**********"Torneko:  The Last Hope" FAQ**********
*****************by Andrew Lake******************
*****************aoryx@juno.com******************
********************01/22/01*********************
******************Version 1.1********************

This document Copyright 2001 by Andrew Lake.  This document is intended for
entertainment use only, in helping others to learn about and enjoy Torneko:
The Last Hope by Enyx.  No parts of this document may be copied and put in
any other document, unless with the express permission of Andrew Lake.

This is not the final version of this document.  Here is what you will see
more of in the future:
Information on stealing from the gargoyles
What is the Monster Scroll?
What is the More Magical dungeon?

*****Table of Contents*****
I   Walkthrough
  A Dungeons
    1 Odd Field
    2 Banker's Mansion
    3 Castle Dungeon
    4 Cemetery
    5 Mt. Fiery
    6 Lost Forest
    7 Toro Ruins
    8 Magic Dungeon
    9 Well
    10 Sword Dungeon
    11 Mage Dungeon
    12 Magic Dungeon revisited
  B Town Info
II  Tips and Hints
  A Combat Info
  B Joys of Melding
III Game Info
  A Experience Levels
  B Items


*****The Dungeons*****

*The monsters you encounter seem to be grouped by dungeon floor, with a few
exceptions.  The easiest monsters are on floors 1-3, then the next group is
4-6, then 7-10, then after that, they are just hard, and it doesn't really
matter too much what monsters they are.

*Each dungeon has a maximum number of items that you can take in.
Annoyingly, most of the early ones are 0, meaning you can't take in any
items.  It does get better with the later dungeons, though.

*And now, the moment you have all been waiting for.  The Dungeons:

=The Odd Field=
Floors: 3
# Items You Can Take In: 2
Monsters: Giant Slug, Slime, Bad Gopher, Mommonja
Items: Flame Leaf, Thunder Staff, Club, Leather Shield, Bronze Shield,
  Bread, Bang Scroll, Herb, Copper Sword, Joy Leaf

Notes:  This is a very useful dungeon to do.  There are a lot of weapons
and shields laying around.  I would suggest keeping all of the weapons and
shields you find that have a plus (+1,+2,+3) in preparation for the time
when you can do melding.  You will be glad you did.  This dungeon is also
very convenient because it is very short, very easy, and you can bring in
two items.  Let's say you have a Preserve pot that you filled up on your
last trip into the Magic Dungeon.  You can't take the items out of the pot
in town, unless you smash the pot in the process of putting it into storage,
but you don't want to take it back into the Magic Dungeon, because you just
brought it out.  Just take it into the Odd Field, remove all of the items,
and complete the third level.  No problem, you have the items out of the
pot, you still have the pot, and you probably picked up a few more weapons
and shields for melding.

=Banker's Mansion=
Floors: 5
# Items You Can Take In: 0
Monsters: Giant Slug, Dracky, Phantom, Slime, Lilypa, Mummy, Brunie, Pillow
  Rat, Demonite (boss)
Items: Iron Arrows, Silver Arrows, Wooden Arrows, Life Herb, Leather Shield,
  Strength Herb, Bread, See-All Scroll, Club

Notes:  This is the first dungeon where you get arrows.  Equip them and use
the L1 button to shoot.  On the final level, you will hear a voice talking
about the safe.  There is a room on that floor with a Demonite hiding in it.
You can't see him until you walk up to him.  Defeat him to get the safe and
complete the dungeon.

=Castle Dungeon=
Floors: 6
# Items You Can Take In: 0
Monsters: Slime, Spooky, Dracky, Giant Slug, Demighoul, Deranger, Slime
  Nite, Trick Bag
Items: Sleep Staff, Gold Bag, Life Herb, Panic Staff, Skill-X Staff, Bread,
  Thunder Staff, Blowback Staff, Herb

Notes:  In this dungeon, you rarely get a weapon, but they have plenty of
staves laying around with different magical effects.  It is a good idea to
save them until you get to the fourth level of the dungeon and the monsters
get a lot harder.  For the SlimeNites, try putting them to sleep and then
beating them up, or use the Panic staff on them.  The Demighouls will clone
themselves most of the time if you attack them (if you don't kill them in
one attack), so it is better to take them out with magic.  I saved the
thunder staves for them, but you can use Blowback and slam them into a wall
until they die.  The Derangers aren't bad, because they only do weak attacks
and warp you around the level, so just do physical attacks on them.

