Adsense

Tuesday, May 17, 2011

Dragon Warrior: Hero's Destiny 3/Shadows of Erdrick 2 Guide

Just like my Nestalgia and Archipelago Remastered guides, I'm making another BYOND game guide. This one is a lot less popular than either of them, but recently came back and one of my preferred fangames to play despite some bugs.

Game link - So you know where to find it.
Class Information (90% accurate) - Link is dead, use the info found in the guide below.
The Old Message boards (Still works, but hardly used)
Mekan's Accurate Personality Bonuses Currently down.

YOU MAY NEED TO RIGHT CLICK-VIEW IMAGE THESE SO YOU CAN ZOOM BETTER (Or save them)

Adding now an easy way to search the page so you can find the map or guide you want easier.

 Contents: To search the page, ctrl+f and input one of the terms below. (Search function may vary by browser or operating system). This should help you find what you are looking for a little easier instead of having to scroll down manually.

MAPS
  • World of Light
  • World of Darkness
  • Thief Key Tower
  • Cave to Tantegal
  • Old Dragonlord Castle
  • Noraburg's Princess Cave
  • Dark World Pyramid
  • Mirror of Ra Cave
  • Zenithian Tower
  • Waterfall Cave
  • Underground Volcano
GUIDES
  • Zenithian Equipment Locations
  • Orb Locations
  • Class Tree
  • Class Descriptions
  • Alchemy List 
  • Pet List
  • Pet Parts
  • Drops List 
  • Magic Key Locations (Places to go back to)
  • Gold Key Locations 
  • Known Bugs

WORLD OF LIGHT

WORLD OF DARKNESS

THIEF KEY TOWER
 CAVE TO TANTEGAL

OLD DRAGONLORD CASTLE

NORABURG'S PRINCESS CAVE

DARK WORLD PYRAMID

 MIRROR OF RA CAVE



  ZENITHIAN TOWER


WATERFALL CAVE (Blue Orb)



UNDERGROUND VOLCANO (Special thanks to Fwee)


ZENITHIAN EQUIPMENT LOCATIONS
The full set of Zenithian Equipment is needed in your inventory to enter the Zenithian Tower.
  • Zenithian Helmet - Inside Orochi Cave, located south of Phale.
  • Zenithian Shield - Find the Silver Statuette (Located in the Mirror of Ra Cave) and give it to the king of Azaria. He'll hand you the shield and hint at where the sword if.
  • Zenithian Sword - Go to the top of the tower southeast of Lofton with the Elder's Letter and Erdrick's Token in your inventory. A voice tells you to talk to Elder in Hobble. When you do, he hands you the sword.
  • Zenithian Armor - Located in monster shrine way southeast of Noraburg, or east of Ashford. Requires having the Staff of Change in your inventory.
    • Staff of Change - After you get the Mirror of Ra (Located in its cave northwest of Nomaly), head to Nomaly's throne-room and talk to the king. Defeat him and he'll hand you the Staff.
  NOTE: Equipping all of the Zenithian gear (on you or your pet) will increase critical hit rate by a substantial amount, but sometimes causes pets to attack your party when attacking disjointed groups.

ORB LOCATIONS:
The Orbs are needed to gain access to Ramia, your flying transportation.
  • Red Orb In UNDERGROUND VOLCANO on Light World Map (West of Soyo, South of Hamlin). Deep in the dungeon.
  •  Blue Orb - In WATERFALL CAVE. Requires Stone of Drought to enter.
    • Stone of Drought - located in DROUGHT TOWER, east of Old Hut.
  •  White Orb - Inside Snow cave. Requires Nook Grass to enter.
    • Nook Grass - You get this from Marta in SNOWMANTLE after talking to her, then picking up a package for her from WASHBURN.
  • Silver Orb - Inside SPHINX, east of Valenook.
  • Green Orb - Inside ORISA TOWER; Use Flute of Uncovering on upper right side of Tower, infront of the cut-off tree.
    • Flute of Uncovering - Acquire after showing a girl in SOYO a Metal Slime
  •  Yellow Orb - Acquire in MALROTH CAVE. Requires Eye of Malroth to find the cave.
    • Eye of Malroth - Inside ship cave (Southwest most island in world of light).
 CLASS AND SKILL INFORMATION
Source taken from here. Correcting the errors, and adding descriptions to what each skill does as far as I know. Any help or corrections is appreciated.

 CLASS TREE
This is how the class tree functions. You start with the base class up top, and as you upgrade, you have two choices  for your path. You are able to upgrade your class when you hit job level 8 in your current job and meet a minimum base level depending what upgrade you are on.
Upgrade 1 - Level 15
Upgrade 2 - Level 30
Final Upgrade - Level 50

The number before the skill is the job level that you learn it at.

