,---__ /\ ,. | \ `==-_ ,.__/_|' | \ \_ ._ `. ,~~-__ __ ,----./,-,-,.-. / \/ \ \ `. \\ ._ \ ,--. ,---.,---.,. ,.,---.,-.,-.,='__| / ____/ / / |' \ \ \ \ \\ \_| | ,-.\ |,"\|| | || \||| | || || || .__ / /_| / / / \ \ \ \ \\ _ <\'-' \||_-.| | || . || | || || || `__|\___ \\ / / / \ \ \_/ : \ \\ \|_|\_|\__/\___/|_|\|\ _''.__.'| '-.. ,. : |/ / / \,' _~'\/-//-|-''-'`--' `--'`-'`' `~_' \__|/'___'/\ " /| / / /\ _~' / `-' '-' `--' \`--||_,',' \ \~' _~~' ____ _______ ___ `---|__-' `/_~~' `..' ',,''..'..' \\ // || || \\ // || || \'/ || || ' '--'--' WARRIORS OF EDEN GUIDE PART 1: GAMEPLAY GUIDE (SPOILER-FREE) Written by Ian Kelley: ikelley@mail.sas.upenn.edu 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.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 (はなす): 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 (どうぐ): 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 (つかう): Use the item. Give (わたす): 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 (そうび): 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 (すてる): Drop the item. Stop (やめる): Close all windows. Strength (つよさ): Look at your characters' status, either individually or as a group. Spells (じゅもん): Use your non-combat Spells and Abilities. Examine (しらべる): Search in front of you. If nothing is in front of you, you'll search the area around your feet. Plan (さくせん): Change several aspects of how you play/interface: Equip (そうび): 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 (さくせんがえ): Change your characters' battle plans. More info on each plan is provided in the Combat section. Change Party Order (ならびがえ): Change your characters' marching order. Characters in front are attacked more often than characters in the rear. Clean up Items (どうぐせいり): Puts everything your characters aren't equipping into your bag. Clean up Bag (ふくろせいり): 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 (たたかう): Fight the enemy. Talk (はなす): 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 (さくせん): Plan. Here you can change your characters' battle plans. See the Combat section for more details on each plan. Run (にげる): 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 (こうげき): Use your weapon to physically attack the opponent. Spell (じゅもん): Cast one of your spells. Ability (とくぉ: Use one of your Abilities. Note: Your spells and skills are subdivided into "Damage," (ダメージ) "Healing," (かいふく) and "Other." (そのた) Item (どうぐ): 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 (ぼうぎょ): Defend. Reduces any physical damage done to your character via direct attacks. Equip (そうび): 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 (せいべつ): Gotta be one or the other. Level (レベル): Your character's current Experience level. Gold: The amount of gold you're currently holding. (Does not include bank balance) Power (ちから): Your character's strength. The stronger you are, the more damage you do in combat. Speed (すばやさ): Your character's speed. Generally, the fastest characters and monsters act first in combat, but not always. Defense (みのまもり): Your character's defense and overall toughness. Affects your defense rating. Intelligence (かしこさ): Your character's intelligence level. The higher your intelligence, the better your chance to resist magic. Style (かっこよさ): 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 (こうげき力): Calculated from your Power and the strength of your weapon. Defense Power (しゅび力): Calculated from your Defense and the strength of your armor. Max HP (さいだいHP): The maximum level your HP can go. Max MP (さいだい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 (ガンガンいこうぜ) 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 (バッチリがんばれ) 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 (いのちだいじに) 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 (じゅもんつかうな) 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 (おれにまかせろ) 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 (めいれいさせろ) 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 (せんし/戦士) 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 (ぶとうか/武闘家) 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 (そうりょ/僧侶) 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 (まほうつかい/魔法使い) 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(とうぞく/盗賊) 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(おどりこ/踊り子) 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(ふなのり/船乗り) 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(ぎんゆうしじん/吟遊詩人) 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(ひつかい/羊飼い) 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(わらわせし/笑わせ師) 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 (バトルマスター) 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 (まほうせんし/魔法戦士) 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 (けんじゃ/賢者) 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 (パラディΒ) 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 (かいぞく/海賊) 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 (スーパースター) 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 (魔物ハンター) 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 (ゴッドハΒド) 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 (天地雷鳴士) 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 (ゆうしゃ/勇者) 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 (スライム) 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 (キメラ) 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 (ホイミスライム)
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 (くさった死'フ)
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 (おどる宝石)
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 (ミミック)
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 (リザードマン)
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 (エビルタートル)
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 (はなカワセミ)
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 (ダンビラムーチョ)
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 (リップス)
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 (サンダーラット)
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 (ばくだん岩)
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 (バーサーカー)
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 (ドラゴスライム)
(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 (フライングデビル)
(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 (いどまじん)
(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 (ギャオース)
(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 (ゴーレム)
(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 (ゲリュオン)
(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 (呪いのランプ)
(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 (死神きぞく)
(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 (ヘルバトラー)
(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 (プロトキラー)
(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 (コスモファントム)
(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 (アンドレアル)
(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 (ローズバトラー)
(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 (ダークビショップ)
(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 (まじんブドゥ)
(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 (デスマシーン)
(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 (ギガミュータント)
(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 (にじくじゃく)
(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 (エビルエスターク)
(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 (プラチナキング)
(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 メラ 2 1 ~15 M Small Ball of Fire
Merami メラミ 4 1 ~80 M Medium Fireball
Merazoma メラゾーマ 10 1 ~190 M Large Fireball
Gira ギラ 4 G ~20 G Small blast of fire
Begirama ベギラマ 6 G ~40 G Medium fire blast
Begiragon ベギラゴン 10 G ~100 G Large Fire Blast
Hyado ヒャド 3 1 ~30 H Small Ice projectile
Hyadalko ヒャダルコ 5 G ~50 H Medium Ice Crystal explosion
Mahyado マヒャド 12 A ~100 H Large Ice Crsytal blast
Io イオ 5 A ~20 I Small Explosion Attack
Iora イオラ 8 A ~60 I Medium Explosion Attack
Ionazun イオナズン 15 A ~140 I Large Explosion Attack
Bagi バギ 2 G ~15 B Small Tornado attack
Bagima バギマ 4 G ~30 B Medium Tornado Attack
Bagicross バギクロス 8 G ~150 B Large Tornado Attack
Raidein ライデイン 6 A ~80 D Weak Lightning Attack
Gigadein ギガデイン 15 G ~200 D Strong Lightning Attack
Minadein ミナデイン 10* 1 ~600 D Entire party joins together to
fire a powerful lightning blast
Coral Rain コーラルレイン 8 A ~90 B Water attack to all enemies
Maelstrom メイルストロム 12 G ~140 B Water attack to a group
Zaki ザキ 4 1 Death NA Kills one enemy
Zaraki ザラキ 7 G Death NA Kills a group of enemies
Zarakima ザラキーマ 15 A Death NA Kills all enemies
Megante メガンテ 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 ホイミ 2 1 ~30 Light healing to one party member
Behoimi ベホイミ 4 1 ~80 Better healing to one party member
Behoma ベホマ 6 1 All Full healing to one party members
Behomara ベホマラー 10 A ~100 Healing to all party members
Behomazun ベホマズン 20 A All Full healing to all party members
Zaoraru ザオラル 8 1 NA 50% chance to resurrect someone with half
HP
Zaoriku ザオリク 15 1 NA 100% chance to resurrect someone with
full HP
Megazaru メガザル A A NA Sacrifice self to resurrect/heal all party
members to their maximum HP.
Kiari キアリー 2 1 NA Cures poison to a party member
Kiariku キアリク 2 A NA Cures paralysis to all party members
--------------------------------------------------------------------------------
OTHER SPELLS
Name Japanese MP TAR EFFECT
--------------------------------------------------------------------------------
Rariho ラリホー 3 G Puts monsters to sleep
Rarihoma ラリホーマ 5 G Puts monsters into a deep sleep
Medapani メダパニ 5 G Confuses targets
Manusa マヌーサ 5 G Surrounds enemies with illusions, reduces
hit rate
Mahoton マホトーン 3 G Seal off target's magic so their spells
always fail
Mahotora マホトラ 0 1 Steal an enemy's MP
Mahotarn マホターン 4 S Reflects one magic spell
Mahokite マホキテ 2 1 Surrounds target with an aura that absorbs
the MP from all spells cast on him/her
Mahokanta マホカンタ 5 S Reflect all spells until effect wears off
Magic Barrier マジックバリア 3 A Increase party's resistance to spells
Rukani ルカニ 3 1 Cut target's Defense in half
Rukanan ルカナン 4 G Targets lose 25% of their Defense
Skara スカラ 2 1 Increases target's Defense by 50%
Skult スクルト 3 A Increases party's Defense by 25%
Bikilt バイキルト 6 1 Double's target's Attack Power
Astron アストロン 2 A Turns party to iron; while the spell is
under effect the party can't attack, but
also can't be harmed
Fubarha フバーハ 3 A Increases party's Fire and Cold resistance
Riremitt リレミト 8 NA Teleports party out of the dungeon
Rura ルーラ 1 NA Teleports party to a town of choice
Nifuram ニフラム 1 G Dispels a group of Undead
Dragoram ドラゴラム 18 S Turns caster into a Dragon. Dragons don't
follow orders but have powerful breath
weapons.
