sun, Venus Û
Û Û
Û Spell:.....DELUGE Û
Û Effect:....Sends heavy rains against earth, fire and air monsters. Û
Û Powers: ..Moon, Saturn Û
Û Û
Û Spell:.....DRAGONSLAYER Û
Û Effect:....Combines the powers of ALL the planets against dragons. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....EARTHSBANE Û
Û Effect:....Combines the powers of fire, water and air against earth monsters.Û
Û Powers: ..Mars, Mercury, Jupiter, Sun, Venus, Saturn Û
Û Û
Û Spell:.....ENGULF Û
Û Effect:....Absorbs the power of spirit monsters. Û
Û Powers: ..Mercury, Jupiter, Moon, Venus, Saturn Û
Û Û
Û Spell:.....ERADICATION Û
Û Effect:....Brings strong magic to bear against all monsters. Û
Û Powers: ..Mars, Moon, Sun Û
Û Û
Û Spell:.....EXPLOSION Û
Û Effect:....Causes earth, fire, water and air monsters to explode. Û
Û Powers: ..Mars, Jupiter, Sun, Saturn Û
Û Û
Û Spell:.....FIRE BLAST Û
Û Effect:....Summons fire to destroy earth, water and air monsters. Û
Û Powers: ..Mars, Mercury, Sun Û
Û Û
Û Spell:.....FIRE FOX Û
Û Effect:....Summons a fire spirit to destroy earth, water and air monsters. Û
Û Powers: ..Mercury, Moon, Sun Û
Û Û
Û Spell:.....FIRE STORM Û
Û Effect:....Summons a fire spirit to defeat earth, water and air monsters. Û
Û Powers: ..Mars, Mercury, Jupiter Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell:.....FIRESBANE Û
Û Effect:....Summons spirits of earth, water, air and spirit to destroy fire. Û
Û Powers: ..Mars, Jupiter, Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....FIREWORKS Û
Û Effect:....Creates fireworks to use against earth, water and air. Û
Û Powers: ..Mars, Mercury, Moon, Sun, Venus Û
Û Û
Û Spell:.....FIST OF AIR Û
Û Effect:....Summons an invisible fist for fighting earth monsters. Û
Û Powers: ..Mercury, Moon, Sun, Venus Û
Û Û
Û Spell:.....FLAME Û
Û Effect:....Summons a fire spirit to burn earth, water and air monsters. Û
Û Powers: ..Mars, Sun Û
Û Û
Û Spell:.....FLAME BURST Û
Û Effect:....Sends flames to burn up earth and water monsters. Û
Û Powers: ..Mercury, Jupiter, Moon, Venus Û
Û Û
Û Spell:.....FLASH FLOOD Û
Û Effect:....Creates water to use against earth and fire monsters. Û
Û Powers: ..Mars, Moon, Sun, Venus Û
Û Û
Û Spell:.....FREEZE Û
Û Effect:....Summons extreme cold to freeze earth, water and air monsters. Û
Û Powers: ..Mars, Sun, Saturn Û
Û Û
Û Spell:.....GAS CLOUD Û
Û Effect:....Creates a cloud of fire, water and air to defeat earth monsters. Û
Û Powers: ..Mercury, Sun Û
Û Û
Û Spell:.....GOD THUNDER Û
Û Effect:....Calls down rage of the Gods against all monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Sun, Venus Û
Û Û
Û Spell:.....HAMMER Û
Û Effect:....Sends the hammer of the gods against earth, fire, water and air. Û
Û Powers: ..Mars, Jupiter, Moon, Venus, Saturn Û
Û Û
Û Spell:.....HOLY FLAME Û
Û Effect:....Creates fire to battle earth, water and air creatures. Û
Û Powers: ..Jupiter, Moon, Sun, Venus, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell:.....ICY WIND Û
Û Effect:....Creates a freezing wind to defeat earth and fire monsters. Û
Û Powers: ..Mercury, Jupiter,, Moon, Saturn Û
Û Û
Û Spell:.....IGNITE Û
Û Effect:....Creates balls of flame to send against earth, water and air. Û
Û Powers: ..Mars, Mercury, Moon, Venus Û
Û Û
Û Spell:.....LIGHT CROSS Û
Û Effect:....Gathers the powers of the gods to fight all monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Venus Û
