Crescent Tower ~新月之塔~

Crescent Tower ~新月之塔~

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Strategy Guide + Floor Maps
由 KnightExcalibur 制作
This guide provides an English translation of the strategy guide posted by CurryCroquette, as well as maps for each floor and a spell list.
   
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Intro


Parts of this guide are English translations of the following postings on currycroquette.com:

Early Game Strategy Guide (序盤の攻略チャート)[currycroquette.com]
Magic Spells (魔法の呪文)[currycroquette.com]

The floor maps are from https://siranami-gamer.com/
Early Game Strategy Guide
Table of Contents
  • Early Game Flow
  • Key Tips & Strategies
  • Recommended Class Transitions
1. Early Game Flow

Adventure Begins → Clearing Floor 1
  • The adventure starts with the protagonist Kaito alone. You begin with 100G, so your first priority is to buy equipment at the Atokan Shop.
  • Get a weapon and shield; if you have spare funds, buy some Medicinal Herbs (やくそう).
  • Early battles are quite tough. Whenever you return to town, your HP and MP are fully restored. A good strategy is to fight 1–2 battles near the dungeon entrance, then return to town, repeat, and build up experience. When you reach about level 2-3, you’ll be able to explore deeper.
  • A strong early boss on 1F is Yōgan Turtle (ようがんタートル). It has very high defense; if you’re only level 1, you might lose. Use commands like Courage (ゆうき) to increase your attack power, and remember the thunder spell Rai (ライ) learned at level 2.
Floor 1 Deeper → Getting Max
  • Deeper in 1F you’ll recruit a beast‐man NPC, Max (マックス). Use his skill Tackle (たいあたり) to open passageways to 2F.
  • Also, skills like Tackle can be useful in surprising or less obvious places — experiment to find new uses.
Floor 2 → Orc Battles
  • Once you reach 2F, enemy strength increases sharply. You’ll want to fight more strategically.
  • Key enemies include Kobolds (コボルト) and Mages (まほうつかい). Kobolds have high stats — if your defenses are low, you’ll take big damage. Keep fragile characters in the back row.
  • Mages are dangerous because of their spells, such as Sleep (スリープ). Prioritize eliminating them.
  • While exploring 2F, you’ll find an elf girl Nene (ネネ) who is under attack by orcs. She has stats higher than Kobolds. Use status effects like paralysis, darkness, and items like Fire Vial (かえんびん) dropped by Yōgan Turtle, to help defeat her. Facing her at low-level is risky; aim for at least level 4.
  • Obtaining “Proof of Courage” (勇気の証/“Yūki no Akashi”)
  • After defeating the orcs, Nene joins you. Her elf skill Meditation (めいそう) allows you to break magical barriers. If you’ve been exploring well, you should find an area blocked by a magic barrier — inside is the Proof of Courage.
  • Without the Proof of Courage, the Adventurers’ Guild will not listen to you. Once you have it, go to the Guild! At this point you can do character creation or class changes, and build a full party of 5 members.
Dungeon Floor 3
  • Floor 3 is when things really escalate. Poison status becomes dangerous.
  • The Cleric learns the purification spell “Depoison” at level 6 — until then, monsters that inflict poison should be your priority to eliminate.
  • Also use the Mage’s spell Flame (フレイム) generously.
  • Notable monsters include Tarantula and occasionally Green Slime, which may also use poison attacks.
Dungeon Floor 4
  • Floor 4 is a major early hurdle. Mapping, combat, everything becomes more demanding. Be cautious and treat every battle as significant.
  • From now on, more Dragon-type and Demon-type monsters appear. These enemies have serious offensive potential if you don’t exploit their weaknesses properly:
  • Dragons often have breath attacks → Ice spells tend to be effective.
  • Demons have high stats; their defense may be significantly lowered by skills like Defde (デフデ), making attacks more effective. If you have the Mage skill “Exorz (エクソズ)”, it can one-shot demons.
2. Key Tips & Strategies
  • Returning to town often helps — since HP/MP restores there, use it as checkpoint between fights.
  • Experiment with skills: Some have uses beyond just buff/debuff in battle — might open blocked paths, etc.
  • Managing status ailments early: Prioritize enemies that cause poison, sleep, paralysis, or darkness, especially when you lack counter-spells.
  • Resource & item usage: Items dropped by early bosses are valuable — use them smartly.
3. Recommended Class Transitions
  • In Crescent Tower, repeated class changes raise your stats. When you transition, you can carry over exactly one skill (a successor skill/けいしょうスキル) that you know. Also, ★-rated skills are automatically inherited.
  • How the stat calculation works when changing class:
    • ( Current Stat + Race Base Stat ) ÷ 2
    • If that result is below the required stat for the new class, you’ll get at least that required value. Example: To become a Warrior, you need Strength ≥ 11; even if your computed stat is lower, it'll be set to 11. HP never decreases from class change, but for a while after, level-ups may give only +1 HP.
    • ★ skills like “Magic Spell / Miracle Spell” (まほうのじゅもん / きせきのじゅもん) are usually ★-rated, so they are auto-inherited. If you inherit “Magic Spell Lv3”, for instance, every time you level up there is a chance to learn spells up through that level.
Suggested Class Paths

