Thursday, August 13, 2026

Dragon Warrior Alchemy (Playlist and Guides) (WIP)

Instead of doing more life talk which I honestly don't feel like getting into... I decided to redouble my efforts of making guides as well as sharing a really cool fangame. That game is called Dragon Warrior Alchemy!


It is created by the individual Vigistry who unfortunately has disappeared from many online sources. His website that hosted the game has also gone down, so I am currently hosting a download here (Mediafire link) I was speaking with Vigistry some years back but very difficult to get emails back from him. Should he contact me again for anything I will follow his wishes. He never said he was against the hosting however when I mentioned it. 

About The Game:

Dragon Warrior Alchemy takes the original four NES Dragon Warrior games and combines them in one game. It follows Dragon Warrior 4's chapter system, starring the cast of DW4 for the most part, but also includes original characters with Dragon Warrior 3 sprites, recasts some companion characters like Cristo and Brey being generic extras. 

Instead, you have a choice on how those not leaders of a chapter will be introduced by choosing either Auto-Roster mode or opting out of it

Auto-Roster mode is like a story mode and has characters introduced more naturally and automatically to parties (how I played my Let's Play of it). For example, chapter 1 has Ragnar run into someone in the beginning of the cave to Izmit that sort of forces their way into the party. 

Opting out of Auto-Roster can have the leader of the chapter choose a class to hire to go with them at a hiring bar (Like DW3 NES has Lucida's Eatery). This lets you try a few different class combinations for different chapters on replays. There will be a limit of who you can hire later on though. If Ragnar hires the jester and completes his chapter, Alena will not also be able to hire the jester when starting her chapter. 

Both modes still have characters that are set to join due to the story too, however. Those of Erdrick's bloodline like the prince(ss) of Cannock or Moonbrooke join, but they are randomized from one of the available classes. Depending the characters chosen for these roles can make you have a princess of Cannock or prince of Moonbrooke. For example, the jester Panon (DW4 guest character originally) ended up being the Prince of Cannock, and Yin (a fighter of dragon quest 3) ended up as Prince of Moonbrooke for me.

The game does function different than the NES somewhat. Battle mechanics have changed, and how you gain experience and gold. Individuals hold their own gold and if they leave the party at some point, they take their items and gold with them (Though there is a fix to make sure key items dont go with them to screw you over). In the Guide section I will be including excerpts of the original read me Vigistry provided which explains a lot of differences.

A big thing to know is EVENTUALLY, you will be able to control up to 12 characters in sets of 3 parties to beat the great evil, and there are some darker and edgier themes. The story tells you how the three worlds of DQ2, 3, and 4 can interact just fine with each other thanks to teleportals. There IS a bit of a political jab in a section of the game, and there are multiple endings depending some choices you make.

The Let's Play (CLICK HERE):

I made this let's play some years ago to show off this amazing game, posted on youtube. (I'm also backing it up on other video sites because Youtube being really shitty lately). Please note I played the game early on where I suffered from some glitches that got fixed or at least mitigated. The game IS still a bit glitchy on some points, be sure to save often and in different spots just in case.

Class/Character Guides

Classes have different quirks or abilities on how you play them than usual. Some may take getting used to. Some of these will be on an excel sheet I share further down.

RAGNAR (KNIGHT):
Ragnar is still a decent tank, but now comes with an ability to increase his stats or traits when defending (Or equipped with a certain item). The benefit only lasts around 2-5 turns. Please note he can only have two of these perks active at a time. Parrying further will not bestow any other increases.

Parry can make him feel:
Stronger - Increase his attack.
Lucky - Increase his crit chance.
Good - Increase max HP & recover some health at end of each round
Enchanted - Increase magic attack via item (and possibly magic def)
Quick-Witted - Increase agility and can hit multiple times.

ALENA (PRINCESS CLASS):

Alena starts off as the Princess class, which can summon enemies. Her chapter is about her trying to change her class to a fighter, starting her with rather poor attack, but decent mp to do these summons. You acquire most via level up but some are done via special quests. Also, the summons level up along with Alena (by using the summon more) to increase their stats. These summons can run out of mp becoming mainly a damage sponge, so there may be times where you will want to attack them instead to get to your next summon. 

Alena SummonsAbilities
FluffyGood Attack, Agility, and Crit Rate. Low Max Hp
HealieHeals Allies, Can Purify Statuses
BuckySteals money from Enemies, sometimes a Lottery Ticket
StingerAttacks twice, can inflict random status effects including instant death
ScorcherBreaths Flame Breath on all enemies or casts Zap
RerunMimics whatever allies do in a round, if possible
BuffyCasts various buffs on allies constantly
PhoenixCan Cast Revive on your fallen allies, breathes fire. Will auto activate if Alena is dead and has enough mp for the summon
TALOON & CELESTE (MERCHANT):
There are two merchants in this game, with Taloon as one of them. They are pretty identical in ability, but Taloon just gets more focus as a main character story wise. Taloon also does not mess around like he did in DQ4's chapter 5.

-Merchants can hold more items than anyone else (There is no bag function).
-When they attack enemies, they have a decent chance to pick up extra money with each attack as well as at end of the battles.
-If  the merchant or a party member is about to die, they can bribe the enemy not to kill them at least once per battle (sometimes gets reset if both merchants are in battle together) as long as they have the gold to do so.
-Increased chance to gain items, including possible to steal from a target when attacking.

MARA AND BREY (WIZARD):
Mara and Brey for the most part learn the same wizard spells. Wizard spells are for the most part single target. They will get fire, ice, and zap elements along with debuffs. As with all spells from Pilgrims and Wizards, they start off single target until you upgrade the character's range from an npc (available through payment and at different level intervals).

Both learn:
Blaze - Basic fire element spell
Surround - Blinds foe to lower accuracy.
Sleep - Puts enemy to sleep
Frost - Basic ice element spell
Stopspell - Used to silence foe from casting spells.
Sap - Used to lower defense of target(s)
Toxin - Weak damage but attempts to poison target(s)
Robmagic - Attempts to steal mp from a single target and recover caster's, gets weaker as battle goes on.
Zap - Weak electric element spell.
Chaos - Spell to cause confusion
Firebane - Stronger fire elemental spell, can hit an extra time on a target.
Beat - Attempts to kill target(s).
Blizzard - Stronger ice spell, sometimes can freeze target.
Bolt - Stronger electric elemental spell

NARA AND CENTURA (PILGRIM):
Nara and Centura have some shared spells they both learn. Pilgrims unfortunately are closer to white mages in this as they don't get to equip much better physical weapons typically, except for Nara's Tarot Cards. Majority of spells are supportive and buffs with no wind spells. As with all spells from Pilgrims and Wizards, they start off single target until you upgrade the character's range from an npc (available through payment and at different level intervals).

Both learn:
Heal - Heals target(s), amount varying on magic atk and power level.
Projectile - A buff to make melee weapons into ranged ones (Helps with flying enemies)
Upper - Raises Defense on target(s)
SpeedUp - Raises Speed on target(s)
Antidote - Cures poison
NumbOff - Cures Paralyze
Bikill - Raises Strength on target(s)
Vivify - Chance to revive a target at around 1/3 health.
Radiate - First has the user attempt to use it. If it works, user glows a color, and by end of round, emits an element (Blue = Ice, Yellow = Lightning, Red = Fire) as damage to all enemies.
Barrier - Raises Magic Defense on target(s)
Fendspell - Cleanses and Protects target(s) from ALL magic for a short time.
Holy - Gives Holy Protection on target(s); Holy Protection seems to protect from instant death magic.
Revive - Revives party member(s) to full health.
Bounce - Places a magical wall on target(s) that bounces back ALL spells. Can fade when physically hit.


