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 (‚Í‚È‚·): 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 (‚Ç‚¤‚®): 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 (‚킽‚·): 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 (‚·‚Ä‚é): Drop the item.
 Stop (‚â‚ß‚é): Close all windows.

Strength (‚‚悳): Look at your characters' status, either individually or as a
 group.

Spells (‚¶‚ã‚à‚ñ): Use your non-combat Spells and Abilities.

Examine (‚µ‚ç‚ׂé): Search in front of you. If nothing is in front of you,
you'll search the area around your feet.

Plan (‚³‚­‚¹‚ñ): 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 (‚³‚­‚¹‚ñ‚ª‚¦): Change your characters' battle plans. More
info on each plan is provided in the Combat section.
 Change Party Order (‚È‚ç‚Ñ‚ª‚¦): Change your characters' marching order.
Characters in front are attacked more often than characters in the rear.
 Clean up Items (‚Ç‚¤‚®‚¹‚¢‚è): Puts everything your characters aren't equipping
  into your bag.
 Clean up Bag (‚Ó‚­‚낹‚¢‚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 (‚½‚½‚©‚¤): Fight the enemy.
Talk (‚Í‚È‚·): 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 (‚³‚­‚¹‚ñ): Plan. Here you can change your characters' battle plans. See
the Combat section for more details on each plan.
Run (‚É‚°‚é): 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 (‚¶‚ã‚à‚ñ): Cast one of your spells.
Ability (‚Æ‚­‚§: Use one of your Abilities.
 Note: Your spells and skills are subdivided into "Damage," (ƒ_ƒ[ƒW)
"Healing," (‚©‚¢‚Ó‚­) and "Other." (‚»‚Ì‚½)
Item (‚Ç‚¤‚®): 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 (ƒŒƒxƒ‹): 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 (‚·‚΂₳): Your character's speed. Generally, the fastest characters and
 monsters act first in combat, but not always.

Defense (‚Ý‚Ì‚Ü‚à‚è): 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‚±‚悳): 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 (‚µ‚ã‚Ñ—Í): 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 (ƒKƒ“ƒKƒ“‚¢‚±‚¤‚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 (ƒoƒbƒ`ƒŠ‚ª‚ñ‚΂ê)
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 (‚¶‚ã‚à‚ñ‚‚©‚¤‚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 (‚¨‚ê‚É‚Ü‚©‚¹‚ë)
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 (‚ß‚¢‚ê‚¢‚³‚¹‚ë)
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 (‚¹‚ñ‚µ/íŽm)

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 (‚Ô‚Æ‚¤‚©/•“¬‰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 (‚»‚¤‚è‚å/‘m—µ)

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 (‚Ü‚Ù‚¤‚‚©‚¢/–‚–@Žg‚¢)

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(‚Æ‚¤‚¼‚­/“‘¯)

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(‚¨‚ǂ肱/—x‚èŽq)

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(‚Ó‚È‚Ì‚è/‘Dæ‚è)

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‚䂤‚µ‚¶‚ñ/‹á—VŽl)

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(‚Ђ‚©‚¢/—rŽ”‚¢)

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(‚í‚ç‚킹‚µ/Î‚킹Žt)

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 (ƒoƒgƒ‹ƒ}ƒXƒ^[)

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 (‚Ü‚Ù‚¤‚¹‚ñ‚µ/–‚–@íŽm)

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/Œ«ŽÒ)

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 (ƒpƒ‰ƒfƒBƒ )

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‚­/ŠC‘¯)

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 (ƒX[ƒp[ƒXƒ^[)

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 (–‚•¨ƒnƒ“ƒ^[)

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 (ƒSƒbƒhƒnƒ ƒh)

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 (“V’n—‹–ÂŽm)

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 (‚䂤‚µ‚á/—EŽÒ)

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 (ƒXƒ‰ƒCƒ€)
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 (ƒLƒƒ‰)
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 (ƒzƒCƒ~ƒXƒ‰ƒCƒ€)
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 (‚­‚³‚Á‚½Ž€'ƒt)
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 (‚¨‚Ç‚é•óÎ)
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 (ƒ~ƒ~ƒbƒN)
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 (ƒŠƒU[ƒhƒ}ƒ“)
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 (ƒGƒrƒ‹ƒ^[ƒgƒ‹)
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 (‚͂ȃJƒƒZƒ~)
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 (ƒ_ƒ“ƒrƒ‰ƒ€[ƒ`ƒ‡)
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 (ƒŠƒbƒvƒX)
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 (ƒTƒ“ƒ_[ƒ‰ƒbƒg)
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 (‚΂­‚¾‚ñŠâ)
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 (ƒo[ƒT[ƒJ[)
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 (ƒhƒ‰ƒSƒXƒ‰ƒCƒ€)
                           (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 (ƒtƒ‰ƒCƒ“ƒOƒfƒrƒ‹)
                  (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 (‚¢‚Ç‚Ü‚¶‚ñ)
                         (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 (ƒMƒƒƒI[ƒX)
                  (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 (ƒS[ƒŒƒ€)
                      (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 (ƒQƒŠƒ…ƒIƒ“)
                      (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 (Žô‚¢‚̃‰ƒ“ƒv)
                       (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 (Ž€_‚«‚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 (ƒwƒ‹ƒoƒgƒ‰[)
                       (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 (ƒvƒƒgƒLƒ‰[)
                          (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 (ƒRƒXƒ‚ƒtƒ@ƒ“ƒgƒ€)
                           (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 (ƒAƒ“ƒhƒŒƒAƒ‹)
                     (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 (ƒ[ƒYƒoƒgƒ‰[)
                (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 (ƒ_[ƒNƒrƒVƒ‡ƒbƒv)
                       (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 (‚Ü‚¶‚ñƒuƒhƒD)
                     (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 (ƒfƒXƒ}ƒV[ƒ“)
                         (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 (ƒMƒKƒ~ƒ…[ƒ^ƒ“ƒg)
                          (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 (‚É‚¶‚­‚¶‚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 (ƒGƒrƒ‹ƒGƒXƒ^[ƒN)
                      (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 (ƒvƒ‰ƒ`ƒiƒLƒ“ƒO)

                       (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        ƒƒ‰            2    1  ~15    M     Small Ball of Fire
Merami      ƒƒ‰ƒ~          4    1  ~80    M     Medium Fireball
Merazoma    ƒƒ‰ƒ][ƒ}      10   1  ~190   M     Large Fireball
Gira        ƒMƒ‰            4    G  ~20    G     Small blast of fire
Begirama    ƒxƒMƒ‰ƒ}        6    G  ~40    G     Medium fire blast
Begiragon   ƒxƒMƒ‰ƒSƒ“      10   G  ~100   G     Large Fire Blast
Hyado       ƒqƒƒƒh          3    1  ~30    H     Small Ice projectile
Hyadalko    ƒqƒƒƒ_ƒ‹ƒR      5    G  ~50    H     Medium Ice Crystal explosion
Mahyado     ƒ}ƒqƒƒƒh        12   A  ~100   H     Large Ice Crsytal blast
Io          ƒCƒI            5    A  ~20    I     Small Explosion Attack
Iora        ƒCƒIƒ‰          8    A  ~60    I     Medium Explosion Attack
Ionazun     ƒCƒIƒiƒYƒ“      15   A  ~140   I     Large Explosion Attack
Bagi        ƒoƒM            2    G  ~15    B     Small Tornado attack
Bagima      ƒoƒMƒ}          4    G  ~30    B     Medium Tornado Attack
Bagicross   ƒoƒMƒNƒƒX      8    G  ~150   B     Large Tornado Attack
Raidein     ƒ‰ƒCƒfƒCƒ“      6    A  ~80    D     Weak Lightning Attack
Gigadein    ƒMƒKƒfƒCƒ“      15   G  ~200   D     Strong Lightning Attack
Minadein    ƒ~ƒiƒfƒCƒ“      10*  1  ~600   D     Entire party joins together to
                                                 fire a powerful lightning blast
Coral Rain  ƒR[ƒ‰ƒ‹ƒŒƒCƒ“  8    A  ~90    B     Water attack to all enemies
Maelstrom   ƒƒCƒ‹ƒXƒgƒƒ€  12   G  ~140   B     Water attack to a group
Zaki        ƒUƒL            4    1  Death  NA    Kills one enemy
Zaraki      ƒUƒ‰ƒL          7    G  Death  NA    Kills a group of enemies
Zarakima    ƒUƒ‰ƒL[ƒ}      15   A  Death  NA    Kills all enemies
Megante     ƒƒKƒ“ƒe        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       ƒzƒCƒ~       2   1  ~30   Light healing to one party member
Behoimi     ƒxƒzƒCƒ~     4   1  ~80   Better healing to one party member
Behoma      ƒxƒzƒ}       6   1  All   Full healing to one party members
Behomara    ƒxƒzƒ}ƒ‰[   10  A  ~100  Healing to all party members
Behomazun   ƒxƒzƒ}ƒYƒ“   20  A  All   Full healing to all party members
Zaoraru     ƒUƒIƒ‰ƒ‹     8   1  NA    50% chance to resurrect someone with half 
                                            HP
Zaoriku     ƒUƒIƒŠƒN     15  1  NA    100% chance to resurrect someone with     
                                            full HP
Megazaru    ƒƒKƒUƒ‹     A   A  NA    Sacrifice self to resurrect/heal all party
                                      members to their maximum HP.
Kiari       ƒLƒAƒŠ[     2   1  NA    Cures poison to a party member
Kiariku     ƒLƒAƒŠƒN     2   A  NA    Cures paralysis to all party members
--------------------------------------------------------------------------------
                                OTHER SPELLS