Û Û
Û Spell:.....LIGHTNING Û
Û Effect:....Summons lightning against earth monsters. Û
Û Powers: ..Moon, Venus Û
Û Û
Û Spell:.....METEOR Û
Û Effect:....Summons star power to defeat earth, fire, water and air monsters. Û
Û Powers: ..Mars, Mercury, Sun, Venus Û
Û Û
Û Spell:.....NEEDLE Û
Û Effect:....Summons magic needles to pierce earth monsters. Û
Û Powers: ..Mars, Moon Û
Û Û
Û Spell:.....POISON Û
Û Effect:....Poisons earth, fire, water and air monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Venus, Saturn Û
Û Û
Û Spell:.....PROJECTILE Û
Û Effect:....Creates magic projectiles to destroy earth monsters. Û
Û Powers: ..Mercury, Moon, Venus Û
Û Û
Û Spell:.....PULSE STOP Û
Û Effect:....Stops the hearts of earth monsters. Û
Û Powers: ..Mercury, Jupiter, Sun Û
Û Û
Û Spell:.....RAGE Û
Û Effect:....Brings down the anger of the gods against all monsters. Û
Û Powers: ..Mars, Mercury, Sun, Venus, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell:.....ROCK RAIN Û
Û Effect:....Causes a rain of rocks to fall from the sky on earth, fire, water Û
Û ......... and air monsters. Û
Û Powers: ..Mars, Jupiter, Sun, Venus, Saturn Û
Û Û
Û Spell:.....SACRED FIRE Û
Û Effect:....Summons a powerful fire to burn monsters of earth, water and air. Û
Û Powers: ..Mars, Mercury, Moon Û
Û Û
Û Spell:.....SPARKS Û
Û Effect:....Sends fire to defeat earth, water and air monsters. Û
Û Powers: ..Mars, Venus Û
Û Û
Û Spell:.....SOUL BLAST Û
Û Effect:....Causes spirit monsters to explode. Û
Û Powers: ..Mars, Jupiter, Moon, Sun, Saturn Û
Û Û
Û Spell:.....SPIRITSBANE Û
Û Effect:....Sends the power of the Gods to neutralize monsters of the spirit Û
Û .......... element. Û
Û Powers: ..Mars, Mercury, Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....SPIRIT CLAW Û
Û Effect:....Sends the power of spirit against earth, fire,water and air. Û
Û Powers: ..Mercury, Jupiter, Saturn Û
Û Û
Û Spell:.....SPIRIT FIRE Û
Û Effect:....Sends a sacred flame to burn earth, water and air monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Sun, Saturn Û
Û Û
Û Spell:.....STAR BLADE Û
Û Effect:....Creates a magic sword to use against all monsters. Û
Û Powers: ..Mars, Jupiter, Saturn Û
Û Û
Û Spell:.....STAR FLAME Û
Û Effect:....Calls down star power against earth, water and air monsters. Û
Û Powers: ..Jupiter, Sun, Saturn Û
Û Û
Û Spell:.....STONE SPIRIT Û
Û Effect:....Calls the spirits of the stones to defeat earth, fire, water and Û
Û ........ air monsters. Û
Û Powers: ..Jupiter, Moon, Sun, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Spell:.....STONE TOUCH Û
Û Effect:....Turns earth monsters to stone. Û
Û Powers: ..Jupiter, Moon, Saturn Û
Û Û
Û Spell:.....STORM Û
Û Effect:....Summons a storm to drive away earth and fire monsters. Û
Û Powers: ..Mars, Mercury Û
Û Û
Û Spell:.....STORM BLAST Û
Û Effect:....Creates a sudden storm against earth,fire and air monsters. Û
Û Powers: ..Mercury, Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....SUFFOCATE Û
Û Effect:....Asphyxiates earth monsters. Û
Û Powers: ..Venus, Saturn Û
Û Û
Û Spell:.....SUN RAY Û
Û Effect:....Sends the lightof the sun to destroy all monsters. Û
Û Powers: ..Mars, Jupiter, Sun, Venus Û
Û Û
Û Spell:.....THUNDER Û