MARA AND NARA UNIQUE SPELLS:
The sisters get something called "Twin spells." Despite not being twins, they both take their turn to cast these unique spells.

Drain - Drain Health from ALL enemies (Always) and heals the party with amount drained.
Bubble - Shields party from enemy effects for one turn
Slowww - Lowers agility of all enemies, can increase chance for party to pre-emptive strike.
Sister Toss - Toss sister at one enemy for high damage, but the tossed one leaves the battle.

BREY AND CENTURA OPTIONS:
Eventually, Brey and Centura will have options to change their classes. Both will change their sprite at least somewhat.

Brey can become a Sage in game, which lets him learn pilgrim spells ONLY. If Brey is missing any Wizard spells when he changes to Sage, he will NEVER learn them. It still is highly worth it to change Brey to Sage eventually, the timing can be tricky.

Centura gets the option to change into a Paladin like Cristo. Centura will retain all spells from pilgrim class, but also gets any Paladin spells she hasn't gotten. Similar to Brey, Centura will miss any spells from Pilgrim class that were not yet learned. Her stats will change to that of a paladins as well which will SEVERELY nerf her mp. Her pilgrim spells will retain their power/range/speed but will not be able to upgrade any further while a Paladin.

CRISTO (PALADIN):

Cristo gets a different class this time. This class is a lot like a warrior that gains a few spells. However, Paladin cannot power up their spells like wizards and pilgrims. So all their spells will always be single target, and the heal is a bit underwhelming. Can be useful to have another great physical attacker however, and tanks decently too.

Centura can change her class into a paladin and learn any of these skills that she didn't have already.

Paladins learn:
Heal - Heals target(s), amount varying on magic atk
Upper - Raises Defense on target(s)
Surround - Blinds foe to lower accuracy.
Antidote - Cures poison
Stopspell - Used to silence foe from casting spells.
Beat - Attempts to kill target(s).

YIN (& ALENA LATER; FIGHTER):

Fighters are now less press button and do damage. They have set abilities based on their hp and mp (Yes MP). You take the sum of your hp and mp and look at the last number. Generally, if it is even, you should parry to activate the move. If it is odd, you should attack. Exceptions are 0 and 5, where you can normal attack without any penatly. (If you try to attack on an even, you tend to do less damage). Items are not affected by this. 

Example: If your hp currently is 52 and mp is 29, that means the last number ends in 1, so you should attack. It will use up some mp for the attacks.

Sunday, November 3, 2024

A Wild Post Appears!

 Wow, I haven't done this is WAY too long. Sorry if this ends up more text heavy than my past entries.

It's been more than ten years since I've updated this blog in any way. I MAY have done some touching up on the guides, but definitely nothing that was significant. 

Last I left off, I had started work at Fed Ex, which was giving me a proper work out. That place paid me the best I ever had. But holy hell was it awful. 

Man, I can't believe blogger saved all these old ass images I used to use. But this is fitting.


I went through more than 12 managers in 6 months at one point. They treat you like a number, don't give a shit about you unless you are calling out or underperforming, and handed out write ups like candy. They also attempted to break a few labor laws I noticed, and I had to call them out on it. 

Some examples being told we have to fill out some survey or saftey meeting thing at the end of a shift. Manager starts going over it when a higher up asks what he was doing. Manager tells him, and the higher up says "Well have them punch out first!" As soon as he told us to punch out, I just left. If I'm not being paid, I don't have to do it. And guess what? Nothing came of it.

Another example ended up how they would do write ups. You could be doing fine, but if your section failed, you could be getting a write up despite doing all you could. I started just throwing them out, and guess what? Nothing came of it.

I actually hurt myself so many different times there. My first day during training, a box with hard plastic came zooming down the conveyer belt and caught the side of my arm. Immediately bleeding pretty bad. My trainer got me some alcohol wipes and a band aid at least, but still, what a first impression. Also thought I gave myself a hernia at one point despite doing proper lifting procedures. BTW, they tried blaming me on that in the safety report.

At one point I also hurt my wrist, and instead of being allowed to go to a doctor, they wanted me to consult with their 'Wellness Coach' who had a voice very reminiscent of the male Wii Fit Trainer. I swear, I thought he was going to ask me about doing some deep breathing. His solution was put ice on the wrist on and off, with a heat compress every now and then, and maybe a brace. And I was to come into work, talk to wellness coach (they tried to tell me don't punch in, but fuck that shit if you are requiring me to come in) and if I didn't feel like I could lift, then I could go home. They didn't SEND me home, because then they would have to pay. They 'offered' the option and hey, they won't write me up for it! And of course, all light duty areas are always taken up by the retirees that have connections with the company. 

I also wouldn't be surprised if that place gave me some sort of lung issues. There was SO MUCH DUST! I come home dirty as hell, and if I blew my nose, my mucus would be gray. The inside of those trailers are NOT cleaned (or if they are, not often) and they only had dusty fans to help keep us cool. 

They also loved to say things were mandatory despite being unenforceable. They said in our contract, we would have to work on Sundays or Saturdays (despite me being part time and already working monday to friday) during holiday seasons. I checked my contract and... nope, not there. Told the manager, nah, not doing that. They tried to write me up and I told them it wouldn't hold up. They showed the write up in my face and I refused to sign it. Eventually, they bargained with me, and I would come in for SOME of those days but not EVERY Weekend. They also tried to have me sign a new contract to which I refused. 

They also wanted to try and force mandatory meetings BEFORE work without punching in and I told them if you require me to do something it will be on the company time. I punched in anyway and told them if they edit it, I'm calling a labor board. They only tried editing things a few times, but I spoke to my managers each time, and they did change it back themselves (Was higher ups trying to pull crap, not the managers).

What cause me to leave there finally was when I had finally found a section that I vibed well with, they suddenly told me as I walked in "Hey, you're going to Section C, they need help. Permanently." So my reward for being a good worker is sudden relocation with no thought of giving me a heads up, asked input, or care what I felt. I gave it a day, then said, "Fuck this place," handed my new manager a 2 week notice cause I was DONE.



The money was excellent and all, even more than where I currently work, but they CAN afford to do that. Bribe you to ruin your body more. I don't know if it still is the same there, but any time I hear someone consider going there, I let them know how bad it was, and to check their options before doing it. 

Hmm, I think that's enough for now. I just felt the need to write things out and throw it our there. Let's see when I next update, haha!

Monday, June 23, 2014

Byond Game: Dragon Warrior: Hero's Destiny Guide

Yet another guide for a byond game. Hub page can be located here.

This game is very similar to Shadows of Erdrick 2 with the same story and quests, with just a few minor exceptions. Therefore, you can use the SoE2 guide for an explanation on skills, quest location help and even use the maps with most of the same accuracy, just the maps will be in 16bit instead of 8bit like this game is.

Contents: To search the page, ctrl+f and input one of the terms below. (Search function may vary by browser or operating system). This should help you find what you are looking for a little easier instead of having to scroll down manually.