=Cemetery=
Floors: 6
# Items You Can Take In: 0
Monsters: Giant Slug, Slime, Dracky, Mummy Man, Hammerman, Bigshroom, Army
  Ant
Items: Gold Bag, Antidote Herb, Herb, Warp Herb, Super Herb, Strength Herb,
  Blinding Herb, Bread, Sleep Herb, Panic Herb, Paralyze Herb, Life Herb,
  Ironize Herb, Dance Herb

Notes:  The tactics for this dungeon should be similar to the Castle
dungeon.  Save the herbs until you get to level 4, then use them on the
harder enemies.  The Hammerman can charge up his power for a hard hit.  The
Bigshroom can poison you and reduce your strength.  The Army Ant tunnels
through walls to get to you.

=Mt. Fiery=
Floors: 10
# Items You Can Take In: 2
Monsters: Mad Gopher, Slime, Red Slime, Trick Bag, Brunie, Army Ant, Flame,
  Iron Turtle, Troll, Goopi, Stoneman
Items: Quicksave Scroll, Pause Scroll, ItemPull Scroll, StepGuard Scroll,
  Gold Bag, Heal Pot, Paralyze Scroll, Strength Herb, Big Bread, Bread,
  Life Herb, Exploding Pot, Super Herb, Bang Scroll, Steel Shield, Leather
  Shield, Pick, Copper Sword, Radiant Scroll, Defense Scroll, Outside
  Scroll, Hear All Scroll, Iron Axe, Flame Herb, TieDown Scroll, BigRoom
  Scroll, Scale Shield, Silver Shield, Blank Scroll

Notes: This dungeon is the main source for scrolls.  The only reason it
isn't a big pain is because you can bring in a weapon and shield if you
want.  The Brunie can charge up, and so can the Troll.  The Trick Bag can
steal your gold and run away with it.  They stay on the same level, so if
you can chase him down and kill him, you can get your money back.  The Iron
Turtle is strong, but only takes one turn for every two of yours.  See the
Combat Tips section for tips on fighting these and more creatures.  The
Goopi is a tough little creature, but it doesn't move.  As a result, if you
want to fight it, it will always have the initiative.  It grabs your foot
so you can't move, and sometimes summons a Stoneman to come beat you up.

=Lost Forest=
Floors: 12
# Items You Can Take In: 2
Monsters: Oniono, Bad Gopher, Mommonja, Trick Bag, Mummy Man, Pillow Rat,
  Bigshroom, Lilypa, Hammerman, Dance Vegi, Crabus, Yeti, Iron Turtle,
  Wyvern, Shaman, Hork, Berserker, Skeletor
Items: Pretty much the only things you will find are gold bags, except from
  the gargoyles.

Notes:  This is the first time you encounter Gargoyles.  They have a shop
in about half of the floors.  When you walk into the room, he will say
Welcome to you.  There are nine items laid on the floor.  Each one has a
price.  Get the things that you want to buy, then talk to the Gargoyle and
pay him.  Don't hurl anything at him or mess with him too much, because he
is faster than you and hits for around 200.  For stealing methods, see the
section on Stealing from the Gargoyle.  These gargoyles start selling good
weapons, with powerful side effects for 4000-6000 gold usually.  In the
beginning of the dungeon, kill the Onionos if you can.  They frequently
drop bread, which otherwise would need to be purchased from a gargoyle.
The Trick Bags again steal your gold, unless you happen to buy a ThiefStop
shield froma gargoyle.  The Dance Vegi makes you dance, so you can move,
but not attack.  Just walk away until you stop dancing.  The Shamans, Horks,
and Skeletors frequently leave behind a corpse, instead of just dying.  If
another of these creatures goes up next to the corpse, it will come back to
life.  Be careful of the Berserkers.  If they get to level 2 or 3, it's not
too bad.  If they get to level 5, they will kill you if they catch you.
They are fast and hit hard.

=Toro Ruins=
Floors: 14
# Items You Can Take In: 5
Monsters: Phantom, Tah Dracky, Spooky, Deranger, Slime Nite, Demighoul,
  Druid, Evilamp, Arrop, Druin, Metal Rider, Roguenite, Skeletor,
  Magiwyvern, Spectet, Demonite, Enchanter
Items: From this dungeon on, you can find just about any item in any
  dungeon.

