################# 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
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%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
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%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