Walkthrough - Part 1 - Guide for Dragon Warrior 7
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WARRIORS OF EDEN
GUIDE PART 1: GAMEPLAY GUIDE (SPOILER-FREE)
Written by Ian Kelley: [email protected]
Version 1.1: Released 1/16/01
First Version: 10/6/00
Copyright 2000 by Ian Kelley (see end of document for details)
--------------------------------------------------------------------------------
This document is Copyright 2000 by Ian Kelley. This FAQ is for private and
personal use only. It was created and is owned by me, Ian Kelley. If you wish to
use this FAQ on your non-commercial website, please contact me for permission.
Distribution of this FAQ must be done electronically and in an unaltered form.
This document may not be used in any way, shape, or form for any sort of
commercial or for-profit purposes. This includes but is not limited to
publishing in a magazine, in part or in whole, magazine/book/guide writers using
it as "source material," etc. You may not make any sorts of updates to this FAQ
(such as changing names to fit a domestic release) and distribute it without the
author's explicit permission.
Dragon Quest is a trademark of Enix Corporation.
--------------------------------------------------------------------------------
The most recent version of this guide can be found at:
www.cheatcc.com (Cheat Code Central)
www.gamefaqs.com (GameFAQs)
################################################################################
CONTENTS:
################################################################################
1) Introduction and Revision History
2) Gameplay basics
a) Controls
b) Menu Commands
c) Status Screen
d) Combat
3) The Characters
4) The Job System
a) Mechanics and Overview
b) The Jobs
5) Spells and Skills
a) Overview
b) Spells
c) Skills
6) Item List
a) Items
b) Weapons
c) Armor
d) Helmets
e) Shields
f) Accessories
g) Special Items
7) Mini-Games and Sub-Events
a) The Casino
b) The Monster Manual
c) The Monster Park
d) The Immigrant Town
e) The Medal King
f) The Rankings
8) Strategies
9) Future additions/version history
10) Thanks and Credits
11) Disclaimers
################################################################################
INTRODUCTION
################################################################################
This document is basically designed as a spoiler-free, comprehensive document on
the basic game system and mechanics of Dragon Quest VII. Its main purpose is to
provide in-depth information on how the game works without giving away any of
the secrets, story, etc.
In terms of translations, I've taken a different approach in this document than
my earlier FAQs, and instead of primarily using Japanese terminology romanized,
I've made attempts at translating most of the words that can be done
effectively. Any martial arts techniques, words with no English equivalent, or
something that would sound really clunky in English, (e.g. the Thief Rank
titles, which are mostly Yakuza ranks) I've left as romanized Japanese. I've
tried to make translations consistent throughout the document, but I may have
slipped in a few places. (I kind of stink in that department--when I deal with
Japanese media, I tend to think in Japanese, rather than convert it in my head
to English, which makes consistent translation hard) Please bear with me.
The purpose of this FAQ is to assist people who bought the import version of
Dragon Quest VII, but have limited or no Japanese ability. (Of course, if you
are fluent, you may still find this document of use) This is not a Dragon
Warrior VII FAQ. (if it ever gets released) Therefore, if DWVII comes out,
sections of this document may not apply to it. If you are playing Dragon Warrior
VII, please do not mail me about it. As I don't own a domestic PSX, I will not
be able to play any domestic releases, so I will not be able to help you. For
the same reason, I will not be making an adaptation of this document to better
fit any domestic releases of Dragon Quest VII, though I may allow a friend to do
so.
Bottom line: If you are playing Dragon Warrior VII, use this document at your
own risk, and don't expect me to be able to provide any clarification--any
questions about any domestic releases will not be answered. I hate to be a bear
like this, but I'm kind of between a rock and a hard place in this aspect.
OK, enough yapping, onto the FAQ!
################################################################################
REVISION HISTORY:
1.1, 1/16/01: Large updates to several sections: updated resistance information
and added Monster Job information, Palpunte effects, Summons. Also changed my
mind on a couple of translations and adjusted them.
1.0, 10/6/00: Initial release
################################################################################
2. GAMEPLAY BASICS
################################################################################
CONTROLS
--------
Controls are pretty simple in DQVII.
Control pad/left analog stick:
Move the party or the cursor in a menu.
Circle Button:
Opens the command menu, and selects commands.
X Button:
Cancels commands and closes windows.
Square Button:
In town, zooms camera up to get a birds-eye view of your current area.
On the world map, it will use your map to show your current location.
Triangle Button: "Useful Button."
When facing a person, it will talk to them.
When facing something you can lift, it will pick up/throw the item.
Otherwise, it will search the general area, open treasure chests, look in
wells or cabinets, etc.
L1/R1 Buttons
Rotates the map counterclockwise/clockwise.
L1 is the equivalent of the circle button when used in combat.
L2/R2 buttons
Rotates the map 45 degrees counterclockwise/clockwise
Start Button
Rotates the map so that north is facing up.
-------------
MENU COMMANDS
-------------
Non-Combat:
Speak (ÍÈ·): Talk to the person you are facing. If nobody is facing you, then
you will talk to the members of your party. They will give you hints, comment
on the current situation, etc.
Item (Ǥ®): Item maintenance/usage. Before you can do anything with items,
you need to select whose items you want to deal with. Once you select a
character, you'll get the following options:
Use (©¤): Use the item.
Give (í½·): Give the item to someone else. After you select a person, you'll
select a slot in their inventory. If you select an occupied slot, you will
swap the items. If you give someone an item that they can equip, you'll get a
message asking if you want to equip the item.
Equip (»¤Ñ): Equip the item. Obviously you can't equip every item, nor can
the bag equip anything (you won't even get this choice with the bag)
Drop (·Äé): Drop the item.
Stop (âßé): Close all windows.
Strength (Âæ³): Look at your characters' status, either individually or as a
group.
Spells (¶ãàñ): Use your non-combat Spells and Abilities.
Examine (µç×é): Search in front of you. If nothing is in front of you,
you'll search the area around your feet.
Plan (³¹ñ): Change several aspects of how you play/interface:
Equip (»¤Ñ): Pick a character, and it asks you to equip something for each
slot, showing you all the choices you've got based on what that character is
carrying.
Change Battle Plan (³¹ñª¦): Change your characters' battle plans. More
info on each plan is provided in the Combat section.
Change Party Order (ÈçѪ¦): Change your characters' marching order.
Characters in front are attacked more often than characters in the rear.
Clean up Items (Ǥ®¹¢è): Puts everything your characters aren't equipping
into your bag.
Clean up Bag (Óë¹¢è): Rearranges the contents of your bag by item type
or by Japanese alphabetical order.
Combat Commands:
Main Menu:
You get this menu at the start of every round.
Fight (½½©¤): Fight the enemy.
Talk (ÍÈ·): Talk to your party members. They'll give you hints, comment on
the current status of the battle, etc. Spend too much time jabbering with your
comrades and the enemy will attack and get a free round. "Too much time" is
usually more than twice, but sometimes you can talk three times and still not
lose your round.
Sakusen (³¹ñ): Plan. Here you can change your characters' battle plans. See
the Combat section for more details on each plan.
Run (ɰé): Try to run away. Sometimes you'll fail, and the monsters you're
fighting will get a free shot at you.
Once you choose to fight in a round, your options are as follows:
Attack (±¤°«): Use your weapon to physically attack the opponent.
Spell (¶ãàñ): Cast one of your spells.
Ability (Ƨ: Use one of your Abilities.
Note: Your spells and skills are subdivided into "Damage," (_[W)
"Healing," (©¢Ó) and "Other." (»Ì½)
Item (Ǥ®): Use an item. Note that during combat, you can only use items your
character is currently carrying--any items in your bag are not available.
Defend (Ú¤¬å): Defend. Reduces any physical damage done to your character
via direct attacks.
Equip (»¤Ñ): Swap weapons and armor. Like items, the only equipment you can
swap is whatever you're currently carrying.
-------------
STATUS SCREEN
-------------
Here you can see all the relevent info on your characters. Here's a quick
runthrough of each stat, and what it does.
HP: Hit Points. How much life your character has left. If your character hits 0
HP, he/she dies. Dead characters need to either be brought back to life at a
church for a fee, or revived through the use of magic.
MP: Magic Power. Spells and some Abilities use up Magic Power. Run out of Magic
Power, and you can't use them any more.
Name: Your character's name.
Job: The job your character is currently in.
Rank: Your character's rank within that job.
Gender (¹¢×Â): Gotta be one or the other.
Level (x): Your character's current Experience level.
Gold: The amount of gold you're currently holding. (Does not include bank
balance)
Power (¿©ç): Your character's strength. The stronger you are, the more damage
you do in combat.
Speed (·Îâ³): Your character's speed. Generally, the fastest characters and
monsters act first in combat, but not always.
Defense (ÝÌÜàè): Your character's defense and overall toughness. Affects
your defense rating.
Intelligence (©µ±³): Your character's intelligence level. The higher your
intelligence, the better your chance to resist magic.
Style (©Á±æ³): A measure of your character's physical beauty and style.
This stat is influenced by the equipment your character is wearing. It has no
impact on combat whatsoever, but is important in the Ranking system of the
game.
Attack Power (±¤°«Í): Calculated from your Power and the strength of your
weapon.
Defense Power (µãÑÍ): Calculated from your Defense and the strength of your
armor.
Max HP (³¢¾¢HP): The maximum level your HP can go.
Max MP (³¢¾¢HP): The maximum level your MP can go to.
Ex: Your character's current Experience Points. Raise your Experience high
enough, and you'll go up levels.
------
COMBAT
------
Combat in DQVII is very similar to the earlier DQ games. Each battle is divided
into "rounds" where all the actions take place. You decide what you want your
party to do in the upcoming round, and once you confirm your decisions, the
battle actually takes place. Enemies are subdivided into groups. Groups always
break down by monster type, but you can have multiple groups of the same enemy.
For example, you could have two groups of three Slimes. Every attack or spell
either affects a single enemy, a group, or all enemies. For the purposes of
enemy attacks, your entire party is considered one group.
Attack Order:
For the most part, the order in which you and your enemies act in a round is
dependant upon your Speed ratings. Faster characters act first, slower
characters act last. However, there is a randomness factor thrown in--just
because your character is faster than the monsters is no guarantee that they
won't get to strike first. The larger the gap between two characters' speed, the
smaller the chance that the slower character will attack first, until that
chance becomes 0.
Resistances:
There are eighteen basic resistances that every monster and character has
in-game. Eight of them are damaged based--one for each of the six basic types of
offensive spells, (Mera, Gira, Hyado, Io, Bagi, and Dein) one for flame attacks,
and one for ice attacks. In addition, there are nine status resistances: Death
attacks (includes Zaki spells), Paralysis, Poison, Manusa, Confusion, Sleep
attacks (Includes Rariho spells), Nifuram, Rukani, Mahoton, and Mahotora.
There are four levels of resistance for each attack. Someone with level 1
resistance to something will take full damage from the attack, and someone with
level 4 resistance will be completely immune. With status resistances, it's a
question
of how often a spell will work; with level 1 resistance, spells of that type
will always work; with level 4, they never will. By default, party members start
with some innate resistance to Paralysis, Poison, Manusa, Mahoton, Confusion,
Death, and Sleep, and immunity to Nifuram. Normally this won't change, but some
armor will raise specific resistances, and there are spells to raise resistance
as well. The only way to increase base resistance is through certain jobs. There
is some equipment that actually reduces your magic resistance--in this case, it
is possible to have spells do more damage than they are supposed to. (You won't
see this with monsters, of course)
Battle Plans:
There are six Battle Plans that you can give each of your characters. Rather
than earlier Dragon Quest games, where you would apply a single Plan to the
entire party, you can hand out plans on an individual basis. Of course, you can
apply the same Plan to your entire party. Plans affect the strategy the AI takes
when fighting monsters. You can't apply any Plan to your Hero--you must always
directly tell him what to do.
The six plans are:
Go all-out (KK¢±¤º)
This is a very offensive-oriented strategy. Characters using this Plan will do
whatever possible to kill the enemies, using their most powerful techniques and
fighting until they drop. They will pay no attention to MP consumption, and will
put little to no attention on defensive, support, or healing.
Do your best (ob`ªñÎê)
This strategy is balanced between offense and defense. Characters using this
Plan will usually fight to the best of their ability but not go overboard. They
will focus on attacking the enemy, but will also heal themselves or party
members should the need arises. Characters using this plan usually will not put
much thought into support, however. They will tend to use MP at a moderate rate.
Take care of yourselves (¢Ì¿¾¢¶É)
This is a defensive-oriented strategy. Characters using this Plan will put
almost all of their energy into healing and support, only attacking if there
is no need for defensive enhancement at all. They will have no qualms about
using up their MP to heal the party either.
Don't use spells (¶ãàñ©¤È)
When you don't want your characters wasting their MP, this plan is the way to
go. Characters using this plan will not cast any spells or use any techniques
that consume MP, relying solely on physical attacks and techniques that do not
use MP. In terms of offense/defense/support, this plan is close to the "Do your
best" plan in that it tries to strike a balance between offense and defense.
Leave it to me (¨êÉÜ©¹ë)
This was a useless Plan in DQ6, but now that you can assign it to an individual
character, it has some merit in DQ7. People using this plan will not attack the
enemy at all. Instead, they will focus all of their effort on using support
abilities to buff the party (focusing on the Hero) and inflicting status
ailments on the enemy.
Follow orders (ߢꢳ¹ë)
If you don't want the AI deciding what your characters will do, use this Plan.
Any characters using this Plan you control directly. Party members never disobey
orders either.
################################################################################
3. THE CHARACTERS
################################################################################
Here's a quick list of all the characters and their skills. So as not to include
any spoilers, these blurbs are loosely based on those provided in the manual. :)
HERO: (you)
-----------
An ordinary 16-year-old boy who lives in a small fishing village. He wants to
follow in the footsteps of his father and become a great fisherman. He has
somewhat of an overly good-natured personality, and often gets taken advantage
of by his childhood friend Maribel.
Hero's Skills:
Level 3: Hoimi
Level 6: Skara
Level 8: Rura
Level 12: Behoimi
MARIBEL:
--------
The only daughter of Amitt, the backbone of Fishbell's economy. She loves to
stick her neck into places where it doesn't belong, and has tried to sneak
aboard her father's ship countless times. She's a typical stuck-up girl who
thinks the world revolves around her.
Maribel's Skills:
Level 3: Mera
Level 4: Rukani
Level 5: Payback
Level 7: Rariho
Level 9: Riremitt
Level 10: Hoimi
Level 11: Manusa
KEEFA GRAN:
-----------
The 18-year-old son of the king of the country of Grand Estard. Having no
interest in becoming the next king, he thinks only of going out on adventures,
causing problems to all those around him. Because of his love for adventure, he
is constantly sneaking out of the castle, and visiting your house. He thinks of
you as his younger brother, and hangs out with you a lot.
Keefa's Skills:
Level 5: Flame Slash
Level 9: Redirect
Level 12: War Cry Charge
Level 15: Zombie Slash
Level 20: Vacuum Slash
GABO:
----
An amiably naive young wild boy. Despite his youth, he has an incredible speed
and constitution, which he uses to make short work of his enemies. He has a
special affinity for wolves, whom he has a limited degree of control over. His
origin of birth is unknown.
Gabo's Skills:
Level 2: Howl
Level 4: Bite
Level 6: Bash Into
Level 8: Rend
Level 13: Far Howl
MELVIN:
------
The world is peaceful now, but when the Demonlord was alive, Melvin was the
Legendary Hero that fought him alongside of God. While it is rumored that both
God and the Demonlord died in the fight, nobody knows what happened to Melvin,
or where he went afterwards. Despite the fact that he is an old man, Melvin is
quite capable, and is a powerful fighter.
Melvin's Skills:
Starts with: Behoimi, Nifuram, Bagima, Io, Suteteko Dance, Nio's Stand, Rura,
Riremitt
Level 20: Zaoraru
AIRA:
-----
Despite her appearance, Aira is quite a swordswoman. Raised among the People of
the Earth, it's said that her dancing is without peer. However, there is
something about her origins of birth that she is not willing to reveal
openly....
Aira's skills:
Starts with: Gira, Flame Slash, War Cry Charge, Mahotora Dance, all Dancer
Abilities
Level 23: Song of the Spirits
################################################################################
4. THE JOB SYSTEM
################################################################################
----------------------
MECHANICS AND OVERVIEW
----------------------
If you've played Dragon Quest VI, the job system in DQVII is essentially the
same. Reasonably early on in the game, you will find Darma, a palace where you
can change your characters' professions. Everyone starts the game "jobless,"
with a profession which cannot be advanced. Once you change their jobs at Darma,
however, they will start to learn spells and techniques appropriate to their new
job: Warriors will start to learn weapon techniques, Priests learn healing
spells, etc.
Any character can learn any job, but not every character will be equally
effective in the same profession. There's nothing stopping you from making
Maribel a Warrior, but her low strength and lack of powerful equipment available
to her will make her less effective. Similarly, you could make Gabo a Priest,
but since he has low MP he won't be able to use the spells he learns as often.
EFFECTS OF JOBS ON STATS:
-------------------------
What job you are in influences what your current stats are. Become a Thief, and
your Speed will shoot up. Become a Magic User, and your Strength will go down.
However, all these changes are temporary. Your stats when in a job are actually
"modified" off the stats of your base, "jobless" character. Therefore, it's
largely irrelevant in terms of leveling what job you are in. The stats you gain
when you level or use a stat-raising item are added to your "base" statistics,
then modified to affect your job. If you gain 5 levels as a Warrior, then change
to become a Dancer, you would have no less Strength as a Dancer than if you had
spent the last 5 levels as a Bard.
