Quick Reference

Fast lookup tables for items, spells, enemies, and game mechanics.

Table of contents

  1. What’s in Reference?
    1. Available References
  2. How Experience Works
    1. Standard Level System
    2. Experience from Actions
  3. Item Rarity Guide
    1. Unique Items (One-time only)
    2. Secret Items
    3. Money Items
  4. Class Effectiveness Chart
    1. Attack Bonuses
  5. Battle Conditions Quick Reference
    1. Victory Conditions by Type
    2. Defeat Conditions
  6. Stat Abbreviations
  7. Spell Range Notation
  8. Equipment Progression
    1. When to Shop
  9. Map Coordinate System
  10. Common Abbreviations
  11. Quick Tips
    1. Shopping
    2. Battle Preparation
    3. In-Battle Controls
  12. 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:


Table of contents


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.