Û Effect:....Summons thunder against earth, fire, water and air monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Sun Û
Û Û
Û Spell:.....THUNDERBOLT Û
Û Effect:....Summons a bolt of sacred lightning against spirit monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Saturn Û
Û Û
Û Spell:.....TORNADO Û
Û Effect:....Summons a whirlwind to destroy earth, fire and water monsters. Û
Û Powers: ..Mercury, Jupiter, Sun, Saturn Û
Û Û
Û Spell:.....VICTORY Û
Û Effect:....Strengthens the spirit against earth, fire, water and air monstersÛ
Û Powers: ..Mars, Mercury, Sun, Saturn Û
Û Û
Û Spell:.....WATERSBANE Û
Û Effect:....Vaporizes water monsters. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Sun, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Û
Û Û
Û Û
Û Û
Û ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ß±±Ûßß ±±Û ±±Û ±±Ûßßßß Û
Û ±±Û ±±±±±±Û ±±±±±Ü Û
Û ±±Û ±±Ûß±±Û ±±Ûßßß Û
Û ±±Û ±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü ±±±±±±Ü Û
Û ±±Ûß±±Û ±±Ûß±±Û ±±Ûß±±Û ±±Û ±±Û ±±Ûß±±Û ±±Ûßßßß Û
Û ±±±±±Ûß ±±Û ±±Û ±±Û ±±Û ±±±±±Ûß ±±Û ±±Û ±±±±±Ü Û
Û ±±Û ±±Ü ±±Û ±±Û ±±Û ±±Û ±±Ûß±±Ü ±±Û ±±Û ±±Ûßßß Û
Û ±±±±±Ûß ±±±±±±Û ±±±±±±Û ±±Û ±±Û ±±±±±±Û ±±Û Û
Û ßßßßß ßßßßßß ßßßßßß ßß ßß ßßßßßß ßß Û
Û Û
Û Û
Û ±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±ÜÜ ±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Ûß±±Û ±±Ûßßßß ±±Ûßßßß ±±Ûßßßß ±±Û±±Û±±Û ±±Ûßßßß ±±Û ±±Û ±±Û ±±Ûßßßß Û
Û ±±Û ±±Û ±±±±±Ü ±±±±±Ü ±±±±±Ü ±±Û ß±±±Û ±±±±±±Ü ±±Û ±±Û ±±Û ±±±±±Ü Û
Û ±±Û ±±Û ±±Ûßßß ±±Ûßßß ±±Ûßßß ±±Û ±±Û ßßß±±Û ±±Û ±±±±Ûß ±±Ûßßß Û
Û ±±±±±Ûß ±±±±±±Ü ±±Û ±±±±±±Ü ±±Û ±±Û ±±±±±±Û ±±Û ±±Ûß ±±±±±±Ü Û
Û ßßßßß ßßßßßß ßß ßßßßßß ßß ßß ßßßßßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±Üܱ±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Û±±Û±±Û ±±Ûß±±Û ±±Ûßßßß ±±Û ±±Ûßßßß Û
Û ±±Û ßß±±Û ±±±±±±Û ±±Û±±±Ü ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±±±±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßß ßßßßßß ßß ßßßßßß Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Û
Û ³ MAGIC SPELLS FOR OFFENSE ³ Û
Û ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Û
Û The spells in this book are to be used for DEFENSE. These spells can be Û
Û imparted to physical objects by one versed in the arts of enchantment. Each Û
Û spell combines the powers of two or more planetary Gods to achieve its Û
Û effect. Û
Û Û
Û Spell:.....ANTI-MAGIC Û
Û Effect:....Neutralizes the magic powers of ALL monsters. Û
Û Powers: ..Jupiter, Moon Û
Û Û
Û Spell:.....BARRIER Û
Û Effect:....Creates a barrier of light to protect you from earth and water Û
Û ...... creatures. Û
Û Powers: ..Mercury, Moon, Sun, Saturn Û
Û Û
Û Spell:.....BINDING Û
Û Effect:....Binds ONE spirit element creature. Û
Û Powers: ..Moon, Venus, Saturn Û
Û Û
Û Spell:.....BLIND Û
Û Effect:....Causes blindness to creatures of ALL elements. Û
Û Powers: ..Mars, Sun, Venus Û
Û Û
Û Spell:.....BOLT Û
Û Effect:....Frightens away earth, fire, water and air creatures. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Sun Û
Û Û
Û Spell:.....CONFUSION Û
Û Effect:....Creates confusion and loss of intelligence in ALL monsters. Û
Û Powers: ..Mercury, Saturn Û
Û Û
Û Spell:.....DEMORALIZE Û
Û Effect:....Causes monsters of ALL elements to run away from you Û
Û ........ (also effective against magical creatures) Û
Û Powers: ..Moon, Sun, Venus, Saturn Û
Û Û
Û Spell:.....DISPEL Û
