Dragon Quest 6 (e)

Andere Lösungen
Dragon Quest 6 FAQ v 1.0

This is part 1 of my FAQ for the Super Famicom game Dragon Quest 
6. This part deals mainly with the characters, the jobs, and the battle 
system of the game. I have also written a walkthrough for the game which 
you can find at my homepage:

Battle System
The Job System
Descriptions of Jobs and Job Data
The Characters
Monsters you can get in your party
General game rules and information
Mini-games within DQ6
 The Casino: Poker and the Slots
 Chiisa na Medals
 The Best Dresser Contest
 The Slime Arena


Like any good RPG, a very large part of Dragon Quest 6 involves 
fighting monsters.  The battle system of DQ6 is more complicated and 
detailed than most other RPGs but is set up in a fairly easy-to-use 
interface. When you first enter a battle there are four commands you 
can use:

Tatakau (Fight): When you select this command, the round will start 
as-is, and you will be able to choose how you wish to attack.

Irikae (Change): If you have characters not actively participating in 
battle inside the wagon, you can use this command to change your 
lineup.  Once you select this you will have two choices: "Irikae" 
(Change)  and "Sougae" (Lineup).
"Irikae" will switch a party member currently in battle with an 
inactive character of your choice. However, if you don't have any 
characters in the wagon, or the wagon is not with you at the moment 
(like when you're in a dungeon) you cannot use this command.
"Sougae" will allow you to change the lineup in which your characters 
fight. If the wagon is available, both the characters in the wagon and 
those currently in battle can be selected.

Sakusen (Battle plan): If you are using the AI to control your 
characters, (except for the main character) you can use this to select 
the battle plan they will use. Here are all the Sakusens.

	Gangan ni Ikou ze (Let's go all-out): This is a purely offensive 
battle plan. All of the characters will use their most powerful spells 
and techniques available to kill the monsters as easily as possible. 
The characters will not bother guarding and will usually not use 
healing spells as well.  This is a good plan to use when building up 
job levels, but is generally unwise to use in dungeons or against 

	Minna Ganbare (Everyone do your best): This is a balanced 
attack plan.  The characters will use whatever spells and abilities 
work best against the monsters, and will heal if necessary. Like all 
the other plans, they will not use items.  This is the best all-around 
plan, and is good for exploring or when in dungeons that you know 
don't have a tough boss at the end.

	Ore ni Makasero (Leave it to me):  All of the computer-
controlled characters will completely leave the fighting to the hero, 
casting power-up spells on him, protection spells, healing spells, and 
techniques that would hinder but not damage enemies. They will not 
attack.  This plan is kind of useless, unless your main character is 
really strong and the rest of the party is rather weak. Don't use this 
plan if the main character is not in your party because none of the 
characters will attack the monsters.

	Jumon o Tsukau na (Don't use magic): When using this plan, 
none of the computer-controlled characters will use any ability that 
takes MP. They will use the most powerful attack and healing 
techniques they know, as long as they don't use up any MP. This plan 
is the way to go when you're on your way to a tough boss you need 
to conserve MP for or when you're in unknown territory.  I tend to 
use this plan more than any of the others, except for maybe Meirei 

	Inochi Daiji ni (Take care of life): This is a purely defensive 
battle plan; the characters will attack like Minna Ganbare, except that 
they will focus on keeping the characters' defense power and HP as 
high as possible. This is a good plan to use if the monsters you are 
fighting severely outclass you. It's good as an all-around plan too, but 
your characters tend to waste MP on healing spells when they're not 

	Meirei Sasero (Follow orders):  With this plan, you control 
exactly what each of your characters do. This is the plan to use when 
fighting just about every boss. It's a good plan to use normally too, 
but fights will take longer and unless you know each monster's 
weakness beforehand is not always the most useful plan, since the 
computer AI knows each monster's weakness and will always try to 
exploit it when controlling your characters.

Nigeru (Flee): If you select this, then your characters will try to 
escape the battle. It won't always work, and if you unsuccessfully try 
to escape some of the monsters will get a free shot at you.

Once you select "Tatakau" there are six choices you have to attack the 

Tatakau (fight): Use whatever weapon you are currently using to 
attack the enemy. Unless your weapon attacks all of the monsters, 
you must also select a target.

Jumon (Spell): This is used to cast any magic spells you have learned 
in battle. Most spells require MP to cast, but there are some that do 
not. If your spell does not affect all the monsters or all of the party, 
you must also select a target. If you have "Mahoton" or any other 
magic-sealing spell or ability cast on you, you won't be able to use 

Bougyo (Defense): Use this to make your character defend. He or she 
won't attack, but damage from enemy attacks, skills and some spells 
will be significantly reduced.

Tokugi (Skill): This is used to use any skills that you have acquired in 
your journey. Most skills don't use MP, but a few of the more 
powerful ones do.  Even if your spells are sealed through "Mahoton" 
or something else, you can still use Tokugi, even if they take MP.

Dougu (Item): Use an item currently in the character's possession.  
Some will be used up, others won't. You cannot use an item that 
another character is currently holding, or an item that's in your bag, 
so make sure you're holding what you need when you go into battle.

Soubi (Equip): If there's an item in your inventory that you want to 
equip, use this command. It won't take up a turn if you do so.


One of the most unique aspects of DQ6 is its job system.  Throughout 
the first eighth of the game or so none of your characters will have 
specific jobs or the ability to change jobs, but once you kill Mudo and 
revive Darma no Shinden, you can go there to change jobs. There are 
18 jobs in total: 9 base classes, 7 hybrid classes, and 2 hidden jobs.

How the system works:
Each job has its own special stats and abilities. When you change 
jobs, your stats will change accordingly. For example, if you become a 
Fighter, your HP and strength might go up but your MP and 
intelligence might go down a bit. Your level will never be changed, 
and you can go back to Darma no Shinden and change jobs at any 

Job levels:
When you first choose a job, you will start out at level 1 proficiency. 
As you battle monsters, your job level will increase, and you will 
gain more and more skills and spells.  Once you reach level 8 
proficiency, you have mastered that job and will no longer advance 
in it.  You have to go through a set number of fights before you will 
advance in level, but you have to fight monsters roughly the same 
strength as you are, so don't expect to max Yuusha by fighting tons of 
Buchi Slimes.  The number of fights required to become a Job master 
ranges from 119 to 299.  It sounds like a lot, but it goes faster than 
you might expect.  But it will take an extremely long time to have 
every character max every job so think in advance what you'd like 
each character to be.  Depending on what jobs you choose, you will 
generally have maxed 4-6 jobs per person by the time you reach the 
last boss, unless you sat around killing a lot of monsters.

Changing Jobs:
Once you max a job level, you will generally want to change jobs 
immediately so you can start learning new skills and spells. You will 
still be able to use any skills or spells you learned previously at any 
time even after you change jobs, so there is no real reason not to do 
so.  When you first start out you will have access to 9 base jobs. 
There are also 7 more powerful hybrid classes, but these classes 
require mastery of 2 or more jobs before you can pick them. e.g. to 
become a Battlemaster you must max the Senshi and Budoka classes 
first.  Some classes work better for some characters than others, so 
you should think out beforehand what hybrid classes you want for 
each character to help decide which jobs you want to pick. Once you 
pick a new job your stats will change accordingly.  Although there is 
nothing that prevents you from changing class before mastery of an 
earlier one, it is generally not a very good idea to do so.  You will 
have a much easier time if you try to specialize each character, 
rather than giving one character a bunch of weak powers in many 
different classes, and by sticking with a class until it's maxed, you  
get you the powerful jobs more quickly.  

Hidden Jobs:
In addition to the 16 jobs in the instruction manual, there are also 2 
hidden jobs in the game.  In order to get these jobs, you must find 
various "Satori" (knowledge) first.  Once you have found a Satori, 
take it to Darma no Shinden and have the character you want to 
change hold the Satori, and he/she/it will be able to change to that 
job.  However, upon using a Satori, it disappears, so choose which 
character you want to use it wisely. Once a character has used a 
Satori and gaind knowledge of a hidden job, he/she/it can change 
between it and any other jobs freely.


Base Jobs:

Senshi (Warrior, Fighter, Knight, what have you):
The Senshi specializes in fighting with weapons, and his skills involve 
using weapons.  The Senshi's HP, strength, and defense are high, but 
in exchange, intelligence and MP are rather low.  Likewise, magic 
defense is also low.
Number of fights needed to master: 149

Butouka (Literally "fighter", but a martial-arts expert type):
The Butouka specializes in hand-to-hand unarmed combat, and his 
techniques are likewise martial arts maneuvers.  The Butouka's base 
HP, vitality, strength, and attack power are lower than that of a 
Senshi, but his speed, intelligence, and MP are higher. Also, when 
using skills, the Butouka does more damage than a Senshi, and is 
probably the most damage-dealing of all the non-hybrid or secret 
classes. Like the Senshi, the Butouka's magic defense is painfully low.
Number of fights needed to master: 199

Mahoutsukai (Wizard, Sorcerer, Magic-user, etc..):
The Mahoutsukai is a master of offensive magic, teleport, and a few 
defensive spells. His HP, Strength, Defense, Vitality, and Offensive are 
very low, but his intelligence and MP are higher than any of the 
other base classes. It is difficult to survive as a Mahoutsukai, but the 
spells learned are very powerful, and Mahoutsukai mastery is a 
prerequisite for two very useful hybrid jobs, including the second-
most powerful.
Number of fights needed to master: 179

Souryo (Priest):
The Souryo is a master of defensive spells and a few attack ones as 
well. He's stronger and has significantly higher HP than a 
Mahoutsukai, but is slower and has fewer MP.  Souryos are all-
around excellent characters to have in your party and Souryo 
mastery is a prerequisite for two of the most powerful hybrid jobs. I 
recommend that every character obtain Souryo mastery at some 
point during the game.
Number of fights needed to master: 149

Odoriko (Dancer):
The Odoriko is a very unique class, and can perform many dances 
during battle that have unusual effects.  The Odoriko's speed and 
Kakkoyosa (stylishness) are higher than any of the other classes, and 
his MP are higher than any other non-magic related class, but his HP, 
Strength, and defense are rather low.  Out of all the classes, the 
Odoriko takes the least number of fights to achieve job mastery.
Number of fights needed to master: 119

Touzoku (Thief):
While the Touzoku is not a particularly strong character in battle, his 
techniques that can be used on the field are invaluable.  The Touzoku 
can find hidden treasures, locate towns, and can move stealthily so as 
to avoid monster attacks.  After battles, the Touzoku can sometimes 
locate hidden treasures on the monsters.  For exploration, the 
Touzoku is the most valuable class.
Number of fights needed to master: 139

Mamonotsukai (Monster User):
The Mamonotsukai's stats are all somewhat mediocre; he's less of a 
fighter than the Touzoku, and his HP and MP aren't great, either. In 
addition, most of his techniques are not particularly useful.  
However, the Mamonotsukai is one of the most invaluable classes 
because sometimes a Mamonotsukai can sometimes convince 
monsters to join the party after they are defeated in battle.  The 
monsters that join your party are there for good, and you can also 
give them jobs or equip them with weapons and armor.  
Furthermore, some of the monsters you gain in your party have 
abilities that no other character can get, and there are a few 
treasures in the game impossible to get without monsters.  However, 
you must be on the field to get a monster in your party, and your 
Mamonotsukai has to actively participate in the battle to get 
monsters. As soon as you gain the ability to get jobs, you should give 
this job to at least one of your characters.
Number of fights needed to master: 164

Shounin (Merchant):
The Shounin is about as good a fighter as the Touzoku, but is slower 
and has higher HP.  The Shounin has a lot of unique abilities, such as 
the ability to identify the function of items, dig holes in the ground to 
look for stuff, and summon shops away from town. After a battle, the 
Shounin can also found nominal amounts of extra gold (like 10-50 
gp) after battles.  Not a particularly valuable class, but not a useless 
one either.
Number of fights needed to master: 129