Bashirura バシルーラ 8 1 Send an enemy flying off into the Wild
Blue Yonder
Palpunte パルプンテ 20 NA Has random effects*
Inpas イΒパス 2 NA Checks a treasure chest for traps
Toramana トラマナ 2 NA Immunizes party to damage floors
Toheros トヘロス 4 NA Stops monsters weaker than you from
attacking your party on the field
Flomi フローミ 2 NA Tells you what floor you're on
Remirama レミラーマ 2 NA Makes onscreen hidden items flash
Majastis マジャスティス 15 NA Negates all support spells cast on party
and enemies (Skara, Bikilt, etc.)
Gigajastis ギガジャスティス 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 火の息 0 A ~10 F Weak fire breath
Flame Breath かえんの息 0 A ~40 F Medium-powered fire breath
Fierce Flames はげしい炎 0 A ~70 F High-powered fire breath
Inferno しゃくねつ 0 A ~160 F Ultimate Fire breath
Cold Breath つめたい息 0 A ~15 C Weak ice breath
Ice Breath こおりの息 0 A ~55 C Medium-powered ice breath
Freezing Blizzard こごえるふぶき 0 A ~130 C High-powered ice breath
Shining Breath かがやく息 0 A ~220 C Ultimate Ice breath
Ultima Sword アルテマソード 20 1 ~600 Ultimately powerful slash to
one enemy
Stone Throw 石つぶて 0 G ~15 Throws rocks at a group of
enemies
Lightning いなずま 0 A ~45 D Calls lightning down on your
enemies
Lightning Slash いなずま斬り 0 1 V D Lightning-charged attack
Flame Slash かえん斬り 0 1 V F Flame-charged attack
Kamaitachi かまいたち 0 1 V* B Creates a Kamaitachi, a
wind-blade attack
Bite かみつけ 0 1 V Calls a wolf to bite a target
Seagull Counter かもめ返し 0 1 V 1.25x damage to flying enemies
Boulder Drop 岩石おとし 0 A ~110 Throw boulders at all enemies
Gigaslash ギガスラッシュ 15 G ~400 Powerful slash to a group of
enemies
Critical Strike きゅうしょ"ヒき 0 1 Death Aim for a vital spot on an
enemy
Grand Cross グランドクロス 20 G ~200 O Explosion attack to a group
of enemies
Summon Army ぐんたい呼び 0 A V*** Use gold to hire an army to
attack
Samidareken さみだれ剣 0 A V Attacks all enemies
Jigospark ジゴスパーク 25 G ~270 D Summon a bolt of Hell's
Lightning
Gale Strike しっぷうづき 0 1 V Does 80% damage of a normal
attack but always strikes
first in a round
Dance of Death 死のおどり 0 A Death Tries to kill all enemies
Earthquake じひびき 0 A ~55 Shakes the earth to damage all
enemies
Crevasse じわれ 0 A Death Opens a crack in the earth
that tries to swallow up all
enemies
Vacuum Slash しんくう斬り 0 1 V B Air-charged attack
Vacuum Wave しんくう波 0 A V* B Wind damage to all your
opponents
Life Risk すてみ 0 1 V Does double damage, but
reduces your defense power
to 0 for that round
Seikenzuki せいけんづき 0 1 V A punch that does 1.5x normal
damage. Enemies can sometimes
dodge it
Zombie Slash ゾンビ斬り 0 1 V Does 1.5x damage to Undead
Body Bash たいあたり 0 1 V Does extra damage, but damages
user too
Tsunami つなみ 0 A ~40 B Summon a Tsunami to wash away
your foes
Sword Dance つるぎのまい 0 A V Do four attacks to random
targets
Far Howl とおぼえ 0 A V* Summon a pack of wolves to
attack random targets. They
don't always come.
Stampeding Sheep どとうのひつじ 0 A V* Summon a herd of sheep to
trample random targets.
Sometimes they don't show up.
Tobihiza-geri とびひざげり 0 1 V Does extra damage to flying
enemies
Dragon Slash ドラゴン斬り 0 1 V Does 1.5x damage to
dragon-type enemies
Steal Slash ぬすっと斬り 0 1 V Attack and try to steal an
item (emphasis on TRY)
Bakuretsuken ばくれつけん 0 A ~50x4 A flurry of punches to random
targets
Falcon Slash はやぶさ斬り 0 1 V A double attack to a single
enemy
Hurricane ハリケーン 0 G ~60 B Wind damage to a group of
enemies
Rend ひきさけ 0 G V Summon wolves to claw your
enemies to shreds
Big Bang ビッグバン 30 A ~350 I Create a massive explosion
Flame Pillar 火ばしら 0 1 ~180 F Use the old match-and-liquor
technique to breathe a ball of
fire at your enemy
Bash Into ぶつかれ 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 へんてこ斬り 0 1 V Attacks and confuses enemy
Magma マグマ 0 A ~80 F Magma attacks all enemies
Demon Slash まじんぎり 0 1 V Misses a lot, but if it hits
it will be a guaranteed
critical hit
Madante マダンテ A A V** Expend all your magical power
to attack; Damage depends on
how much MP you use
Muscle Dance マッスルダンス 0 G V Physical attack to a group
Mutton Attack マトンアタック 0 1 V Reduces both you and your
target to 1/5 HP.
Mahyado Slice マヒャド斬り 0 1 V H Does Hyado damage with your
weapon
Mawashi-Geri まわしげり 0 G V A spinning kick that damages a
group
Slaughter みなごろし 0 1 V Does lots of damage, but
target is random, and can be a
party member
Moonsault ムーンサルト 0 A V A kick attack to all enemies
Meido Fuuma めいどうふうま 15 A Death Sucks all enemies into a
crevasse
Metal Slash メタル斬り 0 1 V Does extra damage to metal
enemies
Double-Edged Slash もろば斬り 0 1 V Does 1.5x damage, but you
take 1/4 of the damage that
you deal
Flames of Hell れんごく火炎 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 せいれいの歌 10 A NA Revive all dead party members
to full at end of next turn.
50% chance of success
Voice of the Angels 天使のうたごえ 0 A NA Tries to revive any dead party
members.
Hustle Dance ハッスルダンス 0 A ~70 Heals the party's damage
Mune-Uchi みねうち 0 1 NA Cure poison and confusion from
an ally
Meditate めいそう 0 S ~500 Heals yourself
Megazal Dance メガザルダンス 0 A NA Dancer dies, rest of party
revived and healed to max
Wakeup Song めざめの歌 0 A NA Wakes up all sleeping party
members
Tranquil Song やすらぎの歌 0 A ~20 Heals all party members
--------------------------------------------------------------------------------
OTHER ABILITIES
Name Japanese MP TAR EFFECT
--------------------------------------------------------------------------------
Ashi-Barai あしばらい 0 1 Trip an enemy and stun it for a turn
Sweet Breath あまい息 0 G Puts a group of enemies to sleap
Rope Net あみなわ 0 1 Entangles an enemy for one turn
Suspicious Mist あやしいきり 0 A Prevents everyone from casting any
spells
One-Shot Gag 一発ギャグ 0 G Stuns a group for one turn
Freezing Wave いてつくはどう 0 A Negates all the enemies' magical
effects and support spells
Wool Guard ウールガード 0 A Cuts cold damage to party in half
Redirect 受けながし 0 S All attacks targeting you get
redirected to another party member
Eyes of the Seagull うみどりのめ 0 NA Tells you the location of the
nearest town
Fair Wind おいかぜ 0 A Reflects fire/ice breath directed
at you one time
Battle Cry おたけび 0 A Surprise and stun all enemies
Dance Seal おどりふうじ 0 G Prevent a group of monsters from
dancing
War Cry Charge 気合いため 0 S Doubles the power of your next
physical attack
Tickle Torture くすぐりの刑 0 1 Stun an enemy for three turns
Whistle くちぶえ 0 NA Calls a group of monsters
Genma Summon げんま召喚 20 NA Summons a Genma to fight for you**
Comic Song コミックソング 0 G Stun a group for a turn
Inviting Dance さそうおどり 0 1 Entice an enemy to dance for a turn
Song of the Waves さざなみの歌 0 G Put a group of enemies to sleep
Payback しっぺ返し 0 S Return whatever attacks you receive
Stealth Step しのびあし 0 NA Reduces encounter rate
Concealed Laugh しのび笑い 0 NA As far as I can tell, nothing....