JOB ADVANCEMENT:
----------------
Advancement in a job is independant of any character levels. Each job has 8
levels, and every time you raise a job level, you will gain a new rank, and
usually a new spell or technique. In order to raise a job level, you need to
fight a predetermined number of battles. The number of battles you need to fight
depends on your job. For example, it takes many more battles to raise job levels
as a Sage than it does as a Thief. There is an old woman on the ground floor of
Darma who can tell you how many fights each person in your party needs before
they can advance to their next joblevel.
In order for a battle to "count" towards a new job level, the monsters you are
facing must be reasonably close to you in terms of strength and Experience
level. At level 20, you can clomp Slimes all day and go nowhere in terms of job
advancement.
For this reason, it is generally a very Bad Idea to sit around and bash monsters
for the purpose of gaining experience and gold--you might find yourself in a
situation where your levels are so high that none of the monsters available to
you will be considered worthy enough to advance your job levels.
JOB MASTERY AND JOB CHANGING:
------------------------------
When you reach level 8 of a job, you are considered a Master of that job. At
that point, you will have learned all the techniques and spells available to
that profession, and can move on to a new class. Mastery is not only important
in that it allows you to use all of a profession's techniques, but it also is a
prerequisite for learning the more powerful Jobs in the game.
If you change your profession, you will still be able to use any abilities or
spells that you had previously learned in your new class. So, if you were a
Magic User and then changed classes to become a Warrior, you would still be able
to cast all the spells you learned as a Magic User. In addition, providing that
you reached Level 5 or higher, you will remember the "basics" of your previous
job after switching. The "basics" have no impact whatsoever on your character's
general performance, but are important in learning hybrid techniques, discussed
a little bit later.
ADVANCED JOBS:
--------------
Advanced jobs are more powerful jobs that are not immediately available to
characters changing jobs for the first time. In order to have advanced jobs made
available to them, characters must first achieve Mastery in several prerequisite
jobs first. For example, the Paladin class is only available to characters who
have achieved Mastery in both the Martial Artist and Priest professions. There
are different prerequisites for each Advanced job. In general, it is a good idea
to think ahead in terms of what jobs you would like to pursue to make the
Advanced jobs available to you as soon as possible.
THIRD-TIER JOBS:
----------------
Third-tier jobs are the most difficult and time-consuming to achieve, but are
more powerful than any other. These jobs require mastery of multiple Advanced
jobs to achieve. In Dragon Quest VI, only the Hero was a third-tier Job, but in
Dragon Quest VII, in addition to the Hero, there are two additional third-tier
Jobs, the God Hand and the Tenchi-raimei-shi. They take a very long time to
build up to and master, but have some of the most powerful techniques and spells
in the game.
MONSTER JOBS:
-------------
Unlike earlier installments of Dragon Quest, in Dragon Quest VII you cannot get
monsters to join your party. Instead, they have replaced monster party members
with monster jobs. Monster jobs are similar to regular jobs in that you advance
in levels, gain ranks, spells and abilities in the same manner as "regular"
jobs. The difference is that in order to enter a monster job, you will need the
"spirit" of the monster you want to "become." You can find a few of these
"spirits" throughout the game in treasure chests and the like, but the bulk of
them you will get from monsters themselves. Sometimes after defeating monsters,
you will find crystals with their "spirit" in them. (e.g. you can find Slime
Spirits from defeating Slimes) Characters holding Monster spirits can change
jobs and "become" that monster.
When in a monster job, you will learn techniques associated with the monster you
have "become." In addition, your base resistances will change to mimic those of
your monster. When you reach Mastery of a Monster job, your character's graphic
will change to that of his or her monster. That's not all though; once reaching
Mastery in a monster job, a character's base resistances change again.
In addition to the standard monster jobs with no prerequisites, There are
Advanced, Third-Tier, Fourth-Tier, Fifth-Tier, and Sixth-Tier monster jobs.
(The highest monster job, the Platinum King, requires mastery of a whopping
13 jobs to enter) Fortunately, if you can get a Monster Spirit of one of the
Advanced or greater level jobs, you can use it to enter that job for free
without getting the prerequisite jobs.
HYBRID TECHNIQUES:
------------------
The standard method of learning a spell or ability is to enter the job
associated with it and raise to the necessary Job Level to gain it. However,
there exist quite a few spells and abilities that are independent of any single
class. You can discover these special skills through gaining experience in the
right combination of jobs; for this reason, I like to call them "Hybrid
techniques." An example of a hybrid technique would be the spell "Skult," which
raises your entire party's defense during battle. In order to learn Skult, you
must know the "basics" in both the Shepherd and Priest classes. When you have
the "basics" for both these jobs in your character's memory, you will gain the
Skult spell. Since each character can only have two classes' "basics" in memory,
this means you would have to go straight from being a Shepherd to a Priest, or
vice-versa, to learn the technique.
There is a workaround for this problem, however. It is possible to re-learn the
"basics" from a job that you have forgotten. So, let's say that we are trying to
teach Maribel Skult. First she was a Priest, but instead of becoming a Shepherd,
she became a Magic User. If she became a Shepherd at this point, she would not
learn Skult because the two jobs resident in her memory would be Magic User and
Shepherd. However, if she returned to the Priest job (even after Mastering it)
she could re-learn the Priest "basics," then become a Shepherd and learn the
spell.
Bottom line: If you want to re-learn the "basics" of a job you've forgotten,
return to that job and fight until the game gives you a message that you have
"gotten your sense back" in that job. (you'll get this message after roughly 30
fights) Then you can safely change classes to a profession that will teach you a
Hybrid technique.
--------
THE JOBS
--------
BASIC JOBS
----------
Warrior (¹ñµ/ím)
The Warrior is a master of all weapons, and as such, most of his techniques are
involved with weapons usage.
Intrinsic Skill: None
Stat adjustments:
Power +10%, Speed -35%, Intelligence -30%, Max HP +10%, Max MP -60%
Battles Rank Skill
---------------------------------------------------------
Apprentice
10 Trainee War Cry Charge
10 Ippashi
15 Veteran Gale Strike
20 Expert
20 Contender Dragon Slash
30 Swordsman
25 Swordmaster Demon Slash
---------------------------------------------------------
Total Battles: 130
Martial Artist (ÔÆ¤©/¬Æ)
Rather than fight with weapons, the Martial Artist uses her own hands and feet
as weapons. Most Martial Artist abilities are special types of punches or kicks.
Intrinsic Skill: Has a higher chance to make critical strikes
Stat Adjustments:
Speed + 15%, Defense -10%, Intelligence -20%, Max MP -50%
Battles Rank Skill
--------------------------------------------------
Log splitter
16 White Belt Ashi-Barai
16 First Dan Tobihiza-Geri
18 Black Belt Mawashi-Geri
20 Assistant teacher Tomoe-Nage
35 Instructor Battle Cry
25 Menkyokaiden Seiken-Zuki
20 Fighting King Kamaitachi
--------------------------------------------------
Total Battles to Master: 150
Priest (»¤èå/mµ)
The Priest specializes in healing and defense, and support spells. He also can
use Bagi-based attack spells.
Intrinsic Skill: None
Stat Adjustments:
Power -20%, Speed -10%, Defense -30%, Intelligence +10%, Max HP -20%
Battles Rank Skill
---------------------------------------------------
Apprentice Hoimi, Nifuram
19 Trainee Bagi
18 Minister Skara
13 Priest Mahoton
30 High Priest Behoimi
20 Bishop Bagima
30 Archbishop Behoma
50 Pope Zaoraru
---------------------------------------------------
Total Battles to Master: 180
Magic User (Ü٤©¢/@g¢)
The Magic User is also a spellcaster like the Priest, except that she
specializes in attack spells and offensive support.
Intrinsic Skill: None
Stat Adjustments:
Power -40%, Speed -5%, Defense -40%, Intelligence +20%, Style +10%, Max HP -40%,
Max MP +10%
Battles Rank Skill
---------------------------------------------------
Magic Lover Gira
13 Apprentice Manusa
15 Memorizer Rura
15 Spell User Rukani, Riremitt
27 Illusionist Merami
35 Sorcerer Iora
30 Magician Begirama
35 Great Mage Hyadalko
---------------------------------------------------
Total Battles to Master: 170
Thief(Ƥ¼/¯)
In addition to their stealing skills, Thieves are valuable comrades for their
stealth and scouting skills.
Intrinsic Skill: Randomly steals items from monsters
Stat Adjustments:
Power -10%, Speed +20%, Defense -30%, Intelligence -10%, Style -20%, Max HP
-10%, Max MP -40%
Battles Rank Skill
------------------------------------------------------------
Pickpocket
8 Thief Sandsmoke
9 Underling Knockback
13 Shatei Stone Throw
18 Icchomae Power Charge
22 Daigashi Flomi
40 Oyabun Stealth Step
30 Great Oyabun Nose of the Thief
-------------------------------------------------------------
Total Battles to Master: 140
Dancer(¨Çè±/xèq)
The Dancer is a master of many different types of dances, many with magical
powers. Most of her techniques are special dances, but some are acrobatic
techniques that make her harder to hit.
Intrinsic Skill: None
Stat Adjustments:
Power -30%, Speed +30%, Defense -40%, Style +10%, Max HP -30%, Max MP -20%
Battles Rank Skill
---------------------------------------------------
Imitator
5 Student Inviting Dance
13 Understudy Redirect
20 Minor performer Amazing Dance
15 Back Dancer Dodge Kick
29 Applause-getter Dance Seal
15 Top Dancer Medapani Dance
23 Godlike Dancer Death Dance
---------------------------------------------------
Total Battles to Master: 120
Sailor(ÓÈÌè/Dæè)
A new job to the Dragon Quest series, the Sailor specializes in water and wind
techniques and spells--a neccesity when out on the ocean!
Intrinsic Skill: None
Stat Adjustments:
Speed +5%, Defense +10%, Intelligence -10%, Max HP +15%, Max MP -20%
Battles Rank Skill
---------------------------------------------------
Deck Swab
14 Anchor Hoister Rope Net
11 Kogite Body Bash
18 Tillerman Eyes of the Seagull
17 Sailor
15 Helmsman Kiariku
20 Captain Bagima
40 Admiral Tsunami
----------------------------------------------------
Total Battles to Master: 135
Bard(¬ñ䤵¶ñ/áVl)
Another new job to the Dragon Quest series, the Bard is the defensive equivalent
of the Dancer, providing songs that support and provide aid to the party. He can
also cast a few useful spells as well.
Intrinsic Skill: None
Stat Adjustments:
Power -25%, Speed -10%, Defense -15%, Intelligence +20%, Style +10%, Max HP -20%
Battles Rank Skill
------------------------------------------------------
Song Lover
13 Trainee Hawk Eyes
14 Strong Throat Inpas
13 Traveling performer Cradle Song
15 Singing Expert Toheros
20 Popular One Wakeup Song
35 Top Singer Magic-Sealing Song
30 Song Master Voice of the Angels
------------------------------------------------------
Total Battles to Master: 140
Shepherd(Щ¢/r¢)
The Sheperd is another new class to the Dragon Quest games. Not a class geared
toward fighting, but the Shepherd learns many useful techniques. She is also the
only class that can learn Kiari, the spell needed to cure poison.
Intrinsic Skill: None
Stat Adjustments:
Power -15%, Defense -20%, Max HP -20%, Max MP -30%
Battles Rank Skill
---------------------------------------------------
Naritate
8 Apprentice Kiari
9 Pen Cleaner Hoimi
16 Feeder Sleep
19 Watchkeeper Whistle
18 Sheep Follower
20 Sheep's Friend Wool Guard
45 Wool Master Stampeding Sheep
---------------------------------------------------
Total Battles to Master: 135
Joker(íçí¹µ/Îí¹t)
The Joker is basically the Asobinin/Playing One of the earlier Dragon Quest
games renamed. With the exception of Style, his stats are all really low, but he
has some useful techniques, most of which are focused on stunning the enemies
and making them laugh. All of his techniques are rather unusual.
Intrinsic Skill: None
Stat Adjustments:
Power -30%, Speed -30%, Defense -40%, Intelligence -20%, Style +5%, Max HP -30%,
Max MP -40%
Battles Rank Skill
---------------------------------------------------
Apprentice
7 Bitter Smile Puffpuff
8 Sly smile Space Out
15 Memory Laugh Penetrate
28 Slapstick Victim One shot Gag
22 Climber into Pots Lick
20 Big Laugh Super Tongue
30 Huge roar of laughter Tickle Torture
---------------------------------------------------
Total Battles to Master: 130
ADVANCED JOBS
-------------
Battlemaster (og}X^[)
The Battlemaster is an expert at all forms of physical attack, and is adept with
both weapons and using her own body as a weapon. To become a Battlemaster, one
must first have gained Mastery in both the Warrior and Martial Artist
Professions. Battlemaster techniques are mostly special types of weapon attacks,
but have a few martial arts techniques thrown in as well.
Intrinsic Skill: None
Stat Adjustments:
Power +15%, Speed +10%, Defense +10%, Intelligence -20%, Max HP +20%,
Max MP -40%
Master Bonus: +15 Power
Battles Rank Skill
----------------------------------------------------
Junior Grade
15 Feather Grade Vacuum Slash
20 Light Grade Zombie Slash
25 Middle Grade Double-Edged Slash
30 Heavy Grade Slaughter
30 Indiscriminatory Grade Falcon Slash
30 Champion
50 World Champ Bakuretsuken
-----------------------------------------------------
Total Battles to Master: 200
Magic Warrior (ÜÙ¤¹ñµ/@ím)
One who has both mastered the arts of physical and magical attack can learn to
blend the two together and become a Magic Warrior, enchanting his weapons with
magical energy to perform special attacks. Becoming a Magic Warrior requires
Mastery in both the Warrior and Magic User professions.
Intrinsic Skill: None
Stat Adjustments:
Power +5%, Speed -10%, Defense -15%, Max HP -10%, Max MP +10%
Master Bonus: +20 Max MP
Battles Rank Skill
---------------------------------------------------
Mera Fighter Mahokanta
12 Bikilter Flame Slash
12 Dein Killer Lightning Slash
26 Spell Killer Bikilt
30 Blizzarder Mahyado Slash
50 Bashi-fighter Bashirura
40 Magma Sword Begiragon
50 Force Lord Merazoma
------------------------------------------
Total Battles to Master: 220
Sage (¯ñ¶á/«Ò)
The Sage is the master of all schools of magic. Not only are all of the spells
that the Sage learns extremely powerful, but as a Sage becomes more skilled in
her profession, she can master magical energies such that all of her spells will
require less Magic Power to cast.
Intrinsic Skill: MP required for spells lowers as job levels increase
Stat Adjustments:
Power -30%, Spoeed +5%, Defense -20%, Intelligence +20%, Max HP -20%,
Max MP +20%
Master Bonus: +20 Intelligence
Battles Rank Skill
---------------------------------------------------
Warlock Zaraki
15 High Warlock Fubarha
23 Bishop Mahyado
27 High Bishop Magic Barrier
45 Wizard Behomara
40 High Wizard Zaorik
50 Arch Wizard Summon
50 Spell Emperor Ionazun
------------------------------------------
Total Battles to Master: 250
Paladin (pfB )
The Paladin is a holy warrior, and uses his abilities to defend the rest of his
party. Many of his techniques involve sacrificing himself to save his friends.
Becoming a Paladin requires both Mastery in the Martial Artist and Priest jobs.
Intrinsic Skills: Occasionally deals one-hit-kills in battle
Stat Adjustments:
Power +10%, Speed +15%, Intelligence +15%
Master Bonus: +20 Max HP
Battles Rank Skill
---------------------------------------------------
Bronze Knight Substitute
25 Iron Knight Vacuum Wave
25 Steel Knight Life Risk
30 Silver Knight Bagicross
35 Gold Knight Magic Barrier
30 Crystal Knight Nio's Stand
45 King's Knight Megazaru
50 Holy Knight Grand Cross
----------------------------------------------------
Total Battles to Master: 240
Pirate (©¢¼/C¯)
Only those who have mastered the Thief and Sailor jobs can become a Pirate. A
Pirate's skill as a Thief allows him to learn advanced scouting techniques,
while his experience as a Sailor increases his sensitivity to the weather such
that he can control it.
Intrinsic Skills: Randomly steals from enemies during battle
Stat Adjustments:
Power +10%, Speed +10%, Defense +20%, Intelligence -10%, Max HP +5%, Max MP -10%
Master Bonus: +15 Speed
Battles Rank Skill
---------------------------------------------------
Ruffian
20 Ferryman Hurricane
30 Deck Swab Fair Wind
30 Man of the Sea Toramana
30 Captain Remirarma
30 Viking Super Guard
30 Great Pirate Coral Rain
30 Pirate King Maelstrom
----------------------------------------------------
Total Battles to Master: 200
Superstar (X[p[X^[)
The Superstar is a character who has gained Mastery in the Dancer, Bard, and
Joker classes. Her techniques are mostly powerful dances, songs, and acrobatic
techniques. In addition, she can use several light-related abilities.
Intrinsic Skills: Enemies randomly waste their turns in battle staring at
character
Stat Adjustments:
Power -20%, Speed -10%, Defense -10%, Style +15%, Max HP -20%, Max MP -10%
Master Bonus: +20 Style
Battles Rank Skill
-----------------------------------------------------
Attendant
10 Lesson Taker Blinding Light
15 Debut
15 New Face Eerie Light
25 Idol Star Hustle Dance
35 Performer Moonsault
40 Famous Face Fire Pillar
40 Cinema Star Song of the Spirits
------------------------------------------------------
Total Battles to Master: 180
Monster Hunter (¨n^[)
The Monster Hunter is essentially the same as the Mamonotsukai/Monster User from
Dragon Quest VI, except now it's an Advanced Job instead of a Basic one. Nearly
all of his his techniques are different types of breath weapons.