Û Effect:....Removes a spell that has stopped your motion. Û
Û Powers: ..Mars, Jupiter, Moon, Venus Û
Û Û
Û Spell:.....EARTH CHAIN Û
Û Effect:....Stops the movement of ONE earth element creature. Û
Û Powers: ..Sun, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Spell:.....EXORCISM Û
Û Effect:....Banishes evil spirits from your body. Û
Û Powers: ..Moon, Sun, Venus Û
Û Û
Û Spell:.....FEAR Û
Û Effect:....Causes monsters of ALL elements to fear you. Û
Û Powers: ..Mars, Mercury, Jupiter, Moon, Venus Û
Û Û
Û Spell:.....FIRE WALL Û
Û Effect:....Sends a wall of flame against earth and water monsters. Û
Û Powers: ..Mars, Moon, Sun, Saturn Û
Û Û
Û Spell:.....FOG BANK Û
Û Effect:....Creates a magical fog that makes you invisible to earth and Û
Û ........ fire monsters. Û
Û Powers: ..Mercury, Moon Û
Û Û
Û Spell:.....FORGET Û
Û Effect:....Causes monsters of ALL elements to wander aimlessly. Û
Û Powers: ..Mars, Mercury, Venus Û
Û Û
Û Spell:.....GO MAD Û
Û Effect:....Summons heavenly lights which drive earth, fire, water and air Û
Û ........ monsters insane. Û
Û Powers: ..Mars, Mercury, Moon, Sun Û
Û Û
Û Spell:.....HOLY WATER Û
Û Effect:....Weakens the powers of spirit element monsters. Û
Û Powers: ..Mercury, Jupiter, Moon Û
Û Û
Û Spell:.....HYPNOTIZE Û
Û Effect:....Uses illusion against earth, fire, water and air monsters Û
Û ........ causing them to wander away. Û
Û Powers: ..Mars, Jupiter, Venus Û
Û Û
Û Spell:.....ICE WALL Û
Û Effect:....Summons an ice spirit to form a shield against the elements of Û
Û ........ earth, fire and air. Û
Û Powers: ..Mercury, Jupiter, Moon, Sun Û
Û Û
Û Spell:.....ILLUSION Û
Û Effect:....Weakens the powers of earth, fire, water and air creatures. Û
Û Powers: ..Mars, Venus, Saturn Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Spell:.....INVINCIBLE Û
Û Effect:....Makes you more powerful than enemies of ALL elements. Û
Û Powers: ..Mercury, Jupiter, Sun, Venus Û
Û Û
Û Spell:.....NEGATE Û
Û Effect:....Stops the flow of time and movement for ALL monsters Û
Û ........ (also effective against magical creatures). Û
Û Powers: ..Mars, Mercury, Saturn Û
Û Û
Û Spell:.....PROTECT Û
Û Effect:....Creates a living shield against monsters of ALL elements. Û
Û Powers: ..Jupiter, Moon, Sun, Venus Û
Û Û
Û Spell:.....SHIELD Û
Û Effect:....Creates a shield of power to protect from earth monsters. Û
Û Powers: ..Moon, Sun Û
Û Û
Û Spell:.....TURN SPELL Û
Û Effect:....Combines the powers and protection of all the gods against Û
Û ....... ALL monsters. Û
Û Powers: ..Jupiter, Moon, Sun Û
Û Û
Û Spell:.....PEACE Û
Û Effect:....Calms monsters of ALL elements. Û
Û Powers: ..Mercury, Venus Û
Û Û
Û Spell:.....SAND STORM Û
Û Effect:....Creates a storm which reduces the speed of earth, fire, water Û
Û ........ and spirit creatures. Û
Û Powers: ..Mercury, Jupiter Û
Û Û
Û Spell:.....SCARE Û
Û Effect:....Frightens away ALL monsters. Û
Û Powers: ..Jupiter, Saturn Û
Û Û
Û Spell:.....SENILITY Û
Û Effect:....Causes premature aging and weakening of earth, fire, water and airÛ
Û Powers: ..Sun, Venus, Saturn Û
Û Û
Û Spell:.....SLEEP Û
Û Effect:....Causes a magical sleep to fall upon earth, fire, water and air. Û
Û Powers: ..Mercury, Jupiter, Venus Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Spell:.....SLOW Û
Û Effect:....Reduces the speed of creatures of ALL elements, in relation to youÛ
