Cite as
GameFAQs, Averlus guide
Original
https://gamefaqs.gamespot.com/snes/588558-paladins-quest/faqs/25501
sha256
89ade55eacbb4e8858dcabd6046b8c2ded7b1df8f47a4f90f07b344cd96ff29b
Archived
https://web.archive.org/web/20100701030306id_/http://www.gamefaqs.com/snes/588558-paladins-quest/faqs/25501
Accessed
2026-11-08
Licence
© Chris Thornton; GameFAQs terms
Credit
Chris Thornton (Averlus), 2003-2005.
Notes
The pinned 2010 Wayback capture is v2.00 (2005-12-31). The live page is v3.00 (2024-05-24) and adds an affinity-arithmetic account (4-bit values, +2 for a spirit's first casting in a battle, cards +1-5, 64 battles to max) that is not in the pinned copy; use the pinned copy's statements unless the lead pins v3.00. The guide's sections are separate GameFAQs pages; the capture is the full text.

Cited on

Claims (7)

The names of the game's 256 item numbers: 1 to 192 are its items, from Lth to S tavern; the rest are blanks, 'No item', and repeats of earlier names. They match the ZSNES save-state guide's hex item list in 252 of 256 entries and differ at 4: 14, 'Light drs' in the guide and 'Liht drs' in the ROM; 133, 'Bombl' in the guide and 'Bombbl' in the ROM; 154, 'R crab' in the guide and 'R crag' in the ROM; 255, 'No Item' in the guide and blank in the ROM. The Averlus guide spells 'Liht drs', 'Bombbl' and 'R crag' as the ROM does. The drop code reads an enemy's item byte through this table. No table of the items' stats, prices or who may equip them has been found.WeaponsCharactersCharactersCode
All 37 spells, with the spirits each is built from, its HP cost, and its power: 8 spells use one spirit, 28 use a pair, and Spirit uses all eight. The casting code takes the cost from the caster's HP and marks the spirits as used; the damage code scales the power by the caster's mastery of those spirits. The spirits match the Averlus guide's pairs for 36 of 36 (its list leaves out Spirit), and the cost matches RPGClassics' table for 36 of 37; the exception is BoltA, 28 in the ROM and 40 in RPGClassics.Spirits/SpellsCode
The starting records of the game's characters, one for each character number from 1 to 33 (numbers 32 and 33 are copies of Nails): level, experience, maximum HP, Strength, Speed, Defense, Luck, and their mastery of each spirit they can use. A new game copies the whole table to memory; when a character joins, the record goes into the party, and the level-up, casting and spell code read its fields there. The level-up messages name the four stats. Of the Averlus guide's profiles, the 30 with a starting level match on level and the five stats in 30 and on the spirits in 30.Characters, HawkCharacters, G Razav (2)Code
How each character is hired: the fee, a second fee the hiring code takes instead when the character's bit is set in a per-character flag array, and the six items the character joins wearing. The hiring code checks the party's money against the fee and takes it; the join copies the six items into the party record. The fee matches the Averlus guide's recruitment cost for 19 of the 21 characters it gives one for. Lilie's fee is 0: the guide lists '34800G/Free' and explains that the 34,800 is the price of her equipment, which you must buy before she joins early, and that her fee is free. GRasav (2) has 1,000 in the ROM where the guide says Free. The equipment matches the guide's profiles for 31 of 31, leaving out the count the guide writes after a belt item ('Minibl 9').Characters, LilieCharacters, LilieCharacters, LilieCode
A spell's strength rests on the caster's mastery of the spirits it is built from, not on the caster's level. Casting marks the spell's spirits in a record the battle keeps for each party member; on a win, each member still standing whose record is marked gets, for each marked spirit, a roll of 100 under 70 (180 in 256, 70.3%) for 2 more mastery, up to 127. So a spirit gains at most once a win, however many times it was cast. The Japanese manual says only the characters who survive the battle gain; the US manual says a spell's power rises each time it is cast.Intro/Tips, 1. MagicCode
Spirit cards raise a spirit's mastery, and every two points a card gives is worth one battle's use of the spirit, Chris Thornton's guide (v2.00) says.Intro/Tips, 1. MagicGuide
Two encounter modifiers are named in the pinned guides: the Pro Ball item, which keeps weak enemies away, the Averlus guide says, and the Peace spell, which RPGClassics says keeps random encounters away for a short time, repelling only enemies much weaker than the party. No source gives the encounter rate or how a battle is rolled.ItemsSpirits/SpellsGuide