Battle Mechanics Guide by Psyknux

Version: 1.03 | Updated: 04/25/15 | Printable Version

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Super Mario RPG: Legend of the Seven Stars Battle Mechanics Guide (v1.03)

Last Revision: Friday, April 24, 2015

By: Shawn Newman (psyknux, formerly newmansage)

E-mail : ratchetsage@yahoo.com (primary)
         psyknux@gmail.com

Unlike back in 2005 I actually check my e-mail pretty regularly now.
Unfortunately pretty much anything sent to me since the last time this guide
was updated has been lost.

As always, this document does not exceed 78 characters per line.

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

Old revisions:
v0.10 (2003/03/30)
v0.20 (2003/03/31)
v0.30 (2003/08/14)
v0.80 (2003/08/15)
v0.85 (2003/12/15)
v0.90 (2004/04/17)
v0.91 (2004/06/16)
v0.92 (2004/06/22)
v0.93 (2004/06/24)

Published revisions:
v0.94 (2004/06/26)
v0.95 (2004/06/30)
v0.96 (2004/07/02)
v0.97 (2004/11/23)
v1.00 (2004/12/27)
v1.01 (2005/06/17)

Previous revision:

v1.02 (2005/10/19)
------------------
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.

Current revision:

v1.03 (2015/04/24)
------------------
So...hmm. I didn't really expect it to be nearly ten years between this
version and the last. Life keeps you busy, ya? You have no idea how many times
I've tried to push out a v1.03 since 2005; I must have like 5 or 6 separate
drafts that I've tried to finish, most of which I did back in 2008 or so, but
some project would always pull me away, and then the draft would get lost
somewhere. Anyway! The #1 thing I want to mention is that all references to
the different parts of the guide actually have the correct number on them now;
this has been bugging me forever and I've been tempted many times to submit an
updated version of the guide just so that people wouldn't have to see that.
The #2 thing is that I tried to make the guide feel a little more consistant.
The brackets in formulas have once again been changed back to int() functions
and I use the terms I define in part 1 more often since, you know, that's why
I have them there in the first place. Besides those points I made various
touch-ups and corrected some mistakes I saw looking through the guide. If you
see something I may have missed, though, please feel free to let me know!
Hopefully the next version of the guide won't be out in 2025!

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

- The formulas for the character's Specials are incomplete and do not consider
  elemental affinity or status effects like Attack Up. The formulas will be
  revised in a later version of the guide.
- I need to add data for unnamed enemy skills, e.g. the blue bubble attack
  that some enemies shoot at characters.
- I need to add a section on battle gameflow.
- I'd also like to add data on enemy scripts and how enemies act/react.
- I need to add a section on Item (X) timed hits.

* This is likely one of the last versions of the guide that will be written in
  plain text. The guide would benefit greatly from being a formatted FAQ with
  images and as such I will (slowly) be making progress towards doing that.


TABLE OF CONTENTS
-----------------
NOTE: Be sure to include the brackets when typing in the keyword in the
Find dialog box. (e.g. for Part 7, 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]
    -On Timed Hits                                              |   [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]
    -Toadstool's Specials                                       |   [SPEC5]
                                                                |
 4. Defense (B) formulae                                        |   [DEFNS]
    -Defense basics                                             |   [DEFBS]
    -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]
    -Standard Negative status effects (a.k.a. status ailments)  |   [STATN]
    -Non-standard Negative status effects                       |   [STATO]
    -Status Priority                                            |   [STATR]
    -Positive status effects                                    |   [STATP]
    -Status Incompatibilities                                   |   [STATI]
                                                                |
 7. Enemy Skills                                                |   [ENSKL]
     -Enemy Specials                                            |   [ENSSP]
     -Enemy Attacks                                             |   [ENSAT]
     -Enemy Skills that inflict status ailments                 |   [ENSSA]
     -Attacks which inflict 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]
      -Toadstool'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                                                  |   [LEVL5]
    -Statistics                                                 |   [LEVST]
      -Main Statistics                                          |   [LEVSM]
      -Other Statistics                                         |   [LEVSO]
    -Leveling Up                                                |   [LEVUP]
                                                                |
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***************************************

This game's pretty old now, but since it's been released on the Wii Virtual
Console a lot people have access to this game again. To this day it is still
my favorite SNES game. Anyway, the purpose of this guide is to show how
the game determines stuff like those damage numbers that appear on-screen.

Before I start, I want to define some terms to clarify what is coming up.
The terms to remember are in ALL CAPS.

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

A TARGET is any character at the receiving end of an attack or skill.

A TIMING BUTTON is any button used to inflict 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.

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

An UNBLOCKABLE ATTACK is any attack in which its damage cannot be reduced or
nullifed by blocking. All Special Attacks are unblockable.

MAGIC POWER is a variable that determines the relative strength of a special
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 inflict.

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.

A FRAME is a unit of time, usually equal to 1/60th of a second when playing
a NTSC version of the game. All timings that mention frames assumes you're
playing the NTSC version. PAL versions typically run at 50 frames per second
but I do not know if this game runs as such.

***

With formulas, I'll be using various functions, which will be explained now:

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.


rndup() means to round up a number if there is any decimal portion.

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


min() means to choose the smallest number in the set.

Examples:
min(4, 8) = 4.
min(5, 7, 8) = 5.


max() means to choose the largest number in the set.

Examples:
max(4, 8) = 8.
max(5, 7, 8) = 8.


rand() will choose a random integer between the first number and second.

Examples:
rand(3,6) will pick either 3, 4, 5, or 6.
rand(-2,1) will pick either -2, -1, 0, or 1.


Now, on to 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
--------------
For weapon attacks, the amount of damage inflictd will be determined by the
following equation:

int(max(1,(PA + WP + rand(-P,P) - PD)) * 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,
PD is the target's Defense stat, and
T is a variable that changes based on whether you timed your attack or not.

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

int(max(1,(PA - PD)) * T)

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


T Values
--------
T = 2.0 if timed perfectly,
T = 1.5 if timed correctly, and
T = 1.0 if not timed or poorly timed.


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 Toadstool's Frying Pan.


ON TIMED HITS [WPNTH]
=====================
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 inflict at least:

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

Mario at most would inflict:

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

This means that a Level 1 Mario equipped with a NokNok Shell would inflict
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:

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

The maximum damage becomes:

int((20 + 20 + rand(-2,2) - 3) * T)
= int((40 + rand(-2,2) - 3) * 1.5)
= int((40 + 2 - 3) * 1.5)
= int(39 * 1.5)
= int(58.5)
= 58 HP damage.

As you can see, 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:

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

Maximum damage becomes:

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

This is obviously what you want to be aiming for, unless you want to keep
an enemy 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 8 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       40   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 Toadstool slaps an enemy the first time
Parasol           5   Just before Toadstool brings the Parasol down
War Fan           6   Just before Toadstool brings the fan down
Super Slap        7   Just as Toadstool slaps the enemy silly the first time
Frying Pan       20   Just before Toadstool swings the pan down the first time


**************************************3***************************************
 JNNN` Specials Formulae
   JF  -----------------
 "NN.  Formulae for all character special attacks in the game, and when to
   N)  time them.
NLJF   KEYWORD: [SPEC.]
**************************************3***************************************


For Special attacks, the damage is determined by the attacker's Mg. Attack
stat and the target's Mg. Defense stat.

