0NMMMMMMM    #MMNA2+
                            N#Y2222YHU +MUYDU#NMM#
                           DNA000Y00UMHND000YY2YMNY
    (NNNNNNNNNNNN_.       %NQ0Y000000NHD0000YYYYHMA             _JNNNNNNNN__N
      `NNNNF""4NNNNL      UM000000000A000000YYYYQMN          _NNNNN"`   "NNN)
      (NNNN`   `NNNN)    %MQ00000000000000000YYYDMN        .NNNNF`        4N`
      NNNNN     NNNN)    UNDY0000000000000000YY0DMM$      JNNNN`          `N
     (NNNN)    JNNNN    %MUY0000000000000D00000DDNM0     JNNNN`            )
     JNNNN   .NNNNF     HN0000000000000DNH0000DDDQMQ    (NNNN)
     NNNNNNNNNNF"      $MUYY00DHD00000DNMMQ000DDDAMN$   NNNNN
    (NNNN"""NNNNL.     #MYYY00AM#0000DHMQMMA00DDDDNM0  (NNNN)     (NNNNNNNNN
    NNNNF    `NNNN.   $NA2YYYYQMMQ00DNMU 2MHD0DDDD#MQ  (NNNN       4NNNNN`'
   (NNNN)     (NNNN   NH2YYY0YNMMMUANM#.  2NQ0DDDDQMH. (NNNN        (NNNN)
   NNNNN      JNNNN  0MAYYYYYDMH#MNMMA+    HNADDDDAMN$ `NNNN        NNNNN
  .NNNN)     .NNNNF  NN2YYYYYUMQ+UMMU+     2MUDDD0DNMQ  4NNN)      .NNNN)
  (NNNN     .NNNNN  YMDY0000Y#MA  ND+      0MADDD0D#MM   NNNN.     (NNNN
 .NNNNN___NNNNNNF  +#HY0000YDNHY  .        #NADDDDUHM#%   4NNNL.  .NNNNF
NNNNNNNNNNNNF""    0NAY00000UMQ%           MNDAUHMNQ0      `4NNNNNNNNF"
                   #HY000000HM0            MNNMM#0.
                  AMAY000000NM+            MMH0+
                 2NMHHHHHHHHMA

                     
                      NF`        _J)     .NNL  .NNL  `NN
                     (N`        "(N`    .N` N) F `N)  N)
                     (N (NNF(N)  (N     NN  N)   .N`  N)
                     JN `(N  ()  NF     N) (N)  .N`  (N)
                     N)  N) .F   N)     N) JF  JL__. (N
                     N)  4NN`  NNNNN (F `NNF  NNNNN` NN
                     NN                             NN)


6000 hits (for the year 2005) and counting...

Super Mario RPG: Legend of the Seven Stars Battle Mechanics Guide (v1.02 r04)

Last Revision: Wednesday, October 19, 2005 @ 01:41pm EDT (GMT -5:00)

By: Shawn Newman (newmansage)

E-mail : -newmansage@hotmail.com (My new primary e-mail address for anything
          game-related; use this first.)
         -risingsun1011@juno.com

- A reminder that [shnew10@aol.com] is no longer a valid e-mail address, as I
  closed my AOL account back in February 2005.

------------------------------------------------------------------------------
* Remember to allow 3 (or more) months for me to respond to your e-mail. I try
to respond as early as I can, but college often gets in the way. You should
DEFINITELY e-mail me again if a new version of the BMG has gone out and you
still have not heard from me.
------------------------------------------------------------------------------

      __  ___________________________________________________________________
FONT / / |FONT CHECK: This guide is not to exceed 78 characters per line.    |
__  / /  |Make sure that you are viewing this file in a monospaced font, such|
\ \/ /   |as Courier, to ensure that the document lines up correctly. If this|
 \__/    |box is not displaying properly, use a higher screen resolution.    |
         |___________________________________________________________________|

  .JNNL. Why 78 characters per line?
  N"""NN ---------------------------
      (N 78 monospaced characters, under a default font setting, is equal to
     JN` 6.5" (@ 12 characters per inch) in a word processor, in case the
   NNF   document needs to be printed out. I recommend against doing this,
  (N`    though. This guide is pretty long.

 (N)     Not that long -- about 74 pages -- but...

------------------
*REVISION HISTORY*
------------------

v0.10-March 30, 2003
--------------------
Woo-hoo! The first edition of this guide!

v0.20-March 31, 2003
--------------------
Fixed a few minor errors. Completed Part 2 of the guide. Made an effort to
start on Part 3. This is going to be a long section...

v0.30-August 14, 2003
---------------------
I did a little of Part 3 but then decided to do Part 4. It came out quite
nicely.

v0.80-August 15, 2003
---------------------
I did A LOT today. I finished Parts 4-9! Well, a lot of 7 and 8. Still need
a few things in those sections. I'm pretty much done with this guide.

v0.85-December 15, 2003
-----------------------
No biggie: just changed a few confusing parts in my guide.

v0.90-April 17, 2004
--------------------
Been caught up in school work...Oh well. Added in part 4 about instant KO
attacks.

v0.91-June 16, 2004
-------------------
Well, I finally got a ROM for this game, so hopefully I can finish the rest of
the sections soon. Worked mainly on Part 7 today, although I got some of
Part 8 done as well. (Stats up to level 7 done!)

v0.92-June 22, 2004
-------------------
Working hard...I got statistics on characters up to level 11 today. Also I
added the chart in Part 8 that shows how many Hit Points each character
gains if you choose the HP bonus on the wrong levels. Still need the values
for after Level 20, though...

v0.93-June 24, 2004
-------------------
Finished stats on characters up to level 30!

v0.94-June 26, 2004 (1st version contributed to GameFAQs)
---------------------------------------------------------
Yes, I working every other day...Got more information on prices for some
equipment and finished up Part 8 (finally!) today.

v0.95-June 30, 2004
-------------------
Added information for Geno Boost, Sleepy Time, Come Back, and Mute. Also
added locations for all the accessories.

v0.96-July 02, 2004
-------------------
Finished Part 3 on Special (Y) Formulae! Also fixed a few formulas that
were incorrect. Added neoseeker.com onto my authorized website list.

v0.97-November 23, 2004
-----------------------
Added information on what the statistics do. This can be found in Part 8,
after the info on the characters and before the part on leveling up. Also
added minimum, ideal, and maximum values for each characters. These are also
found in part 8. Most of the formulas in Part 3 were also changed. (Not a big
difference, just added an int() function to them for the most part.) Added the
"To-Do List" which is found below the history. I should be done with this
guide by the end of the year, but if not...oh well...blame my college.

v1.00-December 27, 2004
-----------------------
Well, Merry belated Christmas everyone (or whatever you celebrate at this time
of year)! Finally, this guide is "complete!" That doesn't mean, however, that
I am done. There is still much I want to do with this guide. Part 6 is done!
Also, improved some areas from other parts. Also, added keywords for easier
navigation. For now, only the nine main parts have keywords, but I'll probably
add each individual section within the parts in a later version.

v1.01-June 17, 2005
-------------------
Summer Term isn't as busy as Spring and Fall, so I can update. Yay! Actually,
if you look at the BMG revision history, I update about thrice a year.
Completely redid Part 7. Also added keywords for each individual section.
Hopefully the next update will include the other things in my "To-Do" List.
I've changed my e-mail addresses, so please be sure to look at the e-mail
information at the beginning of the guide should you wish to contact me. I
probably won't be updating often anymore since I have moved on and am doing
research on other games (namely, the Ratchet & Clank and Sly Cooper series),
so expect updates to be more sporadic, as if they weren't sporadic already...
I'll try for December or so, or I may surprise you with v1.02 next month!
Oh, FYI, most of the size increase is due to the new format of Part 7.

v1.02-October 19, 2005
----------------------
I'm gonna go ahead and publish this, even though I'm quite done with it yet.
First of all, I have a new ASCII title for the guide (I'm so happy!). I think
I went a little overboard with the ASCII, though. I'm not quite satisfied with
the way the headers at the beginning of each part turned out. I'll probably
change it back in v1.03. Anyway, fixed some minor errors in the guide (such as
spelling and a few missing words here and there...why didn't anyone inform me
of this?!! Especially my listing of Bowser's Drill Claw having the same Attack
boost as Geno's Star Gun!) and added more information for Mario's Super Jump,
as well as an additional section on timed hits in Part 2. Also, I removed most
of the int() functions that I added in v0.97 in Part 3 after realizing that
that's what the brackets were for in the first place! What was I thinking?!
Oh, and also the item properties list has been added. I'm not quite done with
it yet, though...you can see this list in what is now Part 5. Lastly, I've
added two more statuses in the Statuses section, which is now Part 6.


------------
*TO-DO LIST*
------------

(for v1.03 and/or later versions)
- I think the Revision History and the Table of Contents are gonna need their
  own keywords soon, as the Revision History section is getting a little big.
- I want to completely redo the Enemy Skill list, using a format similar to
  the one I used in Part 3. BUT...I have to get information on which enemies
  use which skills, first...
- I need to add locations for each item on the Item Properties List.
- I need to add a section on Item (X) timed hits (or at least a theory...).
- I received an e-mail stating that "Geno Beam" has a hidden, sixth level
  that occurs just before overcharging the attack. So far I have been
  unsuccessful in getting this sixth level, but I may not have the time to
  test this out further. Could someone (other than you, redford) try this and
  verify?
- I need to add a section on battle gameflow.
- I plan for v1.03 to come out by the end of the year, hopefully...


TABLE OF CONTENTS
-----------------
NOTE: Be sure to include the brackets when typing in the keyword in the
Find dialog box. (e.g. for Part 6, Enemy Skills, you would type, not including
the quotation marks: "[ENSKL]")

-------------------------------------------------------------\----------------
TABLE OF CONTENTS                                             \    KEYWORD
---------------------------------------------------------------\--------------
 1. Introduction and Definitions                                |   [INTRO]
                                                                |
 2. Weapon (A) formulae                                         |   [WEAPN]
    -"Timed hits" examples                                      |   [WPNTH]
    -P values for each weapon                                   |   [WEPNP]
                                                                |
 3. Special (Y) formulae                                        |   [SPEC.]
    -Mario's Specials                                           |   [SPEC1]
    -Mallow's Specials                                          |   [SPEC2]
    -Geno's Specials                                            |   [SPEC3]
    -Bowser's Specials                                          |   [SPEC4]
    -Peach's Specials                                           |   [SPEC5]
    -Specials Secret                                            |   [SPECS]
                                                                |
 4. Defense (B) formulae                                        |   [DEFNS]
    -Defense basics                                             |   [DEFBS]
    -Attacks that increase damage by a percentage               |   [DEFAP]
    -Defense mode                                               |   [DEFMD]
    -KO attacks                                                 |   [DEFKO]
                                                                |
 5. Item Properties                                             |   [ITMPR]
    -Item Categories                                            |   [ITMCA]
    -Life Recovery Items                                        |   [ITMRL]
    -Magic Recovery Items                                       |   [ITMRM]
    -"All" Recovery Items                                       |   [ITMRA]
    -Status Recovery Items                                      |   [ITMRS]
    -Status Enhancement Items                                   |   [ITMSE]
    -Combat Items                                               |   [ITMCO]
    -Other Battle Items                                         |   [ITMBO]
    -Non-battle Items                                           |   [ITMNB]
    -Treasure Box Items                                         |   [ITMTB]
    -Non-mechanics Items                                        |   [ITMNM]
                                                                |
 6. Status effects                                              |   [STATU]
    -Negative status effects (a.k.a. status ailments)           |   [STATN]
    -Status Priority                                            |   [STATR]
    -Positive status effects                                    |   [STATP]
    -Status Incompatibilities                                   |   [STATI]
                                                                |
 7. Enemy Skills                                                |   [ENSKL]
     -Enemy Specials                                            |   [ENSSP]
     -Enemy Skills that cause status ailments                   |   [ENSSA]
     -Attacks which cause a percentage of the normal damage     |   [ENSAP]
                                                                |
 8. Character Equipment                                         |   [EQUIP]
    -Weapons                                                    |   [EQWPN]
      -Mario's Weapons                                          |   [EQWP1]
      -Mallow's Weapons                                         |   [EQWP2]
      -Geno's Weapons                                           |   [EQWP3]
      -Bowser's Weapons                                         |   [EQWP4]
      -Peach's Weapons                                          |   [EQWP5]
    -Armor                                                      |   [EQARM]
      -Armor Classes                                            |   [EQARC]
      -Armor for Everyone                                       |   [EQARE]
    -Accessories                                                |   [EQACC]
                                                                |
 9. The characters and Leveling Up                              |   [LEVEL]
    -Mario                                                      |   [LEVL1]
    -Mallow                                                     |   [LEVL2]
    -Geno                                                       |   [LEVL3]
    -Bowser                                                     |   [LEVL4]
    -Toadstool (Peach)                                          |   [LEVL5]
    -Statistics                                                 |   [LEVST]
      -Main Statistics                                          |   [LEVSM]
      -Other Statistics                                         |   [LEVSO]
    -Leveling Up                                                |   [LEVUP]
    -Experience Needed to reach each Exp. Level                 |   [LEVEX]
                                                                |
10. Legal stuff and Miscellaneous                               |   [LEGAL]


**************************************1***************************************
 (NN)  Introduction
  (N   ------------
  N)   A small intro to the guide; contains definitions for terms that may be
 (N    unfamiliar.
.NN.   KEYWORD: [INTRO]
**************************************1***************************************


Yeah, I know it's a little late for a guide like this, considering that this
game has been out for about seven years or so. But, this game is a classic!
This is my favorite SNES game, and I still play it! Anyway, I'm sure that
people emulate or still play (using an SNES) this game and wonder exactly how
those numbers that appear on-screen are derived. That is the main purpose of
this guide.

Actually, before I start, I want to define some terms to clarify what is
coming up, so that you don't get confused and start sending many e-mails my
way.

A "CHARACTER" is any unit on-screen during a battle that is on your side.

An "ENEMY" is any unit on-screen during a battle that is not on your side.

An "ATTACK" is any technique that is used to cause damage or negative
abnormal statuses to a target. (Ex. Mario's "Fire Orb")

A "SKILL" is any technique that does not cause damage or negative abnormal
status effects to a target. (Ex. Mallow's "HP Rain")

An "ATTACKER" is any character that is executing an attack or skill.

A "TARGET" or "DEFENDER" is the target that is being affected by the effects
of an attack or skill.

* For skills, the attacker and the defender can be the same person.

A "TIMING BUTTON" is any button used to cause more damage/healing with an
attack or skill; namely the A, B, X, or Y buttons.

To "TIME" an attack or skill means to press a timing button within a certain
margin of time unique to each attack to cause extra effects.

To time "PERFECTLY" means to time an attack or skill exactly or near
exactly right so that an attack or skill's effects have their highest
potential.

To time "CORRECTLY" means to time an attack or skill a fraction of a second
off from "perfect". This will still increase the effects of the attack or
skill, but only about half as much as if you were to time it perfectly.

To "BLOCK" means to press a timing button at such a moment that damage is
reduced or completely nullified.

A "PHYSICAL ATTACK" is any attack that uses the "Attack" stat of the attacker
and the "Defense" stat of the target.

An "UNBLOCKABLE ATTACK" is any attack that does not use the "Defense" or
"Magic Defense" stat of the target.

A "MAGIC ATTACK" is any attack that uses the "Mg. Attack" stat of the
attacker and the "Mg. Defense" stat of the target.

"MAGIC POWER" is a variable that determines the relative strength of a magic
attack. This value is added to the attacker's "Mg. Attack" stat and is then
subtracted by the target's "Mg. Defense" stat to determine the exact amount
of damage that the target will receive.

For example, the magic power of Mario's "Jump" skill is 25. This value is
then added to his "Mg. Attack" value and subtracted by his target's
"Mg. Defense" to determine how much damage he will cause.

To "DEFEND" means to brace the character for attacks. You can tell a
character is defending because he or she will (generally) have their arms
crossed in front of them. Characters who are defending receive half the
damage (rounded down) that they normally receive. You can combine this
with a correctly timed button press and receive only 1/4 normal damage.


Now, the formulae:


**************************************2***************************************
 JNNN` Weapon Damage
 ` (N  -------------
  .F   Damage calculation for damage using weapons. Also contains information
 J`    on Timed Hits and P Values.
NNNN   KEYWORD: [WEAPN]
**************************************2***************************************


Weapon Attacks
--------------
Note: Anything in brackets should be truncated, and everything in parentheses
should be performed first.

Basically, for weapon attacks, the amount of damage caused will be determined
by the following equation:

[max(1,(PA + WP + rand(-P,P) - DEF)) * T]

Where PA is the attacker's "Attack" stat,
WP is the weapon power of the attacker's equipped weapon,
P is a variable that changes with the equipped weapon,
DEF is the "Defense" stat of the target, and
T is a variable that determines whether you timed your attack.

This formula applies to all attacks, although for bare-handed (aka: no weapon)
attacks, the P and the WP value is 0, and thus can be modified to create a
simpler equation:

[max(1,(PA - DEF)) * T]

Again, PA is the attacker's "Attack" stat,
DEF is the target's "Defense" stat, and
T is the timed hit variable


T Values
--------
T = 2.0 if you timed it perfectly,
T = 1.5 if you timed it correctly, and
T = 1.0 if you didn't bother to time it or if your timing was way off.


P Values
--------
The basic rule for the variable "P" in the attack equations is this:
P is equal to [0.1 * WP], where WP is the weapon's attack power.
Example: Mario's NokNok Shell has an attack power of 20, so the P value is
equal to [0.1 * 20] = 2.

Exceptions are Geno and Bowser's weapons, Mario's Masher and Lazy Shell,
and Peach's Frying Pan.


ON TIMED HITS [WPNTH]
=====================
So, if Mario at Level 1 (Attack=20) was equipped with a NokNok Shell (which
boosts his attack to 40 and has a P value of 2) attacked a Goomba (Defense=3),
without a timed hit, Mario would cause at least:

[(20 + 20 + rand(-2,2) - 3) * T] = [(40 + rand(-2,2) - 3) * 1] =
[(40 - 2 - 3)] = 35 HP damage.

Mario at most would cause:

[(20 + 20 + rand(-2,2) - 3) * T] = [(40 + rand(-2,2) - 3) * 1] =
[(40 + 2 - 3)] = 39 HP damage.

This means that a Level 1 Mario equipped with a NokNok Shell would cause
35-39 HP damage to a Goomba if Mario did not use a timed attack.

--

Now, let's see what happens when he times his attack *correctly*:

The minimum damage now becomes:

[(20 + 20 + rand(-2,2) - 3) * T] = [(40 + rand(-2,2) - 3) * 1.5] =
[(40 - 2 - 3) * 1.5] = [35 * 1.5] = [52.5] = 52 HP damage.

The maximum damage becomes:

[(20 + 20 + rand(-2,2) - 3) * T] = [(40 + rand(-2,2) - 3) * 1.5] =
[(40 + 2 - 3) * 1.5] = [39 * 1.5] = [58.0] = 58 HP damage.

Thus, even a correctly timed hit is much more beneficial than attacking
without timing.

--

Now let's see what a perfectly timed attack can do:

Minimum damage becomes:

[(20 + 20 + rand(-2,2) - 3) * T] = [(40 + rand(-2,2) - 3) * 2] =
[(40 - 2 - 3) * 2] = [35 * 2] = 70 HP damage.

Maximum damage becomes:

[(20 + 20 + rand(-2,2) - 3) * T] = [(40 + rand(-2,2) - 3) * 2] =
[(40 + 2 - 3) * 2] = [39 * 2] = 78 HP damage.

This is obviously what you want to be aiming for, unless you *want* to keep
an opponent alive for some reason.

--

WEAPON P VALUES [WEPNP]
=======================
Here's the list of P Values for every weapon in the game, as well as when to
time their attacks. These P Values are repeated in each weapon's statistics in
Part 7 of the guide.