Warrior → Mage
  • Build HP first (as Warrior), then change to Mage to get a more durable mage. If you also inherit shield equipping ability, even better.
Cleric → Mage
  • Similar idea: Cleric grows decent HP; at level 6 when you learn Depoison, or at level 9 when you learn Healer, is a good breakpoint.
Mage → Thief
  • Mid-game Thief may suffer from lack of raw power. If Mage learns useful spells first, switching to Thief gives you both spell support and the Thief’s mobility/items. Spells like Exorz (against demons) or Glaze (for dragon weakness) are useful both mid and late game.
Thief → Explorer
  • Thief has good item-stealing etc; Explorer helps with mapping. You might take a Thief, inherit Treasure GET (おたからGET) and become an Explorer, getting both benefits. Door Opening (トビラあけ) is somewhat replaceable by spells like Delock (デロック) (Magic Spell Lv4) later.
Explorer → Warrior
  • Explorers become less useful as pure fighters later, so switching to Warrior works well. If you inherited Monster Summon / Beast Call (まものよび), you can better handle waves of enemies with a strong defensive base Warrior. Also, assist-type spells learned as Explorer still work in warrior class. Once you pass floor 4, mapping is less dangerous. Compass ability (to check monster stats) can be replaced by Courage Spell Lv4 “Gyōshi (ギョウシ)” later.
Magic Spells
Lv
Romaji
Effect
English
Tips
1
Rei
Deal 7–15 fire damage to 1 enemy
Fire Ray
Early game staple; mage class and early wizard types use this.
1
Sleep
Inflict sleep on 1 enemy group
Sleep
Great vs groups early; negates multiple attacks.
1
Mappin
Map currently visible terrain
Mapping
Very useful for exploration & avoiding traps.
2
Reizu
Deal 20–45 ice damage to 1 enemy
Ice Bolt
Use vs fire-based or vulnerable enemies.
2
Poison
Inflict poison on 1 enemy group
Poison
Helps stall or wear enemies down.
2
Defde
Lower DEF of 1 enemy group
Defense Down
Use before powerful physical attacks to increase damage.
3
Flame
Deal 15–30 fire damage to 1 enemy group
Flame
Very useful for crowd damage.
3
Bahōdo
Raise ATK of 1 ally
Attack Up
Buffs are rare early; this helps in boss fights.
3
Exozu
Instantly slay 1 Demon
Exorcise
Very powerful vs demons; must time usage well.
4
Gureizu
Deal 65–135 ice damage to 1 enemy
Glacier
Great for dragons and other strong single foes.
4
Delock
Open locked doors
Unlock
Needed for exploring hidden paths; sometimes mandatory.
4
Lift
Levitate body to reach high places
Levitate
Useful for treasure above walkable area.
5
Fureizun
Deal 50–100 fire damage to 1 enemy group
Firestorm
Good crowd control mid game.
5
Stone
Inflict petrification on 1 enemy group
Petrify
Very strong CC vs dangerous groups.
5
Defde-all
Lower DEF of all enemies
Defense Down (All)
Powerful before big fights.
6
Teleport
Warp to another location
Teleport
For escapes / shortcuts when map allows.
6
Twinkle
“Something strange happens”; caster forgets spell
Twinkle
Unreliable but can be high payoff.
6
Ipujion
Explosion: deal 50–200 damage to all enemies
Explosion
One of the strongest group spells; save for critical battles.
Miracle Spells
Lv
Romaji
Effect
English
Tips
1
Hīru
Restore 6–20 HP to 1 ally
Heal
Essential early heal; conserve MP.
1
Badefu
Raise DEF of 1 ally
Defense Up
Helpful vs strong physical mobs.
1
Sein
Deal 5–15 holy damage to 1 enemy
Holy
Extra damage vs undead/demons.
2
Sairensu
Inflict silence on 1 enemy group
Silence
Shuts down enemy casters.
2
Deparara
Cure paralysis on 1 ally
Cure Paralysis
Paralysis is deadly; cure quickly.
2
Tōchi
Light up the dungeon
Torch
Improves visibility and safety.
3
Depoizon
Cure poison on 1 ally
Cure Poison
Essential against poison-heavy floors.
3
Parara
Inflict paralysis on 1 enemy group
Paralyze
Strong crowd control option.
3
Esukipu
Escape from the dungeon
Escape
Use to bail out safely.
4
Hīrā
Restore 10–40 HP to 1 ally
Healer
Reliable mid/late-game healing.
4
Jiāze
Instant-death attempt on all enemies
Doom
Risky but powerful.
4
Windo
Deal 5–45 wind damage to all enemies
Wind
Efficient vs weak mobs.
5
Badefu-all
Raise DEF of all allies
Defense Up (All)
Key before boss fights.
5
Desuton
Cure petrification on 1 ally
De-stone
Critical vs Medusa/Cockatrice types.
5
Baria
Protect against spells/breath
Barrier
Vital in late floors.
6
Hīrasuto
Fully restore HP of 1 ally
Full Heal
Save for emergencies.
6
Ribōn
Revive an ally at cost of caster’s life
Reborn
Powerful but risky.
6
Seinto
Deal 30–95 holy damage to all enemies
Saint
Great vs undead/demon hordes.
Courage Spells
Lv
Romaji
Effect
English
Tips
1
Rai
Deal 2–20 lightning damage to 1 enemy
Lightning
Hero-only; early extra damage.
1
Kage
Inflict darkness on 1 enemy group
Blind
Reduces accuracy/damage of enemies.
1
Chiyu
Heal self for 2–15 HP
Self Heal
Helps survivability when alone.
2
Rageki
Deal 2–12 lightning damage to all enemies
Thunder
Early AoE option.
2
Rakku-all
Raise Luck of all allies
Lucky (All)
Improves drops/crit chance.
2
Gekkō
Cure darkness on 1 ally
Moonlight
Restores accuracy/damage output.
3
Toppū
Blow away 1 enemy group
Gale
Crowd control/reposition.
3
Mezame
Awaken all allies from sleep
Awaken
Counter enemy sleep tactics.
3
Chirayu
Heal all allies for 2–20 HP
Group Heal
Weak AoE heal but efficient.
4
Raigeki
Deal 20–40 lightning damage to all enemies
Chain Lightning
Strong AoE mid/late game.
4
Jin
Raise Speed of 1 ally
Haste
Helps secure first action.
4
Gyōshi
Examine a monster’s stats
Appraise
Useful to plan strategies.
5
Tōshi
Reveal traps for a while
Truesight
Avoids nasty surprises.
5
Jinsoku
Raise Speed of all allies
Hastega
Party-wide speed up.
5
Yamabiko
Cure silence on 1 ally
Echo
Critical when enemies spam silence.
6
Giraigeki
Deal 30–90 lightning damage to all enemies
Thunderstorm
Powerful late-game AoE.
6
Chirayu-ramu
Heal all allies for 15–50 HP
Mass Heal
Strong party heal.
6
Onsoku
“Transcend time” for 3 turns
Quick
Acts faster/priority for 3 turns.
Floor Maps
Key Features, Landmarks, and Hidden/Special Elements