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

I use abbreviations in these formulae; here is what they all mean:

* MA is the character's Mg. Attack stat.
* MD is the target's Mg. Defense stat.
* T is the timed hit variable; see each individual formula for details.
* N is the number of times you correctly or perfectly perform a timing action
  during the special.
* R is the number of Control Pad rotations performed during the special
  animation.
* J is the number of times Jump has been performed since the beginning of the
  game. This only appears in Jump's formula but it does give it the potential
  to become the strongest Special in terms of Magic Power. This variable stops
  increasing Jump's power once it has reached 250.
* C is Charge Level of Geno's beam when performing Geno Beam, Geno Blast, and
  Geno Flash.

  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",
  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.


MARIO'S SPECIALS [SPEC1]
========================
------------------------------------------------------------------------------
JUMP                 FP Cost:  3   Level:  1   Hit Rate: 100%   Mg. Power:  25
------------------------------------------------------------------------------

- Target: 1 enemy
- Element: Jump

max(1,int(((MA + (25 + (J / 2))) - MD) * T))

T = 1.50 if timed perfectly,
T = 1.25 if timed correctly, and
T = 1.00 if not timed or poorly timed.

Timing: Just as Mario lands on the enemy.

Jump's Mg. Power increases by 1 every two Jumps, maxing out at 150 Mg. Power.

------------------------------------------------------------------------------
FIRE ORB             FP Cost:  5   Level:  3   Hit Rate: 100%   Mg. Power:  20
------------------------------------------------------------------------------

- Target: 1 enemy
- Element: Fire

max((N + 1),int((MA + 20 - MD) + int(N * (MA + 20 - MD) / 16)))

Timing: Repeatedly press a timing button to fire the orbs. Each one Mario
shoots will result in more (total) damage. Mario shoots the orbs at a rate of
one every 7 frames; the game will not register a timing button if it is
pressed too quickly after shooting the previous orb. With perfect timing,
Mario will shoot 18 orbs.

------------------------------------------------------------------------------
SUPER JUMP           FP Cost:  7   Level:  6   Hit Rate: 100%   Mg. Power:  45
------------------------------------------------------------------------------

- Target: 1 enemy
- Element: Jump

max((N + 1),int((MA + 45 - MD) + N * int((MA + 45 - MD) / 8)))

Timing: Press a timing button just as Mario lands on the target, and he will
jump on the target again. Each time he jumps the timing window for the next
jump will shorten, as shown in the following table:

.------------------------.
|     |   Timing Window  |
|Jump | Frames | Seconds |
|-----+--------+---------|
|   1 |    60  |  1.000  |
|   2 |    30  |  0.500  |
|   3 |    26  |  0.433  |
|   4 |    22  |  0.367  |
|   5 |    18  |  0.300  |
|   6 |    14  |  0.233  |
|   7 |    10  |  0.167  |
|   8 |     8  |  0.133  |
|   9 |     7  |  0.117  |
|  10 |     6  |  0.100  |
|  11 |     5  |  0.083  |
|  12 |     4  |  0.067  |
|  13 |     3  |  0.050  |
|  14+|     2  |  0.033  |
'------------------------'

Yes, you're reading that correctly: you have a 1/30th of a second window after
the 13th jump. And yes, that means that if you've done 30 or so jumps that you
did at least 15 with that 1/30th of a second window. Go get 100 now!

One 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--time) 30 or 100 times in a row in order to get these pieces of
equipment.

------------------------------------------------------------------------------
SUPER FLAME          FP Cost:  9   Level: 10   Hit Rate: 100%   Mg. Power:  40
------------------------------------------------------------------------------

- Target 1 enemy
- Element: Fire

max((N + 1),int((MA + 40 - MD) + N * int((MA + 40 - MD) / 16)))

When to time: Same as Fire Orb - Rapidly pressing a timing button. Mario
shoots the flames at a rate of one every 7 frames; the game will not register
a timing button if it is pressed too quickly after the last flame is shot.
With perfect timing, Mario will shoot 20 flames.

------------------------------------------------------------------------------
ULTRA JUMP           FP Cost: 11   Level: 14   Hit Rate: 100%   Mg. Power:  65
------------------------------------------------------------------------------

- Target: Initial jump - 1 enemy, subsequent jumps - random enemy
- Element: Jump

max((N + 1),int((MA + 65 - MD) + N * int((MA + 65 - MD) / 8)))

When to time: Press a timing button just as Mario lands on an enemy, and he
will jump again. The first jump is guaranteed to hit your intended target,
but each jump after that will hit a random enemy. Like Super Jump, the timing
window for Ultra Jump gets smaller as Mario continuously jumps, as shown in
the following table:

.------------------------.
|     |   Timing Window  |
|Jump | Frames | Seconds |
|-----+--------+---------|
|   1 |    60  |  1.000  |
|   2 |    50  |  0.833  |
|   3 |    40  |  0.667  |
|   4 |    30  |  0.500  |
|   5 |    26  |  0.433  |
|   6 |    22  |  0.367  |
|   7 |    18  |  0.300  |
|   8 |    14  |  0.233  |
|   9 |    10  |  0.167  |
|  10 |     9  |  0.150  |
|  11 |     8  |  0.133  |
|  12 |     7  |  0.117  |
|  13 |     6  |  0.100  |
|  14 |     5  |  0.083  |
|  15 |     4  |  0.067  |
|  16 |     3  |  0.050  |
|  17+|     2  |  0.033  |
'------------------------'

Enemies immune to Jump will take (N - 1) damage if they were not the primary
target of this special and Mario does not have the Jump Shoes equipped.

------------------------------------------------------------------------------
ULTRA FLAME          FP Cost: 14   Level: 18   Hit Rate: 100%   Mg. Power:  60
------------------------------------------------------------------------------

- Target: Initial and final flame - 1 enemy, subsequent flames -  random enemy
- Element: Fire

max((N + 1),int((MA + 60 - MD) + N * int((MA + 60 - MD) / 16)))

When to time: Same as Fire Orb and Super Flame - Rapid presses of a timing 
button. Mario shoots the flames at a rate of one every 7 frames; the game will
not register a timing button if it is pressed too quickly after the last flame
is shot. With perfect timing, Mario will shoot 18 flames.

With Ultra Flame, like Ultra Jump, Mario will randomly target enemies.
However, the first and last flames are guaranteed to hit your intended target.
Enemies immune to Fire will take (N - 1) damage if they were not the primary
target of this special.


MALLOW'S SPECIALS [SPEC2]
=========================
------------------------------------------------------------------------------
THUNDERBOLT          FP Cost:  2   Level:  2   Hit Rate: 100%   Mg. Power:  15
------------------------------------------------------------------------------

- Target: All enemies
- Element: Thunder

max(1,int((MA + 15 - MD) * T))

T = 1.25 if timed perfectly or correctly, and
T = 1.00 if not timed or poorly timed.

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

------------------------------------------------------------------------------
HP RAIN              FP Cost:  2   Level:  3   Hit Rate: 100%   Mg. Power:  10
------------------------------------------------------------------------------

- Targets: 1 character

max(1,int((MA + 10) * T))

T = 1.50 if timed perfectly,
T = 1.25 if timed correctly, and
T = 1.00 if not timed or poorly timed.

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           FP Cost:  1   Level:  6   Hit Rate: 100%   Mg. Power: N/A
------------------------------------------------------------------------------

- Target: 1 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 it's
useful, as some enemies think about their weaknesses; most of the time,
it's useless, although it can it interesting.

------------------------------------------------------------------------------
SHOCKER              FP Cost:  8   Level: 10   Hit Rate: 100%   Mg. Power:  60
------------------------------------------------------------------------------

- Target: 1 enemy
- Element: Thunder

max(1,int((MA + 60 - MD) * T))

T = 1.50 if timed perfectly,
T = 1.25 if timed correctly, and
T = 1.00 if not timed or poorly timed.

