################# Definition ########

save as books.txt in data folder
adds more variety to those useless red books. Some of the new books contain lore, some useful info from the wiki.


/Note/
Number,Japanese title,English title,		1=randomly generated

%DEFINE
0,日記,My Diary,				1
1,迷子の兵士に送るマニュアル,Beginner's Guide,	0
2,バグです,It's a bug,				0
3,見るな,Don't read this,			1
4,博物館運営マニュアル,Museum Guide,		1
5,クラムベリー中毒,Crimberry Addict,		1
6,目が回る,Cat's Cradle,			1
7,ハーブの効用,Herb Effect,			1
8,店の運用マニュアル,Shopkeeper Guide,		1
9,初めての自家栽培,Easy Gardening,		1
10,水を大切に!,Water!,				1
11,牧畜のすすめ,Breeder's Guide,		1
12,なぞの手記,Strange Diary,			1
13,ピラミッドへの挑戦状,Pyramid Invitation,	0
14,カードゲームのルール,Card Game Manual,	1
15,ダンジョン運営マニュアル,Dungeon Guide,	1
16,隠されしムジャフの定理,Cryptic,		0
17,なぞのマニュアル,Towns of North Tyris,                     1
18,願い,Wishlist,				1
19,日記19,Blank Map,				0
20,日記20,Trade Goods,				1
21,日記21,South Tyris Pocket Atlas,				1
22,日記22,Story of Elona-Prologue,				1
23,日記23,Story of Elona-Act 1,				1
24,日記24,Story of Elona-Interlude,				1
25,日記25,Class Feats,				1
26,日記26,Breeding Power,				1
27,日記27,Lexus' notebook,				1
28,日記28,ranged weapons,				1
29,日記29,Yerles,				1
30,日記30,Eulderna,				1
31,日記31,Zanan,				1
32,日記32,Juere,				1
33,日記33,Karune,				1
34,日記34,Elea,				1
35,日記35,Norland,				1
36,日記36,Fairy,				1
37,日記37,Dwarf,				1
38,日記38,Bethel and Elishe,				1 
39,日記39,Nutrition,				1 
40,日記40,Card descriptions (500-599),				1 
%END

/Translation Note
Text written after %**,EN will be displayed in the English version of Elona.

#####################################
%0,JP
今日から毎日 日記をつけることにしよう。
%END

%0,EN



I'll start writing in my diary from
today on!
%END



#####################################
%1,JP
迷子の兵士に送るマニュアル
%END

%1,EN
Beginner's Guide
	Author: An Old Adventurer

<This book is weathered and yellow
with age>

I leave this book here in the off
chance that should I not survive my
final adventure, others may learn
from my trials and tribulations.

I have lived many years and have
done many deeds. I have seen much
what this world has to offer.

This cave has been my hideaway in the
last few seasons, though if you are
reading this, it is most likely now
yours to reside in. I don't mind as
I'm either dead or faboulously rich.

Still, if you are planning on going
into the same trade as I and are not
the local scamps just playing at it,
some advice should be parted to you.

Now where to begin?

I won't know from which way you came
from so it's best to give you the
local landmarks;

If you follow the trail from here to
the South-East you find Vernis. It's
a mining town, but it should still
have some shops, a tavern and an inn.
You should be able to find some work
there, as well as food, gear, and
even a friend or two. The innslady I
recall was having some trouble with
local ruffians the last time I was
there.

East of Vernis is what the locals
call the "Puppy Cave". It's well...
always changing. A local mage called
it a "Hausdorff-Besicovitch fractal
plane", whatever that means.
If you leave the cave and come back,
or go up or down floors, it will
change all the creatures, items,
walls, and exits. You can find quite
a bit of stuff if you don't mind
hopping in and out.

The "Puppy" of this cave is fairly
deep in, and a child in town would
love to get it back, but it kept
getting itself killed when I tried.
It always reappeared on that floor
when I left and came back, but I
gave up after a few tries. Maybe
you can do it. Just don't get lost.

Once you are a bit tougher and better
geared, the Gray cave of Lesimas
might be be another good spot. It's
one of the more ancient ruins of
Nefia, and there's bound to be
something interesting in there. If
you ignore the roads, it's almost due
south of this cave.

No doubt all around the land there
will be caves and forests spawning
with loathsome critters. Just don't
go blindly into them, check them out
BEFORE going in. Preparation is a key
difference from a live Adventurer and
a dead one.
         -== Geography ==-
If you follow the roads from Vernis:
-Port Kapul is to the west. 3-5 days
  Good Business there as it's a port
  Fighters Guild and an Arena

-Palmia is to the East. 2-3 days
  Big City, lots to see and do
  King lives here
  Has Arena

-Yowyn is to the South-East. 2-3 days
  Farm Town, not a lot to do unless
  you like turnips and Harvesting.
  Note to self: Clean out Yeek's Nest
  AGAIN... worse than rabbits they be

-Lumiest is South-East of Palmia
  On an Island
  Lots of mages live there

-Derphy is South-west of Vernis
  No roads lead there
  Wretched hive of scum and villanry
  Steer clear of Dragon's Nest!

-Noyel is Far FAR to the east
  Bring a sandwich, it's a long walk
  Snow is slow going
  Don't poke the Fire Giant. Bad juju

      -== Work and Jobs ==-
While you may want to go about
slaying dragons and saving damsels,
it's best to start small. Being an
adventurer means you'll do jobs that
no one else wants to do.

Deliveries are a good way to start
out in this business. Example:
     Accept job
  -->GET THE ITEM AT YOUR FEET!<--
     Deliver item to recipient
     Collect reward
Note that forgetting the item to
deliver is very BAD, but not the end
of the world. If you are very lucky,
the local shops or fields may have
what you are looking for. They won't
know the difference, trust me.
Also note how many days you have to
deliver things. Running from Lumiest
to Port Kapul is NOT fun, and you may
simply not be fast enough yet to do
the really high paying ones.

Hunting can range from easy to very
VERY hard. The money offered is a
good way to tell how bad it will be.
Be careful doing these, as it takes
just one nasty critter to get you.

Gift getting also ranges from easy
to absurd. Just remember that if you
accept the job, running from town to
home and back takes time, and you may
not have that long to do it.

Cooking requests are only good if you
can cook, have the items, and can
deliver before the food rots. But if
you check out the local bakery before
accepting, you may just be able to
buy what you need before doing the
job.

Harvesting LOOKS easy, but it can be
very hard. Waste no time, and go as
unburdened as possible. Speed is the
key for these jobs.
Finally, try not to fail a job, it's
a black stain on your record, and too
many of those can get the guards on
you. Use you noggin BEFORE accepting
any job. Can I do it? Will I have the
time? Who gets their kid garbage on
their birthday?

      -== Advice and Tips ==-
And now a few nuggets of wisdom:

-Cargos of food are cheap, and you'll
eat them as you travel overland. But
you cannot eat them inside towns or
dungeons. If you are hungry just exit
the town or dungeon, eat, and enter.

-Be cheap. 'b'ash fruit bearing trees
in towns and fields for fruit, and
scavenge whatever plantlife you can
outside. That armor is not going to
come to you if you keep eating cakes
and pies.

-The meat of many monsters is edible.
Women love Purits flesh for what it
does for their skin. Some isn't so
good for you, but if you're hungry...

-While succulent and tasting of young
pork, the flesh of man should not be
eaten. Only crazy people eat people,
and you aren't crazy are you?

-Innkeepers for coin can feed you
quite nicely. They have beds too.

-Until you can buy/find/steal a bed
for your home, stay at inns when you
are tired. A sleeping bag is a good
idea for deep dungeon trekking.

-Should a pet or ally fall in battle,
most towns have a bartender who can
bring them back for a price.

-Check your 'j'ournal! It has all the
information about quests you are on,
jobs you are doing, events, your own
reputation and bills. Check it often.

-On the subject of bills. When you
become famous enough, you'll get a
salary of money and items twice a
month. The salary will be dropped off
in the chest in your home. However,
with salary also comes taxes. Take
the bill in hand and cash in pocket
to the local embassy just north of
Palmia and pay it there. Don't let
your bills add up as the taxmen are
worse than any dragon or demon.

-Should your skills start to plateau,
seek a trainer. There is one in every
town, and will sharpen your existing
skills. They also have skills you do
not yet possess and for a price will
teach you them. Beware though, they
only accept platinum coins, and those
are in short supply these days.

-And finally, beware the weather. Oh,
a little rain may have never killed
anybody, but with heavy rain comes
lightning that can blind you and the
great thunder which can confuse you.
Try not to get lost while in one.
Sometimes, the best thing to do is
stay in place till your head clears.
Rarely, but with increasing fervor is
the dreaded Etherwind. Beware this.
A friend of mine was stuck outside in
it and could barely be called human
when he finally staggered inside.
When it comes, FIND SHELTER! I cannot
stress this enough. Hide in a cave if
the monsters inside won't tear you to
bits. If you are in a town you are by
no means safe. Run to the innkeeper
and demand Shelter. Wait out the evil
storms, and only after it passes can
you return to your duties.







In closing, I hope this is of some
use to you, and I hope my final
adenture is a good one. Now if you
will excuse me, I have a fort to
conquer. How bad could it be?

Good luck to you and your travels.
%END



#####################################
%2,JP
 この本はアイテム生成に失敗した時に出
%END

%2,EN
	Author: <Madness!>

This book is an item that should fial
to generate out of <Something>.

A special action, or bug, leads to
this.

If you have anything to report on how
you caused this to be, it is welcome.

It should not affect gameplay, but if
it does, the cause is unknown.

Sorry about this,
--The Management.

%END



#####################################
%3,JP
見たな?
%END

%3,EN


I warned you.
%END



#####################################
%4,JP
博物館運営マニュアル
%END

%4,EN
Museum Administration Manual Mk.II
ReWritten by Curator Schmidt

So you want to run a Museum do you?

Young Sir/Lady, it takes some hefty
capital to purchase such a deed, but
if you have the time, patience, and
money this old curator will help you
out with this handy, unbiased manual.

In your wanton and overly hedonistic
destruction of the local flora and
fauna (henceforth known in this guide
as "adventuring") you might have come
across some of the following:

Item a.) Figure of <Fauna>
Item b.) Card   of <Fauna>

If so, then you may have barely given
them a glance before shoving them in
your sack if ill-gotten gains and
simply gone back to "adventuring".
No doubt you have sold them for more
tankerds of ale and legs of mutton,
but the more intelligent among you
might collect them into a pile and
ponder "Why do monsters have these?"

The answer: Vanity! And Magic!

And it is these things that we shall
profit from. And it's so simple even
an adventurer can do it!

Still, just in case, I have written
down the exact steps to minimize any
unfortunate mishaps that might arise.

Step 1.) Purchase a deed of a Museum.
   This step is what chokes out the
   small fry from the serious doers.

Step 2.) 'r'ecite the deed upon the
   spot on the world you wish your
   museum to be. Let the gnomes do
   the building, it won't take long.

Step 3.) Aesthetically place all the
   Cards and Figures you have found
   inside the musuem. Neatness is a
   virtue, though not necessary.

Step 4.) Profit!

That should do it as far as the basic
setup requires. If you want even more
information about specific queries,
merely ead on to learn more!
      -== Notes and Caveats ==-

Whilst having more than one musuem is
certainly possible, only your first
one will make any money.

Figures are worth more than cards
most times anyway.

Don't pile multiple items upon one
space. It is entirely unprofessional,
and utterly ineffectual.

The mightier the monster, the better
value the card and Figure. Rare are
the Cards with a Name or Title on
them. These indeed are best.

While having a dragon's card is nice.
having ten is just tacky. Variety is
key. The more duplicates you have,
the less they are worth.

Oh and one more thing... the gnomes
that build your musuem have somewhat,
oh, narrow tastes. you may have to
purchase a <designer board> to sculpt
it into your own grandoise vision.

            -== Errata ==-
Base cost: 		140,000 gp
Maintenance cost:    1500 gp/month
Income per rank:      100 gp/month

**Figures above are approximates only


Happy Curating!
%END



#####################################
%5,JP
クラムベリー中毒
%END

%5,EN
Crimberry Addiction and You
A Schmidt Education Pamphlet

Every year more and more people are
becoming addicted to the seemingly
harmless Crimberry.

Known by an ancient Nefian dialect as
Kur-amu-beri, which should just go to
show its long and sordid history with
our land and peoples, the Crimberry
is a strong hallucinogen with many
different applications.

Simply eating a berry can cause the
following symptoms in 15 to 60mins:
- Hallucinations
- Impairment like Drunkenness
- Raving like a loon
- Fever-like motor-control failure.
Crimberry's are highly addictive, and
should the addict fail to get his
next "Crim", he will either turn to
other narcotics, or become a threat
to our community.

And of course, no one thinks of the
poor children who get involved in our
seemingly "adult" activities. They've
even created a new way to "enjoy" the
devilish berries;

They copy the wild yeeks and dry them
then shove the dried berry up their
nose. This "snorting" of Crimberries
will lead to the proliferation of
excess agression, and will lead more
desparate individuals to become known
as "adventurers" commiting insane
deeds to get their next fix.
While some of the older, long haired
Wizards demand that Crimberries remin
legalized, if only for their sacred
"rituals", this must stop!

        FOR OUR CHILDREN!

        FOR OUR FUTURE!