GUIDES
  • Personality Info
  • Classes
    • Soldier
    • Fighter
    • Pilgrim
    • Wizard
      • Chance Spell Effects
    • Goof Off
      • Goof Antics
    • Thief
    • Paladin
    • Ranger
    • Druid
    • Bard
  • Mercs 
  • Sidequests
  • Zenithian Equipment Locations
  • Orb Locations 
  • Crest Locations
  • Alchemy List
  • Drops List
  • Steal List
  • Mini-Medal Rewards
  • Silver Key Locations
  • Magic Key Locations (Places to go back to)
  • Gold Key Locations
  • Final Key Locations

PERSONALITY INFO
In the game, you can find books to change you character's personality, which influence its stat growth. Each class has its own normal stat growth while personalities add AND subtract from them. Everyone starts out as ordinary, which simply has no affect to your character's normal stat growth.

Example:
Say you are a wizard, and gain about 1 (str)ength, 3 (agi)lity, 5 (int)elligence,  3 (vit)ality, and 3 luck on average for each level up.
You then change your personality to Smart (-1 str, +3 int, -1 luck). 
Next level up, you're less likely to get any str, normal agility, up to perhaps 8 int, normal vitality, and a little less luck (or on average, 0 str, 3 agi, 8 int, 3 vit, 2 luck).

Try to find the personality that fits you best, or perhaps average out your stats to be well rounded.
Personality = Common | Personality = Rare | Personality = Rare with no drawbacks!

Agile > -1 Str, +2 Agi, -1 Vit  (Book of Dodging - Ghost)
Alert > -1 Str, +1 Agi, -1 Vit, +2 Int (Book of Sight Seeing - Poultergeists)
Amazon > +3 Str, -1 Agi, -1 Int, -1 Luck (Book of Amazon - Big Cobra)
Bully > +2 Str, -2 Int (Book of School Yard - Ozwarg)
Carefree > +2 Agi, -1 Luck (Book of Easy Living - Giant Moth)
Cowardly > -1 Str, -1 Agi, -1 Vit, +2 Int, +2 Luck
Diligent > +1 Str, -1 Agi, +2 Vit, -1 Int, -1 Luck (Book of Dilligence - Vamp Cat)
Defiant > -1 Str, +1 Agi, +1 Vit, -1 Int (Book of Defiance - Butterfly Dragon)
Eager > +1 Str, -1 Agi, +1 Vit, -1 Luck (Book of Eagerness - Goopi)
Fearless > -1 Str, +2 Agi, +2 Vit (Book of Bravery - Demighoul)
Foolish > +2 Agi, -1 Int, -1 Luck (Book of Fool - Rogue Whisper)
Gourmet > +1 Str, -1 Agi, +1 Vit, -1 Int (Book of Good Cooking - Flame)
Happy > -1 Str, -1 Vit, +3 Luck
Helpless > -1 Vit, +1 Int (Book of Giving In - Canivore Plant)
Honest > +1 Int, -1 Luck (Book of Truth - Druinlord)
Ironman > +1 Str, -1 Agi, +3 Vit, -1 Int, -1 Luck
Jock > +3 Str, -1 Agi, -1 Int, -1 Luck (Book of Sport - Lumpus)
Kindly > +1 Str, -1 Agi, +1 Vit, +1 Int, -1 Luck (Book of Kindness - Rabid Hound)
Ladylike > -1 Agi, -1 Vit, +1 Int, +4 Luck (Book of Etiquette - Lethal Armor OR Eliminator)
Lazy > +2 Str, -1 Agi, +2 Vit, -1 Int, +1 Luck (Book of Lazyness - Lyllipa)
Lewd > +1 Str, -1 Agi, +2 Vit, +1 Int, -1 Luck (Book of Lewd - Warlock)
Logical > -2 Str, +1 Agi, -1 Vit, +3 Int, -1 Luck (Book of Logics - Deadly Toadstool)
Lonesome > -1 Agi, -1 Vit, +1 Int, +1 Luck (Book of Silence - Bellzabble, Droll)
Lucky > +1 Agi, +5 Luck (Book of Luck - Pit Viper, Eliminator OR Wizard)
Macho > +2 Str, -1 Int, -1 Luck
Meddler > +1 Str, -1 Agi, +1 Vit, -1 Int (Book of Helping - Crescent Viper)
Naive > -1 Int, +1 Luck (Book of Naive - Man Eater Moth)
Quick > +4 Agi (Book of Speed - Skeleton)
Romantic > -1 Str, +1 Agi, -1 Vit, +2 Int (Book of Romance - Bangler)
Selfish > +1 Agi, -1 Luck (Book of Self - Wraith OR Drollmagi)
Sexy > +1 Str, +2 Agi, +1 Vit, +2 Int, +2 Luck (Book of Sexyness - King Metal Slime)
Sharp > +2 Agi, -1 Vit, +4 Int, -1 Luck (Book of Brain - Flamer)
Silly > +2 Agi, -1 Vit, +2 Int, +1 Luck (Book of Jokes - Avenger Raven)
Smart > -1 Str, +3 Int, -1 Luck (Book of Smartness - Big Horn)
Solitary > +1 Agi, +2 Vit, +1 Int, -1 Luck (Book of Solitary - Golem)
Stubborn > +2 Vit, -1 Int, -1 Luck (Book of Having Your Way - Dark Doriard)
Timid > +1 Str, -1 Agi, +2 Vit, +1 Int, -1 Luck (Book of Waiting - Master Necrodain)
Tomboy > +1 Str, +1 Agi, -1 Vit, -1 Int (Book of Boys - Vampire Bat)
Tough > +2 Str, -1 Agi, +4 Vit, -1 Int, -1 Luck (Book of Toughness - Basilisk)
Twisted > -1 Str, +2 Agi, -1 Vit, +1 Int, +3 Luck (Book of Wicked - Mage Monja OR Knight OR Demonite)
Vain > +1 Str, +1 Agi, -1 Vit, +1 Int, -1 Luck
Valiant > +4 Str, -1 Agi, -1 Int, -1 Luck (Book of Heroes - Executioner OR Axe Knight)
Weepy > -1 Str, -1 Agi, +1 Int, +2 Luck

CLASSES

Skills may be added or deleted as updates dictate.
Skills marked with a ~ before it means the skill is learned via a spell book drop.Spell books drop based off the level of the monsters. (Lv 40 spell = Lv 40 or higher monster can drop it)
DUE TO SPELL CHANGES, THIS LIST MAY BE OUT OF DATE AS TO WHAT AND WHEN A CLASS LEARNS A SKILL! I have put old info in green text for what is unconfirmed.

Soldier

(Lv 3) War Cry (Attempts to distract a group of enemies from attacking)
(Lv 7) Helm Splitter (Attacks and lowers the defense of a single target by 50%; shorter duration than SAP)
(Lv 12) Ram Attack (Reduces an enemy's HP to a low amount, but you take rebound damage similar to the HP lowered)
(Lv 14) Metal Cut (Increased accuracy and attack against metal enemies)
(Lv 16) Zombie Cut (Increased damage to a single zombie-type enemy)
(Lv 19) 2Edge Hit
(Lv 24) Evil Slash (Does large damage to a single target; 50% chance to miss; ineffectual on metals)
(Lv 28) Confu Hit (Attacks a single target while attempting to confuse them; works on bosses)
(Lv 35) Massacre (Attacks a random enemy, ally, or self with a high attack; ignored most of targets' defenses; does not work on metals)
(Lv 41) Axes of Evil (Attacks all enemies; set damage, slightly increased along with base levels)

Fighter

Fighters are the light cloth wearing bruisers in the party. Strength and vitality gains tend to be pretty high while agility averages out to be okay. Has a better base chance of critical hitting than other classes.

