7TH SAGA GAME MECHANICS GUIDE Version 1.0 Written by Nati 09/09/2008 (Version 1.0) ============================================================ Table of Contents Search Tag ----------------- ---------- INTRODUCTION [0] PART ONE: GAMEPLAY [1] 1) Stats [1.1] 2) Status Changes [1.2] 3) Battle Mechanics [1.3] 1. Physical attack [1.3.1] 2. Magical attack [1.3.2] 3. Drain attack [1.3.3] 4. Effect spell success [1.3.4] 5. Hit rate [1.3.5] 6. Run success rate [1.3.6] PART TWO: APPRENTICES [2] 1) Profile Key [2.1] 2) Apprentice Profiles [2.2] 1. Wilme [2.2.1] 2. Lux [2.2.2] 3. Olvan [2.2.3] 4. Kamil [2.2.4] 5. Lejes [2.2.5] 6. Valsu [2.2.6] 7. Esuna [2.2.7] 3) Unique Apprentice Bonuses [2.3] 4) Experience Chart [2.4] 5) Non-Player Apprentices [2.5] 1. Apprentice locations [2.5.1] 2. Apprentice reactions [2.5.2] 3. Apprentice stats and equipment [2.5.3] 4. Fighting apprentices [2.5.4] PART THREE: SPELLS AND ITEMS [3] 1) Spells [3.1] 1. Attack spells [3.1.1] 2. Effect spells [3.1.2] 3. Healing spells [3.1.3] 4. Support spells [3.1.4] 2) Equipment [3.2] 1. Weapons [3.2.1] 2. Armor [3.2.2] 3. Accessories [3.2.3] 4. Resistances [3.2.4] 5. Hidden equipment [3.2.5] 3) Items [3.3] 1. General-use items [3.3.1] 2. Runes [3.3.2] 3. Restored runes [3.3.3] 4. Seed locations [3.3.4] PART FOUR: MONSTERS [4] 1) Profile Key [4.1] 2) Monster Profiles [4.2] PART FIVE: CREDITS [5] 1) Author [5.1] 2) Legal Stuff [5.2] 3) Thanks [5.3] ============================================================ INTRODUCTION [0] This is a full game mechanics guide for the SNES game 7th Saga. Created by Enix, who also makes the Dragon Warrior games, 7th Saga is similar to Dragon Warrior in some respects, and in others was very unique in its own right. Unfortunately, the difficulty and tedium in building levels hurt its potential. This guide, I hope, will help you get through the game faster and understand some of its more interesting facets, thus making the game a little more fun. The first part of this guide supplies detailed information on gameplay, including descriptions of stats, status changes, and damage/success battle formulas. This section can be used by experts who want more information on the inner workings of the game, or by beginners who are having trouble and need a little advice to take on this monster of a challenge. The most useful contribution here is the section on battle mechanics, which I figured out myself through a little bit of math and a lot of trial & error. The second section contains descriptions of the 7 apprentices you can choose to control in the game, what spells and equipment they can use, and how they behave when your permanent apprentice (your "leader") interacts with them in the course of the game. Some of this information was obtained by my own experience playing the game extensively, but the majority of it was obtained through a ROM hack (using Dr. Fail's ROM guide on Gamefaqs, who deserves tremendous praise for laying this groundwork). The third section contains a detailed listing of the spells and items that are used in the game, including all important characteristics about them. Similarly, the fourth section lists all the monsters and bosses in the game, described in detail. Again, most of the information came from Dr. Fail's ROM hack, but extensive discussions with other 7th Saga fans on the Gamefaqs message board produced much important information. One warning: this guide may include some spoilers, and thus is recommended mostly for players who have beaten the game at least once. It is my hope that the information presented in this guide will help you find your way through the 7th Saga. Enjoy. ============================================================ ------------------------------------------------------------ PART ONE: GAMEPLAY ------------------------------------------------------------ ============================================================ [1] ============================================================ I) STATS [1.1] Each apprentice and monster has 6 intrinsic stats that factor into battle mechanics. Apprentices' stats increase at level-up and when they use seeds. Monsters' stats are static and are listed in the Monsters section. I briefly describe each stat below; read the Battle Mechanics section to see how they affect battle outcomes. MaxHP ----- Maximum number of HPs. If these reach 0, the character dies. MaxMP ----- Maximum number of MPs. Used to cast spells. Power ----- Added to weapon power to determine physical attack power (increases damage done to opponents by physical attacks). Guard ----- Added to armor power to determine physical defense (decreases damage received from opponents by physical attacks). Magic ----- Combined with spell power to determine damage done by attack magic, as well as magic defense against attack spells. It does not affect healing magic, as those values do not change. Magic is capped at 255, because it is encoded by only one byte of game data. Speed ----- Affects both accuracy and evasion of all attacks (physical and magical). Speed is also capped at 255. Resistance ---------- This is a hidden set of values that reduce damage done by attack magic or reduce the chance of being affected by a negative status spell. Each apprentice and monster has 5 different resistance values, one for each spell "element": 3 for attack magic (Thunder, Fire, and Ice) and 2 for effect magic (Vacuum and Debuff), as described in the Spells section. Monsters have their own natural resistance, as listed in the Monsters section. Apprentices' resistances are calculated as the sum of the resistances for their equipped armor and accessory, as listed in the Equipment section. ============================================================ II) STATUS CHANGES [1.2] There are 11 different statuses in the game, including negative statuses (e.g. Petrify and Poison), protective statuses (e.g. Force Shield), and buffs (e.g. Power-Up and Guard-Up). Below I list each status change, how to cause it, its effects, and how to remove it. It is important to note that the buffs cannot be used multiple times to increase effectiveness; that is, if you try to double Power while in the Power-Up status, nothing will happen. However, because the Guard boosters (Defense1, B Protect, and the Star Rune) also negate the Guard destroyers (Defense2 and S Destroy), they can be used multiple times to nullify each other. The boosters will change Guard-Down to normal, normal to Guard-Up, and have no effect on Guard-Up; the destroyers go the other way. This is immensely confusing, since Guard-Up and Guard-Down affect different battle parameters, so I thought that treating them as separate statuses would help. Dead ---- Cause: HP reaches 0, Vacuum1, Vacuum2, Vacuum (item) Effect: Target is unable to act, cannot be healed by Heal spells or Potions, and does not receive experience after battle Remove: Revive1, Revive2, M Water, pay for Heal service at a Church Petrification ------------- Cause: Petrify, B Fossil Effect: Target is unable to act or evade attacks Remove: Purify, Antid, death, end of battle, wears off randomly after a few rounds Poison ------ Cause: Poison (monster attack only) Effect: Target takes 1 HP damage at the end of each round of battle and every 4-7 steps while walking anywhere; target will die if HP reaches 0 this way Remove: Purify, Antid, death, pay for Cure service at a Church Force Shield ------------ Cause: F.Shield Effect: Target will receive no damage when hit by next attack spell Remove: Successful attack spell, death, end of battle Protect ------- Cause: Protect (spell) Effect: Target will be unaffected when hit by next vacuum spell Remove: Successful vacuum spell, death, end of battle Power-Up -------- Cause: Power (spell), B Power, Moon Rune Effect: Target's innate Power stat is doubled; weapon power is NOT affected Remove: Death, end of battle Guard-Up -------- Cause: Defense1, B Protect, Star Rune Effect: Target will receive half damage from all physical attacks; it does NOT double Guard like the in-battle message says Remove: Defense2, S Destroy, death, end of battle Guard-Down ---------- Cause: Defense2, S Destroy Effect: Target's innate Guard stat is halved; armor power is NOT affected Remove: Defense1, B Protect, Star Rune, death, end of battle Magic-Up -------- Cause: Light Rune Effect: Target's innate Magic stat is increased by 40 for all magical parameters EXCEPT one (see Battle Mechanics) Remove: Death, end of battle Speed-Up -------- Cause: Agility (spell), B Agility Effect: Target's innate Speed stat is increased by 30 Remove: Death, end of battle Defending --------- Cause: Defend command (player-controlled apprentices only) Effect: 1. Target will receive half damage from all physical attacks in the same round he defended; this can be stacked with Guard-Up to reduce damage to 1/4 2. Target's innate Power stat AND weapon power will be boosted by 50% for the next round; this can be stacked with Power-Up to triple innate Power Remove: Effect 1 wears off at the end of the round, effect 2 wears off at the end of the next round ============================================================ III) BATTLE MECHANICS [1.3] This section details the formulas used in battle to determine success rates and damage - basically, everything that happens in battle. I worked these out myself, so I cannot say they are 100% accurate, but I will mention where I am doubtful. 1. PHYSICAL ATTACK [1.3.1] ------------------ This damage formula applies to all physical attacks (when you use the "Attack" command, or when an enemy attacks you physically). Terms: P(A) = innate Power stat of attacker G(T) = innate Guard stat of target WpAtt(A) = attack power of attacker's weapon ArDef(T) = defensive power of target's armor AcDef(T) = defensive power of target's accessory PA(A) = physical attack power of attacker PD(T) = physical defense power of target D = damage done to target (in HP) R = random real number between 0.75 and 1.25 Step 0: Adjustments to attacker's and target's stats If attacker has Power-Up: P(A) = P(A) * 2 If attacker defended in previous round of battle: P(A) = P(A) * 1.5 AND WpAtt(A) = WpAtt(A) * 1.5 If target has Guard-Down: G(T) = G(T) / 2 Step 1: Attacker's physical attack power PA(A) = P(A) + WpAtt(A) Step 2: Target's physical defense power PD(T) = G(T) + ArDef(T) + AcDef(T) Step 3: Unadjusted damage D = [ PA(A) - PD(T)/2 ] * R Step 4: Adjustments to final damage If target has Guard-Up: D = D / 2 If D < 1: D = 1 If target is currently defending: D = D / 2 If attacker scores a critical hit: D = D * 2 Notes: a) Monsters do not have WpAtt, ArDef, or AcDef, so these values are all zero. b) The random number generator that generates R is based on both your apprentice's location on the game map as well as the game clock, which changes every second or so. This is irrelevant for SNES users, but very noticeable on emulators. My guess is that the actual number is a rational number (e.g. an integer from 48 to 80 divided by 64), but in the large scheme of things this is irrelevant too. c) The critical hit rate appears to be about 1/8, but I can't be positive on this. You will know you've scored a critical hit when your apprentice's animation changes to a double strike with his weapon. Monsters also appear to score critical hits on occasion, but with no change in animation (again, not sure on this). Monsters cannot defend, however. Your apprentices can defend by selecting the "Defend" command. 