Û Powers: ..Mercury, Jupiter, Sun, Venus, Saturn Û
Û Û
Û Spell:.....SPELLBOUND Û
Û Effect:....Binds creatures of ALL elements. Û
Û Powers: ..Jupiter, Venus, Saturn Û
Û Û
Û Spell:.....STILL AIR Û
Û Effect:....Stops the movement of ONE air monster. Û
Û Powers: ..Mercury, Sun, Saturn Û
Û Û
Û Spell:.....STILL FIRE Û
Û Effect:....Stops the movement of ONE fire creature. Û
Û Powers: ..Mercury, Venus, Saturn Û
Û Û
Û Spell:.....STILL WATER Û
Û Effect:....Stops the movement of ONE water creature. Û
Û Powers: ..Moon, Sun, Saturn Û
Û Û
Û Spell:.....TIMIDITY Û
Û Effect:....Frightens creatures of ALL elements. Û
Û Powers: ..Mars, Moon, Saturn Û
Û Û
Û Spell:.....TURN UNDEAD Û
Û Effect:....Chases away creatures of the spirit element. Û
Û Powers: ..Mars, Jupiter Û
Û Û
Û Spell:.....WEAKEN Û
Û Effect:....Weakens the attack power of ALL monsters. Û
Û Powers: ..Jupiter, Moon, Venus, Saturn Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Û
Û Û
Û Û
Û ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ß±±Ûßß ±±Û ±±Û ±±Ûßßßß Û
Û ±±Û ±±±±±±Û ±±±±±Ü Û
Û ±±Û ±±Ûß±±Û ±±Ûßßß Û
Û ±±Û ±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü ±±±±±±Ü Û
Û ±±Ûß±±Û ±±Ûß±±Û ±±Ûß±±Û ±±Û ±±Û ±±Ûß±±Û ±±Ûßßßß Û
Û ±±±±±Ûß ±±Û ±±Û ±±Û ±±Û ±±±±±Ûß ±±Û ±±Û ±±±±±Ü Û
Û ±±Û ±±Ü ±±Û ±±Û ±±Û ±±Û ±±Ûß±±Ü ±±Û ±±Û ±±Ûßßß Û
Û ±±±±±Ûß ±±±±±±Û ±±±±±±Û ±±Û ±±Û ±±±±±±Û ±±Û Û
Û ßßßßß ßßßßßß ßßßßßß ßß ßß ßßßßßß ßß Û
Û Û
Û Û
Û ±±Ü ±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±±ÜÜ ±±Ü ±±±±±±Ü Û
Û ±±Û ±±Û ±±Ûßßßß ±±Ûß±±Û ±±Û ±±Û ±±Û±±Û±±Û ±±Ûßßßß Û
Û ±±±±±±Û ±±±±±Ü ±±±±±±Û ±±Û ±±Û ±±Û ß±±±Û ±±Û±±±Ü Û
Û ±±Ûß±±Û ±±Ûßßß ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ±±Û ±±Û ±±±±±±Ü ±±Û ±±Û ±±±±±±Ü ±±Û ±±Û ±±Û ±±±±±±Û Û
Û ßß ßß ßßßßßß ßß ßß ßßßßßß ßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±Üܱ±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Û±±Û±±Û ±±Ûß±±Û ±±Ûßßßß ±±Û ±±Ûßßßß Û
Û ±±Û ßß±±Û ±±±±±±Û ±±Û±±±Ü ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±±±±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßß ßßßßßß ßß ßßßßßß Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Spell:.....ADD TO LIFE Û
Û Effect:....Increases your life power for fighting powerful enemies. Û
Û Powers: ..Mars, Jupiter, Moon, Sun Û
Û Û
Û Spell:.....CURE Û
Û Effect:....Heals one who has been poisoned. Û
Û Powers: ..Sun, Venus Û
Û Û
Û Spell:.....GIVE VIGOR Û
Û Effect:....Increases the power of one monster. Û
Û Powers: ..Mars, Mercury, Moon, Saturn Û
Û Û
Û Spell:.....HEAL Û
Û Effect:....Brings back strength to one who is wounded. Û
Û Powers: ..Jupiter, Sun Û
Û Û
Û Spell:.....MELT Û
Û Effect:....Restores those who have been frozen. Û
Û Powers: ..Mars, Sun, Venus, Saturn Û
Û Û
Û Spell:.....REJUVENATE Û
Û Effect:....Restores youth. Û
Û Powers: ..Mars, Jupiter, Sun Û
Û Û
Û Spell:.....RESURRECT Û
Û Effect:....Revives those who have been killed. Û
Û Powers: ..Jupiter, Sun, Venus Û
Û Û
Û Spell:.....STONE FLESH Û
Û Effect:....Returns life to those who have been turned to stone. Û
Û Powers: ..Jupiter, Sun, Venus, Saturn Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Û
Û ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ß±±Ûßß ±±Û ±±Û ±±Ûßßßß Û
Û ±±Û ±±±±±±Û ±±±±±Ü Û
Û ±±Û ±±Ûß±±Û ±±Ûßßß Û
Û ±±Û ±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßßßßßß Û
Û Û
Û Û