Weapon            P   Timing
--------------  ----  --------------------------------------------------------
Hammer (Lucky)    0   Just before Mario swings the hammer
Hammer            1   Just before Mario swings the hammer
NokNok Shell      2   Just before Mario kicks the shell a second time
Punch Glove       3   Just before Mario swings at an enemy
Super Hammer      4   Just before Mario swings the hammer sideways
Masher           30   Just before Mario swings the hammer
Troopa Shell      5   Just before Mario kicks the shell a second time
Mega Glove        6   Just before Mario swings that big fist at an enemy
Ultra Hammer      7   Just before Mario swings the hammer
Lazy Shell       50   Just as Mario kicks the shell a second time
FroggieStick      2   Just before Mallow swings the stick
Cymbals           3   About 1/4 of a second before Mallow brings them together
Whomp Glove       4   Just before Mallow's arm is completely extended
Ribbit Stick      5   Just before Mallow swings the stick
Sticky Glove      6   Just before Mallow's twin fists bash an enemy
Sonic Cymbal      7   About 1/4 of a second before Mallow brings them together
Finger Shot       3   Just as Geno shoots the small bullets
Hand Gun          4   Just as Geno shoots the medium-sized bullets
Double Punch      5   Just as Geno launches both his fists
Hand Cannon       6   Just as Geno shoots the cannons from his elbow
Star Gun          7   Just before Geno shoots the stars
Chomp Shell       3   Just before the Chomp connects
Chomp             4   Just before the Chomp connects
Hurly Gloves      5   Just as Mario crashes into the enemy
Spiked Link       6   Just before the link connects
Drill Claw        7   Just before Bowser swipes at an enemy
Slap Glove        4   Just as Peach slaps an enemy the first time
Parasol           5   Just before Peach brings the Parasol down
War Fan           6   Just before Peach brings the fan down
Super Slap        7   Just as Peach *slaps* the enemy silly the first time
Frying Pan       20   Just before Peach swings the thing down the first time


**************************************3***************************************
 JNNN` Magic Formulae
   JF  --------------
 "NN.  Formulas for all character special attacks in the game, and when to
   N)  time them. Also contains secrets for Mario's "Ultra" Specials.
NLJF   KEYWORD: [SPEC.]
**************************************3***************************************


For magic (aka: SPECIAL) attacks, the damage is determined by the caster's
"Mg. Attack" stat and the target's "Mg. Defense" stat.

I will list each special attack with their formulae separately, and how to
cause more damage/healing with the technique.

Remember, brackets [] mean to truncate the value calculated inside.


MARIO'S SPECIALS [SPEC1]
========================
------------------------------------------------------------------------------
JUMP                 Learned by: Mario    Level: 1   FP Cost: 3  Mg. Power:25
------------------------------------------------------------------------------

- Targets one enemy
- "Jump" elemental

max(1,[((MA + (25 + (J / 2))) - MDf) * T])

MA is Mario's "Mg. Attack" stat,
T is a variable that changes depending on whether you timed the attack right
or not.
T = 1.50 if you time the attack perfectly,
T = 1.25 if you time the attack correctly, and
T = 1.00 if you didn't time it correctly, or you just didn't try.
MDf is the target's "Mg. Defense" stat.
J is the number of times you have used a "Jump" attack since the beginning of
the game.

When to time: Just as Mario lands on the enemy. Interesting how this can
potentially become the strongest Special in the game...

------------------------------------------------------------------------------
FIRE ORB             Learned by: Mario    Level: 3   FP Cost: 5  Mg. Power:20
------------------------------------------------------------------------------

- Targets one enemy
- "Fire" elemental

max((N + 1),[(MA + 20 - MDf) + ([(MA + 20 - MDf) / 16] * N)])

MA is Mario's "Mg. Attack" stat,
N is the number of times you press a timing button during the attack
animation, and
MDf is the target's "Mg. Defense" stat.

When to time: Just keep pressing a timing button to shoot fireballs.
Each one Mario shoots will cause more damage.

------------------------------------------------------------------------------
SUPER JUMP           Learned by: Mario    Level: 6   FP Cost: 7  Mg. Power:45
------------------------------------------------------------------------------

- Targets one enemy
- "Jump" elemental

max((T + 1),[(MA + 45 - MDf) + ([(MA + 45 - MDf) / 8] * T)])

MA is Mario's "Mg. Attack" stat,
MDf is the target's "Mg. Defense" stat, and
T is the number of times you successfully press a timing button at the right
moment.

When to time: Press a timing just as Mario lands on the target, and he will
jump on the target again! You can do this up to 100 times, but after every 19
or so jumps it gets harder to time it right because you have to be more
precise in your timing.

Another thing to note is that if you are trying to get the Attack Scarf or the
Super Suit, the first jump that Mario makes doesn't count toward the 30/100.
You must time the attack (i.e., press a timing button at the correct--and
later perfect as you get more jumps in--time) 30 or 100 times in a row in
order to get these pieces of equipment. It is usually best to attack a
non-animated target such as Jinx if you are trying to get the equipment.

------------------------------------------------------------------------------
SUPER FLAME          Learned by: Mario    Level:10   FP Cost: 9  Mg. Power:40
------------------------------------------------------------------------------

- Targets one enemy
- "Fire" elemental

max((N + 1),[(MA + 40 - MDf) + ([(MA + 40 - MDf) / 16] * N)])

MA is Mario's "Mg. Attack" stat,
N is the number of times you press a timing button during the attack
animation, and MDf is the target's "Mg. Defense" stat.

When to time: Same as Fire Orb - Rapidly pressing a timing button.

------------------------------------------------------------------------------
ULTRA JUMP           Learned by: Mario    Level:14   FP Cost:11  Mg. Power:65
------------------------------------------------------------------------------

- Targets random enemies
- "Jump" elemental

max((T + 1),[(MA + 65 - MDf) + ([(MA + 65 - MDf) / 8] * T)])

MA is Mario's "Mg. Attack" stat,
MDf is the target's "Mg. Defense" stat, and
T is the number of times you successfully press a timing button at the right
moment.

When to time: Press a timing button just as Mario lands on an enemy, and he
will jump again! With this, however, he may jump on another enemy, not just
the one you targeted. The first jump, however, is guaranteed to hit the target
you targeted. On a side note, this is the strongest special attack in the
game (Well, that any of YOUR characters can perform). There is also a neat
trick that you can do with this special and Ultra Flame. See the end of this
part (after Peach's Psych Bomb) for the details.

------------------------------------------------------------------------------
ULTRA FLAME          Learned by: Mario    Level:18   FP Cost:14  Mg. Power:60
------------------------------------------------------------------------------

- Targets random enemies
- "Fire" elemental

max(int(N + 1),[(MA + 60 - MDf) + ([(MA + 60 - MDf) / 16] * N)])

MA is Mario's "Mg. Attack" stat,
N is the number of times you press a timing button during the attack
animation, and
MDf is the target's "Mg. Defense" stat.

When to time: Same as Fire Orb and Super Flame - Rapid presses of a timing 
button. With Ultra Flame, like Ultra Jump, Mario will randomly target enemies.
However, the first (if you shoot one) and last fireballs are guaranteed to hit
your intended target.


MALLOW'S SPECIALS [SPEC2]
=========================
------------------------------------------------------------------------------
THUNDERBOLT          Learned by: Mallow   Level: 2   FP Cost: 2  Mg. Power:15
------------------------------------------------------------------------------

- Targets all enemies
- "Thunder" elemental

max(1,[(MA + 15 - MDf) * T])

MA is Mallow's "Mg. Attack" stat,
T is a variable that changes depending on whether you timed the attack right
or not.
T = 1.25 if you timed the attack perfectly or correctly, and
T = 1.00 if you didn't.
MDf is the "Mg. Defense" stat of each individual target.


When to time: Press a timing button just as the bolt ends, which is about a
second after the zapping sound stops.

------------------------------------------------------------------------------
HP RAIN              Learned by: Mallow   Level: 3   FP Cost: 2  Mg. Power:10
------------------------------------------------------------------------------

- Targets one ally

max(1,[(MA + 10) * T])

MA is Mallow's "Mg. Attack" stat, and T is a variable that changes depending
on whether you timed the skill correctly, perfectly, or way off.
T = 1.50 if you timed it perfectly
T = 1.25 if you timed it correctly, and
T = 1.00 if you didn't time it correctly, or you just didn't try.

Technically, the max(1,...) part doesn't need to be there since this skill
will always heal at least 10 HP, but for consistency, I'll put it in.

When to time: Press a timing button just as the cloud dissipates.

------------------------------------------------------------------------------
PSYCHOPATH           Learned by: Mallow   Level: 6   FP Cost: 1  Mg. Power:N/A
------------------------------------------------------------------------------

- Targets one enemy

There is no formula for Psychopath. However, the "timed hit" rule still
applies: Press a timing button just as the spotlights come together to see
what the target is thinking after their HP is displayed. Sometimes, its
useful, as some enemies think about their weaknesses; most of the time,
it's useless, although it can it interesting (I especially like Booster's
thoughts ^_^).

------------------------------------------------------------------------------
SHOCKER              Learned by: Mallow   Level:10   FP Cost: 8  Mg. Power:60
------------------------------------------------------------------------------

- Targets one enemy
- "Thunder" elemental

max(1,[(MA + 60 - MDf) * T])

MA is Mallow's "Mg. Attack" stat, and T is a variable that changes depending
on whether you timed the attack correctly, perfectly, or way off.
T = 1.50 if you timed it perfectly
T = 1.25 if you timed it correctly, and
T = 1.00 if you didn't time it correctly, or you just didn't try.
MDf is the target's "Mg. Defense" stat.

When to time: Press a timing button just before the bolt appears: just less
than a second after you first hear the shocking sound.

------------------------------------------------------------------------------
SNOWY                Learned by: Mallow   Level:14   FP Cost:12  Mg. Power:40
------------------------------------------------------------------------------

- Targets all enemies
- "Ice" elemental

max((R + 1),[(MA + 40 - MDf) + (R * [(MA + 40 - MDf) / 16])]

R is the number of rotations of the control pad that you performed during the
attack animation, and
MA is Mallow's "Mg. Attack" stat
MDf is each target's "Mg. Defense" stat

When to time: After the "Rotate Control Pad!" message disappears, rotate the
control pad as fast as you can during the attack animation. Only 16 rotations
will count, though.

------------------------------------------------------------------------------
STAR RAIN            Learned by: Mallow   Level:18   FP Cost:14  Mg. Power:55
------------------------------------------------------------------------------

- Targets all enemies

max((T + 1),[(MA + 55 - MDf) + ([(MA + 55 - MDf) / 16] * T)])

MA is Mallow's "Mg. Attack" stat,
MDf is each target's "Mg. Defense" stat, and
T is the number of times you successfully press a timing button at the right
moment.

When to time: Just as the star flattens your opponents, press a timing button
and the star will flatten them again! You can do this repeatedly, although
the highest number of times that I have gotten the star to flatten my
opponents is 16.


GENO'S SPECIALS [SPEC3]
=======================
------------------------------------------------------------------------------
GENO BEAM            Learned by: Geno     Level: 6   FP Cost: 3  Mg. Power:40
------------------------------------------------------------------------------

- Targets one enemy

[max(int(1 * C), int((MA + 40 - MDf) * C))]

MA is Geno's "Mg. Attack" stat,
MDf is the target's "Mg. Defense" stat, and
C is Charge Level of the beam.

C = 2.00 if the button held for the attack is charged for 4 "star cycles"
C = 1.75 if the button held for the attack is charged for 3 "star cycles"
C = 1.50 if the button held for the attack is charged for 2 "star cycles"
C = 1.25 if the button held for the attack is charged for 1 "star cycle", and
C = 1.00 if no button is held or the attack is overcharged (charged for more
than 4 "star cycles").

A "star cycle" is the amount of time between when one star appears on-screen
and the next star appears on-screen.

This is how it works:

After the "Hold 'Y' for power!" message disappears, four stars will appear on
the screen. The first one will disappear, but the other three will not until
they are all on-screen for about half a second, and then they will disappear.
To get the most power, hold down a timing button until the three stars are
on-screen, then let go of the button.

The same holds true for Geno Blast and Geno Flash.

* It has been called to my attention that the "Geno Beam" (and possibly the
Geno Blast and Geno Flash as well) has a hidden level that is activated a
split second before overcharging. I have tried this a couple of times and
have not gotten it to work as of yet. Can someone please try and verify this?

------------------------------------------------------------------------------
GENO BOOST           Learned by: Geno     Level: 8   FP Cost: 4  Mg. Power:N/A
------------------------------------------------------------------------------

- Targets one ally
- Causes "Attack Up" (also causes "Defense Up" when timed)

There is no formula for Geno Boost. When a timing button is pressed about 1.5
seconds after the arrows start to appear (i.e. when they are about to
disappear), the targeted ally will receive the "Defense Up" status as well as
the "Attack Up" status.

------------------------------------------------------------------------------
GENO WHIRL           Learned by: Geno     Level:11   FP Cost: 8  Mg. Power:45
------------------------------------------------------------------------------

- Targets one enemy

max(1,[min(9999,int(MA + 45 - MDf) * C])

MA is Geno's "Mg. Attack" stat,
MDf is the target's "Mg. Defense" stat, and
C is a variable that changes depending on whether you timed the attack
correctly or not.

C = 1 if you did not time the attack, and
C = 9999 if you timed the attack perfectly or correctly

When to time: A little over a second after the yellow ring leaves the screen,
press a timing button to cause 9999 HP damage! This will almost always work
on regular enemies, but for bosses, it will usually only work if their HP is
low enough to where one more attack will kill them anyway...Exor is the only
boss that's vulnerable to Geno Whirl regardless of HP, by the way.

------------------------------------------------------------------------------
GENO BLAST           Learned by: Geno     Level:14   FP Cost:12  Mg. Power:50
------------------------------------------------------------------------------

- Targets all enemies

[max(int(1 * C), int((MA + 50 - MDf) * C))]

MA is Geno's "Mg. Attack" stat,
MDf is each target's "Mg. Defense" stat, and
C is Charge Level of the beam.

C = 2.00 if the button held for the attack is charged for 4 "star cycles"
C = 1.75 if the button held for the attack is charged for 3 "star cycles"
C = 1.50 if the button held for the attack is charged for 2 "star cycles"
C = 1.25 if the button held for the attack is charged for 1 "star cycle", and
C = 1.00 if no button is held or the attack is overcharged (charged for more
than 4 "star cycles").

For an explanation on "star cycles", refer to Geno Beam (3 entries above this
one).

------------------------------------------------------------------------------
GENO FLASH           Learned by: Geno     Level:17   FP Cost:16  Mg. Power:60
------------------------------------------------------------------------------

- Targets all enemies

[max(int(1 * C), int((MA + 60 - MDf) * C))]

MA is Geno's "Mg. Attack" stat,
MDf is each target's "Mg. Defense" stat, and
C is Charge Level of the beam.

C = 2.00 if the button held for the attack is charged for 4 "star cycles"
C = 1.75 if the button held for the attack is charged for 3 "star cycles"
C = 1.50 if the button held for the attack is charged for 2 "star cycles"
C = 1.25 if the button held for the attack is charged for 1 "star cycle", and
C = 1.00 if no button is held or the attack is overcharged (charged for more
than 4 "star cycles").

For an explanation on "star cycles", refer to Geno Beam (4 entries above this
one).


BOWSER'S SPECIALS [SPEC4]
=========================
------------------------------------------------------------------------------
TERRORIZE            Learned by: Bowser   Level: 8   FP Cost: 6  Mg. Power:10
------------------------------------------------------------------------------

- Targets all enemies
- Causes "Fear"

max((R + 1),[(MA + 10 - MDf) + (R * [(MA + 10 - MDf) / 16])]

R is the number of rotations of the control pad that you performed during the
attack animation, and
MA is Bowser's "Mg. Attack" stat
MDf is each target's "Mg. Defense" stat

When to time: After the "Rotate Control Pad!" message disappears, rotate the
control pad as fast as you can during the attack animation. Only 16 rotations
will count, though.

------------------------------------------------------------------------------
POISON GAS           Learned by: Bowser   Level:12   FP Cost:10  Mg. Power:20
------------------------------------------------------------------------------

- Targets all enemies
- Causes "Poison"

max((R + 1),[(MA + 20 - MDf) + (R * [(MA + 20 - MDf) / 16])]

R is the number of rotations of the control pad that you performed during the
attack animation, and
MA is Bowser's "Mg. Attack" stat
MDf is each target's "Mg. Defense" stat

When to time: After the "Rotate Control Pad!" message disappears, rotate the
control pad as fast as you can during the attack animation. Only 16 rotations
will count, though.

------------------------------------------------------------------------------
CRUSHER              Learned by: Bowser   Level:15   FP Cost:12  Mg. Power:60
------------------------------------------------------------------------------

- Targets one enemy

max(1,[(MA + 60 - MDf) * T])

MA is Bowser's "Mg. Attack" stat, and T is a variable that changes depending
on whether you timed the attack correctly, perfectly, or way off.
T = 1.50 if you timed it perfectly
T = 1.25 if you timed it correctly, and
T = 1.00 if you didn't time it correctly, or you just didn't try.
MDf is the target's "Mg. Defense" stat.

When to time: Press a timing button just as the rock disappears: about a
second after the rock juts out of the ground.

------------------------------------------------------------------------------
BOWSER CRUSH         Learned by: Bowser   Level:18   FP Cost:16  Mg. Power:58
------------------------------------------------------------------------------

- Targets all enemies

max((N + 1),[(MA + 58 - MDf) + ([(MA + 58 - MDf) / 16] * N)])

MA is Bowser's "Mg. Attack" stat,
N is the number of times you press a timing button during the attack
animation, and
MDf is each target's "Mg. Defense" stat.

When to time: Press a timing button as many times as you can while the giant
green Mechakoopa is crushing your foes! I believe only 16 presses will count,
though.


PEACH'S SPECIALS [SPEC5]
========================
------------------------------------------------------------------------------
THERAPY              Learned by: Peach    Level: 9   FP Cost: 2  Mg. Power:40
------------------------------------------------------------------------------

- Targets one ally
- Removes "Silence", "Sleep", "Poison", "Fear", "Mushroom", "Scarecrow"

max(1,[(MA + 40) * T])

MA is Peach's "Mg. Attack" stat, and T is a variable that changes depending
on whether you timed the skill correctly, perfectly, or way off.
T = 1.50 if you timed it perfectly
T = 1.25 if you timed it correctly, and
T = 1.00 if you didn't time it correctly, or you just didn't try.

Technically, the max(1,...) part doesn't need to be there since this skill
will always heal at least 40 HP, but for consistency, I'll put it in.

When to time: As the healing animation is about to end (about 3 seconds after
it begins) press a timing button to restore more health.

------------------------------------------------------------------------------
GROUP HUG            Learned by: Peach    Level: 9   FP Cost: 4  Mg. Power:30
------------------------------------------------------------------------------

- Targets all allies
- Removes "Silence", "Sleep", "Poison", "Fear", "Mushroom", "Scarecrow"

max(1,[(MA + 30) * T])

MA is Peach's "Mg. Attack" stat, and T is a variable that changes depending
on whether you timed the skill correctly, perfectly, or way off.
T = 1.25 if you timed it correctly, and
T = 1.00 if you didn't time it correctly, or you just didn't try.

Technically, the max(1,...) part doesn't need to be there since this skill
will always heal at least 30 HP, but for consistency, I'll put it in.

When to time: As the healing animation is about to end (about 2 seconds after
it begins) press a timing button to restore more health.

I don't think that "Group Hug" can be timed perfectly.

If you use this and Peach is the only one alive, you won't be able to time
this skill.

