| Every enemy in the game, 165 and a blank, with what a battle loads from its record: HP, attack, defense, agility, a level the party's is measured against, its defense against four types of spell, the experience and gold it gives, and the item it may drop with the chance in percent. The battle code sets each field's use; the HP column is the base a battle varies by up to a tenth, except in battles where a flag fixes it. 160 of the 165 match a row of odino's enemy list on attack, defense, agility and the first four letters of the name, and 157 of those also on experience and gold; the item names the guide's drop in 159 of the 160. | 0x10000-0x10D9D0x12492-0x125DD0x125DE-0x12AF20x8E4F-0x8E670xAC15-0xACD40xC06D-0xC07E0xA063-0xA12B0xA18E-0xA1EF0xA1F1-0xA1FA0xD6E7-0xD7AD0xACE7-0xAD590x9DEB-0x9E1F0x8904-0x89430x8CE9-0x8D330xD7AE-0xD841 | Code |
| 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. | 0x11D33-0x11F320x11F33-0x124910x8D61-0x8D70 | Code |
| 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. | 0x1192A-0x11A070x11C46-0x11D290xB3D1-0xB41D0xD7AE-0xD8410xD5C4-0xD6280xD6E7-0xD7AD | Code |
| The experience a character needs for each level, from 1 (0) to the cap of 99 (999,999); one table serves every character. Each level costs more than the last up to level 59; from level 60 to 98 each total is 20,039 above the previous total, and level 99 costs 15,322, which lands on the cap. The level-up code compares a character's experience with the next level's total and stops at 99. All 99 totals match the guide's chart. | 0x470A3-0x471CE0x8AAA-0x8AFE | Code |
| 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. | 0x4768A-0x479E30x11B30-0x11BE30x6A05F-0x6A06E0x6B396-0x6B5490x8AAA-0x8AFE0x17735-0x177480x176FA-0x1771C0xD7AE-0xD841 | Code |
| What each character gains at a level up: for each of Strength, Speed, Defense, Luck and Max HP, a fixed base plus a random roll from 0 up to a per-character range, so Chezni gains 24 to 26 Max HP a level. Strength, Speed, Defense and Luck stop at 999 and Max HP at 9,999. 4 character numbers gain nothing: Chill and Nails, and numbers 32 and 33, the two copies of Nails' record. | 0x10D9E-0x10EE70x8B00-0x8C300x8C41-0x8C550xA8E-0xAB20x17735-0x177480x176FA-0x1771C | 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'). | 0x472AC-0x476890x6AF25-0x6AF730x6DDFE-0x6DE3B0x6DEEA-0x6DEF10x3F74C-0x3F75E0x6B10E-0x6B1210x6B396-0x6B549 | Code |
| A party member's spell is paid for with that member's own HP, as both manuals say. The party's casting code takes the spell's cost from the caster's HP and refuses the cast unless the caster has more HP than the cost, so a spell never knocks out its caster. Costs run from 1 (AT S) to 250 (Spirit); FireS costs 12 and FireA 28. | 0xB3D1-0xB41D0xB48D-0xB497 | Code |
| 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. | 0xB3D1-0xB41D0x91AA-0x91AF0x87D8-0x87E80x88B1-0x89030xB990-0xB9A30xA8E-0xAB2 | Code |
| When a party member casts an attack spell other than Storm, Heat or Crush, the damage is the spell's power, raised or lowered by how far the caster's mastery outruns the target's defense against it: power plus (mastery minus twice the defense) times power / 64, at least 1. The mastery is the sum of the caster's mastery of each of the spell's spirits, doubled for a single-spirit spell, so one spirit at 30 counts the same as two at 30; Spirit, built from all eight, sums all eight. The defense is the target's value for the spell's type plus 1, and 100 more while the target has a status coded 2. | 0xD5C4-0xD6280xD6E7-0xD7AD0xD7AE-0xD8410xD3B5-0xD3D1 | Code |
| A physical hit does the attacker's attack, plus a random 0 to 25/255 of it, minus nine tenths of the target's defense, at least 1. A target whose chosen command is the one coded 3 (14 for an enemy) takes half, rounded up. A battle flag raises the attack by a quarter, and a status raises the target's defense by an eighth. | 0xA063-0xA12B0xA1F1-0xA1FA | Code |
| A combatant's turn-order value is its speed times a roll from 6 to 13, over 10, so a fighter with twice another's speed usually has the larger value, but not always. | 0xACE7-0xAD59 | Code |
| An enemy's HP varies from battle to battle: the battle adds its listed HP in whole hundreds, rounded down, times a roll from -10 to +10, so a 180-HP Evilrat starts with 170 to 190 and an enemy under 100 HP never varies. In battles with a flag set ($1843) the roll is fixed and the HP is the table's. That explains why odino's enemy list gives HP that differ from the ROM table's in 103 of the 160 enemies our script matched to it (paladins-quest-tables/enemies), by -9.1% to +10.0% as computed, while its attack, defense and agility match exactly: the guide read one fight. | 0xAC15-0xACD4 | Code |
| An enemy may drop one item, with a chance in percent stored beside the item in its record, from 3% to 50% in the US ROM. At victory the game rolls once for each of the battle's enemy groups (up to four) that the battle has marked: a roll of 100 under the chance adds the item to the spoils. The random table makes the stored chances 3 (8 in 256, 3.1%), 4 (11, 4.3%), 5 (13, 5.1%), 15 (40, 15.6%), 16 (42, 16.4%) and 50 (129, 50.4%). | 0x8CE9-0x8D330xA8E-0xAB2 | Code |
| An enemy well below the party's level may take the action coded 22 instead of the one it would otherwise pick. When the party's average level is 3 to 7 above the enemy's level the chance is 10 in 100 (26 in 256, 10.2%); 8 to 14 above, 20 (53, 20.7%); 15 to 24 above, 30 (80, 31.3%); 25 or more, 50 (129, 50.4%). The check is skipped when either of two battle flags is set, and for enemies 24 and 25 while in a status coded $40 (they take action 12); enemy 117 first takes action 22 on a separate roll. | 0xA18E-0xA1EF0x12D89-0x12D920xA6D3-0xA709 | Code |
| A victory's experience is the sum of the defeated enemies', shared among the party members still standing, with a bonus for larger fights: each gets the total times (9 + the number of enemies), over 10 times the number of members, at least 1. The product stops at 65,535 before the split, so a share is at most 65,535 over 10 times the members: one enemy giving 8,000 to three members yields 2,184 each, not 2,666. Below that cap one enemy's experience is split evenly and each further enemy adds a tenth. Nails never takes a share. The gold is summed and added whole to the party's money, with no bonus and no split; the money stops at 999,999. | 0x9DEB-0x9E1F0x8E0E-0x8E360x8989-0x8A680x8904-0x8943 | Code |
| The game names its makers in two places. The boot screen reads '© 1993 asmik corporation'. The staff-roll text in the ROM, decoded through our reading of the game's font, lists producers Hiroshi Okamoto and Shinji Ogawa, Kohei Nomura as original system coordinator ('COORDINATER'), Kohei Tanaka for the original score, and Hidenori Shibao as writer and director, and includes the lines 'BASED UPON LENNUS' and 'LENNUS STAFF'. Neither names a development company: Copya System, which secondary sources give as the developer, is not in the ROM's text. | frame 2900x73526-0x73855 | Guide |