(no subject)

Nov 07, 2009 22:59

Word is being difficult today. Have some possibly unfinished notes on Greed Island (since IDK if there are any after 170 or not, but no more have appeared in a while. they'd better be unfinished, though, because I don't have a full list here. there definitely aren't any more lists at the end of the chapters for the rest of the arc, either. unless onemanga decided to stop adding them) that will be added to the GI account when I figure out how I'm going to organize all this. Not f-locked because it would be annoying to access if it was. I'll probably f-lock it later.


If you have a ring, you can use BOOK and GAIN. All you have to do is speak the name of the spell for it to appear. For example, saying the word "BOOK" will make a book appear.

100 imposed slots numbering from 000 to 099.

There are 45 free slots.

You cannot leave until you fill all 100 imposed slots. Slots are filled by turning an item into a card. The process to turn an item into a card is simple. As soon as you take it, it will transform into a card. Once that card is inserted into the book, it can no longer be used as a weapon. If you want to access it, you can use the spell "GAIN." When you do, the card will become a weapon again. However, a card transformed into a weapon by GAIN cannot be turned into a card again. In order to do that, you must find the original item again.

There are two other cases in which transforming an item into a card is not possible.
1. The limited number of card transformations is reached. Only three cards can exist for one item.
2. The person who obtains the card does not immediately place it in their book. In this case, the card will turn back into an item within a minute, and it can no longer be transformed into a card.

Spells cannot be dodged. The only way to counter a spell is with another spell. Spells cannot injure a person, but they can be used to gather information on them.

There are three ways to obtain item cards.
1. Search for the cards yourself.
2. Trade with another player.
3. Take them from another player.

Each card has a level to the side that shows how difficult it is to acquire. There are ten levels (SS, S, A, B, C, D, E, F, G, AND H), with H being the easiest to find and SS being the hardest. The number next to that letter shows the quantity of that item.

-003 ELIMINATE --- (game master only)
Teleport any elements that enter Greed Island by illegal means to a random point on the Aijien continent.

000 A RULER'S BLESSING SS-1
The winner of the quiz receives a castle and a town with a population of 10,000 residents who will obey his laws and restrictions.

001 ONE YARD OF SECRET WOOD SS-3
Entrance to a gigantic forest called the "Garden of the Mountain God." There are a large number of species that can only be found in this forest. Many of these animals are often tamed by humans.

002 ONE YARD OF COASTLINE SS-3
Entrance to a seafloor cave called the "Home of the Sea God." Every time you enter this cave, its appearance changes and makes intruders lose their way.

003 VASE OF FLOWING WATER A-17
A vase from which pure water constantly flows. Each day, 1440 liters of water flow out.

004 BEAUTIFUL SKIN HOT SPRING A-15
A hot spring that eliminates all hardships relating to skin. Bathing in it every day for 30 minutes causes your skin to become smooth like a baby's.

005 THE SPIRITING-AWAY CAVES S-8
If you enter and leave these caves, you will be moved to some unpopular location (limited within the country). No matter where you are sent, somehow, you can return to the caves without spending money.

006 ALCOHOL-PRODUCING SPRING A-15
If you draw water from this spring and leave it for a week, it turns to alcohol. The type of alcohol varies, but it is always unique.

007 PREGNANCY STONE S-10
The man or woman who holds this stone for one month will become pregnant. One week later, two stones will appear: one male and one female. Hold the one of the sex you want to give birth to.

008 MYSTERY POND S-10
When a fish is released into this pond, the next day another is there. No matter what kind of waters a fish inhabits, it can always survive here, and there is always room.

009 ABUNDANT HARVEST TREE S-10
A tree that can bear any fruit in existence. No matter how much you pick, the next day the tree will be filled with fruit again. The variety and amount of fruit produced is random.

010 GOLD TRAVELZINE A-20
Travel information magazine. It publishes many times and locations where the owner can meet a member of the opposite sex that suits their taste.

011 GOLD SCALES B-30
When the time draws near to decide "which should I take," this scale will choose whichever is better for your future.

012 GOLD DICTIONARY S-10
A dictionary that will teach the owner whatever words are in his best interest. If you open the dictionary, find the golden shining word and memorize it, it will help you greatly the next day.

013 GOOD LUCK BANKBOOK A-20
If you save your unused minute amount of daily good luck in this book, you can exchange that luck for a sum of money and withdraw it.