Û ±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü ±±±±±±Ü Û
Û ±±Ûß±±Û ±±Ûß±±Û ±±Ûß±±Û ±±Û ±±Û ±±Ûß±±Û ±±Ûßßßß Û
Û ±±±±±Ûß ±±Û ±±Û ±±Û ±±Û ±±±±±Ûß ±±Û ±±Û ±±±±±Ü Û
Û ±±Û ±±Ü ±±Û ±±Û ±±Û ±±Û ±±Ûß±±Ü ±±Û ±±Û ±±Ûßßß Û
Û ±±±±±Ûß ±±±±±±Û ±±±±±±Û ±±Û ±±Û ±±±±±±Û ±±Û Û
Û ßßßßß ßßßßßß ßßßßßß ßß ßß ßßßßßß ßß Û
Û Û
Û Û
Û ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±ÜÜ ±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü Û
Û ß±±Ûßß ±±Ûß±±Û ±±Ûß±±Û ±±Û±±Û±±Û ±±Ûßßßß ±±Ûßßßß ±±Ûß±±Û ±±Ûß±±Û Û
Û ±±Û ±±±±±Ûß ±±±±±±Û ±±Û ß±±±Û ±±±±±±Ü ±±±±±Ü ±±Û ±±Û ±±±±±Ûß ±±±±±Ü Û
Û ±±Û ±±Ûß±±Ü ±±Û ±±Û ±±Û ±±Û ßßß±±Û ±±Ûßßß ±±Û ±±Û ±±Ûß±±Ü ßßßß Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±±±±±Û ±±Û ±±±±±±Û ±±Û ±±Û Û
Û ßß ßß ßß ßß ßß ßß ßß ßßßßßß ßß ßßßßßß ßß ßß Û
Û Û
Û Û
Û ±±±Üܱ±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±±±±±Ü ±±±ÜÜ ±±Ü Û
Û ±±Û±±Û±±Û ±±Ûß±±Û ß±±Ûßß ±±Û ±±Ûß±±Û ±±Û±±Û±±Û Û
Û ±±Û ßß±±Û ±±±±±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ß±±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±±±±±Û ±±Û ±±Û Û
Û ßß ßß ßß ßß ßß ßß ßßßßßß ßß ßß Û
Û Û
Û Û
Û ±±±Üܱ±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Û±±Û±±Û ±±Ûß±±Û ±±Ûßßßß ±±Û ±±Ûßßßß Û
Û ±±Û ßß±±Û ±±±±±±Û ±±Û±±±Ü ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ±±Û ±±Û ±±Û ±±Û ±±±±±±Û ±±Û ±±±±±±Ü Û
Û ßß ßß ßß ßß ßßßßßß ßß ßßßßßß Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Spell:.....BECOME AIR Û
Û Effect:....Causes you to be invisible to ALL monsters. Û
Û Powers: ..Jupiter, Moon, Venus Û
Û Û
Û Spell:.....EXIT Û
Û Effect:....Returns you and your belongings to the city where you started. Û
Û Powers: ..Mercury, Sun, Venus Û
Û Û
Û Spell:.....REDUCE LIFE Û
Û Effect:....Reduces the life of one party member by half. Only used as a Û
Û ........ last resort to free someone from a trap, so that they can be Û
Û ........ revived later. Û
Û Powers: ..Mars, Mercury, Venus, Saturn Û
Û Û
Û Spell:.....TURN TO STONE Û
Û Effect:....Changes the spell caster's body to a stone idol. Can not be Û
Û ........ reversed by the one who cast it. Û
Û Powers: ..Mars, Moon, Venus, Saturn Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
3. "CHART"
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
Û Û
Û Û
Û Û
Û Û
Û±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±±±±±Ü ±±±ÜÜ ±±Ü Û
Û±±Ûßßßß ±±Ûß±±Û ±±Ûß±±Û ±±Ûßßßß ±±Ûßßßß ±±Ûß±±Û ±±Û ±±Ûß±±Û ±±Û±±Û±±Û Û
Û±±±±±±Ü ±±Û ±±Û ±±±±±Ûß ±±Û ±±±±±Ü ±±±±±Ûß ±±Û ±±±±±±Û ±±Û ß±±±Û Û
Û ßßß±±Û ±±Û ±±Û ±±Ûß±±Ü ±±Û ±±Ûßßß ±±Ûß±±Ü ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û±±±±±±Û ±±±±±±Û ±±Û ±±Û ±±±±±±Ü ±±±±±±Ü ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ßßßßßß ßßßßßß ßß ßß ßßßßßß ßßßßßß ßß ßß ßß ßß ßß ßß ßß Û
Û Û
Û Û
Û Û
Û Û
Û ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü Û
Û ±±Ûßßßß ±±Ûß±±Û ±±Ûßßßß ±±Û ±±Û ±±Ûßßßß Û
Û ±±±±±±Ü ±±±±±±Û ±±±±±Ü ±±Û ±±Û ±±±±±±Ü Û
Û ßßß±±Û ±±Ûßßßß ±±Ûßßß ±±Û ±±Û ßßß±±Û Û
Û ±±±±±±Û ±±Û ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Û Û
Û ßßßßßß ßß ßßßßßß ßßßßßß ßßßßßß ßßßßßß Û
Û Û
Û Û
Û Û
Û Û
Û ±±±±±±Ü ±±Ü ±±Ü ±±±±±±Ü ±±±±±±Ü ±±±±±±Ü Û
Û ±±Ûßßßß ±±Û ±±Û ±±Ûß±±Û ±±Ûß±±Û ß±±Ûßß Û
Û ±±Û ±±±±±±Û ±±±±±±Û ±±±±±Ûß ±±Û Û
Û ±±Û ±±Ûß±±Û ±±Û ±±Û ±±Ûß±±Ü ±±Û Û
Û ±±±±±±Ü ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û ±±Û Û
Û ßßßßßß ßß ßß ßß ßß ßß ßß ßß Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Type Planets: Herbs: Effect: Û
ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ
Û D = Defensive Ma = Mars Hy = Hyssop E = Earth Û
Û Hb = Herbal Me = Mercury La = Lavender F = Fire Û
Û He = Healing Ju = Jupiter Sg = Sage W = Water Û
Û O = Offensive Mo = Moon Sv = Savory A = Air Û
Û T = Transform. Su = Sun Vb = Verbana S = Spirit Û
Û Ve = Venus M = Magic Û
Û Sa = Saturn Û
Û Û
Û Name Type Powers Effective Û
ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ
Û Absorb O Me,Ve,Sa,Ju E,F,W,A Û
Û Acid Blast O Me,Ju,Mo,Su,Sa E,F,W,A Û
Û Acid Storm O Ma,Me,Ju,Sa E Û
Û Add to Life He Ma,Ju,Mo,Su N/A Û
Û Air Blast O Ma,Me,Ju,Mo,Ve,Sa E,F,W,S+M Û
Û Airsbane Hb Vb,Sg,Hy,Sv A Û
Û O Me,Ju,Mo,Su,Ve,Sa A Û
Û Anguish O Ma,Ju,Mo,Sa E,F,W,A Û
Û Anti-Magic Hb Vb,Sv M Û
Û D Ju,Mo N/A Û
Û Arrow Storm O Me,Su,Ve,Sa All Û
Û Ascension O Ju,Ve S Û
Û Astral Fire O Me,Mo,Ve,Sa S Û
Û Astral Wave O Ma,Mo,Ve S Û
Û Barrier D Me,Mo,Su,Sa E,W Û
Û Become Air Hb La,Sv A Û
Û T Ju,Mo,Ve N/A Û
Û Binding D Mo,Ve,Sa S Û
Û Blast Blade O Ma,Me,Mo,Ve,Sa E Û
Û Blaze O Ma,Ju,Mo E,W,A Û
Û Blind D Ma,Su,Ve All Û
Û Bolt D Ma,Me,Ju,Su E,F,W,A Û
Û Bombard O Me,Ju,Mo,Su,Ve All Û
Û Confusion D Me,Sa All Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Name Type Powers Effective Û
ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ
Û Corrosion O Me,Mo,Sa E,F,W,A Û
Û Crush O Ma,Me,Ju,Mo E Û
Û Cure Hb Vb N/A Û
Û He Su,Ve N/A Û
Û Death O Ma,Mo,Su,Ve,Sa E,F,W,A Û
Û Death Arrow O Ma,Sa E,F,W,A Û
Û Death Touch O Ma,Me,Mo,Su,Sa E,F,W,A Û
Û Deathbolt Hb Sg,Sv,Hy E,F,W,A Û
Û O Ma,Ju,Mo,Su,Ve E,F,W,A Û
Û Deathsound O Ma,Ju,Ve,Sa E,F,W Û
Û Deep Freeze O Ma,Me,Ju,Su,Ve E,F,A Û
Û Deluge O Mo,Sa E,F,A Û
Û Demoralize D Mo,Su,Ve,Sa All Û
Û Dispel D Ma,Ju,Mo,Ve M Û
Û Dragonslayer O Ma,Me,Ju,Mo,Su,Ve,Sa All Û
Û Earth Chain Hb Vb,La,Sg E Û
Û D Su,Sa E Û
Û Earthsbane Hb La,Sv,Hy,Sg E Û
Û O Ma,Me,Ju,Su,Ve,Sa E Û
Û Engulf O Me,Ju,Mo,Ve,Sa S Û
Û Eradication O Ma,Mo,Su All Û
Û Exit T Me,Su,Ve N/A Û
Û Exorcism D Mo,Su,Ve N/A Û
Û Explosion O Ma,Ju,Su,Sa E,F,W,A Û
Û Fear D Ma,Me,Ju,Mo,Ve All Û
Û Fire Blast O Ma,Me,Su E,F,A Û
Û Fire Fox O Me,Mo,Su E,W,A Û
Û Fire Storm O Ma,Me,Ju E,W,A Û
Û Fire Wall Hb Vb,Hy E,W Û
Û D Ma,Mo,Su,Sa E,W Û
Û Firesbane Hb Vb,La,Hy,Sv F Û
Û O Ma,Ju,Mo,Su,Ve,Sa F Û
Û Fireworks O Ma,Me,Mo,Su,Ve E,W,A Û
Û Fist Of Air O Me,Mo,Su,Ve E Û
Û Flame O Ma,Su E,W,A Û
Û Flame Burst O Me,Ju,Mo,Ve E,W Û
Û Flash Flood O Ma,Mo,Su,Ve E,F Û
Û Fly Hb Vb,Hy,La,Sv,Sg N/A Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Name Type Powers Effective Û
ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ
Û Fog Bank Hb Sg,Hy E,F Û
Û D Me,Mo E,F Û
Û Forget D Ma,Me,Ve All Û
Û Û
Û Freeze O Ma,Su,Sa E,W,A Û
Û Gas Cloud O Me,Su E Û
Û Give Vigor He Ma,Me,Mo,Sa N/A Û
Û Go Mad D Ma,Me,Mo,Su E,F,W,A Û
Û God Thunder O Ma,Me,Ju,Mo,Su,Ve All Û
Û Hammer O Ma,Ju,Mo,Ve,Sa E,F,W,A Û
Û Heal Hb Sg N/A Û
Û He Ju,Su N/A Û
Û Holy Flame O Ju,Mo,Su,Ve,Sa E,W,A Û
Û Holy Water D Me,Ju,Mo S Û
Û Hypnotize D Ma,Ju,Ve E,F,W,A Û
Û Ice Storm Hb La,Sg,Sv E,W,A Û
Û Ice Wall Hb La,Sg E,F,A Û
Û D Me,Ju,Mo,Su E,F,A Û
Û Icy Wind O Me,Ju,Mo,Sa E,F Û
Û Ignite O Ma,Me,Mo,Ve E,W,A Û
Û Illusion D Ma,Ve,Sa E,F,W,A Û
Û Invincible Hb Sg,Sv All Û
Û D Me,Ju,Su,Ve All Û
Û Light Cross O Ma,Me,Ju,Ve All Û
Û Lightning O Mo,Ve E Û
Û Melt Hb La N/A Û
Û He Ma,Su,Ve,Sa N/A Û