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

------------------------------------------------------------------------------
SNOWY                FP Cost: 12   Level: 14   Hit Rate: 100%   Mg. Power:  40
------------------------------------------------------------------------------

- Target: All enemies
- Element: Ice

max((R + 1),int(((MA + 40 - MD) + (R * int((MA + 40 - MD) / 8)))

When to time: 35 frames after the "Rotate Control Pad!" message disappears,
rotate the control pad as fast as you can during the animation. Only 8
quarter-rotations will count for the purpose of increasing damage.

------------------------------------------------------------------------------
STAR RAIN            FP Cost: 14   Level: 18   Hit Rate: 100%   Mg. Power:  55
------------------------------------------------------------------------------

- Target: All enemies

max((N + 1),int((MA + 55 - MD) + (int((MA + 55 - MD) / 16) * N)))

When to time: Just as the star flattens your opponents, press a timing button
and the star will flatten them again. This can be done up to 16 times.


GENO'S SPECIALS [SPEC3]
=======================
------------------------------------------------------------------------------
GENO BEAM            FP Cost:  3   Level:  6   Hit Rate: 100%   Mg. Power:  40
------------------------------------------------------------------------------

- Target: 1 enemy

max(int(1 * C), int((MA + 40 - MD) * C))

Refer to the beginning of this section for an explanation of star cycles. Note
that for enemies not on the ground, Geno will hop up to the enemy before
discharging the beam.

------------------------------------------------------------------------------
GENO BOOST           FP Cost:  4   Level:  8   Hit Rate: 100%   Mg. Power: N/A
------------------------------------------------------------------------------

- Target: 1 character
- Inflicts: Attack Up (also 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           FP Cost:  8   Level: 11   Hit Rate: 100%   Mg. Power:  45
------------------------------------------------------------------------------

- Target: 1 enemy

min(9999,max(1,int(MA + 45 - MD)) * T)

T = 9999 if timed perfectly or correctly,
T = 1 if not timed or poorly timed.

When to time: A little over a second after the yellow ring leaves the screen,
press a timing button to inflict 9999 damage. This will work on most standard
enemies, but it will not work for bosses, as they have instant death
protection, except for Exor, who due to a glitch, loses his instant death
protection when his damage immunity is removed.

------------------------------------------------------------------------------
GENO BLAST           FP Cost: 12   Level: 14   Hit Rate: 100%   Mg. Power:  50
------------------------------------------------------------------------------

- Target: All enemies

max(int(1 * C), int((MA + 50 - MD) * C))

Refer to the beginning of this section for an explanation of star cycles.

------------------------------------------------------------------------------
GENO FLASH           FP Cost: 16   Level: 17   Hit Rate: 100%   Mg. Power:  60
------------------------------------------------------------------------------

- Target: All enemies

max(int(1 * C), int((MA + 60 - MD) * C))

Refer to the beginning of this section for an explanation of star cycles.


BOWSER'S SPECIALS [SPEC4]
=========================
------------------------------------------------------------------------------
TERRORIZE            FP Cost:  6   Level:  8   Hit Rate:  90%   Mg. Power:  10
------------------------------------------------------------------------------

- Target: All enemies
- Inflict: Fear

max((R + 1),int((MA + 10 - MD) + (R * int((MA + 10 - MD) / 16)))

When to time: 70 frames after the "Rotate Control Pad!" message disappears,
rotate the control pad as fast as you can during the animation. Only 16
quarter-rotations will count for the purpose of increasing damage.

------------------------------------------------------------------------------
POISON GAS           FP Cost: 10   Level: 12   Hit Rate:  90%   Mg. Power:  20
------------------------------------------------------------------------------

- Target: All enemies
- Inflict: Poison

max((R + 1),int((MA + 20 - MD) + (R * int((MA + 20 - MD) / 16)))

When to time: 70 frames after the "Rotate Control Pad!" message disappears,
rotate the control pad as fast as you can during the animation. Only 16
quarter-rotations will count for the purpose of increasing damage.

------------------------------------------------------------------------------
CRUSHER              FP Cost: 12   Level: 15   Hit Rate: 100%   Mg. Power:  60
------------------------------------------------------------------------------

- Target: 1 enemy

max(1,int((MA + 60 - MD) * T))

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         FP Cost: 16   Level: 18   Hit Rate: 100%   Mg. Power:  58
------------------------------------------------------------------------------

- Target: All enemies

max((N + 1),int((MA + 58 - MD) + (int((MA + 58 - MD) / 16) * N)))

When to time: Press a timing button repeatedly while the giant green
Mechakoopa is crushing your foes. Only 16 presses count toward increasing
damage.


TOADSTOOL'S SPECIALS [SPEC5]
============================
------------------------------------------------------------------------------
THERAPY              FP Cost:  2   Level:  9   Hit Rate: 100%   Mg. Power:  40
------------------------------------------------------------------------------

- Target: 1 character
- Removes: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow

max(1,int((MA + 40) * T))

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            FP Cost:  4   Level:  9   Hit Rate: 100%   Mg. Power:  30
------------------------------------------------------------------------------

- Target: All characters
- Removes: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow

max(1,int((MA + 30) * T))

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.

If Toadstool is the only one alive the skill cannot be timed.

------------------------------------------------------------------------------
SLEEPY TIME          FP Cost:  4   Level: 11   Hit Rate:  99%   Mg. Power: N/A
------------------------------------------------------------------------------

- Target: 1 enemy (not timed) OR All enemies (timed)
- Inflicts: Sleep

When to time: 120 frames after the "Rotate Control Pad!" message disappears,
rotate the control pad as fast as you can during the animation. If 28 quarter-
rotations were performed quickly enough, Sleepy Time will affect all enemies
instead of just one.

------------------------------------------------------------------------------
COME BACK            FP Cost:  2   Level: 13   Hit Rate: 100%   Mg. Power: N/A
------------------------------------------------------------------------------

- Target: 1 character (must have KO)
- 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 timed perfectly or correctly, and
T = 0.50 if not timed or poorly timed.

The formula is made this way so that it is consistent with the other formulae;
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, rounded up.

------------------------------------------------------------------------------
MUTE                 FP Cost:  3   Level: 15   Hit Rate:  99%   Mg. Power: N/A
------------------------------------------------------------------------------

- Target: 1 enemy (not timed) OR All enemies (timed)
- Inflicts: Silence

When to time: 120 frames after the "Rotate Control Pad!" message disappears,
rotate the control pad as fast as you can during the animation. If 26 quarter-
rotations were performed quickly enough, Mute will affect all enemies instead
of just one.

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

------------------------------------------------------------------------------
PSYCH BOMB           FP Cost: 15   Level: 18   Hit Rate: 100%   Mg. Power:  60
------------------------------------------------------------------------------

- Target: All enemies

max((N + 1),int((MA + 60 - MD) + int((MA + 60 - MD) / 16) * N))

When to time: Press a timing button repeatedly while the bombs fall on your
foes. Only 16 presses count toward increasing damage.

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


**************************************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 defense is not timed, the 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.

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

max(0,int((ATK - DEF) / 2))

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))

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 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.

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))

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.
------------------------------------------------------------------------------

* Certain types of attacks increase the damage of enemy attacks. These are
explained in more detail in Part 7: Enemy Skills.


