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    Battle System FAQ (JIS) by Random Elf

    Version: 1.0 | Updated: 01/10/03 | Search Guide | Bookmark Guide

    
    +----------------------------------------------------------+
    |  SEVEN ミ MOLMORTH NO KIHEITAI (The Cavalry of Molmorth)  |
    |  BATTLE SYSTEM FAQ version 1.0                           |
    |  By: Random Elf (random_elf@yahoo.ca)                    |
    +----------------------------------------------------------+
    
    This document is (c) 2002 Lawrence Wong (Random Elf) and may not be reproduced,
    in whole or in part, for purposes other than private, personal use. This
    document may be redistributed only if the entire file remains INTACT.
    Questions, suggestions, or corrections can be directed to random_elf@yahoo.ca.
    
    1/10/03 - version 1.0
    
    
    TABLE OF CONTENTS
    
    1 - INTRODUCTION
    2 - THE BATTLE SYSTEM
    3 - TROOP DESCRIPTION (CHARACTER CLASSES)
    4 - GENERAL TIPS
    5 - TRANSLATION OF TERMS
    
    
    
    1 - INTRODUCTION
    
    With the upcoming release of Venus and Braves, some users on the message board
    have expressed interest in its predecessor, SEVEN, because the game uses the
    same battle system. The purpose of this FAQ is to explain the tactical battle
    system, character classes, as well as some general strategies in SEVEN. This
    FAQ is written with lots of references taken from the official strategy guide
    published by NAMCO. Without the help of the strategy guide, this FAQ would not
    exist.
    
    
    
    2 - THE BATTLE SYSTEM
    
    2.1 Arranging Troops
    
    The battles in SEVEN require careful tactical planning by the player.
    Before the battle begins, the player will be shown the stats of the
    enemy (hit points, strength, defence, attack pattern, special attacks,
    etc). The player will then choose seven characters from his troop and
    arrange them on a 3x4 grid.
    
    +-+-+-+-+
    | | | | |
    +-+-+-+-+
    | | | | |
    +-+-+-+-+
    | | | | |
    +-+-+-+-+
    
    The bottom row is the front line. Troops placed on that row will be in direct
    combat with the enemy. They are the ones who will deal damage to and receive
    damage from the enemy you fight. The front line will receive full damage from
    the enemy unless they are being defended by supporting troops in the middle
    row.
    
    The middle row is support row. Characters with attack or defence support
    abilities will aid the front line from the middle row. Note that a character
    from the this row can only support a front line character that is directly in
    front of him or her. Attack and Defence support do not work diagonally. Troops
    with attack support will allow the front line to deal more damage. Troops with
    defence support will shield the front line from enemy damage. However, if the
    enemy deals more damage than the support defender can shield, then the
    difference is spilled over and will damage the front line. The defenders
    themselves do not take any damage when shielding the front line (their have
    strong shields!).
    
    Finally, the top row is the recover/heal row. Troops with the healing ability
    will heal themselves or others when placed in this row. There are two types of
    healing - Heal Self and Heal Row. Troops with Heal Self can only heal
    themselfves. On the other hand, troops with Heal Row cannot heal themselves,
    but they can heal everyone else in that row. Note that troops without healing
    abilities will have to rely on those with the Heal Row ability. During battle
    it is important for the front line to be rotated to the back so they can heal
    themselves (more on rotation later).
    
    2.2 During the Battle
    
    Time for some action! During the battle, the computer AI takes over and your
    troops will attack/defend/heal on their own. You have little control over your
    troops other than deciding whether or not to rotate the rows after each turn.
    Rotation is one of the key strategy in SEVEN's battle system. After your front
    line and the enemy traded blows, a menu will pop up and you can decide to
    rotate, stay, or run away (you have 5 seconds to make the choice). If you
    choose to rotate, the back row will hop forward to the middle row, the middle
    row will hop the the front row, and the front row will jump to the back row.
    Thus, the front line can now heal themselves in the back row, the back row
    would become the supporters in the middle row, and the middle row now bicomes
    the front line to fight. Sounds a bit confusing, but it's very clear once you
    play it.
    
    Rotation is important since the supporters from the middle row can only use
    their abilities once per rotation. So, if you choose not to rotate and have the
    front line fight a second turn, they will not get any attack or defence support
    from the middle row because the abilities were used up in the first battle
    turn. Also keep in mind that troops with healing abilities can only heal when
    they are in the back row. Note that the healers in the back row will always
    heal every turn except the very first turn of the battle.
    
    Rotation will also cancel out status ailments such as petrify.
    