Summon しょうかん 20 NA Summons a monster to fight for you*
Suimen-geri すいめんげり 0 1 Kick that damages and stuns an enemy
Suteteko Dance ステテコダンス 0 G Causes a group of enemies to lose
their turns as they laugh at you
Sandsmoke すなけむり 0 A Blows sand into the eyes of your
foes
Deck Dance 船上ダンス 0 A Causes all enemies to lose a turn
Super Guard 大ぼうぎょ 0 S Reduces any damage taken by 90%
Hawk Eyes タカのめ 0 NA Tells you how far you are from the
nearest town
War Song たたかいの歌 0 A Increases your party's defense
Power Gather ちからため 0 S Increases the damage of your next
attack
Knockback つきとばし 0 1 Sends a single enemy flying
Penetrate つっこみ 0 S Counterattack any direct attacks
Nose of the Thief とうぞくのはな 0 NA Tells you how many more treasures
are left in the general area/floor
Far Howl とおぼえ 0 G Surprises a group of enemies. Not to
be confused with Gabo's ability of
the same name
Poison Breath どくの息 0 G Poisons a group of enemies
Tomoe-nage ともえ投げ 0 1 Throws an enemy far, far away...
Lick なめまわし 0 1 Lick an enemy's face, disgusting
them so muchthat they do nothing for
1-2 turns
Nio's Stand におう立ち 0 S Take all attacks directed at your
party
Sleep ねる 0 S Fall asleep and regenerate HP and MP
while walking. Careful not to get
attacked...
Noah's Ark ノアのはこぶね 10 A Makes your party immune to attack,
but they can't do anything either
Curse Song のろいの歌 0 G Reduces a group of enemies' defense
Puff-puff ぱふぱふ 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 ひつじぞえ歌 0 A Puts enemies to sleep
Sheep Dance ひつじのダンス 0 NA Apparently nothing....
Super Tongue ひゃくれつなめ 0 1 Reduce an enemy's defense to 0 and
stun it for a turn
Weird Light ぶきみな光 0 G Reduce a group's magic resistance
Amazing Dance ふしぎなおどり 0 1 Reduce the target's MP
Transform 変身 O S User turns into a monster. Does
powerful attacks, but can't be given
commands.
Howl ほえろ 0 G Summons wolves to howl and surprise
enemies
Space Out ぼけ 0 S Ignore damage from any attacks
Magic-Sealing song まふうじの歌 0 G Cause a group of enemies' spells to
fizzle
Blinding light まぶしい光 0 A Blinds enemies and reduces their
accuracy
Mahotora Dance マホトラおどり 0 1 Steal the target's MP
Monster Charm まものならし 0 G Increase the chance of the target
"joining" after the fight
Dodge Kick 身かわしきゃく 0 S Increases your chance of dodging
attacks
Substitute 身がわり 0 1 Guard an ally, taking all attacks
meant for him or her
Medapani Dance メダパニダンス 0 G Confuse a group of enemies
Deadly Poison Cloud もうどくのきり 0 G Hits enemies with a powerful poison
that saps 1/6 their max HP per round
Heat Breath やけつく息 0 G Paralyzes a group of enemies
Lullaby ゆりかごの歌 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 どくばり 1* 15 Randomly one-hit kills
Hinoki Stick ひのきのぼう 2 0
Bamboo Spear 竹のやり 5 1
Sharpened Bone とがったホネ 6 3
Club こんぼう 8 5
Bronze Knife ブロΒズナイフ 9 8
Bronze Sword どうのつるぎ 11 9
Stone Fangs 石のキバ 12 3
Big Wooden Hammer おおきづち 14 -5
Holy Knife せいなるナイフ 14 7
Boomerang ブーメラン 15 5 Attacks all enemies
Staff of Blessings しゅくふくの杖 15 16 Use in battle: Behoimi
Thorn Whip いばらのムチ 18 7 Attacks a group
Stone Axe 石のオノ 19 4
Iron Claw 鉄のツメ 21 15
Iron Spear 鉄のヤリ 23 8
Poison Moth Knife どくがのナイフ 23 13 Randomly paralyzes target
Leather Whip 皮のムチ 25 13 Attacks a group
Kusari-Gama くさりがま 25 13
Bladed Boomerang やいばのブーメラン 26 19 Attacks all enemies
Staff of Lightning いかずちの杖 28 25 Use in battle: Begirama
Assassin Dagger アサシンダガー 30 11 Randomly one-hit kills
Staff of Sleep ねむりの杖 32 15 Use in battle: Rariho
Steel Sword はがねのつるぎ 33 16
Chain Cross チェーンクロス 33 18 Attacks a group
Steel Fangs はがねのキバ 35 8
Staff of Divine Wrath てんばつの杖 35 20 Use in battle: Bagima
Big Metal Hammer おおかなづち 36 6
Holy Lance ホーリーランス 36 17
Staff of Judgement さばきの杖 37 22 Use in battle: Bagi
Iron Axe 鉄のオノ 38 6
Evil-Destroying Sword はじゃのつるぎ 38 23 Use in battle: Gira
Rune Staff ルーンスタッフ 39 18 Use in battle: Skult
Magic Sealing Staff まふうじの杖 40 18 Use in battle: Mahoton
Power Knuckle パワーナックル 40 20
Morning Star モーニングスター 43 14 Attacks all Enemies
Killer Spear キラーピアス 45 32 Double attack
Big Scissors おおばさみ 47 -1
Battleaxe バトルアックス 49 15
Dragon Tail ドラゴンテイル 52 33 Attacks a group
Flame Claw 炎のツメ 53 21 Flame damage,
Use in battle: Merami
Saw-blade Katana のこぎり刀 54 -2
Wave Sword さざなみの剣 55 35 Use in battle: Mahokanta
Sword of the Fairies ようせいの剣 58 30 Use in battle: Skara
Fan of the Moon 月のおうぎ 60 30
Platinum Sword プラチナソード 60 45
Warhammer ウォーハンマー 62 19
Sage Staff けんじゃの杖 62 31 Use in battle: Behoma
Ice Blade こおりのやいば 62 31 Ice damage,
Use in battle: Hyadalko
Staff of Magma マグマの杖 63 30 Use in battle: Magma
Steel Whip はがねのムチ 65 22 Attacks a group
Flame Boomerang 炎のブーメラン 65 25 Attacks all enemies
Sword of Dozing まどろみの剣 65 28 Randomly puts target to
sleep
Staff of Revival ふっかつの杖 65 38 Use in battle: Zaoraru
Falcon Sword はやぶさの剣 67 32 Double Attack
Sword of Charming ゆうわくの剣 70 51 Randomly confuses targets
Sound of the Sea Staff 海なりの杖 74 42 Use in battle: Tsunami
Zombie Killer ゾンビキラー 75 5 Extra damage to undead
Dragon Killer ドラゴンキラー 83 35 Extra damage to dragons
Dragon Claw ドラゴンクロウ 85 35
Flame Sword 炎のつるぎ 87 33 Use in battle: Io
Demon's Claw あくまのツメ 90 29 Randomly paralyzes target
Sword of Yuvarl ユバールの剣 90 45 Randomly makes target
dance
Slaughter Sword みなごろしの剣 95 15 Cursed: Attacks all
enemies, but wielder
sometimes attacks party
Thunder Sword らいめいの剣 95 40 Use in battle: Raidein
Demon-beast Claw まじゅうのツメ 95 25
Demon-beast Fangs まじゅうのキバ 95 25 Randomly paralyzes target
Sword of Godias ゴディアスの剣 97 45
Demon Spear デーモンスピア 99 19 Randomly one-hit kills
Hero's Staff えいゆうの杖 103 60 Use in Battle: Fubarha
Blizzard Sword ふぶきのつるぎ 105 38 Extra damage to low
Hyado-resist targets
Demon's Axe まじんのオノ 108 20 If it hits, 100% chance of
critical hit
Miracle Sword きせきのつるぎ 100 38 Heals a bit with each
attack
Bastard Sword バスタードソード 109 32
Sword of Destruction はかいのつるぎ 110 0 Cursed: Wielder sometimes
loses turn
Big Bowgun ビッグボウガン 110 25
Fan of the Sun たいようのおうぎ 110 49 Attacks a group
