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Soulfu Guide

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Soulfu Guide Empty Soulfu Guide

Post  ditto Thu Jul 29, 2010 4:49 pm

This guide was copied directly from Aelesis's old soulfu forums, and was created by DireWolf. I take no credit in the making of the guide. It isn't fully updated, but with the normal soulfu forums shut down, this is the best that we have for now. We can update it if we need to.

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INDEX
I - Introduction
II - Characters
III - Attributes
IV - Virtues
V - Weapons
VI - Armors
VII - Spells
VIII - Enemies
IX - Stages




I - Introduction

Welcome to Secret of Ultimate Legendary Fantasy Unleashed. If you're reading a guide, though, I'm assuming you're lazy, so from now on, it's just SoulFu. In fact, even if you're not lazy, it's still just SoulFu.

Now that you've booted up the game, you're probably wondering how it works. If you've already played the game a few times before reading this, feel free to skip ahead to the next section. If you're about to start SoulFu for the first time, though, this section will help get you all settled in.



First, you'll see the main menu. Here there are several option.


- Local Game - Starts a "hotseat" game, where all players use the same computer. Currently, this is the only way to play the game. Note that you must configure your controls before you can play (see below).


- Network Game - Starts a game over a network. This feature is currently disabled.


- Settings - Change various video and audio settings. For the majority of the video settings, you'll need to restart SoulFu before they take effect.

* Screen - The resolution the game will be run in.
* Colors - The color depth of the game.
* Z Bit - [NEED MORE INFO]
* Mode - Whether you'll run the game in fullscreen or windowed mode.
* Sound - The volume of sound effects.
* Music - The volume of in-game music.
* Scaling - The size of the various windows used. I HIGHLY recommend setting this to "Small".
* Mip Map - Results in less "flickery" distant textures. Uses more video memory.
* Character Lines - Draws thick black lines around the edges of characters. This is useful for spotting invisible monsters.
* Terrain Lines - Draws thick black lines around terrain edges.
* Pretty Water - Changes the texture on the surface of the water to make it look more round and shiny. This makes it more difficult to see what's underwater.
* Pretty Shadows - Volumetric shadows instead of blob shadows.
* Fast & Ugly - Makes the game use fixed point scaling on its GUI elements, disables shadows and reduces lighting effects.
* Reverse Speakers - Swaps the left and right sound channels.


- Controls - Change the controls used by the different players. If you want to reduce the number of people playing, you'll need to turn their controls off here before playing. Also note that you can't play unless at least one player has their controls configured.


- "Buy Me!" - Click here to be taken to a screen where you can unlock the full game (after you've paid Aaron, of course!).


- High Scores - View the various scores set by players, including their character names and races.


- Quit - Exit the game, duh. (TIP : Changing your resolution or "Mode" under Settings before you quit will allow you to skip the introductory scenes next time you run the game.)



Well, that's the main menu. Let's discuss what happens when you start actually playing the game.


First, you'll generate your character. The top line of text is your name, which will be randomized for your class. You may either type in your own name or click the tiny '?' at the end of the line, which generates a new random name. The padlock at the end will lock the name in place, preventing it from changing for this player even if you start a new game until the padlock is clicked again.


The second line of text is your character's "type". Clicking on it opens a drop-down menu where you can choose what you want to play as (if you have not unlocked the game, you will only have access to Soldier and Wizard). The '?' next to your character type randomizes your appearance and attributes, while the padlock will lock your type, appearance, and attributes until it is clicked again. Character types are discussed in further detail in Section II - Characters.


The four sliders underneath this determine your appearance. In order, they affect ...

* Skin tone and hair/hat style
* Hair color
* Primary outfit color
* Secondary outfit color

Any helpers you hire in the game will have outfit colors that match yours.


Finally, you'll see your attributes and two tall thin arrow buttons. Clicking these will scroll through sets of randomized attributes you can start with. When you have found a set you are satisfied with, click the Start Game button at the bottom to begin!


All characters in the game spawn in the Town, where you'll find multiple shops that sell various useful items. From here, exploration (and other sections of this guide) will teach you most of the game, but here are some helpful beginner tips.


* Chests and locked doors each take one key to open. Chests can also be bashed open, but they will yield far worse loot this way.

* Your character will get hungry over time. Make sure to feed them when the "hunger" icon appears by their name.

* You can hire Helpers by jumping on the wooden post in the castle training room.

* Dying causes you to lose a level, which will make the game much harder. This can be avoided by carrying Wunnup cups.

