Walkthrough - Part 1 - Guide for Dragon Warrior 7
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,---__ /\ ,. | \ `==-_ ,.__/_|' | \ \_ ._ `. ,~~-__ __ ,----./,-,-,.-. / \/ \ \ `. \\ ._ \ ,--. ,---.,---.,. ,.,---.,-.,-.,='__| / ____/ / / |' \ \ \ \ \\ \_| | ,-.\ |,"\|| | || \||| | || || || .__ / /_| / / / \ \ \ \ \\ _ <\'-' \||_-.| | || . || | || || || `__|\___ \\ / / / \ \ \_/ : \ \\ \|_|\_|\__/\___/|_|\|\ _''.__.'| '-.. ,. : |/ / / \,' _~'\/-//-|-''-'`--' `--'`-'`' `~_' \__|/'___'/\ " /| / / /\ _~' / `-' '-' `--' \`--||_,',' \ \~' _~~' ____ _______ ___ `---|__-' `/_~~' `..' ',,''..'..' \\ // || || \\ // || || \'/ || || ' '--'--' WARRIORS OF EDEN GUIDE PART 1: GAMEPLAY GUIDE (SPOILER-FREE) Written by Ian Kelley: [email protected] Version 1.1: Released 1/16/01 First Version: 10/6/00 Copyright 2000 by Ian Kelley (see end of document for details) -------------------------------------------------------------------------------- This document is Copyright 2000 by Ian Kelley. This FAQ is for private and personal use only. It was created and is owned by me, Ian Kelley. If you wish to use this FAQ on your non-commercial website, please contact me for permission. Distribution of this FAQ must be done electronically and in an unaltered form. This document may not be used in any way, shape, or form for any sort of commercial or for-profit purposes. This includes but is not limited to publishing in a magazine, in part or in whole, magazine/book/guide writers using it as "source material," etc. You may not make any sorts of updates to this FAQ (such as changing names to fit a domestic release) and distribute it without the author's explicit permission. Dragon Quest is a trademark of Enix Corporation. -------------------------------------------------------------------------------- The most recent version of this guide can be found at: www.cheatcc.com (Cheat Code Central) www.gamefaqs.com (GameFAQs) ################################################################################ CONTENTS: ################################################################################ 1) Introduction and Revision History 2) Gameplay basics a) Controls b) Menu Commands c) Status Screen d) Combat 3) The Characters 4) The Job System a) Mechanics and Overview b) The Jobs 5) Spells and Skills a) Overview b) Spells c) Skills 6) Item List a) Items b) Weapons c) Armor d) Helmets e) Shields f) Accessories g) Special Items 7) Mini-Games and Sub-Events a) The Casino b) The Monster Manual c) The Monster Park d) The Immigrant Town e) The Medal King f) The Rankings 8) Strategies 9) Future additions/version history 10) Thanks and Credits 11) Disclaimers ################################################################################ INTRODUCTION ################################################################################ This document is basically designed as a spoiler-free, comprehensive document on the basic game system and mechanics of Dragon Quest VII. Its main purpose is to provide in-depth information on how the game works without giving away any of the secrets, story, etc. In terms of translations, I've taken a different approach in this document than my earlier FAQs, and instead of primarily using Japanese terminology romanized, I've made attempts at translating most of the words that can be done effectively. Any martial arts techniques, words with no English equivalent, or something that would sound really clunky in English, (e.g. the Thief Rank titles, which are mostly Yakuza ranks) I've left as romanized Japanese. I've tried to make translations consistent throughout the document, but I may have slipped in a few places. (I kind of stink in that department--when I deal with Japanese media, I tend to think in Japanese, rather than convert it in my head to English, which makes consistent translation hard) Please bear with me. The purpose of this FAQ is to assist people who bought the import version of Dragon Quest VII, but have limited or no Japanese ability. (Of course, if you are fluent, you may still find this document of use) This is not a Dragon Warrior VII FAQ. (if it ever gets released) Therefore, if DWVII comes out, sections of this document may not apply to it. If you are playing Dragon Warrior VII, please do not mail me about it. As I don't own a domestic PSX, I will not be able to play any domestic releases, so I will not be able to help you. For the same reason, I will not be making an adaptation of this document to better fit any domestic releases of Dragon Quest VII, though I may allow a friend to do so. Bottom line: If you are playing Dragon Warrior VII, use this document at your own risk, and don't expect me to be able to provide any clarification--any questions about any domestic releases will not be answered. I hate to be a bear like this, but I'm kind of between a rock and a hard place in this aspect. OK, enough yapping, onto the FAQ! ################################################################################ REVISION HISTORY: 1.1, 1/16/01: Large updates to several sections: updated resistance information and added Monster Job information, Palpunte effects, Summons. Also changed my mind on a couple of translations and adjusted them. 1.0, 10/6/00: Initial release ################################################################################ 2. GAMEPLAY BASICS ################################################################################ CONTROLS -------- Controls are pretty simple in DQVII. Control pad/left analog stick: Move the party or the cursor in a menu. Circle Button: Opens the command menu, and selects commands. X Button: Cancels commands and closes windows. Square Button: In town, zooms camera up to get a birds-eye view of your current area. On the world map, it will use your map to show your current location. Triangle Button: "Useful Button." When facing a person, it will talk to them. When facing something you can lift, it will pick up/throw the item. Otherwise, it will search the general area, open treasure chests, look in wells or cabinets, etc. L1/R1 Buttons Rotates the map counterclockwise/clockwise. L1 is the equivalent of the circle button when used in combat. L2/R2 buttons Rotates the map 45 degrees counterclockwise/clockwise Start Button Rotates the map so that north is facing up. ------------- MENU COMMANDS ------------- Non-Combat: Speak (ÍÈ·): Talk to the person you are facing. If nobody is facing you, then you will talk to the members of your party. They will give you hints, comment on the current situation, etc. Item (Ǥ®): Item maintenance/usage. Before you can do anything with items, you need to select whose items you want to deal with. Once you select a character, you'll get the following options: Use (©¤): Use the item. Give (í½·): Give the item to someone else. After you select a person, you'll select a slot in their inventory. If you select an occupied slot, you will swap the items. If you give someone an item that they can equip, you'll get a message asking if you want to equip the item. Equip (»¤Ñ): Equip the item. Obviously you can't equip every item, nor can the bag equip anything (you won't even get this choice with the bag) Drop (·Äé): Drop the item. Stop (âßé): Close all windows. Strength (Âæ³): Look at your characters' status, either individually or as a group. Spells (¶ãàñ): Use your non-combat Spells and Abilities. Examine (µç×é): Search in front of you. If nothing is in front of you, you'll search the area around your feet. Plan (³¹ñ): Change several aspects of how you play/interface: Equip (»¤Ñ): Pick a character, and it asks you to equip something for each slot, showing you all the choices you've got based on what that character is carrying. Change Battle Plan (³¹ñª¦): Change your characters' battle plans. More info on each plan is provided in the Combat section. Change Party Order (ÈçѪ¦): Change your characters' marching order. Characters in front are attacked more often than characters in the rear. Clean up Items (Ǥ®¹¢è): Puts everything your characters aren't equipping into your bag. Clean up Bag (Óë¹¢è): Rearranges the contents of your bag by item type or by Japanese alphabetical order. Combat Commands: Main Menu: You get this menu at the start of every round. Fight (½½©¤): Fight the enemy. Talk (ÍÈ·): Talk to your party members. They'll give you hints, comment on the current status of the battle, etc. Spend too much time jabbering with your comrades and the enemy will attack and get a free round. "Too much time" is usually more than twice, but sometimes you can talk three times and still not lose your round. Sakusen (³¹ñ): Plan. Here you can change your characters' battle plans. See the Combat section for more details on each plan. Run (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 (¶ãàñ): Cast one of your spells. Ability (Ƨ: Use one of your Abilities. Note: Your spells and skills are subdivided into "Damage," (_[W) "Healing," (©¢Ó) and "Other." (»Ì½) Item (Ǥ®): Use an item. Note that during combat, you can only use items your character is currently carrying--any items in your bag are not available. Defend (Ú¤¬å): Defend. Reduces any physical damage done to your character via direct attacks. Equip (»¤Ñ): Swap weapons and armor. Like items, the only equipment you can swap is whatever you're currently carrying. ------------- STATUS SCREEN ------------- Here you can see all the relevent info on your characters. Here's a quick runthrough of each stat, and what it does. HP: Hit Points. How much life your character has left. If your character hits 0 HP, he/she dies. Dead characters need to either be brought back to life at a church for a fee, or revived through the use of magic. MP: Magic Power. Spells and some Abilities use up Magic Power. Run out of Magic Power, and you can't use them any more. Name: Your character's name. Job: The job your character is currently in. Rank: Your character's rank within that job. Gender (¹¢×Â): Gotta be one or the other. Level (x): Your character's current Experience level. Gold: The amount of gold you're currently holding. (Does not include bank balance) Power (¿©ç): Your character's strength. The stronger you are, the more damage you do in combat. Speed (·Îâ³): Your character's speed. Generally, the fastest characters and monsters act first in combat, but not always. Defense (ÝÌÜàè): Your character's defense and overall toughness. Affects your defense rating. Intelligence (©µ±³): Your character's intelligence level. The higher your intelligence, the better your chance to resist magic. Style (©Á±æ³): A measure of your character's physical beauty and style. This stat is influenced by the equipment your character is wearing. It has no impact on combat whatsoever, but is important in the Ranking system of the game. Attack Power (±¤°«Í): Calculated from your Power and the strength of your weapon. Defense Power (µãÑÍ): Calculated from your Defense and the strength of your armor. Max HP (³¢¾¢HP): The maximum level your HP can go. Max MP (³¢¾¢HP): The maximum level your MP can go to. Ex: Your character's current Experience Points. Raise your Experience high enough, and you'll go up levels. ------ COMBAT ------ Combat in DQVII is very similar to the earlier DQ games. Each battle is divided into "rounds" where all the actions take place. You decide what you want your party to do in the upcoming round, and once you confirm your decisions, the battle actually takes place. Enemies are subdivided into groups. Groups always break down by monster type, but you can have multiple groups of the same enemy. For example, you could have two groups of three Slimes. Every attack or spell either affects a single enemy, a group, or all enemies. For the purposes of enemy attacks, your entire party is considered one group. Attack Order: For the most part, the order in which you and your enemies act in a round is dependant upon your Speed ratings. Faster characters act first, slower characters act last. However, there is a randomness factor thrown in--just because your character is faster than the monsters is no guarantee that they won't get to strike first. The larger the gap between two characters' speed, the smaller the chance that the slower character will attack first, until that chance becomes 0. Resistances: There are eighteen basic resistances that every monster and character has in-game. Eight of them are damaged based--one for each of the six basic types of offensive spells, (Mera, Gira, Hyado, Io, Bagi, and Dein) one for flame attacks, and one for ice attacks. In addition, there are nine status resistances: Death attacks (includes Zaki spells), Paralysis, Poison, Manusa, Confusion, Sleep attacks (Includes Rariho spells), Nifuram, Rukani, Mahoton, and Mahotora. There are four levels of resistance for each attack. Someone with level 1 resistance to something will take full damage from the attack, and someone with level 4 resistance will be completely immune. With status resistances, it's a question of how often a spell will work; with level 1 resistance, spells of that type will always work; with level 4, they never will. By default, party members start with some innate resistance to Paralysis, Poison, Manusa, Mahoton, Confusion, Death, and Sleep, and immunity to Nifuram. Normally this won't change, but some armor will raise specific resistances, and there are spells to raise resistance as well. The only way to increase base resistance is through certain jobs. There is some equipment that actually reduces your magic resistance--in this case, it is possible to have spells do more damage than they are supposed to. (You won't see this with monsters, of course) Battle Plans: There are six Battle Plans that you can give each of your characters. Rather than earlier Dragon Quest games, where you would apply a single Plan to the entire party, you can hand out plans on an individual basis. Of course, you can apply the same Plan to your entire party. Plans affect the strategy the AI takes when fighting monsters. You can't apply any Plan to your Hero--you must always directly tell him what to do. The six plans are: Go all-out (KK¢±¤º) This is a very offensive-oriented strategy. Characters using this Plan will do whatever possible to kill the enemies, using their most powerful techniques and fighting until they drop. They will pay no attention to MP consumption, and will put little to no attention on defensive, support, or healing. Do your best (ob`ªñÎê) This strategy is balanced between offense and defense. Characters using this Plan will usually fight to the best of their ability but not go overboard. They will focus on attacking the enemy, but will also heal themselves or party members should the need arises. Characters using this plan usually will not put much thought into support, however. They will tend to use MP at a moderate rate. Take care of yourselves (¢Ì¿¾¢¶É) This is a defensive-oriented strategy. Characters using this Plan will put almost all of their energy into healing and support, only attacking if there is no need for defensive enhancement at all. They will have no qualms about using up their MP to heal the party either. Don't use spells (¶ãàñ©¤È) When you don't want your characters wasting their MP, this plan is the way to go. Characters using this plan will not cast any spells or use any techniques that consume MP, relying solely on physical attacks and techniques that do not use MP. In terms of offense/defense/support, this plan is close to the "Do your best" plan in that it tries to strike a balance between offense and defense. Leave it to me (¨êÉÜ©¹ë) This was a useless Plan in DQ6, but now that you can assign it to an individual character, it has some merit in DQ7. People using this plan will not attack the enemy at all. Instead, they will focus all of their effort on using support abilities to buff the party (focusing on the Hero) and inflicting status ailments on the enemy. Follow orders (ߢꢳ¹ë) If you don't want the AI deciding what your characters will do, use this Plan. Any characters using this Plan you control directly. Party members never disobey orders either. ################################################################################ 3. THE CHARACTERS ################################################################################ Here's a quick list of all the characters and their skills. So as not to include any spoilers, these blurbs are loosely based on those provided in the manual. :) HERO: (you) ----------- An ordinary 16-year-old boy who lives in a small fishing village. He wants to follow in the footsteps of his father and become a great fisherman. He has somewhat of an overly good-natured personality, and often gets taken advantage of by his childhood friend Maribel. Hero's Skills: Level 3: Hoimi Level 6: Skara Level 8: Rura Level 12: Behoimi MARIBEL: -------- The only daughter of Amitt, the backbone of Fishbell's economy. She loves to stick her neck into places where it doesn't belong, and has tried to sneak aboard her father's ship countless times. She's a typical stuck-up girl who thinks the world revolves around her. Maribel's Skills: Level 3: Mera Level 4: Rukani Level 5: Payback