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Breath of Fire 2 Handbook
written by Ben Siron
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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. Use it however you wish. All that I ask is
that you do not remove these opening paragraphs if you are providing it to
others. Starting June 16, I should be reachable at This email address is being protected from spambots. You need JavaScript enabled to view it.
This handbook is a text file approximately 7000 lines long, designed to
be read in a fixed-width font capable of diplaying at least 78 characters per
line. This is the third edition, last updated July 8, 1997. Now I have a
thank-you list, better character information (includes level-up gains), and
in general more discoveries and less errors all around
Thanks go to:
(This email address is being protected from spambots. You need JavaScript enabled to view it.)
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
(This email address is being protected from spambots. You need JavaScript enabled to view it.)
Arcadia, Esq. (Rocky Kassos) - for a lengthy listing of items which
are battle awards. Some of these I remain unable to verify
due to the rarity of the items, but so far his listing has
been accurate
(This email address is being protected from spambots. You need JavaScript enabled to view it.)
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
(This email address is being protected from spambots. You need JavaScript enabled to view it.)
Andrew Sanchez - for finding Pechiri when nobody else could
Thanks do NOT 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' . . . . . . 68.5%
Othello 70%
Gossip 70.5%
Fishin' & Huntin' . . . . . 71.5%
Know Your Enemy 76%
Tips n' Tricks 96%
Appendix 1: Percent to Binary conversions . . 99%
Appendix 2: Items rumored to be awards 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...
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 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
one more thing - for those of you who want to test that my alogrithms 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 verisons 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'. Whenver 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 stck 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 (final fantasy III, 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 Trubo'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 situtations 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 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. Whenver random battle is trigerred, 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's 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 Agil + (0..7), to a maximum to
511. For battles to the death, Vigor = Agil (no random variation)
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 preemted
if Vigor is high enough. However, to take an action before opposition with
Agil 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 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 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
mtn. 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 ---S SSNN NwnV nF--
3 ---S SSNN N-nx cc-- (this coordinate system will make
more sense if you refer to the map)
4 ---- RR-E ---- -c--
5 --RR RR-E E-M- cc--
6 ---T T--- ---H Hc--
7 ---f ff-t ---H H---
8 ---f fffZ Z--- d---
9 ---- f--Z -IId ddd-
10 --BB f--- ---- -dd-
11 --B- ---- EE-r -DD-
12 --B- ---- E--- -D--
13 ---- ---- ---- ----
14 ---- ---- ---- ----
15 ---- ---- ---- ----
? 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 Fishin' and Huntin' 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)
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, Agil, bWis, bLuck, Guts, (Cond.?), EXP
basic stats can only increase during the course of a game, usually only
during a levelling 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)
Agil - 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 througout 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 = [ Agil + (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 refferred 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. This can range between
Ill, Poor, OK, Good, and Super, and changes occaisionally for
no discernable reason. Using Cond.Up can set this to Super
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... recgonize by noticing that areas are:
day 7 AM bright
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
Agil, Vigor - since the opposition doesn't wear equipment, Vigor
is computed differently for them, but Agil 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.
Somewhere in the code for BoF2 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
levelling 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 convienent 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 Agil 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 Agil 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 Agil 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 a must
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 Agil 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 Rage
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 Agil 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 Agil 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.
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 Agil 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 Agil 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 Agil 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, she's very unimpressive. Kind of like Jean, she
has a random assortment of spells, except that she has more of them and
more useful ones. She 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 her)
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 Agil 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 ain'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 bwtween 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 rougly 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 recieve 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 susceptiblity 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 occured. 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 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
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
(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)
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
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 deafeated in that battle
Used by: queen of angels transform
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
Bomb:6 (Cb) normal spell damage of wind:40 to one enemy
Used by: Sten(LV10), Nina(LV56), Bleu
-----------------------------------------------------------------------------
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 rythym)
-----------------------------------------------------------------------------
BoneLzr deals 100 + (0..31) points of non-elemental, undefendable special
damage to all enemies
Used by: Deathevn (2)
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
BuildUp - forfeit this turn to make an attack the next turn with Pwr doubled?
Used by: Beetle, Darious, G.Idol, Pollen, Sniphead, Venusfly
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
Cold:4 (Cb) normal spell damage of ice:30 to one enemy
Used by: Nina, Spar, M.Mummy, Pharaoh
-----------------------------------------------------------------------------
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), Gallop, S.Idol
-----------------------------------------------------------------------------
CtrAttck - see 'Atc.'. Only the Eggbetr and 'Atc.' (attack) actions may be
responded to with CtrAttck
Used by: Child, Hero, Katt, rage transform, B.Ogre, Baba,
Barubary(x), Biruburu, Cotris, Footman(1), GoldFly(2), Hellion,
J.Worm, Jailer, Kimaira, Needle, Ogre, Stinger, W.Bear
-----------------------------------------------------------------------------
Cure 1:4 (//) restores exactly 40 HP to one ally
Used by: Bow (LV2), Hero (LV7), Rand, Harpy, Jacky, M.Knight, Nimufu,
Ogre, S.Golem(1), Stinger, Witch
-----------------------------------------------------------------------------
Cure 2:7 (//) restores exactly 100 HP to one ally
Used by: **, Nose(LV16), Bow(LV16), Rand(LV17), Spar(LV26), Aruhamel,
Banbhand, Danielle, Footman(2), Ganet, Gargoyle, M.C.Tusk, V.Head
Ray teaches this to you instead of Renew if you save less than 5
villagers in the DryWell
-----------------------------------------------------------------------------
Cure 3:20 (//) restores exactly 120 HP to all allies
Used by: Bow(LV33), Rand(LV35), Jailer
-----------------------------------------------------------------------------
Cure 4:14 (//) restores one ally to rHP = mHP
Used by: Bow(LV30), Rand(LV37), D.Crsdr, DPaladin, Gonghead(2),
Pepshun
-----------------------------------------------------------------------------
Cure X:50 (//) restores all allies to rHP = mHP
Used by: Bow(LV40)
-----------------------------------------------------------------------------
CurePsn:4 (//) removes poison, rotting, and zombie from one ally
Used by: Bow(LV3), Rand
-----------------------------------------------------------------------------
Curse gives one enemy the curse condition, and it always works (unless the
enemy is immune to curse)
Used by: E.Dragon, H.Fly, Hellion, Lyverma
-----------------------------------------------------------------------------
Dare forfeits Katt's action for this round. All opposition doing actions
targetted at single party members this round make a Wis - based roll.
For each enemy that fails this roll, Katt becomes the target of their
action instead. All damage Katt takes this round is multiplied by a
factor of 226/256. Katt can CtrAttck as normal, but gets no
bonuses for doing so
Used by: Katt
-----------------------------------------------------------------------------
Death:8 (Cb) attempts to deal lethal damage (= rHP of target) to one enemy.
Doesn't work on spirit or undead enemies or in battles to the death.
When cast by a party member, success is determined by a roll based on
the Wis of the target. When cast by the opposition, success rate is
a roll based on the Wis of the caster. As a rule of thumb, Death
always works on enemies with Ms +3 or +4, occasionally works on
enemies with Ms -2, and doesn't work at all on Ms -3 enemies. When
cast by Ms -3 enemies, it always works - except where the target is
immune to Death
Used by: Nina(LV28), Jean(LV32), Bleu, D.Brnger, Deathevn(2),
G.Rider, Humus, K.Sludge, Necroman
-----------------------------------------------------------------------------
Def. see Defense
-----------------------------------------------------------------------------
Def-Down:5 (Cb) gives one enemy the def.dn condition. Probability of success
is a roll based on magic susceptibility of the opposition, whether it
is the caster of the target
Used by: Nina (LV15), Spar, Bleu, Assasin, Babaruku, Basilisk,
BigHand, Guardian, K.Goblin, Stooly,
-----------------------------------------------------------------------------
Def-Up:5 (Cb) gives one ally the def.up condition
Used by: Bow (LV6), Spar(LV14), Bleu, Catfish, Kimoto, Trout
-----------------------------------------------------------------------------
Def-UpX:10 (Cb) gives all allies the def.up condition, and doesn't register
as failure unless all allies already have def.up
Used by: Bow(LV26), Spar(LV32), Atlas, D.Crsdr, Needle, Paladin
-----------------------------------------------------------------------------
Defense - forfeits action for this round in exchange for taking reduced
damage from defendable attacks. The exact effect of this action is
described in the 'Combat algorithms' section. While Defense is valid
for party members throughout the entire round, it is only valid for
the opposition after it is used in a given round
Used by: all combatants(?), unless otherwise noted
-----------------------------------------------------------------------------
Dice deals 80 + (0..31) points of undefendable(?) special damage to one
target
Used by: Wildcat
-----------------------------------------------------------------------------
(disappear) - all conditions (except death) on all combatants are removed at
the end of this combat round
Used by: Deathevn(2)
-----------------------------------------------------------------------------
Drain:0 (Cb) steals AP from one enemy and adds it to the caster's total. AP
stolen is exactly 30% of enemy's rAP, to a maximum limit of 30 AP.
Probability of success is a roll based on magic susceptibility of the
oppsition, whether it is the target or the caster
Used by: Nina(LV17), Spar(LV22), Bleu, Babaruku, D.Spirit, Soulflik,
Zombie
-----------------------------------------------------------------------------
Eggbetr - makes two consecutive normal physical attacks against a target:
make the first attack. If attacker dies from a CtrAttck from the
defender, stop. Otherwise, check to see if the target is still
alive. If not, choose a new target. Make the second attack.
Used by: Bow(this replaces Atc. if he's equipping the TwinBW), Amom,
Aruban, Barucuda, Basilisk, BigHand, E.Dragon, GoldFly(1),
GoldFly(2), Mamot, Seenates, Torubo(1), Torubo(2), Trout
-----------------------------------------------------------------------------
(etherstorm) - deals 100 + (0..63) points of undefendable, non-elemental
special damage to all enemies
Used by: Ray
-----------------------------------------------------------------------------
Exit:8 teleports the group outside of the location they are currently in,
back to the location's entrance on the overworld. Actually, for each
location there exists an 'exit point' which may or may not be the
entance, but usually is. Beware: some locations do not have an 'exit
point'. In these locations, you will not be able to cast Exit, so
prepare yourself by checking this ahead of time!
Used by: Nina(LV12), Spar(LV18), Bleu
-----------------------------------------------------------------------------
Explode - deals all enemies exactly [(target's rHP)/2] points of damage, to a
miminum of 1 HP of damage
Used by: Deathevn(1)
-----------------------------------------------------------------------------
Fireball:20 (Cb) normal spell damage of fire:120 to all enemies. Native
terrains: dense and sparse forest
Used by: Katt(LV11), Sten(LV33), Bleu(LV36), Nina(LV55), Babaruku,
Fastman, G.Idol, Ifeleet, Magicmas, N.Rider, S.Golem(2)
-----------------------------------------------------------------------------
FireBrth(X) - deals X + (0..15) points of defendable, non-elemental special
damage to all enemies (yes, even though it reads FIREbreath, it is
NOT a fire attack)
Used by: B.Ogre, Barubary(x), Dragoon, E.Dragon, Gallop, Gargoyle,
Hellion, Ifeleet, Kimaira, Pepshun, Rapider, Venusfly
-----------------------------------------------------------------------------
FireDrgn:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of 512 to all enemies. Note: this is NOT a fire attack - it has
exactly the same effect as IceDrgn and T.Drgn
Used by: Hero(**)
taught by the wise dragon man in WaterFal
-----------------------------------------------------------------------------
FirPuppy:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of fire:256 to one enemy
Used by: Hero(**)
learned when you first meet the fire shaman in Capitan
-----------------------------------------------------------------------------
Flame:12 (Cb) normal spell damage of fire:60 to all enemies
Used by: **, **, **, **, Sten(LV15), Nina(LV20), Bleu, Pollen
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details)
-----------------------------------------------------------------------------
Freeze:10 (Cb) normal spell damage of ice:100 to one enemy
Used by: **, **, **, **, Nina(LV24), Spar(LV28), Bleu, Amonica,
Anubus, Cancer, Carm, Gonghead(2), H.Crab, Maindstr, Pharaoh
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details)
-----------------------------------------------------------------------------
G.Drgn:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of 999 to all enemies
Used by: Hero(**)
this spell is learned the the Hero is exposed to the (etherstorm)
attack
-----------------------------------------------------------------------------
(get up:X) - similar to defying death, but not exactly. Whenever this enemy
takes lethal damage, it makes a random roll with a success of (X)% to
see if it can resist death and be restored to a random fraction of
its mHP between 1/4 and 1/2 (?). So, this action may be done a
potentially unlimited number of times, while defying death is limited
to once per battle only
Used by: Roach
-----------------------------------------------------------------------------
(god's power) - steals HP equal to exactly [rHP*3/8] from each enemy (to a
maximum of 60 HP), and AP equal to exactly [rAP/4] (to a maximum of
20 AP) from each living enemy. All HP stolen is added to Deathevn's
rHP
Used by: Deathevn(2)
-----------------------------------------------------------------------------
Guts a self-healing action available to the hero. HP restored is an
exact fraction of mHP, and a function of rHP and the number of fires
from your Guts rating:
table of fractions of mHP that Guts will restore:
rHP: > [mHP/2] > [mHP/4] > [mHP/8] =< [mHP/8]
-------------------------------------------------------------------
fires:
1 8% 15% 30% <50%
2 10% 20% 40% 60%
3 12% 25% <50% 70%
4 14% 30% 55% <75%
5 16% 35% 60% 80%
6 18% 40% 65% 85%
7 20% 45% 70% 90%
Guts may be used an unlimited number of times during a battle, but
for each use, there is a random probability of failure of 1/8
Used by: Hero
-----------------------------------------------------------------------------
Hail:17 (Cb) normal spell damage of ice:100 to all enemies. When Hail is
well-cast, little dogs will follow the big one
Used by: Katt(LV13), Nina(LV31), Babaruku, Bleu(LV37), Carm, Fastman,
Magicmas, N.Rider
-----------------------------------------------------------------------------
Heal:8 (//) removes the conditions of curse, poison, sleep, rotting, and
zombie from one ally
Used by: Bow(LV23), Rand(LV31)
-----------------------------------------------------------------------------
Horror same as SwtBrth
Used by: Munmar
-----------------------------------------------------------------------------
Hush:5 (Cb) attempts to give one enemy the hushed condition. Success is a
roll based on magic susceptibility of the opposition, whether it is
the caster or the target
Used by: Jean(LV12), Spar, Aruban, Babaruku, Cotris, DPaladin,
Footman(2), Ganet, Guardian, Maindstr
-----------------------------------------------------------------------------
IcePuppy:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of ice:256 to one enemy
Used by: Hero(**)
learned when you first meet the fire shaman in Capitan
-----------------------------------------------------------------------------
IceDrgn:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of 512 to all enemies. Note: this is NOT an ice attack - it has
exactly the same effect as FireDrgn and T.Drgn
Used by: Hero(**)
taught by the wise dragon man in WaterFal
-----------------------------------------------------------------------------
Idle:6 (Cb) attempts to put one enemy to sleep. Probability of success is a
roll based on the magic susceptibility of the target
Used by: Spar(LV16), Jean(LV20)
-----------------------------------------------------------------------------
(insult) - attempts to reduce target's offensive power to 0 for this round
Used by: Katt (the one fought in Coliseum)
-----------------------------------------------------------------------------
(interrupt: ...) - if this enemy's rHP drops below the specified fraction(s)
of mHP, immediately end this round of combat and move to the next
round
Used by: GoldFly(2), Kuwadora
-----------------------------------------------------------------------------
Jab attacks all enemies for normal physical damage at a penalty of 30 to
Off per enemy beyond the first. Damage for each enemy is computed
separately. A Jab is non-elemental, and may not be a special or a
toasted hit, even if the weapon Jean is using allows it. Putting
aside these limitations, 'Jab' to one enemy is equivalent to 'Atc.'
Used by: Jean
-----------------------------------------------------------------------------
Keep forfeit a turn to attack an enemy next turn with a substantially
increased Off value. When you give the command to 'Keep', you select
the target on the first turn. On the next turn, rage makes a normal
physical attack against that enemy (or a new one if that one is now
dead) with attacker's offense multiplied by one of:
{200%, 237%, 274%, 300%}
The offense value computed in this way may be greater than 511,
unlike all other attacks! (except Bud) Keep attacks may not be
special or toasted hits. This algorithm explains NEARLY all of the
damage values I have seen, but not ALL of them - there exist perhaps
other multipliers which can be chosen, though they are not chosen
often
Used by: rage transform
-----------------------------------------------------------------------------
Miss this action starts off by looking like an attack, but does not hit
any target
Used by: Atlas, Bugbear, Corpse, Ghoul
-----------------------------------------------------------------------------
Missile:26 (Cb) normal spell damage of wind:150 to all enemies
Used by: **, **, **, **, Sten(LV38), Bleu(LV38), Nina(LV57), Babaruku
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details)
-----------------------------------------------------------------------------
normal physical attack - see 'Atc.'
-----------------------------------------------------------------------------
Ntre this produces a different effect for each type of terrain, but the
effect is independent of time of day. Ntre may be used an unlimited
number of times in all terrains, though there is a small chance that
each use might fail and do nothing instead
terrain effect
-------------------------------------------------------------------
lakeside flowers bloom - once used succesfully in a given
battle, all subsequent uses will fail. This results
in the Def values of all opposition being halved.