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 inflict 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.
*Value: The item's worth. If the item can be purchased, this is the number of
       coins you pay to obtain the item. An 'f' after the number means that
       the item must be purchased in Frog Coins. Note that some shops (like
       the Juice Bar or Toad at Smithy's Factory) give you a discount on
       items, which is why what you pay at those shops doesn't match what's
       shown here. Selling an item at a shop will give you half the coins
       (rounded down) that you'd pay to buy the item. Items bought with Frog
       Coins, however, will only give regular coins when sold.
*Notes: Other interesting tidbits on the item.

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

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

MUSHROOM
--------
Target: 1 character
Effect: Recovers 30 HP, up to the target's Max
Value: 4

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

MID MUSHROOM
------------
Target: 1 character
Effect: Restores 80 HP, up to the target's Max
Value: 20

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

MAX MUSHROOM
------------
Target: 1 character
Effect: Restores 255 HP, up to the target's Max
Value: 78

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

MUSHROOM
--------
Target: 1 character (cannot self-target)
Effect: Recovers 30 HP, up to the target's Max, inflicts Mushroom
Value: 4

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

YOSHI CANDY
-----------
Target: 1 character
Effect: Restores 100 HP, up to the target's Max
Value: 140
Notes: 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 (menu), yourself (battle)
Effect: Recovers 10 FP, up to the Max
Value: 10

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

MAPLE SYRUP
-----------
Target: flowers (menu), yourself (battle)
Effect: Recovers 40 FP, up to the Max
Value: 30

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

ROYAL SYRUP
-----------
Target: flowers (menu), yourself (battle)
Effect: Recovers 99 FP, up to the Max
Value: 101

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

ALL-RECOVERY ITEMS [ITMRA]
==========================

FROGGIEDRINK
------------
Target: Party members (menu), All characters (battle)
Effect: Recovers 30 HP, up to the Max
Value: 16

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

ELIXIR
------
Target: Party members (menu), All characters (battle)
Effect: Recovers 80 HP, up to the Max
Value: 48

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

MEGALIXIR
---------
Target: Party members (menu), All characters (battle)
Effect: Recovers 150 HP, up to the Max
Value: 120

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

KEROKEROCOLA
------------
Target: Party members (menu), All characters (battle)
Effect: Recovers Max HP and Max FP
Value: 400

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

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

PICK ME UP
----------
Target: 1 KO'ed character
Effect: remove KO, restore Max HP
Value: 5

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

ABLE JUICE
----------
Target: 1 character
Effect: remove Silence, Sleep, Poison, Fear, Mushroom, Scarecrow
Value: 4

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

FRESHEN UP
----------
Target: All characters
Effect: remove Silence, Sleep, Poison, Fear, Mushroom, Scarecrow
Value: 50

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

MUKU COOKIE
-----------
Target: All characters
Effect: restore 69 HP, up to the target's Max, remove Silence, Sleep, Poison,
        Fear, Mushroom, Scarecrow
Value: 69
Notes: Only usable in battle, unlike other recovery items.

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

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

ENERGIZER
---------
Target: 1 character
Effect: inflict Attack Up
Value: 2f

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

POWER BLAST
-----------
Target: All characters
Effect: inflict Attack Up
Value: 5f

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

BRACER
------
Target: 1 character
Effect: inflict Defense Up
Value: 2f

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

CRYSTALLINE
-----------
Target: All characters
Effect: inflict Defense Up
Value: 5f

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

YOSHI-ADE
---------
Target: 1 character
Effect: inflict Attack Up, Defense Up
Value: 200

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

LUCKY JEWEL
-----------
Target: 1 character
Effect: inflict Lucky
Value: 100
Notes: This item will disappear from your inventory after it is used 10 times.

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

RED ESSENCE
-----------
Target: 1 character
Effect: inflict Invincible
Value: 400

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

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

BAD MUSHROOM
------------
Target: 1 enemy
Effect: inflicts 50 HP damage, inflict Poison
Value: 30

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

FRIGHT BOMB
-----------
Target: 1 enemy
Effect: inflicts 100 HP damage, inflict Fear
Value: 100

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

FIRE BOMB
---------
Target: All enemies
Effect: inflicts 120 HP Fire-elemental damage
Value: 200

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

ICE BOMB
--------
Target: All enemies
Effect: inflicts 140 HP Ice-elemental damage
Value: 250

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

ROCK CANDY
----------
Target: All enemies
Effect: inflicts 200 HP damage
Value: 400

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

STAR EGG
--------
Target: All enemies
Effect: inflicts 100 HP damage
Value: 2
Notes: Infinite use. Notice how the Zeostar and Starslaps dance a little
differently when Toadstool uses it...

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

SLEEPY BOMB
-----------
Target: All enemies
Effect: inflict Sleep
Value: 1f

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

LAMB'S LURE
-----------
Target: 1 enemy
Effect: inflict Sheep
Value: 2
Notes: Mystery Egg turns into this after being used by Toadstool 10 times when
       she has the B'tub Ring equipped.

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

SHEEP ATTACK
------------
Target: All enemies
Effect: inflict Sheep
Value: 2
Notes: Lamb's Lure turns into this after being used successfully 48 times.
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: 1 enemy
Effect: inflict Transform
Value: 2
Notes: If Yoshi fails to transform an enemy, he will give you Yoshi Candy as
consolation.

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

PURE WATER
----------
Target: 1 enemy
Effect: inflict KO (if enemy is Undead and not a boss), Confusion (if enemy is
Undead and is a boss)
Value: 150

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

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

MYSTERY EGG
-----------
Target: yourself
Effect: if not used by someone equipped with a B'tub Ring, no effect.
        Otherwise, when used 10 times, turns into a Lamb's Lure.
Value: 200

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

SEE YA
------
Target: party
Effect: Run Away with 100% accuracy, except for boss fights and necessary
        battles
Value: 10f

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

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.
Value: 15f

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

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.
Value: 1110
Notes: Infinite use.

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

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

MOLDY MUSH
----------
Target: 1 character
Effect: restore 1 HP
Value: 2

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

ROTTEN MUSH
-----------
Target: 1 character
Effect: restore 5 HP
Value: 4

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

WILT SHROOM
-----------
Target: 1 character
Effect: restore 10 HP
Value: 8

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

FLOWER TAB
----------
Target: flowers
Effect: increase Max FP by 1 and restore all FP
Value: 200

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

FLOWER JAR
----------
Target: flowers
Effect: increase Max FP by 3 and restore all FP
Value: 600

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

FLOWER BOX
----------
Target: flowers
Effect: increase Max FP by 5 and restore all FP
Value: 1000

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

WASTE BASKET
------------
Target: currently carried item
Effect: remove carried item from inventory
Value: 65535
Notes: It's a Special item. It also cannot be sold.

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

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

RECOVERY MUSHROOM
-----------------
Target: current party
Effect: restore all HP and all FP

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

FLOWER
------
Target: flowers
Effect: increase Max FP by 1

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

INVINCIBILITY STAR
------------------
Target: Mario
Effect: instantly defeat all enemies you come in contact with during its
duration. You are rewarded experience based on where you received the Star.

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

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

FIREWORKS
---------
Value: 500
Notes: If you buy 2 or less throughout the course of the game, the giant
firework at the end cutscene 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
-----------
Value: 4
Notes: This item breaks the seal to Culex's door in Monstro Town.

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

CARBO COOKIE
-----------
Value: 2
Notes: When you give this item to the Bucket Girl for the first time and every
other time after that, 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.) cookie, she will give you a Frog Coin.

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

SEED
----
Value: 300
Notes: Give this to the Gardener in Rose Town along with the Fertilizer to
access the Lazy Shells.

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

FERTILIZER
----------
Value: 200
Notes: Give this to the Gardener in Rose Town along with the Seed to access
the Lazy Shells.