Asobinin (Literally "Playing person")
The Asobinin is probably the strangest and most unique class in DQ6. 
Almost all of his stats are really low, is not a very good fighter or 
spellcaster, and also plays around during battle when you tell him to 
do stuff, but has many strange and useful techniques.  Most of the 
Asobinin's techniques rely on luck.  For example, the technique 
"Asobi" (play) could randomly has the Asobinin do anything from 
shooting snot at the monsters to casting incredibly powerful spells 
that take no MP. Each character has different "Asobi"s that he/she/it 
can learn, so basically the Asobinin is a chancy class; if you're 
unlucky you could be in real trouble, and if you're lucky you'll 
devastate the monsters.
Number of fights needed to master: 154

Hybrid classes:

The Battlemaster is a master of non-magical combat, both armed and 
unarmed.  To become a Battlemaster, you first have to achieve 
mastery in both Senshi and Butouka.  The Battlemaster specializes in 
special slashes that go for particular weaknesses of enemies, for 
example Dragon Cut will work well against Dragons.  The 
Batllemaster's strength and HP are superior to almost every class, 
but his MP, intelligence, and Magical defense is very low.  The 
Battlemaster is a very powerful class, and you should plan ahead to 
have one or two people master it.  Once a Battlemaster reaches full 
mastery of the job, he or she receives a 20 point chikara (strength) 
Number of fights needed to master: 249

Mahousenshi (Magic Warrior):
The Mahousenshi combines physical strength and magical power in a 
deadly combination of weaponweilding and spellcasting.  To become 
a Mahousenshi, you must first master both the Senshi and 
Mahoutsukai classes.  The Mahousenshi is stronger than a Senshi and 
has more MP than a Mahoutsukai. In addition, his techniques are 
very useful; he has a few magically-enhanced slashes, and also is the 
only character that can learn the most powerful fire magic, 
Merazoma.  Mahousenshis that have reached the maximum level of 
job mastery have their maximum Magic Points increased by 20.
Number of fights needed to master: 239

The Paladin is a master of physical attacks and healing magic, and 
one who wishes to become a Paladin must first obtain mastery of the 
Butouka and Souryo classes.  The Paladin has high HP, MP, Attack 
and defense power.  In addition, his techniques are very powerful. 
He can use a powerful vacuum attack that takes no MP to use, can 
learn the most poweful wind spell, Bagicross.  Upon reaching mastery 
of the job, the Paladin can learn the Grand Cross technique, an 
extremely powerful Tokugi that can be used even when the Paladin's 
magic is sealed, and which no magical barrier can stop.  The Paladin 
is probably one of the three most powerful hybrid classes, and 
having a mastered Paladin will help you a lot towards the end of the 
game.  Paladins that become Job Masters receive a 20 point bonus to 
their maximum hit points.
Number of fights needed to master: 259

Kenja (Wiseman, Philosopher, real good translation):
The Kenja is the ultimate magic-using class.  To become a Kenja, one 
must master the Mahoutsukai and Souryo classes.  The Kenja's HP are 
higher than both the Mahoutsukai and Souryo classes, and has the 
highest MP in the game.  In addition, the Souryo's spells are far and 
away the most powerful in the game, and a Kenja master can inflict 
devastating damage on his enemies, even more than a Battlemaster. 
Furthermore, due to his or her mastery of the magical arts, all spells 
and techniques that require MP will take fewer MP than usual to the 
Kenja.  Overall, the Kenja is quite arguably the second-best class in 
the game.  Kenjas that fully master the job receive a 20 point bonus 
to their maximum Magic Points.
Number of fights needed to master: 269

The Ranger is a ninja-like class that protects the forests. To become a 
Ranger, one must master the Touzoku, Shounin, and Mamonotsukai 
classes first.  The Ranger is a good fighter in battle, but less so than 
the other hybrid classes.  The Ranger's stats aren't all that high, 
compared with the other hybrids but his abilities are very useful.  A 
ranger can cast spells to keep weak enemies away and eliminate 
damage done from swamps and lava, and also has several useful 
defensive techniques in battle. A good class for that utility character 
who doesn't spend a lot of time in battle but helps in exploration.  
When a Ranger reaches his or her maximum level of proficiency, he 
or she gets a 20 point bonus to their Subayasa (Speed.)
Number of fights needed to master: 199

The Superstar is a really stylish type of person that everybody is a 
fan of.  To become a Superstar, one must first master the Odoriko and 
Asobinin jobs.  The Superstar's Kakkoyosa is higher than that of any 
other class, and his HP and other abilities aren't too shabby as well.  
Like its two prerequisite classes, the Superstar's moves are 
somewhat strange unique, but are also really powerful, like the 
Hustle Dance, which heals everyone in the party and takes no MP at 
all.  Also he has the Seirei no Uta, which will revive everyone in the 
party.  The Superstar comes in very handy towards the end of the 
game, and the Hustle Dance is especially a lifesaver.  Superstars that 
reach full mastery of the job receive a 15 point bonus to their 
Number of fights needed to master: 219

Yuusha (Literally "Brave Man," but more like "Hero"):
The Yuusha is the ultimate class in DQ6.  To become a Yuusha, the 
main character must master any class among Battlemaster, Kenja, 
Ranger, or Superstar first.  Any other character may also become a 
Yuusha, but must first master all four of the above classes.  The 
Yuusha is probably the overall most powerful class in the game.  His 
HP, MP, and all other stats are higher than or tied with every other 
class in the game.  In addition, his techniques are extremely 
powerful.  Meisou is a technique that will heal 500 of your HP yet 
takes no MP.  Gigas Slash is a powerful slash that will do about 400 
HP damage to a group of enemies, and which no magic barrier or 
Mahoton spell can stop.  Jigo Spark does about 300 HP damage to 
every monster you are facing.  And Minadein, the most powerful 
spell in the game, will do 600-700 points of damage to a single 
monster.  It will be much more difficult to beat the last boss of the 
game without a Yuusha in your party.   Yuushas that reach the 
maximum level of proficiency in their job get a 40 point bonus to 
their maximum magic points.
Number of fights needed to master: 149

Hidden Classes:

The two hidden classes are difficult to obtain, but are very powerful, 
even comparable to Yuusha.  Choose wisely whom you give these 
jobs to, as not everyone will be able to master them.

The Dragon is a master of dragonlike abilities, and like a dragon, is 
hardy and powerful.  You will only be able to obtain three Dragon no 
Satoris before winning the game, so decide carefully who will use 
them.  The Dragon's HP, Strength, attack and defense power are all 
slightly higher than the Yuusha, but his MP are significantly lower.  
His abilities consist entirely of different fire and cold breath 
weapons, many of which are unfortunately not very strong.  The last 
skill gained by the Dragon, Kagayaku iki, is the most powerful 
technique in the game that does not use MP, though.  The Dragon is 
probably not better than the Yuusha class, but is at least as equally 
or close to as useful.  Dragons that reach their maximum job level get 
a 20 point bonus to their Chikara (Strength.)
Number of fights needed to master: 279

Hagure Metal: (Lost Metal, lit)
The Hagure Metal can make his body like that of the Hagure Metal 
Slime, a wily and difficult-to-kill monster.  There is only one Hagure 
no Satori in the game, and even that one is unattainable until after 
having won the game.  Furthermore, its location is well-hidden, so it 
is extremely difficult to get.  There is an enemy that occasionally 
drops Hagure no Satoris as well, but you can't fight it until you win 
the game. However, the Hagure Metal is an extremely powerful job.  
The Hagure Metal's HP are strikingly lower than every other class in 
the game, but his defense is so high that most monsters can only do 1 
or 2 points of damage each hit.  Also, the speed of the Hagure Metal 
is far greater than that of any other class and almost guarantees the 
first strike in a battle.  In addition, the Hagure Metal is resistant (but 
unfortunately not immune) to all types of offensive magic.  The 
techniques gained by the Hagure Metal are few and far between, but 
the later ones are very effective, and include Jigo Spark, the 
powerful Madante, and the devastating Big Bang.  Once a Hagure 
Metal reaches the maximum level of job mastery he or she becomes 
completely immune to all types of offensive magic.
Number of fights needed to master: 299


When you change jobs, your stats change accordingly.  Below is a list 
of all the statistic changes from each job.  Note that they are all 
percentages, but the increase and decrease are from your character's 
basic stats, i.e. his or her stats when not doing a job at all.

Strength +10%, Speed -35%, Wisdom -30%, Max Hp +10%, Max MP, 

Speed +15%, Defense -10%, Max MP -50%

Strength -40%, Speed -5%, Defense -40%, Wisdom +20%, Max Hp 
-40%, Max MP +10%

Strength -20%, Speed -10%, Defense -30%, Wisdom +10%, Max HP 

Strength -30%, Speed +30%, Defense -40%, Kakkoyosa +10%, Max HP 
-30%, Max MP -20%

Strength -10%, Speed +20%, Defense -30%, Wisdom -10%, Kakkoyosa 
-20%, Max HP -10%, Max MP -40%

Strength -15%, Defense -20%, Max HP -20%, Max MP -30%

Strength -5%, Speed -40%, Defense -20%, Wisdom +20%, Kakkoyosa 
-20%, Max MP -50%

Strength -30%, Speed -30%, Defense -40%, Wisdom -20%, Kakkoyosa 
+5%, Max HP -30%, Max MP -40%

Strength +15%, Speed +10%, Defense +10%, Wisdom -20%, Max HP 
+20%, Max MP -40%

Strength +5%, Speed -10%, Defense -15%, Max HP -10%, Max MP +10%

Strength +10%, Speed +15%, Wisdom +15%

Strength -30%, Speed +5%, Defense -20%, Wisdom +20%, Max HP 
-20%, Max MP +20%

Strength -10%, Speed +20%, Defense -20%, Wisdom +10%, Max HP 
-10%, Max MP -30%

Super Star:
Strength -20%, Speed -10%, Defense -10%, Kakkoyosa +15%, Max HP 
-20%, Max MP -10%

Strength +10%, Wisdom +15%, Kakkoyosa +15%, Max HP +10%, Max 
MP +10%

Strength +20%, Speed -20%, Defense +20%, Wisdom -10%, Max HP 
+30%, Max MP -20%

Hagure Metal:
Strength -40%, Speed +100%, Defense +100%, Wisdom -20%, Max HP 
-80%, Max MP -30%


While any character can be any of the 18 classes available in DQ6, 
each character is unique.  For example, Hassan overall has higher 
strength than Chamoro, while Chamoro has higher intelligence than 
Hassan.  In addition to basic stat differences, each character learns 
some techniques "naturally."  In other words, sometimes a given 
character will learn techniques when they reach a certain level.  For 
example, Mireyu will learn the Ice spell "Hyado" just by reaching the 
right level.  Some spells and techniques cannot be learned by gaining 
job levels, and can only be learned "naturally."  Mireyu's "Hyado" is 
an example.  Barbara's "Mera" is another.   By level 20, most 
characters will have learned all the "natural" skills they have.  For 
the most part, with the exception of the monsters you gain in your 
party, it is unlikely that you will learn any skills naturally by the 
time you can choose jobs. (Unless you ran from a whole lot of 
monsters and were extremely lucky fighting Mudo)

The Hero/Main character:
When you start the game, this will be the only character you control. 
He's also the only character you can name until you find the 
renaming shrine.  The main character is a 17-year-old boy from a 
small village in the mountains, Lifecod, but there is also something 
mysterious about him....The main character is the most unspecialized 
character in the game; none of his stats are particularly high, or low 
either for that matter. He naturally learns a Shounin technique or 
two and a few Souryo and Mahoutsukai techniques.  His lack of 
specialization makes him the all-around best character; whatever job 
route you choose to take him on, he will be good at it. He is also the 
character that can be made a Yuusha the fastest.  As soon as Darma 
Shinden revives, I suggest you make him a Mamonotsukai first, then 
make him learn the classes to become a Kenja, and after mastering 
Kenja, to become a Yuusha. If you do it this way, you will be able to 
get monsters in your party very early, will have almost all of the 
most powerful spells, and will probably max Yuusha just as you get 
to the last boss.