014 FATE-CUTTING SCISSORS B-22
If, with these scissors, you cut the picture of someone you don't want to meet, it will end with you never meeting them again. This is completely effective against whoever is in the photograph (excluding the user), so caution is necessary.

015 FICKLE GENIE S-10
A genie that grants three wishes. However, you give the genie a list of 1,000 different wishes, from which he chooses his own. (Making wishes like, "Give me a million Jenis" and "Give me a million and one Jenis" is impossible.)

016 FAIRY KING'S COUNSEL S-6
Gives you advice that gently but exactly explains something that you lack or should fix. Occasionally appears on his own, though he is somewhat grumpy.

017 ARCHANGEL'S BREATH SS-3
An angel that will heal a mortal wound, incurable fatal illness, or anything with one breath. However, this angel will only show himself once.

018 TINY DEVIL'S WINK A-18
Whoever receives this wink can taste such euphoria that they can't think of anything else in the world. He will show up and give a wink any number of times, but be careful of an addiction.

019 PLAYFUL SPIRIT'S PILLOW A-13
If you sleep on this pillow, you can assume a spirit form and leave your body. However, if you don't return to your body within 24 hours, you will become a real ghost.

020 HEART GAUGE B-30
A watch that measures your present state of mind. If you set the watch to 12 o' clock, you will return to a calm state of mind. If you set the time, place, and occasion, you can control your own heart.

021 SKELETON GLASSES B-27
Glasses that can see through objects.You can adjust the power level with a knob. The one thing these glasses cannot look through are Masadora card packs.

022 TORAEMON A-22
Has the ability to store things in his belly. It isn't rare to find things in his belly. (a small tiger with a lion's tail. stands on two feet)

023 AD LIB BOOK B-30
A book that entertains with a different story each time. In the event that you stop reading midway through the story and don't attach a bookmark, the story will completely change the next time you open the book, so be careful.

024 ABOUT TV
If you input "about ___" into the accompanying remote control, the TV will show a 1-30 minute documentary-style program. You can even record it.

025 RISKY DICE B-30
This dice has 20 faces. 1 face is bad luck. 19 are excellent luck. If excellent luck appears, something very good will happen. However, if bad luck appears, you will have a misfortune equal to the number of good fortunes you have had up until that point. (does not work with the lottery to help win cards above A-level, but shhh, that's a secret)

026 SEVEN WORKING SPRITES A-20
Only when the owner is sleeping, 7 sprites will do his work in his place. However, they can't fulfill anything exceeding the owner's ability.

027 VIP PASS B-25
No matter what the location, if you present this ticket, you can pass. Contains 1000 tickets.

029 FORCED RESERVATION TICKET

030 CONNECTION

035 SUBSTITUTE ARMOR

037 SUPER TOP CLASS ATHLETE'S EGG

038 SUPER TOP CLASS ARTIST'S EGG

040 SUPER TOP CLASS MUSICIAN'S EGG

041 SUPER TOP CLASS PILOT'S EGG

042 SUPER TOP CLASS WRITER'S EGG

043 GREAT GAMBLER'S EGG

045 BIG BOSS EGG B-30
When warmed in your hand for three hours, the egg becomes real and hatches in 1 to 10 years. The greater your feelings when you warm it, the faster it hatches.

046 GOLD POWDER YOUNG GIRL A-13
A young girl with gold powder sprouting from her body. With a bath, you can gain 500g of gold every day. She is very shy and never leaves her home.

047 SLEEPING YOUNG GIRL

048 PERFUMED YOUNG GIRL

049 HAND RIDING MERMAID

050 HAND RIDING SAURUS

052 PEARL LOCUST

053 KING WHITE OOKUWAGATA A-30
A legendary insect that attacks other insects with a particularly fragrant hormone and has them work for him. He makes them build a hole for them to live in. He leaves his hole only at the end of the day for a walk.

054 ONE THOUSAND YEARS' BUTTERFLY

055 REVENGE BOOKSHOP

056 MEMORIES PHOTO STUDIO

057 REAL ESTATE OF HIDDEN HOUSES

058 HIDDEN VIDEO CLUB

059 INSTANT FOREIGN LANGUAGE SCHOOL

060 LOST OBJECTS HOME DELIVERY COMPANY

061 COIN DOG

062 KING OF CLUBS

063 VIRTUAL RESTURANT

064 WITCH'S APHRODISIAC B-30
If you manage to put this medicine in your opponent's mouth, he will obey all your orders. Its effects last one week. One bottle contains 500 lozenge.