* Using the "Pray" ability will fully heal you and cure poison, but it can only be used in this way once. You may use it one additional time for each Badge you acquire (see the Virtues section for more info on Badges). (thanks bbirdsey)

* Healing Potions restore half your max health (but won't heal Heavy Wounds), and Mana Potions restore half your max mana. Super Potions of each variety will restore the entire meter.




II - Characters (thanks to Darkwisp for most of this info)


"Allowed Equipment" is the types of armor the character can wear.

The "Stats Range" section is the minimum and maximum statistics you can have on a starting character.

Any character that starts with or acquires mana may cast spells.



A. Soldier

Allowed Equipment : Any.

Abilities
- Leader : Maximum helpers increased by 1


Starting Equipment
- 1 Shield
- 1 Sword
- 1 Book (5)
- 1 Leather Cuirass
- 1 Food ration
- 1 Healing potion

Stats range

Health : 5 to 13
Mana : 0 to 0
Strength : 10 to 14
Dexterity : 10 to 14
Intelligence : 5 to 9



B. Wizard

Allowed Equipment : Body

Abilities
- Mixing potions : ???


Starting Equipment
- 3 Random Spells Orbs (20 Int or lower prereq)
- 3 Mana Potions
- 1 Book (4)
- 1 Food Ration
- 1 Dagger

Stats range

Health : 3 to 7
Mana : 7 to 11
Strength : 2 to 6
Dexterity : 3 to 7
Intelligence : 15 to 19



C. Healer

Allowed Equipment : Body, Legs

Abilities
- Healing Kiss : When this ability is used, the healer loses 1 hp and creates 1 heart on the ground. This ability cannot be used when 1 hp is remaining.
- Mixing Potion : ???
- Heavy Wound Immunity : Healers never get Heavy wounds, only light ones.


Starting Items
- 3 Healing Potion
- 1 Food Ration
- 1 Hammer
- 1 Shield

Stats range

Health : 8 to 16
Mana : 0 to 0
Strength : 10 to 14
Dexterity : 6 to 10
Intelligence : 6 to 10



D. G'nome

Allowed Equipment : Body, Legs.

Abilities
- Tinker : Gnomes can create items with this ability. To use this ability, hold the Tinker button (make sure you have it equipped), hold a direction, and release. The brightness of the lightbulb determines the chance of success.

If you fail to create an item, you will explode and lose the indicated amount of HP. Also note that each of the vehicles count as a Helper, so you will be unable to build them if you are at your maximum allowed Helpers. (thanks Darkwisp)

Up: (Requires 15 int) Create a pack of 10 Ammo. [2 HP]
Up-Right: (Requires 20 int) Create a gonne. [4 HP]
Right: (Requires 20 int) Create a Gronnade. [6 HP]
Down-Right: (Requires 25 int) Create a Flame Thrower. [8 HP]
Down: (Requires 25 int) Create a G'nomish Tanke with 20 HP. [10 HP]
Down-Left: (Requires 25 int) Create a G'nomish Hedgehog (similar to a Halo "Warthog") with 20 HP. [12 Hp]
Left: (Requires 25 int) Create a G'nomish Recon with 20 HP. [14 HP]
Up-Left: (Requires 100 int) Create a G'nomish Copter with 10 HP (not finalized). [16 HP]


Starting Items
- 1 Gonne
- 1 Hammer
- 3 Box of Ammo
- 1 Food Ration

Stats range

Health : 7 to 11
Mana : 0 to 0
Strength : 3 to 9
Dexterity : 5 to 9
Intelligence : 15 to 19



E. Elf / Jive Elf

Allowed Equipment : All.

Abilities
- Animal Taming : ???


Starting Items
- 5 Quiver
- 1 Food Ration
- 1 Short Sword
- 1 Bow

Stats range

Health : 5 to 13
Mana : 0 to 0
Strength : 10 to 14
Dexterity : 15 to 19
Intelligence : 10 to 14



F. Mystic

Allowed Equipment : Body, Legs.

Abilities
- No Special Abilities


Starting Items
- 1 Random Spell Orb
- 1 Short Sword
- 1 Food Ration

Stats range

Health : 4 to 8
Mana : 1 to 5
Strength : 5 to 9
Dexterity : 10 to 14
Intelligence : 10 to 14



G. D'warf

Allowed Equipment : All.

Abilities
- Poison Immunity : Can never be poisoned (though you can still take normal damage from a poison-based attack)


Starting Items
- 1 Chain Shirt
- 1 Pick Axe
- 1 Shield
- 1 Monster Meat

Stats range

Health : 10 to 18
Mana : 0 to 0
Strength : 15 to 19
Dexterity : 5 to 9
Intelligence : 5 to 9



H. Hubbin

Allowed Equipment : All.

