Dragon Quest VII guide



-Play at a Leisurely Pace-

Trust me, this is not a game you'll want to speedrun. Not only is it very hard to do, it's also irritating to handle this much game at once (trust me, I know first-hand). Besides, when you take it easy, you won't miss any of the hidden things you might have overlooked and you may even find out story details that won't ever be explained without your own exploration. This game gave DQ Party Chat for fuck's sake. Just chill and take it slow.

_stick with it_

not for the impatient

take a break every so often

Party-chat helps keep your spirits up

Game can easily take 100 hours even without all the extras and post-game stuff

_Handy Tips_

Use "Guardian" when equipped with Dark Cloak (+78 DEF), Wind Robe (+38), or Evade Suit (+28) to potentially avoid of damage due to the evasion factor. This is amazing when a SL8 PlatKing uses it.

Use "RainSlash", "QuadHits", "SwordDanc", "FalconCut", or "Retaliate" with a Paladin or EvilMech equipped with Demon Spear or Poison Needle on and you may be able to instant kill foes easier.

Falcon Sword is ass in this game. +67 ATK and hits twice, but can't crit and won't work with the best skills like sword dance only the lesser ones like non-magic attacks and FalconCut (which sucks compared to SwordDanc and even QuadHits). Better off with stronger weapons or...

Needle Earrings only has +45 ATK, but hits twice and can pierce enemy Defense (even with some skills), it may critical hit as well, while Falcon Sword does not.

TwinHits, ChargeUp, PsycheUp don't boost the damage of EvilSlash, Massacre, Berserker, BackFlip, K.O.Punch, MetalCut, UltraHit, or a critical hit.

When boosting damage, only the first strike's damage will be boosted for multiple hitting and multiple target skills and weapons.

Echo Hat (+25 DEF) lets the wearer cast a spell twice at the cost of 1 casting. Magic Hat (+8DEF) cuts the wearer's Spell costs by 50% (not sure about skills though).

_ally paths_

Protagonist - SwordDanc + 3 other hybrid skills; Cleric -> Fighter -> Warrior -> Paladin -> Dragoon -> Godhand -> Hero; Alternatively: SwordDanc -> Monster path, be it Complete or Alt


 * He becomes above average at all stats, and fits in any role. He learns 5 spells naturally from level 3 to 12: Heal, Upper, Return, Healmore. Then later learns Outside (at level 28 (?!))


 * Still, he's best as a physical fighter first, but support-caster as a very close second. He can learn some great stuff for both roles, so you can raise him towards which one you prefer.


 * The absolute first thing to do (when he can) is to have him learn SwordDanc, no matter what path you take. This is an invaluable skill that makes powerful enemies easier to manage.


 * Consider learning about 3 hybrid skills to make him better well-rounded. After SwordDanc, I recommend Mineuchi, Increase, and TakeMagic. These support the party and keep his MP stocked.


 * After that: The ideal path is to make him a follow the above path to become a Hero. Those skills are damn good for enemy swarms and bosses alike and Cleric lets him learn extra healing, too.


 * The PlatKing path is more support-oriented, but still has lots of helpful and strong skills/spells and resists different types of damage with each form. Some skills are even monster-exclusive!


 * Once he masters the path you choose, then, if you have the time, make him a Pirate for non-boss fights (but just those). It's a well rounded class and has a chance to steal items after battles.


 * He can't equip an Echo Hat, but Magic Hat is a good non-boss option for him. He shouldn't get priority for it though, and should stick with helmets until you can give him a spare Magic Hat.

Kiefer - ???


 * Kiefer is very powerful, but never gains MP, even with items. He does learn some skills though: FireSlash, ParryPass, PsycheUp. Then at level 15 onward: ZombieCut, VacuSlash. Although...


 * You likely won't even get Kiefer to Level 15 before he leaves the party forever. He doesn't die, but I won't spoil the actual event of his departure either.


 * He'll even give you all of his stuff he had on him before he leaves. What a swell guy.


 * Before that event though, it's best to give him your best gear so he can make use of his fighting skills.


 * FireSlash does about 1.3x normal damage, and is boosted by Psycheup, so that will be your main fighting combo, EXCEPT against fire-resistant foes.