CONTACT YOUR LOCAL MAGISTRATE TODAY!
	Petition the King!
%END



#####################################
%6,JP
目がまわる、目がまわる、目がまわる
%END

%6,EN
Round Eyes! Round Eyes! Round Eyes!
%END



#####################################
%7,JP
ハーブの効用
%END

%7,EN
Blessed Herbs
Chronicled by Dr. Schmidt, PhDM

* Curaria [KYURARIA AQUIFOLIUM]
Effect is well known and medicinal.
However, the ability of said effects
is based entirely on it's so called
"consecrated" state, which has been
clinically proven to be a real effect
and not merely a placebo.
Effect Status: Life Restorant

* Morgia [MOJIA DIPSACUS PILOSUS]
Massive hormone Stimulant. Increases
muscle mass, strength and endurance.
Blind-Test subjects recieved various
"consecrated" state herbs and thusly
recieved differing returns. This only
goes to prove that Gods do in fact
exist, and that all our science is
meaningless in their might.
Effect Status: Strength and Endurance
	       enhancers

* Mareilon [MAREIRON DIPSACUS FEROX]
Neuro-Chemical stimulant. Increases
cognitive abilities. Level of effect
entirely on "consecrated" state.
Effect Status: Mental Enhancement

* Spenseweed [SUPENSUUIDO LONGIFOLIA]
All effects as of yet are unknown,
though it has been noted that those
who ingest it seem to be more "aware"
and levels of perception may be up.
More testing is needed to determine
all side effects.
Effect Status: Enchanced Perception



* Alraunia [ARURONIA MARTYNIA LUTEA]
Hormone-activated. Aphrodiasiac.
Thus extremely popular with the
locals. Oddly enough, it also appears
to have some ability at improving
memory. Research still pending grant.
Effect Status: Memory improvement,
               Libido enhancement

* Stomafilla [SUTOMAFIRIA HYPOGAEA]
Upon contact with the stomach, the
herb expands and fills the cavity,
leading the consumer to feel very
"bloated". Long term use and the
nutritional level of the plant has
yet to be verified.

Effect Status: Very Filling


As more specimens are brought in and
tested, so shall we update this brief
guide.

Until then,
Dr. Schmidt
	Philosophiae Doctor Magus
%END



#####################################
%8,JP
店の運用マニュアル
%END

%8,EN
Shop Owning and Operational manual
ReWritten by Schmidt the Fence

So, you think you can own a shop? I
know, sitting on your arse all day
hawking wares seems easy enough.

But then riddle me this genius:
If it's so easy, why is there only
one shop per type in every town?

The answer is simple:
      Only the strong Survive!
(Well, that and the high taxes...)

Store operation is so difficult,
only the meanest and cut-throat can
survive in town. You however, have
an advantage over us town-shops:
     You will be outside!
And while that sounds less than ideal
right now, your monthly payments to
the crown are cut down to a mere
Five Thousand Gold Pieces a Month
(5000gp/Month)
Which is peanuts to what us city
shops have to pay, believe you me.

     -== Setting up a Shop ==-
Step 1.) Buy a deed of a shop.
 (A Mere 200,000gp at a base price.)

Step 2.) 'r'ead the deed aloud on the
spot of the world you would like it
to be built on.

Step 3.) Set up the shop (see below)

Step 4.) Caveat Emptor!

     -== Running your Shop ==-
Your shop is up and now it must be
run, which is a separate process.

First you need a shopkeeper. Now this
cannot be you, as you have to out and
get the things to sell. So you have
to go and get one of your companions
to do it. You should choose a worker
based on how good they look, and how
good a negotiator they are, as they
are the vital two things in any good
sale. Now that you have such a goon,
go to the register in the shop.
Assign that person to the job.

The other part is also simple, to
SELL Stuff you need to HAVE stuff.
So go get stuff and and leave it in
your shop. The better stuff should
be out on display, the less good bits
should be in a pile in the back in
your shop strongbox.

-== Little Golden Nuggets of Info ==-

Your Salesperson stays at the shop
and cannot come with you.

Selling stuff makes money(natch) but
it also improves your rank, which can
make you even more money.

Due to a vicious spat with the local
Furniture Union, we cannot sell any
spare furniture out of town. We in
town can still buy and sell it.

Anything else, garbage, junk, even
rotten stuff can be sold if you can
find a sucker for it.

Investigate your allies to find the
prettiest and bestest negotiator. It
may be 10,000gp to do so, but having
the best salesperson available will
make up for it in the long run.

The Embassy north of Palmia sells a
fair bit of equipment for shops if
you need anything.

Due to your shop permit, you can ONLY
sell a maximum of 10 items at a time.
You can expand on this for a mere
2000gp for an additional ten slots,
and every subsequent 1000gp for each
10 slots after.


       -== Fiscal Information ==-
Base cost:            200,000 gp
Maintenance cost:     5,000 gp/month
Income per rank:      ??? gp/month**

**Why ??? for income? 'Cause that's
where you come in bub!

With luck, you too will be living
large like me!

Remember: The GP stops here!

Good Business to you!
%END



#####################################
%9,JP
初めての自家栽培
%END

%9,EN
Crop Growin' Fer City-Slickers
by Jebediah Schmidt

So you reckon on joining us good folk
in doin' an honest days work do ya?

Well, you adventurers-types with yer
big-ol' swords and fancy armor, might
not got enough grit ta get the job
done right, but we'll give you a shot
at join us humble folk.

Ta start, you need ta have a green-
Thumb, or "Gardening Skills" in your
fancy city speak. If ya don't have
that skill afore a-startin' out ya
gots a Yeek's chance on a skillet to
get any plantin' done. So go get ta
learnin' that first.

Next, since we got all the good land
near the towns, ya'll have to set up
elsewhere. Now, I could go on all day
about what my Pappy and his Pappy say
about soil, but I know you won't get
but a yeek bite's worth of it, so
allow me to "summ-ar-ize" it fer ya:

Time and Place. Them's crucial.

Ya'll might've noticed it rains more
at certain times of the year. Thems
the seasons, and the rainier it is,
the better fer yer crops.

Place is easy. You might notice we
like to plant on flat plains. There's
a good reason fer it, and ya'll soon
prolly figger out what it is. Avoid
Snow, Mountains, and the only good
thing that came from a forest is more
trees, not crops.

Now buy a deed and claim yer land.
Come Hell or High Ether it's yers!

But Jebidah, ya sez, I ain't gots no
seeds tah plant! Kin I have some o'
yers? I'd say heck no! Seeds is the
lifeblood of any crop! Go finds yer
own! Ya get seeds rarely, unless you
heads North near the Alter and finds
ya some.

Once ya got some seeds, ya needs ta
plant 'em. Now I like doin' it in the
rain, as I reckon it's better for em.
Jes stand in yer fields and 't'ool em
into the soil all gentle like. Easy.
Now, after that, ya gotta wait, as
they take time ta grow.

Thanks to that there Etherwind, crops
only take about a week or so nowadays
which gets my Pappy all in a tiff it
does, as he reckons it oughta take a
whole season like it did in his time
and his Pappy's time. Anyhoo, after
they grow and get ripe, ya gots ta
pick em. At first ya'll bumble a bit,
but once you get good enough, ya jus'
might find more seeds once ya pick em
rightly good enough.

Then ya'll go and do it again!

     -== Bits from my Pappy ==-
Now some crops'll wither, and that's
life, so no grumblin' about fate and
the winds and all that hackey-dackey.
It'll happen less if ya bless ya seed
AFORE ya go and plant it! Practice
also helps keep the wither away too.

'g'et yer crops when theys ripe, also
'g'et yer withered ones away too as
ya never know if it's a catchy sick.

Seed Types:
Fruit seed: grows them there fruits
Vegetable seed: grows them vegetables
Herb seed: Ah reckon it grows herbs
Gem seed: grow ores and gems, honest!
Unknown seed: ? Never Grew one o dese
Artifact seed: Grows Fancy artifacts

If ya needs seeds, and I know no real
farmer that dain't, ya should worship
Kumiromi. She likes her offerings all
mushy-like, and there's always scraps
ya don't need much.

My Pappy's Unca once said that if ya
'g'et yer crops in the rain it's gets
ya right better crop. Now I never was
one to go pickin' in the rain, so's I
don'ts knows fer sure iffin it's true
or not.

      -== Them Numbery Bits ==-
Deed: Bout' Forty Thousand or so
      Pends on your yackin' n' dackin
Now my Grammy, she could get a deal.
Ya shoulda seen her get TWO sacks a
Potatah's for one jug o' CrimShine.
Course', our Still was made by my
Pappy's Cousin's Unca. Still, with
Crimberries bein' frowned on as crops
ya have ta plant them all sneaky like
in the back behind squash...
%END



######################################|
%10,JP
水を大切に!
%END

%10,EN
You Water Wasting Jackals! Curse you!
By Schmidt the Water Bandit

Where I come from water is life!
Waterholes are protected to the death
down to the last woman and child!

I come to this country, and what do I
see? Water, nay, LIFE, being wasted!
You people, who live in such lushes,
waste so much it's sinful!

Water should be blessed, given to all
your gods as tribute! Do you people
even know all the things you can do
with dirty water?

I suspect not.

Nor will you if you simply toss it
all away like dung from a diseased
camel.

May all who waste water wither like
grass in a drought, and may what you
issue from your loins be as sand!

Damn you all!
%END




#####################################
%11,JP
牧畜のすすめ
%END

%11,EN
A Ranching guide for the Greenhorns
By Cattle Baron Schmidt

Howdy all! I write this guide for the
same reason I rustle cattle about:
Money. Plenty of good royalties to be
had if one takes the time to put pen
to paper. Still, while I can't give
ALL my secrets to you as it'd put me
out of business, but I can't get you
to by my next book if I don't give at
least the basics.

To begin with, you'll at least eighty
thousand or so to purchase a deed to
a ranch. Less, if you are a good
talker or rather attractive.

Then, with deed in hand, find the
best place for it you can find. While
it cannot be within town limits, as
you do NOT want people asking nosy
questions on what exactly it is you
are breeding, or other such moral or
ethical-type dilemmas.

Once you are at the spot of choice,
merely 'r'ead the deed and claim your
land.

-== The Joys & Perils of Breeding ==-

Good Breeding is a fine art, and is
what separates us from the savages.
No where more true is this rule than
at a ranch.

Any animal assigned to be a "breeder"
will stay on the ranch, and, in time,
produce milk, eggs, shit, and other
bits. And no, I am not going to try
to explain how mammals will lay eggs
or how exactly you milk a twenty-ton
firebreathing lizard. I don't rightly
try to answer those sort of questions
and frankly, neither should you.
Just accept the fact and move on.

Now, those items can be sold for fair
coin, but the real profit is in the
breeding and rightly so. This isn't a
farm after all. Now, with the coming
of the Etherwind, breeding has become
a very simple process. Not like the
old days, when you had to keep track
of bloodlines, and breeding seasons,
and listen to the mating howls, and
the awful thumping of not one but two
Twenty-ton Carnivores going at it.
All. Night. Long.
But I digress. Now all you do is just
assign it breeding duties, and let it
be. Soon, there will be more of them.
Mitosis? Magic? Again these are the
questions you should not rightly ask.

Now, these... offspring, can be used
in several ways, which I shall list
below:

'i'nteract with it and get it to join
you on your travels.

Gene Engineering with zero risk to
the originals.

Profit by taking it to a slave trader
if, I might add, you know where to go
where no one asks any questions.

Or you can kill it and the odds of a
carcass being salvageable is much
better than duking it out in the wild

-== The Drydock. Waste Nothing ==-

A benefit of having a ranch is having
a drydock at your disposal. Now I put
mine in the southeast corner so the
wind will blow the stench away from
my estate. I assume it will be the
same for you (you'd best hope so).
In any other trade a rotten carcass
would be nothing but a loss. Not so
with a ranch, where nothing goes to
waste. Simply dump your rotten meat
into the drydock to cure, and in no
time at all you'll have delicious,
lightweight, adventurer-sought-after
Jerky!
	-== In Conclusion ==-
At this point a wise man would stop
writing here, and just let you dream.
Simply imagine the possabilities, and
then grasp them.

In my next book, which will be soon
available, I will highlight the more
subtle tricks to the trade, like how
exactly you prevent a twenty-ton,
fire-breathing, living force of
Destruction and Death from simply
leaving the ranch after setting all
to the flame and devouring you on the
spot for asking it to sit there and
breed.

Until then Partners!
%END



#####################################
%12,JP
レイチェル…おまえの…忘れない。
%END

%12,EN
[You cannot make out who owns this]
Written by Rachel's brother <damaged>

<Within this rotted book is a Letter>
<The Letter is faded Everywhere>

Rachel<damaged> I'll forget.

In order to retain memory of<damaged>

Your disease <damaged>
by modern medicine.

<damaged> himself out of hand.

No, I'm<damaged>

So

Your memories forever<damaged>

Secret Garden in the snowy field...

The location is the north 2<damaged>
And from the 4<damaged>

My sister is<damaged>
Requiescat in pace...
%END



#####################################
%13,JP
ピラミッドへの招待状
%END

%13,EN
You have been cordially invited hero,
RSVP not required, but come prepared.

<This has been written on papyrus>

You have gotten a bit of a name for
yourself young one, and you are even
now growing stronger. Soon I, in my
age beyond ages, might not be a match
for you. And sensibly, I won't take
that risk later. But I do so love a
fresh challenge every now and then.

So hear this.

Seek my Pyramid! Challenge my maze!

Of course you should have a reason
more than simply my word of challenge.

How about treasure? Ah, I knew that
would do it. Within my Labyrinth lies
much treasure if you can find it. It
lies within much risk, but any reward
without risk is hollow and cold as is.

And there is what I carry as well,
though I feel it fair to warn you
that I have played this game for a
long, long time and have yet to lose.

Oh and one more thing, should you not
be properly entered within the great
Book of the Dead before entering,
those within shall ensure that you
become so, promptly indeed.

Face me if you dare!

%END



#####################################

%14,JP
カードゲームルール(暫定)
%END

%14,EN
Action! Adventure! It's Card Battles!
<By DeckMaster Schmidt>

Have you been looking for a game that
your kids can play that doesn't
involve lawn darts, a dead yeek, and
a bit of twine?