Skills the Hero gains naturally:
Starts with Omoidasu
LV4-Hoimi, LV6-Inpas, LV 7-Rukani, LV 8-Rura, LV 10-Motto 
Omoidasu, LV 13-Wasureru, LV 18-Fukaku Omoidasu
The Hero will also learn Raidein during a specific point of the story.

Hassan is a wandering martial artist who picks up odd jobs here and 
there....or is he?  Like the hero, there's something just not right about 
Hassan, and he's lost part of his memory as well.  Hassan is a born 
fighter, and has the highest strength and HP of all of the characters 
in the game.  However, his MP level is very low, and he is weak to 
magical attacks.  He naturally learns a few Butouka, Paladin, and 
Battlemaster techniques.  I suggest that you shoot for making Hassan 
a Battlemaster when Darma Shinden first revives, since that is 
naturally what he will be best at.  I also suggest you max Butouka 
before Senshi for him since the Butouka techniques are more 
powerful and will make him a much more effective Senshi.

Skills Hassan gains naturally:
LV5-Tobihizageri, LV14-Sutemi, LV18-Nioudachi.
Hassan will also learn Seikenzugi at a specific point in the story.

Mireyu is a mysterious young girl who is an apprentice to a fortune 
teller, Granmaz.  Not much is known about her.  Mireyu learns some 
Mahoutsukai and Souryo spells naturally, but can also use some 
warrior-type weapons like swords.  However, her MP are lower than 
the other "magic-related" characters.  Since her Kakkoyosa and speed 
is higher than most of the other characters, I suggest shooting for 
making her a Superstar.  But since Superstar doesn't take a lot of 
fights to max, you might want to make her a Souryo first since the 
healing spells come in handy during the middle of the game.

Skills Mireyu gains naturally:
Starts with Hoimi, Kiari, and Skara.
LV6-Manusa, LV8-Riremit, LV9-Hyado, LV11-Rariho, LV13-Behoimi, 
LV15-Io, LV18-Skult

While searching for the Mirror of Ra, the party finds Barbara, lost 
and semi-existant. Barbara has no idea where she is from, but there's 
something about her that makes her seem different from the rest of 
the party....what could it be?  When she first joins you, Barbara is 
very weak, but she learns some fairly powerful Mahoutsukai spells.  
She is the only character that can equip the Green Gum Whip, tied for 
the most powerful weapon in the game, and by the end Barbara can 
fight almost as well as she can cast spells.  I suggest that you shoot 
for making Barbara a Kenja, and make her a Mahoutsukai first so she 
won't be weak during the middle of the game.  Towards the end of 
the game, Barbara also makes a surprisingly good Butouka, but 
getting her magic skills is more important.

Skills Barbara learns naturally:
Starts with Mera, Manusa, Rariho, and Rukani.
LV6-Gira, LV8-Rura, LV10-Reremit, LV12-Rukanan, LV14-Mahotora, 
LV16-Begirama, LV18-Medapani.
Barbara will also learn Madante during a specific point of the story.

Chamoro is the youngest character in the party, and comes from the 
town of Gent.  He is a priest-in-training, and learns many Souryo 
spells naturally.  He is also the only character who can learn Zaoraru, 
the revive spell, before Darma Shinden gets revived, so he is an 
invaluable character until you beat Mudo. Chamoro's MP are the 
highest of all the characters, but he's not a very good fighter 
naturally.  Since his MP are so high, I suggest you build him towards 
becoming a Kenja. Since he gets a whole lot of Souryo techniques 
naturally, you might want to make him a Mahoutsukai first, but an 
extra Souryo never hurts either, especially since it takes time before 
Chamoro learns the more powerful Souryo spells naturally.

Skills Chamoro learns naturally:
Starts with Hoimi, Behoimi, Bagi, Kiari, and Nifuram.
LV11-Mahoton, LV13-Zaoraru, LV 15-Bagima, LV17-Kiariku, LV19-
Behoma, LV21-Zaki

Amos is the polite and good-natured local hero of the village of 
Monstoru; he once saved the village from a monster invasion.  
However he got sick and is being taken care of by the villagers since 
he saved their lives.  One problem, though; at night Amos turns into a 
giant dog-like monster and causes earthquakes.  He doesn't realize 
that he's doing this, and although the villagers do they won't tell him 
for fear that he will worry about harming someone, leave the village, 
and die of his illness.   Amos joins the party after they heal his 
illness.  Once in your party, Amos can turn into a monster during 
battle.  You can't control him as a monster, but he uses powerful 
techniques like earthquakes and vacuum blasts.  Amos is one of the 
best characters during the middle of the game.  He is a natural 
fighter, and the Senshi class is a good choice for him.  Since his MP 
are higher than Hassan, I suggest planning on making him a 
NOTE: Amos is an optional character.  You don't have to get him, or 
even do the quest necessary to get him in your party.  A word to the 
wise: DON'T tell him that he's a monster at night.  If you do, he'll 
leave Monstoru and you won't be able to get him in your party.  The 
game gives you many hints suggesting to keep your mouth shut, 
though.  ("Do you want to tell him?" "Are you SURE you want to tell 
him?"  "It might not be a good idea--are you really really sure?")

Skills Amos learns naturally:
Starts with Henshin and Hoimi.

Terry is a wandering swordsman, searching for the legendary 
strongest sword in the world.  He is a very powerful fighter, but likes 
to travel alone and doesn't like company.  Terry will join you 
towards the very end of the game.  When you get him, he will 
already have maxed Senshi and will be a first level Battlemaster, 
(What happened to Butouka?) which is also the most appropriate job 
for him.  By the time he maxes Battlemaster you'll probably be at the 
end of the game, so I suppose what you make him afterwards is up 
to you.

Skills Terry learns naturally:
Terry doesn't learn any skills naturally, but starts out with all the 
Senshi skills and the first Battlemaster skills.


These are the monsters that can join your party. With the exception 
of Drango and Rookie, in order to get a monster to join your party, 
you must have a Mamonotsukai actively participating in the battle.  
Kill the monster you want to have join you last.  The higher your 
Mamonotsukai level, the easier it is to get the monsters to join you. 
Also, I believe that you have to have the horsecart with you to get a 
monster to join you. You can have up to 3 monsters of the same kind 
join you, but it is more difficult to get the second and third. Good luck 
getting 3 Lamp no Maous or Hagure metals in your party, that's not 
likely to happen! :)

Drango is the Battle Rex that Terry defeats in the tunnel by the 
mountain pass near Arcbolt.  When you go back to Arcbolt castle 
once Terry is in your party and talk to Drango, who is in the jail, he 
will join you.  Drango is a strong character, and he automatically has 
the Dragon class, which is really useful. But by the time you get him 
all of your other characters will be really well developed so he may 
spend a good deal of time in Ruida no Sakaba, but he's a useful 
character nonetheless.

Skills Drango learns naturally:
Starts with Kaen no iki and Hayabusagiri.
LV9-Majingiri, LV15-Hageshii honou, LV20-Metalgiri, LV25-Kiariku, 

If you defeat the champion of the Slime Arena, the owner of the 
former Champion will ask you to raise his next champion for him, 
and that champion is Rookie. Rookie is much tougher than Slalin, the 
other normal Slime, but will be very weak compared to your other 
characters when you get him, especially considering that to even get 
him, one of your slimes has to be extremely buff.  A nice character, 
but he'll probably end up rotting in Ruida no Sakaba. :)

Skills Rookie learns naturally:
Starts with Behoimi, Skult, Begirama, Rariho, and Merami.
LV 90-Shakunetsu.

Slalin is a regular slime.  When you first get him, he (it?) is very 
weak, and will stay weak for most of the game, but at his last level 
will learn an incredibly powerful technique.  He is the easiest 
monster to get to join your party, and if you build Slalin towards 
being a Ranger, he can be incredibly effective while not in the active 
party, casting treasure-finding Touzoku spells and the like.  He can 
also compete in the Slime arena, although he's probably not the best 
monster for the job.

Difficulty to make join your party: Easy
Skills Slalin learns naturally: LV90-Shakunetsu.

Hoimin is, IMO, the best monster you can get to join your party, 
except for maybe Kadabuu who is impossible to get. :)  He is a Hoimi 
Slime, and learns heal spells naturally, long before anyone else in the 
party will get them.  Hoimin is the one of only two characters that 
can learn Behomazun, the spell that will heal your entire party to 
maximum HP.  In addition, Hoimin's MP level is higher than any of 
the human characters' levels; by the end of the game, he starts going 
up 13-15 MP per level gained. I suggest you work towards making 
Hoimin a Paladin or a Kenja.  As a Paladin Hoimin can hold his own 
pretty well in the Slime Arena.

Difficulty to make join your party: Average
Skills Hoimin learns naturally: 
Starts with Hoimi
LV9-Behoimi, LV15-Behoma, L18-Behomara, L23-Behomazun

Pierre is a Slime Knight.  Since you can't fight Slime Knights on the 
field until after you get the Mermaid Harp, you'll probably get him 
too late to make him a really effective member of your team, but if 
you do power him up, he's probably the best choice to fight in the 
Slime Arena since he can equip lots of good weapons and armor.  
Furthermore, since he can equip all of the Platinum equipment, you 
should use him to win the Monster Competition in the Best Dresser 
Contest since a coordinated Platinum outfit gets you 50 bonus 
Kakkoyosa points. I advise you build Pierre towards being a Paladin, 
Battlemaster, or Mahousenshi.

Difficulty to make join your party: Average
Skills Pierre learns naturally:
Starts with Hoimi
LV3-Mahotora, LV8-Skult, LV13-Kiaitame, LV18-Ukenagashi, LV25-

Kings is a King Slime. Both his HP and MP are rather high, and his 
stats are overall pretty high as well.  His major disadvantage though 
is that it takes a long time for him to gain levels.  Since his stats are 
overall high, he is a good choice to fight in the Slime Arena. Since 
both his MP and HP are high, I recommend you build him towards 
being a Mahousenshi or a Paladin, but Kings really has the potential 
to be a jack-of-all-trades.

Difficulty to make join your party: Average
Skills Kings learns naturally:
Starts with Hoimi, Behoimi, Zaoraru.
LV4-Pafu Pafu, LV5-Chikara tame, LV7-Tsukitobashi, LV10-Taiatari, 
LV15-Zaoriku, LV20-Palpunte

Hagurin is a Hagure Metal, and is a very difficult monster to get in 
your party, but his speed and even more so, defense, are incredibly 
high. His hit points are quite low, however.  Being a Hagure Metal, 
Hagurin learns most of the skills of the Hagure Metal class naturally.  
However, Hagurin's maximum level is 16.  Hagurin is potentially a 
good contender for the slime arena since his defense and speed are 
so high.

Difficulty to make join your party: Difficult
Skills Hagurin learns naturally:
Starts with Gira.
LV3-Astron, LV5-Rura, LV7-Madante, LV14-Big Bang.

Mokomon is a Fur Rat, and is one of the easiest monsters to get. 
However, most of his stats are very low.  However, his Kakkoyosa is 
the highest of all monsters that you can get in your party, so he 
might be a good choice to enter the Best Dresser contest, at least in 
the lower rounds.  He also learns some fairly powerful skills. Since 
his stats are kind of low, Mokomon won't do too well in most jobs, so 
making him a "utility" character that uses techniques outside of 
battle like a Touzoku or Asobinin might be a good idea.

Difficulty to make join your party: Easy
Skills Mokomon learns naturally:
LV7-Ishi tsubute, LV10-Gira, LV15-Rariho, LV18-Begirama, LV20-
Mahokanta, LV25-Mahokite, LV30-Begiragon.

Maririn is a Lips, and when you get him, his stats are kind of low for 
the most part, but he is a fairly well-rounded character.  He doesn't 
learn a lot of useful techniques, but his Wisdom is quite high, so 
building him towards a magic-oriented job might be a good idea.  His 
strength is decent too, so he might make a good Mahousenshi as well. 
Maririn can advance only to level 50.