065 WITCH'S REJUVENATION MEDICINE

066 WITCH'S SLIMMING MEDICINE

067 ELDEST'S GROWTH MEDICINE B-30
This medicine allows you to grow by one centimeter for every pill you take. A bottle contains 100 pills. It's quite desireable for people older than 20.

068 ELDEST'S INCREASING ENERGY MEDICINE

069 ELDEST'S HAIR GROWTH MEDICINE

070 MAD DOCTORATE'S MUSCLE ENHANCEMENT DRUG

071 MAD DOCTORATE'S PHEROMONE DRUG

072 MAD DOCTORATE'S ORTHOPEDICS MEDICINE

074 SAGE'S AQUAMARINE

075 ALEXANDRITE LUCK A-20
The owner can experience things he has never experienced before. He has no say in whether the experience will be good or bad...

076 LOITERING RUBY B-30
The owner of this ruby will receive great fortune, but in exchange he will not be able to settle anywhere. He will be unable to stay longer than one week in any one place.

077 EMERALD CALLING OUT BEAUTY S-???

079 RAINBOW DIAMOND A-20
This diamond shines with seven colors. There's a 100% chance of getting "yes" if you propose with this diamond.

080 FLOATING STONE

081 BLUE PLANET SS-5
An absolutely unique gem composed of the most precious minerals. It is named after earth, the gem of the universe.

082 DIVINE PUNISHMENT CANE A-15
While saying the name of the one you want to punish, hold this cane to the sky. Amongst your enemies, a great calamity will befall the one who has done the most evil deeds.

083 SWORD OF TRUTH B-22
Cuts right through all false things. Can also be used to perform judgment. Touch the accused with the sword, and if he is true, the sword will disintegrate instead of cutting him. It win then regenerate in one day's time if put back into its sheath.

084 KNIGHT NECKLACE D-80
Can protect the player who holds it from spells. It can also dismiss the curse of a card if touched.

086 DISCOURAGEMENT BOW

087 SHIELD OF FAITH S-15
The players within a 20m radius of the one equipped with this shield are unable to use the spells RAILGUIDE, DEPARTURE, DRIFT, and COLLISION.

088 GOLD HAMMER OF IMMORTALITY

089 TAX COLLECTOR'S GAUNTLET A-20
Equipped with this gauntlet, you can use the spell card LEVY. However, each time it's used, one card from the imposed slots of the equipped player will be destroyed. (LEVY can't be used if the imposed slots don't contain any cards.)

090 MEMORY HELMET A-20
When you wear this helmet, you will not forget any of the information you acquire. It's big and heavy and also hurts your head.

096 ALL SEEING SNAKE A-12
Feed this snake a C-rank or above card and he will spit out SIGHTVISION.

100 ISLAND MAP G-400
Outline of the island only. Magic card that fills automatically as you move about the island. (20000 J)

101 ISLAND MAP D-70
Map where the names and places of towns, references of the places, must-see places, and secret paths are annotated precisely. Really full! (650000 J)

102 EXCHANGE TICKET SS-150
You may exchange ticket for one ARCHANGEL'S BREATH. This may only be done when the number of that card is not at max.

110 A RULER'S BLESSING SS-1
What is the reward for the conqueror of this island? Bring this letter to the designated city. Only the letter carrier may enter the city.

163 SICK VILLAGERS F-180

263 HEALTHY VILLAGERS C-50

266 PASSING TICKET B-150
The ticket necessary for leaving Greed Island. You can acquire it by buying it from the chief or beating him. In reality, he won't give it to you no matter what you give him.

572 CYCLOPS G-333
Among the giants, the cyclops are the largest. They prefer to move in groups. They attack creatures that enter their territory. When their eye is attacked, they become surprisingly fragile.

585 BUBBLE HORSE C-50
Protects itself by confusing its enemies with white and red bubbles. Has almost no attack strength, but you'll be surprised by how loud it can be. (horse with a foghorn-like snout. has huge googly eyes and a stripe running down its face.)

589 CHIEF OF WOLF PACK C-45
Leader of a wolf pack that attacks travelers. Ranked C, he boasts strong attacking abilities and physical strength. As long as he remains unbeaten, his subordinates will continue to appear. (stands on two legs. has huge claws)

607 10000 J H-infinity
The highest valued currency bill in Greed Island. When not in its "card" form, it looks just like a normal bill. (When not in card form, it is worthless.)