Demon's Hammer まじんのかなづち 115 33 If it hits, 100% chance of
critical hit
Double-edged sword もろはのつるぎ 117 13 Cursed: Wielder takes 1/4
of damage they deal
Royal Sword 王者の剣 120 55
Metal Ball of Destruction はかいの鉄球 125 26 Attacks all enemies
Suiryu's Sword 水竜の剣 125 52 Use in battle: Tsunami
Metal King Sword メタルキングの剣 130 40
Orihalcon Fangs オリハルコンのキバ 135 37
Ochearno's Sword オチェアーノの剣 140 50 Use in battle: Bikilt
Gringham Whip グリンガムのムチ 145 57 Attacks a group
ARMOR
-----
Name Japanese DEF STY Notes
--------------------------------------------------------------------------------
Just a piece of cloth ただの布きれ 3 0
Clothes 布のふく 4 2
Traveller Clothes たびびとの服 7 6
Suteteko Pants ステテコパンツ 8 -100
Silk Tuxedo きぬのタキシード 10 40
Leather Armor 皮のよろい 11 15
Leather Loincloth 皮のこしまき 12 -20
Silk Robe きぬのローブ 13 28
Scale Armor うろこのよろい 15 9
Leather Dress 皮のドレス 17 15
Bunny Suit バニースーツ 17 38
Shell Armor こうらのよろい 18 -25
Fur Cape 毛皮のマント 18 18
Royal Clothing きぞくの服 19 28
Slime Clothes スライムの服 20 13
Chain Mail くさりかたびら 20 23
Dancer Clothes おどりこの服 20 35
Bronze Armor せいどうのよろい 23 12
Iron Breastplate 鉄のむねあて 26 4
Dodge Clothes みかわしの服 28 11 Increases chance of
dodging attacks
Gaudy Clothes はでな服 28 35
Iron Armor 鉄のよろい 30 19
Magical Robe まほうの法衣 30 20 Increases magic resist
Pure Robe 清きころも 30 45 Increases magic resist
Pirate Clothes かいぞくの服 32 30
Turtle Shell カメのこうら 33 -15
Silver Breastplate ぎんのむねあて 36 30
Magician Robe まどうしのローブ 37 19 Increases magic resist
Dancing Mail ダンシングメイル 37 38 Increases chance of
dodging attacks
Viking Armor バイキングアーマー 38 20
Silk Teddie シルクのビスチェ 38 45
Robe of the Wind 風のローブ 38 48
Amazing Borero ふしぎなボレロ 40 -50 Sometimes absorbs MP
from spells cast on
wearer
Stylish Suit おしゃれなスーツ 40 47
Party Dress パーティドレス 40 48
Steel Armor はがねのよろい 44 27
Magical Skirt マジカルスカート 45 35 Increases magic resist
Magic Armor まほうのよろい 47 38 Increases magic resist
Heavy Armor あつでのよろい 50 -30 Increases fire and cold
resistance
Spangle Dress スパンコールドレス 50 52
Silver Mail シルバーメイル 53 40 Increases magic resist
Bladed Armor やいばのよろい 55 15 Damages attackers
Spirit Armor せいれいのよろい 55 35 Increases magic resist
Angel's Robe 天使のローブ 55 55 Immunity to insta-death
attacks (Zaki, etc)
Dragon Mail ドラゴンメイル 60 37 Increases fire resist
Platinum Mail プラチナメイル 63 51 Increases magic resist
Hell's Armor しごくのよろい 65 15 Cursed: increases magic
resist, but wearer
randomly loses turns
Water Robe みずのはごろも 65 42 Increases magic and
fire resistance
Slime Armor スライムアーマー 67 30
Flame Armor 炎のよろい 70 33 Increases fire and cold
resistance
Camisol of Dreams ゆめのキャミソール 73 88
Mysterious Armor しんぴのよろい 75 55 Heals HP every turn
Dress of Light ひかりのドレス 75 61 Occasionally reflects
magic
Robe of Darkness やみのころも 78 32 Increases chance of
dodging attacks
Demon Armor まじんのよろい 85 12 Cursed: Speed goes to 0
Princess Robe プリΒセスローブ 85 72
Angel Leotard 天使のレオタード 93 72 Immunity to insta-death
attacks
Mirror Armor ミラーアーマー 95 50 Occasionally reflects
magic
Dragon Robe ドラゴンローブ 95 60 Increases all
resistances
Mysterious Teddie しんぴのビスチェ 95 92 Heals HP as you walk
Royal Armor 王家のよろい 105 60
Gigant Armor ギガントアーマー 112 15 Increases fire and cold
resistance
Metal King Armor メタルキングのよろい 115 45 Increases magic and
fire resistance
Gaiarla's Armor ガイアーラのよろい 125 55 Increases magic and
fire resistance
SHIELDS
-------
Name Japanese DEF STY Notes
--------------------------------------------------------------------------------
Pot Lid おなべのフタ 2 -20
Leather Shield 皮のたて 4 2
Scale Shield うろこのたて 7 4
Chiton Shield キトンシールド 9 8
Bronze Shield せいどうのたて 11 7
Iron Shield 鉄のたて 13 12 Increases fire and cold
resistance
Silver Tray シルバートレイ 15 23
White Shield ホワイトシールド 16 15
Magic Shield まほうのたて 18 21 Increases magic resist
Ice Shield こおりのたて 25 18 Increases fire resistance
Platinum Shield プラチナシールド 25 40 Increases magic and fire
resistance
Dragon Shield ドラゴンシールド 25 40 Increases fire and cold
resistance
Dolphin Shield ドルフィンシールド 28 28 Decreases Tsunami damage
Fuujin's shield 風神のたて 32 18 Use in battle: Bashirura
Flame Shield 炎のたて 36 22 Increases magic and cold
resistance
Shield of Power ちからのたて 40 33 Use in battle: Behoimi
Shield of Tragedy なげきのたて 42 -5 Cursed: Lose turn
randomly
Ogre Shield オーガシールド 45 -10
Mirror Shield みかがみのたて 60 30 Increases magic and cold
resistance
Shield of Ruin はめつのたて 57 5 Cursed: Decreases all
resistances
Tornado Shield トルナードのたて 60 30 Use in battle: Magic
Barrier
Metal King Shield メタルキングのたて 70 40 Increases all resistances
HELMETS
-------
Name Japanese DEF STY Notes
--------------------------------------------------------------------------------
Leather Hat 皮のぼうし 3 2
Hairband ヘアバンド 4 10
Pointed Hat とんがりぼうし 5 -2
Wooden Hat 木のぼうし 6 -15
Shell Hat かいがらぼうし 8 3
Amazing Hat ふしぎなぼうし 8 5 Reduces MP consumption
Fur Hood 毛皮のフード 11 13
Turban ターバン 12 2
Silver Hairband ぎんのかみかざり 14 25
Rabbit-ear Band うさみみバΒド 15 15
Iron Helmet 鉄かぶと 16 15
Silk Hat シルクハット 17 5
Captain's Hat キャプテンハット 19 21
Iron Mask てっかめん 22 -10
Wind Hat 風のぼうし 24 8 Use: Rura
Viking Helmet バイキングメット 25 15
Platinum Head プラチナヘッド 28 42
Hat of Knowledge ちしきのぼうし 30 33 Intelligence +30
Mithril Helm ミスリルヘルム 32 17
Echo Hat やまびこのぼうし 35 2 "Echoes" spells, casting them
twice
Hat of Happiness しあわせのぼうし 37 -17 Heals damage as you walk
Helm of Knowledge ちりょくのかぶと 37 21 Intelligence +15
Dugon's Helm デュゴンのかぶと 40 26 Decreases chance for confusion
and Magic-sealing attacks
to work on wearer
Berserker's Helm バーサカヘルム 42 8 Cursed: Wearer sometimes
attacks party
Golden Tiara 黄金のティアラ 43 50 Reduces chance for negative
magic to work
Faygo's Helm フェーゴのかぶと 53 33 Increased sleep/death/confusion
resistance
Metal King Helm メタルキングヘルム 60 38 Reduces chance for negative
magic (Rariho, etc.) to work
ACCESSORIES
-----------
Name Japanese STY Effects
--------------------------------------------------------------------------------
Old Glasses 古びためがね 0 None
Intelligence Glasses インテリめがね 0 Intelligence + 15
Rabbit's Foot うさぎのしっぽ 2 None(?)