2. MAGICAL ATTACK [1.3.2] ----------------- This formula applies to the damage caused by all attack spells (see the Spells section), whether cast by your apprentices or by the enemy. There are 13 such spells, and each has both a spell power and an element. The 3 possible elements in this case are Thunder, Fire, and Ice, and the target has resistances specific to each element. This formula does NOT apply to HPCatcher or MPCatcher, which have their own unique formula (see Drain Attack below). Terms: M(A) = innate Magic stat of attacker M(T) = innate Magic stat of target Res(T) = innate resistance of target against element of spell used (monsters only) ArRes(T) = resistance value of target's armor against element of spell used AcRes(T) = resistance value of target's accessory against element of spell used SP = spell power of spell used (see Spells section) RF = resistance factor (derived stat - see below) SB = spell bonus (derived stat - see below) D = damage done to target (in HP) R = random real number between 0.75 and 1.25 Step 0: Adjustments to attacker's and target's stats If attacker has Magic-Up: M(A) = M(A) + 40 for Step 2 ONLY If target has Magic-Up: M(T) = M(T) + 40 Step 1: Resistance factor RF = 100 - Res(T) - ArRes(T) - AcRes(T) Step 2: Spell bonus SB = [ M(A)/2 + SP ] * RF / 100 Step 3: Unadjusted damage D = [ M(A) - M(T) + SB ] * R Step 4: Adjustments to final damage If D < 1: D = 1 Notes: a) Innate Res(T) is zero for apprentices, and is only important for monsters. On the other hand, ArRes(T) and AcRes(T) are zero for monsters, and are only important for apprentices. My guess is that RF is capped at zero, but this is irrelevant, since it is impossible to reach this value using just the game's equipment. b) R is the same random number from the physical attack formula. c) The Light Rune, which nominally increases Magic by 40, does NOT affect M(A) in Step 3, only M(A) in Step 2 and M(T) in Step 3. This may be a glitch, but it does at least increase Spell Bonus and magic defense, so it's still useful. 3. DRAIN ATTACK [1.3.3] --------------- The spells HPCatcher and MPCatcher are treated separately from other attack spells. They do the same damage numerically, but HPCatcher does damage to HP and MPCatcher does damage to MP. The equivalent amount is then given to the attacker, unless it is capped by the attacker's MaxHP or MaxMP, respectively. They are classified as effect spells instead of attack spells, and therefore are also subject to an additional success test based on target resistance (see Effect Spell Success below). Terms: M(A) = innate Magic stat of attacker MaxHP(A) = MaxHP of attacker CurrHP(T) = current HP of target D = damage done to target (in HP for HPCatcher, or MP for MPCatcher) H = amount healed to attacker (in HP for HPCatcher, or MP for MPCatcher) I = random integer from 0 to 15, inclusive Step 0: Adjustments to attacker's stats If attacker has Magic-Up: M(A) = M(A) + 40 Step 1: Unadjusted damage D = M(A)/2 + I Step 2a: Adjustments to final damage for HPCatcher only If D > 50: D = 50 If D > CurrHP(T): D = CurrHP(T) Step 2b: Adjustments to final damage for MPCatcher only If D > 40: D = 40 If D > CurrMP(T): D = CurrMP(T) Step 3: Healing H = D Step 4: Adjustments to healing If H > [ MaxHP(A) - CurrHP(A) ] (HPCatcher only): H = MaxHP(A) - CurrHP(A) If H > [ MaxMP(A) - CurrMP(A) ] (MPCatcher only): H = MaxMP(A) - CurrMP(A) 4. EFFECT SPELL SUCCESS [1.3.4] ----------------------- This deals specifically with the situation in which the target does not dodge a negative status effect spell. The two results are that 1) the spell succeeds, or 2) you get a message saying it did not work, and nothing happens. There are 7 effect spells, divided into 2 "elements" (Vacuum and Debuff), and the target has resistances specific to each element. The chance that an effect spell that hits the target will actually be successful is simply the target's resistance factor. Terms: Res(T) = innate resistance of target against element of spell used (monsters only) ArRes(T) = resistance value of target's armor against element of spell used AcRes(T) = resistance value of target's accessory against element of spell used RF = resistance factor (derived stat - see below) SR = success rate of effect spell (in %) Step 1: Resistance factor RF = 100 - Res(T) - ArRes(T) - AcRes(T) Step 2: Success rate SR = RF Notes: a) Depending on equipment, it is possible for apprentices to have effect magic resistance higher than 100. However, since successful effects have been seen in this case, it appears that there is some upper limit to apprentice resistance, maybe 95. b) All bosses, enemy apprentices, and a few generic enemies are immune to all effect spells. I denote such enemies as "Class 1" in the Monsters section. 5. HIT RATE [1.3.5] ----------- The hit rates for both physical and magical attacks follow the same formula. Unfortunately, because hit rates have an extra element of randomness, I cannot be 100% accurate on the numbers, but my estimate is close. Terms: S(A) = innate Speed stat of attacker S(T) = innate Speed stat of target SD = speed difference (derived stat - see below) HR = hit rate of attack (in %) Step 0: Adjustments to attacker's and target's stats If attacker has Speed-Up: S(A) = S(A) + 30 If target has Speed-Up: S(T) = S(T) + 30 Step 1: Speed difference SD = S(A) - S(T) Step 2: Hit rate HR = 85 + 0.8*SD Step 3: Adjustments to hit rate If HR < 10% HR = 10% If HR > 98% HR = 98% Notes: a) Basically, what this is saying is that hit rate is linear, the attacker gets a significant bonus (85% chance to hit if S(A) and S(T) are equal), there is always a chance (10%) to hit regardless of Speed, and there is always a small (2%) chance to evade an attack regardless of Speed. In case you don't want to do the math, hit rate maxes out around SD = +16, and hits bottom around a SD = -96. So you still have a 50% chance of hitting an enemy even if your Speed is 40 points lower than your target's Speed. b) The numbers in steps 2 and 3 were calculated empirically. I have no confidence that they are exact, but they are close. c) Hit rate should apply to ALL evadable attacks, physical or magical. However, negative status effect spells require an additional success test based on the target's resistance (above), so that even if the target is "hit" the spell may not take effect. 6. RUN SUCCESS RATE [1.3.6] ------------------- An apprentice's ability to run from battle is determined by the same speed difference described above. The success rate appears to be approximately 25 + 1.6*SD, but this again is only a very rough estimate. Furthermore, it appears to cap around 80%. I do not yet know how rates are affected by multiple enemies or the presence of an ally apprentice. ============================================================ ------------------------------------------------------------ PART TWO: APPRENTICES ------------------------------------------------------------ ============================================================ [2] ============================================================ I) PROFILE KEY [2.1] Here is a sample profile for the 7 apprentices, followed by an explanation of the different parts: ************************************************************ *NAME Race * ************************************************************ STATS ----- Initial Level-Up MaxHP 20 5 MaxMP 5 3 Power 5 3 Guard 5 3 Magic 5 3 Speed 5 3 SPELLS ----- Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Spell1 1 Spell2 2 Spell3 5 (None) Spell4 10 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial Weapon1 5 Armor1 5 Access1 0 Beginning Wind Water/Star Sky Moon/Light Armor2 10 Wizard Weapon2 10 End Armor3 20 Access2 10 ************************************************************ NAME: Name of apprentice RACE: Apprentice's race (this affects nothing) STATS: Values for the intrinsic stats each apprentice gets, as described in the Stats section. I've listed both the inital values the apprentice starts the game with as well as the stat bonuses received at each level-up. The initial stats are set in stone, but the level-up bonuses can vary +/- 1 from the stated value, determined randomly at each level-up (so, for eaxample, the above's MaxHP will always go up by 4-6 points, but what value exactly is chosen at random). SPELLS: The spells available to the character, as well as at what level (LV) they are learned. I've broken them down into 4 spell types for easier reading: attack, effect, healing, and support. See the Spells section for more details. EQUIPS: The best weapons and armor available to the character in each area of the game, along with attack (AT) or defensive (DF) power. While I describe all equipment in the Equipment section, I thought it would be more useful to mention the best equipment in each general area of the game (named after what runes you find in that area). These are items bought in towns or found in treasure chests. The towns in each region are as follows: Beginning - Lemele, Rablesk Wind - Bonro, Zellis Water/Star - Eygus, Pell, Guntz, Patrof, Bone Sky - Dowaine, Belaine, Telaine, Padal, Pang, Pandam Moon/Light - Brush, Tiffana, Polasu, Bilthem Wizard - Valenca, Bugask, Guanta End - Pharano, Pasanda, Ligena, Melenam, Palsu, Airship If a slot is blank, it just means there's nothing better in that area than what you can get in the previous area. Items listed in parentheses must be found by searching (see the Hidden Equipment section). Just so you know, I ordered the characters from most physical-oriented to most magical-oriented, to see them on a continuum. Their order is as follows: 1. Wilme 2. Lux 3. Olvan 4. Kamil 5. Lejes 6. Valsu 7. Esuna ============================================================ II) CHARACTER PROFILES [2.2] ************************************************************ *WILME Alien [2.2.1] * ************************************************************ STATS ----- Initial Level-Up MaxHP 20 8 MaxMP 2 2 Power 5 4 Guard 7 5 Magic 2 2 Speed 4 4 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Fire1 5 HPCatcher 7 (None) (None) Firebird 9 MPCatcher 16 Fire2 12 Vacuum1 28 Fireball 20 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial Claw 2 Xtri 2 Horn 0 Beginning Wind Water/Star Sky Moon/Light Wizard SwordSW 25 End ************************************************************ *LUX Tetujin [2.2.2] * ************************************************************ STATS ----- Initial Level-Up MaxHP 18 7 MaxMP 3 2 Power 5 4 Guard 6 5 Magic 3 3 Speed 3 3 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Laser1 4 (None) (None) (None) Laser2 7 Thunder1 10 Laser3 15 Thunder2 23 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial ZnteFT 5 Coat 8 Pod 2 Beginning Wind (Brwn 12) Water/Star Sky Moon/Light Wizard End KrynFT 20 Blck 30 ************************************************************ *OLVAN Dwarf [2.2.3] * ************************************************************ STATS ----- Initial Level-Up MaxHP 18 6 MaxMP 3 2 Power 4 3 Guard 5 3 Magic 3 3 Speed 3 3 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Fire1 5 Petrify 8 Heal1 3 Defense1 12 Fire2 15 MPCatcher 35 Heal2 17 Purify 20 Heal3 39 Revive1 42 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial FireAX 2 XtriAR 1 XtriHM 0 Beginning AnimSW 7 PsyteAR 4 XtriSH 1 Wind NatureSW 21 AnimAR 8 KrynSH 8 Water/Star PowerAX 31 RoylAR 14 CourSH 14 Sky FearAX 58 CourAR 18 IllusSH 38 Moon/Light FortAR 42 Wizard MystAX 72 MystSH 40 End ImmoAX 120 KrynML 88 ImmoSH 56 ************************************************************ *KAMIL Human Warrior [2.2.4] * ************************************************************ STATS ----- Initial Level-Up MaxHP 16 5 MaxMP 4 3 Power 4 3 Guard 4 3 Magic 3 3 Speed 3 3 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Fire1 3 Petrify 17 Heal1 6 Purify 8 Firebird 10 Vacuum1 22 Heal2 12 Ice1 16 Revive1 30 Fire2 19 Heal3 34 Fireball 36 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial TranqSW 2 XtriAR 1 XtriHM 0 Beginning AnimSW 7 PsyteAR 4 XtriSH 1 Wind NatrSW 21 AnimAR 8 KrynSH 8 Water/Star CourSW 28 RoylAR 14 CourSH 14 Sky FireSW 45 CourAR 18 AngerSH 36 Moon/Light InsaSW 53 FortAR 42 IllusSH 38 Wizard AnscSW 67 MystSH 40 End VictSW 100 KrynML 88 ImmoSH 