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Breath of Fire 2 Handbook
written by Ben Siron
Maintained by James Greene
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Breath of Fire 2 (henceforth BoF2) is a classic-style RPG for the SNES,
produced by Capcom. I am in no way associated with Capcom. This handbook is
free and not intended for sale. All that I ask is that you do not remove
these opening paragraphs if you are providing it to others.
Unfortunately, it is my duty to inform you that Ben Siron has ceased
writing FAQs, as well as abandoned video games. Please do not contact him,
as he is no longer involved with this FAQ in anyway. He has given me control
of his FAQs. If you wish to use this FAQ, feel free to contact me. If you
explain what you want it for, chances are that I will let you use it. You
can contact me, James Greene, at sabin_2002@yahoo.com
This handbook is a text file approximately 7000 lines long, designed to
be read in a fixed-width font capable of displaying at least 78 characters per
line. This is the third edition, last updated May 12, 2001. Now I have a
thank-you list, better character information (includes level-up gains), more
discoveries, and less errors all around.
Thanks go to:
(irwin.51@postbox.acs.ohio-state.edu)
Jim Irwin - for the detailed township tenant listing. This
speeded up my search a lot - and enabled me to make a
slightly more comprehensive listing.
(kerris@nucleus.com)
Rory Mahood - for finding the elusive StarrSD and Octopus items, and
for greatly expanding my list of battle award items.
(arcadia@crl.com)
Arcadia, Esq. (Rocky Kassos)
(duchess-29@hotmail.com)
(mattlambo@juno.com)
Matt Lambo - for listings of items which are battle awards.
(ragnarok@sci.fi)
Ragnarok (Heikki Ruuska) - for the secrets file which helped me a lot
the first time I played BoF2, and gave me lots of things to
check while compiling this handbook.
(asanchez@Texas.net)
Andrew Sanchez - for finding Pechiri.
(mokona@logicworld.com.au)
for the info about Akky's kittens and about the
fact that nothing happens if you clear both tolen boards with
only 8 tolens.
(nathanm@znet.net.au)
Nathan McDonald - for finding the NinjaML item.
(dm3@tca.net)
Stephen O'Neal - for finding the use of the SkullBR item.
(Epametheus@aol.com)
Ed, also 'Phoenix' - for finding the Zodiac enemy and with it, the
9-TailWP.
No thanks go to:
Ray Greer - and the team responsible for the carelessly inaccurate,
incomplete, and generally clueless 'Breath of Fire II:
Authorized Game Secrets' guide. I can't believe that Capcom
endorsed this. I can only guess that it is because Capcom in
America doesn't know a whole lot about the work that Capcom's
programmers in Japan do, or they don't care. Nothing in this
handbook has been stolen from Mr.Greer's book, I am proud to
say.
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Table Of Contents
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section begins at this percent of the way
through this vast document
Notation 0%
Bugs! . . . . . . . 0.5%
Welcome to the Party 2%
Action! 22%
Conditions . . . . . . . 35.5%
Damage Algorithms 37.5%
Skills 43.5%
Shamans . . . . . . . 45%
TownShip 49.5%
Items 55%
Home Cookin' . . . . . . 66.5%
Othello 68%
Gossip 68.5%
Huntin' & Fishin' . . . . . 69.5%
Spoils of War 74%
Know Your Enemy 76%
Tips n' Tricks . . . . . . 96%
Appendix 1: Percent to Binary conversions 99%
Appendix 2: Bof2's Random Number Generator 99.5%
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-=-=-=========================- Notation -==========================-=-
throughout this handbook, I use the following mathematical notation:
[x] the greatest integer less than or equal to x. This arises because
all division operations done by the game console's uP unit round down
automatically
(a..b) a number between a and b, including the possibility of being a or b
x = (a..b) choose a number for x randomly from the given range
(a,b,c,d) a number chosen as one from amongst this set of numbers
x = {a,b,c,d} choose a number from the given set randomly and assign to x
other abbreviations:
IMHO in my humble opinion...
FWAK Furry Wittle Animal Kitten.
all other notation is explained in the section in which it is introduced.
Just be patient and read the full 'Welcome to the Party' section...
-=-=-==========================- Bugs! -==========================-=-
BoF2 has it's own small set of bugs. Nothing major, just minor annoyances.
I call these bugs because I can't see why the programmers would have intended
these things to be these ways:
FireBrth, ColdBrth, FireDrgn, IceDrgn, and T.Drgn do NOT deal elemental
damage as their names would suggest.
The DmndBR does NOT prevent the Death spell from working. The authorized
game secrets guide for BoF2 says that it does, but I have tested this out
thoroughly on my copy of BoF2 and found it to be false. Only the LifeBR
prevents Death.
The GutsBT does NOT result in any increase in the Guts rating of a character.
The Angel Shaman, Seny, gives no standard bonus.
There are plenty of equipment items giving resistance to holy damage, but
none to give resistance to wind damage. This is to be contrasted with the
fact that the opposition never makes any holy attacks, but makes plenty of
wind attacks.
When you try to 'Swch' a priceless item at an equipment shop, the game
crashes.
The FastShoe gives no bonus to the probability of getting a lead-off attack,
despite the description of the item (maybe this was just a translation
error...).
The Mckrl item 'looks tasty', but has no effect when used.
Weapons are not capable of dealing wind elemental damage, despite their names.
The Agi.Up combat condition has no effect.
The Cond.Up item only raises bCond to 225, not 255. This could be a typo by
the developers, or it could be intentional, I'm not sure. My guess is that
nobody caught it because Cond. shows 'Super' either way, and the role of
the bCond stat is an enigma.
One more thing - for those of you who want to test that my algorithms really
are accurate to the point (which I assert they are), be sure to consult
Appendix A for conversion between % factors and binary fractions. BoF2
speeds up all of its calculations by using division by powers of 2 (shift
operations) instead of normal division whenever possible. This is done via a
precalculated conversion table between % factors and fractions using 256 in
the denominator. Needless to say, this conversion sacrifices precision, and
for a while it caused me a lot of frustation when I was trying to figure out
what was really going on in the calculations. Appendix A lists the
appropriate fraction to use for a given percent factor. All of my algorithms
use percent factors whenever possible in place of these unwieldy fractions to
make the math look as simple as it should be.
-=-=-=================- Welcome to the Party -====================-=-
This section introduces the basic system that BoF2 uses for characters,
combat, items, spells, and so forth...
- - - - - - - - - - Basic Party Mechanics - - - - - - - - - -
Your party is composed of the band of adventurers which from which you can
choose to take along with you on your quest. Those currently being taken
along are your party members, and they form your group. You may have between
1 and 4 party members. At some points in the story, you are compelled to use
certain characters as party members, and in many places, characters leave
your party altogether. But fear not - in the end they will all (except for
the child) return to help you fulfill your destiny.
by default (that is to say, except in a few special cases), you will be
compelled to use the hero as a party member. The hero's name is whatever you
choose to call him, so I just refer to him as 'the hero'. All other
characters' names are unalterable, so far as I know, so I call them by name.
All names are four characters or less, and in most cases the game assumes a
name to be exactly four characters. So, if you're going to name your hero
'Ed', be prepared to see some dorky formatting of text. To avoid this,
choose something with exactly 4 characters instead, like 'Eddy'.
There are two versions of the hero, and for all intents and purposes they
are separate characters. One is the child who you play during the prologue,
and the other hero is the one you play throughout the rest of the quest.
They have the same name and stats that match perfectly, but otherwise they
are completely different.
I have chosen the following 1-letter abbreviation scheme for party members:
C - Child
H - Hero B - Bow K - Katt
R - Rand N - Nina T - Sten
J - Jean S - Spar U - Bleu
At this point, you might be saying to yourself, "Jus' wait a cotton pickin'
minute... I thought there were only 8 characters!" (besides the child).
Refer to my HTML map - there's a location in the east you probably haven't
noticed before, and one potential TownShip citizen you haven't invited who
can help you.
Whenever a party member leaves your party, you are compelled to form a new
adventuring group. You may also change party members by choice by using the
'Change' command at any dragon god totem. This option is available only when
you have more than 4 characters in your party, and is also disallowed during
certain scenarios. To help you make the choice of who to take, whenever you
change party members, you are presented with a table of mHP/mAP/level/
Off/Def/Vigor values to compare all the characters. To toggle between
mHP/mAP and Off/Def/Vigor, just press 'L' or 'R'. Whenever you choose to
change party members, you must take the maximum number possible. This is
either 4 or the total number of characters in your party, whichever is less.
As you shall see from the algorithm for awarding EXP from combat, there is
really no reason you would ever want to travel with less than the maximum
number of party members possible - more is better.
After changing party members, you may also change formation and combat order.
There are two separate ordering schemes for party members: the walking order
and the combat order. The walking order determines who is in the lead while
walking around on the map. The combat order determines position in combat -
who is closest to the enemy and hence is taking the most risk.
These two orders can be changed independently. The walking order can be
changed outside of combat without affecting the combat order by pressing 'L'
or 'R'. This causes the order to cycle forward or in reverse. The combat
order can be changed via the main command screen: use Swch, then Order.
Whenever the combat order is changed, the new combat order becomes the
walking order. All combat order changes are done by a series of position
flips: character A and character B exchange position. Whenever the game
requires a given character to be in the lead, that character's position is
flipped with the one currently in the lead. The walking order is also
overwritten by the combat order whenever you load a saved game.
The combat formation is independent of both the walking order and combat
order. It can be changed in and outside of combat with the 'Swch' option.
The role of position and formation is explained if the 'Damage algorithms'
section - it modifies damage dealt and taken from physical attacks. For
every extra party member in your group, the number of formations you can do
increases by one:
party members formations available
-------------------------------------------------------------
1 Normal
2 Normal, Scramble
3 Normal, Scramble
4 Normal, Scramble, Defense, Parallel
The dragon god also allows you to save your game's state in the slot which
you are currently using. BoF2 does not allow cross saving (saving to
another slot). This minimizes the chance of overwriting a different saved
game by accident, but can be a major pain when you want to try out
something new and not be stuck with the consequences. To save to another
slot, you must copy the data in one slot to another and then you may play
each separately. Thus, to experiment, you must save and copy often, or
know beforehand when to do so, so that you will have a fairly recent copy
with which you can experiment. BoF2 is pretty bug-free; there doesn't
seem to be anything that can go wrong that will screw around with your
saved data (unlike the 'Relm sketch' bug in FF3). Only you can do that....
As for items - they are held in two inventories, a 'Spcls' list, and
equipment lists which are personal to each character. The equipment lists
exist whether the character is in your party or not, but you may only
access the equipment of party members.
The stuff in 'Spcls' can't be used, moved, dropped, destroyed, sold, bought,
consumed, worn, eaten, abused, switched, appraised, or anything else except
for being looked at. For all practical purposes they are not really items.
'Spcls' merely symbolize that you have passed a certain point in the game.
A special item grants its powers automatically.
The two inventories are the party and the bank inventory. The party
inventory has 48 slots, and into each slot may be placed either one single
item, or from 1 to 9 of the same type of a groupable item. Single items are
limited to names of up to 8 characters, and groupable items may have up to 6.
The bank inventory is much bigger - it has 126 slots. Items can be shuffled
back and forth between the party inventory and the bank inventory at no cost,
but ONLY at bank outlets (no exceptions). Bank outlets are typically next to
item shops.
The party inventory is accessible at all times and is independent of who is
in your party. This scheme has the potential to produce nonsensical
situations, but luckily, BoF2's plot does not have to explain a situation in
which your party members change without everyone in the party meeting up in
a common area. So, unlike FF3(6j) (Final Fantasy III (VI), also for the SNES),
this
is a plausible model. (You don't have a situation in which character A buys
a Herb and then the game switches to character B, who strangely enough has
the Herb available to use in his inventory even though A and B haven't met
since the time A bought the Herb).
Items may also be kept in the equipment slots personal to each character.
These slots are specialized:
1 weapon
1 armor \
1 helmet > slot(s)
1 shield /
2 etc.
Movement in and out of these slots is restricted (you can't wear an Herb as a
helmet - sorry, it's just not that kind of game :) ). A slot can BEGIN by
being filled with an item that doesn't belong there, but once you remove it,
you can't ever move it back. This turns out to be even a bigger restriction
than it first seems to be, because the white space item (the code for a slot
which is empty) is not a valid piece of equipment, except for the etc. slots.
So, once a non-etc. slot is occupied, it can never be made empty again. In
other words, you can't unequip things in BoF2, except for the stuff in the
etc. slots. You may only replace an item with another, and the character
must be able to equip the new item in that slot. This is made easy outside
of combat because you are only shown the set of items which can replace the
current one. In combat, it is a little more of a pain. You CAN change
equipment in battle, but only the non-etc. stuff. To do this, use Item,
and select the piece of equipment. If the character can wear it, you will
be able to 'Use' or 'Eqp' instead of just being able to 'Use' it.
What is in these equipment slots is not affected by the process of the
character leaving and joining the party. If character A leaves, he takes the
items in these slots with him, and when he returns, he will be wearing
exactly the same stuff that he had when he left.
This brings me to using items. The method is different for combat vs.
non-combat situations, since in combat you are giving orders about what the
party members are going to do in the following round, without necessarily
knowing the order in which actions are going to be taken. All items produce
the same effect in or outside of battle, except that some effects are only of
benefit in certain situations - what varies is whether the item may be used
in a given situation, not the effect that it has.
Outside of combat, if use of an item will produce no effect, BoF2 will not
let you use it. This is as opposed to combat, where there is no such
restriction (BoF2 lets you go ahead, knowing that by the time the character
takes an action, the item's effect might be useful - or it may not - there is
no way to tell ahead of time). When you give an order for an ally to use an
item, it is seemingly removed from the inventory. It is still there, but
you can't see it. The item does not actually get removed until the
character uses it, and only if it is a 'consumable' item (in this way, items
are not wasted, but in the sense that they may be used for no effect,
they are).