Soldier - (2) Bite (Does more damage to animal-type mobs; Horned Rabbit, Fat Rat, snakes, etc)
(5) Bark (Attempts to distract a single target from attacking; distract status currently does not function)
(8) Bird Slash (Increases damage on a single bird type target; Mad Raven, Infernavis, etc; currently not functioning)
    1 Knight - (2) Flame Slash (Increased damage to a single ice type enemy)
    (5) Ice Slash (Increased damage to a single fire type enemy)
    (8) Bolt Slash (Increased damage to a single earth type enemy)
    2 Guard - (2) Vacu Slash (Increased damage to a single wind type enemy, less to ground)
    (5) Stones Throw (Attacks a group of enemies with relatively weak damage [30s and below]; set damage)
    (8) Thin Air (Damages all enemies [50s and below]; set damage)
        1 Barbarian - (2) War Cry (Attempts to distract a group of enemies from attacking; distract status currently does not function)
        (4) Helm Splitter (Attacks and lowers the defense of a single target)
        (6) Berserker (Lowers the user's defense to double attack)
        (8) Ram Attack (Reduces an enemy's HP to a low amount, but you take rebound damage similar to the HP lowered)
        2 Dragoon - (2) Dragon Slash (Increased damage to a single dragon-type enemy)
        (4) Metal Cut (Increased accuracy and attack against metal enemies)
        (6) Wind Sickles (Hits all enemies; set damage)
        (8) Falcon Slash (Attacks an enemy twice OR two enemies once with 70-80% of your attack on first hit, and 55-70% on second hit)
        3 Sentinal - (2) Zombie Cut (Increased damage to a single zombie-type enemy)
        (4) Guardian (?)
        (6) Cure (Cures self of status effects)
        (8) Fairwind (Increases the party's resistance to spells)
            1 Dark Knight - (2) 2Edge Hit
            (5) Magma (Set damage)
            (8) Evil Slash (Does large damage to a single target; 50% chance to miss; ineffectual on metals)
            2 Battle Master - (2) Confu Hit (Attacks a single target while attempting to confuse them; works on bosses)
            (5) Massacre (Attacks a random enemy, ally, or self with a high attack; ignored most of targets' defenses; does not work on metals)
            (8) Rain Slash (Hits all enemies; strength based)
            3 Royal Guard - (2) Helm Splitter (Attacks and lowers the defense of a single target)
            (5) Sleep Air (Attempts to put a group of enemies to sleep; 1/3 chance of success, checks for whole group [Either whole group falls asleep or none])
            (8) Boulder Toss (Set damage)
            4 White Knight - (2) Medic (Heals self by a low amount)
            (5) Falcon Slash (Attacks an enemy twice OR two enemies once with 70-80% of your attack on first hit, and 55-70% on second hit)
            (8) White Fire (?)

Fighter - (2) Jump Kick (More damage to Fighter type enemies.)
(5) Leg Sweep (Attempts to distract a single foe; Distract status currently does not function)
(8) Punch (Attacks a single target with slightly more force than normal)
    1 Merchant - 2 Smell Treasure (Detects treasure within your view; already obtained treasure not included)
    5 Crag Throw
    8 Call Army (1/11 chance to hit all monsters with half your current level + str/3 base damage, 1/11 chance to attack random monsters 2-5 times with half your current level + str/2, 1/11 chance to call an innkeeper to heal entire party for a low amount, 1/11 chance to call merchants to heal random party members 3-6 times with herbs for a low amount, 7/11 chance to fail)
    2 Thief - 2 Big Trip (Attacks and attempts to distract a single target from attacking; Distract status currently does not function)
    4 Fire Air (Damages all enemies by a low amount [30s and below]; set damage)
    6 Side Step (Attempts to attack a single target for large damage; 50% chance to miss, less damage than EVIL SLASH)
    8 Steal (Attempts to steal an item from a single target; only herbs and other lame items can be stolen)
        1 Mariner - 2 Squal Hit
        5 Fish Net
        8 Tsunami (Damages all enemies; set damage)
        2 Rogue - 2 Blaze Air (Damages all enemies more than FIRE AIR [60s and below]; set damage)
        4 Roundhouse (Attacks a group of enemies; strength based)
        6 Thief Hit (Attacks a single target while attempting to steal from it)
        8 Trihit (Attacks a single target three times doing 69%-90% of one's attack as total damage; if enemy dies before all strikes hit, it re-targets)
        3 Ninja - 2 Quick Strike (Attacks a single enemy for slightly less damage than a regular attack with a 25% chance for a second attack)
        5 Sleep Hold (50% chance to put a single target to sleep; does not affect bosses)
        8 Multihit (Attack a target twice, or two enemies once; damage is more than Trihit)
            1 Admiral - 4 Scorch (Damages all enemies more than BLAZE AIR [100s and below]; set damage)
            8 Fire Tower (Inflicts damage on a single enemy [200s]; believed to be set damage)
            2 Pirate - 4 Hurricane (Damages all enemies [100s and below]; set damage)
            8 Icestorm (Damages all enemies [200s and below]; set damage)
            3 Shinobi - 4 Backflip (Upgrade to ROUNDHOUSE)
            8 Multifists (Attacks a target 4 times; retargets if one of the blows kills a monster before it is finished)
            4 Assassin - 4 Beat (Attempts to instantly kill a single target; costs 6 MP)
            8 Axes of evil (Attacks all enemies; set damage, slightly increased along with base levels)