Abilities
- Hiding: Can only be used near an object or wall. When the skill is used, The Hubbin turns invisible, and monsters won't be able to see him. Take note that they will be able to detect you if they are near you, due to scent and hearing.

You will turn back to normal if you jump, attack, move away from any hiding spot, use an ability, or use an item.

- Detecting Trap: Hubbins can see traps that are placed on objects (crates, barrels, chest...) or on the ground. If something is trapped, it will glow red.


Starting Items
- 2 Red Herring
- 1 Magic Ring
- 1 Dagger

Stats range

Health : 5 to 9
Mana : 0 to 0
Strength : 4 to 8
Dexterity : 15 to 19
Intelligence : 6 to 14




III - Attributes


A. Strength
- Determines damage with weapons (+1 damage per 10 strength, rounded down)
- Enables you to use heavier (read : better) armors
- Enables you to use some heavier weapons

B. Dexterity
- Determines attack speed
- Allows you to use better weapons
- Determines your speed and jump distance
- A Dex of 30 allows you to double-jump

C. Intelligence
- Determines rate of experience gain
- Determines spell damage
- Determines number of missles shot with the Missle spell
- Determines what spells you may use
- Every 10 Int increases your max helpers by 1 (thanks Poobah)
- Determines the probability of success for crafting G'nome items

D. HP
- Your ability to take hits
- The red bar is your Light Wound count, while the white bar is your Heavy Wound count. Light Wounds are healed with health potions and hearts, while Heavy Wounds are only healed by hearts. (Thanks timonator)

E. MP
- Many characters do not begin with MP
* If a character does not begin with MP, the number in the MP entry is the number of points that must be spent on MP to grant 1 MP
- Determines what spells you may cast
- Fuels spellcasting
- Can be restored by drinking mana potions.

F. Level
- Each level gained gives you 5 stat points to spend (2 in the "demo" version of the game), which may be divided among the above statistics
- The normal level cap is 5, but this may be extended using Virtues (see below)
- If you die, you will lose a level, and your experience total will be half of what you need to level up again. If you die when you are level 1, you will restart at level 1 with no experience

G. Experience
- Gain experience for each monster killed by you or one of your Helpers
- The requirements for each level are ...

Level 1: 0 Exp
Level 2: 100 Exp
Level 3: 250 Exp
Level 4: 700 Exp
Level 5: 1500 Exp
Level 6: 2600 Exp + Any 1 Badge
Level 7: 4000 Exp + Any 2 Badges
Level 8: 5700 Exp + Any 3 Badges
Level 9: 7700 Exp + Any 4 Badges
Level 10: 10000 Exp + Any 5 Badges




IV - Virtues

Each of the 5 Virtues can be raised or lowered depending on your actions in the game. A character is normally limited to a maximum level of 5, but may ascend beyond this by 1 level per Virtue that they have received a Badge for.

To receive a Badge for a Virtue, you must attain 100 points towards that Virtue, then pray at an altar. Once you have the Badge, your points in that Virtue will never again decrease.

Take note that some Virtues will impose restrictions upon attaining their Badge.



A. Compassion
- Gain five points per Healing or Super Healing potion used by a Helper that you give them (thanks bbirdsey) or two points per each successful use of the Healer's Kiss ability on an ally

B. Dilligence
- Gain one point per box or barrel smashed or two for each chest opened
- When you leave a room, lose one point per unsmashed box or unopened chest, and one for entering a room you have been in before
- NOTE : If you have 100 Dilligence, you will no longer lose one point for entering a room you have entered previously

C. Honor
- Gain one point per creature "honorably" killed
- Lose points for striking enemies in the back or while they're downed
- Drawback -- Cannot damage downed monsters

D. Faith
- Gain one point each time you use the "Pray" ability
- Lose ten points each time you eat meat, such as Monster Meat, Porc Meat, etc. (thanks rockachopa) or twenty-five points for each casting of Animate Dead
- Drawback -- Cannot eat meat or cast Animate Dead

E. Courage
- Gain points for killing a boss monster depending on the strength of the monster (thanks bbirdsey)
- Lose twenty points per Healing or Super Healing potion used, or lose ALL points for using a Wunnup Cup
- Drawback -- Cannot use Healing Potions, Super Healing Potions, or Wunnup Cups




V - Weapons

Most weapons are melee weapons, but a few are not. If a weapon is enchanted, the base damage it deals (but NOT the wound damage) is increased by one. You may hold a weapon in either hand unless otherwise noted, and may weild any two weapons at once.