Finally, if your inventory is full, you will not be able to buy new items or
unequip etc. type equipment. If you find an item but your inventory is full,
you will be told what item was found but you will not be able to take it. It
will remain there until to try to obtain it when your inventory is no longer
full (except in the case of food placed on the carpenter's table in TownShip,
which disappears). Also, if your inventory is full, you can't win items in
battle.
Your party has 2 money reserves - a party supply, and a bank reserve. The
party supply can hold a maximum of 9,999,999 Z (coins). The bank can hold up
to 16,777,215 Z. Coins can be moved between these two reserves at no cost,
but only at bank outlets. Only money in the party supply can be used to make
purchases or be reduced / increased as part of the plot. The bank reserve is
secure - nothing can affect your money in the bank except for you making
withdrawals and deposits.
This brings me to the subject of losing. when all party members are either
dead or zombies, you have lost. When you lose, your party money is halved
(just like the old Dragon Warrior games) and you are sent back to the last
place you saved your game at. Everything else remains the same: you keep all
the EXP, items, spells, etc., that you had just before you died. When you
wake, all party members are restored to mHP and mAP (no restoration for the
other characters in your party). The state of the world also remains the
same; items you removed from treasure chests remain removed (so that you
can't come by and obtain them again). There is a point of strategy to be
noted here - if you know you're going to lose, don't waste your items in a
vain attempt to save yourself for a few more rounds (unless you're also
going to reset the game and start over from a previously saved version).
Just keep the stuff, die, get a little more pumped up, and come back to kick
some ass (hmm... just like the energizer bunny).
Another thing that stays constant when you lose is the moods of all of the
characters. All characters have moods which scale from 0 (black) to 63
(rainbow). The lower the mood, the more that character desires to purge the
world of your presence. 255(rainbow) means that you're their bestest buddy
in the whole world. The hero's dragon tear is orange only because this is
how he feels about himself. A hero should be humble, above all.
A character's mood is visible when the dragon tear is applied to the
character's profile. The correspondence between color of the tear and
mood is:
[Mood/16] Dragon Tear color
------------------------------------------
0 Black
1 Dark red
2 Deep red
3 Magenta
4 Reddish orange
5 Orange
6 Orangish yellow
7 Yellow
8 Greenish yellow
9 Yellowish green
10 Deep green
11 Bluish green
12 Light blue
13 Blue
14 Deep blue
15 Rainbow
If you save, do an action which makes a character more friendly to you, die,
and repeat that action again, you can apply to bonus again to the character's
mood - which still remembers the previous bonus! I haven't yet found a use
for this however, since I haven't been able to measure any benefit that a
perfect (rainbow color) or worst case (black) dragon tear confers. The value
of the dragon tear seems to be only for storytelling. Also, a character's
mood is often initialized to take a certain value during the game, which
totally erases the effects any cheesy things you have done to change it.
BoF2 will not let you create a situation in which all party members are dead
outside of combat. This is assured because in any instance in which you
change party members composing your group, all dead characters are revived to
1 HP (although this does nothing for AP).
There are some exceptions to being sent back to the last placed you saved at:
If you lose when... You get sent back to...
You have not yet saved your The totem in HomeTown
game at all
Fighting Barubary (in the **
prologue)
You are in SkyTower SkyTower's entrance
In the Queen ?
In the Whale ?
In Torubo's ?
At Highfort The totem at the entrance to
Highfort, or the one at the base of
Highfort (if you already defeated
Torubo)
In SkyCave before defeating
the Guardian The statue where Nina arrives alone
In SkyCave after defeating the
Guardian The statue where the rest of the
party waits for Nina
Fighting Tiga **
** means that this battle is one you are expected to lose, you do not get
sent anywhere necessarily - losing is part of the plot.
To go further, I will need to explain:
- - - - - - - - - - Basic Combat Mechanics - - - - - - - - - -
You can't win BoF2 without fighting - A LOT. All situations in BoF2 can be
divided into combat and non-combat. Combat can be entered in two ways:
You are walking about some place that has monsters, you take a step, and
suddenly you're face to face with a bunch of dudes you never met before.
This doesn't mean they don't want to kill you however (duh!!). This is
called random battle.
or: Your party leader visibly interacts with an enemy figure and battle is
triggered through contact, proximity, or as part of the story. This results
in a battle to the death. 'To the death' means that the battle must be
played out to its conclusion - you can't Run, or make the enemy Runaway. In
battles to the death, many actions that would normally succeed will always
fail. For example, you can't do anything that would cause lethal damage to
an enemy or deal it any fraction of its maximum hit points worth of damage,
either. All actions which are so limited are noted on a case by case basis
with an explanation of the action. The opposition, however, is not limited
in this way, and may use any and all actions for their normal effects (rest
assured that they won't be using their actions to Runaway!).
There are several concepts I've been talking and will talk about more that
deserve immediate explanation:
- Combatants - Runaway
- Rounds of combat - Actions
- Opposition - Enemies
- Party members - Allies
- Run - Lead-off round
Combatants are all of the characters participating in a combat. Combat in
BoF2 is played in rounds. Before each round, each combatant chooses an
action for that round, order of action is resolved, and when the time comes,
each combatant performs the action chosen. Combat then proceeds to the next
round. Opposition refers to the guys in the upper left of the combat screen.
Party members are in the lower right corner. 'Enemy' and 'ally' refers not
really to a classification, but a relationship between two combatants. If
both combatants are in the same corner, they are allies. If they are in
opposite corners, they are enemies. Combat is cut short (action stops) if at
any time:
0) All opposition has Runaway.
1) All opposition has either died or Runaway, with at
least one of them dead.
2) All party members are either dead or zombies.
3) The party has successfully Run.
Case 0: They chickened out ('The monster fled.'). Combat ends immediately.
Case 1: You win. The objective of all battles. You receive a money and EXP
reward, and an item if you're lucky (items can be won
randomly in both battles to the death and random battles).
Case 2: You lose. Sometimes this is fate, but these cases are few and far
between, and not one such case is a random battle.
Case 3: You chickened out. Or, you were just too bored to fight the battle.
No guts, no glory, no penalties. Just like case 0.
Runaway is an action used only by the opposition. Run is not an action - it
takes the place of all action for a round. When you Run, a roll is made to
check for success. If so, combat ends immediately and your party is safe.
If not, the opposition gets a lead-off round on you! Run always fails in
battles to the death - you will get the message, 'Can't run'. In random
battles, failure to run gives the message, 'Won't Run'.
In a lead-off round, one side gets a free round of actions while the other
side sits there and looks pathetic. Whenever random battle is triggered, a
random(?) roll is made to see if you can get a 'lead-off attack'. If so, the
party members get a lead-off round on the opposition. The opposition has no
such luck (except when you've failed to Run). There are no 'lead-off
attacks' in battles to the death.
The order of action in a round of combat is totally determined by the Vigor
ratings of the combatants at the beginning of the round. Enemies' Vigor
ratings are determined differently than party members' Vigor (since enemies
don't wear equipment). In random battles, an enemy's Vigor is chosen at the
beginning of the generation of the enemy to be Agi + (0..7), to a maximum to
511. For battles to the death, Vigor = Agi (no random variation).
(For your information, this special case for battles to the death was a hack
imposed so that cinematic battles like the Palo/Peach/Puti fight would be
sequenced properly.)
The order is a sorting of Vigor ratings: the combatant with highest Vigor
goes first, followed by the next highest, down to the lowest. When two
characters have the same Vigor, the following priority scheme is used:
1st: Party member in front
2nd: Party member in 2nd position
3rd: Party member in 3rd position
4th: Party member in back
Last: Opposition
So we see that in BoF2, order of actions is independent of what the action is
- it doesn't take any more time, so to speak, to cast Missile, than it does
to attack. There are a few exceptions to this, such as 'Defense' and 'Dare',
which forfeit the party member's action in return for bonuses throughout the
round. We also see that all opposition is in principle able to be preempted
if Vigor is high enough. However, to take an action before opposition with
Agi of 511, it is necessary that you also have Vigor of 511. And this
means, as we shall see later, that the party member's armor must have a
weight of 0.
The method by which random battle is triggered in fairly straightforward, but
first I must take yet another digression and explain:
- - - - - - - - - - Basic Mapping Mechanics - - - - - - - - -
There are two different flavors of non-combat overhead view in BoF2: the
overworld, and the area. Both views use the same graphics, but the
overworld is a heck of a lot bigger. There are no battles to the death on
the overworld. The overworld also 'wraps-around'. If you move off the edge
of the world, you come back on the opposite side (the view conceals the fact
that there is any break. You can take this to mean:
1) The world of BoF2 has the topology of a doughnut.
2) BoF2's universe has an 'above' and a 'below', and the
surface of the world separates the two. Some kind of
funky spacewarp links the opposite edges of this surface
together like an endless reflection.
or 3) Just try not to think about it too hard.
I recommend 3. Most RPG players choose 3. 3 is a good number. Mmmm,
doughnut... Excuse me, what was I saying? Ah yes, the question is, why do
you care?
The answer is, mapping determines the type of enemies you will fight in
random battles. Both the overworld and area views are composed of tiles.
Each tile is 8x8 pixels. 4 tiles combine in square formation to make a map
spot, 16x16 pixels. All movement in BoF2 is done on the spot level - that is
to say, each step move you a distance of one spot (as opposed to Chrono
Trigger, also for the SNES, where movement is done on the tile level in
overworlds, and on the pixel level in areas). The main overworld of BoF2 is
the world's surface. It is 256 spots wide by 256 spots tall.
Now apply a coordinate system to the spots - since the world wraps around, it
is difficult to say exactly where the edges are, but a good guess is that at
the edges, there's nothing but water for miles around. Now notice that there
regions where the monsters you're fighting are fairly constant and places
where you take one step, and the monster types change. You've just found a
map section boundary. A map section is a region of the map where the
monsters capable of being generated for random battle does not vary. Find
several such boundaries and note that all map sections seem to be composed of
blocks 16 spots tall by 16 spots wide. Coincidence? (I think not.) Redefine
'map section' to be one of these blocks. Note that the entire overworld is
composed of these blocks. Redefine your coordinate system to reflect this.
This is the coordinate system I have come up with:
[letter][number](x,y). Letter and number determines the map
section, and (x,y) determines the
spot within that map section
Following the computer graphics standard, X-coordinates increase as you move
down, and Y-coordinates increase as you move right. The first map section
is A0 in the upper left, with spot A0(0,0) in the upper left of that upper
left. The last map section is P15 in lower right, with P15(15,15) in the
lower right of that lower right section. I have drawn an HTML format map,
accurate to the tile(!), of BoF2's main overworld. Refer to it often - it
helps a lot, IMHO. This map is color coded:
Spot color... What it is...
------------------------------------------------------------------------
White Entrance to a location
Magenta FishSpot
Light Blue Lake
Dark Blue Ocean
Green Grass/dirt
Black/Brown Anything untraversable
Dark Green Forest
Yellow Beach/bridge
Pink(boundary) The imaginary boundary between
different types of map section
The colors in the above table also give information about terrain type.
Terrain for a spot on the overworld map is the background you see when you
fight a random battle on that spot. This terrain is chosen from one of
several types. For example, battles fought on grass randomly result in
either dirt plains or lakeside terrain, and battles in the forest randomly
result in either a dense or sparse forest terrain. Terrain throughout
an area is constant. There are several types of overworld terrain:
name color on map how to recognize
-----------------------------------------------------------------------------
Dirt plains Green or Area is sparsely covered in grass.
yellow Where there is no grass, the ground
is cracked and dry.
Lakeside Green or Area is covered in grass, and is near
yellow the edge of a lake.
Sparse forest Dark green Open area in the midst of a forest
which is lined with tall narrow
trees.
Dense forest Dark green Like the sparse forest, except trees
are fat and rounded, and there's
lots of shrubbery and flowers.
Desert Green It's all sand and cactus plants.
There are also a lot of different area terrains:
Name How to recognize
-----------------------------------------------------------------------------
Dense forest Same as the overworld version
Cave A well-lit cave with walls of dirt
Underground lake A cave with a lake inside of it
Waterfalls A cliffside passage with a waterfall
Mountain pass A ledge on the side of a mountain
...
Terrain is important for spells that deal damage and the special action
'Ntre'. When the description of a spell lists 'native terrains', this means
that if the spell is cast in that type of terrain, it is more likely to be
'well-cast' (refer to 'Damage algorithms' for an explanation of this). If
the spell is well-cast in such an area, you will see extra graphics in the
casting of the spell.
Another useful map you can access while on the overworld you can get by
pressing 'Select'. This will show you all the places you have visited so far.
The map section concept doesn't apply to areas - each area is a map section
in itself, so to speak. Monsters don't vary from one end of an area to the
other. They, CAN vary however, between floors of a given location - this is
because a location (such as a town, for example), is not an area, but a
collection of areas linked appropriately to fit together logically to behave
like a maze, or town, or whatever. By the way, a location refers to the
place name that the main command screen tells you you're in. Where this
name is a blank, I have made up place names, and put the name in parenthesis.
The second thing that is constant throughout a map section is monster
activity. See that little guy at the top of the main command screen? That's
the monster meter. He has the following states:
Asleep: Figure is sleeping.
Normal: Monster moves slowly and has sleepy eyes.
Active: Eyes are wide open and the figure moves a wee bit faster.
Wired: This little guy is really agitated.
The monster level determines how many steps you will be able to take between
random battles. A couple of pieces of etc. equipment can modify this, as can
casting Smoke. At a given point in the game, monster level throughout a map
section may be constant, but monster level for a given section can change as
the game proceeds. Because of this, I won't list monster level vs. map
section, just the enemies which can be found there.