This effect may be compunded with the def.dn
condition, but unlike def.dn, the probability of
success of this action isn't dependent of the magic
susceptibility of the opposition!
dense forest a tree tumbles over all enemies, dealing them
all 176 + (0..15) points of undefendable,
non-elemental special damage
desert cactii explode, dealing 88 + (0..7) points of
undefendable, non-elemental special damage to all
enemies. Despite the seeming absence of cactus
plants after using this, this can also be used an
unlimited number of times
all other outside terrains - all allies are healed by exactly 32 HP.
Is this dependent on Spar's stats?
any terrain not out in the open - failure
Used by: Spar, spindragon transform
-----------------------------------------------------------------------------
Psn.Atck - hit one target for normal physical attack damage, and attempts to
poison that target at the same time
Used by: Banbhand, H.Fly, Skeleton, Tsi.Fly, Widow
-----------------------------------------------------------------------------
Psn.Brth - attempts individually to poison all enemies
Used by: Arachnod, Aruhamel, Chorking, Dethpede, J.Worm, Kiyhood,
Ralooba
-----------------------------------------------------------------------------
Psn.Chop - attack all enemies for normal physical damage and attempt to
posion each enemy as well
Used by: Joker
-----------------------------------------------------------------------------
Pwr.Down:5 (Cb) gives one enemy the pwr.dn condition. Probability of success
is a roll based on the magic susceptibility of the opposition,
whether the opposition is the caster or the target
Used by: Nina(LV10), Jean(LV16), Spar, Bleu, Babaruku, Conch,
Guardian, Stooly, Willowsp
-----------------------------------------------------------------------------
Renew:10 (//) works only 70% of the time, and only revives one dead ally to
HP = [MHP/4], with no effect on a living or zombie character
Used by: **, Bow(LV20), Rand(LV27), Jean(LV34)
Ray teaches this to you instead of Cure 2 if you save more than 4
villagers in the DryWell
-----------------------------------------------------------------------------
Renew X:20 (//) returns one ally to life with rHP = mHP. Only works on dead
party members (not zombies)
Used by: Bow(LV36)
-----------------------------------------------------------------------------
Rip Sten makes a regular attack, but plays dead for the rest of the
round. His Def is lowered to 5/8 (62.5%) during this round, but
each member of the opposition must pass a Wis-based roll or be fooled
into thinking Sten is already dead. On failure, if Sten is not the
only surviving pary member, a target will be chosen based on the
assumption that Sten is dead. But beware! - as stated before, this
usually means that the guy in back is going to be taking a lot more
hits! (is this really what you want?)
Used by: Sten
-----------------------------------------------------------------------------
RotBrth - attempts individually to make all enemies begin rotting
Used by: Anubus, Chorking, Kiyhood, Necroman, Pharaoh
-----------------------------------------------------------------------------
(rumble) - deals exactly 48 points of damage to all enemies
Used by: M.C.Tusk
-----------------------------------------------------------------------------
Runaway - the combatant flees from battle, thus preventing you from winning
an award from defeating it. This always works, unlike the command
'Run'
Used by: C.Sludge, D.Spider, J.Fish, K.Goblin, P.Eater, R.Guard,
Trikster
-----------------------------------------------------------------------------
S.Boom:11 (Cb) normal spell damage of thunder:50 to all enemies
Used by: Nina(LV13), Bleu, Dinabehm, Fastman, RoadSlug
-----------------------------------------------------------------------------
Sap:5 (Cb) steals HP from one enemy and adds it to the caster's total. HP
stolen is exactly 30% of enemy's rHP, to a maximum limit of 30 HP.
Probability of success is a roll based on magic susceptibility of the
opposition, whether it is the caster or target
Used by: Spar(LV21), Bleu, Bloodskr, D.Spirit, Lyverma, Necroman,
Racegude, Tri.eye, Zombie
-----------------------------------------------------------------------------
(save strength) - during the next action, offense power is doubled. Augus
doesn't have to use the next action to attack, but if he doesn't, the
effect of this action is wasted
Used by: Augus
-----------------------------------------------------------------------------
(shake) - same as (attack all)
Used by: Terapin
-----------------------------------------------------------------------------
Shed you don't get to be 2000 years old without taking REALLY good care
of yourself. Bleu can use 'shed' to cast Cure 4, followed by Heal
on herself an unlimited number of times. And unlike Guts, it
always works (at least it does when Wis = 255... check for failure
at lower Wis...). But there is one catch - when Bleu sheds, she
aquires the def.dn condition
Used by: Bleu
-----------------------------------------------------------------------------
Shield:6 (Cb) gives one ally the wis.up condition. May be cast multiple
times without notice of failure, but extra use confers no extra
benefit
Used by: Spar(LV30), D.Crsdr, Needle, Paladin
-----------------------------------------------------------------------------
Shimmy same as (attack all)
Used by: Kuwadora
-----------------------------------------------------------------------------
Shot attempts to deal an enemy lethal damage (= rHP of the target). This
does not work in battles to the death. It can deal lethal damage to
enemies with more than 999 HP, but only 999 points of damage will be
shown. On a failure, Shot merely deals 1 point of damage
Used by: Bow
-----------------------------------------------------------------------------
Smoke:6 (Nc) gives you a little extra breathing space between random
battles, by changing the way in which the fight counter is generated
and how it is decremented. Turning smoke on does not reset the fight
counter. Smoke may only be cast in a place where the monster level
is not asleep. To indicate that smoke is on, your monster meter
figure will turn blue. Smoke is not turned off until you take 64
steps in an area or on a map section where the monster level is not
asleep, regardless of how many times you enter battle, or whether you
move between areas. You may not cast smoke while it is already on.
When rolling, each step you roll counts as a step for the smoke
count, as does each spot you swim, and each hop you make while on the
frog. What about flying on the great bird? (check this)
Used by: Hero(LV19)
-----------------------------------------------------------------------------
Spark:4 (Cb) normal spell damage of fire:25 to one enemy
Used by: Nina, Sten, Docaden, Jailer, M.Golem, M.Mummy, Nimufu,
Pollen, R.Slug, Sniphead, Witch
-----------------------------------------------------------------------------
Spor makes a random roll to see it there is a headwind. If not, SwtBrth
is used on the opposition. But if there is a headwind, SwtBrth is
used instead on the party members
Used by: lil mushroom transform
-----------------------------------------------------------------------------
Spry Iron man attacks all enemies for normal physical attack damage.
Damage is computed independently for each enemy hit. Unlike 'Jab',
there is no penalty for enemies hit beyond the first one. Spry would
be in all cases superior to iron man's normal physical attack, except
that it can't do special or toasted hits (elemental damage?)
Used by: iron man transform
-----------------------------------------------------------------------------
(steal) make a normal physcial attack and also steal the same of number coins
from the party's money supply as number of points dealt in damage.
CtrAttck may not be used in repsonse to this, and hits from this
attack may not be special
Used by: Trout
-----------------------------------------------------------------------------
Sweh advances combat to the next round, interrupting all further action
planned for that round. All conditions placed on party members
remain in effect - characters rotting from the start of the round
will become zombies. This action does not work in battles to the
death. In random battles, a new set of enemies with full health
are chosen to replace the current enemies, using the standard
algorithm to generate random enemies. Enemies defeated before
Sweh was used will not count towards the experience and money award
for the battle
Used by: djinni transform
-----------------------------------------------------------------------------
SwtBrth - attempts individually to put each enemy to sleep. Success rate
seems to be a random roll(?)
Used by: Aruhamel, Eaterman, Humus, J.Worm, Kiyhood, Meedid, Nimufu,
Shupri, Sireen, Stamen, Witch
-----------------------------------------------------------------------------
T.Drgn:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of 512 to all enemies. Note: this is NOT a thunder attack - it has
exactly the same effect as IceDrgn and FireDrgn
Used by: Hero(**)
taught by the wise dragon man in WaterFal
-----------------------------------------------------------------------------
T.Puppy:rAP (Cb) this spell may not be cast if rAP = 0. Dragon spell damage
of thunder:256 to one enemy
Used by: Hero(**)
learned when you first meet the fire shaman in Capitan
-----------------------------------------------------------------------------
Thunder:6 (Cb) normal spell damage of thunder:25 to all enemies
Used by: **, **, **, **, Nina, Rand(LV9), DinaFung, Nimufu, RoadSlug,
Suiky, Witch
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details)
-----------------------------------------------------------------------------
TimeWarp:0 (Nc) this spell may only be cast on the overworld. It advances
the day/night cycle to either daytime or nighttime.
if it is currently: advance the time to:
-----------------------------------------------------------
6AM - 9PM midnight
9PM - 6AM 10:30AM
Used by: Hero(LV2)
-----------------------------------------------------------------------------
Tornado:5 (Cb) normal spell damage of wind:30 to one enemy
Used by: Nina, Crodworm, Sireen
-----------------------------------------------------------------------------
Typhoon:14 (Cb) normal spell damage of wind:80 to all enemies. Native
terrains: underwater
Used by: Nina(LV22), Amom, Barucuda, Crodworm, Magicmas, N.Rider
-----------------------------------------------------------------------------
Wake attacks one party member for normal physical damage, thus having the
side-effect of waking that character up if they were asleep. This
is not the main use of this action, however. If you target a dead
party member with Wake, there is a chance that that character will be
revived to 1 HP. On a failure, nothing will happen. Wake attacks
cannot be special or toasted hits
Used by: Rand, mighty armadillo transform
-----------------------------------------------------------------------------
Warp:8 (Nc) teleports the group to one of your choice of 'warp points'. The
list of warp points is all of the towns on the overworld that you
have visited, with a few exceptions (such as St.EvaCh, Inheart, and
Dologany). Warp may only be cast on the overworld
Used by: Jean(LV14), Spar(LV19), Bleu
-----------------------------------------------------------------------------
Will restores 16 AP (24 AP if rAP = 0), with a random success rate of 70%.
On a failure, no AP is restored
Used by: Nina
-----------------------------------------------------------------------------
Zombie attempts to make one enemy begin rotting and attacks that enemy at
the same time for normal physical damage
Used by: Banbhand, Mimic, Necroman, Sheef, Skeleton
-----------------------------------------------------------------------------
-=-=-======================- Conditions -=======================-=-
this section describes the effects of all conditions that can be applied to
party members and opposition, in and out of combat. As stated earlier, the
combat conditions are:
poison asleep curse rotting
zombie dead pwr.up pwr.dn
def.up def.dn agi.up agi.dn
hushed wis.up
of all these conditions, only poison, death, and curse persist outside of
combat. A party member with zombie at the end of a combat becomes dead. All
other conditions completely disappear with no ill effects after a battle.
For the opposition, the poison, zombie, rotting, and curse conditions have no
meaning. Death is different in that dead opposition can't be revived under
any circumstances. Being asleep is also slightly different in that the
opposition can break out of sleep spontaneously, while party members cannot.
All other conditions work exactly the same way
in combat, a few conditions afflicting party members are visible in the
status area of the combat menu. When healthy, this shows a party member's
LV. Otherwise it can show sleep, curse, poison, and zombie
any number of conditions may be combined at once, except zombie and death,
which exclude all other conditions. When a party member dies or becomes a
zombie, all other conditions are removed
agi.dn - the target's Vigor is halved for the remainder of the combat. This
affects the order in which action is resolved on rounds where the
target had agi.dn from the beginning of the round
agi.up - if this is supposed to give a bonus to Vigor, it doesn't work. As
far as I can tell, this condition has absolutely no effect
asleep - when a target falls asleep, its current action is interrupted and
the combatant may not take any further actions while asleep.
Sleeping opposition does not move. Sleeping party members have z's
drifting overhead, and a z's in the status area. Sleep in opposition
has a small chance of dissipating each round (seems to be based on
Wis), and is not removed by being the target of an attack. Sleep in
party members does not dissipate of its own accord, and is only
removed when the party member takes damage from a normal physical
attack (spell damage doesn't count!). A sleeping party member
may not 'Dodge' an attack. The easiest way to remove sleep is to
attack yourself with a party member that has a low offense stat. The
D.Earing and ShinyBR items can prevent sleep
curse - this is recognizable as a ghostly demon vibrating over the part
member's head, and a skull in the status area. Curse forces Cond. to
its worst possible level: Ill. This has the effect of reducing the
probability of being able to CtrAttck (other effects?). The easiest
way to remove curse is to rest. Vtmn works, but it is expensive, and
Heal works too, but you don't have the luxury of casting this until
late in the game. Charm and ShinyBR can prevent curse
dead - any target taken to 0 HP which does not defy death becomes dead (this
applies to zombies as well). Death removes all other conditions,
shaman bonding, and interrupts the combatant's action. Dead
combatants do not take actions, and recieve no award if they are dead
at the end of a battle. As stated in basic combat mechanics, if all
party members are dead or zombie, you lose. If all opposition is
dead, you win. Outside of combat, dead characters may not cast
spells, but items may still be used, and the character may even
change equipment and be put in the lead to use skills! The easiest
way to revive from the dead is to use LifePl or Renew. Resting also
removes death at a much lesser cost. Death as caused by the Death
spell can be prevented with the LifeBR item
def.dn - the target's Def is halved for the remainder of the combat
def.up - the target's Def is multiplied by 307/256 (120%) for the remainder
of the combat
hushed - all spells cast by the target will be blocked. This does not stop
item use or other special actions. Blocked spells do not waste AP.
Hushed has a chance of dissipating each round, if the combatant
passes a Wis-based (?) roll. The hushed condition is not visible -
the only way to tell if it is there is when you notice that your
attempt to cast a spell fails
poison - only produces ill effects outside of combat. For each step that the
party member takes on the overworld or in an area with monsters, HP
is decremented by 1. rHP cannot drop below 1 in this way. This
condition may be in effect side by side with regeneration (in this
case, the two effects would cancel out). Poison is visible as a
skull & crossbones vibrating overhead, with a beaker in the status
area. The simplest way to remove poison is to use CurePsn or an
Antdt. ShinyBR can prevent poison
pwr.dn - all damage from normal physical attacks made by the target is
muliplied by 7/8. This condition persists until the end of battle
pwr.up - the target's Off stat is doubled, to a maximum offense of 511. This
condition persists until the end of a battle
rotting - an intermediate stage before becoming a zombie. Rotting party
members have purple skin and adopt a stooping posture. A party
member which has been rotting for one full round will become a zombie
on the next round. If a party member was rotting at the beginning of
the round, they get a bonus to offense just as if they had the pwr.up
condition. The simplest way to remove rotting is to use TearDr or
CurePsn. KramerBR and ShinyBR can prevent rotting
wis.up - the target's Wis is doubled, to a limit of Wis = 255. This has the
effect of changing magic susceptibility and reducing slightly the
vulnerability to normal spell damage. This persists until the end of
a battle
zombie - a truly nasty affliction. A zombie looks like an undead figure
which faces towards the party. Upon becoming a zombie, all other
conditions are removed, shaman bonding is lost, and a grey face
appears in the status area. The target can no longer be controlled,
and will use its actions to make normal physical attacks vs. party
members. This doesn't mean that the zombie is not still a valid
target for the opposition. The damage from these attacks is not the
standard party member attack algorithm, and I haven't figured it out
yet. All HP which would be healed to a zombie is subtracted as
damage instead. A zombie retains the Def, Vigor, and Wis ratings of
the character which produced it. The easiest way to remove zombie is
to use TearDr or CurePsn. If all else fails, you can attack it until
it dies. Characters which are zombies at the end of a battle recieve
no awards, and become dead after the battle is over. Zombie can't be
prevented because it isn't applied directly, but rotting can be
besides the combat conditions, there are also the following non-combat
'conditions':
regeneration smoke
smoke - this was mentioned earlier. It can be applied to the entire group by
casting Smoke
regeneration - this condition is granted by equipment that a party member is
wearing. A party member with regeneration gains 1 HP per step taken
ANYWHERE, not just the places where poison would normally affect a
character
-=-=-=====================- Damage Algorithms -=======================-=-
there are several different types of attack that deal damage: the normal
physical attack, normal spell damage, special damage, and dragon damage
for all damage algorithms, the following functions are used to handle
elemental damage:
----------------------------------------------------------------------------
ResistElements( damage ):
this function is used in calculation of damage done to party members
from elemental attacks (spells and actions where a party member hits
an ally with an elemental weapon):
if the attack has an element associated with it, apply the
character's elemental resist level granted by the armor, helmet, and
shield that the character is equipping
there is such a thing as resistance to holy damage, and it is
conferred by a great many items. But it is of only academic
interest, since the only holy attacks in BoF2 are the ones made by
your side! Unfortunately, nothing grants resistance to wind
the elemental resist level is just the number of pieces of equipment
that the character is wearing that grant resistance to the element
associated with the attack. Thus, resist level can vary between 0
and 3 (although it is usually only 0 or 1)
now, multiply damage by...
resist level factor
0 1 (no resist)
1 13/16 ~81.25% damage
2 11/16 ~68.75% damage
3 9/16 ~56.25% damage
-----------------------------------------------------------------------------
ElementMultiplier( damage ):
this function is used in calculation of damage done to opposition
from elemental attacks (spells and hits from elemental weapons)
depending on the enemy type, the following multiplers are applied:
if the monster is ...
spirit: damage * 2 from holy
* 1/2 from all other DEFENDABLE attacks
undead: damage * 2 from holy and fire
flying: damage * 2 from wind
fiery: damage * 2 from ice
* 1/2 from fire
icy: damage * 2 from fire
* 1/2 from ice
aquatic: damage * 2 from thunder
* 1/2 from fire
all opposition has either one or none of the above types. If none of
the above types apply, damage is unaffected.