Intrinsic Skills: Increases chance of attracting monsters
Stat Adjustments:
Speed +10%, Intelligence +20%, Style +5%, Max HP -5%, Max MP -5%
Master Bonus: +15 Defense
Battles Rank Skill
---------------------------------------------------
Slime Hunter Monster Charm, Poison Breath
18 Animal Hunter
15 Zombie Hunter Sweet Breath
25 Metal Hunter Cold Breath
19 Devil Hunter Heat Breath
16 Troll Hunter Flame Breath
32 Dragon Hunter Deadly Poison Cloud
40 Monster Lord Dragoram
---------------------------------------------------
Total Battles to Master: 165
THIRD-TIER JOBS
---------------
God Hand (Sbhn h)
The God Hand is the ultimate fighter, and possesses the most powerful physical
attacks in the game. In addition, he can use several types of powerful healing
spells. A very difficult job to enter, becoming a God Hand requires Mastery of
both the Battlemaster and Paladin Jobs.
Intrinsic Skills: None
Stat Adjustments:
Power +25%, Speed +10%, Defense +5%, Max HP +10%, Max MP -10%
Master Bonus: +25 Power
Battles Rank Skill
---------------------------------------------------
Skin Glove
20 Bronze Glove Metal Slash
20 Silver Hand Behomara
40 Gold Hand Boulder Drop
40 Platinum Hand Megante
30 Cosmo Hand Gigaslash
30 Ultra Hand Zaorik
60 Miracle Hand Ultima Sword
---------------------------------------------------
Total Battles to Master: 240
Tenchi-raimei-shi (VnÂm)
Roughly translated as "Heaven and Earth Thunder Master," the Tenchi-raimei-shi
is a powerful mystic who seeks the ultimate enlightenment and is in tune with
the true nature of things. This allows her to harness magical energy with ease,
to the point of controlling the very fabric of reality. Even more difficult to
become than the God Hand, one needs Mastery in the Sage and Superstar jobs to
become a Tenchi-raimei-shi.
Intrinsic Skills: Reduces MP consumption as level rises
Stat Adjustments:
Power -10%, Speed +15%, Defense -10%, Intelligence +20%, Max HP -10%,
Max MP +20%
Master Bonus: +30 Max MP
Battles Rank Skill
---------------------------------------------------
Trainee Meditate
30 Wanderer Zarakima
30 Wandering Monk Magma
30 Mountain Hermit Meido Fuuma
30 Yamabushi Flames of Hell
30 Shugenja Freezing Wave
50 Enlightenment of Heaven Jigospark
50 Earth Goddess Summon Genma
---------------------------------------------------
Total Battles to Master: 250
Hero (䤵á/EÒ)
The traditional Ultimate Job in the Dragon Quest games, the Hero is a hard class
to enter, requiring Mastery of any three Advanced jobs. (Advanced Monster Jobs
do not count) However, the payoff is worth it, seeing as how the Hero gets some
of the best techniques in the game, and is the only character class that can
learn all the Dein lightning spells.
Intrinsic Skills: Regenerates HP every turn in battle
Stat Adjustments:
Power +10%, Intelligence +15%, Style +10%, Max HP +10%, Max MP +10%
Battles Rank Skill
---------------------------------------------------
Kind One
8 Village Hero Astron
12 Island Hero Zaoriku
30 National Hero Raidein
30 Continental Hero Freezing Wave
30 World Hero Gigadein
40 True Hero Gigaslash
50 Hero of the Universe Minadein
---------------------------------------------------
Total Battles to Master: 200
BASIC MONSTER JOBS:
-------------------
Slime (XC)
Stat Ajustments:
Power -20%, Speed +5%, Defense -20%, Intelligence -30%, Style -20%, Max HP -20%,
Max MP -20%
Battles Rank Skill
------------------------------------------
Regular Slime
7 Leader Slime
8 Elite Slime Dodge Kick
18 Slime Royalty
17 Slime Official Weird Slash
22 Slime Prince
18 Slime Hero
30 Charisma Slime Payback
-------------------------------------------
Total Battles to Master: 120
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None Some
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None None Paralysis High High
Hyado None None Confusion High High
Dein Some None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Kimera (L)
Stat Adjustments:
Power -5%, Speed +5%, Defense -15%, Intelligence +5%, Style -5%, Max HP -10%
Battles Rank Skill
---------------------------------------------------
Hatchling
13 Waddler Mera
17 Flapper
15 Left the Nest Fire Breath
17 Awakened Kimera
28 Kimera of the Sky Merami
35 Star Kimera
25 King Of Kimera Flame Breath
---------------------------------------------------
Total Battles to Master: 150
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None None
Gira None None Nifuram Immune Immune
Io None Low Poison High High
Bagi Low None Paralysis High High
Hyado None None Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None Low
Ice None None Mahoton High High
------------------------ ----------------------------
Hoimi Slime (zC~XC)
Stat Adjustments:
Power -30%, Speed -20%, Defense -10%, Intelligence +20%, Style -20%, Max HP -20%
Max MP +20%
Battles Rank Skill
---------------------------------------------------
First Hoimi
8 Healer Hoimi
20 Behoimi dabbler
14 Healing Soul Behoimi
28 Healing Expert
22 Behomilatte Behoma
41 Behomazuler
27 Gold Therapy Behomara
---------------------------------------------------
Total Battles to Master: 160
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None Low
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None None Paralysis High High
Hyado None None Confusion High High
Dein Low None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None Low
Ice None None Mahoton High High
------------------------ ----------------------------
Rotten Corpse (³Á½'t)
Stat Adjustments:
Speed -30%, Defense -10%, Intelligence -50%, Style -60%, Max HP +10%,
Max MP -10%
Battles Rank Skill
---------------------------------------------------
Looks dead
9 Going Down
7 Arrived at Hell
18 Starting to Rot Poison Breath
18 Decomposing
23 Zombie Curse Song
24 Boss Zombie
31 Zombira Death Dance
---------------------------------------------------
Total Battles to Master: 130
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None Low Paralysis High High
Hyado None Low Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Dancing Jewel (¨ÇéóÎ)
Stat Adjustments:
Power -20%, Speed +20%, Defense +10%, Intelligence +10%, Style +5%, Max HP -10%
Battles Rank Skill
---------------------------------------------------
Glass Marble
12 Ore Inviting Dance
8 Dancing Amber
25 Dancing Jade Blinding Light
27 Dancing Opal
28 Dancing Emerald Medapani
30 Dancing Sapphire
30 Diamond Death Zaki
---------------------------------------------------
Total Battles to Master: 160
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None None
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi None Low Paralysis High High
Hyado None Low Confusion High High
Dein Low Low Sleep High High
Zaki High High Manusa High High
Flame None Low Mahotora None Low
Ice None Low Mahoton High High
------------------------ ----------------------------
Mimic (~~bN)
Stat Adjustments:
Power +10%, Defense +20%, Intelligence -20%, Style -30%, Max HP -20%,
Max MP -10%
Battles Rank Skill
---------------------------------------------------
Open Box
18 Surprise Box Sweet Breath
18 Item Box
14 Dresser Sandsmoke
30 Decorative box
25 Jewel Box Zaki
32 Mystic Box
42 Box Master Zaraki
---------------------------------------------------
Total Battles to Master: 179
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None None
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi Low Low Paralysis High High
Hyado None Low Confusion High High
Dein None Low Sleep High High
Zaki High High Manusa High High
Flame None Low Mahotora None Low
Ice None Low Mahoton High High
------------------------ ----------------------------
Lizard Man (U[h})
Stat Adjustments:
Power -10%, Speed +5%, Intelligence -10%, Style -10%, Max HP -10%, Max MP -10%
Battles Rank Skill
---------------------------------------------------
Runt Lizard
14 Regular Lizard Rukani
25 Big Lizard
11 Lizard Lover Rukanan
18 Mini Lizard
25 Normal Lizard Bikilt
34 Charisma Lizard
18 Master Lizard Samidareken
------------------------------------------
Total Battles to Master: 145
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None Low
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi Low Low Paralysis High High
Hyado None None Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High Immune
Flame None Low Mahotora None None
Ice None Low Mahoton High High
------------------------ ----------------------------
Evil Turtle (Gr^[g)
Stat Adjustments:
Power +10%, Defense +20%, Intelligence -30%, Style -30%, Max HP -20%,
Max MP -10%
Battles Rank Skill
---------------------------------------------------
Stupid Turtle
10 Cursed Turtle Skara
8 Regular Turtle
22 High Turtle Skult
20 Power Turtle
25 Dark Turtle Bikilt
15 Death Turtle Body Bash
25 Diamond Turtle Moonsault
---------------------------------------------------
Total Battles to Master: 125
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None None
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi Low Low Paralysis High High
Hyado None Low Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Flower Kingfisher (ÍÈJZ~)
Stat Adjustment:
Power -10%, Speed +10%, Defense -20%, Intelligence +5%, Max HP -10%, Max MP +10%
Battles Rank Skill
---------------------------------------------------
Seed Kingfisher
11 Firstleaf Kingfisher Hoimi
11 Stem Kingfisher
12 Leafbud Kingfisher
21 Leaved Kingfisher Sweet Breath
25 Budding Kingfisher
40 Late Blooming Kingfisher
20 Blooming Kingfisher Tranquil Song
---------------------------------------------------
Total Battles to Master: 140
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi Low Low Paralysis High High
Hyado None None Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Danbira Mucho (_r[`)
Stat Adjustments:
Power +10%, Speed -10%, Defense -10%, Intelligence -20%, Style -25%, Max HP -10%
Max MP -10%
Battles Rank Skill
-----------------------------------------------------
Barehanded Mucho
14 Needle Mucho Vacuum Slash
18 Knife Mucho
17 Sword Mucho Behoimi
28 Axe Mucho War Cry Charge
26 Buster Mucho
25 King Mucho Gale Strike
27 Saint Mucho Double-edged Slash
-----------------------------------------------------
Total Battles to Master: 155
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None None Paralysis High High
Hyado None None Confusion High Immune
Dein None None Sleep High High
Zaki High High Manusa High Immune
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Lips (bvX)
Stat Adjustments:
Power -20%, Speed -5%, Defense -10%, Intelligence -20%, Style -30%, Max HP -20%
Battles Rank Skill
-----------------------------------------------------
Chapped Lip
13 Slimy Lip Lick
17 Puffed Lip
11 Shiny Lip Super Tongue
22 Soft Lip
25 Wet Lip Sweet Breath
27 Sparkling Lip
17 Alluring Lip Amazing Dance
------------------------------------------------------
Total Battles to Master: 132
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None None Paralysis High High
Hyado None None Confusion High High
Dein Low High Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Thunder Rat (T_[bg)
Stat Adjustments:
Power -10%, Speed +10%, Defense +10%, Intelligence -30%, Style -10%, Max HP -10%
Max MP -10%
Battles Rank Skill
-----------------------------------------------------
Clappy
12 Shocky
13 Electric Mouse Blinding Light
22 Electricity Master
20 Thunder User Gira
25 Lightning Master
36 Raitei
28 Raijin Lightning
-----------------------------------------------------
Total Battles to Master: 156
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None Low Paralysis High High
Hyado None None Confusion High High
Dein High Immune Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Bomb Rock (ξñâ)
Stat Adjustments:
Power +5%, Speed -50%, Defense +20%, Intelligence -30%, Style -40%, Max HP +10%
Max MP -30%
Battles Rank Skill
-----------------------------------------------------
Roadside Rock
16 Paperweight Skult
16 Guide Stone Concealed Laugh
16 Garden Decoration Power Charge
27 Special Rock
24 Old man Rock Megante
24 Great Rock
29 God of Rocks Meditate
-----------------------------------------------------
Total Battles to Master: 152
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None Low
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi Low Low Paralysis High High
Hyado None Low Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None Low Mahotora None None
Ice None Low Mahoton High High
------------------------ ----------------------------
Berserker (o[T[J[)
Stat Adjustments:
Power +10%, Speed +10%, Defense -30%, Intelligence -40%, Style -20%
Battles Rank Skill
-----------------------------------------------------
Attacker
15 Bomber Gale Strike
19 Buster
18 Slasher Flame Slash
20 Breaker
28 Crasher Samidareken
35 Eraser
15 Destroyer Slaughter
---------------------------------------------
Total Battles to Master: 150
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None None Paralysis High High
Hyado None None Confusion Immune Immune
Dein Low None Sleep High High
Zaki High High Manusa High Immune
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
ADVANCED MONSTER JOBS
---------------------
Dragoslime (hSXC)
(Slime + Lizard Man)
Stat Adjustment:
Power -5%, Speed +5%, Defense +10%, Intelligence -10%, Max HP -10%, Max MP -5%
Master Bonus: +10 Speed
Battles Rank Skill
-----------------------------------------------------
Horned Slime
10 Lizard Slime Fire Breath
13 Slagon Baby Cold Breath
17 Slagon Kid Astron
30 Slagon
30 Keese Slagon Flame Breath
30 Darth Slagon Ice Breath
20 Great Slagon Dragoram
---------------------------------------------
Total Battles to Master: 150
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi Low None Paralysis High High
Hyado None None Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None Low Mahotora None Low
Ice None Low Mahoton High High
------------------------ ----------------------------
Flying Devil (tCOfr)
(Kimera + Evil Turtle + Flower Kingfisher)
Stat Adjustment:
Power +5%, Speed +10%, Intelligence -10%, Style +10%, Max HP +5%
Master Bonus: +20 Speed
Battles Rank Skill
-----------------------------------------------------
Paper Sky
18 Iron Fly Seagull Counter
22 Aluminum Plane
25 Silver Feather Zaoraru
27 Gold Wing
38 Pearl Rocket Moonsault
30 Diamond Missile Vacuum Wave
30 Platinum Jet Falcon Slash
-----------------------------------------------------
Total Battles to Master: 190
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None Low
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi None None Paralysis High High
Hyado None Low Confusion High High
Dein Low Low Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None Low
Ice None Low Mahoton High High
------------------------ ----------------------------
Well Demon (¢Çܶñ)
(Berserker + Mimic)
Stat Adjustment:
Power +10%, Speed +10%, Defense +10%, Intelligence -30%, Style -30%, Max HP +10%
Max MP -20%
Master Bonus: +10 Defense
Battles Rank Skill
-----------------------------------------------------
Well Searcher Stone Throw
19 Hole Digger Battle Cry
22 Master of the Well Suteteko Dance
22 Well Mimic Redirect
30 Idogon Knockback
30 Well Demon
27 Idolar Kamaitachi
25 Hole Phantom Magma
----------------------------------------------------
Total Battles to Master: 175
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None Low
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi Low High Paralysis High High
Hyado Low High Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None Low
Ice None High Mahoton High High
------------------------ ----------------------------
Gyaos (MI[X)
(Danbira Mucho + Lips + Evil Turtle)
Stat Adjustments:
Power +15%, Defense -10%, Intelligence -20%, Style -30%, Max HP +10%,
Max MP -20%
Master Bonus: +15 Power
Battles Rank Skill
-----------------------------------------------------
Puddle Master
13 Pond Master Ice Breath
13 River Master
26 Lake Master Body Bash
31 Phantom Beast
47 Master of the Sea Fierce Flames
20 King of the Ocean
50 Sea Emperor Freezing Blizzard
------------------------------------------------------
Total Battles to Master: 200
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None Low
Gira None None Nifuram Immune Immune
Io None None Poison High Immune
Bagi High High Paralysis High High
Hyado None None Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame Low Low Mahotora None None
Ice Low Low Mahoton High High
------------------------ ----------------------------
Golem (S[)
(Bomb Rock + Berserker)
Stat Adjustments:
Power +20%, Speed -30%, Defense +10%, Intelligence -40%, Style -10%, Max HP +10%
Max MP -20%
Master Bonus: +15 Power
Battles Rank Skill
-----------------------------------------------------
Sand Golem
19 Earth Golem Power Charge
22 Bronze Golem Nio's Stand
22 Iron Golem Crevasse
30 Silver Golem
30 Gold Golem Earthquake
27 Platinum Golem
25 Golem King Boulder Drop
------------------------------------------------------
Total Battles to Master: 175
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None None
Gira None Low Nifuram Immune Immune
Io None Low Poison High High
Bagi None Low Paralysis High High
Hyado None Low Confusion High High
Dein None Low Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None Low
Ice None None Mahoton High High
------------------------ ----------------------------
Geryuon (Q
I)
(Lizard Man + Danbira Mucho)
Stat Adjustments:
Power +10%, Speed +5%, Defense +5%, Intelligence -10%, Style -5%, Max HP +5%
Max MP -10%
Master Bonus: +10 Power
Battles Rank Skill
-----------------------------------------------------
Stray Cat Bagi
16 Wildcat Manusa
19 Wild Beast
25 Demon Beast Bagima
35 Geryu Animal
30 Little Geryuon Far Howl
25 Geryu Chimera
30 Lord Geryuon Bagicross
-----------------------------------------------------
Total Battles to Master: 180
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None Low
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None Low Paralysis High High
Hyado None Low Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None Low Mahotora None Low
Ice None None Mahoton High High
------------------------ ----------------------------