This seems to be the mechanism by which BoF2 determines when you will fight a
random battle:
- Whenever you enter or return from battle to an area or the overworld map,
generate a 'fight counter' value randomly (with minimum and maximum
values dependent on the monster level, and modifications due to
equipment and Smoke).
- For each step that you take, decrement the fight counter by a constant.
This constant is also a function of the monster level of the step you
are moving to, equipment you are wearing, and Smoke.
- If decrementing the fight counter causes it to drop below 0, a random
battle is triggered after reaching the new spot.
This fight counter algorithm type seems to used often in RPGs, though it is
not the only method which is used.
The pieces of equipment which can affect rate of random battle generation are
the HolySF and the Collar. When Smoke is cast, the smoke condition it
applied to the party for a short while, during which time the monster meter
is blue. Refer to the description of the Smoke spell for more details. With
smoke off, and neither the HolySF nor the Collar equipped by anyone in the
party, initial fight counter values are generated and decremented in the
following way:
Monster level Fight counter Decrement per step
----------------------------------------------------------------------
Asleep or Normal 20 + (0..255) 5
Active 32 + (0..255) 7
Wired 60 + (0..255) 15
This results in the following statistics:
MonsterMeter # of steps between battles Average
--------------------------------------------------------------------------
Asleep Infinite Infinite
Normal (5..56) 30
Active (5..42) 23
Wired (5..22) 13
(Assuming that you do all your walking without leaving an area or moving
between map sections of different monster level.)
This algorithm is not exact. Every so often, you will be able to walk an
incredibly large number of steps without fighting a random battle. I am
at a loss to explain this.
The smoke condition significantly decreases the rate at which you fight
random battles, but I am not sure exactly how. The HolySF also decreases
the rate significantly in regions where the monster level is normal, but
doesn't do much in more active regions.
The Collar measurably increases the rate at which you fight random battles at
all monster levels (excepting asleep, of course). Once again, I am not sure
of the exact mechanism by which this is done.
The third thing that the map section concept is useful for is fishing. Each
map section either one or no FishSpots in it. To trigger a FishSpot, you
need to leave a battle (by running from it or winning it) from the same map
section that the FishSpot is in. In one case, this makes it pretty darn
counter-intuitive as to where you need to be get the fish to show up. More
on this in the Fishin' & Huntin section....
Note: Even though it is impossible to fight a random battle in asleep
regions, it is still possible to fight a battle to the death in an asleep
region (Huntsvil!). I haven't found any ultra-secret FishSpots by doing this
yet, though.
- - - - - - - - Where To Find the Opposition - - - - - - - -
The way in which random enemies are chosen as a function of map section is:
ABCD EFGH IJKL MNOP
0 ---- ---G ---- ----
1 ---- -N-- ---- ----
2 --SS SNNN wnVn F---
3 --SS SNNN -nxc c--- (This coordinate system will make
more sense if you refer to the map)
4 ---R R-E- ---- c---
5 -RRR R-EE -M-c c---
6 --TT ---- --HH c---
7 --ff f-t- --HH ----
8 --ff ffZZ ---d ----
9 ---f --Z- IIdd dd--
10 -BBf ---- ---- dd--
11 -B-- ---E E-r- DD--
12 -B-- ---E ---- D---
13 ---- ---- ---- ----
14 ---- ---- ---- ----
15 ---- ---- ---- ----
Note: A very large, detailed, gridded graphic map of the Breath of Fire II
overworld can be found on my site. Be aware though, it does not precisely
match up with the number grid above. However, since the grid map above only
really covers regions, they will match up closely enough for you to tell what
is what.
*** Map Address: http://www.geocities.com/sabin_2002/BoF2_Map.html ***
? Area Description Monster level: What lives there
-----------------------------------------------------------------------------
- No Man's Land (no monsters)
H Hometown Area E.Sludge, Hunchbak, Gonghead(1), Leech
c Coursair Area Eaterman, Devilkid, Biruburu, Tsi.Fly
x on the Path to Sniphead, D.Fly, W.Bear, Tsi.Fly
Windia
n Northwest W.Bear, Sniphead, D.Fly, Devilkid
w Windia K.Goblin, Kimoto, Dethpede, W.Bear, D.Fly
N North K.Goblin, Dethpede, Stooly, Kimoto
S Simafort Area H.Fly, Catfish, S.Idol, Stamen, Pollen
R Rivers south of H.Crab, J.Fish, Catfish
Simafort
V Valley east of Bloodskr, Bugbear, Eaterman, Harpy, Trikster
Windia Bridge
F Far northwestern C.Sludge, E.Sludge, D.Fly, W.Bear, Devilkid,
Peninsula Sniphead
t Tunlan Island Pollen, Beetle, Pima, S.Golem(1), DinaFung,
G.Lizard, C.Sludge
M Mt.Maori Island Meedid, Pollen, Venusfly, C.Sludge, Banbhand
T Sea of Trees C.Bear, Pollen, Basilisk, Venusfly
Z Guntz Island Cotris, Ganet, C.Sludge, S.Golem(1), DinaFung,
G.Lizard, Pollen, M.Golem
d Highfort Desert DinaFung, S.Golem(1), Basilisk, Pollen,
C.Sludge, G.Lizard
D Great Desert Cancer, G.Idol, Titong, R.Guard, RoadSlug
I Tropical Islands Shupri, Dinabehm, Ganet, M.Golem, G.Idol
f Farmland Area Tri.eye, M.Golem, Crodworm, Gallop
B path to Bando Cotris, Mamot, R.Guard, RoadSlug, Kiyhood,
Ganet
E Final Areas G.Idol, Kimaira, Mamot, M.Golem, Cyclops
r N.Rider Island D.Brnger, Cyclops, N.Rider
G Isle of Giants Gonghead(2), Chorking, A.Sludge, K.Sludge
While I'm on the subject I will present the monster mapping for all of the
areas of BoF2; all random enemies and those which can be fought in battles
to the death, listed by location. There are many areas for each location,
but in most places, the monster variety is the same across all of the
areas. In places where the variety differs across different area in the
same place, I will explain further. Note that many places are accessible
only during certain times during the game, as are enemies fought in
battles to the death. Where this is the case, I will note when the
location is accessible. Locations are listed alphabetically by place
name. Enemies which can be fought only a finite number of times (usually
once) in battles to the death have a '*'. Enemies which can be fought an
unlimited number of times in battles to the death (Huntsvil, for example)
have a '^'. I don't bother to list monster level - it is either active
or wired in all cases where there is activity, and it changes often
throughout a given location.
* - The enemies in this location are all fought in random battles, but you
may only fight a finite number of these random battles. This
because after 2 encounters in a 'region', the areas in this 'region'
lose all monster activity. A 'region' is composed of the adjacent
heart chambers where the flow of blood is the same. An encounter
counts as any enemy engagement, whether they run away, you win, or
you run away.
** - Refer to Huntin' and Fishin' section.
Place Entrance spot Opposition found there
---------------------------------------------------------------
Bando C12(15,10) Maindstr, Lyverma, D.Spirit, D.Spider, *Footman(2),
*Zombie, *Necroman
CapeTown F5(14,12) W.Tunnel: H.Crab, Cuttlecb, Fastman, G.Shaker,
V.Head, G.Lizard, C.Sludge, *Munmar
Capitan G2(2,8) DryWell: *Creon, *Villagrs, *Chiroru, *Terapin
Circus -- *M.C.Tusk
CotLnd E9(9,8) *Tiga
Coursair N4(10,2) Coliseum: *Dir.HR, *Katt, *Augus
Dream E6(4,7) E.Sludge, C.Sludge, Rapider, S.Idol, Ganga, Gonghead,
V.Head, Sniphead, Mimic, D.Brnger
Evrai I11(8,4) JackDoor: Titong, Cancer, R.Guard, RoadSlug,
Dinabehm, M.Golem, Kimaira
St.EvaCh: *Soldier, *Ray, D.Crsdr, Assasin, R.Guard,
R.Slug, M.Knight, *Oldman, *Guardeye(1),
*Guardeye(2), *Guardeye(3)
FarmTown E8(12,9) *Stump, *Bush, *Stone, *S.Golem(2), *Paladin
FogValy E7(10,11) B.Ogre, V.Head, Needle, Aruban, Cyclops, M.Golem,
Mimic, P.Eater
Gate I5(8,6) *Beak(1) (fought in the prologue)
*Babaruku
Infinity:
Open backdrop: Humus, G.Rider, Ifeleet,
Dadelous, Ganet, E.Dragon
Rooms: Racegude, G.Rider, Humus, BigHand
Teleport room in Dologany: E.Sludge
Open backdrop below Dologany: Carm, Ganet,
Ifeleet, Dragoon, Skeleton, Cyclops
Rooms below Dologany (B1,B2): Conch,
Skeleton, Magicmas, Cyclops, Dragoon, Carm
" "(B3,B4): Magicmas, Carm, DPaladin,
Ganet, Skeleton
" "(B5): Amom, Magicmas, DPaladin
*Barubary(2), *Barubary(3), *Barubary(4)
" "(B6): Hellion, Amom, DPaladin, Magicmas
*Deathevn(1), *Deathevn(2)
" "(B6, rooms at the far south and east ends):
Zodiac, Hellion, DPaladin, Magicmas, Amom
" "(B6, room at the far west end):
P.Dragon, Hellion, DPaladin, Magicmas, Amom
Highfort N9(11,3) B2: Pharaoh, D.Brnger, Pollen, C.Sludge
B1: Fastman, G.Lizard, M.Mummy, H.Fly
(dungeon): Ralooba, Basilisk, Pharaoh, Soulflik,
D.Brnger
(dungeon): Pollen, C.Sludge, Pharaoh, Basilisk,
Soulflik, D.Brnger
Other: *Torubo(1), *Torubo(2), *Portal, *Shupukay
HomeTown L6(5,6) Trout: Footman(1), *Trout
Huntsvil ** ^Beak(2), ^Grizzly
Memory E6(4,7) Rapider, Jacky, P.Eater, RoadSlug, *Aruhamel
Mt.Fubi L7(14,4) Inside: Leech, Widow, Corpse, S.Goblin
M7(6,2) *Outside: Gonghead(1), S.Goblin (*monster activity
here disappears after 16 encounters)
Outside: *Palo, *Peach, *Puti
Mt.Maori K5(9,7) Outside: Meedid, Pollen, C.Sludge, Venusfly,
Banbhand
Inside: Ganga, Meedid, Atlas, Venusfly
Mt.Rocko M5(10,8) Trikster, Willowsp, Bloodskr, Ghoul, *Hood,
*P.Spider, *Joker
Namanda E8(0,5) P.Eater, Mimic, Barucuda, Tri.eye, Banbhand, Kiyhood,
V.Head, Needle, Aruban, Pollen, Stamen, R.Guard,
R.Slug, C.Sludge
OwlWoods H2(6,9) *Algernon, *Suiky, *Danielle
(Queen)* -- (Right): Pepshun, Ryusight, Hemoglod
(Left): Fatty, Ryusight, Pepshun, Hemoglod
Ruins L7(5,8) *Pest, *Roach
ShowCave H4(6,4) Barubary(1) (fought in the prologue)
H5(6,0)
SimaFort E3(8,5) *Jailer, Poltrgst, Arachnod, Mimic, *GoldFly(1),
*J.Worm, ^B.Roach, *G.Roach, *GoldFly(2), *Kuwadora
SkyTower G4(7,10) Darious, Amonica, Needle, Crodworm
TagWoods M3(10,0) Harpy, Bugbear, Docaden, Eaterman
ThvsTomd O11(0,0) Sheef, Anubis, Kiyhood, D.Spider
UpaCave N4(6,14) Sireen, Stinger, Aruban, *Uparupa
WildCat D2(3,12) ^Bouncer, *Wildcat, ^Witch
Windia J2(12,5) SkyCave: Gargoyle, R.Guard, RoadSlug, Crodworm,
Baracuda, Aruban, V.Head, *Guardian
WitchTwr E2(11,2) 1F-4F: H.Fly, M.Mummy, Ogre, Monoped
5F: Seenates, Ogre, M.Mummy, Monoped
6F: *Nimufu
- - - - - - - - - - - - - Statistics - - - - - - - - - - - -
With a basic understanding of mapping and combat laid down, I will now talk
about statistics - those numbers you see in the Stats window.
Stats determine the effectiveness of actions and commands used in combat, and
the rewards of combat. And that is ALL that they do (in BoF2, anyway).
Stats are only indirectly of value outside of combat, in that the better your
stats, the better your chances of winning subsequent battles and making it
back to a safe area in one piece, thus affecting your decision of whether to
proceed or turn back.
There are three types of statistics: basic, derived, and health.
Some stats a party member has contribute to determining what the character's
other stats are, and are themselves not affected by changing of any other
stat. These are the basic stats:
Str, Stmna, mHP, bmAP, Agi, bWis, bLuck, Guts, (Cond.?), EXP
Basic stats can only increase during the course of a game, usually only
during a leveling up (except for EXP), while derived stats are constantly
changing; they are recalculated whenever they are needed.
mHP - maximum Hit Points. This can be in the range of (1..999), and
is the maximum number of HP that a player can have.
bmAP - basic maximum Ability Points. This is not the ability point
number you see in the Stats window, mAP, because mAP gets a
bonus from some shaman bondings. Therefore, mAP would be a
derived stat, derived from bmAP and shaman bonuses. bmAP is
a basic stat. bmAP can be in the range of (0..511).
Str - Strength. The basis of offensive power. This can be in the
range of (0..255).
Stmna - Stamina. The basis of defensive power. This can be in the
range of (0..255).