Power Ring ちからのゆびわ 3 Attack + 7
Prayer Ring いのりのゆびわ 3 Defense + 5. Use to regain MP,
sometimes breaks
Mermaid's Moon 人魚の月 5 Use to cure confusion
Shooting Star Armband ほしふるうでわ 5 Doubles Speed
Shoes of Happiness しあわせのくつ 5 Gain experience as you walk
Ruby of Defense まもりのルビー 5 Defense + 10
Pink Pearl ピンクパール 7 None
Megante Armband メガンテのうでわ 7 Defense + 10, wearer casts Medante
upon death
Slime Earrings スライムピアス 8 Attack + 1
Life Ring 命のゆびわ 8 Defense + 5, heal HP as you walk
Net Tights あみタイツ 10 Defense + 5
Hero Armband ごうけつのうでわ 10 Attack + 15
Star Fragment ほしのかけら 10 Use to confuse a single enemy
Gale Bandana しっぷうのバンダナ 10 Speed + 30
Fire Amulet 炎のアミュレット 10 Attack + 25 Use: Fireball
Earth Amulet 地のアミュレット 10 Defense + 20 Use: Crevasse
Wind Amulet 風のアミュレット 15 Speed + 50 Use: Bagima
Bow Tie ちょうネクタイ 15 Defense + 2
Garter Belt ガーターベルト 15 Defense + 3
Gold Bracelet 金のブレスレット 15 Defense + 5
Speed Ring はやてのリング 15 Speed + 15
Megazaru Armband メガザルのうでわ 15 Defense + 10, wearer casts
Megazaru upon death
Water Amulet 水のアミュレット 20 Defense + 30, Use: Rariho
Stylish Bandana おしゃれなバンダナ 17 Defense + 5
Glass Shoes ガラスのくつ 30 None
Gospel Ring ゴスペルリング 30 Defense + 50, Negates random
encounters
Goddess Ring 女神のゆびわ 40 Intelligence + 33, regains MP as
you walk
ITEMS
-----
Name Japanese 1 Effects
--------------------------------------------------------------------------------
Medical Herb やくそう Y Heals ~30 points of damage
Amitt Cracker アミットせんべい Y Heals damage
Amitt Bun アミットまんじゅう Y Heals Damage
Magic Holy Water まほうの聖水 Y Heals MP
World Tree Leaf せかいじゅのは Y Revives Party Member
World Tree Sap せかいじゅのしずく Y Heals everyone to max
Antidote Herb どくけし草 Y Cures Poison
Full Moon Herb まんげつ草 Y Cures Paralysis
Spotted Spider Thread まだらくも糸 Y Reduces enemies' speed
Poison Powder どくがのこな Y Poisons enemies
Holy Water せいすい Y Keeps weak monsters away, damages
enemies when used in battle
Kimera Wing キメラのつばさ Y Same effect as casting Rura
Monster Food まもののエサ N Charms monsters (works just
holding it)
Monster Habitat Plans まものせいそく図 NA Used to create new areas in the
Monster Park
Meaty Bone ほねつきにく Y Use to Attract monsters
Super Seasoned Meat 超しもふり肉 Y Use to attract monsters
Power Seed ちからのたね Y Increases a character's Power
Defense Seed まもりのたね Y Increases a character's Defense
Speed Seed すばやさのたね Y Increases a character's Speed
Intelligence Seed かしこさのたね Y Increases a character's
Intelligence
Beauty Plant うつくし草 Y Increases a character's Style
Acorn of Life 命のきのみ Y Increases a character's Max HP
Amazing Acorn ふしぎなきのみ Y Increases a character's Max MP
Horse Dung うまのふん N You can squeeze it, but no
practical use
Sands of Time 時の砂 N Go back in time to the beginning of
a fight
Miracle Stone 奇跡の石 N Use to heal a single character
Sage Stone けんじゃの石 N Use to heal all your party
Stone of Life 命の石 Y Saves you if you fall prey to a
death spell
KEY ITEMS:
Name Japanese
--------------------------------------------------------------------------------
Anchovy Sandwich アンチョビサンド
Marinated Sardines 子魚のつくだに
Ancient Royal Document 王家の古文書
Pearl しんじゅ玉
Ancient Key 古代のカギ
Saint's Sword 聖者のつるぎ
Saint's Armor 聖者のよろい
Saint's Shield 聖者のたて
Saint's Helmet 聖者のかぶと
Amazing Map ふしぎなちず
Mysterious Tablet (Yellow) ふしぎな石版黄
Wooden Doll 木の人形
Green Jewel 緑の宝玉
Mysterious Tablet (Red) ふしぎな石版赤
Mysterious Tablet (Blue) ふしぎな石版青
Mysterious Tablet (Green) ふしぎな石版緑
Small Medal ちいさなメダル
Amazing Holy Water すごい聖水
Amazing Holy Water Bottle すごい聖水のビン
Round Button まんまるボタン
Angel Tears 天使の涙
Monster Manual モンスターずかん
Mechanical Parts からくりパーツ
Pamila's Special Medicine パミラのひやく
Bell of the Earth 大地の鈴
Keefa's Letter キーファの手紙
Thief Key とうぞくのカギ
Darma Key ダーマのカギ
Bandit Key さんぞくのカギ
Charm of the Desert さばくのお守り
Warehouse Key 倉庫のカギ
Ancient Fossil 古代の化石
Bone of Tyranos ティラノスの骨
Black Key 黒いカギ
Money and a letter お金と手紙
Elf's Jug エルフの水差し
Dew of the Morning Tree 神木の朝つゆ
Ruby of Darkness 闇のルビー
Clock Tower Key 時計塔のカギ
Small Purple Bottle むらさきの小ビン
Amilia's Letter エミリアの手紙
Mermaid Moon 人魚の月
Amazing Tablet? ふしぎな石版?
Magic Carpet 魔法のじゅうたん
Magic Key まほうのカギ
Darkness Tower Key やみの塔のカギ
Picture of the Goddess 女神の絵
Top half of Goddess Statue 女神像の上判身
Bottom half of Goddess Statue 女神像の下判身
Hot Stone ホットストーン
Sparkling Holy Water きれいに光る聖水
Queen Mother's Letter 皇太后の書状
Starry Sky Crystal 星空の結晶
High Priest's Letter 大神官の唱状
Tura of the Earth 大地のトゥーラ
God Stone 神の石
Ancient Monument 古びた石盤
Glowmoss ひかりゴケ
Rainbow Drops 七色のしずく
Letter from King Coastarl コスタール王の親状
Holy Fire 聖なる種火
Special Membership Card とくべつ会員証
Burning Water もえる水
Inferno Key しゃくねつのカギ
Royal Key 王家のカギ
Eye Gem まなざしの宝石
Rouge Gem ルージュの宝石
Heart-Shaped Gem ハート型の宝石
Ear Gem ピアスの宝石
Nose Gem ノーズの宝石
Sealed Shrine Key 封印のほこらのカギ
Light Ball of the Holy Wind 聖風の光球
Lar's Mirror ラーの鏡
Final Key さいごのカギ
Tablet Fragment せきばんのかけら
Power Prize ちからじまん賞
Intelligence Prize かしこさ賞
Style Prize かっこよさ賞
Memento of Chibi チビィのかたみ
Letter from Rose ローズの手紙
################################################################################
8. MINI-GAMES AND SUB-EVENTS
################################################################################
This section of the FAQ is here to describe in detail the many mini-games and
sub-events within DQ7. None of these events are critical to finishing the game,
but can be fun as diversions, and may net you a nice item or two.
--------------------------------------------------------------------------------
THE CASINO
--------------------------------------------------------------------------------
What would a DQ game be without a casino? The DQVII Casino is very similar to
that of the DQVI Casino. All games are played via Coins, which you can buy at
the counter for 10GP/coin. At the prize counter, you can buy items with Coins.
And of course, you mostly gain coins through gambling them at the games. The
games you can play in DQVII are Poker and the Slots, plus a new game, Lucky
Panel.
POKER
-----
DQ Poker is solitaire Poker. The object of the game is to get good hands; the
better the hand you get, the more Coins you get. It's a little harder to win in
Poker in DQVII than it was in DQVI; a Joker no longer automatically guarantees
you a win, and payoffs are generally lower. The payoffs are, as follows:
Two Pair: 2 x bet
Three of a kind: 2 x bet
Straight: 3 x bet
Flush: 4 x bet
Full House: 5 x bet
Four of a Kind: 10 x bet
Straight Flush: 20 x bet
Five of a Kind: 50 x bet
Royal Flush: 100 x bet
Five Slimes: 500 x bet
(5 Slimes is a Royal Flush in the Slime suit)
DOUBLING UP:
Once you win a poker game, you can choose to try for a double-or-nothing game.
The dealer draws a card, and you have to decide whether you think the next card
will be higher or lower. (Aces high) If you guess right, you double your
winnings and can double-up again. If you guess wrong, you lose it all. In the
case of a "tie" (when the card drawn is the same value as the previous card)
another card is drawn, and you get to guess again. You can continue to double up
until 10 cards are drawn, at which point you keep your winnings and the game
stops.
SLOTS
-----
Slots are pretty straightforward. Get three of the same picture and you win. The
amount you win is based on the amount you bet and the pictures you match. If you
match some of the higher-up pictures, you will also win free games.
You can't manually stop the wheel unless the first two pictures match. Sometimes
when the first two pictures match, a warrior girl/Hondara/etc will come out and
change the last picture if you "lose," sometimes granting you an easy win.
If somehow you manage to go over 1,000,000 coins in wins through free games,
everything will stop, and you will lose all free games you had left over.
LUCKY PANEL
-----------
This is a new game to the DQ casinos. When you pay the fee to play, you are
shown a grid with 20 tiles. There are 6 pairs of zodiac tiles, 3 pairs of item
tiles, and one pair of hand tiles. There are two phases of the game, the
"peeking" phase and the "matching" phase. During the "peeking" phase, you can
turn over any six tiles you'd like and see what they are, after which they are
all turned face down again. (unless you picked a pair, in which case they stay
face up) During the "matching" phase you pick pairs of tiles, hoping they match
up. If they do not match up, you will lose one of your Chances. If you run out
of Chances, the game is over. (You get 3 Chances) If the tiles do match, they
stay face-up, and you are allowed to pick again.
WINNING:
Whenever you successfully turn over a pair of Item tiles, you will win whatever
item is displayed. These items can range from items as useless as Horse Dung to
items as rare and valuable as Monster Spirits. However, in order to actually
*keep* the items you win, you must complete the game by matching ALL the tiles.
If you successfully turn over every tile, then as a prize you are given all
three items.