Cursed Lamp (ô¢Ìv)
(Mimic + Rotten Corpse)
Stat Adjustments:
Power -10%, Speed +15%, Defense +5%, Intelligence +5%, Style -10%, Max HP -20%,
Max MP +20%
Master Bonus: +15 Speed
Battles Rank Skill
-----------------------------------------------------
Filled with Oil Mahoton
15 Beat-up Lamp
20 Lead Lamp Medapani Dance
25 Iron Lamp
20 Steel Lamp Hyadalko
40 Bronze Lamp
25 Silver Lamp Body Bash
45 Golden Lamp Summon
-----------------------------------------------------
Total Battles to Master: 190
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera Low None Rukani None None
Gira Low Low Nifuram Immune Immune
Io Low Low Poison High High
Bagi Low Low Paralysis High High
Hyado Low Low Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None Low
Ice None None Mahoton High High
------------------------ ----------------------------
Royal Reaper (_«¼)
(Rotten Corpse + Hoimi Slime + Dancing Gem)
Stat Adjustments:
Defense -10%, Intelligence +5%, Style -10%, Max MP +10%
Master Bonus: +15 Max MP
Battles Rank Skill
-----------------------------------------------------
Corpse Hyado
12 God of Poverty
20 Skull Hyadalko
32 Reaper Skull Heat Breath
29 Mask of Death
38 Death Master Zarakima
31 Skull Debut
33 Sir Deathride Mahyado
--------------------------------------------
Total Battles to Master: 195
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Low
Io None None Poison High High
Bagi None None Paralysis High High
Hyado High High Confusion High High
Dein None None Sleep High Immune
Zaki High Immune Manusa High Immune
Flame None None Mahotora None None
Ice Low High Mahoton High High
------------------------ ----------------------------
THIRD-TIER MONSTER JOBS
-----------------------
Hell Battler (wog[)
(Flying Devil + Dancing Gem)
Stat Adjustments:
Defense +10%, Style +5%, Max HP +10%
Master Bonus: +15 Max MP
Battles Rank Skill
-----------------------------------------------------
Nameless Battler Iora
17 Hired Battler
21 Musha Trainee Behomara
34 Dojo Breaker Weird Light
18 Skilled Battler
45 Ironman Battler Merami
13 Star Battler
37 God Battler Ionazun
-----------------------------------------------------
Total Battles to Master: 185
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani Low High
Gira None None Nifuram Immune Immune
Io Low Low Poison High High
Bagi Low Low Paralysis High High
Hyado None None Confusion High High
Dein Low Low Sleep High High
Zaki Immune High Manusa High High
Flame Low High Mahotora Low High
Ice None None Mahoton High High
------------------------ ----------------------------
Protokiller (vgL[)
(Golem + Thunder Rat)
Stat Adjustments:
Power +10%, Speed -5%, Defense +10%, Intelligence -10%, Style -20%, Max MP -10%
Master Bonus: +10 Defense
Battles Rank Skill
-----------------------------------------------------
Pile of junk
15 Junk Parts Magic Barrier
21 Prototype
36 New Type Metal Slash
28 Mark II
37 Version Up Bakuretsuken
21 High Spec
12 Machine of the Year Demon Slash
---------------------------------------------
Total Battles to Master: 170
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None Low Rukani None None
Gira Low Low Nifuram Immune Immune
Io Low Low Poison High High
Bagi Low Low Paralysis High Immune
Hyado Low Low Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High Immune
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
Cosmo Phantom (RXt@g)
(Well Demon + Lips)
Stat Adjustments:
Power -5%, Speed +10%, Defense +5%, Intelligence +10%, Style -10%, Max HP +5%,
Max MP +10%
Master Bonus: +10 Defense
Damage Rank Skill
-----------------------------------------------------
Weird Guy
22 Imitation Spectre Blinding LIght
22 Little Phantom Moonsault
36 Illusionist
30 Illusion Master Mahokanta
30 Ace Phantom
30 Star Phantom Merami
30 King of the Universe Raidein
------------------------------------------------------
Total Battles to Master: 200
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera Low Low Rukani None None
Gira Low Low Nifuram Immune Immune
Io None None Poison High High
Bagi None Low Paralysis High High
Hyado Low Low Confusion High High
Dein Low Low Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice Low High Mahoton High High
------------------------ ----------------------------
Andreal (AhA)
(Thunder Rat + Geryuon)
Stat Adjustments:
Power +15%, Speed -10%, Defense +10%, Max HP +20%, Max MP -20%
Master Bonus: +10 Power
Battles Rank Skill
-----------------------------------------------------
Dreal Kid Fire Breath
14 Starting Dreal
16 Average Dreal Flame Breath
25 Veteran Dreal
20 Andrealer Ice Breath
35 Andrealest
30 Premier Dreal
40 Cyber Breath Fierce Flames
-----------------------------------------------------
Total Battles to Master: 180
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None Low Paralysis High High
Hyado None Low Confusion High High
Dein Low None Sleep High High
Zaki High High Manusa High High
Flame Low High Mahotora None None
Ice Low Low Mahoton High High
------------------------ ----------------------------
Rose Battler ([Yog[)
(Flower Kingfisher + Well Demon)
Stat Adjustments:
Power +20%, Speed +10%, Defense -10%, Intelligence +5%, Style +5%, Max HP -5%
Master Bonus: +20 Style
Battles Rank Skill
------------------------------------------------------
Seed Battler
20 Firstleaf Battler Heat Breath
25 Budding Battler Deadly Poison Cloud
23 Half-bloom Battler Rarihoma
30 Blooming Battler Fubarha
42 Rose Soldier Suspicious Mist
40 Rose Warrior
60 King Battler Madante
------------------------------------------------------
Total Battles to Master: 240
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera None None Rukani None None
Gira Low Low Nifuram Immune Immune
Io None None Poison High High
Bagi Low High Paralysis High High
Hyado High Immune Confusion High High
Dein High None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice None None Mahoton High High
------------------------ ----------------------------
FOURTH-TIER MONSTER JOBS
------------------------
Dark Bishop (_[NrVbv)
(Royal Reaper + Cosmo Phantom)
Stat Adjustment:
Defense +10%, Intelligence +30%, Style +10%, Max HP -10%, Max MP +30%
Master Bonus: +20 Intelligence
Battles Rank Skill
-----------------------------------------------------
Apprentice Mahotarn
23 Evil Soul Zaoriku
20 Dark Padre Begiragon
27 Dark Minister Zarakima
30 Dark Priest Ionazun
30 Dark Ambassador Mahyado
30 Death Emperor Merazoma
50 Chaos Lord Grand Cross
---------------------------------------------
Total Battles to Master: 210
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera Low Low Rukani None None
Gira Low High Nifuram Immune Immune
Io Low High Poison High High
Bagi Low Low Paralysis High High
Hyado Low High Confusion High High
Dein None None Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None None
Ice Low High Mahoton High High
------------------------ ----------------------------
Demon Budu (ܶñuhD)
(Cursed Lamp + Hell Battler)
Stat Adjustments:
Power +30%, Speed +10%, Defense -5%, Style -10%, Max HP +10%
Master Bonus: +20 Power
Battles Rank Skill
-----------------------------------------------------
Fallen Angel
25 Familiar Bikilt
25 Apprentice Demon Mahokite
30 Emissary of Hell Fubarha
55 Pro Demon Palpunte
30 Great Demon Summon Army
8 Demon Lord Fair Wind
47 God of Hell Inferno
---------------------------------------------
Total Battles to Master: 220
RESISTANCES
Damage Initial Master Effect Resist Master
------------------------ ----------------------------
Mera Low Low Rukani None High
Gira Low Low Nifuram Immune Immune
Io Low Low Poison High High
Bagi None Low Paralysis High High
Hyado Low Low Confusion High High
Dein Low Low Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora None High
Ice None None Mahoton High High
------------------------ ----------------------------
Death Machine (fX}V[)
(Protokiller + Golem)
Stat Adjustment:
Power +30%, Speed +10%, Defense +20%, Intelligence -20%, Max HP +10%,
Max MP -10%
Battles Rank Skill
-----------------------------------------------------
War Puppet Rukanan
25 Moving Armor Bikilt
25 Living Mail Samidareken
30 Fight Robot Moonsault
45 Soldier Mail Raidein
65 Battle Armor Falcon Slash
50 Killer Machine Slaughter
70 Ultimate Weapon Jigospark
-----------------------------------------------------
Total Battles to Master: 310
RESISTANCES
Damage Initial Master Effect Initial Master
------------------------ ----------------------------
Mera Low High Rukani Low High
Gira Low High Nifuram Immune Immune
Io Low High Poison High High
Bagi Low High Paralysis High High
Hyado Low High Confusion High Immune
Dein None None Sleep High Immune
Zaki High Immune Manusa High Immune
Flame Low Low Mahotora Low Immune
Ice Low Low Mahoton High Immune
------------------------ ----------------------------
Gigamutant (MK~
[^g)
(Andreal + Gyaos)
Stat Adjustmnents:
Power +30%, Speed -10%, Defense +5%, Intelligence -10%, Style -30%, Max HP +20%
Max MP -10%
Master Bonus: +20 Power
Battles Rank Skill
-----------------------------------------------------
Weird Beast
21 Spontaneous Transformer War Cry Charge
21 Little Mutant Deadly Poison Cloud
23 Freak of Nature
45 Megamutant Freezing Blizzard
43 Gigamutant
47 Jigomutant Gigadein
80 Body Bomber Shining Breath
-----------------------------------------------------
Total Battles to Master: 280
RESISTANCES
Damage Initial Master Effect Resist Master
------------------------ ----------------------------
Mera None None Rukani None Low
Gira None None Nifuram Immune Immune
Io None None Poison High High
Bagi None None Paralysis High High
Hyado None None Confusion High High
Dein Low None Sleep High Immune
Zaki High High Manusa High Immune
Flame None Low Mahotora None High
Ice None Low Mahoton High High
------------------------ ----------------------------
Rainbow Peacock (ɶ¶á)
(Flying Devil + Rose Battler)
Stat Adjustments:
Power +10%, Speed +20%, Intelligence +30%, Style +30%, Max MP +20%
Master Bonus: +20 Style
Battles Rank Skill
-----------------------------------------------------
Hatchling Weird Light
27 Young Bird Begiragon
27 Peacock Bird Fair Wind
21 White Peacock Kamaitachi
40 Silver Peacock Fierce Flames
45 Gold Peacock Mahoton
40 Holy Bird Inferno
50 King of Birds Flames of Hell
-----------------------------------------------------
Total Battles to Master: 250
RESISTANCES
Damage Initial Master Effect Resist Master
------------------------ ----------------------------
Mera None None Rukani Low Low
Gira Low High Nifuram Immune Immune
Io Low High Poison High High
Bagi Low Low Paralysis High High
Hyado High Immune Confusion High Low
Dein Low High Sleep High High
Zaki High High Manusa High High
Flame None None Mahotora Low High
Ice None None Mahoton Low High
------------------------ ----------------------------
FIFTH-TIER MONSTER JOB
----------------------
Evil Estark (GrGX^[N)
(Andreal + Death Machine)
Stat Adjustments:
Power +20%, Speed +10%, Defense +10%, Intelligence +15%, Style +10%, Max HP +10%
Max MP +10%
Master Bonus: +20 Defense
Battles Rank Skill
-----------------------------------------------------
Skin Body Lightning Slash
30 Rubber Body Metal Slash
30 Wood Body Flame Slash
30 Iron Body Freezing Blizzard
40 Silver Body Mahyado Slash
50 Gold Body Freezing Wave
50 Platinum Body
70 Great Macho Gigaslash
--------------------------------------------
Total Battles to Master: 300
RESISTANCES
Damage Initial Master Effect Resist Master
------------------------ ----------------------------
Mera Low High Rukani Low High
Gira Low High Nifuram Immune Immune
Io Low High Poison High High
Bagi Low High Paralysis High High
Hyado Low High Confusion High High
Dein Low High Sleep High High
Zaki High High Manusa High High
Flame Low High Mahotora Low High
Ice Low High Mahoton High High
------------------------ ----------------------------
SIXTH-TIER MONSTER JOB
----------------------
Platinum King (v`iLO)
(Dragoslime+Evil Estark)
Stat Adjustments:
Power -10%, Speed +20%, Defense +100%, Intelligence -20%, Style +10%,
Max HP -60%
Master Bonus: +255 Defense
Battles Rank Skill
-----------------------------------------------------
Ore Astron
28 Being Polished Behomara
20 Top-Class Merchandise Body Bash
35 Shine of the Moon Zaorik
42 Shine of the Stars Behomazun
45 Shine of the Rainbow
80 Shine of the Angels Transform
100 Star Platinum Big Bang
-----------------------------------------------------
Total Battles to Master: 350
RESISTANCES
Damage Initial Master Effect Resist Master
------------------------ ----------------------------
Mera High Immune Rukani Immune Immune
Gira High Immune Nifuram Immune Immune
Io High Immune Poison High Immune
Bagi High Immune Paralysis High Immune
Hyado High Immune Confusion High Immune
Dein High Immune Sleep Immune Immune
Zaki Immune Immune Manusa Immune Immune
Flame High Immune Mahotora High Immune
Ice High Immune Mahoton High Immune
------------------------ ----------------------------
QUICK JOB HEIRARCHY REFERENCE:
MAGIC WARRIOR<---Magic User------>SAGE-->TENCHIRAIMEISHI<--SUPERSTAR
/|\ /|\ /| /|\ |\
| | / | \
| | / | \
Warrior Priest Dancer Bard Joker
| |
| |
V V PIRATE<---Thief--->MONSTER HUNTER
BATTLEMASTER<--Martial Artist-->PALADIN /|\ /|\
\ / | |
`------->GOD HAND<-------' Sailor Shepherd
Any 3 Bold jobs---->Hero
I made a chart of the monster job Heirarchy, but you don't want to see it. No,
really, you don't. Trust me. And I probably couldn't make an ASCII rendition of
it even if I tried.
################################################################################
5. SPELLS AND SKILLS
################################################################################
Due to the sheer number of jobs, and techniques learned by multiple jobs, I've
decided to seperate the spells and Abilities section by type rather than by job.
Since DQ7 seperates all Abilities and spells into attack/healing/other, I figure
I'll do the same.
KEY:
MP: MP it takes to cast spell or use skill: "A" means the spell takes all your
remaining MP.
TAR: Type of Target. S=Self 1=one target, G=group, A=All
DAM: Amount of damage (roughly) spell does to or heals target (with no
resistance if an attack) "V" indicates the damage varies (usually dependant on
the strength of the user) Note: these are rough guesses. I'm haven't done
enough trials with some of these spells.
DTYP: Type of Damage. M=Mera, G=Gira, H=Hyado, I=Io, B=Bagi, D=Dein, F=Fire,
C=Cold, O=Other, NA=Not Applicable
DAMAGE SPELLS
Name Japanese MP TAR DAM DTYP EFFECT
--------------------------------------------------------------------------------
Mera 2 1 ~15 M Small Ball of Fire
Merami ~ 4 1 ~80 M Medium Fireball
Merazoma ][} 10 1 ~190 M Large Fireball
Gira M 4 G ~20 G Small blast of fire
Begirama xM} 6 G ~40 G Medium fire blast
Begiragon xMS 10 G ~100 G Large Fire Blast
Hyado qh 3 1 ~30 H Small Ice projectile
Hyadalko q_R 5 G ~50 H Medium Ice Crystal explosion
Mahyado }qh 12 A ~100 H Large Ice Crsytal blast
Io CI 5 A ~20 I Small Explosion Attack
Iora CI 8 A ~60 I Medium Explosion Attack
Ionazun CIiY 15 A ~140 I Large Explosion Attack
Bagi oM 2 G ~15 B Small Tornado attack
Bagima oM} 4 G ~30 B Medium Tornado Attack
Bagicross oMNX 8 G ~150 B Large Tornado Attack
Raidein CfC 6 A ~80 D Weak Lightning Attack
Gigadein MKfC 15 G ~200 D Strong Lightning Attack
Minadein ~ifC 10* 1 ~600 D Entire party joins together to
fire a powerful lightning blast
Coral Rain R[C 8 A ~90 B Water attack to all enemies
Maelstrom CXg 12 G ~140 B Water attack to a group
Zaki UL 4 1 Death NA Kills one enemy
Zaraki UL 7 G Death NA Kills a group of enemies
Zarakima UL[} 15 A Death NA Kills all enemies
Megante Ke 1 A Death NA Sacrifice self to kill all
enemies
--------------------------------------------------------------------------------
*Casting Minadein takes 10MP from each character in the party. If any character
has below 10MP, the spell will fail.
HEALING SPELLS
Name Japanese MP TAR DAM EFFECT
--------------------------------------------------------------------------------
Hoimi zC~ 2 1 ~30 Light healing to one party member
Behoimi xzC~ 4 1 ~80 Better healing to one party member
Behoma xz} 6 1 All Full healing to one party members
Behomara xz}[ 10 A ~100 Healing to all party members
Behomazun xz}Y 20 A All Full healing to all party members
Zaoraru UI 8 1 NA 50% chance to resurrect someone with half
HP
Zaoriku UIN 15 1 NA 100% chance to resurrect someone with
full HP
Megazaru KU A A NA Sacrifice self to resurrect/heal all party
members to their maximum HP.
Kiari LA[ 2 1 NA Cures poison to a party member
Kiariku LAN 2 A NA Cures paralysis to all party members
--------------------------------------------------------------------------------
OTHER SPELLS
Name Japanese MP TAR EFFECT
--------------------------------------------------------------------------------
Rariho z[ 3 G Puts monsters to sleep
Rarihoma z[} 5 G Puts monsters into a deep sleep
Medapani _pj 5 G Confuses targets
Manusa }k[T 5 G Surrounds enemies with illusions, reduces
hit rate
Mahoton }zg[ 3 G Seal off target's magic so their spells
always fail
Mahotora }zg 0 1 Steal an enemy's MP
Mahotarn }z^[ 4 S Reflects one magic spell
Mahokite }zLe 2 1 Surrounds target with an aura that absorbs
the MP from all spells cast on him/her
Mahokanta }zJ^ 5 S Reflect all spells until effect wears off
Magic Barrier }WbNoA 3 A Increase party's resistance to spells
Rukani Jj 3 1 Cut target's Defense in half
Rukanan Ji 4 G Targets lose 25% of their Defense
Skara XJ 2 1 Increases target's Defense by 50%
Skult XNg 3 A Increases party's Defense by 25%
Bikilt oCLg 6 1 Double's target's Attack Power
Astron AXg 2 A Turns party to iron; while the spell is
under effect the party can't attack, but
also can't be harmed
Fubarha to[n 3 A Increases party's Fire and Cold resistance
Riremitt ~g 8 NA Teleports party out of the dungeon
Rura [ 1 NA Teleports party to a town of choice
Nifuram jt 1 G Dispels a group of Undead
Dragoram hS 18 S Turns caster into a Dragon. Dragons don't
follow orders but have powerful breath
weapons.