Level 7: Rariho Level 9: Riremitt Level 10: Hoimi Level 11: Manusa KEEFA GRAN: ----------- The 18-year-old son of the king of the country of Grand Estard. Having no interest in becoming the next king, he thinks only of going out on adventures, causing problems to all those around him. Because of his love for adventure, he is constantly sneaking out of the castle, and visiting your house. He thinks of you as his younger brother, and hangs out with you a lot. Keefa's Skills: Level 5: Flame Slash Level 9: Redirect Level 12: War Cry Charge Level 15: Zombie Slash Level 20: Vacuum Slash GABO: ---- An amiably naive young wild boy. Despite his youth, he has an incredible speed and constitution, which he uses to make short work of his enemies. He has a special affinity for wolves, whom he has a limited degree of control over. His origin of birth is unknown. Gabo's Skills: Level 2: Howl Level 4: Bite Level 6: Bash Into Level 8: Rend Level 13: Far Howl MELVIN: ------ The world is peaceful now, but when the Demonlord was alive, Melvin was the Legendary Hero that fought him alongside of God. While it is rumored that both God and the Demonlord died in the fight, nobody knows what happened to Melvin, or where he went afterwards. Despite the fact that he is an old man, Melvin is quite capable, and is a powerful fighter. Melvin's Skills: Starts with: Behoimi, Nifuram, Bagima, Io, Suteteko Dance, Nio's Stand, Rura, Riremitt Level 20: Zaoraru AIRA: ----- Despite her appearance, Aira is quite a swordswoman. Raised among the People of the Earth, it's said that her dancing is without peer. However, there is something about her origins of birth that she is not willing to reveal openly.... Aira's skills: Starts with: Gira, Flame Slash, War Cry Charge, Mahotora Dance, all Dancer Abilities Level 23: Song of the Spirits ################################################################################ 4. THE JOB SYSTEM ################################################################################ ---------------------- MECHANICS AND OVERVIEW ---------------------- If you've played Dragon Quest VI, the job system in DQVII is essentially the same. Reasonably early on in the game, you will find Darma, a palace where you can change your characters' professions. Everyone starts the game "jobless," with a profession which cannot be advanced. Once you change their jobs at Darma, however, they will start to learn spells and techniques appropriate to their new job: Warriors will start to learn weapon techniques, Priests learn healing spells, etc. Any character can learn any job, but not every character will be equally effective in the same profession. There's nothing stopping you from making Maribel a Warrior, but her low strength and lack of powerful equipment available to her will make her less effective. Similarly, you could make Gabo a Priest, but since he has low MP he won't be able to use the spells he learns as often. EFFECTS OF JOBS ON STATS: ------------------------- What job you are in influences what your current stats are. Become a Thief, and your Speed will shoot up. Become a Magic User, and your Strength will go down. However, all these changes are temporary. Your stats when in a job are actually "modified" off the stats of your base, "jobless" character. Therefore, it's largely irrelevant in terms of leveling what job you are in. The stats you gain when you level or use a stat-raising item are added to your "base" statistics, then modified to affect your job. If you gain 5 levels as a Warrior, then change to become a Dancer, you would have no less Strength as a Dancer than if you had spent the last 5 levels as a Bard. JOB ADVANCEMENT: ---------------- Advancement in a job is independant of any character levels. Each job has 8 levels, and every time you raise a job level, you will gain a new rank, and usually a new spell or technique. In order to raise a job level, you need to fight a predetermined number of battles. The number of battles you need to fight depends on your job. For example, it takes many more battles to raise job levels as a Sage than it does as a Thief. There is an old woman on the ground floor of Darma who can tell you how many fights each person in your party needs before they can advance to their next joblevel. In order for a battle to "count" towards a new job level, the monsters you are facing must be reasonably close to you in terms of strength and Experience level. At level 20, you can clomp Slimes all day and go nowhere in terms of job advancement. For this reason, it is generally a very Bad Idea to sit around and bash monsters for the purpose of gaining experience and gold--you might find yourself in a situation where your levels are so high that none of the monsters available to you will be considered worthy enough to advance your job levels. JOB MASTERY AND JOB CHANGING: ------------------------------ When you reach level 8 of a job, you are considered a Master of that job. At that point, you will have learned all the techniques and spells available to that profession, and can move on to a new class. Mastery is not only important in that it allows you to use all of a profession's techniques, but it also is a prerequisite for learning the more powerful Jobs in the game. If you change your profession, you will still be able to use any abilities or spells that you had previously learned in your new class. So, if you were a Magic User and then changed classes to become a Warrior, you would still be able to cast all the spells you learned as a Magic User. In addition, providing that you reached Level 5 or higher, you will remember the "basics" of your previous job after switching. The "basics" have no impact whatsoever on your character's general performance, but are important in learning hybrid techniques, discussed a little bit later. ADVANCED JOBS: -------------- Advanced jobs are more powerful jobs that are not immediately available to characters changing jobs for the first time. In order to have advanced jobs made available to them, characters must first achieve Mastery in several prerequisite jobs first. For example, the Paladin class is only available to characters who have achieved Mastery in both the Martial Artist and Priest professions. There are different prerequisites for each Advanced job. In general, it is a good idea to think ahead in terms of what jobs you would like to pursue to make the Advanced jobs available to you as soon as possible. THIRD-TIER JOBS: ---------------- Third-tier jobs are the most difficult and time-consuming to achieve, but are more powerful than any other. These jobs require mastery of multiple Advanced jobs to achieve. In Dragon Quest VI, only the Hero was a third-tier Job, but in Dragon Quest VII, in addition to the Hero, there are two additional third-tier Jobs, the God Hand and the Tenchi-raimei-shi. They take a very long time to build up to and master, but have some of the most powerful techniques and spells in the game. MONSTER JOBS: ------------- Unlike earlier installments of Dragon Quest, in Dragon Quest VII you cannot get monsters to join your party. Instead, they have replaced monster party members with monster jobs. Monster jobs are similar to regular jobs in that you advance in levels, gain ranks, spells and abilities in the same manner as "regular" jobs. The difference is that in order to enter a monster job, you will need the "spirit" of the monster you want to "become." You can find a few of these "spirits" throughout the game in treasure chests and the like, but the bulk of them you will get from monsters themselves. Sometimes after defeating monsters, you will find crystals with their "spirit" in them. (e.g. you can find Slime Spirits from defeating Slimes) Characters holding Monster spirits can change jobs and "become" that monster. When in a monster job, you will learn techniques associated with the monster you have "become." In addition, your base resistances will change to mimic those of your monster. When you reach Mastery of a Monster job, your character's graphic will change to that of his or her monster. That's not all though; once reaching Mastery in a monster job, a character's base resistances change again. In addition to the standard monster jobs with no prerequisites, There are Advanced, Third-Tier, Fourth-Tier, Fifth-Tier, and Sixth-Tier monster jobs. (The highest monster job, the Platinum King, requires mastery of a whopping 13 jobs to enter) Fortunately, if you can get a Monster Spirit of one of the Advanced or greater level jobs, you can use it to enter that job for free without getting the prerequisite jobs. HYBRID TECHNIQUES: ------------------ The standard method of learning a spell or ability is to enter the job associated with it and raise to the necessary Job Level to gain it. However, there exist quite a few spells and abilities that are independent of any single class. You can discover these special skills through gaining experience in the right combination of jobs; for this reason, I like to call them "Hybrid techniques." An example of a hybrid technique would be the spell "Skult," which raises your entire party's defense during battle. In order to learn Skult, you must know the "basics" in both the Shepherd and Priest classes. When you have the "basics" for both these jobs in your character's memory, you will gain the Skult spell. Since each character can only have two classes' "basics" in memory, this means you would have to go straight from being a Shepherd to a Priest, or vice-versa, to learn the technique. There is a workaround for this problem, however. It is possible to re-learn the "basics" from a job that you have forgotten. So, let's say that we are trying to teach Maribel Skult. First she was a Priest, but instead of becoming a Shepherd, she became a Magic User. If she became a Shepherd at this point, she would not learn Skult because the two jobs resident in her memory would be Magic User and Shepherd. However, if she returned to the Priest job (even after Mastering it) she could re-learn the Priest "basics," then become a Shepherd and learn the spell. Bottom line: If you want to re-learn the "basics" of a job you've forgotten, return to that job and fight until the game gives you a message that you have "gotten your sense back" in that job. (you'll get this message after roughly 30 fights) Then you can safely change classes to a profession that will teach you a Hybrid technique. -------- THE JOBS -------- BASIC JOBS ---------- Warrior (¹ñµ/ím) The Warrior is a master of all weapons, and as such, most of his techniques are involved with weapons usage. Intrinsic Skill: None Stat adjustments: Power +10%, Speed -35%, Intelligence -30%, Max HP +10%, Max MP -60% Battles Rank Skill --------------------------------------------------------- Apprentice 10 Trainee War Cry Charge 10 Ippashi 15 Veteran Gale Strike 20 Expert 20 Contender Dragon Slash 30 Swordsman 25 Swordmaster Demon Slash --------------------------------------------------------- Total Battles: 130 Martial Artist (ÔƤ©/¬Æ) Rather than fight with weapons, the Martial Artist uses her own hands and feet as weapons. Most Martial Artist abilities are special types of punches or kicks. Intrinsic Skill: Has a higher chance to make critical strikes Stat Adjustments: Speed + 15%, Defense -10%, Intelligence -20%, Max MP -50% Battles Rank Skill -------------------------------------------------- Log splitter 16 White Belt Ashi-Barai 16 First Dan Tobihiza-Geri 18 Black Belt Mawashi-Geri 20 Assistant teacher Tomoe-Nage 35 Instructor Battle Cry 25 Menkyokaiden Seiken-Zuki 20 Fighting King Kamaitachi -------------------------------------------------- Total Battles to Master: 150 Priest (»¤èå/mµ) The Priest specializes in healing and defense, and support spells. He also can use Bagi-based attack spells. Intrinsic Skill: None Stat Adjustments: Power -20%, Speed -10%, Defense -30%, Intelligence +10%, Max HP -20% Battles Rank Skill --------------------------------------------------- Apprentice Hoimi, Nifuram 19 Trainee Bagi 18 Minister Skara 13 Priest Mahoton 30 High Priest Behoimi 20 Bishop Bagima 30 Archbishop Behoma 50 Pope Zaoraru --------------------------------------------------- Total Battles to Master: 180 Magic User (Ü٤©¢/@g¢) The Magic User is also a spellcaster like the Priest, except that she specializes in attack spells and offensive support. Intrinsic Skill: None Stat Adjustments: Power -40%, Speed -5%, Defense -40%, Intelligence +20%, Style +10%, Max HP -40%, Max MP +10% Battles Rank Skill --------------------------------------------------- Magic Lover Gira 13 Apprentice Manusa 15 Memorizer Rura 15 Spell User Rukani, Riremitt 27 Illusionist Merami 35 Sorcerer Iora 30 Magician Begirama 35 Great Mage Hyadalko --------------------------------------------------- Total Battles to Master: 170 Thief(Ƥ¼/¯) In addition to their stealing skills, Thieves are valuable comrades for their stealth and scouting skills. Intrinsic Skill: Randomly steals items from monsters Stat Adjustments: Power -10%, Speed +20%, Defense -30%, Intelligence -10%, Style -20%, Max HP -10%, Max MP -40% Battles Rank Skill ------------------------------------------------------------ Pickpocket 8 Thief Sandsmoke 9 Underling Knockback 13 Shatei Stone Throw 18 Icchomae Power Charge 22 Daigashi Flomi 40 Oyabun Stealth Step 30 Great Oyabun Nose of the Thief ------------------------------------------------------------- Total Battles to Master: 140 Dancer(¨Çè±/xèq) The Dancer is a master of many different types of dances, many with magical powers. Most of her techniques are special dances, but some are acrobatic techniques that make her harder to hit. Intrinsic Skill: None Stat Adjustments: Power -30%, Speed +30%, Defense -40%, Style +10%, Max HP -30%, Max MP -20% Battles Rank Skill --------------------------------------------------- Imitator 5 Student Inviting Dance 13 Understudy Redirect 20 Minor performer Amazing Dance 15 Back Dancer Dodge Kick 29 Applause-getter Dance Seal 15 Top Dancer Medapani Dance 23 Godlike Dancer Death Dance --------------------------------------------------- Total Battles to Master: 120 Sailor(ÓÈÌè/Dæè) A new job to the Dragon Quest series, the Sailor specializes in water and wind techniques and spells--a neccesity when out on the ocean! Intrinsic Skill: None Stat Adjustments: Speed +5%, Defense +10%, Intelligence -10%, Max HP +15%, Max MP -20% Battles Rank Skill --------------------------------------------------- Deck Swab 14 Anchor Hoister Rope Net 11 Kogite Body Bash 18 Tillerman Eyes of the Seagull 17 Sailor 15 Helmsman Kiariku 20 Captain Bagima 40 Admiral Tsunami ---------------------------------------------------- Total Battles to Master: 135 Bard(¬ñ䤵¶ñ/áVl) Another new job to the Dragon Quest series, the Bard is the defensive equivalent of the Dancer, providing songs that support and provide aid to the party. He can also cast a few useful spells as well. Intrinsic Skill: None Stat Adjustments: Power -25%, Speed -10%, Defense -15%, Intelligence +20%, Style +10%, Max HP -20% Battles Rank Skill ------------------------------------------------------ Song Lover 13 Trainee Hawk Eyes 14 Strong Throat Inpas 13 Traveling performer Cradle Song 15 Singing Expert Toheros 20 Popular One Wakeup Song 35 Top Singer Magic-Sealing Song 30 Song Master Voice of the Angels ------------------------------------------------------ Total Battles to Master: 140 Shepherd(Щ¢/r¢) The Sheperd is another new class to the Dragon Quest games. Not a class geared toward fighting, but the Shepherd learns many useful techniques. She is also the only class that can learn Kiari, the spell needed to cure poison. Intrinsic Skill: None Stat Adjustments: Power -15%, Defense -20%, Max HP -20%, Max MP -30% Battles Rank Skill --------------------------------------------------- Naritate 8 Apprentice Kiari 9 Pen Cleaner Hoimi 16 Feeder Sleep 19 Watchkeeper Whistle 18 Sheep Follower 20 Sheep's Friend Wool Guard 45 Wool Master Stampeding Sheep --------------------------------------------------- Total Battles to Master: 135 Joker(íçí¹µ/Îí¹t) The Joker is basically the Asobinin/Playing One of the earlier Dragon Quest games renamed. With the exception of Style, his stats are all really low, but he has some useful techniques, most of which are focused on stunning the enemies and making them laugh. All of his techniques are rather unusual. Intrinsic Skill: None Stat Adjustments: Power -30%, Speed -30%, Defense -40%, Intelligence -20%, Style +5%, Max HP -30%, Max MP -40% Battles Rank Skill --------------------------------------------------- Apprentice 7 Bitter Smile Puffpuff 8 Sly smile Space Out 15 Memory Laugh Penetrate 28 Slapstick Victim One shot Gag 22 Climber into Pots Lick 20 Big Laugh Super Tongue 30 Huge roar of laughter Tickle Torture --------------------------------------------------- Total Battles to Master: 130 ADVANCED JOBS ------------- Battlemaster (og}X^[) The Battlemaster is an expert at all forms of physical attack, and is adept with both weapons and using her own body as a weapon. To become a Battlemaster, one must first have gained Mastery in both the Warrior and Martial Artist