-----------------------------------------------------------------------------
and, the following functions handle the effect that 'Defense' has on damage:
-----------------------------------------------------------------------------
DefendSpecial( damage )
this function applies to normal spell damage and special defendable
damage dealt to any target using 'Defense'
Defense multiplies damage by one of the following factors, chosen
randomly(?):
{95%, 85%, 75%, 65%}
higher Wis (not Luck!) seems to result in choosing a more favorable
multiplier...
-----------------------------------------------------------------------------
DefendPhysical( damage )
this function applies to normal physical damage from party member's
or
opposition's attacks to any target using 'Defense'
Defense multiplies damage by one of the following factors, chosen
randomly(?):
{85%, <75%, 65%, <50%}
-----------------------------------------------------------------------------
things to note are that 'Defense' does not have an effect against
undefendable damage, and is more effective against physical attacks than
spells or special damage. There is also moderate random variation is the
effectiveness of using 'Defense'
the algorithm for determining damage done by a normal physical attack made by
a party member is (I do not know what the algorithm is for attacks by
the opposition):
-----------------------------------------------------------------------------
AttackByPartyMember():
Pwr = (offense of attacker) - (defense of target)
(if Pwr < 0, Pwr = 0)
now, if... we are in the ... damage range
-----------------------------------------------------------------
Pwr < 63 low
63 <= Pwr < 99 mid
99 <= Pwr high
for the high range,
damage = Pwr * one of {58%,64%,70%,76%},
chosen by a roll based on Luck
for the mid range,
damage = Pwr * one of {85%,90%,97%,103%},
also chosen by a roll based on Luck
for the low range, the exact algorithm is quite complex - it would take more
effort to explain than would a simple listing of damage values vs. Pwr, so...
I will supply the list instead:
Pwr:Damage Pwr:Damage Pwr:Damage Pwr:Damage
-----------------------------------------------------------------------------
0 {1,2} 16 {17,18,19,20} 32 {41,43,45,47} 48 {50,53,56,59}
1 {1,2} 17 {18,20,21,22} 33 {42,44,46,48} 49 {51,54,57,60}
2 {2,3} 18 {20,21,22,23} 34 {43,45,47,49} 50 {51,54,57,60}
3 {3,4} 19 {21,22,24,25} 35 {44,46,48,50} 51 {52,55,58,61}
4 {4,5} 20 {23,24,25,27} 36 {44,46,48,51} 52 {52,55,58,61}
5 {5,6,7} 21 {24,26,27,28} 37 {45,47,50,52} 53 {53,56,59,62}
6 {6,7,8} 22 {26,27,29,30} 38 {45,48,50,52} 54 {55,57,58,62}
7 {7,8,9,10} 23 {27,29,30,31} 39 {47,49,51,54} 55 {56,58,63}
8 {8,9} 24 {29,31,32,34} 40 {47,49,51,54} 56 {56,58,59,62}
9 {9,10} 25 {30,32,33,35} 41 {48,50,53,55} 57 {57,59,60,63}
10 {10,11,12} 26 {33,34,36,37} 42 {48,50,53,55} 58 {54,58,61,64}
11 {11,12,13} 27 {34,35,37,39} 43 {49,51,54,57} 59 {55,59,62,66}
12 {12,13,14} 28 {36,38,39,41} 44 {49,51,54,57} 60 {54,58,61,65}
13 {13,14,15,16} 29 {37,39,41,42} 45 {50,53,55,58} 61 {55,59,62,65}
14 {15,16,17} 30 {40,41,43,45} 46 {50,52,55,58} 62 {54,58,62,65}
15 {16,17,18,19} 31 {41,42,44,46} 47 {51,53,56,59}
again, more favorable damages are likely if the Luck of the attacker is high
things to note about the data in the table is that it is fairly well behaved:
damage is usually between Pwr and (3/2)*Pwr, except near the high end, where
the damage is curbed down to match up seamlessly to the mid range algorithm.
Also, remember that Pwr = 0 applies whenever the target has a much higher
defense than your offense
finally, note that the mid range algorithm does not match to the high range
damages - there is a sharp drop in damage done above Pwr = 98 (a drop of
about 25 points...)
that concludes the differences for the 3 ranges. Next, roll to see if
the attack can do Special damage (not available for certain attacks). If so,
damage *= 2. The roll for this seems to be completely random
if target is using 'Defense', apply the DefendPhysical() function to damage
now apply the attacker's position bonus (determined by formation and combat
order):
damage *= attack_modifier( risk of position attacker is in )
and apply the defender's position bonus to the damage:
damage *= defend_modifier( risk of position defender is in )
if the target is a party member, apply ResistElements() to the damage
if target is opposition, apply ElementalMultiplier() to the damage
if attacker has pwr.dn, damage *= 7/8 (pwr.up,def.up, and def.dn are
all handled as modifiers to Def
and Off, and are thus taken care of
already)
if damage < 1, damage = 1
if damage > 999, damage = 999
finally, if the attack was from a party member equipping a weapon that
allows toasted hits, make a random roll to see if the attacker toasts the
opposition. If so,
damage = mHP of the target
damage shown will be no greater than 999, even though toasted hits can
deal more than that amount of damage
the damage values from this algorithm should be exact
---------------------------------------------------------------------------
The attack_modifier() and defend_modifier() fractions used in the above
algorithm are determined in the following way:
Risk Tables:
------------------------------
with only one party member:
leader
Normal 0
----------------------------------
with two:
leader last
Normal 0 0
Scramble 2+ 2-
--------------------------------------------
with three:
leader 2nd last
Normal + - -
Scramble 2+ 2+ 2-
------------------------------------------------------
with 4 party members:
leader 2nd 3rd last
Scramble + + 0 -
Normal 2+ - 2- 4-
Defense 0 3- 3- 4-
Parallel + 0 2- 3-
------------------------------------------------------
as for the opposition, they are always at risk level 0, regardless of
screen position
the attack and defense modifiers are determined from risk as:
Risk attack_modifier(risk) defense_modifier(risk)
---------------------------------------------------
2+ 130% 130%
+ 120% 120%
0 100% 100%
- 95% 90%
2- 90% 85%
3- 83% 80%
4- <75% <75%
(this gives the interesting result that the lead character deals himself
about 3 times more damage (in the lead of the Normal formation), than he
would if he were at the back)
-----------------------------------------------------------------------------
AttackByOpposition():
this represents my best guess about what some of the steps involved in this
algorithm are. As to order of steps, and the complete algorithm, I have
no idea as yet...
compute damage as a function of attacker's Off and defender's Def. Depending
on the attacker's Off, this may result in non-trivial damage even when
(Off-Def) is reduced far below zero, but I expect that it reaches its minimum
and stays there as soon as Off = Def, and for higher Def ratings
for attacks which may do special hits, damage *= 2, and register this as
being a 'Slammed' attack
damage *= defense_modifier(risk of target)
(remember that all opposition is at risk level 0, so the attack modifier
step is skipped)
as far as I know, normal physical attacks from opposition doesn't do
elemental damage
if damage < 1, damage = 1
-----------------------------------------------------------------------------
for normal spell damage and special damage, whether from an attack by a
party member or the opposition, the following algorithm is used:
-----------------------------------------------------------------------------
SpecialDamage():
for normal spell damage,
damage = SpellDamage( base spell power )
for all other special attacks and spells, refer to the description of the
action for damage done
if attack is defendable,
if the target is a party member,
apply the ResistElements() function to the damage
if the target is using 'Defense',
apply the DefendSpecial() function to the damage
if the target is opposition,
apply the ElementMultiplier() function to the damage
(even if the attack is non-elemental in nature)
-----------------------------------------------------------------------------
the SpellDamage() function is:
damage = base power + (0..7)
for damage to a party member:
x = [(Wis +1)/16]. If x = ...
0,1 116 %
2 108 %
3,4 104 %
5,6 96 %
7,8,9 92 %
10,11,12 84 %
13,14,15,16 76 %
damage *= f (this formula is EXACT)
for partial immunity, a roll is made during the casting of the spell
to see if party members with partial immunity can ignore the damage.
If so, damage is reduced to 0 for all party members targetted by this
spell (if one party member ignores damage, all of them with partial
immunity do - this makes for a good way to test if a piece of
equipment grants partial immunuty)
for damage to opposition:
damage *= 100% + (Ms * 4%)
if opposition has full immunity, always reduce damage to zero, unless
the spell is being cast due to item use
(Ms is the magic susceptibility of the target, an integer in
(-3..4). The lower the magic suspectibility number, the lower the
fraction of damage that the enemy takes from spells. Magic
susceptibility is not a large factor in damage, as there is only
a 4% difference per point of susceptibility...)
if the caster of the spell is a party member, make a roll to see if
the spell is well-cast. All damage spells will, if 'well-cast',
cause 50% more damage. Depending on the spell and terrain, being
well-cast may be visible with extra graphics in the casting on the
spell or things being done to the terrain picture
-----------------------------------------------------------------------------
notes: note what spell damage and special damage is NOT a function of:
1) position. No matter where the attacker is and where the target is, the
damage is the same
2) caster's Wis. Spell damage is not dependent on the wisdom of the caster,
only the Wis of the target. The only dependence on the source is whether the
spell was cast by a party member or the opposition
finally, there is a third commonly occuring type of damage - the kind dealt
by the dragon spells that the hero uses:
-----------------------------------------------------------------------------
DragonDamage():
This function deals damage in the following way:
fract = [ ([rAP/2]*256) / [mAP/2] ]
squared = [ fract^2 / 256 ]
if squared < 1, squared = 1
damage = [ squared * (base power) / 256 ]
this exact algorithm can be approximated (to +/-3 HP of damage) with
the simpler formula:
damage = (base power) * ( [rAP/2] / [mAP/2] )^2
now apply the ElementMultiplier() function to the damage
(even if the attack is non-elemental in nature)
things to note are that:
1) at maximum AP, damage dealt is the base power of the spell *
elemental modifiers
2) you're getting gypped if your casting a dragon spell at anything
less than maximum AP, because the cost-effectiveness (or
damage dealt per AP spent) is proportional to the amount
of AP used. This is because damage is not proportional
to the fraction of maximum AP remaining (rAP/mAP), but its
square
-----------------------------------------------------------------------------
-=-=-========================- Skills -==========================-=-
skills are what I call the special abilities peculiar to each party member
that can be used outside of combat. Each party member has a unique set of
skills, and in some cases, the transformations you get out of shaman bondings
have their own sets of skills which may be different that the character's
skills in the unbonded form. To use a skill, the character with the skill
must be in the lead of the walking order. Some skills are automatic
benefits. For others, you must press 'Y' to use the skill
in the explanations of these skills, 'normal walking speed' refers to the
fundamental scrolling rate of 1 pixel per refresh of your television set
picture. This works out to be:
(60 refreshes/sec) * (1 pixel/refresh) * (1 spot/16 pixels) = 3.75 spots/sec
double speed is 2 pixels/refresh, or 7.5 spots/sec
4x speed is 4 pixels/refresh, or 15 spots/sec
(scrolling quality begins to noticeably degrade beyond this
speed, because fractions of the normal walking speed with
large numerators or denominators tend to result in jerkiness
of the shifting of the picture...)
I call this rate the normal walking speed because this is the speed at which
your party moves about all maps and areas. Since it is a fundamental
constant of all NTSC television displays, this rate appears in nearly every
home video game that uses scrolling...
each skill I have given a name because in BoF2, the abilities have no name.
Hence, I have put the names in parentheses. Listed in no particular order,
the skills are:
-----------------------------------------------------------------------------
Spar, all of Spar's transforms:
(forestry) On the overworld map, Spar can guide the party through
pine trees as if it was grassland. Spar can also enter the
lairs of the great wise trees, and talk to them, whereas the
other party members cannot
-----------------------------------------------------------------------------
Hero: (fish) refer to the Huntin' and Fishin' section
-----------------------------------------------------------------------------
Katt, Bow, Bleu, irom man transform
(hunt) refer to the Huntin' and Fishin' section
-----------------------------------------------------------------------------
Rand:
(roll) On the overworld map, Rand can roll up into a ball. Your
party rolls along with Rand at 2 times the normal walking
speed. You must control his direction in real time, because
Rand does not stop, and you can't get him to unroll unless
you crash into some piece of the landscape. When you do
crash, there is a 50% chance a random battle will be
triggered if the monster level is normal or active. If the
monster level is asleep, a random battle will not be
triggered (note that these probabilities are independent of
distance rolled). While rolling, the fight counter is not
decremented. Note that this skill is not available to the
mighty armadillo transform
-----------------------------------------------------------------------------
Rand:
(bulldoze) In one location, Rand can roll into a ball like he does
on the overworld map to break down heavy barriers. Note that
this skill is not available to the mighty armadillo transform
-----------------------------------------------------------------------------
Jean, sir mackerel transform:
(leap,swim) On the overworld map, Jean can change into a giant frog.
The whole party rides on his back as he leaps about at normal
walking speed. The frog will leap 2 squares in any
direction, jumping over whatever is inbetween. Each leap
counts as a step for the purposes of generating random
battles. In this way, you can leap over ocean, ledges, and
lakes. While in this form, Jean can also swim in the lakes.
Each step you swim does nothing to the fight counter
-----------------------------------------------------------------------------
Katt:
(swing staff) In certain areas, Katt can swing her staff, usually
with the intent of breaking some type of object. This skill
is only used in a few places in the game. Note that the rage
transform cannot use this skill
-----------------------------------------------------------------------------
Sten:
(reach) In many instances on the overworld and in areas, if you
encounter two poles sticking out of the ground with a gap
between them, Sten can stand at one pole and reach to the
other one. The party is then pulled across the gap to the
other side with Sten. Moving in this way does nothing to the
fight counter. There is one pole at the entrance to Highfort
which Sten refuses to cross except during the Highfort
scenario. Note that the djinni transform cannot use this
skill
-----------------------------------------------------------------------------
Nina, queen of angels transform:
(fly) After you have the great bird, you can call it from any
place on the overworld map. The great bird can cross any
terrain, moves at 4 times the normal walking speed, and can
land on any spot that can be walked on. This skill doesn't
work once the gates to Infinity are opened
-----------------------------------------------------------------------------
Nina, queen of angels transform(?):
(avoid traps) if Nina steps onto a pit trap, she will fly back out of
it and the party will land safely on the spot they were on
before walking onto the trap. This ability is automatic if
Nina is in the lead. It does not work, however, for the pit
traps in ThvsTomd, where the traps move
-----------------------------------------------------------------------------
-=-=-=========================- Shamans -=========================-=-
a shaman is an elemental spirit in human female form. There are six shamans
in BoF2. When you find a shaman, she will move in with granny in the shack
next to the hideout in TownShip. From then on, she can bond with a party
member to give that character bonuses to Vig, Wis, mAP, Off, and Def.
a maximum of two shamans can be bonded to a single character, and no shaman
may be bonded to two characters at once. Bleu and the hero may not bond with
shamans. The bonus from bonding two shamans is usually not just the sum of
the parts from each shaman - some combos result in some really striking
changes...
the shamans are:
Sana:fire F Seso:water A
Spoo:wind W Solo:earth E
Seny:holy H Shin:devil D
these shamans can be found in the following places:
fire: after you recieve Ray's blessing in TownShip, return to
Capitan. Finding this shaman is necessary to progress
beyond Capitan
water: immediately after defeating the witch Nimufu at WitchTwr
(while you're already up there, so you don't have to make the
trek again), check area that the stairway on the left side of
3F leads to...
wind: found in SkyTower. Finding this shaman is necessary to
progress beyond the SkyTower scenario
earth: difficult to obtain - Donate at least 20 times at the
shrine in Namanda, and do this BEFORE you level St.EvaCh (the
donations need not be done in the style of one immediately
following the last). After levelling St.EvaCh, return to
Rand's yard in FarmTown. There is a rumor floating about
that the Earth shaman can only be obtained if you refrain
from using magic while clearing Rand's yard. This is hogwash
holy: after levelling St.EvaCh, return to Bando and visit the
first cell in the extending corridor
devil: found inside of the left entrance to Infinity
unfortunately, we see the most of the shamans can't be found until
practically the end of the game, and bonding for the trip down through
Infinity is impractical because of the length of the trip, and the fact that
you are automatically unbonded when you attempt to learn Anfini. Thus, the
number of parts of the story where you can make effective use of these
shamans is vanishingly small Also, note that bonding may not be done until
phase 2 of TownShip begins (see TownShip section)
the results of a bond can be divided into 4 classes: failure, augmentation,
fusion, and transformation
failures are bond combos that won't work. Most combos are failures, so I
won't list them
augmentation doesn't change the character's appearance, but nonetheless
results in a bonus to the character's stats which is standard for that
shaman. An augmentation of two shamans results in a bonus which is merely
the sum of the standard bonuses for each shaman. Nothing else changes
fusion changes the shade of the character's appearance and results in better
bonuses than augmentation, but everything else about the character is
unchanged (such as the character's skill and special combat action)
transformation is a unique change in personality. The character's portait
morphs into something completely different, and the character gets a unique
set of shaman bonuses (much better than either augmentation or fusion) to all
five stats. Transformation also changes the character's special combat
action, and may interfere with the character's skill. And, last but not
least, the dialogue you get when you talk to other characters may be
different (in some rare cases), depending on how you're morphed
once you find a combination which works and you want to do the bond again
without having to go through the lengthy bonding animation sequence, you can
ask granny for a 'List' of the combinations which you have already had
success with (a nice time saving feature which also helps you out when you
can't remember exactly what the combo was). This list contains every
combination you ever tried in your current game which worked. The combos are
listed lexicographically by shaman names, with the names color coded:
augmentations in white, fusions in green, and transformations in red
shaman bonuses are calculated as percent factors multipled by the character's
basic stats at the time of bonding. Bonding and unbonding are the only times
when shaman bonuses are recalculated, even though basic stats may change in
the meantime. Because of this, it is a good idea to re-bond with a shaman
from time to time to get the latest bonuses
sOff = shaman offense bonus, a percent fraction of Str.
sDef = shaman defense bonus, a percent fraction of Stmna
sVigor = shaman vigor bonus, a percent fraction of Agil.
