☆ 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 Almighty and The Spirits is the optional post game final boss-fight in Dragon Quest 7 Reimagined (DQ7). See how to beat this boss, recommended equipment for the fight, and the boss' information here.

The Wind Spirit should be prioritized, since if it is absorbed by The Almighty, she will grant the Almighty an Echo, causing his skills to cast twice.
Defeating the Wind Spirit and any other Spirit before The Almighty tethers the spirits to him ensures that they do not get absorbed.

The Almighty and The Spirits all have skills that deal heavy damage, and inflict a variety of debuffs and status effects.
To ensure that the party survives throughout the fight, make sure to stock up on items that recover HP, MP, heal Status Effects, and Revive fallen members, on top of having designated supports in the party.
Prioritizing the Almighty during this fight is highly discouraged, since the Spirits can revive him if the Almighty is defeated before the Spirits.
Ideally, defeating the Wind Spirit and Fire Spirit before the Almighty can tether the spirits to him is the best approach, taking away all the offensive buffs from being absorbed.
| Character | Level | Vocation |
|---|---|---|
Hero
|
99 | Primary:
Champion Divide: Creates a pair of doppelgangers of the user, ensuring that the next attacking ability hits with three times the manpower! Sage Twocus Pocus: Allows spells that are cast to also unleash echoes of themselves. |
Ruff
|
99 | Primary:
Hero Mark of the Hero: Allows the user to perform special abilities that are off-limits to anyone but true heroes. Sage Twocus Pocus: Allows spells that are cast to also unleash echoes of themselves. |
Maribel
|
99 | Primary:
Sage Twocus Pocus: Allows spells that are cast to also unleash echoes of themselves. Druid That Special Summon: Summons a powerful spirit at the start of each turn for the next four turns. Monster Hearts: |
Aishe
|
99 | Primary:
Sage Twocus Pocus: Allows spells that are cast to also unleash echoes of themselves. Troubadour Encore: A potent performance that temporarily reduces all allies' MP costs to 0. Monster Hearts: |
| Step | Details |
|---|---|
| ① |
Use Aishe's Encore Let Loose from the Troubadour Vocation to reduce MP cost for the entire party. Numen Heart and Dragster Heart ensures that Aishe can Let Loose at the start of the battle. |
| ② |
Use Magic Burst to deal damage to the entire enemy party. Use Magic Burst during each party member's turn to quickly defeat the bosses. |
| ③ |
Fast Travel to a different town, then fast travel back to The Almighty to challenge them again. |
| ④ | Repeat Steps 1~3 until enough Super Seeds are obtained. |
Seed Farming Guide: How to Farm Stat Seeds
| Skill / Ability | Effect |
|---|---|
| Normal Attack |
The Four Spirits attacks one target, dealing damage. |
| Kafrizzle |
Fire Spirit casts Kafrizzle, 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. |
| Loud Shout |
Fire Spirit shouts, potentially inflicting party members with paralysis. |
| Disruptive Wave |
Water Spirit lets out a Disruptive Wave, nullifying all positive buffs from the party. |
| One Liner |
The Almighty uses One-Liner, causing the party to be charmed for one turn if it hits. |
| Tether |
The Almighty tethers the Spirits to him, absorbing them once they are defeated. |
| Lightning Bolts |
The Almighty calls forth bolts from the blue, dealing damage to the entire party, decreasing lightning resistance, and a chance to paralyze. |
| Almighty Kacrackle |
The Almighty casts Almighty Kacrackle, dealing damage to the entire party. |
| Wind Sickle |
The Almighty casts Wind Sickle, dealing heavy damage to one target. |
| Hellfire |
The Almighty hurls a blast of Hellfire, dealing damage to the entire party. |
| Spirit | Effect |
|---|---|
| Increased Evasion and spells echo, casting twice. | |
| Incoming Damage is reduced. | |
| Increased Attack, and recovers HP every turn. | |
| Increased Defence and Resistance to Status Effects. |
| 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 | 0 | |
|---|---|---|---|
| Gold | 0 | ||
| Drops | |||
| Locations | Another World: Shrine (Present) | ||
| Description | |||
| The omnipotent and omniscient lord of all creation. After losing in battle to the Demon King, He entrusted the one last hope that remained to mankind...and promtly retired. | |||
| | 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 Almighty and The Spirits is a post-game boss fight fought in the House of the Almighty in Yet Another World during the Present, as an optional final boss.
Defeating the Almighty and the Spirits for the first time will reward the player with the Numen Heart, and succeeding victories will reward you with a random Super Seed.
Post-Game Guide: Things to Do After Beating DQ7 Reimagined
How to Beat The Almighty and The Spirits



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