Notes: I only really did this dungeon one time, to get through it, then
spent most of my time in the Lost Forest shopping at the gargoyles' place.
It's a pretty typical dungeon. The Druid creature will warp you and put you
to sleep at the same time.  Sometimes when you kill them, they will drop a
Druid staff that lets you do the same thing.  The Druin will be sleeping in
a corner of a room.  Be careful attacking him, as he will put you to sleep
and keep putting you to sleep, allowing other creatures to beat up on you.
The Metal Riders can be tough, since they are faster than you are, and
pretty strong.  I like the Magiwyverns, because all they do is StopSpell
you, and they give you a lot of experience (115).  Spectets will Ironize
themselves, often in your path.  The Demonite will steal items from you if
you let him.  The Enchanter is a big jerk, who uses different staves to
confuse you, trade spots with you, or just hit you.

=Magic Dungeon Part I=
Floors: 27
# Items You Can Take In: 10

Notes:  You can encounter just about anything, and find just about anything
in here.  I think this is the main dungeon of the game.  This is the first
dungeon in which I started finding rings.  There are occasional gargoyles
around with their shops.  On the 15th floor, and the 23rd floor, there are
some strange rooms.  You can't tunnel through the walls with a Pick or
anything.  There is a strange door with a keyhole in it, but you can't open
them until you get a key from the well.  When you get to the 27th floor for
the first time, you will be in a strange diamond shaped floor.  The boss is
on this level, named DarkEvil.  He looks like a square sponge, or a Fry Guy
from the old McDonald's commercials.  Every time you hit him, he squirts
some stuff, and a bunch of other creatures appear.  Just hold your ground,
and hit DarkEvil whenever he approaches you, and he will die soon.  You get
3000 experience from him, and then you can bust open the middle wall
section on the top.  Go forward to place the Banish Chest.  Congratulations,
you beat the game!  Or did you?

*****Just When You Thought It Was Over*****
After you sit through the credits, it will save your game, and you can go
on, with some major changes.  First off, the Magic Shop lady will now
change your class to Warrior or Mage (or back to Merchant) for free!

The Warrior has 100 skills that he can learn.  These are special attack
skills to put on his sword or defensive skills to put on his shield that
aid in combat.  However, the Warrior can't use staves, scrolls, or rings.

The Mage has 50 different spells that he can learn, but can't use any
weapons or shields.  He can only learn 30 spells per trip into a dungeon,
and they forget all of their spells when they leave (although it remains in
your spellbook).  I believe the spellbook is found at the end of the Sword
Dungeon, and I think it allows the Mage to use any spell he has ever
learned.  The Mage also doesn't get hungry, so you don't have to worry
about any time contraints, except for wind.

Each class has its own special dungeon.  Only the Merchant can go into the
Well behind the Decrepit Mansion, only the Warrior can go into the Sword
Dungeon, and only the Mage can go into the Mage dungeon.  At this point,
you can also go back into the Magic Dungeon, and I don't think it has an
end.  I have been down to level 35.

=Well=
Floors: 1
# Items You Can Take In: 5
Monsters: Varies
Items: Scrolls, Herbs, and the occasional Staff or Pot.

Notes:  I suggest staying as a Merchant for a while after beating the game,
so you can do the Well.  To get to the Well, go to the Decrepit Mansion.
Go up the left side of the building, under the trees.  Talk to the man
standing at the back corner of the building.  He will tell you about the
Well dungeon.  You can choose the difficulty level that you want to do,
from 1 to 7.  If you have a weapon+99 and a shield+99 you shouldn't have
much problem on any of the levels.  I actually thought the third level was
the hardest, since there are Berserkers wandering around.  If your shield
is +99, even the monsters on Level 7 will only hit you for 1.  All you need
to do is kill one monster, and your levels start flying up.  Anyway, there
are three kinds of mazes you can have in the Well.  One is a Monster House,
with all the treasure and monsters in one huge room.  Another is a maze
with paths separated by water.  A Passage Ring makes these levels real easy,
since you can walk on the water.  The other form is a maze with stone walls
separating the paths.  That's my least favorite.  There is only one real
floor in the Well.  When you find the stairs and go down them, you go to
another small room, one with three bags of gold and a key (for the special
rooms in the Magic Dungeon).  The amount of gold in the bag varies by what
level you chose the Well to be.  At level 1, they each have 1800 gold in
them.  At Level 7, they each have 20,000 gold in them.  That's a heck of a
lot of gold for a relatively simple dungeon.