    There are, however, certain advantages to not rotate. Many enemies have can
    heal themselves, some enemies can defend, and some enemies have extra damage
    attacks. Like your troops, they can only use those abilities once per rotation.
    So, if you don't rotate, they won't be able to heal or use those extra attack/
    defend abilities.
    
    2.3 Winning Conditions
    
    Usually all you have to do is reduce the enemy's hit points to zero. However,
    sometimes there are conditions that you must fulfill (just to keep things
    interesting). One such winning condition is troops formation. Sometimes you
    must beat an enemy with your troops arranged in a certain formation - e.g.
    3-3-1 (3 front - 3 middle - 1 back), or 2-4-1. Since your rows are constantly
    rotated during battle, you can start a battle in any rotation of the given
    formation. For example, you can start with the arrangement of 3-1-3 or 1-3-3 in
    a 3-3-1 fight. Or, in the case of a 2-4-1 fight, you can start with 4-1-2 or
    1-2-4. During the battle you MUST keep all your troops alive, since losing any
    one troop would've changed the formation number and thus losing the winning
    requirement.
    
    Sometimes, as required by the story (you are fighting in a cave, where the air
    is thin), you must finish the battle in a certain number of turns.
    
    
    
    3 - TROOP DESCRIPTION (CHARACTER CLASSES)
    
    Each class' stats are marked with asterisks (*). The more asterisks, the more
    powerful. Obviously, every class has its own advantages and disadvantages.
    
    #NOTE# Extra Attack % is actually the chance the character will do extra damage
    in an attack. It is not a chance to attack twice.
    
    _ARCHER_
        Hit Points  ***
      Attack Power  **
             Speed  **
     Ranged Attack  ****
    Defend Support  -
        Heal (row)  -
    Extra Attack %  2%
    
    Description: Instead of Attack Support, the archers have inderect attack -
    meaning they can attack from the second row with the bow. Thus, their inderect
    attack will not work if you place someone in front of him and blocks his line
    of attack. On the front line they attack with throwing daggers. The archers are
    the most useful in the second row using their ranged attack. However, they can
    also deal decent damage up close on the front line.
    --------------
    
    _BARBARIAN_
        Hit Points  ***
      Attack Power  ****
             Speed  *
    Attack Support  ***
    Defend Support  -
              Heal  -
    Extra Attack %  4%
    
    Description: Attack type class - highest in attack power and very good attack
    support. Has the second highest hit points after the warriors. Like warriors,
    the barbarians can be used as tanks to soak up damage. Their weakness lies in
    their slow speed and reliance to row healers.
    --------------
    
    _CLERIC_
        Hit Points  *
      Attack Power  *
             Speed  **
    Attack Support  -
    Defend Support  ***
        Heal (row)  ****
    Extra Attack %  5%
    
    Description: Defend type class - very high heal row and defend support ability.
    Good for defencive and recovery type formations.
    --------------
    
    _KNIGHTS_
        Hit Points  **
      Attack Power  **
             Speed  *
    Attack Support  -
    Defend Support  ****
       Heal (self)  **
    Extra Attack %  2%
    
    Description: A good all-round fighter with self healing. They are very useful
    as defence supporters. Put a bunch of knights together and you'll have an army
    that will not die with constant rotation. Useful when you have to put together
    a defencive team.
    --------------
    
    _MAGICIAN (ILLUSIONIST)_
        Hit Points  *
      Attack Power  ***
             Speed  ****
    Attack Support  -
    Defend Support  -
       Heal (self)  ****
    Extra Attack %  20%
    
    Description: Low in hit points but extremely fast and good self-healing. They
    also have a fairly high chance of doing extra damage in their attacks. Great
    for hit-and-run (rotate). Their disadvantage is their low hit points.
    --------------
    
    _MONK_
        Hit Points  ***
      Attack Power  *
             Speed  *
    Attack Support  **
    Defend Support  -
        Heal (row)  ****
    Extra Attack %  5%
    
    Description: Similar to the cleric class, except that monks focus on attack
    support instead of defence support. They also have more hit points so can take
    more hits.
    --------------
    
    _NINJA_
        Hit Points  ***
      Attack Power  ***x2
             Speed  ****
    Attack Support  **
    Defend Support  -
       Heal (self)  **
    Extra Attack %  10%
    
    Description: Very fast and can attack twice per turn. Useful agains enemies
    with defencive abilities as the first attack breaks down their defence. Also
    has decent attack support, high hit points, and self-heal.
    --------------
    
    _PALADIN_
        Hit Points  ***
      Attack Power  ***
             Speed  **
    Attack Support  ****
    Defend Support  ****
        Heal (row)  ***
    Extra Attack %  1%
    
