Cute Knight - Kishi Kawaii Version 1.03 Cute Knight - Kishi Kawaii - Guide by Ireant Where possible, this document is formatted for 55 character lines. It is perfect for viewing while in fullscreen mode of Cute Knight. *-TOC TABLE OF CONTENTS ========================================= *-00 Star Search *-01 Author's comments *-02 Legal Matters *-03 Using the Cheat Codes for Data Study *-04 Cast of Characters *-10 INN *-11 Maid *-12 Cook *-13 Waitress *-14 Barmaid *-15 Bouncer *-16 Rent a Room *-20 STORE *-21 Move Boxes *-22 Salesgirl *-23 Seamstress *-24 Buy Something *-25 Sell Something *-30 LIBRARY *-31 Read Books *-32 Shelve Books *-33 Read to Children *-34 Research *-40 CHURCH *-41 Wash Windows *-42 Tend Animals *-43 Ask for a Place to Stay *-44 Meditate *-45 Yule Service *-50 TOWN SQUARE *-51 Pick Pockets *-52 Busk / Perform *-53 Camp Out *-54 Socialize *-55 Holidays: Spring & Harvest Festivals & Yule *-60 COLLEGE *-61 Dance *-62 Exercise *-63 Mathematics *-64 Kitchen Science *-65 Fighting *-66 Magic *-67 Midsummer Festival *-70 SLUMS *-71 Dungeon *-72 Jareth *-73 Pick through Trash *-73T Cheap Ingredients Crafting Table *-74 Doctor *-75 Volunteer *-76 Nurse *-80 Attribute Gain *-81 Birth Attributes Table *-82 Crafting Ingredients Table *-83 Crafting Items Table *-84 Armor Table *-85 Necklace Table *-86 Ring Table *-87 Weapon Table *-88 Potion Table *-89 Home Brew Potion Table *-90 Charms Table *-91 Dungeon Monsters by Level ========================================= *-00 Star Search Every main topic in the Table of Contents is preceded by an asterisk (star), a dash, and a two digit number. If you use the Find feature (Ctrl-F) and type the index key, you will move directly to the desired location in the document. Depending on your place in the document, you may have to search up or down. If you are taken to the Table of Contents, hit Find Next or switch up/down. I will make references to other parts of the guide at times. To illustrate, I will write (star-00) to direct you to see *-00 Star Search. I write star-00 instead of *-00 because when you go looking for *-00, you don't jump through the document seeing places where I tell you to look at *-00. By only using *-00 in the Table of Contents and at the place within the document the information resides, *-00 remains a unique search code. [Ironically, by explaining the rule by using *-00, I have broken that rule, but this will be the only time. I chose *-00 because the only time I break the rule as at the place where it directs.] *-01 Author's Comments: I wrote this guide to address deficiencies in the other guides. The other guides had mistakes, missing information, or presented information inconveniently. I used the other guides as a reference and starting point. I give them credit for any good ideas I may have taken from their influence. Those guides are the an uncredited document on "Casual Game Guides" containing the endings for HanakoGames. The crafting table of alphabetized ingredients is ideal. The other guide is on GameFaqs by DarkFool. His guide focuses on items. He was thorough, but presented information backward to my needs. For example, he lists ingredients that makes weapons, armor, necklaces, and rings. I am more interested in weapons, armor, necklaces, and rings and then listing the ingredients that will make them. One special mention of credit goes to Darkfool. I passed on his assertions on magic bonuses of 50% and 10% without verification. I accept his conclusions. Years ago, I made a guide but lost it when I switched hard drives. I found myself rediscovering numerous concepts. I have included these discoveries in this guide because this guide is primarily for me. I have tried to thoroughly answer the questions I have about the game. Likely, most of the answers I found will be of interest and use to you, the reader. My guide was initially created as a collection of spreadsheets. I then converted them into text format. To do this, I had to alter my lists to make them under 80 characters. In doing so, I lost some of the associations I desired. For instance, I had to separate how to craft an item from the statistics of that item. My guide is more comprehensive than others, but I will not incorporate the endings guide's information to make my guide complete. I don't have enough substance to add to the ending guide. Those that want that information can seek it in addition to what I provide. Also, I leave out a number of facts that DarkFool's guide addresses, such as quest items, et cetera. You should take a look at his guide, too. I want to appologize in advance for any inaccuracies in my guide. I have invested much time gathering my information. I correct errors as I find them and add new discoveries, yet at some point, I have to say that I am close enough. Perfection is elusive. Hopefully, the errors in this guide are few and you can note and work around them. But if you can't, you can be the author of a better guide than this one. *-02 Legal Matters I don't mind anyone copying and using this information. I would have been happy to have someone else provide the information for me. Since I went to all the trouble of gathering the information, I want it shared. Post it anywhere. However, since I did the work, don't claim it as your own. If you want personal recognition, study the game and find formulas or number patterns that I wasn't able to figure out. Then write a guide that expands on what I wrote. I will be posting this document on any sites that will accept it. *-03 USING CHEAT CODES FOR DATA STUDY For those of you that don't know, hitting F9 during the game brings up a programmer's console. With it, you may change game variables. First, you type the word "global." with a dot. You must use lowercase. Then type one of the following variables: str, con, int, dex, cha, cook, clean, craft, brew, tame, combat, weapons, magic, spells, dream, hp, mp, gold, age, xp, sins For those of you without previous role playing knowledge, con is short for constituition, an alias for Stamina. Dex is short for dexterity, a game equivalent of Luck. Variables can be set using other variables and even do calculator operations on them. For example, to examine Stamina formulas for the Research job, I used the tame varible to hold the con varible: global.tame=global.con*1000 By hitting "Skills", I am able to see the fractional part of the con variable in the tame variable display. [For more on attribute variables, see star-80.] *-04 CAST OF CHARACTERS You will meet many people in town. I toss out names in my guide with the assumption you know who they are. This section is designed to remind you, and me when I forget, of the names and significance of Characters. It is possible this list will give you information you would rather discover for yourself. Consider this a spoiler warning. ------------------------------------------------------- Abby Kitchen Science rival for Inn Cook Alexandra Princess & younger sister lost in the Slums Brittany Dance Class student & Flower Queen contestant ------------------------------------------------------- Carmen Socialite niece of Crafting Teacher Darla Dance Class Instructor & Flower Queen entrant Elora Advanced rival Wizard's Challenge 160MP ------------------------------------------------------- Grant Expert rival Wizard's Challenge 200MP Jareth Slum gang leader Kirelan Prince (adopted) & step brother to you ------------------------------------------------------- Lisa Librarian Mortimer Intermediate rival Wizard's Challenge 80MP Orchid Magic Instructor & Wizard's Challenge Champ ------------------------------------------------------- Penelope Queen & Biological mother of you, Cute Knight Rose Orchid's daughter & Magic Class student Shane Fighting Instructor who frequents Inn Tavern ------------------------------------------------------- Sparky Novice contestant in Wizard's Challenge 30MP ------------------------------------------------------- *-10 INN Nine work weeks opens Waitress and Barmaid jobs. Eleven more weeks, twenty weeks total, Bouncer opens. Note, you can't work at the Inn if your Sin>50. *-11 MAID - 4G/day Stamina 10-49 +3.5pts/week 50-up +0.7pts/week Cleaning 00-49 +5.6pts/week 50-up +2.8pts/week After your work week as maid, three events may happen: 1) You find a Party Dress. +2 Sin if you keep it. -2 Sin if you take it to Lost & Found. 2) You get a $5 tip and +1 Luck. 3) If Cleaning>99, Innkeeper gives you the Magic Mop. He states: "As a reward for your diligent cleaning, I give you the Magic Mop." [Note: Had game where I worked as Maid early, then I did long stretch as Barmaid. I had switched to Nurse when I replenished my HP by working as a Maid. My Cleaning crossed 100 and the Innkeeper did not give me the Mop. My best guess is that the game keeps track of what career to give you should you reach 21 years old or run out of Dream. Perhaps you get the Mop only when your focus has been on Maid? I also know that recent history matters. Maybe if you cross 100 when returning for many weeks as Maid, you will get the Mop? Safest course is keep coming back to work as Maid until you are given the Mop, then switch. Addendum: I had another game where I worked as a Maid, and then did various jobs at the Inn. When crossing Cleaning=>100, I was given the Mop. My revised GUESS is that as long as your focus career remains at the Inn, you will be given the Mop.] *-12 COOK - 6G/day Cooking 00-49 +7.0pts/week 50-up +3.5pts/week After work week, you may get a free meal which gives +5HP and +1 Luck. (However, if your Luck is already high, it won't increase.) If you have taken a Kitchen Science class, you may run into Abby before or after work. To end her torment of you, praise her cooking and then take another Kitchen Science class. She will appologize. (Wait a few weeks before going back to Kitchen Science Class. When I went right after praising Abby's cooking, I didn't meet her at the class.] *-13 WAITRESS - Tips $0-$25/day -- Tips depend on Charm Stamina +1.4pts/week Cooking +1.4pts/week Like other jobs, you can't take a Waitress job on month 12 day 24. However, other jobs will cut the week short to make day 23 the last day of work. This job will keep going until the 7th work day ends. Although Charm isn't increased by Waitressing, it does affect the amount of your tips. And, Charm modifiers help, especially the Party Dress. If Sin>0 and Charm=>60, then after work, a young man may offer you money to come home with him for a private party. He offers you 50% of your Charm to a maximum of $100. Accepting this offer will add a few points to your Sin. Refusing the offer will drop your Sin a few points. NOTE: Charm modifiers DO count on the event trigger and also help you get higher tips. The Party Dress works wonders! Craft a Dashing Blade, if you can. Buy a Gold Ring and Gold Necklase. If you have a flower, craft a Ring/Necklace of Enchantment. Don't waste gold using Magic Perfume (the Perfume lasts two days and is more valuable than the increase in tips). Star-52, star-13, and star-14, Busk, Waitress, and Barmaid, can make $175 in tips and $100 in a private party for $275/week. These are the second highest paying jobs behind Pick Pocketing (upwards of $350/week). *-14 BARMAID - Tips $0-$25/day -- Tips depend on Charm Charm 005-099 +5.25pts/week 100-149 +2.80pts/week 150-up +.70pts/week Brewing 000-059 +3.50pts/week 060-099 +1.75pts/week 100-up +.70pts/week Mind -3.5pts/week (until Mind=10) Like other jobs, you can't take a Barmaid job on month 12 day 24. However, other jobs will cut the week short to make day 23 the last day of work. This job will keep going until the 7th work day ends. If Sin>0 and Charm=>60 before work (Charm will rise as Barmaid), then after work, a young man may offer you money to come home with him for a private party. He offers you 50% of your Charm to a maximum of $100. Accepting this offer will add a few points to your Sin. Refusing the offer will drop your Sin a few points. NOTE: Charm modifiers DO count on the event trigger and also help you get higher tips. The Party Dress works wonders! Craft a Dashing Blade, if you can. Buy a Gold Ring and Gold Necklase. If you have a flower, craft a Ring/Necklace of Enchantment. Don't waste gold using Magic Perfume (the Perfume lasts two days and is more valuable than the increase in tips). Star-52, star-13, and star-14, Busk, Waitress, and Barmaid, can make $175 in tips and $100 in a private party for $275/week. These are the second highest paying jobs behind Pick Pocketing (upwards of $350/week). *-15 BOUNCER - 12G/day Strength +3.50pts/week Combat +2.45pts/week Taming -10.50pts/week (until Taming=10) May get hit dragging customer out. Lose up to 10HP. (He is the mop-head guy at star-13, star-14, and star-52.) May have drunk guy throw up on you; lose 5 Charm. *-16 RENT A ROOM Rent-a-Room: Pay $49, use up a day, get back all HP and MP. Work-for-Room-and-Board: If your Sin<51, get the $49 room for free, then work seven days as a Maid with $2/day pay. Vacation If the Vaction option ia offered, pay $300, spend seven days, get all HP and MP restored, and get +14 Dream. *-20 STORE It takes 4-6 times working as a Box Mover to open up Salesgirl job. Seamstress takes 9 work weeks total to open. *-21 MOVE BOXES - 6G/day Strength 05-49 +5.25pts/week 50-up +2.45pts/week Stamina 10-49 +5.25pts/week 50-up +2.45pts/week -5 HP if you drop a box on your foot. -1 Dream for finding a dead mouse under a box. *-22 SALESGIRL - 8G/day Mind +1.75pts/week Charm 05-74 +1.75pts/week 75-up +.70pts/week After work week: 1) May have option to steal from the till. Likely, you will be fired if you do. However, it is possible to steal and get away with it. I had Luck=261 when I took a Salesgirl job for the first time during a game. (I am not condoning this behavior; I only stole for test purposes.) Sometimes, I was caught. Mostly, I got away with $32-$253 in repeated tests. I also got +10 Sin. 2) Brittany may want to return a dress. Lose $20 if you take back the Dress. Lose nothing (that I can see) if you fail to persuade Brittany to keep the dress. Yet, if your Charm is high enough to get Brittany to keep the dress, get $10 bonus. *-23 SEAMSTRESS - 10G/day Crafting 000-049 +10.50pts/week 050-099 +5.25pts/week 100-up +2.80pts/week After work week: 1) You may be given a Plain Robe 2) You may stab finger with needle -5HP. *-24 BUY SOMETHING $60 Leather Armor $25 Dagger $100 Chain Mail $50 Sword $150 Plate Mail $100 Axe $10 Gold Necklace $10 Gold Ring $5 Plain Robe $25 Wand $25 Health Potion $25 Mana Potion After 18 months from game start, new shipment $40 Wooden Staff $100 Party Dress $135 Halberd $125 Padded Chainmail $10 Silver Ring $175 Full Plate *-25 SELL SOMETHING How much you get for selling your items depends on your Charm. Your inate Charm is used. Any worn items, potions, or special day bonuses do not influence the Shopkeeper. If your Charm is <51, you will get 65% of the value of any item sold. At Charm=51, you get approximately 72% of the value of items sold. As your Charm rises above 51, so does the amount you get for selling items. If your Charm is high enough, you can get 100% of the value of an item - $1. For example, $150 Plate Mail would sell for $149. For items=$25, Charm=>235 is needed to get 100% - $1. For the most expensive item in the game, the $305 Magic Mop, you need Charm=>267. It takes different Charm levels for different values. For instance, a $5 Plain Robe sells $4 at Charm>=84 and a $10 Gold Ring sells for $9 at Charm>=209. This is because $4 is 80% of $5 and happens much sooner than the 90% of $9 of $10. What confuses matters is that higher value items scale differently. Charm=84 is 80% for $5, but a $10 item needs Charm=125 to get 80%. But four principles holds true: 1) Charm<51 sell at 65% 2) Charm=51 sell at approximately 72% 3) Charm>51 things sell at higher prices 4) Charm>=267 all things sell at 100% - $1 Of course, that isn't the end of it. The $2 and $1 items in the cheap raw ingredients list are special cases. $1 Iron Nails always sells for $1. The $2 ingredients sell at $1 until Charm>=250, then they sell for $2. (Cheap raw ingredients at star-65 or star-73) *-30 LIBRARY Initially, you can Read Books or Shelve Books. If you do a mix of either nine times, you will open another job: Read to Children. Then, if you do a mix of eight of those activities, you will open up the last job: Research. *-31 READ BOOKS Reading books is a great way to kill a day when you are trying to find something to do while trying to hit a festival or other event at the right day. Moreover, three of the ten books grant you skills. The fourth book will increase Crafting +5, the seventh book gives you the Scream Charm, and the tenth book adds +5 to Brewing. 1)fairy tale 2)gardening 3)history 4)Crafting +5 5)nonsense 6)philosophy 7)Scream Charm 8)teacher 9)poems 10)Brewing +5 11)discover there are no more books to read *-32 SHELVE BOOKS - 3G/day Stamina +3.5pts/week Mind 10-49 +3.5pts/week 50-up +.7pts/week -1 Stamina if you sneeze from book dust. *-33 READ TO CHILDREN - 6G/day Luck +3.5pts/week Taming +3.5pts/week Strength -3.5pts/week until Strength=5 *-34 RESEARCH - 10G/day Mind 010-099 +3.5pts/week 100-up +2.0pts/week Cleaning -3.5pts/week until Cleaning=10 Stamina 020-050 -1.75pts/week until Stamina=20 051-100 -3.50pts/week 101-up -7.00pts/week -1 Stamina if you sneeze from book dust. Note how Research and Shelving Books complement each other. One drops Stamina each week, the other raises Stamina. And since both jobs increase Mind, if you keep alternating jobs, you will be steadily increasing Mind without losing Stamina. Since Research drops Stamina faster if Stamina>50, do Research to drop Stamina to 44-46pts, and then Shelve Books or Move Boxes to pump Stamina back up to about 50. By doing it this way, you can get 2-3 weeks of Research for every week you spend pumping Stamina back up. And, as a Box Mover, by being 5.25pts below 50, you get the maximum Stamina rate while building Strength. However, now let's look at this closely, assuming that Stamina stays 50 and below for Research so that Stamina loss is -1.75pts/week. The proportions to keep Stamina balanced determines weeks below: Case 1 for 50=< Mind <100 2 weeks Research +7.0Mind & 1 Week Shelver +.7Mind for Mind=>100 2 weeks Research +4.0Mind & 1 Week Shelver +.7Mind Case 2 for 50=< Mind <100 & Strength=>50 3 weeks Research +10.5Mind & 1 Week Mover +2.45Strength for Mind=>100 & Strength=>50 3 weeks Research +6.0Mind & 1 Week Mover +2.45Strength Case 3 for Charm<75 1 Week Salesgirl +1.75Mind +1.75Charm for Charm=>75 1 Week Salesgirl +1.75Mind +.70Charm Summerization: for 50=< Mind <100 Case 1 +2.57Mind/week Case 2 +2.63Mind/week +0.61Strength/week Case 3 +1.75Mind/week +0.70Charm/week for Mind=>100 Case 1 +1.57Mind/week Case 2 +1.50Mind/week +0.61Strength/week Case 3 +1.75Mind/week +0.70Charm/week So, for Mind between 50-100, Research is a good deal for the twenty weeks it takes to make Mind>=100. Yet, once Mind is 100, you are better off working as a Salesgirl to increase Mind. *-40 CHURCH The Church offers jobs and Yule Service that reduce Sin. However, if your Sin>98, you will be asked to leave. For those without Sin, the Church has free lodging that restores HP reliably better than Camping Out in the Town Square. If you work and/or sleep at the Church twenty times, Meditation will open. To Meditate, you must have Sin=0; otherwise, it won't even show in menu. *-41 WASH WINDOWS - 2G/day Cleaning 00-24 +3.50pts/week 25-up +1.75pts/week Sin -17.50pts/week *-42 TEND ANIMALS - 6G/day Taming 000-049 +7.00pts/week 050-099 +3.50pts/week 100-up +1.75pts/week Charm -5.25pts/week until Charm=5 Sin -7.00pts/week *-43 ASK FOR A PLACE TO STAY If your Sin=0, you can sleep and get 5-25HP restored. I have seen 5MP to (50% Mind)MP restored. *-44 MEDITATE - only in menu if Sin=0 (see star-40) Weapons 00-50 -3.5pts/week 51-up -7.0pts/week Mind 10-49 +7.00pts/week 50-up +1.75pts/week Magic 00-49 +5.25pts/week 50-up +1.75pts/week After Meditation, if Magic>39 you get Candles Charm After Meditation, if Brewing>100 might get Holy Water *-45 YULE SERVICE HP and MP restored Dream +1.5pts/day +10.5pts/week Mind +0.5pts/day +3.5pts/week Sin -5.0pts/day -35.0pts/week Yule Service lasts eight days, but there are some activities that might cause you to arrive late for the month 12 day 24 start. *-50 TOWN SQUARE The Town Square offers several activities. You can always Pick Pockets here, but you cannot Socialize, Camp Out, or Busk during festivals held in the square. Spring Festival Month 3 days 21-28 Harvest Festival Month 9 days 21-28 Yule Celebration Month 12 days 24-31 *-51 PICK POCKETS - 0G-50G/day Luck +3.5pts/week Luck determines success and how much money taken. You won't make very much money Pick Pocketing when your Luck is below 50. At Luck=100, you will have days that you make $25. At Luck 200, you can make $40 in one day although it is unlikely you will do so well all 7 days. As your Luck climbs, so does your weekly income. With low Luck, you will occasionally be caught. Guards will confiscate any money you may have taken that day. If you Pick Pockets continually, you will eventually earn a reputation as a thief. This process happens sooner if you get caught many times (which is why I advocate building up Luck before starting to Pick Pocket). Randomly, you may be taken to Jail for burglery. You will stay until your Sin=0. Each day in Jail is -5 Sin. Also, you rapidly lose Dream points. A trip to Jail could be a game ender if your Sin is high and your Dream insufficient to last Jail time. But the worst thing about being branded a thief is the Doctor learns of your exploits and won't let you donate gold to drop Sin. Your Sin attribute rises fast while Pick Pocketing. (You can use this as a way to meet Jareth in the Slums: get your Sin above 49, enter the Dungeon, then leave.) It can cause a problem if you recover lost HP by working as a Maid at the Inn for a room. The Innkeeper will refuse you because of Sin>50. The Church won't let you sleep there if Sin>0. Reducing or eliminating Sin can be an issue. The Church offers work or the Yule Service to reduce Sin, but if you wait until your Sin>98, you will be turned away. The Doctor offers Sin reduction at $5/point if you have not earned a reputation as a thief. Or, the Doctor will accept you as a Volunteer, but it will hurt your Stamina. Finally, finding Holy Water from the Traders or Dungeon is your only other option. (Holy Water from Meditation at the Church is not possible with Sin>0). A made a new discovery on Sin reduction: Taming monsters. I had not used Taming before because it seems counter to adventuring in the Dungeon. In order to get loot, you have to kill the opposition. Anyway, I played a game learning Taming so I could work Reading to Children at the Library. I tried it and found it dropped my Sin. Laugh, I again found it counter to my objective, namely, getting Sin to 50 so I could meet Jareth. *-52 BUSK / PERFORM - 0G-25G/day --Tips depend on Charm Charm +.7pts/week Luck +.7pts/week If you are Charming and Lucky, people will give you money. You can make up to $25 a day if you are good. Note that your work week will be cut-off on Month 3 and Month 9 on day 21 for the festivals. If Sin>0 and Charm=>60 before work (this job increases Charm), then after work, a young man may offer you money to come home with him for a private party. He offers you 50% of your Charm to a maximum of $100. Accepting this offer will add a few points to your Sin. Refusing the offer will drop your Sin a few points. NOTE: Charm modifiers DO count on the event trigger and also help you get higher tips. The Party Dress works wonders! Craft a Dashing Blade, if you can. Buy a Gold Ring and Gold Necklase. If you have a flower, craft a Ring/Necklace of Enchantment. Don't waste gold using Magic Perfume (the Perfume lasts two days and is more valuable than the increase in tips). Star-52, star-13, and star-14, Busk, Waitress, and Barmaid, can make $175 in tips and $100 in a private party for $275/week. These are the second highest paying jobs behind Pick Pocketing (upwards of $350/week). *-53 CAMP OUT Restores 0 or 3-15HP. You spend a night sleeping out in the open. Sleeping here is done when the church won't accept you because your Sin>0, the Inn won't let you work for a room because of Sin>50, and you don't have the gold to pay for a room, health potions, or Doctor Treatment. You may get sleep or someone could steal gold from you during the night (when this happens, you don't lose 1 HP for a day passing). Sleeping in the Slums carries no risk and depending on your Stamina, restores more HP (see Star-72 Jareth). *-54 SOCIALIZE Charm +0.0pts to +3.5pts/week Unlike other jobs, this one doesn't pay nor does it guarantee an advance of its target attribute: Charm. If you Socialize with low Charm, you will just waste time. Once your Charm is high enough, you will get a few points each week Socializing. I suppose if you take a Dance class or two to bump up Charm, you could then follow up by Socializing. It is a free way to gain Charm. Unlike Busk / Perform, this activity will not stop on day 21 of Month 3 or 9 to close the Square for Spring or Harvest Festivals. However, you cannot start a week of Socializing after day 21. You must wait until the festivals conclude. The only time I would consider Socializing useful is 1) You want to build up Mind, so you must stop or never start taking a Barmaid job (which drops Mind). 