Professions. Battlemaster techniques are mostly special types of weapon attacks, but have a few martial arts techniques thrown in as well. Intrinsic Skill: None Stat Adjustments: Power +15%, Speed +10%, Defense +10%, Intelligence -20%, Max HP +20%, Max MP -40% Master Bonus: +15 Power Battles Rank Skill ---------------------------------------------------- Junior Grade 15 Feather Grade Vacuum Slash 20 Light Grade Zombie Slash 25 Middle Grade Double-Edged Slash 30 Heavy Grade Slaughter 30 Indiscriminatory Grade Falcon Slash 30 Champion 50 World Champ Bakuretsuken ----------------------------------------------------- Total Battles to Master: 200 Magic Warrior (ÜÙ¤¹ñµ/@ím) One who has both mastered the arts of physical and magical attack can learn to blend the two together and become a Magic Warrior, enchanting his weapons with magical energy to perform special attacks. Becoming a Magic Warrior requires Mastery in both the Warrior and Magic User professions. Intrinsic Skill: None Stat Adjustments: Power +5%, Speed -10%, Defense -15%, Max HP -10%, Max MP +10% Master Bonus: +20 Max MP Battles Rank Skill --------------------------------------------------- Mera Fighter Mahokanta 12 Bikilter Flame Slash 12 Dein Killer Lightning Slash 26 Spell Killer Bikilt 30 Blizzarder Mahyado Slash 50 Bashi-fighter Bashirura 40 Magma Sword Begiragon 50 Force Lord Merazoma ------------------------------------------ Total Battles to Master: 220 Sage (¯ñ¶á/«Ò) The Sage is the master of all schools of magic. Not only are all of the spells that the Sage learns extremely powerful, but as a Sage becomes more skilled in her profession, she can master magical energies such that all of her spells will require less Magic Power to cast. Intrinsic Skill: MP required for spells lowers as job levels increase Stat Adjustments: Power -30%, Spoeed +5%, Defense -20%, Intelligence +20%, Max HP -20%, Max MP +20% Master Bonus: +20 Intelligence Battles Rank Skill --------------------------------------------------- Warlock Zaraki 15 High Warlock Fubarha 23 Bishop Mahyado 27 High Bishop Magic Barrier 45 Wizard Behomara 40 High Wizard Zaorik 50 Arch Wizard Summon 50 Spell Emperor Ionazun ------------------------------------------ Total Battles to Master: 250 Paladin (pfB ) The Paladin is a holy warrior, and uses his abilities to defend the rest of his party. Many of his techniques involve sacrificing himself to save his friends. Becoming a Paladin requires both Mastery in the Martial Artist and Priest jobs. Intrinsic Skills: Occasionally deals one-hit-kills in battle Stat Adjustments: Power +10%, Speed +15%, Intelligence +15% Master Bonus: +20 Max HP Battles Rank Skill --------------------------------------------------- Bronze Knight Substitute 25 Iron Knight Vacuum Wave 25 Steel Knight Life Risk 30 Silver Knight Bagicross 35 Gold Knight Magic Barrier 30 Crystal Knight Nio's Stand 45 King's Knight Megazaru 50 Holy Knight Grand Cross ---------------------------------------------------- Total Battles to Master: 240 Pirate (©¢¼/C¯) Only those who have mastered the Thief and Sailor jobs can become a Pirate. A Pirate's skill as a Thief allows him to learn advanced scouting techniques, while his experience as a Sailor increases his sensitivity to the weather such that he can control it. Intrinsic Skills: Randomly steals from enemies during battle Stat Adjustments: Power +10%, Speed +10%, Defense +20%, Intelligence -10%, Max HP +5%, Max MP -10% Master Bonus: +15 Speed Battles Rank Skill --------------------------------------------------- Ruffian 20 Ferryman Hurricane 30 Deck Swab Fair Wind 30 Man of the Sea Toramana 30 Captain Remirarma 30 Viking Super Guard 30 Great Pirate Coral Rain 30 Pirate King Maelstrom ---------------------------------------------------- Total Battles to Master: 200 Superstar (X[p[X^[) The Superstar is a character who has gained Mastery in the Dancer, Bard, and Joker classes. Her techniques are mostly powerful dances, songs, and acrobatic techniques. In addition, she can use several light-related abilities. Intrinsic Skills: Enemies randomly waste their turns in battle staring at character Stat Adjustments: Power -20%, Speed -10%, Defense -10%, Style +15%, Max HP -20%, Max MP -10% Master Bonus: +20 Style Battles Rank Skill ----------------------------------------------------- Attendant 10 Lesson Taker Blinding Light 15 Debut 15 New Face Eerie Light 25 Idol Star Hustle Dance 35 Performer Moonsault 40 Famous Face Fire Pillar 40 Cinema Star Song of the Spirits ------------------------------------------------------ Total Battles to Master: 180 Monster Hunter (¨n^[) The Monster Hunter is essentially the same as the Mamonotsukai/Monster User from Dragon Quest VI, except now it's an Advanced Job instead of a Basic one. Nearly all of his his techniques are different types of breath weapons. Intrinsic Skills: Increases chance of attracting monsters Stat Adjustments: Speed +10%, Intelligence +20%, Style +5%, Max HP -5%, Max MP -5% Master Bonus: +15 Defense Battles Rank Skill --------------------------------------------------- Slime Hunter Monster Charm, Poison Breath 18 Animal Hunter 15 Zombie Hunter Sweet Breath 25 Metal Hunter Cold Breath 19 Devil Hunter Heat Breath 16 Troll Hunter Flame Breath 32 Dragon Hunter Deadly Poison Cloud 40 Monster Lord Dragoram --------------------------------------------------- Total Battles to Master: 165 THIRD-TIER JOBS --------------- God Hand (Sbhn h) The God Hand is the ultimate fighter, and possesses the most powerful physical attacks in the game. In addition, he can use several types of powerful healing spells. A very difficult job to enter, becoming a God Hand requires Mastery of both the Battlemaster and Paladin Jobs. Intrinsic Skills: None Stat Adjustments: Power +25%, Speed +10%, Defense +5%, Max HP +10%, Max MP -10% Master Bonus: +25 Power Battles Rank Skill --------------------------------------------------- Skin Glove 20 Bronze Glove Metal Slash 20 Silver Hand Behomara 40 Gold Hand Boulder Drop 40 Platinum Hand Megante 30 Cosmo Hand Gigaslash 30 Ultra Hand Zaorik 60 Miracle Hand Ultima Sword --------------------------------------------------- Total Battles to Master: 240 Tenchi-raimei-shi (VnÂm) Roughly translated as "Heaven and Earth Thunder Master," the Tenchi-raimei-shi is a powerful mystic who seeks the ultimate enlightenment and is in tune with the true nature of things. This allows her to harness magical energy with ease, to the point of controlling the very fabric of reality. Even more difficult to become than the God Hand, one needs Mastery in the Sage and Superstar jobs to become a Tenchi-raimei-shi. Intrinsic Skills: Reduces MP consumption as level rises Stat Adjustments: Power -10%, Speed +15%, Defense -10%, Intelligence +20%, Max HP -10%, Max MP +20% Master Bonus: +30 Max MP Battles Rank Skill --------------------------------------------------- Trainee Meditate 30 Wanderer Zarakima 30 Wandering Monk Magma 30 Mountain Hermit Meido Fuuma 30 Yamabushi Flames of Hell 30 Shugenja Freezing Wave 50 Enlightenment of Heaven Jigospark 50 Earth Goddess Summon Genma --------------------------------------------------- Total Battles to Master: 250 Hero (䤵á/EÒ) The traditional Ultimate Job in the Dragon Quest games, the Hero is a hard class to enter, requiring Mastery of any three Advanced jobs. (Advanced Monster Jobs do not count) However, the payoff is worth it, seeing as how the Hero gets some of the best techniques in the game, and is the only character class that can learn all the Dein lightning spells. Intrinsic Skills: Regenerates HP every turn in battle Stat Adjustments: Power +10%, Intelligence +15%, Style +10%, Max HP +10%, Max MP +10% Battles Rank Skill --------------------------------------------------- Kind One 8 Village Hero Astron 12 Island Hero Zaoriku 30 National Hero Raidein 30 Continental Hero Freezing Wave 30 World Hero Gigadein 40 True Hero Gigaslash 50 Hero of the Universe Minadein --------------------------------------------------- Total Battles to Master: 200 BASIC MONSTER JOBS: ------------------- Slime (XC) Stat Ajustments: Power -20%, Speed +5%, Defense -20%, Intelligence -30%, Style -20%, Max HP -20%, Max MP -20% Battles Rank Skill ------------------------------------------ Regular Slime 7 Leader Slime 8 Elite Slime Dodge Kick 18 Slime Royalty 17 Slime Official Weird Slash 22 Slime Prince 18 Slime Hero 30 Charisma Slime Payback ------------------------------------------- Total Battles to Master: 120 Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None Some Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None None Paralysis High High Hyado None None Confusion High High Dein Some None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Kimera (L) Stat Adjustments: Power -5%, Speed +5%, Defense -15%, Intelligence +5%, Style -5%, Max HP -10% Battles Rank Skill --------------------------------------------------- Hatchling 13 Waddler Mera 17 Flapper 15 Left the Nest Fire Breath 17 Awakened Kimera 28 Kimera of the Sky Merami 35 Star Kimera 25 King Of Kimera Flame Breath --------------------------------------------------- Total Battles to Master: 150 Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None None Gira None None Nifuram Immune Immune Io None Low Poison High High Bagi Low None Paralysis High High Hyado None None Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None Low Ice None None Mahoton High High ------------------------ ---------------------------- Hoimi Slime (zC~XC) Stat Adjustments: Power -30%, Speed -20%, Defense -10%, Intelligence +20%, Style -20%, Max HP -20% Max MP +20% Battles Rank Skill --------------------------------------------------- First Hoimi 8 Healer Hoimi 20 Behoimi dabbler 14 Healing Soul Behoimi 28 Healing Expert 22 Behomilatte Behoma 41 Behomazuler 27 Gold Therapy Behomara --------------------------------------------------- Total Battles to Master: 160 Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None Low Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None None Paralysis High High Hyado None None Confusion High High Dein Low None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None Low Ice None None Mahoton High High ------------------------ ---------------------------- Rotten Corpse (³Á½'t) Stat Adjustments: Speed -30%, Defense -10%, Intelligence -50%, Style -60%, Max HP +10%, Max MP -10% Battles Rank Skill --------------------------------------------------- Looks dead 9 Going Down 7 Arrived at Hell 18 Starting to Rot Poison Breath 18 Decomposing 23 Zombie Curse Song 24 Boss Zombie 31 Zombira Death Dance --------------------------------------------------- Total Battles to Master: 130 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None Low Paralysis High High Hyado None Low Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Dancing Jewel (¨ÇéóÎ) Stat Adjustments: Power -20%, Speed +20%, Defense +10%, Intelligence +10%, Style +5%, Max HP -10% Battles Rank Skill --------------------------------------------------- Glass Marble 12 Ore Inviting Dance 8 Dancing Amber 25 Dancing Jade Blinding Light 27 Dancing Opal 28 Dancing Emerald Medapani 30 Dancing Sapphire 30 Diamond Death Zaki --------------------------------------------------- Total Battles to Master: 160 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None None Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi None Low Paralysis High High Hyado None Low Confusion High High Dein Low Low Sleep High High Zaki High High Manusa High High Flame None Low Mahotora None Low Ice None Low Mahoton High High ------------------------ ---------------------------- Mimic (~~bN) Stat Adjustments: Power +10%, Defense +20%, Intelligence -20%, Style -30%, Max HP -20%, Max MP -10% Battles Rank Skill --------------------------------------------------- Open Box 18 Surprise Box Sweet Breath 18 Item Box 14 Dresser Sandsmoke 30 Decorative box 25 Jewel Box Zaki 32 Mystic Box 42 Box Master Zaraki --------------------------------------------------- Total Battles to Master: 179 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None None Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi Low Low Paralysis High High Hyado None Low Confusion High High Dein None Low Sleep High High Zaki High High Manusa High High Flame None Low Mahotora None Low Ice None Low Mahoton High High ------------------------ ---------------------------- Lizard Man (U[h}) Stat Adjustments: Power -10%, Speed +5%, Intelligence -10%, Style -10%, Max HP -10%, Max MP -10% Battles Rank Skill --------------------------------------------------- Runt Lizard 14 Regular Lizard Rukani 25 Big Lizard 11 Lizard Lover Rukanan 18 Mini Lizard 25 Normal Lizard Bikilt 34 Charisma Lizard 18 Master Lizard Samidareken ------------------------------------------ Total Battles to Master: 145 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None Low Gira None None Nifuram Immune Immune Io None None Poison High High Bagi Low Low Paralysis High High Hyado None None Confusion High High Dein None None Sleep High High Zaki High High Manusa High Immune Flame None Low Mahotora None None Ice None Low Mahoton High High ------------------------ ---------------------------- Evil Turtle (Gr^[g) Stat Adjustments: Power +10%, Defense +20%, Intelligence -30%, Style -30%, Max HP -20%, Max MP -10% Battles Rank Skill --------------------------------------------------- Stupid Turtle 10 Cursed Turtle Skara 8 Regular Turtle 22 High Turtle Skult 20 Power Turtle 25 Dark Turtle Bikilt 15 Death Turtle Body Bash 25 Diamond Turtle Moonsault --------------------------------------------------- Total Battles to Master: 125 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None None Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi Low Low Paralysis High High Hyado None Low Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Flower Kingfisher (ÍÈJZ~) Stat Adjustment: Power -10%, Speed +10%, Defense -20%, Intelligence +5%, Max HP -10%, Max MP +10% Battles Rank Skill --------------------------------------------------- Seed Kingfisher 11 Firstleaf Kingfisher Hoimi 11 Stem Kingfisher 12 Leafbud Kingfisher 21 Leaved Kingfisher Sweet Breath 25 Budding Kingfisher 40 Late Blooming Kingfisher 20 Blooming Kingfisher Tranquil Song --------------------------------------------------- Total Battles to Master: 140 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi Low Low Paralysis High High Hyado None None Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Danbira Mucho (_r[`) Stat Adjustments: Power +10%, Speed -10%, Defense -10%, Intelligence -20%, Style -25%, Max HP -10% Max MP -10% Battles Rank Skill ----------------------------------------------------- Barehanded Mucho 14 Needle Mucho Vacuum Slash 18 Knife Mucho 17 Sword Mucho Behoimi 28 Axe Mucho War Cry Charge 26 Buster Mucho 25 King Mucho Gale Strike 27 Saint Mucho Double-edged Slash ----------------------------------------------------- Total Battles to Master: 155 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None None Paralysis High High Hyado None None Confusion High Immune Dein None None Sleep High High Zaki High High Manusa High Immune Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Lips (bvX) Stat Adjustments: Power -20%, Speed -5%, Defense -10%, Intelligence -20%, Style -30%, Max HP -20% Battles Rank Skill ----------------------------------------------------- Chapped Lip 13 Slimy Lip Lick 17 Puffed Lip 11 Shiny Lip Super Tongue 22 Soft Lip 25 Wet Lip Sweet Breath 27 Sparkling Lip 17 Alluring Lip Amazing Dance ------------------------------------------------------ Total Battles to Master: 132 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None None Paralysis High High Hyado None None Confusion High High Dein Low High Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Thunder Rat (T_[bg) Stat Adjustments: Power -10%, Speed +10%, Defense +10%, Intelligence -30%, Style -10%, Max HP -10% Max MP -10% Battles Rank Skill ----------------------------------------------------- Clappy 12 Shocky 13 Electric Mouse Blinding Light 22 Electricity Master 20 Thunder User Gira 25 Lightning Master 36 Raitei 28 Raijin Lightning ----------------------------------------------------- Total Battles to Master: 156 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None Low Paralysis High High Hyado None None Confusion High High Dein High Immune Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Bomb Rock (ξñâ) Stat Adjustments: Power +5%, Speed -50%, Defense +20%, Intelligence -30%, Style -40%, Max HP +10% Max MP -30% Battles Rank Skill ----------------------------------------------------- Roadside Rock 16 Paperweight Skult 16 Guide Stone Concealed Laugh 16 Garden Decoration Power Charge 27 Special Rock 24 Old man Rock Megante 24 Great Rock 29 God of Rocks Meditate ----------------------------------------------------- Total Battles to Master: 152 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None Low Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi Low Low Paralysis High High Hyado None Low Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None Low Mahotora None None Ice None Low Mahoton High High ------------------------ ---------------------------- Berserker (o[T[J[) Stat