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

BRIGHT CARD
-----------
Value: 1554
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
------
Value: 246
Notes: Return this to the man outside the Item Shop in Mushroom Kingdom. He
will reward you with a Flower Tab. After rescuing Toadstool, 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. Note that some of these are
not true status effects; they are simply a routine specific for that encounter
(such as in the case of Zombone).

* 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.


STANDARD 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
-------
This status prevents anyone afflicted with it to be able to use any Specials.
A character inflicted with this status will have an "X" over their mouth in
the battle status window. In addition, they will bend down nearer to the
ground, as if humbled. When using Toadstool's Mute, enemies that become
silenced will have 3 X-shaped stars fall down upon them.

To inflict this status:
Special: Mute

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

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. A
character inflicted with Sleep will appear to doze off, with a bubble coming
out of his nose (Toadstool instead has little Z's that appear above her).
Enemies inflicted with Sleep will freeze and not move.

To inflict this status:
Special: Sleepy Time
Item: Sleepy Bomb

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

POISON
------
The Poison status effect reduces a character or enemy's HP by
max(1,int(CurrentHP / 10)) each time before their turn. Poison cannot KO a
target, however, so if a character inflicted with poison has 1 HP and receives
1 poison damage, they will not be KO'ed. A character inflicted with this
status will have a purple or bluish tint. When using Bowser's Poison Gas or a
Bad Mushroom, enemies that become poisoned will have a green poisonous cloud
spout over them.

To inflict this status:
Special: Poison Gas
Item: Bad Mushroom

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

FEAR
----
Fear reduces attack damage and defense. The cowardly attacker's attack damage
will be reduced to int(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.
A character inflicted with this status will 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 inflict this status:
Special: Terrorize
Item: Fright Bomb

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

MUSHROOM
--------
This status turns a character into a mushroom. Characters with this status
cannot act but regain max(1,int(CurrentHP / 10)) HP during their turn
and receive int(normal_damage / 2) from attacks. A character inflicted with
this status is, obviously, a mushroom.

To inflict this status:
Item: Mushroom [Monstro Town, from the Goomba Triplets]

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

SCARECROW
---------
Scarecrows lose the ability to use items or attack normally, losing access
to the A and X button commands. Unfortunately, it comes with no good
things in return, unlike Mushroom.

To inflict this status:
N/A

To remove 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

KO
--
A KO'ed 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 that party
is your party, then game will be over and you will be taken to the last save
point at which you saved. All experience gained between the save and the game
over will be retained. If you did not save, you will be taken to the game file
menu. A character that is KO'ed will be 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 inflict this status:
Item: Pure Water (only if the target is undead and not a boss)
Other: Reduce HP to 0

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


NON-STANDARD NEGATIVE STATUS EFFECTS (A.K.A. STATUS AILMENTS) [STATO]
=====================================================================
These are not true status ailments but are instead run by various scripts to
determine what happens when enemies are inflicted with them.

SHEEP
-----
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 inflict this status:
Items: Lamb's Lure, Sheep Attack

To remove this status:
N/A


TRANSFORM
---------
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 inflict this status:
Items: Yoshi Cookie

To remove this status:
N/A


CONFUSION
---------
You can only see this occur in one battle, the boss fight against Zombone.
This status causes the target to automatically get a turn, but during that
turn the target will attack itself. The amount of damage received is equal to
(PA - PD) where PA is the target's Attack and PD is the target's Defense.

To inflict this status:
Items: Pure Water

To remove this status:
Other: Inflict physical damage


STATUS PRIORITY [STATR]
=======================
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, the new one
may replace the old one or the new one may not take effect. 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
Sleep     - 2
Poison    - 3
Fear      - 4
Mushroom  - 5
Scarecrow - 6
KO        - 7


POSITIVE STATUS EFFECTS [STATP]
===============================
Positive status effects help a character in some way.

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 equipped character with this status at the beginning of a battle, but if
the status is removed 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 inflict this status:
Special: Geno Boost
Items: Energizer, Power Blast, Yoshi-Ade
Other: Attack Up Bonus Flower, Quartz Charm, Troopa Pin

To remove this status:
Other: KO the character, end the battle

The enemy special Shredder will also remove this status.

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 equipped character with this status at
the beginning of a battle, but should the status get removed during the
battle, the accessory will not re-inflict the status.

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

To remove this status:
Other: KO the character, end the battle

The enemy special Shredder will also remove this status.

ONCE AGAIN
----------
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 inflict this status:
Other: Once Again Bonus Flower

To remove this status:
Automatically removed at the beginning of the character's second turn.

LUCKY
-----
This is the only status effect that is not removed when the character is
KO'ed. This has no effect during the battle, but after a battle, this effect
allows you to play 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 inflict this status:
Item: Lucky Jewel
Other: Lucky! Bonus Flower, Timed Hit with the Hammer (Lucky)

To remove this status:
Other: Removed at the end of the minigame.

INVINCIBLE
----------
Any character who has this status will not receive any damage or status
ailments. Like status ailments, this status lasts only three turns. A
character inflicted with this status will have their portrait in the battle
status window flash. A word of caution: when a character has this status
s/he will be unable to be inflicted with the Attack Up or 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
remove them.

To inflict this status:
Item: Red Essence

To remove this status:
Other: Wait 3 turns, end the battle


STATUS INCOMPATIBILITIES [STATI]
================================
-Sleep removes Silence
-Poison removes Silence, Sleep
-Fear removes Silence, Sleep, Poison
-Mushroom removes Silence, Sleep, Poison, Fear
-Scarecrow removes Silence, Sleep, Poison, Fear, Mushroom
-KO removes Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, Attack Up,
 Defense Up
-Invincible removes 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]
======================
Enemies have their own set of special skills, draining their FP with each use,
and when they run out of FP, they can no longer use them. Some skills are
stronger than others, some are elemental attacks, and can be completely
nullified if a character is equipped with certain armor. Some inflict status
ailments. Each enemy special has its own "Mg. Power" value, similar to that of
the characters. This number is added to the enemy's Mg. Attack and subtracted
by the 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 FP cost, their power, their element, their side
effects, and their targetting method.

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

------------------------------------------------------------------------.
SKILL NAME     | FP COST | MG. POWER | ELEMENT |  STATUS  |   TARGET    |
---------------+---------+-----------+---------+----------+-------------|
Shredder       |     8   |      0    |         |          | all enemies |
Drain          |     1   |      4    | Fire    |          | one enemy   |
Flame Wall     |     2   |      8    | Fire    |          | all enemies |
Lightning Orb  |     2   |      8    | Thunder |          | one enemy   |
Flame          |     3   |     12    | Fire    |          | one enemy   |
Static E!      |     4   |     12    | Thunder |          | all enemies |
Sand Storm     |     6   |     16    |         | Fear     | all enemies |
Bolt           |     4   |     20    | Thunder |          | one enemy   |
Blizzard       |     8   |     22    | Ice     |          | all enemies |
Crystal        |     5   |     25    | Ice     |          | one enemy   |
Drain Beam     |    10   |     26    |         |          | all enemies |
Weird Mushroom |     0   |     30    |         |          | one ally    |
Meteor Blast   |    12   |     30    |         |          | all enemies |
Flame Stone    |     6   |     32    | Fire    |          | one enemy   |
Light Beam     |    13   |     34    |         | Sleep    | all enemies |
Water Blast    |    14   |     39    |         |          | all enemies |
Petal Blast    |    16   |     40    |         | Mushroom | all enemies |
Arrow Rain     |     2   |     40    |         |          | all enemies |
Mega Drain     |     7   |     40    | Fire    |          | one enemy   |
Solidify       |    15   |     47    | Ice     |          | all enemies |
Willy Wisp     |     8   |     48    |         |          | one enemy   |
Recover        |     3   |     50    |         |          | one ally    |
Aurora Flash   |    17   |     50    |         | Sleep    | all enemies |
Sledge         |     6   |     50    |         |          | all enemies |
Diamond Saw    |     9   |     60    |         |          | one enemy   |
Spear Rain     |     5   |     60    |         |          | all enemies |
Electroshock   |    10   |     72    | Thunder |          | one enemy   |
Boulder        |    18   |     72    |         |          | all enemies |
Breaker Beam   |    15   |     80    |         |          | all enemies |
Sword Rain     |     8   |     80    |         |          | all enemies |
Corona         |    19   |     88    | Fire    |          | all enemies |
Blast          |    11   |     89    |         |          | one enemy   |
Meteor Swarm   |    20   |    100    |         |          | all enemies |
Storm          |    12   |    108    |         |          | one enemy   |
Big Bang       |     0   |    120    |         |          | all enemies |
Ice Rock       |    13   |    130    | Ice     |          | one enemy   |
Dark Star      |    20   |    160    |         |          | one enemy   |
Mega Recover   |     9   |    200    |         |          | one ally    |
------------------------------------------------------------------------'

