Weapons: Which deal Fire-type damage – 6 shown
Rare items can only be found with a Meal Ticket or as a rare drop from an enemy; unique items can only be found as treasure; salable items are most useful when sold
Name
The type of item this is
Type
The amount of money required to buy the item from the librarian, if it is available for sale
Price
Attack is the maximum base damage value when this item is used as a weapon; attack is modified by Alucard's strength score, and the weapon may not give its full maximum if Alucard's strength score is not high enough
ATT
The type of damage dealt when this item is used to attack; some enemies are affected differently by attacks of certain elements
Element
The relative speed of the weapon when used to attack repeatedly
Speed
The number of squares this weapon's primary attack reaches in front of Alucard
Range
Whether this weapon has a special attack triggered by entering the ↓↘→ + attack or ←→ + attack commands, or both; hover over the command to see what the attack does
Specials
When Alucard takes damage, the damage dealt is reduced by his defense score
DEF
Firebrand Sword $10,000 25 Fire Normal 3.5 ↓↘→ + attack -
Marsil Sword - 33 Fire Normal 3.5 ↓↘→ + attack 1
Fire boomerang Throw 2 $1,000 50 Fire Very Fast - - -
Flame star Throw 2 $15,000 100 Fire Very Fast - - -
TNT Throw 2 - 60 Fire Slow - - -
Dynamite Throw 2 - 100 Fire Very Slow - - -
Armor: Which deals Fire-type damage – 1 shown
Rare items can only be found with a Meal Ticket or as a rare drop from an enemy; unique items can only be found as treasure; salable items are most useful when sold
Name
The type of item this is
Type
The amount of money required to buy the item from the librarian, if it is available for sale
Price
Attack is the maximum base damage value when this item is used as a weapon; attack is modified by Alucard's strength score, and the weapon may not give its full maximum if Alucard's strength score is not high enough
ATT
The type of damage dealt when this item is used to attack; some enemies are affected differently by attacks of certain elements
Element
When Alucard takes damage, the damage dealt is reduced by his defense score
DEF
Strength determines how much damage Alucard deals with physical attacks
STR
Constitution increases Alucard's defense and reduces the duration of the poison and curse status ailments; note that constitution from items has eight times the effect of Alucard's base constitution score
CON
Intelligence determines how much damage Alucard deals when using spells, familiars, and special weapons; note that intelligence from items has four times the effect of Alucard's base intelligence score
INT
Luck affects your chances of dealing critical hits and getting rare drops from enemies
LCK
Fire shield Shield - - Fire 4 - - - -
Spells: Which deal Fire-type damage – 1 shown
Special spells can only be used in certain forms or when using certain familiars, and are not purchased as scrolls
Name
The amount of mp consumed when Alucard casts this spell
MP
The key combination required to cast this spell; these can be revealed by buying spell tomes, but the tome is not necessary to cast the spell; all commands are shown when Alucard is facing to the right, reverse them when facing left; either hand's attack button may be used to finish a spell
Command
The spell's effects when cast
Description
The base attack score for this spell; this is modified by Alucard's intelligence score and several other factors to determine the damage dealt by the spell
ATT
The element of the spell; some enemies are affected differently by spells of certain elements
Element
The price to buy the scroll with this spell's information from the Librarian
Scroll Price
Hellfire 15 ↑↓↘→ + attack Transport and fireball attack 30 Fire $5,000
Special Weapons: Which deal Fire-type damage – 1 shown
You can only hold one sepcial weapon at a time
Name
The base attack score for this special weapon; this is modified by Alucard's intelligence score and several other factors to determine the damage dealt by the special weapon
ATT
The element of the special weapon's damage; some enemies are affected differently by attacks of certain elements; if a second element is listed, that element is only used if the enemy has no weakness or resistance to the primary element but is weak to the secondary element
Element
The number of hearts required for Alucard to use this special weapon
Alucard ♥
The number of hearts required for Richter to use this special weapon
Richter ♥
The number of hearts required for Richter to perform an item crash with this special weapon
Item Crash ♥
Holy Water 5 Holy/Fire 3 1 15
Enemies: Weak VS. Fire – 30 shown
The in-game name of the enemy, as shown if you have the Faerie Scroll relic; different enemies that have non-unique names are clarified with parenthetical notes; bosses are found in unique plot encounters; inverted monsters and inverted bosses are found in the inverted castle; final bosses must be defeated to complete the plot
Name
The enemy's level, which determines how much experience they give based on Alucard's level
Level
How much damage the enemy can take before being defeated
HP
How much experience Alucard gains upon defeating this enemy if he is at the same level as the enemy; Alucard gains a multiplicative 25% bonus for each level he is below the enemy's level, to a maximum of approximately triple experience at a five-level difference; if Alucard is above the enemy's level, experience is reduced by a multiplicative 1/3 penalty for each level Alucard is above the enemy's, to a minimum of 1 experience point; the formula for experience gained by a familiar is based on this number, but works differently
Exp
The item this enemy is most likely to drop upon being defeated
Common Drop
The item this enemy is less likely to drop upon being defeated
Rare Drop
The elements this enemy is strong against; attacks of this element deal half damage
Strong VS.
The elements this enemy is immune to; attacks of this element deal no damage and have no effect
Immune
The elements this enemy is weak against; attacks of this element deal double damage
Weak VS.
