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Arms: Found in Hauksness 1F – 1 shown
Legendary arms must be found, and cannot be purchased in stores
Name
Type Attack Power Defense Power Price
The amount of GOLD earned when purchasing a different arm of the same type; you must have the full purchase price of the new arm even if the sale price would make up the difference
Value
Notes
The towns where this arm can be purchased, or the locations where it can be found if it cannot be purchased
Purchased/Found
Erdrick's Armor Armor - 28 - 1 G Restore 1 HP every step, immune to damaging terrain, 1/3 less damage from HURT spells and Breathe Fire Hauksness
Monsters: Encountered in Hauksness 1F – 5 shown
Minibosses are monsters that appear as bosses, but appear later as regular monsters; bosses only appear in set battles; the final boss must be defeated to complete the game
Name
Monsters start combat with a randomized HP total in this range
HP
Experience
Monsters drop a randomized amount of GOLD in this range
GOLD
Monsters will not use special abilities if the situation does not warrant it; they will not use Sleep or Stopspell if they are already in effect, and will not use Heal or Healmore unless they are at 1/4 HP or below
Special Ability
If it makes sense for a monster to use its special ability, this is the chance it will choose to do so on its turn
S.Ab. Rate
Special Attack
A monster with both a special ability and a special attack will only use the special attack if it chooses not to use its special ability, so depending on the situation the actual chance of them using this attack may be lower than this value
S.Att. Rate
Strength determines the attack power of a monster's normal attacks
Strength
Agility determines the defense power of a monster
Agility
The monster may evade normal attacks at this rate
Evasion
The monster will fully resist Sleep spells at this rate; all monsters have an equal 1/3 chance to wake from Sleep each turn after it has been inflicted
Resist Sleep
The monster will fully resist Stopspell spells at this rate; once this spell succeeds, it does not wear off; note that monsters with no Spells to stop typically have very high resistance to Stopspell
Resist Stopspell
The monster will not take damage from Hurt and Hurtmore spells at this rate; if the spells work, they will deal full damage
Resist Hurt
This value indicates the Agility the hero must have to have a 50% chance of successfully running on a given turn; the wider the gap between this value and the hero's Agility, the more or less likely a run attempt is to succeed
Run Difficulty
Werewolf 46–60 40 116–154 G - - - - 86 70 7/64 7/16 15/16 0 27
Green Dragon 49–65 45 120–159 G - - Breathe Fire 1/4 88 74 2/64 7/16 15/16 2/16 37
Wizard 49–65 50 123–164 G - - HURTMORE 2/4 80 70 2/64 15/16 7/16 15/16 35
Starwyvern 49–65 43 120–159 G HEALMORE 3/4 Breathe Fire 1/4 86 80 2/64 8/16 0 1/16 40
Axe Knight 53–70 54 123–164 G SLEEP 1/4 - - 94 82 2/64 15/16 7/16 15/16 41
Encounter Groups: In Hauksness 1F – 1 shown
Every set of encounters includes five monsters, though some may appear more than once; each encounter will be with one of these chosen at random
Monsters
The average amount of GOLD won from an encounter in this area, assuming victory in every fight
Avg. GOLD
The average amount of experience won from an encounter in this area, assuming victory in every fight
Avg. Experience
The dungeon floors where these encounters can be found
Dungeon Floors
Werewolf, Green Dragon, Starwyvern × 2, Wizard 139.4 G 44.2 Alefgard Cantlin Area, Hauksness 1F
Bosses: Encountered in Hauksness 1F – 1 shown
Monster Location Floor Notes
Axe Knight Hauksness 1F Behind armor shop (respawns)
Treasures: Found in Hauksness 1F – 1 shown
Item Type Details Notes
Erdrick's Armor Search Search the trees where the Axe Knight hides -