Name          Japanese         MP TAR EFFECT
--------------------------------------------------------------------------------
Rariho        ƒ‰ƒŠƒz[         3   G  Puts monsters to sleep
Rarihoma      ƒ‰ƒŠƒz[ƒ}       5   G  Puts monsters into a deep sleep
Medapani      ƒƒ_ƒpƒj         5   G  Confuses targets
Manusa        ƒ}ƒk[ƒT         5   G  Surrounds enemies with illusions, reduces
                                      hit rate
Mahoton       ƒ}ƒzƒg[ƒ“       3   G  Seal off target's magic so their spells   
                                            always fail
Mahotora      ƒ}ƒzƒgƒ‰         0   1  Steal an enemy's MP
Mahotarn      ƒ}ƒzƒ^[ƒ“       4   S  Reflects one magic spell
Mahokite      ƒ}ƒzƒLƒe         2   1  Surrounds target with an aura that absorbs
                                      the MP from all spells cast on him/her
Mahokanta     ƒ}ƒzƒJƒ“ƒ^       5   S  Reflect all spells until effect wears off
Magic Barrier ƒ}ƒWƒbƒNƒoƒŠƒA   3   A  Increase party's resistance to spells
Rukani        ƒ‹ƒJƒj           3   1  Cut target's Defense in half
Rukanan       ƒ‹ƒJƒiƒ“         4   G  Targets lose 25% of their Defense
Skara         ƒXƒJƒ‰           2   1  Increases target's Defense by 50%
Skult         ƒXƒNƒ‹ƒg         3   A  Increases party's Defense by 25%
Bikilt        ƒoƒCƒLƒ‹ƒg       6   1  Double's target's Attack Power
Astron        ƒAƒXƒgƒƒ“       2   A  Turns party to iron; while the spell is
                                      under effect the party can't attack, but
                                      also can't be harmed
Fubarha       ƒtƒo[ƒn         3   A  Increases party's Fire and Cold resistance
Riremitt      ƒŠƒŒƒ~ƒg         8   NA Teleports party out of the dungeon
Rura          ƒ‹[ƒ‰           1   NA Teleports party to a town of choice
Nifuram       ƒjƒtƒ‰ƒ€         1   G  Dispels a group of Undead
Dragoram      ƒhƒ‰ƒSƒ‰ƒ€       18  S  Turns caster into a Dragon. Dragons don't
                                      follow orders but have powerful breath
                                      weapons.
Bashirura     ƒoƒVƒ‹[ƒ‰       8   1  Send an enemy flying off into the Wild
                                      Blue Yonder
Palpunte      ƒpƒ‹ƒvƒ“ƒe       20  NA Has random effects*
Inpas         ƒCƒ ƒpƒX         2   NA Checks a treasure chest for traps
Toramana      ƒgƒ‰ƒ}ƒi         2   NA Immunizes party to damage floors
Toheros       ƒgƒwƒƒX         4   NA Stops monsters weaker than you from
                                      attacking your party on the field
Flomi         ƒtƒ[ƒ~         2   NA Tells you what floor you're on
Remirama      ƒŒƒ~ƒ‰[ƒ}       2   NA Makes onscreen hidden items flash
Majastis      ƒ}ƒWƒƒƒXƒeƒBƒX   15  NA Negates all support spells cast on party
                                      and enemies (Skara, Bikilt, etc.)
Gigajastis    ƒMƒKƒWƒƒƒXƒeƒBƒX 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        ‰Î‚Ì‘§          0   A  ~10  F  Weak fire breath
Flame Breath       ‚©‚¦‚ñ‚Ì‘§      0   A  ~40  F  Medium-powered fire breath
Fierce Flames      ‚Í‚°‚µ‚¢‰Š      0   A  ~70  F  High-powered fire breath
Inferno            ‚µ‚á‚­‚Ë‚Â      0   A  ~160 F  Ultimate Fire breath
Cold Breath        ‚‚߂½‚¢‘§      0   A  ~15  C  Weak ice breath
Ice Breath         ‚±‚¨‚è‚Ì‘§      0   A  ~55  C  Medium-powered ice breath
Freezing Blizzard  ‚±‚²‚¦‚é‚Ó‚Ô‚«  0   A  ~130 C  High-powered ice breath
Shining Breath     ‚©‚ª‚â‚­‘§      0   A  ~220 C  Ultimate Ice breath
Ultima Sword       ƒAƒ‹ƒeƒ}ƒ\[ƒh  20  1  ~600    Ultimately powerful slash to  
                                                         one enemy
Stone Throw        Î‚Â‚Ô‚Ä        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‚¸‚ÜŽa‚è    0   1   V   D  Lightning-charged attack
Flame Slash        ‚©‚¦‚ñŽa‚è      0   1   V   F  Flame-charged attack
Kamaitachi         ‚©‚Ü‚¢‚½‚¿      0   1   V*  B  Creates a Kamaitachi, a
                                                  wind-blade attack
Bite               ‚©‚݂‚¯        0   1   V      Calls a wolf to bite a target
Seagull Counter    ‚©‚à‚ß•Ô‚µ      0   1   V      1.25x damage to flying enemies
Boulder Drop       ŠâÎ‚¨‚Æ‚µ      0   A  ~110    Throw boulders at all enemies
Gigaslash          ƒMƒKƒXƒ‰ƒbƒVƒ…  15  G  ~400    Powerful slash to a group of
                                                  enemies
Critical Strike    ‚«‚イ‚µ‚å"ƒq‚«  0   1  Death   Aim for a vital spot on an
                                                  enemy
Grand Cross        ƒOƒ‰ƒ“ƒhƒNƒƒX  20  G  ~200 O  Explosion attack to a group
                                                  of enemies
Summon Army        ‚®‚ñ‚½‚¢ŒÄ‚Ñ    0   A   V***   Use gold to hire an army to
                                                  attack
Samidareken        ‚³‚Ý‚¾‚ꌕ      0   A   V      Attacks all enemies
Jigospark          ƒWƒSƒXƒp[ƒN    25  G  ~270 D  Summon a bolt of Hell's
                                                  Lightning
Gale Strike        ‚µ‚Á‚Õ‚¤‚«    0   1   V      Does 80% damage of a normal
                                                  attack but always strikes
                                                  first in a round
Dance of Death     Ž€‚Ì‚¨‚Ç‚è      0   A   Death  Tries to kill all enemies
Earthquake         ‚¶‚Ђт«        0   A  ~55     Shakes the earth to damage all
                                                  enemies
Crevasse           ‚¶‚í‚ê          0   A   Death  Opens a crack in the earth
                                                  that tries to swallow up all
                                                  enemies
Vacuum Slash       ‚µ‚ñ‚­‚¤Ža‚è    0   1   V   B  Air-charged attack