SWis = shaman wisdom bonus, a percent fraction of bWis
smAP = shaman max AP bonus, a percent fraction of bmAP
example shaman bonus calculation:
Jean bonds with Seny to become sir mackerel. Before the
transformation, Jean had the following stats:
Str = 152
Stnma = 120
Agil = 125
bmAP = 126
bWis = 101
but then he got the following bonuses:
Off 50 152 * 50% = 76 result: Off + 76
Def 40 120 * 40% = 47 Def + 47
Vig 40 -> 125 * 40% = 49 Vig + 49
mAP 30 126 * 30% = 37 mAP + 37
Wis 50 101 * 50% = 50 Wis + 50
the standard bonuses for the six shamans are:
Fire Off +25% wAter Wis +25%
Wind Vig +25% Earth Def +25%
Holy no bonus Devil mAP +25%
unbonding can occur for three reasons:
1) the bonded party member's HP equalled or dropped below [mHP/4],
during or outside of combat. The character is this weakened
state could not hold the shaman bond (augmentation, fusion,
or transformation) and thus reverted to normal form. Instant
death and zombie will also break a bond, but mere sleep,
poison, and rotting will not
2) you bonded a different character to the same shaman (resulting in
loss of all bonding to the first character), or you bonded
the same character to a different set of shamans
3) you used DivideBL to cancel the uniting (bonding), and thus lost
the bond. Sometimes this is necessary to allow use of the
character's special skill
unbonding results in all shaman bonuses being immediately reduced to 0, and
in the character reverting to normal form. To re-bond it is necessary to go
all the way back to granny's house in TownShip... (yes, this sucks. a lot.)
Because BoF2 tries to avoid a situation in which you bonded and weakened at
the same time, Granny gives everyone the benefit of rest whenver you talk to
her (thus you will always be at full health at the time of bonding)
the combos, listed by character, and using the shaman symbols defined above
follow: (+) means augmentation,
(!) means fusion,
(?) means transformation
(the names I give for fusions and transformations are purely figments
of my own imagination (except for 'djinni' which I borrowed from
Gleeman's FAQ on BoF2) - the actual names of the party members remain
the same)
-----------------------------------------------------------------------------
Bow: (+): F (?): HD 'iron man'
A
W Off 50 action: Spry
E Def 70
H Vig 30 skills: hunt
mAP 40
Wis 40
-----------------------------------------------------------------------------
Katt: (+): none (?): 'rage'
D DF DA DW
----------------
Off 50 60 50 50 action: Keep
Def 30 40 30 40
Vig 50 50 50 60 skills: none
mAP 50 50 60 50
Wis 30 30 40 30
-----------------------------------------------------------------------------
Rand: (+): F HF (!): E 'stone man'
A HA
W HW Def 50
FW AW
H
(?): 'mighty armadillo'
EF EA EH
-------------
Off 30 35 30 action: Wake
Def 40 30 30
Vig 60 60 50 skills: none
mAP 30 35 30
Wis 30 40 30
-----------------------------------------------------------------------------
Nina: (+): F HF (!): 'goldilocks'
A HA
E HE W WF WA
H FE -------------
D AE Off -- 25 --
DF DA Vig 50 50 50
DE Wis -- -- 25
(?): WH 'queen of angels'
Off 30 action: Bnsh
Def 40
Vig 30 skills: fly
mAP 50
Wis 50
-----------------------------------------------------------------------------
Sten: (+): A HA (!): 'red'
W HW
WA H F FE FH
E HE -------------
EA Off 50 50 50
Def -- 50 --
(?): FW 'djinni'
Off 70 action: Sweh
Def 30
Vig 50 skills: none
mAP 50
Wis 30
-----------------------------------------------------------------------------
Jean: (+): A (?): 'sir Mackerel'
WA
W H HA HW
-------------
Off 50 50 50 action: Chop
Def 40 30 40
Vig 40 40 55 skills: leap
mAP 30 40 30
Wis 50 60 50
-----------------------------------------------------------------------------
Spar: (+): none (!): 'nightshade'
D DW
----------
mAP 50 50
Vig -- 25
(?): 'lil mushroom'
A AW AH AD
----------------
Off 30 30 30 30 action: Spor
Def 30 30 35 30
Vig 30 45 35 30 skills: forestry
mAP 30 30 30 55
Wis 40 40 40 40
(?): 'seed'
E EA EH
-------------
Off 30 30 30 action: Bud
Def 60 60 60
Vig 55 50 55 skills: forestry
mAP 20 30 20
Wis 30 45 30
(?): FD 'spindragon'
Off 65 action: Ntre
Def 30
Vig 30 skills: forestry
mAP 45
Wis 55
-----------------------------------------------------------------------------
-=-=-=========================- TownShip -=========================-=-
what? a town with no people to live in it? I don't think so.
as founder of Township, it is you duty to populate it in your own image. You
must scour the world to find those worthy of citizenship and invite them.
Perhaps they will honor your generous offer and move in, providing you with
valuable services... (...and perhaps they may just move in.) Choose wisely,
for once you invite them, you can't make them leave
township is built in three phases. In the first phase, Bow and Rand build
the hangout for the party. They will finish this as soon as you complete the
DryWell location
by phase 2, the shaman bonding area and the first set of 3 houses is
complete. To get to this point, you will need to invite a carpenter to live
in TownShip and to construct the rest of the town. There are 3 carpenters
from which you may choose to extend an invitation (must you choose one???),
are there others?. All live in Capitan
the three carpenters are:
A - he lives in the upper right hand victorian style house.
He wears blue jeans, white shirt, orange jacket, and has
blonde hair
B - he lives in the left hand treehouse. He wears blue jeans, a
white shirt, a red jacket, and has red hair
C - he lives in the arabian house. He wears red pants,
a black shirt, a light blue jacket, and has light blue hair
you might be saying now, 'so where are B and C?'. In the DryWell, if you
kill the enemy Villagrs instead of Chiroru, you have killed a villager
instead of rescuing the villager. There are 6 villagers to rescue in the
DryWell, and not all are controlled by Chiroru. Depending on how many you
rescue...
if you rescue... you may recruit...
-----------------------------------------------------------------------------
0..2 only carpenter A, and Ray teaches you Cure 2
3..4 A or C, and Ray teaches you Cure 2
5..6 A, B, or C, and Ray teaches you Renew
each carpenter, if invited, will construct houses that look much like the
ones they used to live in. Choosing a carpenter is strictly necessary to
progress beyond Capitan. The carpenter you choose will immediately begin
work on the first 3 houses and will not finish until you rescue Jean from the
Woods location and return to the overworld map. TownShip is now in phase 2
to get to phase 3, you must now fill houses 1 thru 3 with tenants (yes, they
must be full!). Now make sure you visit all your new tenants at least once,
and then talk to your carpenter. He will ask you for 1000Z to begin
construction on the last 3 houses. Pay him and and he begins on the last
set. If you do not have the money, merely talk to him again when you do have
it
now to get the carpenter to finish these three houses right away, exit and
enter TownShip 8 times. Voila! - town is finished. Wasn't that quick? You
are now in the last phase (sort of)
there are five other shamans besides Sana that may be invited to TownShip.
Their locations and powers are described in the Shamans section. When
invited, they will move in with Granny
and, there are 2 final characters that may be invited that don't live in the
6 houses (not counting shamans), and they will make it possible to see the
secret ending to BoF2. The first character is Eichichi. The second, well,
I'm not telling...
Eichichi can be a bit hard to find. She can be invited to work in the town's
well shaft as soon as you have the whale. First, enter the room in the well
shaft that has the machine. Now, go to the basement of the Guntz library
(look for a hidden staircase). Finally, check for someone who is hiding next
to the wall of this room
The second character appears to be an enemy, much like the Villagrs/Chiroru
combo, except that this battle actually is a bit difficult. Don't worry
about missing this battle - it's the fight with the Guardeyes and the Oldman,
and fighting it is an integral part of the plot
in all, there are 6 houses, not including granny's house, the carpenter's
house, and the well shaft. Number these houses 1 thru 6. Each possible
tenant of TownShip has a house number corresponding to the house they would
move into if you invited them. For each of the houses, there exists more
than one tenant which wants move into that house. Inviting one of them into
that house means that the rest of those tenants can't be invited. They
either disappear, or merely do not ask to be invited...
-----------------------------------------------------------------------------
the numbering scheme for these houses in carpenter A's town is:
|-----|
|=====|-|
x| h |g| |---| w
|-----|-| | c |
|---|
x dragon god
/-\ /-\ w well shaft
/-\ | |-| | h hangout
|1| |2|-|3| g granny's house
|-| |-| |-| c carpenter's house
/-\ /-\
| | | |/-\
|4| |5||6|
|-| |-||-|
-----------------------------------------------------------------------------
in carpenter B's town, it is:
- drawing not to scale
/=\ /=\ oooo - bucket ride is just like the
|4| |5| ooo /=\ one in TagWoods
=== === oo /=\ |6|
| | | | o U| | ===
oo |=== | |
ooooooo || |
x dragon god | oooooooo
w well shaft |oooooooooooooooooooooo
h hangout |ooo
g granny's house |o |-----|
c carpenter's house | |=====|-|
U bucket ride | x| h |g| |---| w
o trees blocking your way | |-----|-| | c |
| |---|
|
| /=\
|/=\ /=\ |2| /=\
U| | |1| === |3|
=== === | | ===
| | | | | |
-----------------------------------------------------------------------------
in carpenter C's town, the layout is:
|-----|
|=====|-|
x| h |g| |---| w
|-----|-| | c |
|---|
/---\ /---\ x dragon god
| 1 | | 2 | w well shaft
\===/ \===/ h hangout
g granny's house
/----\ /----\ c carpenter's house
| 4 | | 3 |
\====/ \====/
/---\ /---\
| 5 | | 6 |
\===/ \===/
-----------------------------------------------------------------------------
the possible tentants of the houses, where and when to find them, and what
they do for you is listed here. 'Transient' means that the character
disappears if the house they like is filled up by another citizen, and can
not found except during the time TownShip is in the proper phase of
construction. I believe this list is complete (27 tenants in all), but I
could be mistaken
House #1
----------------------------------------------------------------------------
Back hidden in the lower right corner of the Guntz armory - Back will
increase the Def rating of the character who talks to him by
4 points. This bonus lasts only until you try to change any
of your equipped items on that character. This bonus cannot
be applied again while it is already in effect, and the
effect is also removed after the first battle that you win
(!doesn't last very long, does it!)
Hekeller front room of the house next to your old lodgings in HomeTown
(transient) - Hekeller opens up an armory which sells the
following items:
FlameSD BurnKN FireRG
FireBW HeatST MagmaAR
FlameSH
Kay upstairs in the Coursair church - Kay gives all characters in
your party (not just party members) immunity to poison, until
after you fight your first battle in an area with monster
activity. Kay will give this gift even if you already have
it, but there is no benefit to recieving it while it is still
in effect
Poo upstairs in the Coursair pub (transient) - Poo leaves town
occaisionally for an amount of real time?, when he returns
he will sell you an item he 'picked up' on his journey,
probably a MoonDrop
Watts at the Circus, but only while it is at Tunlan and before you get
Spar - Watts can help you find the secret character, but
getting Watts is not necessary to find this character; Watts
only gives hints to help you if you don't already know. You
may try to answer Watts' riddles as many times as you like -
just exit his house and reenter to try again
House #2
----------------------------------------------------------------------------
Bockden in Showcave - Bockden opens up a dojo, which seems to be of no
use to the party whatsoever
Leminton upstairs in the Capitan inn (transient) - Leminton opens up an
armory which sells the following items:
KingSD WonderRP MightyAR
DemonSH
Maclean at the w.Beach west of W.Cape (transient) - Maclean can take you
to a secret fising spot NW of TownShip at L7(1,5) which is
stocked with 7 Snper and 6 PileWm. Upon requesting to be
taken to this spot, you are immediately transported to the
spot under this one. The location you are sent to does not
depend in any way on the present location of TownShip
Pechiri top floor of ThvsTomd, as soon as you are put on the mission to go
here - Pechiri tells you he's giving up stealing and thanks
you for the house. After you find the 'evidence' in
ThvsTomd, if you talk to him when you have any money
in the bank, your bank funds will mysteriously disappear.
The next time you talk to him, he will ask you if you truly
believe he's given up stealing. Give him the benefit of the
doubt, and he'll give you a clue as to how to get your money
back. Hearing this clue is not strictly necessary to recover
your money
Win in the upper left area of Mt.Rocko - Win allows you to change the
color of all text windows in BoF2, from among one of 8 color
schemes. Unfortunately not all colors are adjusted, so
nearly all of the other schemes look like they've been
whooped up with the ugly stick
House #3
----------------------------------------------------------------------------
Akky in the Hut west of the sea of trees - only the rage transform can
understand what Akky says. Everybody else just hears 'Meow'.
Akky sleeps all day and doesn't seem to help you one bit.
When TownShip reaches phase 3, Nisa moves in. Nisa likes
chicken, but doesn't do anything even if you do have the Chkn
item. Nisa doesn't seem to do anything useful for you either
Azusa in a cave at Mt.Fubi - Azusa can take you to a secret hunting
spot at L7(13,1) which is maxed-out with 3 pigs, 2 deer, a
Grizzly, a Beak, and a guarantee of seeing a bird with every
recently slain animal. After requesting to see the secret
Huntsvil, you are immediately transported to L7(12,2). This
location does not depend on ther present location of TownShip
Baretta in the Windia armory (transient) - Baretta opens up an armory
which at first sells the following trash:
LongSD BronzeST WoodenDR
SuedeAR SaladBwl SteelAR
Ristband
However, her wares do get better as you pass certain points
in the game. After returning from HighFort with the famous
flute, she sells:
BurnKN FireRG QuartrST
BreathAR NationHT
After Rand's mom is taken, she sells:
ThndrST ChuckDR PierceRP
EarthAR SokletAR GuardSH
Finally, after St.EvaCh is levelled, she sells this:
BreakSD DeathBW KaiserKN
AmberRG MotherRB HeroAR
ShinyHT HolySH
so, if you're going to get Baretta, do it before you level
the church, or else you'll never get to see the most
studliest assortment of equipment ever to be sold in a BoF2
shop
Macotti in the bathroom(!) of the Coursair pub - Macotti thanks you for
the free house and doesn't seem to do anything whatsoever to
help the party
Wooppi upstairs in the HomeTown church - Wooppi gives you hints about
what is to come in the scenario you are currently in. Her
fortunes are not dependent on the phase of TownShip
House #4
----------------------------------------------------------------------------
Barose the inn of southern Inheart (you will not be able to return here
after clearing Memory!) (transient) - Barose can teach 4
spells, each one to any party member in the lead of the
walking order when you talk to him - but only if the party
member has rHP > 2, and rAP > 2. There are three easy ways
you can go about reducing rHP to 1:
1) easiest: have the character consume Bait
2) next easiest: kill the character off in battle and then
revive that character to 1 HP by using 'Change' at a
dragon god totem
3) still somewhat easy: kill the character off in battle,
have Rand use Wake on the character, and then run
from battle
which spell he teaches you depends on his mood. And his mood
changes based on how you answer his questions:
if you answer 'No', nothing happens - he will stop
talking to you
if you answer 'Yes' when... his mood changes by...
rAP > 1 -96
rAP = 1 +16
rAP = 0 +32
rHP > 1 -96
rHP = 1 +32
rHP = 0 +16
if you answered 'Yes' twice and had rAP < 2, and rHP = 1, he
will teach you a spell based on his mood:
[mood/64] is... spell taught...
0 Thunder
1 Freeze
2 Flame
3 Missile
if you want to better Barose's mood before learning a spell,
just answer the questions without choosing to learn a spell.