WELL SEEK NO MORE!

Coming Soon to the Country of North
Tyris, a brand new game involving
gathering cards, duels, and bizarre
hairstyles that require exstensive
Gene-engineering to even be possible!

Sequal to the once popular game
Monster Duels, which is in turn
the sequal to Wizards & Magic!

Become the King of Games!

- Coming as soon as the Etherwind
permits long-haul cargo. -
%END



#####################################

%15,JP
ダンジョン運用マニュアル
%END

%15,EN
Seek Ye the Secretes of yon Dungeons?
<Schmidt the XVII, Duke of Intrigue>

Then send ten gold to:
Spelunkers Monthly Scrolls
Care Of:
Samisel
South Tyris, Elona
%END

#####################################
%16,JP
隠されしムジャフの定理
%END

%16,EN



But difficult!
%END

#####################################
%17,JP
しかたがない、全てを話そう。この街がガレ
キの山に変わった日だ…私はあきらめてチ
%END

%17,EN
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
       - Towns of North Tyris -
                    <By Lhoto>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Have you been looking for an in-game
guide? Look no further! This will
assist you in some of the more
annoying things to remember!



North Tyris contains 8 towns.
Various missions will require you to
get from one town to another within
a time limit. For this reason, it is
impotant to know the town's names.



====================================
VERNIS (Close to home)
====================================

Vernis is the small mining town next
to your starting home. This town has
an abundance of food on the ground
and fruit trees, making it a good
place to swipe some free food. In
addition to this, it has the nearby
'Puppy Cave' which randomly
regenerates each time you leave a
floor of it (which makes for good
looting). The loot which you get
from Puppy Cave can be identified at
the trainer's building between the
Inn and the Pub.



====================================
Port Kapul (North West of home)
====================================

Port Kapul is the seaport on the
western side of the continent. It is
the home of the Fighter's Guild,
as well as the only pet arena. In
addition to this, it is one of the
four locations where you may fight
in an arena.









====================================
Derphy (South West of home)
====================================

Derphy is a town to the south west
of the starting home. Known as the
town of theives, it contains the
thieve's guild, and has no guards.
This makes it the ideal location for
individuals with low karma. Aside
from this, the only notable feature
in Derphy is its arena.








====================================
Yowyn (South East of home)
====================================

Yowyn is a small farming town
located to the south east of the
starting home. It is the best place
to find gardening missions, which
are essential to level up your
gardening, and make owning a farm
a realistic possibility. Yowyn has
many different fruits/vegetables on
the ground, and is a good location
to fill up before a dungeon.






====================================
Palmia (East of home)
====================================

Palmia, the capital city of North
Tyris, is located to the East of the
original home. It is home to the
king and queen, and also the
best location to pick up certain
quests due to location. It is home
to one of the four fighting arenas.
Three tiles to the north of Palmia
is the Embassy. The Embassy is both
a good place to buy deeds for
buildings, as well as furniture.
This is also the location where
you will be paying your taxes unless
you obtain a tax box.


====================================
Lumiest (Follow path east of Palmia)
====================================

Lumiest is the second port city, to
the east of Palmia. It contains one
of the four fighting arenas, as well
as the mage's guild. Lumiest may be
slightly difficult to get to due to
the close proximity of the path to
the snow.









====================================
Noyel (To the far north east)
====================================
Noyel is a town located within the
tundra. As inconvenient as it may be
this town contains a winter festival
which allows you to convert to a
different god without any penalty.
In addition to this, several unique
merchants can often be spotted here,
as well as several very high paying
missions. Be wary though, these
missions are often impossible due to
the slowing effect of the snow.
On the other side of the lake to the
south of Noyel is Miral and Garok's
Workshop. This workshop is the
location where mini medals are
spent, as well as a location where
you can buy a tax box.
====================================
Larna (To the far south east)
====================================

Larna is the only town that is not
directly accessible, and as such
will never have any missions. To get
to Larna, one must go through the
nearby mountain path, a level 25
tower-dungeon nearby.

%END



#####################################
%18,JP
水を大切に!
%END

%18,EN

Wishlist

Age and Youth will decrease your age
 by 20 years. The youngest you can get
 seems to be 12
altar will create a godless altar
Attribute : scroll of gain attribute
Beauty displays "A typical wish."
Coin, Medal or Small medal will give
 you 3-5 Small Medals
(Small does not work, nor does medals)
Death will deal you 99999 damage
Descent: potion of descent
Various deeds:
	* Dungeon
	* Farm
	* Museum
	* Ranch  can be cursed.
	* Shop  can be cursed.
Speed ring will give you a Speed ring.
God inside Ehekatl displays
 "There's no god inside."
man inside displays
 "There's no man inside."
figure or card<type> will give you a
 figure/card of the selected monster,
 or a figure/card of '@' if you select
 an invalid type. eg: figurelul (figure
 of lulwy), or figurespiral (figure of
 spiral king) or figurejazzhands
 (figure of '@', since there is no
 jazzhands monster). Note that figures
 and cards of Spiral Kings do exist,
 and may be out of reach only due to a
 parser error.
Food : either a food processor or a
 cargo of food. If you really need food
 use ration.
Friend or Ally lets you choose a new
 companion. You can only chose from
 those that you can pick at the
 beginning of the game (dog, cat, bear,
 little girl); scaled up to your
 current level.
holy well will give the message "It's
 sold out", and instead you'll get
 multiple blessed bottles of water
 (the same message is given if you wish
 for holy water).
item creates one of the two unnamed
 blank items in the game (#618). It is
 edible and looks like a fish.
Material kit summons a random material
 kit, typically of poor quality.
Marriage gives you a spellbook/scroll
 of Nightmare. (The parser matches the
 first three letters of "marriage" with
 the middle letters of "nightmare." )
Money or Wealth will give you x0,000
 gold pieces, where x is some function
 based off of your current level. At
 level 4, this was 20,000 gold.
New Year's Gift may contain something
 rare and beneficial, including
 Hermes' Blood and a Summoning Crystal.
 However, something bad may happen
 when you open it instead. It may also
 be locked.
Platinum will give you 5 Platinum Coins.
Sister will give you a sister's lunch
Sex will change your gender.
sure map: Treasure Map.
suremac: Treasure Machine.
Treasure: Treasure Ball.
Vindale: Vindale cloak
miromi : secret experience of Kumiromi
In Elona+ there is an odd wish that
 only works using the japanese
 language. "====隠しキャラ====" will give
 an odd message, and after completing
 the Struggle against insanity Level
 30 quest in Melkawn, reading the
 Insane book mentioned will result in
 one of four hidden characters
 being added to your party: M girl
 (wizard with magic storm and slow),
 H sister (has Swarm special action),
 White young lady (Pianist with Eye of
 Dimness and Healing Rain), and Lazy
 older sister (gunner with Cheer).
%END


#####################################
%19,JP
水を大切に!
%END

%19,EN
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
       - Blank Map -
                  <By Anonymous>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
















top of page 2









map on reverse








bottom of page 2
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%END

#####################################
%20,JP
水を大切に!
%END

%20,EN

Trade Goods
Item (Weight)	- Cheapest -> Most Expensive
Plush Toy (6.5)- Vernis > Derphy > Yowyn > Port Kapul > Palmia > Lumiest > Noyel
Barrel (10.0)	- Port Kapul > Palmia > Vernis > Lumiest > Derphy > Noyel > Yowyn
Piano (50.0)	- Palmia > Noyel > Yowyn > Lumiest > Vernis > Derphy > Port Kapul
Rope (4.8)	- Port Kapul > Vernis > Yowyn > Palmia > Derphy > Noyel > Lumiest
Manboo (10.0)	- Port Kapul > Derphy > Yowyn > Vernis > Palmia > Lumiest > Noyel
Coffin (12.0)	- Derphy > Yowyn > Port Kapul > Palmia > Vernis > Lumiest > Noyel
Grave (48.0)	- Derphy > Yowyn > Lumiest > Port Kapul > Vernis > Palmia > Noyel
Whisky (16.0)	- Port Kapul > Palmia > Vernis > Yowyn > Lumiest > Derphy > Noyel
NobleToy (32.0)- Vernis > Yoywn > Derphy > Port Kapul > Palmia > Lumiest > Noyel
InnerTube (1.5)- Port Kapul > Yowyn > Vernis > Palmia > Derphy > Lumiest > Noyel
Tuna (7.5)	- Port Kapul > Derphy > Yowyn > Vernis > Palmia > Lumiest > Noyel
C.Tree (60.0) 	- Noyel > Lumiest > Palmia > Derphy > Vernis > Yowyn > Port Kapul
Snowman (11.0)	- Noyel > Lumiest > Palmia > Derphy > Vernis > Yowyn > Port Kapul
Art (35.0)	- Lumiest > Palmia > Derphy > Yowyn > Noyel > Vernis > Port Kapul
Canvas (7.0)	- Lumiest > Palmia > Derphy > Yowyn > Vernis > Noyel > Port Kapul
Marimo (9.8)	- Port Kapul = Palmia > Derphy = Yowyn = Noyel > Vernis > Lumiest
%END

#####################################

%21,JP
水を大切に!
%END

%21,EN
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   - South Tyris Pocket Atlas -
                  <By Anonymous>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1.Eirel
2.Kurualm
3.Melkawn
4.Ruoza
5.Melugas
6.Valm
7.Ludus
8.Arcbelc

R.Rehmido
S.Smoke and Pipe
H.Maid house

M.Machine Fort
C.Chaos Shrine
V.Valley of Hereafter

#~~~~~~~~~~~~~~  ^^^^^^ 1 ~~~~~~~   ~#
#~~~~~~~~~~~  ^         | ^^~~~~~ F  #
#~~~~~~~                |  ^^^^~~    #
#~~~~~~~2____3~      ___/^^^^^      ^#
#~~~~      |     4__/ S  ^^^^^      ^#
#~~    ____|_____/       ^^ ^^    ^^^#
#~~    |                  C     ^^^^^#
#~~    |     ___                   ^~#
#~~~~  |    / ^ R           ^^^^^^^^~#
#~~~   |    | ^^               ^^^~~~#
# ^^   |    5 ^                 ^^ ~~#
#6__/\_|                            7#
#   ^^ |        J~~~ M    ~~~~~~~~~~~#
#      | H    ~~~~~       ~~~~~~~~~~ #
#~    ^\       ~~         ~~~~~~~~~~ #
#^ ^^  ^|^^^^___8       ~~~~~~~~~~~~ #
#^ ^^                 ~~~~  F ~~~~~~V#
#^^^^         ^^^  ^^~~~~~    ~~~~~~ #
#             ^^^ F^^~~~~~    ~~~~~~ #
%END

#####################################

%22,JP
水を大切に!
%END
%22,EN
----
Story of Elona
Prologue

The setting of the story is a world
named Irva. After the rise and
collapse of civilizations, it has
arrived at its eleventh era, Sierre
Terre. It is said to be the most
creative - and also destructive - age
Irva has seen.

After a month of torrents, the
eastern continent has been taken over
by uninhabitable forests - a
phenomenon that has not been seen
before. While the easterners were
seeking refuge in North Tyris (the
continent in which the game takes
place), the prince of Zanan - one of
the nations of the west - made the
claim that this disaster is what
destroyed Rehm Solenoid, the tenth
era. Therefore, the people of the
forest should be denied hospitality.

The formal name of the forests is the
Vindale Forest and its inhabitants
are called Elea. The conflict over
the Vindale Forest did not stop to
grow and its destruction seemed, at
the moment, inevitable.

While all of this was happening, the
protagonist of the story (you!)
stowed away on Queen Sedona. However,
etherwinds managed to sink the ship -
leaving you floating the waters,
unconscious. When you regain
consciousness, you find yourself in a
cave along with a man and a woman.
The strangers identify themselves as
Elea, the people of the forests. The
man introduces himself as Lomias; the
woman as Lanneire. Lomias teaches you
how to survive in North Tyris. After
that, as their function as
messengers, Lomias and Lanneire take
off to the palace in Palmia.

%END

#####################################

%23,JP
水を大切に!
%END
%23,EN
----
Story of Elona
Act 1

(The following is the storyline
unfolded in the Japanese version,
absent in the English translation.)

Once you arrive at Vernis, a soldier
of Zanan tells you at entrance that
the crown prince of Zanan himself has
visited the city. In the city square,
some albino - Saimore, the Crown
Prince - is delivering a speech. He
claims: the Vindale Forest and the
Elea are attempting to resurrect the
Messera - the disastrous entity named
the Star-Eating Giant that destroyed
Rehm-Ido, the era preceding Sierre
Terre, considered to be the source of
the Vindale Forest's expansion and
the etherwinds. So far in history,
the great nations of Irva have warred
with each other. But now, all nations
must embrace each other if Irva hopes
to destroy the Vindale Forest and the
Elea and survive another apocalypse.
Finally, Saimore demands that the
insignificant nation of Palmia should
support this alliance of great
empires.

When you are about to leave Vernis,
the drunkard Zananese lieutenant
Loyter, the Crimson of Zanan, learns
that his soldiers discovered his
once-rival Bethel, the White Eagle of
Zanan... now titled Whom Dwell in
Vanity. Bethel cries that he would
rather rot in prison than talk to
Loyter - and Loyter fulfills Bethel's
wish.

In any case, you (for -some- reason)
enter Lesimas, a Nefian ruin nearby
Vernis...

By then, the news of Bethel's arrest
in Vernis reaches the ears of
Saimore. He tells the messenger not
to do anything to Bethel without his
orders... and mumbles that how ironic
it is to find Bethel at this moment.
On the other hand, Barius, one of
Saimore's advisors, asks what he
expects of Bethel. Saimore's answer
is that, though he expects nothing
out of him, he wants Bethel to become
an audience of the comedy that shall
soon consume Irva.