Agi - Agility. The basis of vigor, which determine the order of
action in a round of combat. This can be in the range on
(0..511).
bWis - Basic wisdom. The basis of defense from spells that deal
damage and a factor in the probabilities that some spells
will succeed.
bLuck - Basic luck. The luck stat you see in the Stats window is
not bLuck, but is derived from it. Luck's role I have not
exactly determined, but I suppose that a lot of rolls are
based on it. bLuck can be in the range of (0..255).
Guts - The basis of rolls for defying death. this is a number from
(0..255). What you see in the Stats window is not this
number, but instead anywhere from 0 to 7 fires. The number of
fires is derived from Guts as [Guts/32].
EXP - Total experience points collected throughout the entire game - a
running total of all the EXP point awards a party member has
ever gotten. This can be in the range of (0..9,999,999).
Before I go any further, I should explain what I mean by 'a roll'. I borrow
the terminology from pen & paper role playing games where a roll of the dice
determines the success or failure of an action. A luck-based roll means that
the roll of the dice is compared to the Luck stat to determine success or
failure - improving that stat can improve your chances of success. A random
roll is a roll that is compared to a constant - nothing you do can improve
your chances of success.
The Guts stat is useful in that whenever a party member takes damage that
would result in death, a roll is made to see if that party member can defy
death (as long as that party member hasn't defied death once before in the
current battle). The roll is based on the Guts of the character:
The character defies death if:
(1..4) = 1 (25% chance of success)
and (0.255) < Guts (0 .. ~100% chance of success)
When a character defies death, restore rHP to [mHP/8], and the character's
action for that round is not interrupted. From this, we see that the
probability of defying death can range from a minimum of 0% to a max of 25%.
This is definitely not something you should be depending on to pull you
through a battle. The GutsBT may affect this probability somewhat, but if it
does, the effect is not something I have been able to measure. The bonus is
probably too small to be of any use, if there is any at all. Guts is also of
much more direct use to the hero, because it determines the effectiveness of
his special action, 'Guts'. Note that zombies and the opposition may not
defy death.
Derived stats are stats which are completely determined by basic stats and
other bonuses. They change whenever any of the things that contribute to
them change, because they have no permanent existence - they are calculated
on the fly whenever they are needed. This operation is completely
transparent to the player. Just the same, it is useful to think of derived
stats as true stats, for purposes of simplification. The derived stats are:
Off, Def, Vigor, Wis, Luck, LV, and mAP
The ways in which these stats are derived from the basic stats are:
Off = [ Str + (weapon power) + (shaman offense bonus) +
(other equipment bonuses) ],
*2 if character has the Pwr.Up or rotting condition (combat
only)
Off can be in the range of (0..511), and determines
the strength of physical attacks.
Def = [ Stmna + (armor + shield + helmet power) + (shaman defense
bonus) + (other equipment bonuses) ]
/2 if character has the Def.Dn condition (combat only)
* 120% if character has the Def.Up condition
(combat only)
Def can be in the range of (0..511), and determines how much
damage is taken from physical attacks.
Vigor = [ Agi + (shaman vigor bonus) + (other equipment bonuses) ],
to a maximum to 511, - (armor weight),
/2 character has Agi.Dn (combat only)
Vigor can be in the range of (0..511). Note that since armor
weight is subtracted after the upper limit is imposed, in
order to get a Vigor rating of exactly 511, the character
will need to be wearing armor with a weight of 0.
Wis = [bWis + (shaman wisdom bonus) + (other equipment bonuses) ],
*2 if character has the Wis.Up condition (combat only)
Wis can be in the range of (0..255), and helps reduce damage
taken from spell attacks.
Luck = [bLuck + (other equipment bonuses)]
Luck can be in the range of (0..255), and affects the
probabilities of many different kinds of rolls. For example,
Luck is a factor in determining the random component in
normal attack damage.
mAP = [bmAP + (shaman mAP bonus)]
mAP can be in the range of (0..511), and is the maximum
number of AP that the party member can have.
LV = ...Refer to the EXP tables for each character to read off how
level is a function of EXP. LV can be in the range of
(1..99). LV is a factor in how much EXP is awarded from
winning a battle.
I have referred to 'conditions' in battle a lot without defining what they
are, so I will digress and explain what conditions are. A condition is
something affecting a character's abilities, either in or outside of battle.
A character either has a condition or not - there are no levels of severity
for given condition. The conditions that apply to battle are:
Poison Asleep Curse Rotting
Zombie Dead Pwr.Up Pwr.Dn
Def.Up Def.Dn Agi.Up Agi.Dn
Hushed Wis.Up
A detailed analysis of conditions and how they affect combat is presented in
the 'Conditions' section....
Health stats are basically everything other than basic and derived stats -
they are basic in the sense that they are not functions of any other stat,
but they are also always changing for worse or for better. The health stats
are:
rHP - remaining Hit Points - how many hit points the party member
currently has. This is constrained at all times to be in the
range of (0..mHP). When a party member reaches rHP = 0, that
party member is dead. When a party member's rHP < [mHP/4],
the character adopts a stooping posture in battle. The hit
point bars that you see in battle are roughly linear in
(rHP/mHP), thus indicating the fraction of mHP that the
combatant currently has remaining.
rAP - remaining Ability Points - how many ability points the party
member currently has. AP is used to cast spells. When
rAP < (AP required to cast a spell), the spell may not be
cast. The dragon spells' costs are an exception - they
always have AP cost = rAP, but may not be cast when rAP = 0.
bCond - basic Condition. The Cond. stat you see is derived from
this and a penalty if you are cursed. Basic condition can
range from (0..255). If [bCond/64] = x, condition is y:
0 Poor
1 OK
2 Good
3 Super
If your character is cursed, Cond. shows 'Ill', no matter
what bCond is. bCond changes occasionally for no discernable
reason. Using Cond.Up can raise bCond to 225. (Does it also
the curse condition?)
Mood - This is represented by the color of the dragon tear in the
stats window. Mood can range between 0 and 255. The
correspondence between level and color was noted in the
opening part of the first section. As for the characters'
moods in your party, the only role that mood seems to play is
one of plot. When you do something to anger your friends,
their mood drops, and when you make them happy, it rises.
Special case: Derived health stat:
Cond. - This is the Cond. stat you see in the stats window. Normally
it equals bCond., but when you are cursed it reads 'Ill'
instead. Cond. also ranges between one of Ill, Poor, OK,
Good, and Super. Cond. is a factor in probabilities, much
like Luck. For example, the chances of being able to
CtrAttck and Dodge are condition based rolls. There may be
other instances where condition plays a role, but I have not
found them (nor have I been looking too hard for them...).
Note that I have defined rHP and rAP as something other than HP and AP. When
I refer to HP and AP, I am talking about relative amounts of hit points or
ability points (such as HP lost or gained from healing or damage), as opposed
to how much a character has remaining.
The simplest way to replenish health stats to their highest number is to
rest. This can be done at inns (for a price), or at beds or fountains (for
free). When you rest, all party members are freed of all conditions (even
death), and are restored to rHP = mHP and rAP = mAP (there's nothing that a
good night's sleep won't cure). Rest does not have any affect on the Cond.
stat, however. Rest also moves forward the time of day to be 7 AM (the start
of the new day), except when you rest by using a fountain. Time for another
digression....
Another thing about the overworld is that it goes through day/night cycles.
Time keeps on slippin' into the future. This is important only in that
certain areas are open and certain people show up only during either daytime
nighttime. A day/night cycle lasts 125 seconds of real time on the overworld
map - meaning each hour lasts about 5 seconds. Time is only advanced for the
purposes day/night when you are on the overworld, not accessing the command
screen or some other window, and you not in combat. All other real time
counters are advanced continuously no matter what you are doing.
Part of day... Begins at... Recognize by noticing that areas are:
Day 7 AM Dright
Evening 6 PM Reddish or bright
Night 9 PM Dark
Morning 4:30 AM Bluish or dark
Daytime is considered to be day and evening, and nighttime is considered to
be night and morning.
The opposition also has statistics to describe its combat abilities. Most
stats are interpreted the same way, but some are different:
mHP, rHP - All opposition, upon first being generated, begins with
rHP = mHP. These stats mean exactly the same thing as they
do with party members, except that the opposition can't
defy death, or be revived from death under any
circumstances.
mAP, rAP - All opposition also begins with rAP = mAP. AP works
exactly the same way with the opposition as with party
members. However, note that most special actions the
opposition uses aren't spells, and thus have no AP cost.
Also, the opposition may cast a spell even without
having enough AP - and does so quite often (hah!, we
don't need no stinking intelligence!). This also results in
the opposition losing all of its rAP in the effort to cast
the spell!
Def, Wis - Works in exactly the same way as with party members,
but rolls based on Wis are done differently with the
opposition.
Ms Magic susceptibility. Actually, this is derived from
Wis as Ms = 4 - [Wis/32], but I find that Ms is a
convienent shorthand for guessing probabilities of
success for certain Wis - based rolls, and normal
spell damage vs. the opposition. Plus, I can measure
Ms directly, as compared to Wis, which I can't measure
directly.
Off Similar to the offense statistic for party members, but
damage from physical attacks from the opposition is
computed differently than for party members. Since I
haven't figured this algorithm out yet, I haven't been
able to measure this stat.
Agi, Vigor - Since the opposition doesn't wear equipment, Vigor
is computed differently for them, but Agi works the same
way. This was described 'Basic Combat Mechanics', in the
part about how order of action is resolved for a round.
The gains in basic stats for the party members are not interrelated: although
you may notice that party members with higher Stmna tend to gain more mHP per
level up, there is no dependence of this mHP gain on Stmna. The bonuses were
just fudged to look like that. It is a similar situation for Wis and mAP.
In the code for BoF2, there is a huge table for all of the 9 characters
that can level up that lists the gains for each of the basic stats at each of
the 98 level ups. These gains are additions of a number (0..15). Here, I
present these gains, and the experience required to reach every 5th level.
Although these tables look huge, they probably take up no more than 8k of
memory altogether.
When you begin the game of BoF2, each party member has a set of initial
stats, equipment worn, and spells known. Spells which can be learned by
leveling up are also listed. Each character also has a 'special action'
which they can use. These actions are usually only available in unbonded
form - the transforms have different special actions. The effects of all
actions are described in the 'Action!' section. Guts refers only to the
numbers of fires next to the Guts rating (equal to [Guts/32]), and not Guts
itself, since I did not have a convenient way to measure this in the early
part of the game. Levels at which spells are gained are only approximate -
actual levels may vary by +/-1 from listed value. This variation does not
seem to be due to any Wisdom prerequisite for learning of spells. The 10
party members are:
Hero - The Dragon Child
-----------------------------------------------------------------------------
Weapon TreeST Shield --
Armor Shorts Helm --
No special action, can CtrAttck
Start: mHP 24 mAP 8
Str Stmna Agi Wis Luck Guts
-------------------------------------
18 16 16 8 12 (1)
This is the Dragon as a child. He doesn't have the opportunity to gain
any levels, because he is only used during the prologue.
Hero - The Dragon
-----------------------------------------------------------------------------
Weapon BoyDR Shield RistBand
Armor Bum'sCL Helmet Bandana
Special action: Guts, can CtrAttck
5: H1 - - Start: mHP 24 mAP 8
H2 4/0 1 1 2 2 2 TimeWarp
H3 4/0 2 0 2 3 2 Str Stmna Agi Wis Luck Guts
H4 3/0 2 1 1 3 4 --------------------------------
143: H5 7/0 3 2 3 1 3 18 16 16 8 12 (1)
H6 6/0 3 1 2 3 4
H7 7/1 4 2 4 4 2 Cure 1
H8 6/3 3 2 1 1 4
H9 5/2 4 1 1 4 4
2153: H10 7/2 3 2 4 3 1 Running total: Hero LV 10
H11 6/1 3 2 3 2 3 73/16 43 28 36 32 38
H12 5/1 4 3 0 4 1
H13 7/2 3 2 2 3 1
H14 6/1 4 4 5 1 2
13948: H15 8/2 3 3 4 4 3
H16 6/1 2 2 3 3 4 Cure 2
H17 5/3 5 4 2 2 4
H18 8/1 4 3 1 4 2
H19 7/2 1 3 4 4 1 Smoke
40919: H20 8/1 5 4 3 3 4 Running total: Hero LV 20
H21 6/1 3 2 4 1 2 139/31 77 60 63 62 63
H22 6/2 3 3 2 4 1
H23 7/3 4 2 1 3 3
H24 7/2 2 3 2 3 4
89684: H25 9/2 5 3 1 4 1
H26 6/2 4 3 3 2 3
H27 8/2 3 2 1 1 1
H28 7/1 5 2 2 4 1
H29 8/2 3 3 2 3 3
177542: H30 8/3 3 3 0 2 2 Running total: Hero LV 30
H31 7/1 4 2 3 4 0 211/51 112 86 81 89 84
H32 9/3 4 4 1 2 1
H33 8/2 5 3 1 2 2
H34 8/2 3 2 2 3 2
335852: H35 7/1 4 3 1 1 3
H36 9/2 3 2 0 1 0
H37 10/3 5 3 2 2 1
H38 8/2 4 3 1 2 2
H39 9/1 4 1 2 4 2
621119: H40 10/3 6 3 3 1 1 Running total: Hero LV 40
H41 9/2 5 2 1 2 3 296/71 154 112 97 111 98
H42 6/1 3 1 0 1 1
H43 9/2 3 4 1 3 0
H44 11/1 5 2 1 2 3
1130121:H45 10/2 4 3 2 3 1
H46 6/1 5 1 2 1 2
H47 9/2 1 3 3 1 1
H48 5/2 4 3 1 2 2
H49 7/1 3 2 1 1 1
1791345:H50 4/1 2 1 0 0 1 Running total: Hero LV 50
H51 2/1 1 1 1 0 0 372/86 189 134 109 127 113
H52 2/2 2 0 1 1 1
H53 2/1 1 2 0 2 0
H54 1/1 1 0 0 1 1
2474005:H55 2/0 0 1 0 0 0
H56 2/1 1 0 0 0 1
H57 1/1 0 0 1 0 0
H58 1/1 1 1 0 0 0
H59 2/1 1 0 0 1 0
3183869:H60 2/0 2 0 0 0 0
H61 0/1 1 0 1 0 0
H62 1/0 0 1 1 0 0
H63 2/0 1 0 0 0 1
H64 1/1 1 0 0 0 0
3917604:H65 0/2 1 0 1 0 0
H66 1/2 1 0 1 0 0
H67 1/1 1 0 0 0 0
H68 0/1 1 0 0 0 0
H69 2/0 0 1 0 0 0
4651339:H70 1/1 0 0 0 1 0 Running total: Hero LV 70
H71 1/1 1 0 0 0 0 398/104 205 141 116 133 117
H72 1/1 0 1 0 0 0
H73 1/1 0 0 1 1 0
H74 1/1 0 0 1 0 1
5385074:H75 1/1 1 0 0 0 0
H76 1/1 1 0 1 0 0
H77 1/1 0 1 0 0 0
H78 1/1 0 1 0 1 0
H79 1/1 1 0 0 0 0
6118809:H80 1/1 0 0 1 0 0
H81 1/1 1 0 0 0 0
H82 1/1 0 1 0 1 0
H83 1/1 1 0 1 0 0
H84 1/1 0 1 0 0 0
6852544:H85 1/1 0 0 1 0 0
H86 1/1 1 0 0 0 1
H87 1/1 1 0 0 0 0
H88 1/1 0 0 0 0 1
H89 1/1 0 1 0 0 1
7586279:H90 1/1 1 0 0 0 0
H91 1/1 0 0 1 0 0
H92 1/1 0 1 0 0 0
H93 1/1 0 0 0 1 0
H94 1/1 1 0 0 0 1
8320014:H95 1/1 0 1 0 0 0
H96 1/1 0 0 0 1 0
H97 1/1 1 0 0 0 0 End total: Hero LV 99
H98 1/1 0 1 0 0 0
8907002:H99 1/1 0 0 1 0 1 427/133 216 150 124 138 123
The Hero is above average in all stats except for AP. This is not a
problem, since he'll be spellcasting dragon attacks most of the time.