Difficulty to make join your party: Average
Skills Maririn learns naturally:
Starts with Namemawashi.
LV7-Hyakuretsuname, LV10-Amai iki, LV15-Fushigi na Odori.

Jimmy is a Doro Ningyo, (Mud Doll) and has a very high Wisdom for a 
level 1 monster when you first get him.  Therefore, building him 
towards a magic-oriented job might be a good idea. In addition, his 
HP are high too, so a job like Paladin might be a good choice to build 
him towards. Jimmy is the only character besides Amos that can use 
the Henshin technique.

Difficulty to make join your party: Average
Skills Jimmy learns naturally:
Starts with Fushigi na Odori.
LV3-Mikawashikyaku, LV7-Ashibarai, LV10-Sasouodori, LV13-
Skult, LV17-Manemane, LV20-Ukenagashi, LV25-Henshin.

Tsuntsun is a Super Tentsk, and learns lots of dances naturally, 
including Megazaru dance and Seirei no Uta. He also gains levels 
rather quickly.  Tsuntsun is really a jack-of-all-trades, and will be 
fairly good at anything you want to make him, since all of his stats 
are fairly high.

Difficulty to make join your party: Easy
Skills Tsuntsun learns naturally:
Starts with Sasou odori and Fushigi na odori
LV5-Medapani Dance, LV10-Mahotora Odori, LV15, Shi no Odori, 
LV20-Odori fuuji, LV23-Megazaru Dance, LV27-Seirei no Uta.

Smith is a Kusatta Shitai. (Rotting Corpse)  His stats are fairly low, but 
he gains levels quickly and his starting HP are pretty high as well. 
Smith learns Moudoku no kiri fairly early, which is a very useful 
technique against some monsters. Since he is fairly strong, building 
him towards being a Battlemaster might be a good idea. Smith can 
only go as high as level 50.

Difficulty to make join your party: Average
Skills Smith learns naturally:
Starts with Namemawashi and Doku no iki
LV10-Moudoku no kiri, LV13-Rukanan, LV18-Yaketsukuiki, LV20-
Tomoenage, LV25-Shi no odori.

Melbie is a Wind Mage, and his MP are fairly high. He learns all of 
the Bagi-based wind spells naturally, and overall is a good 
spellcaster. Therefore, I suggest you build him towards being a Kenja. 
Overall, Melbie is a well-balanced monster to have in your party.

Difficulty to make join your party: Average
Skills Melbie learns naturally:
Starts with Bagi and Bagima.
LV15-Gira, LV20-Begirama, LV25-Bagicross

Lesser is a Lesser Demon, and is really easy to make a party 
member.  His stats are all fairly average, although his MP and 
Wisdom are lower than most of his other stats.  Building him as a 
fighter-type character might be a good idea.  He learns some useful 
skills naturally, but overall I've found Lesser to be one of the less 
useful characters you can get.

Difficulty to make join your party: Easy
Skills Lesser learns naturally:
Starts with Rukanan and Bukimi na Hikari.
LV8-Gira, LV10-Io, LV13-Mikawashikyaku, LV15-Inazuma, LV20-

Rocky is a Bakudan Iwa (Bomb Rock) and learns a few very good 
techniques, including Meisou.  His MP will always be low so 
concentrate on giving him non-magic-using jobs.  Rocky can only go 
as high as level 30, so overall he's not all that useful of a character.  
Towards the end of the game it will be unlikely that you will use him 
a lot.

Difficulty to make join your party: Average
Skills Rocky learns Naturally:
Starts with Megante.
LV10-Taiatari, LV15-Magma, LV20-Daibougyo, LV25 Megazaru, 
LV30, Meisou

Ankul is a Dark Horn, and IMO, is neither a particularly useful nor 
particularly useless monster.  He learns very few techniques, but has 
a high Strength, Defense, and a reasonably high Wisdom.  He also has 
decent HP, so a job like Senshi or Butouka might be a wise choice.  
Building him towards a Battlemaster or Paladin would be one option.

Difficulty to make join your party: Average
Skills Ankul learns naturally:
Starts with Mahoton.
LV7-Otakebi, LV10-Kiaitame, LV15-Mabushii hikari.

Mecky is a Kimeira, and learns freeze-breath, Hoimi-, Mera-, and 
Hyado- based spells.  He also gains levels very quickly, and all of his 
stats are fairly balanced; he has a high Strength and Wisdom.  
Overall, Mecky is one of the most balanced monsters you can get, and 
will do well with most jobs, although I personally like to give him 
magic-using jobs.

Difficulty to make join your party: Average
Skills Mecky learns naturally:
Starts with Behoimi and Tsumetai iki.
LV7-Hyado, LV12-Hyadalko, LV18-Kouri no iki, LV20-Behoma, 
LV23-Merami, LV30-Kogoeru Fubuki

Toby is a Boss Troll, and has an extraordinarily high HP and Strength. 
However his MP are low low low.  He makes a very good Senshi, 
Butouka, or Battlemaster, but doesn't do too well with the magic-
using jobs.  Therefore I suggest you stick with the fighter-type jobs. 
Unfortunately, by the time you will be able to get Toby, most of your 
other characters will be well-matured, so he may spend a lot of time 
in Ruida no Sakaba.

Difficulty to make join your party: Average
Skills Toby learns naturally:
Starts with Tsukitobashi.
LV10-Jihibiki, LV15-Jiware, LV20-Nioudachi, LV25-Taiatari, LV30-

Robin 2
Robin 2 is a Killer Machine 2.  His Speed, Strength, and Defense are 
all very high, and his HP are also fairly high as well.  He starts with 
all the techniques he can learn, so most of the skills he will gain will 
be solely through jobs.  Since his MP are low, I suggest that you give 
him fighter-based jobs.  Since you get Robin 2 late in the game, you 
might not use him all that much but if used he is an effective 
character. Robin 2 can advance as far as Level 66.

Difficulty to make join your party: Average
Skills Robin 2 learns naturally:
Starts with Minagoroshi and Samidareken.

Kadabuu is a Lamp no Maou, and is one of the best monsters you can 
get, although he's really really hard to get to join you. Although he 
starts out fairly weak, once you level him up, he will be very very 
powerful.  Of course, since the only place you can fight Lamp no 
Maous is right in front of the last boss' castle, by the time you get 
Kadabuu all of your characters will be so far advanced that he might 
not spend a lot of active time in your party. Kadabuu's Wisdom and 
Strength are both really high, so he will be good at both fighter- and 
magic using-type jobs.

Difficulty to make join your party: Difficult
Skils Kadabuu learns naturally:
Starts with Bikilt, Skult, and Palpunte.
LV12-Fubarha, LV15-Guntaiyobi, LV18-Behomazun, LV20-Mahokite, 


Senshi Skills
Level 1: No new skills
Level 2: Kiaitame (‚Ť‚ ‚˘‚˝‚ß)
The character using Kiaitame will gather his or her strength for one 
round, and the next turn will attack with much more power. Not very 
useful at the beginning of the game, but helpful against bosses and 
deadly when the character using it is affected by Bikilt.
Level 3: No new skills
Level 4: Morobagiri (‚ŕ‚ë‚΂Ź‚č)
Morobagiri is a powerful strike to one enemy but the user will also 
take damage as well.
Level 5: Shippuuzuki (‚ľ‚Á‚'‚¤‚Ă‚Ť)
The Shippuuzuki is an extremely fast strike that will always strike 
first in a round, but it is not as damaging as a normal attack.
Level 6: Minagoroshi (‚Ý‚Č‚˛‚ë‚ľ)
Minagoroshi is a very powerful attack against a single opponent, but 
the attacker picks a target at random; he or she could attack an 
enemy or a friend.
Level 7: Hayabusagiri (‚Í‚â‚Ô‚ł‚Ź‚č)
The user of the Hayabusagiri will attack a single target twice in one 
round, but the damage of each attack will be slightly lower than a 
normal attack.  Very effective when using a weapon with special 
effects like healing the user after every strike--the user will be 
healed twice.
Level 8: Majingiri (‚Ü‚ś‚ń‚Ź‚č)
The Majingiri is an extremely powerful attack aganst a single target, 
but it often misses.  Great against those annoying metal slime-type 
monsters; it will always kill them in 1 hit if it connects.

Butouka Skills
Level 1: Ashibarai (‚ ‚ľ‚΂炢)
The user of the Ashibarai knocks his or her opponent over, which 
doesn't do any damage, but will make it so the target will not be able 
to do anything until they get up next round.  Useful against those 
annoying metal slimes that always run away.
Level 2: Mawashigeri (‚Ü‚í‚ľ‚°‚č)
The Mawashigeri is a spinning kick that will do a fair amount of 
damage to one group of enemies. The damage done goes down 
slightly with each successive monster hit.
Level 3: Kamaitachi (‚Š‚Ü‚˘‚˝‚ż)
I'm not quite sure what a Kamaitachi is (some kind of whirlwind, I 
think) but the Butouka can call one to do damage on a single enemy. 
It doesn't do much damage against most enemies, but on enemies 
weak to Bagi-type spells, does lots of damage.
Level 4: Mikawashikyaku (‚Ý‚Š‚í‚ľ‚Ť‚á‚­)
This is a technique used to reduce the chances of an enemy attacking 
you.  The character using the Mikawashikyaku will not attack during 
that round but almost all attacks will be directed at the other 
characters instead.
Level 5: Seikenzuki (‚š‚˘‚Ż‚ń‚Ă‚Ť)
The user of the Seikenzuki draws all of his or her strength into their 
fist and punches one enemy extremely hard.  This is probably the 
most damaging physical attack in the game, but some enemies can 
dodge it easily.
Level 6: Kyuushouzuki (‚Ť‚イ‚ľ‚傤‚Ă‚Ť)
This is an attack against a single opponent that, if successful, will 
strike the enemy in a critical region, killing it instantly. If it misses it 
will do a nominal amount of damage instead.
Level 7: Tomoenage (‚Ć‚ŕ‚Ś‚Č‚°)
The user of this technique will pick up an enemy and throw it far 
away. It doesn't work all that often, but if successful, will get rid of 
the enemy completely and it won't be able to be brought back.
Level 8: Bakuretsuken (‚΂­‚ę‚‚Ż‚ń)
The user of the Bakuretsuken is an attack against every enemy in a 
fight, and is four strong successive punches that will strike an enemy 
at random each punch.