=Sword Dungeon (for Warriors)=
Floors: ???
# Items You Can Take In: 0 (Boo!)
Monsters: Normal, but the difficulty of monsters seems to increase much
  faster
Items: On the good side

Notes:  This is really tough.  You should probably go to the Magic Shop and
get your level up to 5 before venturing in, so you can survive long enough
to find a weapon.  There are really good swords and shields laying around,
but it starts getting very tough when you start encountering Metal Riders.
I had a lot of trouble with them.

=Mage Dungeon (for Mages)=
Floors: ???
# Items You Can Take In: 0 (Boo!)
Monsters: Normal, but the difficulty of monsters seems to increase much
  faster
Items: Normal

Notes:  Since a mage doesn't ever get hungry, spend as much time on each
level as you can, fighting things (until the wind starts to blow).  This
should help you stay at a good level for everything.  It starts to get
really hard at about the same time as the Sword Dungeon does, but for a
different reason.  You start encountering Derangers, Druids, etc., who
seem to be highly resistant to magical damage.  I had to put them to sleep
and hit them with my bare hands, putting them to sleep again if they wake
up.  It's a big pain, and not very fair, if you ask me.

=Magic Dungeon Part II=
Floors: ???
# Items You Can Take In: 10
Monsters: Normal
Items: Normal

Notes:  If you go back into the Magic Dungeon after beating it, you can get
some good stuff.  Get some keys from the Well, and go back to the Magic
Dungeon.  On the 15th floor will be a room with a door at the bottom of it.
Use a key, and the door will open.  Inside are 20 bags of gold, at 1000
gold per bag.  On the 23rd level, there is another one of these rooms with
a door.  Inside is two pots, and seven Bomb Crag enemies.  Each spot on the
floor has a mine trap on it.  If a mine blows up a monster, it will cause a
chain reaction, destroying them all as well as the pots.  I have yet to get
these pots intact.  You can take a Warrior into the dungeon with his Break
Trap skill to get these pots.  They'd better be good.  On the 30th level,
there is another one of these rooms, but without a door.  You can use a
Pick on the walls of this room to get in.  Inside are eight gargoyles
surrounding a sword.  The gargoyles are frozen, until you step on the sword
and try to pick it up, then they will all attack you.  I used a Tiedown
scroll after I stepped on the sword to prevent the gargoyles from moving,
then I used a Tradespot staff to switch places with the gargoyle by the
hole in the wall.  In this way, I got the sword without being attacked by
any gargoyles.  The sword was an Ice Sword +1, which does double damage to
fire creatures, and which has a base strength of 25!  I'm sure there is
more to be found in later levels, but that is as far as I have gotten right
now.


*****Town Info*****
Talk to everyone in town each time you complete a new dungeon.  Different
people show up and give you different information on items, weapons,
shields, etc. as well as new hints on how to do things.  Once you complete
a new dungeon, people tend to leave and new people appear, so you need to
get the information while you can.

Banker - Find the safe in his mansion and he will open his bank in front of
your storage shed.  You can put your money in the bank so that you don't
lose it when you die.  After completing the Mt. Fiery dungeon, he will give
you different gifts when you have saved certain amounts of gold with him,
as shown below:

Gold       Gift
5000       Joy Leaf
10,000     World Leaf
30,000     Melding Pot (6)
50,000     Joy Ring
100,000    Blank Scroll X3
200,000    Hunger-X Ring
400,000    Club +30
800,000    Leather Shield +30
1,500,000  Clone Pot, Vacuum Scroll, Prayer Scroll

Smith - Get the sacred flame in the castle dungeon for him, and he will fix
the lock on your shed for you.  After you finish the Toro ruins, the town
opens up, and you can go to him to upgrade your sword or shield in exchange
for certain items.  After each 10 times you have him upgrade your sword or
shield, he will give you an important game tip.  Here is the first one:
"The King is a lefty."  I don't know how I played the game before knowing
that.

Ed - After the smith fixes your lock, you can start to store things in your
shed.  It starts out holding 20 items, but every time you come back from a
dungeon, you can pay Ed 1000 gold, and he will increase the maximum number
of items you can store by 10, until it reaches its max of 250 items.