The Hero has the highest guts rating, which complements his 'Guts'
self-healing action. His attack power is usually the strongest of all
characters because of the weaponry he can use, and since he can CtrAttck
he's a good candidate to put in the lead. He is the slowest to gain
levels, but since he's almost always a party member, he usually has the
highest level anyway. The Hero can't bond to shamans. The Hero is the
only character who can fish or equip fishing supplies.
Bow - Dog of War
-----------------------------------------------------------------------------
Weapon ShortBW Shield Ristband
Armor Bum'sCL Helmet Bandana
Special action: Shot
0: B1 - - Start: mHP 28 mAP 16
B2 5/1 2 0 1 3 1 Cure 1
B3 5/2 2 0 2 2 1 CurePsn Str Stmna Agi Wis Luck Guts
B4 4/2 2 1 1 2 2 --------------------------------
126: B5 7/3 3 1 3 3 1 20 18 12 10 8 (0)
B6 6/4 2 1 3 3 3 Def-Up
B7 3/5 1 1 2 1 2
B8 7/2 3 1 2 1 2
B9 3/4 2 2 2 4 2
1250: B10 7/4 3 1 4 3 2 Running total: Bow LV 10
B11 6/5 2 3 2 3 3 75/43 40 26 32 32 24
B12 4/2 3 1 1 4 3
B13 5/5 3 1 3 4 2
B14 5/4 2 2 4 5 1
7706: B15 8/6 3 1 1 4 1
B16 6/4 4 2 3 6 2 Cure 2
B17 7/6 3 1 3 3 2
B18 5/3 2 2 4 5 2
B19 4/4 2 3 2 4 2
26607: B20 6/6 4 1 4 5 2 Renew Running total: Bow LV 20
B21 5/6 3 2 1 2 2 131/88 68 43 59 75 44
B22 6/4 2 1 2 3 2
B23 7/5 4 3 2 5 1 Heal
B24 5/5 2 0 3 2 2
66374: B25 7/4 4 2 3 4 1
B26 7/4 4 1 2 3 0 Def-UpX
B27 4/6 3 2 1 4 1
B28 5/3 2 1 3 2 2
B29 6/5 3 2 1 3 1
138650: B30 5/4 3 3 2 5 0 Cure 4 Running total: Bow LV 30
B31 5/4 2 1 2 3 2 188/134 98 60 79 108 56
B32 4/3 2 1 1 2 1
B33 8/3 1 2 3 4 0 Cure 3
B34 7/4 1 2 1 3 2
256103: B35 4/4 3 2 2 3 1
B36 5/2 1 1 3 2 1 Renew X
B37 6/5 2 3 1 1 2
B38 4/2 1 1 2 3 1
B39 6/3 2 2 1 2 0
456744: B40 4/5 2 1 2 3 2 Cure X Running total: Bow LV 40
B41 6/4 1 2 2 1 1 241/169 115 76 97 134 68
B42 5/2 2 0 1 2 0
B43 5/3 0 1 1 4 1
B44 6/2 2 1 2 3 0
755622: B45 3/5 1 0 3 1 2
B46 8/3 1 1 1 3 0
B47 5/5 2 1 0 2 1
B48 6/2 1 1 2 1 1
B49 3/1 2 0 1 2 1
1231152:B50 3/3 1 1 1 1 0 Running total: Bow LV 50
B51 2/1 1 0 1 0 0 291/199 128 84 111 154 75
B52 3/2 1 1 0 2 1
B53 1/2 1 0 0 1 1
B54 2/1 0 0 1 0 0
1782986:B55 2/1 0 1 0 1 0
B56 1/0 2 0 0 0 1
B57 0/2 1 1 1 0 0
B58 2/1 0 0 0 1 0
B59 1/1 1 0 0 1 0
2420357:B60 1/1 0 0 1 0 1
B61 0/2 0 1 0 1 0
B62 0/1 1 0 0 1 0
B63 2/0 0 0 0 1 1
B64 1/1 0 1 1 0 0
3098842:B65 1/1 0 0 1 1 1
B66 2/0 0 0 1 1 0
B67 0/2 1 0 1 0 0
B68 1/1 0 1 0 1 0
B69 2/0 0 0 1 1 0
3777327:B70 1/1 1 1 0 0 0 Running total: Bow LV 70
B71 1/1 0 1 1 0 0 316/220 138 91 120 167 81
B72 1/1 0 0 1 1 0
B73 1/1 0 1 0 0 1
B74 1/1 1 0 0 1 0
4455812:B75 1/1 0 0 1 0 0
B76 1/1 1 0 0 1 0
B77 1/1 0 0 1 0 0
B78 1/1 1 1 0 0 0
B79 1/1 0 1 1 0 0
5134297:B80 1/1 0 0 1 1 0
B81 1/1 1 0 0 1 0
B82 1/1 0 0 1 0 1
B83 1/1 0 1 0 1 0
B84 1/1 1 0 1 0 0
5812822:B85 1/1 0 0 0 1 0
B86 1/1 1 0 0 0 1
B87 1/1 0 1 0 1 0
B88 1/1 0 0 1 0 0
B89 1/1 1 0 0 1 0
6491267:B90 1/1 0 0 1 0 1
B91 1/1 0 1 0 0 1
B92 1/1 1 0 0 1 0
B93 1/1 0 0 1 0 1
B94 1/1 0 1 0 1 0
7169752:B95 1/1 0 0 1 1 0
B96 1/1 1 0 0 0 1
B97 1/1 0 1 0 1 0 End total: Bow LV 99
B98 1/1 0 1 1 0 0
7712540:B99 1/1 1 0 0 0 1 345/249 148 101 133 180 89
Bow knows healing. He is quick to gain levels. He can use the AutoBW
and TwinBW, which attack multiple enemies. In the 'Iron Man'
transform, he can also Spry to hit all enemies (which makes using the
AutoBW obsolete). His Shot attack rarely works since it is Luck
based(?). Bow's a good buddy to have around in prolonged battles where
quick and massive healing between rounds and increased defense is needed.
Katt - A Professional Gladiator
-----------------------------------------------------------------------------
Weapon TreeST Shield RistBand
Armor Bum'sCL Helmet Bandana
Special action: Dare, can CtrAttck
198: K6 - - Start: mHP 39 mAP 7
K7 5/0 3 1 7 1 3
K8 4/0 2 2 2 2 2 Str Stmna Agi Wis Luck Guts
K9 3/0 3 1 3 1 5 --------------------------------
1219: K10 4/1 2 1 4 1 2 40 21 39 15 32 (0)
K11 3/0 3 2 6 1 2 Fireball
K12 4/0 4 0 3 2 3
K13 6/0 2 1 6 1 2 Hail
K14 5/0 3 0 2 2 6
8163: K15 5/1 3 2 3 2 3 Bolt X
K16 4/0 5 1 5 1 3
K17 4/0 5 1 4 1 2
K18 7/0 2 0 4 3 4
K19 5/1 4 3 2 2 3
29039: K20 5/1 2 2 6 1 4 Running total: Katt LV 20
K21 5/0 4 2 3 1 5 103/11 83 38 96 36 76
K22 6/0 2 2 7 1 3
K23 7/0 5 1 4 2 2
K24 5/1 4 2 2 2 3
68886: K25 3/1 5 2 4 1 3
K26 5/0 3 1 6 1 4
K27 6/1 6 2 2 1 4
K28 6/0 2 2 5 1 2
K29 4/1 4 3 2 1 4
140678: K30 6/0 5 1 4 2 2 Running total: Katt LV 30
K31 5/0 6 1 3 1 6 156/15 123 56 135 49 108
K32 6/0 4 1 5 1 2
K33 7/0 5 2 2 2 5
K34 7/0 3 2 2 2 1
260040: K35 4/1 5 3 3 1 2
K36 5/0 4 2 2 1 3
K37 4/0 6 1 4 1 3
K38 6/0 5 1 2 2 4
K39 6/1 5 2 1 1 4
503137: K40 3/0 3 2 3 1 2 Running total: Katt LV 40
K41 4/0 5 0 2 2 2 209/17 169 73 162 62 140
K42 7/0 5 1 4 1 3
K43 4/0 4 2 1 2 1
K44 5/0 5 1 1 1 4
923167: K45 4/0 4 1 2 1 5
K46 6/0 6 0 3 2 3
K47 5/0 4 1 2 0 4
K48 3/0 3 1 3 1 2
K49 4/0 4 0 2 0 2
1457766:K50 2/0 2 1 1 1 1 Running total: Katt LV 50
K51 1/0 1 0 1 0 0 253/17 211 81 183 73 167
K52 2/0 1 1 2 0 1
K53 1/0 2 0 0 1 0
K54 1/0 0 0 2 0 1
2030818:K55 2/0 1 1 0 0 0
K56 1/1 0 0 1 0 2
K57 1/0 0 0 2 0 0
K58 1/0 2 1 0 0 0
K59 1/1 0 0 1 0 2
2663236:K60 1/0 0 1 1 0 0
K61 2/1 1 0 0 0 0
K62 1/1 1 0 0 1 0
K63 0/0 0 0 1 0 0
K64 1/1 1 0 0 0 1
3323976:K65 1/0 0 1 1 0 0
K66 1/1 1 0 0 0 0
K67 2/1 0 0 1 0 0
K68 1/0 1 0 0 1 0
K69 0/1 0 0 1 0 1
3984716:K70 1/1 1 0 0 0 0 Running total: Katt LV 70
K71 1/1 0 1 1 0 0 275/26 224 86 197 76 175
K72 1/1 1 0 0 0 0
K73 1/1 0 0 1 1 0
K74 1/1 0 0 1 0 1
4645456:K75 1/1 0 1 0 0 0
K76 1/1 1 0 0 0 1
K77 1/1 0 0 1 0 0
K78 1/1 1 1 0 0 0
K79 1/1 0 0 1 0 1
5186196:K80 1/1 1 0 0 1 0
K81 1/1 1 0 0 1 0
K82 1/1 0 1 0 0 0
K83 1/1 0 0 1 0 0
K84 1/1 0 1 0 0 1
5846936:K85 1/1 1 0 0 1 0
K86 1/1 0 0 1 0 0
K87 1/1 0 1 1 0 0
K88 1/1 1 0 0 0 1
K89 1/1 0 0 1 0 0
6507676:K90 1/1 0 1 0 0 0
K91 1/1 0 0 0 1 0
K92 1/1 1 0 1 0 0
K93 1/1 0 1 0 1 0
K94 1/1 0 0 0 0 1
7168416:K95 1/1 0 0 1 0 0
K96 1/1 1 0 1 0 0
K97 1/1 1 0 0 1 0 End total: Katt LV 99
K98 1/1 0 0 1 0 1
7697008:K99 1/1 1 1 0 0 0 304/55 235 95 210 83 182
Katt is the quickest to gain levels, and the most agile character, not
counting Bleu. She has a very high Guts rating. Considering that she
has the worst physical and magical defense, she isn't very survivable,
and apparently not too smart either, because she likes to 'Dare'
opponents into hitting her. These massive handicaps aside, she is still
quite useful for her ability to hit hard, hit first, and CtrAttck if
necessary. Katt bonds well to the Devil Shaman, and in her Devil Katt
transform, she has the capability to make the most damaging physical
attacks of any character.