Some weapons will have a tiny symbol instead of a star. This represents an elemental weapon, which will have a greater effect on some monsters. The possible elements are ...

* Fire
* Ice
* Lightning
* Holy
* Evil
* Poison

Equipping an Evil weapon causes you to become hungry quicker. (thanks bbirdsey)

I have organized these by damage type, then by requirements. For melee weapons (edge/bash) and bows, damage equals Weapon Damage + (Strength/10), rounded down. All listed damage is based on a Strength of 0-9.

Some special modifiers to note :

Backstab - You can hit an enemy in the back with this weapon to deal extra damage.
Swing - This weapon swings in an arc, allowing you to strike multiple enemies in front of you with each swing.
Cooldown - This weapon can be continuously fired, but will overheat if used too long and must recharge for a short time. It does not use ammunition.
Ranged : (Object) - This weapon is not a melee weapon and requires the listed Object as ammo for each shot. If you do not have the Object, this weapon cannot be used.


Edge

- Dagger (No requirements)
* Damage: 0-2
* Wound: 1
* Backstab

- Short Sword (10 Dex needed)
* Damage: 1-3
* Wound: 1

- Sword (15 Dex needed)
* Damage: 1-4
* Wound: 1
* Swing

- Great Sword (20 Dex needed)
* Damage: 1-5
* Wound: 1
* Swing

- Obsidian Blade (25 Dex needed)
* Damage: 1-6
* Wound: 1
* Swing

- Dragon Sword (30 Dex needed)
* Damage: 1-7
* Wound: 1
* Swing

- Pick Axe (10 Str needed)
* Damage: 1
* Wound: 1-3

- Hatchet (15 Str needed)
* Damage: 2
* Wound: 1-3

- Broad Axe (25 Str needed)
* Damage: 4-5
* Wound: 1-3


Bash

- Hammer (No requirements)
* Damage: 0-2
* Wound: 1

- Mace (20 Str needed)
* Damage: 3-6
* Wound: 1

- War Hammer (30 Str needed)
* Damage: 5-8
* Wound: 1


Ranged

- Gonne (15 Int needed)
* Damage: 2-4
* Wound: 1-3
* Ranged : (Box Of Ammo)

- Bow (No requirements)
* Damage: 1-3
* Wound: 1
* Ranged : (Quiver)

- Long Bow (20 Str needed)
* Damage: 2-4
* Wound: 1
* Ranged : (Quiver)


Fire

- Flamer (25 Int needed)
* Damage: 1-4
* Cooldown


Explosive

- Gronnade (20 Int needed)
* Damage: Unknown
* Single use





VI - Armor

Certain characters can only use certain pieces of armor. For example, Healers cannot wear Head armor.

Armor is sorted by type, then by prerequisites.



Shields

- Shield (10 Str needed)
* Edge: 1
* Bash: 1
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Mirror Shield (30 Str needed)
* Edge: 2
* Bash: 2
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 1
-- SPECIAL -- Reflects most ranged attacks towards the attacker



Head

- Leather Hood (No requirements)
* Edge: 1
* Bash: 0
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 0

- Chain Helm (15 Str needed)
* Edge: 2
* Bash: 0
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Light Helm (20 Str needed)
* Edge: 3
* Bash: 1
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Heavy Helm (25 Str needed)
* Edge: 3
* Bash: 2
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 2

- Ancient Helm (30 Str needed)
* Edge: 3
* Bash: 2
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 1



Body

- Leather Cuirass (No requirements)
* Edge: 1
* Bash: 0
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 0

- Chain Shirt (15 Str needed)
* Edge: 2
* Bash: 0
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Light Platemail (20 Str needed)
* Edge: 3
* Bash: 1
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Heavy Platemail (25 Str needed)
* Edge: 3
* Bash: 2
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 2

- Ancient Armor (30 Str needed)
* Edge: 3
* Bash: 2
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 1



Legs

- Leather Pants (No requirements)
* Edge: 1
* Bash: 0
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 0

- Chain Lowers (15 Str needed)
* Edge: 2
* Bash: 0
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Light Leggings (20 Str needed)
* Edge: 3
* Bash: 1
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 1

- Heavy Leggings (25 Str needed)
* Edge: 3
* Bash: 2
* Fire: 0
* Ice: 0
* Acid: 0
* Electric: 2

- Ancient Leggings (30 Str needed)
* Edge: 3
* Bash: 2
* Fire: 1
* Ice: 1
* Acid: 1
* Electric: 1




VII - Spells

All spells require the character have both the listed Int and a minimum Max MP equal to the Mana cost.