Mahoutsukai Jumon:
Level 1: Merami (ƒƒ‰ƒ~)
This is the second strongest (and second weakest) fireball attack in 
the "Mera" family of fire spells. It will strike one enemy for around 
80 points of damage.  
MP needed to use: 4
Level 1: Rariho (ƒ‰ƒŠƒz[)
Rariho is a spell that will put one group of enemies to sleep. 
MP needed to use: 3
Level 2: Gira (ƒMƒ‰)
Gira is the weakest spell in the "Gira" family of fire explosion spells. 
It will hit one group of enemies with burning flames for 15-20 points 
of damage.
MP needed to use: 4
Level 2: Manusa (ƒ}ƒk[ƒT)
This spell will affect all enemies facing the caster and will make it 
more difficult for them to hit.
MP needed to use: 5
Level 3: Begirama (ƒxƒMƒ‰ƒ})
This is the second-strongest spell in the "Gira" family of fire spells. It 
will burn one group of enemies for about 35-40 points of damage.
MP needed to use: 6
Level 3: Rura (ƒ‹[ƒ‰)
Rura will teleport the party to any town that they have already 
MP needed to use: 1
Level 4: Medapani (ƒƒ_ƒpƒj)
Medapani will confuse one group of enemies, causing them to attack 
one another.
MP needed to use: 5
Level 4: Rukanan (ƒ‹ƒJƒiƒ“)
Rukanan will reduce the defense power of a single group of enemies 
by 25%.
MP needed to use: 4
Level 5: Iora (ƒCƒIƒ‰)
Iora is the second-most powerful spell in the "Io" family of explosion 
spells.  The air will explode around the enemies and damage every 
enemy the caster is facing, damaging them for about 55-65 points of 
MP needed to use: 8
Level 5: Riremit (ƒŠƒŒƒ~ƒg)
This spell will teleport the party out of a cave or dungeon.
MP needed to use: 8
Level 6: Hyadalko (ƒqƒƒƒ_ƒ‹ƒR)
The second-most powerful "Hyad" ice spell in the game, this will 
impale a single group of enemies with large ice spikes for about 50 
points of damage.
MP needed to use: 5
Level 6: Mahotora (ƒ}ƒzƒgƒ‰)
Mahotora will absorb a single enemy's MP and transfer the energy to 
the caster's MP.
MP needed to use: 0
Level 7: Rarihoma (ƒ‰ƒŠƒz[ƒ})
Like Rariho, Rarihoma will put a group of enemies to sleep, but the 
sleep will be deeper and will be more likely to affect the enemies.
MP needed to use: 5
Level 8: Begiragon (‚׃Mƒ‰ƒSƒ“)
This is the most powerful "Gira"-type spell, and will hit an entire 
group of enemies with exploding flames, doing about 100 points of 
MP needed to use: 10
Level 8: Mahokanta (ƒ}ƒzƒJƒ“ƒ^)
Mahokanta forms a magical shield around the caster, reflecting all 
spells directed at the caster back at those who cast it.
MP needed to use: 4

Souryo Jumon

Level 1: Hoimi (ƒzƒCƒ~)
The weakest healing spell in the game, Hoimi will heal about 40 HP 
of damage to a single character.
MP needed to use: 2
Level 1: Nifuram (ƒjƒtƒ‰ƒ€)
This spell will banish a single group of undead enemies from the 
MP needed to use: 1
Level 2: Bagi (ƒoƒM)
The weakest "Bagi"-type wind-based attack spell, Bagi will affect a 
single group of enemies, doing 15-20 points of damage.
MP needed to use: 2
Level 2: Kiari (ƒLƒAƒŠ)
This spell will cure a single party member of poison or strong poison.
MP needed to use: 2
Level 3: Skara (ƒXƒJƒ‰)
This spell will raise a single party member's defense level.
MP needed to use: 2
Level 3: Mahoton (ƒ}ƒz[ƒgƒ“)
This spell will seal a single group of enemies' magical powers, making 
it impossible for them to cast spells.
MP needed to use: 3
Level 4: Behoimi (ƒxƒzƒCƒ~)
One step up from Hoimi, Behoimi will 80 HP of damage to a single 
MP needed to use: 5
Level 4: Kiariku (ƒLƒAƒŠƒN)
Kiariku will cure paralysis in every member of your party.
MP needed to use: 2
Level 5: Zaki (ƒUƒL)
The weakest "Zaki"-based death spell, Zaki, if successful, will kill a 
single enemy instantly.  Zaki-based spells tend to work best on 
animals and enemies of lesser intelligence.
MP needed to use: 4
Level 5: Skult (ƒXƒNƒ‹ƒg)
This spell is like Skara, execp that it will raise the defense power of 
every character in the party.
MP needed to use: 3
Level 6: Bagima (ƒoƒMƒ})
The second-most powerful "Bagi"-type wind spell, Bagima will do 
more damage on a group of enemies than Bagi will, usually around 
40 points of damage.
MP needed to use: 4
Level 7: Zaraki (ƒUƒ‰ƒL)
The second-most powerful "Zaki"-type death spell, Zaraki will 
attempt to kill a single group of enemies.
MP needed to use: 7
Level 7: Behoma (ƒxƒzƒ})
Behoma will heal a single character's HP to his or her maximum HP 
MP needed to use: 7
Level 8: Zaoraru (ƒUƒIƒ‰ƒ‹)
Zaoraru will revive a dead comrade with about 1/4 to 1/3 of his or 
her HP. It doesn't always work, though.
MP needed to use:10

Odoriko techniques

Level 1: Sasou odori (‚ł‚ť‚¤‚¨‚Ç‚č)
Sasou odori will make the enemy dance, using up its turn in the 
round. Useful against those annoying metal slime monsters that 
always run away.
Level 2: Mikawashikyaku (‚Ý‚Š‚í‚ľ‚Ť‚á‚­)
See the Butouka technique of the same name.
Level 3: Fushigi na odori (‚"‚ľ‚Ź‚Č‚¨‚Ç‚č)
The Fushigi na odori will lower a single opponent's MP level.
Level 4: Medapani Dance (ƒƒ_ƒpƒjƒ_ƒ“ƒX)
The Medapani Dance will confuse a single group of enemies, making 
them attack each other.
Level 5: Ukenagashi (‚¤‚Ż‚Č‚Ş‚ľ)
The Ukenagashi will make all physical attacks directed at the user hit 
another member of the party instead.
Level 6: Odorifuuji (‚¨‚Ç‚č‚"‚¤‚ś)
This dance will prevent enemies from dancing.  A useful technique 
against monsters that have Shi no Odori.
Level 7: Mahotora Odori (ƒ}ƒzƒgƒ‰‚¨‚Ç‚č)
This dance will absorb a single enemy's MP, giving them to the 
Level 8: Shi no Odori (‚ľ‚Ě‚¨‚Ç‚č)
This dance will, if successful, instantly kill every monster facing the 
dancer that is affected.

Touzoku skills and spells

Level 1: Suna Kemuri (‚ˇ‚Č‚Ż‚Ţ‚č)
This is a bomb that will spray sand in the enemies' eyes, making it 
more difficult for them to hit. Kind of like Manusa.
Level 2: Taka no Me (ƒ^ƒJ‚Ě‚ß)
This spell will allow you to know where the nearest town, dungeon, 
cave, etc, is.
MP needed to use: 0
Level 3: Ishitsubute (‚˘‚ľ‚‚ԂÄ)
This technique will allow the Touzoku to kick small rocks at one 
group of enemies to inflict nominal damage.
Level 4: Tsukitobashi (‚‚Ť‚Ƃ΂ľ)
Tsukitobashi throws one enemy far away, removing it from the fight. 
Doesn't always work, and will only work against small enemies.
Level 5: Flomi (ƒtƒ[ƒ~ƒ)
This spell allows you to find out what level of the dungeon you're on.
MP needed to use: 2
Level 6: Shinobiashi (‚ľ‚Ě‚Ń‚ ‚ľ)
This spell allows the Touzoku to move very quietly, so that fewer 
monsters will find the party.
MP needed to use: 0
Level 7: Touzoku no Hana (‚Ć‚¤‚ź‚­‚Ě‚Í‚Č)
This spell allows the Touzoku to determine how many treasures are 
left on a given level of a dungeon, town, etc.
MP needed to use: 0
Level 8: Remirarma (ƒŒƒ~ƒ‰[ƒ})
This spell, when cast, lights up anything special currently onscreen.  
Cast this in any unusal place; this spell is great for finding Chiisa na 
Medals and other hidden items.
MP needed to use: 2

Mamonotsukai techniques
Level 1: No new techniques
Level 2: Amai iki (‚ ‚Ü‚˘‚˘‚Ť)
The Mamonotsukai using this technique breathes a sweet gas on all 
of his or her enemies, putting them to sleep if they don't hold their 
Level 3: Doku no iki (‚Ç‚­‚Ě‚˘‚Ť)
This attack is similar to Amai iki, except that the gas the 
Mamonotsukai breathes is poisonous and will affect all enemies.
Level 4: Hyakuretsuname (‚Đ‚á‚­‚ę‚‚Ȃß)
The Mamonotsukai sticks his or her tongue out, reducing the 
enemies' defense power to 0. (Don't ask me what the connection is. I 
don't know.)
Level 5: Tsumetai Iki (‚‚߂˝‚˘‚˘‚Ť)
The Mamonotsukai attacks all of the monsters with a lightly 
damaging (usually less than 20 damage) breath weapon.  This is the 
weakest cold-based breath.
Level 6: Kaen no Iki (‚Š‚Ś‚ń‚Ě‚˘‚Ť)
Similar to Tsumetai Iki, but the attack is fire and does more damage. 
This is the second weakest fire-based breath.
Level 7: Yaketsuku Iki (‚â‚Ż‚‚­‚˘‚Ť)
Unless the monsters hold their breath, they will all be paralyzed 
when the Mamonotsukai uses this technique.
Level 8: Dragoram (ƒhƒ‰ƒSƒ‰ƒ€)
The Mamonotsukai turns into a dragon using this ability.  You can't 
control the dragon, but it will breathe cold or fire, or attack. 
MP needed to use: 18

Shounin techniques and spells

Level 1: Inpas (ƒCƒ“ƒpƒX)
This spell will identify an item and tell exactly what it does, whether 
or not it can be used in battle or has any special functions when 
equipped, and also how much you can sell it for.  You can also cast 
this spell on unopened treasure boxes to determine whether or not 
they are monsters.
MP needed to use: 1
Level 2: Chikara tame (‚ż‚Š‚ç‚˝‚ß)
This technique is exactly like the Senshi technique "Kiai tame," 
although I believe it's slightly less effective.
Level 3: Anahori (‚ ‚Č‚Ů‚č)
This spell will be used to dig a hole in the ground where the party is 
standing to see if anything is buried there.  Usually you won't find 
anything, or you'll find a few gold pieces (like less than 10.) Actually, 
I've never found anything else with it.
MP needed to use: 0
Level 4: Fushigi na Odori (‚"‚ľ‚Ź‚Č‚¨‚Ç‚č)
This technique is exactly the same as the Odoriko technique of the 
same name.
Level 5: Otakebi (‚¨‚˝‚Ż‚Ń)
The Shounin using this technique will make a face at all the enemies, 
surprising them so that they cannot do anything that round. Great on 
those annoying metal slimes.
Level 6: Taiatari (‚˝‚˘‚ ‚˝‚č)
This technique will reduce an enemy's HP by one half, but conversely 
damages the user as well.
Level 7: Ogoe (‚¨‚¨‚˛‚Ś)
This spell will allow the merchant to call a store by yelling really 
loud.  Whatever store you visited last, (ie weapon store, inn, armor 
store) will be the type of store that is summoned.  Note that if you 
call a church, you can't save.  Useful when the last place you visited 
was an inn; you can get a full regeneration of everybody....but expect 
to pay for it!
MP needed to use: 15
Level 8: Guntai yobi (‚Ž‚ń‚˝‚˘‚ć‚Ń)
The merchant summons an army to attack four times on enemies 
randomly, but he has to pay them first, so you use up gold for this 
technique. The amount you have to pay is 50 G x the character's 

Asobinin spells and techniques

Level 1: Asobi (‚ ‚ť‚Ń)
The Asobinin using this technique plays during his or her turn of 
combat.  Sometimes Asobinins will use this technique instead of 
doing what they're told to. As you gain job levels, you will learn 
more "Asobis."  The early "Asobis" do nothing, just waste a turn, but 
some of the later Asobis learned are powerful attacks or defense 
techniques.  The Asobis learned differ from character to character. 
When you pick "Asobi," the computer picks which Asobi to do at 
random, so even if you know a really powerful Asobi, you won't 
necessarily do it.
Level 2: Kuchibue (‚­‚ż‚Ô‚Ś)
With this spell, the Asobinin whistles and calls a group of monsters 
to attack the party.  This spell is great if you feel like building up job 
or experience levels, as you don't have to walk in circles forever 
waiting for something to attack you.  If you're in a room with no 
monsters and use this spell nothing will happen.
MP needed to use: 0
Level 3: Namemawashi (‚Č‚ß‚Ü‚í‚ľ)
The Asobinin using this technique will make the enemy's hair stand 
on end, stopping them from doing anything that round.  Yet another 
good metal-slime stopping technique.
Level 4: Pafu Pafu (‚Ď‚"‚Ď‚")
The Asobinin using this techinique "Pafu Pafus" the enemy. The 
effects depend on whether the character doing Pafu Pafu is male or 
female.  When a male character uses Pafu Pafu, he does damage to 
his target.  When a female character uses Pafu Pafu, the target will 
"feel good" and will occasionally spend rounds just feeling good and 
not doing anything.
Level 5: Neru (‚Ë‚é)
Using this technique, the Asobinin will fall asleep, and regenerate his 
or her HP and MP with each step.  But if you get attacked with the 
Asobinin in your party while they are asleep, they will sleep through 
the battle until awakened.
MP needed to use: 0
Level 6: Hyakuretsuname (‚Đ‚á‚­‚ę‚‚Ȃß)
This is exactly the same as the Mamonotsukai technique of the same 
Level 7: Manemane (‚Ü‚Ë‚Ü‚Ë)
This technique, when used in battle, will imitate whatever Jumon or 
Tokugi the monsters use.
Level 8: Palpunte (ƒpƒ‹ƒvƒ“ƒe)
This spell does random things in battle. Here are a few examples that 
I've had: The entire party turns into dragons, meteors drop on the 
party and the monsters reducing everybody's HP to 1, everyone's MP 
revived, everyone's (including the monsters) HP revived, every 
enemy instantly killed...basically, try it and see what happens. It can 
be helpful or harmful.
MP needed to use: 12