 * ParryPass is rather risky early on. Your other allies might not stand up well to damage. Therefore, it's best to use this only when he's the last ally alive, if only for the boosted evasion.


 * Giving him some healing items to use isn't a bad choice either. If FireSlash isn't effective, acting as an emergency healing role is better until he runs out of items, then it's back to fighting.


 * Kiefer leaves right before you gain access to Dharma Temple and get to change classes. What sucks is you have to go through a fucking long and difficult dungeon first without him.

Maribel - no hybrid skills; Mage -> Cleric -> Sage, then never use her again when you have the story lets you.


 * Maribel's sole saving grace is her large MP pool. She also learns some so-so skills and spells naturally: Blaze, Sap, Retaliate, Sleep, Outside, Heal, and Surround. All before Level 12.


 * Terrible personality and terrible stats. As can be expected, she tends to die rather often. Maribel sucks. Melvin is better than her in every way, save MP and just barely in that case.


 * Maribel also has a shitty choice of good weapons and armor. This is gets pretty bad when she's behind other allies because she's stuck using armor from 2 shops ago.


 * Sadly, you are forced to use her at times. Don't bother having her do anything else but become a Sage, as she's awful at everything except that. Even hybrid skills are useless for her.


 * After you complete the events with Zeppel in Mardra, Maribel will leave the party and stay out of action until you awaken the Flame Spirit in DISC FUCKING 2. DON'T LET HER HOLD ONTO ANYTHING.


 * If she has any item at this point, she will keep it until she returns. ALL key items should go in your bag at all costs or the game may become unwinnable and you may have to restart entirely.


 * On that note, she won't have any level ups or new skills when she returns, making her severely behind your main party. Don't even bother leveling her up, just keep playing normally.


 * I shouldn't have to tell you that Maribel sucks too much to make a good monster-path candidate. She's far too weak, even with the resistances gained by being a monster.

Gabo - SwordDanc + ThiefHit + 2 other hybrid skills; Fighter -> Warrior -> Cleric -> Dragoon -> Paladin -> Godhand -> Hero; Then, if you have the time: Shepard -> Thief -> Tamer SL2 -> Hero


 * Gabo is physical strongman first and foremost. He does gain a nice bit of MP later on, letting him support with spells in a pinch. Gabo learns some skills naturally, but well...


 * Gabo's learned skills suck. Rip and Howl are handy before you get Boomerangs, but both become pointless after that, as many later enemies/bosses are resistant/immune to "call for help" damage.


 * Sword Dance is a must for Gabo. ThiefHit is good to help make easy money and gear. After those, learn ConfuHit to damage and confuse groups, and BigTrip to potentially flumox strong single foes.


 * Gabo's recommended path above is meant to bounce of the Protagonist's. While the one heal and supports, the other hits hard, and vice-versa. This also helps with Gabo's slower-growing MP.


 * The Monster path is pretty meh for him, since he's better with fighting and skills versus support and spells, which that path mostly learns and uses.


 * If you want to do the monster farm, then after you master his Hero path, have Gabo become a Tamer. He only needs to reach SL2 to use meat and help coerce critters. Change him back to Hero ASAP.


 * One factor to note for Gabo is that he only equips so many weapons. He has enough strength to manage anyways, but it's something to keep in mind when shopping for new gear.


 * Speaking of gear, Gabo can equip the Echo Hat and Magic Hat. Yet, unless Melvin already has an Echo Hat and Aira has a Magic Hat, he should stick with a helmet. Otherwise, Echo Hat him up, yo.

Melvin - Some hybrid skills; Mage -> Cleric -> Sage -> Jester -> Dancer -> Bard -> TeenIdol -> Summoner -> Hero ; -OR- if you prefer: Mage -> Cleric -> Sage -> Alt Monster path


 * Melvin's a pretty cool mage-warrior, emphasis on the magic, but still a good warrior. He naturally learns: Bang, BoxerDanc, Expel, Guardian, HealMore, Infermore, Outside, Return, and Vivify.


 * SwordDanc isn't necessary for Melvin, but he can learn it if you want. However, I DO recommend having him learn CurseSong, TakeMagic, and Retaliate. These help to counter and debuff foes.