The elements this enemy absorbs; attacks of this element heal the enemy instead of dealing damage
Absorb
1 1 5 $100 Cloth tunic - - Holy, Fire -
2 10 12 Zircon Monster vial 1 Water - Fire, Thunder -
2 32 10 - - - - Fire -
3 10 12 Zircon Monster vial 1 Water - Fire, Thunder -
4 24 15 Cloth tunic Basilard - - Holy, Fire -
5 12 20 Grapes Strawberry HIT - Fire -
6 20 30 Smart potion Circlet - - Fire -
7 80 50 Pentagram Tart Water - Holy, Fire -
10 26 30 - - - - Fire -
10 26 30 $1,000 Pentagram HIT - Fire -
11 18 70 Uncurse Manna prism CUT - Holy, Fire -
11 10 20 Blue knuckles Pizza Water - Fire, Thunder -
12 2 20 Knuckle duster Pizza Water - Fire, Thunder -
12 16 40 Ice mail Ice cream - Water Fire Ice
12 22 35 $2,000 Saber HIT - Fire -
13 18 100 Antivenom Potion HIT - Fire -
16 32 50 - - - CUT Fire -
18 123 60 Miso soup Natou - - Fire, Thunder, Ice -
19 250 40 Monster vial 3 Skull shield - - Holy, Fire -
19 161 100 Estoc Claymore - - Holy, Fire -
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Enemies: Strong VS. Fire – 6 shown
The in-game name of the enemy, as shown if you have the Faerie Scroll relic; different enemies that have non-unique names are clarified with parenthetical notes; bosses are found in unique plot encounters; inverted monsters and inverted bosses are found in the inverted castle; final bosses must be defeated to complete the plot
Name
The enemy's level, which determines how much experience they give based on Alucard's level
Level
How much damage the enemy can take before being defeated
HP
How much experience Alucard gains upon defeating this enemy if he is at the same level as the enemy; Alucard gains a multiplicative 25% bonus for each level he is below the enemy's level, to a maximum of approximately triple experience at a five-level difference; if Alucard is above the enemy's level, experience is reduced by a multiplicative 1/3 penalty for each level Alucard is above the enemy's, to a minimum of 1 experience point; the formula for experience gained by a familiar is based on this number, but works differently
Exp
The item this enemy is most likely to drop upon being defeated
Common Drop
The item this enemy is less likely to drop upon being defeated
Rare Drop
The elements this enemy is strong against; attacks of this element deal half damage
Strong VS.
The elements this enemy is immune to; attacks of this element deal no damage and have no effect
Immune
The elements this enemy is weak against; attacks of this element deal double damage
Weak VS.
The elements this enemy absorbs; attacks of this element heal the enemy instead of dealing damage
Absorb
18 100 60 Resist fire Fire mail Fire - Ice -
20 70 50 Resist ice Icebrand Fire - Holy -
25 120 100 Aquamarine Sushi Fire, Water - Thunder -
35 260 150 - - Fire - Holy -
38 240 555 Hammer Stone sword Fire, Stone, CUT, HIT - - -
98 ???? - - - Fire, Thunder Poison - Darkness
Enemies: Immune to Fire – 4 shown
The in-game name of the enemy, as shown if you have the Faerie Scroll relic; different enemies that have non-unique names are clarified with parenthetical notes; bosses are found in unique plot encounters; inverted monsters and inverted bosses are found in the inverted castle; final bosses must be defeated to complete the plot
Name
The enemy's level, which determines how much experience they give based on Alucard's level
Level
How much damage the enemy can take before being defeated
HP
How much experience Alucard gains upon defeating this enemy if he is at the same level as the enemy; Alucard gains a multiplicative 25% bonus for each level he is below the enemy's level, to a maximum of approximately triple experience at a five-level difference; if Alucard is above the enemy's level, experience is reduced by a multiplicative 1/3 penalty for each level Alucard is above the enemy's, to a minimum of 1 experience point; the formula for experience gained by a familiar is based on this number, but works differently
Exp
The item this enemy is most likely to drop upon being defeated
Common Drop
The item this enemy is less likely to drop upon being defeated
Rare Drop
The elements this enemy is strong against; attacks of this element deal half damage
Strong VS.
The elements this enemy is immune to; attacks of this element deal no damage and have no effect
Immune
The elements this enemy is weak against; attacks of this element deal double damage
Weak VS.
The elements this enemy absorbs; attacks of this element heal the enemy instead of dealing damage
Absorb
36 200 160 Turquoise Karma Coin - Fire Ice -
37 120 160 - - CUT Fire Ice -
38 320 666 Fire shield Marsil - Fire - -
60 500 1,500 Great Sword God's Garb CUT Fire, Thunder, Ice - Darkness
Enemies: Which absorb Fire – 1 shown
The in-game name of the enemy, as shown if you have the Faerie Scroll relic; different enemies that have non-unique names are clarified with parenthetical notes; bosses are found in unique plot encounters; inverted monsters and inverted bosses are found in the inverted castle; final bosses must be defeated to complete the plot
Name
The enemy's level, which determines how much experience they give based on Alucard's level
Level
How much damage the enemy can take before being defeated
HP
How much experience Alucard gains upon defeating this enemy if he is at the same level as the enemy; Alucard gains a multiplicative 25% bonus for each level he is below the enemy's level, to a maximum of approximately triple experience at a five-level difference; if Alucard is above the enemy's level, experience is reduced by a multiplicative 1/3 penalty for each level Alucard is above the enemy's, to a minimum of 1 experience point; the formula for experience gained by a familiar is based on this number, but works differently
Exp
The item this enemy is most likely to drop upon being defeated
Common Drop
The item this enemy is less likely to drop upon being defeated
Rare Drop
The elements this enemy is strong against; attacks of this element deal half damage
Strong VS.
The elements this enemy is immune to; attacks of this element deal no damage and have no effect
Immune
The elements this enemy is weak against; attacks of this element deal double damage
Weak VS.
The elements this enemy absorbs; attacks of this element heal the enemy instead of dealing damage
Absorb
24 800 1,500 - - - - Ice Fire