HAND TILES:
There are two hand tiles, one "finger" tile and one "palm" tile. The "finger"
tile will give you an extra chance to make a mistake. The "palm" tile will
shuffle all the tiles on the board. Obviously, the "palm" tile is one you will
want to avoid, and the "finger" tile one you'll want to find early on in the
game. Note that if you turn over either of these tiles during the "peeking"
phase of the game, it is "safe." If you pick the palm tile at this point, you
will see what it is, but will not actually shuffle the tiles. (Finding the palm
tile early on actually gives you a strategic advantage, as you'll know what tile
NOT to pick during the "matching" phase of the game.) The two "Hand" tiles are
not considered a "match," so you can "win" the game without picking either of
them.
--------------------------------------------------------------------------------
THE MONSTER MANUAL
--------------------------------------------------------------------------------
Reasonably early on in the game, you will get an item called the "Monster
Manual." You can open this Manual on the overworld and flip through its pages to
see all the monsters that you've met in the game so far. A picture of each
monster will be displayed on the left page, and its statistics will be displayed
on the right page. The statistics it gives you are:
Number of times defeated: How many times you've defeated that type of monster
Items dropped: Any items the monster has dropped
Experience Given: how much Experience you've gotten from that type of monster
Gold dropped: how much Gold you've gotten from that type of monster
If you press the Circle button while reading the Manual, the picture of the
monster will animate. By default, you get one animation. However, for every 20
monsters of that type you defeat, you will be able to view an additional
animation in the Manual, until you can watch all of its animations. In addition,
if you defeat 999 monsters of a single type, you can auto-cancel any battles you
encounter with that monster simply by pressing the X button as soon as you
encounter it.
COMPLETING THE MONSTER MANUAL:
In order to add a monster to the Manual, you don't actually have to defeat one;
all you need to do is meet one. Once you have completed the Monster Manual by
adding every monster in the game to it, you will get a Goddess Ring, one of the
most powerful Accessories in the game.
--------------------------------------------------------------------------------
THE MONSTER PARK
--------------------------------------------------------------------------------
About 3/4 of the way through Disc 1, you'll get access to the Monster Park. The
Monster Park initially is a single house north of the town of Lumen. A man who
loves monsters (Monster Man hereafter) lives there. After you meet him, he will
give you the Monster Food and ask you to send him monsters to make a Monster
Park.
HOW TO GET MONSTERS TO "JOIN" YOU:
Virtually every monster in the game can be attracted and sent to the Monster
Park. All you need to do to attract a monster is to be holding the Monster Food
when you go into battle. (It doesn't matter who holds it--even the bag can) If
you succeed in charming the monster, once you win the battle it will get up and
you will have the option to tell it about the Monster Park. There are several
ways to better your chances of getting monsters to join you:
1) Use the Monster Hunter Skill "Monster Charm." This will greatly up your
chances of attracting your target. (If you target a monster and the skill has no
effect, then you cannot charm that monster at all--there are some special
monsters, like the Mechanical Soldiers, that cannot go to the Monster Park at
all.) The more times you use the skill in a battle, the better the chances of
it working.
2) Have a Monster Hunter in your party. Monster Hunters' innate skill is an
increased chance of getting monsters to join you.
3) Use a Meaty Bone or Super Seasoned Meat on your target. This is probably the
single most effective way of getting a monster to join you. You'll use up the
item, but the monster you target is almost guaranteed to be charmed, especially
with the Super Seasoned Meat. These items are reasonably rare, so don't waste
them!
4) Use the Monster Food on your target. I'm not 100% sure this makes a
difference, but the fact you can target a monster with it, and the message
displayed would lead one to believe it can affect your chances. (You can't use
up the food)
Also, I've noticed that the greater the difference in strength between your
party and the monsters you're fighting, the more often they will join. It may
just be a fluke, or perhaps the weak monsters I was fighting have a set rate of
being easy to "catch," but it seemed to work.
EXPANDING THE MONSTER PARK:
Once you charm a monster, it will go to the Monster Park. However, just because
you "caught" a monster doesn't necessarily mean that there is a spot for him in
the Park. Each monster has a specific type of habitat they can live in--Kimeras
live in mountains, undead live in graveyards, etc. When you first find the
Monster park, it has no habitats at all. However, if you bring Monster Habitat
Plans to the Monster Man, he will build new areas of the Park for monsters to
live in. You'll find these Plans in various parts of the world.
If you charm a monster, and there is no corresponding area for it in the Park,
the Monster Man will let you know the next time you visit him. Monsters without
homes don't disappear though--they stay in a state of limbo until a Habitat is
made for them, at which time they will be transferred to their new homes and you
can visit them.
MONSTER HOUSES:
One screen west of the Monster Man's house is an area where his assistant
manages Monster Houses. Initially after setting up the first Habitat, you will
get one Monster House, but as your Habitats and monsters increase in number,
more Houses will be built. If you talk to the Monster Man's assistant, he will
move any monster currently in the park (monsters in "limbo" don't count) that
you choose into a Monster House. Monster Houses can hold more than one of the
same type of monster--normally you can only "charm" one monster of each type,
but you can fill a Monster House with several of the same type of monster. So if
you decide you want to have a lot of Slimes, you can tell the assistant to move
your Slime into a house, and then you will be able to go out and charm more. I
haven't really found a practical use for doing this yet, but it can be fun to
amass an army of one type of monster. I've heard rumors that getting a lot of
one specific type of monster increases your chance of that monster dropping a
Spirit after a battle, but I haven't seen any sort of confirmation for this.
--------------------------------------------------------------------------------
THE IMMIGRANT TOWN
--------------------------------------------------------------------------------
Early on in the game you will meet an old man, Sim, in an open field. He wants
to make a town in the field, but without people, you can't have a town. He asks
you to travel the world and find people who would want to live in his town.
Once you have talked to Sim, people who want to move will spawn at various
predetermined spots in the world. Every time you move into an area with a spawn
spot, there is a random chance that a prospective immigrant will be there. When
you talk to this person, you will have the option to tell them about your town--
if you do, they will move there. The more people you move into your town, the
larger it gets. At maximum, you can have 40 residents there. The actual
structure of the town will depend on what type of people are living there--if
you have a lot of merchants, there will be a lot of stores, if you have priests,
you'll have churches, etc.
TIPS FOR FINDING IMMIGRANTS:
Immigrants spawn randomly in specific spots. If you know for sure a certain area
is a spawn spot, you can force an immigrant spawn by running in and out of that
area until someone appears. Once an immigrant spawns in an area, nobody will
spawn there again until you reset the game. This holds true even if you didn't
have the immigrant move to your town, or even if you didn't speak to them.
Also, while the maximum population of your town is 40 people, the population cap
actually starts out much lower. The further you progress in the game, the higher
the population cap goes, until it finally hits 40. If your town is at the
population cap, no immigrants will spawn no matter where you go. Also the
maximum population of your town on Disk 1 is 27. As soon as you hit 27 people,
no more immigrants will spawn until you kick someone out or get to Disk 2.
KNOWN IMMIGRANT SPAWN SPOTS:
Immigrants mostly spawn in churches and inns, but here is a quick list of spawn
spots that I have seen and confirmed myself--if you know of any others, let me
know:
Grand Estard: Inn (2nd floor)
Woodpaluna: Inn
Engou: Inn
Orphie: Inn and Item Shop
Forish: Inn and Church
Greenflake Ruins: West edge of "town"
Memorial Leaf: Ruined hut on the way to the church
Darma: Second floor at one of the tables, Pub in the basement
Mezare: Inn and Church
Desert People's Village: Inn
Crage: Inn
Retrude: Inn and Church
Church near Harmelia: Inside
Harmelia: Inn, Church, and Pub
Lumen: Inn
Mardillas: Inn, Church, 2nd floor of NW tower in castle
Holy Wind Valley: Inn
Holy Wind Temple: Back room
Lebressack: Inn, Item Shop
Coastarl: Inn (2nd floor), Church (2nd floor), basement of armory
TOWN MAINTAINANCE:
When your population gets high enough and you start getting houses in your town,
Sim will move to his house nearby. If you talk to him, he will give you status
reports. Get enough people in your town, and you'll have the option to control
the population. You'll get three options: Population review, Immigrant Swap, and
Kick out Immigrant.
Population review:
Gives you a quick list of who lives in your town, what type of person they are,
and where you found them.
Immigrant swap:
With this option you can swap immigrants with another save game. Put the memory
card with your save game in slot 1, a memory card with a friend's save game in
slot 2, and providing both towns on the cards have enough people, you can start
swapping townspeople. However, once you trade someone, you can't trade them
back until you reset the game.
Kick out Immigrant:
Once your population hits 25, you can start kicking immigrants out of the town.
When you choose to do so, you'll get a random list of three immigrants that
"want to move." Pick one, and you can kick him/her out of town. If your
population reaches 24, you can no longer kick people out. While Sim warns you
that people you kick out are gone for good, this is actually not the case. I've
kicked people out of the town, only to find them again at a new spawn spot when
searching for new immigrants.
TOWN PHASES:
0~4 people: People wandering around a field
5~9 people: You can name the town. Default name is (hero name)burg, if you don't
like it, then (hero name)brook then (hero name) then you choose.
10~14 people: First buildings start to pop up
15~19 people: First store put in town.
20~24 people: Sim moves to his house. First inn put in town.