(Lv 2) Jump Kick (More damage to Fighter type enemies.)
(Lv 5) Leg Sweep (Attempts to distract a single foe)
(Lv 8) Punch (Attacks a single target with slightly more force than normal)
(Lv 11) Crag Throw (5-12 set damage against a group of enemies)
(Lv 16) Roundhouse (Attacks a group of enemies; strength based)
(Lv 24) Backflip (Upgrade to ROUNDHOUSE)
(Lv 30) Boulder Toss (50-70 set damage against all enemies; Int MAY increase its damage range)
(Lv 36) Multihit (Attack a target twice, or two enemies once; damage is slightly less than TRIHIT)
~(Lv 40+) Trihit (Attacks a single target three times; if enemy dies before all strikes hit, it re-targets)


Pilgrim

(Lv 1) Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
(Lv 3) Upper (Increases the defense of a single partymate by 50%; costs 3 MP)
(Lv 5) Speedup (Increases the speed of the party by 50%; costs 3 MP)
(Lv 7) Surround (Attempts to inflict BLIND on all enemies to reduce physical damage; costs 5 MP) 
(Lv 11) Antidote (Cures Poison to a single party mate; costs 3 MP)
(Lv 12) Infernos (Does low Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs 4 MP
(Lv 13) Stopspell (Attempts to prevent a single target from casting spells; costs 6 MP)
(Lv 14) Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
(Lv 16) Increase (Increases the defense of entire party by 50%; costs 4 MP)
(Lv 22) Beat (Attempts to instantly kill a single target; costs 6 MP)
(Lv 24) Vivify (50% chance to revive a single fallen partymate at 50% health; costs 10 MP)
(Lv 26) Infermore (Does medium Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs 6 MP)
(Lv 28) Defeat (Attempts to instantly kill a group of enemies. Base success is range of user's int/3 to int/2 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; costs 6 MP)
(Lv 30) Healall (Restores a single partymate's hp to full; costs 7 MP)
(Lv 32) Barrier (Increases the party's resistance to spells; costs 6 MP)
(Lv 34) Healus (Restores a medium amount of health to entire party; Based on Intelligence; costs 12 MP)
(Lv 36) Infermost (Does medium-large Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
(Lv 38) Revive (Revives a single fallen partymate to full health; costs 20 MP)
~(Lv 55+) Gods Rage (Inflicts massive wind damage to a single target; more to earth enemies, less to wind; Costs ? MP)
~(Lv 45) White Star (Does massive Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)

Wizard

Wizards are the fragile spellcaster types of the game with some good battle support. They are a party's answer to area of effect damage when in normal encounters, and party supporter when in boss battles. gets naturally high int to aid in spell damage and decent agility while its health tends to be quite low.

(Lv 1) Blaze (Inflicts low fire damage to a single target; Costs 2 MP)
(Lv 7) Fireball (Inflicts low fire damage to a group of enemies; costs 4 MP)
(Lv 8) Sap (Halves a single target's defense; Costs 3 MP)
(Lv 10) Outside (Transports a party out of a dungeon or tower; Costs 8 MP)
(Lv 11) Bang (Inflicts low ground damage to ALL enemies; costs 5 MP)
(Lv 14) Return (Transports user to a previously visited town; costs 8 MP)
(Lv 15) Firebane (Inflicts medium fire damage to a group of enemies; costs 6 MP)
(Lv 16) RobMagic (Steals MP from an enemy to recover the user's; amount stolen increases with int/levels)
(Lv 17) Blazemore (Inflicts medium fire damage to a single target; Costs 4 MP)
(Lv 18) X-Ray (Checks if a chest is a trap chest or not; costs 2 MP)
(Lv 20) Defense (Halves the defense of a group of enemies; costs 4 MP)
(Lv 21) Bikill (Doubles the target's attack; costs 6 MP)
(Lv 22) Sleepmore (Attempt to put a group of enemies to sleep; success based on 50-100% of caster's int vs 100-150% of targets'; costs 6 MP)
(Lv 23) Boom (Inflicts medium ground damage to ALL enemies; costs 9 MP)
(Lv 29) Firevolt (Inflicts medium-large fire damage to a group of enemies; costs 12 MP)
(Lv 36) Blazemost - (Inflicts large fire damage to a single target; Costs 10 MP)
(Lv 38) Explodet (Inflicts medium-large ground damage to ALL enemies; costs 18 MP)
(Lv 40) Chance (Random Spell Effects)
~(Lv 37+) Kaboom (Inflicts large ground damage to ALL enemies; costs 18 MP)
(Lv 45) Nova (Inflicts massive ground damage to ALL enemies; costs 20 MP)
~(Lv 45+) Demagic (Clears buffs of a single enemy)
~(Lv 45+) Firestorm (Inflicts large fire damage to a group of enemies; costs 18 MP)
~(Lv 45+) Flare (Inflicts very large fire damage to a single target; Costs ? MP)
~(Lv 55+) Hell Flame (Inflicts very large fire damage to all enemies; costs 20 MP)
~(Lv 65+) Hell Blast (Hits all enemies for more damage than HELL FLAME; costs 24 MP)

CHANCE SPELL EFFECTS
  • A great pit opens up and engulfs the monsters. (Kills all enemies)
  • The parties magic is broken. (Your party's MP goes to 0)
  • The monsters magic is broken. (Enemies' MP goes to 0)
  • A great giant comes out and attackes the monsters dealing 110 damage to them. (Exactly what it says. Damage pierces any defenses)
  • Nothing happens
  • Everyone is hit by a strong force for 200 points of damage. (Defense piercing damage to EVERYONE)
  • A great storm comes and whipes out the party. (Everyone, monsters and your party, dies instantly)
  • The party is healed for x points of damage. (x = random)
  • The monsters healed for x points of damage. (x = random)

Goof Off
The Goof-Off is generally the master of disaster... and distraction! All of its skills tend to lean towards making the enemy lose a turn. Whenever it attacks normally, it has a fair chance to end up goofing off instead. Luckily, skills, parrying, psyching, and items will always work as commanded. Its goofing can be quite beneficial at times, as it can inflict unique statuses or break through monster's defenses. List of the various goofs listed below the skills.

(Lv 5) Tickle (Chance to distract the target.)
(Lv 7) Whistle (Summons a battle instantly)
(Lv 8) Giggle (Lowers target's tension to 0)
(Lv 11) Quick Joke (Attempts to distract a group of enemies)
(Lv 16) Boxer Dance (Attempts to distract a group of enemies [Better than Quick Joke...?].)
(Lv 19) Odd Dance (Lowers the target's mp; stronger than ROBMAGIC.)
(Lv 26) Stampede (Summons a stampede to inflict damage (based on attack, affected by target[s] defense) 3 times on random targets; can fail if luck is not over 35)
(Lv 29) Puff Puff (Appears to attack a single target for set [41-91]damage; metals unaffected, can fail; unaffected by tension)
(Lv 34) Panic Dance (Attempts to confuse a group of enemies; works on bosses)
(Lv 38) KO Dance (Attempts to instantly kill a group of enemies. Base success is range of user's int/4 to int/3 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; Around 550 int should kill all available enemies 100% of the time)
(Lv 42) Mega Magic (Inflicts damage based on 2-3 times your remaining mp at an enemy group; costs ALL MP.)