Pilgrim - 1 Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
2 Upper (Increases the defense of a single partymate; cannot take target passed double normal defense; costs ? MP)
4 Stopspell (Attempts to prevent a single target from casting spells)
6 Infernos (Does low Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
8 Antidote (Cures Poison to a single party mate; costs ? MP)
    1 Acolyte - 2 Increase (Increases the defense of entire party; potentially better or worse defense value than Upper; costs ? MP)
    4 Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
    6 Infermore (Does medium Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
    8 Vivify (50% chance to revive a partymate at 50% health; costs ? MP)
    2 Paige - 2 Sap (Lowers a single target's defense; Costs 3 MP)
    4 Speedup (Increases the speed of the party; costs ? MP)
    5 Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
    6 Surround (Attempts to inflict BLIND on all enemies to reduce physical damage; costs 5 MP)
    8 Vivify (50% chance to revive a single fallen partymate at 50% health; costs ? MP)
        1 Priest - 1 X-ray
        2 Healall (Restores a single partymate's hp to full; costs 7 MP)
        4 Infermost (Does medium-large Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
        6 Revive (Revives a single fallen partymate to full health; costs ? MP)
        8 Healus (Restores a medium amount of health to entire party; Based on Intelligence; costs ? MP)
        2 Bishop - 1 Sleep (Attempt to put a single target to sleep; success based on 50-100% of caster's int vs 100-150% of target's; costs ? MP)
        2 Healall (Restores a single partymate's hp to full; costs 7 MP)
        4 Barrier (Increases the party's resistance to spells; costs 6 MP)
        6 Healus (Restores a medium amount of health to entire party; Based on Intelligence; costs ? MP)
        8 Beat (Attempts to instantly kill a single target; costs 6 MP)
        3 Cleric - 1 Defense (Lowers the defense of a group of enemies; costs 4 MP)
        2 Barrier (Increases the party's resistance to spells; costs 6 MP)
        4 Healall (Restores a single partymate's hp to full; costs 7 MP)
        6 Armor (Increases a partymate's defense better than Upper; cannot increase more than double a target's base defense; costs 8 MP)
        8 Revive (Revives a single fallen partymate to full health; costs 20 MP)
            1 Pope - 2 Armor (Increases a partymate's defense better than Upper; cannot increase more than double a target's base defense; costs 8 MP)
            4 Barrier (Increases the party's resistance to spells; costs 6 MP)
            6 Stopall (Attempt to silence AND put a group to sleep; success based on 50-100% of caster's int vs 100-150% of target's; costs ? MP)
            8 Healusall
            2 Sage - 2 Vivifyus
            5 RobMagic (Steals MP from an enemy to recover the user's.)
            8 Reviveus
            3 Godhand - 2 Infermost (Does medium-large Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
            5 Defeat (Attempts to instantly kill a group of enemies. Base success is range of user's int/3 to int/2 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; costs 6 MP)
            8 White Star (Does massive Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
            4 Paladin - 2 Cure
            4 Bounce (Has a chance to reflect any spell targeted at caster; costs ? MP)
            6 Medic (Heals self by a low amount)
            8 Meditate (Heals self a little more than Medic)

Wizard - 1 Blaze (Inflicts low fire damage to a single target; Costs 2 MP)
2 Sap (Lowers a single target's defense; Costs 3 MP)
4 Icebolt (Inflicts low ice damage to a single target; slightly stronger than BLAZE. Costs 3 MP)
6 Fireball (Inflicts low fire damage to a group of enemies; costs 4 MP)
8 Outside (Transports a party out of a dungeon or tower; Costs 8 MP)
    1 Sorcerer - 1 Blazemore (Inflicts medium fire damage to a single target; Costs 4 MP)
    2 Firebane (Inflicts medium fire damage to a group of enemies; costs 6 MP)
    4 Bang (Inflicts low ground damage to ALL enemies; costs 5 MP)
    5 Stepguard (Neutralizes damage tiles for a certain amount of steps; costs 2 MP)
    6 Return (Transports user to a previously visited town; costs 8 MP)
    8 Boom (Inflicts medium ground damage to ALL enemies; costs 9 MP)
    2 Enchanter - 1 Slow
    2 Defense (Lowers the defense of a group of enemies; costs 4 MP)
    3 Sleep (Attempt to put a single target to sleep; success based on 50-100% of caster's's int vs 100-150% of target's; costs 3 MP)
    4 X-Ray (Checks if a chest is a trap chest or not; costs 2 MP)
    5 Zap (Inflicts low lightning damage to a single target; more damage to ground element, less to wind; Costs 8 MP)
    6 Snowblast (Inflicts medium ice damage to group of enemies; Costs 12 MP)
    8 Bikill (Doubles the target's attack; costs 6 MP)
        1 Elementalist - 2 Firevolt (Inflicts medium-large fire damage to a group of enemies; costs ? MP)
        4 Blazemost - (Inflicts large fire damage to a single target; Costs ? MP)
        6 Armor (Increases a partymate's defense better than Upper; cannot increase more than double a target's base defense; costs 8 MP)
        8 Explodet (Inflicts medium-large ground damage to ALL enemies; costs ? MP)
        2 Summoner - 2 Barrier (Increases the party's resistance to spells; costs 6 MP)
        4 Blizzard (Inflicts large ice damage to a group of enemies; inflicts more damage than FIREBANE; costs 12 MP)
        6 Surround (Attempts to inflict BLIND on all enemies to reduce physical damage; costs 5 MP)
        8 Bedragon (Currently does not function)
        3 Necromancer - 1 RobMagic (Steals MP from an enemy to recover the user's.)
        2 Sleepmore (Attempt to put a group of enemies to sleep; success based on 50-100% of caster's int vs 100-150% of targets'; costs 6 MP)
        4 Beat (Attempts to instantly kill a single target; costs 6 MP)
        6 Chaos (Attempts to confuse a group of enemies; costs 6 MP)
        8 Lightning (Inflicts medium lightning damage to a group; more damage to ground element, less to wind; Costs 20 MP)
            1 Istari - 2 Flare (Inflicts very large fire damage to a single target; Costs ? MP)
            4 Firestorm (Inflicts large fire damage to a group of enemies; costs ? MP)
            6 Gods Rage (Inflicts massive wind damage to a single target; more to earth enemies, less to wind; Costs ? MP)
            8 Hell Blast (Inflicts massive fire damage to all enemies; costs ? MP)
            2 Druid - 2 Snow Storm (Inflicts very large ice damage to a group of enemies; costs ? MP)
            4 Thordain (Inflicts large lightning damage to all; more damage to wind element, weak to ground type enemies; Costs ? MP)
            6 Bounce (Has a chance to reflect any spell targeted at caster; costs ? MP)
            8 Alldain (Inflicts large lightning damage to all; more damage to wind element, weak to ground type enemies; Costs ? MP)
            3 Archmage - 2 RobMoreMagic (Steals more MP from an enemy to recover the user's.)
            4 Chance
            6 Big Bang (Inflicts very large ground damage to ALL enemies; costs ? MP)
            8 Mega Magic (Inflicts damage based in 2-3 times your remaining mp at an enemy group; costs ALL MP.)
            4 Warlock - 2 Kaboom (Inflicts large ground damage to ALL enemies; costs 25 MP)
            4 Hell Flame (Inflicts very large fire damage to all enemies; costs 20 MP)
            6 Defeat (Attempts to instantly kill a group of enemies. Base success is range of user's int/3 to int/2 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; costs 6 MP)
            8 Nova (Inflicts massive ground damage to ALL enemies; costs 35 MP)