Vacuum Wave        ‚µ‚ñ‚­‚¤”g      0   A   V*  B  Wind damage to all your
                                                  opponents
Life Risk          ‚·‚Ä‚Ý          0   1   V      Does double damage, but
                                                  reduces your defense power
                                                  to 0 for that round
Seikenzuki         ‚¹‚¢‚¯‚ñ‚«    0   1   V      A punch that does 1.5x normal
                                                  damage. Enemies can sometimes
                                                  dodge it
Zombie Slash       ƒ]ƒ“ƒrŽa‚è      0   1   V      Does 1.5x damage to Undead
Body Bash          ‚½‚¢‚ ‚½‚è      0   1   V      Does extra damage, but damages
                                                  user too
Tsunami            ‚Â‚È‚Ý          0   A  ~40  B  Summon a Tsunami to wash away
                                                  your foes
Sword Dance        ‚‚邬‚Ì‚Ü‚¢    0   A   V      Do four attacks to random
                                                  targets
Far Howl           ‚Æ‚¨‚Ú‚¦        0   A   V*     Summon a pack of wolves to
                                                  attack random targets. They
                                                  don't always come.
Stampeding Sheep   ‚Ç‚Æ‚¤‚̂Ђ‚¶  0   A   V*     Summon a herd of sheep to
                                                  trample random targets.
                                                  Sometimes they don't show up.
Tobihiza-geri      ‚ƂтЂ´‚°‚è    0   1   V      Does extra damage to flying
                                                  enemies
Dragon Slash       ƒhƒ‰ƒSƒ“Ža‚è    0   1   V      Does 1.5x damage to
                                                  dragon-type enemies
Steal Slash        ‚Ê‚·‚Á‚ÆŽa‚è    0   1   V      Attack and try to steal an
                                                  item (emphasis on TRY)
Bakuretsuken       ‚΂­‚ê‚‚¯‚ñ    0   A  ~50x4   A flurry of punches to random
                                                  targets
Falcon Slash       ‚Í‚â‚Ô‚³Ža‚è    0   1   V      A double attack to a single
                                                  enemy
Hurricane          ƒnƒŠƒP[ƒ“      0   G  ~60  B  Wind damage to a group of
                                                  enemies
Rend               ‚Ђ«‚³‚¯        0   G   V      Summon wolves to claw your
                                                  enemies to shreds
Big Bang           ƒrƒbƒOƒoƒ“      30  A  ~350 I  Create a massive explosion
Flame Pillar       ‰Î‚΂µ‚ç        0   1  ~180 F  Use the old match-and-liquor
                                                  technique to breathe a ball of
                                                  fire at your enemy
Bash Into          ‚Ԃ‚©‚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        ‚Ö‚ñ‚Ä‚±Ža‚è    0   1   V      Attacks and confuses enemy
Magma              ƒ}ƒOƒ}          0   A  ~80  F  Magma attacks all enemies
Demon Slash        ‚Ü‚¶‚ñ‚¬‚è      0   1   V      Misses a lot, but if it hits
                                                  it will be a guaranteed
                                                  critical hit
Madante            ƒ}ƒ_ƒ“ƒe        A   A   V**    Expend all your magical power
                                                  to attack; Damage depends on
                                                  how much MP you use
Muscle Dance       ƒ}ƒbƒXƒ‹ƒ_ƒ“ƒX  0   G   V      Physical attack to a group
Mutton Attack      ƒ}ƒgƒ“ƒAƒ^ƒbƒN  0   1   V      Reduces both you and your
                                                  target to 1/5 HP.
Mahyado Slice      ƒ}ƒqƒƒƒhŽa‚è    0   1   V   H  Does Hyado damage with your
                                                  weapon
Mawashi-Geri       ‚܂킵‚°‚è      0   G   V      A spinning kick that damages a
                                                  group
Slaughter          ‚Ý‚È‚²‚낵      0   1   V      Does lots of damage, but
                                                  target is random, and can be a
                                                  party member
Moonsault          ƒ€[ƒ“ƒTƒ‹ƒg    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        ƒƒ^ƒ‹Ža‚è      0   1   V      Does extra damage to metal
                                                  enemies
Double-Edged Slash ‚à‚ë‚ÎŽa‚è      0   1   V      Does 1.5x damage, but you
                                                  take 1/4 of the damage that
                                                  you deal
Flames of Hell     ‚ê‚ñ‚²‚­‰Î‰Š    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‚¢‚Ì‰Ì    10  A  NA   Revive all dead party members
                                                 to full at end of next turn.
                                                 50% chance of success
Voice of the Angels  “VŽg‚Ì‚¤‚½‚²‚¦   0  A  NA   Tries to revive any dead party
                                                 members.
Hustle Dance         ƒnƒbƒXƒ‹ƒ_ƒ“ƒX   0  A ~70   Heals the party's damage
Mune-Uchi            ‚Ý‚Ë‚¤‚¿         0  1  NA   Cure poison and confusion from
                                                 an ally
Meditate             ‚ß‚¢‚»‚¤         0  S ~500  Heals yourself
Megazal Dance        ƒƒKƒUƒ‹ƒ_ƒ“ƒX   0  A  NA   Dancer dies, rest of party
                                                 revived and healed to max
Wakeup Song          ‚ß‚´‚ß‚Ì‰Ì       0  A  NA   Wakes up all sleeping party
                                                 members
Tranquil Song        ‚â‚·‚炬‚Ì‰Ì     0  A ~20   Heals all party members
--------------------------------------------------------------------------------