Adjustments: Power +10%, Speed +10%, Defense -30%, Intelligence -40%, Style -20% Battles Rank Skill ----------------------------------------------------- Attacker 15 Bomber Gale Strike 19 Buster 18 Slasher Flame Slash 20 Breaker 28 Crasher Samidareken 35 Eraser 15 Destroyer Slaughter --------------------------------------------- Total Battles to Master: 150 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None None Paralysis High High Hyado None None Confusion Immune Immune Dein Low None Sleep High High Zaki High High Manusa High Immune Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- ADVANCED MONSTER JOBS --------------------- Dragoslime (hSXC) (Slime + Lizard Man) Stat Adjustment: Power -5%, Speed +5%, Defense +10%, Intelligence -10%, Max HP -10%, Max MP -5% Master Bonus: +10 Speed Battles Rank Skill ----------------------------------------------------- Horned Slime 10 Lizard Slime Fire Breath 13 Slagon Baby Cold Breath 17 Slagon Kid Astron 30 Slagon 30 Keese Slagon Flame Breath 30 Darth Slagon Ice Breath 20 Great Slagon Dragoram --------------------------------------------- Total Battles to Master: 150 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi Low None Paralysis High High Hyado None None Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None Low Mahotora None Low Ice None Low Mahoton High High ------------------------ ---------------------------- Flying Devil (tCOfr) (Kimera + Evil Turtle + Flower Kingfisher) Stat Adjustment: Power +5%, Speed +10%, Intelligence -10%, Style +10%, Max HP +5% Master Bonus: +20 Speed Battles Rank Skill ----------------------------------------------------- Paper Sky 18 Iron Fly Seagull Counter 22 Aluminum Plane 25 Silver Feather Zaoraru 27 Gold Wing 38 Pearl Rocket Moonsault 30 Diamond Missile Vacuum Wave 30 Platinum Jet Falcon Slash ----------------------------------------------------- Total Battles to Master: 190 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None Low Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi None None Paralysis High High Hyado None Low Confusion High High Dein Low Low Sleep High High Zaki High High Manusa High High Flame None None Mahotora None Low Ice None Low Mahoton High High ------------------------ ---------------------------- Well Demon (¢Çܶñ) (Berserker + Mimic) Stat Adjustment: Power +10%, Speed +10%, Defense +10%, Intelligence -30%, Style -30%, Max HP +10% Max MP -20% Master Bonus: +10 Defense Battles Rank Skill ----------------------------------------------------- Well Searcher Stone Throw 19 Hole Digger Battle Cry 22 Master of the Well Suteteko Dance 22 Well Mimic Redirect 30 Idogon Knockback 30 Well Demon 27 Idolar Kamaitachi 25 Hole Phantom Magma ---------------------------------------------------- Total Battles to Master: 175 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None Low Gira None None Nifuram Immune Immune Io None None Poison High High Bagi Low High Paralysis High High Hyado Low High Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None Low Ice None High Mahoton High High ------------------------ ---------------------------- Gyaos (MI[X) (Danbira Mucho + Lips + Evil Turtle) Stat Adjustments: Power +15%, Defense -10%, Intelligence -20%, Style -30%, Max HP +10%, Max MP -20% Master Bonus: +15 Power Battles Rank Skill ----------------------------------------------------- Puddle Master 13 Pond Master Ice Breath 13 River Master 26 Lake Master Body Bash 31 Phantom Beast 47 Master of the Sea Fierce Flames 20 King of the Ocean 50 Sea Emperor Freezing Blizzard ------------------------------------------------------ Total Battles to Master: 200 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None Low Gira None None Nifuram Immune Immune Io None None Poison High Immune Bagi High High Paralysis High High Hyado None None Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame Low Low Mahotora None None Ice Low Low Mahoton High High ------------------------ ---------------------------- Golem (S[) (Bomb Rock + Berserker) Stat Adjustments: Power +20%, Speed -30%, Defense +10%, Intelligence -40%, Style -10%, Max HP +10% Max MP -20% Master Bonus: +15 Power Battles Rank Skill ----------------------------------------------------- Sand Golem 19 Earth Golem Power Charge 22 Bronze Golem Nio's Stand 22 Iron Golem Crevasse 30 Silver Golem 30 Gold Golem Earthquake 27 Platinum Golem 25 Golem King Boulder Drop ------------------------------------------------------ Total Battles to Master: 175 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None None Gira None Low Nifuram Immune Immune Io None Low Poison High High Bagi None Low Paralysis High High Hyado None Low Confusion High High Dein None Low Sleep High High Zaki High High Manusa High High Flame None None Mahotora None Low Ice None None Mahoton High High ------------------------ ---------------------------- Geryuon (Q I) (Lizard Man + Danbira Mucho) Stat Adjustments: Power +10%, Speed +5%, Defense +5%, Intelligence -10%, Style -5%, Max HP +5% Max MP -10% Master Bonus: +10 Power Battles Rank Skill ----------------------------------------------------- Stray Cat Bagi 16 Wildcat Manusa 19 Wild Beast 25 Demon Beast Bagima 35 Geryu Animal 30 Little Geryuon Far Howl 25 Geryu Chimera 30 Lord Geryuon Bagicross ----------------------------------------------------- Total Battles to Master: 180 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None Low Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None Low Paralysis High High Hyado None Low Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None Low Mahotora None Low Ice None None Mahoton High High ------------------------ ---------------------------- Cursed Lamp (ô¢Ìv) (Mimic + Rotten Corpse) Stat Adjustments: Power -10%, Speed +15%, Defense +5%, Intelligence +5%, Style -10%, Max HP -20%, Max MP +20% Master Bonus: +15 Speed Battles Rank Skill ----------------------------------------------------- Filled with Oil Mahoton 15 Beat-up Lamp 20 Lead Lamp Medapani Dance 25 Iron Lamp 20 Steel Lamp Hyadalko 40 Bronze Lamp 25 Silver Lamp Body Bash 45 Golden Lamp Summon ----------------------------------------------------- Total Battles to Master: 190 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera Low None Rukani None None Gira Low Low Nifuram Immune Immune Io Low Low Poison High High Bagi Low Low Paralysis High High Hyado Low Low Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None Low Ice None None Mahoton High High ------------------------ ---------------------------- Royal Reaper (_«¼) (Rotten Corpse + Hoimi Slime + Dancing Gem) Stat Adjustments: Defense -10%, Intelligence +5%, Style -10%, Max MP +10% Master Bonus: +15 Max MP Battles Rank Skill ----------------------------------------------------- Corpse Hyado 12 God of Poverty 20 Skull Hyadalko 32 Reaper Skull Heat Breath 29 Mask of Death 38 Death Master Zarakima 31 Skull Debut 33 Sir Deathride Mahyado -------------------------------------------- Total Battles to Master: 195 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Low Io None None Poison High High Bagi None None Paralysis High High Hyado High High Confusion High High Dein None None Sleep High Immune Zaki High Immune Manusa High Immune Flame None None Mahotora None None Ice Low High Mahoton High High ------------------------ ---------------------------- THIRD-TIER MONSTER JOBS ----------------------- Hell Battler (wog[) (Flying Devil + Dancing Gem) Stat Adjustments: Defense +10%, Style +5%, Max HP +10% Master Bonus: +15 Max MP Battles Rank Skill ----------------------------------------------------- Nameless Battler Iora 17 Hired Battler 21 Musha Trainee Behomara 34 Dojo Breaker Weird Light 18 Skilled Battler 45 Ironman Battler Merami 13 Star Battler 37 God Battler Ionazun ----------------------------------------------------- Total Battles to Master: 185 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani Low High Gira None None Nifuram Immune Immune Io Low Low Poison High High Bagi Low Low Paralysis High High Hyado None None Confusion High High Dein Low Low Sleep High High Zaki Immune High Manusa High High Flame Low High Mahotora Low High Ice None None Mahoton High High ------------------------ ---------------------------- Protokiller (vgL[) (Golem + Thunder Rat) Stat Adjustments: Power +10%, Speed -5%, Defense +10%, Intelligence -10%, Style -20%, Max MP -10% Master Bonus: +10 Defense Battles Rank Skill ----------------------------------------------------- Pile of junk 15 Junk Parts Magic Barrier 21 Prototype 36 New Type Metal Slash 28 Mark II 37 Version Up Bakuretsuken 21 High Spec 12 Machine of the Year Demon Slash --------------------------------------------- Total Battles to Master: 170 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None Low Rukani None None Gira Low Low Nifuram Immune Immune Io Low Low Poison High High Bagi Low Low Paralysis High Immune Hyado Low Low Confusion High High Dein None None Sleep High High Zaki High High Manusa High Immune Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- Cosmo Phantom (RXt@g) (Well Demon + Lips) Stat Adjustments: Power -5%, Speed +10%, Defense +5%, Intelligence +10%, Style -10%, Max HP +5%, Max MP +10% Master Bonus: +10 Defense Damage Rank Skill ----------------------------------------------------- Weird Guy 22 Imitation Spectre Blinding LIght 22 Little Phantom Moonsault 36 Illusionist 30 Illusion Master Mahokanta 30 Ace Phantom 30 Star Phantom Merami 30 King of the Universe Raidein ------------------------------------------------------ Total Battles to Master: 200 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera Low Low Rukani None None Gira Low Low Nifuram Immune Immune Io None None Poison High High Bagi None Low Paralysis High High Hyado Low Low Confusion High High Dein Low Low Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice Low High Mahoton High High ------------------------ ---------------------------- Andreal (AhA) (Thunder Rat + Geryuon) Stat Adjustments: Power +15%, Speed -10%, Defense +10%, Max HP +20%, Max MP -20% Master Bonus: +10 Power Battles Rank Skill ----------------------------------------------------- Dreal Kid Fire Breath 14 Starting Dreal 16 Average Dreal Flame Breath 25 Veteran Dreal 20 Andrealer Ice Breath 35 Andrealest 30 Premier Dreal 40 Cyber Breath Fierce Flames ----------------------------------------------------- Total Battles to Master: 180 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None Low Paralysis High High Hyado None Low Confusion High High Dein Low None Sleep High High Zaki High High Manusa High High Flame Low High Mahotora None None Ice Low Low Mahoton High High ------------------------ ---------------------------- Rose Battler ([Yog[) (Flower Kingfisher + Well Demon) Stat Adjustments: Power +20%, Speed +10%, Defense -10%, Intelligence +5%, Style +5%, Max HP -5% Master Bonus: +20 Style Battles Rank Skill ------------------------------------------------------ Seed Battler 20 Firstleaf Battler Heat Breath 25 Budding Battler Deadly Poison Cloud 23 Half-bloom Battler Rarihoma 30 Blooming Battler Fubarha 42 Rose Soldier Suspicious Mist 40 Rose Warrior 60 King Battler Madante ------------------------------------------------------ Total Battles to Master: 240 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera None None Rukani None None Gira Low Low Nifuram Immune Immune Io None None Poison High High Bagi Low High Paralysis High High Hyado High Immune Confusion High High Dein High None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice None None Mahoton High High ------------------------ ---------------------------- FOURTH-TIER MONSTER JOBS ------------------------ Dark Bishop (_[NrVbv) (Royal Reaper + Cosmo Phantom) Stat Adjustment: Defense +10%, Intelligence +30%, Style +10%, Max HP -10%, Max MP +30% Master Bonus: +20 Intelligence Battles Rank Skill ----------------------------------------------------- Apprentice Mahotarn 23 Evil Soul Zaoriku 20 Dark Padre Begiragon 27 Dark Minister Zarakima 30 Dark Priest Ionazun 30 Dark Ambassador Mahyado 30 Death Emperor Merazoma 50 Chaos Lord Grand Cross --------------------------------------------- Total Battles to Master: 210 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera Low Low Rukani None None Gira Low High Nifuram Immune Immune Io Low High Poison High High Bagi Low Low Paralysis High High Hyado Low High Confusion High High Dein None None Sleep High High Zaki High High Manusa High High Flame None None Mahotora None None Ice Low High Mahoton High High ------------------------ ---------------------------- Demon Budu (ܶñuhD) (Cursed Lamp + Hell Battler) Stat Adjustments: Power +30%, Speed +10%, Defense -5%, Style -10%, Max HP +10% Master Bonus: +20 Power Battles Rank Skill ----------------------------------------------------- Fallen Angel 25 Familiar Bikilt 25 Apprentice Demon Mahokite 30 Emissary of Hell Fubarha 55 Pro Demon Palpunte 30 Great Demon Summon Army 8 Demon Lord Fair Wind 47 God of Hell Inferno --------------------------------------------- Total Battles to Master: 220 RESISTANCES Damage Initial Master Effect Resist Master ------------------------ ---------------------------- Mera Low Low Rukani None High Gira Low Low Nifuram Immune Immune Io Low Low Poison High High Bagi None Low Paralysis High High Hyado Low Low Confusion High High Dein Low Low Sleep High High Zaki High High Manusa High High Flame None None Mahotora None High Ice None None Mahoton High High ------------------------ ---------------------------- Death Machine (fX}V[) (Protokiller + Golem) Stat Adjustment: Power +30%, Speed +10%, Defense +20%, Intelligence -20%, Max HP +10%, Max MP -10% Battles Rank Skill ----------------------------------------------------- War Puppet Rukanan 25 Moving Armor Bikilt 25 Living Mail Samidareken 30 Fight Robot Moonsault 45 Soldier Mail Raidein 65 Battle Armor Falcon Slash 50 Killer Machine Slaughter 70 Ultimate Weapon Jigospark ----------------------------------------------------- Total Battles to Master: 310 RESISTANCES Damage Initial Master Effect Initial Master ------------------------ ---------------------------- Mera Low High Rukani Low High Gira Low High Nifuram Immune Immune Io Low High Poison High High Bagi Low High Paralysis High High Hyado Low High Confusion High Immune Dein None None Sleep High Immune Zaki High Immune Manusa High Immune Flame Low Low Mahotora Low Immune Ice Low Low Mahoton High Immune ------------------------ ---------------------------- Gigamutant (MK~ [^g) (Andreal + Gyaos) Stat Adjustmnents: Power +30%, Speed -10%, Defense +5%, Intelligence -10%, Style -30%, Max HP +20% Max MP -10% Master Bonus: +20 Power Battles Rank Skill ----------------------------------------------------- Weird Beast 21 Spontaneous Transformer War Cry Charge 21 Little Mutant Deadly Poison Cloud 23 Freak of Nature 45 Megamutant Freezing Blizzard 43 Gigamutant 47 Jigomutant Gigadein 80 Body Bomber Shining Breath ----------------------------------------------------- Total Battles to Master: 280 RESISTANCES Damage Initial Master Effect Resist Master ------------------------ ---------------------------- Mera None None Rukani None Low Gira None None Nifuram Immune Immune Io None None Poison High High Bagi None None Paralysis High High Hyado None None Confusion High High Dein Low None Sleep High Immune Zaki High High Manusa High Immune Flame None Low Mahotora None High Ice None Low Mahoton High High ------------------------ ---------------------------- Rainbow Peacock (ɶ¶á) (Flying Devil + Rose Battler) Stat Adjustments: Power +10%, Speed +20%, Intelligence +30%, Style +30%, Max MP +20% Master Bonus: +20 Style Battles Rank Skill ----------------------------------------------------- Hatchling Weird Light 27 Young Bird Begiragon 27 Peacock Bird Fair Wind 21 White Peacock Kamaitachi 40 Silver Peacock Fierce Flames 45 Gold Peacock Mahoton 40 Holy Bird Inferno 50 King of Birds Flames of Hell ----------------------------------------------------- Total Battles to Master: 250 RESISTANCES Damage Initial Master Effect Resist Master ------------------------ ---------------------------- Mera None None Rukani Low Low Gira Low High Nifuram Immune Immune Io Low High Poison High High Bagi Low Low Paralysis High High Hyado High Immune Confusion High Low Dein Low High Sleep High High Zaki High High Manusa High High Flame None None Mahotora Low High Ice None None Mahoton Low High ------------------------ ---------------------------- FIFTH-TIER MONSTER JOB ---------------------- Evil Estark (GrGX^[N) (Andreal + Death Machine) Stat Adjustments: Power +20%, Speed +10%, Defense +10%, Intelligence +15%, Style +10%, Max HP +10% Max MP +10% Master Bonus: +20 Defense Battles Rank Skill ----------------------------------------------------- Skin Body Lightning Slash 30 Rubber Body Metal Slash 30 Wood Body Flame Slash 30 Iron Body Freezing Blizzard 40 Silver Body Mahyado Slash 50 Gold Body Freezing Wave 50 Platinum Body 70 Great Macho Gigaslash -------------------------------------------- Total Battles to Master: 300 RESISTANCES Damage Initial Master Effect Resist Master ------------------------ ---------------------------- Mera Low High Rukani Low High Gira Low High Nifuram Immune Immune Io Low