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{{All Game Nav|game=Dragon Warrior}}
{{All Game Nav|game=Dragon Warrior}}
A strong arm and quick thinking alone are not enough to achieve your goal of freeing Alefgard.  Since the beginning of time, Magic has been a force  in this land, shaping its history and the beings who dwell here.  As you gain experience and reach particular levels and achievement, you will learn new spells that will help you succeed in your perilous quests.
At preselected levels you will learn a new spell.  The spell, Heal, is learned as you rise from level Two, to level Three.  Each time you cast a spell your Magic Points (MP) will be reduced by a set amount.  The charts below show both how many MP a spell costs and at which level you learn it.
=== Heal ===
=== Heal ===
[[Image:DW1_Spell_Heal.png|left]]
[[Image:DW1_Spell_Heal.png|left]]
* '''MP:''' 4
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Restores about 10-15 HP.
|- align="center" width="100px"
|<big>'''Level<br>3'''</big>
|rowspan="2" style="background:#8080ff;" width="200px"|Your first spell is one of the most useful.  If your HP is low, chant the Heal Spell to raise your HP.
|- align="center"
|<big>'''MP Cost<br>4'''</big>
|-
|}
{{-}}
{{-}}
=== Hurt===
=== Hurt===
[[Image:DW1_Spell_Hurt.png|left]]
[[Image:DW1_Spell_Hurt.png|left]]
* '''MP:''' 2
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Deals about 2-10 damage.
|- align="center" width="100px"
|<big>'''Level<br>4'''</big>
|rowspan="2" style="background:#80ff80;" width="200px"|Hurl magic fire balls at the enemy with Hurt.  You can go far with this spell, damaging enemies by up to 15 HP.
|- align="center"
|<big>'''MP Cost<br>2'''</big>
|-
|}
{{-}}
{{-}}
=== Sleep===
=== Sleep===
[[Image:DW1_Spell_Sleep.png|left]]
[[Image:DW1_Spell_Sleep.png|left]]
* '''MP:''' 2
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Puts an enemy to sleep.
|- align="center" width="100px"
|<big>'''Level<br>7'''</big>
|rowspan="2" style="background:#8080ff;" width="200px"|Sleep is used during a battle to put the enemy to sleep. It doesn't always work.
|- align="center"
|<big>'''MP Cost<br>2'''</big>
|-
|}
{{-}}
{{-}}
=== Light ===
=== Radiant ===
[[Image:DW1_Spell_Light.png|left]]
[[Image:DW1_Spell_Light.png|left]]
* '''MP:''' 3
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Gives light in caves.
|- align="center" width="100px"
|<big>'''Level<br>9'''</big>
|rowspan="2" style="background:#80ff80;" width="200px"|Did you forget to bring a torch into the cave?  If you have Radiant, it doesn't matter.
|- align="center"
|<big>'''MP Cost<br>3'''</big>
|-
|}
{{-}}
{{-}}
=== Stopspell ===
=== Stopspell ===
[[Image:DW1_Spell_Stopspell.png|left]]
[[Image:DW1_Spell_Stopspell.png|left]]
* '''MP:''' 2
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Prevents the enemy from casting spells.
|- align="center" width="100px"
|<big>'''Level<br>10'''</big>
|rowspan="2" style="background:#8080ff;" width="200px"|When you encounter an enemy who uses magic, cast this spell to protect yourself.
|- align="center"
|<big>'''MP Cost<br>2'''</big>
|-
|}
{{-}}
{{-}}
=== Outside ===
=== Outside ===
[[Image:DW1_Spell_Outside.png|left]]
[[Image:DW1_Spell_Outside.png|left]]
* '''MP:''' 6
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Exits from a cave to the world map.
|- align="center" width="100px"
|<big>'''Level<br>12'''</big>
|rowspan="2" style="background:#80ff80;" width="200px"|Deep in the underground caves and dungeons lurk terrible creatures.  Escape from these places by chanting Outside.
|- align="center"
|<big>'''MP Cost<br>6'''</big>
|-
|}
{{-}}
{{-}}
=== Return ===
=== Return ===
[[Image:DW1_Spell_Return.png|left]]
[[Image:DW1_Spell_Return.png|left]]
* '''MP:''' 8
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Returns you to Tantegal Castle
|- align="center" width="100px"
|<big>'''Level<br>13'''</big>
|rowspan="2" style="background:#8080ff;" width="200px"|Return whisks you back to Tantegel Castle from anywhere in the overworld of Alefgard.
|- align="center"
|<big>'''MP Cost<br>8'''</big>
|-
|}
{{-}}
{{-}}
=== Repel ===
=== Repel ===
[[Image:DW1_Spell_Repel.png|left]]
[[Image:DW1_Spell_Repel.png|left]]
* '''MP:''' 2
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Prevents encounters with weaker enemies
|- align="center" width="100px"
|<big>'''Level<br>15'''</big>
|rowspan="2" style="background:#80ff80;" width="200px"|Like sprinkling Fairy Water, Repel keeps monsters at a healthy distance when you are in the countryside.
|- align="center"
|<big>'''MP Cost<br>2'''</big>
|-
|}
{{-}}
{{-}}
=== Healmore ===
=== Healmore ===
[[Image:DW1_Spell_Healmore.png|left]]
[[Image:DW1_Spell_Healmore.png|left]]
* '''MP:''' 10
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Restores about 75-100 HP
|- align="center" width="100px"
|<big>'''Level<br>17'''</big>
|rowspan="2" style="background:#8080ff;" width="200px"|More potent than Heal, Healmore restores up to 100 HP each time you chant it.
|- align="center"
|<big>'''MP Cost<br>10'''</big>
|-
|}
{{-}}
{{-}}
=== Hurtmore ===
=== Hurtmore ===
[[Image:DW1_Spell_Hurtmore.png|left]]
[[Image:DW1_Spell_Hurtmore.png|left]]
* '''MP:''' 5
{| border="1" cellspacing="0" cellpadding="2" style="background:#ffff00;"
* Deals about 60-70HP
|- align="center" width="100px"
|<big>'''Level<br>19'''</big>
|rowspan="2" style="background:#80ff80;" width="200px"|More devastating than Hurt, with Hurtmore you can challenge even the strongest dragons.
|- align="center"
|<big>'''MP Cost<br>5'''</big>
|-
|}
{{-}}
{{-}}