                              OTHER ABILITIES

Name                Japanese  MP TAR  EFFECT
--------------------------------------------------------------------------------
Ashi-Barai          ‚ ‚µ‚΂炢      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            ‚ ‚Ý‚È‚í        0   1   Entangles an enemy for one turn
Suspicious Mist     ‚ ‚₵‚¢‚«‚è    0   A   Prevents everyone from casting any
                                            spells
One-Shot Gag        ˆê”­ƒMƒƒƒO      0   G   Stuns a group for one turn
Freezing Wave       ‚¢‚­‚Í‚Ç‚¤  0   A   Negates all the enemies' magical
                                            effects and support spells
Wool Guard          ƒE[ƒ‹ƒK[ƒh    0   A   Cuts cold damage to party in half
Redirect            Žó‚¯‚È‚ª‚µ      0   S   All attacks targeting you get
                                            redirected to another party member
Eyes of the Seagull ‚¤‚Ý‚Ç‚è‚Ì‚ß    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          ‚¨‚Ç‚è‚Ó‚¤‚¶    0   G   Prevent a group of monsters from
                                            dancing
War Cry Charge      ‹C‡‚¢‚½‚ß      0   S   Doubles the power of your next
                                            physical attack
Tickle Torture      ‚­‚·‚®‚è‚ÌŒY    0   1   Stun an enemy for three turns
Whistle             ‚­‚¿‚Ô‚¦        0   NA  Calls a group of monsters
Genma Summon        ‚°‚ñ‚܏¢Š«     20   NA  Summons a Genma to fight for you**
Comic Song          ƒRƒ~ƒbƒNƒ\ƒ“ƒO  0   G   Stun a group for a turn
Inviting Dance      ‚³‚»‚¤‚¨‚Ç‚è    0   1   Entice an enemy to dance for a turn
Song of the Waves   ‚³‚´‚È‚Ý‚Ì‰Ì    0   G   Put a group of enemies to sleep
Payback             ‚µ‚Á‚Ø•Ô‚µ      0   S   Return whatever attacks you receive
Stealth Step        ‚µ‚Ì‚Ñ‚ ‚µ      0   NA  Reduces encounter rate
Concealed Laugh     ‚µ‚̂я΂¢      0   NA  As far as I can tell, nothing....
Summon              ‚µ‚傤‚©‚ñ     20   NA  Summons a monster to fight for you*
Suimen-geri         ‚·‚¢‚ß‚ñ‚°‚è    0   1   Kick that damages and stuns an enemy
Suteteko Dance      ƒXƒeƒeƒRƒ_ƒ“ƒX  0   G   Causes a group of enemies to lose
                                            their turns as they laugh at you
Sandsmoke           ‚·‚È‚¯‚Þ‚è      0   A   Blows sand into the eyes of your
                                            foes
Deck Dance          ‘Dãƒ_ƒ“ƒX      0   A   Causes all enemies to lose a turn
Super Guard         ‘å‚Ú‚¤‚¬‚å      0   S   Reduces any damage taken by 90%
Hawk Eyes           ƒ^ƒJ‚Ì‚ß        0   NA  Tells you how far you are from the
                                            nearest town
War Song            ‚½‚½‚©‚¢‚Ì‰Ì    0   A   Increases your party's defense
Power Gather        ‚¿‚©‚炽‚ß      0   S   Increases the damage of your next
                                            attack
Knockback           ‚‚«‚Ƃ΂µ      0   1   Sends a single enemy flying
Penetrate           ‚‚Á‚±‚Ý        0   S   Counterattack any direct attacks
Nose of the Thief   ‚Æ‚¤‚¼‚­‚Ì‚Í‚È  0   NA  Tells you how many more treasures
                                            are left in the general area/floor
Far Howl            ‚Æ‚¨‚Ú‚¦        0   G   Surprises a group of enemies. Not to
                                            be confused with Gabo's ability of
                                            the same name
Poison Breath       ‚Ç‚­‚Ì‘§        0   G   Poisons a group of enemies
Tomoe-nage          ‚Æ‚à‚¦“Š‚°      0   1   Throws an enemy far, far away...
Lick                ‚Ȃ߂܂킵      0   1   Lick an enemy's face, disgusting
                                            them so muchthat they do nothing for
                                            1-2 turns
Nio's Stand         ‚É‚¨‚¤—§‚¿      0   S   Take all attacks directed at your
                                            party
Sleep               ‚Ë‚é            0   S   Fall asleep and regenerate HP and MP
                                            while walking. Careful not to get
                                            attacked...
Noah's Ark          ƒmƒA‚Ì‚Í‚±‚Ô‚Ë  10  A   Makes your party immune to attack,
                                            but they can't do anything either
Curse Song          ‚Ì‚ë‚¢‚Ì‰Ì      0   G   Reduces a group of enemies' defense
Puff-puff           ‚Ï‚Ó‚Ï‚Ó        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 ‚Ђ‚¶‚¼‚¦‰Ì    0   A   Puts enemies to sleep
Sheep Dance         ‚Ђ‚¶‚̃_ƒ“ƒX  0   NA  Apparently nothing....
Super Tongue        ‚ЂႭ‚ê‚Â‚È‚ß  0   1   Reduce an enemy's defense to 0 and
                                            stun it for a turn
Weird Light         ‚Ô‚«‚Ý‚ÈŒõ      0   G   Reduce a group's magic resistance
Amazing Dance       ‚Ó‚µ‚¬‚È‚¨‚Ç‚è  0   1   Reduce the target's MP
Transform           •Ïg            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  ‚Ü‚Ó‚¤‚¶‚Ì‰Ì    0   G   Cause a group of enemies' spells to
                                            fizzle
Blinding light      ‚Ü‚Ô‚µ‚¢Œõ      0   A   Blinds enemies and reduces their
                                            accuracy
Mahotora Dance      ƒ}ƒzƒgƒ‰‚¨‚Ç‚è  0   1   Steal the target's MP
Monster Charm       ‚Ü‚à‚̂Ȃ炵    0   G   Increase the chance of the target
                                            "joining" after the fight
Dodge Kick          g‚©‚킵‚«‚á‚­  0   S   Increases your chance of dodging
                                            attacks
Substitute          g‚ª‚í‚è        0   1   Guard an ally, taking all attacks
                                            meant for him or her
Medapani Dance      ƒƒ_ƒpƒjƒ_ƒ“ƒX  0   G   Confuse a group of enemies
Deadly Poison Cloud ‚à‚¤‚Ç‚­‚Ì‚«‚è  0   G   Hits enemies with a powerful poison
                                            that saps 1/6 their max HP per round
Heat Breath         ‚₯‚‚­‘§      0   G   Paralyzes a group of enemies
Lullaby             ‚ä‚è‚©‚²‚Ì‰Ì    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             ‚Ç‚­‚Î‚è             1* 15  Randomly one-hit kills
Hinoki Stick              ‚Ђ̂«‚Ì‚Ú‚¤         2   0
Bamboo Spear              ’|‚Ì‚â‚è             5   1
Sharpened Bone            ‚Æ‚ª‚Á‚½ƒzƒl         6   3