56 ************************************************************ *LEJES Demon [2.2.5] * ************************************************************ STATS ----- Initial Level-Up MaxHP 16 5 MaxMP 10 4 Power 4 3 Guard 4 3 Magic 3 3 Speed 4 4 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Fire1 1 HPCatcher 2 (None) F.Shield 15 Ice1 3 Petrify 4 Protect 23 Firebird 6 Defense2 9 Fire2 8 Vacuum1 12 Blizzard1 10 MPCatcher 14 Ice2 11 Vacuum2 26 Fireball 17 Blizzard2 21 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial TranqSW 2 LghtRB 1 XtriHM 0 Beginning AnimSW 7 CttnRB 2 Wind NatrSW 21 XtreRB 6 Scarf 10 Water/Star CourSW 28 HopeRB 12 Sky FearSW 38 VictRB 21 MaskMK 20 Moon/Light (Amulet 30) Wizard AnscSW 67 DespRB 26 End DoomSW 90 ImmoRB 42 ************************************************************ *VALSU Human Wizard [2.2.6] * ************************************************************ STATS ----- Initial Level-Up MaxHP 15 5 MaxMP 10 4 Power 4 2 Guard 4 3 Magic 4 4 Speed 4 4 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Ice1 3 Petrify 6 Heal1 1 Defense1 4 MPCatcher 16 Heal2 8 Purify 5 Revive1 10 Power 11 Heal3 20 Agility 12 Revive2 34 F.Shield 14 Elixir 42 Exit 23 Protect 27 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial LghtST 1 LghtRB 1 XtriHM 0 Beginning LghtKN 5 CttnRB 2 Wind Saber 11 XtreRB 6 Scarf 10 Water/Star ConfRD 14 HopeRB 12 Sky MuraSW 26 VictRB 21 MaskMK 20 Moon/Light (Amulet 30) Wizard FortSW 38 DespRB 26 KrynMK 40 End ImmoRD 85 ImmoRB 42 BrillCR 60 ************************************************************ *ESUNA Elf [2.2.7] * ************************************************************ STATS ----- Initial Level-Up MaxHP 14 5 MaxMP 16 5 Power 3 2 Guard 3 2 Magic 4 4 Speed 4 4 SPELLS ------ Attack LV Effect LV Healing LV Support LV ------------ ------------ ------------ ------------ Ice1 1 HPCatcher 2 Heal1 4 Purify 5 Ice2 7 MPCatcher 3 Revive1 24 Power 13 Blizzard1 9 Petrify 11 Heal3 27 Defense1 17 Blizzard2 19 Vacuum1 15 Protect 21 Vacuum2 35 EQUIPS ------ Chapter Weapon AT Armor DF Accessory DF ------------ ------------ ------------ ------------ Initial LghtST 1 LghtRB 1 XtriHM 0 Beginning LghtKN 5 CttnRB 2 Wind Saber 11 XtreRB 6 Scarf 10 Water/Star ConfRD 14 HopeRB 12 Sky BrillRD 17 VictRB 21 MaskMK 20 Moon/Light FireKN 26 (Amulet 30) Wizard FortSW 38 DespRB 26 KrynMK 40 End ImmoRD 85 ImmoRB 42 BrillCR 60 ============================================================ III) UNIQUE APPRENTICE BONUSES [2.3] There are a few situations in the game where certain apprentices get bonuses unique to themselves. I list them below. 1. After defeating the apprentice in Patrof, a boy in Bone will ask you if he is in Bonro. If Lux or Esuna tells him no, then he will ask you to transport him to Bonro using the Wind Rune and reunite him with his family. In return, you will be allowed to take the ferry to Pandam. If anyone other than Lux or Esuna is your leader, the boy will instead thank you and hand you the Remote Control, which allows you to open the way to Dowaine. 2. Again, after defeating the apprentice in Patrof, Olvan can get the Key of Brilliance by talking to a man walking around the southeast corner of Bone. This key allows you to open the gate on the first floor of Grime Tower. Olvan must be the leader in order to get it, or be your leader's ally while your leader is dead. 3. In Pang, Olvan's uncle in the tavern in the southwest corner will tell Olvan a password. Use Search at an appropriate place in the Cave of Laosu to open up a secret area full of jewels. Olvan only has to be in the party to obtain this bonus, either as leader or ally. 4. In the past, Esuna will be allowed to ride the rich man's airship in Ligena for free. Wilme and Lejes will be denied outright (forcing them to sneak in behind the bookcases in his mansion), and the others will be charged a fee. 5. In the past, Lux can get a big bonus in stats (30 to MaxHP and MaxMP, 20 to the other four) by talking to the scientist in a basement in the northwestern corner of Melenam. Lux must be the leader in order to get this bonus, or be your leader's ally while your leader is dead. ============================================================ IV) EXPERIENCE CHART [2.4] All apprentices use the same experience chart. Listed are the total amount of experience needed to reach a particular level and the amount needed to get to the next level (which is shown on the status screen next to an up-arrow). The highest level is 81, which can only be achieved by recruiting an apprentice at level 80. LV Total Next ---------------------------- 1 0 140 2 140 196 3 336 274 4 610 385 5 995 499 6 1494 649 7 2143 844 8 2987 1097 9 4084 1427 10 5511 1711 11 7222 2054 12 9276 2465 13 11741 2958 14 14699 3549 15 18248 4082 16 22330 4694 17 27024 5397 18 32421 6208 19 38629 7139 20 45768 7781 21 53549 8482 22 62031 9245 23 71276 10077 24 81353 10984 25 92337 11533 26 103870 12109 27 115979 12716 28 128695 13351 29 142046 14018 30 156064 14299 31 170363 14585 32 184948 14877 33 199825 15174 34 214999 15477 35 230476 15633 36 246109 15789 37 261898 15946 38 277844 16106 39 293950 16267 40 310217 16398 41 326615 16528 42 343143 16661 43 359804 16794 44 376598 16928 45 393526 17064 46 410590 17200 47 427790 17338 48 445128 17476 49 462604 17617 50 480221 17740 51 497961 17863 52 515824 17989 53 533813 18115 54 551928 18242 55 570170 18387 56 588557 18535 57 607092 18683 58 625775 18832 59 644607 18983 60 663590 19401 61 682991 19828 62 702819 20263 63 723082 20710 64 743792 21165 65 764957 22329 66 787286 23557 67 810843 24853 68 835696 26220 69 861916 27662 70 889578 30097 71 919675 32744 72 952419 35626 73 988045 38762 74 1026807 42172 75 1068979 46390 76 1115369 51028 77 1166397 56132 78 1222529 61744 79 1284273 67919 80 1352192 ----- ---------------------------- ============================================================ V) NON-PLAYER APPRENTICES [2.5] This section deals with the unique behaviors of the 6 apprentices that are not the leader you choose at the beginning of the game. Mainly, I will discuss the circumstances under which they will join or fight you, and how they operate as enemies in battle. 1. APPRENTICE LOCATIONS [2.5.1] ----------------------- There are 3 "spawn" spots in each of 17 towns where you can expect an apprentice to appear. These are set in stone, and I have listed them below. While the apprentices will appear randomly in these spots, they tend to congregate around the last few towns you visited. They will move (and change their responses to you) after you earn a certain amount of experience. This list was originally compiled by treemother199. Bonro Zellis Eygus ----- ------ ----- Armory Armory Inn Tavern Inn Church Item Shop Tavern NW House Pell Guntz Patrof ---- ----- ------ Church Inn Inn Outside Tavern Armory Armory House W of Tavern Outside NE corner Tavern Bone Dowaine Belaine ---- ------- ------- Item Shop Church Inn Armory Weapon Shop Dungeon SE building 1F Outside SW field NW Weapon Shop Telaine Padal Pang ------- ----- ---- Armor Shop Inn Outside W of Church Outside SE corner Outside NW corner L House SE corner Tavern Training center 1F R House SE corner Pandam Bilthem Brush ------ ------- ----- Weapon Shop Inn Tavern Tavern 2F Counter 3F Outside NE corner NW building E room 1F Item Shop Tiffana Polasu ------- ------ Inn Inn Castle E balcony General Store Armor Shop Outside E of Church 2. APPRENTICE REACTIONS [2.5.2] ----------------------- There is some mystery over how an apprentice will react to you when you approach him at different points in the game. Here are some basic rules: a) An apprentice has several possible responses to your character, but they boil down to 4 basic results: 1. Join: Apprentice asks to join you 2. Fight: Apprentice asks to fight you 3. Auto-Fight: Apprentice fights you automatically without asking 4. Nothing: Apprentice says nothing of consequence The game has encoded base probabilities for Join, Fight, and Nothing (Auto-Fight is 0 at base, and requires extra conditions to occur). These depend on the apprentice doing the asking (your chosen leader) and the one responding: Your Leader ----------------------------------------------------- Join% Wilme Lux Olvan Kamil Lejes Valsu Esuna ------ ----- ----- ----- ----- ----- ----- ----- Wilme 0 40 20 20 10 10 10 Lux 20 0 40 40 20 40 40 Olvan 30 40 0 50 10 50 50 Kamil 20 60 50 0 10 60 70 Lejes 20 20 20 20 0 10 30 Valsu 20 40 40 40 10 0 40 Esuna 20 40 20 20 10 20 0 Fight% Wilme Lux Olvan Kamil Lejes Valsu Esuna ------ ----- ----- ----- ----- ----- ----- ----- Wilme 0 10 30 30 50 30 30 Lux 10 0 10 10 10 10 10 Olvan 10 10 0 5 10 5 10 Kamil 10 10 10 0 10 10 10 Lejes 30 10 10 10 0 20 10 Valsu 10 10 10 10 10 0 10 Esuna 10 10 10 10 10 5 0 So it's clear how to read this, look down the column corresponding to your leader. Each row then represents the percentage chance that the apprentice on the left will ask to join (or fight) when you talk to him. For example, if your leader is Olvan and you encounter Wilme in your travels, he will ask to join you 20% of the time, ask to fight you 30% of the time, and say nothing of consequence the rest of the time. On the other hand, if your leader is Wilme and you encounter Olvan, he will ask to join you 30% of the time and ask to fight you 10% of the time. Some quick impressions to gather from the chart: Wilme is the most irritable of the group, and will want to fight you the most; Olvan and Kamil are the most easy-going, asking to join the most; Lux and Esuna are really popular, and will receive the most join requests; Lejes, Wilme, and Valsu hate each other, with a low probability of joining and high probability of fighting. b) In order for an apprentice to change his reaction, you must leave and earn a certain amount of experience. Once you present the Wind Rune to the elder in Eygus, the apprentices (formerly stationary in Bonro or Zellis) will begin to change location at the same time they change their reactions, so you'll have to warp to several towns to find them again. c) Events in the game will change these probabilities, and also make it possible for Auto-Fight to occur. If you have fought an apprentice previously, Auto-Fight shoots up to 100%. The only other other way to change probabilities is to obtain runes, which may increase/decrease Auto-Fight and/or increase Join; this becomes most apparent when you obtain the Water Rune. The apprentice who obtains the Sky Rune before you will always either challenge you to battle or ask to join you. d) Although it is extremely rare, it is possible for your ally to betray you and fight you for your runes. This seems to be set off when you obtain a rune, although I have only seen it once (Valsu fought my leader Lejes for the Water Rune). 