GOOF ANTICS
As the goof levels, their pool of goofs expands, and some even disappear (presumably, the less useful ones)
[Goof] just sits there thinking - Wastes the user's turn. Eventually disappears
[Goof] goes to pinch someone. [Target] is pinched./is not pinched. - If the target is pinched, they get distracted for an unknown amount of turns (anywhere from the end of current turn to... who knows). The target can be anyone from monsters to the goof's party members, to even the goof themselves!
[Goof] goes to grab someone - If successful, either spins the target around, which may (or may not) cause it to attack itself or its allies, OR will simply grab the target, causing it to possibly to be distracted for awhile.
[Goof] gets in [Monster]'s way - Doesn't appear to do much, but annoy a target; presumably taunts the target into attacking the goof.
[Goof] makes a silly joke - Distracts the enemy, sometimes for multiple turns.
[Goof] kicks up some sand - Blinds the enemy, reducing their accuracy; similar to the SURROUND spell.
[Goof] Starts to goof off but decides to attack - Attacks an enemy for less attack power, but appears to be a defense-ignoring move, including against metals.
[Goof] drops a rock on [Monster]'s foot for [X] points of damage! - Inflicts weaker, flat-rate damage on an enemy.
[Goof] trips and throws their weapon with great force - Does defense-piercing damage to a single enemy, including through metals. More damage than the 'start to goof but decides to attack' goof.
[Goof] throws a boomerang - Hits all enemies like a boomerang.
[Goof] starts to sing - Raises the defense of the party, similar to INCREASE.
[Goof] starts to juggle balls. [Goof] loses control of the balls and they fly all over the place. - Randomly hurts ANYONE in battle, sometimes multiple times.
[Goof] begins to juggle a bunch of strange bottles. Luquid spills out of the bottles. - Randomly heals ANYONE in battle, sometimes multiple times.

 
Thief

(Lv 2) Big Trip (Attacks and attempts to distract a single target from attacking)
(Lv 6) Smell Treasure (Detects treasure within your view; already obtained treasure not included
(Lv 12) Side Step (Attempts to attack a single target for large damage; 50% chance to miss, less damage than EVIL SLASH)
(Lv 16) Steal (Attempts to steal an item from a single target;)
(Lv 22) Squal Hit (Seems to let the user go first, inflicting a weak but fast physical attack)
(Lv 25) Call Army (1/11 chance to hit all monsters with half your current level + str/3 base damage, 1/11 chance to attack random monsters 2-5 times with half your current level + str/2, 1/11 chance to call an innkeeper to heal entire party for a low amount, 1/11 chance to call merchants to heal random party members 3-6 times with herbs for a low amount, 7/11 chance to fail)
(Lv 28) Fish Net (Distracts a single target with better success than LEG SWEEP/BIG TRIP, ignores metal immunity)
(Lv 38) Thief Hit (Attacks a single target while attempting to steal from it)

Paladin

 (Lv 4) Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
(Lv 7) Bird Slash (Increases damage on a single bird type target; Mad Raven, Infernavis, etc;)
(Lv 8) Flame Slash (Increased damage to a single ice type enemy)
(Lv 11) Ice Slash (Increased damage to a single fire type enemy)
(Lv 13) Bolt Slash (Increased damage to a single earth type enemy)
(Lv 16) Vacu Slash (Increased damage to a single wind type enemy, less to ground)
(Lv 17) Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
(Lv 19) Dragon Slash (Increased damage to a single dragon-type enemy)
(Lv 25) Falcon Slash (Attacks an enemy twice OR two enemies once with 70-80% of your attack on first hit, and 55-70% on second hit)
(Lv 38) Rain Slash (Hits all enemies; strength based)
(Lv 40) Guardian (Party's defense increases by 50% for a duration)
(Lv 42) Fairwind (Increases the party's resistance to spells)

 
Ranger

(Lv 3) Bark (Attempts to distract a single target from attacking)
(Lv 7) Rest (Puts user to sleep to recover a small amount of health & magic [19-34 hp, 8-11 mp])
(Lv 11) Berserker (Halves the user's defense to double attack)
(Lv 17) Medic (Heals self by a low amount [36-45])
(Lv 21) Cure (Cures self of status effects)
(Lv 28) Ultrahit (Deal a large amount of damage to a single enemy; costs 20 MP)
(Lv 38) Sword Dance (Attacks an enemy 4 times; usually does more damage than your normal attack)
(Lv 44) Gigaslash ()

Druid

(Lv 1) Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
(Lv 5) Icebolt (Inflicts low ice damage to a single target; slightly stronger than BLAZE. Costs 3 MP)
(Lv 8) Speedup (Increases the speed of the party by 50%; costs 3 MP)
(Lv 10) Outside (Transports a party out of a dungeon or tower; Costs 8 MP)
(Lv 11) Antidote (Cures Poison to a single party mate; costs 3 MP)
(Lv 13) Return (Transports user to a previously visited town; costs 8 MP)
(Lv 14) Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
(Lv 16) Slow (Halves the speed on a group of enemies; costs 3 MP)
(Lv 19) Stepguard (Neutralizes damage tiles for a certain amount of steps; costs 2 MP)
(Lv 20) Snowblast (Inflicts medium ice damage to group of enemies; Costs 12 MP)
(Lv 24) Vivify (50% chance to revive a single fallen partymate at 50% health; costs 10 MP)
(Lv 25) Bounce (Has a chance to reflect any spell targeted at caster; costs 6 MP)
(Lv 26) Blizzard (Inflicts large ice damage to a group of enemies; inflicts more damage than FIREBANE; costs 12 MP)
(Lv 30) Healall (Restores a single partymate's hp to full; costs 7 MP)
(Lv 31) Lightning (Inflicts large lightning damage to a group; more damage to ground element, less to wind; Costs 20 MP; Better damage range than Snow Storm, but does MUCH less damage if target resists magic comparably)
(Lv 32) Snow Storm (Inflicts large ice damage to a group of enemies; costs 12 MP; weaker than Lightning but does MUCH more damage on magic-resistant enemies comparably)
~(Lv 40+) Zap (Inflicts low lightning damage to a single target; more damage to ground element, less to wind; Costs 8 MP)
(Lv 44) Thordain (Inflicts large lightning damage to all; more damage to wind element, weak to ground type enemies; Costs ? MP)
~(Lv 50+) Alldain (Inflicts large lightning damage to all; more damage to wind element, weak to ground type enemies; Costs ? MP)

Bard
(Lv 9) Wake Song (Wakes up any sleeping party members)
(Lv 12) Curse Song (Identical to DEFENSE; attempts to halve the defenses of a group of enemies)
(Lv 13) Frigid Air (Damages all enemies [15-29]; set damage, but INT may increase its damage range)
(Lv 14) Mist Song (Attempts to prevent a group of enemies from casting spells)
(Lv 17) Fire Air (Damages all enemies [15-40]; set damage, but INT may increase its damage range)
(Lv 22) Sleep Song (Attempts to put a group of enemies to sleep; 1/3 chance of success, checks for whole group [Either whole group falls asleep or none])
(Lv 23) Blaze Air (Damages all enemies [14-72]; set damage, but INT may increase its damage range)
(Lv 25) War Song (Increases the party's resistance to spells)
(Lv 26) Ice Air (Damages all enemies [35-87]; set damage, but INT may increase its damage range)
(Lv 28) Hustle (Heals party [55-60]; less than the power of a sagestone, not affected by tension)
(Lv 30) Tsunami (Damages all enemies [45-91]; set damage, but INT may increase its damage range)
(Lv 32) Ram Song (Attempts to put a group of enemies to sleep; better chance than SLEEP SONG; checks for whole group [Either whole group falls asleep or none])
(Lv 34) Fire Tower (Inflicts damage on a single enemy [66-144]; set damage, but INT may increase its damage range)
(Lv 36) Hurricane (Damages all enemies [41-151]; set damage, but INT may increase its damage range)
(Lv 38) Angel Song ()

MERCS
Mercs (short for 'mercenaries') are companions you can recruit to join your party in lieu of actual people.You now find mercs in the Town of Benford at the Bar, where you can create any human class you would like. Monsters can be found VERY late in the game in the castle north of Evallice of the Sky World.