Barose's mood does not reset between conversations. Remember
that whenever a character learns a spell she already knows,
nothing changes to the spell list. Barose will only teach 4
spells even if you wasted some of your picks in this way, so
don't waste 'em
Garber upstairs in the FarmTown inn - Garber can increase your offensive
power for a short while by giving a bonus of 8 to the weapon
power of whomever talks to him. Offense is still limited to
a maximum of 511. This bonus cannot be applied again while
it is still in effect on a given party member, and this bonus
is removed as soon as you change any piece of equipment that
the character is equipping, or win a battle (doesn't last
very long, does it!). If you were hoping that Garber might
have been useful to fix up the SoleSD, sorry - no dice
Karashnikofu - inventor's house in Guntz - Karashnikofu opens an armory in
TownShip which sells the following items:
KingOfDR BirchST GradeDR
PierceRP SilverAR SlashGL
WhiteSH
Locker back room of the Capitan inn - Locker can change the color of the
houses in TownShip between one of 4 color schemes
House #5
----------------------------------------------------------------------------
El in front of the Tunlan treasure room - El is a guard, and will
'protect' your town (from what, I have no idea). Talking to
El with Sten has no special effects
Hanz rear room of the house next to your old lodgings in HomeTown
(transient) - Hanz opens up an item shop which sells the
following items:
Charm IronBR D.Earing
WiseHoop GutsBT Cond.Up
Medicate
Martin hidden in the Tunlan inn - Martin will ask you for 3000 Z, in
order to defeat 'that man', if you give him the money,
he leaves a note not to look for him and never returns
Yozo upper left corner of WindiaFt - If you talk to Yozo 57 times, he
will offer to increase one party member's bmAP (basic maximum
AP) by 16 points. This is the only opportunity in BoF2 to
increase this stat other than by levelling up. When Yozo is
invited, he begins with a mood of 32. Every time you talk to
him, his mood increases by four. Talk to him once more after
his mood is maxed-out, and Yozo makes you the offer. You may
refuse as many times as you like, but you may only accept the
offer once. IMHO, the bonus is most useful for Katt
House #6
----------------------------------------------------------------------------
Daiye upstairs in the Windia inn (transient) - Daiye will open up a
fish store in TownShip which sells the following items:
Srdine Mckrl Bait
Unagi Tuna Minnow
Salvador in a SimaFort jail cell, during phase 3 of TownShip - Salvador
decorates your town with statues, one for each party member.
Upon being invited to TownShip, he immediately builds a
statue of the hero. To have him build the other statues, put
the party member you want to use as a model in the lead and
talk to Salvador. Salvador will 'borrow' that character for
a somewhat random interval of real time no longer than 14
minutes. This amount of time begins the moment you are sent
to the party member change menu. During that time, the
character being used as a model is not in your party. After
the following times have elapsed, and you revisit TownShip
(leave and reenter), this interval ends, and the statue is
completed. Note that Salvador will not sculpt any of the
shaman transforms. These statues all have something in
common - see if you can guess what it is. Other than
curiosity value, the statues have no known use
Sumner in a Tunlan home - Sumner can play for you most of the background
music in BoF2, but there are some tracks he doesn't know
(hearing tracks through the regular course of the game is not
a prerequisite for Sumner being able to play them for you)
Surfy in the Hut on the peninula northwest of TagWoods - Surfy opens up
a bank outlet in TownShip
-=-=-==========================- Items -==========================-=-
there are 243 distinct proper items that I know of or have heard about in
BoF2. This section explains the uses, properties, and the methods of
obtaining each one of them
each item has a price, or is priceless. Priceless items can't be trashed,
sold, or bought. Once you find them, they're in your possession for keeps.
The price of an item is the price you would pay at a store to buy the item.
Resale value of a non priceless item is always [price/2]. In cases where a
non-priceless item can't be bought anywhere, I list its price as what it
would be in order to account for its resale value. Prices can be in the
range of (0..65k)
other properties items may have are:
consumable
equipment - one of weapon, armor, shield, helm, or etc.
food
rods (subtype of etc. equipment)
bait (subtype of etc. equipment)
groupable
to each piece of equipment there is a set of switches to indicate who can
equip them. The party members who can wear a piece of equipment are listed
by their 1-letter character code
In BoF2, except for the etc. type, recall that it is impossible to unequip
items. You may only replace a piece of equipment with another of the same
type. Most of the time this is not a restriction, since you may use 'Swch'
at equipment shops to do a simultaneous selling of your currently equipped
item, while buying a new item to take its place. You are charged the
difference between price and resale value, which may leave you richer than
before (although probably much worse off in the equipment department).
But beware:
!!BUG: do not 'Swch' priceless items - the game will crash. The designers
forgot to put in a clause to deny you the ability to 'Swch' priceless
items. So, even though the value of a priceless item is listed as
zero, if you agree to the switch, the video blinks out and the game
halts (luckily, there are no ill effects to saved game data - and
this seems to be the most vicious bug in BoF2)
all equipment besides the etc. type may be used, but only in combat, and only
a few of these items produce any effect. Where the piece of equipment does
produce an effect when used, I list the effect by the spell which the action
is equivalent to
for items which cast spells dealing normal spell damage, whether or not the
spell will be well-cast CAN be known for certain beforehand. Certain items
always well-cast a spell, while others never do. If the item well-casts a
spell, it is noted in the description. Otherwise, it is not noted. The
other thing about items that cast spells is that full immunity does not apply
to damage from item use, unlike casting the spell directly!
consumables are items which may be used, but once used they are destroyed
foods are items which may be cooked by the carpenter. The product of
a baking of a set of food items is not always food, but it is never
equipment. Cooking in BoF2 is explained in the 'Home Cookin' section
bait and rods are equipment of the etc. type which allow your hero to fish at
FishSpots if he has one of each equipped. Neither type is usable, but bait
is destroyed when it is cast out and not brought back without something on
the fishing line. All bait is groupable
equipment and consumable classifications are mutually exclusive, as are food
and equipment (except for bait). All items which fit into none of the above
categories are listed in the Misc. section.
for all items for which the location where it can be found (found only once)
is listed, places in parenthesis denote that the item is found there, not
bought. The 'Maniro:X' location means that the item can be bought by
catching Maniro at the correct Fishspot. 'Tsr.Box:X' likewise refers to
fishing. 'S:X' indicates (for equipment) that character X starts out with
that item equipped. 'T:name' indicates that on rare occasions, you will win
this item from defeating the named monster. 'C:name' indicates that a
citizen of TownShip of the same name can help you obtain this item
the location 'oven' means that if you have the carpenter who cooks items,
you may produce this item by cooking other items. The location 'shop' refers
to one of the three standard item shop types, described in the 'Goods &
Services' section. Since type 1 & 2 item shops are so plentiful, if an item
can be bought there, I will not bother to list any other locations where it
may be found
the location 'Othello' means that this item can be won from the carpenter who
builds the treehouses. Refer to the 'Othello' section for more details
there are a few items you may be able to put into your item list which do not
appear here. This is because either:
1) they are in the game, but I have not yet discovered them
2) they are not 'proper' items
case 1 refers to the following items, rumored to exist in game genie
listings, but as yet undiscovered through normal course of play:
NinjaML StarrSD Octopus 9-TailWP
case 2 refers to items such as '1C', '100C', '1000C', '10000C', and
whitespace items. The '..C' items are money you find in treasure boxes.
When you obtain one of these items, it is credited to your party's money
supply instead of put in your inventory. The white space items are merely
blanks for inventory and the many different kinds of equip slots (that is why
there exist 9 different kinds of them (I am guessing).
altogether: (4 coin items) + (9 whitespace items) + (243 proper items) = 256
(in other words, this list is complete)
----------------------------------------------------------------------------
Index of all Proper Items
this is an alphabetical listing of all items, and what I have classified the
item as. Refer to the appropriate section for more information:
type section
--------------------------------------
swd 'Weapons-Swords'
bow 'Weapons-Bows'
stf 'Weapons-Staffs'
dgr 'Weapons-Daggers'
rpr 'Weapons-Rapiers'
rng 'Weapons-Rings'
knf 'Weapons-Knives'
whip 'Weapons-Whips'
arm 'Armor'
shd 'Shields'
helm 'Helmets'
etc 'Etc'
con 'Consumables'
misc 'Miscellaneous'
?? undiscovered as yet
item type item type item type item type
---------------------------------------------------------------------
9-TailWP ?? ElemntAR shd Liver con SlashGL shd
AmberRG rng ElmoreSD swd LongRP rpr SlicerDR dgr
Antdt con EmblemRP rpr LongSD swd SkullBR etc
ArmyGL shd EmpireSD swd LopOffWP whip Smoke con
AutoBW bow Extract con LoveBR etc SnakeST stf
Backlaw shd F.Spice con LuckCndy con Snper con
Bait con FalseBW bow MagmaAR arm SoleSD swd
BananaDR dgr FalseRG rng MagicRG rng SokletAR helm
Bandana helm FastShoe etc MamothCL arm SpiritRB arm
Beef con FinalKN knf Mckrl con SprRib con
BirchST stf FireBW bow Meat con Srdine con
Biscuit con FireRG rng Medicate con Stamina con
BlastKN knf FireRock con MedusaSH shd StarrSD ??
BlndedAR arm FlameSD swd MeowST stf StarSH shd
BlndedML shd FlameSH shd MightyAR arm SteelAR shd
BlndedSH shd Fork misc Minnow con StickRod etc
BoyDR dgr Frizbee con Mirror misc StockRP rpr
BrassSD swd FrozenAR arm MisoSoup con StoneAR arm
BrassST stf G8Bait etc MoonDrop con StormRG rng
BraveAR arm GiantSH shd MoonMask helm SuedeAR arm
BreakSD swd GlassDR dgr MothDR dgr SunMask helm
BreathAR arm GlassRG helm MotherRB arm TearDr con
BronzeHT helm GoblinSD swd MystryHT helm Tendon con
BronzeSD swd Gold etc Napkin arm ThndrGL shd
BronzeSH shd GoldAR arm NationHT helm ThndrRP rpr
BronzeST stf GoldBar misc NatureWP whip ThndrST stf
Bum'sCL arm GradeDR dgr NinjaDR dgr ThornWP whip
BurnKN knf GuardSH shd NinjaML ?? TigerSD swd
BusterBW bow GutsBL con Noe'sRB arm Tolen misc
BusterSD swd GutsBT etc NorthDR dgr Treepole etc
Cake con HandKN knf NoTwinRP rpr TreeST stf
ChainML arm HeatST stf OceanRB arm Tuna con
Charcoal misc Herb con Octopus ?? TwinBW bow
Charm etc HelpBL con OwlFruit misc Unagi con
CharmRod etc HeroAR arm P.Pourri con Urchin etc
CharmSH shd HeroBT etc PanPizza con Van.Ext con
Chkn con HexadST stf PierceRP rpr Vtmn con
ChuckDR dgr HolyRB arm PileWm con WacWP whip
CloakKN knf HolyRP rpr Plate shd WFruit con
Collar etc HolySF etc PwrFood con WhiteSH shd
Cond.Up con HolySH shd QuartrST stf WindBR etc
CrmsnCL arm HushRG rng QuickCL arm WindRB arm
CrmsnRB helm IceBW bow RainbwRB arm WisdomRB arm
CrossBW bow IceChunk con RangerCL arm WiseBL con
CrsntSD swd IceSH shd RevetKN knf WiseHoop etc
CureAl con ImortlRG rng RiotST stf WiseRB arm
D.Earing etc IronAR arm Ristband shd WizardRG rng
DamageSD swd IronBR etc Roast con WonderRP rpr
DeadSoup con IronKN knf RoyalHT helm WoodenDR dgr
DeathBW bow IronML arm SacredSH arm Worm etc
DemonDR dgr IronSH shd SaladBwl helm WorthRG rng
DemonSH shd IvyWP whip ShadowDR dgr
Dinker con JahAR arm Shaker con
DivideBL misc KaiserKN knf ShaveIce con
DluxPole etc KingOfDR dgr ShinyBR etc
DmndBR etc KingHT helm ShinyHT helm
DoubleWP whip KingSD swd Shrimp etc
DragonAR arm KmikzeBL con ShortBW bow
DragonHT helm KnightHT helm ShortRP rpr
DragonSD swd KramerBR etc Shorts arm
DragonSH shd LeotrdCL arm SilkGL shd
DreamBR etc LifeAR arm SilverAR arm
EarthAR arm LifeBR etc SilverDR dgr
Egg con LifePl con SilverHT helm
-----------------------------------------------------------------------------
Equipment
for each item of equipment is listed where you can find it, its price, who
can equip it, its powers, and other special attributes. Power gained from
equipment is the default set of statistics which an equipment type can
modify. Special atttributes include everything else interesting about the
item
- - - - - - - - - - - - - - Weapons - - - - - - - - - - - -
weapons give bonuses to Str. In BoF2, there is no such thing as a two-handed
weapon, i.e. something which denies you the ability to equip a shield.
Weapons may have item uses, and a single element associated with them. If
the weapon does have an element association, all attacks with that weapon are
of that element, and this may modify how much damage the target takes from
the attack. Element associations are listed in the power category with the
elemental symbol before the power bonus. The 'toasty' classifier in the
special column means that the weapon sometimes makes 'Toasted' attacks
Swords Power Price Who Where Special
-----------------------------------------------------------------------------
BrassSD 72 8.5k H Guntz
BreakSD 91 16k H C:Baretta
BronzeSD 8 250 H Coursair, HomeTown
BusterSD 50 2.2k H (UpaCave), Maniro:B
CrsntSD 84 14.5k HJ (Infinity)
DamageSD 92 12k H Hut:island, Maniro:H
DragonSD F:125 - H (Infinity) Def,Agil,Wis,Luck +5,
casts Flame
ElmoreSD H:52 2.5k HJ T:Kimaira, Skeleton Def,Agil,Wis,Luck +2
EmpireSD T:160 65k H (Tsr.Box:B) casts S.Boom
FlameSD F:37 3.2k H C:Hekeller, (Mt.Maori)
GoblinSD 78 7.7k H (SkyTower)
KingSD I:28 1980 H TownShip
LongSD 16 620 H Windia, C:Baretta
SoleSD H:28 6k HJ (SimaFort) Wis +20, Toasty
TigerSD 63 14k H (Othello) Def +5, casts Cure 2
Bows Power Price Who Where Special
-----------------------------------------------------------------------------
AutoBW 38 12k B (Memory) attacks all enemies
BusterBW 86 17k B (Infinity) casts Bomb
CrossBW 22 780 B SimaFort
DeathBW 90 23k B C:Baretta
FalseBW 6 300 B HomeTown
FireBW F:42 3.6k B C:Hekeller
IceBW I:70 9.8k B SkyTower, (Othello)
ShortBW 3 150 B S:B
TwinBW 30 3k B Tunlan attacks twice
Staffs Power Price Who Where Special
-----------------------------------------------------------------------------
BirchST I:58 5.5k K C:Karashnikofu
BrassST 56 8.2k K Maniro:D casts Cure 1
BronzeST 25 940 K SimaFort, C:Baretta
HeatST F:43 3k K C:Hekeller
HexadST 8 250 K Coursair
MeowST 135 65k K T:Carm
QuartrST 33 2.1k K (UpaCave), C:Baretta
RiotST 90 30k K (Infinity)
SnakeST 75 6.8k K (Bando)
ThndrST T:62 7.8k K (Othello), C:Baretta casts S.Boom
TreeST 4 50 KC S:KC, (Windia)
Daggers Power Price Who Where Special
-----------------------------------------------------------------------------
BananaDR F:70 10k T (ThvsTomd)
BoyDR 4 100 TH S:HT
ChuckDR 66 5.8k T Inheart, C:Baretta
DemonDR 110 0 T T:Sheef, Lyverma,
Kimaira
GlassDR 76 10 HK T:B.Ogre Toasty
GradeDR 68 5.1k TH C:Karashnikofu
KingOfDR 66 6.2k TH C:Karashnikofu,
(Othello) Def +3, casts Def-Up
MothDR 32 1.9k TH Tunlan, (Highfort)
NinjaDR 42 2.5k T (Highfort) Luck +5
NorthDR I:63 8.2k T (SkyTower)
ShadowDR 86 16k T (Infinity) casts Idle
SilverDR H:14 1.2k TH (Mt.Rocko), Maniro:A
SlicerDR 90 20k T Maniro:H
WoodenDR 10 290 T Windia, C:Baretta
Rapiers Power Price Who Where Special
-----------------------------------------------------------------------------
EmblemRP 79 12k J Hut:island, Maniro:H
HolyRP H:95 22k J (Infinity)
LongRP 26 1.2k JH SimaFort
NoTwinRP H:122 33k JH T:N.Rider Def,Wis,Agil,Luck +5,
casts Angel
PierceRP 50 4.6k J C:Karashnikofu, Baretta
ShortRP 16 950 J S:J
StockRP 38 2.4k J Tunlan
ThndrRP T:65 8.4k J SkyTower, Maniro:B
WonderRP H:32 1980 J TownShip
Rings Power Price Who Where Special
-----------------------------------------------------------------------------
AmberRG 74 11k NU Hut:island, C:Baretta
FalseRG 5 10 NU S:N
FireRG F:35 2.6k NU C:Hekeller, Baretta casts Spark
HushRG 43 6.7k NU (Mt.Maori) casts Hush
ImortlRG 83 20k NU (Infinity) Wis +5, casts Renew
MagicRG 17 530 NU Windia
StormRG T:68 6.7k NU (WindiaFt) casts Thunder
WizardRG 26 1.2k NU S:U, (WitchTwr)
WorthRG 52 9.5k NU Maniro:H casts Death
Knuckles Power Price Who Where Special
-----------------------------------------------------------------------------
BlastKN 32 12k R (St.EvaCh) casts Bomb
BurnKN F:18 2.5k R C:Hekeller, Baretta
CloakKN 25 6.7k R (Highfort)
HandKN 5 50 R S:R
IronKN 18 1k R SimaFort
FinalKN 48 25k R (Infinity) Toasty
KaiserKN 56 25k R C:Baretta
RevetKN 10 460 R Windia
Whips Power Price Who Where Special
-----------------------------------------------------------------------------
DoubleWP 61 8k S Inheart, (ThvsTomd)
IvyWP 30 1.3k S Tunlan
LopOffWP 10 2k S Maniro:D, (Othello) Toasty
NatureWP 76 15k S (Infinity)
ThornWP 41 4.2k S (Mt.Maori), T:Titong
WacWP 10 50 S S:S
- - - - - - - - - - - - - - Armor - - - - - - - - - - - - - -
armor gives a bonus to Def, but also subtracts from Agi. This is because
each armor has a weight, and equipping an armor decrements Agi by the weight
of the armor, to a limit of Agi = 0. So in the power column, the form X/Y
means power of X, weight ot Y. Some armors grant a level of resistance to
certain elements. If this is the case, the R:X denotes that the armor grants
resistance to element X. To do: catalogue all armor, shields, and helmets
which grant resistance to holy damage...