------------------------------------------------------------------------------
SLEEPY TIME          Learned by: Peach    Level:11   FP Cost: 4  Mg. Power:N/A
------------------------------------------------------------------------------

- Targets one enemy (all enemies if timed)
- Causes "Sleep"

There is no formula for Sleepy Time. However, when the player rotates the
Control Pad enough times (not sure how many, I think 16), the attack will
instead target all enemies, increasing the usefulness of this attack.

------------------------------------------------------------------------------
COME BACK            Learned by: Peach    Level:13   FP Cost: 2  Mg. Power:N/A
------------------------------------------------------------------------------

- Targets one ally
- Removes "KO"

rndup(TA_MaxHP * T)

TA_MaxHP is the targeted ally's Max HP, and T is a variable that can change
depending on how you time this skill.
T = 1.00 if you time the skill perfectly or correctly, and
T = 0.50 if you were way off or didn't try to time.

v1.02: I changed the formula so that it remained consistent with the other
formulas; i.e., timing the skill increases the 'T' variable.

When to time: As the star is about to touch the fallen ally, press a timing
button to have the skill restore all of their Hit Points. If you don't time
it, Come Back will restore only half of the character's Max HP.

------------------------------------------------------------------------------
MUTE                 Learned by: Peach    Level:15   FP Cost: 3  Mg. Power:N/A
------------------------------------------------------------------------------

- Targets one enemy (all enemies if timed)
- Causes "Silence"

There is no formula for Mute, either. Like Sleepy Time, when the player
rotates the Control Pad enough times (again, probably 16), the attack will
target all enemies, increasing the usefulness of this attack.

When used against enemy parties of 6, the game will freeze if you attempt to
mute all of them simultaneously.

------------------------------------------------------------------------------
PSYCH BOMB           Learned by: Peach    Level:18   FP Cost:15  Mg. Power:60
------------------------------------------------------------------------------

- Targets all enemies

max((N + 1),[(MA + 60 - MDf) + ([(MA + 60 - MDf) / 16] * N)])

MA is Peach's "Mg. Attack" stat,
N is the number of times you press a timing button during the attack
animation, and
MDf is each target's "Mg. Defense" stat.

When to time: Press a timing button as many times as you can while the bombs
are blowing up on your foes! I believe only 16 presses will count, though.

------------------------------------------------------------------------------


SPECIALS SECRET [SPECS]
=======================
Did you know that Ultra Jump and Ultra Flame can damage enemies who are
normally immune to "Jump" and "Fire" elemental attacks? It's true! I have used
this secret to actually kill Chef Torte and his assistant, although the game
kinda locked up, because there was no one to poke Chef Torte, and Chef Torte
wasn't there either! (I got the "poke, poke, poke!" message, but nothing
happened after that...)

To perform this neat little trick you must have the foe that is immune to
"Jump" or "Fire", and another enemy. When selecting the target for Ultra Jump
or Ultra Flame, target the other enemy (not the one that is immune). Now use
the attack like you would normally do (press a timing button at the right
moment or as many times as possible). When you finish the attack, the target
that is normally immune will receive damage equal to:

(T - 1)

Where T is the number of times that either Mario jumped on or flamed the
target.

This means that in order to actually DAMAGE this particular target, Mario
must jump on or flame the foe at least twice.


**************************************4***************************************
   (N" Defense Formulae
  JNN  ----------------
.F.N)  Information on Defense mode, and defending in general. Also contains
NNNNN  info on KO attacks and attacks that increase damage by a percentage. 
  N)   KEYWORD: [DEFNS]
**************************************4***************************************


DEFENSE BASICS [DEFBS]
======================
As you know, when a character goes into a defensive position, a character's
"Defense" and "Mg. Defense" will increase. Technically, neither stat
*actually* increases, but since damage is reduced, it creates that perception.

When an enemy strikes a character and the player does not block with a timed
hit, a character will take damage equal to:

max(1,(Atk - Def))

Where Atk is the enemy's "Attack" or "Mg. Attack" and Def is the target
character's "Defense" or "Mg. Defense".

When a character blocks an attack due to a correctly timed hit (i.e., pressing
a timing button just before an enemy attacks the character), damage is reduced
to half. However, depending on how many HP a character has at the time, the
amount may be rounded up or down if it is an odd number. Even numbers are
always divisible by 2, so don't expect an attack that normally does 10 damage
to do 4 damage if the character that is hit is low on health.

If the player performs a timed hit correctly and the attack would normally
have KO'ed the character if the player had not timed the block, then damage is
equal to:

max(0,int((Atk - Def) / 2))

"int" means to take the integer portion of the number in parentheses.

Examples:
int(7.01) = 7.
int(7.50) = 7.
int(7.99) = 7.
int(8.00) = 8.

If the character would still have been alive after the attack (if not timed),
then damage is equal to:

max(1,rndup((Atk - Def) / 2))

"rndup" means to round up a number.

Examples:
rndup(7.99) = 8.
rndup(7.50) = 8.
rndup(7.01) = 8.
rndup(7.00) = 7.

* A perfectly timed hit will reduce the damage a character receives to zero.
Special attacks cannot be blocked against. Some physical attacks also cannot
be blocked.

Example: Mario at level 1 (Defense=0) is attacked by a Goomba (Attack=3). If
Mario has at more than 3 HP, then Mario would receive 2 HP damage if the
player timed the block correctly. If Mario has 3 HP or less, then Mario would
receive only 1 HP damage.


ATTACKS THAT INCREASE DAMAGE BY A PERCENTAGE [DEFAP]
====================================================
Certain types of attacks increase the damage of enemy attacks. These are
explained in more detail in Part 6: Enemy Skills.

* The following increase damage by 50% {damage=int(normal_damage * 1.5)}:
Bomb Throw [multiple enemies], Bone Throw [Dry Bones, Reacher (when throwing
slowly), Vomer], Bubble [multiple enemies], Dark Claw, Echofinder, Egg Shot
[Birdo], Fangs, Fun & Run, Gunk Ball, Hammer Throw [multiple enemies], Ink
Blast, Knife Throw [multiple enemies], Multistrike, Poison, Skewer, Spike
[multiple enemies], Thornet, Triple Kick, Va Va Voom

* The following attacks do double damage {damage=int(normal_damage * 2)}:
Body Slam, Bone Throw [Reacher, when throwing quickly], Carni-Kiss, Chomp,
Claw, Deathsickle, Full House, Funguspike, Grinder, Hammer Time, Light Orb
[multiple enemies], Pierce, Spritz Bomb, Terrapunch, Quicksilver

* The following attacks do quadruple damage {damage=int(normal_damage * 4)}:
Bombs Away, Last Shot!, Loco Express, Wild Card


DEFENSE MODE [DEFMD]
====================
The same method applies to a character in defense mode:

If a character is in defense mode and the player does not time the block, or
if the attack was a Special attack, then damage will equal:

max(1,int((Atk - Def) / 2))

If the player performs a timed hit (correctly) and the attack would normally
have KO'ed the character in defense mode, then damage is equal to:

max(0,int((Atk - Def) / 4))

If the character in defense mode would still be alive after the attack (if not
timed), then damage is equal to:

max(1,rndup((Atk - Def) / 4))

* Once again, a perfectly timed hit will reduce damage to zero.

------------------------------------------------------------------------------
Please note that putting a character in defense mode will have no effect if
the character has the "Defense Up" status.
------------------------------------------------------------------------------


KO ATTACKS [DEFKO]
==================
When defending against an attack that would automatically KO a character if
the player does not time the block, the situation is different.

If a character is equipped with a piece of equipment that defends against
instant KO (such as the Jinx Belt or the Quartz Charm), instant KO attacks
will always miss the character.


------------------------------------------------------------------------------
* The following attacks cause instant KO:
Blazer, Fear Roulette, Magnum, Migraine, Psyche!, Scythe, Shaker, Silver
Bullet
------------------------------------------------------------------------------


If the player times the character's block correctly, the character's HP will
be reduced to 1 (damage = (Current_HP - (Current_HP - 1))).

If the player times the character's block perfectly, the character will not
take any damage.


**************************************5***************************************
  NNNF Item Properties
 JN_   ---------------
  4N)  For now, just a list of all the items in the game and what each of them
   N)  do.
NLJF   KEYWORD: [ITMPR]
**************************************5***************************************

ITEM CATEGORIES [ITMCA]
=======================
The items are listed in this order. Also keep in mind that within each
category the items are sorted in a particular way (such as listing in the
order {Mushroom, Mid Mushroom, Max Mushroom}) rather than in alphabetical
order.

Life Recovery Items
-------------------
Items in this category restore HP to one ally. They can be used both in
battle and in the menu.

Magic Recovery Items
--------------------
Items in this category restore FP to the party. They can be used both in
battle and in the menu.

"All" Recovery Items
--------------------
Items in this category either restore HP to _all_ party members, or restore
_all_ HP and FP to the party. They can be used both in battle and in the menu.

Status Recovery Items
---------------------
Items in this category remove the Silence, Sleep, Poison, Fear, Mushroom, and
Scarecrow status effects from one or more party members. They can only be used
in battle.

Status Enhancement Items
------------------------
Items in this category increase battle prowess in some way, whether it be by
increasing offensive or defensive power, or by making characters invulnerable!
They also can only be used in battle.

Combat Items
------------
Items in this category target enemies and perform some sort of negative
effect, whether it be causing damage, inflicting negative status effects, or
both! They can only be used in battle.

Other Battle Items
------------------
Items in this category can be used only in battle but cannot be categorized as
a Status Recovery, Status Enhancement, or Combat item. Examples of these types
of items include See Ya! and Earlier Times. They can only be used in battle.

Non-battle Items
----------------
Items in this category cannot be used in combat, but have some purpose when
it comes to mechanics. Both types of non-combat items restore or increase a
particular statistic, and can only be used in the menu.

Treasure Box Items
------------------
Items in this category cannot appear in your menu, for its effects take place
immediately when the treasure box is opened.

Non-mechanics Items
-------------------
Items in this category cannot be used in combat, nor do they serve a purpose
in mechanics. They are simply here to make the item list complete. They cannot
be used at all.


Items will appear in the following format:

------------------------------------------------------------------------------

ITEM NAME: The name of the item (as seen in the game).
------------------------------------------------------
Target: Lists who/what can be targeted by this item.
Effect: A basic explanation of the effect the item has.
*Price (Buy): The amount (in coins) that you must pay to purchase the item. An
              'f' after the number means that the item must be purchased in
              Frog Coins.
*Price (Sell): The amount (in coins) that you will receive when you sell the
item. Please note that even if you buy an item with Frog Coins, selling the
item will only get you regular coins. I believe some of the prices listed are
incorrect, though.
*Price (Points): How many Points the item is worth at the Moleville Trading
House. This is a project for v1.03.
*Found at: Where you will find the item for free. This is one of my projects
for v1.03...
*Bought at: Towns and other places that have shops where you can buy the item.
Again, a project for v1.03.
(abbreviations: MK - Mushroom Kingdom, RT - Rose Town, MV - Moleville,
MM - Marrymore, SE - Sea, SS - Sunken Ship, ST# - Seaside Town (for #,
1 = before defeating Johnny, 2 = after defeating Yaridovich), MT - Monstro
Town, NL - Nimbus Land, BK - Bowser's Keep, SF - Smithy's Factory)
* For v1.03, I will add another field, "Transform:" which will show which
enemies can give you the item when Yoshi transforms them when using a Yoshi
Cookie.
*Notes: Other interesting tidbits on the item.

------------------------------------------------------------------------------

LIFE RECOVERY ITEMS [ITMRL]
===========================

MUSHROOM
--------
Target: one ally
Effect: Recovers 30 HP, up to the target's Max
Price (Buy): 4
Price (Sell): 2
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: Your normal red colored mushroom with white spots.

------------------------------------------------------------------------------

MID MUSHROOM
------------
Target: one ally
Effect: Restores 80 HP, up to the target's Max
Price (Buy): 20 (all except SF)
             10 (SF)
Price (Sell): 10
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: A green colored mushroom with white spots.

------------------------------------------------------------------------------

MAX MUSHROOM
------------
Target: one ally
Effect: Restores 255 HP, up to the target's Max
Price (Buy): 39
Price (Sell): 39
Found at: (for v1.03...)
Bought at: SF
Notes: A yellow-green colored mushroom with white spots.

------------------------------------------------------------------------------

MUSHROOM
--------
Target: one ally (other than yourself (when in battle))
Effect: Recoers 30 HP, up to the target's Max; inflicts Mushroom
Price (Buy): 4
Price (Sell): 2
Found at: N/A
Bought at: (for v1.03...)
Notes: I guess the Goomba Triplets don't know how to spell; well, at least
"difficult" words like Recover (and yes, it _is_ supposed to say "Recoers" up
there).

------------------------------------------------------------------------------

YOSHI CANDY
-----------
Target: one ally
Effect: Restores 100 HP, up to the target's Max
Price (Buy): N/A
Price (Sell): 70
Found at: (for v1.03...)
Bought at: N/A
Notes: Delicious green-wrapped candy! Yoshi gives this to you if he fails to
transform an enemy when you use a Yoshi Cookie.

------------------------------------------------------------------------------

MAGIC RECOVERY ITEMS [ITMRM]
============================

HONEY SYRUP
-----------
Target: flowers (in menu), yourself (in battle)
Effect: Recovers 10 FP, up to the Max
Price (Buy): 10
Price (Sell): 5
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: Mahogany-colored syrup which supposedly revives flowers.

------------------------------------------------------------------------------

MAPLE SYRUP
-----------
Target: flowers (in menu), yourself (in battle)
Effect: Recovers 40 FP, up to the Max
Price (Buy): 30
Price (Sell): 15
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: Green-colored syrup which supposedly revives flowers.

------------------------------------------------------------------------------

ROYAL SYRUP
-----------
Target: flowers (in menu), yourself (in battle)
Effect: Recovers 99 FP, up to the Max
Price (Buy): 50
Price (Sell): 50
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: Golden-colored syrup which supposedly revives flowers.

------------------------------------------------------------------------------

"ALL" RECOVERY ITEMS [ITMRA]
============================

FROGGIEDRINK
------------
Target: party
Effect: Recovers 30 HP, up to the Max
Price (Buy): 16 (no card)
             14 (Alto Card)
             12 (Tenor Card)
              8 (Soprano Card)
Price (Sell): 8
Found at: N/A
Bought at: Tadpole Pond, "The Juice Bar"
Notes: A yellow delicious drink made by froggies. A great item until Booster
Tower.

------------------------------------------------------------------------------

ELIXIR
------
Target: party
Effect: Recovers 80 HP, up to the Max
Price (Buy): 42 (Alto Card)
             36 (Tenor Card)
             24 (Soprano Card)
Price (Sell): 24
Found at: N/A
Bought at: Tadpole Pond, "The Juice Bar"
Notes: A blue delicious drink made by froggies. A great item until Land's End.

------------------------------------------------------------------------------

MEGALIXIR
---------
Target: party
Effect: Recovers 150 HP, up to the Max
Price (Buy): 90 (Tenor Card)
             60 (Soprano Card)
Price (Sell): 60
Found at: N/A
Bought at: Tadpole Pond, "The Juice Bar"
Notes: A red delicious drink made by froggies. A great item up through the
end.

------------------------------------------------------------------------------

KEROKEROCOLA
------------
Target: party
Effect: Recovers Max HP and Max FP
Price (Buy): 200 (Soprano Card)
             150 (Marrymore Suite)
Price (Sell): 200
Found at: (for v1.03...)
Bought at: Tadpole Pond, "The Juice Bar"; Marrymore Hotel, Suite
Notes: A green delicious drink made by froggies. A superb item by any means.

------------------------------------------------------------------------------

STATUS RECOVERY ITEMS [ITMRS]
=============================

PICK ME UP
----------
Target: one ally (which must have KO)
Effect: remove KO, restore Max HP
Price (Buy):  5 (item shops)
             10 (Marrymore Suite)
Price (Sell): 2
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: You should _always_ carry at least one of these at ALL times.

------------------------------------------------------------------------------

ABLE JUICE
----------
Target: one ally
Effect: remove Silence, Sleep, Poison, Fear, Mushroom, Scarecrow
Price (Buy): 4
Price (Sell): 2
Found at: (for v1.03...)
Bought at: (for v1.03...)
Notes: Not a necessary item, but handy at times.

------------------------------------------------------------------------------

FRESHEN UP
----------
Target: all allies
Effect: remove Silence, Sleep, Poison, Fear, Mushroom, Scarecrow
Price (Buy): 50
Price (Sell): 25
Found at: N/A
Bought at: (for v1.03...)
Notes: An "all" version of the Able Juice. Not necessary at all.

------------------------------------------------------------------------------

MUKU COOKIE
-----------
Target: all allies
Effect: restore 69 HP, up to the target's Max, remove Silence, Sleep, Poison,
        Fear, Mushroom, Scarecrow
Price (Buy): 69
Price (Sell): 34
Found at: N/A
Bought at: ST1
Notes: Unlike Freshen Up, a handy item. Only two ways of getting it, though.

------------------------------------------------------------------------------

STATUS ENHANCEMENT ITEMS [ITMSE]
================================

ENERGIZER
---------
Target: one ally
Effect: inflict Attack Up
Price (Buy): 2f
Price (Sell): 1
Found at: (for v1.03...)
Bought at: Tadpole Pond, "Frog Coin Emporium"
Notes: Not needed unless your characters are terribly underpowered.

------------------------------------------------------------------------------

POWER BLAST
-----------
Target: all allies
Effect: inflict Attack Up
Price (Buy): 5f
Price (Sell): 2
Found at: (for v1.03...)
Bought at: Tadpole Pond, "Frog Coin Emporium"
Notes: Again, not needed unless your characters are terribly underpowered.

------------------------------------------------------------------------------

BRACER
------
Target: one ally
Effect: inflict Defense Up
Price (Buy): 2f
Price (Sell): 1
Found at: (for v1.03...)
Bought at: Tadpole Pond, "Frog Coin Emporium"
Notes: Not really needed unless your characters are at low levels.

------------------------------------------------------------------------------

CRYSTALLINE
-----------
Target: all allies
Effect: inflict Defense Up
Price (Buy): 5f
Price (Sell): 2
Found at: (for v1.03...)
Bought at: Tadpole Pond, "Frog Coin Emporium"
Notes: Again, not really needed unless your characters are at low levels.

------------------------------------------------------------------------------

YOSHI-ADE
---------
Target: one ally
Effect: inflict Attack Up, Defense Up
Price (Buy): N/A
Price (Sell): 100
Found at: (for v1.03...)
Bought at: N/A
Notes: Nice to have, but not necessary unless you have a weak character.

------------------------------------------------------------------------------

LUCKY JEWEL
-----------
Target: one ally
Effect: inflict Lucky
Price (Buy): 100
Price (Sell): 50
Found at: N/A
Bought at: Moleville, "Miner's Store"
Notes: This item will disappear from your inventory after you use it 10 times.
A must-have item for any Level 3 game!

------------------------------------------------------------------------------

RED ESSENCE
-----------
Target: one ally
Effect: inflict Invulnerable
Price (Buy): N/A
Price (Sell): 200
Found at: (for v1.03...)
Bought at: N/A
Notes: A spectacular item, especially for a Level 3 game.

------------------------------------------------------------------------------

COMBAT ITEMS [ITMCO]
====================

BAD MUSHROOM
------------
Target: one enemy
Effect: deal 50 HP damage, inflict Poison
Price (Buy): 30
Price (Sell): 15
Found at: N/A
Bought at: ST1
Notes: Not a really great item, but the Poison is always a plus.

------------------------------------------------------------------------------

FRIGHT BOMB
-----------
Target: one enemy
Effect: deal 100 HP damage, inflict Fear
Price (Buy): 100 (Seaside Town)
             100 points (Trading House)
Price (Sell): 50
Found at: N/A
Bought at: Moleville, "Trading House"; ST1
Notes: A rip-off if you get it at the Trading House; buy it at Seaside Town
instead.