High Poison High High Bagi Low High Paralysis High High Hyado Low High Confusion High High Dein Low High Sleep High High Zaki High High Manusa High High Flame Low High Mahotora Low High Ice Low High Mahoton High High ------------------------ ---------------------------- SIXTH-TIER MONSTER JOB ---------------------- Platinum King (v`iLO) (Dragoslime+Evil Estark) Stat Adjustments: Power -10%, Speed +20%, Defense +100%, Intelligence -20%, Style +10%, Max HP -60% Master Bonus: +255 Defense Battles Rank Skill ----------------------------------------------------- Ore Astron 28 Being Polished Behomara 20 Top-Class Merchandise Body Bash 35 Shine of the Moon Zaorik 42 Shine of the Stars Behomazun 45 Shine of the Rainbow 80 Shine of the Angels Transform 100 Star Platinum Big Bang ----------------------------------------------------- Total Battles to Master: 350 RESISTANCES Damage Initial Master Effect Resist Master ------------------------ ---------------------------- Mera High Immune Rukani Immune Immune Gira High Immune Nifuram Immune Immune Io High Immune Poison High Immune Bagi High Immune Paralysis High Immune Hyado High Immune Confusion High Immune Dein High Immune Sleep Immune Immune Zaki Immune Immune Manusa Immune Immune Flame High Immune Mahotora High Immune Ice High Immune Mahoton High Immune ------------------------ ---------------------------- QUICK JOB HEIRARCHY REFERENCE: MAGIC WARRIOR<---Magic User------>SAGE-->TENCHIRAIMEISHI<--SUPERSTAR /|\ /|\ /| /|\ |\ | | / | \ | | / | \ Warrior Priest Dancer Bard Joker | | | | V V PIRATE<---Thief--->MONSTER HUNTER BATTLEMASTER<--Martial Artist-->PALADIN /|\ /|\ \ / | | `------->GOD HAND<-------' Sailor Shepherd Any 3 Bold jobs---->Hero I made a chart of the monster job Heirarchy, but you don't want to see it. No, really, you don't. Trust me. And I probably couldn't make an ASCII rendition of it even if I tried. ################################################################################ 5. SPELLS AND SKILLS ################################################################################ Due to the sheer number of jobs, and techniques learned by multiple jobs, I've decided to seperate the spells and Abilities section by type rather than by job. Since DQ7 seperates all Abilities and spells into attack/healing/other, I figure I'll do the same. KEY: MP: MP it takes to cast spell or use skill: "A" means the spell takes all your remaining MP. TAR: Type of Target. S=Self 1=one target, G=group, A=All DAM: Amount of damage (roughly) spell does to or heals target (with no resistance if an attack) "V" indicates the damage varies (usually dependant on the strength of the user) Note: these are rough guesses. I'm haven't done enough trials with some of these spells. DTYP: Type of Damage. M=Mera, G=Gira, H=Hyado, I=Io, B=Bagi, D=Dein, F=Fire, C=Cold, O=Other, NA=Not Applicable DAMAGE SPELLS Name Japanese MP TAR DAM DTYP EFFECT -------------------------------------------------------------------------------- Mera 2 1 ~15 M Small Ball of Fire Merami ~ 4 1 ~80 M Medium Fireball Merazoma ][} 10 1 ~190 M Large Fireball Gira M 4 G ~20 G Small blast of fire Begirama xM} 6 G ~40 G Medium fire blast Begiragon xMS 10 G ~100 G Large Fire Blast Hyado qh 3 1 ~30 H Small Ice projectile Hyadalko q_R 5 G ~50 H Medium Ice Crystal explosion Mahyado }qh 12 A ~100 H Large Ice Crsytal blast Io CI 5 A ~20 I Small Explosion Attack Iora CI 8 A ~60 I Medium Explosion Attack Ionazun CIiY 15 A ~140 I Large Explosion Attack Bagi oM 2 G ~15 B Small Tornado attack Bagima oM} 4 G ~30 B Medium Tornado Attack Bagicross oMNX 8 G ~150 B Large Tornado Attack Raidein CfC 6 A ~80 D Weak Lightning Attack Gigadein MKfC 15 G ~200 D Strong Lightning Attack Minadein ~ifC 10* 1 ~600 D Entire party joins together to fire a powerful lightning blast Coral Rain R[C 8 A ~90 B Water attack to all enemies Maelstrom CXg 12 G ~140 B Water attack to a group Zaki UL 4 1 Death NA Kills one enemy Zaraki UL 7 G Death NA Kills a group of enemies Zarakima UL[} 15 A Death NA Kills all enemies Megante Ke 1 A Death NA Sacrifice self to kill all enemies -------------------------------------------------------------------------------- *Casting Minadein takes 10MP from each character in the party. If any character has below 10MP, the spell will fail. HEALING SPELLS Name Japanese MP TAR DAM EFFECT -------------------------------------------------------------------------------- Hoimi zC~ 2 1 ~30 Light healing to one party member Behoimi xzC~ 4 1 ~80 Better healing to one party member Behoma xz} 6 1 All Full healing to one party members Behomara xz}[ 10 A ~100 Healing to all party members Behomazun xz}Y 20 A All Full healing to all party members Zaoraru UI 8 1 NA 50% chance to resurrect someone with half HP Zaoriku UIN 15 1 NA 100% chance to resurrect someone with full HP Megazaru KU A A NA Sacrifice self to resurrect/heal all party members to their maximum HP. Kiari LA[ 2 1 NA Cures poison to a party member Kiariku LAN 2 A NA Cures paralysis to all party members -------------------------------------------------------------------------------- OTHER SPELLS Name Japanese MP TAR EFFECT -------------------------------------------------------------------------------- Rariho z[ 3 G Puts monsters to sleep Rarihoma z[} 5 G Puts monsters into a deep sleep Medapani _pj 5 G Confuses targets Manusa }k[T 5 G Surrounds enemies with illusions, reduces hit rate Mahoton }zg[ 3 G Seal off target's magic so their spells always fail Mahotora }zg 0 1 Steal an enemy's MP Mahotarn }z^[ 4 S Reflects one magic spell Mahokite }zLe 2 1 Surrounds target with an aura that absorbs the MP from all spells cast on him/her Mahokanta }zJ^ 5 S Reflect all spells until effect wears off Magic Barrier }WbNoA 3 A Increase party's resistance to spells Rukani Jj 3 1 Cut target's Defense in half Rukanan Ji 4 G Targets lose 25% of their Defense Skara XJ 2 1 Increases target's Defense by 50% Skult XNg 3 A Increases party's Defense by 25% Bikilt oCLg 6 1 Double's target's Attack Power Astron AXg 2 A Turns party to iron; while the spell is under effect the party can't attack, but also can't be harmed Fubarha to[n 3 A Increases party's Fire and Cold resistance Riremitt ~g 8 NA Teleports party out of the dungeon Rura [ 1 NA Teleports party to a town of choice Nifuram jt 1 G Dispels a group of Undead Dragoram hS 18 S Turns caster into a Dragon. Dragons don't follow orders but have powerful breath weapons. Bashirura oV[ 8 1 Send an enemy flying off into the Wild Blue Yonder Palpunte pve 20 NA Has random effects* Inpas C pX 2 NA Checks a treasure chest for traps Toramana g}i 2 NA Immunizes party to damage floors Toheros gwX 4 NA Stops monsters weaker than you from attacking your party on the field Flomi t[~ 2 NA Tells you what floor you're on Remirama ~[} 2 NA Makes onscreen hidden items flash Majastis }WXeBX 15 NA Negates all support spells cast on party and enemies (Skara, Bikilt, etc.) Gigajastis MKWXeBX 20 NA Negates all support spells, but only those cast on your enemies -------------------------------------------------------------------------------- * Palpunte Effects: HP Healing: Heals the entire party and all enemies to max HP MP Healing: Restores the entire party and all enemies to max MP Resurrect all: Resurrects all dead party members and enemies Revive Party: Resurrects all party members and heals living members to max HP. Rariho All: Puts all party members and enemies to sleep, ignoring resistance MP Loss: Reduces the entire party and all enemies' MP to 0 Meteor Shower: Reduces all party members' and enemies' HP to 1. Anyone with only 1 HP left dies. Spell Dispersion: Dispels any spells cast by party members or enemies for the duration of the battle Terrifying Battle Cry: All enemies are frozen in Place Demon Summon: The Demon attacks all enemies, then leaves Enemy Shatters: All enemies break into pieces, ending battle, but you won't get any gold or EXP for shattered enemies Terrifying thing Attacks: All monsters flee in terror. Don't get any EXP or Gold for monsters that flee Dragoram on Everyone: Your entire party turns into dragons Critical Hit Blessing: Every normal attack your party performs will be a critical hit for the duration of the battle Time Flows in Reverse: Return to the beginning of battle, as if you used Sands of Time Strange Echo: Nothing special DAMAGE ABILITIES Name Japanese MP TAR DAM DTYP EFFECT -------------------------------------------------------------------------------- Fire Breath Î̧ 0 A ~10 F Weak fire breath Flame Breath ©¦ņ̃ 0 A ~40 F Medium-powered fire breath Fierce Flames Í°µ¢ 0 A ~70 F High-powered fire breath Inferno µáË 0 A ~160 F Ultimate Fire breath Cold Breath Âß½¢§ 0 A ~15 C Weak ice breath Ice Breath ±¨ȩ̀ 0 A ~55 C Medium-powered ice breath Freezing Blizzard ±²¦éÓÔ« 0 A ~130 C High-powered ice breath Shining Breath ©ªâ§ 0 A ~220 C Ultimate Ice breath Ultima Sword Ae}\[h 20 1 ~600 Ultimately powerful slash to one enemy Stone Throw ÎÂÔÄ 0 G ~15 Throws rocks at a group of enemies Lightning ¢È¸Ü 0 A ~45 D Calls lightning down on your enemies Lightning Slash ¢È¸Üaè 0 1 V D Lightning-charged attack Flame Slash ©¦ñaè 0 1 V F Flame-charged attack Kamaitachi ©Ü¢½¿ 0 1 V* B Creates a Kamaitachi, a wind-blade attack Bite ©Ý¯ 0 1 V Calls a wolf to bite a target Seagull Counter ©àßÔµ 0 1 V 1.25x damage to flying enemies Boulder Drop âΨƵ 0 A ~110 Throw boulders at all enemies Gigaslash MKXbV 15 G ~400 Powerful slash to a group of enemies Critical Strike «ã¤µå"q« 0 1 Death Aim for a vital spot on an enemy Grand Cross OhNX 20 G ~200 O Explosion attack to a group of enemies Summon Army ®ñ½¢ÄÑ 0 A V*** Use gold to hire an army to attack Samidareken ³Ý¾ê 0 A V Attacks all enemies Jigospark WSXp[N 25 G ~270 D Summon a bolt of Hell's Lightning Gale Strike µÁդë 0 1 V Does 80% damage of a normal attack but always strikes first in a round Dance of Death ̨Çè 0 A Death Tries to kill all enemies Earthquake ¶ÐÑ« 0 A ~55 Shakes the earth to damage all enemies Crevasse ¶íê 0 A Death Opens a crack in the earth that tries to swallow up all enemies Vacuum Slash µñ¤aè 0 1 V B Air-charged attack Vacuum Wave µñ¤g 0 A V* B Wind damage to all your opponents Life Risk ·ÄÝ 0 1 V Does double damage, but reduces your defense power to 0 for that round Seikenzuki ¹¢¯ñë 0 1 V A punch that does 1.5x normal damage. Enemies can sometimes dodge it Zombie Slash ]raè 0 1 V Does 1.5x damage to Undead Body Bash ½¢ ½è 0 1 V Does extra damage, but damages user too Tsunami ÂÈÝ 0 A ~40 B Summon a Tsunami to wash away your foes Sword Dance Âé¬ÌÜ¢ 0 A V Do four attacks to random targets Far Howl ƨڦ 0 A V* Summon a pack of wolves to attack random targets. They don't always come. Stampeding Sheep ÇƤÌж 0 A V* Summon a herd of sheep to trample random targets. Sometimes they don't show up. Tobihiza-geri ÆÑд°è 0 1 V Does extra damage to flying enemies Dragon Slash hSaè 0 1 V Does 1.5x damage to dragon-type enemies Steal Slash Ê·ÁÆaè 0 1 V Attack and try to steal an item (emphasis on TRY) Bakuretsuken Îê¯ñ 0 A ~50x4 A flurry of punches to random targets Falcon Slash ÍâÔ³aè 0 1 V A double attack to a single enemy Hurricane nP[ 0 G ~60 B Wind damage to a group of enemies Rend Ы³¯ 0 G V Summon wolves to claw your enemies to shreds Big Bang rbOo 30 A ~350 I Create a massive explosion Flame Pillar Îεç 0 1 ~180 F Use the old match-and-liquor technique to breathe a ball of fire at your enemy Bash Into Ô©ê 0 1 V Summon a wolf to ride, and charge into an enemy to reduce both you and it to 1/5 HP. Weird Slash Öñıaè 0 1 V Attacks and confuses enemy Magma }O} 0 A ~80 F Magma attacks all enemies Demon Slash ܶñ¬è 0 1 V Misses a lot, but if it hits it will be a guaranteed critical hit Madante }_e A A V** Expend all your magical power to attack; Damage depends on how much MP you use Muscle Dance }bX_X 0 G V Physical attack to a group Mutton Attack }gA^bN 0 1 V Reduces both you and your target to 1/5 HP. Mahyado Slice }qhaè 0 1 V H Does Hyado damage with your weapon Mawashi-Geri Üíµ°è 0 G V A spinning kick that damages a group Slaughter ÝÈ²ëµ 0 1 V Does lots of damage, but target is random, and can be a party member Moonsault [Tg 0 A V A kick attack to all enemies Meido Fuuma ß¢Ç¤Ó¤Ü 15 A Death Sucks all enemies into a crevasse Metal Slash ^aè 0 1 V Does extra damage to metal enemies Double-Edged Slash àëÎaè 0 1 V Does 1.5x damage, but you take 1/4 of the damage that you deal Flames of Hell êñ²Î 20 A ~210 F Summon a huge blaze of flames -------------------------------------------------------------------------------- * These techniques' damage is dependant upon level rather than attack power ** Madante's damage is the amount of MP you expend casting it times 3 *** Summon Army takes EXP Levelx50 gold to use. Damage is based on level as well HEALING ABILITIES Name Japanese MP TAR DAM EFFECT -------------------------------------------------------------------------------- Song of the Spirits ¹¢ê¢ÌÌ 10 A NA Revive all dead party members to full at end of next turn. 50% chance of success Voice of the Angels Vg̤½²¦ 0 A NA Tries to revive any dead party members. Hustle Dance nbX_X 0 A ~70 Heals the party's damage Mune-Uchi Ýˤ¿ 0 1 NA Cure poison and confusion from an ally Meditate ߢ»¤ 0 S ~500 Heals yourself Megazal Dance KU_X 0 A NA Dancer dies, rest of party revived and healed to max Wakeup Song ß´ßÌÌ 0 A NA Wakes up all sleeping party members Tranquil Song â·ç¬ÌÌ 0 A ~20 Heals all party members -------------------------------------------------------------------------------- OTHER ABILITIES Name Japanese MP TAR EFFECT -------------------------------------------------------------------------------- Ashi-Barai µÎç¢ 0 1 Trip an enemy and stun it for a turn Sweet Breath Ü¢§ 0 G Puts a group of enemies to sleap Rope Net ÝÈí 0 1 Entangles an enemy for one turn Suspicious Mist âµ¢«è 0 A Prevents everyone from casting any spells One-Shot Gag êMO 0 G Stuns a group for one turn Freezing Wave ¢ÄÂÍǤ 0 A Negates all the enemies' magical effects and support spells Wool Guard E[K[h 0 A Cuts cold damage to party in half Redirect ó¯Èªµ 0 S All attacks targeting you get redirected to another party member Eyes of the Seagull ¤ÝÇèÌß 0 NA Tells you the location of the nearest town Fair Wind ¨¢©º 0 A Reflects fire/ice breath directed at you one time Battle Cry ¨½¯Ñ 0 A Surprise and stun all enemies Dance Seal ¨ÇèÓ¤¶ 0 G Prevent a group of monsters from dancing War Cry Charge C¢½ß 0 S Doubles the power of your next physical attack Tickle Torture ·®èÌY 0 1 Stun an enemy for three turns Whistle ¿Ô¦ 0 NA Calls a group of monsters Genma Summon °ñÜ¢« 20 NA Summons a Genma to fight for you** Comic Song R~bN\O 0 G Stun a group for a turn Inviting Dance ³»¤¨Çè 0 1 Entice an enemy to dance for a turn Song of the Waves ³´ÈÝÌÌ 0 G Put a group of enemies to sleep Payback µÁØÔµ 0 S Return whatever attacks you receive Stealth Step µÌÑ µ 0 NA Reduces encounter rate Concealed Laugh µÌÑ΢ 0 NA As far as I can tell, nothing.... Summon µå¤©ñ 20 NA Summons a monster to fight for you* Suimen-geri ·¢ßñ°è 0 1 Kick that damages and stuns an enemy Suteteko Dance XeeR_X 0 G Causes a group of enemies to lose their turns as they laugh at you Sandsmoke ·È¯Þè 0 A Blows sand into the eyes of your foes Deck Dance Dã_X 0 A Causes all enemies to lose a turn Super Guard åÚ¤¬å 0 S Reduces any damage taken by 90% Hawk Eyes ^JÌß 0 NA Tells you how far you are from the nearest town War Song ½½©¢ÌÌ 0 A Increases your party's defense Power Gather ¿©ç½ß 0 S Increases the damage of your next attack Knockback «Æε 0 1 Sends a single enemy flying Penetrate ÂÁ±Ý 0 S Counterattack any direct attacks Nose of the Thief Ƥ¼ÌÍÈ 0 NA Tells you how many more treasures are left in the general area/floor Far Howl ƨڦ 0 G Surprises a group of enemies. Not to be confused with Gabo's ability of the same name Poison Breath Ç̧ 0 G Poisons a group of enemies Tomoe-nage Æর 0 1 Throws an enemy far, far away... Lick ÈßÜíµ 0 1 Lick an enemy's face, disgusting them so muchthat they do nothing for 1-2 turns Nio's Stand ɨ¤§¿ 0 S Take all attacks directed at your party Sleep Ëé 0 S Fall asleep and regenerate HP and MP while walking. Careful not to get attacked... Noah's Ark mAÌͱÔË 10 A Makes your party immune to attack, but they can't do anything either Curse Song Ìë¢ÌÌ 0 G Reduces a group of enemies' defense Puff-puff ÏÓÏÓ 0 1 Squeeze an enemy's face against your chest. Males damage their target. Females cause target to lose their turn, stunned happily... Sheep-counting song ж¼¦Ì 0 A Puts enemies to sleep Sheep Dance жÌ_X 0 NA Apparently nothing.... Super Tongue ÐáêÂÈß 0 1 Reduce an enemy's defense to 0 and stun it for a turn Weird Light Ô«ÝÈõ 0 G Reduce a group's magic resistance Amazing Dance Óµ¬È¨Çè 0 1 Reduce the target's MP Transform Ïg O S User turns into a monster. Does powerful attacks, but can't be given commands. Howl Ù¦ë 0 G Summons wolves to howl and surprise enemies Space Out Ú¯ 0 S Ignore damage from any attacks Magic-Sealing song ÜÓ¤¶ÌÌ 0 G Cause a group of enemies' spells to fizzle Blinding light ÜÔµ¢õ 0 A Blinds enemies and reduces their accuracy Mahotora Dance }zg¨Çè 0 1 Steal the target's MP Monster Charm ÜàÌÈçµ 0 G Increase the chance of the target "joining" after the fight Dodge Kick g©íµ«á 0 S Increases your chance of dodging attacks Substitute gªíè 0 1 Guard an ally, taking all attacks meant for him or her Medapani Dance _pj_X 0 G Confuse a group of enemies Deadly Poison Cloud à¤ÇÌ«è 0 G Hits enemies with a powerful poison that saps 1/6 their max HP per round Heat Breath â¯Â§ 0 G Paralyzes a group of enemies Lullaby ä該ÌÌ 0 G Put a group of enemies to sleep -------------------------------------------------------------------------------- * As your caster's level increases, the number of monsters you can summon increases as well. What monster is summoned is determined randomly. 