GoofOff - 2 Silliness (User will take from a pool of different goofs as their action; 0 mp)
5 Tickle (Chance to distract the target. Distract status currently not functioning correctly)
8 Giggle (Lower's targets tension to 0)
    1 Bard - 2 Wake Song
    4 Curse Song
    6 Mist Song
    8 Heal Song
    2 Dancer - 2 Boxer Dance (Attempts to distract a group of enemies. Distract status currently not functioning correctly)
    5 Odd Dance (Lower's the target's mp.)
    8 Frigid Air (Damages all enemies [30s and below]; set damage)
        1 Nomad - 2 Rest (Puts user to sleep to recover a small amount of health & magic)
        4 KO Punch (Attempts to instantly kill an enemy)
        6 Quake (Set damage)
        8 Stampede (Summons a stampede to inflict damage 3 times on random targets; can fail if luck is not over 35; damage on par with TRIHIT)
        2 Jester - 2 Quick Joke
        5 Ice Air
        8 Puff Puff
        3 Troupe Leader - 2 Panic Dance (Attempts to confuse a group of enemies; works on bosses)
        5 Rob Dance (Steals MP to recover the user's)
        8 Hustle (Heals party for 60s; less than the power of a sagestone, not affected by tension)
            1 Ranger - 2 Whistle (Summons a battle instantly)
            5 Ultrahit (Deal a large amount of damage to a single enemy. Works for players, but not pets; costs 20 MP)
            8 Gigaslash (Currently does not function)
            2 Actor - 2 Sleep Song (Attempts to put a group of enemies to sleep; 1/3 chance of success, checks for whole group [Either whole group falls asleep or none])
            5 War Song
            8 Demagic
            3 Super Star - 2 Ram Song (Attempts to put a group of enemies to sleep; 1/3 chance of success, checks for whole group [Either whole group falls asleep or none])
            5 KO Dance (Attempts to instantly kill a group of enemies. Base success is range of user's int/4 to int/3 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; Around 550 int should kill all available enemies 100% of the time)
            8 Angel Song
            4 Teen Idol - 4 Life Dance
            8 Sword Dance (Attacks an enemy 4 times; usually does more damage than your normal attack)

CLASS DESCRIPTIONS (Base only)
Soldier - This class has high hp, has the most equipment choices to start off with, and very good strength gains. Unfortunately, it is also the slowest, and a some of its skills are rather lackluster compared to the rest of the classes (with exception to the fighter classes perhaps. At this time, because agility determines base defense, Soldiers tend to get hit pretty hard. It is recommended you get a personality that either adds to your agility, or at least does not lower agility gains.

Fighter - Good agility, strength, and hp gains. Probably the most well rounded of the base classes, and easiest to play as, despite having the least amount of equipment you can equip. The good thing is you barely need any equipment thanks to good stats, at best you might want to keep different elemental armor in your bag for certain areas. You can specialize your stats almost any way you want (with only intelligence being relatively useless for you).

Pilgrim - A well rounded class with heal. You have balanced stats compared to other classes, and the best healing magic in the game. Best part is, as you approach your 4th tier class, you can choose between being a healing marvel, a party-reviver, a magical attacker, or a physical fighter! You have the most leeway in how you want to specialize your stats as all stats can be useful.

Wizard - Starts off a little difficult since you have no spells at first, but after whacking a few monsters with your cypress stick and get the blaze spell, it becomes a bit easier. Has the lowest base hp and str, but surprisingly gets decent defense thanks to decent to above average agility, and of course has highest natural intelligence and MP (one path of wizard gets naturally better hp gains compared to others). Has the best hit-all prowess in the game, and has a decent selection of support skills depending the path you choose (notably Bikill and Slow).