2) You have reached diminishing returns for Charm gain as a Salesgirl or Barmaid. Charm gain becomes +.7pts/week at Charm=>75 for Salesgirl and at Charm=>150 for a Barmaid. You could still possibly get +3.5pts Charm gain a week Socializing. If you try to Socialize with Sin=>25, people will run away from you. One piece of gossip you will gain socializing is how the Store owner will give better prices to those she likes. This alludes to the Charm principle (star-25). *-55 HOLIDAYS As mentioned earlier, the Town Square closes during the Holidays: Spring Festival Month 3 days 21-28 Harvest Festival Month 9 days 21-28 Yule Celebration Month 12 days 24-31 Spring Festival has the Flower Queen contest. If you win this, you get a $250 Tiara, +10 Charm, and +10 Dream. Charm modifiers count towards score. [Note: I have seen a bug where my Talent score doesn't correctly reflect my Cooking, Cleaning, Crafting, Brewing, and Taming points. I don't have any solution. I am just giving a warning so that if you see something similar, you will be less frustrated to know others are experiencing it, too. I don't think you are doing something wrong.] Your Flower Queen competitors seem to be Darla, Abby, Rose, Brittany, and Lisa. See star-04 for characters. Harvest Festival has a cooking contest. You can make money if you do well enough. You could win $50, $100, $200, or $500. However, if you win $500, you will be instantly promoted to Expert level in the Kitchen Science class the next time you attend. If you intend to take more than two classes, the prize money will not cover the increased tuition costs. [Note: I am less certain about the conditions that cause you to be bumped up one or two tuition levels winning the $200 or $100 prizes. Sometimes it happens, sometimes not.] Win $500 also get +15 Dream and Blue Ribbon. Win $200 also get +10 Dream and Red Ribbon. Win $100 also get +5 Dream and Yellow Ribbon. Win $50 also get White Ribbon. One of your Cooking Contest opponents is Abby. If you want to enter the Flower Queen or Cooking contests, I suggest you do it on day 28. Entering sooner just wastes days because the festivals end with the completion of the contests. Reading books at the Library (star-31) or sleeping a day are good ways to make the most of your extra days. Another good strategy is to Busk or Socialize just prior to day 21. The Town Square will close on day 21, cutting your work short. Work somewhere else for a week, then come back on the 28th. The festivals have a ball toss game. This game is rigged so that even with superlative statistics you won't win. When I did hit and knock down all three pins, I wasn't given the prize. The proprietor is puzzled by victory and sends you away empty handed. The Spring and Harvest Festivals also have Traders that will sell you any Potion, Weapon, Armor, Ring, or Necklace in the game. However, the Trader offers you something randomly. CELEBRATE Yule Dream +1.0pts/day AVE +7.0pts/week Charm +1.5pts/day AVE +10.5pts/week Yule celebration lasts eight days, but there are some activities that might cause you to arrive late for the month 12 day 24 start. You lose no HP as the days pass celebrating. *-60 COLLEGE Here you may pay to increase character attributes. Each class starts off at beginner and after five sessions graduate you to intermediate. Five sessions of intermediate graduates you to advanced which also graduates you to expert after five sessions. You can take classes at expert level endlessly. Classes always start you as a beginner. Your current atrribute level doesn't matter. For example, starting with high Strength and Stamina because of working at the Store as a box mover does not prevent you from taking five classes of Exercise at beginner level. There is one exception to the above rule. If you enter the Harvest Festival Cooking Contest and win $500, you will be promoted to expert in the Kitchen Science class, even if you have never attended. I have also seen promotion to advanced for winning $200. There is no difference in the rate of learning at beginner, intermediate, advanced, or expert levels. However, if you start with low attributes, some classes, just as at some jobs, will raise attributes initially in larger bursts. Thus, the only difference from beginner, intermediate, advanced, or expert levels is the tuition you pay. You must have enough gold for the tuition of at least one day of your chosen class. Class will run for the full seven days even if you can't pay for it. When you run out of gold, you stop getting the class benefits. The College is open for classes month 1 day 1 to month 6 day 7 and month 8 day 1 to month 12 day 23. Classes that continue past month 6 day 7 will run to completion, but all classes started late month 12 will end on the 23rd. Keep this in mind when taking classes in month 12. Your week may be cut short, but it still counts towards the 5-class cycle of promotion. It may be smarter to wait until next month to take a class. *-61 DANCE Tuition $15, $30, $50, $75 Luck +9pts to +12pts/week AVE +10.5pts/week Charm +12pts to +16pts/week AVE +14.0pts/week *-62 EXERCISE Tuition $15, $30, $50, $75 Strength 05-49 +13pts to +15pts / week 50-up +10.5pts/week Stamina 10-49 +16pts to +19pts / week 50-up +7.0pts/week *-63 MATHEMATICS Tuition $10, $20, $40, $60 Mind 10-59 +9pts to +15pts / week 60-up +5pts to +11pts / week Magic -1.75pts/week until Magic=10 Magic will not drop in Beginner classes. *-64 KITCHEN SCIENCE Tuition $20, $30, $50, $80 Cooking +16pts to +26pts / week AVE +21pts/week Brewing +17pts to +25pts / week AVE +21pts/week At the end of the first session of class, Abby, your nemesis, asks you if you are focusing on Cooking or on Brewing. She will be your enemy no matter which you choose. How you answer adjusts the points you earn in class each week to favor your stated goal. After taking the class one time, on subsequent visits you can choose to brew potions instead of learning more. You can use seven days to brew seven potions. Success depends on Brewing and Mind with Cooking a factor, too. (I discovered Mind was important when I had Cooking=271 and Brewing=324 and many of my potions were failing. The teacher comments "focus your Mind!") Note that brewing potions, just like any job, will advance your Brewing +.7pts/week. POTION COST BREW EFFECT ------------------------------------------------------- Minor Mana Potion $15 15 Restores 10 MP Minor Health Potion $15 15 Restores 10 HP Mana Potion $55 >150 Restores 50 MP Health Potion $55 >150 Restores 50 HP ------------------------------------------------------- Elixir of Luck $21 35 +20 Luck Elixir of Strength $21 35 +20 Strength Potion of Barkskin $27 60 -1 Damage absorption Potion of Stoneskin $75 180 -5 Damage absorption ------------------------------------------------------- Potion of Phasing $30 60 +40 Combat, MaxDam=1 Magic Perfume $36 85 +25 Charm Potion of Skill $45 85 +25 Weapons Elixir of Insight $45 135 +20Mind & -9Magic(perm.) Potion of Power $70 135 +20 Magic, +3 MaxDam ------------------------------------------------------- Minor Mana and Health potions are replaced by the more powerful versions at Brewing>150. (Oddly, 150 is not enough, but 150.01 is good.) Similarly, Potion of Stoneskin replaces Potion of Barkskin when Brewing=>180. With the exception of restorative and permanent effect potions, enhancement potions last just two days of game time. Thus, they have limited application. For example, taking Magic Perfume before beginning a week of Taming animals will not help your Charm at the end of the week for a possible encounter with Prince Kirelan. Likewise, I have noticed no gain in Magic points at Magic class when taking multiple potions of Insight. Yet, I have seen some increase in Weapons when taking multiple Elixirs of Strength before Fighting class. But I think the time and money to make Elixirs of Strength is better used actually increasing Strength in an Exercise class. Counterproductive, in my opinion, is the Elixir of Insight. In the tests I made, I had -3 Magic points initially, -7 points the next day, and -9 total points when the potion wore off. The potion ID says the user will only experience -1 Magic. If you swallow multiple Elixirs of Insight, you will destroy your Magic attribute. I suppose if your Magic attribute is already close to Magic=10, the lowest value Magic will drop, then it doesn't matter. Since Mind and Magic are closely intertwined, I cannot conceive of why you would temporarily want a high Mind without Magic. The one plausible use is to make potions. Yet, it is only good for two days of brewing. With high Brewing and Cooking skill, you get three successes a week anyway. Two days with potion charged Mind could conceively increase production to five per week. Yet this is crazy! Spend multiple weeks brewing Elixir of Insight to get +2 Potions of Stoneskin one week? I know a simple way to get +3 Potion of Stoneskin; spend another week brewing it. Okay, there is one other possibility for using Elixir of Insight: you want to have super high Mana Points to enter the Wizard's Challenge (star-68). You will lose 3pts of Magic immediately for every Elixir of Insight swallowed (losing 6 more points later). If you started with a decent Mind score so as to have a decent Magic pool (you build Magic proportionally to Mind), then you could improve your chances of winning the contest. But I have to tell you, at best, you will gain the ability to lose two extra Charm card turns. The Magic level of Orchid will wipe out huge amounts of your Mana. Or, if you take excessive amounts of Elixir of Insights, you could lose a few more turns, but you will have reduced your ability to hurt your opponent's Mana when you win a Charm card turn. Since it all is just random anyway, meaning you could still lose even after all your efforts to assure victory, why not just reload the game until you win? Winning a Wizard's Staff is poor compensation for the self-inflicted damage to your Magic and the loss of time/money brewing the potions to make this happen. For more on Home Brewed Potions, see star-89. *-65 CRAFTING Tuition $20, $30, $50, $80 Crafting +25pts to +33pts/week AVE +29pts/week After taking the class, a random cheap raw ingredient is given to you. It is kind of like a kick-back on tuition cost. Most ingredients can be crafted to make something that will gain you a profit. You can also get the same ingredients by picking through the trash in The Slums (star-73). See star-73T for a short table on how valuable this seeming junk is. As an added bonus, for each successful item crafted, you get +1 Dream. Crafting thus is a great way to build up Dream (or repair it if you've been Picking through the Trash at -3.85pts/week Dream). Ingredient Value Craft Possibilities Acorn $2 3 Dry Bones $2 3 Egg $2 0 Fallen Star $5 4 Flower $2 2 Iron Nails $1 5 Leather Scrap $2 4 Mushroom $2 0 Ribbon $2 3 Rocks $0 4 Stick $2 4 Tooth $5 3 It costs $25 to use the forge, but you must have the current tution for at least one day to even get the chance to choose the forge. Also, you pay $25 for the forge and won't get it back even if you don't make anything. Furthermore, using the forge advances the tuition class counter (every five classes your tuition advances from beginer to intermediate then to advanced and then finally to expert.) Additionally, crafting items is a great way to build up Dream: Every item crafted adds +1 Dream and Failures don't subrect Dream. Last, using the forge does not take any time. The same day you enter the lab is the same day you leave. Crafting involves placing two items on the forge and then trying to combine them. The forge will attempt to combine