Baker - Complete the graveyard dungeon, and he will open up a shop in the
town square.

Magic Shop - The Magic Shop opens up next to the graveyard after you
complete the Mt. Fiery dungeon.  She will sell you an Iron Safe item for
2000, or she will level you up for your next trip into a dungeon.  Leveling
up as far as I can tell costs 2000 for the first level, and 1000 for every
level after that you want to go up.  This gives you a slight advantage in
the next dungeon you go into, but when you finish that dungeon, you go
right back to level 1 again.  After you complete the Lost Forest dungeon,
she will also increase the number of uses of a staff that you may have.
After you kill DarkEvil in the Magic Dungeon, she will let you change
classes.

Melding Shop - After you complete the Toro Ruins dungeon, when you want to
walk around town, you can go anywhere.  At this time, you can access the
melding shop and the blacksmith.  For more information on melding, see the
Joys of Melding section of this FAQ.

Decrepit Mansion - After you beat DarkEvil in the Magic Dungeon, this
mansion opens up as the Ordeal Dungeon.  This dungeon starts out with very
difficult monsters.  If you can survive a couple of fights, you will start
going up levels very quickly.  On my first trip, I got to the 12th floor,
and Torneko got up to level 42.

Explorer's Inn - This is where a few knights hang out to share secrets.
They won't let you in at first because you are fat.

Old Man's House - The mysterious old man lives in the southeast corner of
town.  If you are a Warrior or a Mage, he will tell you about the
differences in the classes, and he will let you go to a special dungeon
behind his house.

King - After you beat the game, the king decides to start collecting tiny
medals.  If you bring him 20 tiny medals, he will give you a King Metal
Sword.  I have yet to find a single tiny medal.

Well - A dungeon behind the Decrepit Mansion.  See the Dungeons section.

Swords Dungeon -  If you are a Warrior, the Old Man will let you out his
back door to a small island, in which is the Sword Dungeon.

Mage Dungeon -  The Old Man gives you access to this cave if you are a Mage.
It is in the same place as the Swords Dungeon.



*****Combat Tips*****

*If a monster charges up their strength, they will follow up with an attack
that does a lot of damage.  However, this charge is only effective on their
next turn.  Luckily, it is easy to defuse this attack.  Simply walk away
one space.  They will follow you, and lose their chance to do a powerful
attack.

*Once you have beaten Mt. Fiery, the banker will start giving you different
gifts when you have saved a certain amount of gold in the bank.  The gift
for saving 50,000 gold is the Joy Ring, a VERY nice item to have equipped.
It gives you an experience point for each turn you take in a dungeon.  I
got up to level 16 in the Odd Field using this ring.  Just walk around, and
your level goes up.  This is also the only ring I ever got until the Magic
Dungeon.  The only problem I had with the Joy Ring is with hunger.  You
need to have enough bread to keep yourself alive, and if you are passing
time to get up levels, you are also getting hungry.  A nice partner for
this ring is a leather shield, which greatly slows down how fast you get
hungry.

*For creatures that are slower than you (take one turn for every two of
yours, like the Iron Turtle), there is a great way to fight them without
getting hit yourself at all.  Wait for them to walk up to you, then hit
them once.  Walk away one step and they will follow you.  Hit them again
and walk away again.  They will keep following you and never get to attack.

*When you are fighting a creature that is faster than you are (they take
two turns for every one of yours), it can be tricky figuring out how to
engage them.  If you miscalculate, they will move up to you and hit you
before you can attack them.  If there is one blank space between you and
them, then walk away one step.  They will use their two turns catching up
to you, and you can then attack them.  If they are two steps away, just
swing your sword and they will walk up to you.

*If you are made to dance (by a Dance Vegi, a trap, etc.), walk away nine
steps, and the dancing effect should go away.  If you are in a tunnel, they
can't attack you if you keep walking away, even if you have to make a turn
and go a different direction.

*There are rooms in some dungeons that have a bunch of water in a
checkerboard pattern.  At first, it may seem that you can't get through
this room, but you can, if you just move diagonally.

