Quick Reference
Fast lookup tables for items, spells, enemies, and game mechanics.
Table of contents
- What’s in Reference?
- How Experience Works
- Item Rarity Guide
- Class Effectiveness Chart
- Battle Conditions Quick Reference
- Stat Abbreviations
- Spell Range Notation
- Equipment Progression
- Map Coordinate System
- Common Abbreviations
- Quick Tips
- Next Steps
What’s in Reference?
This section provides quick-lookup tables and comprehensive data for experienced players who need to check stats quickly without reading full guides.
Available References
- Spells - Complete spell list with costs, ranges, and effects
- Bestiary - Enemy stats, abilities, and battle appearances
- Shops - All shop locations with complete inventories
- Secrets - All hidden items and their locations
How Experience Works
Standard Level System
For each battle, there’s a “standard” level your characters should be at. The game awards experience based on how far above or below this level you are:
- Below standard: More experience per action
- At standard: Normal experience
- Above standard: Less experience per action
Experience from Actions
| Action | Experience Gain |
|---|---|
| Physical Attack | Varies by level difference |
| Attack Spell | Varies by level difference |
| Spell on Ally | Based on TARGET’s level |
| Spell on Self | Fixed “at-standard” amount |
Casting spells on yourself always gives consistent experience, which enables the “experience cheating” method.
Item Rarity Guide
Unique Items (One-time only)
These items can only be obtained once:
| Item | Type | Location | Value |
|---|---|---|---|
| Caliburn | Sword | Defeat Kane (6.1) | 4000G |
| Rune Bow | Bow | Defeat Sabrina (5.5) | 3400G |
| Runewand | Staff | Defeat Xeno (6.3) | 3000G |
| Vandal Heart | Sword | End of Act V | Priceless |
| Ragnarok | Axe | Cobalt Beach chest (6.2) | 4500G |
| Panzer Claws | Claws | Defeat Kurtz (5.2) | 1200G |
Secret Items
Hidden items found by examining special tiles:
| Item | Use | Acts Found |
|---|---|---|
| Mad Book | Hold magic (Spellbind) | 1.1, 2.2 |
| Mushroom | Poison magic | 1.2, 2.1 |
| Moonpie | Healing (Self Healing) | 2.1 |
| Ironboot | Protect (Perfect Guard) | 2.4, 3.4 |
| Unicorn | Attack (Rainbow Storm) | 3.3 |
| Kingfoil | Healing (Healing Circle) | 4.2, 4.5 |
| Helstone | Attack (Thunder Ball) | 5.2 |
| Shivbook | Attack (Dagger Storm) | 5.5 |
| Necklace | Attack (Dark Hurricane) | 6.1 |
Money Items
Items with no use except selling:
- Gold Coin (1000G)
- Gold Axe (4000G)
- Mithril (5000G)
Class Effectiveness Chart
Attack Bonuses
| Attacker Class | Bonus vs. | Penalty vs. |
|---|---|---|
| Archer/Bowman/Sniper | Flying, Mages | Knights |
| Knight/Duelist | Archers | Armor |
| Mage/Sorceror/Enchanter | Armor | Mages |
| Airman/Hawknight/Sky Lord | Ground | Archers |
Battle Conditions Quick Reference
Victory Conditions by Type
| Condition | What to Do | Examples |
|---|---|---|
| Defeat Boss | Kill specific enemy | Most boss battles |
| Destroy All | Kill all enemies | Standard battles |
| Reach Exit | Move to door/gate | Castle entrances |
| Defend X Turns | Survive/protect | Tower Defense (3.1) |
| Time Limit | Complete in X turns | Prison escape battles |
| No Escapes | Stop enemies fleeing | Reed Highway (3.4) |
Defeat Conditions
| Condition | Means |
|---|---|
| Death of Ash | Ash must survive (always) |
| Death of Character | Specific ally must survive |
| Object Destroyed | Protect towers, gates, etc. |
| Time Up | Complete before turn limit |
Stat Abbreviations
| Abbr. | Full Name | What It Does |
|---|---|---|
| ATK | Attack | Physical damage dealt |
| DEF | Defense | Physical damage reduced |
| AGL | Agility | Turn order, evasion |
| HP | Hit Points | Health |
| MP | Magic Points | Spell casting resource |
Spell Range Notation
Spell ranges are noted as R/F (Range/Field):
- Range (R): How far you can target (in squares)
- Field (F): Area of effect (diameter in squares)
Examples:
- 4/0: Range 4, single target
- 5/2: Range 5, 2-square diameter splash
- 0/1: Self-centered, 1-square radius around caster
- inf/inf: Hits entire battlefield
Equipment Progression
When to Shop
| Act | Best Available | Cost Level |
|---|---|---|
| I | Iron equipment | ~500G per piece |
| II | Steel equipment | ~1,800G per piece |
| III-IV | Great/Master equipment | ~6,000G per piece |
| V-VI | Dragon/Kevlar equipment | ~7,000G+ per piece |
Always fully equip your party before major boss battles!
Map Coordinate System
Hidden items and chests use an (x,y) coordinate system:
- x = Squares East from SW corner
- y = Squares North from SW corner
- (0,0) = Southwest corner of map
Example: (15,10) means 15 squares East, 10 squares North from the SW corner.
Common Abbreviations
| Abbr. | Meaning |
|---|---|
| NPC | Non-player character |
| XP/EXP | Experience points |
| AOE | Area of effect |
| HP/MP | Hit points / Magic points |
| SW/NE | Southwest / Northeast |
| L.10/L.20 | Level 10 / Level 20 |
Quick Tips
Shopping
- Advancement to new class auto-equips basic gear
- Always check shops after each advancement
- Sell money items (Gold Axe, Mithril) immediately
Battle Preparation
- Save before every battle
- Check taverns for hints and items
- Advance characters at levels 10 and 20
In-Battle Controls
- △ - Top-down map view
- □ - Jump to next unused character
- ○ - Check enemy movement range
- ✕ - Check unit status
Next Steps
Explore detailed reference pages: