Races: As Illusionist – 5 shown
Name Key
The maximum strength a member of this race can achieve
Max Str
The maximum dexterity a member of this race can achieve
Max Dex
The maximum intelligence a member of this race can achieve
Max Int
The maximum wisdom a member of this race can achieve
Max Wis
The maximum MP a member of this race and type combination can achieve
Max MP
Human H 75 75 75 75 37
Elf E 75 99 75 50 25
Dwarf D 99 75 50 75 37
Bobbit B 75 50 75 99 49
Fuzzy F 25 99 99 75 37
Weapons: Which Illusionist can Ready – 4 shown
Magic weapons are only sold in the hidden city of Dawn; exotics are ultimate weapons that may be used by any class, but must be found
Name
Key
Weapons of a given type will not appear when you use the Ready command until you have found at least one weapon of that type or better
Type
Whether this weapon can be used to attack only adjacent squares or at range; ranged weapons hit the first target in a direct line from where they are fired
Range
Notes
The cost to buy this weapon in a shop; a weapon may be sold for this full value to any shop that sells that weapon
Price/Value
The character types who can Ready this weapon
Types
Hands A Mundane Melee - - All types
Dagger B Mundane Ranged Lost if used at range 5 gold All types
Mace C Mundane Melee - 30 gold F, C, T, P, B, L, I, D, R
Exotic P Exotic Melee - - All types
Armour: Which Illusionist can Wear – 4 shown
Magic armour is only sold in the hidden city of Dawn; exotics are ultimate armour that may be used by any class, but must be found
Name
Key
Armour of a given type will not appear when you use the Wear command until you have found at least one armour of that type or better
Type
The cost to buy this armour in a shop; armour may be sold for this full value to any shop that sells that armour
Price/Value
The character types who can Wear this armour
Types
Skin A Mundane - All types
Cloth B Mundane 75 gold All types
Leather C Mundane 195 gold F, C, T, P, B, I, R
Exotic H Exotic - All types
Spells: Cast by Illusionist – 10 shown
Cleric and wizard spells are exclusive to each of those classes
Name
Key
Whether this is a wizard or cleric spell; each casting class has access to one or both types of spell
Type
The MP required to cast this spell
MP
Effect
The races who can Cast this spell as a character of this type; because spellcasting is based on a character's statistics, these denote maximum potential
Races
In which circumstances this spell can be used
Available
Which status, if any, the use of this spell can remove
Cures
Pontori A Cleric 0 May kill all skeletons, ghouls, and zombies; can be used once per battle All races Combat -
Appar Unem B Cleric 5 Like Get a chest, but without fear of traps All races Non-Combat -
Sanctu C Cleric 10 Recover one party member's HP All races Anywhere -
Luminae D Cleric 15 Create light like Ignite All races Anywhere -
Rec Su E Cleric 20 Move to the same location one dungeon level above All races Dungeon -
Rec Du F Cleric 25 Move to the same location one dungeon level below All races Dungeon -
Lib Rec G Cleric 30 Move to a random spot on the same dungeon level All but D Dungeon -
Alcort H Cleric 35 Cures one party member of Poisoned status All but D Anywhere Poisoned
Sequitu I Cleric 40 Return to the dungeon entrance B Dungeon -
Sominae J Cleric 45 Create light like Ignite, lasts longer B Anywhere -