Club                      ‚±‚ñ‚Ú‚¤             8   5
Bronze Knife              ƒuƒƒ ƒYƒiƒCƒt       9   8
Bronze Sword              ‚Ç‚¤‚̂‚邬        11   9
Stone Fangs               Î‚̃Lƒo            12   3
Big Wooden Hammer         ‚¨‚¨‚«‚¿          14  -5
Holy Knife                ‚¹‚¢‚È‚éƒiƒCƒt      14   7
Boomerang                 ƒu[ƒƒ‰ƒ“          15   5  Attacks all enemies
Staff of Blessings        ‚µ‚ã‚­‚Ó‚­‚̏ñ      15  16  Use in battle: Behoimi
Thorn Whip                ‚¢‚΂ç‚̃€ƒ`        18   7  Attacks a group
Stone Axe                 Î‚̃Iƒm            19   4
Iron Claw                 “S‚̃cƒ            21  15
Iron Spear                “S‚̃„ƒŠ            23   8
Poison Moth Knife         ‚Ç‚­‚ª‚̃iƒCƒt      23  13  Randomly paralyzes target
Leather Whip              ”ç‚̃€ƒ`            25  13  Attacks a group
Kusari-Gama               ‚­‚³‚肪‚Ü          25  13
Bladed Boomerang          ‚â‚¢‚΂̃u[ƒƒ‰ƒ“  26  19  Attacks all enemies
Staff of Lightning        ‚¢‚©‚¸‚¿‚̏ñ        28  25  Use in battle: Begirama
Assassin Dagger           ƒAƒTƒVƒ“ƒ_ƒK[      30  11  Randomly one-hit kills
Staff of Sleep            ‚Ë‚Þ‚è‚̏ñ          32  15  Use in battle: Rariho
Steel Sword               ‚Í‚ª‚˂̂‚邬      33  16
Chain Cross               ƒ`ƒF[ƒ“ƒNƒƒX      33  18  Attacks a group
Steel Fangs               ‚Í‚ª‚˂̃Lƒo        35   8
Staff of Divine Wrath     ‚Ä‚ñ‚΂‚̏ñ        35  20  Use in battle: Bagima
Big Metal Hammer          ‚¨‚¨‚©‚Ȃ¿        36   6
Holy Lance                ƒz[ƒŠ[ƒ‰ƒ“ƒX      36  17
Staff of Judgement        ‚³‚΂«‚̏ñ          37  22  Use in battle: Bagi
Iron Axe                  “S‚̃Iƒm            38   6
Evil-Destroying Sword     ‚Í‚¶‚á‚̂‚邬      38  23  Use in battle: Gira
Rune Staff                ƒ‹[ƒ“ƒXƒ^ƒbƒt      39  18  Use in battle: Skult
Magic Sealing Staff       ‚Ü‚Ó‚¤‚¶‚̏ñ        40  18  Use in battle: Mahoton
Power Knuckle             ƒpƒ[ƒiƒbƒNƒ‹      40  20
Morning Star              ƒ‚[ƒjƒ“ƒOƒXƒ^[    43  14  Attacks all Enemies
Killer Spear              ƒLƒ‰[ƒsƒAƒX        45  32  Double attack
Big Scissors              ‚¨‚¨‚΂³‚Ý          47  -1
Battleaxe                 ƒoƒgƒ‹ƒAƒbƒNƒX      49  15
Dragon Tail               ƒhƒ‰ƒSƒ“ƒeƒCƒ‹      52  33  Attacks a group
Flame Claw                ‰Š‚̃cƒ            53  21  Flame damage,
                                                      Use in battle: Merami
Saw-blade Katana          ‚Ì‚±‚¬‚蓁          54  -2
Wave Sword                ‚³‚´‚È‚Ý‚ÌŒ•        55  35  Use in battle: Mahokanta
Sword of the Fairies      ‚悤‚¹‚¢‚ÌŒ•        58  30  Use in battle: Skara
Fan of the Moon           ŒŽ‚Ì‚¨‚¤‚¬          60  30
Platinum Sword            ƒvƒ‰ƒ`ƒiƒ\[ƒh      60  45
Warhammer                 ƒEƒH[ƒnƒ“ƒ}[      62  19
Sage Staff                ‚¯‚ñ‚¶‚á‚̏ñ        62  31  Use in battle: Behoma
Ice Blade                 ‚±‚¨‚è‚Ì‚â‚¢‚Î      62  31  Ice damage,
                                                      Use in battle: Hyadalko
Staff of Magma            ƒ}ƒOƒ}‚̏ñ          63  30  Use in battle: Magma
Steel Whip                ‚Í‚ª‚˂̃€ƒ`        65  22  Attacks a group
Flame Boomerang           ‰Š‚̃u[ƒƒ‰ƒ“      65  25  Attacks all enemies
Sword of Dozing           ‚Ü‚Ç‚ë‚Ý‚ÌŒ•        65  28  Randomly puts target to
                                                      sleep
Staff of Revival          ‚Ó‚Á‚©‚‚̏ñ        65  38  Use in battle: Zaoraru
Falcon Sword              ‚Í‚â‚Ô‚³‚ÌŒ•        67  32  Double Attack
Sword of Charming         ‚䂤‚í‚­‚ÌŒ•        70  51  Randomly confuses targets
Sound of the Sea Staff    ŠC‚È‚è‚̏ñ          74  42  Use in battle: Tsunami
Zombie Killer             ƒ]ƒ“ƒrƒLƒ‰[        75   5  Extra damage to undead
Dragon Killer             ƒhƒ‰ƒSƒ“ƒLƒ‰[      83  35  Extra damage to dragons
Dragon Claw               ƒhƒ‰ƒSƒ“ƒNƒƒE      85  35
Flame Sword               ‰Š‚̂‚邬          87  33  Use in battle: Io
Demon's Claw              ‚ ‚­‚܂̃cƒ        90  29  Randomly paralyzes target
Sword of Yuvarl           ƒ†ƒo[ƒ‹‚ÌŒ•        90  45  Randomly makes target
                                                      dance
Slaughter Sword           ‚Ý‚È‚²‚낵‚ÌŒ•      95  15  Cursed: Attacks all
                                                      enemies, but wielder
                                                      sometimes attacks party
Thunder Sword             ‚ç‚¢‚ß‚¢‚ÌŒ•        95  40  Use in battle: Raidein
Demon-beast Claw          ‚Ü‚¶‚イ‚̃cƒ      95  25
Demon-beast Fangs         ‚Ü‚¶‚イ‚̃Lƒo      95  25  Randomly paralyzes target
Sword of Godias           ƒSƒfƒBƒAƒX‚ÌŒ•      97  45
Demon Spear               ƒf[ƒ‚ƒ“ƒXƒsƒA      99  19  Randomly one-hit kills
Hero's Staff              ‚¦‚¢‚䂤‚̏ñ       103  60  Use in Battle: Fubarha
Blizzard Sword            ‚Ó‚Ô‚«‚̂‚邬     105  38  Extra damage to low
                                                      Hyado-resist targets
Demon's Axe               ‚Ü‚¶‚ñ‚̃Iƒm       108  20  If it hits, 100% chance of
                                                      critical hit
Miracle Sword             ‚«‚¹‚«‚̂‚邬     100  38  Heals a bit with each
                                                      attack
Bastard Sword             ƒoƒXƒ^[ƒhƒ\[ƒh   109  32
Sword of Destruction      ‚Í‚©‚¢‚̂‚邬     110   0  Cursed: Wielder sometimes
                                                      loses turn
Big Bowgun                ƒrƒbƒOƒ{ƒEƒKƒ“     110  25
Fan of the Sun            ‚½‚¢‚悤‚Ì‚¨‚¤‚¬   110  49  Attacks a group
Demon's Hammer            ‚Ü‚¶‚ñ‚Ì‚©‚Ȃ¿   115  33  If it hits, 100% chance of
                                                      critical hit
Double-edged sword        ‚à‚ë‚͂̂‚邬     117  13  Cursed: Wielder takes 1/4
                                                      of damage they deal
Royal Sword               ‰¤ŽÒ‚ÌŒ•           120  55
Metal Ball of Destruction ‚Í‚©‚¢‚Ì“S‹…       125  26  Attacks all enemies
Suiryu's Sword            …—³‚ÌŒ•           125  52  Use in battle: Tsunami
Metal King Sword          ƒƒ^ƒ‹ƒLƒ“ƒO‚ÌŒ•   130  40
Orihalcon Fangs           ƒIƒŠƒnƒ‹ƒRƒ“‚̃Lƒo 135  37
Ochearno's Sword          ƒIƒ`ƒFƒA[ƒm‚ÌŒ•   140  50  Use in battle: Bikilt
Gringham Whip             ƒOƒŠƒ“ƒKƒ€‚̃€ƒ`   145  57  Attacks a group