the ingredients or give a reason why it won't try. The reasons it won't try are 1) the items are incompatible or 2) you don't have enough crafting skill to combine them. If you have sufficient craft ability, the forge will attempt to combine the items. Most times it succeeds, but sometimes it fails. When the forge fails, the source items are destroyed. You will lose assets this way. However, the chance of failure drops the farther your craft skill is above the minimum craft skill necessary. Also, higher Luck may help, too. If you visit the Dungeon and then later take a crafting class, the teacher will ask you to find him a Rainbow Crystal and then a Runestone. If you give them to him, it will tie up the lab and classroom indefinitely until you bring him some Fairy Dust. Then, if you help him with his experiment, the game ends. If you are not seeking the oops! ending, then there is no reason to give this guy a Rainbow Crystal. Keep it and craft it for yourself. ************ EXTREME SPOILER ************************* I debated on whether to include this information. I decided to put it in because if I don't, there will be a few people that will want to tell me about it. Here it is: you can make unlimited amounts of money without any game time elapsing by forging Dashing Blades. The source ingredients, Gold Ring and Sword, can be purchased in unlimited quantities at the Store. Even with a high failure rate of 1/3, you will still make money (assuming your volume is high enough to cover the lab fee). How fast you make money depends on Charm (see star-25). Within a year, you can be rich without need to work any jobs. You can spend your time at the College and the Dungeon. This spoils the fun of the game. A more modest approach is to use the cheap raw ingredients from Picking through the Trash (star-73). You can make $300-$500/week crafting the Trash with cheap items from the Store (if your Charm is high enough; see star-25). ****************************************************** *-66 FIGHTING Tuition $30, $45, $60, $90 Combat 0-Luck +(7.00 + .14 x Luck)pts/week Luck-up +7.00pts/week Weapons +(7.00 + .14 x Strength)pts/week Note: for Luck<8, Combat rises non-uniformly. Combat is the ability to dodge / avoid being hit by opponents. Weapons is the ability to hit opponents. Combat increases faster with higher Luck (dexterity). Weapons increases faster with higher Strength. The eighth book you can read at the library tells of this fact (star-31). Once you have trained Combat equal or above your Luck Skill, Combat rises at a steady 7pts/week. At that point, you may want to increase Luck or start work as a Bouncer (Bouncer gets +3.5pts/Strength and +2.45pts/Combat each week). The weapon you equip for Fighting class will determine how high your weapon skill can reach as per the table below. Generally, ten times the MaxDam of a weapon is the Maximum Weapon Skill you can obtain training with that weapon at the College. However, for reasons unknown, it is possible to get a few points above the Maximum Weapon Skill for the weapon you are using. I speculate that it happens when your Strength is high and you end one day of training just short of the maximum. So, you have one more day of training before you are shut down for being at the limit. In that day, you go a few points above the maximum. Weapon MaxDam Maximum Weapon Skill Bare Hands 1 10 Wand 2 20 Dagger 4 40 Wooden Staff 5 50 Stone Fist 6 60 Sword 8 80 Spear 10 100 Axe 12 120 Halberd 16 160 Hammer 18 180 Earthsplitter 25 250 One way to increase your Weapons Skill after you have reached the Maximum Weapon Skill for the best weapon you have is to swallow multiple Potions of Power before Fighting class. For two days, you will be able to gain more points (then the potion wears off). Obviously, to make the most out of those two days, high Strength is important. If you worked as a Bouncer and escorted Shane (the Fighting Instructor) home, he will give you +5 Combat and +5 Weapons at the end of the next Fighting class you take. *-67 MAGIC Tuition $30, $45, $60, $90 Note: Tution advances Beginner to Intermediate after four classes. Magic 0 to Mind +(4+MIND/7)pts/week approximately Mind to (2xMind) +3.5pts/week Spells +21pts/week until Spells=250 (takes 12 weeks) Learning magic has two phases. The first phase leaps forward proportional to your Mind. The second phase begins once your Magic>=Mind. Then, Magic grows at the static rate of +3.5pts/week until Magic is twice your Mind. Magic amplifies the damage of spell-casting. Remember MAGic = MAGnifier. It doesn't increase the amount of Mana used. You spend the same amount; you just get more bang for the buck. Spells determines how many charms you know. Spells=250 is the maximum and allows 25 charms (see star-90). Three other charms are learned elsewhere: 1) Scream--Library by reading books (star-31). 2) Candles--Church by Meditating (star-44). 3) Rain--College Magic class by being Rose's sister. (Note: after learning Rain, if you take a magic class that ends in months 2, 3, 4, or 5, Rose will tell of the Midsummer Wizard's Challenge. The next time you show up at magic class, the teacher, Rose's mother Orchid, will ban you from class.) *-68 MIDSUMMER FESTIVAL The Midsummer Festival is ten days, Month 6 day 21-30. If you are going to enter the Knight's Challenge or the Wizard's Challenge, I suggest you do it on day 30. You will just waste days if you enter sooner. KNIGHT'S CHALLENGE If you defeat the Black Knight in the Knight's Joust, you are given $1000 and have the option of accepting Knighthood. If you accept, the game ends. [It is possible to draw (no one wins) the contest. It is worth $500 to tie.] WIZARD'S CHALLENGE The Wizard's Challenge has five rounds. You win $50 for rounds 1 and 2. Round 3 & 4 are worth $100. Round 5 is against the Magic teacher, Orchid. A Wizard's Staff is the prize. Your competitors in the Wizard's Challenge are: Sparky 30MP Mortimer 80MP Elora 160MP Grant 200MP Orchid 250MP MIDSUMMER BALL Dream +1.0pt/day Charm +1.5pts/day AVE +10.5pts/week No HP are lost as the days pass during the Ball. Work or other activities may cause you to arrive at the Ball after the first day. *-70 SLUMS The guard will not allow you into the Slums without equipped armor and weapon. For $30 at the Store, a Plain Robe and Dagger will suffice. However, I have found that if I am armed entering the Dungeon and then make contact with the Doctor or Jareth, the Guard no longer cares if I am equipped. However, when my first visit to the Slums was sickness, the guard refused to let me come back in to see the Doctor unless I was equipped. If you come to the Slums with Sin=>50 and visit the Dungeon, Jareth, or the Doctor, you will not be allowed to leave. It doesn't matter if your Sin is because of Pick Pocketing or killing monsters in the Dungeon. Until your Sin drops below 50, the guard will not let you back into town. There are several ways to fix this: 1) Consume Holy Water to drop Sin (star-44). 2) Volunter at Doctor to drop Sin (star-74). 3) Donate gold to the Doctor to drop Sin. However, if you are a known thief, you can't do this (star-51). 4) Circumvent the guard with the help of Jareth (star-72). *-71 DUNGEON The Dungeon has five levels. Levels 1-4 are created randomly each game. The levels become static once you visit them and save the game. Level five is the home of the Dragon and the surrounding elemental creatures of Fire, Earth, Water, and Air. The hostile creatures of levels one and two are easy to defeat. On level three, it takes either some training or a generous supply of health potions to defeat the opposition. On the fourth level, it will take more skill, health potions, and armor to get past. Many fights also require perserverance. Even my well- trained girl was ineffective for many rounds of combat before she started hitting the monsters. The fifth level dragon I was unable to hit with my weapon even though my weapon skill was 164. It wasn't until I switched to my +10 Weapon skill Icebreaker that I started hitting the dragon. When I tried magic, I found my water / earth charms effective. The loot / spoils you collect from vanquishing monsters will encompass all weapons, armor, potions, rings, and necklaces. You will also find cheap and expensive raw crafting ingredients. (Cheap raw ingredients at star-65 or star-73). The expensive raw ingredient table I list here: Ingredient Value Craft Possibilities Amber $20 2 Amethyst $10 3 Crystal Orb $15 3 Diamond $100 3 Emerald $100 2 Fairy Dust $20 9 Rainbow Crystal $60 4 Ruby $80 3 Runestone $15 3 Sapphire $80 3 Dungeon Level 1 you will find only the cheap raw raw ingredients as booty. Levels 2 - 5 you can find all other items with the exception of Fairy Dust. It can only be found on level 4. Time passes quickly in the Dungeon. Every ten times you move forward or change facing consumes one day. Every day that passes causes -1HP and +1MP. Thus, consider how long it would take to go back after traveling a long corridor that dead-ends. Often, it is faster to exit the Dungeon and re-enter it. Killing monsters adds to your Sin. If your Sin=>50, the guard will bar your return to town. You are stuck in the Slums. You may also end up in this predicament by amassing Sin Pick Pocketing in the Town Square and then visiting the Dungeon. When you try to go out, even without killing any monsters, your Sin=>50 will trip the wards. *-72 JARETH If you leave the Dungen with Sin=>50, the Slum guard will deny you re-entry into town. The first time he does, Jareth will appear and introduce himself. TALK TO JARETH How do I get out of the Slums? If you choose FUN, Jareth will tell you about a tunnel into the city. If you go out Pick Pocketing with him, Jareth will leave you in the city after the job. But first, you must Pick Through the Trash for two weeks. After at least two weeks of trash search, Talk to Jareth and the "I want to go on a job" option is there. If your Luck is less than 50, you will have to Pick Through the Trash more to raise Luck. If your Luck is sufficient, Jareth and you spend 7 days stealing, he takes half the gold, and you are left in town. If you choose DO GOOD, Jareth will direct you to the Doctor. You can Volunteer or Donate gold to lower Sin. Can I sleep here safely? Do this to restore lost HP. You get better sleep here than you do Camping Out in the Town Square. Sleeping in the Slums for Stamina<80 gives about 25% of Stamina as restored HP. At Stamina=>80, you will get +20HP sleeping. *-73 PICK THROUGH THE TRASH Luck 05-49 +7.0pts/week 50-up +3.5pts/week Dream -3.85pts/week This is a fast and free way to raise Luck. In addition, you may get $1 or $2 a day and possibly cheap raw crafting ingredients. You can make $300-$500 per week by crafting the items you collect in the Trash once your Luck is high enough to guarantee finding stuff every day. You can note how Picking through the Trash lowers your Dream. If you are selling the stuff you collect, this can hurt you if doing too much Trash Picking. Crafting these items will give you +1 Dream for each success. In this way, you can offset the Dream losses. Ingredient Value Craft Possibilities Acorn $2 3 Dry Bones $2 3 Egg $2 0 Fallen Star $5 4 Flower $2 2 Iron Nails $1 5 Leather Scrap $2 4 Mushroom $2 0 Ribbon $2 3 Rocks $0 4 Stick $2 4 Tooth $5 3 *-73T Abbreviated Item Crafting Table This table is a truncated copy of star-82 to quickly alert you to the most useful of crafting possibilities for the Cheap Raw Ingredients. "Useful" as in makes the most money, makes an item you might use, or is the best choice for a girl with low Crafting skill. Crft Item 1 Item 2 Cost Value RESULT ====================================================== 100 Acorn Gold Necklc $12 $200 Druid's Torc 85 Dry Bones Plain Robe $7 $125 Necromancer's R 15 Fallen Star Gold Necklc $14 $75 Star-Touched N 15 Fallen Star Wand $29 $70 Star Wand 20 Fallen Star Plain Robe $9 $65 Nightgown 10 Flower Gold Necklc $12 $50 Necklc of Encht 10 Flower Gold Ring $12 $50 Ring of Enchant 30 Iron Nails Ribbon $3 $25 Spiked Collar 100 Iron Nails Gold Ring $11 $200 Ring Shattering 50 Leathr Scrp Plain Robe $7 $40 Heavy Robe 120 Leathr Scrp Dagger $27 $75 Claw Glove 150 Leathr Scrp Rocks $2 $145 Stone Fist 30 Ribbon Iron Nails $3 $25 Spiked Collar 30 Ribbon Plain Robe $7 $100 Party Dress 25 Rocks Stick $2 $50 Spear 35 Rocks Silver Ring $10 $100 Ring BruteForce 75 Rocks Axe $100 $120 Hammer 150 Rocks Leathr Scrp $2 $145 Stone Fist 15 Stick Wand $27 $40 Wooden Staff 25 Stick Rocks $2 $50 Spear 30 Stick Axe $102 $135 Halberd 20 Tooth Silver Ring $14 $50 Ring Strength 25 Tooth Gold Necklc $14 $75 Tribal Tooth 110 Tooth Plain Robe $9 $150 Shaman's Robe SELL ITEMS Jareth will pay the same rate as the Store (star-25) for your items based on your Charm level. BUY EQUIPMENT Jareth offers sale of basic items at 20% marked up prices. The health and mana potions can be important if you are stuck in the Slums and want to go back into the Dungeon in hopes of financial gain. *-74 DOCTOR In order to see the Doctor, you must first trigger one of the circumstances that makes the Doctor available. 