1) Tattsuu: HP 300, MP 50, Attack 180, Defense 150, Speed 80 Uses: Substitute, Behoimi, Lightning, Sweet Breath 2) Deago: (Level 30+) HP 450, MP 60, Attack 210, Defense 160, Speed 120 Uses: Bikilt, Skult, Fierce Flames, Super Tongue 3) Samshin: (Level 35+) HP 550, MP 40, Attack 250, Defense 190, Speed 150 Uses: Rukanan, Demon Slash, Zombie Slash, Dragon Slash, Lightning Slash, Flame Slash 4) Bazuu: (Level 40+) HP 800, MP 150, Attack 300, Defense 230, Speed 100 Uses: Mahyado, Bagicross, Merazoma, Begiragon, Behomara ** Genmas are summoned in much the same way as normal summoned monsters, except they're much more powerful. Caster level determines what monsters you have access to. 1) Kakaron: HP 1500, MP 70, Attack 300, Defense 240, Speed 95 Uses: Behoma, Hurricane, Magma, Earthquake, War Song 2) Balbaloo: (Level 30+) HP 2000, MP 90, Attack 340, Defense 250, Speed 115 Uses: Bikilt, Sword Dance, Curse Song, Samidareken, Falcon Slash, Demon Slash 3) Kusharami: (Level 35+) HP 2200, MP 0, Attack 300, Defense 270, Speed 150 Uses: Hustle Dance, Death Dance, Muscle Dance, Medapani Dance 4) Domedi: (Level 40+) HP 3000, MP 70, Attack 390, Defense 300, Speed 130 Uses: Behomazun, Grand Cross, Flame Pillar, Boulder Drop, Nio's Stand HYBRID TECHNIQUES ----------------- Note: For descriptions of each of these techniques, look above--they're all there somewhere. JOB 1 JOB 2 TECHNIQUE -------------------------------------------- Warrior Thief Steal Slash Warrior Dancer Sword Dance Warrior Sailor Seagull Counter Warrior Bard War Song Warrior Shepherd Mune-Uchi Warrior Joker Weird Slash Martial Artist Magic User Fire Breath Martial Artist Thief Critical Strike Martial Artist Dancer Muscle Dance Martial Artist Sailor Suimen-Geri Martial Artist Shepherd Mutton Attack Magic User Thief Mahotora Magic User Dancer Mahokite Magic User Sailor Lightning Magic User Bard Curse Song Magic User Shepherd Rarihoma Magic User Joker Medapani Priest Sailor Noah's Ark Priest Bard Tranquil Song Priest Shepherd Skult Thief Dancer Mahotora Dance Thief Joker Concealed Laugh Dancer Sailor Deck Dance Dancer Shepherd Sheep Dance Dancer Joker Suteteko Dance Sailor Bard Song of the Waves Bard Shepherd Sheep-Counting Song Bard Joker Comic Song Sage Superstar Megazaru Dance ################################################################################ 5. ITEM LIST ################################################################################ I've basically divided this section into several categories, one for each type of item: Weapons, Armor, Shields, Helmets, Accessories, Items, and Key Items. Items are anything that isn't equipment or a Key item. Note that some pieces of equipment also serve as Key Items. (like the Mermaid Moon) Key: ATT=Attack Power item grants DEF=Defense Power item grants STY=Style Points item grants 1=Denotes whether something is a one-time-use item; that is, whether or not the item can be "used up." Either "Y" for "Yes," "N" for "No," or "NA" for an item that can't be used. Notes: Any special properties said item has. Effects: What the accessory in question "does." I've left out the uses for the Key Items so as not to include any spoilers. WEAPONS ------- Name Japanese ATT STY Notes -------------------------------------------------------------------------------- Poison Needle ÇÎè 1* 15 Randomly one-hit kills Hinoki Stick ÐÌ«ÌÚ¤ 2 0 Bamboo Spear |Ìâè 5 1 Sharpened Bone ƪÁ½zl 6 3 Club ±ñÚ¤ 8 5 Bronze Knife u YiCt 9 8 Bronze Sword ǤÌÂé¬ 11 9 Stone Fangs ÎÌLo 12 3 Big Wooden Hammer ¨¨«Ã¿ 14 -5 Holy Knife ¹¢ÈéiCt 14 7 Boomerang u[ 15 5 Attacks all enemies Staff of Blessings µãÓÌñ 15 16 Use in battle: Behoimi Thorn Whip ¢ÎçÌ` 18 7 Attacks a group Stone Axe ÎÌIm 19 4 Iron Claw SÌc 21 15 Iron Spear SÌ 23 8 Poison Moth Knife ǪÌiCt 23 13 Randomly paralyzes target Leather Whip çÌ` 25 13 Attacks a group Kusari-Gama ³èªÜ 25 13 Bladed Boomerang â¢ÎÌu[ 26 19 Attacks all enemies Staff of Lightning ¢©¸¿Ìñ 28 25 Use in battle: Begirama Assassin Dagger ATV_K[ 30 11 Randomly one-hit kills Staff of Sleep ËÞèÌñ 32 15 Use in battle: Rariho Steel Sword ͪËÌÂé¬ 33 16 Chain Cross `F[NX 33 18 Attacks a group Steel Fangs ͪËÌLo 35 8 Staff of Divine Wrath ÄñÎÂÌñ 35 20 Use in battle: Bagima Big Metal Hammer ¨¨©Èÿ 36 6 Holy Lance z[[X 36 17 Staff of Judgement ³Î«Ìñ 37 22 Use in battle: Bagi Iron Axe SÌIm 38 6 Evil-Destroying Sword ͶáÌÂé¬ 38 23 Use in battle: Gira Rune Staff [X^bt 39 18 Use in battle: Skult Magic Sealing Staff ÜÓ¤¶Ìñ 40 18 Use in battle: Mahoton Power Knuckle p[ibN 40 20 Morning Star [jOX^[ 43 14 Attacks all Enemies Killer Spear L[sAX 45 32 Double attack Big Scissors ¨¨Î³Ý 47 -1 Battleaxe ogAbNX 49 15 Dragon Tail hSeC 52 33 Attacks a group Flame Claw Ìc 53 21 Flame damage, Use in battle: Merami Saw-blade Katana ̱¬è 54 -2 Wave Sword ³´ÈÝÌ 55 35 Use in battle: Mahokanta Sword of the Fairies 椹¢Ì 58 30 Use in battle: Skara Fan of the Moon ̨¤¬ 60 30 Platinum Sword v`i\[h 60 45 Warhammer EH[n}[ 62 19 Sage Staff ¯ñ¶áÌñ 62 31 Use in battle: Behoma Ice Blade ±¨èÌâ¢Î 62 31 Ice damage, Use in battle: Hyadalko Staff of Magma }O}Ìñ 63 30 Use in battle: Magma Steel Whip ͪËÌ` 65 22 Attacks a group Flame Boomerang Ìu[ 65 25 Attacks all enemies Sword of Dozing ÜÇëÝÌ 65 28 Randomly puts target to sleep Staff of Revival ÓÁ©ÂÌñ 65 38 Use in battle: Zaoraru Falcon Sword ÍâÔ³Ì 67 32 Double Attack Sword of Charming ä¤íÌ 70 51 Randomly confuses targets Sound of the Sea Staff CÈèÌñ 74 42 Use in battle: Tsunami Zombie Killer ]rL[ 75 5 Extra damage to undead Dragon Killer hSL[ 83 35 Extra damage to dragons Dragon Claw hSNE 85 35 Flame Sword ÌÂé¬ 87 33 Use in battle: Io Demon's Claw ÜÌc 90 29 Randomly paralyzes target Sword of Yuvarl o[Ì 90 45 Randomly makes target dance Slaughter Sword ÝȲëµÌ 95 15 Cursed: Attacks all enemies, but wielder sometimes attacks party Thunder Sword ç¢ß¢Ì 95 40 Use in battle: Raidein Demon-beast Claw ܶã¤Ìc 95 25 Demon-beast Fangs ܶã¤ÌLo 95 25 Randomly paralyzes target Sword of Godias SfBAXÌ 97 45 Demon Spear f[XsA 99 19 Randomly one-hit kills Hero's Staff ¦¢ä¤Ìñ 103 60 Use in Battle: Fubarha Blizzard Sword ÓÔ«ÌÂé¬ 105 38 Extra damage to low Hyado-resist targets Demon's Axe ܶñÌIm 108 20 If it hits, 100% chance of critical hit Miracle Sword «¹«ÌÂé¬ 100 38 Heals a bit with each attack Bastard Sword oX^[h\[h 109 32 Sword of Destruction Í©¢ÌÂé¬ 110 0 Cursed: Wielder sometimes loses turn Big Bowgun rbO{EK 110 25 Fan of the Sun ½¢æ¤Ì¨¤¬ 110 49 Attacks a group Demon's Hammer ܶñÌ©Èÿ 115 33 If it hits, 100% chance of critical hit Double-edged sword àëÍÌÂé¬ 117 13 Cursed: Wielder takes 1/4 of damage they deal Royal Sword ¤ÒÌ 120 55 Metal Ball of Destruction Í©¢ÌS 125 26 Attacks all enemies Suiryu's Sword ³Ì 125 52 Use in battle: Tsunami Metal King Sword ^LOÌ 130 40 Orihalcon Fangs InRÌLo 135 37 Ochearno's Sword I`FA[mÌ 140 50 Use in battle: Bikilt Gringham Whip OKÌ` 145 57 Attacks a group ARMOR ----- Name Japanese DEF STY Notes -------------------------------------------------------------------------------- Just a piece of cloth ½¾Ìz«ê 3 0 Clothes zÌÓ 4 2 Traveller Clothes ½ÑÑÆÌ 7 6 Suteteko Pants XeeRpc 8 -100 Silk Tuxedo «ÊÌ^LV[h 10 40 Leather Armor çÌæë¢ 11 15 Leather Loincloth ç̱µÜ« 12 -20 Silk Robe «ÊÌ[u 13 28 Scale Armor ¤ë±Ìæë¢ 15 9 Leather Dress çÌhX 17 15 Bunny Suit oj[X[c 17 38 Shell Armor ±¤çÌæë¢ 18 -25 Fur Cape ÑçÌ}g 18 18 Royal Clothing «¼Ì 19 28 Slime Clothes XCÌ 20 13 Chain Mail ³è©½Ñç 20 23 Dancer Clothes ¨Çè±Ì 20 35 Bronze Armor ¹¢Ç¤Ìæë¢ 23 12 Iron Breastplate SÌÞË Ä 26 4 Dodge Clothes Ý©íµÌ 28 11 Increases chance of dodging attacks Gaudy Clothes ÍÅÈ 28 35 Iron Armor SÌæë¢ 30 19 Magical Robe ÜÙ¤Ì@ß 30 20 Increases magic resist Pure Robe ´«±ëà 30 45 Increases magic resist Pirate Clothes ©¢¼Ì 32 30 Turtle Shell J̱¤ç 33 -15 Silver Breastplate ¬ñÌÞË Ä 36 30 Magician Robe ÜǤµÌ[u 37 19 Increases magic resist Dancing Mail _VOC 37 38 Increases chance of dodging attacks Viking Armor oCLOA[}[ 38 20 Silk Teddie VNÌrX`F 38 45 Robe of the Wind Ì[u 38 48 Amazing Borero Óµ¬È{ 40 -50 Sometimes absorbs MP from spells cast on wearer Stylish Suit ¨µáêÈX[c 40 47 Party Dress p[eBhX 40 48 Steel Armor ͪËÌæë¢ 44 27 Magical Skirt }WJXJ[g 45 35 Increases magic resist Magic Armor ÜÙ¤Ìæë¢ 47 38 Increases magic resist Heavy Armor ÂÅÌæë¢ 50 -30 Increases fire and cold resistance Spangle Dress XpR[hX 50 52 Silver Mail Vo[C 53 40 Increases magic resist Bladed Armor â¢ÎÌæë¢ 55 15 Damages attackers Spirit Armor ¹¢ê¢Ìæë¢ 55 35 Increases magic resist Angel's Robe VgÌ[u 55 55 Immunity to insta-death attacks (Zaki, etc) Dragon Mail hSC 60 37 Increases fire resist Platinum Mail v`iC 63 51 Increases magic resist Hell's Armor µ²Ìæë¢ 65 15 Cursed: increases magic resist, but wearer randomly loses turns Water Robe ݸÌͲëà 65 42 Increases magic and fire resistance Slime Armor XCA[}[ 67 30 Flame Armor Ìæë¢ 70 33 Increases fire and cold resistance Camisol of Dreams äßÌL~\[ 73 88 Mysterious Armor µñÒÌæë¢ 75 55 Heals HP every turn Dress of Light ЩèÌhX 75 61 Occasionally reflects magic Robe of Darkness âÝ̱ëà 78 32 Increases chance of dodging attacks Demon Armor ܶñÌæë¢ 85 12 Cursed: Speed goes to 0 Princess Robe v ZX[u 85 72 Angel Leotard VgÌI^[h 93 72 Immunity to insta-death attacks Mirror Armor ~[A[}[ 95 50 Occasionally reflects magic Dragon Robe hS[u 95 60 Increases all resistances Mysterious Teddie µñÒÌrX`F 95 92 Heals HP as you walk Royal Armor ¤ÆÌæë¢ 105 60 Gigant Armor MKgA[}[ 112 15 Increases fire and cold resistance Metal King Armor ^LOÌæë¢ 115 45 Increases magic and fire resistance Gaiarla's Armor KCA[Ìæë¢ 125 55 Increases magic and fire resistance SHIELDS ------- Name Japanese DEF STY Notes -------------------------------------------------------------------------------- Pot Lid ¨È×Ìt^ 2 -20 Leather Shield çÌ½Ä 4 2 Scale Shield ¤ë±Ì½Ä 7 4 Chiton Shield LgV[h 9 8 Bronze Shield ¹¢Ç¤Ì½Ä 11 7 Iron Shield SÌ½Ä 13 12 Increases fire and cold resistance Silver Tray Vo[gC 15 23 White Shield zCgV[h 16 15 Magic Shield ÜÙ¤Ì½Ä 18 21 Increases magic resist Ice Shield ±¨èÌ½Ä 25 18 Increases fire resistance Platinum Shield v`iV[h 25 40 Increases magic and fire resistance Dragon Shield hSV[h 25 40 Increases fire and cold resistance Dolphin Shield htBV[h 28 28 Decreases Tsunami damage Fuujin's shield _Ì½Ä 32 18 Use in battle: Bashirura Flame Shield Ì½Ä 36 22 Increases magic and cold resistance Shield of Power ¿©çÌ½Ä 40 33 Use in battle: Behoimi Shield of Tragedy È°«Ì½Ä 42 -5 Cursed: Lose turn randomly Ogre Shield I[KV[h 45 -10 Mirror Shield Ý©ªÝÌ½Ä 60 30 Increases magic and cold resistance Shield of Ruin ÍßÂÌ½Ä 57 5 Cursed: Decreases all resistances Tornado Shield gi[hÌ½Ä 60 30 Use in battle: Magic Barrier Metal King Shield ^LOÌ½Ä 70 40 Increases all resistances HELMETS ------- Name Japanese DEF STY Notes -------------------------------------------------------------------------------- Leather Hat çÌÚ¤µ 3 2 Hairband wAoh 4 10 Pointed Hat ÆñªèÚ¤µ 5 -2 Wooden Hat ØÌÚ¤µ 6 -15 Shell Hat ©¢ªçÚ¤µ 8 3 Amazing Hat Óµ¬ÈÚ¤µ 8 5 Reduces MP consumption Fur Hood ÑçÌt[h 11 13 Turban ^[o 12 2 Silver Hairband ¬ñÌ©Ý©´è 14 25 Rabbit-ear Band ¤³ÝÝo h 15 15 Iron Helmet S©ÔÆ 16 15 Silk Hat VNnbg 17 5 Captain's Hat Lvenbg 19 21 Iron Mask ÄÁ©ßñ 22 -10 Wind Hat ÌÚ¤µ 24 8 Use: Rura Viking Helmet oCLObg 25 15 Platinum Head v`iwbh 28 42 Hat of Knowledge ¿µ«ÌÚ¤µ 30 33 Intelligence +30 Mithril Helm ~Xw 32 17 Echo Hat âÜѱÌÚ¤µ 35 2 "Echoes" spells, casting them twice Hat of Happiness µ í¹ÌÚ¤µ 37 -17 Heals damage as you walk Helm of Knowledge ¿èåÌ©ÔÆ 37 21 Intelligence +15 Dugon's Helm f SÌ©ÔÆ 40 26 Decreases chance for confusion and Magic-sealing attacks to work on wearer Berserker's Helm o[TJw 42 8 Cursed: Wearer sometimes attacks party Golden Tiara ©àÌeBA 43 50 Reduces chance for negative magic to work Faygo's Helm tF[SÌ©ÔÆ 53 33 Increased sleep/death/confusion resistance Metal King Helm ^LOw 60 38 Reduces chance for negative magic (Rariho, etc.) to work ACCESSORIES ----------- Name Japanese STY Effects -------------------------------------------------------------------------------- Old Glasses ÃÑ½ßªË 0 None Intelligence Glasses CeßªË 0 Intelligence + 15 Rabbit's Foot ¤³¬ÌµÁÛ 2 None(?) Power Ring ¿©çÌäÑí 3 Attack + 7 Prayer Ring ¢ÌèÌäÑí 3 Defense + 5. Use to regain MP, sometimes breaks Mermaid's Moon lÌ 5 Use to cure confusion Shooting Star Armband ÙµÓé¤Åí 5 Doubles Speed Shoes of Happiness µ í¹Ì 5 Gain experience as you walk Ruby of Defense ÜàèÌr[ 5 Defense + 10 Pink Pearl sNp[ 7 None Megante Armband Ke̤Åí 7 Defense + 10, wearer casts Medante upon death Slime Earrings XCsAX 8 Attack + 1 Life Ring ½ÌäÑí 8 Defense + 5, heal HP as you walk Net Tights Ý^Cc 10 Defense + 5 Hero Armband ²¤¯Â̤Åí 10 Attack + 15 Star Fragment ٵ̩¯ç 10 Use to confuse a single enemy Gale Bandana µÁÕ¤Ìo_i 10 Speed + 30 Fire Amulet ÌA~ bg 10 Attack + 25 Use: Fireball Earth Amulet nÌA~ bg 10 Defense + 20 Use: Crevasse Wind Amulet ÌA~ bg 15 Speed + 50 Use: Bagima Bow Tie ¿å¤lN^C 15 Defense + 2 Garter Belt K[^[xg 15 Defense + 3 Gold Bracelet àÌuXbg 15 Defense + 5 Speed Ring ÍâÄÌO 15 Speed + 15 Megazaru Armband KṲÅí 15 Defense + 10, wearer casts Megazaru upon death Water Amulet ÌA~ bg 20 Defense + 30, Use: Rariho Stylish Bandana ¨µáêÈo_i 17 Defense + 5 Glass Shoes KXÌ 30 None Gospel Ring SXyO 30 Defense + 50, Negates random encounters Goddess Ring _ÌäÑí 40 Intelligence + 33, regains MP as you walk ITEMS ----- Name Japanese 1 Effects -------------------------------------------------------------------------------- Medical Herb ⻤ Y Heals ~30 points of damage Amitt Cracker A~bg¹ñ×¢ Y Heals damage Amitt Bun A~bgÜñ¶ã¤ Y Heals Damage Magic Holy Water Ü٤̹ Y Heals MP World Tree Leaf ¹©¢¶ãÌÍ Y Revives Party Member World Tree Sap ¹©¢¶ã̵¸ Y Heals everyone to max Antidote Herb ǯµ Y Cures Poison Full Moon Herb Üñ°Â Y Cures Paralysis Spotted Spider Thread ܾçà Y Reduces enemies' speed Poison Powder ÇªÌ±È Y Poisons enemies Holy Water ¹¢·¢ Y Keeps weak monsters away, damages enemies when used in battle Kimera Wing LÌÂγ Y Same effect as casting Rura Monster Food ÜàÌÌGT N Charms monsters (works just holding it) Monster Habitat Plans Üà̹¢»} NA Used to create new areas in the Monster Park Meaty Bone ÙËÂ«É Y Use to Attract monsters Super Seasoned Meat ´µàÓè÷ Y Use to attract monsters Power Seed ¿©çÌ½Ë Y Increases a character's Power Defense Seed ÜàèÌ½Ë Y Increases a character's Defense Speed Seed ·Îâ³Ì½Ë Y Increases a character's Speed Intelligence Seed ©µ±³Ì½Ë Y Increases a character's Intelligence Beauty Plant ¤Âµ Y Increases a character's Style Acorn of Life ½Ì«ÌÝ Y Increases a character's Max HP Amazing Acorn Óµ¬È«ÌÝ Y Increases a character's Max MP Horse Dung ¤ÜÌÓñ N You can squeeze it, but no practical use Sands of Time Ì» N Go back in time to the beginning of a fight Miracle Stone ïÕÌÎ N Use to heal a single character Sage Stone ¯ñ¶áÌÎ N Use to heal all your party Stone of Life ½ÌÎ Y Saves you if you fall prey to a death spell KEY ITEMS: Name Japanese -------------------------------------------------------------------------------- Anchovy Sandwich A`rTh Marinated Sardines qÌÂ¾É Ancient Royal Document ¤ÆÌö Pearl µñ¶ãÊ Ancient Key ÃãÌJM Saint's Sword ¹ÒÌÂé¬ Saint's Armor ¹ÒÌæë¢ Saint's Shield ¹ÒÌ½Ä Saint's Helmet ¹ÒÌ©ÔÆ Amazing Map Óµ¬È¿¸ Mysterious Tablet (Yellow) Óµ¬ÈÎÅ© Wooden Doll ØÌl` Green Jewel ÎÌóÊ Mysterious Tablet (Red) Óµ¬ÈÎÅÔ Mysterious Tablet (Blue) Óµ¬ÈÎÅ Mysterious Tablet (Green) Óµ¬ÈÎÅÎ Small Medal ¿¢³È_ Amazing Holy Water ·²¢¹ Amazing Holy Water Bottle ·²¢¹ Ìr Round Button ÜñÜé{^ Angel Tears VgÌÜ Monster Manual X^[¸©ñ Mechanical Parts ©çèp[c Pamila's Special Medicine p~ÌÐâ Bell of the Earth ånÌé Keefa's Letter L[t@Ìè Thief Key Ƥ¼ÌJM Darma Key _[}ÌJM Bandit Key ³ñ¼ÌJM Charm of the Desert ³Į̂çè Warehouse Key qÉÌJM Ancient Fossil Ãã̻ΠBone of Tyranos eBmXÌ Black Key ¢JM Money and a letter ¨àÆè Elf's Jug GtÌ ·µ Dew of the Morning Tree _ØÌ©Âä Ruby of Darkness ÅÌr[ Clock Tower Key vÌJM Small Purple Bottle Þ糫̬r Amilia's Letter G~AÌè Mermaid Moon lÌ Amazing Tablet? Óµ¬ÈÎÅH Magic Carpet @̶㤽ñ Magic Key ÜÙ¤ÌJM Darkness Tower Key âÝÌÌJM Picture of the Goddess _ÌG Top half of Goddess Statue _Ìã»g Bottom half of Goddess Statue _̺»g Hot Stone zbgXg[ Sparkling Holy Water «ê¢Éõé¹ Queen Mother's Letter c¾@Ìó Starry Sky Crystal ¯óÌ» High Priest's Letter å_¯Ì¥ó Tura of the Earth ånÌgD[ God Stone _ÌÎ Ancient Monument ÃѽÎÕ Glowmoss ЩèSP Rainbow Drops µF̵¸ Letter from King Coastarl RX^[¤Ìeó Holy Fire ¹ÈéíÎ Special Membership Card Æ×ÂïõØ Burning Water à¦é Inferno Key µáËÂÌJM Royal Key ¤ÆÌJM Eye Gem ÜÈ´µÌóÎ Rouge Gem [W ÌóÎ Heart-Shaped Gem n[g^ÌóÎ Ear Gem sAXÌóÎ Nose Gem m[YÌóÎ Sealed Shrine Key óÌÙ±çÌJM Light Ball of the Holy Wind ¹Ìõ Lar's Mirror [̾ Final