3. APPRENTICE STATS AND EQUIPMENT [2.5.3] --------------------------------- When an apprentice joins or fights you, his level will always be your leader's level +/- 1, chosen at random. His stats will be subject to a significant bonus that your leader does not recieve, which is an unintentional hold-over from the original Japanese version of the game, Elnard. The level-up boost for every stat is increased by 1 for levels 10-19, by 2 for levels 20-29, etc. This means that at level 80 a non-player apprentice should have about 288 extra added to each of his stats! However, while an apprentice is your ally, his stats will rise based on the original boosts listed in the Apprentice Profiles section on future level-ups. What an apprentice has equipped when he joins or fights you is dependent only on his level. These change every 4 levels past 2 until level 38, and are listed below. Level Wilme Lux Olvan Kamil Lejes Valsu Esuna ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT FireAX PsyteSW PsyteSW LghtKN LghtKN 2 Xtri Coat XtriAR XtriAR CttnRB CttnRB CttnRB Horn Pod XtriSH XtriSH XtriHM XtriHM XtriHM ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT PsyteAX AnimSW AnimSW LghtKN LghtKN 6 Xtri Coat PsyteAR PsyteAR SilkRB SilkRB SilkRB Horn Pod KrynSH KrynSH XtriHM XtriHM XtriHM ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT AnimAX AngerSW KrynSW TideRD TideRD 10 Xtri Coat AnimAR AnimAR XtreRB XtreRB XtreRB Horn Pod KrynSH KrynSH Scarf Scarf Scarf ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT AngerAX NatrSW BrillSW Saber Saber 14 Xtri Coat RoylAR RoylAR SeasRB SeasRB SeasRB Horn Pod CourSH CourSH Scarf Scarf Scarf ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT DespAX CourSW FearSW DespRD DespRD 18 Xtri Coat CourAR CourAR AngerRB AngerRB AngerRB Horn Pod JustSH JustSH MaskMK MaskMK MaskMK ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT FearAX FireSW MuraSW MuraSW FireKN 22 Xtri Coat FortAR FortAR VictRB VictRB VictRB Horn Pod AngerSH AngerSH MaskMK MaskMK MaskMK ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT MystAX InsaSW MuraSW MuraSW NatrRD 26 Xtri Coat FortAR FortAR DespRB DespRB DespRB Horn Pod AngerSH AngerSH MaskMK KrynMK KrynMK ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT MystAX InsaSW MuraSW MuraSW FortSW 30 Xtri Coat FortAR FortAR DespRB DespRB DespRB Horn Pod MystcSH MystcSH MaskMK KrynMK KrynMK ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT MystAX InsaSW MuraSW MuraSW FortSW 34 Xtri Coat FortAR FortAR DespRB DespRB DespRB Horn Pod MystcSH MystcSH MaskMK KrynMK KrynMK ----- ----- ----- ----- ----- ----- ----- ----- Claw ZnteFT MystAX VictSW MuraSW MuraSW FortSW 38+ Xtri Coat FortAR FortAR DespRB DespRB DespRB Horn Pod MystcSH MystcSH MaskMK KrynMK KrynMK ----- ----- ----- ----- ----- ----- ----- ----- 4. FIGHTING APPRENTICES [2.5.4] ----------------------- When you engage battle with apprentices, they have characteristics unique from regular monsters and even bosses. Below I describe the rules involved in apprentice battles. a) You must face the apprentice alone, even if you have another ally. If you defeat him, you get 20 gold times the apprentice's level, and experience equal to 205/64 times the amount of gold. You do not share experience with your ally. You will also receive any runes the apprentice is carrying. On the other hand, if you lose to him, he will steal any runes you are carrying. b) On top of the stat boosts described in the Apprentice Stats section above, MaxMP will also be doubled, and your attacks against him (both physical and magical) seem to do 25% less damage than they should. c) Apprentices will always be Class 1 enemies. As described in the Monsters section, this means that you cannot run from them, and they are immune to your negative status spells (Vacuum and Debuff spells, as listed in the Spells section). d) All apprentices follow the same basic AI priority system, with the differences due only to what spells the apprentice has learned and whether he has the MP to cast them when they are called for. Apprentices will only use single-target attack spells, Heal spells, Defense1, Power, and Defense2. Apprentices who do not normally learn Heal spells will know them for battle, depending on their level. Apprentice AI priority is listed below (the apprentice will choose the highest-priority move that is applicable): 1. If HP is low, he will cast the best Heal spell he can afford. 2. If he is not in Guard-Up status, he will cast Defense1. 3. If he is not in Power-Up status, he will cast Power. 4. If you are not in Guard-Down status, he will cast Defense2. 5. He will select at random either a physical attack or the highest-power single-target attack spell he can afford. e) The apprentice you must fight in Patrof Castle in order to obtain the Star Rune is a special case. His level will always be 5 above the level your leader was at when he presented the Wind Rune to the elder in Eygus, regardless of your leader's current level. ============================================================ ------------------------------------------------------------ PART THREE: SPELLS & ITEMS ------------------------------------------------------------ ============================================================ [3] ============================================================ I) SPELLS [3.1] This section lists all spells used in the game by apprentices and monsters. It will also list the MP cost, a short description, and any other important details for each spell. See the Apprentices section to find out what spells an apprentice learns and when. 1. ATTACK SPELLS [3.1.1] ---------------- These are spells that directly damage targets based on the caster's and target's Magic stats. Each spell has an element and an attack power, and may hit one or multiple enemies. Spell powers and elemental resistances are factored into damage calculations, as described in the Battle Mechanics section. Attack spells can be dodged based on the caster's and target's Speed, but if they connect they will do full damage. Attack Spell MP Power Element Targets ---------------------------------------------- Fire1 3 30 Fire Single Fire2 12 70 Fire Single Ice1 3 36 Ice Single Ice2 12 80 Ice Single Laser1 3 30 Thunder Single Laser2 10 50 Thunder Single Laser3 20 100 Thunder Single Firebird 14 30 Fire Multiple Fireball 32 50 Fire Multiple Blizzard1 14 34 Ice Multiple Blizzard2 32 60 Ice Multiple Thunder1 10 40 Thunder Multiple Thunder2 40 75 Thunder Multiple 2. EFFECT SPELLS [3.1.2] ---------------- These spells attempt to inflict a negative status effect on the target. They can be dodged like attack spells, but even if they connect there is still a chance they won't work; this is based on the target's resistance to the spell's element. All spells can only target one enemy, except for Vacuum2, which targets all enemies. HPCatcher and MPCatcher do damage, but it's not based on a spell power like attack magic; they have their own unique damage formula, as described in the Battle Mechanics section. Also, when factoring MP restoration from MPCatcher, the 8 MP cost is deducted first, so the caster can restore his MP to the max if he's got (MaxMP - 32) current MPs. Lastly, the spell Poison is unique in that it is only available to monsters, and always occurs in conjunction with a physical attack. Effect Spell MP Element Effect ------------------------------------------------------------------ Petrify 10 Debuff Petrification Poison 0 Debuff Poison (monsters only) Defense2 5 Debuff Halves Guard HPCatcher 6 Debuff Drains up to 50 HP and heals caster MPCatcher 8 Debuff Drains up to 40 MP and heals caster Vacuum1 30 Vacuum Instant death (single target) Vacuum2 60 Vacuum Instant death (multiple targets) 3. HEALING SPELLS [3.1.3] ----------------- These spells restore HP to the target. The Heal spells restore HP to a living target, while the Revive spells restore HP to a dead target. The amount healed is independent of the caster's Magic stat, unlike attack magic. Elixir will also restore MP, but it will deduct the MP cost first, so it will always leave the target with MaxMP, even if the caster targets himself. Healing Spell MP Restores -------------------------------------------------------------------- Heal1 4 40 HP Heal2 18 90 HP Heal3 34 MaxHP Elixir 120 MaxHP & MaxMP Revive1 40 MaxHP to dead ally, but fails ~50% of the time Revive2 90 MaxHP to dead ally, and always succeeds 4. SUPPORT SPELLS [3.1.4] ----------------- Support spells are miscellaneous spells to aid the caster or an ally in or out of battle. Some will boost stats, others protect from or nullify certain spells, and one helps your team escape from a dungeon. F.Shield and Protect will block the next successful spell to hit the target, and will remain in place if the spell was not successful. The effects of Power and Defense1 are described in more detail in the Battle Mechanics section. Except for Exit, these spells only affect one target at a time. I will list their effects as well as where the spell can be used (in battle or on the map). Support Spell MP Where Effect --------------------------------------------------------------------- Purify 8 Battle & Map Removes petrification and poison Defense1 5 Battle Halves physical damage from enemy Power 6 Battle Doubles Power Agility 3 Battle Increases Speed by 30 F.Shield 16 Battle Nullifies next attack spell Protect 20 Battle Nullifies next vacuum spell Exit 30 Map Escape cave/dungeon immediately ============================================================ II) EQUIPMENT [3.2] Below is a full list of weapons and armor. Each apprentice is equipped with 3 items at all times: a weapon that increases physical attack power, and an armor and accessory (shield, headgear, or jewelry) that increase physical defensive power as well as provide resistances to attack and effect spells. The first 3 charts list how much each weapon/armor/accessory adds to attack (AT) or defense (DF) power, the cost in shops (sale price is half), who can use it, and what towns sell it. If the item can't be bought in a town, I also mention if it's equipped on a character initially or if it can be found somewhere in the game. If the item is hidden (i.e. cannot be purchased or found in a treasure chest), its location will be described in detail in Hidden Equipment at the end of this section. For reference, the codes for the apprentices are: W - Wilme X - Lux O - Olvan K - Kamil J - Lejes V - Valsu E - Esuna 1. WEAPONS [3.2.1] ---------- WEAPON AT Cost Users Locations ---------------------------------------------------------------------- Claw 2 0 W------ Initial (W) ---------------------------------------------------------------------- ZnteFT 5 1000 -X----- Initial (X) ---------------------------------------------------------------------- KrynFT 20 22000 -X----- Melenam, Airship ---------------------------------------------------------------------- FireAX 2 70 --OK--- Lemele, Bonro, Initial (O) ---------------------------------------------------------------------- PsyteAX 6 300 --OK--- Rablesk, Bonro ---------------------------------------------------------------------- AnimAX 19 2500 --OK--- Zellis, Pell ---------------------------------------------------------------------- AngerAX 23 4000 --OK--- Pell, Patrof, Bone, Dowaine, Pang ---------------------------------------------------------------------- PowerAX 31 8100 --O---- Bone, Dowaine, Belaine, Telaine, Polasu ---------------------------------------------------------------------- DespAX 40 16000 --O---- Belaine, Telaine, Padal, Bilthem, Pandam, Brush ---------------------------------------------------------------------- KrynAX 50 22200 --O---- Pang, Padal, Tiffana, Bilthem, Pandam, Brush, Valenca, Pharano ---------------------------------------------------------------------- FearAX 58 28000 --O---- Pang, Bugask, Guanta ---------------------------------------------------------------------- MystAX 72 35000 --O---- Valenca, Pharano, Pasanda, Melenam ---------------------------------------------------------------------- HopeAX 80 43000 --O---- Pasanda, Ligena, Palsu, Melenam ---------------------------------------------------------------------- ImmoAX 120 56000 --O---- Palsu, Airship ---------------------------------------------------------------------- TranqSW 2 50 --OKJ-- Initial (KJ) ---------------------------------------------------------------------- ZnteSW 2 100 --OKJ-- Buy in Belaine for 4000G ---------------------------------------------------------------------- PsyteSW 4 150 --OKJ-- Lemele, Rablesk ---------------------------------------------------------------------- AnimSW 7 350 --OKJ-- Lemele, Rablesk, Bonro ---------------------------------------------------------------------- KrynSW 12 800 --OKJ-- Bonro ---------------------------------------------------------------------- AngerSW 16 1700 --OKJ-- Zellis, Pell ---------------------------------------------------------------------- TidalSW 18 1000 --OKJ-- Buy in Belaine for 1000G ---------------------------------------------------------------------- NatrSW 21 2600 --OKJ-- Zellis, Pell, Patrof ---------------------------------------------------------------------- BrillSW 25 4500 ---KJ-- Patrof, Bone, Dowaine ---------------------------------------------------------------------- SwordSW 25 2000 W-OKJVE Dropped by Sword (Northwest Continent) ---------------------------------------------------------------------- MuraSW 26 5020 --OKJV- Buy in Belaine for 5000G ---------------------------------------------------------------------- CourSW 28 5300 ---KJ-- Bone, Dowaine, Telaine, Pang ---------------------------------------------------------------------- DespSW 33 8200 ---KJ-- Belaine, Telaine, Polasu, Tiffana, Pandam, Brush, Valenca ---------------------------------------------------------------------- FearSW 38 11500 ---KJ-- Belaine, Padal, Polasu, Tiffana, Pandam, Brush, Valenca, Bugask, Guanta ---------------------------------------------------------------------- FortSW 38 25000 -----VE Find in Gorfun Castle (present day) ---------------------------------------------------------------------- FireSW 45 15200 ---K--- Padal, Bilthem, Bugask, Guanta ---------------------------------------------------------------------- InsaSW 53 20000 ---K--- Bilthem ---------------------------------------------------------------------- AnscSW 67 28500 --OKJ-- Guanta, Pharano, Pasanda, Ligena, Melenam ---------------------------------------------------------------------- DoomSW 90 37000 --OKJ-- Pharano, Pasanda, Ligena, Palsu, Melenam, Airship ---------------------------------------------------------------------- VictSW 100 48000 ---K--- Palsu, Airship ---------------------------------------------------------------------- LghtKN 5 400 -----VE Lemele, Rablesk ---------------------------------------------------------------------- Saber 11 1700 -----VE Zellis, Pell, Polasu ---------------------------------------------------------------------- FireKN 26 15200 -----VE Polasu ---------------------------------------------------------------------- LightST 1 30 --OKJVE Initial (VE) ---------------------------------------------------------------------- PetrST 3 180 --OKJVE Lemele, Rablesk, Bonro ---------------------------------------------------------------------- TideRD 8 1000 --OKJVE Zellis, Patrof ---------------------------------------------------------------------- ConfRD 14 2500 --OKJVE Patrof, Bone, Dowaine, Belaine, Pandam, Valenca ---------------------------------------------------------------------- BrillRD 17 4000 --OKJVE Telaine, Pang, Padal, Tiffana, Bilthem, Brush ---------------------------------------------------------------------- DespRD 20 5800 --OKJVE Tiffana, Bugask, Guanta ---------------------------------------------------------------------- NatrRD 30 20000 --OKJVE Bugask, Pharano ---------------------------------------------------------------------- FearRD 50 32000 --OK-VE Pasanda, Ligena ---------------------------------------------------------------------- MystRD 75 40000 --OK-VE Ligena ---------------------------------------------------------------------- ImmoRD 85 55000 ----JVE Palsu, Airship ---------------------------------------------------------------------- 2. ARMOR [3.2.2] -------- ARMOR DF Cost Users Locations ---------------------------------------------------------------------- Xtri 2 0 W------ Initial (W) ---------------------------------------------------------------------- Coat 8 2000 -X----- Initial (X) ---------------------------------------------------------------------- Brwn 12 3000 -X----- Find in Melenam (present day) ---------------------------------------------------------------------- Blck 30 36000 -X----- Melenam, Airship ---------------------------------------------------------------------- XtriAR 1 80 --OK--- Initial (OK) ---------------------------------------------------------------------- PsyteAR 4 700 --OK--- Lemele, Rablesk, Bonro, Zellis, Pell, Dowaine ---------------------------------------------------------------------- AnimAR 8 1600 --OK--- Zellis, Pell, Patrof, Bone, Dowaine ---------------------------------------------------------------------- RoylAR 14 2400 --OK--- Patrof, Bone, Belaine, Telaine, Pang, Padal, Pandam, Valenca ---------------------------------------------------------------------- CourAR 18 5000 --OK--- Belaine, Telaine, Pang, Padal, Polasu, Tiffana, Pandam, Valenca ---------------------------------------------------------------------- BravAR 24 8800 --OK--- Polasu, Tiffana, Brush ---------------------------------------------------------------------- MystcAR 32 12000 --OK--- Bilthem, Brush, Bugask, Guanta ---------------------------------------------------------------------- FortAR 42 14200 --OK--- Bilthem, Bugask, Guanta, Pharano, Pasanda ---------------------------------------------------------------------- ScaleML 50 18000 --OK--- Pharano, Pasanda, Ligena, Palsu ---------------------------------------------------------------------- ChainML 72 23000 --OK--- Ligena, Palsu ---------------------------------------------------------------------- KrynML 88 33000 --OK--- Melenam, Airship ---------------------------------------------------------------------- LghtRB 1 60 --OKJVE Initial (JVE) ---------------------------------------------------------------------- CttnRB 2 440 ----JVE Lemele, Rablesk ---------------------------------------------------------------------- SilkRB 4 800 ----JVE Bonro, Zellis, Pell ---------------------------------------------------------------------- XtreRB 6 1600 --OKJVE Zellis ---------------------------------------------------------------------- SeasRB 8 3700 ----JVE Pell, Patrof, Dowaine, Belaine, Pang ---------------------------------------------------------------------- HopeRB 12 5600 ----JVE Bone, Dowaine, Belaine, Telaine, Pang, Padal, Polasu, Tiffana, Bilthem, Brush ---------------------------------------------------------------------- AngerRB 16 9000 ----JVE Telaine, Padal, Polasu, Tiffana, Bilthem, Pandam, Brush ---------------------------------------------------------------------- VictRB 21 14000 ----JVE Pandam, Valenca, Bugask, Guanta ---------------------------------------------------------------------- DespRB 26 20000 ----JVE Valenca, Bugask, Guanta, Pharano ---------------------------------------------------------------------- ConfRB 30 32000 ----JVE Pharano, Pasanda, Ligena, Melenam ---------------------------------------------------------------------- MystcRB 36 48000 ----JVE Pasanda, Ligena, Palsu, Melenam, Airship ---------------------------------------------------------------------- ImmoRB 42 56000 ----JVE Palsu, Airship ---------------------------------------------------------------------- FireCL 20 10000 --OKJVE Find in Dowaine ---------------------------------------------------------------------- IceCL 20 10000 --OKJVE Find in Baran Castle ---------------------------------------------------------------------- 3. ACCESSORIES [3.2.3] -------------- ACCESSORY DF Cost Users Locations ---------------------------------------------------------------------- Horn 0 0 W------ Initial (W) ---------------------------------------------------------------------- Pod 2 2 -X----- Initial (X) ---------------------------------------------------------------------- XtriSH 1 70 --OK--- Rablesk, Bonro, Zellis, Tiffana ---------------------------------------------------------------------- KrynSH 8 500 --OK--- Zellis, Pell, Patrof, Bone ---------------------------------------------------------------------- CourSH 14 3000 --OK--- Patrof, Bone, Dowaine, Pang ---------------------------------------------------------------------- BrillSH 18 6800 --OK--- Belaine, Telaine ---------------------------------------------------------------------- JustSH 24 8600 --OK--- Pandam ---------------------------------------------------------------------- SoundSH 28 10200 --OK--- Polasu, Bilthem ---------------------------------------------------------------------- MystSH 32 16200 --OK--- Brush ---------------------------------------------------------------------- AngerSH 36 23000 --OK--- Padal, Pasanda ---------------------------------------------------------------------- IllusSH 38 24000 --OK--- Find in Grime Tower ---------------------------------------------------------------------- MystcSH 40 31000 --OK--- Valenca, Bugask, Guanta, Pharano, Pasanda ---------------------------------------------------------------------- FrtnSH 50 42000 --OK--- Ligena, Palsu, Melenam ---------------------------------------------------------------------- ImmoSH 56 51000 --OK--- Melenam, Airship ---------------------------------------------------------------------- XtriHM 0 40 --OKJVE Initial (OKJVE) ---------------------------------------------------------------------- Scarf 10 1200 ----JVE Bonro ---------------------------------------------------------------------- MaskMK 20 9500 ----JVE Pang ---------------------------------------------------------------------- KrynMK 40 20000 -----VE Bugask ---------------------------------------------------------------------- BrillCR 60 45000 -----VE Palsu, Airship ---------------------------------------------------------------------- Ring 20 12000 --OKJVE Find in Pandam Inn ---------------------------------------------------------------------- Amulet 30 10000 --OKJVE Find in Bilthem ---------------------------------------------------------------------- 4. RESISTANCES [3.2.4] ---------------------------------------------------------------------- This chart describes the resistances provided by each armor and accessory. The higher the resistance, the less damage the apprentice will receive from attack magic, or the lower the chance of being hit by effect magic. Resistances are described in more detail in the Battle Mechanics section. Notice that all accessories have at least a 30 in every category, so that is the baseline. To learn what spells fall under which element, see the Spells section above. ARMOR Thunder Fire Ice Vacuum Debuff ---------------------------------------------- Xtri 0 20 0 0 0 ---------------------------------------------- Coat 0 0 0 0 0 Brwn 0 0 0 0 0 Blck 10 10 10 10 10 ---------------------------------------------- XtriAR 0 0 0 0 0 PsyteAR 0 0 0 0 0 AnimAR 0 0 0 0 0 RoylAR 0 0 0 0 0 CourAR 0 0 0 0 0 BravAR 0 0 0 0 0 MystcAR 0 0 0 0 0 FortAR 0 0 0 0 0 ScaleML 0 0 0 0 0 ChainML 0 0 0 0 0 KrynML 0 0 0 0 0 ---------------------------------------------- LghtRB 0 0 0 0 0 CttnRB 0 0 0 20 20 SilkRB 0 0 0 20 20 XtreRB 0 0 0 0 0 SeasRB 0 0 0 20 20 HopeRB 0 0 0 20 20 AngerRB 0 0 0 20 20 VictRB 0 0 0 20 20 DespRB 10 10 10 20 20 ConfRB 10 10 10 20 20 MystcRB 10 10 10 30 30 ImmoRB 20 20 20 30 30 ---------------------------------------------- FireCL 0 40 0 0 0 IceCL 0 0 40 0 0 ---------------------------------------------- ACCESSORY Thunder Fire Ice Vacuum Debuff ---------------------------------------------- Horn 30 30 30 30 30 ---------------------------------------------- Pod 30 30 30 30 30 ---------------------------------------------- XtriSH 30 30 30 30 30 KrynSH 30 30 30 30 30 CourSH 30 30 30 30 30 BrillSH 30 30 30 30 30 JustSH 30 30 30 30 30 SoundSH 30 30 30 30 30 MystSH 30 30 30 30 30 AngerSH 30 30 30 30 30 IllusSH 30 30 30 30 30 MystcSH 30 30 30 30 30 FrtnSH 30 30 30 30 30 ImmoSH 30 30 30 30 30 ---------------------------------------------- XtriHM 30 30 30 40 40 Scarf 30 30 30 40 40 MaskMK 30 30 30 40 40 KrynMK 30 30 30 40 40 BrillCR 30 30 30 40 60 ---------------------------------------------- Ring 30 30 30 95 30 Amulet 30 30 30 30 95 ---------------------------------------------- 5. HIDDEN EQUIPMENT [3.2.5] ---------------------------------------------------------------------- There are 5 pieces of armor in this game that are not found in shops or treasure chests; you must use the Search command on random pieces of ground to find them. The