1) Get sick. When your HP drops below 50% of your Stamina, you have the possibility of getting sick during the fall and winter (month 9 day 21 through month 3 day 20). This is a random event -- you can't make it happen. And when it does, you are sent to the Doctor to recover. Each day, you lose one point of Stamina and gain about 5 HP until the ratio of HP / Stamina is approximately 75%. That means if your HP was 1 or close to it and your Stamina was high, you could spend many days at the Doctor recovering. Conversely, if you were close to 50% HP / Stamina when first sick, your recovery will be short. 2) Die or pass-out in the Dungeon. You will wake up in the Doctor's office. (If you continue moving in the Dungeon while at HP=1, you eventually pass-out.) I think there is no difference between dying and falling unconscious: both result in the loss of one point to any attribute above 10. As such, if you choose this way to see the Doctor, do it early in the game before you have spent time and money raising attributes. 3) Get a referal from Jareth (star-72). Talk to Jareth. If your HP is less than 10, Jareth will insist that you see the Doctor or sleep. If your HP=>10, ask about getting out of The Slums and tell him you want to be good. Jareth will direct you to the Doctor. (Note: you should do this first thing when you meet Jareth because once you Pick Trhough the Trash twice, the menu changes.) The Doctor offers several services: 1) Volunteering-- Do this to lower your Sin. If you continue to volunteer approximately 9 times, you will be offered the chance to work as a Nurse for $15 gold/day. This is the highest paying fixed rate job in the game. However both volunteering and Nursing lower Stamina. I suggest if you wish to open up the Nurse job, do it early in the game so that when you reach Stamina 10, volunteering can no longer drop it. (Note: You will get better sleep at the Church with low Stamina. With high Stamina, the Slums is better.) Nursing itself is hard on Stamina if your Mind attribute is low. But if Mind is high enough, Stamina will only drop one point every several weeks of work. 2) Treatment: $50 restores all HP and MP just like sleeping at the Inn ($49). However, Treatment does not use up a day as does renting a room. 3) Make a donation. For every $5 donated, one point of Sin is lost ($50 drops ten Sin points). If you are an established thief (star-51), the Doctor won't accept your money and there is no way to change this. *-75 VOLUNTEER - no pay Stamina (until Stamina=10) -3pts to -6pts / week Sin -28pts/week You cannot Volunteer during the Month 12 Day 24-31 holidays. However, this job will not stop on day 24, but keep going for the full seven days. (I thought to Volunteer on the 23rd, working only one day while still getting credit for a week of Volunteering towards opening up Nurse. This exploit failed.) *-76 NURSE - 15G/day Mind 010-099 +3.50pts/week 100-up +1.75pts/week Weapons -3.5pts/week until Weapons=10 Stamina (until Stamina=10) -0pts to -7pts/week Stamina loss seems to be higher when you have unpaid work days. Stamina loss gets smaller as Mind gets higher. Like many jobs, if you start with low statistics and let the job build them up, you could start getting pay at Mind>=30. However, if you come here after training your Mind elsewhere, you will have little success even with Mind>90. The best way to do this, if you can survive the loss of Dream points, is to just build up Mind right here. The game seems to reward those that pay their dues, so to speak, by learning the job as a novice. *-80 ATTRIBUTE GAIN Below is listed each attribute and jobs that change the attribute so that you can make a comparison. On your birthday (except the game start), the attribute that typifies your birth month will get +10pts. You also get +5 Dream. Note that averages are used. There are several jobs that change attributes over a range instead of a fixed rate. Averages are the (low + high) / 2. Also, note attributes are displayed as whole numbers, but they actually contain fractional amounts. These fractional amounts add up and eventually make it seem that some weeks' rates are higher when they aren't. The Skills view of statistics will round attributes up, while the heads up display in the upper right corner will not. (That is why you will see discrepancies in the Stamina total. See star-03 for example on how to detect the fractional amounts.) Further note how every weekly rate of advance is divisable by 7 without remainder. All weekly rates of change can be expressed as a daily rate. Most times, the weekly rate is all that is of concern. However, when you reach the transition between one rate of change and the next, the daily rate matters. What happens is that each day the daily rate is added to the attribute. When the attribute passes the threshold for the next rate, the next day the new rate applies. [Some of you won't care, but for myself and others, I write this so I don't have to rediscover it when I forget.] STRENGTH Bouncer +3.50pts/week +3.50pts/week Mover 05-49 +5.25pts/week 50-up +2.45/week Read 2Child -3.50pts/week until Strength=5 College 05-49 +14.00pts/week 50-up +10.50pts/week STAMINA Maid 10-49 +3.50pts/week 50-up +0.70pts/week Waitress +1.40pts/week +1.40pts/week Mover 10-49 +5.25pts/week 50-up +2.45/week Shelver +3.50pts/week +3.50pts/week Research 20-50 -1.75pts/week 51-100 -3.50pts/week Research (until Stamina=20) 101-up -7.00pts/week College 10-49 +17.50pts/week 50-up +7.00pts/week Volunteer -4.50pts/week -4.50pts/week Nurse 10-up -3.50pts/week MIND Barmaid -3.50pts/week until Mind=10 Salesgirl +1.75pts/week +1.75pts/week Shelver 10-49 +3.50pts/week 50-up +.70pts/week Research 10-99 +3.50pts/week 100-up +2.00pts/week Meditate 10-49 +7.00pts/week 50-up +1.75pts/week Yule Srv +3.5pts/week College 10-59 +12.00pts/week 60-up +8.00pts/week Nurse 10-99 +3.50pts/week 100-up +1.75pts/week LUCK Read 2Child +3.5pts/week Pick Pocket +3.5pts/week Busk Perfrm +.7pts/week College +10.5pts/week Pick Trash 05-49 +7.0pts/week 50-up +3.5pts/week CHARM Barmaid 005-099 +5.25pts/week 100-149 +2.80pts/week 150-up +.70pts/week Salesgirl 005-074 +1.75pts/week 075-up +.70pts/week Tend Animals -5.25pts/week until Charm=5 Busk / Peform +.70pts/week Socialize 0-3.5pts/week depending on Charm level Yule Celebration +10.50pts/week College +14.00pts/week Midsummer Ball +10.50pts/week COOKING Cook 00-49 +7.0pts/week 50-up +3.5pts/week Waitress +1.4pts/week +1.4pts/week College +21.0pts/week +21.0pts/week CLEANING Maid 00-49 +5.6pts/week 50-up +2.80pts/week Research -3.5pts/week until Cleaning=10 Window W 00-24 +3.5pts/week 25-up +1.75pts/week CRAFTING Seamstress 000-049 +10.50pts/week 050-099 +5.25pts/week 100-up +2.80pts/week College +29.0pts/week BREWING Barmaid 000-059 +3.50pts/week 060-099 +1.75pts/week 100-up +.70pts/week College +21.00pts/week Brew Potions +.70pts/week TAMING Bouncer -10.50pts/week until Tame=10 Read Children +3.50pts/week Tend Animals 000-049 +7.00pts/week 050-099 +3.50pts/week 100-up +1.75pts/week COMBAT Bouncer +2.45pts/week College +(7.00 + .14 x Luck)pts/week WEAPONS Meditate 00-50 -3.5pts/week 51-up -7.0pts/week College +(7.00 + .14 x Strength)pts/week Nurse -3.5pts/week MAGIC Meditate 00-49 +5.25pts/week 50-up +1.75pts/week College Math -1.75pts/week until Magic=10 College Magic rate of increase depends on Mind SPELLS College Magic +21pts/week until Spells=250 Sin Jail (star-51) -35.0pts/week forced until Sin=0 Wash Windows -17.5pts/week Tend Animals -7.0pts/week Yule Service -35.0pts/week Pick Pocket +points rapidly Kill Monster +points (varies) Tame Monster -points (varies) Volunteer -28.0pts/week Donate $5/point Holy Water -10points Dream Inn Vacation +2.00pts/day Yule Service +1.50pts/day Yule Celebrate +1.00pts/day Craft Success +1.00pts Midsummer Ball +1.00pts/day Pick Thru Trash -.57pts/day Princess returns +10.00pts 1 2 3 4 5 6 7 1234567890123456789012345678901234567890123456789012345678901234567890123456789 Here ends the 55 characters per line formating. The information in the tables that follow are most informative associating information together. This causes packed lines up to 79 characters. *-81 BIRTH ATTRIBUTES TABLE The Birth Attributes Table lists the starting attributes for all Birth Months. The game itself doesn't allow you to see them all at once to make comparison or plans. # signifies what attribute will get +10pts on your birthday (except at game start). You also get +5 Dream as a birthday gift. M O N T H Attribute 1 2 3 4 5 6 7 8 9 10 11 12 --------------------------------------------------------------------- Strength 20 10 15 30# 10 10 5 25 15 15 15 15 Stamina 20# 10 15 25 10 20 10 25 15 15 15 15 Mind 15 20 25 10 10 20 30# 10 15 15 10 15 Luck 15 25# 15 10 10 25 25 15 10 30 10 15 Charm 15 20 15 10 10 20 5 10 10 30# 25 15 --------------------------------------------------------------------- Cooking 10 5 5 5 20 5 20 0 15 5 15 20# Cleaning 10 5 5 20 20 5 10 10 15# 5 10 15 Crafting 10 10 10 0 20 5 0 0 15 5 10 15 Brewing 10 10 20 5 20# 5 20 10 15 5 15 15 Taming 10 10 10 15 15 5 0 10 15 5 30# 15 --------------------------------------------------------------------- Combat 5 5 5# 10 5 10 0 20 5 5 0 0 Weapons 5 5 5 10 5 10 0 20# 5 5 0 0 Magic 5 10 5 0 0 10# 15 0 5 5 0 0 Spells 5 10 5 0 0 10 15 0 0 5 0 0 --------------------------------------------------------------------- Sum 155 155 155 150 155 160 155 155 155 150 155 155 *-82 CRAFTING INGREDIENTS TABLE The Crafting IngredientS Table lists all craft possibilities. Use this table when you have ingredients and you wish to see what you can craft with them. The line divisions provide a visual guide for the eye/brain to make the table easier to read. The Crft column is the minimum Crafting skill needed to craft the resulting item. The Cost column adds the value of item 1 and item 2 to give you some idea of what it costs you to make the result, The buy cost of any item that can be bought from the Traders is used. For items that can only be found, the highest sell amount is used. The Type column indicates A-Armor, N-Necklace, P-Potion, R-Ring, W-Weapon for the resulting item. Value is the price the Traders sell the result. Crft Ingredient 1 Ingredient 2 Cost Value RESULT Type ============================================================================ 10 Acorn Ribbon $4 $1 Childish Trinket N 90 Acorn Fairy Dust $21 $140 Druid's Staff W 100 Acorn Gold Necklace $12 $200 Druid's Torc N 100 Amber Dagger $44 $100 Lightning Kris W 100 Amber Silver Ring $29 $200 Ring of Lightning R ============================================================================ 10 Amethyst Silver Ring $19 $25 Lucky Charm R 80 Amethyst Sapphire Necklace $119 $175 Mercury's Blessing N 100 Amethyst Gold Necklace $19 $250 Heartstone N 30 Axe Stick $102 $135 Halberd W 50 Axe Fairy Dust $119 $130 Magic Axe W 75 Axe Rocks $100 $120 Hammer W 100 Axe Sapphire $179 $150 Icebreaker W ============================================================================ 50 Chain Mail Fairy Dust $119 $150 Enchanted Chain A 50 Chain Mail Leather Scrap $102 $125 Padded Chain Mail A 80 Chain Mail Party Dress $200 $150 Chainmail Bikini A 180 Crystal Collar Rainbow Crystal $219 $250 Forcefield N 35 Crystal Orb Wooden Staff $54 $95 Magic Staff W 100 Crystal Orb Gold Necklace $24 $200 Glowstick N 160 Crystal Orb Diamond Pendant $24 $160 Crystal Collar N ============================================================================ 20 Dagger Mild Poison $40 $75 Assassin's Blade W 50 Dagger Fairy Dust $44 $45 Magic Dagger W 100 Dagger Amber $44 $100 Lightning Kris W 120 Dagger Leather Scrap $27 $75 Claw Glove W 50 Diamond Gold Necklace $109 $125 Diamond Pendant N 50 