Goof-Off - The hardest base class to start off as. When you choose attack in battle, you might goof off instead with varying results. Sometimes you will do nothing, sometimes you will distract the target, maybe even critical hit the target. You will lose this natural goofing when you job upgrade, but some upgrades will bring the goofing back. Arguably has the most interesting skills, varying from amazing support to amazing offensive skills. Stats are rather low at first, and change depending which path you take. Equipment choices start out limited, but change if you choose bard route. Recommended you give yourself strength, agility, and vitality in personality specialization, because intelligence and luck is unneeded for them mostly. There is no mp costs to their skills (as far as I know), though luck can be useful... I believe the dancer route gets the most base luck compared to other but unsure.

ALCHEMY LIST
Medical Herb + Medical Herb = Healing Water
Magic Herb + Magic Herb = Magic Potion
Gold Ring + Luck Seed = Luck Ring (+20 Luck)
Gold Ring + Mystic Acorns = Wisdom Ring (+20 Intelligence)
Gold Ring + Agility Seed = Agility Ring (+20 Agility)
Gold Ring + Strength Seed = Strength Ring (+20 Attack)
Hat of Wind + Wing of Wyvern = Hermes Hat (Return spell)
Leather Helmet + Wing of Wyvern = Feather Hat
Silk Robe + Agility Seed = Cloak of Evasion (Halves physical attacks half the time)
Cloak of Evasion + Agi Ring = Robe of Serenity (Immune to Sleep, Resist wind/boom spells, weak to lightning)
Wizards Wand + Antidote Herb = Staff of Antivenom (Cure party of poison in battle/Cure one party member outside of battle)
Wizards Wand + Healing Water = Staff of Healing (Heal 50HP in battle)
Silk Robe + Leaf of the Word Tree = Angels Robe (35 Defense, Wind element, Immune to Defeat spells, weak to Boom (ground?) spells.
Wizard Ring + Lifeforce Nutes = Life Ring
Magic Armor + Dragon Scale = Dragon Mail (45 Defense, Soldier)
Silver Shield + Dragon Scale = Dragon Shield (Soldier Only)
Miracle Sword + Magic Armor = Miracle Armor (Soldier Only)
Saint's Ashes + Zombie's Mail = Dragon Mail (Soldier Only)
Saint's Ashes + Hades Armor = Metal Babble Armor (95 defense, Soldier)
Saint's Ashes + Unlucky Hat = Silver Helm (Soldier Only)
Saint's Ashes + Noh's Hat = Mysterious Hat (1 def, Reduces MP cost)
Saint's Ashes + Demon Armor = Sword Edge Armor (Reflects part of physical attack back on occasion)
Magic Armor + Demon Axe = Sword Edge Armor (Soldier Only)
Agility Ring + Orichalcum = Metorite Armband
Dew of the World Tree + Orichalcum = Sages Stone
Dew Yarn + Silver Loom = Water Flying Clothes
Silver Shield + Life Ring = Shield of Strength (Soldier Only)
Shield of Strength + Agility Seed = Aeolus Shield

PET LIST
You can find various pets in the game to aide you in your journey. Each have different classes and capabilities. In general, you are better off "upgrading" your pet eventually, and not using the beginning ones forever. That said, the early ones are not horrible. Use the ones that compliment your class for best effects.
  • Slime - Found in Hobble Cave - Soldier. Comes with Blaze spell. At level 99, learns Nova spell.
  • Windghost - Found in cave north of WestHaven - Magician. Comes with Blaze spell. Raise it to level 99, alert a GM so WindGhost will have learned Thordain & StopAll
  • Healer - Found in Canford Cave. - Pilgrim. Comes with Heal spell. Raise it to level 99, alert a GM so Healer can learn either God's Rage OR White Star (Your choice of one)
  • MudDoll - Found in Tower southeast of Lofton - Goof Off. Comes with RobMagic. Raise it to level 99, alert a GM so MudDoll will learn Chance & Hurricane.
  • RedSlime - Found in Sage Cave - Merchant. Comes with Icebolt spell.
  • Babble - Found in Dream Ruby Cave - Fighter. Comes with Blaze spell. Raise it to level 99, alert a GM so Babble will learn Sword Dance.
  • Skeleton - Found in Tower of Winds - Rogue. Comes with Medic skill.
  • BombCrag - Found in PortHaven Lighthouse - Guard. Comes with Crag Throw.
  • King Slime - Found in Light World Pyramid -Knight. Comes with Fireball.
  • Zombie - Found in Cave to Darkworld/OldHut Cave - Merchant. Comes with Punch
  • Kitty - Found in Cave to Tantegal - Nomad.  Comes with Berserker, and natural double attack.
  • Genie - Found in Kol Tower - Summoner. Comes with Defense, Sleep, and Bikill
  • Lizard - Found in RainbowDrop Cave - Barbarian. Comes with Flame, Bolt, and Ice Slash
  • Slime Knight - Found in Old DragonLord Castle - Cleric. Comes with Heal.
  • Metal Slime - Found in Dark World Pyramid - Thief. Comes with Blaze and Fireball. Raise it to level 99, alert a GM. You will be given the unfindable Sword Of Heroes and Metal slime will learn MegaMagic.
  • Wyvern - Found in Orochi Cave - Dragoon. Comes with Healmore and Firebane
  • Robot - Found in Zenithian Tower - Ranger. Comes with KO Punch and natural double attack.
  • Ogre - Found in Ice Cave - Barbarian. Comes with Helm Splitter and Ram Attack
  • Metal Babble - Found in Final (Story) Dungeon - Rogue. Comes with Fireball. Raise it to level 99, alert a GM so Metal Babble can learn DeMagic and FireStorm.