* Shredder removes Attack Up and Defense Up.

* Weird Mushroom, Recover and Mega Recover restore HP. They also cause most
  enemies using them to a skip a turn.

* Enemy specials have a 90% hit rate, with the following exceptions:
  - 100% hit rate: Weird Mushroom, Recover, Mega Recover, Shredder, Big Bang
  - 99% hit rate: Sledge, Arrow Rain, Spear Rain, Sword Rain
  - 85% hit rate: Aurora Flash, Petal Blast

* The Amulet and B'tub Ring accessories halve the damage taken from elemental
  attacks.

* The Safety Ring, Lazy Shell, and Super Suit completely nullify elemental
  damage.


ENEMY SKILLS [ENSAT]
====================
The following table lists named enemy skills. These skills do not cost FP
to use. The columns list the skill's name, its damage multipler (DMULT),
hit rate, status inflicted (if any), and whether the attack can be blocked
against. Note that blocking against an attack will not prevent the status
from inflicting the character: only the damage dealt is reduced. To prevent
the status effect the character must be equipped with something that guards
against that status effect.

The damage multiplier is applied to the standard attack function, such that
damage = max(1,int((PA - PD) * DMULT)), where PA is the enemy's Attack and
PD is the target character's Defense.

----------------------------------------------------.
SKILL NAME     | DMULT | HIT% |   STATUS   | BLOCK  |
---------------+--------------+------------+--------|
Get Tough!     |  x0.0 | 100% | Defense Up | N/A    |
Valor Up       |  x0.0 | 100% | Defense Up | N/A    |
Vigor up!      |  x0.0 | 100% | Attack Up  | N/A    |
Missed me!     |  x0.0 |  95% |            | No     |
Doom Reverb    |  x0.0 |  90% | Silence    | No     |
Elegy          |  x0.0 |  99% | Silence    | No     |
Flutter Hush   |  x0.0 |  90% | Silence    | No     |
G'night        |  x0.0 |  90% | Sleep      | No     |
Lulla-Bye      |  x0.0 |  99% | Sleep      | No     |
Pollen Nap     |  x0.0 |  90% | Sleep      | No     |
Sleep-Sauce    |  x0.0 |  95% | Sleep      | No     |
Somnus Waltz   |  x0.0 |  99% | Sleep      | No     |
Stench         |  x0.0 |  90% | Poison     | No     |
Venom Drool    |  x0.0 |  95% | Poison     | No     |
Viro Plasm     |  x0.0 |  90% | Poison     | No     |
Endobubble     |  x0.0 |  90% | Fear       | No     |
Howl           |  x0.0 |  99% | Fear       | No     |
Iron Maiden    |  x0.0 |  99% | Fear       | No     |
Psycho Plasm   |  x0.0 |  90% | Fear       | No     |
Scream         |  x0.0 |  99% | Fear       | No     |
Spore Chimes   |  x0.0 |  90% | Mushroom   | No     |
Sporocyst      |  x0.0 |  90% | Mushroom   | No     |
Eerie Jig      |  x0.0 |  99% | Scarecrow  | No     |
S'crow Bell    |  x0.0 |  90% | Scarecrow  | No     |
S'crow Dust    |  x0.0 |  90% | Scarecrow  | No     |
S'crow Fangs   |  x0.0 |  85% | Scarecrow  | Yes    |
S'crow Funk    |  x0.0 |  90% | Scarecrow  | No     |
Blazer         |  x0.0 |  90% | KO         | No     |
Fear Roulette  |  x0.0 |  99% | KO         | No     |
Magnum         |  x0.0 |  90% | KO         | No     |
Migraine       |  x0.0 |  80% | KO         | Yes    |
Psyche!        |  x0.0 |  80% | KO         | Yes    |
Scythe         |  x0.0 |  90% | KO         | Yes    |
Shaker         |  x0.0 |  99% | KO         | Yes    |
Silver Bullet  |  x0.0 |  99% | KO         | Yes    |
Backfire       |  x1.0 |  95% |            | Yes    |
Jinxed         |  x1.0 | 100% |            | Yes    |
Fangs          |  x1.5 |  95% |            | Yes    |
Fun & Run      |  x1.5 |  95% |            | Yes    |
Ink Blast      |  x1.5 |  95% |            | Yes    |
Multistrike    |  x1.5 |  95% |            | Yes    |
Skewer         |  x1.5 |  95% |            | Yes    |
Triple Kick    |  x1.5 |  95% |            | Yes    |
Va Va Voom     |  x1.5 |  95% |            | Yes    |
Echofinder     |  x1.5 |  95% | Silence    | No     |
Gunk Ball      |  x1.5 |  95% | Silence    | No     |
Dark Claw      |  x1.5 |  95% | Poison     | No     |
Poison         |  x1.5 |  95% | Poison     | No     |
Thornet        |  x1.5 |  95% | Poison     | No     |
Body Slam      |  x2.0 |  95% |            | Yes    |
Carni-Kiss     |  x2.0 |  95% |            | Varies |
Chomp          |  x2.0 |  90% |            | Yes    |
Claw           |  x2.0 |  95% |            | Yes    |
Full House     |  x2.0 |  95% |            | Yes    |
Grinder        |  x2.0 |  95% |            | Yes    |
Hammer Time    |  x2.0 |  90% |            | Yes    |
Pierce         |  x2.0 |  90% |            | Yes    |
Quicksilver    |  x2.0 |  90% |            | Yes    |
Spritz Bomb    |  x2.0 |  90% |            | No     |
Terrapunch     |  x2.0 |  95% |            | Yes    |
Deathsickle    |  x2.0 |  95% | Fear       | No     |
Funguspike     |  x2.0 |  95% | Mushroom   | No     |
Bombs Away     |  x4.0 |  90% |            | Yes    |
Last Shot!     |  x4.0 | 100% |            | Yes    |
Loco Express   |  x4.0 |  90% |            | No     |
Wild Card      |  x4.0 |  95% |            | Yes    |
----------------------------------------------------'

* Get Tough!, Valor Up, and Vigor up! are self-targetted. All other skills
  target one enemy.