*In some of the more advanced dungeons, you will see an island an a small
pond in the middle of a room, with a warp spot and three treasures.  You
may say to yourself "How in the world do I get there?"  Well, the hard way
is to be really lucky and have yourself or a monster warp you there.  I
think that's why the warp spot is there, so you can't get stuck on that
little island.  There is also a Passage ring that will allow you to walk on
water, and that is the easy way to get this stuff (if you consider getting
the Passage ring to be easy).

*You may have heard something about "Wind" in the dungeons that will blow
you away, removing all of your gold and items.  It took me a long time to
ever experience it, because you have to spend an insane amount of time on a
level to do it.  When you have taken about 1900 turns on a level, the wind
will start to come up.  Leaves blow across the screen and you talk about it,
so it is hard to miss.  I believe at this point, the game automatically
casts Radiant, so they make sure you know where the exit is and how to get
there.  After a bunch more turns, the wind will come up again, saying it is
stronger now.  After some more turns, the wind returns, saying it is at
gale force.  After 2000 turns on a level, the wind gets strong enough to
blow you away.  There is a title you get for being blown away by the wind,
but make sure you don't have anything valuable if you are going to do it.

*Beware the Berserkers.  They go around killing other monsters on the level,
and they level up like you do.  They aren't bad if you kill them early
enough, when they are levels 1 through 3 or so.  However, I had an 18th
level character get wasted by a 7th level Berserker.  He hit me for over
200 hit points.  Also, they get two turns for every one of yours.  Bad news.
You do get a title for being killed by a level 5+ Berserker, but by the
time you start encountering them, you probably don't want to be killed.

*To make time pass by quickly (to heal up, etc.) without walking around,
hold down the circle button and the X button.  Monsters will still walk up
to you, and you will get hungry, etc.

*It took me a while to figure out how to fire an arrow.  You use the L1
button to do this, once the arrows are equipped.

*If you have a monster in front of you that has a ranged attack (Lilypa,
Dragon, Enchanter, etc.), if you move straight toward them, they will
continue to hit you each turn until you reach them.  Instead of moving
straight to them, move at a 90 degree angle to them, and they will approach
you, getting one square closer each turn until they are right next to you.
Then you can slaughter them without mercy.  For example, if a Lilypa is to
your right in a room, keep moving down until he moves next to you.

*A note on status effects.  Sleep is one of the most useful status effects
to put on a monster, because they continue to sleep even when you hit them.
Paralyze is pretty useless, because it goes away once you hit them.  Stun
is pretty much like sleep, but it is much rarer.  Confusing them can be
nice, but they still have a (slim) chance of hitting you.

*Preserve pots are great to effectively increase your inventory size.  I
found that scrolls can be Read from within a pot.  It is thus very useful
to put your scrolls in a preserve pot, because you can still get full use
out of it while it is there.

*Duplicating items:  Once you have deposited 1,500,000 gold with the banker
(not too hard, once you start in on the Well), he will give you a Clone Pot,
Vacuum Scroll, and Prayer Scroll.  These tools are important for
duplicating items.  Here's what to do:  First off, use Prayer scrolls to
increase the capacity of the Clone Pot to 8 (the max).  If you didn't get
enough Prayer scrolls in the Well, then duplicate yourself some.  You will
need to put several items that you want duplicated into the pot, but don't
put in the Vacuum scroll.  Use the Vacuum scroll to pull the things out of
the pot.  Unfortunately, your Vacuum scroll is now gone.  You will now need
two Blank Scrolls.  On each one, write the name Vacuum, to turn them into
Vacuum scrolls.  Whenever you want to duplicate things, put one of these
scrolls into the Clone pot, along with three other items to be duplicated.
Then use your other Vacuum scroll to suck everything out, including two
Vacuum scrolls.  Thus, you always maintain two Vacuum scrolls, and never
run out, and you can keep using the pot indefinitely.  It is useful to
create a backup of your good weapons, shields, rings, etc., but I found
another interesting use of it.  Take this stuff into the Magic Dungeon, and
you can duplicate Strength herbs, Life herbs, and Joy herbs, maxing out
your strength, HP, and level.  This will take a long time, like a couple of
hours real time.


*****Joys of Melding*****
They did a wonderful job with the melding system in this game.  It has very
few drawbacks.  Basically, you can meld weapons together or shields
together to increase their strength.  Any bonus effects on the swords or
shields combine, and the weapon pluses (+1,+2,+3) all get added together.
This bonus maxes out at +99.  Below are the bonuses that different weapons
and shields will give you.