You reach the third floor of Lesimas,
only to find a heavily wounded man.
He identifies himself as a Palmian
scout who has been searching the
ruins and tells you that, in order to
stop the clash of the great empires
and the threat posed against Sierre
Terre, his letter to King Xabi must
be delivered. After the scout's
death, you find it unable to procede
any further - so you head to Palmia
as asked.

By the time you arrive at Palmia,
King Xabi is hearing Lanneire and
Lomias. To Lanneire's appeal for aid,
Xabi answers that Palmia exists to
balance the empires. If Palmia were
to oppose Saimore, whose claims are
becoming more and more popular across
Irva, they will make enemy of the
world. Thus, without Palmia, Irva
will inevitably devolve into a world
war among the great empires. For this
reason, Xabi denies the Elea aid.

Lanneire refutes Xabi's argument:
will Xabi sacrifice the Elea for the
sake of makeshift “peace”- However,
Barius intervenes. He states that,
even though the Elea refer to
themselves as innocent and harmless,
the etherwinds from the Vindale
Forest are wrecking havoc across the
world. Furthermore, Barius demands
that the reason behind Vindale
Forest's unusual expansion should be
investigated. Of course, Lanneire
denies that there is no such thing as
Messera - but Xabi ignores her
comments. He excuses Lanneire from
the audience, saying that he will
listen to her the day after.

Saimore reiterates to King Xabi that
the Vindale Forest hosts Messera.
And, even if this does not turn out
to be true, the forests will continue
to expand and take over all habitable
lands. For these reasons, Saimore
demands custody of Lanneire. Xabi
asks: does Saimore not want Lanneire,
because she knows the truth-
Saimore's reply is that he has his
reasons. In the end, Xabi denies
Saimore's request, reason being that
Lanneire is a distinguished guest
from another nation. Furthermore,
Xabi states that Palmia will not be
concerned with the Vindale Forest
crisis.

Left by himself, Saimore mumbles that
Lanneire resembles “her”... Barius
adds that, with the reintroduction of
the White Eagle, it is certain that
the Wheel of Fate has begun to turn.
Saimore says that he does not believe
in such a thing as fate, but he of
course welcomes how they lavishly
adorn the stage for him. He says that
Bethel and Lanneire shall play the
roles that he deems appropriate.

Once you deliver the letter to King
Xabi, you are asked to talk to the
royal librarian if you wish to work
for Palmia. Upon talking to Erystia,
the royal librarian and the head
researcher of Lesimas, you receive
the following information:

Lesimas - the ruins to which King
Zasim, one of Palmia's three Greats,
and his cousin Zeome personally
ventured for the purpose of attaining
the treasure at its bottommost floor.
However, only Zasim returned from the
adventure. The king told his agents
that the treasure must lay asleep in
eternal darkness and its chamber
shall be foreverl sealed... and that
Zeome will never return. Thus, the
heart of Lesimas was magically
sealed. The key to the seal had its
magical property obscured and was
split into three, each of which were
given to the three evil ones of North
Tyris.

Erystia gives you a mission: you are
to find out the fate of Karam, the
Lonely Wolf of Karune, who was to
explore the depths of Lesimas. His
reports from the ruins has ceased for
weeks now and that the last one was
from the sixteenth floor of Lesimas.

About the time you leave Palmia,
Lanneire and Lomias are looking for a
woman named Liana from the Palmia
tavern. According to Xabi's comments,
Liana will protect anyone from harm
with the right price. However, Bethel
had gotten to Liana first. Seeing how
gloriously drug- and alcohol-addled
Bethel is, Lomias attempts to leave
the scene - Apparently, he despises
the idea of accompaning an addict.
But the tavern has been surrounded by
uncertain figures! With force, Bethel
takes Lanneire and Lomias and escapes
the tavern.

Once you have gotten past the third
floor of Lesimas, Lanneire confronts
the crime lord, Sevilis, in Derphy.
Remembering Xabi's advice that
Sevilis can be trusted in times of
danger, Lomias asks Sevilis to help
them find out who it is that made the
attempt at their lives. With a gander
at Lanneire and Bethel, Sevilis
certifies that it must have been
Zanan. Here, though Bethel has never
met Sevilis before, Sevilis treats
Bethel as if they've known each other
all along... Finding this strange,
Bethel comments on it; Sevilis
brushes it off like nothing.

It turns out that Sevilis was in
league with Saimore all along - he
locks up Lanneire's party for the
purpose of trading prisoners with
Barius. Lanneire questions Sevilis if
he has turned his back to Palmia, but
he ensures her that no harm will come
to her. Upon meeting with Barius, it
turns out that one of Sevilis' men
has been captured by Barius. At the
end of the deal, Barius mysteriously
tells Sevilis - “your survival will
be a secret to him.”

While you explore the depths of
Lesimas, Saimore summons Lanneire to
his chamber. He says that he just
wanted someone to talk to. Lanneire
coldly denies company, saying that
there can be no understanding between
her and Saimore, who is falsely
accusing the Vindale Forest and the
Elea of evil. Surprisingly, Saimore
admits that it is all a lie. The
truth is that the Vindale Forest have
become activated, sensing Messera's
resurrection, and the etherwinds are
the only weapons against Messera.
Saimore requests Lanneire to hear his
story before revealing the truth of
the Forest.

Long ago, Zanan had two crown
princes. Saimore was the second -
weak, ugly and pale. The first crown
prince, Clyne, was healthy, beautiful
and strong, like sun to Saimore's
shadow. Unlike Clyne, who was
interested in the arts of combat and
war, Saimore was devoted to charity
and kindness. His study on evils of
the world brought his attention to
the Vindale Forest and the Elea, who
were despised by the rest of the
world. In the seeming unhealth of the
forests, Saimore saw himself. He
believed that, if he can find a way
for the peaceful coexistence between
the Elea and the other peoples
possible, perhaps Saimore himself
will find his place in the world. But
his searches were in vain and time
kept passing. Saimore could not
accept a world where the strong
crushes the weak. Similarly, he could
not accept that an albino like
himself should be dominated by his
strong brother. He grew to hate the
world.

But, one day, Saimore met “her”. She
was an Elea of a similar age. What he
admired the most in her was that she
was living strong in Zanan, where the
prejudice against the Elea was the
strongest. In a way, Saimore saw her
as a fountain of inner strength. But
in the end, she left Saimore with
nothing but scars in his heart.

Saimore ends his recount here, saying
that they have more than enough time
to kill.

You pay no attention to all this
happening above the ground - you are
too busy exploring Lesimas. In the
outside world, Lomias and Sevilis
have a talk at a Derphy bar. Sevilis
says: Lanneire's imprisonment is not
by Zanan, but Saimore himself, and
Saimore will soon let go of Lanneire.
But under one condition: in the
conference of nations that will take
place in Palmia, Lanneire and Lomias
will represent the Elea. Befuddled by
this sudden favor, Lomias asks why -
Sevilis just asks them to entertain
Saimore for this once.

This still doesn't stop you from
exploring Lesimas. As you go deeper,
Saimore continues his life story with
Lanneire as the lone audience:

Clyne died. The world knows that,
during one of his mountainous
adventures, he misstepped and fell
off a cliff... but the truth is that
it was Saimore who pushed him off a
cliff. Killing his brother and
grasping all of Zanan's power meant
not only Clyne's death, but that of
Saimore's soul also. He revolted
against his long-held virtues of
peace, compassion, charity and mercy,
saying that all of these was nothing
but an excuse for his pathetic state.
Though he may have become the heir
apparent of Zanan, the sense of
inferiority persisted. Saimore could
neither back off nor go further.

Once hearing Saimore's story,
Lanneire admits that she can believe
none of it... though she now
understands why he became the person
he is now. Surprised at the
understanding of another Elea,
Saimore entertains the thought that,
if goodness truly exists in this
world, perhaps they will meet again
in another lifetime. But he also
mentions that it is too late. Saimore
now reveals the truth of the Vindale
Forest to Lanneire:

The truth is that Messera, the "Star
-Eating Giant", is a virus. It is the
end of all life that hopes to destroy
it all. In Sierre Terre, Messera lies
dormant in all lifeforms and
environments and the only reason that
life can persist is because of the
Vindale Forests and its etherwinds.
If the Vindale Forest is destroyed,
then all life shall end in Irva.

And the destruction of the Vindale
Forest is at hand. Saimore is hoping
to find out how the world will react
once it realizes its mistakes too
late, once Messera reawakens.
Lanneire calls Saimore out for
dooming Irva for one man's problem.
But Saimore claims that this is all
comedic only because it -is- one
man's problem. If Lanneire wishes to
talk ideologies, it may be better to
talk with Barius, who has different
intentions than Saimore, says him.

Devoted to your cause, you keep
spelunking your way into Lesimas. By
this point, Lomias, Sevilis and
Bethel are seeking audience with the
queen... but, suddenly, Lanneire runs
into the court, telling the group to
abandon this place as quickly as
possible. However, it is too late -
King Xabi has been assassinated and
the Lanneire's gang is held culprit.
Though they know that Saimore is
behind all this, they have no other
option than to make the run for it
and escape the scene.

You finally arrive at the seventeenth
floor of Lesimas. You discover Karam,
but he also is heavily wounded. At
death's door, Karam tells what he has
found out: it is Zeome who is
guarding the secret treasure of
Lesimas. Furthermore, Karam
understands why Saimore would want
the treasure - for the treasure is
the Eye of the Eternal Darkness, the
vanisher of all lies. If Saimore, who
already has widespread support, wants
this treasure, could it be because he
doesn't want his lies to be seen
through- If this is the case, then
what is Saimore truly intending to
do- Though he is aware of the
terrible implications, Karam knows
that he is unable to escape Lesimas
in his current state. For this reason
he asks you to deliver this
information to Palmia as quickly as
possible. And then, Karam relieves
himself of the pain.

Once you return to Palmia, Lanneire's
gang can be seen by outskirts of
Vernis. According to Lomias, the
rumor that a Vindale witch has
murdered Xabi when he denied aid to
the Elea has spread around the town.
Sevilis suspects that Saimore will
wage war against the Vindale Forest
under the pretense of pursuing the
so-called assassin. To this, Lomias
complains: if hiding in the Vindale
Forest won't stop the aggression
against the Elea, then where can the
Elea go- On the other hand, Lanneire
states that they must return to the
Vindale Forests, in order to warn the
Elea of the coming invasion, no
matter what Saimore really intends.
But, first, they must raid Saimore's
laboratory in order to find out more
about the Vindale Forest's secret. If
the Vindale Forest is the only weapon
against Messera as Saimore claims,
then there may yet be hope for the
Elea. Additionally, Lanneire
entertains the thought that Saimore
is expecing her to take some action.
In any case, Lanneire's group decides
to head to Zanan, in order to find
Saimore's laboratory.

You deliver Karam's final words to
Erystia. Erystia explains that the
Eye of the Eternal Darkness is the
codex of all of Irva's true history.
If Saimore wants this treasure in
order to cover up his false claims,
then he must be stopped. There is no
time to mourn for King Xabi and
Karam's death - you must fight the
three evil ones and recreate the key
to the final chamber.

Sevilis and Lanneire are talking on a
boat toward Zanan. Lanneire
apologizes to Sevilis for getting him
involved in her mess and thanks him
for providing the means to achieve
their goal, but Sevilis answers that
both Sevilis and Bethel are doing
this for their own reasons. Lanneire
comments that Bethel must be a kind
person and a smile would complement
his personality well - to this,
Sevilis reminds her that there are
people who just don't fit well within
the world.

By the time you challenge the Tower
of Fire and gain the Sage's Stone,
Lanneire and Bethel talk in the dark
of the night. In their conversation,
Bethel tells Lanneire that she
reminds him of Elishe. Lanneire
remembers that name from somewhere
before - so Bethel tells her his life
story:

When the great empires were warring
with each other, young Bethel,
unsatisfied by the violence in the
world, met Elishe in the port city of
Altiheit. Elishe was an Elea - by the
time Bethel met her, people claimed
that she was the source of the
disease being spread across ships.
The rumors were vile enough that no
orphanage would take her in. By the
time Bethel knew what was going on,
he was already holding Elishe's hands
tight. The two of them had found a
shelter in one of the warehouses and
depended on each other like family.
All this while, every week, someone
would send them money, food and
clothes. Whenever Bethel and Elishe
asked the courier, they would only
say that they were from the “Spirit
of Altiheit”. What the Spirit of
Altiheit sent them wasn't just food
or money, it was hope itself - so
remembers Bethel.

Your next challenge is the Crypt of
the Damned. From here, you gain the
Fool's Stone.

Bethel continues his life story:
before coming to Altiheit, Bethel
used to be a student of a military
academy, whose method operandi mainly
included using others as stepping
stones. But sickness got to him;
while he was off commission for two
months, being nursed by his little
sibling, the world has changed from
him. Bethel thought that everyone
looked on him with scorn and
contempt. But that is only because he
is judging himself by his own values.
He tried to change himself, but the
vicious past self would always laugh
at his attempts and tempt him back to
the academy. Tired of this self-
treachery and fighting, Bethel runs
away from his hometown. Elishe was
not as beautiful as Lanneire, Bethel
says, but her eyes were just like
Lanneire's - compassionate, forgiving
and embracing. For Bethel, Elishe
becomes the reason to live on. To
protect and provide for Elishe,
Bethel learns to accept his ways and
re-enter the competition in the
military academy. Seven years after
moving to Altiheit, Bethel becomes a
lieutenant of Zanan.

Your last challenge lies in the
Ancient Castle. You defeat Wynan, the
Lord of the Ancient Castle and gain
the Loser's Stone.