Bashirura oV[ 8 1 Send an enemy flying off into the Wild
Blue Yonder
Palpunte pve 20 NA Has random effects*
Inpas C pX 2 NA Checks a treasure chest for traps
Toramana g}i 2 NA Immunizes party to damage floors
Toheros gwX 4 NA Stops monsters weaker than you from
attacking your party on the field
Flomi t[~ 2 NA Tells you what floor you're on
Remirama ~[} 2 NA Makes onscreen hidden items flash
Majastis }WXeBX 15 NA Negates all support spells cast on party
and enemies (Skara, Bikilt, etc.)
Gigajastis MKWXeBX 20 NA Negates all support spells, but only
those cast on your enemies
--------------------------------------------------------------------------------
* Palpunte Effects:
HP Healing: Heals the entire party and all enemies to max HP
MP Healing: Restores the entire party and all enemies to max MP
Resurrect all: Resurrects all dead party members and enemies
Revive Party: Resurrects all party members and heals living members to max HP.
Rariho All: Puts all party members and enemies to sleep, ignoring resistance
MP Loss: Reduces the entire party and all enemies' MP to 0
Meteor Shower: Reduces all party members' and enemies' HP to 1. Anyone with only
1 HP left dies.
Spell Dispersion: Dispels any spells cast by party members or enemies for the
duration of the battle
Terrifying Battle Cry: All enemies are frozen in Place
Demon Summon: The Demon attacks all enemies, then leaves
Enemy Shatters: All enemies break into pieces, ending battle, but you won't get
any gold or EXP for shattered enemies
Terrifying thing Attacks: All monsters flee in terror. Don't get any EXP or Gold
for monsters that flee
Dragoram on Everyone: Your entire party turns into dragons
Critical Hit Blessing: Every normal attack your party performs will be a
critical hit for the duration of the battle
Time Flows in Reverse: Return to the beginning of battle, as if you used Sands
of Time
Strange Echo: Nothing special
DAMAGE ABILITIES
Name Japanese MP TAR DAM DTYP EFFECT
--------------------------------------------------------------------------------
Fire Breath Î̧ 0 A ~10 F Weak fire breath
Flame Breath ©¦ņ̃ 0 A ~40 F Medium-powered fire breath
Fierce Flames Ͱµ¢ 0 A ~70 F High-powered fire breath
Inferno µáË 0 A ~160 F Ultimate Fire breath
Cold Breath Âß½¢§ 0 A ~15 C Weak ice breath
Ice Breath ±¨ȩ̀ 0 A ~55 C Medium-powered ice breath
Freezing Blizzard ±²¦éÓÔ« 0 A ~130 C High-powered ice breath
Shining Breath ©ªâ§ 0 A ~220 C Ultimate Ice breath
Ultima Sword Ae}\[h 20 1 ~600 Ultimately powerful slash to
one enemy
Stone Throw ÎÂÔÄ 0 G ~15 Throws rocks at a group of
enemies
Lightning ¢È¸Ü 0 A ~45 D Calls lightning down on your
enemies
Lightning Slash ¢È¸Üaè 0 1 V D Lightning-charged attack
Flame Slash ©¦ñaè 0 1 V F Flame-charged attack
Kamaitachi ©Ü¢½¿ 0 1 V* B Creates a Kamaitachi, a
wind-blade attack
Bite ©Ý¯ 0 1 V Calls a wolf to bite a target
Seagull Counter ©àßÔµ 0 1 V 1.25x damage to flying enemies
Boulder Drop âΨƵ 0 A ~110 Throw boulders at all enemies
Gigaslash MKXbV
15 G ~400 Powerful slash to a group of
enemies
Critical Strike «ã¤µå"q« 0 1 Death Aim for a vital spot on an
enemy
Grand Cross OhNX 20 G ~200 O Explosion attack to a group
of enemies
Summon Army ®ñ½¢ÄÑ 0 A V*** Use gold to hire an army to
attack
Samidareken ³Ý¾ê 0 A V Attacks all enemies
Jigospark WSXp[N 25 G ~270 D Summon a bolt of Hell's
Lightning
Gale Strike µÁդë 0 1 V Does 80% damage of a normal
attack but always strikes
first in a round
Dance of Death ̨Çè 0 A Death Tries to kill all enemies
Earthquake ¶ÐÑ« 0 A ~55 Shakes the earth to damage all
enemies
Crevasse ¶íê 0 A Death Opens a crack in the earth
that tries to swallow up all
enemies
Vacuum Slash µñ¤aè 0 1 V B Air-charged attack
Vacuum Wave µñ¤g 0 A V* B Wind damage to all your
opponents
Life Risk ·ÄÝ 0 1 V Does double damage, but
reduces your defense power
to 0 for that round
Seikenzuki ¹¢¯ñë 0 1 V A punch that does 1.5x normal
damage. Enemies can sometimes
dodge it
Zombie Slash ]raè 0 1 V Does 1.5x damage to Undead
Body Bash ½¢ ½è 0 1 V Does extra damage, but damages
user too
Tsunami ÂÈÝ 0 A ~40 B Summon a Tsunami to wash away
your foes
Sword Dance Âé¬ÌÜ¢ 0 A V Do four attacks to random
targets
Far Howl ƨڦ 0 A V* Summon a pack of wolves to
attack random targets. They
don't always come.
Stampeding Sheep ÇÆ¤Ìж 0 A V* Summon a herd of sheep to
trample random targets.
Sometimes they don't show up.
Tobihiza-geri ÆÑд°è 0 1 V Does extra damage to flying
enemies
Dragon Slash hSaè 0 1 V Does 1.5x damage to
dragon-type enemies
Steal Slash Ê·ÁÆaè 0 1 V Attack and try to steal an
item (emphasis on TRY)
Bakuretsuken Îê¯ñ 0 A ~50x4 A flurry of punches to random
targets
Falcon Slash ÍâÔ³aè 0 1 V A double attack to a single
enemy
Hurricane nP[ 0 G ~60 B Wind damage to a group of
enemies
Rend Ы³¯ 0 G V Summon wolves to claw your
enemies to shreds
Big Bang rbOo 30 A ~350 I Create a massive explosion
Flame Pillar Îεç 0 1 ~180 F Use the old match-and-liquor
technique to breathe a ball of
fire at your enemy
Bash Into Ô©ê 0 1 V Summon a wolf to ride, and
charge into an enemy to reduce
both you and it to 1/5 HP.
Weird Slash Öñıaè 0 1 V Attacks and confuses enemy
Magma }O} 0 A ~80 F Magma attacks all enemies
Demon Slash ܶñ¬è 0 1 V Misses a lot, but if it hits
it will be a guaranteed
critical hit
Madante }_e A A V** Expend all your magical power
to attack; Damage depends on
how much MP you use
Muscle Dance }bX_X 0 G V Physical attack to a group
Mutton Attack }gA^bN 0 1 V Reduces both you and your
target to 1/5 HP.
Mahyado Slice }qhaè 0 1 V H Does Hyado damage with your
weapon
Mawashi-Geri Üíµ°è 0 G V A spinning kick that damages a
group
Slaughter ÝÈ²ëµ 0 1 V Does lots of damage, but
target is random, and can be a
party member
Moonsault [Tg 0 A V A kick attack to all enemies
Meido Fuuma ß¢Ç¤Ó¤Ü 15 A Death Sucks all enemies into a
crevasse
Metal Slash ^aè 0 1 V Does extra damage to metal
enemies
Double-Edged Slash àëÎaè 0 1 V Does 1.5x damage, but you
take 1/4 of the damage that
you deal
Flames of Hell êñ²Î 20 A ~210 F Summon a huge blaze of flames
--------------------------------------------------------------------------------
* These techniques' damage is dependant upon level rather than attack power
** Madante's damage is the amount of MP you expend casting it times 3
*** Summon Army takes EXP Levelx50 gold to use. Damage is based on level as well
HEALING ABILITIES
Name Japanese MP TAR DAM EFFECT
--------------------------------------------------------------------------------
Song of the Spirits ¹¢ê¢ÌÌ 10 A NA Revive all dead party members
to full at end of next turn.
50% chance of success
Voice of the Angels Vg̤½²¦ 0 A NA Tries to revive any dead party
members.
Hustle Dance nbX_X 0 A ~70 Heals the party's damage
Mune-Uchi Ýˤ¿ 0 1 NA Cure poison and confusion from
an ally
Meditate ߢ»¤ 0 S ~500 Heals yourself
Megazal Dance KU_X 0 A NA Dancer dies, rest of party
revived and healed to max
Wakeup Song ß´ßÌÌ 0 A NA Wakes up all sleeping party
members
Tranquil Song â·ç¬ÌÌ 0 A ~20 Heals all party members
--------------------------------------------------------------------------------
OTHER ABILITIES
Name Japanese MP TAR EFFECT
--------------------------------------------------------------------------------
Ashi-Barai µÎç¢ 0 1 Trip an enemy and stun it for a turn
Sweet Breath Ü¢§ 0 G Puts a group of enemies to sleap
Rope Net ÝÈí 0 1 Entangles an enemy for one turn
Suspicious Mist âµ¢«è 0 A Prevents everyone from casting any
spells
One-Shot Gag êMO 0 G Stuns a group for one turn
Freezing Wave ¢ÄÂÍǤ 0 A Negates all the enemies' magical
effects and support spells
Wool Guard E[K[h 0 A Cuts cold damage to party in half
Redirect ó¯Èªµ 0 S All attacks targeting you get
redirected to another party member
Eyes of the Seagull ¤ÝÇèÌß 0 NA Tells you the location of the
nearest town
Fair Wind ¨¢©º 0 A Reflects fire/ice breath directed
at you one time
Battle Cry ¨½¯Ñ 0 A Surprise and stun all enemies
Dance Seal ¨ÇèÓ¤¶ 0 G Prevent a group of monsters from
dancing
War Cry Charge C¢½ß 0 S Doubles the power of your next
physical attack
Tickle Torture ·®èÌY 0 1 Stun an enemy for three turns
Whistle ¿Ô¦ 0 NA Calls a group of monsters
Genma Summon °ñÜ¢« 20 NA Summons a Genma to fight for you**
Comic Song R~bN\O 0 G Stun a group for a turn
Inviting Dance ³»¤¨Çè 0 1 Entice an enemy to dance for a turn
Song of the Waves ³´ÈÝÌÌ 0 G Put a group of enemies to sleep
Payback µÁØÔµ 0 S Return whatever attacks you receive
Stealth Step µÌÑ µ 0 NA Reduces encounter rate
Concealed Laugh µÌÑ΢ 0 NA As far as I can tell, nothing....
Summon µå¤©ñ 20 NA Summons a monster to fight for you*
Suimen-geri ·¢ßñ°è 0 1 Kick that damages and stuns an enemy
Suteteko Dance XeeR_X 0 G Causes a group of enemies to lose
their turns as they laugh at you
Sandsmoke ·È¯Þè 0 A Blows sand into the eyes of your
foes
Deck Dance Dã_X 0 A Causes all enemies to lose a turn
Super Guard åÚ¤¬å 0 S Reduces any damage taken by 90%
Hawk Eyes ^JÌß 0 NA Tells you how far you are from the
nearest town
War Song ½½©¢ÌÌ 0 A Increases your party's defense
Power Gather ¿©ç½ß 0 S Increases the damage of your next
attack
Knockback «ÆÎµ 0 1 Sends a single enemy flying
Penetrate ÂÁ±Ý 0 S Counterattack any direct attacks
Nose of the Thief Ƥ¼ÌÍÈ 0 NA Tells you how many more treasures
are left in the general area/floor
Far Howl ƨڦ 0 G Surprises a group of enemies. Not to
be confused with Gabo's ability of
the same name
Poison Breath Ç̧ 0 G Poisons a group of enemies
Tomoe-nage Æà¦° 0 1 Throws an enemy far, far away...
Lick ÈßÜíµ 0 1 Lick an enemy's face, disgusting
them so muchthat they do nothing for
1-2 turns
Nio's Stand ɨ¤§¿ 0 S Take all attacks directed at your
party
Sleep Ëé 0 S Fall asleep and regenerate HP and MP
while walking. Careful not to get
attacked...
Noah's Ark mAÌͱÔË 10 A Makes your party immune to attack,
but they can't do anything either
Curse Song Ìë¢ÌÌ 0 G Reduces a group of enemies' defense
Puff-puff ÏÓÏÓ 0 1 Squeeze an enemy's face against your
chest. Males damage their target.
Females cause target to lose their
turn, stunned happily...
Sheep-counting song ж¼¦Ì 0 A Puts enemies to sleep
Sheep Dance жÌ_X 0 NA Apparently nothing....
Super Tongue ÐáêÂÈß 0 1 Reduce an enemy's defense to 0 and
stun it for a turn
Weird Light Ô«ÝÈõ 0 G Reduce a group's magic resistance
Amazing Dance Óµ¬È¨Çè 0 1 Reduce the target's MP
Transform Ïg O S User turns into a monster. Does
powerful attacks, but can't be given
commands.
Howl Ù¦ë 0 G Summons wolves to howl and surprise
enemies
Space Out Ú¯ 0 S Ignore damage from any attacks
Magic-Sealing song ÜÓ¤¶ÌÌ 0 G Cause a group of enemies' spells to
fizzle
Blinding light ÜÔµ¢õ 0 A Blinds enemies and reduces their
accuracy
Mahotora Dance }zg¨Çè 0 1 Steal the target's MP
Monster Charm ÜàÌÈçµ 0 G Increase the chance of the target
"joining" after the fight
Dodge Kick g©íµ«á 0 S Increases your chance of dodging
attacks
Substitute gªíè 0 1 Guard an ally, taking all attacks
meant for him or her
Medapani Dance _pj_X 0 G Confuse a group of enemies
Deadly Poison Cloud à¤ÇÌ«è 0 G Hits enemies with a powerful poison
that saps 1/6 their max HP per round
Heat Breath â¯Â§ 0 G Paralyzes a group of enemies
Lullaby ä該ÌÌ 0 G Put a group of enemies to sleep
--------------------------------------------------------------------------------
* As your caster's level increases, the number of monsters you can summon
increases as well. What monster is summoned is determined randomly.
1) Tattsuu: HP 300, MP 50, Attack 180, Defense 150, Speed 80
Uses: Substitute, Behoimi, Lightning, Sweet Breath
2) Deago: (Level 30+) HP 450, MP 60, Attack 210, Defense 160, Speed 120
Uses: Bikilt, Skult, Fierce Flames, Super Tongue
3) Samshin: (Level 35+) HP 550, MP 40, Attack 250, Defense 190, Speed 150
Uses: Rukanan, Demon Slash, Zombie Slash, Dragon Slash, Lightning Slash,
Flame Slash
4) Bazuu: (Level 40+) HP 800, MP 150, Attack 300, Defense 230, Speed 100
Uses: Mahyado, Bagicross, Merazoma, Begiragon, Behomara
** Genmas are summoned in much the same way as normal summoned monsters, except
they're much more powerful. Caster level determines what monsters you have
access to.
1) Kakaron: HP 1500, MP 70, Attack 300, Defense 240, Speed 95
Uses: Behoma, Hurricane, Magma, Earthquake, War Song
2) Balbaloo: (Level 30+) HP 2000, MP 90, Attack 340, Defense 250, Speed 115
Uses: Bikilt, Sword Dance, Curse Song, Samidareken, Falcon Slash, Demon Slash
3) Kusharami: (Level 35+) HP 2200, MP 0, Attack 300, Defense 270, Speed 150
Uses: Hustle Dance, Death Dance, Muscle Dance, Medapani Dance
4) Domedi: (Level 40+) HP 3000, MP 70, Attack 390, Defense 300, Speed 130
Uses: Behomazun, Grand Cross, Flame Pillar, Boulder Drop, Nio's Stand
HYBRID TECHNIQUES
-----------------
Note: For descriptions of each of these techniques, look above--they're all
there somewhere.
JOB 1 JOB 2 TECHNIQUE
--------------------------------------------
Warrior Thief Steal Slash
Warrior Dancer Sword Dance
Warrior Sailor Seagull Counter
Warrior Bard War Song
Warrior Shepherd Mune-Uchi
Warrior Joker Weird Slash
Martial Artist Magic User Fire Breath
Martial Artist Thief Critical Strike
Martial Artist Dancer Muscle Dance
Martial Artist Sailor Suimen-Geri
Martial Artist Shepherd Mutton Attack
Magic User Thief Mahotora
Magic User Dancer Mahokite
Magic User Sailor Lightning
Magic User Bard Curse Song
Magic User Shepherd Rarihoma
Magic User Joker Medapani
Priest Sailor Noah's Ark
Priest Bard Tranquil Song
Priest Shepherd Skult
Thief Dancer Mahotora Dance
Thief Joker Concealed Laugh
Dancer Sailor Deck Dance
Dancer Shepherd Sheep Dance
Dancer Joker Suteteko Dance
Sailor Bard Song of the Waves
Bard Shepherd Sheep-Counting Song
Bard Joker Comic Song
Sage Superstar Megazaru Dance
################################################################################
5. ITEM LIST
################################################################################
I've basically divided this section into several categories, one for each type
of item: Weapons, Armor, Shields, Helmets, Accessories, Items, and Key Items.