ARMOR
-----

Name                      Japanese             DEF  STY  Notes
--------------------------------------------------------------------------------
Just a piece of cloth     ‚½‚¾‚Ì•z‚«‚ê           3    0
Clothes                   •z‚Ì‚Ó‚­               4    2
Traveller Clothes         ‚½‚Ñ‚Ñ‚Æ‚Ì•ž           7    6
Suteteko Pants            ƒXƒeƒeƒRƒpƒ“ƒc         8 -100
Silk Tuxedo               ‚«‚ʂ̃^ƒLƒV[ƒh      10   40
Leather Armor             ”ç‚Ì‚æ‚ë‚¢            11   15
Leather Loincloth         ”ç‚Ì‚±‚µ‚Ü‚«          12  -20
Silk Robe                 ‚«‚ʂ̃[ƒu          13   28
Scale Armor               ‚¤‚낱‚Ì‚æ‚ë‚¢        15    9
Leather Dress             ”ç‚̃hƒŒƒX            17   15
Bunny Suit                ƒoƒj[ƒX[ƒc          17   38
Shell Armor               ‚±‚¤‚ç‚Ì‚æ‚ë‚¢        18  -25
Fur Cape                  –Ñ”ç‚̃}ƒ“ƒg          18   18
Royal Clothing            ‚«‚¼‚­‚Ì•ž            19   28
Slime Clothes             ƒXƒ‰ƒCƒ€‚Ì•ž          20   13
Chain Mail                ‚­‚³‚è‚©‚½‚Ñ‚ç        20   23
Dancer Clothes            ‚¨‚ǂ肱‚Ì•ž          20   35
Bronze Armor              ‚¹‚¢‚Ç‚¤‚Ì‚æ‚ë‚¢      23   12
Iron Breastplate          “S‚Ì‚Þ‚Ë‚ ‚Ä          26    4
Dodge Clothes             ‚Ý‚©‚킵‚Ì•ž          28   11  Increases chance of
                                                         dodging attacks
Gaudy Clothes             ‚Í‚Å‚È•ž              28   35
Iron Armor                “S‚Ì‚æ‚ë‚¢            30   19
Magical Robe              ‚Ü‚Ù‚¤‚Ì–@ˆß          30   20  Increases magic resist
Pure Robe                 ´‚«‚±‚ë‚à            30   45  Increases magic resist
Pirate Clothes            ‚©‚¢‚¼‚­‚Ì•ž          32   30
Turtle Shell              ƒJƒ‚Ì‚±‚¤‚ç          33  -15
Silver Breastplate        ‚¬‚ñ‚Ì‚Þ‚Ë‚ ‚Ä        36   30
Magician Robe             ‚Ü‚Ç‚¤‚µ‚̃[ƒu      37   19  Increases magic resist
Dancing Mail              ƒ_ƒ“ƒVƒ“ƒOƒƒCƒ‹      37   38  Increases chance of
                                                         dodging attacks
Viking Armor              ƒoƒCƒLƒ“ƒOƒA[ƒ}[    38   20
Silk Teddie               ƒVƒ‹ƒN‚̃rƒXƒ`ƒF      38   45
Robe of the Wind          •—‚̃[ƒu            38   48
Amazing Borero            ‚Ó‚µ‚¬‚ȃ{ƒŒƒ        40  -50  Sometimes absorbs MP
                                                         from spells cast on
                                                         wearer
Stylish Suit              ‚¨‚µ‚á‚ê‚ȃX[ƒc      40   47
Party Dress               ƒp[ƒeƒBƒhƒŒƒX        40   48
Steel Armor               ‚Í‚ª‚Ë‚Ì‚æ‚ë‚¢        44   27
Magical Skirt             ƒ}ƒWƒJƒ‹ƒXƒJ[ƒg      45   35  Increases magic resist
Magic Armor               ‚Ü‚Ù‚¤‚Ì‚æ‚ë‚¢        47   38  Increases magic resist
Heavy Armor               ‚ ‚‚ł̂æ‚ë‚¢        50  -30  Increases fire and cold
                                                         resistance
Spangle Dress             ƒXƒpƒ“ƒR[ƒ‹ƒhƒŒƒX    50   52
Silver Mail               ƒVƒ‹ƒo[ƒƒCƒ‹        53   40  Increases magic resist
Bladed Armor              ‚â‚¢‚΂̂æ‚ë‚¢        55   15  Damages attackers
Spirit Armor              ‚¹‚¢‚ê‚¢‚Ì‚æ‚ë‚¢      55   35  Increases magic resist
Angel's Robe              “VŽg‚̃[ƒu          55   55  Immunity to insta-death
                                                         attacks (Zaki, etc)
Dragon Mail               ƒhƒ‰ƒSƒ“ƒƒCƒ‹        60   37  Increases fire resist
Platinum Mail             ƒvƒ‰ƒ`ƒiƒƒCƒ‹        63   51  Increases magic resist
Hell's Armor              ‚µ‚²‚­‚Ì‚æ‚ë‚¢        65   15  Cursed: increases magic
                                                         resist, but wearer
                                                         randomly loses turns
Water Robe                ‚Ý‚¸‚Ì‚Í‚²‚ë‚à        65   42  Increases magic and
                                                         fire resistance
Slime Armor               ƒXƒ‰ƒCƒ€ƒA[ƒ}[      67   30
Flame Armor               ‰Š‚Ì‚æ‚ë‚¢            70   33  Increases fire and cold
                                                         resistance
Camisol of Dreams         ‚ä‚߂̃Lƒƒƒ~ƒ\[ƒ‹    73   88
Mysterious Armor          ‚µ‚ñ‚Ò‚Ì‚æ‚ë‚¢        75   55  Heals HP every turn
Dress of Light            ‚Ђ©‚è‚̃hƒŒƒX        75   61  Occasionally reflects
                                                         magic
Robe of Darkness          ‚â‚Ý‚Ì‚±‚ë‚à          78   32  Increases chance of
                                                         dodging attacks
Demon Armor               ‚Ü‚¶‚ñ‚Ì‚æ‚ë‚¢        85   12  Cursed: Speed goes to 0
Princess Robe             ƒvƒŠƒ ƒZƒXƒ[ƒu      85   72
Angel Leotard             “VŽg‚̃ŒƒIƒ^[ƒh      93   72  Immunity to insta-death
                                                         attacks
Mirror Armor              ƒ~ƒ‰[ƒA[ƒ}[        95   50  Occasionally reflects
                                                         magic
Dragon Robe               ƒhƒ‰ƒSƒ“ƒ[ƒu        95   60  Increases all
                                                         resistances
Mysterious Teddie         ‚µ‚ñ‚҂̃rƒXƒ`ƒF      95   92  Heals HP as you walk
Royal Armor               ‰¤‰Æ‚Ì‚æ‚ë‚¢         105   60
Gigant Armor              ƒMƒKƒ“ƒgƒA[ƒ}[     112   15  Increases fire and cold
                                                         resistance
Metal King Armor          ƒƒ^ƒ‹ƒLƒ“ƒO‚Ì‚æ‚ë‚¢ 115   45  Increases magic and
                                                         fire resistance
Gaiarla's Armor           ƒKƒCƒA[ƒ‰‚Ì‚æ‚ë‚¢   125   55  Increases magic and
                                                         fire resistance

SHIELDS
-------

Name                      Japanese           DEF  STY  Notes
--------------------------------------------------------------------------------
Pot Lid                   ‚¨‚Ȃׂ̃tƒ^         2  -20
Leather Shield            ”ç‚Ì‚½‚Ä             4    2
Scale Shield              ‚¤‚낱‚Ì‚½‚Ä         7    4
Chiton Shield             ƒLƒgƒ“ƒV[ƒ‹ƒh       9    8
Bronze Shield             ‚¹‚¢‚Ç‚¤‚Ì‚½‚Ä      11    7
Iron Shield               “S‚Ì‚½‚Ä            13   12  Increases fire and cold
                                                       resistance
Silver Tray               ƒVƒ‹ƒo[ƒgƒŒƒC      15   23
White Shield              ƒzƒƒCƒgƒV[ƒ‹ƒh    16   15
Magic Shield              ‚Ü‚Ù‚¤‚Ì‚½‚Ä        18   21  Increases magic resist
Ice Shield                ‚±‚¨‚è‚Ì‚½‚Ä        25   18  Increases fire resistance
Platinum Shield           ƒvƒ‰ƒ`ƒiƒV[ƒ‹ƒh    25   40  Increases magic and fire
                                                       resistance
Dragon Shield             ƒhƒ‰ƒSƒ“ƒV[ƒ‹ƒh    25   40  Increases fire and cold
                                                       resistance
Dolphin Shield            ƒhƒ‹ƒtƒBƒ“ƒV[ƒ‹ƒh  28   28  Decreases Tsunami damage
Fuujin's shield           •—_‚Ì‚½‚Ä          32   18  Use in battle: Bashirura
Flame Shield              ‰Š‚Ì‚½‚Ä            36   22  Increases magic and cold
                                                       resistance
Shield of Power           ‚¿‚©‚ç‚Ì‚½‚Ä        40   33  Use in battle: Behoimi
Shield of Tragedy         ‚È‚°‚«‚Ì‚½‚Ä        42   -5  Cursed: Lose turn
                                                       randomly
Ogre Shield               ƒI[ƒKƒV[ƒ‹ƒh      45  -10
Mirror Shield             ‚Ý‚©‚ª‚Ý‚Ì‚½‚Ä      60   30  Increases magic and cold
                                                       resistance
Shield of Ruin            ‚͂߂‚̂½‚Ä        57    5  Cursed: Decreases all
                                                       resistances
Tornado Shield            ƒgƒ‹ƒi[ƒh‚Ì‚½‚Ä    60   30  Use in battle: Magic
                                                       Barrier
Metal King Shield         ƒƒ^ƒ‹ƒLƒ“ƒO‚Ì‚½‚Ä  70   40  Increases all resistances