Revision as of 23:16, 9 October 2006

Template:All Game Nav A strong arm and quick thinking alone are not enough to achieve your goal of freeing Alefgard. Since the beginning of time, Magic has been a force in this land, shaping its history and the beings who dwell here. As you gain experience and reach particular levels and achievement, you will learn new spells that will help you succeed in your perilous quests.

At preselected levels you will learn a new spell. The spell, Heal, is learned as you rise from level Two, to level Three. Each time you cast a spell your Magic Points (MP) will be reduced by a set amount. The charts below show both how many MP a spell costs and at which level you learn it.

Heal

DW1 Spell Heal.png
Level
3
Your first spell is one of the most useful. If your HP is low, chant the Heal Spell to raise your HP.
MP Cost
4

Hurt

DW1 Spell Hurt.png
Level
4
Hurl magic fire balls at the enemy with Hurt. You can go far with this spell, damaging enemies by up to 15 HP.
MP Cost
2

Sleep

DW1 Spell Sleep.png
Level
7
Sleep is used during a battle to put the enemy to sleep. It doesn't always work.
MP Cost
2

Radiant

DW1 Spell Light.png
Level
9
Did you forget to bring a torch into the cave? If you have Radiant, it doesn't matter.
MP Cost
3

Stopspell

DW1 Spell Stopspell.png
Level
10
When you encounter an enemy who uses magic, cast this spell to protect yourself.
MP Cost
2

Outside

DW1 Spell Outside.png
Level
12
Deep in the underground caves and dungeons lurk terrible creatures. Escape from these places by chanting Outside.
MP Cost
6

Return

DW1 Spell Return.png
Level
13
Return whisks you back to Tantegel Castle from anywhere in the overworld of Alefgard.
MP Cost
8

Repel

DW1 Spell Repel.png
Level
15
Like sprinkling Fairy Water, Repel keeps monsters at a healthy distance when you are in the countryside.
MP Cost
2

Healmore

DW1 Spell Healmore.png
Level
17
More potent than Heal, Healmore restores up to 100 HP each time you chant it.
MP Cost
10

Hurtmore

DW1 Spell Hurtmore.png
Level
19
More devastating than Hurt, with Hurtmore you can challenge even the strongest dragons.
MP Cost
5