* Attacks that inflict KO actually deal 9999 damage and are set to not show
  the damage numbers, which is why a character hit with the attack
  immediately goes into his or her KO animation without any numbers appearing.
  Correctly timed blocks against a KO attack reduces the character's HP to 1.
  Perfectly timed blocks reduce damage to 0.


**************************************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.

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.
*Halves: Halves whatever is listed here.
*Nullifies: Negates whatever is listed here.
*Other: Other effects not covered in the above categories.
*Value: The item's worth. If the item can be purchased, this is the number of
        coins you pay to obtain the item. An 'f' after the number means that
        the item must be purchased in Frog Coins. Selling an item at a shop
        will give you half the coins (rounded down) that you'd pay to buy the
        item. Items bought with Frog Coins, however, will only give regular
        coins when sold.
*When to time: For weapons only, a general explanation of when you should time
               this equipment.
*Notes: Other interesting tidbits.

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

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 Toadstool), must be found.


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

HAMMER (LUCKY)
--------------
Attack: +0
P Value: 0
Value: 123
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
Value: 70
When to time: Just as Mario swings the Hammer the first time.

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

NOKNOK SHELL
------------
Attack: +20
P Value: 2
Value: 20
When to time: Just as Mario kicks the shell the second time.

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

PUNCH GLOVE
-----------
Attack: +30
P Value: 3
Value: 36
When to time: Same as his unarmed attack: just after Mario begins swinging
his fist.

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

SUPER HAMMER
------------
Attack: +40
P Value: 4
Value: 70
When to time: Just after Mario swings the hammer the first time.

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

MASHER
------
Attack: +50
P Value: 30
Value: 160
When to time: Same as the Hammer: right as Mario swings the hammer the first
time.

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

TROOPA SHELL
------------
Attack: +50
P Value: 5
Value: 90
When to time: Same as the NokNok Shell: just as Mario kicks the shell the
second time.

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

MEGA GLOVE
----------
Attack: +60
P Value: 6
Value: 102
When to time: Just after Mario begins swinging his fist.

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

ULTRA HAMMER
------------
Attack: +70
P Value: 7
Value: 115
When to time: Same as the Hammer and the Masher: just as Mario swings the
hammer the first time.

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

LAZY SHELL
----------
Attack: +90
P Value: 40
Value: 200
When to time: Same as the other shells: just as Mario kicks the heavy shell
the second time.

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


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

FROGGIESTICK
------------
Attack: +20
P Value: 2
Value: 180
When to time: Just after Mallow swings the stick the first time.

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

CYMBALS
-------
Attack: +30
P Value: 3
Value: 42
When to time: Just before Mallow brings the cymbals together.

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

WHOMP GLOVE
-----------
Attack: +40
P Value: 4
Value: 72
When to time: Same as his unarmed attack: just after Mallow starts swinging
his fist the first time.

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

RIBBIT STICK
------------
Attack: +50
P Value: 5
Value: 86
When to time: Same as the Froggie Stick: after Mallow swings the stick the
first time.

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

STICKY GLOVE
------------
Attack: +60
P Value: 6
Value: 98
When to time: Just as Mallow's fists bash into the enemy the first time.

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

SONIC CYMBAL
------------
Attack: +70
P Value: 7
Value: 108
When to time: Same as the Cymbals: just before Mallow brings them together.

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

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

FINGER SHOT
-----------
Attack: +12
P Value: 3
Value: 50
When to time: Just as the bullets shoot out of Geno's fingers.

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

HAND GUN
--------
Attack: +24
P Value: 4
Value: 75
When to time: Just as Geno shoots the bullets from his gun.

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

DOUBLE PUNCH
------------
Attack: +35
P Value: 5
Value: 88
When to time: Same as his unarmed attack: just as he shoots out his fists.

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

HAND CANNON
-----------
Attack: +45
P Value: 6
Value: 105
When to time: Just as Geno shoots the bullets from his elbow.

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

STAR GUN
--------
Attack: +57
P Value: 7
Value: 120
When to time: Just before he shoots the stars from his "hands".

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


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

CHOMP SHELL
-----------
Attack: +9
P Value: 3
Value: 60
When to time: Just after the Chomp leaves Bowser's claw.

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

CHOMP
-----
Attack: +10
P Value: 4
Value: 140
When to time: Just after the Chomp leaves Bowser's claw.

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

HURLY GLOVES
------------
Attack: +20
P Value: 5
Value: 92
When to time: Just before Mario (or the Mario doll) comes in contact with the
enemy.

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

SPIKED LINK
-----------
Attack: +30
P Value: 6
Value: 94
When to time: Same as the Chomp and Chomp Shell: just after the link leaves
Bowser's claw.

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

DRILL CLAW
----------
Attack: +40
P Value: 7
Value: 118
When to time: Same as his unarmed attack: just before Bowser slashes at the
enemy.

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


TOADSTOOL'S WEAPONS [EQWP5]
===========================

SLAP GLOVE
----------
Attack: +40
P Value: 4
Value: 100
When to time: Same as her unarmed attack: just before Toadstool slaps the
enemy the first time.

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

PARASOL
-------
Attack: +50
P Value: 5
Value: 84
When to time: Just as she swings the parasol down at the enemy.

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

WAR FAN
-------
Attack: +60
P Value: 6
Value: 100
When to time: Same as the Parasol: just as she swings the fan down at the
enemy.

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

SUPER SLAP
----------
Attack: +70
P Value: 7
Value: 110
When to time: Same as her other slaps: just before she slaps the enemy the
first time.

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

FRYING PAN
----------
Attack: +90
P Value: 20
Value: 300
When to time: Just before she swings the pan down at the enemy.

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


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)
Value: 7

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

THICK (THICK SHIRT, THICK PANTS)
--------------------------------
Defense: +12
Magic Defense: +8 (Thick Shirt)
               +6 (Thick Pants)
Value: 14

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

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)
Value: 22

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

HAPPY (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)
Value:  38 (Happy Shirt, Happy Pants, Happy Cape, Happy Shell)
       160 (Polka Dress)

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

SAILOR (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)
Value: 50

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

COURAGE (COURAGE SHELL)
-----------------------
Defense: +12
Magic Defense: +6
Value: 60

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

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)
Value: 70

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

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)
Value: 90

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

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)
Value: 100

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


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

WORK PANTS
----------
Attack: +10
Defense: +15
Magic Attack: +10
Magic Defense: +5
Speed: +5
Value: 22

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

SUPER SUIT
----------
Attack: +50
Defense: +50
Magic Attack: +50
Magic Defense: +50
Speed: +30
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, Fire, Ice,
Thunder, Jump
Value: 700

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

LAZY SHELL
----------
Attack: -50
Defense: +127
Magic Attack: -50
Magic Defense: +127
Speed: -50
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, Fire, Ice,
Thunder, Jump
Value: 222

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


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


AMULET
------
Attack: +7
Defense: +7
Magic Attack: +7
Magic Defense: +7
Speed: -5
Halves: Fire, Ice, Thunder, Jump
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 200

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

ANTIDOTE PIN
------------
Defense: +2
Magic Defense: +2
Nullifies: Poison
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 28

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

ATTACK SCARF
------------
Attack: +30
Defense: +30
Magic Attack: +30
Magic Defense: +30
Speed: +30
Equipped by: Mario
Value: 1500

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

B'TUB RING
----------
Halves: Fire, Ice, Thunder, Jump
Other: When equipped with this accessory, using the Mystery Egg ten times will
cause it to turn into a Lamb's Lure.
Equipped by: Toadstool
Value: 145

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

COIN TRICK
----------
Other: Doubles the number of Coins received after battle
Equipped by: Mario
Value: 36f

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

EXP. BOOSTER
------------
Other: The character equipped with this accessory with gain double the amount
of Experience Points gained from battle.
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 22f

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

FEARLESS PIN
------------
Defense: +5
Magic Defense: +5
Nullifies: Fear
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 130
Notes: A special script causes the Fear caused by King Calamari's tentacles to
bypass this pin's protection.

