☆ 100% Walkthrough Guide
★ Best Vocations | Best Party | Best Characters
☆ Find all Mini Medals and Tablet Fragments!
★ Farm Guides: EXP | Gold | Vocation Prof.
☆ List of Missables and Cut Content
★ Post-Game Guide

The Four Spirits is a post game boss-fight encountered in Dragon Quest 7 Reimagined (DQ7). See how to beat this boss, recommended equipment for the fight, and the boss' information here.
List of Contents

The Water Spirit essentially plays a support role for the Four Spirits, casting skills such as Disruptive Wave and Magic Barrier to help the Four Spirits.
While less powerful than the other three spirits in terms of damage, the Water Spirit essentially prevents the party from setting up and dealing higher damage, making the fight disadvantageous in the long run.
Due to the high damage of the skills used by the Four Spirits, make sure to stock up on Dieamends before the fight.
This will become especially useful against the Earth Spirit's Let Loose, which deals extremely high damage to the entire party, usually enough to knock out your entire team.
With the Four Spirits using different skills that deal magic damage, Magic Barrier becomes a great counter in mitigating the damage the party receives.
Make sure to use Magic Barrier once the Water Spirit is defeated, and ideally before the Wind Spirit Lets Loose, to reduce the damage from the multicast of her Echo.
How to Learn Magic Barrier and Effects
| Skill / Ability | Effect |
|---|---|
| Normal Attack | ![]() The Four Spirits attacks one target, dealing damage. |
| Kafrizz |
Fire Spirit casts Kafrizz, dealing damage to a single target. |
| Disruptive Wave |
Water Spirit lets out a Disruptive Wave, nullifying all positive buffs from the party. |
| Kaswoosh |
Wind Spirit casts Kaswoosh, dealing damage to the entire party. |
| Craggle Sigil |
Earth Spirit casts Craggle Sigil, dealing damage to a party member who takes action during their next turn. |
| Blazing Fire |
Fire Spirit spews blazing fire, dealing damage to the entire party. |
| Wind Let Loose |
Wind Spirit lets loose, raising evasion and causing spells to trigger echoes on cast. |
| Loud Shout |
Fire Spirit shouts, potentially inflicting party members with paralysis. |
| Character | Level | Vocation |
|---|---|---|
Hero
|
74 | Primary:
Champion Divide: Creates a pair of doppelgangers of the user, ensuring that the next attacking ability hits with three times the manpower! Martial Artist Critical Stance: Adopt a supremely powerful pose which ensures a critical hit. |
Sir Mervyn
|
74 | Primary:
Armamentalist Elementary: Makes use of a mastery of the elements to significantly increase elemental attack power and elemental resistance. Champion Divide: Creates a pair of doppelgangers of the user, ensuring that the next attacking ability hits with three times the manpower! |
Maribel
|
74 | Primary:
Druid That Special Summon: Summons a powerful spirit at the start of each turn for the next four turns. Sage Twocus Pocus: Allows spells that are cast to also unleash echoes of themselves. |
Aishe
|
74 | Primary:
Dancer Tender Twostep: Allows a portion of the user's positive status effects to be passed on to a neighbouring ally. Luminary Showtime!: Makes it easier for all allies besides the user to get worked up. |
| | EXP | 10925 | |
|---|---|---|---|
| Gold | 0 | ||
| Drops | None | ||
| Locations | Burnmont (Present) Yet Another World (Present) | ||
| Description | |||
| The Spirit which governs flame. The most fond of fighting among the four Spirits, he's always eager to challenge the others to combat. He once even threw down the gauntlet before the Almighty, but was roundly rebuffed. | |||
| EXP | 5590 | ||
|---|---|---|---|
| Gold | 0 | ||
| Drops | None | ||
| Locations | Yet Another World (Present) | ||
| Description | |||
| The Spirit which governs earth. According to a legend of Al-Balad, every single grain of sand in the world is imbued with this great guardian's essence. | |||
| EXP | 5590 | ||
|---|---|---|---|
| Gold | 0 | ||
| Drops | None | ||
| Locations | Yet Another World (Present) | ||
| Description | |||
| The Spirit which governs water. The first of the Spirits to pledge service to the Almighty, she was granted a great blessing, becoming the wellspring fro which all kinds of life arose. | |||
| EXP | 5590 | ||
|---|---|---|---|
| Gold | 0 | ||
| Drops | None | ||
| Locations | Yet Another World (Present) | ||
| Description | |||
| The Spirit which governs the air. Capricious as the wind she weaves into being, she's rather fond of the Demon King's human visage... | |||
The Four Spirits is a post-game boss fight fought in the Strange Space in Yet Another World during the Present, as the final encounter within the Strange Space.
Defeating the Four Spirits causes the Sea Serpent Sabre to evolve into the Supreme Sea Serpent Sabre, and open up the portal to challenge The Almighty and the Four Spirits.
Post-Game Guide: Things to Do After Beating DQ7 Reimagined
How to Beat The Four Spirits



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