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Equipment[edit]

Weapons[edit]

Name Power Weight Cost Sell for
Short Sword 1 2.0 - 15
Red Mace 2 2.0 60 30
Red Rapier 3 1.5 - 50
Blue Mace 4 2.2 - 125
Red Scimitar 5 2.8 500 250
Blue Rapier 6 2.0 600 300
Iron Sword 7 2.5 - 375
Red Axe 8 3.5 - 500
Grey Flail 9 3.0 - 560
Silver Sword 10 4.0 - 1100

Armor[edit]

Name Defense Weight Cost Sell for
Shirt 1 1.0 - 10
Red Leather 2 2.0 80 40
Red Fur 3 3.0 - 99
Blue Leather 4 6.0 420 210
Blue Fur 5 4.0 - 260
Blue Plate 6 10.0 1068 534
Silver Plate 7 12.0 - 1000
Legendary Armor 10 8.0 - 4900

Helmets[edit]

Name Defense Weight Cost Sell for
Headband 1 0.2 - 5
Red hat 2 0.4 30 15
Blue hood 3 0.6 280 140
Blue Helm 4 0.8 580 290
Silver helm 5 0.6 - 780

Shields[edit]

Name Defense Weight Cost Sell for
Wooden Shield 1 3.0 80 40
Metal Shield 2 5.0 500 250
Plate Shield 3 7.0 1640 820

Arm guards[edit]

Name Defense Weight Cost Sell for
Wrist bands 1 0.2 - 5
Red Gloves 2 0.3 8 4
Silver Gauntles 3 1.0 240 120

Leg guards[edit]

Name Defense Weight Cost Sell for
Pants 1 0.5 - 10
Blue Chain 2 2.0 140 70
Silver Plate 3 4.0 460 230

Feet[edit]

Name Defense Weight Cost Sell for
Shows 1 0.4 - 8
Leather Boots 2 0.6 60 30
Silver Greaves 3 1.2 340 170

Food and magic bottles[edit]

Prices vary from town to town, but only if you purchase items. Any store will buy your bottles for half the base price.

Earth magic can cure status ailments. As soon as you learn it, you can sell any blue and grey potion.

The blue elixir can resurrect you, if you drink it before the "death" music is over (i.e. before the "game over" screen appears). The effect of the red elixir lasts for 10 attacks.

Item Use Base price Granville Gran Deirus Bell Sull Zandor
Blue jar Attack (same as Dungeon Magic rune fire 2.png Dungeon Magic rune farie 3.png Dungeon Magic rune farie 1.png) 48 +8 +1 +14 +0 + 10 +18
Gray jar Attack (same as Dungeon Magic rune fire 3.png Dungeon Magic rune farie 1.png Dungeon Magic rune farie 1.png) 60 +10 +3 +16 +5 +13 +0
Red jar Attack (same as Dungeon Magic rune fire 3.png Dungeon Magic rune farie 2.png Dungeon Magic rune farie 1.png) 70 +6 +0 +11 +5 +9 +21
Red potion Cure HURT & Restore HP 62 +3 +0 +10 +8 +8 +17
Blue potion Cure PARA 46 +6 +2 +0 +4 +10 +16
Grey potion Cure POIS 54 +2 +2 +1 +3 +0 +13
Blue elixir Resurrect 225 +8 +0 +15 +4 +13 +14
Red elixir Increase Atk.Pow. 201 +0 +0 +8 +2 +5 +1

Additionally, there is the Red Ring, which will transport you to the island in Sky World, as well as sending you back to the ground, a few grid spaces north of the castle next to Granville.

Plot items[edit]

Item Purpose Location
Compass The compass indicates which cardinal direction you are currently facing. Granville
Sword of Earth The Earth Elemental Sword needed to apprentice in Earth magic. North of Bell
Blue Ring Makes the Invisible Chamber in Sky World visible Cavern in the Sky
Sword of Fairy The Fairy Elemental Sword needed to apprentice in Fairy magic. Invisible Chamber
Sword of Fire The Fire Elemental Sword needed to apprentice in Fire Magic North of Gran
Flowers Allows you to talk with Spirits Dungeon West of Zandor
Grey Book Allows you to talk with the departed Sunken Chamber
Sword of Water The Water Elemental Sword needed to apprentice in Water Magic Dragon's Lair
Red Book Allows you to talk with Fairies Cave South of Sull
Sword of Wind The Wind Elemental Sword needed to apprentice in Wind Magic North Tower
Tores Sword The weapon required to defeat Darces Sky Chamber