Bethel's story continues: One autumn
day, on the way back from a play,
Bethel and Elishe come across a fire
at a noble's mansion. Elishe was
worried that someone might still be
stuck inside the house - but,
suddenly, wooden support collapsed
and fell on Elishe. Bethel tried to
lift the support, but he could not do
it alone. He sought for help, but
nobody would step forward - Elishe
was, after all, an Elea. Bethel could
not find himself in a position to
criticize them; had this happened to
his rivals at the academy, he would
do the exact same thing. In the end,
the fire and the weight killed
Elishe. When Bethel retrieved
Elishe's burnt body, he wept - and
froze in time.

You report back to Erystia, once you
have collected the pieces of the key.
She gives you one final mission - you
are to claim the Eye of the Eternal
Darkness from the bottom of Lesimas
and foil Saimore's conspiracy. For
your contributions so far, Erystia
gives you Palmia Pride. Now, you dare
yourself to challenge the final depth
of Lesimas.

Around this time, Lanneire's gang
arrive at Saimore's laboratory in
Zanan. Barius has been waiting here,
only to tell them that what they are
seeking for will not be found here.
Even if they did find a support for
their case, nobody would listen to
Elea. And, just to taunt them more,
Barius reveals more truth behind the
Vindale Forest:

Rehm-Ido was an age of coprosperity.
Its civilizations were founded upon
the virtues of compassion and
brotherhood. However, there was a
group of heretics that could not
belong in this global community - the
Yutas. Near the end of Rehm-Ido, a
new substance was discovered from the
saps of certain trees: Ether. Ether
was environmentally friendly
alchemical agent that transmuted
various substances. Because the
Yutas' merchants had ownership over
vast territories, they became the
most competent Star Harvesters - the
term for ether-collectors, which was
considered a holy work at the time.
Through this work, the Yutas could
find their place in the global
community.

Nobody knows where Messera came from,
but it was known that ether worked as
an antibody to the virus. However,
over-harvesting ether weakened the
immune system of the forests. The
result was the Messera infestation of
the source of ether itself. The Yutas
were aware that this could happen -
but they were afraid that, if they
slowed down the ether harvest, they
would no longer be accepted by the
world.

After infecting the ether trees,
Messera spread across the world like
storms of dandelion seeds, rendering
Irva inhospitable to any life. The
only refuge was within the primeval
forests of the far east. People of
the Rehm-Ido started to call this
region Vindale - "Hope". At the end
of the mass extinction of all life
and civilizations, a miracle
happened: the Vindale woods produced
a storm of ether - the first
etherwinds. The storm washed across
the continents, weakening Messera and
rendering it dormant.

The Messera catastrophe concluded
with the division of Irva into two
biomes: the Vindale Forest, the
source of the world's ether, and the
lands outside the forest, where
Messera was suppressed. This event
nonetheless ended Rehm-Ido and
allowed for the beginning of Sierre
Terre. After ages, the peoples of
Irva adapted to the biomes and split
into those who can survive in the
Vindale Forest and those who could
not.

If the Vindale Forest is destroyed,
Messera will be revived. Irva will
die.

Hearing Barius' story, Lomias states:
though the true meaning of the
Vindale Forest in Irva has been
explained, Barius' intentions cannot
be understood. If this is a revenge
to those who spited the Elea, what
meaning is vengeance if nobody
survives to witness it- But Barius
says that this is no vengeance - this
is a revolution. Life will always
persist on Irva. Rehm-Ido may have
been an ideal era, but even
principles such as compassion and
brotherhood alienated the Yutas. If
Irva is to see an era where no people
will suffer the fate of the Yutas,
the dross must be burnt away -
Messera will destroy the weak and the
impure. This plan, unfortunately,
requires the destruction of the
Vindale Forest. Barius hopes that
Lanneire's gang will eventually
understand him.

Leaving the laboratory, the group
sets off to the Vindale Forest. In
the journey, Bethel asks Sevilis
something he has always been thinking
about: how does Sevilis know him- To
answer this, Sevilis reveals that he
is, in truth, Clyne, the crown prince
who was murdered by Saimore. His
story is as thus:

It was one girl from Altiheit who
started it all. And the blonde lad
who did not give into the pressure of
others and protected her. Bethel the
White Eagle was Elishe's hope and
admiration - and also the idol of
Saimore. Bethel and Elishe's
happiness was Saimore's ultimate
desire and justification. A daughter
of the Elea entering the Zanan palace
was impossible even in a dream, but
Bethel made it possible. Hearing
this, Bethel realizes that the Spirit
of Altiheit was none other than
Saimore.

Three days away from the Vindale
Forest, Sevilis criticizes the group
that returning to the forest won't
stop or even delay the invasion. On
top of that, Lomias may be able to
warn his people but nobody can be
sure what will happen afterward.
Sevilis understands that losing one's
homeland may be a tragic thing, but
in ways it could be a good thing.
After all, the destroyers of the
forest and the bystanders will, in
the end, understand what evil they
have committed and know regret. But
Lomias says that Lanneire will not
agree with that. Lanneire will
understand why Lomias is doing this -
if only to plant a single seed of
hope, they will strive to the very
end to protect the forest.

In the palace of Zanan, Saimore asks
Barius what it feels like to destroy
his own homeland. To this, Barius
says that it would have felt better
if the whole of Irva joined the
crime, but he regrets that this is
not the case. Regardless, the Elea
will be unarmed, so the invasion
itself will proceed without trouble.
Saimore trusts Barius to take care of
the matters once the Vindale Forest
has been destroyed. He plans to go
into hiding after all of this is
over, but there are not many albinos
in Irva. No matter - he will be happy
once he has irrevocably broken Irva.

By the time Lanneire's gang arrive at
the forest, the fires had already
begun. Lanneire asks Lomias to help
the refugees, while she herself will
delegate with Saimore though it seems
futile at this point. Seeing as how
the forest still breathes ether,
Sevilis and Bethel choose to follow
Lanneire.

But it is Barius that they find in
Saimore's place. When asked where
Saimore is, Barius answers that
nobody knows anymore and that he, the
supreme commander of the invasion
forces, will not compromise with
anybody. Still, Lanneire asks that,
though the fires have already
started, the Zanan forces leave the
helpless refugees alone. Barius
reiterates that he does not
compromise... but admits that he is
unlike Saimore in that he avoids
needless bloodshed. At this point, a
messenger reports to Barius: a squad
has lost its way among the smokes and
became stranded in the forest. Barius
orders to abandon them as the forest
is still alive - but Lanneire
volunteers to save them herself.

Barius laughs at Lanneire and Bethel
dissuades her, but Lanneire is
adamant; she must show that, in timse
of danger, different peoples can look
over their hatred and help each
other. Bethel is furious - if
Lanneire goes into the forest, if
Bethel can't protect her, will she
give him the same pain that Elishe
did when he lost her- Lanneire
responds: if she abandons the
soldiers now, she cannot be true to
herself. If Elishe, who loved Bethel,
could be here, Lanneire says she
would say the same. And, finally,
though Bethel's wings may be broken
now, Lanneire hopes that the White
Eagle will soar again one day.

With that, Lanneire says goodbye and
runs into the burning woods.

With Irva descending into chaos, you
pursued your own quest, sternly and
certainly. You reassemble the key to
the final seal and reach the ultimate
depth of Lesimas. There awaits Zeome
the False Prophet. You and Zeome
engage in a conclusive, final battle,
surely your most difficult yet.

You emerge victorious.

As you approach the altar on which
the Eye of the Eternal Darkness lays,
a handsome lad appears out of
nowhere. He tells you that your
arrival here was predetermined.
Though the gods may see it as nothing
but a facet of a supercomplex system,
mortals abide by a mysterious force
called fate. He appears human, but he
is certainly transcendent. There is a
sense of unknowable force and
darkness about him... He is Orphe,
the Chaos Child.

He reveals: as sanctioned by the
Eternal League of Nefia, what Zeome
was protecting is now yours. On the
altar is a single, lavishly decorated
book. None other than the Eye of the
Eternal Darkness itself. Orphe speaks
to the Eye: "Your new master may not
know your true worth, but unlike
Zeome, who looked into your pages to
laugh at peoples' lies and feel self
-satisfaction, your new master will
find another way to use your powers."
He turns to you again, saying that
the Eye of the Eternal Darkness is
the ultimate codex of all true
histories and, if it is lifted from
the altar, the magic will drain from
it. Finally, he warns that the owner
of the book will become the enemy of
all who would fabricate false
histories. Apparently, Orphe expects
you to please him, but it is fine if
you want to remove the book from
Lesimas. With that, he disappears.

Once uncertainties fade from you, you
reach toward the Eye of the Eternal
Darkness...!

%END

#####################################

%24,JP
水を大切に!
%END
%24,EN
----
Story of Elona
Interlude
…

The Vindale Forest is no more. The
peoples of Irva grow to accept
Saimore's actions, but the world
begins to change. Mysterious plagues
spread; crops wither; dry winds blow.
Once the realization hits, Barius
reveals a single Elea survivor from
the war. She testifies the existence
of Messera, the function of the
Vindale Forest and the need for
etherwinds. But without the forest,
Irva is becoming anathema to all
life. Hearing her testimony, some are
shocked; some are afraid; some are
regretful; but as always, most do not
care. Sierre Terre grows to be called
the Dark Age, but Barius lets
everyone know that the hope may still
be there - Saimore has created
another ether forest.

Zanan, the leader of the Vindale
invasion, goes through a civil war
and, in the void, Barius creates a
utopian community named Ros Lier. The
purpose of Ros Lier is to plant new
trees and to advocate peace across
borders. By wandering the forests,
people of Ros Lier become free of the
plagues. Ros Lier will become the
promised land, a paradise on Irva.

Three years later.

Three years' time has brought life
back to the streets. People act as if
the catastrophe has never happened.
Ros Lier, who profitted from bringing
salvation, has become corrupt over
time. The empires have warred over
the possession of the paradise. Even
in the dying world, the banner of
peace could not bring people
together. Pity, for after all that
trouble, conspiracies of many nations
flood the continents once again,
breeding new wars.

After Palmia's collapse, you have
left North Tyris for a while. But
now, you are returning to the
continent via a similar path - inside
cargo stowage. Perhaps you are off to
another lonely journey at the dawn of
Irva's chaos. You've spent a long
time deciphering the Eye of the
Eternal Darkness. As a result, you
have discovered that, in between the
materialistic eras of Eyth Terre and
Rehm-Ido, there existed the unknown,
mysterious era of Naku Domara. This
era was the one where the world was
introduced to the forces of chaos and
magic - it also holds the secret to
Nefia's existence.

Port Kapul. You feel the winds of
North Tyris and nostalgia hits you.
Before you is great trials and
adventures, toward the secret of the
Eternal League of Nefia.

%END

#####################################
%25,JP
水を大切に!
%END

%25,EN

Class Feats
Occupation 	-  Effect

Warrior - 5% additional melee attack
Thief - 100% Critical when undetected
Wizard - 10% reduced MP usage
Farmer - increase decapitation chance
Predator - +10% critical rate
Archer - +10% physical hit rate
Warmage - +5% spell success
Tourist - 2x loss of gold from thieves
Pianist - 25%  nullify sound damage
Gunner - 5% additional ranged attack
Priest - Healing Magic heals 25% more
Claymore - 5% melee full piercing attack

Use a business card and enter your new class in lowercase.