Rand - A Restless Farmer
-----------------------------------------------------------------------------
Weapon HandKN Shield RistBand
Armor SuedeAR Helmet Bandana
Spells: Cure 1, CurePsn Special action: Wake
251: R6 - - Start: mHP 57 mAP 31
R7 8/4 3 2 0 4 2
R8 7/2 3 2 1 2 1 Str Stmna Agi Wis Luck Guts
R9 8/3 4 2 2 3 1 Thunder --------------------------------
1555: R10 8/1 4 3 2 2 3 33 30 12 25 20 (0)
R11 10/4 4 3 1 2 1
R12 9/3 4 3 0 4 0
R13 11/2 4 3 1 2 2
R14 12/3 5 5 0 3 1
11129: R15 15/2 4 4 3 2 2
R16 11/4 3 4 2 1 0
R17 9/2 5 5 1 2 3 Cure 2
R18 14/4 6 5 0 4 1
R19 11/2 5 4 1 2 1
41092: R20 8/4 6 5 1 3 2 Running total: Rand LV 20
R21 13/3 5 4 0 1 2 198/71 93 80 27 61 40
R22 10/5 6 6 2 3 2
R23 10/2 7 5 1 2 1
R24 12/1 8 6 1 2 0 8.0
106649: R25 11/4 6 7 2 5 1
R26 10/2 5 6 1 3 2
R27 13/6 8 5 1 4 0 Renew
R28 10/2 4 6 0 4 1
R29 9/6 7 7 1 2 1
201030: R30 13/3 7 7 2 2 2 Running total: Rand LV 30
R31 14/5 6 6 1 4 1 Heal 309/105 156 139 38 89 52
R32 12/3 6 5 2 3 1
R33 14/5 5 8 1 2 1
R34 8/1 7 7 1 4 2
408851: R35 10/6 6 6 0 1 1 Cure 3
R36 9/3 6 5 1 3 2
R37 12/6 4 8 2 2 2 Cure 4
R38 8/4 7 6 0 3 1
R39 8/5 6 7 1 5 0
803511: R40 12/4 6 5 1 2 2 Running total: Rand LV 40
R41 9/3 5 4 1 2 1 416/147 215 202 48 118 65
R42 12/6 4 6 0 4 2
R43 7/4 3 6 1 2 0
R44 10/6 4 5 2 3 2
1354112:R45 7/3 3 4 1 4 1
R46 7/5 3 4 1 3 2
R47 9/3 2 3 1 3 3
R48 5/6 2 4 2 4 1
R49 5/3 3 3 0 3 0
2015833:R50 4/3 2 2 1 1 1 Running total: Rand LV 50
R51 5/2 1 1 0 1 0 491/189 246 243 58 147 78
R52 4/3 2 1 1 2 0
R53 4/2 1 1 0 1 0
R54 3/1 1 0 0 1 0
2682718:R55 4/1 0 1 0 0 1
R56 3/2 1 0 0 2 0
R57 1/1 0 0 1 1 0
R58 2/1 2 1 0 0 0
R59 1/2 0 1 0 2 0
3349603:R60 2/1 1 1 0 0 1
R61 1/0 0 1 0 0 0
R62 2/1 0 0 1 0 1
R63 1/1 0 0 0 0 0
R64 2/0 0 1 0 1 0
4016488:R65 3/0 0 0 1 0 1
R66 1/2 0 1 0 0 0
R67 2/1 0 0 0 0 1
R68 1/1 0 0 0 1 0
R69 2/0 0 0 0 0 0
4683373:R70 1/1 0 0 1 0 0 Running total: Rand LV 70
R71 1/1 0 0 0 1 1 536/212 254 253 63 159 83
R72 1/1 0 0 0 0 0
R73 1/1 0 0 0 1 0
R74 1/1 0 0 0 0 1
5350258:R75 1/1 0 0 1 0 0
R76 1/1 0 0 0 1 0
R77 1/1 0 0 0 0 1
R78 1/1 0 0 0 1 0
R79 1/1 0 0 0 0 0
6017143:R80 1/1 0 0 0 1 0
R81 1/1 0 0 1 0 0
R82 1/1 0 0 0 0 1
R83 1/1 0 0 0 1 0
R84 1/1 0 0 0 0 0
6684028:R85 1/1 0 0 1 0 0
R86 1/1 0 0 0 0 1
R87 1/1 0 0 0 1 0
R88 1/1 0 0 0 0 0
R89 1/1 0 0 0 0 1
7350913:R90 1/1 0 0 1 0 1
R91 1/1 0 0 0 0 0
R92 1/1 0 0 0 1 0
R93 1/1 0 0 0 0 0
R94 1/1 0 0 0 0 1
8017798:R95 1/1 0 0 0 1 0
R96 1/1 0 0 0 0 0
R97 1/1 0 0 0 1 1 End total: Rand LV 99
R98 1/1 0 0 1 0 0
8431306:R99 1/1 0 0 0 0 0 565/241 254 253 68 169 92
Rand is a tough guy. Not counting Bleu, he has the highest strength,
stamina, and HP. For this reason, he is a good choice to put in the
lead. He is also the slowest character, and not very lucky. The armor
and weaponry he can use is of poor enough quality to make up for his
impressive stats. Rand knows a lot of healing, and can transport the
party on the overworld map long distances (avoiding random monsters) by
rolling. His 'Wake' action is useful from time to time to revive
characters, and he bonds well to the Earth Shaman.
Nina - The Curse of Windia
-----------------------------------------------------------------------------
Weapon FalseRG Shield RistBand
Armor Bum'sCL Helmet Bandana
Spells: Tornado, Cold, Thunder, Spark Special action: Will
793: N8 - - Start: mHP 48 mAP 50
N9 3/5 2 0 1 3 1 Ag-Down
2051: N10 5/7 1 1 3 4 2 Pwr.Down Str Stmna Agi Wis Luck Guts
--------------------------------
N11 3/5 1 1 2 3 4 24 22 30 48 36 (0)
N12 5/4 2 0 2 4 2 Exit
N13 4/4 1 1 2 3 3 S.Boom
N14 4/6 1 2 1 2 3
12003: N15 6/8 1 1 2 3 1 Def-Down
N16 4/4 1 1 1 5 2
N17 2/5 2 1 1 3 4 Drain
N18 6/7 1 2 2 2 3
N19 5/6 0 1 2 4 1
37939: N20 5/8 1 0 3 4 4 Flame Running total: Nina LV 20
N21 5/6 2 1 2 2 5 100/119 38 33 52 88 66
N22 6/7 0 2 1 5 3 Typhoon
N23 5/5 1 1 3 4 2
N24 4/4 2 1 2 3 2 Freeze
86027: N25 5/9 1 1 2 4 3
N26 6/7 1 2 2 5 4 Angel
N27 3/5 2 1 2 4 1
N28 6/8 2 1 1 2 5 Death
N29 4/4 1 2 1 3 3
172933: N30 7/8 1 1 4 6 2 Running total: Nina LV 30
N31 4/6 0 2 2 5 2 Hail 151/182 51 46 72 126 96
N32 6/7 1 1 3 4 3
N33 6/4 2 1 1 5 2
N34 4/7 2 1 4 3 5
330055: N35 6/9 1 2 2 4 3
N36 4/7 0 2 3 4 1 Bolt X
N37 7/8 2 1 2 3 5
N38 6/6 1 1 2 5 3
N39 5/7 1 2 3 4 2
599672: N40 5/7 2 0 2 5 4 Running total: Nina LV 40
N41 3/6 1 2 1 5 2 204/250 63 59 96 168 126
N42 7/8 2 1 3 4 2
N43 6/8 0 1 3 3 4
N44 3/5 2 1 1 3 4
1092562:N45 7/9 1 1 2 4 4
N46 4/6 2 0 3 3 2
N47 5/4 1 2 1 4 5
N48 2/6 2 0 2 3 2
N49 3/4 0 1 2 2 3
1702470:N50 1/3 1 1 1 2 1 Running total: Nina LV 50
N51 2/2 0 0 2 1 1 245/309 75 69 115 201 155
N52 1/3 1 0 0 2 1
N53 2/1 0 1 0 0 0
N54 2/2 0 1 0 1 2
2323959:N55 1/1 1 0 1 0 0 Fireball
N56 1/2 0 0 0 0 1 Bomb
N57 2/2 0 1 0 1 0 Missile
N58 1/1 0 0 1 2 0
N59 1/1 1 0 0 0 0
2945510:N60 1/0 0 0 1 1 0
N61 1/1 0 0 1 0 0
N62 1/0 1 0 1 0 0
N63 1/1 0 1 0 1 0
N64 1/0 0 0 0 1 1
3569045:N65 1/1 1 0 1 0 0
N66 0/2 0 0 0 0 1
N67 1/1 0 0 0 1 0
N68 1/1 0 0 1 0 0
N69 1/1 0 0 0 1 1
4218453:N70 1/1 0 0 1 0 1 Running total: Nina LV 70
N71 1/1 0 1 0 1 0 268/333 80 73 125 213 164
N72 1/1 0 0 1 1 0
N73 1/1 1 0 0 0 0
N74 1/1 0 0 1 0 1
4908367:N75 1/1 0 1 0 1 0
N76 1/1 0 0 1 0 0
N77 1/1 0 1 1 0 0
N78 1/1 0 0 0 1 1
N79 1/1 0 0 1 0 0
5609832:N80 1/1 1 0 0 1 0
N81 1/1 0 0 1 0 1
N82 1/1 1 0 1 0 0
N83 1/1 0 1 0 1 0
N84 1/1 1 0 0 1 0
6311302:N85 1/1 0 0 1 0 1
N86 1/1 0 0 1 0 0
N87 1/1 0 1 0 1 0
N88 1/1 0 0 1 0 1
N89 1/1 0 0 1 0 0
7012780:N90 1/1 0 1 0 1 0
N91 1/1 1 0 1 0 0
N92 1/1 0 0 0 1 1
N93 1/1 0 0 0 1 0
N94 1/1 1 0 1 0 0
7714258:N95 1/1 0 0 0 1 1
N96 1/1 0 1 1 0 0
N97 1/1 0 0 0 1 1 End total: Nina LV 99
N98 1/1 0 0 1 0 0
8275442:N99 1/1 0 0 0 1 1 297/362 86 80 140 227 173
Nina uses black magic (to complement her black wings). If you take her
along, most of the time she won't be doing anything useful, but with her
high agility and strong spells, she can do preemptive magic strikes when
you need her to. Nina is the least survivable character, with the worst
mHP, and pretty bad defense. With her 'Will' ability, she has
practically limitless AP, so don't hold back on the spellcasting. Nina
bonds well to the Wind Shaman.
Sten - A Lost Soldier
-----------------------------------------------------------------------------
Weapon BoyDR Shield RistBand
Armor Bum'sCL Helmet SaladBwl
Spells: Spark Special action: RIP
617: T8 - - Start: mHP 57 mAP 16
T9 5/1 4 1 3 2 3
1454: T10 6/1 2 1 3 1 7 Bomb Str Stmna Agi Wis Luck Guts
--------------------------------
T11 7/2 3 2 2 1 3 35 25 42 22 45 (0)
T12 4/2 5 1 4 2 2
T13 5/1 1 2 4 1 4
T14 8/2 2 3 1 3 6
9887: T15 5/1 2 1 4 2 3 Flame
T16 5/2 4 0 4 2 3
T17 7/1 3 2 1 1 5
T18 6/1 1 3 3 2 3
T19 7/2 3 1 4 2 3
36038: T20 5/2 2 3 3 2 4 Running total: Sten LV 20
T21 3/0 4 1 2 1 2 127/34 67 45 63 42 91
T22 7/1 4 0 3 3 3
T23 5/1 2 2 4 1 3
T24 5/2 1 3 5 1 4
86430: T25 7/2 2 3 1 2 5
T26 6/2 5 0 2 2 5
T27 7/1 2 2 4 1 3
T28 5/2 3 2 2 1 2
T29 5/1 1 3 3 2 4
180054: T30 7/2 3 2 4 2 3 Running total: Sten LV 30
T31 6/2 3 1 2 0 4 184/48 94 63 93 58 125
T32 8/1 4 1 2 3 4
T33 4/2 2 3 5 2 1 Fireball
T34 5/3 3 1 4 3 3
347587: T35 6/2 2 3 2 1 5
T36 7/1 4 2 3 2 3
T37 6/3 1 3 2 2 3
T38 6/2 4 1 3 1 4 Missile
T39 4/2 2 3 5 1 3
649476: T40 7/1 3 2 2 2 4 Running total: Sten LV 40
T41 8/1 3 1 4 2 2 243/67 122 83 123 75 159
T42 6/2 1 3 2 1 4
T43 4/3 4 0 3 3 2
T44 7/1 2 3 5 1 5
1129065:T45 5/2 4 2 1 2 4
T46 4/1 3 1 4 1 3
T47 5/2 2 3 3 2 4
T48 5/1 3 1 2 3 3
T49 3/2 1 2 3 1 4
1709707:T50 3/2 1 2 2 1 2 Running total: Sten LV 50
T51 2/1 2 0 1 0 1 293/84 146 101 152 92 192
T52 2/2 0 3 2 0 1
T53 1/1 1 0 0 1 0
T54 2/0 1 0 1 0 1
2334002:T55 1/1 0 1 0 0 0
T56 1/1 0 0 1 1 1
T57 2/0 0 1 0 1 0
T58 1/1 1 0 0 0 1
T59 1/1 0 0 1 1 0
2989556:T60 2/0 0 0 1 0 0
T61 1/1 1 0 1 0 0
T62 0/2 1 1 0 0 0
T63 1/1 0 0 1 0 1
T64 1/0 1 0 1 0 0
3645946:T65 2/1 0 1 1 0 0
T66 1/0 1 0 0 0 1
T67 0/2 0 0 1 1 0
T68 1/1 0 1 0 0 1
T69 0/1 0 0 1 1 0
4302336:T70 1/1 1 0 1 1 0 Running total: Sten LV 70
T71 1/1 0 0 0 1 1 316/102 156 109 165 99 200
T72 1/1 0 1 1 0 0
T73 1/1 1 0 0 0 0
T74 1/1 0 0 1 0 1
4958727:T75 1/1 0 1 0 1 0
T76 1/1 1 0 1 0 0
T77 1/1 0 0 1 1 0
T78 1/1 0 1 1 0 0
T79 1/1 1 0 0 0 1
5615117:T80 1/1 0 0 1 0 0
T81 1/1 0 1 0 1 0
T82 1/1 1 0 1 0 0
T83 1/1 0 0 0 1 1
T84 1/1 1 0 0 0 0
6271507:T85 1/1 0 0 1 0 1
T86 1/1 0 1 1 0 0
T87 1/1 0 1 0 0 1
T88 1/1 0 0 1 1 0
T89 1/1 1 0 1 0 0
6927897:T90 1/1 1 0 0 1 0
T91 1/1 0 1 1 0 0
T92 1/1 0 0 0 1 1
T93 1/1 1 0 1 0 0
T94 1/1 0 1 0 0 1
7584287:T95 1/1 0 0 1 0 0
T96 1/1 0 0 1 0 1
T97 1/1 1 1 0 0 0 End total: Sten LV 99
T98 1/1 0 0 0 1 1
8109399:T99 1/1 1 0 1 0 0 345/131 166 118 181 108 210
Sten is strong and fast like Katt, but less so, and with a little more
defense. He is most useful for his 'Djinni' transform which can use Sweh
to select a new batch of random enemies, and this transform is available
fairly early. Unfortunately, most of the places that require Sten will
require him in his unbonded form, so that he can use his long arms to
reach across gaps. The 'Rip' action is not very useful, since if Sten
appears dead, the character in back is likely to receive a big can o
whoop-ass. Fire is his major, with a minor in wind power. As you would
expect, he bonds well to the Fire Shaman.