Battlemaster techniques

Level 1: Shinkuugiri (‚ľ‚ń‚­‚¤‚Ź‚č)
The Battlemaster powers his or her weapon with Vacuum, and 
attacks the enemy with it. Monsters weak to wind or vaccum will 
take more damage.
Level 2: Zombiegiri (ƒ]ƒ“ƒr‚Ź‚č)
This attack will do extra damage on undead monsters, and does a fair 
amount of damage on its own too.
Level 3: Ukenagashi (‚¤‚Ż‚Č‚Ş‚ľ)
This technique is exactly the same as the Odoriko technique of the 
same name.
Level 4: Samidareken (‚ł‚Ý‚ž‚ę‚Żn)
Using this technique, the Battlemaster will attack every enemy facing 
him or her.
Level 5: Tobihizageri (‚Ć‚Ń‚Đ‚´‚°‚č)
This is a flying knee kick to a single enemy, and does extra damage 
to flying enemies.
Level 6: Dragongiri (ƒhƒ‰ƒSƒ“‚Ź‚č)
This slash does extra damage on dragon and dragon-type enemies, 
sometimes killing them instantly.
Level 7: Kansekiotoshi (‚Š‚ń‚š‚Ť‚¨‚Ć‚ľ)
The Battlemaster will drop large rocks on every enemy, damaging 
them for about 100 HP of damage each. This is probably one of the 
best techniques in the game.
Level 8: Metalgiri (ƒƒ^ƒ‹‚Ź‚č)
This slash does extra damage on monsters made out of metal, 
including the metal-slime family.

Mahousenshi techniques and spells

Level 1: Kaengiri (‚Š‚Ś‚ń‚Ź‚č)
The Mahousenshi lights his weapon on fire, inflicting fire damage on 
one enemy. Good against monsters weak to fire.
Level 2: Bikilt (ƒoƒCƒLƒ‹ƒg)
This spell will double one character's attacking power. When 
combined with Kiaitame, can produce attacks upwards of 500 points 
of damage with stronger characters. This is a great spell to use for 
MP needed to use: 6
Level 3: Inazumagiri (‚˘‚Č‚¸‚Ü‚Ź‚č)
The Mahousenshi calls a bolt of lightning on his weapon as he or she 
slashes, giving shocking damage to enemies and extra damage to 
monsters weak to electricity.
Level 4: Mahotarn (ƒ}ƒzƒ^[ƒ“)
This creates a magic barrier around the entire party that reflects all 
enemy magic back at them once.
MP needed to use: 4
Level 5: Mahyadogiri (ƒ}ƒqƒƒƒh‚Ź‚č)
This ability freezes the Mahousenshi's weapon, and does additional 
damage from cold to the enemy. Monsters weak to ice take even 
more damage.
Level 6: Bashirura (ƒoƒVƒ‹[ƒ‰)
This spell will teleport one enemy in the enemy party away. It 
doesn't always work though.
MP needed to use: 8
Level 7: Magma (MƒAƒOƒ})
This techinque allows the Mahoutsukai to summon magma from the 
ground to burn all the enemies he or she is currently facing.
Level 8: Merazoma (ƒƒ‰ƒ][ƒ})
This is the most powerful "Mera" based fire spell. It will shoot two 
fireballs that converge on one enemy, doing around 190 points of 
damage (more on monsters weak to fire)
MP needed to use: 10

Paladin spells and techniques

Level 1: Migawari (‚Ý‚Ş‚í‚č)
This technique allows the paladin to cover a single ally, taking all 
attacks meant for him or her.
Level 2: Shinkuuha (‚ľ‚ń‚­‚¤‚Í)
The Paladin fires a vacuum blast at all the enemies, usually doing 
around 80 damage to each.
Level 3: Sutemi (‚ˇ‚Ä‚Ý)
The Paladin using this technique focuses all of his or her energy into 
an attack on one enemy. The attack is very powerful but since the 
Paladin ignores his or her defense, defense power drops to 0 for that 
Level 4: Bagicross (ƒoƒMƒNƒƒX)
The most powerful wind-based "Bagi" spell, Bagicross creates a large 
whirlwind to attack one group of enemies. Usually does around 140-
150 points of damage.
MP needed to use: 8
Level 5: Magic Barrier (ƒ}ƒWƒbƒNƒoƒŠƒA)
The Paladin casting this spell reduces the effects of all spells cast 
upon his or her party for the duration of the battle.
MP needed to use: 3
Level 6: Nioudachi (‚É‚¨‚¤‚ž‚ż)
This technique is like Migawari, except that it covers all your allies 
from all attacks, both physical and magical.
Level 7: Megazaru (ƒƒKƒUƒ‹)
The Paladin casting this spell sacrifices his or her life to bring all of 
his dead companions back to life with full HP, and heal all living 
companions to full HP.
MP needed to use: All remaining MP
Level 8: Grand Cross (ƒOƒ‰ƒ“ƒhƒNƒƒX)
The Paladin shoots a huge cross of vacuum energy at one group of 
enemies, doing roughly 180-200 damage points to each. As it is a 
tokugi not a Jumon, Mahoton, Mahatarn, Mahokanta, and Magic 
Barrier do nothing against it. Without a doubt this is one of the most 
useful techniques in the game.
MP needed to use:  20

Kenja spells and techniques

Level 1: Mahokite (ƒ}ƒzƒLƒe)
Whatever spells the enemy casts on the caster, he or she will absorb 
the MP spent by the monster casting it.
MP needed to use: 2
Level 2: Fubarha (ƒtƒo[ƒn)
Fubarha affects all allies of the caster, and reduces the damage taken 
by everyone from fire- and cold-based attacks dramatically.
Level 3: Bashirura (ƒoƒVƒ‹[ƒ‰)
This spell is the same as the Mahousenshi spell of the same name.
MP needed to use: 8
Level 3: Bikilt (ƒoƒCƒLƒ‹ƒg)
This spell is the same as the Mahousenshi spell of the same name.
MP needed to use: 6
Level 4: Tsunami (‚‚ȂÝ)
The Kenja calls a tidal wave to inflict drowning damage on all his or 
her enemies.
Level 4: Shoukan (‚ľ‚傤‚Š‚ń)
The Kenja summons a random monster to attack the enemies. The 
attacks differ depending on what monster is summoned.  The higher 
your level, the more powerful a monster you can summon.  The most 
powerful monster has unlimited MP and can cast Jigo Spark!
MP needed to use: 20
Level 5: Behomara (ƒxƒzƒ}ƒ‰[)
Behomara is the second-most powerful healing spell, healing 100 
points of damage to everyone in the party, and those in the wagon 
too if the wagon is with the party.
MP needed to use: 18
Level 5: Jiware (‚ś‚í‚ę)
Jiware opens a huge crack in the ground.  Any monsters that fall into 
the crack are crushed and killed when it closes again.
Level 6: Zaoriku (ƒUƒIƒŠƒN)
The ultimate revival spell, Zaoriku brings a dead comrade back to life 
with full HP, and it never fails to work, unlike Zaoraru.
MP needed to use:  20
Level 6: Mahyado (ƒ}ƒqƒƒƒh)
The most powerful cold-based spell in the "Hyado" family of spells, 
Mahyado will attack every enemy facing the caster, usually doing 
100 points of damage to each.
MP needed to use: 12
Level 7: Magic Barrier (ƒ}ƒWƒbƒNƒoƒŠƒA)
This spell is the same as the Paladin spell of the same name.
MP needed to use: 3
Level 7: Megante (ƒƒKƒ“ƒe)
The Kenja casting this spell sacrifices his or her life and explodes, 
doing so much damage to all the enemies that unless they are 
extremely strong, will kill them all, and even if it doesn't, will 
weaken them substantially. Unfortunately, you won't get any gold or 
experience from monsters killed witn Megante.
MP needed to use: 1
Level 8: Ionazun (ƒCƒIƒiƒYƒ“)
The most powerful "Io"-type explosion spell, and the third-most 
powerful spell in the game, Ionazun creates massive explosions 
around all the enemies, inflicting heavy damage, usually between 
140 points.  This is one spell that, once you get, will make you 
wonder how you ever survived without it.
MP needed to use: 15
Level 8: Zarakima (ƒUƒ‰ƒL[ƒ})
The most powerful death spell of the "Zaki" family, Zarakima will 
attempt to kill every monster facing the party. Like the other Zaki 
spells, it works better on monsters of low intelligence.
MP needed to use: 15

Ranger spells and techniques

Level 1: Toheros (ƒgƒwƒƒX)
This spell will seal away all monsters weaker than the party, making 
it so that the party cannot encounter them.
MP needed to use: 4
Level 2: Moudoku no kiri (‚ŕ‚¤‚Ç‚­‚Ě‚Ť‚č)
The Ranger using this technique applies heavy poison to his or her 
weapon and attacks a group of enemies, poisoning them severely in 
addition to damaging them.
Level 3: Toramana (ƒgƒ‰ƒ}ƒi)
This spell affects the party so that it can walk through lava, swamps, 
spikes, or any other barriers that would damage the party without 
any injury.
MP needed to use: 2
Level 4: Jihibiki (‚ś‚Đ‚Ń‚Ť)
The Ranger using this skill creates an earthquake, damaging all the 
enemies. It doesn't always work though.
Level 5: Mabushii hikari (‚Ü‚Ô‚ľ‚˘‚Đ‚Š‚č)
The Ranger who uses Mabushii hikari creates a very bright light, 
blinding all enemies and making it more difficult for them to hit.
Level 6: Daibougyo (‚ž‚˘‚Ú‚¤‚Ź‚ĺ)
Daibougyo is like selecting the command to defend during battle, 
except that it affects all characters and not only the Ranger using it.
Level 7: Hibashira (‚Ђ΂ľ‚ç)
The Ranger using this technique sends a pillar of flame down onto 
one enemy.
Level 8: Oikaze (‚¨‚˘‚Š‚ş)
Oikaze will send any fire or cold attacks directed at the party back at 
the enemy.  Useful against those annoying enemies that breathe fire 
or ice and whose breath cannot be stopped by magical barriers.