Items are anything that isn't equipment or a Key item. Note that some pieces of
equipment also serve as Key Items. (like the Mermaid Moon)
Key:
ATT=Attack Power item grants
DEF=Defense Power item grants
STY=Style Points item grants
1=Denotes whether something is a one-time-use item; that is, whether or not the
item can be "used up." Either "Y" for "Yes," "N" for "No," or "NA" for an item
that can't be used.
Notes: Any special properties said item has.
Effects: What the accessory in question "does."
I've left out the uses for the Key Items so as not to include any spoilers.
WEAPONS
-------
Name Japanese ATT STY Notes
--------------------------------------------------------------------------------
Poison Needle ÇÎè 1* 15 Randomly one-hit kills
Hinoki Stick ÐÌ«ÌÚ¤ 2 0
Bamboo Spear |Ìâè 5 1
Sharpened Bone ƪÁ½zl 6 3
Club ±ñÚ¤ 8 5
Bronze Knife u YiCt 9 8
Bronze Sword ǤÌÂé¬ 11 9
Stone Fangs ÎÌLo 12 3
Big Wooden Hammer ¨¨«Ã¿ 14 -5
Holy Knife ¹¢ÈéiCt 14 7
Boomerang u[ 15 5 Attacks all enemies
Staff of Blessings µãÓÌñ 15 16 Use in battle: Behoimi
Thorn Whip ¢ÎçÌ` 18 7 Attacks a group
Stone Axe ÎÌIm 19 4
Iron Claw SÌc 21 15
Iron Spear SÌ 23 8
Poison Moth Knife ǪÌiCt 23 13 Randomly paralyzes target
Leather Whip çÌ` 25 13 Attacks a group
Kusari-Gama ³èªÜ 25 13
Bladed Boomerang â¢ÎÌu[ 26 19 Attacks all enemies
Staff of Lightning ¢©¸¿Ìñ 28 25 Use in battle: Begirama
Assassin Dagger ATV_K[ 30 11 Randomly one-hit kills
Staff of Sleep ËÞèÌñ 32 15 Use in battle: Rariho
Steel Sword ͪËÌÂé¬ 33 16
Chain Cross `F[NX 33 18 Attacks a group
Steel Fangs ͪËÌLo 35 8
Staff of Divine Wrath ÄñÎÂÌñ 35 20 Use in battle: Bagima
Big Metal Hammer ¨¨©Èÿ 36 6
Holy Lance z[[X 36 17
Staff of Judgement ³Î«Ìñ 37 22 Use in battle: Bagi
Iron Axe SÌIm 38 6
Evil-Destroying Sword ͶáÌÂé¬ 38 23 Use in battle: Gira
Rune Staff [X^bt 39 18 Use in battle: Skult
Magic Sealing Staff ÜÓ¤¶Ìñ 40 18 Use in battle: Mahoton
Power Knuckle p[ibN 40 20
Morning Star [jOX^[ 43 14 Attacks all Enemies
Killer Spear L[sAX 45 32 Double attack
Big Scissors ¨¨Î³Ý 47 -1
Battleaxe ogAbNX 49 15
Dragon Tail hSeC 52 33 Attacks a group
Flame Claw Ìc 53 21 Flame damage,
Use in battle: Merami
Saw-blade Katana ̱¬è 54 -2
Wave Sword ³´ÈÝÌ 55 35 Use in battle: Mahokanta
Sword of the Fairies 椹¢Ì 58 30 Use in battle: Skara
Fan of the Moon ̨¤¬ 60 30
Platinum Sword v`i\[h 60 45
Warhammer EH[n}[ 62 19
Sage Staff ¯ñ¶áÌñ 62 31 Use in battle: Behoma
Ice Blade ±¨èÌâ¢Î 62 31 Ice damage,
Use in battle: Hyadalko
Staff of Magma }O}Ìñ 63 30 Use in battle: Magma
Steel Whip ͪËÌ` 65 22 Attacks a group
Flame Boomerang Ìu[ 65 25 Attacks all enemies
Sword of Dozing ÜÇëÝÌ 65 28 Randomly puts target to
sleep
Staff of Revival ÓÁ©ÂÌñ 65 38 Use in battle: Zaoraru
Falcon Sword ÍâÔ³Ì 67 32 Double Attack
Sword of Charming ä¤íÌ 70 51 Randomly confuses targets
Sound of the Sea Staff CÈèÌñ 74 42 Use in battle: Tsunami
Zombie Killer ]rL[ 75 5 Extra damage to undead
Dragon Killer hSL[ 83 35 Extra damage to dragons
Dragon Claw hSNE 85 35
Flame Sword ÌÂé¬ 87 33 Use in battle: Io
Demon's Claw ÜÌc 90 29 Randomly paralyzes target
Sword of Yuvarl o[Ì 90 45 Randomly makes target
dance
Slaughter Sword ÝȲëµÌ 95 15 Cursed: Attacks all
enemies, but wielder
sometimes attacks party
Thunder Sword ç¢ß¢Ì 95 40 Use in battle: Raidein
Demon-beast Claw ܶã¤Ìc 95 25
Demon-beast Fangs ܶã¤ÌLo 95 25 Randomly paralyzes target
Sword of Godias SfBAXÌ 97 45
Demon Spear f[XsA 99 19 Randomly one-hit kills
Hero's Staff ¦¢ä¤Ìñ 103 60 Use in Battle: Fubarha
Blizzard Sword ÓÔ«ÌÂé¬ 105 38 Extra damage to low
Hyado-resist targets
Demon's Axe ܶñÌIm 108 20 If it hits, 100% chance of
critical hit
Miracle Sword «¹«ÌÂé¬ 100 38 Heals a bit with each
attack
Bastard Sword oX^[h\[h 109 32
Sword of Destruction Í©¢ÌÂé¬ 110 0 Cursed: Wielder sometimes
loses turn
Big Bowgun rbO{EK 110 25
Fan of the Sun ½¢æ¤Ì¨¤¬ 110 49 Attacks a group
Demon's Hammer ܶñÌ©Èÿ 115 33 If it hits, 100% chance of
critical hit
Double-edged sword àëÍÌÂé¬ 117 13 Cursed: Wielder takes 1/4
of damage they deal
Royal Sword ¤ÒÌ 120 55
Metal Ball of Destruction Í©¢ÌS
125 26 Attacks all enemies
Suiryu's Sword
³Ì 125 52 Use in battle: Tsunami
Metal King Sword ^LOÌ 130 40
Orihalcon Fangs InRÌLo 135 37
Ochearno's Sword I`FA[mÌ 140 50 Use in battle: Bikilt
Gringham Whip OKÌ` 145 57 Attacks a group
ARMOR
-----
Name Japanese DEF STY Notes
--------------------------------------------------------------------------------
Just a piece of cloth ½¾Ìz«ê 3 0
Clothes zÌÓ 4 2
Traveller Clothes ½ÑÑÆÌ 7 6
Suteteko Pants XeeRpc 8 -100
Silk Tuxedo «ÊÌ^LV[h 10 40
Leather Armor çÌæë¢ 11 15
Leather Loincloth ç̱µÜ« 12 -20
Silk Robe «ÊÌ[u 13 28
Scale Armor ¤ë±Ìæë¢ 15 9
Leather Dress çÌhX 17 15
Bunny Suit oj[X[c 17 38
Shell Armor ±¤çÌæë¢ 18 -25
Fur Cape ÑçÌ}g 18 18
Royal Clothing «¼Ì 19 28
Slime Clothes XCÌ 20 13
Chain Mail ³è©½Ñç 20 23
Dancer Clothes ¨Çè±Ì 20 35
Bronze Armor ¹¢Ç¤Ìæë¢ 23 12
Iron Breastplate SÌÞË Ä 26 4
Dodge Clothes Ý©íµÌ 28 11 Increases chance of
dodging attacks
Gaudy Clothes ÍÅÈ 28 35
Iron Armor SÌæë¢ 30 19
Magical Robe ÜÙ¤Ì@ß 30 20 Increases magic resist
Pure Robe ´«±ëà 30 45 Increases magic resist
Pirate Clothes ©¢¼Ì 32 30
Turtle Shell J̱¤ç 33 -15
Silver Breastplate ¬ñÌÞË Ä 36 30
Magician Robe ÜǤµÌ[u 37 19 Increases magic resist
Dancing Mail _VOC 37 38 Increases chance of
dodging attacks
Viking Armor oCLOA[}[ 38 20
Silk Teddie VNÌrX`F 38 45
Robe of the Wind Ì[u 38 48
Amazing Borero Óµ¬È{ 40 -50 Sometimes absorbs MP
from spells cast on
wearer
Stylish Suit ¨µáêÈX[c 40 47
Party Dress p[eBhX 40 48
Steel Armor ͪËÌæë¢ 44 27
Magical Skirt }WJXJ[g 45 35 Increases magic resist
Magic Armor ÜÙ¤Ìæë¢ 47 38 Increases magic resist
Heavy Armor ÂÅÌæë¢ 50 -30 Increases fire and cold
resistance
Spangle Dress XpR[hX 50 52
Silver Mail Vo[C 53 40 Increases magic resist
Bladed Armor â¢ÎÌæë¢ 55 15 Damages attackers
Spirit Armor ¹¢ê¢Ìæë¢ 55 35 Increases magic resist
Angel's Robe VgÌ[u 55 55 Immunity to insta-death
attacks (Zaki, etc)
Dragon Mail hSC 60 37 Increases fire resist
Platinum Mail v`iC 63 51 Increases magic resist
Hell's Armor µ²Ìæë¢ 65 15 Cursed: increases magic
resist, but wearer
randomly loses turns
Water Robe ݸÌͲëà 65 42 Increases magic and
fire resistance
Slime Armor XCA[}[ 67 30
Flame Armor Ìæë¢ 70 33 Increases fire and cold
resistance
Camisol of Dreams äßÌL~\[ 73 88
Mysterious Armor µñÒÌæë¢ 75 55 Heals HP every turn
Dress of Light ЩèÌhX 75 61 Occasionally reflects
magic
Robe of Darkness âÝ̱ëà 78 32 Increases chance of
dodging attacks
Demon Armor ܶñÌæë¢ 85 12 Cursed: Speed goes to 0
Princess Robe v ZX[u 85 72
Angel Leotard VgÌI^[h 93 72 Immunity to insta-death
attacks
Mirror Armor ~[A[}[ 95 50 Occasionally reflects
magic
Dragon Robe hS[u 95 60 Increases all
resistances
Mysterious Teddie µñÒÌrX`F 95 92 Heals HP as you walk
Royal Armor ¤ÆÌæë¢ 105 60
Gigant Armor MKgA[}[ 112 15 Increases fire and cold
resistance
Metal King Armor ^LOÌæë¢ 115 45 Increases magic and
fire resistance
Gaiarla's Armor KCA[Ìæë¢ 125 55 Increases magic and
fire resistance
SHIELDS
-------
Name Japanese DEF STY Notes
--------------------------------------------------------------------------------
Pot Lid ¨È×Ìt^ 2 -20
Leather Shield çÌ½Ä 4 2
Scale Shield ¤ë±Ì½Ä 7 4
Chiton Shield LgV[h 9 8
Bronze Shield ¹¢Ç¤Ì½Ä 11 7
Iron Shield SÌ½Ä 13 12 Increases fire and cold
resistance
Silver Tray Vo[gC 15 23
White Shield zCgV[h 16 15
Magic Shield ÜÙ¤Ì½Ä 18 21 Increases magic resist
Ice Shield ±¨èÌ½Ä 25 18 Increases fire resistance
Platinum Shield v`iV[h 25 40 Increases magic and fire
resistance
Dragon Shield hSV[h 25 40 Increases fire and cold
resistance
Dolphin Shield htBV[h 28 28 Decreases Tsunami damage
Fuujin's shield _Ì½Ä 32 18 Use in battle: Bashirura
Flame Shield Ì½Ä 36 22 Increases magic and cold
resistance
Shield of Power ¿©çÌ½Ä 40 33 Use in battle: Behoimi
Shield of Tragedy Ȱ«Ì½Ä 42 -5 Cursed: Lose turn
randomly
Ogre Shield I[KV[h 45 -10
Mirror Shield Ý©ªÝÌ½Ä 60 30 Increases magic and cold
resistance
Shield of Ruin ÍßÂÌ½Ä 57 5 Cursed: Decreases all
resistances
Tornado Shield gi[hÌ½Ä 60 30 Use in battle: Magic
Barrier
Metal King Shield ^LOÌ½Ä 70 40 Increases all resistances
HELMETS
-------
Name Japanese DEF STY Notes
--------------------------------------------------------------------------------
Leather Hat çÌÚ¤µ 3 2
Hairband wAoh 4 10
Pointed Hat ÆñªèÚ¤µ 5 -2
Wooden Hat ØÌÚ¤µ 6 -15
Shell Hat ©¢ªçÚ¤µ 8 3
Amazing Hat Óµ¬ÈÚ¤µ 8 5 Reduces MP consumption
Fur Hood ÑçÌt[h 11 13
Turban ^[o 12 2
Silver Hairband ¬ñ̩ݩ´è 14 25
Rabbit-ear Band ¤³ÝÝo h 15 15
Iron Helmet S©ÔÆ 16 15
Silk Hat VNnbg 17 5
Captain's Hat Lvenbg 19 21
Iron Mask ÄÁ©ßñ 22 -10
Wind Hat ÌÚ¤µ 24 8 Use: Rura
Viking Helmet oCLObg 25 15
Platinum Head v`iwbh 28 42
Hat of Knowledge ¿µ«ÌÚ¤µ 30 33 Intelligence +30
Mithril Helm ~Xw 32 17
Echo Hat âÜѱÌÚ¤µ 35 2 "Echoes" spells, casting them
twice
Hat of Happiness µ í¹ÌÚ¤µ 37 -17 Heals damage as you walk
Helm of Knowledge ¿èåÌ©ÔÆ 37 21 Intelligence +15
Dugon's Helm f
SÌ©ÔÆ 40 26 Decreases chance for confusion
and Magic-sealing attacks
to work on wearer
Berserker's Helm o[TJw 42 8 Cursed: Wearer sometimes
attacks party
Golden Tiara ©àÌeBA 43 50 Reduces chance for negative
magic to work
Faygo's Helm tF[SÌ©ÔÆ 53 33 Increased sleep/death/confusion
resistance
Metal King Helm ^LOw 60 38 Reduces chance for negative
magic (Rariho, etc.) to work
ACCESSORIES
-----------
Name Japanese STY Effects
--------------------------------------------------------------------------------
Old Glasses ÃÑ½ßªË 0 None
Intelligence Glasses CeßªË 0 Intelligence + 15
Rabbit's Foot ¤³¬ÌµÁÛ 2 None(?)