------------------------------------------------------------------------------

FIRE BOMB
---------
Target: all enemies
Effect: deal 120 HP damage, "Fire" elemental
Price (Buy): 200
Price (Sell): 100
Found at: (for v1.03...)
Bought at: Moleville, "Trading House"; ST1
Notes: A great item, especially against enemies weak against fire.

------------------------------------------------------------------------------

ICE BOMB
--------
Target: all enemies
Effect: deal 140 HP damage, "Ice" elemental
Price (Buy): 250
Price (Sell): 125
Found at: (for v1.03...)
Bought at: Moleville, "Trading House"; ST1
Notes: A great item, especially against enemies weak against ice.

------------------------------------------------------------------------------

ROCK CANDY
----------
Target: all enemies
Effect: deal 200 HP damage
Price (Buy): N/A
Price (Sell): 200
Found at: (for v1.03...)
Bought at: N/A
Notes: A wonderful item that's effective against any kind of enemy.

------------------------------------------------------------------------------

STAR EGG
--------
Target: all enemies
Effect: deal 100 HP damage
Price (Buy): N/A
Price (Sell): 1
Found at: Grate Guy Casino, after winning "Look the Other Way" 100 times
Bought at: N/A
Notes: Infinite uses makes this one of the best items in the game. Notice how
the Zeostar and Starslaps dance a little differently when Peach uses it...

------------------------------------------------------------------------------

SLEEPY BOMB
-----------
Target: all enemies
Effect: inflict Sleep
Price (Buy): 1f
Price (Sell): 0 (!)
Found at: (for v1.03...)
Bought at: Tadpole Pond, "Frog Coin Emporium"
Notes: Not worth selling, obviously. Use it against annoying enemies.

------------------------------------------------------------------------------

LAMB'S LURE
-----------
Target: one enemy
Effect: inflict Sheep
Price (Buy): N/A
Price (Sell): 1
Found at: Mystery Egg turns into this after being used by Peach 10 times when
          she has the B'tub Ring equipped.
Bought at: N/A
Notes: Keep on using it (a LOT) to get an even better item!)

------------------------------------------------------------------------------

SHEEP ATTACK
------------
Target: all enemies
Effect: inflict Sheep
Price (Buy): N/A
Price (Sell): 1
Found at: Lamb's Lure turns into this after being used successfully 48 times.
Bought at: N/A
Notes: Make sure to use it only when you can turn at least one enemy into a
sheep, or it may disappear from your inventory!

------------------------------------------------------------------------------

YOSHI COOKIE
------------
Target: one enemy
Effect: inflict Transform
Price (Buy): N/A
Price (Sell): 1
Found at: (for v1.03...)
Bought at: N/A
Notes: Useful in getting some rare items. Even if Yoshi fails to transform an
enemy, he will give you Yoshi Candy as consolation.

------------------------------------------------------------------------------

PURE WATER
----------
Target: one enemy
Effect: inflict KO (if enemy is Undead and not a boss), Confusion (if enemy is
Undead and is a boss)
Price (Buy): N/A
Price (Sell): 75
Found at: (for v1.03...)
Bought at: N/A
Notes: Great against ghosts and the like. Also worth a lot of money.

------------------------------------------------------------------------------

OTHER BATTLE ITEMS [ITMBO]
==========================

MYSTERY EGG
-----------
Target: yourself
Effect: none (if not used by Peach, or if used by Peach but she is not
        equipped with the B'tub Ring)
        Causes the egg to hatch 10% of the way (when Peach uses it and she has
        the B'tub Ring equipped)
Price (Buy): 200
Price (Sell): 100
Found at: N/A
Bought at: Moleville, "Miner's Store"
Notes: It kind of grows on you, huh?

------------------------------------------------------------------------------

SEE YA
------
Target: party
Effect: Run Away with 100% accuracy, except for boss fights and necessary
        battles
Price (Buy): 10f
Price (Sell): 5
Found at: N/A
Bought at: Seaside Town, "Pupil's Shop"
Notes: Can be INCREDIBLY useful at times...

------------------------------------------------------------------------------

EARLIER TIMES
-------------
Target: everyone
Effect: Starts the current battle over. Everything will be as it was when the
battle first began, but any items used between the beginning of the battle and
the time this item was used will be gone.
Price (Buy): 15f
Price (Sell): 7
Found at: N/A
Bought at: Seaside Town, "Pupil's Shop"
Notes: Try not to use items if you know you're gonna need to use this.

------------------------------------------------------------------------------

GOODIE BAG
----------
Target: yourself
Effect: Increases the number Coins in your stock by 1. This change is not
reflected in the box that appears when you win a battle. Can be used
indefinitely.
Price (Buy): N/A
Price (Sell): 555
Found at: Booster Tower, the room right outside of Booster's Room
Bought at: N/A
Notes: You should probably sell this when you need a lot of money.

------------------------------------------------------------------------------

NON-BATTLE ITEMS [ITMNB]
========================

MOLDY MUSH
----------
Target: one ally
Effect: restore 1 HP
Price (Buy): N/A
Price (Sell): 1
Found at: Booster Tower, from Knife Guy; Grate Guy's Casino, from Grate Guy
Bought at: N/A
Notes: Gross! There's mold growing on it! When Mushrooms Go Bad...

------------------------------------------------------------------------------

ROTTEN MUSH
-----------
Target: one ally
Effect: restore 5 HP
Price (Buy): N/A
Price (Sell): 2
Found at: Booster Tower, from Knife Guy; Grate Guy's Casino, from Grate Guy
Bought at: N/A
Notes: Eww, it's rotten! When Mushrooms Go Bad, part 2...

------------------------------------------------------------------------------

WILT SHROOM
-----------
Target: one ally
Effect: restore 10 HP
Price (Buy): N/A
Price (Sell): 4
Found at: Booster Tower, from Knife Guy; Grate Guy's Casino, from Grate Guy
Bought at: N/A
Notes: It's wilted... When Mushr... *pelted*

------------------------------------------------------------------------------

FLOWER TAB
----------
Target: flowers
Effect: increase Max FP by 1 and restore all FP
Price (Buy): N/A
Price (Sell): 100
Found at: (for v1.03...)
Bought at: N/A
Notes: I always use these as a substitute for syrups.

------------------------------------------------------------------------------

FLOWER JAR
----------
Target: flowers
Effect: increase Max FP by 3 and restore all FP
Price (Buy): N/A
Price (Sell): 300
Found at: (for v1.03...)
Bought at: N/A
Notes: I always use these as a substitute for syrups.

------------------------------------------------------------------------------

FLOWER BOX
----------
Target: flowers
Effect: increase Max FP by 5 and restore all FP
Price (Buy): N/A
Price (Sell): 500
Found at: (for v1.03...)
Bought at: N/A
Notes: I always use these as a substitute for syrups.

------------------------------------------------------------------------------

WASTE BASKET
------------
Target: currently carried item
Effect: remove carried item from inventory
Price (Buy): N/A
Price (Sell): N/A
Found at: You start with this item.
Bought at: N/A
Notes: It's a Special item.

------------------------------------------------------------------------------

TREASURE BOX ITEMS [ITMTB]
==========================

RECOVERY MUSHROOM
-----------------
Target: current party
Effect: restore all HP and all FP
Found at: (for v1.03...)
Notes: It's an insta-Kerokero Cola, if you will.

------------------------------------------------------------------------------

FLOWER
------
Target: flowers
Effect: increase Max FP by 1
Found at: (for v1.03...)
Notes: Nothing else to say, really.

------------------------------------------------------------------------------

INVINCIBILITY STAR
------------------
Target: Mario
Effect: instantly defeat all enemies you come in contact with during its
duration.
Found at: (for v1.03...)
Notes: Not much else to say, really.

------------------------------------------------------------------------------

NON-MECHANICS ITEMS [ITMNM]
===========================

FIREWORKS
---------
Price (Buy): 500
Price (Sell): 250
Found at: N/A
Bought at: Moleville
Notes: If you buy 2 or less throughout the course of the game, the giant
firework at the end will be a Mushroom. If you buy 3 or 4, it will be a
Fire Flower. If you buy 5 or more, it will be a Starman.

------------------------------------------------------------------------------

SHINY STONE
-----------
Price (Buy): 1 Fireworks
Price (Sell): 2
Found at: N/A
Bought at: Moleville, "Pur-tend Store"
Notes: This item breaks the seal to Culex's door in Monstro Town.

------------------------------------------------------------------------------

CARBO COOKIE
-----------
Price (Buy): 1 Shiny Stone
Price (Sell): 1
Found at: N/A
Bought at: Moleville, Bucket Girl
Notes: When you give this item to the Bucket Girl for the first (or third, or
fifth, etc.) time, she will say that she has something for you, and will go
off and get it. Enter the bucket to be transported to the Midas River falls.
If you return to Moleville and give the girl a second (or fourth, or sixth,
etc.) she will give you a Frog Coin.

------------------------------------------------------------------------------

SEED
----
Price (Buy): N/A
Price (Sell): 1
Found at: Bean Valley, after battle with Megasmilax
Bought at: N/A
Notes: Give this to the Gardener in Rose Town along with the Fertilizer to
access the Lazy Shells.

------------------------------------------------------------------------------

FERTILIZER
----------
Price (Buy): N/A
Price (Sell): 1
Found at: Nimbus Land, Invisible Passage
Bought at: N/A
Notes: Give this to the Gardener in Rose Town along with the Seed to access
the Lazy Shells.

------------------------------------------------------------------------------

BRIGHT CARD
-----------
Price (Buy): N/A
Price (Sell): 777
Found at: Booster Tower, after attaining a score of +12 in Knife Guy's game
Bought at: N/A
Notes: Permits you to enter Grate Guy's Casino. Can also be sold to the guy
on the first floor of the Marrymore Hotel.

------------------------------------------------------------------------------

WALLET
------
Price (Buy): N/A
Price (Sell): 123
Found at: Bandit's Way, after defeating Croco
Bought at: N/A
Notes: Return this to the man outside the Item Shop in Mushroom Kingdom. He
will reward you with a Flower Tab. After rescuing Peach, return to the man and
he will give you either a Frog Coin or a Flower Jar.

------------------------------------------------------------------------------


**************************************6***************************************
  _NF" Status Effects
 NN_.  --------------
JN (N  Possibly everything that a player could possibly know about both
N) JN  positive and negative status effects, including priorities.
4LJN`  KEYWORD: [STATU]
**************************************6***************************************


Not all status effects affect a character's parameters (or statistics).
However, I will name all status effects anyway.

* All negative status effects except for KO last for three turns.
All positive status effects except for Invulnerable and Once Again last until
the end of a battle. All status effects disappear after battle. All status
effects except for Lucky also disappear if a character is KO'ed.


NEGATIVE STATUS EFFECTS (A.K.A. STATUS AILMENTS) [STATN]
========================================================
Negative status effects, which I will call status ailments from now on, hinder
the character in some way.

SILENCE
-------
I'm not too fond of this status, because I rely heavily on specials. This
status prevents anyone afflicted with it to be able to cast any spells
(aka Specials). You can tell that a character has this status because they
will have an "X" over their mouth (in the status window up on top next to the
character's HP) and they will bend down nearer to the ground.

To cause this status:
Special: Mute
Items:
Other:

To cancel this status:
Specials: Therapy, Group Hug
Items: Able Juice, Muku Cookie, Freshen Up, Red Essence
Other: Wait 3 turns, KO the character, cause Mushroom, Scarecrow, Poison,
       Fear, Sleep, end the battle

SLEEP
-----
Another common status is found in this game, and that is sleep. Sleep causes a
character or enemy to fall asleep, thus preventing its turn from coming. Sleep
can be cancelled by striking the target physically. You can tell that a
character is asleep because they will appear to doze off, with a bubble coming
out of his nose (Peach instead has little Z's that appear above her). Enemies
under this status will freeze and not move.

To cause this status:
Special: Sleepy Time
Item: Sleepy Bomb
Other:

To cancel this status:
Specials: Therapy, Group Hug
Items: Able Juice, Muku Cookie, Freshen Up, Red Essence
Other: Wait 3 turns, KO the character, cause Mushroom, Scarecrow, Poison,
       Fear, end the battle

POISON
------
The Poison status effect is probably just a nuisance at best; it reduces a
character or enemy's HP by int(MaxHP / 10) each time before their turn.
Poison cannot KO a target, however, so if a character inflicted with poison
has 1 HP and receives poison damage, they will not be KO'ed. You can tell that
a character has this status because they will have a purple or bluish tint.
When using Bowser's Poison Gas or a Bad Mushroom, an enemy that has become
poisoned will have a green poisonous cloud spout over them.

To cause this status:
Special: Poison Gas
Item: Bad Mushroom
Other: 

To cancel this status:
Specials: Therapy, Group Hug
Items: Able Juice, Muku Cookie, Freshen Up, Red Essence
Other: Wait 3 turns, KO the character, cause Mushroom, Scarecrow, Fear,
       end the battle

FEAR
----
The name of the status may be somewhat original, but I've seen the effects of
this status in other games. Fear reduces all parameters except for Speed, HP,
and Flowers. The cowardly attacker's attack damage will be reduced to
[max(1,int(PA + WP + rand(-P,P) - DEF) / 2 * T] and the amount of damage they
receive increases to max(1,int((Atk - Def) * 1.5)). Simply put, the character
deals only half damage and receives 50% more damage. You can tell that a
character has this status when they shiver. When using Bowser's Terrorize or
a Fright Bomb, an enemy that becomes inflicted with fear will have an
exclamation point appear over them.

To cause this status:
Special: Terrorize
Item: Fright Bomb
Other:

To cancel this status:
Specials: Therapy, Group Hug
Items: Able Juice, Muku Cookie, Freshen Up, Red Essence
Other: Wait 3 turns, KO the character, cause Scarecrow, Mushroom

MUSHROOM
--------
I really hate this status, but by the time enemies regularly use it, my party
is protected by it. This status turns a character into a mushroom. Characters
with this status cannot act but regain int(MaxHP / 10) HP during their turn
and receive int(normal_damage / 2) from attacks. I don't think I have to tell
you how to determine if a character has this status.

To cause this status:
Specials:
Item: Mushroom [Monstro Town, from the Goomba Triplets]
Other:

To cancel this status:
Specials: Therapy, Group Hug
Items: Able Juice, Muku Cookie, Freshen Up, Red Essence
Other: Wait 3 turns, KO the character, cause Scarecrow, end the battle

SCARECROW
---------
This is the second type of transformation status, and it has advantages and
disadvantages over Mushroom. Advantages include the ability to control the
character, and...um...that's it. Disadvantages include, no regenerating
ability, no increase in Defense, and the fact that you still can't attack
normally or use items while under this status. As with mushroom, it is easy to
determine if a character has this status.

To cause this status:
You can't. Don't even bother trying.

To cancel this status:
Specials: Therapy, Group Hug
Items: Able Juice, Muku Cookie, Freshen Up, Red Essence
Other: Wait 3 turns, KO the character, end the battle


SHEEP
-----
Finally, an enemy-only status ailment. The Sheep status transforms the
enemy into the sheep, who will then leave the battle. Turning enemies into
sheep effectively removes them, but you won't receive Exp. Points for doing
so.

To cause this status:
Specials:
Items: Lamb's Lure, Sheep Attack
Other:

To cancel this status:
You can't. Don't even bother trying.


TRANSFORM
---------
Another enemy-only status ailment. The Transform status turns an enemy into
an item, which will then go into your inventory. Sometimes it's a great way
to get a rare item.

To cause this status:
Specials:
Items: Yoshi Cookie
Other:

To cancel this status:
You can't. Don't even bother trying.


CONFUSION
---------
Now, some of you may be wondering, "What are you talking about? The Confuse
status isn't in this game!" Yes, it is. You can only see it in one battle,
however, and that's the boss fight against Zombone. This status causes the
target to automatically get a turn, but during that turn the target will
attack itself. I _believe_ the amount of damage received is equal to
(e_ATK - e_DEF) where e_ATK is the target's Attack and e_DEF is the target's
Defense.

To cause this status:
Specials:
Items: Pure Water (on Zombone)
Other:

To cancel this status:
It is automatically cancelled when Zombone attacks itself.


KO
--
This is easy. The character is knocked out and will not receive any turns
until they are revived. If an entire party is KO'ed, the battle will end. If
the defeated party is your party, then game will be over and you will be taken
to the last save point at which you saved. Remember that if you should lose a
battle and be taken back to the last save point, you retain your experience
points. If you did not save, then you will be taken to the game file menu. You
can tell a character is KO'ed when they are lying face down on the ground. KO
is canceled at the end of a battle, with the KO'ed party member revived with
1 HP.

To cause this status:
Specials:
Item: Pure Water (only if the target is undead, with one exception: Zombone,
in which case it will cause a decent amount of damage instead)
Other: Reduce HP to zero

To cancel this status:
Specials: Come Back
Items: Pick Me Up
Other: End the battle


STATUS PRIORITY [STATR]
=======================
In case you didn't know, each status effect has a priority over other ones.
This means that if a character already has a status ailment and is given
another one, one of the two statuses will be canceled. This depends on the
Priority of the two statuses. A higher priority status will cancel a lower
priority status. If two statuses of the same priority level are inflicted upon
a character, the more recent one replaces the older one. The priority values
are:
               __
Silence   - 1    |__ I am still uncertain as to whether both Silence and
Sleep     - 1  __|   Sleep cancel each other. Therefore, I am still
Poison    - 3        uncertain as to whether their priority level should
Fear      - 4        be the same or if one should be higher. Any feedback on
Mushroom  - 5        this would be greatly appreciated.
Scarecrow - 6
KO        - 7


POSITIVE STATUS EFFECTS [STATP]
===============================
Positive status effects help the character in some way; usually it increases
the character's statistics.

ATTACK UP
---------
This status effect increases a character's damage in a way that:
revised_damage = int(normal_damage * 1.5). This boost does not apply if the
target is inflicted with Fear. Enemies can inflict themselves with this status
by using "Vigor Up!" The two accessories mentioned below automatically inflict
the wielding character with this status at the beginning of a battle, but if
the status is cancelled during the battle, the accessory will not re-inflict
the status. Another thing about "Attack Up" is that it does not increase the
amount of healing done by skills such as "Therapy" and "HP Rain".

To cause this status:
Special: Geno Boost
Items: Energizer, Power Blast, Yoshi-Ade
Other: Attack Up Bonus Flower, Quartz Charm, Troopa Pin

To cancel this status:
Specials:
Items:
Other: KO the character, end the battle

* The Shredder skill will also cancel this status, but you can't use that.

DEFENSE UP
----------
This status effect reduces the amount of damage that a character receives
so that revised_damage = int(normal_damage / 2). If a character with this
status is put in defense mode, no extra boosting in Defense will occur.
Enemies can inflict themselves with this status by using "Valor Up". Johnny
has his own skill that inflicts this status, called "Get Tough!" The two
accessories listed below inflict the wielding character with this status at
the beginning of a battle, but should the status get cancelled during the
battle, the accessory will not re-inflict the status.

To cause this status:
Special: Geno Boost (correctly/perfectly timed)
Items: Bracer, Crystalline, Yoshi-Ade
Other: Defense Up Bonus Flower, Ghost Medal, Quartz Charm

To cancel this status:
Specials:
Items:
Other: KO the character, end the battle

* The Shredder skill will also cancel this status, but you can't use that.

ONCE AGAIN
----------
This is the equivalent of the spell "Quick" in a few Final Fantasy games.
This status causes the character to get an extra turn. The duration of this
status is instantaneous, meaning its effects happen right away, and that the
status is cancelled at the beginning of the character's second turn.

To cause this status:
Special:
Items:
Other: Once Again Bonus Flower

To cancel this status:
This status is automatically cancelled at the beginning of the character's
second turn.