=Weapon=         =Bonus=
Babyfork         Monsters are more likely to drop gold
Dragon-X         Does double damage to dragon monsters
Doll-X           Does double damage to doll monsters
Zombie-X         Does double damage to undead creatures
Windshear        Attack three squares in front of you at once
Pick             Breakable, extra damage to earth, tunneling
SureHit          Your attack always hits
Wind             Does double damage to flying creatures
Ice              Does double damage to fire creatures

=Shield=         =Bonus=
Leather          Won't rust, reduces hunger
Explode-X        Reduces the damage taken from mines, etc.
ThiefStop        Prevents stealing
Scale            Prevents poisoning
Silver           Won't rust
Dragon           Take half damage from fire attacks
Blade            Does minor damage back when attacked
Parry            Increases your chance of dodging an attack
Ogre             Very strong, but increases hunger
Skill-X          Enemy skills are not effective against you

*I don't think it would be a good idea to meld in a Pick to your weapon.
Making your sword breakable is a HUGE disadvantage.  If you have ever used
a pick, then you know that you attack one monster, then it disappears and
breaks.

*The cost of melding depends on how many pluses and how many effects you
are adding to the base weapon.  The base weapon is the first weapon you
choose for melding, and it is the one that the final sword will be.  For
example, I had a Dragon-X+35(4) [the (4) means that it has four special
effects] sword that I wanted to combine with a Metabble+3 sword.  I wanted
the sword to be a Metabble sword with a bonus, instead of a Dragon-X sword
with a bonus, because the Metabble sword has a better base value.  As the
first weapon to meld, I chose the Metabble+3, then the Dragon-X+35(4).  The
result was a Metabble+38(4).  Thus, I have a better sword.  The downfall
was that he charged me for adding 35 points and four effects to the
Metabble sword, which came to about 35,000 gold.  If I had used the
Dragon-X sword as the base, then I would just have been adding a +3 to it,
so it would have cost 375 gold.  However, I would still have an enhanced
Dragon-X sword instead of an enhanced Metabble sword.

*To have a rustproof sword, you need to find a Plating scroll.  I found
these in the Magic Dungeon.  After you use the Plating scroll, you have
nothing to fear from the Horks or Zombies!


*****Experience Levels*****
Level     EXP
1         ---
2         10
3         30
4         60
5         100
6         150
7         230
8         350
9         500
10        700
11        950
12        1200
13        1500
14        1800
15        2300
16        2800
17        3500
18        4200
19        5100
20        6000
21        7000
22        8000
23        10,000
24        13,000
25        16,000
26        20,000
27        25,000
28        30,000
29        36,000
30        42,000
31        48,000
32        54,000
33        60,000
34        70,000
35        80,000
36        90,000
37        100,000
38        115,000
39        130,000
40        145,000
41        160,000
42        175,000
43        200,000
44        230,000
45        260,000
46        290,000
47        320,000
48        350,000
49        380,000
50        410,000
51        440,000
52        470,000
53        500,000
54        530,000
55        560,000
56        590,000
57        620,000
58        650,000
59        680,000
60        710,000
61        750,000
62        790,000
63        830,000
64        870,000
65        910,000
66        950,000
67        990,000
68        1,030,000
69        1,070,000
70        1,120,000
71        1,170,000
72        1,220,000
73        1,270,000
74        1,320,000
75        1,370,000
76        1,420,000
77        1,470,000
78        1,520,000
79        1,570,000
80        1,620,000
81        1,670,000
82        1,720,000
83        1,770,000
84        1,820,000
85        1,880,000
86        1,940,000
87        2,000,000
88        2,060,000
89        2,120,000
90        2,180,000
91        2,240,000
92        2,300,000
93        2,360,000
94        2,420,000
95        2,480,000
96        2,540,000
97        2,600,000
98        2,660,000
99        2,760,000


*****Item List*****
=Weapons=          Strength
Club               2
Gold Sword         3
Copper Sword       5
Iron Axe           7
Steel Sword        9
Pick               1
Dragon-X Sword     8
WindShear          3
Zombie-X
Babyfork           5
Doll-X
SureHit            2
Metabble Sword     12

=Shields=     Strength
Leather       2
Bronze        4
Silver        5
Steel         7
Dragon        7
ThiefStop     4
Explode-X
Scale         3
Blade
Parry         6
Skill-X
Ogre          13
Metabble      9