25~29 people: Church put in town. Stores separated into weapon, armor, and item.
30~34 people: Bank put in town.
35~40 people: Final Form of town
FINAL FORMS OF TOWNS:
Once you hit 35 or greater people in your town, the town reaches its final form.
There are five towns in total, and they depend on what type of people emigrated
there. Each "special" town type has its own advantage.
Default Final Form:
If your town doesn't meet the requirements for any of the "special" towns, this
is what you get. It's just a normal town.
Great Farm:
Requires: 13 farmers, 10 Hobbits, Horses, Pigs, and Cows (at least one of each).
This is the only place in the game you can buy the Orihalcon Fang. There's also
a Small medal here.
Great Holy Temple:
Requires: 20+ priests and nuns. This is the only place you can buy the Fan of
the Sun.
Premium Bazaar:
Requires: 21+ merchants. You can buy Metal King equipment and Meaty Bones here.
(Note that you can only buy a Meaty Bone if you don't have any)
Grand Slum:
Requires: 10 Bunny girls, bartenders and dancers, (at least one of each)
8 ruffians, and 6 sailors and prisoners. (at least one of each) You can get
really good things at this Casino, including an Iron Ball of Destruction, and
a Rainbow Peacock Spirit.
Getting all the Small Medals and items basically requires that you build your
town to its final form, "destroy" the town by kicking people out of it, and
"rebuilding" it by adding different types of people. This is really time-
consuming, (since there's no way to control what type of people spawn) so the
quick way to change your town type is to kick people out to below 35 people,
then use backed-up save games to swap people around, though it's kind of
cheating. You can't swap with a copy of your own game, however--you'll need to
start a new game and get to the point where you uncover the Immigrant Town, then
swap with that game.
--------------------------------------------------------------------------------
THE MEDAL KING
--------------------------------------------------------------------------------
The Medal King makes yet another appearance in DQVII, though you won't find him
until you're well into the game. When you bring him your Small Medals, he will
take them and give you items based on the total number of Medals you've found so
far.
Here is a quick list of the items he will give you:
45 medals: Poison Needle
50 medals: Staff of Divine Wrath
58 medals: Megante Armband
65 medals: Miracle Sword
75 medals: Monster Habitat Plan
83 medals: Sage Stone
90 medals: Metal King Shield
95 medals: Amazing Borero
100 medals: Amazing Tablet?
110 medals: Platinum King Spirit
--------------------------------------------------------------------------------
THE RANKINGS
--------------------------------------------------------------------------------
Once you reach the town of Retrude, you will have the option to enter the
Ranking contests. There are three Rankings: Power, Style, and Intelligence.
Basically with the Rankings you pit your Power, Style, Intelligence against the
other peopleentering.
In order to enter one of the Rankings, you need to go to the registrar and
register one of your characters. When you register, it will ask you which
character you'd like to enter, and which Ranking you'd like to record them in.
Once you choose, your current stat level is recorded and entered against all the
other "contestants." A single character can record themselves in more than one
Ranking, and multiple characters can participate in the same contest.
Once recorded, your Power/Style/Intelligence rankings will not change. If your
stats raise or lower after recording, your Ranking will not reflect it. So, if
your Power, Style, or Intelligence increases after recording yourself in the
Ranking, you should go back to the registrar and re-register yourself in the
contest. If you try to re-register with a LOWER value than before, the registrar
will warn you first.
You can view your Ranking by looking at the boards posted outside. It will show
you how high you are compared to the other people that have entered. Note that
your position on the ladder is not static. As you proceed through the game, more
NPCs will register themselves and the Rankigs will be changed accordingly. So
just because you have a high Ranking at the moment doesn't mean that someone
won't come along and beat your value.
If you manage to make it to the top of any of the Rankings, there will be a
little ceremony and a prize. The prizes are:
Power Contest: Hero Armband
Style Contest: Spangle Dress
Intelligence Contest: Helm of Knowledge OR Golden Tiara (if winner is Maribel)
################################################################################
8. STRATEGIES
################################################################################
This section is just a place for some miscellaneous gameplay tips for survival
in the DQVII world. They're mostly just tricks and strategies that I've found
useful. Depending on your play style, they may or may not be useful to you.
--------------------------------------------------------------------------------
EXPLORATION TIPS
--------------------------------------------------------------------------------
* The skill "Nose of the Thief" is your best friend when searching for items. It
costs 0 MP to use, and will tell you exactly how many items are left in the
current area, including secret and hidden items. You should use it in every
room, house, floor, and cave you go into to find out exactly how many items are
left. Note that book, well, pot, bag, and chest monsters will be included in the
total. Nose of the Thief will also tell you if a room is empty, so you can save
time by not searching it.
* If you know there's an item nearby, but can't find it, cast Remirama. If its
location is onscreen, it will light up. Remirama is less useful than it was in
DQVI and the DQIII remake because most items are hidden in less obscure places,
but it still helps.
* When searching for Small Medals, examine unlikely items. Not just in drawers,
chests, and pots, Small Medals can turn up in strange places, like in gravesites
and in the bottom of wells.
* If you're missing a Tablet Fragment, talk to the fortune teller in the valley
east of Forish. She will give you hints on where to look.
* For fast cash, play the Lucky Panel game in the Casino east of Darma, (or
Coastarl if you've gotten that far) and sell your winnings. You can win items
that sell for several thousand gold apiece. If you have the Grand Slum, don't
play the Panel game there--it costs 500 coins, but doesn't give any rewards that
the earlier casinos won't. (though it does give better rewards slightly more
often) The best Lucky Panel game is on the third floor of Coastarl, overall.
* The later Lucky Panel games are also the best places to get Monster Spirits.
You can't control which you will get, and you can't get all the Monster Spirits
via Lucky Panel, but you can usually get them via the Panel a lot faster than
out of treasure chests after battle.
* Doubling-up in Poker is probably the steadiest way to earn large amounts of
Coins. However, to get the really expensive stuff that costs tens of thousands
of Coins, the fastest method is to use the high-rolling Slot machines in the
later Casinos. Three 7s on a 100-coin machine net you 150,000 coins. Slots are
nowhere nearly as reliable as Poker, however.
* Like real life, some slot machines have better chances of getting a win than
others. Test them out to see which has the best ratio of payoffs to wins for
you.
--------------------------------------------------------------------------------
CHARACTER DEVELOPMENT TIPS
--------------------------------------------------------------------------------
* Fighting monsters for the purpose of gaining experience levels is meaningless
in DQVII, as what job you are in will have have as much an impact on your stats
as your level. In fact, gaining too many levels is counterproductive to job
advancement, as you may find yourself too powerful for the monsters around you
to advance. If you are having trouble defeating a boss, odds are leveling will
do you little good. Try to change your strategy instead.
* The best experience in the game comes from Metal-type monsters. The best way
to kill them is with Demon Slash--you can bypass their defense entirely with it
if you connect. (Note--It's a good idea not to start killing for experience
until very late in the game!)
* Fighting monsters for cash is also a futile venture. Monsters don't carry very
much money, and killing them for cash has the same drawbacks in terms of job
development that killing monsters for experience does. You shouldn't expect to
be able to outfit your characters with all the best stuff available when you
first get to a new town; you will never be able to afford it. Instead, buy one
or two items for the characters in your party that most need it.
* When buying equipment, often it's more important to look at the special
attributes items have rather than just raw attack or defense power. A weak
weapon that attacks a group or all enemies is often more effective than a
single-target strong one. The resistances special types of armor boost are
especially important toward the end of the game, as many of the nastiest attacks
monsters will dish out will not be directly physical in nature.
* Armor is more important than weapons in DQVII, especially toward the end of
the game, when most of your attacks will come from Abilities and Spells rather
than direct weapon attacks anyway. When given the choice of buying a powerful
weapon or a strong set of armor, buying the armor is usually the better choice.
* If you want to gain job levels quickly, fight the weakest monsters you can
that will "count" toward your next job level. They're easier to defeat, will
only give you small amounts of experience, and count just as much as a tough
fight. The best place in the game to gain job levels is "Slime Forest" near the
town of Crage on Disk 2, where you can inexplicably gain job levels from really
low-level slimes.
* If you REALLY want to gain job levels without gaining experience at all, use
the Thief technique "Knockback" or the Magic Warrior's "Bashirura." You'll
"kill" the monsters, but won't get any experience for it. (Nifuram has the same
effect on Undead)
* Make one of your characters a Thief early on. The Thief has more useful
general-purpose skills than any other class, and will make your journey much
less stressful.
* The Shepherd class is another one to think about taking on early. You can
Master it quickly, plus is the only "human" class that can learn Kiari, the
poison-curing spell. Without a Shepherd, you'll need to carry a lot of Antidote
Herbs. Shepherds also learn the Whistle technique, which is indispensible if you
want to build job levels.
* The quickest route to the Hero job is to master Battlemaster, Paladin, and God
Hand, as you only need to know three Basic jobs to learn Battlemaster and
Paladin. If you choose to go this route, I suggest you have your character
become a Paladin first; Warrior and Battlemaster skills are not as effective as
Priest and Paladin skills. Plus it's nice to get Priest out of the way early--it
takes a long time to build, and you don't want to have its stat hits when
enemies start getting tough. Not to mention that the healing and resurrection
spells are nice to have early on too.