    Description: All-round best fighter. Unfortunately, you don't get to use her
    much in the game.
    --------------
    
    _SAMURAI_
        Hit Points  *
      Attack Power  ****
             Speed  ****
    Attack Support  ***
    Defend Support  -
        Heal (row)  -
    Extra Attack %  25%
    
    Description: Similar to the ninja. The samurai's sharp sword will slice through
    anything (hence the high extra attack %). Fast and powerful, but relies on row-
    healers due to low hit points.
    --------------
    
    _SHAMAN_
        Hit Points  *
      Attack Power  *petrify
             Speed  *
    Attack Support  -
    Defend Support  ***
       Heal (self)  ****
    Extra Attack %  2%
    
    Description: Their attacks are weak but can petrify enemies. Petrified enemy
    receives 1.5 times damage than normal. They're too slow and has too few hit
    points, so I don't find them very useful.
    --------------
    
    _SIBYL_
        Hit Points  *
      Attack Power  *x4
             Speed  ****
    Attack Support  -
    Defend Support  **
        Heal (row)  ***
    Extra Attack %  4%
    
    Description: Female counterpart to the shaman, but much much more useful. Her
    multiple attacks make her very useful against enemies with defence ability.
    Very fast, defends well, and has a high heal row ability.
    --------------
    
    _VALKYRIE_
        Hit Points  *
      Attack Power  *
             Speed  ***
     Ranged Attack  ****
    Defend Support  -
       Heal (self)  ***
    Extra Attack %  4%
    
    Description: The female counterpart to the archer. In close-range combat they
    are weaker than the archer. Their strength lies in their ranged attacks, speed,
    and the ability to self-heal.
    --------------
    
    _WARRIOR_
        Hit Points  ****
      Attack Power  ***
             Speed  **
    Attack Support  -
    Defend Support  -
              Heal  -
    Extra Attack %  8%
    
    Description: Warrior has the highest hit points compared to other classes.
    Thus, they will not need to rely on the healers as much. Powerful and fairly
    fast, they are like tanks on the front line.
    --------------
    
    _WARRIOR MAGE_
        Hit Points  ****
      Attack Power  ****
             Speed  **
    Attack Support  ****
    Defend Support  **
        Heal (row)  ***
    Extra Attack %  15%
    
    Description: Similar to the paladin, but more focused on the offensive. Strong
    but you won't get to use him much in the game. In fact, you don't get to use
    this class at all during the rpg part of the game. Even in the second game that
    opens up after you complete the rpg portion, this class still will only rarely
    show up.
    --------------
    
    _WITCH_
        Hit Points  *
      Attack Power  *
             Speed  ****
    Attack Support  ****
    Defend Support  ***
              Heal  -
    Extra Attack %  10%
    
    Description: The witch is the ultimate supporter. Has better defence support
    than the wizards. Although the witch doesn't have high attack power, she is
    very fast and can be deadly if a strong attack supporter is behind her.
    --------------
    
    _WIZARD_
        Hit Points  *
      Attack Power  *
             Speed  *
    Attack Support  ****
    Defend Support  **
        Heal (row)  ***
    Extra Attack %  10%
    
    Description: The male counterpart of the witch. Although slower and weaker in
    defence, they have high heal row ability.
    --------------
    
    
    
    4 - GENERAL TIPS
    
    Here are some general tips to get you started:
    
    When arranging troops, keep in mind each troop's abilities (can check by pressing the square button during arrangement). Also keep in mind the enemy's
    abilities and attack patterns so you can counter them. Pay attention to your
    attack power, defence power, and the amount you can heal.
    
    -----
    Also, when arranging troops, you will see percentile numbers near the bottom of
    the grid. This shows the chance of that person getting attacked by the enemy.
    
    -----
    The enemy's HP, attack power, defence power, heal, special attacks, and attack
    patterns will be available to you when you arrange your troop. Use the info to
    your advantage.
    
    -----
    Some enemies have a preference to who they like to attack. For example, some
    enemies will attack females. If there's a female character in the front line,
    then she will always get attacked. If there are no females, then the enemy
    attacks as normal.
    
    Other examples attack preferences include: attack row-healers, attack self
    healers, attack the oldest/youngest, etc.
    
    -----
    Some of your troops or enemies will be aligned to an element (earth, air,
    water, or fire). The dominance of elements goes like this:
    
      AIR > EARTH
      /\     \/
     FIRE < WATER
    
    When a dominating element attacks a dominated element, the damage is increased
    by 25%. When a dominated element attacks a dominating element, the damage is
    reduced by 25%. For example, when WATER attacks FIRE, it will do 25% more
    damage. But, when FIRE attacks WATER, it will do 25% less damage.
    