=Staves=     Effect
Skill-X      Disables the special skills of the target
Scapegoat    Turns a monster to a false priest, other  monsters ignore you.
Thunder      Hits with a thunder attack (25 points)
Sleep        Puts a monster to sleep
Panic        Confuses a monster
Disperse     Warps a monster to a different spot on the level
Change       Changes a monster to another monster from that level
Dual-Edge    Reduces the enemy to 1 HP, and you to half HP.
Druid        Warps the target away and puts them to sleep
Heal         Heals the target
Blowback     Knocks the target back several squares and hits for 5 HP
Terrify      Makes the target run away from you
Identify     Identifies enemies
Enchanter    Has random effects
TradeSpot    Switches the position between you and the target

*When a staff is down to 0 charges, you can still get one more use out of
it by hurling it at a monster.  If it hits, it will have the same effect as
the staff.

*To use a staff on yourself, shoot it at one of those crystal things in the
middle of the room in many dungeons.  It will bounce back and hit you.

=Arrows=     Notes
Wooden
Iron
Silver       Keeps going, even after it has hit a monster
Magic        Doesn't reduce your number of arrows to use it

=Rings=     Effect
Rustproof   Prevents rusting
Curse-X     Prevents cursing
Javelin     When you hurl an object, it keeps going through walls
Joy         Gain 1 EX per turn in a dungeon
Strength    Increases your strength
Sleep-X     Prevents sleeping
Hunger-X    Prevents hunger
Pretty      Sells for a lot
Discount    Get a discount from the gargoyles
Monsterwake Wakes up monsters as soon as you step in the room
Explode     Randomly explodes, hitting you like a mine
Hunger      Increases your hunger

=Scrolls=     Effect
X-Ray         Identifies an item for you
Bang          Hits all monsters in the room
Outside       Warps you out of the dungeon
BigRoom       Changes the floor to one big room
Blank         Able to change into any scroll you have used
See-All       Shows you the location of all treasures on a map
Retry         Lets you redo a floor
Radiant       Shows you the entire map of the floor
Quicksave     Brings an interrupt point when you leave the floor
Hear All      Lets you see the location of all monsters on the floor
Pause         Paralyzes all monsters in the room
Tiedown       Stuns all monsters in the room
ItemPull      Pulls all items on the floor to you.  Angers gargoyles.
TwinHits      Increases the plus on your sword by 1.
Upper         Increases the plus on your shield by 1
Defense       Lowers the defense of the monster in front of you.
Plating       Makes your sword and shield permanently rustproof.
Paralyze      Paralyzes the monster in front of you.
Prayer        Increases the uses of a pot or staff by 1.
Vacuum        Sucks all of the items out of a pot.

=Pots=     Effect
Preserve   Lets you store items inside.
Heal       Heals you fully
Change     Changes the item you put inside to something else
Melding    Lets you do melding without the shop
Storage    Automatically sends the item placed inside to the storehouse
Thief      Sucks in the item in front of it without anyone noticing
Exploding  Explodes like a mine if you trip on a rock.  Throw it.

*If a pot has an item in it and you try to put it in the storehouse, the
pot will break and the items will be placed in storage.

=Herbs=     Effect
Herb        Minor healing
Super Herb  Major healing
World Leaf  Brings you back to life if your HP reaches 0
Blinding    Blinds the target
Life        Increases your Max HP by 5
Big Tum     Increases your Max belly capacity by 10
Strength    Increases your strength by 1, up to 96
Antidote    Restores your strength to full if poisoned
Sleep       Puts the target to sleep
Flame       Chew it to do 75 damage to the person in front of you
Joy         Increases your level by 1
Dance       Causes the target to start dancing for 10 turns
Ironize     Turns the target to iron for 15 turns
Wakeup      Wakes up the target
Panic       Confuses the target
Paralyze    Paralyzes the target
Eyedrop     Cures when you can't see right, casts Radiant
Misleader   Makes it so the target sees things falsely

=Breads=     Effect
Bread        Restores 50 belly points
Big          Restores belly to full
Huge         Restores belly to full, and increases max belly by 5
Magic        Minimal belly restoration, but beneficial status effect
Moldy        Restores 20 belly points, causes negative status effect