Û Meteor Hb Sv,Hy,La E,F,W,A Û
Û O Ma,Me,Su,Ve E,F,W,A Û
Û Needle O Ma,Mo E Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Name Type Powers Effective Û
ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ
Û Negate D Ma,Me,Sa All+M Û
Û Peace D Me,Ve All Û
Û Poison O Ma,Me,Ju,Ve,Sa E,F,W,A Û
Û Projectile O Me,Mo,Ve E Û
Û Protect Hb La,Hy All Û
Û D Ju,Mo,Su,Ve All Û
Û Pulse Stop O Me,Ju,Su E Û
Û Rage O Ma,Me,Su,Ve,Sa All Û
Û Û
Û Reduce Life T Ma,Me,Ve,Sa N/A Û
Û Rejuvinate He Ma,Ju,Su N/A Û
Û Resurrect Hb Sv N/A Û
Û He Ju,Su,Ve N/A Û
Û Rock Rain O Ma,Ju,Su,Ve,Sa E,F,W,A Û
Û Sacred Fire O Ma,Me,Mo E,W,A Û
Û Sand Storm D Me,Ju E,F,W,S Û
Û Scare D Ju,Sa All Û
Û Senility Hb Vb,Sg,Sv E,F,W,A Û
Û D Su,Ve,Sa E,F,W,A Û
Û Shield Hb Vb,Sg E Û
Û D Mo,Su E Û
Û Sleep D Me,Ju,Ve E,F,W,A Û
Û Slow D Me,Ju,Su,Ve,Sa All Û
Û Soul Blast O Ma,Ju,Mo,Su,Sa S Û
Û Sparks O Ma,Ve E,W,A Û
Û Spellbound D Ju,Ve,Sa All Û
Û Spirit Claw O Me,Ju,Sa E,F,W,A Û
Û Spirit Fire O Ma,Me,Ju,Su,Sa E,W,A Û
Û Spiritsbane Hb Vb,La,Sg,Sv S Û
Û O Ma,Me,Mo,Su,Ve,Sa S Û
Û Star Blade O Ma,Ju,Sa All Û
Û Star Flame O Ju,Su,Sa E,W,A Û
Û Still Hb Sv,Hy All Û
Û Still Air Hb Vb,La,Hy A Û
Û D Me,Su,Sa A Û
Û Still Fire Hb La,Sg,Hy F Û
Û D Me,Ve,Sa F Û
Û Still Water Hb Vb,Sg,Hy W Û
Û D Mo,Su,Sa W Û
Û Stone Flesh Hb Hy N/A Û
Û He Ju,Su,Ve,Sa N/A Û
Û Stone Spirit O Ju,Mo,Su,Sa E,F,W,A Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Name Type Powers Effective Û
ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ
Û Stone Touch Hb Vb,Hy,Sv E Û
Û O Ju,Mo,Sa E Û
Û Û
Û Stop Hb Vb,La,Sv S Û
Û Storm O Ma,Me E,F Û
Û Storm Blast O Me,Mo,Su,Ve,Sa E,F,A Û
Û Suffocate O Ve,Sa E Û
Û Sun Ray O Ma,Ju,Su,Ve All Û
Û Thunder O Ma,Me,Ju,Mo,Su E,F,W,A Û
Û Thunderbolt O Ma,Me,Ju,Mo,Sa S Û
Û Timidity D Ma,Mo,Sa All Û
Û Tornado O Me,Ju,Su,Sa E,F,W Û
Û Turn Spell D Ju,Mo,Su All+M Û
Û Turn to Stone T Ma,Mo,Ve,Sa N/A Û
Û Turn Undead D Ma,Ju S Û
Û Un-curse Hb Vb,La N/A Û
Û Victory O Ma,Me,Su,Sa E,F,W,A Û
Û Watersbane Hb Vb,La,Sg,Hy W Û
Û O Ma,Me,Ju,Mo.Su,Sa W Û
Û Weaken D Ju,Mo,Ve,Sa All Û
Û Û
Û Û
Û Û
Û Û
Û Û
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ
z
For an alternative layout of the spells and herb combinations available,
including MP costs, visit
http://homepage2.nifty.com/tkdate/Pc88_98/magic/magiclist1.html
and
http://homepage2.nifty.com/tkdate/Pc88_98/herb/herblist.html
CLOSING
I hope this has been a valuable introduction to Sorcerian.
http://homepage2.nifty.com/tkdate/index.html#MAIN
I am indebted to the authors of this website, where I found a tremendous
amount of information on the game mechanics and hidden treasures in the
scenarios. Refer to the citations in the text to find what information was
borrowed in the making of this FAQ.
Also I owe "greybeard" for uploading the charts to the now-defunct HOTU.
Aside from the citations given from the aforementioned website, and the text
files from the manual given in section III, this document is my own work. Any
questions, comments, corrections or complaints should be addressed to the
address below, with clear indication in the subject line that the email is
concerning this FAQ.
Given that I prefer to write for obscure titles, I enjoy hearing from people
who read my guides. If you've played the game and used the FAQ, feel free to
drop me a line and tell me what you think.