Key ³¢²ÌJM Tablet Fragment ¹«ÎñÌ©¯ç Power Prize ¿©ç¶ÜñÜ Intelligence Prize ©µ±³Ü Style Prize ©Á±æ³Ü Memento of Chibi `rBÌ©½Ý Letter from Rose [YÌè ################################################################################ 8. MINI-GAMES AND SUB-EVENTS ################################################################################ This section of the FAQ is here to describe in detail the many mini-games and sub-events within DQ7. None of these events are critical to finishing the game, but can be fun as diversions, and may net you a nice item or two. -------------------------------------------------------------------------------- THE CASINO -------------------------------------------------------------------------------- What would a DQ game be without a casino? The DQVII Casino is very similar to that of the DQVI Casino. All games are played via Coins, which you can buy at the counter for 10GP/coin. At the prize counter, you can buy items with Coins. And of course, you mostly gain coins through gambling them at the games. The games you can play in DQVII are Poker and the Slots, plus a new game, Lucky Panel. POKER ----- DQ Poker is solitaire Poker. The object of the game is to get good hands; the better the hand you get, the more Coins you get. It's a little harder to win in Poker in DQVII than it was in DQVI; a Joker no longer automatically guarantees you a win, and payoffs are generally lower. The payoffs are, as follows: Two Pair: 2 x bet Three of a kind: 2 x bet Straight: 3 x bet Flush: 4 x bet Full House: 5 x bet Four of a Kind: 10 x bet Straight Flush: 20 x bet Five of a Kind: 50 x bet Royal Flush: 100 x bet Five Slimes: 500 x bet (5 Slimes is a Royal Flush in the Slime suit) DOUBLING UP: Once you win a poker game, you can choose to try for a double-or-nothing game. The dealer draws a card, and you have to decide whether you think the next card will be higher or lower. (Aces high) If you guess right, you double your winnings and can double-up again. If you guess wrong, you lose it all. In the case of a "tie" (when the card drawn is the same value as the previous card) another card is drawn, and you get to guess again. You can continue to double up until 10 cards are drawn, at which point you keep your winnings and the game stops. SLOTS ----- Slots are pretty straightforward. Get three of the same picture and you win. The amount you win is based on the amount you bet and the pictures you match. If you match some of the higher-up pictures, you will also win free games. You can't manually stop the wheel unless the first two pictures match. Sometimes when the first two pictures match, a warrior girl/Hondara/etc will come out and change the last picture if you "lose," sometimes granting you an easy win. If somehow you manage to go over 1,000,000 coins in wins through free games, everything will stop, and you will lose all free games you had left over. LUCKY PANEL ----------- This is a new game to the DQ casinos. When you pay the fee to play, you are shown a grid with 20 tiles. There are 6 pairs of zodiac tiles, 3 pairs of item tiles, and one pair of hand tiles. There are two phases of the game, the "peeking" phase and the "matching" phase. During the "peeking" phase, you can turn over any six tiles you'd like and see what they are, after which they are all turned face down again. (unless you picked a pair, in which case they stay face up) During the "matching" phase you pick pairs of tiles, hoping they match up. If they do not match up, you will lose one of your Chances. If you run out of Chances, the game is over. (You get 3 Chances) If the tiles do match, they stay face-up, and you are allowed to pick again. WINNING: Whenever you successfully turn over a pair of Item tiles, you will win whatever item is displayed. These items can range from items as useless as Horse Dung to items as rare and valuable as Monster Spirits. However, in order to actually *keep* the items you win, you must complete the game by matching ALL the tiles. If you successfully turn over every tile, then as a prize you are given all three items. HAND TILES: There are two hand tiles, one "finger" tile and one "palm" tile. The "finger" tile will give you an extra chance to make a mistake. The "palm" tile will shuffle all the tiles on the board. Obviously, the "palm" tile is one you will want to avoid, and the "finger" tile one you'll want to find early on in the game. Note that if you turn over either of these tiles during the "peeking" phase of the game, it is "safe." If you pick the palm tile at this point, you will see what it is, but will not actually shuffle the tiles. (Finding the palm tile early on actually gives you a strategic advantage, as you'll know what tile NOT to pick during the "matching" phase of the game.) The two "Hand" tiles are not considered a "match," so you can "win" the game without picking either of them. -------------------------------------------------------------------------------- THE MONSTER MANUAL -------------------------------------------------------------------------------- Reasonably early on in the game, you will get an item called the "Monster Manual." You can open this Manual on the overworld and flip through its pages to see all the monsters that you've met in the game so far. A picture of each monster will be displayed on the left page, and its statistics will be displayed on the right page. The statistics it gives you are: Number of times defeated: How many times you've defeated that type of monster Items dropped: Any items the monster has dropped Experience Given: how much Experience you've gotten from that type of monster Gold dropped: how much Gold you've gotten from that type of monster If you press the Circle button while reading the Manual, the picture of the monster will animate. By default, you get one animation. However, for every 20 monsters of that type you defeat, you will be able to view an additional animation in the Manual, until you can watch all of its animations. In addition, if you defeat 999 monsters of a single type, you can auto-cancel any battles you encounter with that monster simply by pressing the X button as soon as you encounter it. COMPLETING THE MONSTER MANUAL: In order to add a monster to the Manual, you don't actually have to defeat one; all you need to do is meet one. Once you have completed the Monster Manual by adding every monster in the game to it, you will get a Goddess Ring, one of the most powerful Accessories in the game. -------------------------------------------------------------------------------- THE MONSTER PARK -------------------------------------------------------------------------------- About 3/4 of the way through Disc 1, you'll get access to the Monster Park. The Monster Park initially is a single house north of the town of Lumen. A man who loves monsters (Monster Man hereafter) lives there. After you meet him, he will give you the Monster Food and ask you to send him monsters to make a Monster Park. HOW TO GET MONSTERS TO "JOIN" YOU: Virtually every monster in the game can be attracted and sent to the Monster Park. All you need to do to attract a monster is to be holding the Monster Food when you go into battle. (It doesn't matter who holds it--even the bag can) If you succeed in charming the monster, once you win the battle it will get up and you will have the option to tell it about the Monster Park. There are several ways to better your chances of getting monsters to join you: 1) Use the Monster Hunter Skill "Monster Charm." This will greatly up your chances of attracting your target. (If you target a monster and the skill has no effect, then you cannot charm that monster at all--there are some special monsters, like the Mechanical Soldiers, that cannot go to the Monster Park at all.) The more times you use the skill in a battle, the better the chances of it working. 2) Have a Monster Hunter in your party. Monster Hunters' innate skill is an increased chance of getting monsters to join you. 3) Use a Meaty Bone or Super Seasoned Meat on your target. This is probably the single most effective way of getting a monster to join you. You'll use up the item, but the monster you target is almost guaranteed to be charmed, especially with the Super Seasoned Meat. These items are reasonably rare, so don't waste them! 4) Use the Monster Food on your target. I'm not 100% sure this makes a difference, but the fact you can target a monster with it, and the message displayed would lead one to believe it can affect your chances. (You can't use up the food) Also, I've noticed that the greater the difference in strength between your party and the monsters you're fighting, the more often they will join. It may just be a fluke, or perhaps the weak monsters I was fighting have a set rate of being easy to "catch," but it seemed to work. EXPANDING THE MONSTER PARK: Once you charm a monster, it will go to the Monster Park. However, just because you "caught" a monster doesn't necessarily mean that there is a spot for him in the Park. Each monster has a specific type of habitat they can live in--Kimeras live in mountains, undead live in graveyards, etc. When you first find the Monster park, it has no habitats at all. However, if you bring Monster Habitat Plans to the Monster Man, he will build new areas of the Park for monsters to live in. You'll find these Plans in various parts of the world. If you charm a monster, and there is no corresponding area for it in the Park, the Monster Man will let you know the next time you visit him. Monsters without homes don't disappear though--they stay in a state of limbo until a Habitat is made for them, at which time they will be transferred to their new homes and you can visit them. MONSTER HOUSES: One screen west of the Monster Man's house is an area where his assistant manages Monster Houses. Initially after setting up the first Habitat, you will get one Monster House, but as your Habitats and monsters increase in number, more Houses will be built. If you talk to the Monster Man's assistant, he will move any monster currently in the park (monsters in "limbo" don't count) that you choose into a Monster House. Monster Houses can hold more than one of the same type of monster--normally you can only "charm" one monster of each type, but you can fill a Monster House with several of the same type of monster. So if you decide you want to have a lot of Slimes, you can tell the assistant to move your Slime into a house, and then you will be able to go out and charm more. I haven't really found a practical use for doing this yet, but it can be fun to amass an army of one type of monster. I've heard rumors that getting a lot of one specific type of monster increases your chance of that monster dropping a Spirit after a battle, but I haven't seen any sort of confirmation for this. -------------------------------------------------------------------------------- THE IMMIGRANT TOWN -------------------------------------------------------------------------------- Early on in the game you will meet an old man, Sim, in an open field. He wants to make a town in the field, but without people, you can't have a town. He asks you to travel the world and find people who would want to live in his town. Once you have talked to Sim, people who want to move will spawn at various predetermined spots in the world. Every time you move into an area with a spawn spot, there is a random chance that a prospective immigrant will be there. When you talk to this person, you will have the option to tell them about your town-- if you do, they will move there. The more people you move into your town, the larger it gets. At maximum, you can have 40 residents there. The actual structure of the town will depend on what type of people are living there--if you have a lot of merchants, there will be a lot of stores, if you have priests, you'll have churches, etc. TIPS FOR FINDING IMMIGRANTS: Immigrants spawn randomly in specific spots. If you know for sure a certain area is a spawn spot, you can force an immigrant spawn by running in and out of that area until someone appears. Once an immigrant spawns in an area, nobody will spawn there again until you reset the game. This holds true even if you didn't have the immigrant move to your town, or even if you didn't speak to them. Also, while the maximum population of your town is 40 people, the population cap actually starts out much lower. The further you progress in the game, the higher the population cap goes, until it finally hits 40. If your town is at the population cap, no immigrants will spawn no matter where you go. Also the maximum population of your town on Disk 1 is 27. As soon as you hit 27 people, no more immigrants will spawn until you kick someone out or get to Disk 2. KNOWN IMMIGRANT SPAWN SPOTS: Immigrants mostly spawn in churches and inns, but here is a quick list of spawn spots that I have seen and confirmed myself--if you know of any others, let me know: Grand Estard: Inn (2nd floor) Woodpaluna: Inn Engou: Inn Orphie: Inn and Item Shop Forish: Inn and Church Greenflake Ruins: West edge of "town" Memorial Leaf: Ruined hut on the way to the church Darma: Second floor at one of the tables, Pub in the basement Mezare: Inn and Church Desert People's Village: Inn Crage: Inn Retrude: Inn and Church Church near Harmelia: Inside Harmelia: Inn, Church, and Pub Lumen: Inn Mardillas: Inn, Church, 2nd floor of NW tower in castle Holy Wind Valley: Inn Holy Wind Temple: Back room Lebressack: Inn, Item Shop Coastarl: Inn (2nd floor), Church (2nd floor), basement of armory TOWN MAINTAINANCE: When your population gets high enough and you start getting houses in your town, Sim will move to his house nearby. If you talk to him, he will give you status reports. Get enough people in your town, and you'll have the option to control the population. You'll get three options: Population review, Immigrant Swap, and Kick out Immigrant. Population review: Gives you a quick list of who lives in your town, what type of person they are, and where you found them. Immigrant swap: With this option you can swap immigrants with another save game. Put the memory card with your save game in slot 1, a memory card with a friend's save game in slot 2, and providing both towns on the cards have enough people, you can start swapping townspeople. However, once you trade someone, you can't trade them back until you reset the game. Kick out Immigrant: Once your population hits 25, you can start kicking immigrants out of the town. When you choose to do so, you'll get a random list of three immigrants that "want to move." Pick one, and you can kick him/her out of town. If your population reaches 24, you can no longer kick people out. While Sim warns you that people you kick out are gone for good, this is actually not the case. I've kicked people out of the town, only to find them again at a new spawn spot when searching for new immigrants. TOWN PHASES: 0~4 people: People wandering around a field 5~9 people: You can name the town. Default name is (hero name)burg, if you don't like it, then (hero name)brook then (hero name) then you choose. 10~14 people: First buildings start to pop up 15~19 people: First store put in town. 20~24 people: Sim moves to his house. First inn put in town. 25~29 people: Church put in town. Stores separated into weapon, armor, and item. 30~34 people: Bank put in town. 35~40 people: Final Form of town FINAL FORMS OF TOWNS: Once you hit 35 or greater people in your town, the town reaches its final form. There are five towns in total, and they depend on what type of people emigrated there. Each "special" town type has its own advantage. Default Final Form: If your town doesn't meet the requirements for any of the "special" towns, this is what you get. It's just a normal town. Great Farm: Requires: 13 farmers, 10 Hobbits, Horses, Pigs, and Cows (at least one of each). This is the only place in the game you can buy the Orihalcon Fang. There's also a Small medal here. Great Holy Temple: Requires: 20+ priests and nuns. This is the only place you can buy the Fan of the Sun. Premium Bazaar: Requires: 21+ merchants. You can buy Metal King equipment and Meaty Bones here. (Note that you can only buy a Meaty Bone if you don't have any) Grand Slum: Requires: 10 Bunny girls, bartenders and dancers, (at least one of each) 8 ruffians, and 6 sailors and prisoners. (at least one of each) You can get really good things at this Casino, including an Iron Ball of Destruction, and a Rainbow Peacock Spirit. Getting all the Small Medals and items basically requires that you build your town to its final form, "destroy" the town by kicking people out of it, and "rebuilding" it by adding different types of people. This is really time- consuming, (since there's no way to control what type of people spawn) so the quick way to change your town type is to kick people out to below 35 people, then use backed-up save games to swap people around, though it's kind of cheating. You can't swap with a copy of your own game, however--you'll need to start a new game and get to the point where you uncover the Immigrant Town, then swap with that game. -------------------------------------------------------------------------------- THE MEDAL KING -------------------------------------------------------------------------------- The Medal King makes yet another appearance in DQVII, though you won't find him until you're well into the game. When you bring him your Small Medals, he will take them and give you items based on the total number of Medals you've found so far. Here is a quick list of the items he will give you: 45 medals: Poison Needle 50 medals: Staff of Divine Wrath 58 medals: Megante Armband 65 medals: Miracle Sword 75 medals: Monster Habitat Plan 83 medals: Sage Stone 90 medals: Metal King Shield 95 medals: Amazing Borero 100 medals: Amazing Tablet? 