LUCKY
-----
This is the only status effect that does not cancel when the character is
KO'ed. This really has no effect during the battle, but it does have an
effect after battle. This effect involves a small game in which you are
asked to find Yoshi inside one of three eggs. You don't have to play the
game. At the beginning, Yoshi is in the center egg, then the egg closes, and
the eggs are mixed. One of 3 possibilities will occur when you pick the egg
you think Yoshi is in:
1) You pick the correct egg (Yoshi), and the number of "Experience Points
   (EXP)" or "Coins" gained is doubled.
2) You pick the neutral egg (bird), and nothing happens to the number of EXP
   or coins you gained.
3) You pick the wrong egg (dud), and you lose all the EXP or coins you gained
   in the battle.

To cause this status:
Specials:
Item: Lucky Jewel
Other: Lucky! Bonus Flower, Timed Hit with the Hammer (Lucky)

To cancel this status:
Specials:
Items:
Other: End the battle

INVULNERABLE
------------
This is my favorite status in the game. Any character who has this status
will not receive any damage or status ailments. Unfortunately, like status
ailments, this status lasts only three turns (makes sense--the game would be
too easy if you could stay invulnerable throughout the entire battle). You can
tell a character has this status because the status window next to the
character's HP will flash. A word of caution: when a character has this status
s/he will be unable to be inflicted with the "Attack Up" and "Defense Up"
statuses, as the Red Essence seems to block them out. However, if a character
already has one or both of these statuses, then the Red Essence will not
cancel them.

To cause this status:
Specials:
Item: Red Essence
Other: 

To cancel this status:
Specials:
Items:
Other: Wait 3 turns, end the battle


STATUS INCOMPATIBILITIES [STATI]
================================
Please note that I am not 100% sure about these incompatibilities. Any kind
of response is appreciated.

-Silence cancels Sleep
-Sleep cancels Silence
-Poison cancels Silence, Sleep
-Fear cancels Silence, Sleep, Poison
-Mushroom cancels Silence, Sleep, Poison, Fear
-Scarecrow cancels Silence, Sleep, Poison, Fear, Mushroom
-KO cancels Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, Attack Up,
 Defense Up
-Invulnerable cancels Silence, Sleep, Poison, Fear, Mushroom, Scarecrow


**************************************7***************************************
 NNNNF Enemy Skills
``  J  ------------
   J   Just about everything a player would wish to know about Special attacks
  J    used by foes. Includes both FP-consuming and non-FP-consuming Specials.
 J`    KEYWORD: [ENSKL]
**************************************7***************************************


ENEMY SPECIALS [ENSSP]
======================
As you all know, enemies have their own set of special skills, draining their
FP with each "casting", and when they run out, they can no longer use them.
Some skills are stronger than others, some are elemental attacks, some can be
completely nullified if a character is equipped with certain armor, and some
have side effects. Each enemy special skill has its own "Mg. Power" value,
similar to that of your characters. This number is added to the enemy's
"Mg. Attack" and subtracted by your character's "Mg. Defense" to determine the
amount of damage done to a character. The following chart lists all of the
enemy skills in the game (to my knowledge), their power, their element (which
determines which crystal will use it during the Culex fight; Magic means that
Smithy: Magic Head will use the spell), who the attack targets, and if the
damage can be reduced with the Safety Ring, Amulet, Super Suit, or Lazy Shell.
As for who uses the spell, I will have that information later. Oh, and when I
say target, remember that your characters are the "enemies"; for now, just the
basics. Remember that some of this info may be incorrect. If that is the case,
just e-mail me and I will update this table and put you in my credits section.

An element with a * by it is used by Culex, not the crystal.

A character will receive damage from an enemy special attack equal to
(MAt + M) - MDf
where MAt is the Mg. Attack of the attacking enemy
M is the Mg. Power of the special (see below chart)
and MDf is the Mg. Defense of the defending character.

------------------------------------------------------------------------------
SKILL NAME     | MG. POWER | ELEMENT | STATUS | DAMAGE REDUCED |   TARGET    |
---------------+-----------+---------+--------+----------------+-------------|
Drain          |      4    |  Fire   |        |      Yes       | one enemy   |
Flame Wall     |      8    |  Fire   |        |      Yes       | all enemies |
Lightning Orb  |      8    |  Wind   |        |      Yes       | one enemy   |
Flame          |     12    |  Fire   |        |      Yes       | one enemy   |
Static E!      |     12    |  Wind   |        |      Yes       | all enemies |
Sand Storm     |     16    |  Earth  |  Fear  |      No        | all enemies |
Bolt           |     20    |  Wind   |        |      Yes       | one enemy   |
Blizzard       |     22    |  Water  |        |      Yes       | all enemies |
Crystal        |     25    |  Water  |        |      Yes       | one enemy   |
Drain Beam     |     26    |  None   |        |      No        | all enemies |
Meteor Blast   |     30    |  None*  |        |      No        | all enemies |
Flame Stone    |     32    |  None*  |        |      Yes       | one enemy   |
Light Beam     |     34    |  Wind   | Sleep  |      No        | all enemies |
Water Blast    |     39    |  Earth  |        |      No        | all enemies |
Petal Blast    |     40    |  Wind   |Mushroom|      No        | all enemies |
Arrow Rain     |     40    |  Magic  |        |      No        | all enemies |
Mega Drain     |     40    |  Fire   |        |      Yes       | one enemy   |
Solidify       |     47    |  Water  |        |      Yes       | all enemies |
Willy Wisp     |     48    |  None   |        |      No        | one enemy   |
Recover        |     50    | Healing |        |      No        | one ally    |
Aurora Flash   |     50    |  None   | Sleep  |      No        | all enemies |
Sledge         |     50    |  None   |        |      No        | all enemies |
Diamond Saw    |     60    |  Water  |        |      No        | one enemy   |
Spear Rain     |     60    |  Magic  |        |      No        | all enemies |
Electroshock   |     72    |  Wind   |        |      Yes       | one enemy   |
Boulder        |     72    |  Earth  |        |      No        | all enemies |
Breaker Beam   |     80    |  None   |        |      No        | all enemies |
Sword Rain     |     80    |  Magic  |        |      No        | all enemies |
Corona         |     88    |  Fire   |        |      Yes       | all enemies |
Blast          |     89    |  Earth  |        |      No        | one enemy   |
Meteor Swarm   |    100    |  Magic  |        |      No        | all enemies |
Storm          |    108    |  Earth  |        |      No        | one enemy   |
Big Bang       |    120    |  None   |        |      No        | all enemies |
Ice Rock       |    130    |  Water  |        |      Yes       | one enemy   |
Dark Star      |    160    |  None*  |        |      No        | one enemy   |
Mega Recover   |    200    | Healing |        |      No        | one ally    |
------------------------------------------------------------------------------

* The "Amulet" accessory halves the damage from special attacks that have a
"Yes" in the DAMAGE REDUCED column.

* The "Safety Ring", "Lazy Shell", and "Super Suit" completely nullify damage
from a special attack that has a "Yes" in the DAMAGE REDUCED column. These
armor and accessories also nullify the status effect of an enemy skill, so
a character equipped with a "Safety Ring" will not fall asleep if they are
attacked with "Light Beam".

* "Shredder" is an enemy skill that cancels the Attack Up and Defense Up
statuses of all characters. This skill, however, consumes FP.

* Most enemies, after using "Recover" or "Mega Recover" will skip a turn.

* "Breaker Beam" cannot be used twice in a row.

* There are three enemy skills that boost an enemy's parameters instead of
causing damage. These include:
Valor Up (causes Defense Up)
Vigor Up! (causes Attack Up)
Get Tough! [Johnny] (causes Defense Up)


ENEMY SKILLS WHICH CAUSE STATUS AILMENTS [ENSSA]
================================================
Note: When I say a skill is "blockable," I mean that the attack damage can be
reduced. You must have an accessory that prevents the status in question in
order to block the status.


* These enemy skills cause Silence (all are unblockable):
  -Doom Reverb
  -Echofinder
  -Elegy
  -Flutter Hush
  -Gunk Ball
  -"Mini" Light Beam [Crusty]

 
* These enemy skills cause Sleep (all are unblockable):
  -Aurora Flash [Special]
  -G'night
  -Light Beam [Special]
  -Lulla-Bye
  -"Mini" Light Beam [Grate Guy, Star Crusher]
  -Pollen Nap
  -Sleep-Sauce
  -Somnus Waltz


* These enemy skills cause Poison (all are unblockable):
  -Dark Claw
  -Poison
  -Stench
  -Thornet
  -Venom Drool
  -Viro Plasm


* These enemy skills cause Fear:
  -Deathsickle (unblockable)
  -Endobubble (unblockable)
  -Hammer Throw [Poundette] (blockable)
  -Howl (unblockable)
  -Iron Maiden (unblockable)
  -Psycho Plasm (unblockable)
  -Sand Storm [Special] (unblockable)
  -Scream (unblockable)


* These enemy skills cause Mushroom (all are unblockable):
  -Funguspike
  -Petal Blast [Special]
  -Spore Chimes
  -Sporocyst


* These enemy skills cause Scarecrow (all are unblockable):
  -Eerie Jig
  -S'crow Bell
  -S'crow Dust
  -S'crow Fangs (actually, in a sense this is "blockable"; you see, if the
                 character attacked is immune to Scarecrow, and you time a
                 block against this attack, the character will actually go
                 into their blocking animation. Wierd...)
  -S'crow Funk


For KO, if an attack is labeled "blockable", it means that a correctly
timed block will reduce the target's HP to 1 and a perfectly timed block
completely nullifies damage.


* These enemy skills cause KO:
  -Blazer (unblockable)
  -Fear Roulette (unblockable)
  -Magnum (unblockable)
  -Migraine (blockable)
  -Psyche! (blockable)
  -Scythe (blockable)
  -Shaker (blockable)
  -Silver Bullet (blockable)


ATTACKS WHICH CAUSE A PERCENTAGE OF THE NORMAL DAMAGE [ENSAP]
=============================================================

* There are two named attacks which cause normal damage
  (i.e., damage=(E_Atk - C_Def), where E_Atk is the "Attack" stat of the
  enemy attacking, and C_Def is the "Defense" stat of the character
  defending). Both attacks are blockable.

  -Backfire
  -Jinxed


* These enemy skills cause 50% more damage than usual
  (i.e., revised_damage=int[(E_Atk - C_Def) * 1.5], where E_Atk is the
  "Attack" stat of the enemy attacking, and C_Def is the "Defense" stat of the
  character defending).

  -Bomb Throw [multiple enemies] (unblockable)
  -Bone Throw [Dry Bones, Reacher (when throwing slowly), Vomer] (blockable)
  -Bubble [multiple enemies] (blockable)
  -Dark Claw (unblockable)
  -Echofinder (unblockable)
  -Egg Shot [Birdo] (unblockable)
  -Fangs (blockable)
  -Fun & Run (blockable)
  -Gunk Ball (unblockable)
  -Hammer Throw [multiple enemies] (blockable)
  -Ink Blast (blockable)
  -Knife Throw [multiple enemies] (blockable)
  -Multistrike (blockable)
  -Poison (unblockable)
  -Skewer (blockable)
  -Spike [multiple enemies] (blockable)
  -Thornet (unblockable)
  -Triple Kick (blockable)
  -Va Va Voom (blockable)


* These enemy skills cause twice as much damage than usual
  (i.e., revised_damage=int[(E_Atk - C_Def) * 2], where E_Atk is the
  "Attack" stat of the enemy attacking, and C_Def is the "Defense" stat of the
  character defending).
  -Body Slam (blockable)
  -Bone Throw [Reacher, when throwing quickly] (blockable)
  -Carni-Kiss (varies depending on the enemy)
  -Chomp (blockable)
  -Claw (blockable)
  -Deathsickle (unblockable)
  -Full House (blockable)
  -Funguspike (unblockable)
  -Grinder (blockable)
  -Hammer Time (blockable)
  -Light Orb [multiple enemies] (blockable)
  -Pierce (blockable)
  -Spritz Bomb (unblockable)
  -Terrapunch (blockable)
  -Quicksilver (blockable)


* These enemy skills cause four times as much damage than usual
  (i.e., revised_damage=int[(E_Atk - C_Def) * 4], where E_Atk is the
  "Attack" stat of the enemy attacking, and C_Def is the "Defense" stat of the
  character defending).
  -Bombs Away (blockable)
  -Last Shot! (blockable)
  -Loco Express (unblockable)
  -Wild Card (blockable)


**************************************8***************************************
 JN"N. Character Equipment
 NL N) -------------------
 JNN.  Detailed information on every piece of equipment in the game, from
N) 4N  weapons to armor to accessories.
4L_N)  KEYWORD: [EQUIP]
**************************************8***************************************


It's hard to survive this game without the weapons and armor that Mario and
his friends acquire throughout the game. That is, unless you're at Level 30 or
something. All my characters are at level 30 with no weapons, armor, or
accessories. I have to admit that it's quite fun, but I like playing through
the game at low levels even more! This is a list of all of the weapons and
armor that can be found in this game, as well as accessories.

------------------------------------------------------------------------------
Since I have completely redone this section, the simplistic chart that I had
in v1.00 and before is gone. If you wish to have the old chart and don't have
an earlier version of the BMG handy, you'll have to either wait until I get my
website up and running (don't worry, once it's done I'll either post on the
boards or update the guide) or e-mail me (the latter is preferred; I am able
to check my e-mail much more often now).
------------------------------------------------------------------------------

Weapons, Armor, and Accessories will appear in the following format:

------------------------------------------------------------------------------

EQUIPMENT NAME: The name of the piece of equipment.
---------------------------------------------------
*Attack/Defense/Mg. Attack, etc: Increases the said stat by the amount shown.
*P Value: For weapons only, shows the P value of the equipment, for more on
P values, see Part 2.
*Doubles: Doubles the amount of whatever is listed here when you win a battle.
*Halves: Halves whatever is listed here. Examples: FP - Halves FP consumption
during battle; certain enemy Specials - halves damage received from certain
enemy Specials.
*Nullifies: Negates whatever is listed here. Examples: Poison - prevents the
character equipped with this from being Poisoned; certain enemy Specials -
reduces damage received from certain enemy Specials to zero.
*Price (Buy): The amount (in coins) that you must pay to purchase the
equipment.
*Price (Sell): The amount (in coins) that you will receive when you sell the
equipment.
*Found at: Where you will find the equipment for free.
*Bought at: Towns and other places that have shops where you can buy the
equipment.
*When to time: For weapons only, a general explanation of when you should time
this equipment.
*Notes: Either more detailed information on where you will get the equipment,
or my (attempt at) humorous comments on the equipment.

------------------------------------------------------------------------------

WEAPONS [EQWPN]
===============
There are a total of 31 weapons in the game. Most will be bought in weapon
shops, but some, especially each character's ultimate weapon (with the
exception of Peach), must be found.


MARIO'S WEAPONS [EQWP1]
=======================

HAMMER (LUCKY)
--------------
Attack: +0
P Value: 0
Price (Buy): 123
Price (Sell): 61
Found at: N/A
Bought at: Seaside Town Weapon Shop
When to time: Just as Mario swings the Hammer the first time.
Notes: If you time your attack with this weapon, Mario will receive the
"Lucky" status.

------------------------------------------------------------------------------

HAMMER
------
Attack: +10
P Value: 1
Price (Buy): N/A
Price (Sell): 35
Found at: Mushroom Way
Bought at: N/A
When to time: Just as Mario swings the Hammer the first time.
Notes: Toad gives this to you after you defeat the Hammer Bros.

------------------------------------------------------------------------------

NOKNOK SHELL
------------
Attack: +20
P Value: 2
Price (Buy): 20
Price (Sell): 10
Found at: Midas River
Bought at: Seaside Town Weapon Shop
When to time: Just as Mario kicks the shell the second time.
Notes: The mushroom guy at the Midas River gives this to you after you
descend the waterfall and finish the barrel jumping event.

------------------------------------------------------------------------------

PUNCH GLOVE
-----------
Attack: +30
P Value: 3
Price (Buy): 36
Price (Sell): 18
Found at: N/A
Bought at: Moleville Item Shop, Seaside Town Weapon Shop
When to time: Same as his "unarmed" attack: just after Mario begins swinging
his fist.
Notes: Looks just like his "unarmed" attack, but adds an extra punch at the
end.

------------------------------------------------------------------------------

SUPER HAMMER
------------
Attack: +40
P Value: 4
Price (Buy): 70
Price (Sell): 35
Found at: N/A
Bought at: Marrymore Hotel, Sea Shop, Sunken Ship Shaman Shop, Seaside Town
Weapon Shop
When to time: Just after Mario swings the hammer the first time.
Notes: Strange how swinging the hammer sideways deals more damage...

------------------------------------------------------------------------------

MASHER
------
Attack: +50
P Value: 30
Price (Buy): N/A
Price (Sell): 80
Found at: Booster Tower
Bought at: N/A
When to time: Same as the Hammer: right as Mario swings the hammer the first
time.
Notes: Its large P value gives it a wide range of damage, so you'll have to
press your luck when using this weapon.

------------------------------------------------------------------------------

TROOPA SHELL
------------
Attack: +50
P Value: 5
Price (Buy): 90
Price (Sell): 45
Found at: N/A
Bought at: Seaside Town Weapon Shop
When to time: Same as the NokNok Shell: just as Mario kicks the shell the
second time.
Notes: Always wondered why red Koopa shells seem to be more powerful in Mario
games...

------------------------------------------------------------------------------

MEGA GLOVE
----------
Attack: +60
P Value: 6
Price (Buy): 102
Price (Sell): 51
Found at: N/A
Bought at: Nimbus Land Item Shop
When to time: Just after Mario begins swinging his (enlarging!) fist.
Notes: I wonder how Mario's fists can grow so large...

------------------------------------------------------------------------------

ULTRA HAMMER
------------
Attack: +70
P Value: 7
Price (Buy): N/A
Price (Sell): 57
Found at: Gate, in a treasure chest
Bought at: N/A
When to time: Same as the Hammer and the Masher: just as Mario swings the
hammer the first time
Notes: Is there really a difference between each hammer? Seems to me that
Mario attacks differently with the same Hammer...

------------------------------------------------------------------------------

LAZY SHELL
----------
Attack: +90
P Value: 50
Price (Buy): N/A
Price (Sell): 100
Found at: Rose Town, above the Gardener's house
Bought at: N/A
When to time: Same as the other shells: just as Mario kicks the heavy shell
the second time.
Notes: This weapon has the largest P value in the game, so except WIDE ranges
for the damage this weapon can cause.

------------------------------------------------------------------------------


MALLOW'S WEAPONS [EQWP2]
========================

FROGGIE STICK
-------------
Attack: +20
P Value: 2
Price (Buy): N/A
Price (Sell): 90
Found at: Tadpole Pond
Bought at: N/A
When to time: Just after Mallow swings the stick the first time.
Notes: Frogfucius gives this to you after giving him the "Cricket Pie".

------------------------------------------------------------------------------

CYMBALS
-------
Attack: +30
P Value: 3
Price (Buy): 42
Price (Sell): 21
Found at: N/A
Bought at: Moleville Item Shop, Seaside Town Weapon Shop
When to time: Just before Mallow brings the cymbals together.
Notes: There you go, folks. Not only can you enjoy playing music with
instruments, but they make great weapons, too!

------------------------------------------------------------------------------

WHOMP GLOVE
-----------
Attack: +40
P Value: 4
Price (Buy): 72
Price (Sell): 36
Found at: N/A
Bought at: Marrymore Hotel, Sea Shop, Sunken Ship Shaman Shop, Seaside Town
Weapon Shop
When to time: Same as his "unarmed" attack: just after Mallow starts swinging
his fist the first time.
Notes: Looks just like his "unarmed" attack, but the second punch involves
both his fists.

------------------------------------------------------------------------------

RIBBIT STICK
------------
Attack: +50
P Value: 5
Price (Buy): 86
Price (Sell): 43
Found at: N/A
Bought at: Seaside Town Weapon Shop
When to time: Same as the Froggie Stick: after Mallow swings the stick the
first time.
Notes: I like how the stick creates the illusion that there are many of them
whacking the enemy at once.