PET PARTS
Multiple pet parts needed to get bonuses at the end. Scheme organized as monster who drops it, name of monster part that drops, and the bonuses your pet gets when fused with the item. Last bonus listed repeats when you continue to give your pet said pet item. 

For instance with blue slime skin, when you fuse it with your pet the first time, your pet gains two agility. Second fuse with blue slime skin gives your pet the spell, Outside, third fuse give Return. The fourth and future fusions will give your pet one agility.

Monster - Monster Part (Stat/skill bonuses)

Slime - Blue Slime Skin (Agi+2, Outside, Return, Agi+1)
Babble - Babble Guts (Agi+1, Agi+2, Poison Attack, Agi+1)
Diver Rat - Diver Rats Wing - (Agi+1)
MagiDrakee - MagiDrakee Wing (Luk+1)
Magician - Mage Cloth (Int+4 & MP+8, Firebal, BlazeMore, Firebane, Int+1 & MP+2)
Iron Ant - Iron Ant Eye (Heal, HP+2)
Red Slime - Red Slime Skin (Vit+1 & HP+2, IceBolt, Vit+1 & HP+2,)
Sand Master - Giant Worm Skin (War Cry, Str+1)
Ozwarg - Ozwarg Gem (Int+2 & MP+4, Bang, Boom, Int+1 & MP+2)
Mummy Man - Mummy Heart (Vit+4 & HP+8, Vit+1 & HP+2)
Poison Toad - Poison Toad Skin (Luck+3, Luck+1)
Killer Panther - Werewolf Heart (Int+1 [Poison Attack as well, though not announced])
    +Impure Silver Ore (Str+4, Falcon Slash, Str+1)
Shadow - Shadow Mist (Upper, Def+8, Increase, Def+2)
Mini Demon - Demon Cloth (Explodet, Int+1)
Lava Doll - Lava Doll Idol (Sap, Defense, Agi+1, )
Marine Slime - Sea Shell (Healmore, MP+10, Healall, Healus, MP+4)
Red Dragon - Flawless Scale (Bikill, HP & MP+2)
Metal Slime - Metal Scraps (Metal Cut, Dragon Slash, Attack Twice A Turn, Def+1);
    +Metal Cloth (Str+2, Str+1) ;
    +Metal Slime Skin (AGI+6, Agi+4)
Metal Babble - Metal Babble Guts (Agi+10, Agi+6)
Kaskos Hopper - Druin Brains (NOTHING, Luck+1)
Beastan or Wraith - Dark Cloth (Int+2 & MP+4, Blazemore, Firevolt, Int+1)
Wraith Knight - Wraith Knight Bone (Sleep Attack, Str+1)
Man O War - Man O War Sludge (Str+2, Str+1)
[Unknown] - Thevro Flame Sac (Str+2, Flame Slash, Str+1)
[Unknown] - Magi Babble Guts (Int+1)


DROPS LIST
 -Books-
Book of Defiance - Butterfly Dragon or Grizzly
Book of Diligence [DILIGENT] - Vamp Cat (Sadara)
Book Of Helping [MEDDLER]- Crescent Viper
Book Of Logics [LOGICAL] - Deadly Toadstool
Book of Naive [NAIVE] - Man Eater Moth
Book of Smartness [SMART] - Big Horn
Sight Seeing Book [ALERT] - Poultergeists
Book of Jokes [SILLY] - Avenger Raven
Book of Boys [TOMBOY] - Vampire Bat
*Book of Brains [SHARP] - Flamer (Desert Tower)
*Book of Speed [+QUICK+] - Skeleton (Pyramid 1)
Book of Amazon [AMAZON] - Big Cobra
Book of School Yard - Ozwarg or Vampire Bat
Book of Dodging [AGILE] - Ghost or Rogue Night
Book of Fool - Rogue Whisper
Book of Wicked [TWISTED] - Mage Monja or Knight or demonite
Book of Sport [JOCK] - Lumpus
Book of Lazyness [LAZY] - Voodoo Shaman or Knight
*Book of Solitary [SOLITARY] - Golem
Book of Easy-Living [CAREFREE] - Infernavis
Book of Kindness [KINDLY] - Saber Lion
*Book of Luckiness [+LUCKY+] - Pit Viper (Princess Cave), Eliminator OR Wizard (Drought Tower)
Book of Sadness - Vile Plant or Avenger Beak
Book of Giving In [HELPLESS] - Carnivore Plant
Book of Self [SELFISH] - Wraith or Snowjive
Book of Bravery [FEARLESS] - Demighoul
Book of Truth [HONEST] - Ferocial or Ogre or Chaos Hopper
*Book of Heroes [VALIANT] - Axe Rhino
Book of the Lewd [LEWD] - Warlock
Book of Eagerness [EAGER] - Goopi
Book of Having Your Way [STUBBORN] - Dark Doirad or Elerat
Book of Waiting [TIMID] - Master Necrodain
Book of Toughness [TOUGH] - Basilisk
Book of Silence [LONESOME] - Bellzabble
*Book of Sexyness [+SEXY+] - King Metal Slime
Book of Boys [TOMBOY] - Vampire Bat
Book of Etiquette [LADYLIKE] - Lethal Armor or Eliminator
Book of Romance [ROMANTIC] - Bangler