best way to find them is to look at Starion's website: http://www.geocities.com/starion_gf/7thSagaPics/, but I will describe their locations in words below. a) Brwn: found in present-day Melenam, in the center of a room with 2 treasure chests. I believe this is the spot where Dr. Fail's assistant, Tafuro, is standing in past-day Melenam. This is an armor for Lux, slightly better than his initial Coat. b) Fire Cloak: found immediately behind the armor shop in Dowaine. It provides high defense against fire magic. c) Ring: found in the southwest corner of the inn in Pandam. It helps defend against vacuum spells. d) Ice Cloak: found behind the far southwest pillar in the castle of Baran (where you fight the Serpent). It provides high defense against ice magic. e) Amulet: found behind the right-most pillar in a group of 3 on the right side of the entrance hall of Bilthem castle. It helps defend against debuff spells. It's also Lejes's best accessory in the game. ============================================================ III) ITEMS [3.3] Below are lists of the general-use items and runes in the game (story items are not listed). The first list contains the cost of each item (sale price is half, except for gems, for which sale price is the same as cost), the effect of the item, and the towns whose item shops sell that item. Since most of the items mimic a spell, I simply listed the name of the spell in that case; the effects of spells are listed in the Spells section above. The second list describes the effect of each of the runes. Regular items will be lost when used, while runes can be used repeatedly. Of special note are the unique items Mirror and Harp: you do NOT have to use them in battle (unlike the Protect spell), but one will be destroyed each time one of your characters is hit by the corresponding spell. 1. GENERAL-USE ITEMS [3.3.1] -------------------- ITEM Cost Effect/Locations ---------------------------------------------------------------------- Potn1 20 Heal1 Lemele, Rablesk, Bonro, Zellis, Pell, Bone, Dowaine, Belaine, Telaine, Pang, Padal, Polasu, Tiffana, Bilthem, Valenca, Bugask, Guanta ---------------------------------------------------------------------- Potn2 100 Heal2 Lemele, Rablesk, Bonro, Zellis, Pell, Patrof, Bone, Dowaine, Belaine, Telaine, Pang, Padal, Polasu, Tiffana, Bilthem, Pandam, Brush, Valenca, Bugask, Guanta, Pharano, Pasanda, Ligena, Palsu, Melenam ---------------------------------------------------------------------- Potn3 400 Heal3 Bilthem, Brush, Valenca, Bugask, Guanta, Pharano, Pasanda, Ligena, Palsu, Melenam, Airship ---------------------------------------------------------------------- Recvry 1000 Elixir (Found in chests, dropped by monsters) ---------------------------------------------------------------------- MHerb1 80 Restores 20 MP Lemele, Rablesk, Bonro, Pell, Bone, Belaine, Polasu ---------------------------------------------------------------------- MHerb2 200 Restores 40 MP Valenca, Pharano, Ligena, Palsu, Melenam, Airship ---------------------------------------------------------------------- M Water 1200 Revive2 Zellis, Patrof, Bone, Dowaine, Belaine, Telaine, Pang, Padal, Polasu, Tiffana, Bilthem, Pandam, Brush, Valenca, Bugask, Guanta, Pharano, Pasanda, Ligena, Palsu, Melenam, Airship ---------------------------------------------------------------------- Antid 80 Purify Lemele, Rablesk, Bonro, Zellis, Pell, Patrof, Dowaine, Padal, Tiffana, Valenca, Bugask, Pasanda, Ligena, Palsu, Melenam ---------------------------------------------------------------------- B Power 100 Power (spell) Lemele, Pell, Patrof, Pang, Pharano, Airship ---------------------------------------------------------------------- B Prtct 100 Defense1 Rablesk, Pell, Pang, Padal ---------------------------------------------------------------------- S Dstry 100 Defense2 Polasu ---------------------------------------------------------------------- B Aglty 100 Agility (spell) Pang, Padal, Pasanda, Palsu, Airship ---------------------------------------------------------------------- Mirror 200 Reflects successful Petrify spell back at caster Zellis, Pang, Pandam, Guanta, Ligena, Palsu, Airship ---------------------------------------------------------------------- Harp 500 Nullifies successful Vacuum spell Polasu, Bilthem, Ligena, Airship ---------------------------------------------------------------------- B Fire 20 Fire1 Bone, Guanta ---------------------------------------------------------------------- B Ice 20 Ice1 Dowaine, Belaine, Bugask ---------------------------------------------------------------------- B Fossl 100 Petrify Bonro, Pang, Bugask ---------------------------------------------------------------------- Msquito 150 HPCatcher Polasu, Pasanda ---------------------------------------------------------------------- M Siphn 200 MPCatcher Telaine, Polasu ---------------------------------------------------------------------- Vacuum 200 Vacuum1 Pang, Tiffana ---------------------------------------------------------------------- Exigate 40 Exit Bonro, Patrof ---------------------------------------------------------------------- Winball 80 Transport to any previously visited town Pell, Bone, Dowaine, Belaine, Telaine, Polasu, Pandam, Brush, Valenca, Bugask, Guanta ---------------------------------------------------------------------- Opal 100 Gem (sell at face value) Lemele, Rablesk, Zellis, Bone, Dowaine, Padal, Tiffana, Pandam, Brush ---------------------------------------------------------------------- Pearl 200 Gem (sell at face value) Lemele, Rablesk, Bonro, Pell, Patrof, Dowaine, Belaine, Telaine, Padal, Bilthem, Pandam, Brush, Valenca, Bugask, Guanta, Pharano, Pasanda, Ligena, Palsu, Melenam ---------------------------------------------------------------------- Topaz 500 Gem (sell at face value) Lemele, Rablesk, Bonro, Zellis, Pell, Patrof, Bone, Telaine, Tiffana, Pandam, Brush, Pharano, Melenam ---------------------------------------------------------------------- Ruby 1000 Gem (sell at face value) Bonro, Zellis, Patrof, Bone, Dowaine, Belaine, Padal, Tiffana, Bilthem, Brush, Valenca, Guanta, Pharano, Pasanda, Ligena ---------------------------------------------------------------------- Saphr 2500 Gem (sell at face value) Zellis, Patrof, Belaine, Tiffana, Bilthem, Pandam, Pharano, Pasanda, Palsu, Melenam ---------------------------------------------------------------------- Emrld 5000 Gem (sell at face value) Telaine, Bilthem, Brush, Airship ---------------------------------------------------------------------- Dmnd 10000 Gem (sell at face value) Telaine, Pandam, Melenam, Airship ---------------------------------------------------------------------- V Seed 1000 Permanently increases MaxHP by 1-4 points (Found in chests or by searching) ---------------------------------------------------------------------- M Seed 1000 Permanently increases MaxMP by 1-4 points (Found in chests or by searching) ---------------------------------------------------------------------- P Seed 1000 Permanently increases Power by 1-4 points (Found in chests or by searching) ---------------------------------------------------------------------- Pr Seed 1000 Permanently increases Guard by 1-4 points (Found in chests or by searching) ---------------------------------------------------------------------- I Seed 1000 Permanently increases Magic by 1-4 points (Found in chests or by searching) ---------------------------------------------------------------------- A Seed 1000 Permanently increases Speed by 1-4 points (Found in chests or by searching) ---------------------------------------------------------------------- 2. RUNES [3.3.2] -------- RUNES Effect ------------------------------------------------------------ Wind Transport to any previously visited town ------------------------------------------------------------ Water Heals 50-69 HP to one ally (in battle only) ------------------------------------------------------------ Star Defense1 ------------------------------------------------------------ Sky Restores 30-59 MP to one ally (in battle only) ------------------------------------------------------------ Moon Power (spell) ------------------------------------------------------------ Light Boosts Magic by 40 ------------------------------------------------------------ Wizard No use ------------------------------------------------------------ 3. RESTORED RUNES [3.3.3] ---------------------------------------------------------------------- For the last battle, Saro re-empowers the runes to use against Gorsia, but this time they hurt Gorsia instead of helping you. I have listed their functions below. Notice that you MUST use the Wizard Rune, then the Light Rune, before any of the other Runes will work. RUNE Effect ------------------------------------------------------------ Wind Reduces Gorsia's Speed by 50 (originally 250) ------------------------------------------------------------ Water Halves Gorsia's current HP (originally 4000) ------------------------------------------------------------ Star Halves Gorsia's Guard (originally 1400) ------------------------------------------------------------ Sky Reduces Gorsia's Magic by 50 (originally 250) ------------------------------------------------------------ Moon Halves Gorsia's Power (originally 600) ------------------------------------------------------------ Light Weakens Gorsia's barrier (MUST be used second) ------------------------------------------------------------ Wizard Makes Gorsia appear (MUST be used first) ------------------------------------------------------------ 4. SEED LOCATIONS [3.3.4] ---------------------------------------------------------------------- The most unique and important general-use items to be found in this game are seeds, which permanently raise an apprentice's stats. The amount by which a seed increases a stat is chosen randomly from 1-4 inclusive. Seeds cannot be purchased in any item shop, so the finite supply of them can only be obtained by searching treasure chests and pieces of ground. For those who want to maximize their stats, this is a checklist you can use to find all of the seeds that are currently known in the game. You can also find pictures of where to search for some of these seeds on Starion's website: http://www.geocities.com/starion_gf/7thSagaPics/. __Pr Seed: Search the small nook straight E of the entrance to Rablesk __P Seed: Chest in Aran Castle (where Romus is) __A Seed: Chest in Cave of Earth (where Pison is) __Pr Seed: Chest in Melenam __P Seed: Search the table in front of the elder in Guntz __A Seed: Chest in Cavern under Patrof (on the way to evil apprentice) __Pr Seed: Chest in Cavern under Patrof __P Seed: Chest in Patrof Castle (where evil apprentice is) __A Seed: Chest in basement of NE building in Bone __M Seed: Chest in Grime Tower (Olvan gets this early) __V Seed: Chest in Grime Tower (Olvan gets this early) __A Seed: Chest in basement of Olvan's father's house in Pang __V Seed: Chest in Cave to Boere (on the way to Luze) __Pr Seed: Chest in Cave to Boere (on the way to Luze) __I Seed: Chest in Cave of Laosu (W of Padal) __I Seed: Chest in Baran Castle (where Serpent is) __V Seed: Chest in Bilthem Castle (where Doros is) __A Seed: Chest in North Tower (can go to Grime Tower from here) __M Seed: Chest in Cave of Kapel (on the way to Bugask) __Pr Seed: Chest in Cave of Silence (where M-Pison is) __P Seed: Chest in basement of present-day Gorfun (where Gariso is) __A Seed: Search SE corner of engine room in Airship after crash __M Seed: Chest in Barrier Cave (where Saro is) __P Seed: Chest in Barrier Cave (where Saro is) __P Seed: Chest in past-day Gorfun (where Gorsia is) Totals: 3 V Seeds 3 M Seeds 6 P Seeds 5 Pr Seeds 2 I Seeds 6 A Seeds ============================================================ ------------------------------------------------------------ PART FOUR: MONSTERS ------------------------------------------------------------ ============================================================ [4] ============================================================ I) PROFILE KEY [4.1] Here is a sample profile for the monsters in the game, followed by an explanation of the different parts: ************************************************************ *Name Exp Gold Class * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 10 Thunder 10 Spell1 Item1 1/8 MaxMP 10 Fire 10 Spell2 Item2 3/16 Power 10 Ice 10 Guard 10 Vacuum 10 Magic 10 Debuff 10 Speed 10 ************************************************************ NAME: Monster's name. EXP: The amount of experience gained by defeating the monster. This is halved if you have an ally with you and both of you survive the battle. This is always 141/64 times the gold won, except for enemy apprentices. GOLD: The amount of gold you win by defeating the monster. CLASS: This is a flag that designates whether a monster is a generic, random encounter (Class 0) or is more advanced (Class 1). You cannot run from a Class 1 monster, nor will they run from you. More importantly, Class 1 monsters are automatically immune to all negative status spells (Vacuum and Debuff spells, as listed in the Spells section). Class 1 includes all bosses, enemy apprentices, and a few generic monsters (e.g. Despairs). You can run from a Class 0 monster, but you will not always succeed. Run success is described in Battle Mechanics. STATS: The stats the monster has at the beginning of the battle. They are identical to apprentice stats, as described in the Stats section. RESISTS: These are the monsters's natural resistances to spells based on elements, as described in Battle Mechanics. Which spell falls under which element is listed in the Spells section. As Class 1 enemies are automatically immune to negative status spells (Vacuum and Debuff), their resistances are irrelevant, and therefore will not be listed. SPELLS: The spells available to the monster. Note that Poison is listed as a spell, even though it's treated more like a physical attack with an additional attempt to cause poison status. DROPS: The items that the monster might drop, along with the probability that the item will be dropped. One monster can only drop one item at a time, though multiple monsters can drop more than one item in a single battle. ============================================================ II) MONSTER PROFILES [4.2] ************************************************************ *Android Exp: 88 Gold: 40 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 80 Thunder 30 Heal1 Opal 1/8 MaxMP 50 Fire 30 HPCatcher Power 40 Ice 30 Guard 45 Vacuum 30 Magic 15 Debuff 0 Speed 45 ************************************************************ *B.Demon Exp: 165 Gold: 75 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 80 Thunder 30 Heal1 (None) MaxMP 50 Fire 30 Defense1 Power 60 Ice 30 Fire1 Guard 50 Vacuum 30 Poison Magic 30 Debuff 30 Speed 30 ************************************************************ *B.Night Exp: 771 Gold: 350 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 140 Thunder 30 Heal2 (None) MaxMP 120 Fire 30 Defense1 Power 140 Ice 60 Ice2 Guard 140 Vacuum 60 Vacuum2 Magic 81 Debuff 30 Speed 81 ************************************************************ *Brain Exp: 484 Gold: 220 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 158 Thunder 50 Poison Rcvry 1/8 MaxMP 150 Fire 50 Laser2 Power 65 Ice 50 Guard 85 Vacuum 50 Magic 50 Debuff 50 Speed 32 ************************************************************ *Chimera Exp: 35 Gold: 16 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 40 Thunder 20 MPCatcher Potn1 1/8 MaxMP 30 Fire 20 Power 11 Ice 20 Guard 5 Vacuum 40 Magic 2 Debuff 20 Speed 30 ************************************************************ *Chimere Exp: 660 Gold: 300 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 180 Thunder 50 Heal3 (None) MaxMP 120 Fire 50 MPCatcher Power 150 Ice 50 HPCatcher Guard 240 Vacuum -- Defense2 Magic 140 Debuff -- Speed 160 ************************************************************ *Cocoon Exp: 176 Gold: 80 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 67 Thunder 30 Heal2 Opal 1/8 MaxMP 80 Fire 30 Poison Power 63 Ice 30 Defense1 Guard 120 Vacuum 30 HPCatcher Magic 80 Debuff 30 Laser2 Speed 88 MPCatcher Defense2 ************************************************************ *Crab Exp: 1542 Gold: 700 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 440 Thunder 40 Petrify Opal 1/8 MaxMP 210 Fire 40 Defense2 Power 200 Ice 40 Ice2 Guard 450 Vacuum 40 Magic 160 Debuff 40 Speed 140 ************************************************************ *D.Night Exp: 1630 Gold: 740 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 600 Thunder 50 Heal3 (None) MaxMP 100 Fire 50 Petrify Power 400 Ice 50 Defense2 Guard 650 Vacuum 90 MPCatcher Magic 160 Debuff 50 HPCatcher Speed 190 ************************************************************ *Defeat Exp: 440 Gold: 200 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 200 Thunder 20 Petrify Opal 1/8 MaxMP 70 Fire 0 Defense2 Power 80 Ice 30 Poison Guard 100 Vacuum 40 Fire1 Magic 70 Debuff 40 Speed 68 ************************************************************ *Demon Exp: 33 Gold: 15 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 30 Thunder 10 Heal1 Potn1 3/16 MaxMP 30 Fire 10 Defense2 Power 9 Ice 10 Guard 7 Vacuum 10 Magic 2 Debuff 10 Speed 1 ************************************************************ *Dergun Exp: 1101 Gold: 500 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 280 Thunder 40 (None) (None) MaxMP 0 Fire 40 Power 150 Ice 40 Guard 360 Vacuum 40 Magic 140 Debuff 40 Speed 130 ************************************************************ *Despair Exp: 220 Gold: 100 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 200 Thunder 20 Heal1 Opal 1/8 MaxMP 90 Fire 20 Petrify Power 70 Ice 20 Firebird Guard 100 Vacuum -- Magic 40 Debuff -- Speed 30 ************************************************************ *Dogun Exp: 1101 Gold: 500 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 320 Thunder 40 Heal3 (None) MaxMP 100 Fire 40 Power 180 Ice 40 Guard 380 Vacuum 70 Magic 160 Debuff 40 Speed 160 ************************************************************ *Doom Exp: 771 Gold: 350 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 320 Thunder 20 Fire2 Opal 1/8 MaxMP 110 Fire 20 Fireball Power 170 Ice 0 MPCatcher Guard 230 Vacuum -- Magic 140 Debuff -- Speed 100 ************************************************************ *Doros Exp: 2423 Gold: 1100 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 1800 Thunder 70 Heal2 (None) MaxMP 200 Fire 70 Fire2 Power 140 Ice 70 Fireball Guard 220 Vacuum -- MPCatcher Magic 130 Debuff -- Vacuum1 Speed 130 ************************************************************ *Dragon Exp: 2203 Gold: 1000 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 1100 Thunder 40 Petrify (None) MaxMP 230 Fire 40 Defense1 Power 110 Ice 40 Defense2 Guard 220 Vacuum -- Fireball Magic 110 Debuff -- Speed 80 ************************************************************ *F.Night Exp: 1410 Gold: 640 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 400 Thunder 60 Fire2 (None) MaxMP 130 Fire 80 Fireball Power 340 Ice 20 Guard 550 Vacuum 80 Magic 150 Debuff 80 Speed 150 ************************************************************ *F.Witch Exp: 1211 Gold: 550 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 300 Thunder 30 Petrify (None) MaxMP 140 Fire 30 Vacuum2 Power 160 Ice 30 Guard 380 Vacuum 30 Magic 160 Debuff 30 Speed 130 ************************************************************ *Falock Exp: 1057 Gold: 480 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 600 Thunder 30 Agility (None) MaxMP 80 Fire 30 Power 300 Ice 30 Guard 600 Vacuum 30 Magic 126 Debuff 30 Speed 120 ************************************************************ *Flame Exp: 991 Gold: 450 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 400 Thunder 30 Fire2 Opal 1/8 MaxMP 200 Fire 95 Fireball Power 140 Ice 0 Firebird Guard 120 Vacuum 40 Magic 86 Debuff 30 Speed 90 ************************************************************ *Foma Exp: 3745 Gold: 1700 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 1800 Thunder 60 MPCatcher Opal 1/8 MaxMP 320 Fire 60 Thunder1 Power 180 Ice 60 Thunder2 Guard 500 Vacuum -- Magic 180 Debuff -- Speed 180 ************************************************************ *Gariso Exp: 4846 Gold: 2200 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 3000 Thunder 50 Heal2 (None) MaxMP 220 Fire 50 Ice2 Power 160 Ice 50 Fireball Guard 250 Vacuum -- Vacuum2 Magic 150 Debuff -- Speed 140 ************************************************************ *Ghoul Exp: 881 Gold: 400 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 170 Thunder 30 Heal2 Opal 1/8 MaxMP 110 Fire 30 Revive1 Power 140 Ice 30 Guard 280 Vacuum 30 Magic 133 Debuff 30 Speed 120 ************************************************************ *Goron Exp: 6609 Gold: 3000 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 2600 Thunder 50 Blizzard2 (None) MaxMP 220 Fire 50 Power 230 Ice 50 Guard 520 Vacuum -- Magic 170 Debuff -- Speed 160 ************************************************************ *Gorsia Exp: 0 Gold: 0 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 4000 Thunder 70 Heal2 (None) MaxMP 255 Fire 70 Fire2 Power 600 Ice 70 Blizzard2 Guard 1400 Vacuum -- Vacuum1 Magic 250 Debuff -- Fireball Speed 250 Ice2 Thunder1 Petrify ************************************************************ *Griffan Exp: 8812 Gold: 4000 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 3400 Thunder 50 Petrify (None) MaxMP 220 Fire 50 Vacuum2 Power 240 Ice 50 Blizzard2 Guard 480 Vacuum -- Magic 200 Debuff -- Speed 170 ************************************************************ *Griffin Exp: 484 Gold: 220 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 100 Thunder 40 Heal2 Opal 1/8 MaxMP 300 Fire 40 Poison Power 130 Ice 40 Petrify Guard 130 Vacuum 60 Vacuum1 Magic 100 Debuff 40 Speed 100 ************************************************************ *Hermit Exp: 26 Gold: 12 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 18 Thunder 20 (None) Potn1 1/16 MaxMP 0 Fire 20 Power 3 Ice 20 Guard 4 Vacuum 20 Magic 2 Debuff 20 Speed 1 ************************************************************ *K.Moon Exp: 660 Gold: 300 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 450 Thunder 40 Fire2 (None) MaxMP 220 Fire 80 Fireball Power 140 Ice 10 Guard 210 Vacuum 80 Magic 112 Debuff 70 Speed 90 ************************************************************ *K.Night Exp: 1321 Gold: 600 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 380 Thunder 40 Heal2 (None) MaxMP 200 Fire 40 Ice2 Power 170 Ice 40 Blizzard2 Guard 440 Vacuum 70 Defense1 Magic 150 Debuff 40 Speed 210 ************************************************************ *K.Trick Exp: 881 Gold: 400 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 300 Thunder 40 Heal2 Pearl 1/16 MaxMP 180 Fire 40 Poison Topaz 9/16 Power 120 Ice 40 HPCatcher Ruby 3/16 Guard 100 Vacuum -- Ice2 Saphr 2/16 Magic 80 Debuff -- Blizzard2 Emrld 1/16 Speed 90 ************************************************************ *M-Pison Exp: 2203 Gold: 1000 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 2400 Thunder 40 Heal3 (None) MaxMP 120 Fire 40 Petrify Power 220 Ice 40 Defense1 Guard 260 Vacuum -- Defense2 Magic 150 Debuff -- MPCatcher Speed 100 Vacuum1 ************************************************************ *Manrot Exp: 132 Gold: 60 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 78 Thunder 30 Heal1 Opal 1/8 MaxMP 40 Fire 30 Ice1 Power 50 Ice 30 Petrify Guard 55 Vacuum 50 Magic 28 Debuff 10 Speed 30 ************************************************************ *Manta Exp: 242 Gold: 110 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 88 Thunder 30 Agility Opal 1/8 MaxMP 50 Fire 30 Power 55 Ice 30 Guard 90 Vacuum 30 Magic 50 Debuff 30 Speed 67 ************************************************************ *Monmo Exp: 4406 Gold: 2000 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 750 Thunder 99 Heal2 (None) MaxMP 220 Fire 50 MPCatcher Power 160 Ice 99 HPCatcher Guard 1600 Vacuum -- Petrify Magic 122 Debuff -- Speed 120 ************************************************************ *Mutant Exp: 506 Gold: 230 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 300 Thunder 40 Heal2 (None) MaxMP 130 Fire 40 Blizzard1 Power 120 Ice 40 Revive1 Guard 127 Vacuum 70 Ice1 Magic 100 Debuff 90 Petrify Speed 70 ************************************************************ *N.Brain Exp: 991 Gold: 450 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 450 Thunder 70 Heal2 (None) MaxMP 220 Fire 70 Revive1 Power 140 Ice 70 HPCatcher Guard 210 Vacuum 80 Petrify Magic 112 Debuff 70 Speed 90 ************************************************************ *Orc Exp: 136 Gold: 62 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 80 Thunder 20 (None) Opal 1/8 MaxMP 0 Fire 20 Power 44 Ice 20 Guard 60 Vacuum 20 Magic 37 Debuff 10 Speed 55 ************************************************************ *P.Moon Exp: 462 Gold: 210 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 440 Thunder 30 Poison (None) MaxMP 80 Fire 30 MPCatcher Power 120 Ice 30 Petrify Guard 110 Vacuum 30 Magic 100 Debuff 30 Speed 120 ************************************************************ *Pison Exp: 264 Gold: 120 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 250 Thunder 30 Heal2 (None) MaxMP 15 Fire 30 Power 40 Ice 30 Guard 50 Vacuum -- Magic 14 Debuff -- Speed 30 ************************************************************ *Plater Exp: 440 Gold: 200 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 210 Thunder 10 (None) (None) MaxMP 0 Fire 10 Power 115 Ice 10 Guard 190 Vacuum 10 Magic 71 Debuff 10 Speed 70 ************************************************************ *R.Demon Exp: 462 Gold: 210 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 120 Thunder 30 Heal2 (None) MaxMP 70 Fire 60 Defense1 Power 100 Ice 0 Fire2 Guard 150 Vacuum 50 Firebird Magic 60 Debuff 40 Blizzard2 Speed 74 ************************************************************ *R-Pison Exp: 2203 Gold: 1000 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 280 Thunder 30 Heal2 (None) MaxMP 30 Fire 30 Blizzard2 Power 120 Ice 30 Guard 100 Vacuum -- Magic 61 Debuff -- Speed 55 ************************************************************ *R.Trick Exp: 440 Gold: 200 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 110 Thunder 40 Poison Pearl 1/16 MaxMP 80 Fire 40 Vacuum1 Topaz 9/16 Power 100 Ice 40 Firebird Ruby 3/16 Guard 100 Vacuum 60 HPCatcher Saphr 2/16 Magic 80 Debuff 40 Emrld 1/16 Speed 70 ************************************************************ *Reaper Exp: 881 Gold: 400 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 700 Thunder 30 MPCatcher Opal 1/8 MaxMP 200 Fire 30 Vacuum1 Power 150 Ice 30 Fireball Guard 380 Vacuum -- Magic 160 Debuff -- Speed 140 ************************************************************ *Romus Exp: 528 Gold: 240 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 300 Thunder 40 HPCatcher (None) MaxMP 110 Fire 40 Power 30 Ice 40 Guard 40 Vacuum -- Magic 12 Debuff -- Speed 20 ************************************************************ *S.Brain Exp: 1762 Gold: 800 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 400 Thunder 40 Heal2 (None) MaxMP 100 Fire 40 MPCatcher Power 130 Ice 40 HPCatcher Guard 150 Vacuum 70 Vacuum1 Magic 80 Debuff 40 Speed 60 ************************************************************ *S.Demon Exp: 1321 Gold: 600 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 320 Thunder 40 Heal3 (None) MaxMP 210 Fire 40 Revive1 Power 210 Ice 40 Fire2 Guard 480 Vacuum 80 Defense2 Magic 180 Debuff 40 Speed 180 ************************************************************ *S.Witch Exp: 330 Gold: 150 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 160 Thunder 30 Petrify Opal 1/8 MaxMP 90 Fire 30 Defense1 Power 75 Ice 30 Defense2 Guard 140 Vacuum 30 MPCatcher Magic 50 Debuff 99 Speed 60 ************************************************************ *Sage Exp: 330 Gold: 150 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 110 Thunder 50 Heal2 Opal 1/8 MaxMP 100 Fire 50 MPCatcher Power 90 Ice 50 Revive2 Guard 110 Vacuum 80 Defense2 Magic 110 Debuff 50 Firebird Speed 80 ************************************************************ *Serpant Exp: 1211 Gold: 550 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 240 Thunder 40 Heal2 (None) MaxMP 170 Fire 40 Petrify Power 160 Ice 40 MPCatcher Guard 300 Vacuum 40 Blizzard2 Magic 200 Debuff 40 Speed 180 ************************************************************ *Serpent Exp: 3084 Gold: 1400 Class: 1 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 2000 Thunder 50 Ice1 (None) MaxMP 220 Fire 50 Blizzard1 Power 110 Ice 50 Petrify Guard 220 Vacuum -- MPCatcher Magic 90 Debuff -- Defense2 Speed 100 HPCatcher ************************************************************ *Serpint Exp: 1476 Gold: 670 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 320 Thunder 60 MPCatcher (None) MaxMP 150 Fire 60 Petrify Power 180 Ice 60 Revive1 Guard 500 Vacuum 90 Magic 160 Debuff 60 Speed 170 ************************************************************ *Soidiek Exp: 550 Gold: 250 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 250 Thunder 20 (None) Opal 1/8 MaxMP 0 Fire 20 Power 110 Ice 20 Guard 160 Vacuum 20 Magic 57 Debuff 20 Speed 71 ************************************************************ *Spidek Exp: 242 Gold: 110 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 85 Thunder 20 Poison (None) MaxMP 50 Fire 20 Defense2 Power 70 Ice 20 Guard 84 Vacuum 20 Magic 70 Debuff 20 Speed 90 ************************************************************ *Spirit Exp: 1255 Gold: 570 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 280 Thunder 30 Heal2 Opal 1/8 MaxMP 120 Fire 30 Thunder1 Power 210 Ice 30 Thunder2 Guard 350 Vacuum 30 Agility Magic 140 Debuff 30 Speed 160 ************************************************************ *Statue Exp: 30 Gold: 14 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 50 Thunder 10 (None) (None) MaxMP 0 Fire 10 Power 7 Ice 10 Guard 10 Vacuum 10 Magic 2 Debuff 10 Speed 7 ************************************************************ *Sword Exp: 1101 Gold: 500 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 9 Thunder 99 Defense2 TranqSW 1/16 MaxMP 200 Fire 99 Vacuum1 PsyteSW 1/16 Power 200 Ice 99 Petrify AnimSW 1/16 Guard 1800 Vacuum 99 MPCatcher KrynSW 1/16 Magic 150 Debuff 99 Saber 1/16 Speed 100 SwordSW 1/8 ************************************************************ *Titan Exp: 264 Gold: 120 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 210 Thunder 20 (None) Opal 1/8 MaxMP 0 Fire 20 Power 65 Ice 20 Guard 100 Vacuum 20 Magic 55 Debuff 20 Speed 50 ************************************************************ *Trick Exp: 220 Gold: 100 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 80 Thunder 50 Heal1 Pearl 1/16 MaxMP 50 Fire 50 Poison Topaz 9/16 Power 100 Ice 50 Petrify Ruby 3/16 Guard 60 Vacuum 50 Agility Saphr 2/16 Magic 20 Debuff 50 HPCatcher Emrld 1/16 Speed 35 ************************************************************ *Undead Exp: 88 Gold: 40 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 80 Thunder 20 Heal1 Opal 1/8 MaxMP 40 Fire 20 Revive1 Power 30 Ice 20 Guard 32 Vacuum 70 Magic 12 Debuff 20 Speed 28 ************************************************************ *Unded Exp: 1101 Gold: 500 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 550 Thunder 40 Heal2 (None) MaxMP 100 Fire 40 Revive1 Power 160 Ice 40 HPCatcher Guard 220 Vacuum 90 Vacuum1 Magic 120 Debuff 60 Speed 140 ************************************************************ *Undeed Exp: 1321 Gold: 600 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 320 Thunder 40 Heal3 Rcvry 1/8 MaxMP 100 Fire 40 Revive1 Power 240 Ice 40 MPCatcher Guard 420 Vacuum 70 Magic 170 Debuff 40 Speed 160 ************************************************************ *V.Night Exp: 705 Gold: 320 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 350 Thunder 50 Heal3 (None) MaxMP 120 Fire 50 Fire2 Power 150 Ice 50 Defense1 Guard 300 Vacuum 90 Fireball Magic 120 Debuff 50 Speed 110 ************************************************************ *Wyrock Exp: 550 Gold: 250 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 170 Thunder 30 Heal2 Opal 1/8 MaxMP 210 Fire 20 Ice2 Power 110 Ice 50 Blizzard1 Guard 150 Vacuum 60 Petrify Magic 110 Debuff 40 Revive1 Speed 80 ************************************************************ *Wyvern Exp: 33 Gold: 15 Class: 0 * ************************************************************ Stats Resists Spells Drops ------------ ------------ ------------ ------------ MaxHP 21 Thunder 0 (None) Potn1 3/16 MaxMP 0 Fire 0 Power 7 Ice 0 Guard 1 Vacuum 0 Magic 3 Debuff 0 Speed 26 ============================================================ ------------------------------------------------------------ PART FIVE: CREDITS ------------------------------------------------------------ ============================================================ [5] ============================================================ I) AUTHOR [5.1] I am Nati. My user name comes from a poorly conceived anti-littering slogan in my hometown of Cincinnati: "Don't trash the 'Nati." I accept constructive criticism and questions, but I prefer not to list my email address. If you need to contact me, try the Gamefaqs 7th Saga message board. I welcome relevant factual information, especially verifiable corrections to any mistakes I may have made in this guide. I tolerate suggestions of things to add or mention in later versions of this guide, but don't go overboard with the editorial decisions. I will NOT tolerate suggestions to include your own personal opinions (e.g. I think you should say Lejes is better than Valsu because...). I'm sure your opinion is well-informed, but this is my guide, and it should only represent my own opinions. If you want others to hear what you have to say, write your own guide, or write to the Gamefaqs message boards. If you insult me, I will run to my room and cry. Cyber bully. Like I said before, don't trash the Nati. ============================================================ II) LEGAL STUFF [5.2] This guide is copyright by Nati on http://www.gamefaqs.com, and took me A LOT of time to write. If you wish to reproduce this guide, it must be reproduced in full with no changes, you cannot profit from it, and credit must be given clearly to the author, Nati. If you want to reproduce just a section of text, put it in quotes and credit me, and don't alter anything inside the quotes. As long as you do these things each time, I really don't care how many times you reproduce it. Frankly, I'd be a little flattered! ============================================================ III) THANKS [5.3] Thanks to Dr. Fail for his excellent ROM hacking FAQ on Gamefaqs. It made getting most of this information really easy. Thanks to all the people on the Gamefaqs 7th Saga message board for discovering or verifying some of the interesting things presented in this guide. In no particular order, this includes zgoat17 (Dr. Fail), MjOB, orbelisk, Meteo X, DragonAtma, Starion, DragonAura, DamageInc, treemother199, and horseguy (who started the incredible thread about hidden items). If you think I should have credited you for something, or just feel left out, let me know, and I'll mention you in the next version. ============================================================ Q.E.D.