Diamond Gold Ring $109 $300 Dazzling Ring R 100 Diamond Sword $149 $210 Earthsplitter W 160 Diamond Pendant Crystal Orb $24 $160 Crystal Collar N ============================================================================ 50 Dry Bones Leather Armor $62 $105 Skeletal Armor A 50 Dry Bones Studded Leather $87 $105 Skeletal Armor A 85 Dry Bones Plain Robe $7 $125 Necromancer's Robe A 50 Emerald Gold Necklace $109 $125 Emerald Necklace N 75 Emerald Gold Ring $109 $300 Ring of Vigor R 80 Emerald Necklace Night Stone $134 $145 Stone of ill Wishes N ============================================================================ 50 Fairy Dust Axe $119 $130 Magic Axe W 50 Fairy Dust Chain Mail $119 $150 Enchanted Chain A 50 Fairy Dust Dagger $44 $45 Magic Dagger W 50 Fairy Dust Halberd $154 $160 Magic Lance W 50 Fairy Dust Leather Armor $79 $135 Elven Leather A 50 Fairy Dust Plate Mail $169 $200 Enchanted Plate A 50 Fairy Dust Spear $68 $160 Magic Lance W 50 Fairy Dust Sword $69 $75 Magic Sword W 90 Fairy Dust Acorn $21 $140 Druid's Staff W ============================================================================ 15 Fallen Star Gold Necklace $14 $75 Star-Touched Necklace N 15 Fallen Star Wand $29 $70 Star Wand W 20 Fallen Star Plain Robe $9 $65 Nightgown A 50 Fallen Star Lucky Charm $29 $95 Lucky Stars R 10 Flower Gold Necklace $12 $50 Necklace of Enchantment N 10 Flower Gold Ring $12 $50 Ring of Enchantment R ============================================================================ 10 Gold Necklace Flower $12 $50 Necklace of Enchantment N 15 Gold Necklace Fallen Star $14 $75 Star-Touched Necklace N 25 Gold Necklace Tooth $14 $75 Tribal Tooth N 50 Gold Necklace Diamond $109 $125 Diamond Pendant N 50 Gold Necklace Emerald $109 $125 Emerald Necklace N 50 Gold Necklace Ruby $89 $110 Ruby Necklace N 50 Gold Necklace Sapphire $89 $110 Sapphire Necklace N 100 Gold Necklace Acorn $12 $200 Druid's Torc N 100 Gold Necklace Amethyst $19 $250 Heartstone N 100 Gold Necklace Crystal Orb $24 $200 Glowstick N 100 Gold Necklace Holy Water $85 $200 Blessed Cross N 100 Gold Necklace Night Stone $19 $150 Negative Necklace N ============================================================================ 10 Gold Ring Flower $12 $50 Ring of Enchantment R 50 Gold Ring Diamond $109 $300 Dazzling Ring R 50 Gold Ring Sword $60 $145 Dashing Blade W 75 Gold Ring Emerald $109 $300 Ring of Vigor R 100 Gold Ring Iron Nails $11 $200 Ring of Shattering R 100 Gold Ring Ruby $89 $200 Ring of Fire R ============================================================================ 50 Halberd Fairy Dust $154 $160 Magic Lance W 50 Halberd Holy Water $210 $170 Holy Lance W 50 Holy Water Halberd $210 $170 Holy Lance W 50 Holy Water Plate Mail $225 $200 Paladin's Plate A 50 Holy Water Spear $124 $170 Holy Lance W 100 Holy Water Gold Necklace $85 $200 Blessed Cross N ============================================================================ 10 Iron Nails Stick $4 $15 Spiked Club W 30 Iron Nails Leather Armor $61 $85 Studded Leather A 30 Iron Nails Ribbon $3 $25 Spiked Collar N 100 Iron Nails Gold Ring $11 $200 Ring of Shattering R 130 Iron Nails Negative Necklace $151 $160 Iron Collar N ============================================================================ 30 Leather Armor Iron Nails $61 $85 Studded Leather A 50 Leather Armor Dry Bones $62 $105 Skeletal Armor A 50 Leather Armor Fairy Dust $79 $135 Elven Leather A 50 Leather Scrap Chain Mail $102 $125 Padded Chain Mail A 50 Leather Scrap Plain Robe $7 $40 Heavy Robe A 120 Leather Scrap Dagger $27 $75 Claw Glove W 150 Leather Scrap Rocks $2 $145 Stone Fist W ============================================================================ 50 Lucky Charm Fallen Star $29 $95 Lucky Stars R 20 Mild Poison Dagger $40 $75 Assassin's Blade W 130 Negative Necklace Iron Nails $151 $160 Iron Collar N 25 Night Stone Silver Ring $19 $100 Ring of Lies R 80 Night Stone Emerald Necklace $134 $145 Stone of ill Wishes N 100 Night Stone Gold Necklace $19 $150 Negative Necklace N ============================================================================ 80 Party Dress Chain Mail $200 $150 Chainmail Bikini A 20 Plain Robe Fallen Star $9 $65 Nightgown A 30 Plain Robe Ribbon $7 $100 Party Dress A 40 Plain Robe Rainbow Crystal $64 $125 Rainbow Robe A 50 Plain Robe Leather Scrap $7 $40 Heavy Robe A 85 Plain Robe Dry Bones $7 $125 Necromancer's Robe A 110 Plain Robe Tooth $9 $150 Shaman's Robe A ============================================================================ 50 Plate Mail Fairy Dust $169 $200 Enchanted Plate A 50 Plate Mail Holy Water $225 $200 Paladin's Plate A 75 Plate Mail Runestone $164 $200 Rune Plate A 40 Rainbow Crystal Plain Robe $64 $125 Rainbow Robe A 80 Rainbow Crystal Wooden Staff $99 $180 Wizard's Staff W 125 Rainbow Crystal Silver Ring $69 $250 Full Spectrum R 180 Rainbow Crystal Crystal Collar $219 $250 Forcefield N ============================================================================ 10 Ribbon Acorn $4 $1 Childish Trinket N 30 Ribbon Iron Nails $3 $25 Spiked Collar N 30 Ribbon Plain Robe $7 $100 Party Dress A 25 Rocks Stick $2 $50 Spear W 35 Rocks Silver Ring $10 $100 Ring of Brute Force R 75 Rocks Axe $100 $120 Hammer W 150 Rocks Leather Scrap $2 $145 Stone Fist W ============================================================================ 50 Ruby Gold Necklace $89 $110 Ruby Necklace N 100 Ruby Gold Ring $89 $200 Ring of Fire R 100 Ruby Spear $128 $120 Spear of Wrath W 60 Ruby Necklace Runestone $124 $190 Warlock's Medallion N 60 Runestone Ruby Necklace $124 $190 Warlock's Medallion N 75 Runestone Plate Mail $164 $200 Rune Plate A 85 Runestone Silver Ring $24 $110 Ring of Protection R ============================================================================ 50 Sapphire Gold Necklace $89 $110 Sapphire Necklace N 100 Sapphire Axe $179 $150 Icebreaker W 100 Sapphire Silver Ring $89 $200 Ring of Ice R 80 Sapphire Necklace Amethyst $119 $175 Mercury's Blessing N ============================================================================ 10 Silver Ring Amethyst $19 $25 Lucky Charm R 20 Silver Ring Tooth $14 $50 Ring of Strength R 25 Silver Ring Night Stone $19 $100 Ring of Lies R 35 Silver Ring Rocks $10 $100 Ring of Brute Force R 85 Silver Ring Runestone $24 $110 Ring of Protection R 100 Silver Ring Amber $29 $200 Ring of Lightning R 100 Silver Ring Sapphire $89 $200 Ring of Ice R 125 Silver Ring Rainbow Crystal $69 $250 Full Spectrum R ============================================================================ 50 Spear Fairy Dust $68 $160 Magic Lance W 50 Spear Holy Water $124 $170 Holy Lance W 100 Spear Ruby $128 $120 Spear of Wrath W 10 Stick Iron Nails $4 $15 Spiked Club W 15 Stick Wand $27 $40 Wooden Staff W 25 Stick Rocks $2 $50 Spear W 30 Stick Axe $102 $135 Halberd W ============================================================================ 50 Studded Leather Dry Bones $87 $105 Skeletal Armor A 50 Sword Fairy Dust $69 $75 Magic Sword W 50 Sword Gold Ring $60 $145 Dashing Blade W 100 Sword Diamond $149 $210 Earthsplitter W ============================================================================ 20 Tooth Silver Ring $14 $50 Ring of Strength R 25 Tooth Gold Necklace $14 $75 Tribal Tooth N 110 Tooth Plain Robe $9 $150 Shaman's Robe A 15 Wand Fallen Star $29 $70 Star Wand W 15 Wand Stick $27 $40 Wooden Staff W 35 Wooden Staff Crystal Orb $54 $95 Magic Staff W 80 Wooden Staff Rainbow Crystal $99 $180 Wizard's Staff W ============================================================================ *-83 CRAFTING ITEMS TABLE The Crafting Items Table is used for discovering what ingredients are needed to make a specific item. The T column, first in the table, groups the table into Armor, Necklaces, Rings, and Weapons. Crft column lists Crafting skill needed to forge the ingredients. Cost is the addtion of the cost to buy the ingredients. The sell price is used if an ingredient can't be bought, but only found. The ingredients are ordered such that Ingredient 1 is harder to obtain than ingredient 2. This way you can judge more readily how difficult it will be to get the materials needed to craft the item. Ingredient 2 will be the easier to obtain based on this criteria: 1)Store 2)Picking Through Trash 3)Traders 4)Dungeon. Almost all items can be found at the Traders (in fact you could get what you want there instead of making it). The only exceptions to what the Traders carry are the cheap raw crafting ingredients found in the Slum trash and the expensive raw crafting ingredients found only in the Dungeon (See star-71). T ITEM Value Crft Cost Ingredient 1 Ingredient 2 ============================================================================= A Chainmail Bikini $150 80 $200 Party Dress Chain Mail A Elven Leather $135 50 $79 Fairy Dust Leather Armor A Enchanted Chain $150 50 $119 Fairy Dust Chain Mail A Enchanted Plate $200 50 $169 Fairy Dust Plate Mail A Heavy Robe $40 50 $7 Leather Scrap Plain Robe ============================================================================= A Necromancer's Robe $125 85 $7 Dry Bones Plain Robe A Nightgown $65 20 $9 Fallen Star Plain Robe A Padded Chain Mail $125 50 $102 Leather Scrap Chain Mail A Paladin's Plate $200 50 $225 Holy Water Plate Mail A Party Dress $100 30 $7 Ribbon Plain Robe ============================================================================= A Rainbow Robe $125 40 $64 Rainbow Crystal Plain Robe A Rune Plate $200 75 $164 Runestone Plate Mail A Shaman's Robe $150 110 $9 Tooth Plain Robe A Skeletal Armor $105 50 $62 Dry Bones Leather Armor A Skeletal Armor $105 50 $87 Studded Leather Dry Bones A Studded Leather $85 30 $61 Iron Nails Leather Armor ============================================================================= N Blessed Cross $200 100 $85 Holy Water Gold Necklace N Childish Trinket $1 10 $4 Acorn Ribbon N Crystal Collar $160 160 $24 Crystal Orb Diamond Pendant N Diamond Pendant $125 50 $109 Diamond Gold Necklace N Druid's Torc $200 100 $12 Acorn Gold Necklace ============================================================================= N Emerald Necklace $125 50 $109 Emerald Gold Necklace N Forcefield $250 180 $219 Rainbow Crystal Crystal Collar N Glowstick $200 100 $24 Crystal Orb Gold Necklace N Heartstone $250 100 $19 Amethyst Gold Necklace N Iron Collar $160 130 $151 Negative Necklace Iron Nails ============================================================================= N Mercury's Blessing $175 80 $119 Amethyst Sapphire Necklace N Necklace of Enchantment $50 10 $12 Flower Gold Necklace N Negative Necklace $150 100 $19 Night Stone Gold Necklace N Ruby Necklace $110 50 $89 Ruby Gold Necklace N Sapphire Necklace $110 50 $89 Sapphire Gold Necklace ============================================================================= N Spiked Collar $25 30 $3 Iron Nails Ribbon N Star-Touched Necklace $75 15 $14 Fallen Star Gold Necklace N Stone of ill Wishes $145 80 $134 Night Stone Emerald Necklace N Tribal Tooth $75 25 $14 Tooth Gold Necklace N Warlock's Medallion $190 60 $124 Runestone Ruby Necklace ============================================================================= R Dazzling Ring $300 50 $109 Diamond Gold Ring R Full Spectrum $250 125 $69 Rainbow Crystal Silver Ring R Lucky Charm $25 10 $19 Amethyst Silver Ring R Lucky Stars $95 50 $29 Lucky Charm Fallen Star ============================================================================= R Ring of Brute Force $100 35 $10 Rocks Silver Ring R Ring of Enchantment $50 10 $12 Flower Gold Ring R Ring of Fire $200 100 $89 Ruby Gold Ring R Ring of Ice $200 100 $89 Sapphire Silver Ring R Ring of Lies $100 25 $19 Night Stone Silver Ring ============================================================================= R Ring of Lightning $200 100 $29 Amber Silver Ring R Ring of Protection $110 85 $24 Runestone Silver Ring R Ring of Shattering $200 100 $11 Iron Nails Gold Ring R Ring of Strength $50 20 $14 Tooth Silver Ring R Ring of Vigor $300 75 $109 Emerald Gold Ring ============================================================================= W Assassin's Blade $75 20 $40 Mild Poison Dagger W Claw Glove $75 120 $27 Leather Scrap Dagger W Dashing Blade $145 50 $60 Gold Ring Sword W Druid's Staff $140 90 $21 Fairy Dust Acorn W Earthsplitter $210 100 $149 Diamond Sword ============================================================================= W Halberd $135 30 $102 Stick Axe W