-Equipment-
Pot Lid - Arrop
Silver Shield - Lava Basher

Elven Shirt (resists Ice, weak to Fire) - Rogue Knight
Mythril Chain Mail - Saber Lion or Bengal or Grizzly
Robe of Wise - Mage Monja or Demonite
Magicians Robe [Armor] - Demonite

Gold Ring - Clay Doll
Cloak of Shadows [Acc; 20 DEF] - Shadow
Goddess Ring [+20 Def, MP Recovery as you walk, Acc] - Avenger Beak
Shadow Medallion [+40int, Accessory] - Leapan Maskan
Cloth Cloak [+1 Def; Acessory]
Elven Cloak [+5 Def, Accessory] - Voodoo Shaman

Bunny Hat - Elerat
Lucky Band [Helmet, Recovers MP as you walk & boost exp by 50%] - Metal Babble

Golden crow - Voodoo Shaman OR Metal Scorpion OR Killer Panther
Slime Knight Sword [85atk] - Infurnus Knight or Golem
Sacred Bow [0atk] - Dool Snake or Ferocial
Elven Bow [63 atk] - Giant
Life Staff [Casts Revive] - Blood Priest or Dragon Rider

-Etc-
Parchis Ticket - Hork, Rogue Knight or Ant Eater, Mage Monja, Drakeema or Demon Ant Eater, Venom Zombie, Bison bear or Blue Beak, Ghoul
Leaf of world Tree [Revives one party member] - Terror Shadow, King Metal, Granite Titan
Saint's Ashes - Evil Mage
Golden Challice [Useless?]- Gold Basher
Wizard Ring [Use to restore mp, may break after use]- Razor Wind, Mummy
Elfin Elixir [Restores ALL MP]- Red Dragon or Arch Mage, Gas Cloud or Dragonit or Leaping Maskan

Magic Key Locations (Places to go back to)
  • WestHaven - Make a left just before throne room. (Fairy Water, 100 gold, Medical Herb, 84 gold, Magic Herb, small medal)
  • Valenook - West side of castle has an oldman who can give you a hint about an orb. East side has a locked room with a small medal in a drawer.
  • Canford - On east side of town, the library has a locked room with two pots containing 1 lifeforce nus each
  • PortHaven - Above the inn is a locked room. 2/3 drawers has a poison needle and a medical herb.
  • Timerlin - Go upstairs of the inn, left room locked with a woman who speaks of the king owning a "strage" shield. Drawers contain a small medal.
  • Tantegal - East of throne room has a magic key door. There's a shop that sells Magic Potions and Healing Water outright instead of having to make them.
  • Ashford - Inside castle west of throne room, first door of the treasury is sealed with a magic key. Second door requires the final key however
    Inside castle in the northwest corner leads stairs to the prison. Go down and follow it until you see a magic door, leads to two hidden chests (Lifeforce Nuts and Magic Map)
  • Southwest of Ashford - The shrine you came in from had magic key doors, one leading to the parchisi track.
  • Noraburg - Southeast house has a room with a chest locked in it.
Gold Key Locations
  • Shrine West of Noraburg
  • Shrine near Asaros castle 
Known Bugs
  • Disjointed groups - If you fight, say, a group of four slimes and kill one of them. You have just made a disjointed group. These cause problems with single targeting debuffs, or items with magic spells imbued in them with single or group targeting.
    • The problem is the skills in question sometimes target the dead mob causing a runtime error. Battle will then freeze and require typing in "Refresh" on byond command bar or a gm/host using battle fix on you.
    • This also bugs with single target skills such as "Bite," "Falcon Slash," and other single target physical moves, but instead of freezing battle, the move just fails to do anything. Magic from a caster is unaffected, however.
  • Distract Status - Any move that causes a target to lose only one turn (as in distracting them) does not work properly. War Cry, Tickle, Legsweep, and bigtrip for example, just do not work.
    • Whips chance to tangle a foe, however, does work, but the messages for when they recover sometimes are incorrect. Status spells/skills such as sleep, confusion and the like work as normal, however.
     