A spell with [Sustain] after its name will lower your maximum mana until you dispel the effect it creates. For example, Animate Dead will lower your mana until the Zombi it summons is Disenchanted or killed.

They have been organized according to prerequisite Intelligence score.

NOTE : There is NO "Mend" spell.



- Missile (10 Int needed)
* Effect: Fires a number of pink light missiles in a 90 degree arc in front of the user. The number of missiles fired is equal to the user's intelligence divided by 10, with a limit at 5.
* Damage: Unknown
* Mana: 1

- Poison Cloud (10 Int needed)
* Effect: Fires a green poison ball. Targets are poisoned. Size of ball is affected by intelligence up to 50.
* Damage: Unknown
* Mana: 1

- Animate Dead (10 Int needed) [Sustain]
* Effect: Conjures up a purple zombie that has 30 strength and 30 dexterity, with 14-16 HP.
* Mana: 4

- Entangle (10 Int needed)
* Effect: Produces a patch of vines on the ground whose size depends on intelligence. Traps monsters who walk on this area for a short time. (thanks Vor)
* Damage: 0
* Mana: 1

- Disenchant (10 Int needed)
* Effect: Destroys zombis and allied monsters. Other effects unknown.
* Mana: 1

- Knock (10 Int needed)
* Effect: Opens treasure chests and locked doors. Destroys containers other than treasure chests. Knocks enemies back or over, briefly stunning them.
* Mana: 1

- Flame Wall (20 Int needed)
* Effect: Produces a small arc of fire in front of the user for five seconds. Size of arc ranges from 90 to 180 degrees depending on intelligence.
* Damage: 2 (Fire)
* Mana: 1

- Lightning Bolt (20 Int needed)
* Effect: Fires a bolt of lightning straight out from the user. Its size depends on intelligence.
* Damage: Roughly 1-8 (Lightning) depending on target and intelligence.
* Mana: 1

- Teleport (20 Int needed)
* Effect: Teleports the user to the specified position.
* Mana: 1

- Enchant (20 Int needed) [Sustain]
* Effect: Enchants one of the non-magical weapons or armors that you are have equipped.
* Mana: 4

- Mapping (20 Int needed)
* Effect: Uncovers all adjacent rooms on the map and those adjacent to the uncovered ones. (2 levels.)
* Mana: 2

- Luck (20 Int needed)
* Effect: Unknown
* Mana: 1

- Fireball (30 Int needed)
* Effect: Launches a heavy, explosive fire ball.
* Damage: Roughly 4-10 (Fire) depending on target and intelligence.
* Mana: 2
* Splash damage

- Ice Ball (30 Int needed)
* Effect: Launches a heavy, explosive ice ball.
* Damage: 4-8 (Ice)
* Mana: 2
* Splash damage

- Levitate (30 Int needed) [Sustain]
* Effect: Allows the target to levitate by holding down the jump key.
* Mana: 6

- Petrify (30 Int needed)
* Effect: Turns target into stone for 10 seconds.
* Mana: 2

- Portal (30 Int needed) [Sustain]
* Effect: Summons random friendly monsters, depending on intelligence. These include mountable monsters such as wolves, dragon whelps, and even full-fledged dragons.
* Mana: 6

- Deflect (30 Int needed) [Sustain]
* Effect: Makes the target immune to ranged attacks.
* Mana: 4

- Firestorm (40 Int needed)
* Effect: Rains down fire balls at target position.
* Damage: 1-4 (Fire)
* Mana: 3

- Haste (40 Int needed) [Sustain]
* Effect: Allows target to move faster.
* Mana: 6

- Invisibility (40 Int needed) [Sustain]
* Effect: Makes target invisible.
* Mana: 6

- Morph (40 Int needed) [Sustain]
* Effect: Morphs target into a random monster, depending on intelligence. This includes dragons for high intelligence players. Effect appears to last until a certain high amount of damage is taken.
* Mana: 6

- Flame Brand (40 Int needed) [Sustain]
* Effect: Applies the fire attribute to the target's weapon.
* Mana: 6

- Ice Brand (40 Int needed) [Sustain]
* Effect: Applies the ice attribute to the target's weapon.
* Mana: 6



VIII - Enemies

Enemies are listed in alphabetical order.



- Big Lizzerman -- 23-27 HP
* High threat. Tough and a VERY heavy hitter.

- Black Dragon -- 22 HP
* Extreme threat! Spits poison clouds and charges for heavy damage. Very fast and tough.