------------------------------------------------------------------------------

STICKY GLOVE
------------
Attack: +60
P Value: 6
Price (Buy): 98
Price (Sell): 49
Found at: N/A
Bought at: Nimbus Land Item Shop
When to time: Just as Mallow's fists bash into the enemy the first time.
Notes: Exactly HOW can a cloud person's hands get stuck together like that?

------------------------------------------------------------------------------

SONIC CYMBAL
------------
Attack: +70
P Value: 7
Price (Buy): N/A
Price (Sell): 54
Found at: Bowser's Keep, after completing the action course that finishes
with the part where you must roll on the cannonball to get to the end.
Bought at: N/A
When to time: Same as the Cymbals: just before Mallow brings them together.
Notes: Wow, the Cymbals were nice before, but now they create a sound so
powerful that they distort reality! Cool!

------------------------------------------------------------------------------

GENO'S WEAPONS [EQWP3]
======================

FINGER SHOT
-----------
Attack: +12
P Value: 3
Price (Buy): 50
Price (Sell): 25
Found at: Rose Town Inn
Bought at: Moleville Item Shop, Seaside Town Weapon Shop
When to time: Just as the bullets shoot out of Geno's fingers.
Notes: After you get Geno but before you get Bowser, you can talk to Gaz in
the Rose Town Inn and after Geno tries to explain why he needs to go with
Mario, Gaz will give Geno the Finger Shot for free.

------------------------------------------------------------------------------

HAND GUN
--------
Attack: +24
P Value: 4
Price (Buy): 75
Price (Sell): 37
Found at: N/A
Bought at: Marrymore Hotel, Sea Shop, Sunken Ship Shaman Shop, Seaside Town
Weapon Shop
When to time: Just as Geno shoots the bullets from his gun.
Notes: For some reason, I seem to have a lot of trouble timing this weapon's
attack perfectly.

------------------------------------------------------------------------------

DOUBLE PUNCH
------------
Attack: +35
P Value: 5
Price (Buy): 88
Price (Sell): 44
Found at: N/A
Bought at: Seaside Town Weapon Shop
When to time: Same as his "unarmed" attack: just as he shoots out his fists.
Notes: Looks just like his "unarmed" attack, except he shoots out both his
fists.

------------------------------------------------------------------------------

HAND CANNON
-----------
Attack: +45
P Value: 6
Price (Buy): 105
Price (Sell): 52
Found at: N/A
Bought at: Nimbus Land Item Shop
When to time: Just as Geno shoots the bullets (or cannonballs, since they're
HUGE) from his elbow.
Notes: It's called a "Hand Cannon", but the cannonballs come out of his
elbow...

------------------------------------------------------------------------------

STAR GUN
--------
Attack: +57
P Value: 7
Price (Buy): N/A
Price (Sell): 60
Found at: Bowser's Keep, after completing the combat course that finishes
with the battle against the six Shamans.
Bought at: N/A
When to time: Just before he shoots the stars from his "hands".
Notes: Well, I suppose stars would be more powerful than bullets...

------------------------------------------------------------------------------


BOWSER'S WEAPONS [EQWP4]
========================

CHOMP SHELL
-----------
Attack: +9
P Value: 3
Price (Buy): 60
Price (Sell): 30
Found at: N/A
Bought at: Marrymore Hotel
When to time: Just after the Chomp leaves Bowser's claw.
Notes: Dunno why this weapon is +9 Attack...why didn't they make the Chomp's
Attack increase irregular instead?

------------------------------------------------------------------------------

CHOMP
-----
Attack: +10
P Value: 4
Price (Buy): N/A
Price (Sell): 70
Found at: Booster Tower, locked up in the Ancestor Hall
Bought at: N/A
When to time: Just after the Chomp leaves Bowser's claw.
Notes: Again, dunno why this weapon's Attack increase is "regular", since this
is an optional weapon.

------------------------------------------------------------------------------

HURLY GLOVES
------------
Attack: +20
P Value: 5
Price (Buy): 92
Price (Sell): 46
Found at: N/A
Bought at: Sea Shop, Sunken Ship Shaman Shop, Seaside Town Weapon Shop
When to time: Just before Mario (or the Mario doll) comes in contact with the
enemy.
Notes: Probably the wackiest weapon in the game, but funny too. I mean,
throwing Mario (or even the Mario doll) at enemies to damage them? LOL!

------------------------------------------------------------------------------

SPIKED LINK
-----------
Attack: +30
P Value: 6
Price (Buy): 94
Price (Sell): 47
Found at: N/A
Bought at: Monstro Town Weapon and Armor Shop
When to time: Same as the Chomp and Chomp Shell: just after the link leaves
Bowser's claw.
Notes: Ouch! Those spikes look like they'd hurt...

------------------------------------------------------------------------------

DRILL CLAW
----------
Attack: +40
P Value: 7
Price (Buy): N/A
Price (Sell): 59
Found at: Bowser's Keep, after completing the combat course that finishes
with the battle against Chester, the treasure chest monster.
Bought at: N/A
When to time: Same as his "unarmed" attack: just before Bowser slashes at the
enemy.
Notes: Looks just like his "unarmed" attack, except his left claw acts as a
drill, resulting in a LOT of pain!

------------------------------------------------------------------------------


PEACH'S WEAPONS [EQWP5]
=======================

SLAP GLOVE
----------
Attack: +40
P Value: 4
Price (Buy): 100
Price (Sell): 50
Found at: N/A
Bought at: Sunken Ship Shaman Shop, Seaside Town Weapon Shop
When to time: Same as her "unarmed" attack: just before Peach slaps the enemy
the first time.
Notes: Why is this weapon so expensive?!! Good thing she starts with it! Oh,
and *cuts and pastes* looks just like her "unarmed" attack, except she
finishes with a single, powerful slap rather than a double, weak slap.

------------------------------------------------------------------------------

PARASOL
-------
Attack: +50
P Value: 5
Price (Buy): 84
Price (Sell): 42
Found at: N/A
Bought at: Seaside Town Weapon Shop
When to time: Just as she swings the parasol down at the enemy.
Notes: Personally my favorite weapon in the game. I guess it's just very
satisfying to attack with an umbrella. Too bad it can't be used defensively...

------------------------------------------------------------------------------

WAR FAN
-------
Attack: +60
P Value: 6
Price (Buy): 100
Price (Sell): 50
Found at: N/A
Bought at: Nimbus Land Item Shop
When to time: Same as the Parasol: just as she swings the fan down at the
enemy.
Notes: Since WHEN have fans been used in wars?!!

------------------------------------------------------------------------------

SUPER SLAP
----------
Attack: +70
P Value: 7
Price (Buy): N/A
Price (Sell): 55
Found at: Bowser's Keep, after completing the action course that finishes
with the course that closely resembles the old Donkey Kong games.
Bought at: N/A
When to time: Same as her other slaps: just before she slaps the enemy the
first time.
Notes: Wow, a second weapon that looks just like her "unarmed" attack;
THIS time, however, she finishes with the mother of all slaps. POW!!!

------------------------------------------------------------------------------

FRYING PAN
----------
Attack: +90
P Value: 20
Price (Buy): 300
Price (Sell): 150
Found at: N/A
Bought at: Moleville, Miner's Shop
When to time: Just before she causes some permanent brain damage by swinging
it down at its unfortunate victim...
Notes: It's got MORE than enough iron to be dangerous...

------------------------------------------------------------------------------


ARMOR [EQARM]
=============
Instead of listing each armor separately, I will list them by "class". So,
instead of listing Mega Shirt, Mega Pants, and Mega Cape separately, I will
combine them into one listing, Mega.


ARMOR CLASSES [EQARC]
=====================

BASIC (SHIRT, PANTS)
--------------------
Defense: +6
Magic Defense: +6 (Shirt)
               +3 (Pants)
Price (Buy): 7
Price (Sell): 3
Found at: N/A
Bought at: Mushroom Kingdom Item Shop, Seaside Town Armor Shop
Notes: Whoo, basic armor. Better than going around naked, I suppose.

------------------------------------------------------------------------------

THICK (THICK SHIRT, THICK PANTS)
--------------------------------
Defense: +12
Magic Defense: +8 (Thick Shirt)
               +6 (Thick Pants)
Price (Buy): 14
Price (Sell): 7
Found at: N/A
Bought at: Rose Town Armor Shop, Seaside Town Armor Shop
Notes: Hey, it's padded! That makes it better, right?

------------------------------------------------------------------------------

MEGA (MEGA SHIRT, MEGA PANTS, MEGA CAPE)
----------------------------------------
Defense: +18 (Mega Shirt, Mega Pants)
         + 6 (Mega Cape)
Magic Defense: +10 (Mega Shirt)
               + 9 (Mega Pants)
               + 3 (Mega Cape)
Price (Buy): 22
Price (Sell): 11
Found at: N/A
Bought at: Moleville Item Shop, Seaside Town Armor Shop
Notes: Hmm, it's "durable". Does that mean the first two classes weren't?

------------------------------------------------------------------------------

HAPPY/POLKA (HAPPY SHIRT, HAPPY PANTS, HAPPY CAPE, HAPPY SHELL, POLKA DRESS)
----------------------------------------------------------------------------
Defense: +24 (Happy Shirt, Happy Pants, Polka Dress)
         +12 (Happy Cape)
         + 6 (Happy Shell)
Magic Defense: +12 (Happy Shirt, Happy Pants, Polka Dress)
               + 6 (Happy Cape)
               + 3 (Happy Shell)
Price (Buy):  38 (Happy Shirt, Happy Pants, Happy Cape, Happy Shell)
             N/A (Polka Dress)
Price (Sell): 19 (Happy Shirt, Happy Pants, Happy Cape, Happy Shell)
              80 (Polka Dress)
Found at: N/A (Peach comes equipped with the Polka Dress)
Bought at: Marrymore Hotel, Seaside Town Armor Shop (except Polka Dress)
Notes: Well, I suppose I'd be pretty happy if I were lucky...well, Peach
doesn't get to be lucky, just "flashy".

------------------------------------------------------------------------------

SAILOR/NAUTICA (SAILOR SHIRT, SAILOR PANTS, SAILOR CAPE, NAUTICA DRESS)
-----------------------------------------------------------------------
Defense: +30 (Sailor Shirt, Sailor Pants, Nautica Dress)
         +18 (Sailor Cape)
Magic Defense: +15 (Sailor Shirt, Sailor Pants, Nautica Dress)
               + 9 (Sailor Cape)
Price (Buy): 50
Price (Sell): 25
Found at: N/A
Bought at: Sea Shop, Sunken Ship Shaman Shop, Seaside Town Armor Shop
Notes: Boy, those sailors sure are rugged, aren't they?

------------------------------------------------------------------------------

COURAGE (COURAGE SHELL)
-----------------------
Defense: +12
Magic Defense: +6
Price (Buy): 60
Price (Sell): 30
Found at: N/A
Bought at: Monstro Town Weapon and Armor Shop
Notes: Bowser gets a whole armor class all to himself!

------------------------------------------------------------------------------

FUZZY (FUZZY SHIRT, FUZZY PANTS, FUZZY CAPE, FUZZY DRESS)
---------------------------------------------------------
Defense: +36 (Fuzzy Shirt, Fuzzy Pants, Fuzzy Dress)
         +24 (Fuzzy Cape)
Magic Defense: +18 (Fuzzy Shirt, Fuzzy Pants, Fuzzy Dress)
               +12 (Fuzzy Cape)
Price (Buy): 70
Price (Sell): 35
Found at: N/A
Bought at: Nimbus Land Item Shop
Notes: I'm sure the party feels all FUZZY inside when wearing this...Oh,
sorry Bowser. You don't get one!

------------------------------------------------------------------------------

FIRE (FIRE SHIRT, FIRE PANTS, FIRE CAPE, FIRE SHELL, FIRE DRESS)
----------------------------------------------------------------
Defense: +42 (Fire Shirt, Fire Pants, Fire Dress)
         +30 (Fire Cape)
         +18 (Fire Shell)
Magic Defense: +21 (Fire Shirt, Fire Pants, Fire Dress)
               +15 (Fire Cape)
               + 9 (Fire Shell)
Price (Buy): 90
Price (Sell): 45
Found at: N/A
Bought at: Barrel Volcano, Hinopio's "Hino Mart"
Notes: What, was the party not "determined" before? Why couldn't they get
something like this sooner?

------------------------------------------------------------------------------

LEGENDARY (HERO SHIRT, PRINCE PANTS, STAR CAPE, HEAL SHELL, ROYAL DRESS)
------------------------------------------------------------------------
Defense: +48 (Hero Shirt, Prince Pants, Royal Dress)
         +36 (Star Cape)
         +24 (Heal Shell)
Magic Defense: +24 (Hero Shirt, Prince Pants, Royal Dress)
               +18 (Star Cape)
               +12 (Heal Shell)
Price (Buy): 100
Price (Sell): 50
Found at: N/A
Bought at: Croco's shop (second), after defeating Magikoopa
Notes: YES! Legendary armor! But you still take a lot of damage from
attacks...

------------------------------------------------------------------------------


ARMOR FOR EVERYONE [EQARE]
==========================

WORK PANTS
----------
Attack: +10
Defense: +15
Magic Attack: +10
Magic Defense: +5
Speed: +5
Price (Buy): 22
Price (Sell): 11
Found at: N/A
Bought at: Moleville Item Shop
Notes: Whoo, sweaty work pants. I hope Peach doesn't wear these...

------------------------------------------------------------------------------

SUPER SUIT
----------
Attack: +50
Defense: +50
Magic Attack: +50
Magic Defense: +50
Speed: +30
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, certain Enemy
Specials (see Part 6)
Price (Buy): N/A
Price (Sell): 350
Found at: Monstro Town, given by the Chow after performing 100 Super Jumps
Bought at: N/A
Notes: In my opinion, THE best armor in the game. Certainly better than the
Lazy Shell overall...

------------------------------------------------------------------------------

LAZY SHELL
----------
Attack: -50
Defense: +127
Magic Attack: -50
Magic Defense: +127
Speed: -50
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, certain Enemy
Specials (see Part 6)
Price (Buy): N/A
Price (Sell): 111
Found at: Rose Town, above the Gardener's house
Bought at: N/A
Notes: While this makes you nearly invincible, I don't like the decreases in
offense and especially in Speed.

------------------------------------------------------------------------------


ACCESSORIES [EQACC]
===================
Accessories are listed in alphabetical order. Remember that if a number has an
'f' next to it in the "Price (Buy)" line, then the amount of coins required is
in "Frog Coins".


AMULET
------
Attack: +7
Defense: +7
Magic Attack: +7
Magic Defense: +7
Speed: -5
Halves: certain Enemy Specials (see Part 6)
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 100
Found at: Booster Tower
Bought at: N/A
To get: Booster gives this to you if you win the Curtain Mini-Game in Booster
Tower.

------------------------------------------------------------------------------

ANTIDOTE PIN
------------
Defense: +2
Magic Defense: +2
Nullifies: Poison
Equipped by: Everyone
Price (Buy): 28
Price (Sell): 14
Found at: N/A
Bought at: Mushroom Kingdom Item Shop, Rose Town Armor Shop, Seaside Town
Accessory Shop
To get: See the line(s) above.

------------------------------------------------------------------------------

ATTACK SCARF
------------
Attack: +30
Defense: +30
Magic Attack: +30
Magic Defense: +30
Speed: +30
Equipped by: Mario
Price (Buy): N/A
Price (Sell): 750
Found at: Monstro Town
Bought at: N/A
To get: After jumping 30 straight jumps using "Super Jump", go to Monstro Town
and talk to the Chow residing in the second house from the left. He will
reward you with the Attack Scarf.

------------------------------------------------------------------------------

B'TUB RING
----------
Activates: Mystery Egg (when used ten times)
Equipped by: Peach
Price (Buy): 145
Price (Sell): 72
Found at: N/A
Bought at: Marrymore Hotel
To get: See the line above.

------------------------------------------------------------------------------

COIN TRICK
----------
Doubles: Coins received after battle
Equipped by: Mario
Price (Buy): 38f
Price (Sell): 19
Found at: N/A
Bought at: Seaside Town
To get: Bought from the Graduate of Frogfucius' school, located on the 2nd
floor of the Elder's House in Seaside Town.

------------------------------------------------------------------------------

EXP. BOOSTER
------------
Doubles: Experience Points received after battle (equipping character only)
Equipped by: Everyone
Price (Buy): 22f
Price (Sell): 11
Found at: N/A
Bought at: Seaside Town
To get: Bought from the Graduate of Frogfucius' school, located on the 2nd
floor of the Elder's House in Seaside Town.

------------------------------------------------------------------------------

FEARLESS PIN
------------
Defense: +5
Magic Defense: +5
Nullifies: Fear (except when caused by the Tentacles of King Calamari)
Equipped by: Everyone
Price (Buy): 130
Price (Sell): 65
Found at: N/A
Bought at: Rose Town Armor Shop, Seaside Town Accessory Shop
To get: See the line(s) above.

------------------------------------------------------------------------------

FEATHER
-------
Defense: +5
Magic Defense: +5
Speed: +20
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 333
Found at: Nimbus Land Castle
Bought at: N/A
To get: Found after winning the "Clean the statues" Mini-Game in Nimbus Land's
Castle.

------------------------------------------------------------------------------

GHOST MEDAL
-----------
Start battle with: Defense Up (status)
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 800
Found at: Monstro Town
Bought at: N/A
To get: Rewarded to you by the 3 Musty Fears after collecting all 3 of their
flags. The Greaper's Flag is found behind the wooden flower at the entrance of
Rose Town. The Big Boo's Flag is found at Yo'ster Isle, look at end of the
race track there and you will find the word "GOAL". Search between the "O" and
the "A" like the Big Boo told you. The Dry Bone's Flag is found under the only
bed in the world with green matresses: Mario's. Go to Mario's Pad and search
under his bed to find the flag. After finding all three flags, return to
Monstro Town and sleep in the bed. They will put the Ghost Medal on Mario,
removing whatever accessory he had equipped back into your inventory.

------------------------------------------------------------------------------

JINX BELT
---------
Attack: +27
Defense: +27
Speed: +12
Nullifies: instant KO
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 999
Found at: Monstro Town Dojo
Bought at: N/A
To get: Given to you by Jinx after you defeat him thrice.

------------------------------------------------------------------------------

JUMP SHOES
----------
Defense: +1
Magic Attack: +5
Magic Defense: +1
Speed: +2
Strengthens: Jump (allows "Jump" elemental attacks to affect any enemy,
regardless of immunities)
Equipped by: Mario
Price (Buy): 30
Price (Sell): 15
Found at: N/A
Bought at: Mushroom Kingdom Item Shop, Rose Town Armor Shop, Seaside Town
Accessory Shop
To get: See the line(s) above.

------------------------------------------------------------------------------

QUARTZ CHARM
------------
Start battle with: Attack Up (status), Defense Up (status)
Nullifies: instant KO
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 3
Found at: Monstro Town
Bought at: N/A
To get: Given to you by Culex after you defeat him in battle.

------------------------------------------------------------------------------

RARE SCARF
----------
Defense: +15
Magic Defense: +15
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 75
Found at: Bean Valley (Cloud Tops)
Bought at: N/A
To get: Found in the cloud tops of Bean Valley. You must take the alternate
route to find it.

------------------------------------------------------------------------------

SAFETY BADGE
------------
Defense: +5
Magic Defense: +5
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 250
Found at: Sunken Ship
Bought at: N/A
To get: Rewarded to you after defeating Hidon, the treasure box monster of the
Sunken Ship.