Power Ring ¿©çÌäÑí 3 Attack + 7
Prayer Ring ¢ÌèÌäÑí 3 Defense + 5. Use to regain MP,
sometimes breaks
Mermaid's Moon lÌ 5 Use to cure confusion
Shooting Star Armband ÙµÓé¤Åí 5 Doubles Speed
Shoes of Happiness µ í¹Ì 5 Gain experience as you walk
Ruby of Defense ÜàèÌr[ 5 Defense + 10
Pink Pearl sNp[ 7 None
Megante Armband Ke̤Åí 7 Defense + 10, wearer casts Medante
upon death
Slime Earrings XCsAX 8 Attack + 1
Life Ring ½ÌäÑí 8 Defense + 5, heal HP as you walk
Net Tights Ý^Cc 10 Defense + 5
Hero Armband ²¤¯Â̤Åí 10 Attack + 15
Star Fragment ٵ̩¯ç 10 Use to confuse a single enemy
Gale Bandana µÁÕ¤Ìo_i 10 Speed + 30
Fire Amulet ÌA~
bg 10 Attack + 25 Use: Fireball
Earth Amulet nÌA~
bg 10 Defense + 20 Use: Crevasse
Wind Amulet ÌA~
bg 15 Speed + 50 Use: Bagima
Bow Tie ¿å¤lN^C 15 Defense + 2
Garter Belt K[^[xg 15 Defense + 3
Gold Bracelet àÌuXbg 15 Defense + 5
Speed Ring ÍâÄÌO 15 Speed + 15
Megazaru Armband KṲÅí 15 Defense + 10, wearer casts
Megazaru upon death
Water Amulet
ÌA~
bg 20 Defense + 30, Use: Rariho
Stylish Bandana ¨µáêÈo_i 17 Defense + 5
Glass Shoes KXÌÂ 30 None
Gospel Ring SXyO 30 Defense + 50, Negates random
encounters
Goddess Ring _ÌäÑí 40 Intelligence + 33, regains MP as
you walk
ITEMS
-----
Name Japanese 1 Effects
--------------------------------------------------------------------------------
Medical Herb ⻤ Y Heals ~30 points of damage
Amitt Cracker A~bg¹ñ×¢ Y Heals damage
Amitt Bun A~bgÜñ¶ã¤ Y Heals Damage
Magic Holy Water Ü٤̹
Y Heals MP
World Tree Leaf ¹©¢¶ãÌÍ Y Revives Party Member
World Tree Sap ¹©¢¶ã̵¸ Y Heals everyone to max
Antidote Herb ǯµ Y Cures Poison
Full Moon Herb Üñ°Â Y Cures Paralysis
Spotted Spider Thread ܾçà
Y Reduces enemies' speed
Poison Powder ÇªÌ±È Y Poisons enemies
Holy Water ¹¢·¢ Y Keeps weak monsters away, damages
enemies when used in battle
Kimera Wing LÌÂγ Y Same effect as casting Rura
Monster Food ÜàÌÌGT N Charms monsters (works just
holding it)
Monster Habitat Plans Üà̹¢»} NA Used to create new areas in the
Monster Park
Meaty Bone ÙËÂ«É Y Use to Attract monsters
Super Seasoned Meat ´µàÓè÷ Y Use to attract monsters
Power Seed ¿©çÌ½Ë Y Increases a character's Power
Defense Seed ÜàèÌ½Ë Y Increases a character's Defense
Speed Seed ·Îâ³Ì½Ë Y Increases a character's Speed
Intelligence Seed ©µ±³Ì½Ë Y Increases a character's
Intelligence
Beauty Plant ¤Âµ Y Increases a character's Style
Acorn of Life ½Ì«ÌÝ Y Increases a character's Max HP
Amazing Acorn Óµ¬È«ÌÝ Y Increases a character's Max MP
Horse Dung ¤ÜÌÓñ N You can squeeze it, but no
practical use
Sands of Time Ì» N Go back in time to the beginning of
a fight
Miracle Stone ïÕÌÎ N Use to heal a single character
Sage Stone ¯ñ¶áÌÎ N Use to heal all your party
Stone of Life ½ÌÎ Y Saves you if you fall prey to a
death spell
KEY ITEMS:
Name Japanese
--------------------------------------------------------------------------------
Anchovy Sandwich A`rTh
Marinated Sardines q̾É
Ancient Royal Document ¤ÆÌö
Pearl µñ¶ãÊ
Ancient Key ÃãÌJM
Saint's Sword ¹ÒÌÂé¬
Saint's Armor ¹ÒÌæë¢
Saint's Shield ¹Ò̽Ä
Saint's Helmet ¹ÒÌ©ÔÆ
Amazing Map Óµ¬È¿¸
Mysterious Tablet (Yellow) Óµ¬ÈÎÅ©
Wooden Doll ØÌl`
Green Jewel ÎÌóÊ
Mysterious Tablet (Red) Óµ¬ÈÎÅÔ
Mysterious Tablet (Blue) Óµ¬ÈÎÅÂ
Mysterious Tablet (Green) Óµ¬ÈÎÅÎ
Small Medal ¿¢³È_
Amazing Holy Water ·²¢¹
Amazing Holy Water Bottle ·²¢¹
Ìr
Round Button ÜñÜé{^
Angel Tears VgÌÜ
Monster Manual X^[¸©ñ
Mechanical Parts ©çèp[c
Pamila's Special Medicine p~ÌÐâ
Bell of the Earth ånÌé
Keefa's Letter L[t@Ìè
Thief Key Ƥ¼ÌJM
Darma Key _[}ÌJM
Bandit Key ³ñ¼ÌJM
Charm of the Desert ³Į̂çè
Warehouse Key qÉÌJM
Ancient Fossil ÃãÌ»Î
Bone of Tyranos eBmXÌ
Black Key ¢JM
Money and a letter ¨àÆè
Elf's Jug GtÌ
·µ
Dew of the Morning Tree _ØÌ©Âä
Ruby of Darkness ÅÌr[
Clock Tower Key vÌJM
Small Purple Bottle Þ糫̬r
Amilia's Letter G~AÌè
Mermaid Moon lÌ
Amazing Tablet? Óµ¬ÈÎÅH
Magic Carpet @̶㤽ñ
Magic Key ÜÙ¤ÌJM
Darkness Tower Key âÝÌÌJM
Picture of the Goddess _ÌG
Top half of Goddess Statue _Ìã»g
Bottom half of Goddess Statue _̺»g
Hot Stone zbgXg[
Sparkling Holy Water «ê¢Éõé¹
Queen Mother's Letter c¾@Ìó
Starry Sky Crystal ¯óÌ»
High Priest's Letter å_¯Ì¥ó
Tura of the Earth ånÌgD[
God Stone _ÌÎ
Ancient Monument ÃѽÎÕ
Glowmoss ЩèSP
Rainbow Drops µF̵¸
Letter from King Coastarl RX^[¤Ìeó
Holy Fire ¹ÈéíÎ
Special Membership Card Æ×ÂïõØ
Burning Water à¦é
Inferno Key µáËÂÌJM
Royal Key ¤ÆÌJM
Eye Gem ÜÈ´µÌóÎ
Rouge Gem [W
ÌóÎ
Heart-Shaped Gem n[g^ÌóÎ
Ear Gem sAXÌóÎ
Nose Gem m[YÌóÎ
Sealed Shrine Key óÌÙ±çÌJM
Light Ball of the Holy Wind ¹Ìõ
Lar's Mirror [̾
Final Key ³¢²ÌJM
Tablet Fragment ¹«ÎñÌ©¯ç
Power Prize ¿©ç¶ÜñÜ
Intelligence Prize ©µ±³Ü
Style Prize ©Á±æ³Ü
Memento of Chibi `rBÌ©½Ý
Letter from Rose [YÌè
################################################################################
8. MINI-GAMES AND SUB-EVENTS
################################################################################
This section of the FAQ is here to describe in detail the many mini-games and
sub-events within DQ7. None of these events are critical to finishing the game,
but can be fun as diversions, and may net you a nice item or two.
--------------------------------------------------------------------------------
THE CASINO
--------------------------------------------------------------------------------
What would a DQ game be without a casino? The DQVII Casino is very similar to
that of the DQVI Casino. All games are played via Coins, which you can buy at
the counter for 10GP/coin. At the prize counter, you can buy items with Coins.
And of course, you mostly gain coins through gambling them at the games. The
games you can play in DQVII are Poker and the Slots, plus a new game, Lucky
Panel.
POKER
-----
DQ Poker is solitaire Poker. The object of the game is to get good hands; the
better the hand you get, the more Coins you get. It's a little harder to win in
Poker in DQVII than it was in DQVI; a Joker no longer automatically guarantees
you a win, and payoffs are generally lower. The payoffs are, as follows:
Two Pair: 2 x bet
Three of a kind: 2 x bet
Straight: 3 x bet
Flush: 4 x bet
Full House: 5 x bet
Four of a Kind: 10 x bet
Straight Flush: 20 x bet
Five of a Kind: 50 x bet
Royal Flush: 100 x bet
Five Slimes: 500 x bet
(5 Slimes is a Royal Flush in the Slime suit)
DOUBLING UP:
Once you win a poker game, you can choose to try for a double-or-nothing game.
The dealer draws a card, and you have to decide whether you think the next card
will be higher or lower. (Aces high) If you guess right, you double your
winnings and can double-up again. If you guess wrong, you lose it all. In the
case of a "tie" (when the card drawn is the same value as the previous card)
another card is drawn, and you get to guess again. You can continue to double up
until 10 cards are drawn, at which point you keep your winnings and the game
stops.
SLOTS
-----
Slots are pretty straightforward. Get three of the same picture and you win. The
amount you win is based on the amount you bet and the pictures you match. If you
match some of the higher-up pictures, you will also win free games.
You can't manually stop the wheel unless the first two pictures match. Sometimes
when the first two pictures match, a warrior girl/Hondara/etc will come out and
change the last picture if you "lose," sometimes granting you an easy win.
If somehow you manage to go over 1,000,000 coins in wins through free games,
everything will stop, and you will lose all free games you had left over.
LUCKY PANEL
-----------
This is a new game to the DQ casinos. When you pay the fee to play, you are
shown a grid with 20 tiles. There are 6 pairs of zodiac tiles, 3 pairs of item
tiles, and one pair of hand tiles. There are two phases of the game, the
"peeking" phase and the "matching" phase. During the "peeking" phase, you can
turn over any six tiles you'd like and see what they are, after which they are
all turned face down again. (unless you picked a pair, in which case they stay
face up) During the "matching" phase you pick pairs of tiles, hoping they match
up. If they do not match up, you will lose one of your Chances. If you run out
of Chances, the game is over. (You get 3 Chances) If the tiles do match, they
stay face-up, and you are allowed to pick again.
WINNING:
Whenever you successfully turn over a pair of Item tiles, you will win whatever
item is displayed. These items can range from items as useless as Horse Dung to
items as rare and valuable as Monster Spirits. However, in order to actually
*keep* the items you win, you must complete the game by matching ALL the tiles.
If you successfully turn over every tile, then as a prize you are given all
three items.
HAND TILES:
There are two hand tiles, one "finger" tile and one "palm" tile. The "finger"
tile will give you an extra chance to make a mistake. The "palm" tile will
shuffle all the tiles on the board. Obviously, the "palm" tile is one you will
want to avoid, and the "finger" tile one you'll want to find early on in the
game. Note that if you turn over either of these tiles during the "peeking"
phase of the game, it is "safe." If you pick the palm tile at this point, you
will see what it is, but will not actually shuffle the tiles. (Finding the palm
tile early on actually gives you a strategic advantage, as you'll know what tile
NOT to pick during the "matching" phase of the game.) The two "Hand" tiles are
not considered a "match," so you can "win" the game without picking either of
them.
--------------------------------------------------------------------------------
THE MONSTER MANUAL
--------------------------------------------------------------------------------
Reasonably early on in the game, you will get an item called the "Monster
Manual." You can open this Manual on the overworld and flip through its pages to
see all the monsters that you've met in the game so far. A picture of each
monster will be displayed on the left page, and its statistics will be displayed
on the right page. The statistics it gives you are:
Number of times defeated: How many times you've defeated that type of monster
Items dropped: Any items the monster has dropped
Experience Given: how much Experience you've gotten from that type of monster
Gold dropped: how much Gold you've gotten from that type of monster
If you press the Circle button while reading the Manual, the picture of the
monster will animate. By default, you get one animation. However, for every 20
monsters of that type you defeat, you will be able to view an additional
animation in the Manual, until you can watch all of its animations. In addition,
if you defeat 999 monsters of a single type, you can auto-cancel any battles you
encounter with that monster simply by pressing the X button as soon as you
encounter it.
COMPLETING THE MONSTER MANUAL:
In order to add a monster to the Manual, you don't actually have to defeat one;
all you need to do is meet one. Once you have completed the Monster Manual by
adding every monster in the game to it, you will get a Goddess Ring, one of the
most powerful Accessories in the game.
--------------------------------------------------------------------------------
THE MONSTER PARK
--------------------------------------------------------------------------------
About 3/4 of the way through Disc 1, you'll get access to the Monster Park. The
Monster Park initially is a single house north of the town of Lumen. A man who
loves monsters (Monster Man hereafter) lives there. After you meet him, he will
give you the Monster Food and ask you to send him monsters to make a Monster
Park.
HOW TO GET MONSTERS TO "JOIN" YOU:
Virtually every monster in the game can be attracted and sent to the Monster
Park. All you need to do to attract a monster is to be holding the Monster Food
when you go into battle. (It doesn't matter who holds it--even the bag can) If
you succeed in charming the monster, once you win the battle it will get up and
you will have the option to tell it about the Monster Park. There are several
ways to better your chances of getting monsters to join you:
1) Use the Monster Hunter Skill "Monster Charm." This will greatly up your
chances of attracting your target. (If you target a monster and the skill has no
effect, then you cannot charm that monster at all--there are some special
monsters, like the Mechanical Soldiers, that cannot go to the Monster Park at
all.) The more times you use the skill in a battle, the better the chances of
it working.
2) Have a Monster Hunter in your party. Monster Hunters' innate skill is an
increased chance of getting monsters to join you.
3) Use a Meaty Bone or Super Seasoned Meat on your target. This is probably the
single most effective way of getting a monster to join you. You'll use up the
item, but the monster you target is almost guaranteed to be charmed, especially
with the Super Seasoned Meat. These items are reasonably rare, so don't waste
them!
4) Use the Monster Food on your target. I'm not 100% sure this makes a
difference, but the fact you can target a monster with it, and the message
displayed would lead one to believe it can affect your chances. (You can't use
up the food)
Also, I've noticed that the greater the difference in strength between your
party and the monsters you're fighting, the more often they will join. It may
just be a fluke, or perhaps the weak monsters I was fighting have a set rate of
being easy to "catch," but it seemed to work.
EXPANDING THE MONSTER PARK:
Once you charm a monster, it will go to the Monster Park. However, just because
you "caught" a monster doesn't necessarily mean that there is a spot for him in
the Park. Each monster has a specific type of habitat they can live in--Kimeras
live in mountains, undead live in graveyards, etc. When you first find the
Monster park, it has no habitats at all. However, if you bring Monster Habitat
Plans to the Monster Man, he will build new areas of the Park for monsters to
live in. You'll find these Plans in various parts of the world.
If you charm a monster, and there is no corresponding area for it in the Park,
the Monster Man will let you know the next time you visit him. Monsters without
homes don't disappear though--they stay in a state of limbo until a Habitat is
made for them, at which time they will be transferred to their new homes and you
can visit them.
MONSTER HOUSES:
One screen west of the Monster Man's house is an area where his assistant
manages Monster Houses. Initially after setting up the first Habitat, you will
get one Monster House, but as your Habitats and monsters increase in number,
more Houses will be built. If you talk to the Monster Man's assistant, he will
move any monster currently in the park (monsters in "limbo" don't count) that
you choose into a Monster House. Monster Houses can hold more than one of the
same type of monster--normally you can only "charm" one monster of each type,
but you can fill a Monster House with several of the same type of monster. So if
you decide you want to have a lot of Slimes, you can tell the assistant to move
your Slime into a house, and then you will be able to go out and charm more. I
haven't really found a practical use for doing this yet, but it can be fun to
amass an army of one type of monster. I've heard rumors that getting a lot of
one specific type of monster increases your chance of that monster dropping a
Spirit after a battle, but I haven't seen any sort of confirmation for this.
--------------------------------------------------------------------------------
THE IMMIGRANT TOWN
--------------------------------------------------------------------------------
Early on in the game you will meet an old man, Sim, in an open field. He wants
to make a town in the field, but without people, you can't have a town. He asks
you to travel the world and find people who would want to live in his town.
Once you have talked to Sim, people who want to move will spawn at various
predetermined spots in the world. Every time you move into an area with a spawn
spot, there is a random chance that a prospective immigrant will be there. When
you talk to this person, you will have the option to tell them about your town--
if you do, they will move there. The more people you move into your town, the
larger it gets. At maximum, you can have 40 residents there. The actual
structure of the town will depend on what type of people are living there--if
you have a lot of merchants, there will be a lot of stores, if you have priests,
you'll have churches, etc.
TIPS FOR FINDING IMMIGRANTS:
Immigrants spawn randomly in specific spots. If you know for sure a certain area
is a spawn spot, you can force an immigrant spawn by running in and out of that
area until someone appears. Once an immigrant spawns in an area, nobody will
spawn there again until you reset the game. This holds true even if you didn't
have the immigrant move to your town, or even if you didn't speak to them.
Also, while the maximum population of your town is 40 people, the population cap
actually starts out much lower. The further you progress in the game, the higher
the population cap goes, until it finally hits 40. If your town is at the
population cap, no immigrants will spawn no matter where you go. Also the
maximum population of your town on Disk 1 is 27. As soon as you hit 27 people,
no more immigrants will spawn until you kick someone out or get to Disk 2.
KNOWN IMMIGRANT SPAWN SPOTS:
Immigrants mostly spawn in churches and inns, but here is a quick list of spawn
spots that I have seen and confirmed myself--if you know of any others, let me
know:
Grand Estard: Inn (2nd floor)
Woodpaluna: Inn
Engou: Inn
Orphie: Inn and Item Shop
Forish: Inn and Church
Greenflake Ruins: West edge of "town"
Memorial Leaf: Ruined hut on the way to the church
Darma: Second floor at one of the tables, Pub in the basement
Mezare: Inn and Church
Desert People's Village: Inn
Crage: Inn
Retrude: Inn and Church
Church near Harmelia: Inside
Harmelia: Inn, Church, and Pub
Lumen: Inn
Mardillas: Inn, Church, 2nd floor of NW tower in castle
Holy Wind Valley: Inn
Holy Wind Temple: Back room
Lebressack: Inn, Item Shop
Coastarl: Inn (2nd floor), Church (2nd floor), basement of armory
TOWN MAINTAINANCE:
When your population gets high enough and you start getting houses in your town,
Sim will move to his house nearby. If you talk to him, he will give you status
reports. Get enough people in your town, and you'll have the option to control
the population. You'll get three options: Population review, Immigrant Swap, and
Kick out Immigrant.
Population review:
Gives you a quick list of who lives in your town, what type of person they are,
and where you found them.
Immigrant swap:
With this option you can swap immigrants with another save game. Put the memory
card with your save game in slot 1, a memory card with a friend's save game in
slot 2, and providing both towns on the cards have enough people, you can start
swapping townspeople. However, once you trade someone, you can't trade them
back until you reset the game.
Kick out Immigrant:
Once your population hits 25, you can start kicking immigrants out of the town.
When you choose to do so, you'll get a random list of three immigrants that
"want to move." Pick one, and you can kick him/her out of town. If your
population reaches 24, you can no longer kick people out. While Sim warns you
that people you kick out are gone for good, this is actually not the case. I've
kicked people out of the town, only to find them again at a new spawn spot when
searching for new immigrants.
TOWN PHASES:
0~4 people: People wandering around a field
5~9 people: You can name the town. Default name is (hero name)burg, if you don't
like it, then (hero name)brook then (hero name) then you choose.
10~14 people: First buildings start to pop up
15~19 people: First store put in town.
20~24 people: Sim moves to his house. First inn put in town.
25~29 people: Church put in town. Stores separated into weapon, armor, and item.
30~34 people: Bank put in town.
35~40 people: Final Form of town
FINAL FORMS OF TOWNS:
Once you hit 35 or greater people in your town, the town reaches its final form.