 You can find most human types in town while most monster types in caves, towers, and dungeons.

Hobble - Alyssa (Wizard) found at the inn.
Benford - Galand (Thief) found at the bar, Ravin (Ranger) found in locked room near item shop.
Thief Tower - Hori (Slime monster) found in same room as Hat of Wind.
Thief Cave - Drakee (Monster) found in a dead end cooridor.
Linden - Kenji (Fighter) found near the well.
Westhaven - Braxus (Soldier) found in the castle with all the pots.
Hamlin - Natalia (Pilgrim) found in church, Lorana (Paladin) located in the pub
Canford - Sasha (Goof-Off) found in building across the item shop.
Canford Well - Healer (Monster) found down the first stairs left of the well.
Lofton - Iris (Druid) found in building above item shop)
Azaria - Tristen (Bard) found in the castle on the right of the shops.
Mage Tower (Southwest-ish from Azaria) - Bengal (Monster) found in the middle of 2nd or 3rd floor)
Cave of Tantegal - Mini-Demon (Monster) found in a dead end.
Rainbow Drop Cave - Mad Clown (Monster) found at bottom of cave near Small Medal chest.
Fairforth Cave - Leaonar (Monster) found in upper right corner of dungeon's first floor.
Dwarf Cave - Dragon (Monster) found just before the cave/tower split in lower left corner.

SIDEQUESTS
The game now features NPCs that will give you sidequests to help you with leveling or equipment hunting. This section will be updated as more are found.

Note that sidequests aren't anything too special, just meant to be supplementary while one is grinding. Completing them all does not guarantee the best gear or anything in particular, just unique gear that may or may not be better than what you can buy.

Hobble
  • Quest: This guard wants a Slime Skin (Dropped by Slimes outside Hobble) REPEATABLE
Benford
  • Quest: This kid wants a Dive Rat Wing (Dropped by Dive Rats outside Linden and other locations) REPEATABLE
Linden
  • Quest: This old man wants Mage Cloths (Dropped by Magicians located in cave north of West Haven and other locations) REPEATABLE
  • Quest: This purple woman wants an Iron Ant Eye (Dropped by Iron Ants outside Linden, Westhaven, and other locations) REPEATABLE
Westhaven
  • Quest: This man wants a Red Slime Skin (Dropped by Red Slimes) REPEATABLE
Valenook
  • Quest: The Queen of Valenook wants Ozwarg Gems (Dropped by Ozwargs in Sage's Cave of Light World)
  • Quest: This merchant wants Babble Guts (Dropped by Babbles outside Valenook/Linlan/Hamlin)
Porthaven
  • Quest: This merchant wants Giant Worm Skins (Dropped by Sand Masters south of Danton in Light World)
Timerlin
  • Quest: This Nun wants a Metal Slime Skin (Dropped by Metal Slimes in the Pyramid of Light World AND some locations in Dark World.)
Danton
  •  Quest: This man wants a Poison Toad Skin (Dropped by Poison Toads South of Azaria)
Karia
 Quest: This blue guy wants a Mummy Heart (Dropped by Mummy Man in the Pyramid of Light World.)
  • Quest: This woman wants the Book of Sortia (Found in chest in Light world Pyramid)
Old Hut Dungeon
  • Quest: This monster wants Meat (Found in assorted chests/pots in game [Dark World Pyramid, Ashford, Evalice]) REPEATABLE

Cantlin
  • Quest: This guard wants a Werewolf Heart (Dropped by Werewolf)
Tantegal Castle
  • This old man wants a Shadow Mist (Dropped by Shadows in Zenithia Tower AND Dwarf Cave)

Kol
  • Quest: This lady wants Druin Brains (Dropped by Druins in Princess Cave of Dark World)
Ashford
  • Quest: This old man wants 'some' Dark Cloth (Dropped by Beastan OR Wraith)

Vashon
  • Quest: This guy wants a Demon Cloth (Dropped by Demonite)

Nomaly
  • Quest: Find this man's friend who went to world of light, warrior that wears a notable ring.
  • Quest: Bring this man a Flawless Scale (Dropped by Red Dragons in Final Dungeon of dark world)
Volcano Cave
  • Quest: This dragon wants Metal Babble Guts (Dropped by Metal Babbles located in Zenithia Tower, Drought Tower, and Slime Island)

Kavish
  • Quest: This bard wants to see 50 Green Dragon kills in your beastiary. (Located in Asaro's castle.)
    Reward: Flail of Destruction (95 attack, Soldier/Monster)

Washburn
  • Quest: This man wants a Golden Challice (Dropped by Gold Bashers located in Sphinx east of Valenook.)

Pikastan
  • Quest: Bring this man in blue a Marine Slime Shell (Dropped by Marine Slimes at Sea)
  • Quest: Bring this man in blue a Lava Doll Idol (Dropped by Lava Dolls in Dwarf Cave of the dark world.)
Mawki
  • Quest: Bring  the man in blue a Wraith Knight Bone (Found from Wraith Knights in Zenithian Tower in the dark world)
ZENITHIAN EQUIPMENT LOCATIONS
The full set of Zenithian Equipment is needed in your inventory to enter the Zenithian Tower.
  • Zenithian Helmet - Inside Orochi Cave, located south of Phale.
  • Zenithian Shield - Find the Silver Statuette (Located in the Mirror of Ra Cave) and give it to the king of Azaria. He'll hand you the shield and hint at where the sword if.
  • Zenithian Sword - Go to the top of the tower southeast of Lofton with the Elder's Letter and Erdrick's Token in your inventory. A voice tells you to talk to Elder in Hobble. When you do, he hands you the sword.
  • Zenithian Armor - Located in monster shrine way southeast of Noraburg, or east of Ashford. Requires having the Staff of Change in your inventory.
    • Staff of Change - After you get the Mirror of Ra (Located in its cave northwest of Nomaly), head to Nomaly's throne-room and talk to the king. Defeat him and he'll hand you the Staff.
  NOTE: Equipping all of the Zenithian gear (on you or your pet) will increase critical hit rate by a substantial amount, but sometimes causes pets to attack your party when attacking disjointed groups.