------------------------------------------------------------------------------

SAFETY RING
-----------
Defense: +5
Magic Defense: +5
Speed: +5
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, instant KO,
certain Enemy Specials (see Part 6)
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 400
Found at: Sunken Ship
Bought at: N/A
To get: Found in a hidden room located on the upper portion (underwater) of
the screen where you can get back on dry land, two screens before entering
Johnny's room. To help a little, it's behind the barrels in back.

------------------------------------------------------------------------------

SCROOGE RING
------------
Halves: FP consumption during battle (equipping character only)
Equipped by: Everyone
Price (Buy): 50f
Price (Sell): 25
Found at: N/A
Bought at: Seaside Town
To get: Bought from the Graduate of Frogfucius' school, located on the 2nd
floor of the Elder's House in Seaside Town.

------------------------------------------------------------------------------

SIGNAL RING
-----------
Speed: +10
Activates: signal, whenever Mario is in a room with a hidden treasure chest
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 300
Found at: Nimbus Land
Bought at: N/A
To get: Dropped by Croco after talking to him in Nimbus Land after freeing the
king and queen.

------------------------------------------------------------------------------

TROOPA PIN
----------
Speed: +20
Start battle with: Attack Up (status)
Equipped by: Everyone
Price (Buy): N/A
Price (Sell): 500
Found at: Land's End
Bought at: N/A
To get: Given to you by Sargent Flutter if you "Scale the Cliff" in less than
11 seconds (I think).

------------------------------------------------------------------------------

TRUEFORM PIN
------------
Defense: +4
Magic Defense: +4
Nullifies: Mushroom, Scarecrow
Equipped by: Everyone
Price (Buy): 60
Price (Sell): 30
Found at: Kero Sewers
Bought at: Rose Town Armor Shop, Seaside Town Accessory Shop
To get: Rewarded to you after defeating Pandorite, the treasure box monster of
Kero Sewers. Also can be bought at the Rose Town Armor Shop and the Seaside
Town Accessory Shop.

------------------------------------------------------------------------------

WAKE UP PIN
-----------
Defense: +3
Magic Defense: +3
Nullifies: Silence, Sleep
Equipped by: Everyone
Price (Buy): 42
Price (Sell): 21
Found at: Mushroom Kingdom
Bought at: Rose Town Armor Shop, Seaside Town Accessory Shop
To get: Given to you by the guard in the Guest Room of Mushroom Kingdom while
it is occupied by Smithy's minions. Also bought at the Rose Town Armor Shop
and the Seaside Town Accessory Shop.

------------------------------------------------------------------------------

ZOOM SHOES
----------
Defense: +5
Magic Defense: +5
Speed: +10
Equipped by: Everyone
Price (Buy): 100
Price (Sell): 50
Found at: Booster Tower
Bought at: Seaside Town Accessory Shop
To get: Found in the Mine Room at Booster Tower or bought at the Seaside Town
Accessory Shop.

------------------------------------------------------------------------------


**************************************9***************************************
 JN"N. The characters and Leveling Up
(N`.N) ------------------------------
(N_JN` Analysis of all five characters and how leveling up effects them. Also
  JN)  contains descriptions of statistics and EXP required for each level.
JNF    KEYWORD: [LEVEL]
**************************************9***************************************


------------------------------------------------------------------------------
WARNING: This section contains plot spoilers, although if you are looking at
this guide, you probably have finished the game already, right? Right...
------------------------------------------------------------------------------

There are a total of five playable characters in Super Mario RPG. The first is
Mario, of course. In Mushroom Kingdom, you meet Mallow. In the Forest Maze
during the fight with Bowyer, you get Geno. At the entrance of Booster Tower,
you get Bowser. Finally, after the fight with Bundt and Raspberry, you get
Peach (Toadstool), temporarily. She will permanently join you at the Mushroom
Kingdom after a long talk with the Chancellor. Each character has certain
strengths and weaknesses when compared to other characters, and I will mention
each in detail below:

*******
*MARIO* [LEVL1]
*******
It's the guy that every video gamer knows. Maybe everyone. Mario has average
stats, and it's a surprise to me that he doesn't have the best overall stats.
The story begins with the usual: Bowser abducting Peach, and Mario coming to
rescue her, but this is far from the end for our plumber hero...

HP          : Average         Analysis:
Attack      : Average         As you can see, Mario's about average in every
Defense     : Average         stat except for Mg. Defense, which he is poor
Mg. Attack  : Low             at. That is probably why his first few pieces
Mg. Defense : Very Low        of armor concentrate on raising Mg. Defense.
                              Since you must use Mario in every battle, I
Speed: 20 (Average)           suggest that you balance your party with one
                              magic user (like Peach or Mallow, or even Geno)
Starting Statistics:          and one physical attacker (like Geno or Bowser).

Level      :   1
Hit Points :  20
Attack     :  20
Defense    :   0
Mg. Attack :  10
Mg. Defense:   2
Experience :   0
Next Level :  16


Mario's Basic Stats by Level

Level| HP | Attack | Defense | Mg. Attack | Mg. Defense | Special Learned
-----+----+--------+---------+------------+-------------+-----------------
   1 | 20 |   20   |     0   |     10     |       2     | Jump
   2 | 25 |   23   |     2   |     12     |       4     |
   3 | 30 |   26   |     4   |     14     |       6     | Fire Orb
   4 | 35 |   29   |     7   |     16     |       8     |
   5 | 40 |   32   |    10   |     18     |      10     |
   6 | 45 |   36   |    13   |     21     |      12     | Super Jump
   7 | 51 |   40   |    16   |     24     |      14     |
   8 | 57 |   44   |    19   |     27     |      16     |
   9 | 64 |   48   |    22   |     30     |      18     |
  10 | 71 |   52   |    25   |     33     |      20     | Super Flame
  11 | 78 |   57   |    29   |     36     |      23     |
  12 | 86 |   62   |    33   |     40     |      26     |
  13 | 94 |   67   |    37   |     44     |      29     |
  14 |102 |   72   |    41   |     48     |      32     | Ultra Jump
  15 |111 |   77   |    45   |     52     |      35     |
  16 |120 |   83   |    49   |     56     |      38     |
  17 |129 |   89   |    53   |     60     |      41     |
  18 |139 |   95   |    57   |     64     |      44     | Ultra Flame
  19 |149 |  101   |    61   |     69     |      47     |
  20 |159 |  107   |    65   |     74     |      50     |
  21 |161 |  109   |    67   |     76     |      52     |
  22 |163 |  111   |    69   |     78     |      54     |
  23 |165 |  113   |    71   |     80     |      56     |
  24 |167 |  115   |    73   |     82     |      58     |
  25 |169 |  117   |    75   |     84     |      60     |
  26 |171 |  119   |    77   |     86     |      62     |
  27 |173 |  121   |    79   |     88     |      64     |
  28 |175 |  123   |    81   |     90     |      66     |
  29 |177 |  125   |    83   |     92     |      68     |
  30 |179 |  127   |    85   |     94     |      70     |


Mario's Statistics |    Min        Ideal        Max
-------------------+-------------------------------
Hit Points         |    179         209         255
Attack             |    127         147         166
Defense            |     85          95         114
Mg. Attack         |     94         124         143
Mg. Defense        |     70          80          99

* For more information on "Ideal" stats and bonuses, see the section
"Leveling Up", located after the "Statistics" section (which is after this
section).

* It is impossible for all five stats to be at the max values at level 30
because only one bonus may be chosen when he levels up. If you were to choose
HP, for example, every time he levels up, his HP would be at the max of 255,
but his other four stats would be at the minimum.

------------------------------------------------------------------------------

********
*MALLOW* [LEVL2]
********
Mallow hails from Nimbus Land, although when Mallow was very young, he was
sent down Midas River to Frogfucius, who taught Mallow many things. While
with Mario, Mallow finds out the truth from Frogfucius: how Mallow is not a
tadpole, and that he really comes from a distant land. Frogfucius tells
Mallow to go with Mario on his journey in the hopes that Mallow will find
out where he is from, and that he will see his parents. Mallow is definitely a
magically based character; he has the lowest HP, Attack, and Defense out of
all the characters, but his Magic Attack and Magic Defense are very strong.

HP          : Very Low        Analysis:
Attack      : Very Low        Mallow can decimate enemy groups that either
Defense     : Very Low        have low Mg. Defense or are weak againse Ice or
Mg. Attack  : Very High       Lightning, but he needs to be careful about
Mg. Defense : High            enemies big on Attack. If you use Mallow in your
                              party, you should have someone with high Attack
Speed: 18 (Low)               and Defense (like Geno or Bowser) to balance
                              your party out.
Starting Statistics:

Level      :   2
Hit Points :  20
Attack     :  22
Defense    :   3
Mg. Attack :  15
Mg. Defense:  10
Experience :  30
Next Level :  18


Mallow's Basic Stats by Level

Level| HP | Attack | Defense | Mg. Attack | Mg. Defense | Special Learned
-----+----+--------+---------+------------+-------------+-----------------
   2 | 20 |   22   |     3   |     15     |      10     | Thunderbolt
   3 | 24 |   24   |     6   |     17     |      12     | HP Rain
   4 | 28 |   26   |     9   |     19     |      14     |
   5 | 32 |   28   |    12   |     22     |      16     |
   6 | 37 |   30   |    15   |     25     |      18     | Psychopath
   7 | 42 |   33   |    18   |     28     |      20     |
   8 | 47 |   36   |    21   |     32     |      22     |
   9 | 53 |   39   |    24   |     36     |      25     |
  10 | 59 |   42   |    27   |     40     |      28     | Shocker
  11 | 65 |   46   |    30   |     44     |      31     |
  12 | 72 |   50   |    33   |     49     |      34     |
  13 | 79 |   54   |    36   |     54     |      37     |
  14 | 86 |   58   |    39   |     59     |      40     | Snowy
  15 | 94 |   63   |    42   |     64     |      43     |
  16 |102 |   68   |    45   |     69     |      46     |
  17 |110 |   73   |    48   |     74     |      49     |
  18 |119 |   78   |    51   |     79     |      53     | Star Rain
  19 |128 |   84   |    54   |     84     |      57     |
  20 |137 |   90   |    57   |     89     |      61     |
  21 |139 |   92   |    59   |     91     |      63     |
  22 |141 |   94   |    61   |     93     |      65     |
  23 |143 |   96   |    63   |     95     |      67     |
  24 |145 |   98   |    65   |     97     |      69     |
  25 |147 |  100   |    67   |     99     |      71     |
  26 |149 |  102   |    69   |    101     |      73     |
  27 |151 |  104   |    71   |    103     |      75     |
  28 |153 |  106   |    73   |    105     |      77     |
  29 |155 |  108   |    75   |    107     |      79     |
  30 |157 |  110   |    77   |    109     |      81     |


Mallow's Statistics|    Min        Ideal        Max
-------------------+-------------------------------
Hit Points         |    157         199         254
Attack             |    110         140         158
Defense            |     77          87         105
Mg. Attack         |    109         127         146
Mg. Defense        |     81          90         109

* For more information on "Ideal" stats and bonuses, see the section
"Leveling Up", located after the "Statistics" section (which is after this
section).

* It is impossible for all five stats to be at the max values at level 30
because only one bonus may be chosen when he levels up. If you were to choose
HP, for example, every time he levels up, his HP would be at the max of 254,
but his other four stats would be at the minimum.

------------------------------------------------------------------------------

******
*GENO* [LEVL3]
******
Geno is actually a star from the Star Road, a sort of "factory" where wishes
come true and appear in the form of falling stars. However, Exor, that
gigantic sword who lands on Bowser's Keep, shattered the Star Road into 7
different pieces. Geno is sent from the Star Road into Mario's World, where
he takes the form of a doll that Gaz from Rose Town plays with. Geno joins
Mario to find the 5 remaining Star Pieces (You will have one already when he
joins you, and you get a second one after the fight with Bowyer) and repair
the Star Road. Geno has the best overall stats in the game; he's also the
fastest character.

HP          : Average         Analysis:
Attack      : High            Geno's pretty good at everything, but he doesn't
Defense     : High            have a healing spell like Mallow or Peach.
Mg. Attack  : High            Therefore you should bring either Mallow or
Mg. Defense : Average         Peach (preferably Peach) to have him/her act as
                              a healer. That way, Geno can dish out large
Speed: 30 (Very High)         amounts of damage.

Starting Statistics:

Level      :   6
Hit Points :  45
Attack     :  60
Defense    :  23
Mg. Attack :  25
Mg. Defense:  17
Experience : 234
Next Level :  56

Note: Geno starts with 234 Exp., but you can't see his stats before the Bowyer
fight. Since you gain 20 Exp. for winning the fight, when you see his status
after battle, you will see that he has 254 Exp.


Geno's Basic Stats by Level

Level| HP | Attack | Defense | Mg. Attack | Mg. Defense | Special Learned
-----+----+--------+---------+------------+-------------+-----------------
   6 | 45 |   60   |    23   |     25     |      17     | Geno Beam
   7 | 53 |   65   |    26   |     29     |      19     |
   8 | 61 |   70   |    29   |     33     |      21     | Geno Boost
   9 | 69 |   75   |    32   |     37     |      23     |
  10 | 77 |   80   |    35   |     41     |      25     |
  11 | 85 |   85   |    39   |     45     |      28     | Geno Whirl
  12 | 93 |   90   |    43   |     49     |      31     |
  13 |101 |   95   |    47   |     53     |      34     |
  14 |109 |  100   |    51   |     57     |      37     | Geno Blast
  15 |117 |  105   |    55   |     61     |      40     |
  16 |125 |  110   |    59   |     66     |      43     |
  17 |133 |  115   |    63   |     71     |      46     | Geno Flash
  18 |141 |  121   |    67   |     76     |      49     |
  19 |149 |  127   |    71   |     81     |      52     |
  20 |157 |  133   |    75   |     86     |      55     |
  21 |158 |  135   |    78   |     88     |      57     |
  22 |159 |  137   |    81   |     90     |      59     |
  23 |160 |  139   |    84   |     92     |      61     |
  24 |161 |  141   |    87   |     94     |      63     |
  25 |162 |  143   |    90   |     96     |      65     |
  26 |163 |  145   |    93   |     98     |      67     |
  27 |164 |  147   |    96   |    100     |      69     |
  28 |165 |  149   |    99   |    102     |      71     |
  29 |166 |  151   |   102   |    104     |      73     |
  30 |167 |  153   |   105   |    106     |      75     |


Geno's Statistics  |    Min        Ideal        Max
-------------------+-------------------------------
Hit Points         |    167         203         255
Attack             |    153         177         193
Defense            |    105         113         129
Mg. Attack         |    106         130         146
Mg. Defense        |     75          83          99

* For more information on "Ideal" stats and bonuses, see the section
"Leveling Up", located after the "Statistics" section (which is after this
section).

* It is impossible for all five stats to be at the max values at level 30
because only one bonus may be chosen when he levels up. If you were to choose
HP, for example, every time he levels up, his HP would be at the max of 255,
but his other four stats would be at the minimum.

------------------------------------------------------------------------------

********
*BOWSER* [LEVL4]
********
Bowser and Mario joining forces...who would've thought? Of course, they're not
buddy-buddy or anything. Bowser joins Mario's team really because he wants his
keep back, and since his "Koopa Troop" abandoned him, he figured that he could
use whatever help he could get...He almost abandons the party late in the game
and if it weren't for Geno's reasoning, he probably would have left. Bowser is
a powerful physical character: he has the highest HP, Attack, and Defense in
the game, but has low Magic Attack, Magic Defense, and Speed.

HP          : Very High        Analysis:
Attack      : Very High        Bowser is for those parties that need raw
Defense     : Very High        physical power, as there are many enemies
Mg. Attack  : Low              (like Jinx) who are highly resistant to magic.
Mg. Defense : Low              You need to watch him during battles against a
                               magic user, however. His armor doesn't provide
Speed: 15 (Very Low)           a lot of Mg. Defense and he can be knocked out
                               with a powerful magic attack late in the game.
Starting Statistics:

Level      :   8
Hit Points :  80
Attack     :  85
Defense    :  52
Mg. Attack :  20
Mg. Defense:  30
Experience : 470
Next Level :  68


Bowser's Basic Stats by Level

Level| HP | Attack | Defense | Mg. Attack | Mg. Defense | Special Learned
-----+----+--------+---------+------------+-------------+-----------------
   8 | 80 |   85   |    52   |     20     |      30     | Terrorize
   9 | 88 |   88   |    55   |     24     |      32     |
  10 | 96 |   91   |    58   |     28     |      34     |
  11 |104 |   95   |    61   |     32     |      36     |
  12 |112 |   99   |    64   |     36     |      38     | Poison Gas
  13 |120 |  103   |    67   |     40     |      40     |
  14 |128 |  107   |    70   |     44     |      42     |
  15 |136 |  111   |    73   |     48     |      44     | Crusher
  16 |144 |  116   |    77   |     52     |      46     |
  17 |152 |  121   |    81   |     56     |      48     |
  18 |161 |  126   |    85   |     60     |      50     | Bowser Crush
  19 |170 |  132   |    89   |     64     |      52     |
  20 |179 |  138   |    93   |     68     |      54     |
  21 |183 |  140   |    95   |     70     |      56     |
  22 |187 |  142   |    97   |     72     |      58     |
  23 |191 |  144   |    99   |     74     |      60     |
  24 |195 |  146   |   101   |     76     |      62     |
  25 |199 |  148   |   103   |     78     |      64     |
  26 |203 |  150   |   105   |     80     |      66     |
  27 |207 |  152   |   107   |     82     |      68     |
  28 |211 |  154   |   109   |     84     |      70     |
  29 |215 |  156   |   111   |     86     |      72     |
  30 |219 |  158   |   113   |     88     |      74     | 


Bowser's Statistics|    Min        Ideal        Max
-------------------+-------------------------------
Hit Points         |    219         240         255
Attack             |    158         174         188
Defense            |    113         121         135
Mg. Attack         |     88         109         124
Mg. Defense        |     74          81          96

* For more information on "Ideal" stats and bonuses, see the section
"Leveling Up", located after the "Statistics" section (which is after this
section).

* It is impossible for all five stats to be at the max values at level 30
because only one bonus may be chosen when he levels up. If you were to choose
HP, for example, every time he levels up, his HP would be at the max of 255,
but his other four stats would be at the minimum.

------------------------------------------------------------------------------

***********
*TOADSTOOL* [LEVL5]
***********
Peach is the last character you get in the game, and is probably the most
useful. After the Bowser's Keep incident, she gets thrusted over to Booster's
Tower where she falls right into Booster's hands. He thinks that she is a
princess of the sky, and wants to marry her. Of course, he's not about to
take no for an answer either. Mario (with the help of Bowser) is able to
climb to the top of the tower, only to witness that Booster has already left!
The party chases Booster up Booster Hill and into Marrymore, where Mario and
Bowser knock down a barricaded door in order to reach Peach. Of course, Chef
Torte and his assistant aren't about to let the party leave without a fight.
Of course, if I had worked really hard on a cake only to discover that there
wasn't gonna BE a wedding, I would be pretty mad, too. Anyway, with Peach
successfully saved, the party automatically heads for the Mushroom Kingdom
for quite a bit of talking, and Peach goes to her room. Upon the party's
departure from the castle, Peach is seen floating down on her parasol and
begs Mario and friends to bring her with them. Guess what they said...

Peach is a great healer. Once you have her you will probably stop using
Mallow's HP Rain and Mushrooms. You will want to keep a few Pick Me Ups handy
as she won't learn "Come Back" until level 13, and even when she does learn
it, you should keep a few just in case she gets KO'ed herself.