673 MARIMOCHI D-80
Living being that moves with an ultra high speed. It has the hardness of a gumball, so its attacks don't cause any damage. However, if you receive direct hits, it can be very annoying. (small, black, round, fluffy. has big googly eyes and attacks in predictable patterns.)

697 MELANIN LIZARD E-100
Giant lizard capable of swallowing a whole cow. Can cause death by suffocation with his weight. Has a sensitive mole on his back and has developed camouflage to hide it.

711 REMOTE CONTROL RAT H-800
Manipulates objects with nen to protect itself. This rat is really cowardly. Encounters with other monsters are enough to make it faint. It multiplies with vitality, and can be seen everywhere on the island. (small rat with an antenna tail and an :3 face)

1001 STEAL G-200 (long range; regular spell)
Shows all possessions of the targeted player (restricted to players met in the game).

1002 FLUOROSCOPY F-150 (long range; regular spell)
See all the content of target player's imposed slot pages (restricted to players met in the game).

1003 DEFENSIVE WALL G-400 (defense; anti-attack spell)
Protect once against spell attack from another player.

1004 REFLECTION E-120 (defense; anti-attack spell)
Reflect a spell attack from another player (restricted to players met in the game).

1005 MAGNETIC FORCE C-50 (long range; regular spell)
Jump to the location of another player (restricted to players met in the game).

1006 PICKPOCKET F-170 (short range; attack spell)
Steal one random card from the free slots of another player.

1007 THIEF C-50 (short range; attack spell)
Steal one random card from the imposed slots of another player.

1008 TRADE E-100 (short range; attack spell)
Exchange one card owned by the caster with one card of the opponent's at random.

1009 RETURN G-380 (long range; regular spell)
Fly to a determined city (restricted to cities previously visited).

1010 TRANSFORM A-20 (short range; regular spell)
Transform one card owned by the caster into the type of another of his cards after the transformation, the card counts towards the card number limit of the new card type. If the limit was already MAX, the transformation fails and the TRANSFORM card disappears.)

1011 CLONE D-70 (short range; regular spell)
Changes into one random card from the target player's imposed slot cards (if the player has no slot cards, or the limit is at MAX, the spell fails and the card disappears.)

1012 RAILGUIDE F-140 (short range; regular spell)
Makes the target player fly off somewhere on the island.

1013 DEPARTURE D-65 (short range; regular spell)
Makes the target player fly off to the game's starting point.

1014 LEAP B-30
Allows one target player to leap out of the island.

1015 SIGHTVISION D-70 (long range; regular spell)
See all card data of the target player.

1016 DRIFT F-200 (short range; regular spell)
Go to all unvisited towns (if all towns have been visited, nothing happens and the card disappears).

1017 COLLISION F-200 (short range; regular spell)
Fly to the locations of all the players the caster has not met yet (if the caster has met all other players, nothing happens and the card disappears).

1018 LEVY B-25 (short range; special spell)
Take one card from each player within a 20m radius.

1019 CASTLE GATE F-200 (defense; anti-short range; regular spell)
Protect once against a short-range regular spell from another player.

1020 FAKE C-40 (short range; regular spell)
Transforms into one of the cards from No.001 to No. 099. The resulting card can be inserted into an imposed slot but does not count towards a complete card set or the card copy limit, nor can it be converted into an object.

1021 ROB B-30 (short range; attack spell)
Choose one card at will from the target player and take it.

1022 CORRUPTION C-40 (short range; attack spell)
Transform one above-B ranked card from the target player into a below-D card. The caster can choose the number of the new card. (After the transformation the card counts toward the card number limit of the new card type. If the limit is already at MAX, nothing happens and the CORRUPTION card disappears.) After the transformation, if the card is in an imposed slot with the wrong number, it auto-destroys.

1023 COMPROMISE B-25 (short range; attack spell)
Choose and destroy one above-A ranked card from the target player. That player then obtains a card 3 ranks lower than the destroyed card and of the number of his choosing. If the target player has no above-A ranked card, nothing happens and COMPROMISE changes into card form again and returns to the caster. (If the designated card of three ranks lower has reached the card copy limit, it cannot be obtained.)

1024 PENETRATE D-80 (short range; regular spell)
Return all cards from the target player transformed with FAKE, CLONE, or TRANSFORM into their original form. Destroy all cards that, as a result, find themselves in the wrong imposed slots. FAKE, CLONE, and TRANSFORM have no effect on this card.