 * Making him become a Sage is your first priority. Most sage spells/skills are life-savers versus harder enemies. Summon is very valuable as it adds a temporary ally to aid you and distract foes.


 * After mastering that, you'll want to have him work toward becoming a TeenIdol and eventually a Summoner. There's a certain powerful boss you'll want to revert him to a Sage for, so be ready.


 * While the path itself has so-so skills, TeenIdol skills are great to provide healing and damage while saving MP for stronger foes. He can potentially distract foes as well for a free hit.


 * Summoner is pretty much a super-Sage, and if you don't reach Hero, it's a good point to be at before post-game. Thanks to his good stats and gear, Melvin can still do well physically.


 * Melvin can also equip the Echo Hat and Magic Hat. Sage and Summoner keep MP costs low, but he uses spells often, so Echo Hat takes priority for Melvin. If you don't have it, stick with a helmet.


 * Melvin is also a great candidate for the Monster path. The alternate variation is preferable since he joins a little late, even if you get him as early as possible. That or the PlatKing heart.


 * Due to his armor options, he's arguably the best PlatKing candidate. However, it's best to master Sage first, as he won't learn Summon otherwise and lacks HealUs and Revive until a PlatKing.

Aira - SwordDanc+ThiefHit+TakeMagic; Cleric -> Fighter -> Paladin -> Warrior -> Dragoon -> Godhand -> Hero; Then, if you have the time: Mariner -> Thief -> Pirate (-> Hero (for bosses))


 * Aira is essentially a reverse Melvin (more warrior, less mage). She naturally learns: Firebal, FireSlash, K.O.Dance, PsycheUp, RobDance, LifeSong, has Dancer mastered, and is an SL3 Warrior.


 * Aira's on the path to learn SwordDanc, so have her learn that before anything else. The only other Hybrids she should bother learning are ThiefHit (for extra loot) and TakeMagic (for her low MP).


 * The path above for Aira is a bit odd, but it provides helpful skills and spells for the tougher enemies you fight around when you get her. Having her learn Farewell early can be handy in a pinch.


 * Vacuum is also good for striking all enemies nicely for 0MP and dealing wind damage. By the time she's a Godhand, she'll have enough MP for emergency castings of healing.


 * Despite what some may say, it's pretty stupid to make her a TeenIdol/Summoner. To be quite honest, she learns TeenIdol's best skill (LifeSong) and doesn't get enough MP to be a good Summoner.


 * Since her MP will never be that great and she can't equip an Echo Hat, a Magic Hat is best for her. However, when it's time to take on bosses, switch her to her best helmet right before.


 * Aira comes a bit late to be a solid contender for either monster path variation. She pretty much has the same issues as Gabo when it comes to spell-reliance and Max MP.


 * Once she masters Hero, make her a Pirate for non-boss battles (but just those). Those late/end-game equipment prices get kinda high, so you'll want to sell any extra loot for quick cash.

_Taming Monsters_

There's not really much point, since they don't fight along your side, but if you want pure completion here you go.

Blueprints given to the monster man will let him build new houses/areas for monster types to live. They won't be able to join if they have nowhere to live!

ONLY THE LAST MONSTER YOU KILL WILL BE TAMED. Don't kill the one you want tamed first.

The skill "Tamer" helps raise your chance of taming a monster. Up to 4 stacked uses of it can help for extra effect.

Meats like Rib and Fillet also help tame monsters, though the boost seems independent of the Tamer skill.

A character can't use Rib or Fillet sucessfully if the character has never been a Tamer of minimum Skill Level 2 (18 battles).

Some monsters are unaffected by Tamer and meats, but can still be tamed.

Some monsters can never be tamed.

BeefJerky does NOTHING. It is only acquired to turn the event switch on to let the game know you can start taming monsters (and get monster hearts, but that's for later).

Don't drop it though. Put it in your bag just to be safe.

-Websites etc.-

DQ7 RPG Shrine - The best DW7 site I know. Extremely handy, but sometimes needs reloading when its server craps out.

Dragon's Den - Subsidiary to the RPG Shrine, IMO. Notable for its handy walkthrough with pictures.

Realm Of Darkness - Not the best, but not bad and easy on the eyes.

GameFAQs - Credit where credit is due, couldn't have done this without others' helpful knowledge.