ORB LOCATIONS
The Orbs are needed to gain access to Ramia, your flying transportation.
  • Red Orb In UNDERGROUND VOLCANO on Light World Map (West of Soyo, South of Hamlin). Deep in the dungeon.
  •  Blue Orb - In WATERFALL CAVE. Requires Stone of Drought to enter.
    • Stone of Drought - located in DROUGHT TOWER, east of Old Hut.
  •  White Orb - Inside Snow cave. Requires Nook Grass to enter.
    • Nook Grass - You get this from Marta in SNOWMANTLE after talking to her, then picking up a package for her from WASHBURN.
  • Silver Orb - Inside SPHINX, east of Valenook.
  • Green Orb - Inside ORISA TOWER; Use Flute of Uncovering on upper right side of Tower, infront of the cut-off tree.
    • Flute of Uncovering - Acquire after showing a girl in SOYO a Mad Clown merc.
  •  Yellow Orb - Acquire in MALROTH CAVE. Requires Eye of Malroth to find the cave.
    • Eye of Malroth - Inside ship cave (Southwest most island in world of light).
CREST LOCATIONS
The crests are needed for getting into the bonus dungeon.
  • Moon Crest - Found in MAGE TOWER in the Light World, south west of Azaria.
  • Sun Crest - Found in ASAROS CASTLE in the Dark World, south of Fairforth through the shrine.
  • Star Crest - Found in ZENITHIA TOWER along the way up.
  • Water Crest - Found inside WATERFALL CAVE, north of Timerlin.
  • Life Crest - Found in FINAL DUNGEON a little before boss on a pedestal.

ALCHEMY LIST
Medical Herb + Medical Herb = Healing Water
Magic Herb + Magic Herb = Magic Potion
Gold Ring + Luck Seed = Luck Ring (+20 Luck)
Gold Ring + Mystic Acorns = Wisdom Ring (+20 Intelligence)
Gold Ring + Agility Seed = Agility Ring (+20 Agility)
Gold Ring + Strength Seed = Strength Ring (+20 Attack)
Hat of Wind + Wing of Wyvern = Hermes Hat (10 Defense, can use it as a Return spell; Equipable by All)
Leather Helmet + Wing of Wyvern = Feather Hat (+8 Defense)
Silk Robe + Agility Seed = Cloak of Evasion (Halves physical attacks half the time)
Cloak of Evasion + Agi Ring = Robe of Serenity (33 Defense, Immune to Sleep, Resist wind/boom spells, weak to lightning; Pilgrim/Wizard/Goof-Off/Fighter/Thief/Ranger/Druid/Bard)
Wizards Wand + Antidote Herb = Staff of Antivenom (Cure party of poison in battle/Cure one party member outside of battle)
Wizards Wand + Healing Water = Staff of Healing (Heal 40HP in battle)
Silk Robe + Leaf of the Word Tree = Angels Robe (35 Defense, Wind element, Immune to Defeat spells, weak to Boom [ground] spells)
Wizard Ring + Lifeforce Nutes = Life Ring (10 Defense, Recover HP as you Walk)
Magic Armor + Dragon Scale = Dragon Mail (45 Defense; Soldier/Monster/Paladin; Fire element, weak to ice)
Silver Shield + Dragon Scale = Dragon Shield (30 Def, Soldier/Monster/Paladin)
Miracle Sword + Magic Armor = Miracle Armor (44 Def, heals about 10% max hp per round in battle; Soldier/Paladin)
Saint's Ashes + Zombie's Mail = Dragon Mail (45 Defense; Soldier/Monster/Paladin; Fire element, weak to ice)
Saint's Ashes + Hades Armor = Metal Babble Armor (95 defense; Soldier/Pilgrim/Monster/Paladin/Bard)
Saint's Ashes + Unlucky Hat = Silver Helm (43 Def, Soldier/Paladin)
Saint's Ashes + Noh's Hat = Mysterious Hat (1 def, Reduces MP cost by half; Pilgrim/Wizard/Goof-Off/Fighter/Monster/Ranger/Druid/Bard)
Saint's Ashes + Demon Armor = Sword Edge Armor (55 Def, Reflects part of physical attack back on occasion; Soldier/Monster/Paladin)
Magic Armor + Demon Axe = Sword Edge Armor (55 Def, Reflects part of physical attack back on occasion; Soldier/Monster/Paladin)
Agility Ring + Orichalcum = Metorite Armband (30 Def, 60 Agi)
Dew of the World Tree + Orichalcum = Sages Stone (Heals party about 60-80 hp each; int MAY help its power)
Dew Yarn + Silver Loom = Water Flying Clothes (40 Def, immune to damage floors, Wind element; Pilgrim/Wizard/Goof-Off/Thief/Fighter/Monster/Ranger/Druid/Bard)
Silver Shield + Life Ring = Shield of Strength (40 defense; used as an item in battle heals 100hp; Soldier/Paladin)
Shield of Strength + Agility Seed = Aeolus Shield (50 defense; Soldier/Paladin)

DROPS LIST
The way the drop system work is monsters have three sorts of drops: common (50%), uncommon (30%), and rare (20%). These %s are what you have a chance of getting IF the game warrants a drop for you. Base % of drops is 5%. Your luck can help increase the drop rate. For every 20 luck, you get +1% chance to drop. However, this only applies to players and not their mercs.

You can further increase this by being a thief. Thieves have a natural +5% chance drop bonus if you are playing one. Partying other players also helps increase the drop rate for you all by a flat 4% per actual player.

For a quick run down:
Non-thief player by themselves or with merc = minimum drop rate 5%
Thief player playing by themselves: 10% minimum
Non-Thief with 3 other players = 17% minimum
Thief player with 3 other players = 22% minimum

-Equipment-
Pot Lid [Def 2; Equippable by All] - Arrop, Big Slug
Silver Shield - Lava Basher

Elven Shirt (resists Ice, weak to Fire) - Rogue Knight
Mythril Chain Mail - Saber Lion OR Bengal OR Grizzly
Robe of Wise - Mage Monja OR Demonite
Magicians Robe - Demonite

Gold Ring - Clay Doll
Cloak of Shadows [Acc; 20 DEF] - Shadow
Goddess Ring [+20 Def, MP Recovery as you walk, Acc] - Avenger Beak Prize only in bosses or Parcheesi runs
Shadow Medallion [+40int, Accessory] - Leapan Maskan
Cloth Cloak [+1 Def]
Elven Cloak [+5 Def] - Voodoo Shaman
Ruby of Protection [+5 Def, Prevents instant Death attacks] -  Lumpus OR Drakeema


Bunny Hat - Elerat
Lucky Band [12 Def Helmet, boost exp from battles by 50%; wearable by all] - Metal Babble

Golden Crow - Lyllipa OR Metal Scorpion OR Werewolf
Slime Knight Sword [85 atk; Soldier/Monster/Paladin/Ranger] - Infurnus Knight OR Golem
Sacred Bow [40 atk; Thief/Ranger/Druid/Bard] - Ferocial
Elven Bow [61 atk; Thief/Ranger/Druid/Bard] - Giant
Life Staff [Casts Vivify] - Blood Mummy

-Etc-
Parchis Ticket - Hork, Rogue Knight OR Ant Eater, Mage Monja, Drakeema OR Demon Ant Eater, Venom Zombie, Bison Bear OR Blue Beak, Ghoul
Leaf of World Tree [Revives one party member] - Terror Shadow, King Metal, Granite Titan, Phantom Knight
Saint's Ashes - Evil Mage
Golden Challice [Quest item]- Gold Basher
Wizard Ring [Use to restore mp, may break after use; more mp is recovered if used in battle than out of battle] - Razor Wind, Mummy, Sold in Elf Village if disguised as an Elf/Dwarf/Dog
Elfin Elixir [Restores ALL MP] - Arch Mage, Gas Cloud OR Dragonit OR Leaping Maskan
Life Stone [Prevents an instant death move ONCE, prevents Weak spell from working] - Demonite, Pit Viper, Silver Batboon, Gold Batboon