- Blob -- 11 HP
* Medium threat. Deals poison damage. Splits into four Blobettes.

- Blobette -- 4 HP
* Low threat. Deals poison damage.

- Blood Widow -- 13-14 HP
* Low threat. Poisonous and fast, but weak.

- Blue Dragon -- 22 HP
* Extreme threat! Shoots Lightning and charges for heavy damage. Extremely fast and tough to hit. Good luck!

- Carrion Mage -- 23-25 HP
* High threat. Casts random offensive spells (usually Lightning). Kill this one quick.

- Cave Bat -- 5 HP
* Medium threat. Stronger and faster version of the Giant Bat.

- Chest Mimic -- 20 HP
* Medium threat. Appears to be a chest until you attempt to open it. Easily dispatched, but a nuisance.

- Crimson Bug -- 7-8 HP
* Low threat. Slow and weak, like the other bugs.

- Crimson Mum -- 25-28 HP
* Medium threat. Tough and spawns Crimson Bugs.

- Dark Champion -- 68-69 HP
* Extreme threat! Carries a magic sword and shield, hits for high damage, and blocks intelligently. Have fun!

- Dark Warrior -- 30-38 HP
* High threat. Carries a shield and hits for high damage.

- Dire Wuff -- 17-18 HP
* High threat. This creature's danger comes not from its power, but from its ability to summon Wuffs.

- Divilkin -- 29-39 HP
* High threat. Very fast and strong.

- Dragonman -- 25-30 HP
* High threat. Wields a sword and shield. When it has less than 10 HP remaining, it turns to stone and begins healing rapidly. Harsh.

- Dungeon Bat -- 8 HP
* Medium threat. A tougher bat. Yee ha.

- Dust Rattler -- 4 HP
* Medium threat. Very fast with a poison attack.

- Eagle Eye -- 12-14 HP
* High threat. Quick and smart. Wields a bow.

- Emerald Snake -- 3 HP
* Low threat. Fast, but weak.

- Enchanter -- 11 HP
* ????

- Ex Pharoh -- ?? HP
* High threat. Can only be damaged by elemental or magical attacks. The greatest of all undead.

- Feather Knight -- 36-45 HP
* High threat. A very strong and fast version of the Eagle Eye, complete with obnoxious bow-wielding.

- Ghost -- 1 HP
* Low threat. Can only be damaged by elemental or magic attacks, including spells.

- Ghoul -- 26 HP
* High threat. Very tough to kill, heals over time, plus it has a poison breath attack. Luckily, it's as slow as a Zombi.

- Giant Bat - 3 HP
* Medium threat. Not incredibly tough, but sometimes hard to hit with melee attacks.

- Goblin -- 9-10 HP
* Medium threat. Decent HP, quick, and may have a dagger. Be on your toes.

- Great Rat -- 4 HP
* Low threat. Large numbers may catch you off guard.

- Green Dragon -- 37-40 HP
* Extreme threat! Like the other dragons, has a charge attack. Its poison breath is also deadly.

- Green Dragon Whelp -- 20 HP
* High threat. Fast, and makes a good mount for enemies.

- Gremlin - 1-2 HP
* Medium threat. While you may overlook these guys at first, don't. They always come in decently-sized groups (at least 3 at once), move quickly, and hit fast.

- Grub Bug -- 3 HP
* Extremely low threat. The only thing to watch out for is if they come out in large numbers.

- Grub Mum -- 10 HP
* Medium threat. Can spawn Grub Bugs, so kill it quick.

- Haunt -- 5 HP
* Low threat. Can only be damaged by elemental or magic attacks, including spells.

- Hot Dog -- 32 HP
* ????

- Impish Tanke -- 20 HP
* High threat. Not really an enemy per se, as it can't function without an Impkin driver. Fires a powerful explosive.

- Impkin -- 16-25 HP
* High threat. Extremely fast and moderately strong.

- Iron Spike -- 15-16 HP
* Medium threat. Hides in wait to drop on you. Can't move.

- Lab Rat -- 6 HP
* Low threat. Faster and stronger than their Great cousins, but still easy

- Lizzerman -- 11 HP
* Medium threat. While not exceptionally fast, these guys hit hard!

- Lumpkin -- 5 HP
* Medium threat. Faster than rats, and carries a weapon. Has been seen wielding a dagger, so don't let him near your back!

- Medusa -- 18 HP
* Extreme threat! In addition to casting Missle, she can also turn you to stone.

- Mini Divil -- 14-15 HP
* Medium threat. Small and quick, but easy to kill. Still, don't ignore them, or they'll overwhelm you.