%END

#####################################
%26,JP
水を大切に!
%END
%26,EN

Name 	Level 	Breed power

rat 	1 	1047
chicken 	1 	952
lame horse 	1 	952
wild sheep 	1 	952
twintail 	1 	904
Poppy the little dog 	1 	876
wild horse(1) 	4 	833
silver cat 	3 	826
cat 	4 	791
dog 	4 	766
rabbit 	1 	761
giant squirrel 	4 	666
Noyel horse 	10 	666
putit 	1 	666
stray cat 	9 	655
beetle 	5 	600
red putit 	4 	583
Yowyn horse 	15 	571
flying frog 	2 	545
killer squirrel 	10 	533
lion 	18 	500
wild horse(2) 	20 	500
spider 	3 	486
bubble 	9 	482
snail 	1 	476
carbuncle 	20 	475
slime 	10 	466
wasp 	5 	464
yeek(1) 	2 	454
hound 	5 	432
hermit crab 	1 	428
yeek archer 	4 	416
acid slime 	16 	388
red wasp 	10 	386
kamikaze yeek 	6 	384
yeek warrior 	6 	384
mushroom 	4 	366
black widow 	11 	361
fire hound 	10 	360
ice hound 	10 	360
silver wolf 	10 	360
master yeek 	9 	344
dark hound 	12 	337
lightning hound 	12 	337
hedgehog 	5 	336
bat 	1 	333
blue bubble 	22 	333
centipede 	4 	333
scorpion 	4 	333
Giraffe 	40 	333
tarantula 	15 	320
spore mushroom 	8 	314
poison hound 	15 	308
yeek(2) 	14 	294
brown bear 	4 	291
cobra 	10 	286
Goda the captain of orc 	1 	285
illusion hound 	18 	284
nerve hound 	18 	284
paralyzer 	21 	273
goblin 	2 	263
sound hound 	22 	257
harpy 	13 	254
cupid of love 	8 	250
nether hound 	25 	240
orc 	5 	240
shining hedgehog 	15 	240
blood spider 	28 	233
fire crab 	16 	233
grizzly 	10 	233
vampire bat 	10 	233
king cobra 	18 	226
goblin warrior 	6 	223
lizard man 	7 	222
kobold 	3 	217
chaos hound 	30 	216
chaos mushroom 	21 	214
fire centipede 	18 	210
Gwen the innocent 	1 	209
maid 	1 	209
old person 	1 	209
public performer 	1 	209
punk 	1 	209
town child 	1 	209
young lady 	1 	209
younger sister 	1 	209
goblin shaman 	8 	207
Stersha the queen of Palmia(2) 	1 	200
beggar 	2 	200
orc warrior 	10 	200
goblin wizard 	10 	193
fallen soldier 	3 	191
gangster 	3 	191
prisoner 	3 	191
thief 	2 	190
Mia the cat freak 	4 	183
Rilian the dog lover 	4 	183
little girl 	4 	183
mercenary 	4 	183
king scorpion 	24 	181
imp 	7 	177
Tam the cat hater 	5 	176
captain 	5 	176
citizen 	5 	176
citizen of cyber dome 	5 	176
farmer 	5 	176
miner 	5 	176
sailor 	5 	176
sister(2) 	5 	176
warrior 	5 	176
wizard 	5 	176
Yerles machine infantry 	5 	176
mad scientist 	6 	169
artist 	6 	169
robber 	5 	168
Ainc the novice knight 	7 	162
minotaur 	18 	157
nurse 	8 	157
prostitute 	8 	157
rogue 	8 	157
Mysterious Producer 	7 	155
juere infantry 	7 	155
noble child 	9 	151
rock thrower 	9 	151
troll 	14 	147
Balzak the janitor 	10 	146
Erystia the scholar of history 	10 	146
Karam the lonely wolf of Karune 	10 	146
Moyer the crooked 	10 	146
Raphael the womanizer 	10 	146
Slan the shadow of Palmia 	10 	146
hard gay 	10 	146
Lonely Pael 	10 	146
noble 	10 	146
Palmian elite soldier 	10 	146
cultist of fire 	20 	145
minotaur magician 	22 	142
dragon bat 	30 	140
rogue archer 	10 	140
rogue warrior 	10 	140
rogue wizard 	10 	140
minotaur boxer 	23 	139
hand of the dead 	4 	133
minotaur king 	25 	133
nether imp 	16 	133
rogue boss 	12 	131
Arnord the injured soldier 	15 	125
Icolle the biologist 	15 	125
Strange scientist 	15 	125
Pael's mom Lily 	15 	125
rich person 	15 	125
Juere swordman 	15 	120
Yerles self-propelled gun 	17 	118
Ungaga the minotaur king 	31 	117
bard 	16 	116
kamikaze samurai 	18 	115
Dungeon Cleaner 	20 	110
Miches the apprentice 	20 	110
bartender 	20 	110
elder 	20 	110
healer 	20 	110
informer 	20 	110
mercenary archer 	20 	110
mercenary warrior 	20 	110
mercenary wizard 	20 	110
sales person 	20 	110
tourist 	20 	110
fairy 	13 	109
Noel the bomber 	20 	105
Orphe the chaos child 	20 	105
Shena the draw 	20 	105
Yerles elite machine infantry 	22 	104
gagu 	30 	103
Hand of the chaos 	11 	103
chaos imp 	27 	102
puppet 	15 	102
Quruiza the red-eyed deceiver 	24 	100
Stersha the queen of Palmia(1) 	25 	97
Wynan the lord of the Ancient Castle 	25 	97
warrior of Elea 	5 	96
wizard of Elea 	5 	96
fighter guild member 	26 	95
Marks the great thief 	25 	93
hand of the murderer 	15 	91
silver eyed witch 	28 	91
thief guild member 	26 	91
missionary of darkness 	20 	90
bomb rock 	25 	88
medusa 	22 	85
cleaner 	32 	84
Xabi the king of Palmia 	35 	80
master of pet arena 	35 	80
shopkeeper 	35 	80
mage guild member 	26 	78
master thief 	35 	76
Conery Palmian major general 	38 	75
Doria the fighter watchman 	30 	75
Lexus the guild watchman 	38 	75
lesser mummy 	7 	74
arena master 	40 	73
guard 	40 	73
trainer 	40 	73
abyss the thief watchman 	38 	72
zombie 	8 	71
Isca the fallen angel 	42 	70
Renton the suffering wizard 	45 	67
euryale 	30 	67
fire drake 	16 	66
ice drake 	16 	66
Gilbert the carnel 	45 	64
mandrake 	5 	64
puppy 	5 	64
asura 	12 	62
sister(1) 	50 	62
younger sister(2) 	50 	62
Larnneire the listener of wind 	20 	60
Lomias the messenger from Vindale 	20 	60
Loyter crimson of Zanan 	50 	60
mass monster 	20 	60
pumpkin 	7 	59
Fray the fighter guildmaster 	55 	58
Revlus the mage guildmaster 	55 	58
mummy 	14 	58
man eater flower 	8 	57
Sin the thief guildmaster 	55 	56
stheno 	44 	56
alien 	19 	51
ancient coffin 	19 	51
wyvern 	20 	50
guild trainer 	69 	49
Little Sister 	1 	47
greater mummy 	22 	47
Garokk the legendary smith 	45 	46
Miral the legendary smith 	45 	46
floating eye 	2 	45
mitra 	26 	43
Whom dwell in the vanity 	78 	42
greater pumpkin 	18 	42
Tuwen the master of the pyramid 	28 	41
chaos flower 	19 	41
tyrannosaurus 	30 	40
mutant 	6 	38
cerberus 	23 	37
mad gaze 	7 	37
deformed eye 	8 	35
varuna 	37 	35
Zeome the false prophet 	55 	32
halloween nightmare 	30 	32
chaos eye 	14 	29
cyclops 	22 	28
hungry demon 	3 	26
hungry sea lion 	8 	25
impure eye 	19 	25
Ebon the fire giant(2) 	30 	24
ghost 	5 	24
lesser phantom 	9 	24
wooden golem 	13 	24
grudge 	7 	22
living armor 	15 	22
death gaze 	29 	20
fire ent 	15 	20
ice ent 	15 	20
stone golem 	19 	20
titan 	40 	20
blue baptist 	12 	18
nymph 	13 	18
red baptist 	12 	18
skeleton warrior 	12 	18
steel golem 	25 	17
steel mass 	25 	17
super hungry sea lion 	19 	17
golden golem 	30 	16
electric cloud 	12 	15
pawn 	12 	15
skeleton berserker 	20 	15
stalker 	12 	15
Golden mass 	35 	14
mithril golem 	35 	14
wisp 	14 	14
bishop 	18 	13
executioner 	18 	13
knight 	18 	13
rook 	16 	13
sky golem 	40 	13
Ebon the fire giant(1) 	80 	12
blade 	5 	12
death armor 	45 	12
lich 	20 	12
Corgon the steel dragon 	16 	11
adamantium golem 	50 	11
king 	22 	11
queen 	22 	11
Issizzle the dark abomination 	28 	10
chaos cloud 	30 	10
master lich 	30 	10
shadow stalker 	26 	10
blade alpha 	10 	9
messenger of death 	35 	9
Vesda the fire dragon 	25 	8
mine dog 	15 	8
demi lich 	45 	7
great race of Yith 	50 	7
green dragon 	32 	7
Shub-Niggurath 	45 	7
blade omega 	30 	6
elec dragon 	40 	6
iron maiden 	25 	6
nether dragon 	45 	6
red dragon 	40 	6
white dragon 	40 	6
chaos dragon 	50 	5
spiral king 	65 	5
cube 	52 	4
younger cat sister 	1 	4
android 	8 	3
black angel 	8 	3
black cat 	8 	3
cute fairy 	8 	3
defender 	8 	3
exile 	8 	3
golden knight 	8 	3
Big Daddy 	30 	2
Cacy the cat tamer 	25 	2
Azzrssil the impure 	80 	1
Frisia the cat queen 	80 	1
Utima the destroyer of Xeren 	80 	1
Ehekatl 	350 	0
God inside Ehekatl 	1200 	0
Kumiromi 	350 	0
Lulwy 	350 	0
Mani 	350 	0
Opatos 	350 	0
gold bell 	1 	0
quickling 	10 	0
quickling archer 	17 	0
silver bell 	3 	0
shade 	15 	43

%END
#####################################
%27,JP
水を大切に!
%END
%27,EN

Points  Book Name

1  Voynich Manuscripts
2  Dhol Chants
3  Ponape Scripture
4  Revelations of Glaaki
5  G'harne Fragments
6  Liber Damnatus
7  Book of Dzyan
8  Book of Eibon
9  Grand Grimoire
10 Celaeno Fragments
11 Necronomicon
12 The R'lyeh Text
13 Eltdown Shards
14 The Golden Bough
15 Apocalypse
%END

#####################################
%28,EN

ranged weapon accuracy

Arms Covered   1  2  3  4  5  6  7  8  9 10
     Short Bow  07-10-10-08-06-04
      Long Bow  05-09-10-09-08-08-07-06-05-04
     Skull Bow  06-09-10-10-08-06-02
      Crossbow  08-10-09-08-07-06-05-04
      Throwing  06-10-07-04
  *Melee Throw  05-08-06-03
        Pistol  09-10-08-06-03
       Shotgun  10-08-05
   Machine Gun  08-10-10-09-08-07-04
  Laser Pistol  10-10-10-10-10-10-10-05
  Sniper Rifle  07-08-09-10-10-09-09-08-07
Distant attack  09-08-07-06

A short bow at point blank range does 70% damage.
%END


#####################################
%29,EN

Yerles


Yerles is a relatively young kingdom
that has gained power in the west and
opposes the older kingdom of Eulderna
and the Juere. As they are a much
newer society, thier views are much
different from traditional kingdoms
such as Zanan.

They worship an ancient scientific
civilization called Eyth Terre, which
had brought them to discover the
usage of firearms. While they are
realists and materialistic, they are
also adaptable to things that are
beyond their comprehension if it
benefits the kingdom, and are very
eager to learn and change their ways
to benefit themselves, much like the
Juere. Unlike their rivals, Yerles
are much more balanced instead of
magic oriented.

Yerles fit well in every class with
their outstanding learning ability.
They have a high learning attribute
and receive one additional skill
point with every level that they
gain.

In South Tyris, the Yerles military
base Melugas is part of the Melkawn
district.

%END


#####################################
%30,EN

Eulderna

Eulderna is one of the most ancient
races in Sierra Terre. Egoism and
elitism dominate every thought behind
actions of these perfectionists.
They, are suitable to caster or
hybrid classes as they are adept at
magics and using magical devices.
Euldernas have resistance to magic.

Eulderna is one of the most ancient
kingdoms in the world. They were also
the first country to explore and
research the ruins of Nefia, the
original race of Irva. It is one of
the superpowers in the world, and has
a hostile rivalry with the younger
kingdom of Yerles. Their experience
had also led the Eulderna to have a
higher charisma stat than the Yerles.
Members of this country are noted for
their egotism and elitism. They are
perfectionists and are a very magic
focused race, which reflects on their
high magic attribute and resistance
to it. Their economy seems to suffer
regularly, forcing them to inflate
their currency. Eulderna runs on an
aristocratic monarchy.

%END

#####################################
%31,EN

Zanan


The Empire of Zanan is located in the
western corners of the world. They
are strongly based on tradition, as
Zanan's postwar system is a monarchy,
but internally the country still
operates on the outdated systems used
during Eyth Terre. It has declared
war on the Elea and are fighting
against the Vindale forces.

Notatable Zananese

Crown Prince Saimore
An albino.
In his youth, was devoted to charity
and kindness, and studied the evils
of the world.
Claims the Vindale Forest and the
Elea are attempting to resurrect the
Messera - the disastrous entity named
the Star-Eating Giant that destroyed
Rehm-Ido, the era preceding Sierre
Terre, considered to be the source of
the Vindale Forest's expansion and
the etherwinds. So far in history,
the great nations of Irva have warred
with each other. But now, all nations
must embrace each other if Irva hopes
to destroy the Vindale Forest and the
Elea and survive another apocalypse.
Finally, Saimore demands that the
insignificant nation of Palmia should
support this alliance of great
empires.

First Crown Prince Clyne
Dead
Was interested in the arts of combat
and war, was considered healthy,
beautiful and strong compared to
Saimore.
During one of his mountainous
adventures, he misstepped and fell
off a cliff.

Lieutenant Bethel, the White Eagle of
Zanan
Now titled Whom Dwell in Vanity
He is heterochromic, with a red right
eye and a blue left eye.
Wields the artifact sword <Ragnarok>.
Rumored to be a drug and alcohol
addict.

Lieutenant Loyter, the Crimson of
Zanan
Demanding taste in music.
Rumored to be a drunkard.

%END

#####################################
%32,EN

Juere 

The Juere are a people wild and free. 
Scorning the "weaker" laws of others, 
they quickly learn the tricks and 
technologies of others before ever 
moving onwards. Their pride makes 
them great performers, and are used 
to being hungry for long periods of 
time. They gather more materials than 
other races. Nimble of hand, and Bold 
of character, no two Juere are ever 
the same.

The thieves guild is mostly Juere, 
and Juere are often pirates, rogues, 
bards, and gamblers. They oppose the 
Yerles.

Notable Juere
* Gilbert the carnel    
* Shena the Draw
* Caim the mad rich  
* Guo the rancher

%END

#####################################
%33,EN

Karune

Karune was once a glorious nation 
east of North Tyris. However, it was 
completely devastated by the Ether 
Disease, which led to a wide majority 
of it's citizens to flee the country. 
The Vindale Forest and Karune are on 
the same distant landmass of Asseria. 

Long ago, early in the times when the 
11th era of Sierra Terre began, the 
land of Irva was plagued with wars. 
There was a rain storm lasting for 
over a month, and when the downpour 
had ceased, the region of Karune was 
slowly being overtaken by the 
forests. These forests gave off a 
strange fog, and creatures would grow 
wild, and violent. This Elean forest 
had swiftly consumed the land, 
originating from the Vindale forest. 
Many refugees had to flee to the 
western reaches of the continent. 

Karam the lonely wolf of Karune
An adventurer from Karune who was 
hired to investigate Lesimas. Was 
given the name "Lonely Wolf" because 
he was mighty and competent but 
aloof.