  •  Parchisi Board - There is a handful of bugs on this one.
    • "?" spaces can sometimes blow you off the track, as well as other "Go x steps back/forwards" spaces. 
    • Some areas of the track also get buggy where you'll see your character go up and down over and over due to some sort of confusion with the "go x spaces forward/backward." Sometimes it does this even when you rolled a high number.
    • Landing on the goal does nothing but end the game for you.
  • Class Reset NPC in Dharma - THIS IS A BIG BUG! Do not choose to reset your character's class. Not only will it not work, but it can bug your character so only a GM can possibly fix you, and it can crash the server. 
  • Mini-Medal Collector - If you hoard Mini Medals for a long time, you can miss earlier prizes sometimes. Example: NPC gives awards when you give him 6 mini medals, 12 mini medals, and 18 mini medals. If you don't hand anything until you gather 12 or more mini medals, you miss out on the prize for handing in 6 mini medals. Try to visit it often. If you accidentally stock a bit much on you, pass some to your pet companion; the npc can't grab minimedals for your companions.
  • Various skills not functioning - Sadly, a handful of skills do not function correctly or at all. Any I come across, I will try to list in the "Class Trees" section.
    • Skills that do not function well/at all: Bark, War Cry, Leg Sweep, Big Trip, Bedragon, Tickle, Boxer Dance, GigaSlash, Ultrahit.
    • Skills that function poorly: Steal/Thiefhit (Only steals consumables), TriHit/Multifists (Attacks added together do not do more than a basic attack), Rest (Does not recover hp/mp enough to warrant putting yourself to sleep).
     
  • "Rollback" bug - This happens when you party someone and they disconnect while you are in a party with them. Essentially, when they log back on you get disconnected along with a message saying you are a victim of a rollback bug. Most of the time, however, you aren't truly rolled back except perhaps sent to last town you were in. This can happen even when you don't disconnect with them in your party. To help avoid the annoyance, when your party breaks up, make sure all players involved hit leave twice, put a pet away, and hit leave once more before logging off. Other than that, it's something one has to simply deal with when partying someone.
  • White Knight - Not always true in all versions of the game, but the "White Knight" soldier master class is bugged due to a typo. Your class becomes null, unable to equip anything and won't learn any other skills if you choose to upgrade to this. If the server you play on has a GM or higher, they may be able to fix this for you. If you wish to test this class to see if it's bugged, make it a side character to avoid wasting your time.
  • Auto-Afk - If the game doesn't detect any button presses from a player in a bit, it makes the player AFK. When you are AFK, you are no longer solid so people can walk through you. It's done in case someone afks in front of the Inn or a shop or a path, people won't get stuck behind them. Unfortunately, if you are in a party with someone who suffers from the auto-afk system, it makes the leader of the party unable to move until they "come back" from being afk. Just make sure when partying with a player to have players hit the .northwest command (cancel command) every now and then to prevent it.
  • Boomerangs - When a player uses a boomerang, it ocassionally bugs and does a lot less damage (sometimes even 1s) randomly. Normally, reequipping fixes it, but can be annoying. Pets do not seem to affected, or at least less often.
  • Man-eater Chests - If in a party, be sure to open chests one at a time. If a man eater chest is opened at the same time, you may get bugged in "battle sprite" land, or in null battles.
  • Linlan Tower - South of Linlan is a cave that leads to an island tower. However, you cannot enter that tower. It was meant to be a newbie bonus tower that got scrapped. The cave is still worth going through for its items, however.
  • Menu lag - The game's menus occasionally lag independently from the actual server. This can cause a few bugs. Only solution is to take your time, but these things are bound to happen from time to time.
    • Overlapping Menus - Generally just a visual glitch, occasionally having you use/toss/move an item you didn't want to be used/tossed/moved, or a spell cast that you didn't mean to.
    • Menus showing in battle - This can get really glitchy or become harmless. Say you were about to use an herb when the menu lagged while you hit a direction on the overworld. It is possible that in between the moment you hit "use" and the moment you hit a direction that a battle occurs thanks to that lag. In this example, it's possibel that, for osme reason ,you'll use an herb on an enemy when this happens. That's ratherm ild compared to battle bugs you can encounter.
     
  • "Stepping" on people - If you go up the stairs of a house and stay on top of the stairs and someone follows you to go up those stairs, the player is teleported to a void.This can be cured by using a return spell, wyvern wing, hat of wind, or hermes hat. Without any of those, a player just needs to relog in.
  • Handing in the Time Orb - Once you obtain a time orb, you are supposed to go to a shrine next to Asaros castle. When you go there and talk to guy to hand it to, this game skips a cutscene, which can leave you pretty clueless on what just happened. SPOILER in tiny print: Essentially, Voice reveals it was never Rubiss, but trying to trick you into handing over the orb to take over the world. That's when the dude at the shrine says you need to travel around to gather the zenithian gear and such.
  • Orochi Cave - In DWHD, Orochi cave actually had an Orochi to fight. This game lacks a boss fight in this, making a few continuity errors, but otherwise is not something to be missed much.
  • Nomaly Boss - Once you use the Mirror of Ra on him, you lose the mirror. If you lose to the boss, you are unable to refight him; to fight him requires the mirror and you lost it with no way to get it back. If this happens, an admin or GM is required to help you get past this.
  • "InferMost" learning bug - For Clases that are supposed to learn Infermost, there sometimes is a bug where instead of infermost, you learn InferMORE again. Only way to fix this is ask a GM for help.
  • Monster Shrine - If you go to the monster shrine east of Ashford/south of Noraburg without a Staff of Transform, you can be thrown into the blackness. The blackness connects to other parts of the story, enabling one to sequence break. It's not recommended you do this as you can bug your character to the point where not even a GM can save it. 
  • Seeds of Skill - They fail to work. In the past, they used to even bug your character some. Best not to use them. 
  • Metal Pets losing Metal element - If you equip a metal slime/babble pets with elemental armor, they will lose their spell immunity. This is really bad cause of their unchanging max hp. If you do this, you may need GM assistance to fix this.

No comments:

Post a Comment