Jean - The Frog Prince
-----------------------------------------------------------------------------
Weapon ShortRP Shield BronzeSH
Armor SuedeAR Helmet SaladBwl
Spells: Ag-Up Special action: Jab
1734: J10 - - Start: mHP 63 mAP 20
J11 5/0 3 2 1 1 2
J12 7/1 3 2 1 2 3 Hush Str Stmna Agi Wis Luck Guts
J13 6/2 2 3 1 1 2 --------------------------------
J14 6/1 4 2 1 1 4 Warp 30 23 15 20 49 (0)
11811: J15 6/2 3 2 1 1 2
J16 7/2 2 1 1 2 3 Pwr.Down
J17 6/1 3 2 1 1 3
J18 7/2 4 3 1 1 2 Cold
J19 8/1 4 2 1 2 4
42626: J20 7/5 3 2 2 1 5 Idle Running total: Jean LV 20
J21 9/2 3 2 2 1 6 128/37 61 44 26 33 79
J22 7/4 2 3 1 1 4
J23 8/2 2 1 1 2 3
J24 8/3 4 3 2 3 5
105982: J25 6/2 3 3 1 2 4
J26 7/1 2 3 2 1 4
J27 8/4 4 3 1 3 2
J28 8/3 3 4 2 0 5
J29 7/4 5 3 2 1 4
219245: J30 9/4 3 5 1 3 5 Angel Running total: Jean LV 30
J31 8/3 4 3 2 2 3 205/66 92 74 41 50 121
J32 8/2 3 4 2 4 6 Death
J33 12/5 3 3 2 3 4
J34 13/4 3 2 1 2 6 Renew
424952: J35 8/4 4 3 2 1 6
J36 9/3 4 3 1 4 4
J37 10/5 2 3 2 3 4
J38 11/4 2 4 2 1 7
J39 8/5 3 4 2 2 6
795663: J40 7/2 3 2 2 4 5 Running total: Jean LV 40
J41 9/3 2 3 2 3 6 299/103 123 105 59 76 172
J42 9/4 4 3 1 4 3
J43 8/4 3 3 2 2 4
J44 8/5 2 2 2 3 6
1334603:J45 12/4 1 1 2 3 4
J46 9/3 3 3 2 4 2
J47 5/2 1 2 2 3 4
J48 9/2 1 2 1 2 5
J49 6/1 2 1 1 3 3
1961742:J50 4/2 1 2 1 2 3 Running total: Jean LV 50
J51 3/1 1 0 0 1 2 378/133 143 127 75 106 212
J52 1/2 0 1 0 1 0
J53 3/2 2 0 1 1 1
J54 2/1 1 1 0 2 0
2629127:J55 2/1 0 2 0 0 1
J56 1/2 0 0 1 0 2
J57 1/1 1 0 0 2 0
J58 2/1 0 0 0 1 1
J59 1/2 0 0 1 0 2
3296512:J60 1/1 0 1 0 0 1
J61 1/2 1 0 0 1 0
J62 2/1 0 0 0 0 1
J63 0/1 0 1 0 1 0
J64 1/0 1 0 1 0 0
3963897:J65 1/1 0 0 0 1 1
J66 0/1 0 0 1 0 1
J67 1/0 0 0 1 0 1
J68 1/1 0 0 0 1 0
J69 2/0 0 1 0 0 0
4631282:J70 1/1 1 0 0 0 1 Running total: Jean LV 70
J71 1/1 1 0 0 1 0 405/155 151 134 81 118 227
J72 1/1 0 0 1 0 1
J73 1/1 0 1 0 0 0
J74 1/1 1 0 0 1 0
5298667:J75 1/1 0 0 0 1 1
J76 1/1 0 1 0 0 1
J77 1/1 1 0 0 1 0
J78 1/1 0 0 1 0 1
J79 1/1 1 1 0 0 0
5966052:J80 1/1 0 0 0 0 1
J81 1/1 1 0 0 1 0
J82 1/1 0 1 0 0 1
J83 1/1 0 0 1 1 0
J84 1/1 1 0 0 0 1
6633437:J85 1/1 0 1 0 0 1
J86 1/1 0 0 0 1 0
J87 1/1 0 0 1 0 1
J88 1/1 1 1 0 0 0
J89 1/1 0 0 0 1 1
7300822:J90 1/1 1 0 0 1 0
J91 1/1 0 1 0 0 1
J92 1/1 0 0 1 0 1
J93 1/1 0 0 1 0 1
J94 1/1 0 1 0 1 0
7968207:J95 1/1 1 0 0 1 0
J96 1/1 0 1 0 0 1
J97 1/1 0 0 0 1 0 End total: Jean LV 99
J98 1/1 0 1 0 0 1
8502115:J99 1/1 0 0 0 1 1 434/184 160 144 87 131 243
Jean is very lucky - and very random in character and skills. If you
need to throw around some holy power, he's your frog. Other than that,
and hopping about on the overworld map, you probably won't be using him
too much. Jean has good defense, but is correspondingly very slow. If
he were faster, his 'Chop' special action might actually be useful.
Spar - A Wise Tree in Training
-----------------------------------------------------------------------------
Weapon WacWP Shield Ristband
Armor Bum'sCL Helmet Bandana
Def-UpX(32) Atk-Up(36)
Spells: Cold, Cure 1, Ag-Down, Pwr.Down, Def-Down, Hush, Ag-Up
Special Action: Ntre
6381: S12 - -
S13 8/4 3 2 2 5 3
S14 7/6 3 0 2 5 2 Def-Up Str Stmna Agi Wis Luck Guts
14042: S15 11/5 2 1 3 4 1 --------------------------------
28 27 25 72 36 (0)
S16 8/4 2 1 2 3 2 Idle
S17 8/6 3 1 1 6 2
S18 9/5 2 2 3 4 3 Exit
S19 7/4 2 2 1 5 2 Warp
42909: S20 10/4 2 1 2 4 1 Running total: Spar LV 20
S21 6/5 2 1 2 3 2 Sap 174/124 47 37 41 108 52
S22 7/4 0 2 1 4 1 Drain
S23 6/3 1 0 2 3 2
S24 7/3 1 2 0 4 1
97139: S25 8/4 1 1 1 3 0
S26 7/2 0 2 2 3 1 Cure 2
S27 7/3 1 1 1 4 2
S28 7/5 2 0 1 4 1 Freeze
S29 7/4 1 1 1 3 1
195108: S30 6/3 1 1 1 4 0 Shield Running total: Spar LV 30
S31 7/4 1 2 0 3 2 242/160 57 48 53 143 63
S32 5/6 1 0 1 4 2 Def-UpX
S33 7/4 2 1 2 3 0
S34 5/6 2 1 1 3 1
375922: S35 8/5 1 2 2 4 1
S36 8/6 3 3 3 3 2 Atk-Up
S37 7/4 2 1 2 5 2
S38 6/5 2 2 1 3 3
S39 9/5 2 2 3 5 1
678326: S40 11/7 3 1 1 5 2 Running total: Spar LV 40
S41 9/5 2 1 2 4 2 315/212 76 63 69 181 79
S42 8/9 3 2 1 5 2
S43 9/5 1 3 3 3 2
S44 7/8 2 1 1 6 3
1147903:S45 12/5 0 2 3 4 1
S46 8/6 3 2 2 5 3
S47 10/5 2 3 3 4 1
S48 8/4 1 2 2 3 2
S49 8/6 2 0 1 4 1
1800149:S50 8/4 0 1 1 2 1 Running total: Spar LV 50
S51 6/2 1 0 0 1 0 402/269 92 80 88 221 97
S52 4/3 0 1 0 1 0
S53 5/2 0 0 1 0 1
S54 2/1 0 1 0 2 0
2503203:S55 4/1 1 0 0 0 0
S56 3/2 0 0 2 1 1
S57 2/1 0 0 0 0 1
S58 4/2 0 1 0 1 0
S59 3/1 0 0 1 2 0
3304371:S60 1/1 1 0 0 0 1
S61 2/1 0 0 0 1 0
S62 1/1 0 0 1 0 0
S63 2/1 0 0 1 0 1
S64 2/0 1 0 0 1 0
4008686:S65 1/1 0 0 0 1 1
S66 1/2 0 1 1 0 0
S67 1/1 0 1 0 1 0
S68 1/0 0 0 0 0 1
S69 1/1 0 0 0 1 0
4683001:S70 1/1 1 0 1 0 0 Running total: Spar LV 70
S71 1/1 0 1 0 1 0 449/294 97 85 96 234 104
S72 1/1 0 0 0 0 1
S73 1/1 0 1 1 0 0
S74 1/1 1 0 0 1 0
5357316:S75 1/1 0 0 0 1 1
S76 1/1 0 1 0 0 1
S77 1/1 1 0 1 0 0
S78 1/1 1 0 0 1 0
S79 1/1 0 0 0 0 1
6031631:S80 1/1 1 1 0 0 0
S81 1/1 0 0 0 1 0
S82 1/1 0 1 0 0 1
S83 1/1 1 0 0 1 0
S84 1/1 0 0 1 0 1
6705946:S85 1/1 0 0 0 0 0
S86 1/1 1 0 1 0 0
S87 1/1 0 0 0 1 1
S88 1/1 0 1 0 0 0
S89 1/1 0 0 0 0 1
7380261:S90 1/1 1 0 0 1 0
S91 1/1 1 1 0 0 0
S92 1/1 0 1 0 0 0
S93 1/1 0 0 1 0 1
S94 1/1 1 0 0 0 0
8054576:S95 1/1 0 1 0 0 1
S96 1/1 0 0 0 0 0
S97 1/1 1 0 1 0 0 End total: Spar LV 99
S98 1/1 0 0 0 0 1
8594028:S99 1/1 0 0 1 0 0 478/323 107 94 103 242 115
Spar is very wise, and has lots of HP and AP, just like a tree should.
Other than that however, he's very unimpressive. Kind of like Jean, he
has a random assortment of spells, except that he has more of them and
more useful ones. He has the most transforms of any character, but the
only one worth using regularly is seed, for its 'Bud' special action (but
only if you can also cast Atk-Up on him).
Bleu - A Hero from Antiquity (BoF1, actually)
-----------------------------------------------------------------------------
Weapon WizardRG Shield SilkGL
Armor WiseRB Helmet SokletAR
Spells: S.Boom, Bomb, Flame, Freeze, Death, Ag-Down, Pwr.Down,
Def-Down, Ag-Up, Def-Up, Atk-Up, Sap, Drain, Exit, Warp
Special action: Shed
330055: U35 - - Start: mHP 199 mAP 182
U36 15/15 2 6 15 15 15 Fireball
U37 5/4 0 7 15 5 5 Hail Str Stmna Agi Wis Luck Guts
U38 15/15 15 15 15 12 14 Missile --------------------------------
U39 0/0 0 7 15 15 15 Bolt X 48 50 71 143 62 (0)
599672: U40 15/15 15 15 4 2 0
U41 15/15 15 15 15 15 15
U42 15/15 2 4 0 1 2
U43 15/15 15 15 15 15 15
U44 5/4 2 7 15 15 15
1092562:U45 15/15 15 15 15 2 4
U46 2/0 2 6 15 15 15
U47 15/15 15 15 0 - 2
U48 15/15 15 15 2 - 15
U49 15/15 4 8 4 - 15
1702470:U50 15/15 6 4 4 - 15 Running total: Bleu LV 50
U51 1/8 6 4 4 - 4 376/355 171 204 220 255 224
U52 6/4 6 4 15 - 8
U53 0/14 15 15 15 - 14
U54 15/15 15 15 12 - 5
2323959:U55 0/14 15 13 14 - -
U56 15/15 4 - 4 - -
U57 15/15 3 - 15 - -
U58 5/4 1 - 15 - -
U59 15/15 15 - 15 - -
2945510:U60 1/14 4 - 15 - -
U61 15/15 - - 4 - -
U62 15/15 - - 15 - -
U63 15/8 - - 7 - -
U64 15/- - - 7 - -
3569045:U65 3/- - - 15 - -
U66 4/- - - 15 - -
U67 3/- - - 15 - -
U68 15/- - - 4 - -
U69 15/- - - 15 - -
4218453:U70 15/- - - 13 - - Running total: Bleu LV 70
U71 15/- - - 15 - - 564/511 255 255 454 255 255
U72 3/- - - 15 - -
U73 0/- - - 15 - -
U74 7/- - - 12 - -
4908367:U75 7/- - - - - -
U76 15/- - - - - -
U77 15/- - - - - -
U78 15/- - - - - -
U79 2/- - - - - -
5609832:U80 15/- - - - - -
U81 1/- - - - - -
U82 1/- - - - - -
U83 15/- - - - - -
U84 15/- - - - - -
6311302:U85 15/- - - - - -
U86 3/- - - - - -
U87 7/- - - - - -
U88 5/- - - - - -
U89 5/- - - - - -
7012780:U90 5/- - - - - -
U91 15/- - - - - -
U92 15/- - - - - -
U93 2/- - - - - -
U94 15/- - - - - -
7714258:U95 6/- - - - - -
U96 15/- - - - - -
U97 0/- - - - - - End total: Bleu LV 99
U98 15/- - - - - -
8275442:U99 15/- - - - - - 828/511 255 255 511 255 255
Bleu lives up to her legend. Supernatural in strength, she is first in
EVERYTHING except Guts, in which she rates dead last. Her only flaw is
that she cannot bond. If you can find her, you'll never need Nina for
her combat abilities again, since Bleu is just like Nina, except so much
stronger. Her 'Shed' ability and high agility means that she can last
indefinitely, like the Hero does with his 'Guts' ability.