HELMETS
-------

Name                Japanese   DEF  STY  Notes
--------------------------------------------------------------------------------
Leather Hat         ”ç‚Ì‚Ú‚¤‚µ           3    2
Hairband            ƒwƒAƒoƒ“ƒh           4   10
Pointed Hat         ‚Æ‚ñ‚ª‚è‚Ú‚¤‚µ       5   -2
Wooden Hat          –Ø‚Ì‚Ú‚¤‚µ           6  -15
Shell Hat           ‚©‚¢‚ª‚ç‚Ú‚¤‚µ       8    3
Amazing Hat         ‚Ó‚µ‚¬‚È‚Ú‚¤‚µ       8    5  Reduces MP consumption
Fur Hood            –Ñ”ç‚̃t[ƒh        11   13
Turban              ƒ^[ƒoƒ“            12    2
Silver Hairband     ‚¬‚ñ‚Ì‚©‚Ý‚©‚´‚è    14   25
Rabbit-ear Band     ‚¤‚³‚݂݃oƒ ƒh      15   15
Iron Helmet         “S‚©‚Ô‚Æ            16   15
Silk Hat            ƒVƒ‹ƒNƒnƒbƒg        17    5
Captain's Hat       ƒLƒƒƒvƒeƒ“ƒnƒbƒg    19   21
Iron Mask           ‚Ä‚Á‚©‚ß‚ñ          22  -10
Wind Hat            •—‚Ì‚Ú‚¤‚µ          24    8  Use: Rura
Viking Helmet       ƒoƒCƒLƒ“ƒOƒƒbƒg    25   15
Platinum Head       ƒvƒ‰ƒ`ƒiƒwƒbƒh      28   42
Hat of Knowledge    ‚¿‚µ‚«‚Ì‚Ú‚¤‚µ      30   33  Intelligence +30
Mithril Helm        ƒ~ƒXƒŠƒ‹ƒwƒ‹ƒ€      32   17
Echo Hat            ‚â‚Ü‚Ñ‚±‚Ì‚Ú‚¤‚µ    35    2  "Echoes" spells, casting them
                                                 twice
Hat of Happiness    ‚µ‚ ‚킹‚Ì‚Ú‚¤‚µ    37  -17  Heals damage as you walk
Helm of Knowledge   ‚¿‚è‚å‚­‚Ì‚©‚Ô‚Æ    37   21  Intelligence +15
Dugon's Helm        ƒfƒ…ƒSƒ“‚Ì‚©‚Ô‚Æ    40   26  Decreases chance for confusion
                                                 and Magic-sealing attacks
                                                 to work on wearer
Berserker's Helm    ƒo[ƒTƒJƒwƒ‹ƒ€      42    8  Cursed: Wearer sometimes
                                                 attacks party
Golden Tiara        ‰©‹à‚̃eƒBƒAƒ‰      43   50  Reduces chance for negative
                                                 magic to work
Faygo's Helm        ƒtƒF[ƒS‚Ì‚©‚Ô‚Æ    53   33  Increased sleep/death/confusion
                                                 resistance
Metal King Helm     ƒƒ^ƒ‹ƒLƒ“ƒOƒwƒ‹ƒ€  60   38  Reduces chance for negative
                                                 magic (Rariho, etc.) to work


ACCESSORIES
-----------

Name                  Japanese           STY  Effects
--------------------------------------------------------------------------------
Old Glasses           ŒÃ‚Ñ‚½‚ß‚ª‚Ë         0  None
Intelligence Glasses  ƒCƒ“ƒeƒŠ‚ß‚ª‚Ë       0  Intelligence + 15
Rabbit's Foot         ‚¤‚³‚¬‚Ì‚µ‚Á‚Û       2  None(?)
Power Ring            ‚¿‚©‚ç‚Ì‚ä‚Ñ‚í       3  Attack + 7
Prayer Ring           ‚¢‚Ì‚è‚Ì‚ä‚Ñ‚í       3  Defense + 5. Use to regain MP,
                                              sometimes breaks
Mermaid's Moon        l‹›‚ÌŒŽ             5  Use to cure confusion
Shooting Star Armband ‚Ù‚µ‚ӂ邤‚Å‚í       5  Doubles Speed
Shoes of Happiness    ‚µ‚ ‚킹‚Ì‚­‚       5  Gain experience as you walk
Ruby of Defense       ‚Ü‚à‚è‚̃‹ƒr[       5  Defense + 10
Pink Pearl            ƒsƒ“ƒNƒp[ƒ‹         7  None
Megante Armband       ƒƒKƒ“ƒe‚Ì‚¤‚Å‚í     7  Defense + 10, wearer casts Medante
                                              upon death
Slime Earrings        ƒXƒ‰ƒCƒ€ƒsƒAƒX       8  Attack + 1
Life Ring             –½‚Ì‚ä‚Ñ‚í           8  Defense + 5, heal HP as you walk
Net Tights            ‚ ‚݃^ƒCƒc          10  Defense + 5
Hero Armband          ‚²‚¤‚¯‚‚̂¤‚Å‚í    10  Attack + 15
Star Fragment         ‚Ù‚µ‚Ì‚©‚¯‚ç        10  Use to confuse a single enemy
Gale Bandana          ‚µ‚Á‚Õ‚¤‚̃oƒ“ƒ_ƒi  10  Speed + 30
Fire Amulet           ‰Š‚̃Aƒ~ƒ…ƒŒƒbƒg    10  Attack + 25 Use: Fireball
Earth Amulet          ’n‚̃Aƒ~ƒ…ƒŒƒbƒg    10  Defense + 20 Use: Crevasse
Wind Amulet           •—‚̃Aƒ~ƒ…ƒŒƒbƒg    15  Speed + 50 Use: Bagima
Bow Tie               ‚¿‚傤ƒlƒNƒ^ƒC      15  Defense + 2
Garter Belt           ƒK[ƒ^[ƒxƒ‹ƒg      15  Defense + 3
Gold Bracelet         ‹à‚̃uƒŒƒXƒŒƒbƒg    15  Defense + 5
Speed Ring            ‚Í‚â‚ẴŠƒ“ƒO      15  Speed + 15
Megazaru Armband      ƒƒKƒUƒ‹‚Ì‚¤‚Å‚í    15  Defense + 10, wearer casts
                                              Megazaru upon death
Water Amulet          …‚̃Aƒ~ƒ…ƒŒƒbƒg    20  Defense + 30, Use: Rariho
Stylish Bandana       ‚¨‚µ‚á‚ê‚ȃoƒ“ƒ_ƒi  17  Defense + 5
Glass Shoes           ƒKƒ‰ƒX‚Ì‚­‚        30  None
Gospel Ring           ƒSƒXƒyƒ‹ƒŠƒ“ƒO      30  Defense + 50, Negates random
                                              encounters
Goddess Ring          —_‚Ì‚ä‚Ñ‚í        40  Intelligence + 33, regains MP as
                                              you walk


ITEMS
-----
Name                  Japanese            1  Effects
--------------------------------------------------------------------------------
Medical Herb          ‚â‚­‚»‚¤            Y  Heals ~30 points of damage
Amitt Cracker         ƒAƒ~ƒbƒg‚¹‚ñ‚ׂ¢    Y  Heals damage
Amitt Bun             ƒAƒ~ƒbƒg‚Ü‚ñ‚¶‚イ  Y  Heals Damage
Magic Holy Water      ‚Ü‚Ù‚¤‚̐¹…        Y  Heals MP
World Tree Leaf       ‚¹‚©‚¢‚¶‚ã‚Ì‚Í      Y  Revives Party Member
World Tree Sap        ‚¹‚©‚¢‚¶‚ã‚Ì‚µ‚¸‚­  Y  Heals everyone to max
Antidote Herb         ‚Ç‚­‚¯‚µ‘          Y  Cures Poison
Full Moon Herb        ‚Ü‚ñ‚°‚‘          Y  Cures Paralysis
Spotted Spider Thread ‚Ü‚¾‚ç‚­‚àŽ…        Y  Reduces enemies' speed
Poison Powder         ‚Ç‚­‚ª‚Ì‚±‚È        Y  Poisons enemies
Holy Water            ‚¹‚¢‚·‚¢            Y  Keeps weak monsters away, damages
                                             enemies when used in battle
Kimera Wing           ƒLƒƒ‰‚̂‚΂³      Y  Same effect as casting Rura
Monster Food          ‚Ü‚à‚̂̃GƒT        N  Charms monsters (works just
                                             holding it)
Monster Habitat Plans ‚Ü‚à‚Ì‚¹‚¢‚»‚­}   NA  Used to create new areas in the
                                             Monster Park
Meaty Bone            ‚ق˂‚«‚É‚­        Y  Use to Attract monsters
Super Seasoned Meat   ’´‚µ‚à‚Ó‚è“÷        Y  Use to attract monsters
Power Seed            ‚¿‚©‚ç‚Ì‚½‚Ë        Y  Increases a character's Power
Defense Seed          ‚Ü‚à‚è‚Ì‚½‚Ë        Y  Increases a character's Defense
Speed Seed            ‚·‚΂₳‚Ì‚½‚Ë      Y  Increases a character's Speed
Intelligence Seed     ‚©‚µ‚±‚³‚Ì‚½‚Ë      Y  Increases a character's
                                             Intelligence
Beauty Plant          ‚¤‚‚­‚µ‘          Y  Increases a character's Style
Acorn of Life         –½‚Ì‚«‚Ì‚Ý          Y  Increases a character's Max HP
Amazing Acorn         ‚Ó‚µ‚¬‚È‚«‚Ì‚Ý      Y  Increases a character's Max MP
Horse Dung            ‚¤‚Ü‚Ì‚Ó‚ñ          N  You can squeeze it, but no
                                             practical use
Sands of Time         Žž‚̍»              N  Go back in time to the beginning of
                                             a fight
Miracle Stone         ŠïÕ‚̐Π           N  Use to heal a single character
Sage Stone            ‚¯‚ñ‚¶‚á‚̐Π       N  Use to heal all your party
Stone of Life         –½‚̐Π             Y  Saves you if you fall prey to a
                                             death spell