    -----
    Fatigue - after a battle, if the total amount of damage that a character has
    received is equal or more than his/her total hit points and has survived (due
    to healing), then he/she will be fatigued. A fatigued character will be denoted
    by a blue sad face. The stats (other than HP) of a fatigued character will
    decrease as they don't perform as well when tired. A normal character is
    denoted by a yellow neutral face. A well-rested character is denoted by a red
    happy face. Stats other than HP of a well-rested character will increase. If
    you have fatigued characters after a battle, switch them out and let them rest
    through the next few battles.
    
    -----
    Age - your troops and characters will age as the game progresses. Everyone has
    a growth phase, peak performance phase, and decline phase. During the growth
    phase the character's stats will increase once a year. The stats will stablise
    with little increase during the peak performance phase. Finally, when a
    character reaches his/her age of decline the stats will actually decrease with
    each year.
    
    -----
    Rotation during battle is important, as it allows your injured troops to heal
    and refresh support abilities. However, against certain high leveled monsters,
    rotation can actually hinder you if the monster can heal a large amount of HP
    when you rotate. The way to beat such a monster is of course not to rotate, and
    place your most powerful fighters up at the front. The SEVEN strategy guide
    suggests this:
    
    +-+-+-+-+
    | | |*| |       A= Archer
    +-+-+-+-+       W= Warrior
    |A|w|w|A|       w= witch
    +-+-+-+-+       *= any
    | |W|W| |
    +-+-+-+-+
    
    The front line should have at least one warrior. They have high hit points and
    have good attack power. For the other spot on the front line, you can put in a
    barbarian or another warrior. Samurai, ninja, and magician are also good
    choices for the second spot if they have reasonably high hit points. The witch
    supports the front line with their superb attack and defence support abilities.
    If you don't have witches, other good choices are wizards, paladins, or warrior
    mages. The archers with their powerful ranged attacks pack quite a puch without
    exposing themselves to enemy attacks. Valkyries are also good here if you don't
    have archers.
    
    I've tried out this formation and it works!
    -----
    
    
    
    5 - TRANSLATION OF TERMS
    
    This game contains lots of kanji (Chinese characters). Here are the ones
    pertaining to enemy and troop stats.
    
    5.1 Your Troops
    
    職種  -  character type
    騎士  -  knight
    戦士  -  warrior
    幻術師  -  magician
    神官  -  cleric
    僧侶  -  monk
    魔術師  -  wizard
    魔女  -  witch
    剣闘士  -  barbarian
    アーチャー  -  archer
    ヴァルキリー  -  valkyrie
    サムライ  -  samurai
    ニンジャ  -  ninja
    祈梼師  -  shaman
    巫女  -  sibyl
    聖騎士  -  paladin
    魔騎士  -  warrior mage
    
    5.2 Troop Parameters
    
    属性  -  element type
    年齢  -  age
    ピーク年齢  -  peak performance age
    衰退年齢  -  age of decline
    疲労度  -  fatigue
    攻撃力  -  attack power (the actual damage that will be done to the enemy)
    素早さ  -  speed
    攻撃補助  -  attack support
    間接攻撃  -  range attack (archers and valkyries)
    防御補助  -  defence support
    回復力(自) -  heal (self)
    回復力(列) -  heal (row)
    
    5.3 Enemy Stats (I'm only listing terms that haven't appeared above)
    
    能力  -  abilities
    攻撃パターン  -  attack pattern
    特殊攻撃  -  special attacks
     列攻撃  -  row attack (the attack will damage the entire row)
     複数攻撃  -  multiple attacks (will attack multiple targets)
     連続攻撃  -  series attack (attacks several times on a single target)
     怒りの一撃  -  raging blow (extra damage attack)
     生命力奪取  -  steal life
     死の呪い  -  curse of death (the target cannot heal)
     石化攻撃  -  petrify attack (turns target to stone)
     力を溜める  -  save strength (charge up to do double damage next turn)
    思考  -  enemy AI (how they will choose their target)
     きまぐれに攻撃 - whimsical (choice of target only affected by the percentile
                     you see at the bottom of the grid when arranging troops)
     女性を狙う  -  targets females
     (class type)を狙う  -  targets a certain class type
     列回復者/自回復者を狙う  -  targets row/self healers
     HPの低い者を狙う  -  targets the lowest HP of the row
     若者を狙う  -  targets the youngest of the row
    初回攻撃力  -  the extra damage that will be dealt at the beginning of each
                  rotation; works only once per rotation
    初回防御力  -  the extra defence the monster will have at the beginning of each
                  rotation; works only once per rotation
    
    End of FAQ
    

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