As we see, all of the characters pretty much reach their maximum ability at
level 50 (except Nina and Bleu). Gains seem somewhat random up to level 70,
but are miniscule, and gains beyond level 70 are miniscule AND boring. Bleu
is the lone exception here. She makes incredible gains straight up to level
99, maxing out everything except mHP and Guts. Still, it's not worth the
trouble getting to level 99 - level 50 is good enough. If you want to raise
your characters' stats to maximum, it is far easier to do so by means of
cooking permanent attribute raising items, such as MisoSoup. The only stats
you can't raise in this way are mHP and mAP. So please - I have been to
level 99, and I can tell you that it isn't worth it.
All of the above characters can level up by gaining experience. EXP is won
in battle by summing up the EXP point values of all enemies defeated.
Enemies which run away don't count, and neither do enemies defeated before
the last time you used the 'Sweh' action (refer to the description of Sweh in
'Action!' for more details). Let this sum be the XP_award. Each party
member not dead or a zombie at the end of the battle wins experience equal to
XP_award times a factor which is function of the difference between that
character's LV and the hero's LV. Let Gap = (LV of the hero) - (LV of the
party member).
Let steps = [Gap/5]
If steps = ... , then bonus factor =
<1 0%
1 8%
2 16%
3 24%
4,5 32%
6,7 40%
>7 56%
This accelerates the growth of weaker characters to balance the strength of
the party. It can be thought of a model in which the less experienced
characters learn more from watching someone more experienced defeat monsters.
And it makes the simplification the more experienced person is assumed to be
the hero (which is correct, most of the time). In BoF1, there was an
additional factor which was dependent on the # of rounds it took you to win.
No such multiplier exists here.
The experience point gain that you see listed in the victory window is not
XP_award, but is the sum of all the experience won by each member of your
party. It is for this reason that this number is roughly proportional to the
number of party members and varies slightly as some of them level up. In
practice, XP_award is limited to no more than 32730 (for defeating 3
K.Sludges at 156%), and no less than 1 (for 1 E.Sludge).
All characters can have no more than 9999999 XP. If a character gains
experience while already at this limit, the sum of awards that is shown
remains unchanged, and we do:
if XP > 9999999, XP = 9999999
Note that since total experience won is proportional to the number of
characters in your group, you're cheating yourself out of valuable experience
and making your trip unnecessarily difficult if you travel with anything less
than the maximum allowed number of party members.
-=-=-========================- Action! -==========================-=-
This section presents the effects of all actions available to the opposition
and party members (except for item use, which is covered in 'Items'), as well
as who uses it, and in the case of spells, when the spell is learned. I also
include spells which have strictly non-combat effects in this list. When an
action lacks a name, I give it a name in parenthesis to show that this is
what I have named it. First I will begin by listing the things that you can
do in combat which are NOT actions:
- Changing equipment - When you change a party member's equipment, you have
not specified an action - the equipment change takes place between
rounds. You may still give that party member an action for the
upcoming round, even backtrack to change the intended action of party
members further towards the front, and the character's equipment will
remain changed.
- Swch - When you use change the formation (press 'L'), the change also takes
place between rounds, no action necessary. Note that you may not do
anything to change the combat order while in combat.
- Run - As noted in basic combat mechanics, this order takes the place of all
action. Once you issue this command, it is immediately attempted.
Run is always successful on a lead-off attack, but otherwise its
success is a roll based on the Vigor ratings of the opposition as
compared to the party members' Vigor ratings (independent of the
action they had planned for this round!). This roll has a moderate
chance of failure even when the Vigor ratings of the opposition are
pitifully low.
- Auto - Like running away, this command takes the place of all action. Once
you select it, it is immediately executed. Auto turns on automatic
battle. While this is on, all party members attack as their action,
and do so on all subsequent rounds (you are not prompted to give any
commands between rounds). Automatic battle may be turned off at any
time by pressing 'B'. This will allow you to give commands as normal
for the upcoming rounds.
CtrAttck - This is not an action, because it only happens in response to the
Atc. action; commands may not be given to CtrAttck and are not
necessary to do so. Because of this, this ability is described as
part of the Atc. action, although there is a separate entry to list
who has this combat ability.
Other than these things, everything you can tell a party member to do in
combat is an action.
When the opposition or a zombie uses an action that targets a single party
member, the target is chosen in the following way (neither Collar nor DmndBR
affect this):
First determine the number of party members (dead ones and zombies count too)
Then, make a random roll to see who is the target:
2 party members:
Target Chance of being chosen
-----------------------------------------------------
1st 11/16
2nd 5/16
3 party members:
Target Chance of being chosen
-----------------------------------------------------
1st 9/16
2nd 5/16
3rd 2/16
4 party members:
Target Chance of being chosen
-----------------------------------------------------
1st 8/16
2nd 5/16
3rd 2/16
4th 1/16
These probabilities are independent of which formation you use, but they can
change drastically if some of your party members are dead. This is because:
if the target the opposition chooses is not valid, the attack targets the
LAST party member in the combat order instead. If that one is not valid, it
attacks the next to last party member, and so on right back up to the lead
character. The result is that if anybody dies, the guy in the back - the one
you put there probably because he's got a pathetic Def rating - is going to
take a lot more hits than normal - maybe as many as half of them or more.
And that spells instant disaster. Note that 'Dare' and 'RIP' can also change
how targets are chosen.
For actions which are spells that deal damage, normal spell damage refers to
damage computed using the base power of the spell. Special damage and normal
spell damage is computed differently the normal physical attack damage in
that position is not important and the effects of Defense are different.
Because of this, these two damage types are computed using the
SpecialDamage() function. Dragon spell damage is another type of damage
which is computed using the DragonDamage() function. Normal physical attacks
deal damage using either the AttackByOpposition() or AttackByPartyMember()
functions. All other kinds of damage are noted by the word 'exactly' or
'lethal' in the description of the damage dealt by the action. These kinds
of damage are undefendable, as is dragon spell damage, and some special
damage.
All actions which are spells have the casting cost following the name, with
'Nc' indicating non-combat use only, 'Cb' for combat only, and '//' for both.
Since transforms retain the ability to cast all spells that the unbonded
character could cast, I don't list transforms in the 'Used by' part of the
description for a spell. A '**' in the 'Used by' list means that the spell
can be taught to one party member as part of the story, and a name with a
'**' means that the spell may one be taught to one specific party member.
Note that if a character learns a spell which is already in that character's
spell list, the list is not changed. It can be done, but there is no bonus
to teaching a character a spell twice.
-----------------------------------------------------------------------------
8.0:14 (Cb) Normal spell damage of 70 to all enemies (except flying enemies,
which receive exactly 0 damage - neither Nina nor the queen of angels
transform counts as a flying creature for the purposes of this
spell). Native terrains: dirt fields, caves.
Used by: Rand(LV24), A.Sludge, G.Shaker, Ganga, Mamot
-----------------------------------------------------------------------------
Ag-Down:5 (Cb) Gives one enemy the Agi.Dn condition. Probability of success
is a roll based on the magic susceptibility of the opposition, whether
it is the target or the caster.
Used by: Nina(LV9), Spar, Babaruku, Bleu, Guardian, Stooly
-----------------------------------------------------------------------------
Ag-Up:4 (Cb) Gives one ally the Agi.Up condition. However, this condition
has no effect.
Used by: Spar, Bleu, Pima
-----------------------------------------------------------------------------
(amnesia) - All enemies will forget (1..3) of the spells from their spell
list, counting from the last spell they remember backwards. For the
rest of the battle these forgotten spells may not be cast. This has
no permanent effect. This doesn't prevent spells already chosen at
the beginning of the round from being cast successfully.
Used by: Aruhamel
-----------------------------------------------------------------------------
Anfini:0 (Cb) There exists only one point in the game where this may be used.
Used by: Hero (**) (learned in Infinity)
-----------------------------------------------------------------------------
Angel:12 (Cb) Attempts to deal lethal damage to all spirit and undead
enemies ( = rHP of target). Doesn't work in battles to the death(?)
Success rate is a roll based on magic susceptibility of the target.
Used by: Nina(LV26), Jean(LV30)
-----------------------------------------------------------------------------
Atc. Makes a normal physical attack against any combatant - even an ally.
An attack by opposition or a zombie always targets a party member.
If attacker is opposition, roll to see if a 'Miss' has occurred. If
so, don't deal any damage. Seems to be a function of real bad
monster stats (atlas and corpse have missed me occasionally).
If target is party member, and is not asleep, make a Cond.-based roll
to see if the target can 'Dodge' the attack. If so, deal no damage.
Otherwise, compute the damage dealt to the target.
If the attacker is opposition (or a zombie(?)),
damage = AttackByOpposition( )
If the attacker is a party member,
damage = AttackByPartyMember( )
If the target has the ability to CtrAttck, the target is still alive,
and the attacker was an enemy, make a Cond.-based roll to see if a
CtrAttck may be done (if the target was just woken up by the
attack). If so, the target counterattacks the attacker for normal
attack damage, except, this attack is NOT elemental in nature. A
CtrAttck may even be done when the defender is not taking any action
for this round (such as a lead-off attack).
Used by: All combatants, unless otherwise noted
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Atk-Up:6 (Cb) Gives one ally the Pwr.Up condition.
Used by: Bleu, Spar(LV36), C.Bear, Cyclops, Dadelous, G.Lizard,
Ganet, Kimoto, Soldier, Titong
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(attack all) Makes a normal physical attack to all enemies. Enemies may not
CtrAttck this action, and hits may not be special or toasted.
Used by: Bow(this replaces Atc. if he's equipping the AutoBW),
Barubary(x)
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Backup Roll to see if another ally of the same type can be summoned. These
summoned enemies count towards the award just as the initial ones do.
Used by: Hood
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Bnsh Attempts to make all remaining enemies Runaway. On failure, none of
them Runaway. On success, all of them Runaway. This does not work
in battles to the death. After using Bnsh, you may still receive an
award for the other enemies that you defeated in that battle.
Used by: 'Queen of Angels' transform
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Bolt X:30 (Cb) Normal spell damage of thunder:180 to all enemies.
Used by: Katt(LV15), Nina(LV36), Bleu(LV39), Babaruku, Barubary(x),
Fastman
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Bomb:6 (Cb) Normal spell damage of wind:40 to one enemy.
Used by: Sten(LV10), Nina(LV56), Bleu
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Boombada:20 (Cb) Deals exactly [rHP/2] damage to all enemies. Boombada
doesn't work in battles to the death.
Used by: ** (can be learned in Namanda, if you've got rhythm)
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BoneLzr Deals 100 + (0..31) points of non-elemental, undefendable special
damage to all enemies.
Used by: Deathevn (2)
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Brainwav - Causes target to make a normal physical attack against one of its
allies. This interrupts the target's action if the target has not
already taken its action for this round.
Used by: Terapin
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Bud Seed goes berserk! At the cost of forfeiting one turn to charge up,
Seed attacks uncontrollably (you can't even choose the target) for
normal physical damage on the next 4 rounds at 2x offensive power
(Off may even be above 511 in this way!). Hits made while budded may
also do special and/or toasted damage. Truly frightening in
combination with the Pwr.Up condition!
Used by: 'Seed' transform
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BuildUp - Forfeit this turn to make an attack the next turn with Pwr doubled?
Used by: Beetle, Darious, G.Idol, Pollen, Sniphead, Venusfly
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Chop Forfeits a round and attempts to kill all enemies outright on the
next round by dealing them all lethal damage (even though the attack
may appear to deal only 999 damage points, the attack actually deals
well in excess of that much). Doesn't work in battles to the death.
Used by: 'Sir Mackerel' transform
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Chopchop:0 (Cb) Deals 50 + (0..31) points of undefendable special damage to
one enemy.
Used by: ** (can be learned at WildCat if you're polite & have good
manners), Wildcat
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Cold:4 (Cb) Normal spell damage of ice:30 to one enemy.
Used by: Nina, Spar, M.Mummy, Pharaoh
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ColdBrth(X) - Deals X + (0..15) points of defendable, non-elemental special
damage to all enemies (yes, even though it reads COLDbreath, it is
NOT an ice attack).
Used by: Algernon, Barubary(x), Deathevn(2),