Superstar Techniques and spells

Level 1: Mabushii hikari (‚Ü‚Ô‚ľ‚˘‚Đ‚Š‚č)
This technique is the same as the Ranger technique of the same 
Level 2: Astron (ƒAƒXƒgƒƒ“)
This spell will turn the caster and his or her allies to iron.  They 
won't be able to attack or cast spells, but they will be completely 
immune to all damage.
MP needed to use: 2
Level 3: Inazuma (‚˘‚Č‚¸‚Ü)
This technique allows the Superstar to call down lightning on one 
Level 4: Megazaru Dance (ƒƒKƒUƒ‹ƒ_ƒ“ƒX)
This is exactly like the Paladin Spell Megazaru; it revives all dead 
allies with max HP and heals all living allies completely, but it takes 
no MP to use.
Level 5: Bukimi na hikari (‚Ô‚Ť‚Ý‚Č‚Đ‚Š‚č)
The strange light that the Superstar creates affects one group of 
enemies and makes their magical powers weaken.
Level 6: Hustle dance (ƒnƒbƒXƒ‹ƒ_ƒ“ƒX)
One of the most useful techniques in the game, the Hustle dance 
heals 80 HP to every character, including those in the wagon if they 
are nearby.  On top of that, it takes no MP to use!
Level 7: Moonsault (ƒ€[ƒ“ƒTƒ‹ƒg)
The Superstar does flip kicks and damages each enemy, although the 
damage taken is not particularly high.
Level 8: Seirei no Uta (‚š‚˘‚ꂢ‚Ě‚¤‚˝)
This song will revive every dead member in the Superstar's party.
MP needed to use: 20

Yuusha techniques and spells

Level 1: Astron (ƒAƒXƒgƒƒ“)
This spell is the same as the Superstar spell of the same name.
MP needed to use: 2
Level 2: Itetsukuhadou (‚˘‚­‚Í‚Ç‚¤)
The Yuusha points his finger at the enemies and dispels all magics 
affecting them, like magic barriers, Bikilt, upped defense power, etc. 
A great technique, and especially useful against the last boss.
Level 3: Raidein (ƒ‰ƒCƒfƒCƒ“)
In the "Dein" family of lightning spells, this spell will do lightning 
damage to every enemy, about 80 points to each.
MP needed to use: 8
Level 4: Gigadein (ƒMƒKƒfƒCƒ“)
Also in the "Dein" family of lightning spells, this spell will only affect 
a single group of enemies but does far more damage than Raidein, 
sometimes as much as 200 points!
MP needed to use: 15
Level 5: Meisou (‚ß‚˘‚ť‚¤)
This technique will heal 500 HP of damage to the Yuusha using it, 
without taking any MP. 
Level 6: Gigas Slash (ƒMƒKƒXƒXƒ‰ƒbƒVƒ…)
The Yuusha using this technique uses his sword to create an 
incredibly powerful magical slash of energy to one group of 
monsters, doing about 400 points of damage to each. Like Grand 
Cross, Gigas Slash cannot be stopped by any magical barriers.  This 
technique is incredibly effective on almost anything it is used 
MP needed to use: 20
Level 7: Jigo Spark (ƒWƒSƒXƒp[ƒN)
The second most powerful spell in the game, Jigo Spark creates a 
huge exploding ball of electricity that affects all the enemies, doing 
about 300 points of damage to each.
MP needed to use: 25
Level 8: Minadein (ƒ~ƒiƒfƒCƒ“)
The most powerful "Dein" lightning spell, and the most powerful spell 
in the game, Minadein hits one enemy with a huge blast of lightning. 
Every member of the Yuusha's party must assist in its casting but it 
does from 600-700 points of damage.
MP needed to use: 10 points from each party member in battle.

Dragon Skills:

Level 1: Hi no Iki (‚Đ‚Ě‚˘‚Ť)
The Dragon using this technique breathes lightly-damaging fire at his 
or her enemies.  This is the weakest fire-breath attack.
Level 2: Tsumetai Iki (‚‚߂˝‚˘‚˘‚Ť)
This technique is exactly the same as the Mamonotsukai technique of 
the same name.
Level 3: Kaen no Iki (‚Š‚Ś‚ń‚Ě‚˘‚Ť)
This is the same as the Mamonotsukai technique of the same name.
Level 4: Kouri no Iki (‚ą‚¨‚č‚Ě‚˘‚Ť)
This is the second weakest cold-breath attack, and is roughly four 
times more powerful than Tsumetai Iki, and hits all enemies.
Level 5: Hageshii Honou (‚Í‚°‚ľ‚˘‚Ů‚Ě‚¨)
This is the second strongest fire breath.  It tends to do about 20-30 
more points damage than Kouri no Iki, and similarly hits all enemies.
Level 6: Kogoeru fubuki (‚ą‚˛‚Ś‚é‚"‚Ô‚Ť)
The Dragon using this technique breathes a ice storm on all of his 
enemies.  The second strongest cold-based breath weapon.
Level 7: Shakunetsu (‚ľ‚á‚­‚Ë‚Â)
The most powerful fire breath, the Dragon breathes a blaze upon all 
enemies.  It does well over 100 points of damage.
Level 8: Kagayaku iki (‚Š‚Ş‚â‚­‚˘‚Ť)
The most powerful cold breath, the Dragon breathes frost and huge 
chunks of ice on his enemies.  Does more than 200 points damage, 
and is the most powerful technique that doesn't consume MP.

Hagure Metal skills and Spells:

Level 1: No new skills or spells.
Level 2: Astron (ƒAƒXƒgƒƒ“)
This spell is the same as the Superstar technique of the same name.
Level 3: No new skills or spells. 
Level 4: Rura (ƒ‹[ƒ‰)
This spell is the same as the Mahoutsukai spell of the same name.
Level 5: No new skills or spells.
Level 6: Madante: (ƒ}ƒ_ƒ“ƒe)
The legendary ultimate attack spell, Madante does massive damage 
on all enemies of the caster.  The spell will consume all the caster's 
MP, and the damage done to the enemies is proportional to the 
amount of energy spent in casting it.
MP needed to use: All remaining MP
Level 7: Jigo Spark (ƒWƒSƒXƒp[ƒN)
This skill is the same as the Yuusha skill of the same name.
Level 8: Big Bang (ƒrƒbƒOƒoƒ“)
The most powerful attack Tokugi in the game, Big Bang will attack all 
enemies of the caster for very large amounts of damage.
MP needed to use: 30


Mera (ƒƒ‰)
This is the weakest spell of the "Mera" based fire spells.  It attacks a 
single enemy, and does about 15 points of fire damage.
MP needed to use: 2

Hyado (ƒqƒƒƒh)
The weakest spell in the "Hyado" family of ice spells, Hyado does 
about 25-30 points of damage to a single enemy.
MP needed to use: 3

Io (ƒCƒI)
The weakest spell in the "Io" family of explosion spells, Io will attack 
all the enemies for about 25 points of damage each.
MP needed to use: 5

Rukani (ƒ‹ƒJƒj)
This spell will reduce a single enemy's defense power by 50%.  Much 
more effective against bosses than Rukanan is.
MP needed to use: 3

Behomazun (ƒxƒzƒ}ƒYƒ“)
The most powerful healing spell in the game, Behomazun will heal 
every member of your party to their maximum HP level. Works on 
the characters in the horse wagon, too.
MP needed to use: 36

Henshin (‚Ö‚ń‚ľ‚ń)
The user of this technique turns into a large monster.  The character 
using Henshin is uncontrollable, but will randomly attack or use 
either Jihibiki or Shinkuha. Very useful before you get high job 

Omoidasu (‚¨‚ŕ‚˘‚ž‚ˇ)
This will remember the 3 most recent conversations with 
townspeople or animals saved with the X button.

Motto Omoidasu (‚ŕ‚Á‚Ć‚¨‚ŕ‚˘‚ž‚ˇ)
This will remember the last 10 conversations you stored with the X 

Fukaku Omoidasu (‚"‚Š‚­‚¨‚ŕ‚˘‚ž‚ˇ)
This will remember every conversation you have stored in your 
character's memory.

Wasureru (‚킡‚ę‚é)
Use this to forget a message of your choosing that you've stored with 
the X button.


Party Lineup

From what I've seen, the order you put your party in doesn't make a 
whole lot of difference.  From my experience, monsters don't attack 
whoever is in the lead the most; rather, they will attack characters 
according to their abilities rather than where they are in the lineup. 
Some monsters, like the Bloody Hands, can sense who the weakest 
character is, and then focus all their attention on him or her, so if 
there's a character in your party that's weak, you might want to keep 
them out of the active party.

The Horse Wagon

You can have from one to four characters in your active party at any 
time. The active party will be the one that fights the monsters.  Any 
characters that are not in the active party will stay in the horse 
wagon, which you get early in the game.  However, there can only be 
eight characters total in both the wagon and the active party.  Any 
characters in the horse wagon get the same number of job points and 
experience points that those in the active party get, but will not be 
damaged in battle.  You can change members of the active party 
whenever you want, even in the middle of a battle, so if one 
character is wounded badly, you might want to exchange them for 
someone in the wagon.  In addition, if all of your characters in the 
active party are killed, those remaining in the wagon will come out to 
replace them.  However, there's one catch; with the exception of 
about two or three places, the wagon will not follow you into towns 
or dungeons.  Here you're on your own, with only the four characters 
in your active party.  You cannot exchange characters in the active 
party for those in the wagon while in towns and dungeons, and if 
your active party gets killed, then you're dead and will go back to 
the last church you visited with half your gold.  Therefore, think 
beforehand which characters you want to send into a dungeon.  
Whatever characters you keep out of your active party when in a 
dungeon will stay in the wagon, but as long as the active party is not 
in battle, can still cast spells.  Therefore, if you have one character 
that has that really powerful healing or revival spell, you might want 
to keep him or her out of the active party so they don't get killed; 
even out of the active party you can still use that character's magic.

Ruida no Sakaba

There may be only 7 characters you get in your party through the 
basic quest, but there are lots of monsters that will join you when 
persuaded to by a Mamonotsukai.  Therefore, at some point you will 
probably gain a new monster or character and go over the maximum 
number of party members allowed in your party.  In this case, you 
will have to send an extra character to Ruida no Sakaba.  Ruida no 
Sakaba is a "character storage" shop and is located at various points 
around the DQ world.  You can go back to Ruida no Sakaba and 
change characters at any time, but any characters left there will not 
gain the experience points or job levels that the rest of the party 
does.  You can leave any character off at Ruida no Sakaba except for 
the Hero.  If another character in the party still has to be present for 
a major plot development, then you won't be able to put him or her 
into Ruida no Sakaba either.  If there is a monster in your party that 
you want to get rid of permanently, you can do it at the Sakaba.  
Since monsters you get rid of will be gone forever, but unless the 
Sakaba is completely full and you can't get new monsters, there's no 
real need to.

Mini-games in DQ6 and their rules

There are some mini-games and similar games within DQ6, games in 
which you can get money and helpful items for your characters if 
you win.  Except for the Kakkoyosa Contest, you never have to go to 
these games, but it helps.

The Casino

There are three casinos in the game; One in San Marino, one in 
Longadeseo, and one in Yokubou no Machi.  In each casino you can 
buy chips for 20 GP each, and bet them in a slots or poker game to 
try to win more.  You can't trade your chips in for cash, but in each 
casino there is a place where you can trade chips in for items, some 
of which can't be found anywhere else in the game.  Winning in the 
casino is tough, but the items are worth it, and you can always reset 
if you lose too much. :)

Rules of Poker
I'm not going to go through all the rules of Poker, since poker in DQ6 
is the same as it is in the real world, except that there's a Joker in 
there that can be substituted for any card.  You can bet anywhere 
from 1-10 chips on a single hand of Poker, but in order to break 
even you have to at least get two pair or a Joker.  Until you get to 
Yokubou no Machi, Poker is the best way to make chips quickly, but 
considering the cheapest thing you can buy at the casino takes 100 
chips, you really won't make anything unless you bet 10 chips/hand. 
Here is the list of poker payoffs.

