7th-saga/data/docs/guide.txt
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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.