Armor Power Price Who Where Special
-----------------------------------------------------------------------------
BlndedAR 52/26 12k HJ Guntz
BraveAR 60/6 10k HBKTJ Hut:island, Maniro:G Off +5
BreathAR 25/3 2.5k all-R (SimaFort), Tunlan,
C:Baretta R:H
Bum'sCL 2/2 50 all S:HBKNTS, (Coursair),
(WindiaFt)
ChainML 12/6 720 HBKTJ Windia
CrmsnCL 64/6 13.3k all-R (St.EvaCh) R:F, casts Sap
DragonAR 78/0 - H (Infinity) R:F
EarthAR 44/15 6.1k HTJ (Memory), SkyTower,
C:Baretta R:T
FrozenAR 43/15 6.5k HTJ (SkyTower) R:I
GoldAR 31/42 6.2k HJ (W.Tunnel)
HeroAR 71/16 25k HTJ (Infinity), C:Baretta Off +5
HolyRB 8/4 530 all-R Windia R:H
IronAR 22/9 1350 HTJ SimaFort
IronML 20/6 1.4k HBKTJ SimaFort, Maniro:A
JahAR 17/9 600 HBKTJ (Tsr.Box:C) R:F
LeotrdCL 6/3 320 KNU Coursair
LifeAR 80/25 35k HTJ (Tsr.Box:E) R:H, grants regeneration
MagmaAR 35/15 4.7k HTJ C:Hekeller, (Mt.Maori) R:F
MamothCL 69/18 1.2k KR T:Mamot R:I
MightyAR 30/10 2980 HBTJ TownShip
MotherRB 66/8 28k all-R Hut:island, (Infinity),
C:Baretta R:H, casts Cure 1
Napkin 1/1 0 all (WildCat)
Noe'sRB 70/4 18k KNU (Infinity) R:FH
OceanRB 27/4 3.9k NSU (UpaCave) R:I, Wis +3
QuickCL 27/0 1.6k BT Tunlan, (Highfort)
RainbwRB 61/4 9.1k KNSU (St.EvaCh), (Othello) R:FI
RangerCL 8/2 510 HBT Coursair
SacredSH 74/12 12k HBTJ T:K.Sludge R:H, grants partial immunity
Shorts 2/1 C? S:C
SilverAR 40/12 5.8k HBTJ Inheart, C:Karashnikofu
SpiritRB 12/0 7.5k all (SkyTower), Maniro:G R:FTH
StoneAR 28/50 0 R T:(S.Idol, Ganga,
S.Golem, M.Golem)
SuedeAR 6/5 300 HBRTJ S:RJ, (Capitan),
Coursair, HomeTown,
C:Baretta
WindRB 47/2 5.2k KNU (SkyTower) R:T, Vig +10
WisdomRB 42/2 8.2k all-R Hut:island, T:Magicmas R:H, Wis +5
WiseRB 18/4 3k NSU S:U, (WitchTwr), R:T
Maniro:B
- - - - - - - - - - - - - - Shields - - - - - - - - - - - - - -
shields give a bonus to Def, and may grant elemental resistances, like Armor
Shield Power Price Who Where Special
-----------------------------------------------------------------------------
ArmyGL 41 12k HBKTJ T:G.Rider Off +8
Backlaw 8 990 all SimaFort
BlndedML 28 6.8k all Guntz, (Memory)
BlndedSH 33 8k HRJ Guntz
BronzeSH 6 510 HTJ S:J, Windia
CharmSH 14 1350 HRTJ Tunlan, (UpaCave)
DemonSH 10 980 HRTJ TownShip R:H, casts Drain
DragonSH 52 - H (Infinity) R:F
ElemntAR 1 500 all (St.EvaCh) R:FIT
FlameSH 18 3.7k HTJ C:Hekeller, (Mt.Maori) R:F
GiantSH 27 8.8k R (Othello) casts Def-Up
GuardSH 26 5.3k all SkyTower, T:Dragoon,
C:Baretta
HolySH 43 18k all-R Hut:island, (x2:Infinity),
T:Anubus, Hellion,
C:Baretta casts Shield
IceSH 26 5k HTJ (SkyTower) R:I
IronSH 10 1.2k HRTJ (SimaFort), T:Footman,
Cyclops, Maniro:A
MedusaSH 55 50k HBRTJ Maniro:G, T:N.Rider casts Atk-Up
Plate 1 0 all (FarmTown)
Ristband 1 10 all-S S:HBKRNTS, Inheart,
C:Baretta
SilkGL 7 1.2k KNSU S:U, Maniro:A
SlashGL 15 4.1k HBKTJ Maniro:D,
C:Karashnikofu Off +5
StarSH 36 5.5k HRTJ T:Cyclops
SteelAR 3 120 all HomeTown, Coursair,
(W.Tunnel), C:Baretta,
T:Corpse
ThndrGL 27 9k HBKTJ Maniro:G, (ThvsTomd) R:T
WhiteSH 26 4.3k HBTJ Inheart, C:Karashnikofu,
T:D.Brnger
- - - - - - - - - - - - - - Helmets - - - - - - - - - - - - - -
helmets give a bonus to Def, and may grant elemental resistances, like Armor.
Helmet Power Price Who Where Special
-----------------------------------------------------------------------------
Bandana 1 10 all S:HBKRNS
BronzeHT 5 390 HBRTJ T:R.Guard, Coursair
CrmsnRB 10 950 all-R Tunlan
DragonHT 32 - H (Infinity) R:F
GlassRG 4 380 all-R Windia
KingHT 30 30k HJ (Infinity)
KnightHT 8 790 HTJ SimaFort, Maniro:A
MoonMask 18 0 T (Highfort) R:IF
MystryHT 20 3.1k HBKTJ Maniro:D, T:Footman(2),
Aruban
NationHT 15 1.8k HBTJ Maniro:B, C:Baretta R:F
RoyalHT 12 2.5k NJU (SimaFort) R:H
SaladBwl 2 60 all S:TJ, HomeTown, Coursair,
C:Baretta, (Mt.Fubi)
ShinyHT 30 16k HBTJ (Infinity), (Othello),
C:Baretta R:H
SilverHT 22 12k KNSU (WindiaFt), T:Babaruku, R:T, grants
Magicmas partial immunity
SokletAR 16 3.6k all-R (WaterFal), S:U,
SkyTower, C:Baretta,
T:DPaladin Wis +5
SunMask 25 6.8k all-R Hut:island, (ThvsTomd),
(Infinity) R:F
- - - - - - - - - - - - - - Etc - - - - - - - - - - - - - -
this equipment type gives no standard bonus, and no elemental resistamces
Item Price Who Where Powers
-----------------------------------------------------------------------------
Charm 1k all (DryWell),T:Chorking prevents curse
Maniro:F, C:Hanz
CharmRod 2k H (Shrine) a fishing rod
Collar 1k BK (Highfort) increases the rate at which
you encounter enemies
randomly...
D.Earing 1k all (Highfort), Maniro:F,
T:Humus, C:Hanz prevents sleep
DluxPole 1k H (SimaFort) a fishing rod
DmndBR 2k all (St.EvaCh) --
DreamBR 5k all (Infinity), T:Necroman,
Soulflik grants partial immunity
FastShoe 10k all Maniro:E Vig +10 - a first class case
of false advertising. This
has no measureable effect
on the probability of
getting lead-off attacks.
You will only lead off more
often by wearing this in
the sense that your higher
Vigor allows you to take
actions before the
opposition
G8Bait 50 H oven fishing bait
Gold - H T:(Devilkid, K.Goblin,
Mimic, P.Eater),
(TagWoods), (UpaCave),
(FarmTown) fishing bait
GutsBT 1k all (SimaFort), Maniro:F, another first-class case of
C:Hanz false advertising - this
gives no bonus to Guts
HeroBT 2k all (Memory), Maniro:E Off +10
HolySF 5k all Maniro:E reduces the rate of random
encounters
IronBR 1k all (Tsr.Box), Maniro:F, Def +10
C:Hanz
KramerBR 2k all (ThvsTomd), Maniro:E prevents rotting
LifeBR 1k all (Infinity) grants regeneration, and immunity
to the Death spell
LoveBR 1k all (Tsr.Box), T:Cancer grants regeneration
ShinyBR 5k all (Infinity), T:Chorking prevents sleep, curse,
poison, and rotting
Shrimp 20 H item fishing bait, cookable
SkullBR 2k all T:Pharaoh, Ralooba,
Lyverma, (St.EvaCh) --
StickRod 300 H HomeTown a fishing rod
Treepole 100 H (Gate) a fishing rod
Urchin 10 H item fishing bait, cookable
WindBR 1k all (SkyCave) Vig +10
WiseHoop 1k all (WitchTwr), Maniro:F, Wis +10
C:Hanz
Worm 4 H item fishing bait, cookable
- - - - - - - - - - - - - Consumables - - - - - - - - - - - - -
consumable items have equal effects when used in combat vs. outside of
combat, except where certain effects do not apply because a condition cannot
exist outside of battle, of the effect is a spell that does damage. If the
item can be used in non-combat situations it is listed as 'Nc'. Combat use
is 'Cb'. Either combat or non-combat is '//'. Also included in the table is
whether the item is groupable (G) and if it is cookable (C), as well as the
price of the item. There are no restraints on who may use consumable items.
for items which cast spells dealing normal spell damage, whether or not the
spell will be well-cast CAN be known for certain beforehand. Certain items
always well-cast a spell, while others never do. If the item well-cast a
spell, it is noted in the description. Otherwise, it is not noted
The other thing which differs is that full immunity does not apply to damage
from items which cast spells!
items which have the listed effect of [+](basic stat) will raise that basic
stat permanently by one point, but have no effect if used while the stat is
already maxed-out
Item Price Type Effect Where found
-----------------------------------------------------------------------------
Antdt 12 CG //: removes poison
from one ally item
Bait 60 CG //: damages one ally
to rHP = 1 FishSpot, C:Daiye
Beef 200 CG //: casts Cure 1 Huntsvil
Biscuit 1k Cb: casts Def-UpX, oven
followed by Cure X!
Cake 100 -- CapeTown (only before you
have the whale), (Trout)
Chkn 200 CG //: casts Cure 2 Huntsvil
Cond.Up 1k C ??: raises one ally's Maniro:C, C:Hanz, (BlueRm),
bCond. to Super oven
CureAl 400 CG //: casts Heal item
DeadSoup 800 Cb: casts Death oven
Dinker 100 C Nc: [+]Agil T:Gallop, Pima, oven
Egg 200 CG //: casts Renew X Huntsvil
Extract 200 C //: casts Cure 4 oven, T:A.Sludge, Barucuda,
Crodworm, Sniphead
F.Spice 100 C Cb: casts Flame item, Maniro:C
FireRock 800 Cb: well-casts Fireball Maniro:C, T:G.Idol, (Mt.Fubi)
Frizbee 100 C Cb: casts S.Boom item, Maniro:C, T:DinaFung,
oven
GutsBL 1k C Nc: [+]Guts oven, (Capitan)
HelpBL 50 CG //: casts Cure 2 item
Herb 8 CG //: casts Cure 1 item
IceChunk 800 Cb: well-casts Hail Maniro:C, T:Needle
KmikzeBL 800 Cb: well-casts Typhoon (WaterFal), Maniro:C
LifePl 500 CG //: casts Renew X item
Liver 200 CG //: same as Antdt Huntsvil
LuckCndy 100 C Nc: [+]bLuck T:RyuSight, Seenates,
(Mt.Rocko), oven
Mckrl 60 CG -- FishSpot, C:Daiye
Meat 200 CG //: casts Cure 2 Huntsvil
Medicate 500 C Cb: casts Atk-Up Maniro:C, C:Hanz, T:Monoped,
oven
Minnow 300 CG //: same as WFruit FishSpot, C:Daiye
MisoSoup 100 C Nc: [+]bWis oven, (Memory)
MoonDrop 200 //: casts Renew X and (Mt.Maori),(WindiaFt),
Heal to all allies, (Tsr.Box:D), T:Ganet,
followed by Cure X! Maindstr, C:Poo
P.Pourri 1.2k Cb: casts Angel oven
PanPizza 1k Cb: casts Pwr.Down oven
PileWm 1k CG //: casts Cure 4 FishSpot
PwrFood 100 C Nc: [+]Str oven, (W.Tunnel), (Infinity),
T:D.Fly, Mamot
Roast 400 CG //: casts Cure 4 Huntsvil
Shaker 800 Cb: well-casts 8.0 T:Catfish
ShaveIce 100 C Cb: casts Freeze item, Maniro:C, oven
Smoke 100 G Nc: casts Smoke item
Snper 3k CG //: casts Heal FishSpot
SprRib 800 CG //: casts Cure 4 Huntsvil
Srdine 60 CG //: casts Cure 1 FishSpot, C:Daiye
Stamina 100 C Nc: [+]Stmna (SimaFort), (Infinity),
T:G.Rider, Racegude, oven
TearDr 100 CG Cb: removes rotting and zombie
from one ally item
Tendon 200 CG //: same as WFruit Huntsvil
Tuna 300 CG //: same as Antdt FishSpot, C:Daiye
Unagi 60 CG //: casts Cure 2 FishSpot, C:Daiye
Van.Ext 1k //: casts Cure 3 T:Sniphead, Gonghead(2),
A.Sludge, (DryWell),
(WindiaFt)
Vtmn 200 CG //: removes curse item
from one ally
WFruit 200 CG //: one ally gains 20 AP
and loses 20 HP, to a
limit of rHP = 1 item
WiseBL 1k CG //: restore 100 AP to one ally
(WitchTwr),(Evrai), oven,
(Bockden)
- - - - - - - - - - - - Miscellaneous - - - - - - - - - - -
these are the items which don't fit into the other categories. These don't
include the special items. On a case by case basis, I will explain what they
do, where they are found, and all other relevant information:
Item Price Where What
-----------------------------------------------------------------------------
Charcoal 0 Huntsvil, SimaFort, oven
burnt food - you can cook this, but otherwise
it has no known use
DivideBL - (UnityRm) use outside of combat to remove all bonding
from one ally - may be used an infinite
number of times
Fork 0 (WildCat) this is a general purpose weapon with a power
of 1
GoldBar 12k oven sell it - it has no other known use
Mirror - (Mt.Maori) this is necessary to assist the queen of
Tunlan. You may also use it an unlimited
number of times while inside her
circulation system to return to the real
world. You lose the Mirror after this
scenario
OwlFruit 20 (OwlWoods) this is used to lure out the Uparupa from its
hiding spot. You may only obtain this item
after fighting Algernon and before dealing
with the Uparupa, but during this time you
may pick up as many of these as you want
Tolen - (Capitan), (Tunlan), (Guntz), (BlueRm), (Tsr.Box x2),
(Highfortx2), (Namanda), (WindiaFt), (Evrai), (Shrine -
behind the desk)
these may be used to gamble in the house of
the redheaded carpenter. As you see, I have
listed 12 Tolens. Only 8 are strictly
necessary, unless there is a third, secret
Othello board which I don't know about.