Royal Straight flush: 500 x Bet
5 of a Kind: 100 x Bet
Straight Flush: 50 x Bet
Four of a kind: 20 x Bet
Full House: 10 x Bet
Flush: 5 x Bet
Straight: 4 x Bet
3 of a kind: 2 x Bet
2 pair: 1 x Bet
Joker: 1 x Bet

Doubling up:
Once you win a hand of poker, no matter how much or how little you 
win, you can choose to "double up." If you decide to double up, then 
you play a quick "double-or-nothing" game; if you win you get twice 
what you would have won, if you lose you'll lose all of what you 
would have won.  If you successfully win a double up, you can 
choose to double up with your new winnings again.  You can continue 
to choose to double up until you lose or until you exceed 10,000 
casino coins.  There are 2 kinds of doubling up.  In San Marino and 
Longadeseo, you will do a 5-card double up. One card will be shown 
face up, and you can guess from among the other four a card you 
think has a higher value.  There's no guarantee that any of the cards 
will be higher though; if the face-up card is the Joker, you 
automatically lose.  If you pick a card with the same value as the 
face-up card, then the pack will be shuffled and you'll do it over 
The second kind of doubling up is a 2-card double up, and you can 
only do so in Yokubou no Machi.  You will be dealt two cards, one 
face up, and one face down. You have to guess whether the face-
down card is either higher or lower than the face-up card.  If the 
cards are the same, you automatically lose.  If you win and decide to 
continue to double up, you will be dealt another face-down card, but 
the face-up card will be the card that was the face-down card last 
turn. I.e if card#1 is a 10, card #2 is an 8, then you'd have to guess 
whether card #3 is higher or lower than 8.  Generally, this kind of 
doubling up is easier than the first, but by the time you get to 
Yokubou no Machi, you probably will be spending most of your 
casino time at the slots.

The Slots

There are four kinds of slot machines; 1 coin, 5 coin, 10 coin, and 50 
coin.  On each try at the slots you can bet anywhere from 1 x the 
type of machine to 5 x the type of machine, i.e on a 1 coin machine 
you can bet 1-5 coins per try, where at the 25 coin machine you can 
bet 50,100,150,200 or 250 coins per try.  The slot machine is a set of 
three wheels with different symbols on them.  They'll start spinning 
and will eventually stop, and if all three symbols are the same when 
you stop, you'll win something.  Here are the symbols and their 
various payoffs.

3 Slimes: 2 x bet
3 Bubble Slimes: 5 x bet
3 Men with Helmets: 10 x bet
3 Knights: 20 x bet + 2 free spins
3 Princesses: 50 x bet + 5 free spins
3 Kings: 100 x bet + 10 free spins
3 7's: 300 x bet + 30 free spins (Jackpot)

You probably won't win the slots as often as you'll win in poker, but 
since the payoffs tend to be greater proportionally, you'll be likely to 
make money more often.  Unfortunately, until you get to Yokubou no 
Machi, what you can bet on the slots is so meager that you'll never 
make enough money to buy something decent.  However, in Yokubou 
no Machi, you can make *loads* of cash really fast; I made 70,000 
chips in about 10 minutes, whereas it took me about an hour to make 
5000 chips in poker, and I was really lucky (successfully doubled up 
a straight flush)

Slot extras:
You can't control the first two wheels in the slots, but if they both 
come up the same item two bunny girls will run along the bottom of 
the screen holding a banner saying "Reach!!" and after they go off the 
screen, you can control when the third wheel will stop by hitting a 
button.  Unfortunately since it doesn't stop immediately when you 
hit the button, unless you memorize the wheel, stopping it early is 
kind of pointless.  Anyhow, after the bunny girls holding the "Rich!!" 
sign leave the screen, occasionally an old man or an old woman will 
come out and change the third wheel that's still spinning.

The Old man:
Occasionally the old man, accompanied by two bunny girls, will walk 
over to the third wheel, jump up, and change every symbol on that 
wheel to the same symbol.  For example, if he jumps up and changes 
the wheel to knights, you'll be guaranteed a knight in the third slot.  
This is extremely helpful if he changes the third symbol to what you 
need to win something. However, when you have two sevens and he 
changes the third slot to all slimes, you want to strangle him.  He can 
be very helpful or very harmful, when he comes out you will either 
have a 100% chance or 0% chance of winning, depending on what he 

The Old Lady:
When the first two symbols are the same, the Old lady will 
sometimes come out and change most, but not all, of the symbols to 
whatever symbol you need to win something.  I.e. if I have two 
Kings, the old lady will change most of the symbols on the third 
wheel to Kings.  Basically, when she comes out, she will increase the 
chances of you winning something substantially.  Overall I like to see 
her appear more than the old man.


This is sort of a scavenger-hunt type of "game." Around the world, 
you will find many "Chiisa na medals" (Small medals) hidden in 
chests, barrels, chest of drawers, etc.  You should collect as many as 
possible.  Once the Medal King is released from his confinement and 
the Medal Castle is revived, you can go there to cash your medals in 
for items.  The more medals you have, the better the items get. While 
you lose the medals you had in your inventory every time you "cash 
in," they are still counted towards your total and will be added to 
any more medals you may bring back.  I.e. If I give the Medal King 
60 medals and get the item for getting 60 medals (and every item 
lower), I will lose the medals from my inventory, but if I come back 
with 10 more medals, I will get the prize for having 70 medals.  The 
best item you can get from the Medal King costs 100 medals, 
although there are more than 100 medals stashed around the world.   
Finding Medals is often a trick as they are sometimes buried or just 
lying on the floor; you have to search the area they're in to find 
them.  The Touzoku Jumon Remirarma is a must when searching for 
Medals; whenever you're in a suspicious area that you might find a 
Medal in, cast it and the Medal's location will light up.


Later on in the game, you will reach the Best Dresser Contest in an 
isolated part of the world.  In the Best Dresser Contest, you pick one 
of your characters to compete against four other challengers.  
Whoever is the best dresser wins the contest and wins an item.  The 
winner is determined by their Kakkoyosa level.  The way it works is 
that the computer has a Kakkoyosa level for each contest, and your 
character competing has to beat that level or someone else will win. 
Every time you win a Best Dresser contest, the value you have to 
exceed tends to raise, sometimes significantly. Therefore, you should 
equip the weapons and armor that raise your Kakkoyosa the highest.  
In addition, if you coordinate your outfit, you will receive bonus 
points.  A full set of Platinum equipment will net you an extra 50 
Kakkoyosa points!  Finally, some of the contests are specialized by 
gender; in other words, only male characters may compete in some 
contests, and only female characters may compete in others.  There is 
a monster-only competition too.  Note that when you win all 8 ranks 
of the contest, if you come back to the place where they are held, you 
can sit in on the contest as a guest judge. :)

Kakkoyosas needed to win each rank and the item won.

#1. Kakkoyosa of 180 needed.   Wins the Silver Tray, a shield. (One of 
the only shields that Mireyu can equip)
#2. Kakkoyosa of 200 needed.  Only male characters may compete.  
The item won is the Oshare na Bandana, an accessory.
#3. Kakkoyosa of 220 needed.  Wins the Kirei na Juutan, (Beautiful 
Carpet) which you must have to complete the game.
#4. Kakkoyosa of 250 needed.  Only female characters may compete.  
Wins Glass Kutsu, (Glass shoes) which ups Kakkoyosa quite a bit.
#5. Kakkoyosa of 280 needed.  Only male characters may compete. 
Wins a Platinum head, a really good helmet.
#6. Kakkoyosa of 310 needed. Wins the Hikari no Dress, which 
randomly reflects magic cast on the wearer.
#7. Kakkoyosa of 260 needed. Only Monsters may compete. Wins the 
Kenja no ishi, which can heal all characters in battle many times.
#8. Kakkoyosa of 360 needed. Wins the Shiawase no Boushi, a hat 
that will regenerate the wearer's MP every few steps.

Coordination Kakkoyosa Bonuses:
Slime Armor + Slime-met: +10
Majin no Kanazuchi + Majin no Yoroi: +10
Dragon Killer + Dragon Mail + Dragon Shield: +15
Ramias no Tsurugi + Orgo no Kabuto + Sufida no tate + Cevas no 
Kabuto: +15
Gigant Armor + Ogre Shield: +15
Honou no Tsurugi + Honou no Yoroi + Honou no Tate: +20
Honou no Boomerang + Honou no Yoroi + Honou no Tate: +20
Nu no Tuxedo + Chou Necktie: +25
Gin no Kamikazari + Gin no Muneate: +25
Suteteko Pants + Onabe no Futa: +30
Metal King no Tsurugi + Metal King no Yoroi + Metal King no tate + 
Metal King Helm: +30
Tsuki no Ougi + Odoriko no Fuku: +35
Raimei no Ken + Fuujin no Tate: +35
Kiseki no Tsurugi + Shinpi no Yoroi: +40
Hikari no Dress + Gin no Kamikazari + Glass no Kutsu: +40
Taiyo no Ougi + Odoriko no Fuku: +40
Bunny Suit + Usamimi Band + Silver Tray + Ami Tights: +50
Princess robe + Ougon no Tiara: +50
Platinum Sword + Platinum Mail + Platinum Shield + Platinum Head: 

If anyone else knows of any special bonuses, please let me know.


About halfway through the game, roughly around the same time that 
you can go to the Best Dresser Contest, you will be able to go to the 
Slime Arena.  At the slime arena, you can have any slime-type 
monsters that you have in your party (Slime, Hoimi Slime, Slime 
Knight, King Slime, etc.) fight against other monsters in the arena for 
prizes.  There are 8 ranks in the Slime arena, and each successive 
rank gives you a better item, and subsequently is more difficult to 
win and costs more to enter.  Once you have selected a slime and a 
rank, the slime will enter the arena and fight 3 fights with different 
groups of monsters.  You can't control the slime fighting though, even 
if you are using "Meirei Sasero" as your battle plan.  If the slime you 
had fight wins all three rounds without dying, then you win that 
rank and the item that was available.  You can compete in any rank 
but the last one more than once, but to add to the challenge, your 
slime will be weakened significantly if you choose a rank that you've 
already won.  I think you can only win the items for each rank twice.

The fights in the Slime Arena:

A Rank: Wins a Kaze no Boushi, (Wind Hat) entrance fee of 200G.
Fight 1: 3 Slime Knights
Fight 2: 1 Poison Carrot, 1 Dance Carrot, and one Mandragora.
Fight 3: 1 Skull Rider

B Rank: Wins a Yaiba no Boomerang (Bladed Boomerang), entrance 
fee of 300G
Fight 1: 2 groups of 2 Kedamons, and 1 Pipo.
Fight 2: 2 Nukegara hei (outcast soldier)
Fight 3: 1 Stone Beast

C Rank: Wins a Doku Hari (Poison Needle), Entrance fee of 500G
Fight 1: 2 groups of 1 Wind Mage, and one Dorei heishi (Slave soldier)
Fight 2: 2 groups of 1 Lesser Demon, and 1 Hoimi Slime
Fight 3: 1 Kakutou Panther (Fighting Panther)

D Rank: Wins Slime Armor, Entrance fee of 700G
Fight 1: 2 Kimeiras.
Fight 2: 1 Dark Horn
Fight 3: 1 Hell Viper

E Rank: Wins a Kouri no Yaiba, (Ice blade) Entrance fee of 1000G
Fight 1: 2 Groups of 1 Hell Viper, and one Fusen Dragon (Balloon 
Fight 2: 2 Groups of 1 Behoma Slime.
Fight 3: 1 Haunted Mirror.

F Rank: Wins Killer Earrings, Entrance fee of 2000G
Fight 1: 1 Heat Gizmo, 1 Living Dead, and 1 Orc man.
Fight 2: 1 Frost Gizmo, one Buchi Behomara, and one Magic Fly.
Fight 3: 2 groups of 1 Axe Dragon.

(Now it starts to get a bit tough)

G Rank: Wins a Metal King no Tate (Metal King shield), Entrance fee 
of 3000G
Fight 1: 1 Megaborg, 1 Megazaru Rock, one Killer Machine 2, and one 
Jigoku no Tamanegi (Onion from Hell)
Fight 2: 2 groups of 1 Killer bat, and 1 Hell Jackal.
Fight 3: 1 Ugoku sekizou (Moving Statue)

(Good luck with this one--you'll need it!)

H Rank: Wins a Dragon no Satori, Entrance fee of 5000G
Fight 1: 2 groups of 2 Last Tentsks, and 1 group of 2 Evil Wands.
Fight 2: 1 Buska, and 1 Land Armor
Fight 3: 1 Demon King
Fight 4: The Slime Arena champion!

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