Floor 1
• Location of Max ally recruit
• “Proof of Courage” (“勇気の証”) in a blocked section that requires Meditation
• Walls that can be broken by Tackle

Floor 2
• Location where Nene (elf) joins
• Hidden staircase leading back to Floor 1 treasure floor (requires Samurai skill Iaai to break pillars)
• Optional paths for leveling and looting

Floor 3
• More status effect enemies (poison, paralysis, level-drain)
• Hidden ladder via pillars (Samurai) to alternate routes
• Danger zones where returning is safer than pushing ahead without preparation

Floor 4
• “Stonecutter / petrification” enemies like Cockatrice
• A healing well that restores HP/MP & some status ailments
• Elevator access to higher floors but dangerous — avoid until well-equipped
• Alternate routes via samurai pillar breaks to bypass certain enemies

Floor 5
• Strong silence effect enemies — bring lots of silence‐healing items
• Locked doors requiring password visible somewhere on 5F map
• Using Lift spell to reach treasure chests above floor via shafts or lifts
• Be aware of trap zones and locked gates

Floor 6
• Maze-like outer walls, multiple stair connections to 5F and 7F
• One section for prayers that opens a stair up
• Hidden stairs via broken pillars (Samurai) for shortcuts
• Good spot for mid-game leveling near healing well

Floor 7
• Dragon guarding “Upper Crescent Stone” (“上弦の石”) near the end
• Strong breath / wide area attacks from monsters like the Red Lizard / Garuda
• Use ice spells or dragons’ weakness to ice; plan party so front-liners are durable
• Take the safe elevator first

Floor 8
• “Lower Crescent Stone” (“下弦の石”) guarded by powerful undead (Death God) and fire orb mechanics
• Maze and graveyard layout confusing
• Approach fire orbs carefully; blocking / baiting orbs helps
• Use “Exorcise / Oharai” magic against undead boss

Floor 9
• Very high difficulty of enemies: e.g. “Green Dragon (よくりゅう)” etc.
• Events: NPC “Liluli (リルリ)” gives Ancient Sword (ふるびたつるぎ)
• Ensure you have both Upper & Lower Crescent Stones before proceeding
• Watch out for group enemy compositions (Harpy groups + wind spells)

Floor 10
• Final area: evolved Courage Sword (勇気のつるぎ)
• Bosses: Dark Medusa (AOE petrify), Big Mantis (strong physical) etc.
• Very high XP enemies (e.g. Platinum Coin enemy)
• Best place for rare drops & end-game gear
• Use “Teleport” or crowd control spells carefully
• Strong defensive setup, status cure items are essential
1F
2F
3F
4F
5F
6F
7F
8F
9F
10F