Refer to the Othello section for more details
-=-=-====================- Services & Goods -======================-=-
this section is a listing by location of what each shop sells, and what
services are available in each town.
these services are:
'Dragon' a dragon god totem. You can save your game here and change
party members (but only if you have more than 4)
'Inn:cost' an inn with the specified cost for a night's stay. After a
night's stay at an inn, all party members are revived, healed
to mHP, cured of curse and poison, and restored to mAP
'Bed' a place you can rest for the same effects as an inn, for free
'Church' a church of St. Eva. You may Save your game here, get hints
about your quest, and make donations. When you have made a
total of 20 donations since the start of the game, you'll
recieve a gift
'Bank' a bank outlet. Refer to the opening section for more details
'Armory' a shop that sells equipment
'Item' a shop that sells consumables and etc. type equipment
As for item shops, there are several standard types:
-----------------------------------------------------------------------------
Type 1: Herb, HelpBL, WFruit, Antdt, TearDr, LifePl, Smoke, Vtmn
Type 2: HelpBL, WFruit, CureAl, LifePl, Smoke, Worm, Shrimp, Urchin
Type 3: HelpBL, WFruit, CureAl, LifePl, Smoke, F.Spice, ShaveIce, Frizbee
item shops that sell other sets of items are handled on a case by case basis
HomeTown TownShip
-------------------------------- -----------------------------
Armory: BronzeSD FalseBW refer to the 'TownShip'
SuedeAR SaladBwl section for all info
SteelAR pertaining to this
Inn:10
Bed (Bow & the Hero's lodging)
Item: Herb Antdt
LifePl Smoke
Worm Shrimp
Urchin StickRod
Bank
Dragon
Church
--------------------------------
Coursair Windia
-------------------------------- ------------------------------
Armory: HexadST BronzeSD Armory: MagicRG LongSD
LeotrdCL SuedeAR RevetKN WoodenDR
RangerCL SaladBwl ChainML HolyRB
BronzeHT SteelAR GlassRG BronzeSH
Inn:20 Inn:30
Item: type 1 Item: type 1
Bank Bank
Church Dragon
-------------------------------- Church
------------------------------
Capitan
----------------------- (campground SW of SimaFort:D3)
Inn:40 ------------------------------
Item: type 1 Bed
Bank Dragon
Dragon ------------------------------
-----------------------
Tunlan
SimaFort (closed during nighttime) -----------------------------------
----------------------------------- Armory: MothDR IvyWP
Armory: LongRP BronzeST TwinBW StockRP
IronKN CrossBW QUickCL BreathAR
IronAR IronML CrmsnRB CHarmSH
KnightHT Backlaw Inn:50
Inn:50 Item: type 2
Bed (nigttime only) Bank
Item: type 2 Dragon (hidden at the bottom right)
----------------------------------- Church
-----------------------------------
Highfort*
-----------------------
Inn:10 Inheart(west)*
Item: type 1 --------------------------------
Bank Armory: BronzeSD LongRP
----------------------- DoubleWP ChuckDR
SuedeAR SilverAR
Ristband WhiteSH
Inheart(south)* Dragon
----------------------- --------------------------------
Bed
Dragon
----------------------- Inheart(north)*
-----------------------------------
Item: type 3
Dragon
SkyTower Leave (leave the Dream world)
------------------------------- -----------------------------------
Armory: IceBW ThndrRP
EarthAR SokletAR
GuardSH Guntz
------------------------------- --------------------------------
Armory: BrassSD BlndedAR
BlndedSH BlndedML
FarmTown Inn:50
----------------------- Item: type 3
Inn:50 Bank
Item: type 2 Dragon
Bank --------------------------------
Dragon
----------------------- CotLnd
--------------------
nothing!
(tropical island shop:L11) --------------------
--------------------------------
Armory: DamageSD EmblemRP
AmberRG WisdomRB Evrai*
BraveAR MotherRB --------------------
SunMask HolySH Item: type 3
-------------------------------- --------------------
Shrine Dologany
--------------- --------------------
Inn:10 Bed
Dragon Item: type 2
--------------- Dragon
--------------------
Gate
---------------
Dragon
Church*
---------------
note: starred locations are not available beyond a certain point in the game.
Make sure you do everything you want to do with them while they remain open:
Highfort: cannot be entered before you need the famous flute, or after you
already have it
Inheart(west): transforms into Memory after you talk to the child in the
bottom right corner of Inheart(north). This is the child who says,
'Did you find the tower? I believe you can see it from the lake in
the west'. Do not talk to this child if you still have things to do
in Inheart(west)!
All of inheart and the Dream location: closed after you defeat ?? and leave
the land of dreams
St.EvaCh: this is destroyed after the battle with ?? and ??
Gate: the Church here cannot be used after the gates to Infinity are opened
-=-=-======================- Home Cookin' -=========================-=-
nothing beats home cookin. Do you want to max out all your stats (except mHP
and mAP), get rich quick, and have unlimited supplies of WiseBLs and
Biscuits? This is not a scam - this method ACTUALLY works! - no kidding!
Hey - would I lie to you?
if you chose the carpenter wearing blue jeans, white shirt, orange jacket,
and having blonde hair to build your town, you can have all this stuff and
more. Cooking items is a process where you take (1..4) food items from your
inventory, give them to the carpenter, his wife puts em' in the oven, and
then takes out the result. The result is placed on the bar in front of you
for pick up, if you want it
there are 41 food items that I know about. All are either consumables or
bait. The product of a cooking session is either:
a product of the inputs or Charcoal
and
there will be either 1 or 2 of this product - usually one,
but sometimes two
Most inputs result in Charcoal, but sometimes not. But even in these cases,
you will sometimes waste your ingredients and get Charcoal anyway. This
says nothing about the quality of the inputs you gave to the carpenter -
whether or not you get Charcoal by mistake is random with a failure rate of
about 1/8
you must eat(!) all of the products of a previous cooking session before you
can do a new one. ...well, maybe not eat - perhaps just politely take it off
the counter and throw it out of your inventory while the carpenter's not
looking...
As far as I can tell, each of the items can be represented as a vector in
'food group' space. The dimensionality of this space and the representations
of each item in this space I am not sure of, but I believe that what you get
out of the oven is determined merely by summing vectors, and then searching
for the nearest item vector which this sum is greater than or equal to. The
maximum vector seems to be GoldBar. Not all end products are cookable - and
cookability says nothing about the magnitude of the vector. There are some
other things that go on in the cooking algorithm as well, since cooking an
item by itself always results in Charcoal, and many other combination I have
expected to work also result in Charcoal
anyway, you must be able to tell that this is a hand-waving argument - I
don't know how it's really done. But I did find some neat-o formulae which
as far as I know, nobody has ever found before (such as how to cook Cond.Up,
Stamina, and WiseBL). Since there a dozens of ways to produce most items,
I only list the easiest ways (in terms of obtainability of ingredients and
numbers of cooking steps required). Also, items which are easily obtainable
from a type 1 or 2 shop I will not bother to give formulae for. Remember
that F.Spice, ShaveIce, and Frizbee can be bought in Guntz as soon as you
have the whale
product inputs
-----------------------------------------------------------------------------
Biscuit 2 Dinker
Cond.Up 2 Snper + 2 Tuna (not necessary if you have citizen Hanz)
DeadSoup 4 Roast
Dinker 2 Frizbee
or 4 CureAl (before you have the whale)
Extract 2 HelpBL
Frizbee 2 CureAl (not necessary after you have the whale)
G8Bait 2 Tuna (easy if you have citizen Daiye, but then, if you can
buy fish directly, why do you need to go fishing?)
GoldBar 2 Frizbee + 2 Dinker
or 2 ShaveIce + 2 GutsBL
or 2 F.Spice + 2 MisoSoup
or 3 Cond.Up (use this one if you have citizen Hanz - the other
formulae require 3 steps, any one of which could go
wrong)
GutsBL 2 ShaveIce
or 4 Unagi (before you have the whale)
LuckCndy F.Spice + ShaveIce
or ShaveIce + Frizbee
or Frizbee + F.Spice
or 4 Minnow (before you have the whale)
Medicate Roast + Unagi (not necessary if you have citizen Hanz)
MisoSoup 2 F.Spice
P.Pourri LuckCndy + ShaveIce + F.Spice + Frizbee
PanPizza 4 SprRib
PwrFood 3 ShaveIce
or 2 Medicate (use this one if you have citizen Hanz)
ShaveIce 2 Unagi (not necessary after you have the whale)
Stamina F.Spice + 2 Tuna (easy if you have citizen Daiye)
WiseBL Stamina + 2 Tuna (easy if you have citizen Daiye)
-=-=-==========================- Othello -============================-=-
if you invite the carpenter that builds treehouses into your town, you can
use all those Tolens you're finding (there are 12 that I know about). The
Tolens have no other use. Mr. B likes to collect equipment, and sitting on
two 4x4 othello boards are pieces of equipment. Open sqaures in which to
place Tolens ring the outside, and on 4 center squares are the equipment
items. Whatever sits inbetween 2 Tolens, you have won, and can ask for it at
the front desk. To place a Tolen, talk to the person next to the board, and
a Tolen will be dropped randomly on one of the remaining empty outside
squares for that board
the boards look like this: ....
.12.
.34. . empty square
....
the number labels the item that sits on that square. Denote the board in the
back room as B, and the front one as A. The items that you can win are:
spot item spot item
------------------------------------------------------------------
1A TigerSD 1B KingOfDR
2A LopOffWP 2B ThndrST
3A IceBW 3B RainbwRB
4A ShinyHT 4B GiantSH
there may yet be something special you recieve when you clear all these
treasures, as you only require 8 Tolens to do so and you can find 12. I have
not checked this out, but if anyone has, please let me know
-=-=-==========================- Gossip -============================-=-
if you invite carpenter C to your town (the one who builds arabian style
houses), he will set up a bar where old men gather to talk about the records
you've set. Specifically, they can tell you:
- how many times you've been through other people's dressers (only counting
the ones which read, 'Isn't there anything here?......'). The same
dresser may be counted multiple times for each time you rummage through
it
- who it would be a good idea to take with you as a party member in future
scenarios. This advice seems to be completely random
- how many times you've gone fishing and hunting
- how many Herbs (medicine) you've purchased
- how much time you've been playing the game, precise to the minute
- how many battles you triggered, regardless of the battle's outcome. Using
Sweh does not add a multiple count to a single battle
- how many treasures you've obtained
- how many times you have lost a battle
my own personal records are (maxima and minima):
(41..1200) times through other people's dressers
(5..30) fishing sessions, (30..105) hunting sessions
(382..5566) Herbs purchased
(28:40 .. 51:42) hours playing time
(440..1325) encounters
(45..117) treasures
(5..6) times totally defeated
none of these statistics ever won me anything. If anybody out there has done
better (or worse), let me know about it and also tell me if you ever won
anything because of it. As it looks now, these statistics are completely
useless
all of the counts pertain to the entire time you've been playing the game, up
to the present. As a bragging tool, this information would be a lot more
useful if it was also given to you when you beat the game. Alas, it is not
that way. As such, this carpenter would be of infinitesimal practical use,
except that he also becomes a bartender. He can sell you a drink which will
raise the Cond. of all party members to Super. This service costs 600Z times
the number of party members in your group
-=-=-=====================- Fishin' & Huntin' -======================-=-
scattered about the overworld map are spots where you may occassionally see
a fish jumping out of water. Rustling bushes also pop up occaisionally. If
you activate one of these fish/game spots, you will engage yourself in a
fishing or hunting session
fishing spots are always at predesignated shore locations, while hunting
spots seem to be assigned random forest/grass locations. To each map section
there are (0..1) fish spots. Activity for all spots is reset to off when you
enter the overworld. Activity is reevaluated only after leaving combat. In
such a reevaluation, activity of all other map sections (ones other than
where you are now) is reset, and there is a moderate probability that the
local fish spot will be made active, if your Hero is in the lead of the
walking order
the only exceptions to the above generation rules are the secret spots which
can be reached only through TownShip citizens
the probability that a game spot will be made active is independent of the
fish spot calculation, and results is a random grass/forest square on screen
being made an active game spot (not necessarily within the current map
section). This is done by choosing a random location for the game spot on
the overworld (in your vicinity) when you return from battle. If that spot
can support game (i.e. it is not ocean, lake, mtns., etc..) then we have a
game spot. Otherwise, no game spot appears on the map. From this, we see
that in order to go hunting, it is a good idea to pick an area with a lot of
grassland/forest about you. Contents of the game spot is INDEPENDENT of map
section, but it does seem to be dependent on the LV of the hero (only a few
species show up at very low level. When you activate a game spot, you go to
Huntsvil
after using a fish/game spot, you return to the overworld and the
activity of all spots is once again turned off, unless you returned from a
battle that was triggered in Huntsvil. In this case, repeat the fish/game
spot generation algorithm
- - - - - - - - - - - - - Fishing - - - - - - - - - - - -
only the hero can activate a fish spot, and then may only fish if he is
equipping a rod in one Etc. slot and a bait item in the other. You must
also have a free slot in your inventory. In a fish spot you might find some
of the following species:
Lure refers to the item of bait that can be used to grab the attention of a
particular species of fish
Note: although G8Bait is not listed, as a lure it will elicit an immediate
response from all species of fish. It would be the ultimate lure, except
that Maniro cares only for Gold, and the Tsr.Box couldn't care less
Name Lures How to recognize
----------------------------------------------------------------------------
tiny, thin fish which swim quickly near the surface:
-----------------------------------------------------
Srdine Worm light blue
Unagi Worm lavender
medium-sized and thin, they swim quickly and start at medium depth:
--------------------------------------------------------------------
Bait Worm lavender
Makrl Worm light blue
medium-sized and wide, they move slowly and start at medium depth:
-------------------------------------------------------------------
Minnow Urchin striped, bright orange
Tuna Urchin striped, dull orange
large fish which swim slowly near the seabed:
-----------------------------------------------
PileWm Urchin gray
Snper Urchin,Shrimp pink
Maniro Gold fishman creature, swims very quickly directly
from the right to the left side of the screen at
medium depth
Tsr.Box Urchin treasure chest, sits immobile on the seabed
to fish, cast out an item of bait. A casting either results in the line
getting away (you lose the bait), a catch (you drag something back to where
you are sitting, it is added to your inventory, and you lose the bait), or a
recall (you bring back the bait with nothing on the line by pressing 'B').
It is not possible to break the pole, only waste bait
while nothing is on the line, you may also jerk back the bait with the 'A'
button. This may be done ad infinitum. This moves the bait back along a
stright line towards the tip of the pole. If you hold 'A' for more than 1/2
a second, you stop pulling and you must pull again. If you let the bait sit
on the seabed for more than about a second, the line gets away
to get something on the line, you must either snag the intended object if it
is immobile, or grab its attention with the bait you're casting. What the
condition is for grabbing the fish's attention is, I don't know
when you get something on the line, you will see two HP meters, one for the
HP of your pole, and one for the object. Your pole will always start at mHP
at the beginning of every tug of war, and the objects in the water all begin
with mHP when you enter the FishSpot, but HPs lost from previous reelings are
not replenished. Neither meter decreases unless you pull, but the object
will generally move away from you if you don't pull, and if the object
reaches the seabed, you will lose your bait just as if you had nothing
on the line.
For each pull, your pole loses a random number of HP, as does the object,
Unless the object has 0 HP left. The random number your pole loses is
reduced somewhat if the object has no HP left. When your pole has 0 HP left,
the line snaps. You can pull for a maximum of half a second before you must
pull again. While you pull, the object on the line either moves towards you
or does not move, but cannot move away from you. Because of this, you want
to reel in the item using the fewest number of pulls, which requires good
timing. If you pull while the object is on the surface and the object is
mobile, there is a chance it may leap out of the water away from you (try to
avoid this)
- - - - - - - - - - Location of Fish Spots - - - - - - - - - -
following is a listing of all map sections where you can fish, and the
contents of each location. There are 31 FishSpots that I know of. To find
the exact spots where the fish are in a given map section, look for the
magenta spots on the overworld map picture I have drawn
Type name contents
----------------------------------------------------------------------
tiny Srdine x8, Unagi x5
mix Srdine, Unagi, Minnow, Tuna, Bait, Makrl, PileWm
bigmix Makrl x2, Tuna x2, PileWm, Snper, Bait x2, Unagi x2
full Unagi x4, Srdine x4, Makrl x2, Snper, Tuna x2, Minnow
bait Bait x13
sardine Srdine x1
snapper Snper x1
nothing no fish
Map section assortment type / special contents
-----------------------------------------------------------------------------
I0 (Isle of Giants) bigmix Tsr.Box(F)
D2 (SW of WildCat) full Maniro(B)
G2 (N of Capitan) mix
J2 (NW of Windia) mix
N2 (W of Surfy's Hut) bigmix Tsr.Box(C)
F3 (E of SimaFort) snapper
N3 (NE of Coursair) tiny Maniro(A)
E4 (S of SimaFort) bait
F4 (W of SkyTower) snapper
H4 (NE of SkyTower) sardine Tsr.Box(G)
C5 (W of Sea of Trees) full Maniro(E)
F5 (NW of W.Cape) sardine Maniro(C)
H5 (E of Showcave's south exit) nothing Tsr.Box(E)
K5 (Mt.Maori Island) bigmix
L6 (W of HomeTown) tiny
E7 (bridge to FogValy) full
H7 (W of Tunlan) full Maniro(F)
L7 (N of TownShip) mix Tsr.Box(A)
M7 (E of TownShip) bait Tsr.Box(B)
F8 (NE of FarmTown) mix
G8 (SW of Tunlan) bait
H8 (NW of Guntz) snapper Maniro(H)
H9 (SW of Guntz) tiny
J9 (SE of Guntz) bait
L9 (1st Island W of Highfort) bigmix Tsr.Box(H)
O9 (SE of Highfort) sardine
E10 (SW of Cotlnd) tiny Maniro(G)
O10 (NE of BlueRm) nothing
L11 (E of St.EvaCh Island) mix
N11 (W of ThvsTomd) bait Maniro(D)
C12 (NW of Bando) full Tsr.Box(D)
L7 (Maclean's secret FishSpot) 7xSnper, 6xPileWm
(refer to TownShip section)
Tsr.Box contents (treasure chests)
--------------------------------------
A = IronBR
B = EmpireSD (be sure to get this treasure BEFORE the demons escape from
Gate; TownShip doesn't have enough space to land in this area)
C = JahAR
D = MoonDrop
E = LifeAR
F = LoveBR
G = Tolen
H = Tolen
Maniro's Goods (what Maniro will sell to you when you catch him)
------------------------------------------------------------------
reachable as soon as you get to Coursair:
------------------------------------------------
A:SilverDR, IronML, KnightHT, SilkGL, IronSH
reachable when you get to western continent:
----------------------------------------------
B:BusterSD, WiseRB, NationHT
reachable by leapfrogging after WitchTwr:
------------------------------------------------------
C:Cond.Up, F.Spice, ShaveIce, Frizbee, Medicate, Firerock, KmikzeBL, Icechunk
sea travel required:
----------------------------------
D:BrassST, ThundrRP, LopOffWP, MystryHT, SlashGL
E:FastShoe, HolfSF, HeroBT, KramerBR
F:Charm, IronBR, D.Earing, WiseHoop, GutsBT
reachable by leapfrogging after SkyTower:
---------------------------------------------
G:BraveAR, SpiritRB, MedusaSH, ThndrGL
flight required:
--------------------------
H:DamageSD, EmblemRP, WorthRG, SlicerDR
- - - - - - - - - - - - - Hunting - - - - - - - - - - - -
there are 5 species of animal that live in Huntsvil: the bird, pig, deer,
Grizzly, and Beak. All but the Beak leave behind an item when you kill them.