110 medals: Platinum King Spirit -------------------------------------------------------------------------------- THE RANKINGS -------------------------------------------------------------------------------- Once you reach the town of Retrude, you will have the option to enter the Ranking contests. There are three Rankings: Power, Style, and Intelligence. Basically with the Rankings you pit your Power, Style, Intelligence against the other peopleentering. In order to enter one of the Rankings, you need to go to the registrar and register one of your characters. When you register, it will ask you which character you'd like to enter, and which Ranking you'd like to record them in. Once you choose, your current stat level is recorded and entered against all the other "contestants." A single character can record themselves in more than one Ranking, and multiple characters can participate in the same contest. Once recorded, your Power/Style/Intelligence rankings will not change. If your stats raise or lower after recording, your Ranking will not reflect it. So, if your Power, Style, or Intelligence increases after recording yourself in the Ranking, you should go back to the registrar and re-register yourself in the contest. If you try to re-register with a LOWER value than before, the registrar will warn you first. You can view your Ranking by looking at the boards posted outside. It will show you how high you are compared to the other people that have entered. Note that your position on the ladder is not static. As you proceed through the game, more NPCs will register themselves and the Rankigs will be changed accordingly. So just because you have a high Ranking at the moment doesn't mean that someone won't come along and beat your value. If you manage to make it to the top of any of the Rankings, there will be a little ceremony and a prize. The prizes are: Power Contest: Hero Armband Style Contest: Spangle Dress Intelligence Contest: Helm of Knowledge OR Golden Tiara (if winner is Maribel) ################################################################################ 8. STRATEGIES ################################################################################ This section is just a place for some miscellaneous gameplay tips for survival in the DQVII world. They're mostly just tricks and strategies that I've found useful. Depending on your play style, they may or may not be useful to you. -------------------------------------------------------------------------------- EXPLORATION TIPS -------------------------------------------------------------------------------- * The skill "Nose of the Thief" is your best friend when searching for items. It costs 0 MP to use, and will tell you exactly how many items are left in the current area, including secret and hidden items. You should use it in every room, house, floor, and cave you go into to find out exactly how many items are left. Note that book, well, pot, bag, and chest monsters will be included in the total. Nose of the Thief will also tell you if a room is empty, so you can save time by not searching it. * If you know there's an item nearby, but can't find it, cast Remirama. If its location is onscreen, it will light up. Remirama is less useful than it was in DQVI and the DQIII remake because most items are hidden in less obscure places, but it still helps. * When searching for Small Medals, examine unlikely items. Not just in drawers, chests, and pots, Small Medals can turn up in strange places, like in gravesites and in the bottom of wells. * If you're missing a Tablet Fragment, talk to the fortune teller in the valley east of Forish. She will give you hints on where to look. * For fast cash, play the Lucky Panel game in the Casino east of Darma, (or Coastarl if you've gotten that far) and sell your winnings. You can win items that sell for several thousand gold apiece. If you have the Grand Slum, don't play the Panel game there--it costs 500 coins, but doesn't give any rewards that the earlier casinos won't. (though it does give better rewards slightly more often) The best Lucky Panel game is on the third floor of Coastarl, overall. * The later Lucky Panel games are also the best places to get Monster Spirits. You can't control which you will get, and you can't get all the Monster Spirits via Lucky Panel, but you can usually get them via the Panel a lot faster than out of treasure chests after battle. * Doubling-up in Poker is probably the steadiest way to earn large amounts of Coins. However, to get the really expensive stuff that costs tens of thousands of Coins, the fastest method is to use the high-rolling Slot machines in the later Casinos. Three 7s on a 100-coin machine net you 150,000 coins. Slots are nowhere nearly as reliable as Poker, however. * Like real life, some slot machines have better chances of getting a win than others. Test them out to see which has the best ratio of payoffs to wins for you. -------------------------------------------------------------------------------- CHARACTER DEVELOPMENT TIPS -------------------------------------------------------------------------------- * Fighting monsters for the purpose of gaining experience levels is meaningless in DQVII, as what job you are in will have have as much an impact on your stats as your level. In fact, gaining too many levels is counterproductive to job advancement, as you may find yourself too powerful for the monsters around you to advance. If you are having trouble defeating a boss, odds are leveling will do you little good. Try to change your strategy instead. * The best experience in the game comes from Metal-type monsters. The best way to kill them is with Demon Slash--you can bypass their defense entirely with it if you connect. (Note--It's a good idea not to start killing for experience until very late in the game!) * Fighting monsters for cash is also a futile venture. Monsters don't carry very much money, and killing them for cash has the same drawbacks in terms of job development that killing monsters for experience does. You shouldn't expect to be able to outfit your characters with all the best stuff available when you first get to a new town; you will never be able to afford it. Instead, buy one or two items for the characters in your party that most need it. * When buying equipment, often it's more important to look at the special attributes items have rather than just raw attack or defense power. A weak weapon that attacks a group or all enemies is often more effective than a single-target strong one. The resistances special types of armor boost are especially important toward the end of the game, as many of the nastiest attacks monsters will dish out will not be directly physical in nature. * Armor is more important than weapons in DQVII, especially toward the end of the game, when most of your attacks will come from Abilities and Spells rather than direct weapon attacks anyway. When given the choice of buying a powerful weapon or a strong set of armor, buying the armor is usually the better choice. * If you want to gain job levels quickly, fight the weakest monsters you can that will "count" toward your next job level. They're easier to defeat, will only give you small amounts of experience, and count just as much as a tough fight. The best place in the game to gain job levels is "Slime Forest" near the town of Crage on Disk 2, where you can inexplicably gain job levels from really low-level slimes. * If you REALLY want to gain job levels without gaining experience at all, use the Thief technique "Knockback" or the Magic Warrior's "Bashirura." You'll "kill" the monsters, but won't get any experience for it. (Nifuram has the same effect on Undead) * Make one of your characters a Thief early on. The Thief has more useful general-purpose skills than any other class, and will make your journey much less stressful. * The Shepherd class is another one to think about taking on early. You can Master it quickly, plus is the only "human" class that can learn Kiari, the poison-curing spell. Without a Shepherd, you'll need to carry a lot of Antidote Herbs. Shepherds also learn the Whistle technique, which is indispensible if you want to build job levels. * The quickest route to the Hero job is to master Battlemaster, Paladin, and God Hand, as you only need to know three Basic jobs to learn Battlemaster and Paladin. If you choose to go this route, I suggest you have your character become a Paladin first; Warrior and Battlemaster skills are not as effective as Priest and Paladin skills. Plus it's nice to get Priest out of the way early--it takes a long time to build, and you don't want to have its stat hits when enemies start getting tough. Not to mention that the healing and resurrection spells are nice to have early on too. * Another good path to the Hero job is the Sage-Superstar-Tenchiraimeishi path. It will take much longer than the God Hand route--the spellcaster classes take a long time to build, and it requires Mastery of an additional two jobs. However, while the time to build is long and requires you to be relatively weak in terms of stats for a long time, characters that become Heroes this way will be true masters of whoopass with the skills they have acquired. * When you enter a Monster Job, make sure you've mastered it before you change jobs again. If you change out of a Monster Job before mastery, you'll need another Spirit before you can change back. You can freely return to any Monster jobs you've achieved Mastery in. * Don't always overlook changing classes to get Hybrid techniques in favor of picking classes to build to Advanced jobs. Hybrid techniques are some of the most useful techniques in the game, and many are more useful than the majority of Advanced Job techniques. * It's generally a good idea to specialize your characters for specific roles in battle early on--offense, support, healing, etc--and choose jobs accordingly. A character with all your powerful attacks and all your healing spells won't be very useful, since you can't do both at once. -------------------------------------------------------------------------------- COMBAT TIPS -------------------------------------------------------------------------------- * The best offense is a good defense. This is especially true in DQVII. Very few, if any, battles can be won by overwhelming force--most are won by reducing the effectiveness of your opponent's attacks. Focusing your effort on offense will only get you killed. * When facing bosses and tougher normal monsters, it's a good idea to have each of your characters playing various "roles." For example, you could have one character focused on attack, another focused solely on healing, a third focused solely on stat-boosting and support, etc. Many boss battles pretty much require a dedicated healer character in order to succeed. * Utilizing the computer's AI has its advantages and disadvantages. The disadvantage being that you can't directly tell your party what to do, and there are some techniques/items/spells the AI will never use. The advantage to using AI is that AI decisions are made on the spur of the moment rather than at the beginning of the round. Example: if Character A gets killed at the beginning of a battle round, AI-controlled Character B will often resurrect him at the end of the same round. Unless you knew for sure that Character A was going to get targeted and killed before the round began, you wouldn't know to make Character B cast a resurrection spell, whereas the AI would. Also, the AI "knows" the strengths and weaknesses of the monsters you face and will act accordingly. * Characters being controlled by AI will not use any items they're holding. (Enix took that feature out after DQV, when people complained about the AI wasting items) If you have an item you'd like a character to use, you need to put that character on manual control. * Items and skills that heal without consuming MP are a godsend. The Staff of Blessings, the Sage Stone, and the Miracle Stone are all indispensible items. Hustle Dance, Voice of the Angels, etc. will also help you conserve your MP well. * Stat-altering spells are much more important in DQVII than in many other RPGs; in fact, there are some enemies that are virtually impossible to beat without them. Lowering an enemy's defense with Rukani, then raising your offense with Bikilt can render formerly unscratchable enemies vulnerable, for example. * Resistance is not futile! Especially towards the end of the game, monsters will be dishing out powerful spells and breath weapons that damage the entire party. Without resistance, they can often deal damage faster than you can heal it. Wearing the right armor and using the right spells/abilities can make attacks that would normally kill you in one hit withstandable. * The Mahokanta spell is a double-edged sword. With it, no enemy spells will be able to touch you, but none of your allies will be able to cast healing or support spells on you either. The only workaround to this is to cast said spells on yourself, or to use Abilities and Items to provide the same effects. * Don't be too hasty to overlook the "other" category of techniques and spells. While they don't directly damage your opponents or heal your characters, they provide effects that will often have a huge impact on the tide of battle. Some of the most useful techniques in the game can be found in this category. If you're having an especially difficult time on a specific boss or enemy, try out a new spell/ability in the "other" category--usually there will be at least one that will make a big difference. * The skill "Nio's Stand" is very effective, providing the character using it has high enough HP. If you have someone healing him/her to full health every round, and the enemies' attacks aren't enough to kill that character in a single round, you will essentially have an invincible party. * Possibly the singly most effective single-target attack in the game is the Martial Artist ability, Seiken-zuki--by default, it deals twice as much damage as a normal attack would. Combine it with Bikilt and Power/War Cry charge, and you can throw an attack that does 8x normal damage. * While at first glance Power charge and War Cry charge seem like a waste, taking two rounds to do a double damage attack--a single charged attack is actually more powerful than two individual attacks. The damage done by each individual attack will be lessened by your target's Defense rating, whereas a Charged attack only has a single check against the target's defense. So in essence, it's like getting one normal "checked" attack, plus another attack that ignores defense entirely. Also, Charges can be applied to other Abilities as well. (but not all, so be forewarned) * You can't control Summons, but they're invaluable in combat not only because they often use powerful techniques, but they serve as an additional target. Every attack a summoned monster takes is one that could have hit one of your party members. * Astron and Noah's Ark may seem like useless spells; while they make your party invulnerable, you won't be able to do anything either. However, there are two important uses for these spells; first, your enemies will continue to attack normally, so you can see what kind of attacks they'll use. Second, when up against powerful spellcasters, you can continue to cast Astron until your enemy is all out of MP, then go in for the kill. * When up against enemies that cast Mahotarn, have your spellcasters cast Nifuram on them. It will bounce off them and take down their magic shield, leaving them open to your magic attacks, or making them waste turns bringing their shield back up. Note: Don't try this if one of your characters is in the Royal Reaper job! * The technique "Double-Edged Slash" does lots of damage to your enemy, but you take 1/4 of the damage you do as well. However, if you are equipping the Miracle Sword, which heals you 1/4 of the damage you do, you essentially get to use the technique for "free." * The "Sands of Time" is perhaps the most unbalancing item in the game--use it and the battle will revert to the beginning. So if the battle is going unfavorably, as long as the character holding the Sands is alive, you can use it as a "try again" item. ################################################################################ 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]