- Mr. Stalagums -- 9 HP
* ????

- Mummy -- 47-54 HP
* High threat. Wields a sword. Though slow, these undead pack a mean punch. Also has an icy breath attack.

- Mushi -- 5 HP
* Low threat. Medium speed, but otherwise weak. Comes in many colors.

- Naga -- 18-21 HP
* Medium threat. Wields an enchanted sword. Deals high damage, but relatively easy to kill.

- Noggindorf -- 115 HP
* Extreme threat! Teleports, summons Zombis, casts Lightning, and has Deflection on permanently. Ouch!

- O'ink-Hai -- 18-21 HP
* Medium threat. Tougher version of a Porc.

- Ooze -- 9 HP
* Low threat. Tougher than Slimes. Splits into three Oozettes on death.

- Oozette -- 3 HP
* Low threat. Slightly faster than Slimettes, but still as weak.

- Plague Rat -- 11-12 HP
* Medium threat. A tougher Lab Rat that can poison you.

- Porc -- 10-11 HP
* Medium threat. Wields a sword and shield. Strong, but not too tough.

- Puddle Bug -- 5 HP
* Low threat. Slow and weak. Slash it and move on.

- Puddle Mum -- 16 HP
* Medium threat. Spawns more Puddle Bugs. Lovely.

- Red Dragon -- 42-47 HP
* Monstrous threat!! Has a fire breath attack, plus the usual dragon qualities.

- Roachie -- 8 HP
* Medium threat. Hides out of view on the ceiling to pounce down on unsuspecting adventurers. Can be fatal to those who aren't ready.

- Skulton -- 21-24 HP
* High threat. May be wielding a bow or sword. Deadly in large numbers.

- Slime -- 8 HP
* Low threat. Tough, but slow. Splits into three Slimettes when killed.

- Slimette -- 3 HP
* Low threat. Slow and weak. A mere nuisance.

- Snatcher -- 19-22 HP
* Medium threat. Stronger version of the Roachie. Keep your eyes peeled for these.

- Spit Viper -- 12-13 HP
* High threat. Deals poison damage like the Dust Rattler, but can also launch a poison attack from a distance.

- Stalker -- 14-15 HP
* Medium threat. Is mostly invisible until it strikes and deals poison damage.

- Stone Lurker -- 8 HP
* Medium threat. Drops from above when you walk underneath, so be on your guard.

- Tengu -- 71-80 HP
* Extreme threat! Teleports, casts Ice Ball, and hits for decent damage with its sword.

- Tranch -- 4 HP
* Low threat. Slow, but watch out for the leap attack!

- Vampire Bat -- 13 HP
* High threat. A very tough bat. Drains health.

- Winter Wuff -- 25 HP
* High threat. Tougher version of the Wuff.

- Wraithe -- 20-22 HP
* Medium threat. Slow and weak, but can only be damaged by elemental or magical attacks. Doesn't disappear on contact like Ghosts or Haunts.

- Wuff -- 13 HP
* High threat. Fast, strong, and has a leap attack. With a rider, these become quite the nuisance.

- Zombi -- 13-15 HP
* Low threat. High HP and heals over time, but exceedingly slow. Only a real challenge in large numbers. Cast Disenchant on them for a one-hit kill.



IX - Stages

The dungeon in the castle basement is divided into stages, which are numbered on the minimap as you go through them. I have named them according to the appropriate "feel" I got while examining them.

1. Cellar

a. Bosses

- Rat Pack
* High threat. Consists of 9 Great Rats and 1 Plague Rat.
* The Plague Rat can poison you. It's usually better to take him out quickly.
* Reward -- "My Little Annigal Doll"

- Zombis!!!
* Extreme threat! Consists of 9 Zombis and 4 Ghouls.
* Both creatures heal over time, so focus your efforts to destroy them quickly.
* The Ghouls have axes and spit poison, making them far more dangerous.
* Reward -- One random item.


b. Things to Watch For

- This Stage, unlike most others, always has the same layout.
- There is a shop with a kitten in it where you can buy a pet. You may buy either a Kitten or Puppy. It counts as a Helper and is extremely adorable, though it does die easily.



2. Sewer

a. Bosses

- Goblin Brigade OR Sewer Skultons
* High threat. "Goblin Brigade" consists of 7 Lumpkins and 3 Goblins with Wuff mounts. "Sewer Skultons" consists of 8 Skultons, one of which rides a Wuff.
* The Wuffs are the biggest threats here, even if you knock the riders off. Their leap attacks are nasty and can get you caught in a mean combo.
* Reward -- Two random items.