There are five towns in total, and they depend on what type of people emigrated
there. Each "special" town type has its own advantage.
Default Final Form:
If your town doesn't meet the requirements for any of the "special" towns, this
is what you get. It's just a normal town.
Great Farm:
Requires: 13 farmers, 10 Hobbits, Horses, Pigs, and Cows (at least one of each).
This is the only place in the game you can buy the Orihalcon Fang. There's also
a Small medal here.
Great Holy Temple:
Requires: 20+ priests and nuns. This is the only place you can buy the Fan of
the Sun.
Premium Bazaar:
Requires: 21+ merchants. You can buy Metal King equipment and Meaty Bones here.
(Note that you can only buy a Meaty Bone if you don't have any)
Grand Slum:
Requires: 10 Bunny girls, bartenders and dancers, (at least one of each)
8 ruffians, and 6 sailors and prisoners. (at least one of each) You can get
really good things at this Casino, including an Iron Ball of Destruction, and
a Rainbow Peacock Spirit.
Getting all the Small Medals and items basically requires that you build your
town to its final form, "destroy" the town by kicking people out of it, and
"rebuilding" it by adding different types of people. This is really time-
consuming, (since there's no way to control what type of people spawn) so the
quick way to change your town type is to kick people out to below 35 people,
then use backed-up save games to swap people around, though it's kind of
cheating. You can't swap with a copy of your own game, however--you'll need to
start a new game and get to the point where you uncover the Immigrant Town, then
swap with that game.
--------------------------------------------------------------------------------
THE MEDAL KING
--------------------------------------------------------------------------------
The Medal King makes yet another appearance in DQVII, though you won't find him
until you're well into the game. When you bring him your Small Medals, he will
take them and give you items based on the total number of Medals you've found so
far.
Here is a quick list of the items he will give you:
45 medals: Poison Needle
50 medals: Staff of Divine Wrath
58 medals: Megante Armband
65 medals: Miracle Sword
75 medals: Monster Habitat Plan
83 medals: Sage Stone
90 medals: Metal King Shield
95 medals: Amazing Borero
100 medals: Amazing Tablet?
110 medals: Platinum King Spirit
--------------------------------------------------------------------------------
THE RANKINGS
--------------------------------------------------------------------------------
Once you reach the town of Retrude, you will have the option to enter the
Ranking contests. There are three Rankings: Power, Style, and Intelligence.
Basically with the Rankings you pit your Power, Style, Intelligence against the
other peopleentering.
In order to enter one of the Rankings, you need to go to the registrar and
register one of your characters. When you register, it will ask you which
character you'd like to enter, and which Ranking you'd like to record them in.
Once you choose, your current stat level is recorded and entered against all the
other "contestants." A single character can record themselves in more than one
Ranking, and multiple characters can participate in the same contest.
Once recorded, your Power/Style/Intelligence rankings will not change. If your
stats raise or lower after recording, your Ranking will not reflect it. So, if
your Power, Style, or Intelligence increases after recording yourself in the
Ranking, you should go back to the registrar and re-register yourself in the
contest. If you try to re-register with a LOWER value than before, the registrar
will warn you first.
You can view your Ranking by looking at the boards posted outside. It will show
you how high you are compared to the other people that have entered. Note that
your position on the ladder is not static. As you proceed through the game, more
NPCs will register themselves and the Rankigs will be changed accordingly. So
just because you have a high Ranking at the moment doesn't mean that someone
won't come along and beat your value.
If you manage to make it to the top of any of the Rankings, there will be a
little ceremony and a prize. The prizes are:
Power Contest: Hero Armband
Style Contest: Spangle Dress
Intelligence Contest: Helm of Knowledge OR Golden Tiara (if winner is Maribel)
################################################################################
8. STRATEGIES
################################################################################
This section is just a place for some miscellaneous gameplay tips for survival
in the DQVII world. They're mostly just tricks and strategies that I've found
useful. Depending on your play style, they may or may not be useful to you.
--------------------------------------------------------------------------------
EXPLORATION TIPS
--------------------------------------------------------------------------------
* The skill "Nose of the Thief" is your best friend when searching for items. It
costs 0 MP to use, and will tell you exactly how many items are left in the
current area, including secret and hidden items. You should use it in every
room, house, floor, and cave you go into to find out exactly how many items are
left. Note that book, well, pot, bag, and chest monsters will be included in the
total. Nose of the Thief will also tell you if a room is empty, so you can save
time by not searching it.
* If you know there's an item nearby, but can't find it, cast Remirama. If its
location is onscreen, it will light up. Remirama is less useful than it was in
DQVI and the DQIII remake because most items are hidden in less obscure places,
but it still helps.
* When searching for Small Medals, examine unlikely items. Not just in drawers,
chests, and pots, Small Medals can turn up in strange places, like in gravesites
and in the bottom of wells.
* If you're missing a Tablet Fragment, talk to the fortune teller in the valley
east of Forish. She will give you hints on where to look.
* For fast cash, play the Lucky Panel game in the Casino east of Darma, (or
Coastarl if you've gotten that far) and sell your winnings. You can win items
that sell for several thousand gold apiece. If you have the Grand Slum, don't
play the Panel game there--it costs 500 coins, but doesn't give any rewards that
the earlier casinos won't. (though it does give better rewards slightly more
often) The best Lucky Panel game is on the third floor of Coastarl, overall.
* The later Lucky Panel games are also the best places to get Monster Spirits.
You can't control which you will get, and you can't get all the Monster Spirits
via Lucky Panel, but you can usually get them via the Panel a lot faster than
out of treasure chests after battle.
* Doubling-up in Poker is probably the steadiest way to earn large amounts of
Coins. However, to get the really expensive stuff that costs tens of thousands
of Coins, the fastest method is to use the high-rolling Slot machines in the
later Casinos. Three 7s on a 100-coin machine net you 150,000 coins. Slots are
nowhere nearly as reliable as Poker, however.
* Like real life, some slot machines have better chances of getting a win than
others. Test them out to see which has the best ratio of payoffs to wins for
you.
--------------------------------------------------------------------------------
CHARACTER DEVELOPMENT TIPS
--------------------------------------------------------------------------------
* Fighting monsters for the purpose of gaining experience levels is meaningless
in DQVII, as what job you are in will have have as much an impact on your stats
as your level. In fact, gaining too many levels is counterproductive to job
advancement, as you may find yourself too powerful for the monsters around you
to advance. If you are having trouble defeating a boss, odds are leveling will
do you little good. Try to change your strategy instead.
* The best experience in the game comes from Metal-type monsters. The best way
to kill them is with Demon Slash--you can bypass their defense entirely with it
if you connect. (Note--It's a good idea not to start killing for experience
until very late in the game!)
* Fighting monsters for cash is also a futile venture. Monsters don't carry very
much money, and killing them for cash has the same drawbacks in terms of job
development that killing monsters for experience does. You shouldn't expect to
be able to outfit your characters with all the best stuff available when you
first get to a new town; you will never be able to afford it. Instead, buy one
or two items for the characters in your party that most need it.
* When buying equipment, often it's more important to look at the special
attributes items have rather than just raw attack or defense power. A weak
weapon that attacks a group or all enemies is often more effective than a
single-target strong one. The resistances special types of armor boost are
especially important toward the end of the game, as many of the nastiest attacks
monsters will dish out will not be directly physical in nature.
* Armor is more important than weapons in DQVII, especially toward the end of
the game, when most of your attacks will come from Abilities and Spells rather
than direct weapon attacks anyway. When given the choice of buying a powerful
weapon or a strong set of armor, buying the armor is usually the better choice.
* If you want to gain job levels quickly, fight the weakest monsters you can
that will "count" toward your next job level. They're easier to defeat, will
only give you small amounts of experience, and count just as much as a tough
fight. The best place in the game to gain job levels is "Slime Forest" near the
town of Crage on Disk 2, where you can inexplicably gain job levels from really
low-level slimes.
* If you REALLY want to gain job levels without gaining experience at all, use
the Thief technique "Knockback" or the Magic Warrior's "Bashirura." You'll
"kill" the monsters, but won't get any experience for it. (Nifuram has the same
effect on Undead)
* Make one of your characters a Thief early on. The Thief has more useful
general-purpose skills than any other class, and will make your journey much
less stressful.
* The Shepherd class is another one to think about taking on early. You can
Master it quickly, plus is the only "human" class that can learn Kiari, the
poison-curing spell. Without a Shepherd, you'll need to carry a lot of Antidote
Herbs. Shepherds also learn the Whistle technique, which is indispensible if you
want to build job levels.
* The quickest route to the Hero job is to master Battlemaster, Paladin, and God
Hand, as you only need to know three Basic jobs to learn Battlemaster and
Paladin. If you choose to go this route, I suggest you have your character
become a Paladin first; Warrior and Battlemaster skills are not as effective as
Priest and Paladin skills. Plus it's nice to get Priest out of the way early--it
takes a long time to build, and you don't want to have its stat hits when
enemies start getting tough. Not to mention that the healing and resurrection
spells are nice to have early on too.
* Another good path to the Hero job is the Sage-Superstar-Tenchiraimeishi path.
It will take much longer than the God Hand route--the spellcaster classes take a
long time to build, and it requires Mastery of an additional two jobs. However,
while the time to build is long and requires you to be relatively weak in terms
of stats for a long time, characters that become Heroes this way will be true
masters of whoopass with the skills they have acquired.
* When you enter a Monster Job, make sure you've mastered it before you change
jobs again. If you change out of a Monster Job before mastery, you'll need
another Spirit before you can change back. You can freely return to any Monster
jobs you've achieved Mastery in.
* Don't always overlook changing classes to get Hybrid techniques in favor of
picking classes to build to Advanced jobs. Hybrid techniques are some of the
most useful techniques in the game, and many are more useful than the majority
of Advanced Job techniques.
* It's generally a good idea to specialize your characters for specific roles in
battle early on--offense, support, healing, etc--and choose jobs accordingly. A
character with all your powerful attacks and all your healing spells won't be
very useful, since you can't do both at once.
--------------------------------------------------------------------------------
COMBAT TIPS
--------------------------------------------------------------------------------
* The best offense is a good defense. This is especially true in DQVII. Very
few, if any, battles can be won by overwhelming force--most are won by reducing
the effectiveness of your opponent's attacks. Focusing your effort on offense
will only get you killed.
* When facing bosses and tougher normal monsters, it's a good idea to have each
of your characters playing various "roles." For example, you could have one
character focused on attack, another focused solely on healing, a third focused
solely on stat-boosting and support, etc. Many boss battles pretty much require
a dedicated healer character in order to succeed.
* Utilizing the computer's AI has its advantages and disadvantages. The
disadvantage being that you can't directly tell your party what to do, and there
are some techniques/items/spells the AI will never use. The advantage to using
AI is that AI decisions are made on the spur of the moment rather than at the
beginning of the round. Example: if Character A gets killed at the beginning of
a battle round, AI-controlled Character B will often resurrect him at the end of
the same round. Unless you knew for sure that Character A was going to get
targeted and killed before the round began, you wouldn't know to make Character
B cast a resurrection spell, whereas the AI would. Also, the AI "knows" the
strengths and weaknesses of the monsters you face and will act accordingly.
* Characters being controlled by AI will not use any items they're holding.
(Enix took that feature out after DQV, when people complained about the AI
wasting items) If you have an item you'd like a character to use, you need to
put that character on manual control.
* Items and skills that heal without consuming MP are a godsend. The Staff of
Blessings, the Sage Stone, and the Miracle Stone are all indispensible items.
Hustle Dance, Voice of the Angels, etc. will also help you conserve your MP
well.
* Stat-altering spells are much more important in DQVII than in many other RPGs;
in fact, there are some enemies that are virtually impossible to beat without
them. Lowering an enemy's defense with Rukani, then raising your offense with
Bikilt can render formerly unscratchable enemies vulnerable, for example.
* Resistance is not futile! Especially towards the end of the game, monsters
will be dishing out powerful spells and breath weapons that damage the entire
party. Without resistance, they can often deal damage faster than you can heal
it. Wearing the right armor and using the right spells/abilities can make
attacks that would normally kill you in one hit withstandable.
* The Mahokanta spell is a double-edged sword. With it, no enemy spells will be
able to touch you, but none of your allies will be able to cast healing or
support spells on you either. The only workaround to this is to cast said spells
on yourself, or to use Abilities and Items to provide the same effects.
* Don't be too hasty to overlook the "other" category of techniques and spells.
While they don't directly damage your opponents or heal your characters, they
provide effects that will often have a huge impact on the tide of battle. Some
of the most useful techniques in the game can be found in this category. If
you're having an especially difficult time on a specific boss or enemy, try out
a new spell/ability in the "other" category--usually there will be at least one
that will make a big difference.
* The skill "Nio's Stand" is very effective, providing the character using it
has high enough HP. If you have someone healing him/her to full health every
round, and the enemies' attacks aren't enough to kill that character in a single
round, you will essentially have an invincible party.
* Possibly the singly most effective single-target attack in the game is the
Martial Artist ability, Seiken-zuki--by default, it deals twice as much damage
as a normal attack would. Combine it with Bikilt and Power/War Cry charge, and
you can throw an attack that does 8x normal damage.
* While at first glance Power charge and War Cry charge seem like a waste,
taking two rounds to do a double damage attack--a single charged attack is
actually more powerful than two individual attacks. The damage done by each
individual attack will be lessened by your target's Defense rating, whereas a
Charged attack only has a single check against the target's defense. So in
essence, it's like getting one normal "checked" attack, plus another attack that
ignores defense entirely. Also, Charges can be applied to other Abilities as
well. (but not all, so be forewarned)
* You can't control Summons, but they're invaluable in combat not only because
they often use powerful techniques, but they serve as an additional target.
Every attack a summoned monster takes is one that could have hit one of your
party members.
* Astron and Noah's Ark may seem like useless spells; while they make your party
invulnerable, you won't be able to do anything either. However, there are two
important uses for these spells; first, your enemies will continue to attack
normally, so you can see what kind of attacks they'll use. Second, when up
against powerful spellcasters, you can continue to cast Astron until your enemy
is all out of MP, then go in for the kill.
* When up against enemies that cast Mahotarn, have your spellcasters cast
Nifuram on them. It will bounce off them and take down their magic shield,
leaving them open to your magic attacks, or making them waste turns bringing
their shield back up. Note: Don't try this if one of your characters is in
the Royal Reaper job!
* The technique "Double-Edged Slash" does lots of damage to your enemy, but you
take 1/4 of the damage you do as well. However, if you are equipping the Miracle
Sword, which heals you 1/4 of the damage you do, you essentially get to use the
technique for "free."
* The "Sands of Time" is perhaps the most unbalancing item in the game--use it
and the battle will revert to the beginning. So if the battle is going
unfavorably, as long as the character holding the Sands is alive, you can use it
as a "try again" item.
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9. FUTURE ADDITIONS
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Once this FAQ is "complete" this section will probably disappear, but here is a
list of updates I am planning for upcoming versions of this FAQ:
# Monster information
################################################################################
10. THANKS AND CREDITS
################################################################################
Thanks to the following, without whom this FAQ would not have been possible:
* Enix, for continuing to produce great DQ games. Also for bringing out the
Official DQ7 guidebooks to fill in those extra tidbits of info I couldn't fill
in myself.
* Ken Ma, for getting me into DQ :)
* Hiryu, for putting up the best darn DQ page in existence. Filled some holes in
the Monster Jobs section, as well as providing variables on some equipment and
prerequisites for the Town forms. Posts on the message boards provided a good
deal of raw data in general. Check out his "Dragon Quest World" site at
http://www3.justnet.ne.jp/~sugino/DQ.htm. No, really! Go there!
* Hiro, for helping me fill some holes in the Abilities and Spells section.
If you contributed information to this FAQ and feel that I've left you out,
please let me know.
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11. DISCLAIMERS
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It was at the top of the FAQ, but here it is again for good measure:
This document is Copyright 2000 by Ian Kelley. This FAQ is for private and
personal use only. It was created and is owned by me, Ian Kelley. If you wish to
use this FAQ on your non-commercial website, please contact me for permission.
Distribution of this FAQ must be done electronically and in an unaltered form.
This document may not be used in any way, shape, or form for any sort of
commercial or for-profit purposes. This includes but is not limited to
publishing in a magazine, in part or in whole, magazine/book/guide writers using
it as "source material," etc. You may not make any sorts of updates to this FAQ
(such as changing names to fit a domestic release) and distribute it without the
author's explicit permission.
I am very, very serious about this. FAQ-stealing is a very big problem. Since
seeing my Star Ocean: The Second Story walkthrough stolen by Expert Gamer
Magazine in their July '99 issue, I am pretty much going on the warpath when it
comes to plagiarism--especially now that I have a job and enough money to hire a
lawyer. ;) FAQ writing is a labor of love--it's time-consuming and takes a lot
of work and dedication to complete. When I, (and I think I speak for most other
FAQ writers as well) see somebody else profiting off my work when I intended it
to be free, it makes me very angry. Since a domestic release of Dragon Quest VII
has yet to be announced, this may be less of an issue, but rest assured if it
ever does, I will be keeping a sharp eye out for any unauthorized copying
(Expert Gamer, I will be watching you like a hawk) and will take appropriate
action should I find any. Have some ethics, people.
(Oh, a hint to you Expert Gamer guys: if you're going to use an FAQ based on the
Japanese version of a game to write a walkthrough of a domestic game without
playing it first, it helps to make sure of ALL the domestic names are the same--
when you use romanizations I fudged or substitute words I left in Japanese with
question marks, it makes it blatantly obvious)
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Well, that about does it! Send any contributions, comments, questions, etc. to
[email protected]