1025 BLACKOUT CURTAIN F-200 (defense; continuous effect; anti-STEAL, FLUOROSCOPY)
Usage of this card protects one against the effects of STEAL and FLUOROSCOPY (no accomulative benefits arise from using another BLACKOUT CURTAIN card while one is already in effect).

1026 HOLY WATER A-20 (defense; continuous effect; anti-attack spell)
Usage of this card protects players 10 times against attack spells from other players (while HOLY WATER is in effect, the counter cannot be refilled with another HOLY WATER card). This card has immunity against steal and destruction cards.

1027 TRACE E-90 (short range; attack spell)
You will always be able to know the position of a targeted player. Effects last until the player leaves the game.

1028 STONE THROW E-100 (short range; attack spell)
Destroy one random card in the target player's free slots. STONE THROW disappears even if the target has no cards in their free slots.
1029 SHOT B-25 (short range; attack spell)
Destroy one random card in the target player's imposed slots. SHOT disappears even if the target has no cards in their imposed slots.

1030 GUIDEPOST E-120 (long range; regular spell)
Give away locations of items of the chosen number (not applicable to No.000).

1031 ANALYSIS G-400 (long range; regular spell)
Show explanation of a card of the chosen number (not applicable to No.000).

1032 LOTTERY G-350 (short range; regular spell)
Transforms into a random item card.

1033 ADHESION C-50 (short range; attack spell)
You will always be able to know every possession of a targeted player. The effect lasts until the target player leaves the game.

1034 PURIFY D-55 (short range; regular spell)
Dispel effect of a transformation spell and return card to original form. (If, after transformation, the card limit is exceeded, the card changes to item form and cannot be changed back. Spell cards disappear unless the spell is used right away.)

1035 PRISON S-10 (defense; continuous effect; anti-attack spell)
Cards inserted in slots on target page are permanently protected against stealing and destruction spells as long as they remain in the slots (target page can only be from numbers 1-11; free slot pages cannot be chosen).

1036 GOD EYE S-10 (long range; continuous effect)
Caster obtains the effects of ANALYSIS and LIST spells permanently on all cards from No.001 to No.099 (effect lasts until target player leaves the game).

1037 RECYCLE F-170 (short range; regular spell)
Allows an item converted from a card to be changed into card form once more. (Limited to cards of rank below C. If the card limit is at MAX, RECYCLE disappears without converting the item into a card.)

1038 LIST G-350 (long range; regular spell)
Inform on number of people in possession of a target card, as well as the number of total cards.

1039 ACCOMPANY F-130 (short range; regular spell)
Fly all players within a radius of 20m around the caster - including himself - to the location of a target city (restricted to cities previously visited) or target player (limited to players previously met).

1040 CONTACT F-200 (long range; regular spell)
Allows communication through the books with a target player (limited to players previously met in the game. Maximum duration three minutes. During this time, only the caster can cutt off communication early).

1217 GARUGAIDA F-185
One of the three famed delicacies of the island. Its delicate taste belies the repulsive outward aspect, and the eggs are believed to bestow long life. It's tasty whether you boil or grill it.

21449 STONE H-infinity
Can be found on the roadside. Extremely common. If you throw it at a person, it can cause some small damage.

Archangel's Breath is an SS imposed slot card that can only be obtained by those that collect all forty spell cards. Although this appears to be easy to do, spell cards are incredibly useful, so a person will usually end up using the ones they gather.

There are two types of spells: short ranged spells and long ranged spells. Short ranged spells will only work within 20m of the caster. Long ranged spells can effect the whole island.

If someone dies, their ring disappears along with all their card data.

Possibly add "Can I kill another player for their cards?" to FAQ.
A: No, their cards disappear immediately.

The card data in imposed slots is automatically saved each time you leave the game. That data is erased if the player does not return within 10 days. The data in the free slots is not saved.

Monsters that are defeated turn into cards. These cards can be sold.

Spell cards are bought in packets. The packets must be opened outside of the store, so there is no way to determine which cards you will get.

There are two ways to activate spells. One is to say the name of the spell. The other is to insert it into the last page of the book. In the latter case, it is possible to cancel the spell later.

When a player either dies or leaves the game, the dot next to their name turns black.

rp stuff, greed island, notes, hxh

Previous post Next post
Up