- Lizzermen Ambush
* High threat. Consists of 4 random Lizzermen, in any combination of plain Lizzermen (11-13 HP) or Big Lizzermen (24+ HP)
* The type of Lizzermen that spawn seems to be based on your level.
* I have, on occasion, had a Mimic spawn in this room. If the "victory" music doesn't play when the Lizzermen are all dead, start poking chests.
* Reward -- Two random items.



3. Caves

a. Bosses

- Suddenly, Dragonmen!
* Extreme threat! Consists of 5 Dragonmen.
* These guys SUCK. Their high damage and decently large numbers can finish off surprised parties before you can say "Heals plz!"
* Reward -- Three random items (usually including some kind of metal armor and/or a magic weapon.)

- Invasion
* Medium threat. Consists of 4 Porc, 2 Dark Warriors, and 1 Dark Champion.
* This battle may appear hard at first, but if you wait, you'll see the Porcs fight the other monsters in defense of their fort. Let them fight it out, and you'll usually be left with only the Champion to deal with.
* Reward -- Three random items.


b. Things to Watch For

- An altar is randomly placed on this floor.
- There is a town randomly on this floor. Within are better spells, equipment, a place to restock food and potions, and even a little racetrack to play around on just for kicks.



4. Underground Palace

a. Bosses

- Blue Dragon
* Extreme threat! Consists of 1 Blue Dragon.
* You will definitely need to bring your A game for this one. His charge attack can kill you outright if you're not level 5 or higher.
* Reward -- Four random items (chance for a Mirror Shield and Wunnup Cup here!).

- Black Dragon
* Extreme threat! Consists of 1 Black Dragon.
* Again, this is one tough boss. Stay on your toes and watch for his charge attacks.
* Reward -- Four random items in the water (chance for a Mirror Shield and Wunnup Cup here!).

- Noggindorf's Army
* Extreme threat! Consists of 2 Carrion Mages, Noggindorf, and over 20 Zombis.
* Noggindorf is a VERY tough opponent, and his back-up just makes things worse. Start by killing the Mages before you aim for him.
* Reward -- Four random items.


b. Things to Watch For

- An altar is randomly placed on this floor. Be careful, though, as monsters will spawn into the room as a trap.



5. Ancient Tomb

a. Bosses

- Green Dragon
* Extreme threat! Consists of 1 Green Dragon.
* Dragons are definitely the toughest enemies in the game, and this one's no slouch.
* Reward -- Four random items (chance for the Portal spell here!).

- Medusa's Museum
* Extreme threat! Consists of 7 Spit Vipers and 1 Medusa.
* Like Noggindorf, Medusa will rain spells down on your group, usually favoring a massive spamming of Missles. She can also turn you to stone temporarily.
* If you're having trouble, break the statues in the room for some extra hearts.
* Reward -- Four random items (chance for the Portal spell and an Obsidian Blade here!).


b. Things to Watch For

- An altar is randomly placed on this floor, and is filled with colorful NPC kittens. Awww.



6. Fiery Depths

a. Bosses

- Red Dragon
* Monstrous threat!! Consists of 1 Red Dragon.
* Fire breath, charge attack, hard to hit ... and it can knock you into the lava. Feel accomplished if you can kill this one without using Wunnup Cups.
* Reward -- Four random items (chance for the Portal spell, Mirror Shield, and a Magic Ring here!).

- Defend the Town!
* High threat. Consists of 7 Impkins and 2 Impish Tankes.
* The Impkins aren't much of a threat, but the tankes deal heavy fire damage with their shells. Proceed with caution.
* Four squires will assist you here, one of which is riding a Winter Wuff.
* Reward -- Four random items in the town beyond (chance for the Ice Brand spell here!).


b. Things to Watch For

- This Stage, like the Cellar, always has the same layout.
- The final town is located down the right path at the fork. They have a Squire/Apprentice recruiting station and sell various high-powered items, but no spells.
- An altar is located down the left path at the fork. This basically marks the end of the game for now. Congratulations!

----------------------------------------------------------------------------------------------------------------------------------------------

ditto

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Post  ShellShocker Fri Jul 30, 2010 11:07 am

Thanks for taking that over, Ditto. I stickied it so new players see it when they come and what not.
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Post  Aelesis Fri Jul 30, 2010 3:11 pm

Good job you two, this was one of the things I wanted most from the old forum. afro
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Post  theDarkChampion Fri Sep 07, 2012 8:10 am

i'm sorry but the storry is not complete because after the room with the tanks the game still goes on an a "savepoint" comes like the fist room or the cartroom
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