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Resources: Unused/Debug Items

7th Dragon has quite a few items that are in the data, but never really got used in the final release. Some of these items appear to be scrapped concepts, while others appeared to have been debug items to test certain mechanics that never were intended to actually see serious use. We’ll be looking through said items in this update.



Items are coded as skills, so most of these effects were dug out by looking through the skill data. However, these were never actually implemented as items, and attempting to hack them in your inventory will just grant you an unusable “Junk” item that comes with no description, and cannot be used at all. The only thing that can be done with said items is selling them. Despite that, I’ll list out the item ID for each given item in case someone actually wants to do something with this information. Said item IDs will be in hexadecimal. (Instead of the numbers 0 through 9 being stored in one digit, it functions as 0 through 15 in one digit, with the numbers 10 through 15 being represented by A through F instead. This allows for a far greater range of numbers to be stored in fewer digits, like 256 numbers can be stored in 2 digits instead of only 100 like in the decimal system.)

Major Mend
Item ID: 002

Restores 200 LIFE to one party member.

First cut item and it’s basically a heavy tier single target healing item. Given that LIFE stats don’t get particularly high in this game, going up to a base of 300 at most with a max level Knight, it’s pretty easy to see why this got scrapped, given that Miracle Medicines essentially do the same thing with their full heal properties and with the item availability in this game. However, as to why this was made in the first place...



Here’s a prerelease screenshot of the game. A few things stick out. One is an impossible enemy formation that does not actually exist in the final game. The main thing I want to bring attention to is the LIFE and MANA totals. Just look at the sheer amount they have! You can’t get anywhere near that much in the final game, so the power curve most likely changed at some point in development, resulting in smaller numbers overall, and thus, no need for this heavy healing item. The difference between 200 LIFE restored and all LIFE restored would have been far bigger in that environment, but it doesn’t exist anymore.

Major Mend All
Item ID: 005

Restores 175 LIFE to all party members.

Medium Mend All
Item ID: 006

Fully restores all party members’ LIFE.

And next on the docket are these cut AOE healing items, which left only the Heal Aerosol as the sole AOE healing item you could use in the game. Who knows why these were cut, but they may have figured incredibly easy AOE healing on demand would be pretty strong. And might have obsoleted the Healer. Which can be a problem in certain games, where healing items can make a medic type party member useless to drag along because they were too strong. That and well, LIFE totals in this game doesn’t get really high compared to the beta version. The middle tier version would be fantastic even at endgame, so the issue of these items being overkill was also likely a factor in their removal.

Also yes, the item names are reversed in Japanese as well. Not really sure what happened there. The names themselves are also rather blunt in their function, so it’s likely they designed the functionality before deciding on how the item names and descriptions would work out flavor wise, which does give a small bit of insight as to the order things were developed in.

Major Mana
Item ID: 008

Restores 40 MANA to one party member.

Medium Mana
Item ID: 009

Fully restores on party member’s MANA.

Mana Water was supposed to have stronger versions as well, however we got stuck with only the lowest tier version. The higher tier versions were likely cut for the same reasons the other higher tier restoration items got cut. Considering that the actual raw MANA pools in this game don’t get particularly high, and that MANA costs in general are pretty low in terms of raw numbers, these items would have likely been overkill in the final game. They were most likely meant for when the party members had much bigger stats, but 40 MANA restoration is just incredibly efficient and powerful, let alone a complete restoration. Combine the fact that healing springs are frequently seen throughout your adventures, and MANA is basically a complete non-issue. The 15 MANA restore (which can be doubled to 30 with EX) is honestly enough for the entire game.

Minor Refresh
Item ID: 00A

Restores 80 LIFE and 20 MANA to one party member.

Medium Refresh
Item ID: 00B

Restores 160 LIFE and 40 MANA to one party member.

Now here’s an interesting bit of info. Silver Water was meant to be the final product of a line of simultaneous LIFE and MANA restoration archetypes, instead of being the only item of its archetype. We can only speculate as to why these got cut. The Medium Refresh likely got put on the chopping block for being too powerful due to the lower numbers in the final game. And the Minor Refresh would have completely obsoleted Mana Waters due to the higher Mana restore and functioning as a substantial heal on top of that.

Minor Revival
Item ID: 00D

Revives one party member at 1 LIFE.