* Another good path to the Hero job is the Sage-Superstar-Tenchiraimeishi path.
It will take much longer than the God Hand route--the spellcaster classes take a
long time to build, and it requires Mastery of an additional two jobs. However,
while the time to build is long and requires you to be relatively weak in terms
of stats for a long time, characters that become Heroes this way will be true
masters of whoopass with the skills they have acquired.
* When you enter a Monster Job, make sure you've mastered it before you change
jobs again. If you change out of a Monster Job before mastery, you'll need
another Spirit before you can change back. You can freely return to any Monster
jobs you've achieved Mastery in.
* Don't always overlook changing classes to get Hybrid techniques in favor of
picking classes to build to Advanced jobs. Hybrid techniques are some of the
most useful techniques in the game, and many are more useful than the majority
of Advanced Job techniques.
* It's generally a good idea to specialize your characters for specific roles in
battle early on--offense, support, healing, etc--and choose jobs accordingly. A
character with all your powerful attacks and all your healing spells won't be
very useful, since you can't do both at once.
--------------------------------------------------------------------------------
COMBAT TIPS
--------------------------------------------------------------------------------
* The best offense is a good defense. This is especially true in DQVII. Very
few, if any, battles can be won by overwhelming force--most are won by reducing
the effectiveness of your opponent's attacks. Focusing your effort on offense
will only get you killed.
* When facing bosses and tougher normal monsters, it's a good idea to have each
of your characters playing various "roles." For example, you could have one
character focused on attack, another focused solely on healing, a third focused
solely on stat-boosting and support, etc. Many boss battles pretty much require
a dedicated healer character in order to succeed.
* Utilizing the computer's AI has its advantages and disadvantages. The
disadvantage being that you can't directly tell your party what to do, and there
are some techniques/items/spells the AI will never use. The advantage to using
AI is that AI decisions are made on the spur of the moment rather than at the
beginning of the round. Example: if Character A gets killed at the beginning of
a battle round, AI-controlled Character B will often resurrect him at the end of
the same round. Unless you knew for sure that Character A was going to get
targeted and killed before the round began, you wouldn't know to make Character
B cast a resurrection spell, whereas the AI would. Also, the AI "knows" the
strengths and weaknesses of the monsters you face and will act accordingly.
* Characters being controlled by AI will not use any items they're holding.
(Enix took that feature out after DQV, when people complained about the AI
wasting items) If you have an item you'd like a character to use, you need to
put that character on manual control.
* Items and skills that heal without consuming MP are a godsend. The Staff of
Blessings, the Sage Stone, and the Miracle Stone are all indispensible items.
Hustle Dance, Voice of the Angels, etc. will also help you conserve your MP
well.
* Stat-altering spells are much more important in DQVII than in many other RPGs;
in fact, there are some enemies that are virtually impossible to beat without
them. Lowering an enemy's defense with Rukani, then raising your offense with
Bikilt can render formerly unscratchable enemies vulnerable, for example.
* Resistance is not futile! Especially towards the end of the game, monsters
will be dishing out powerful spells and breath weapons that damage the entire
party. Without resistance, they can often deal damage faster than you can heal
it. Wearing the right armor and using the right spells/abilities can make
attacks that would normally kill you in one hit withstandable.
* The Mahokanta spell is a double-edged sword. With it, no enemy spells will be
able to touch you, but none of your allies will be able to cast healing or
support spells on you either. The only workaround to this is to cast said spells
on yourself, or to use Abilities and Items to provide the same effects.
* Don't be too hasty to overlook the "other" category of techniques and spells.
While they don't directly damage your opponents or heal your characters, they
provide effects that will often have a huge impact on the tide of battle. Some
of the most useful techniques in the game can be found in this category. If
you're having an especially difficult time on a specific boss or enemy, try out
a new spell/ability in the "other" category--usually there will be at least one
that will make a big difference.
* The skill "Nio's Stand" is very effective, providing the character using it
has high enough HP. If you have someone healing him/her to full health every
round, and the enemies' attacks aren't enough to kill that character in a single
round, you will essentially have an invincible party.
* Possibly the singly most effective single-target attack in the game is the
Martial Artist ability, Seiken-zuki--by default, it deals twice as much damage
as a normal attack would. Combine it with Bikilt and Power/War Cry charge, and
you can throw an attack that does 8x normal damage.
* While at first glance Power charge and War Cry charge seem like a waste,
taking two rounds to do a double damage attack--a single charged attack is
actually more powerful than two individual attacks. The damage done by each
individual attack will be lessened by your target's Defense rating, whereas a
Charged attack only has a single check against the target's defense. So in
essence, it's like getting one normal "checked" attack, plus another attack that
ignores defense entirely. Also, Charges can be applied to other Abilities as
well. (but not all, so be forewarned)
* You can't control Summons, but they're invaluable in combat not only because
they often use powerful techniques, but they serve as an additional target.
Every attack a summoned monster takes is one that could have hit one of your
party members.
* Astron and Noah's Ark may seem like useless spells; while they make your party
invulnerable, you won't be able to do anything either. However, there are two
important uses for these spells; first, your enemies will continue to attack
normally, so you can see what kind of attacks they'll use. Second, when up
against powerful spellcasters, you can continue to cast Astron until your enemy
is all out of MP, then go in for the kill.
* When up against enemies that cast Mahotarn, have your spellcasters cast
Nifuram on them. It will bounce off them and take down their magic shield,
leaving them open to your magic attacks, or making them waste turns bringing
their shield back up. Note: Don't try this if one of your characters is in
the Royal Reaper job!
* The technique "Double-Edged Slash" does lots of damage to your enemy, but you
take 1/4 of the damage you do as well. However, if you are equipping the Miracle
Sword, which heals you 1/4 of the damage you do, you essentially get to use the
technique for "free."
* The "Sands of Time" is perhaps the most unbalancing item in the game--use it
and the battle will revert to the beginning. So if the battle is going
unfavorably, as long as the character holding the Sands is alive, you can use it
as a "try again" item.
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9. FUTURE ADDITIONS
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Once this FAQ is "complete" this section will probably disappear, but here is a
list of updates I am planning for upcoming versions of this FAQ:
# Monster information
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10. THANKS AND CREDITS
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Thanks to the following, without whom this FAQ would not have been possible:
* Enix, for continuing to produce great DQ games. Also for bringing out the
Official DQ7 guidebooks to fill in those extra tidbits of info I couldn't fill
in myself.
* Ken Ma, for getting me into DQ :)
* Hiryu, for putting up the best darn DQ page in existence. Filled some holes in
the Monster Jobs section, as well as providing variables on some equipment and
prerequisites for the Town forms. Posts on the message boards provided a good
deal of raw data in general. Check out his "Dragon Quest World" site at
http://www3.justnet.ne.jp/~sugino/DQ.htm. No, really! Go there!
* Hiro, for helping me fill some holes in the Abilities and Spells section.
If you contributed information to this FAQ and feel that I've left you out,
please let me know.
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11. DISCLAIMERS
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It was at the top of the FAQ, but here it is again for good measure:
This document is Copyright 2000 by Ian Kelley. This FAQ is for private and
personal use only. It was created and is owned by me, Ian Kelley. If you wish to
use this FAQ on your non-commercial website, please contact me for permission.
Distribution of this FAQ must be done electronically and in an unaltered form.
This document may not be used in any way, shape, or form for any sort of
commercial or for-profit purposes. This includes but is not limited to
publishing in a magazine, in part or in whole, magazine/book/guide writers using
it as "source material," etc. You may not make any sorts of updates to this FAQ
(such as changing names to fit a domestic release) and distribute it without the
author's explicit permission.
I am very, very serious about this. FAQ-stealing is a very big problem. Since
seeing my Star Ocean: The Second Story walkthrough stolen by Expert Gamer
Magazine in their July '99 issue, I am pretty much going on the warpath when it
comes to plagiarism--especially now that I have a job and enough money to hire a
lawyer. ;) FAQ writing is a labor of love--it's time-consuming and takes a lot
of work and dedication to complete. When I, (and I think I speak for most other
FAQ writers as well) see somebody else profiting off my work when I intended it
to be free, it makes me very angry. Since a domestic release of Dragon Quest VII
has yet to be announced, this may be less of an issue, but rest assured if it
ever does, I will be keeping a sharp eye out for any unauthorized copying
(Expert Gamer, I will be watching you like a hawk) and will take appropriate
action should I find any. Have some ethics, people.
(Oh, a hint to you Expert Gamer guys: if you're going to use an FAQ based on the
Japanese version of a game to write a walkthrough of a domestic game without
playing it first, it helps to make sure of ALL the domestic names are the same--
when you use romanizations I fudged or substitute words I left in Japanese with
question marks, it makes it blatantly obvious)
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Well, that about does it! Send any contributions, comments, questions, etc. to
ikelley@sas.upenn.edu