The shadow party stats are specified within the RAM area of $7E:1140-127F. These hold the stat data for characters that have left your party but will rejoin later. The data areas for each character are: 1140-117F Kain 1180-11BF Tellah/FuSoYa (and Cid) 11C0-11FF Rosa 1200-123F Yang 1240-127F Rydia Some code that is being executed knows when and for whom to save the data, but I don't know the location of it. Re-adding a character outside these five will add the character with their original stats. Though equipment information is within these stats, when one of these five characters is re-added, their new equipment is determined by the initial equipment information (7AD00-7AD91). The one exception to this is Tellah when he receives all his spells on Mt. Ordeals. His initial equipment specification for that instance of his character is empty, but he maintains the same equipment that his last character instance had. I'm not sure how this works, exactly. Magic lists are also separate from these stats and are continuous throughout the game. For example, if you remove older Rydia from your party and add child Rydia, she'll maintain the same magic lists even though her stats and equipment match her child instance. Rydia, Kain, Rosa, and Yang all have their equipment specified in the initial equipment bytes. Tellah does, too -- he comes back with slightly different equipment the second time: the first time he is equipped with a Staff and a Leather Robe, the second time he is equipped with a Staff, a Gaea Robe, and an IronRing. All of these work correctly with their initial equipment specification. The third instance of Tellah (after Mt. Ordeals) is the one with no specified equipment, but he keeps the same equipment he had in the second instance. -the information I've found says that Cid's stats are loaded into the second shadow data slot as well. This means that, at some point in development, he was intended to rejoin your party. There's two different sets of bytes: 1. The first is the table for loading characters stats when a character joins your party. This is from 0689A-068AE (FF2us ROM with header). There is 1 byte per character ID. Values of 00-0F mean to load the initial stats for the characters (referencing the table at 7AB00), and values of 80-84 mean to load the shadow data stats. 2. The second table is for storing character stats in the shadow data slots when a character leaves your party. This is from 0691D-06930, again with 1 byte per character ID. Values of 00-04 mean to store the data in that shadow slot, and a value of 80 means don't store. So, here's how the data lines up with the character IDs: ID Character Instance Load Store -- ------------------ ---- ----- 01 Cecil (Dark Knight) 00 80 02 Kain 01 00 03 Rydia (child) 02 04 04 Tellah 03 01 05 Edward 04 80 06 Rosa 05 02 07 Yang 06 03 08 Palom 07 80 09 Porom 08 80 0A Tellah (second time) 81 01 0B Cecil (Paladin) 09 80 0C Tellah (all spells) 81 80 0D Yang (second time) 83 80 0E Cid 0A 01 0F Kain (second time) 80 00 10 Rosa (second time) 82 80 11 Rydia (older) 84 80 12 Edge 0B 80 13 FuSoYa 0C 01 14 Kain (third time) 80 80 15 Golbez 0D There are five shadow data slots of 64 bytes each. These store the same stat data as the RAM locations that store your current party stats: ---------- 1000 *character id/handedness 1001 *class id/row properties 1002 level 1003-6 current status anomalies 1007-8 current hp 1009-A maximum hp 100B-C current mp 100D-E maximum mp 100F *base strength 1010 *base agility 1011 *base vitality 1012 *base wisdom 1013 *base willpower 1014 *modified strength 1015 modified agility 1016 *modified vitality 1017 modified wisdom 1018 modified willpower 1019 attack elemental 101A *attack strong vs. creature types*** 101B physical attack multiplier 101C physical attack percent 101D physical attack base 101E attack status 1*** 101F attack status 2*** 1020 elements weak vs*** 1021 elements very weak vs*** 1022 magical defense multiplier 1023 magical defense percent 1024 magical defense base 1025 elemental defense (if immunity bit wasn't set)*** 1026 elemental defense (if immunity bit was set)*** 1027 *defense strong vs. creature types*** 1028 physical defense multiplier 1029 physical defense percent 102A physical defense base 102B status immunity 1*** 102C status immunity 2*** 102D-F ? 1030 *helmet 1031 *armor 1032 *gauntlet 1033 *right-hand item 1034 *right-hand quantity 1035 *left-hand item 1036 *left-hand quantity 1037-9 *experience 103A ? 103B speed modifier. lower = faster. for autobattles, starts at 01; otherwise starts at 10. slow adds +08, (upper bound 20) haste adds -3 (lower bound 0C) 103C ? 103D-F *experience to level up