Medium Revival
Item ID: 00F

Revives one party member at full LIFE.

In this case we didn’t get stuck with the lowest tier consumable, but the middle tier. The Hypno Crystals are pretty powerful as is, even in the endgame where 100 LIFE is still a respectable amount of LIFE to be revived at. As for why the Minor Revival was removed, they may have wanted to limit how available revivals were, as you can’t revive on the field early and if someone goes down, that’s a forced backtrack to a clinic since healing springs can’t revive party members. Also again, adds more value to having a Healer on a team since they come with revival skills in their skillset.

Minor Revive All
Item ID: 010

Revives all party members at 100 LIFE.

Med Revive All
Item ID: 011

Revives all party members at full LIFE.

Now here’s an archetype of items that did not have a single item of its kind make it into the game. AOE revivals. Those of you familiar with the second entry of the Etrian Odyssey series (not the first for once) and the severely powerful Nectall items should probably be well aware of why such an item was very likely to be cut.

For those that aren’t, let me put it this way. Imagine having most of your party members taken down, with only 1 or 2 party members hanging on, and then just on demand as long as you had one of these babies, you revive all of them and reverse a disastrous situation instantly. Yeah. Also would have taken away from how powerful the Healer’s Miracle Cure skill is.

EX Gauge: 1
Item ID: 012

Restores 1 segment of the EX Gauge.

Debug version of the Dragon Egg. (The Japanese name for the record, is EX Recovery: 1.) It does come right before the Dragon Egg in the item ID and skill ID list. So maybe the Dragon Egg was originally intended to be a full EX restore or something stronger, which would have been completely absurd if that was intended to be the case. Though we can never say for sure.

Status Cure
Item ID: 016

Dispels Confusion from one party member.

Curse Cure
Item ID: 019

Dispels Curse from one party member.

Fear Cure
Item ID: 01A

Dispels Fear from one party member.

Skillseal Cure
Item ID: 01B

Dispels Skill Seal from one party member.

Status Cure was Confusion Cure in Japanese. Not that a mistranslation here really matters since you can’t use these items.

Most of the other ailment curing items had unused versions in the code. Interestingly enough, Sleep and Charm are the only ailments that specifically do not have an item that cures them. At any rate, perhaps all these got cut down, and they let Somanels take on the role of dispelling the rest of the ailments to reduce clutter.

Resistance Burst
Item ID: 02E

Specific data unknown. Would have increased one party member’s resistance to ailments for 5 turns.

In Japanese, this was known as “Status Resistance Up” if you’re wondering about the rather nondescript name. But anyways, this is pretty much the first of several skills that has undefined skill data, which is why I said that specific data is unknown for this and several of the later items. It flat out doesn’t exist. The only things I have to go on are the skill parameters, and the item name, which is the only indication of how the item functions. Not sure why this item got cut, but there really aren’t that many sources of ailment resistance you can really use in this game, so they may have just wanted to cut that down.

Caustic
Item ID: 035

Specific data unknown. Would have had a chance of inflicting Blind to one enemy.

Total Paralysis
Item ID: 036

Specific data unknown. Would have had a chance of inflicting Paralysis to all enemies.

Total Sleep
Item ID: 037

Specific data unknown. Would have had a chance of inflicting Sleep to all enemies.

Total Poison
Item ID: 038

Specific data unknown. Would have had a chance of inflicting Poison to all enemies.

Total Envenom
Item ID: 039

Inflicts the Venom Boost effect on all enemies.

Total Curse
Item ID: 03A

Specific data unknown. Would have had a chance of inflicting Curse to all enemies.

Total Skill Seal
Item ID: 03B

Specific data unknown. Would have had a chance of inflicting Skill Seal to all enemies.

Caustic was “Blind One” in Japanese. I’m not sure if these were intended to be usable items that could inflict ailments on demand, or if they were just a way for the dev team to test how ailments worked, as their skill data was entirely stripped from the ROM. Certainly would have made Masked Pain builds far stronger if every class had the opportunity to inflict ailments though.

Fruit
Item ID: Unknown

Restores 10 LIFE to one party member.

Yep. That’s the final item and skill in the data. Fruit. Might’ve been an earlier version of the Paro Fruit item, but that’s all I can really say about it. I don’t even know what the proper item ID for this item was supposed to be.