HP          : Low             Analysis:
Attack      : Average         Peach is the best healer in the game: her
Defense     : Low             "Therapy" and "Group Hug" specials heal a LOT of
Mg. Attack  : High            HP and cure any status ailments on the
Mg. Defense : Very High       characters. I think equipping her with a Lazy
                              Shell late in the game is a bad idea--I think
Speed: 24 (High)              her dresses provide enough defense to keep her
                              in the battle, especially at higher EXP levels.
Starting Statistics:

Level      :   9       Peach comes equipped with:
Hit Points :  50
Attack     :  40 (+40) Weapon   : Slap Glove
Defense    :  24 (+24)
Mg. Attack :  40       Armor    : Polka Dress
Mg. Defense:  28 (+12)
Experience : 600       Accessory: None
Next Level : 100


Peach's Basic Stats by Level

Level| HP | Attack | Defense | Mg. Attack | Mg. Defense | Special(s) Learned
-----+----+--------+---------+------------+-------------+-------------------
   9 | 50 |   40   |    24   |     40     |      28     | Therapy, Group Hug
  10 | 54 |   41   |    27   |     44     |      30     |
  11 | 59 |   43   |    30   |     48     |      33     | Sleepy Time
  12 | 65 |   46   |    33   |     52     |      36     |
  13 | 72 |   50   |    36   |     56     |      39     | Come Back
  14 | 80 |   55   |    39   |     60     |      42     |
  15 | 89 |   61   |    42   |     64     |      45     | Mute
  16 | 99 |   68   |    45   |     68     |      49     |
  17 |110 |   76   |    49   |     72     |      53     |
  18 |122 |   85   |    53   |     76     |      57     | Psych Bomb
  19 |135 |   95   |    57   |     80     |      61     |
  20 |149 |  105   |    61   |     84     |      65     |
  21 |151 |  107   |    63   |     86     |      67     |
  22 |153 |  109   |    65   |     88     |      69     |
  23 |155 |  111   |    67   |     90     |      71     |
  24 |157 |  113   |    69   |     92     |      73     |
  25 |159 |  115   |    71   |     94     |      75     |
  26 |161 |  117   |    73   |     96     |      77     |
  27 |163 |  119   |    75   |     98     |      79     |
  28 |165 |  121   |    77   |    100     |      81     |
  29 |167 |  123   |    79   |    102     |      83     |
  30 |169 |  125   |    81   |    104     |      85     |


Peach's Statistics |    Min        Ideal        Max
-------------------+-------------------------------
Hit Points         |    169         211         255
Attack             |    125         146         160
Defense            |     81          88         102
Mg. Attack         |    104         125         139
Mg. Defense        |     85          92         106

* For more information on "Ideal" stats and bonuses, see the section
"Leveling Up", located after the "Statistics" section (which is after this
section).

* It is impossible for all five stats to be at the max values at level 30
because only one bonus may be chosen when she levels up. If you were to choose
HP, for example, every time she levels up, her HP would be at the max of 255,
but her other four stats would be at the minimum.

------------------------------------------------------------------------------

STATISTICS [LEVST]
==================
Statistics: Those numbers on the screen that are supposed to mean something,
right?


MAIN STATISTICS [LEVSM]
=======================
All of your characters (as well as your enemies) have six statistics (not
including Exp. Points) that are a measure of a character's overall strength.
Except for Speed, all of these statistics increase when a character levels
up. These statistics are as follows:

Hit Points
----------
More commonly known as HP. This measures the life force of the character. The
more HP a character has, the more damage the character can take before being
KO'ed. Bowser has the most Hit Points, while Mallow has the least. HP
increases with Exp. Level.

Restore HP using the following items and Specials:
Mushroom        - Restores 30 HP
Mid Mushroom    - Restores 80 HP
Max Mushroom    - Restores 255 HP
Yoshi Candy     - Restores 100 HP
FroggieDrink    - Restores 30 HP to the party
Elixir          - Restores 80 HP to the party
Megalixir       - Restores 150 HP to the party
KerokeroCola    - Restores all HP to the party
Moldy Mushroom  - Restores 1 HP (useable only in the menu)
Rotten Mushroom - Restores 5 HP (useable only in the menu)
Wilt Shroom     - Restores 10 HP (useable only in the menu)
Muku Cookie     - Restores 69 HP to the party and cures status ailments
HP Rain         - Restores int[(MgAtk + 10) * T] HP
Therapy         - Restores int[(MgAtk + 40) * T] HP and cures status ailments
Group Hug       - Restores int[(MgAtk + 30) * T] HP to the party and cures
                  status ailments

Resting at an inn or finding a Recovery Mushroom will restore the party's HP
to the max.


Speed
-----
Represents the agility of the character. Simply put, during a turn cycle, the
character or enemy with the highest Speed value will go first, followed by the
2nd fastest, then the 3rd fastest, and so on until the character or enemy with
the lowest Speed value has finished taking his/her/its turn. Then the cycle
begins anew. This means that faster characters will not get two or more turns
before slower characters get their first turn. Geno has the highest Speed,
while Bowser has the lowest. Speed, unlike other stats, does not increase with
Exp. Level.


Attack
------
Represents the physical strength of the character. This stat influences the
amount of damage a Physical (A) attack will cause. Equipping any weapon
except for the Lucky Hammer will increase this stat, increasing the amount
of damage an attack will do. The maximum damage allowed is 9999, although it
is not possible to cause so much damage with a physical attack (The most I
have done is 1040, and that was with Peach. The highest possible is 1158).
Bowser has the highest Attack, while Mallow has the lowest. Attack increases
with Exp. Level.

On a side note, the Attack Up status does NOT change this stat at all. It only
increases the amount of damage a physical attack will cause.


Defense
-------
Represents how well a character can defend against attacks. Higher Defense
means less damage sustained from physical attacks. Equipping any armor and
many types of accessories will increase this stat, decreasing the damage your
characters take. Bowser has the highest Defense, while Mallow has the lowest,
again. Defense increases with Exp. Level.

On a side note, the Defense Up status does NOT change this stat at all. It
only decreases the amount of damage sustained from a physical attack.


Mg. Attack
----------
Short for Magic Attack, this represents the skill a character has when using
Special (Y) attacks. Higher Mg. Attack means more damage or healing when using
Special skills. Certain equipment can increase this stat, increasing the
effectiveness of your Specials. Mallow has the highest Mg. Attack, while
Bowser has the lowest. Mg. Attack increases with Exp. Level.

On a side note, the Attack Up status does NOT change this stat at all. It only
increases the amount of damage that offensive Specials cause. Specials such as
HP Rain or Therapy will not increase the amount of healing done.


Mg. Defense
-----------
Short for Magic Defense, this represents the ability of a character to defend
against Special attacks. Higher Mg. Defense means less damage from Special
attacks. Equipping any armor and many types of accessories will increase this
stat, decreasing the amount of damage your character will take. Peach has the
highest Mg. Defense, while Mario has the lowest. Mg. Defense increases with
Exp. Level.

On a side note, the Defense Up status does NOT change this stat at all. It
only decreases the amount of damage taken from a Special attack.


OTHER STATS [LEVSO]
===================
These generally are already known by everyone, so their effects aren't that
big of a mystery, especially compared to the main stats.

Flower Points
-------------
More commonly known as FP, these would be the equivalent of Magic Points from
other games, the difference being that FP is shared by the party, whereas MP
is not: each individual party member has their own MP. FP allows your party
members to use their Specials: if there isn't enough FP, you will be unable to
use the Special. FP increases by finding Flowers in treasure boxes, out on the
field, or through special items that start with the word "Flower."

Restore FP using the following items:
Honey Syrup   - Restores 10 FP
Maple Syrup   - Restores 40 FP
Royal Syrup   - Restores 99 FP
KeroKeroCola  - Restores 99 FP (and all HP to the party)
Flower Tab    - Raises Max FP by 1 and restores all FP
Flower Jar    - Raises Max FP by 3 and restores all FP
Flower Box    - Raises Max FP by 5 and restores all FP

Resting at an inn or finding a Recovery Mushroom will restore the party's FP
to the max.


Exp. Points (EXP)
-----------------
Experience Points are granted to your characters after each battle that they
win. Tougher enemies will generally reward your characters more Exp. Points
for defeating them. Characters that do not battle receive the same amount of
points as the characters that do battle. When a character's Exp. Points exceed
a certain amount, they will level up and receive a boost to all of their
statistics, except for Speed. Up to level 20, the boosts granted during a Level
Up will increase with each Level, but after level 20, most stats will receive a
boost of only 2 points per statistic. When the player gets a Game Over, all
characters' Exp. Points and Exp. Level will be retained, keeping the
character's main statisitics the same. Everything else (including Flower
Points) will be reset to what they were when the player last saved the game.


Exp. Level (LV)
---------------
This is an indicator of the overall strength of a character. Characters at a
higher Exp. Level are generally stronger statistics-wise than a character at a
lower Exp. Level. At certain Exp. Levels, characters will learn new Specials,
increasing their efficiency.

------------------------------------------------------------------------------

LEVELING UP [LEVUP]
===================
Whenever a character levels up in SMRPG, they will gain points in each of
their statistics, except for Speed. Generally, the later the level of
experience, the greater the number of points gained. After Level 20, however,
a character will gain only 2 points in each stat, with three exceptions:

1) Geno's Max HP will gain only 1 point per level.
2) Geno's Defense will gain 3 points per level.
3) Bowser's Max HP will gain 4 points per level.

After the screen showing the increase of statistics, the player is taken to
a screen where the player can further increase a certain statistic: The three
bonuses are as follows:

1)Hammer with "POW": Attack and Defense will increase.
2)Mushroom with "HP": Maximum HP will increase.
3)Star with "S": Magic Attack and Magic Defense will increase.

There are certain levels in which a particular bonus increases stats by a
lot more than usual. This is called the "ideal" bonus, which leads to the
ideal values in the tables located after the level charts for each character.

Hammer with "POW" should be chosen at every level in which (LV / 3) produces
a whole number. This includes levels 3, 6, 9, 12, 15, 18, 21, 24, 27, and 30.

This will increase Mallow's, Geno's, and Peach's Attack by 3 and their
Defense by 1. Mario's and Bowser's Attack will increase by 2 and their
Defense by 1. On any other level (2, 4, 5, etc.) a character will only
gain 1 in Attack in 1 in Defense.

Mushroom with "HP" should be chosen at every level in which ((LV - 1) / 3)
produces a whole number. This includes levels 4, 7, 10, 13, 16, 19, 22, 25,
and 28.

The increases in HP are as follows:

          | Increase in    | Increase in
          | Max HP before  | Max HP after  
Character | level 20       | level 20
----------+----------------+-------------
Mario     |      +4        |      +2
Mallow    |      +6        |      +2
Geno      |      +6        |      +2
Bowser    |      +3        |      +3
Toadstool |      +9        |      +2
-----------------------------------------

If you choose this bonus at any level other than 4, 7, etc. then the character
will gain less HP.

The increases in HP are as follows:

          | Increase in    | Increase in
          | Max HP before  | Max HP after  
Character | level 20       | level 20
----------+----------------+-------------
Mario     |      +3        |      +1
Mallow    |      +4        |      +1
Geno      |      +5        |      +1
Bowser    |      +1        |      +1
Toadstool |      +5        |      +3
-----------------------------------------

Star with "S" should be chosen at every level in which ((LV + 1) / 3) produces
a whole number. This includes levels 2, 5, 8, 11, 14, 17, 20, 23, 26, and 29.

This will increase Mario's, Geno's, Bowser's, and Peach's Magic Attack by 3
and their Magic Defense by 1. Mallow's Magic Attack will increase by 2 and his
Magic Defense by 1. On any other level (3, 4, 6, etc.), the character will
gain only 1 point in Magic Attack and 1 point in Magic Defense.

* Note that choosing the ideal bonuses every level, to some, does not
necessarily make your characters the best that they can be. For instance, many
players believe that Bowser's Mg. Attack will always be too low to use
Specials effectively, so when the time comes to choose the star as the
"ideal" bonus, the player would instead choose to boost Bowser's HP or Attack/
Defense. In my opinion, however, choosing the ideal bonuses does indeed allow
the characters to perform optimally. Every character (even Mallow) can dish
out some major damage with physical attacks, and it also holds true that every
character (even Bowser) can do a lot of damage with Specials.

------------------------------------------------------------------------------

For comparison...

Statistics with Best Equipment (excluding Lazy Shell and Frying Pan)

Character |  HP  | Attack | Defense | Mg. Attack | Mg. Defense | Total
----------+------+--------+---------+------------+-------------|-------
Mario     |  209 |   217  |   143   |     124    |     104     | 797
Mallow    |  199 |   210  |   135   |     127    |     114     | 785
Geno      |  203 |   234  |   149   |     130    |     101     | 817
Bowser    |  240 |   216  |   145   |     109    |      93     | 803
Toadstool |  211 |   216  |   136   |     125    |     116     | 804

These values are taken from the ideal values for each character at level 30;
what is added is the character's best weapon and best armor (no accessories).
The Lazy Shell and the Frying Pan are excluded because of their high P values,
making their damage somewhat random. The Ultra Hammer and the Super Slap are
instead used because they have a lower damage range (28 max if timed
perfectly, compared to 80 max for the Frying Pan and 200 max for the Lazy
Shell). The Lazy Shell armor is also excluded (reasons should be fairly
obvious...).

Analysis:
Bowser's highest in HP, Geno has the best Attack, Defense, and Mg. Attack,
and Peach has the best Mg. Defense. Overall, Geno is the best character.
Peach and Bowser are nearly the same (looking at totals), then Mario, and
Mallow is, statistically, the worst character. From this, the most ideal
party would be Mario, Geno, and Toadstool.

------------------------------------------------------------------------------


EXPERIENCE NEEDED TO REACH EACH EXP. LEVEL [LEVEX]
==================================================

Level|Exp.
-----+----
   1 |   0
   2 |  16
   3 |  48
   4 |  84
   5 | 130
   6 | 200
   7 | 290
   8 | 402
   9 | 538
  10 | 700
  11 | 890
  12 |1110
  13 |1360
  14 |1640
  15 |1950
  16 |2290
  17 |2660
  18 |3060
  19 |3490
  20 |3950
  21 |4440
  22 |4960
  23 |5510
  24 |6088
  25 |6692
  26 |7320
  27 |7968
  28 |8634
  29 |9315
  30 |9999

------------------------------------------------------------------------------


**************************************10**************************************
 .N"4. Legal stuff and Miscellaneous
.N) J) -----------------------------
NN (N) Contains important legal information, as well as credits. Statistical
N) NF  information on the guide can also be found here.
4_JF   KEYWORD: [LEGAL]
**************************************10**************************************


This guide is Copyright 2004-2005 by me, Shawn Newman (newmansage)
You may NOT link directly to my guide without my permission.

As of July 03, 2004, this guide should appear ONLY on the following websites:

www.gamefaqs.com
www.neoseeker.com

Both websites contain the latest version of my guide. If I see this guide
anywhere else, I will be forced to take legal action.

Credits
-------
Nintendo       - For all those great Mario games that they make.
SquareEnix     - For making all of the Final Fantasy games that I know and
                 love.
GameFAQs       - For being such an awesome site!
Neoseeker      - For posting my years of research (aka this guide) on their
                 site.
Aman L         - made me realize that I hadn't given info on what stats
                 effect.
aki chu        - created the idea of the min-ideal-max stats and the chart
                 showing stats when the characters have their best equipment
                 on. The chart shows the effects of Geno's and Bowser's
                 inferior weapons and armor and how it affects their stats.
Luster Soldier - Pointed out that I had forgotten the Big Bang special and for
                 correcting Drain's Magic Power (in section 6).
redford        - Pointed out that the "Geno Beam" has a hidden sixth level.
                 Can someone help me confirm this? I can't get it to work!
jamescom1      - Provided me with both ideas to improve the guide and
                 information that I missed. There's too much to explain in
                 just a few lines.
Me             - I've been constantly building this guide up for over two
                 and a half years!
You            - Really, thanks a lot for reading my guide! That's why it's
                 online!

Feel free to give me ideas for what should be added to my guide. I might not
accept the idea, though, if I feel it is not suitable for the BMG. I will try
hard to make this guide all that you readers want it to be. (Yeah! Power to
the people! ^_^)

More will be added over time as I am given information for this guide. Feel
free to point out any mistakes you see in my guide. I am a perfectionalist.
Oh, and please, if you send me an e-mail, tell me your name (or at least a
nickname)! I really don't want to credit an e-mail address, I want to credit
people. ;)

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

GUIDE STATISTICS
----------------
Pages: 74
Words: 25313
Characters: 170883
Lines: 4630
Size: 180141 bytes (175.9K)

"Perfection has no age..."
~Clockwerk, from Sly Cooper and the Thievius Raccoonus~

Most of the ASCII art in this guide was created using BG_ASCII, programmed by
Boris A. Glazer. (http://mazaika.tripod.com/bgascii.html)

However, the art below was created using IMG2TXT
(http://www.degraeve.com/img2txt.php)


                                                                              
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            ffDDDDEEWWWWKKLLffDDDDDDEEEEEEWWWWWWWW##KKEEDDGGGG                
            iiDDEEKKWWWWKKKKEEDDDDDDEEEEWWWWWWWWWWWWKKKKEEEEEE,,              
            ..;;LLEEWWWWEEDDEEKKKKKKKKWWWW##WWWW##WWKKKKEEEEEELL              
          ..  ::,,iiWWWWDDGGGGDDEEEEKKWWWWWWWWWWWWWWWWDDGGGGDDEEii            
        ....;;,,,,,,KKWWWWDDDDGGGGGGDDWWWWWWWWWWWWKKEEGGGGGGGGGGDD..          
              ,,,,iiKKWWWWWWKKDDDDDDEEWWWWWWWWWWWWKKEEEEEEGGGGGGEELL          
        ..    ,,,,LLWWWWWWWWWWWWWWWWWWDDLLGGWWWWWWKKEEEEGGGGGGGGEEEE,,        
        ..  ..,,jjWWWWWWWWWWWWWWWWWWGG::::::DDWWWWWWWWKKEEGGGGGGEEKKtt        
            ::  jjWWWWWWWWWWWWWWWWWWii::::::LLWWWWWWWW##KKGGGGDDEELL..  ..    
          ........GGWWWWWWWWWWWWWWWW,,::::::GGWWWWWW####WWLLLLtt,,  ..tt      
          ..      ..EEWWWWWWWWWWWWWWtt::::iiWW##########jj        ..tt;;      
                    EE####WWWWWWWWWWKKjjjjEE############ff....,,ttttiiii;;    
                  iiWW##################################WWffttii;;....ttLL    
                  LLWWWW################################ii          ;;LLLL;;  
                  LLWWWWWW############################EE  ....    ..ttffff;;  
              ..GGKKWWWWWWWW##########################GG  iiGG..  ttttiiff;;  
            ..EEKKEEKKKKWWWWWW########################WWttGG##ii  tt..iiff..  
            ffWWKKEEDDEEKKKKWW##########WWWWWWWW##############tt..tt;;iiii    
          ..KKKKKKDDttGGKKKKKKKKWWWW##WWWWWWWWWWWWWW##########KKtt::;;tt      
          ttKKKKKKKKEEEEKKKKKKKKKKWW##KKWWWWWWEEEEWW######WW####DD            
          LLWWKKKKKKKKKKKKKKKKKKWW##KKKKKKKKEELLLLKKKK##########KK            
          LLWWKKKKKKKKKKKKKKWW####WWKKKKKKLLGGKKKKKKKKKKKKKKWW##KK            
          ttWW##WWKKKKKKKKWWWW####WWKKKKKKLLGGKKKKKKKKKKKKWW##WWLL            
          ::jjDDWWWWWWWWWWWWWWWWEE##KKKKKKKKKKKKKKWWWWWWWW####GG,,            
            ..;;ttffGGGGGGLLLLjjLLWWWWWWWWWW####WW##WW######KK;;              
                ..::;;;;;;;;::  ;;WWWWWWWWWWWWWWWW########WWLL..              
                                ..DDWWWWWWWWWWWW########WWLL;;                
                                  iiGGKKWWWWWWWW####WWDDLL;;                  
                                    ;;iittjjLLLLffjjfftt..                    
                                        ..::;;;;;;::                          
                                                                              
                                                                   -END GUIDE-