KEY ITEMS:

Name                          Japanese
--------------------------------------------------------------------------------
Anchovy Sandwich              ƒAƒ“ƒ`ƒ‡ƒrƒTƒ“ƒh
Marinated Sardines            Žq‹›‚̂‚­‚¾‚É
Ancient Royal Document        ‰¤‰Æ‚̌Õ¶‘
Pearl                         ‚µ‚ñ‚¶‚ã‹Ê
Ancient Key                   ŒÃ‘ã‚̃JƒM
Saint's Sword                 ¹ŽÒ‚̂‚邬
Saint's Armor                 ¹ŽÒ‚Ì‚æ‚ë‚¢
Saint's Shield                ¹ŽÒ‚Ì‚½‚Ä
Saint's Helmet                ¹ŽÒ‚Ì‚©‚Ô‚Æ
Amazing Map                   ‚Ó‚µ‚¬‚È‚¿‚¸
Mysterious Tablet (Yellow)    ‚Ó‚µ‚¬‚ȐΔʼn©
Wooden Doll                   –؂̐lŒ`
Green Jewel                   —΂̕ó‹Ê
Mysterious Tablet (Red)       ‚Ó‚µ‚¬‚ȐΔŐÔ
Mysterious Tablet (Blue)      ‚Ó‚µ‚¬‚ȐΔŐÂ
Mysterious Tablet (Green)     ‚Ó‚µ‚¬‚ȐΔŗÎ
Small Medal                   ‚¿‚¢‚³‚ȃƒ_ƒ‹
Amazing Holy Water            ‚·‚²‚¢¹…
Amazing Holy Water Bottle     ‚·‚²‚¢¹…‚̃rƒ“
Round Button                  ‚Ü‚ñ‚Ü‚éƒ{ƒ^ƒ“
Angel Tears                   “VŽg‚Ì—Ü
Monster Manual                ƒ‚ƒ“ƒXƒ^[‚¸‚©‚ñ
Mechanical Parts              ‚©‚ç‚­‚èƒp[ƒc
Pamila's Special Medicine     ƒpƒ~ƒ‰‚̂Ђ₭
Bell of the Earth             ‘å’n‚Ì—é
Keefa's Letter                ƒL[ƒtƒ@‚̎莆
Thief Key                     ‚Æ‚¤‚¼‚­‚̃JƒM
Darma Key                     ƒ_[ƒ}‚̃JƒM
Bandit Key                    ‚³‚ñ‚¼‚­‚̃JƒM
Charm of the Desert           ‚³‚΂­‚Ì‚¨Žç‚è
Warehouse Key                 ‘qŒÉ‚̃JƒM
Ancient Fossil                ŒÃ‘ã‚̉»Î
Bone of Tyranos               ƒeƒBƒ‰ƒmƒX‚̍œ
Black Key                     •‚¢ƒJƒM
Money and a letter            ‚¨‹à‚Ǝ莆
Elf's Jug                     ƒGƒ‹ƒt‚̐…·‚µ
Dew of the Morning Tree       _–Ø‚Ì’©‚‚ä
Ruby of Darkness              ˆÅ‚̃‹ƒr[
Clock Tower Key               ŽžŒv“ƒ‚̃JƒM
Small Purple Bottle           ‚ނ炳‚«‚̏¬ƒrƒ“
Amilia's Letter               ƒGƒ~ƒŠƒA‚̎莆
Mermaid Moon                  l‹›‚ÌŒŽ
Amazing Tablet?               ‚Ó‚µ‚¬‚ȐΔŁH
Magic Carpet                  –‚–@‚Ì‚¶‚イ‚½‚ñ
Magic Key                     ‚Ü‚Ù‚¤‚̃JƒM
Darkness Tower Key            ‚â‚Ý‚Ì“ƒ‚̃JƒM
Picture of the Goddess        —_‚ÌŠG
Top half of Goddess Statue    —_‘œ‚̏㔻g
Bottom half of Goddess Statue —_‘œ‚̉º”»g
Hot Stone                     ƒzƒbƒgƒXƒg[ƒ“
Sparkling Holy Water          ‚«‚ê‚¢‚ÉŒõ‚鐹…
Queen Mother's Letter         c‘¾@‚̏‘ó
Starry Sky Crystal            ¯‹ó‚ÌŒ‹»
High Priest's Letter          ‘å_Š¯‚̏¥ó
Tura of the Earth             ‘å’n‚̃gƒD[ƒ‰
God Stone                     _‚̐Î
Ancient Monument              ŒÃ‚Ñ‚½Î”Õ
Glowmoss                      ‚Ђ©‚èƒSƒP
Rainbow Drops                 ŽµF‚Ì‚µ‚¸‚­
Letter from King Coastarl     ƒRƒXƒ^[ƒ‹‰¤‚̐eó
Holy Fire                     ¹‚È‚éŽí‰Î
Special Membership Card       ‚Æ‚­‚ׂ‰ïˆõØ
Burning Water                 ‚à‚¦‚鐅
Inferno Key                   ‚µ‚á‚­‚˂‚̃JƒM
Royal Key                     ‰¤‰Æ‚̃JƒM
Eye Gem                       ‚Ü‚È‚´‚µ‚Ì•óÎ
Rouge Gem                     ƒ‹[ƒWƒ…‚Ì•óÎ
Heart-Shaped Gem              ƒn[ƒgŒ^‚Ì•óÎ
Ear Gem                       ƒsƒAƒX‚Ì•óÎ
Nose Gem                      ƒm[ƒY‚Ì•óÎ
Sealed Shrine Key             ••ˆó‚Ì‚Ù‚±‚ç‚̃JƒM
Light Ball of the Holy Wind   ¹•—‚ÌŒõ‹…
Lar's Mirror                  ƒ‰[‚Ì‹¾
Final Key                     ‚³‚¢‚²‚̃JƒM
Tablet Fragment               ‚¹‚«‚΂ñ‚Ì‚©‚¯‚ç
Power Prize                   ‚¿‚©‚炶‚Ü‚ñÜ
Intelligence Prize            ‚©‚µ‚±‚³Ü
Style Prize                   ‚©‚Á‚±‚悳Ü
Memento of Chibi              ƒ`ƒrƒB‚Ì‚©‚½‚Ý
Letter from Rose              ƒ[ƒY‚̎莆

################################################################################
                         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.

################################################################################
                              9. FUTURE ADDITIONS
################################################################################
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.
################################################################################
                                11. DISCLAIMERS
################################################################################
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)

################################################################################
Well, that about does it! Send any contributions, comments, questions, etc. to
[email protected]


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