STEAL LIST
Baboon, Berserker, Caterpiller, Demon Anteater, Dive Rat, Grizzly, Healer, Iron Ant, Monjar, Rogue Knight,  - Medical Herb
Arrop, Canivore Plant Licklick, Lumpus, Ozwarg - Magic Herb
Big Cobra, Droll Magi, Graboopi, Poison Toad, Rogue Scorpion, Viper - Antidote Herb
Bluebeak, Dive Rat, Drakeema, Killer Bee, Star Wyvern  - Wing of Wyvern
Silver Batboon - Magic Water
Butterfly Dragon - Fairy Water
Demonite, Gold Batboon, Man Eater Chest, Mystic Doll, Pit Viper,  - Life Stone
Hunter, Red Slime - Healing Water
Man Eater Chest, Mimic - Magic Potion 
Man Eater Chest - Leaf of the World Tree
Mimic - Saint's Ashes
Iron Ant - Iron Ant Eye
Red Slime - Red Slime Skin
Big Cobra - Book of Amazons
Vampire Bat - Book of Boys
Butterfly Dragon - Book of Defiance
Vamp Cat - Book of Diligence
Goopi - Book of Eagerness
Rogue Whisperer - Book of Fool
Dark Doriard - Book of Having Your Way
Crescent Viper - Book of Helping
Flame - Book of Goof Cooking
Rabid Hound - Book of Kindness
Deadly Toadstool - Book of Logics
Droll - Book of Silence
Druinlord - Book of Truth


CARRYING NOTHING: Armored Knight, Army Ant, Avenger Raven, Bangler, Barog, Beleth, Bengal, Bison Bear, Blaze Ghost, Blizag, Blue Dragon, Bull Basher, Clay Doll, Crabus, Cyclops, Dancing Jewel, Demighoul, Dool Snake, Druin, Duke Malisto, Eiger Horn, Elerat, Eliminator, Evil Mage, Ferocial, Flama Dog, Flamapede, Flamer, Froggore, Fury Face, Ghost, Ghoul, Giant, Giant Moth, Giant Octopus, Gold Basher, Goldman, Golem, Green Dragon, Holo Ghost, Hork, Infurnus Knight, King Healer, King Slime, Knight, Lava Basher, Lava Doll, Lethal Armor, Lyllipa,  Mage Monja, Marine Slime, Master Necrodain, Metal Hunter, Mini Demon, Ogre, Phantom Knight, METAL BABBLE,  Metal Scorpion, METAL SLIME, Mummy Man, Poultergeist, Razor Wind, Red Cyclone, Scorpion, Shadow, Skeleton, Stone Man, Terror Shadow, Troglodyte, Troll, Vamp Dog, Venom Zombie, Were Tiger Werewolf, Witch, Wizard, Wraith, Wraith Knight


Mini-Medal Rewards
  • 8 Mini Medals = Wizard Ring (Can restore up to 50 MP multiple times, but a chance to break with every use.)
  • 15  = Silver Harp (Instantly summons a battle, identical to Goof's Whistle.)
  • 23  = Magic Bikini (Def 40; Fighter/Goof-Off/Thief/Ranger/Monster/Bard/Druid)
  • 30  = Saint's Ashes (Used in Alchemy)
  • 38  = Miracle Sword (82 Atk, Heals a little with each swing; Soldier/Paladin)
  • 45  = Gringham Whip  (80 Atk; Thief/Goof-Off/Monster/Bard/Ranger)
  • 53  = Orichalcum (Used in Alchemy for Sage Stone OR Meteorite Armband)
  • 60 = Metal Babble Helm (50 Def; Soldier/Monster/Paladin/Bard)
  • 67 = Staff of Life (In battle casts Vivify on partymates)
  • 75 = Staff of Divination (25 Atk, In battle, can heal hp, restore mp, or do NOTHING randomly; Pilgrim/Wizard/Druid)
  • 80 = Metal Edge Boomerang (62 Atk, Hits all enemies and hurts metals more than normal weapons; Thief/Ranger/Goof-Off)
  • 90 = Thor Sword (175 Atk, casts EXPLODET if used in battle; Soldier/Paladin)
  • 99 = Dragon Cloak (90 Def, earth element; equippable by ALL)

Silver Key Locations
  • The cave between West Haven and Hamlin have doors on the right which leads to a small medal chest.

Magic Key Locations (Places to go back to)
  • WestHaven - Make a left just before throne room. (Fairy Water, 100 gold, Medical Herb, 84 gold, Magic Herb, small medal)
  • Valenook - West side of castle has an oldman who can give you a hint about an orb. East side has a locked room with a small medal in a drawer.
  • Canford - On east side of town, the library has a locked room with two pots containing 1 lifeforce nuts each
  • PortHaven - Above the inn is a locked room. 2/3 drawers has a poison needle and a medical herb.
  • Timerlin - Go upstairs of the inn, left room locked with a woman who speaks of the king owning a "strage" shield. Drawers contain a small medal.
  • Tantegal - East of throne room has a magic key door. There's a shop that sells Magic Potions and Healing Water outright instead of having to make them it.
  • Ashford - Inside castle west of throne room, first door of the treasury is sealed with a magic key. Second door requires the final key however
    -Inside castle on the northwest corner are stairs leading to the prison. Go down and follow it until you see a magic door, leads to two hidden chests (Lifeforce Nuts and Magic Map)
  • Southwest of Ashford - The shrine you came in from had magic key doors, one leading to the parchisi track.
  • Noraburg - Southeast house has a room with a chest locked in it.
Gold Key Locations
  • Shrine West of Noraburg - Has two chests containing Mystic Acorns and a Small Medal.
  • Shrine near Asaros castle - One Gold Key Door chest containing 435 Gold
  • Shrine southwest of Mysteria - Two Gold Key Doors with 1 drawer each holding Small Medals (2 total)
  • Statue near Valenook - Just for access.
 FINAL KEY LOCATIONS
  • Valenook Castle - Room right of throne room. Chests contain Silver Shield, Ice Blade, small medal x 2, Ortega's Helmet [28 Def; Paladin], 10,000 Gold, Agility Ring, Luck Seed, Fighter's Ring. One of the Barrel's contains an additional Small Medal.
  • Ashford Castle - Inside castle west of throne room, first door of the treasury is sealed with a magic key first, final key second. Chests contain medical herb, magical herb, small medal, 55 gold, and 300 gold. Other chest is just empty.
    - Inside the jail, a drawer near the guard contains a small medal.
  • Shrine near Asaro's Castle - Chest behind jail door contains 1000 gold.
  • Soyo - Upper right corner of town, one jar contains a small medal.
  • Mawki - North of town contains a casino behind jailed doors, where you can play blackjack or slot machines.
  • Taian - Left side of town there are pots behind a jail door. One pot contains a small medal.
  • Edora - At the inn, one room behind a jail door holds a chest with a small medal.
  • Pyramid north of Karia - Left side of first floor has a jail door with two chests. Chests contain Aeolus Shield [50 defense; Soldier/Paladin] and Armor of Radiance [65 Def, auto-stepguard + heal walking; Paladin]
  • Old Hut Cave - After going downstairs, there are two jail doors leading to a room with two chests containing Sword of Kings (120 attack; Paladin) and Demon Armor (60 Def; Soldier/Monster/Paladin; Cursed gear best used for alchemy)