Hammer $120 75 $100 Rocks Axe W Holy Lance $170 50 $210 Holy Water Halberd W Holy Lance $170 50 $124 Spear Holy Water W Icebreaker $150 100 $179 Sapphire Axe ============================================================================= W Lightning Kris $100 100 $44 Amber Dagger W Magic Axe $130 50 $119 Fairy Dust Axe W Magic Dagger $45 50 $44 Fairy Dust Dagger W Magic Lance $160 50 $154 Fairy Dust Halberd W Magic Lance $160 50 $68 Fairy Dust Spear ============================================================================= W Magic Staff $95 35 $54 Crystal Orb Wooden Staff W Magic Sword $75 50 $69 Fairy Dust Sword W Spear $50 25 $2 Rocks Stick W Spear of Wrath $120 100 $128 Ruby Spear W Spiked Club $15 10 $4 Iron Nails Stick ============================================================================= W Star Wand $70 15 $29 Fallen Star Wand W Stone Fist $145 150 $2 Leather Scrap Rocks W Wizard's Staff $180 80 $99 Rainbow Crystal Wooden Staff W Wooden Staff $40 15 $27 Stick Wand ============================================================================= *-84 ARMOR TABLE The Armor Table list all Armor in the game. Cr-ID column lists crafting skill needed to be certain of the Armor's name and statistics. Com lists Combat bonuses. Damage lists how many Health Points the Armor will absorb; any physical attack greater than your combined Damage rating will result in the excess subtracting from your Health. Luck indicates any Luck bonuses. Mag indicates any Magic bonuses. Addtional column lists bonuses to other attributes, spell casting enhancement, or a game description of the Armor. ARMOR Cr-ID BUY Com Dam Luck Mag ADDITIONAL ==================================================================== Chainmail Bikini 0 $150 +10 -1 +15 Charm Chain Mail 0 $100 +10 -1 Elven Leather 50 $135 +10 +20 green leather armor Enchanted Chain 50 $150 +15 -1 +10 Enchanted Plate 50 $200 +20 -5 ==================================================================== Full Plate 0 $175 +20 -5 -5 after 18months store Heavy Robe 0 $40 +5 Leather Armor 0 $60 +5 Necromancer's Robe 75 $125 +5 +10 +50% Dark Nightgown 15 $65 +10 A starry robe ==================================================================== Padded Chainmail 0 $125 +15 -1 after 18months store Paladin's Plate 50 $200 +20 -5 -5 +50% Holy Party Dress 0 $100 +15 Charm; 18mo Stor Plain Robe 0 $5 Plate Mail 0 $150 +15 -5 -5 ==================================================================== Rainbow Robe 25 $125 +25 Rune Plate 50 $200 +20 -5 -15 +10 Stone armor Shaman's Robe 100 $150 +5 +10 +10 STR, +50% Nature Skeletal Armor 25 $105 +10 +50% Dark Studded Leather 0 $85 +10 ==================================================================== *-85 NECKLACE TABLE The Necklace Table lists all Necklaces in the game. Cr-ID column lists crafting skill needed to be certain of the Necklace's name and statistics. Com lists Combat bonuses. Charm column lists Charm bonuses. Addtional column lists bonuses to other attributes, spell casting enhancement, functions, or a game description of the Necklace. NECKLACE Cr-ID Value Charm ADDITIONAL ============================================================================= Blessed Cross 100 $200 +10 +50% Holy Childish Trinket 10 $1 -5 Crystal Collar 150 $160 +5 +5 Combat, -1 Damage Diamond Pendant 5 $125 +10 ============================================================================= Druid's Torc 100 $200 +50% Nature Emerald Necklace 5 $125 +10 Forcefield 175 $250 Damage = -(Magic/10) Glowstick 100 $200 +50% Light ============================================================================= Gold Necklace 0 $10 +1 Heartstone 100 $250 +5 Mind, +50% Emotion Iron Collar 125 $160 Magic=0; Com = Combat +10 +(Magic/10) Keychain 30 $80 Lockpick that opens Dungeon doors ============================================================================= Mercury's Blessing 75 $175 Luck = Luck + (Mind/10) Necklace of Enchantment 10 $50 +5 Necklace with flower on it Negative Necklace 100 $150 +50% Dark Ruby Necklace 5 $110 +10 ============================================================================= Sapphire Necklace 5 $110 +10 Spiked Collar 10 $25 +5 +5 Combat Star-Touched Necklace 15 $75 +10 Magic; Necklace with a star on it Stone of Ill Wishes 75 $145 -25Str, -25Luck; Glowing green pendant ============================================================================= Tribal Tooth 25 $75 +10 Strength; A tooth on a chain Warlock's Medallion 50 $190 Strength = Strength + (Magic/10) ============================================================================= *-86 RING TABLE The Ring Table lists all Rings in the game. Cr-ID column lists crafting skill needed to be certain of the Ring's name and statistics. Charm, Str, and Luck columns list Charm, Strength, and Luck bonuses bestowed by each Ring. Addtional column lists bonuses to other attributes, spell casting enhancement, or a game description of the Ring. RING Cr-ID Value Charm Str Luck ADDITIONAL =================================================================== Dazzling Ring 50 $300 +30 A diamond ring Full Spectrum 125 $250 +10% each Magic type Gold Ring 0 $10 +1 Lucky Charm 10 $25 +5 Ring with purple stone =================================================================== Lucky Stars 50 $95 +25 An amethyst ring Ring of Brute Force 35 $100 +25 -15 A stone ring Ring of Enchantment 10 $50 +5 Ring with flower on it Ring of Fire 100 $200 +50% Fire =================================================================== Ring of Ice 100 $200 +50% Water Ring of Lies 25 $100 +30 +10 SIN Ring of Lightning 100 $200 +50% Air Ring of Protection 75 $110 +10 Combat, -1 Damage =================================================================== Ring of Shattering 100 $200 +50% Earth Ring of Strength 20 $50 +5 An ivory ring Ring of Vigor 75 $300 +30 An emerald ring Silver Ring 0 $10 +1 after 18 months store =================================================================== *-87 WEAPON TABLE The Weapon Table lists all Weapons in the game. Cr-ID column lists crafting skill needed to be certain of the Ring's name and statistics. Com, Wep, and Mag columns list Combat, Weapons, and Magic bonuses of each Weapon. MaxD is MaxDam, the Maximum Damage the Weapon can do. [Of course, actual damage can be much higher because the game gives strength damage bonuses.] Addtional column lists bonuses to other attributes, spell casting enhancement, or a game description of the Weapon. WEAPON CR-ID Value Com Wep Mag MaxD ADDITIONAL ============================================================================ Assasin's Blade 15 $75 +10 6 +10 SIN Axe 0 $100 -5 12 Claw Glove 120 $75 +10 4 A spiked glove Dagger 0 $25 +5 4 ============================================================================ Dashing Blade 50 $145 -10 6 +25 Charm Druid's Staff 80 $140 +20 6 +50% Nature Earthsplitter 100 $210 25 A glass sword Halberd 0 $135 -10 -10 16 after 18 months store ============================================================================ Hammer 50 $120 18 -25 Strength Holy Lance 50 $170 16 +50% Holy Icebreaker 90 $150 +10 12 A blue axe Lightning Kris 90 $100 +10 4 +30 Luck ============================================================================ Magic Axe 50 $130 +5 12 A glowing axe Magic Dagger 50 $45 +15 4 A glowing dagger Magic Lance 50 $160 16 Magic Mop 0 $305 4 Wep=Clean or Wep=Wep + (Cln/10) ============================================================================ Magic Staff 35 $95 +20 6 A stick with a crystal on it Magic Sword 50 $75 +10 8 A glowing sword Spear 0 $50 10 Spear of Wrath 90 $120 10 +20 Strength ============================================================================ Spiked Club 0 $15 5 Star Wand 15 $70 +10 2 A wand with a star on it Stone Fist 150 $145 +10 6 -3 Damage Sword 0 $50 8 ============================================================================ Wand 0 $25 +5 2 Wizard's Staff 80 $180 +50 6 A stick with a crystal on it Wooden Staff 0 $40 +5 5 after 18 months store ============================================================================ *-88 POTION TABLE The Potion Table lists all potions in the game. All may be purchased from the Traders for the amount listed in the Value column. The Brw-ID column lists the Brewing skill you must have to know what the potion is by looking at it. If you lack sufficient skill, the game will give you a description as per the Color column. As mentioned in the Kitchen Science class (star-64), effects of potions last for two days unless they are restorative or permanent. Potions that reduce attributes have limits. The lowest value an attribute can take is listed. I had to remove information from this table to make it fit. Therefore, the table listing Potions you can Brew yourself, a repeat of the one found in the College Kitchen Science class, follows this table at star-89. POTION Brw-ID COLOR Value EFFECTS ========================================================================== Charm Boost 230 Rainbow $200 +5 Charm (permanent) Charm Drain 230 Rainbow $200 -10 Charm (perm.) Charm=5 low Cure-All 250 Rainbow $250 Restores all HP & MP Deadly Poison 250 Rainbow $150 HP=1, MP=0, -10 Stamina ========================================================================== Elixir of Insight 125 Blue-Green $75 +20 Mind(2day), -9 Magic(perm.) Elixir of Luck 25 Purple $35 +20 Luck Elixir of Strength 25 Green $35 +20 Strength Fruit Juice 35 Sweet Red $10 ========================================================================== Health Boost 210 Rainbow $200 +5 Stamina (permanent) Health Drain 210 Rainbow $200 -10 Stamina (perm.) Stam=10 low Health Potion 25 Big Red $90 +50 HP (only restores lost HP) Holy Water 100 Clear $75 -10 Sin (Meditate Brew>100) ========================================================================== Luck Boost 240 Rainbow $200 +5 Luck (permanent) Luck Drain 240 Rainbow $200 -10 Luck (permanent) Luck=5 low Magic Perfume 75 Sweet Pink $60 +25 Charm Mana Potion 25 Big Blue $90 +50 MP (only restores lost MP) ========================================================================== Mental Boost 200 Rainbow $200 +5 Mind (permanent) Mental Drain 200 Rainbow $200 -10 Mind (perm.) Mind=10 low Mild Poison 35 Dark Blue $15 -10 HP Minor Health Potion 5 Red $25 +10 HP (only restores lost HP) ========================================================================== Minor Mana Potion 5 Blue $25 +10 MP (only restores lost MP) Potion of Barkskin 50 Murky Brown $45 -1 Damage Potion of Phasing 50 Bubbling Gray $50 +40 Combat, MaxDam=1 Potion of Power 125 Orange Vial $115 +20 Magic, +3 MaxDam ========================================================================== Potion of Skill 75 Shiny Gray $75 +25 Weapons Potion of Stoneskin 150 Lumpy Gray $125 -5 Damage Strength Boost 220 Rainbow $200 +5 Strength (permanent) Strength Drain 220 Rainbow $200 -10 Strength (perm.) Str=5 low ========================================================================== Vile Potion 100 Blue Vial $50 Strength = 1 Water 50 Clear $2 ========================================================================== *-89 HOME BREW POTION TABLE The Home Brew Potion Table lists potions that you can brew in the Kitchen Science class. Brew column is the minimum Brew skill needed to attempt to brew that potion. Cost is amount paid each day for materials and use of the Kitchen. Cost is 60% of the Value of the Potion. If you run out of money, the brewing session still lasts 7 days, but unpaid days you sit idle. Also, there is no guarantee that each day spent brewing will produce a potion. You pay for materials, regardless. Success is determined by Brewing and Cooking Skills and Mind. Although this table is a repeat of the one in the Kitchen Science class, it has more room, so here I was able to restore my original intention to show the Value column. Also added is the Earn column which lists the maximum weekly profit you can make brewing and then selling that potion. The maximum assumes that seven potions were created and sold for the maximum sell price. Naturally, this will only happen if your Charm is high (see star-25) and your Brewing skill and Mind are high enough to assure no failures. Cooking still may be a factor. The next column is CHRM. This lists the Charm skill necessary to get maximum sale price. Advice: You will make more money brewing potions that you can successfully make all seven days. Even with greater profit