%END

#####################################
%34,EN

Elea

Elea, known by the other peoples of 
the world as "Elves", live quietly in 
their forests, far from man. Nimble 
and graceful, their bows are of 
legend, and their wizards have 
forgotten more magic than many will 
ever know. Still, the young ones from 
time to time leave and go on 
adventures, if only to fill their 
memories for their long lives.

Elea have resistance to mana reaction 
and the Ether disease.

Elea hail from the Vindale forest on 
the Continent of Asseria. The forest 
has a very central point in the 
conflicts leading up to the current 
state of politics. When the conflicts 
before the 11th era of Sierra Terre 
had concluded, there was a rainstorm 
that lasted for over a month. When 
the torrent stopped, the Elean 
forests on the continent of Asseria 
had overgrown, and was spreading like 
a virus across the land. Eventually, 
the forest had completely consumed 
the nation of Karune, where the Ether 
Disease had brought the country into 
ruin. The forests stemmed from the 
Vindale forest, the source of the 
Etherwind.

Notable Elea

Lomias the messenger from Vindale
Wields the Bow of Vinderre.
Requesting Palmia's aid against 
Zanan.

Larnneire the listener of wind
Wields the dagger surrounded by wind.
Requesting Palmia's aid against 
Zanan.

Elishe 
An orphan rumored to be the source of 
the ether disease in the port city of 
Altiheit.

%END

#####################################
%35,EN

Norland

The Norland kingdom in North Tyris is 
called Palmia after its capital. 
Palmia is a small, but old and 
historical kingdom which respects 
peace and freedom. The royalty has 
been obsoleted long time ago, but 
people still carry loyalty to the old 
kings. It has a prosperous economy 
that relies on slaves to work the 
fields.

Zashim, the third king of Palmia, and 
his cousin Zeome organized an 
excavation of Lesimas. Zeome never 
returned from the caves.

It is rumored that there exist 
mysterious Norlander assassins called 
'ninja'.

Notable Norlanders

King Xabi 
Said to be wise and a man of his 
word.
Believes Palmia exists to balance the 
larger empires. 

Queen Stersha
Considers monarchy obsolete.

Slan the shadow of Palmia
Palmian scout who has been searching 
the Lesimas ruins.

Mia the cat freak
Palmian celebrity with distinctive 
way of talking.

Silvia 
A fallen princess

Wynan the lord of the Ancient Castle
Holder of the King's Magic Stone.
Wields the cursed halberd Rankis.
Took over an abandoned former throne 
of the kingdom in the first century.

Quruiza the red-eyed Deceiver
Witch of the Tower of Fire
Holder of the Sage's magic stone.
Wields the Blood Moon.

%END

#####################################
%36,EN

Fairy

Fairies are cute, mysterious, and 
fragile. Compared to the human race, 
they are gifted with superior skills 
of using magic and evading. In 
contrast, the lack of physical power 
makes it difficult for them to carry 
even the smallest of things, making 
it impossible for them to wear 
equipment weighing more than 1s. 
Fairies have outstanding resistances 
to all elements.

%END

#####################################
%37,EN

Dwarf 

A Dwarf is a child of the earth. As 
tough and unyielding as the mountains 
they love, most Dwarves will live 
their whole lives underground, 
mining, smelting, and smithing. Some 
few leave the depths to become 
adventurers, hoping to make enough 
coin to start their own clan. Good 
with technology, and tough against 
things dark and poisonous.

Notable Dwarves

Miral the legendary smith
Crafted The Shield Tonfa, The Shining 
Helm, and The Pure Black Sword.

Garokk the legendary smith
He'll make a Juke box out of 76 BGM 
discs.
He can change the type of a material 
kit at the cost of a scroll of 
superior material and a small medal 
(the option is untranslated, pick the 
first option and then pick the first 
option when offered again)

%END

#####################################
%38,EN

Bethel and Elishe

When the great empires were warring 
with each other, young Bethel, 
unsatisfied by the violence in the 
world, met Elishe in the port city of 
Altiheit. Elishe was an Elea - by the 
time Bethel met her, people claimed 
that she was the source of the 
disease being spread across ships. 
The rumors were vile enough that no 
orphanage would take her in. By the 
time Bethel knew what was going on, 
he was already holding Elishe's hands 
tight. The two of them had found a 
shelter in one of the warehouses and 
depended on each other like family. 
All this while, every week, someone 
would send them money, food and 
clothes. Whenever Bethel and Elishe 
asked the courier, they would only 
say that they were from the "Spirit 
of Altiheit". What the Spirit of 
Altiheit sent them wasn't just food 
or money, it was hope itself.

Before coming to Altiheit, Bethel 
used to be a student of a military 
academy, whose method operandi mainly 
included using others as stepping 
stones. But sickness got to him; 
while he was off commission for two 
months, being nursed by his little 
sibling, the world has changed from 
him. Bethel thought that everyone 
looked on him with scorn and 
contempt. But that is only because he 
is judging himself by his own values. 
He tried to change himself, but the 
vicious past self would always laugh 
at his attempts and tempt him back to 
the academy. Tired of this self-
treachery and fighting, Bethel runs 
away from his hometown. Elishe's eyes 
were compassionate, forgiving and 
embracing. For Bethel, Elishe 
becomes the reason to live on. To 
protect and provide for Elishe, 
Bethel learns to accept his ways and 
re-enter the competition in the 
military academy. Seven years after 
moving to Altiheit, Bethel becomes a 
lieutenant of Zanan.

One autumn day, on the way back from 
a play, Bethel and Elishe come across 
a fire at a noble's mansion. Elishe 
was worried that someone might still 
be stuck inside the house - but, 
suddenly, wooden support collapsed 
and fell on Elishe. Bethel tried to 
lift the support, but he could not do 
it alone. He sought for help, but 
nobody would step forward - Elishe 
was, after all, an Elea. Bethel could 
not find himself in a position to 
criticize them; had this happened to 
his rivals at the academy, he would 
do the exact same thing. In the end, 
the fire and the weight killed 
Elishe. When Bethel retrieved 
Elishe's burnt body, he wept - and 
froze in time.
%END


#####################################
%39,EN
====================================
Nutrition Facts
====================================

Fruits improve Magic (31), Perception
 (17) and Charisma (10). 
Vegetables improve Learning and Will
 equally. 
Fish improve Dexterity (24), Perception
 (10), Learning (24). 
Nuts improve Magic (24), Dexterity (17)
 and Learning (17). 
Bread improves Strength (13),
 Constitution (13), Dexterity (13) and
 Learning (13). 
Noodles improve Constitution (38)
 and Dexterity (24).
Meat improves Constitution (24),
 Strength (17) and Charisma (3). 
Eggs train Perception, Will, and
 Charisma moderately. (13?) 



Sources of Resistance 

Fire resistance 
Fire ent 
Fire centipede
Fire crab
Red mushroom
Fire dragon child

Ice resistance 	
Ice ent 

Electricity resistance 	
Electric cloud 	
Electric sheep
Sugaar

Dark resistance 	
Stalker 	
Shadow stalker
Dark koala
Ungoliant
Healer
Sister

Mind resistance 	
Puppy 
Pumpkin
Greater pumpkin
Halloween nightmare
Gokiburi
Mad gaze
Shub-niggurath
Great race of Yith
Spiral king
Tsathoggua
The king in yellow
Nyarlathotep
Cthugha
Yomagntho

Poison resistance 	
Scorpion 	
Black widow
Tarantula
Paralyzer
King scorpion
Cobra
King cobra
Ouroboros

Nether resistance 	
Hell crab 	
Skeleton Hero
Dead-eyes blood dragon

Nerve resistance 
Floating eye 	
Death gaze
Holdgazer
Orion killer

Chaos resistance 	
Chaos eye 
Chaos cloud
Eye of balor

Magic resistance 	
Fairy 	
Titania
Shadow
%END


#####################################
%40,EN
====================================
Card descriptions (500-599)
====================================


500 	wrang-wrang
Exists solely for the purpose of 
preserving Bokononism. When a 
follower is close to deviating from 
the purpose of the karass, the wrang
-wrang steers them back by reducing 
their train of thought to an 
absurdity.

501 	Xeren electric tank
Inherited machinery from an advanced 
civilization. It's equipped with a 
thunder-based cannon that was 
invented in the process of developing 
a rail gun. Because it uses the same 
base as a self-propelled gun, it has 
minimal armor.

502 	Xeren satelite unit
Confuses its opponents by attacking 
from multiple directions using its 
lightning fast speed. It's equipped 
with a language translator for use in 
supporting soldiers.

503 	chaos spirit
A spirit brought forth from chaos. 
It's consciousness is said to be an 
amalgamation of those who have been 
swallowed by chaos.

504 	<Chaos Unicorn>
A black unicorn with the ability to 
manipulate the power of chaos. It's a 
result of a fusion of multiple 
monsters born from chaos.

505 	valiant wyvern
A subspecies of Dragon that came 
about through the process of 
evolution. Its skeletal and muscle 
structure is unique, and a blow from 
even a single of its wings carries an 
abnormal amount of destructive power.

506 	Orion killer
A variation of scorpion blessed with 
the protection of both gods and 
stars. It appears to be a normal 
scorpion at first glance, but its 
powerful neurotoxin quickly 
immobilizes adventurers, leaving them 
defenseless.

507 	black hornet
A creature that contains the 
strongest poison known on Irva. They 
tend to move around in groups, never 
staying in one place for long. They 
are quite dangerous, and 
exceptionally aggressive.

508 <Mobile Communication Equipment>
Can communicate using special radio 
waves, even deep within caves. Its 
developer built it specifically for 
maximum performance. It's capable of 
both fighting and collecting data, 
even when not being directly 
controlled.

509 	demon
A typical demon that loves depravity 
and sin. Due to its fondness of 
tyrannizing others, it's quite a 
capable fighter.

510 	demon's lord
A demon lord that rules over multiple 
low-ranking demons. Part of his job 
is yelling at any of his subordinates 
who get out of line. Seems to 
genuinely loathe those under him and 
takes any chance to get rid of them.

511 	demon's ruler
The king that rules over all demons. 
Only the closest of companions can 
shake off this demon's brainwashing 
attempts.

512 	element dragon
Originally a three-headed dragon, it 
was blessed by Itzpalt of Element and 
rose to godhood. Has enough magical 
prowess to seamlessly fuse the 
opposing elements of ice and fire.

513 	old humankind
A descendent of a survivor of the 
destruction of the Rehmido 
civilization. Doesn't understand the 
threat that the Meshera pose, and 
longs for the outside world.

514 	old humankind
A descendent of a survivor of the 
destruction of the Rehmido 
civilization. His main job is to 
teach new generations about the 
threat of the Meshera and the 
blessings of ether.

515 	old humankind
A descendent of a survivor of the 
destruction of the Rehmido 
civilization. Typically stays within 
the shelter, only coming to the 
garden roughly once a month.

516 	<Ether Generator>
An artificial life form that was 
created through genetic manipulation. 
The ether generated and secreted from 
its body is capable of purifying a 
large area around it. It was the 
civilization of Rehmido's trump card 
against the Meshera, but the 
civilization collapsed before it 
could be mass produced.

517 	<Estork> the doggod
A protector of the forest that has 
watched over the creatures there for 
time unknown. Upon its death, it was 
reincarnated as a god wrapped in 
white flames thanks to the faith of 
the creatures of the forest.

518 	<part time worker>
A job applicant who failed to read 
the finer points of his contract: "A 
person who is beaten up in order to 
summon the rain". Regrets taking the 
job immensely.

519 	<Nazuna> the instructer
Inherited the doujou from her father. 
Due to her lack of motivation, 
however, all of the pupils fled. 
Becomes weak and timid any time she 
loses the shinai she received from 
her father.

520 	giant eater flower
An abnormally large giant man-eating 
flower. The liquid it secretes from 
its vines paralyzes its prey. As its 
name suggests, it's known to 
occasionally feast on giants.

521 	sei-ryu
A lizard that has mutated over many 
years. Though its appearance is 
similar to that of a dragon, it's 
actually closer to a god. Uses the 
sound and power of lightning to 
attack its prey.

522 	child <Wel>
Though his musician parents 
constantly travel all over the world, 
he's not the least bit bothered. His 
grandfather is exceptionally kind, 
frequently sending him letters and 
sweets.

523 	murder cockroach
Untold years of exposure to 
radiation, pesticides, and ether led 
to the evolution of this monstrous 
cockroach. Far more powerful and 
hardy than normal cockroaches. Its 
favorite food is human flesh.

524 	<King Cockroach>
The king of cockroaches, with the 
power to control other pests. Its 
telepathic abilities and pheromones 
can extend up to 14km, which it uses 
to summon any other cockroaches in 
the area. Not a single known 
pesticide is effective against it.

525 	pro-jet
A small pest control robot used in 
former times. The miniature jet-
engine it's equipped with was 
developed solely for this machine. 
However, sales suffered due to the 
high price and low effectiveness, and 
it was eventually discontinued.

526 	black gauntlet <Leold>
A martial artist who prefers hand-to
-hand combat using the black gauntlet 
that covers his right arm. Constantly 
searches for strong beings, and has 
been known to help nurture those with 
potential himself.

527 	strike eagle
A giant eagle that specializes in 
air-to-ground attacks. Because many 
are killed when they mistakenly 
attack small creatures that are 
stronger than themselves, they're an 
endangered species.

528 	power eagle
A spirit that materialized in the 
image of an eagle. Capabable of 
releasing destructive balls of light 
by flapping both wings. Typically 
only found at high altitudes, but 
will occasionally fly at low altitude 
when tired.

529 	shadow
An existence born from the fusion of 
multiple Shades, earning it the name 
of Shadow. Since there are times when 
even this monster's shadow may become 
a Shade, it can be rather confusing.

530 	<Grandmaster>
The result of a fusion of multiple 
"Pieces". Although harder to control, 
the strength gained from the fusion 
allows it to mow down an enemy army 
by itself.