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

FEATHER
-------
Defense: +5
Magic Defense: +5
Speed: +20
Equipped by: Everyone
Value: 666

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

GHOST MEDAL
-----------
Other: The character equipped with this accessory gains the Defense Up status
       at the beginning of battle.
Equipped by:  Mario, Mallow, Geno, Bowser, Toadstool
Value: 1600
Notes: When you receive this accessory, it is automatically equipped on Mario.
       If he was wearing another accessory at the time, it is placed in your
       inventory.

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

JINX BELT
---------
Attack: +27
Defense: +27
Speed: +12
Nullifies: KO
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 1998

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

JUMP SHOES
----------
Defense: +1
Magic Attack: +5
Magic Defense: +1
Speed: +2
Other: While equipped with this, the character's Jump attacks will bypass any
       enemy's immunity to Jump, thus dealing normal damage instead of zero.
Equipped by: Mario
Value: 30

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

QUARTZ CHARM
------------
Other: The character equipped with this accessory gains the Attack Up and
       Defense Up statuses at the beginning of battle.
Nullifies: KO
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 7

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

RARE SCARF
----------
Defense: +15
Magic Defense: +15
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 150

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

SAFETY BADGE
------------
Defense: +5
Magic Defense: +5
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 500

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

SAFETY RING
-----------
Defense: +5
Magic Defense: +5
Speed: +5
Nullifies: Silence, Sleep, Poison, Fear, Mushroom, Scarecrow, KO, Fire, Ice,
Thunder, Jump
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 800

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

SCROOGE RING
------------
Halves: FP consumption (in battle, equipping character only)
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 50f

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

SIGNAL RING
-----------
Speed: +10
Other: If someone is equipped with this accessory, a short tune will play if
       you enter a screen with an undiscovered hidden treasure chest in it.
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 600

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

TROOPA PIN
----------
Speed: +20
Other: The character equipped with this accessory gains the Attack Up status
       at the beginning of battle.
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 1000

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

TRUEFORM PIN
------------
Defense: +4
Magic Defense: +4
Nullifies: Mushroom, Scarecrow
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 60

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

WAKE UP PIN
-----------
Defense: +3
Magic Defense: +3
Nullifies: Silence, Sleep
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 42

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

ZOOM SHOES
----------
Defense: +5
Magic Defense: +5
Speed: +10
Equipped by: Mario, Mallow, Geno, Bowser, Toadstool
Value: 100

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


**************************************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***************************************

There are a total of five playable characters in Super Mario RPG. All five
characters require the same amount of experience to reach each experience
level, as shown in the following table:


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


With each level gain, a character's statistics will increase and he or she
will perform better in battle. Listed below are the five playable
characters, their base stats at each experience level, and their final
stats at level 30, shown as mininum (no level up bonuses applied), ideal
(best level up bonuses applied), and maximum (level up bonus is chosen at
every level up) values.

Note that it is impossible for all five of a charcter's stats to be at the
maximum values at level 30 since only one bonus may be chosen at each level
up. If, for example, you were to choose HP every time a character levels up,
that character would have 255 HP (254 for Mallow), but the other four stats
would be at the minimum.

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



*******
*MARIO* [LEVL1]
*******
Speed: 20
Starting Special: Jump

.----------------------------------------------------------------------------.
| Level |  HP  | Attack | Defense | Mg. Attack | Mg. Defense | Special       |
|-------+------+--------+---------+------------+-------------+---------------|
|    1  |   20 |    20  |     0   |     10     |       2     |               |
|    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 |
'---------------------------------------------------------------'

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

********
*MALLOW* [LEVL2]
********
Speed: 18
Starting Special: Thunderbolt

.----------------------------------------------------------------------------.
| Level |  HP  | Attack | Defense | Mg. Attack | Mg. Defense | Special       |
|-------+------+--------+---------+------------+-------------+---------------|
|    2  |   20 |   22   |     3   |     15     |      10     |               |
|    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 |
'---------------------------------------------------------------'

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

******
*GENO* [LEVL3]
******
Speed: 30
Starting Special: Geno Beam

.----------------------------------------------------------------------------.
| Level |  HP  | Attack | Defense | Mg. Attack | Mg. Defense | Special       |
|-------+------+--------+---------+------------+-------------+---------------|
|    6  |   45 |   60   |    23   |     25     |      17     |               |
|    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 |
'---------------------------------------------------------------'

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

********
*BOWSER* [LEVL4]
********
Speed: 15
Starting Special: Terrorize

.----------------------------------------------------------------------------.
| Level |  HP  | Attack | Defense | Mg. Attack | Mg. Defense | Special       |
|-------+------+--------+---------+------------+-------------+---------------|
|    8  |   80 |   85   |    52   |     20     |      30     |               |
|    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 |
'---------------------------------------------------------------'

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

***********
*TOADSTOOL* [LEVL5]
***********
Speed: 24
Starting Specials: Therapy, Group Hug

.----------------------------------------------------------------------------.
| Level |  HP  | Attack | Defense | Mg. Attack | Mg. Defense | Special       |
|-------+------+--------+---------+------------+-------------+---------------|
|    9  |   50 |   40   |    24   |     40     |      28     |               |
|   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     |               |
'----------------------------------------------------------------------------'

.---------------------------------------------------------------.
| Toadstool'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 |
'---------------------------------------------------------------'

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

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


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((MA + 10) * T) HP
Therapy         - Restores int((MA + 40) * T) HP and cures status ailments
Group Hug       - Restores int((MA + 30) * T) HP and cures status ailments
                  to the party

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. It is not possible to modify
Speed during battle. 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 inflict. Equipping any weapon
except for the Lucky Hammer will increase this stat, increasing the amount
of damage an attack will do. 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 inflict.

The legal maximum possible amount of physical damage that can be dealt is
1128. With hacking, this increases to 1454.

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 inflict. Specials such
as HP Rain or Therapy will not increase the amount of healing done.

The legal maximum possible amount of magical damage that can be dealt is
11664. With hacking, this increases to 19010.


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. Toadstool 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 each
individual party member has their own reserve of 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 is increased 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 certain statistics: 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 Toadstool'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 other level, the character will typically gain
less HP, the only exception being Toadstool gaining more HP after level 20.

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 Toadstool'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.

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


**************************************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 2004-2015 by me, Shawn Newman (Psyknux/newmansage)
You may NOT link directly to my guide without my permission. Link to the page
that links to the guide.

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

www.gamefaqs.com
www.neoseeker.com

Credits
-------
Major props to:
Nintendo and SquareEnix for making this game, and GameFAQs and Neoseeker for
hosting this guide. Also to the creators of Lazy Shell, Omega and giangurgolo,
as well as everyone involved with the various components of the program.
Looking through all the data manually is, to put it lightly, exhausting. Lazy
Shell makes it much easier to locate and interpret data without having to
look through the raw data in the ROM.

Other Contributors include:
Aman L, aki chu, Luster Soldier, redford, jamescom1

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.

More will be added over time as I am given information for the guide. Feel
free to point out any mistakes you see in my guide. I am a perfectionist.

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

"Perfection has no age..."
~Clockwerk, 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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                                        ..::;;;;;;::                          
                                                                              
                                                                   -END GUIDE-