From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

General stats[edit]

Level stats[edit]

HP
This is your character's current health. You lose hit points by getting hit by attacks with insufficient defense, or by casting spells that have a hit point cost. You can regain hit points by eating food, drinking a red potion, or sleeping at an Inn. If your hit points reach 0, you will die. However, if you have a blue elixir prepared in your item inventory, you can drink it to prevent that death.
The number of hit points you have also affects the physical damage you inflict on targets. You gain one attack damage bonus for every two hit points you possess.
Level
This is your character's current level of experience. Level increases do not occur automatically. You can only increase your level by amassing sufficient experience points and talking to a Magician of a school of magic that you are apprenticed to. If you do not have sufficient experience points, your level will not be raised. If you have enough points, those points are deducted from your current total experience points, but you hang on to the remainder. Level 20 is the maximum level that you can achieve, but you can continue to collect experience points beyond that.
Each new level of experience grants you the following:
  • +1 to physcial and magical attack power
  • +2 to defense power
  • Greater maximum hit points (which also acts as an attack bonus)
EXP
This is your character's current amount of experience points. that having large amounts of experience is very beneficial. For every 256 points of experience you possess, you gain one additional point of attack and defense power. Additionally, if you manage to exceed 256 points multiplied by your current level, you earn an additional attack accuracy bonus. Note that the display of this value seems to stop at 9999, but the game continues to count earned experience points regardless.

Kill stats[edit]

Kills
The game keeps a running count of how many enemies you have defeated in combat since the last time you slept at an inn. The consequence of this count is that you lose one point of defensive power for every 4 kills, and you lose one point of offensive power for every 8 kills. This is intended to reflect your character's growing fatigue until you choose to return to an Inn to get some rest.
Inn
Staying at an Inn restores all of your lost hit points, erases any negative status conditions, and resets your kill count to 0, effectively eliminating the penalty accrued from repeated enemy kills. This would make it seem like a good strategy to visit Inns as much as possible to keep that penalty low. However, there is a hidden penalty for staying at an Inn too often. For every 16 visit that you stay at an Inn, every monster in the world gains a one point boost to their stats, up to the 255th visit. Beyond that, the enemy bonus won't grow above +16.

Weight stats[edit]

Weight
Every piece of equipment and items that you carry on you has some weight. The more things you carry, the heavier that weight becomes. The more weight you carry, the less effective you are at combat. As a result, you should always sell off unwanted equipment to reduce your load.
For every multiple of 12.8 of weight you carry, you lose one offensive and defensive point of power. Additionally, if your weight exceeds 76.8, your attack accuracy will decrease (see below).
Food/Water
Consuming food and water is a method of restoring lost health. If you have both food and water, pressing A button on the Weight command tab will consume one unit of each and restore 10 units of health. If you only have one or the other, you will restore 5 hit points. Each unit of food and water adds 0.1 to your weight. Although the food and water count appears to stop at 99, you can actually hold a maximum of 255 units of each.

Status conditions[edit]

If you have no negative status conditions, your condition will be GOOD. Different enemy magic attacks have a 50% chance of inflicting one or more status effects. You can only have one status effect at a time, and only a status with a higher priority can replace your current status. The status are, in order from lowest priority to highest:

Status Affect Cure
GOOD - -
HURT Hurt status cuts your base defense value in half, making you more vulnerable to attacks. Earth spell Dungeon Magic rune earth 2.png Dungeon Magic rune earth 3.png, red potions, blue elixirs
PARA Becoming paralyzed reduces your base offense value to a quarter of its value, making it harder to damage enemies. Earth spell Dungeon Magic rune earth 2.png Dungeon Magic rune earth 2.png, blue potions
POIS If you are poisoned, you slowly lose hit points at a rate of nearly one per second. It won't take long before you are near deaths door unless you cure it. Earth spell Dungeon Magic rune earth 2.png Dungeon Magic rune earth 1.png, grey potions
CURS Getting cursed creates a random chance that your character will not respond to commands, including movement directions. This makes it significantly harder to dodge attacks, or escape combat. Earth spell Dungeon Magic rune earth 3.png Dungeon Magic rune earth 2.png
DARK Not an actual status in the game, but an effect from a spell that causes dungeons to be rendered in near total blackness. Earth spell Dungeon Magic rune earth 3.png Dungeon Magic rune earth 1.png, exit dungeon

Offense stats[edit]

Attack accuracy[edit]

When you swing your weapon, the game generates a random number to see if you hit. While you always have a better chance of hitting than missing, two aspects of the game can improve or interfere with your chances.

You start with a 7 out of 8 chance to hit a target.

If you happen to have an amount of experience points equal to 256 × your level or above, you get an accuracy improvement to a 15 out of 16 chance to hit a target.