531 	dragon centipede
Due to its mysterious shining silver 
body, seeing one has long been 
considered a sign of good fortune. 
Though it produces a powerful acidic 
substance, it has a mild temperament 
and so is typically harmless.

532 	stag god
Keeps an evil power sealed within its 
own body. It is the tyrant of all 
insects, and has the ability to 
manipulate lightning and tear holes 
in space-time itself.

533 	Yerles cyborg soldier
A soldier who complained daily about 
his armaments not matching his body. 
The lead scientist overheard his 
grumbling and performed 
reconstructive surgery on him as he 
was sleeping, happily integrating the 
armaments into the soldier's own 
body.

534 	<Aile> the attendant
A blimp tour guide with demon blood 
running through her veins. Her 
physical prowess is outstanding, and 
she holds the top spot in the 
business for number of attempted 
hijackers killed. Originally a cart 
attendant, she was chosen as a guard 
due to her combat ability.

535 	gryffon child
A mythical beast with the upper body 
of an eagle or hawk and the lower 
body of a lion. Although its fur has 
already grown and it has the 
appearance of a normal gryphon, it's 
still not able to fly well due to 
being a child.

536 	black gryffon
A rabid gryphon with a black body. 
Having considerable amounts of both 
speed and power, it's capable of 
destroying even machines with it's 
high-speed rush.

537 	mirage gryphon
A gryphon that was bred in Eulderna. 
Besides having the power to produce 
and manipulate fog and mirages, it's 
also capable of firing a magical beam 
to ensorcell its prey.

538 	fox brother
Though called "younger fox brother", 
the mysterious nature of its 
relationship is still being studied 
as it's not directly related to a fox 
by blood. The fox ears prevent it 
from putting on hoods.

539 	cluster bomb rock
A rock that often moves around with 
its large family. The children live 
inside its parent's body, and their 
children inside theirs. If the parent 
rock explodes, they all explode.

540 	vishnu
A demon conceived from a fragment of 
a god with the duty of maintaining 
the world. Before splitting itself 
into three pieces, the original deity 
had the power to control sunlight.

541 	omega herakles
Infused with the power of spirits, it 
is the most powerful of all insects. 
In a symbiotic response to the other 
small insects on its back that help 
provide it with energy, it has a high 
aptitude for riding.

542 	arktouros
Conceived from the power of the 
stars, this bear's body glows orange. 
Its name is derived from the star 
that provides it with power, meaning 
"guardian of bears".

543 	jaguar warrior
A Jaguar warrior who servers 
Tezcatlipoca. Only select few are 
chosen to be part of this warrior 
caste, and they're considered higher 
ranking than even wealthy nobles.

544 	behemoth
An amphibious beast. Although once 
seen as a symbol of greed and 
gluttony, most specimens found today 
are small due to a lack of food.

545 	holdgazer
A demon with a fearsome intimidating 
gaze. Known to blind its opponents, 
brainwash them into prostrating 
themselves before it, and other such 
nasty things.

546 	blood golem
A golem created by solidifying the 
blood of many demons, including that 
of its creator. During combat, the 
blood becomes like thorns and causes 
its opponents to bleed.

547 	bird archer
A half-human half-bird monster. It 
has excellent mobility, and is 
proficient at surprise attacks from 
the sky. It has a complex about its 
bird head, and is jealous of harpies.

548 	garuda
A red-winged half-human half-bird 
monster. Its body emanates heat 
similar to a flame. It's often 
mistaken for a Suzaku or a flame 
dragon, a fact that it finds 
particularly annoying.

549 	ancient lich
A lich who has stolen life and 
magical energy from others since 
ancient times. It's been a lich for 
so long that it's no longer able to 
remember its life as a living person.

550 	diabolic clown
A demonic clown that's proud of its 
physical prowess. It corners and 
mocks its prey while doing and saying 
clownish things, behavior that 
terrifies more than just a few 
people.

551 	ulfheoinn
An enraged kobold warrior with the 
head of a dog. It has abandoned all 
use of armor or weapons, violently 
attacking its prey like a wild beast.

552 	ultimate golem
A flexible and strong golem created 
using a combination of multiple 
materials. However, it's 
controversial in acadamia due to not 
being made from a single material.

553 	gravity cannon
Developed as a supplement to other 
decisive weapons. It was discovered 
that should the weapon be fired while 
connected to full power, there was a 
risk that Irva's crust would collapse 
in the aftermath. As such, the only 
use it ever saw was as stand-alone 
artillery.

554 	high-magician
A high-ranking magician in Eulderna. 
Almost always an individual who was 
born with exceptional magical powers, 
and commands respect and awe from 
lower ranking magicians.

555 	nemain
It flies around the battlefield, 
bringing fear and frenzy to 
combatants. Unexpectedly domestic, 
and quite good at doing the laundry.

556 	hel
A monster from the underworld whose 
role is to judge those who died from 
illness or old age, as well as 
criminals. Like its personality, the 
lower half of its body is rotten. It 
tends to whimsically come to the 
surface and indiscriminately 
slaughter those it finds.

557 	osiris
A demon created from a shard of a god 
that once ruled over the underworld. 
Its body has been mummified and 
wrapped with bandages. Loves his 
younger sister but hates his younger 
brother.

558 	camazotz
An evil bat god. Though its nose is 
in the shape of a giant tusk, its 
most important feature is its large 
talons that are sharp enough to sever 
a human head with a single blow.

559 	quick redcap
Uses its terrifying speed to quickly 
close gaps and attack with its axe. 
It finds supreme joy in using the 
still flowing blood of its victims to 
dye its cap red.

560 	sugaar
A large lustful snake born from a 
fragment of a god that controlled 
storms and lightning. When excited, 
it creates storms and turns its own 
body into lightning while rushing 
about.

561 	eye of balor
An eye of a god. Though its magical 
ability has declined since it was 
scooped out, it's still frightening, 
supposedly capable of creating a 
storm that could engulf even an ocean 
in flames.

562 	kali
Created from a fragment of a goddess 
of battle. Revels in blood, alchohol, 
and slaughter, and especially enjoys 
drinking the still flowing blood of 
her enemies.

563 	ungoliant
A monstrous spider with a large 
appetite. Drinks light and spins 
darkness. Having eaten its own 
offspring in a bout of severe hunger, 
it has transformed into a far more 
powerful being.

564 	<Super-Grandmaster>
The mightiest among Grandmasters. 
With the increasing number of 
Grandmasters, the strongest among 
them were given this title to 
distinguish them.

565 	mucencab
A bee goddess that stands above all 
bees, but never to become a queen. 
Normal bees who worship her offer a 
substance known as god royal jelly.

566 	super-dragonewt
A half-dragon warrior awoken by 
extreme anger. It's power surpasses 
that of humans or dragons, 
approaching that of a god. In recent 
years, the number of awoken half-
dragon beings has been increasing.

567 	shoggoth
A viscous creature used a a slave in 
the earliest of civilizations. 
Although put down after a fierce 
revolt, many resourceful individuals 
survived and exist today.

568 	chaos mimic
A demon that mimics items. Uses the 
power of chaos to attack adventurers 
that approach it without noticing. 
Its greatest pleasure is watching 
adventurers who are stunned without 
realizing what has happened.

569 	galactica phantom
Armor controlled by a ghost. It's 
"solitary wave" punch is infused with 
the power of the cosmos, launching a 
10000V plasma spiral that in theory 
can accelerate infinitely.

570 	sheepdog
Excellent speed and agility, as well 
as patience. If made a breeder, it 
will use its excellent agility to 
guide flocks of sheep to your ranch.

571 	padangu
Originally a wolf that was placed in 
tombs to punish those that trespass, 
it became friendly after being given 
food from an animal-loving 
trespasser. It's combat strength is 
notable, and it continues to fight 
other monsters in cooperation with 
trespassers.

572 	arkhai
A lower-ranking angel. Still 
immature, and similar to a human, 
grows and makes mistakes. It even 
farts and burps. Even though it's 
called an angel, it's still not 
perfect and fastidious just yet.

573 	dominion
An angel belonging to one of the 
highest classes among angels. 
Although it's name means absolute 
rule, it's actually only middle 
management.

574 	seraph
An angel with six wings. It belongs 
to the highest class of angels. 
Thought it can hover through skillful 
use of its six wings, it seems to be 
very tiring.

575 	<Ratin> the fighter reporter
Sent from the fighter guild to South 
Tyris in order to South Tyris to 
monitor the progress of members of 
the guild. Since he joined with the 
desire to meet the guildmaster Frey, 
he's dissatisfied with the current 
situation that separates them.

576 	<Naga> the thief reporter
Sent from the thieves guild to South 
Tyris in order to monitor the 
progress of members of the guild. 
Having grown up in a slums of his own 
town, he quickly adapted to the slums 
of Melkawn.

577 	<Lenas> the guild reporter
Sent from the mage guild to South 
Tyris in order to monitor the 
progress of members of the guild. 
Dreams of one day establish a branch 
office and becoming its manager.

578 	necro doll
A magician who attempted to modify a 
resurrection spell to automatically 
trigger upon his own death. Confident 
in his own magical ability, he used 
it without any testing. The 
modification failed, and he became 
like this.

579 	dead-eyes blood dragon
Based on the idea that rotten muscle 
is only a hindrance, all meat was 
removed from its bones. And while 
it's only natural, its eyes are dead 
as its name suggests.

580 	curse drake
Due to repeated efforts to get rid of 
its inferiority complex regarding 
dragons, it finally surpassed them in 
strength. However, as the perception 
of a drake as "lower than a dragon" 
never changed, it curses everything 
in its despair.

581 	moai
A mysterious human-faced rock that 
moves via lost technology. A spot on 
the rock was hollowed out 
specifically for the installation of 
a laser gun. Who made such a being, 
and when, is still a mystery.

582 	blue moai
A mysterious human-faced rock that 
moves via lost technology. The lasers 
fired madly from its eyes is quite 
powerful, capable disintegrating an 
Indian elephant in two second at full 
power.

583 	hypomyces
Born as part of a parasitic group of 
mushrooms, its fruiting body is 
hideous. Whether or not it has any 
self-awareness of such, it catches 
living animals with its spores and 
hypha and sucks them dry for 
nutrition.

584 	demon's soul
A being's soul that was sold to a 
demon. Made to feel the pain of death 
over and over by its demon master, 
it's said that over time the feeling 
has become one of pleasure.

585 	ambystoma
An amphibious creature native to the 
Melka district of South Tyris. It's 
exported all throughout the world as 
pets for those who like its silly 
appearance, as well as for emergency 
rations. It has a weak poisonous 
mucous membrane, causing a slight 
tingle should you touch it 
barehanded.

586 	ek chuah
The descendant of a god of war that 
was once defeated by Tezcatlipoca. 
Its name means "Black Scorpion". It's 
large and has a scary appearance, but 
it's not poisonous. Loves chocolate.

587 	mishaguzi
A white snake created from a fragment 
of a god. In some areas it's 
considered lucky and is worshiped for 
its rarity and beautiful figure, but 
it attacks without mercy.

588 	sage of Elea
An especially wise Elea. Dwells not 
at all on the persecution of the 
Elea, but instead spends its time 
attempting to discover the secrets of 
Nefia.

589 	knight of Elea
An Elea who trained his sword to 
fight against persecution and 
violence against his race. Feeling 
gloomy in his home Forest that 
doesn't have many confrontational 
people, and being persecuted outside 
the Forest, he was left with no other 
choice but to live a life exploring 
the ruins of Nefia.

590 	mega mole
A giant mole. It makes nests similar 
in size to ruins of Nefia, which 
other monsters often take advantage 
of. It's ten times the weight of a 
normal mole. There also exists a 
"Giga Mole" that is 1000 times the 
weight of a normal mole, but it's 
never seen on the surface of Irva.

591 	talpidae
A super-beast that acquired a 
resistance to darkness from living in 
dark places. Thought its eyes have 
degenerated, it's not blind. It digs 
through any walls that are its way.

592 	Ragnarock
A rock that was born from being 
bathed in the vast divine powers 
released during the last war of the 
gods. Those who believe in 
destruction have no qualms about 
striking it, as it summons an end 
during its final moments as it 
commits suicide.

593 	bell of emergency
A demonic bell that moves with 
abnormal quickness. It follows 
targets using its quick speed, 
showing off with its flashy colored 
body. When attacked, it lets out a 
loud warning sound that attracts 
other nearby monsters.

594 	badger
A tanuki with the ability to change 
shape. It can terrify humans by 
transforming into a monstrous demon, 
or transform into a weak monster to 
lure in prey. Rivals with mimics, who 
both try to outdo each other.

595 	rat
A giant rat said to be lord of the 
savanna. While it has some tolerance 
to the cold, it dislikes it all the 
same. They are calm and may become 
attached to humans, so they're 
sometimes found in the hot springs of 
human villages.

596 	indigo lobster
A giant lobster with giant hammer-
like shears. Its typical habitat is 
the sea floor, but it can be found on 
land as well. It normally has an 
unappetizing color, but if cooked it 
becomes a delicious looking red 
color.

597 	thousand hedgehog
When excited, it sucks in air, 
causing the needles in its body to 
stick out. It has the ability to fire 
magic arrows from its needles. There 
was a scholar who attempted to find 
out if it truly has a thousand 
needles, but he was minced before 
completing his work.

598 	hell needle hedgehog
A hedgehog-type monster that 
possesses needles from hell. By using 
its needles to pierce sinners who end 
up in the underworld, their sin may 
be cleansed. Some specimens get lost 
from the group, and find their way to 
the surface of Irva.

599 	berserk dragon
The ether-loving tyrant of the dragon 
race. Its roar sends neighboring 
monsters into a frenzy. Because it's 
always angry, its constantly 
consuming energy, and most specimen 
wind up rather thin.

%END