margin, a more expensive potion will eat into your profits because of failures. For each failure, subtract the (Value-$1) from the Earn column. This will be the weekly profit adjusted for failures. The most profitable potion to brew ends up being the Potion of Power. If you can't make seven of those, Potion of Skill is the next best followed by Potion of Phasing. The above choices are based on choosing Potions with lower minimum Brewing Skill. You will not be able to brew the Potion of Stoneskin with seven successes because the minimum Brewing Skill is 180. You need a huge Brewing Skill and Mind to do that. Oh, it can happen, but not consistently. If you are going to reload over and over until you get seven successes, it will be tedious. Also, consider your Charm level. You pay 60% of the Potion's value to brew it. If your Charm is below 51, you get 65% selling the Potion. That is a 5% margin. You could do much better working somewhere else not only in terms of pay, but also in terms of attribute gain each week (brewing gives +.7pts Brewing/week). You will have to devote yourself to building Charm, Mind, and Kitchen skills. It requires much time and money to accomplish. So, although it is a nice idea, brewing potions as a source of income is not feasible in the three year game time. What I mean is that it is just as valid a career as others, but if you were thinking of using it as a cash-cow to finance other pursuits, it won't work. (However, if you change your girl's age via the programmer's cheats, you could do it. See star-03.) One of the things you will discover is that as you pursue the attainment of Charm=>267, you can reliably make over $100/week in Charm related careers such as Waitressing, Barmaid, or Busk Performer. And as your Charm rises, you will have $150 earning weeks with a possible bonus if your Sin>0 of up to $100 additional. The easy-to-brew-seven-a-week Potions will not compare to Charm jobs' earnings. Moreover, unlike Charm occupations, you can lose money brewing potions if you have three or more failures per week. Two failures per week of Potion of Stoneskin you earn at most $95/week. The other potions you earn even less with two failures. POTION BREW COST VALUE EARN CHRM EFFECT --------------------------------------------------------------------------- Minor Mana Potion 15 $15 $25 $63 235 Restores 10 MP Minor Health Potion 15 $15 $25 $63 235 Restores 10 HP Mana Potion >150 $55 $90 $238 263 Restores 50 MP Health Potion >150 $55 $90 $238 263 Restores 50 HP --------------------------------------------------------------------------- Elixir of Luck 35 $21 $35 $91 229 +20 Luck Elixir of Strength 35 $21 $35 $91 229 +20 Strength Potion of Barkskin 60 $27 $45 $119 250 -1 Damage absorption Potion of Stoneskin 180 $75 $125 $343 268 -5 Damage absorption --------------------------------------------------------------------------- Potion of Phasing 60 $30 $50 $133 258 +40 Combat, MaxDam=1 Magic Perfume 85 $36 $60 $161 251 +25 Charm Potion of Skill 85 $45 $75 $203 250 +25 Weapons Elixir of Insight 135 $45 $75 $203 250 +20 Mind(2day) -9 Magic(perm) Potion of Power 135 $70 $115 $308 257 +20 Magic, +3 MaxDam --------------------------------------------------------------------------- Minor Mana and Health potions are replaced by the more powerful versions at Brewing>150. (Oddly, 150 is not enough, but 150.01 is good.) Similarly, Potion of Stoneskin replaces Potion of Barkskin when Brewing=>180. For more about brewing potions, see star-64. *-90 CHARMS TABLE Spells is the minimum Spells skill needed for the Charm to appear in your Charms list. Charm has the name of each Charm. Elem 1, Elem 2, and Elem 3 lists elements of magic the Charm affects. Spells Charm Elem 1 Elem 2 Elem 3 ------------------------------------------ 010 Sun Light Fire 020 Leaf Air Nature 030 Tears Water Emotion 040 Music Emotion Earth ------------------------------------------ 050 Mirror Light Holy 060 Wine Water Dark 070 Lava Earth Fire 080 Feather Holy Air ------------------------------------------ 090 Mistletoe Nature Emotion 100 Nightmare Dark Emotion 110 Cloud Water Air 120 Moon Light Dark ------------------------------------------ 130 Incense Holy Fire 140 Diamond Light Earth 150 Smoke Fire Dark 160 Flash Air Light ------------------------------------------ 170 Snowflake Water 180 Flame Fire 190 Charge Air 200 Quake Earth ------------------------------------------ 210 Cross Holy 220 Shadow Dark 230 Star Light 240 Clover Nature ------------------------------------------ 250 Heart Emotion ... Scream Dark Emotion Earth ... Candles Holy Fire Light ... Rain Air Water Nature ------------------------------------------ Spells Charm Elem 1 Elem 2 Elem 3 Spells increases 21pts each Magic Class you take. It takes 12 class sessions to obtain Spells=250, the Maximum. The Charms of Scream, Candles, and Rain are obtained by reading the seventh book at the Library, Meditating at the Church, and in Magic Class after becoming Rose's "sister." One of the weaknesses of the game Cute Knight is the inability to switch Charm cards while in battle. You must know in advance what cards to equip. As such, either you save before each encounter and then reload to adjust cards, or, you run away from a fight, choose cards, and then hope to run into the same monster again. I have been studying the Dungeon Levels. I have discovered that each level has a consistent pattern with Charms: some are good and some bad for each level. In the next section, star-91, I list what Charms you should equip at the start of each level. You can explore the level with those Charms and be effective against whatever Monster you encounter. I would like to add, that the above table, *-90, seems to be meaningless. The elements don't determine what Charms work against certain Monsters. Rather, it seems to be certain Charm cards are good or bad for each level without regard to the underlying elements those Charms represent. (Of course, my study is not complete. I may be making a hasty conclusion.) *-91 DUNGEON MONSTERS by LEVEL ******This section is a work in progress****** Each Dungeon Level will specify what Charms you should equip while moving through the level. These Charms are the best overall against the Level Monsters. Also specified are the Expensive Raw Ingredients, Armor, Necklaces, Rings, and Weapons that will be found on the level. For instance, if a Monster's Treasure is Armor, the Armor you will find will be a random item from the level Armor list. HP is the Health Points of the Monster. DAM is Monster's Physical Damage absorbed. MPD is the Maximum Physical Damage to you. MMD is the Maximum Magic Damage to you. MLM is the Maximum Lost Mana to you. XP is XP if monster killed. 50% XP Monster runs away. SIN is amount added to your Sin attribute for killing. TREASURE lists gold and items Monster MIGHT possess (there is no guarantee). Items are from level list. BEST are the Charms that inflict the most damage. WORST are the Charms that have no effect or do the least damage to the Monster. The lists are in order of magnitude. If Charms are of equivalent magnitude, an equal sign separates them, otherwise a comma separates them to indicate changing magnitude. Level 1 LEVEL 1 Level 1 ======================================================= BEST CHARMS: Lava, Candles, Leaf, Quake ------------------------------------------------------- EXPENSIVE RAW INGREDIENTS: Amber, Amethyst, Crystal Orb, Night Stone ------------------------------------------------------- NECKLACES: Childish Trinket, Gold Necklace, Keychain, Necklace of Enchantment, Spiked Collar, Star-Touched Necklace, Tribal Tooth ------------------------------------------------------- RINGS: Gold Ring, Lucky Charm, Ring of Enchantment, Ring of Strength, Silver Ring ------------------------------------------------------- MONSTER HP DAM MPD MMD MLM XP SIN TREASURE =============================================================================== Bat 2 0 1 0 0 1 2 Cheap or Expensive Raw Ingredient BEST: Sun=Leaf=Lava=Cloud=Diamnd=Smk=Flsh=Chrg=Quake=Crss=Shdw=Star=Scrm=Cndl WORST: Clover,Heart,Mirror=Feather=Nightmare=Incense=Snowflake=Flame=Rain =============================================================================== Compost Heap 10 1 6 0 0 10 0 Cheap or Expensive Raw Ingredient BEST: Candles,Leaf=Mistletoe,Charge=Star WORST: Sun=Mirror=Feather=Nightmare=Incense=Smoke=Flash= Snowflake=Flame=Cross=Shadow=Clover=Heart=Scream=Rain =============================================================================== Goblin 8 0 6 0 0 5 4 $5-$25, Cheap Ring or Cheap Necklace BEST: Leaf=Lava=Cloud=Smoke=Quake=Cross=Shadow=Star,Tears=Mistletoe=Charge WORST: Moon=Clover=Heart=Scream,Flame,Nightmare =============================================================================== Large Rat 4 0 2 0 0 2 3 Cheap or Expensive Raw Ingredient BEST: Lava,Sun=Cloud=Diamond=Smoke=Quake=Cross=Star=Candles WORST: Clover,Heart,Mirror=Feather=Nightmare =============================================================================== Mold 3 4 6 0 0 5 0 none BEST: Candles,Mistletoe=Cross,Lava,Sun=Star,Music=Flame WORST: Feather=Cloud=Smoke=Flash=Shadow =============================================================================== Spider 3 0 3 0 0 3 0 Cheap or Expensive Raw Ingredient BEST: Sun=Leaf=Lava=Cloud=Diamnd=Smke=Flash=Quake=Cross=Shdow=Star=Scrm=Cndl WORST: Nightmare=Clover=Heart=Rain,Snowflake =============================================================================== Swarm Flies 3 0 1 0 0 1 0 none BEST: Smoke=Cross=Shadow,Sun=Leaf=Lava=Cloud=Flash WORST: Cloud=Rain,Tears=Music=Mirror=Mistletoe=Nightmare,Snowflake =============================================================================== Thief 10 0 6 0 0 10 5 $4-$22, Cheap Ring or Cheap Necklace BEST: Tears=Music=Lava=Cloud=Smoke=Quake=Cross=Shadow=Star=Rain WORST: Mirror=Moon=Clover=Heart=Scream =============================================================================== Level 2 LEVEL 2 Level 2 ======================================================= BEST CHARMS: Quake, Cross, Lava, Cloud, Tears, Smoke ------------------------------------------------------- EXPENSIVE RAW INGREDIENTS: Amber, Amethyst, Crystal Orb, Night Stone, Rainbow Crystal ------------------------------------------------------- ARMOR: Chain Mail, Heavy Robe, Leather Armor, Nightgown, Party Dress, Plain Robe, Studded Leather ------------------------------------------------------- NECKLACES: Childish Trinket, Gold Necklace, Keychain, Necklace of Enchantment, Spiked Collar, Star-Touched Necklace, Tribal Tooth ------------------------------------------------------- RINGS: Gold Ring, Lucky Charm, Lucky Stars, Ring of Brute Force, Ring of Enchantment, Ring of Lies, Ring of Strength, Silver Ring ------------------------------------------------------- WEAPONS: Assassin's Blade, Axe, Claw Glove, Dagger, Lightning Kris, Magic Dagger, Magic Staff, Magic Sword, Spear, Spiked Club, Star Wand, Sword, Wand, Wooden Staff ------------------------------------------------------- MONSTER HP DAM MPD MMD MLM XP SIN TREASURE =============================================================================== Lizardman 20 2 10 0 0 25 4 $4-$19, Armor or Weapon BEST: Quake=Cross,Lava=Cloud=Smoke,Tears WORST: Scream,Mirror=Moon=Clover=Heart =============================================================================== Rat Man 12 0 7 0 0 10 4 $3-$23, Cheap Necklace or Cheap Ring BEST: Quake=Cross,Lava=Cloud=Star,Sun,Tears=Diamond WORST: Heart,Clover,Mirror=Wine=Moon=Snowflake =============================================================================== Rock Man 10 10 15 0 0 =============================================================================== Snake 10 0 5 0 0 10 =============================================================================== Snake Man 20 0 8 0 0 20 4 $4-$19, Armor or Weapon BEST: Quake=Cross,Tears=Lava=Cloud=Smoke WORST: Mirror,Moon=Clover=Heart=Scream =============================================================================== Wild Dog 10 0 8 0 0 10 5 Cheap or Expensive Raw Ingredient BEST: Leaf=Tears=Music=Wine=Lava=Mistletoe=Nightmare=Cloud=Smoke= Snowflake=Charge=Quake=Cross=Shadow=Star=Heart=Candles=Rain WORST: Mirror=Clover=Scream,Flame =============================================================================== 1 2 3 4 5 6 7 1234567890123456789012345678901234567890123456789012345678901234567890123456789