If the amount of weight that you're carrying exceeds 76.7, your accuracy drops to a 3 out of 4 chance to hit a target.

If both of those conditions are true, they will cancel each other out, and you will remain at a 7 out of 8 chance to hit.

Attack power[edit]

The amount of physical damage you do is determined by the following stats.

Start with the power of your weapon, which ranges from 0 if you have no weapon, up to 10 for the Grey Sword. Add 5 if you possess the legendary Tores sword. Multiply this number by 8 for your base damage (but only multiply by 2 if your character is Paralyzed.)

Next add 15 points if you consumed a Red Elixer. This bonus applies for the next 10 attacks you perform after drinking it.

Add your current level, as well as half of your current hit points. This is why you do more damage at full health, and steadily decrease as you lose hit points. Additionally, add one point for every multiple of 256 experience points you have collected. This is why you get suddenly weaker when you increase your level at very high levels of the game.

If the total damage by this time exceeds 255, it gets capped to that value.

Next subtract your current carrying weight divided by 12.8. Also subtract one point for every 8 kills you have performed since you last visited an Inn. Every eight kills makes you a little weaker until you rest. The game does not count kills beyond 255.

If the total damage by this time is below 0, it gets capped to 0.

Finally, a random number is added, depending on your level. That number is from 0 to 7 if you are level 3 or below, and from 0 to 15 if you are level 4 or above. Note that this random number is also used to determine whether you miss according to your attack accuracy described above.

This final number is pit against the target's physical defense value. If the target's defense is higher, no damage is done. If the target's defense is lower, it is substracted from the final number, and the rest is dealt as damage to the target.

In the end, the amount of damage you do is roughly calculated as:
(Weapon Damage × 8) + (Red Elixir bonus) + Level + HP/2 + EXP/256 - Weight/12.8 - Kills/8 + Random number - Target Defense value

Magic power[edit]

The amount of damage your Offensive magic deals is determined by the following stats.

Start by consulting the chart on the Magic page to determine what your base damage for a particular spell will be. If you happen to possess the Tores Sword, add an additional 32 to that number.

Then add your current level, and a random number from 0 to 7.

Finally, add the bonus modifier of the a third rune if you chose to use one. This is either 1, 1.5, 2, or 2.5.

This final number is pit against the target's magical defense value. If the target's magic defense is higher, no damage is done. If the target's magic defense is lower, it is substracted from the final number, and the rest is dealt as damage to the target.

In the end, the amount of damage you do is roughly calculated as:
(Base damage + Tores bonus + Level + Random number) × Bonus modifier - Target Magical Defense value

Defense stats[edit]

Defense power[edit]

The amount of physical damage you can absorb before you lose health is determined by the following stats.

Start with the combined power of all the armor you are wearing. Depending on the gear you have equipped, this can range from as low as 5 to as high as 27. Add another 10 points if you have a Water magic physical shield spell currently active. Add to this number your current Level of experience.

Multiply the result by 2 for your base defense (but do not multiply it if your character's current status is Hurt).

Next, add one point for every multiple of 256 experience points you have collected. This is why your defense appears to drop when you increase your level at very high levels of the game.

If your total defense by this time exceeds 255, it gets capped to that value.

Next subtract your current carrying weight divided by 12.8. Also subtract one point for every 4 kills you have performed since you last visited an Inn. Every four kills makes you a little more vulnerable until you rest. The game does not count kills beyond 255.

If the total defense by this time is below 0, it gets capped to 0.

The resulting number is compared to the enemy's attack power, which has a random number added to it with each attack. That number is from 0 to 3 if you are level 3 or below, and from 0 to 7 if you are level 4 or above. If the enemies attack power exceeds your total defense, your defense is subtracted from the attack, and you take the rest as damage. If it does not exceed your defense, you take no damage.

In the end, the amount of damage you sustain from an attack is roughly calculated as:
(Enemy attack + RNG) - ((Armor points + Level) × 2 + EXP/256 - Weight/12.8 - Kills/4)

Note that if you are being attack from the side, the only defensive value that matters is your armor points and nothing else. Enemies that attack from the side do considerably less physical damage than enemies who stand in front of you. Enemies which attack from behind can not inflict damage on you.

Magic defense[edit]

Magic defense is only determined by two things: the amount of armor points your gear provides you (from 5 to 27) and whether you have a Water spell Magic shield active, which adds 10 points.

This number is subtracted from the amount of magic damage your enemy can inflict. If your magic defense is greater, you sustain no damage.

However, since the maximum amount of armor points you can obtain is 27, and the Magic shield spell can only increase that to 37, your magic defense will not hold up well against the enemies near the end of the game, which are capable of performing magic attacks of up to 120 damage. Learning how to dodge spells by this point in the game becomes critical to survival.