Not all of these species are immediately discoverable. Your Hero must reach
a threshold level before each species begins to appear:
immediate: Pig,Deer LV 11: Bird LV 15: Grizzly LV 33: Beak
these thresholds have not been very accurately determined, since the
probability of finding a new species rises from zero gradually near the
threshold. The one exception to this scheme is Azusa'a secret hunting
grounds, which are always fully stocked with wildlife
all party members can enter Huntsvil, but only Katt, Bow, Bleu, and the iron
man can hunt. Their methods differ somewhat. Katt swings her staff to hit
an animal in an adjacent spot. Bow and the iron man can shoot up, down, left
or right. Bow has a range of 4, and the iron man has a range of 5. Bleu's
method leaves much to be desired however (unless you're hunting for
Charcoal). Katt's range is a definite disadvantage, but once you get luck
and hit something, killing it is a snap - just keep swinging as fast as you
can. To kill an animal, you need to hit it a certain number of times, which
is the same regardless of who is hunting (other than Bleu):
bird 1
pig 2
deer 2
Beak 6
Grizzly 8
hunting is difficult because all animals except the Beak have at least a
speck of intelligence. They will (understandably) try to run from you if you
get too close. The Beak will charge at you. The Grizzly also charge at
you, but only if you hit it - otherwise it will run. If you touch the Beak
or the Grizzly, you will engage it in combat. When an animal moves off the
edge of the screen in Huntsvil, it is gone forever (don't wait for it to come
back)
the bird does not immediately make an appearance, but if you slay an animal
there is a small chance it may fly onto the screen while the item from the
recently slain animal's remains still rest on the ground. The bird may
appear more than once, but at most once for each animal you kill. The
Beak, on the other hand, keeps coming back for more - regardless of what
you do (damn thing won't stay dead!). If you kill it, another will enter
Huntsvil after a little while. The Beak is also an annoyance in that it
will steal any items sitting on the ground by charging at them
when an animal dies, it leaves behind an item. This item will stick around
a little while, flicker, and then disappear. The contents change depending
on how early you pick it up:
right away ... ... flickering (gone)
-----------------------------------------------------------------------
Pig Roast Meat Liver Beef
Deer Roast Meat Tendon Beef
Grizzly SprRib Roast Liver Beef
bird Egg Chkn Tendon Beef
if you try picking an item up and see that you don't want it yet, just refuse
to pick it up, and try again a short while later
-=-=-======================- Know Your Enemy -=======================-=-
in this section is a listing of all the enemies in BoF2, including their
stats, actions they use, prizes for defeating them, and where to find them
The enemy stats which I have been able to measure are:
HP - maximum hit points of the enemy. All enemies start out with a full
hit point bar, and may not have more HP than their mHP (just like
party members). These values are exact, except for the mHP's of most
of the enemies which can only be fought once (in these cases, HP
listed is accurate to +/- 2 points)
AP - maximum ability points. For all enemies which can cast spells, mAP
tells how much AP they start out with (works the same way as with
party members). Being low on AP does not prevent the enemy from
attempting to cast a spell (sometimes they try to cast spell which
costs more than their mAP - several times! These enemies give new
meaning to the term artificial intelligence) These mAP values are
exact, except in cases where the enemy has so high a mAP that I have
been unable to determine what it is. I denote these cases as 'AP ><'
Ms - magic susceptibility. Actually this is a derived stat, calculated from
the enemies Wis stat as 4-[Wis/32], but I can measure Ms directly,
whereas I can't measure Wis directly. Anyways, Ms gives an
approximate measure of the enemy's Wis stat (+/-16 points). The
lower Ms is, the less damage the enemy takes from spells (refer to
the spell damage algorithm), and the higher the probability that
spells cast on the enemy will fail if they _can_ fail. Most Ms -3
enemies are completely immune to a lot of useful spells, such as
Death, Drain, and Def.Down. Ms is also an approximate measure that
spells cast by the enemy will succeed. (Death cast by an enemy of Ms
-3 always succeeds, unless the target is immune to death). These
values are exact
Def - defense rating. This can range from (0..511) and works exactly the
same way as it does for party members (as it pertains to attacks FROM
party members, anyway). Refer to the algorithm for damage from
attacks by party members for more details. The values are exact
type - enemy type. This determines the elemental multipliers which apply
to the enemy:
spirit 2x damage from holy attacks, 1/2 damage from all
other attacks which aren't undefendable
aquatic 2x damage from thunder, 1/2 damage from fire
icy 2x damage from fire, 1/2 damage from ice
undead 2x damage from holy and fire
flying 2x damage from vacuum
fiery 2x damage from ice, 1/2 damage from fire
Refer to the 'Damage Algorithms' section for more details
Agi - agility rating of the enemy, from (0..511). Determines the order in
which combatants will take action is a round of combat. Refer to the
'Stats' section for more details. These values are accurate to +/- 3
points, except for the ones given as an inequality or a range (these
values I have not yet determined precisely)
actions - a listing of the actions which the enemy can do, plus the
conditions which must be met for the action to be used, if there are
any. All enemies have the option to attack unless otherwise noted.
The effects of these actions is described in the 'Spells' and
'Actions' section. If the enemy only attacks and uses Defense, I
write '...' here. There exists a very small chance that these lists
are not complete yet
XP - the experience point award for defeating that enemy. You do not win
this is if the enemy runs away. The exact amount won by a party
member is slightly different and is dependent on the relation between
the Hero's level and the party member's level. Refer to the
'Experience and Levels' section for more details. These values are
exact. '- - -' in place of this field means that there is no award
in either experience, money, or items from defeating this enemy
Z - the number of coins won from defeating that enemy in battle. Unlike
experience points, there is nothing strange in how this is handled:
the amount added to the party's gold supply is just the sum of the
coin values of the enemies defeated. These values are exact
location - where you can fight this monster. Locations on the overworld map
are all listed together by map section codes as 'Outside:...'. These
map section codes are defined in the 'Mapping' section, but I will
repeat them here for convienence:
H Hometown Area
c Coursair Area
x on the Path to Windia
n Northwest
w Windia
N North
S Simafort Area
R Rivers south of Simafort
V Valley east of Windia Bridge
F Far northwestern Peninsula
t Tunlan island
M Mt.Maori island
T Sea of Trees
Z Guntz island
d Highfort Desert
D Great Desert
I Tropical Islands
f Farmland Area
B path to Bando
E Final Areas
r N.Rider Island
G Isle of Giants
all other locations are by place name as shown on the main command
screen. I put a star before the location name if the battle is 'to
the death', and one which can only be fought a finitely predetermined
number of times (as with bosses). A caret refers to a battle to the
death which you can fight as many times as you wish (Huntsvil, for
example)
full immunity - a property which makes the enemy immune to most spell damage.
Refer to the 'Damage Algorithms' section for more details
item - in rare cases you will win an item from defeating a certain enemy.
Item won does not seem to be dependent on which party members you
take with you, or the levels of your party members. Some monsters
may have as many as two kind of item awards. Each award has a
certain rarity associated with it, and I'm guessing that a random
roll compared against the item rarity levels determines what your
award will be. That there are at most two awards for a given enemy
suggests that there are only 2 rarity levels: a common item and/or
and rare item. Actually, it is not that simple, and there seem to be
three rarity levels: common, uncommon, and rare. This involves a lot
a guesswork and extrapolation on my part, so this algorithm might not
be completely accurate:
make a random roll, x = (0..255)
award = none
if x > 80%, i.e. x = 205..255, award = common item
95%, i.e. x = 243..255, award = uncommon item
99%, i.e. x = 254..255, award = rare item
thus, you have roughly a 1% chance of winning a rare item,
5% to win an uncommon item, and 20% to win a common one. In
other words, you're very likely to never see the rare award,
occaisionally get the uncommon one, and regularly get the
common one
I am not sure if such a roll is made for each enemy you defeat, or
for just one out of the group, but you can only win one of these
items per battle. So, if the method is to make a roll for each enemy
defeated, then there would have to be some priority scheme to
determine which item would be your award. In cases where I have won
the award often enough to tell the difference between common,
uncommon and and rare, I will denote it with a C, U, or R before the
items
the standard presentation format of this data for each enemy is:
-----------------------------------------------------------------------------
[.Name.]{:type} [HP] [Def] [Agi] [Z] [XP]
{AP} {Ms} {full immunity} {rarity}:{items...}
[Actions...]
[Locations...]
-----------------------------------------------------------------------------
example:
-----------------------------------------------------------------------------
Devilkid (fiery) HP 32 Def 22 Agi 29 XP 6 Z 20
Ms 0 full immunity Gold
...
Outside:cnF
-----------------------------------------------------------------------------
(Devilkid is an fiery type enemy: takes 2x damage from ice and 1/2 damage
from fire, but has full immunity, so most spells will deal 0 damage to it.
Devilkid can only attack, and has 22 mHP, 29 Agil, and 22 Def. This enemy
occasionally gives up Gold when defeated. You find it outside in the
Coursair area, northwest, and far northwest peninsula)
-----------------------------------------------------------------------------
A.Sludge HP 900 Def 55 Agi 190 XP 3000 Z 950
AP 100 Ms +4 C:Extract, U:Van.Ext
8.0
Outside:G
-----------------------------------------------------------------------------
Algernon HP 1550 Def 51 Agi 51 XP 1980 Z 1200
Ms 0
ColdBrth(24)
*OwlWoods (the award listed here is for defeating Algernon,
Suiky, and Danielle. This battle is unique in that
it is the only one in which the opposition may be
revived. Defeating an enemy more than once adds
nothing to your award)
(while Algernon lives, if either Suiky or Danielle dies, make a
random roll to see if that character can be revived to mHP. Also
make a roll after every action by the opposition to first see if
either can be revived, then determine randomly whether it will be
Suiky or Danielle. If the intended target still lives, this roll is
wasted. Also make such a roll after all combatants have taken
actions for each round)
-----------------------------------------------------------------------------
Amom HP 531 Def 138 Agi 130 XP 2322 Z 897
AP >< Ms -3 KmikzeBL
Eggbetr, Typhoon
Infinity
-----------------------------------------------------------------------------
Amonica HP 110 Def 125 Agi 43 XP 194 Z 147
AP 14 Ms +4 full immunity
Freeze
SkyTower
-----------------------------------------------------------------------------
Anubus (undead) HP 137 Def 63 Agi 138 XP 279 Z 555
AP 35 Ms +1 HolySH
RotBrth, Freeze
ThvsTomd
-----------------------------------------------------------------------------
Arachnod (icy) HP 81 Def 35 Agi 53 XP 56 Z 32
Ms +4
Psn.Brth
SimaFort
-----------------------------------------------------------------------------
Archer HP 300 Def 130 Agi 130 XP 300 Z 100
Ms -1
Eggbetr
*St.EvaCh
-----------------------------------------------------------------------------
Aruban (icy) HP 119 Def 56 Agi 60 XP 117 Z 88
AP 10 Ms -2 R:MystryHT
Eggbetr, Hush
UpaCave, FogValy, Namanda, SkyCave
-----------------------------------------------------------------------------
Aruhamel HP 1600 Def 75 Agi 99..121 XP 3200 Z 1000
AP >< Ms -3
(amnesia), Cure 2, SwtBrth, Psn.Brth
*Memory
-----------------------------------------------------------------------------
Assasin HP 152 Def 88 Agi 100 XP 794 Z 415
AP 30 Ms -1 Biscuit
Def-Down
St.EvaCh
-----------------------------------------------------------------------------
Atlas HP 189 Def 55 Agi 69 XP 260 Z 96
AP 20 Ms +4
Def-UpX, Miss
Mt.Maori
-----------------------------------------------------------------------------
Augus HP 680 Def 18 Agi 7..29 XP 150 Z 300
Ms -1
(save strength), Cure 1
*Coliseum
(Augus takes 2 actions each turn)
-----------------------------------------------------------------------------
B.Ogre (fiery) HP 342 Def 30 Agi 88 XP 483 Z 224
Ms -1 R:GlassDR
CtrAttck, FireBrth(40)
FogValy
-----------------------------------------------------------------------------
B.Roach HP 165 Def 44 Agi 62 XP 60 Z 33
Ms +4 Herb, HelpBL
...
^SimaFort
-----------------------------------------------------------------------------
Baba HP 170 Def 20 Agi <28 XP 150 Z 100
Ms +2 Stamina
CtrAttck
*TagWoods
-----------------------------------------------------------------------------
Babaruku HP 2500 Def 131 Agi 100 XP 3800 Z 5000
AP >< Ms -3 SilverHT
Drain, Bolt-X, Def-Down, Missile, Hush, Fireball, Hail, Pwr.Down,
Ag-Down
*Gate
-----------------------------------------------------------------------------
Banbhand (icy) HP 154 Def 50 Agi 77 XP 181 Z 106
AP 25 Ms -2
Zombie, Psn.Atck, Cure 2
Outside:M, Namanda (Cure 2 is used if an ally has lost at least
[mHP/4] HP)
-----------------------------------------------------------------------------
Barubary(1) ????
...
*ShowCave (during the prologue - you are meant to lose this battle)
-----------------------------------------------------------------------------
Barubary(2) HP >< Def 140 Agi 90 - - -
AP >< Ms -1
CtrAttck, attack all, ColdBrth(88), Bolt X, FireBrth(88)
*Infinity
(this is the version fought first with all party members.
This battle ends automatically when Barubary takes 1250
points of damage)
-----------------------------------------------------------------------------
Barubary(3) HP 3800 Def 140 Agi 90 XP 4000 Z 5000
AP >< Ms -1
Bolt X, FireBrth(88), ColdBrth(88), CtrAttck, attack all
*Infinity
(this is the second version you fight if you choose to
fight alone. You automatically get the benefit if rest
before this battle)
-----------------------------------------------------------------------------
Barubary(4) HP 5000 Def 140 Agi 90 XP 4000 Z 5000
AP >< Ms -1
CtrAttck, attack all, ColdBrth(88), FireBrth(88), Bolt X
*Infinity
(this is the second version you fight if you choose not
to fight alone. Barubary's attack power increases when rHP
drops below 1000)
-----------------------------------------------------------------------------
Barucuda (flying) HP 153 Def 44 Agi 134 XP 392 Z 306
AP 14 Ms +1 Extract
Eggbetr, Typhoon
Namanda, SkyCave
-----------------------------------------------------------------------------
Basilisk HP 170 Def 59 Agi 82 XP 262 Z 84
AP 12 Ms +2 R:CureAl
Eggbetr, Def-Down
Outside:Td
-----------------------------------------------------------------------------
Beak(1) HP 50? Def >22 Agi 0 XP 5 Z 5
Ms +1 Herb
...
*Gate (this enemy is fought in the prologue)
-----------------------------------------------------------------------------
Beak(2) HP 20 Def 20 Agi 10 XP 4 Z 4
Ms +4
...
^Huntsvil
-----------------------------------------------------------------------------
Beetle HP 102 Def 73 Agi 57 XP 10 Z 192
Ms +4
BuildUp
Outside:t
-----------------------------------------------------------------------------
BigHand (icy) HP 953 Def 152 Agi 111 XP 2650 Z 424
AP 30 Ms +2
Eggbetr, Def-Down
Infinity
-----------------------------------------------------------------------------
Biruburu HP 34 Def 23 Agi 23 XP 9 Z 5
Ms +4 Herb, HelpBL
CtrAttck
Outside:c
-----------------------------------------------------------------------------
Bloodskr (icy) HP 38 Def 23 Agi 28 XP 12 Z 8
Ms +4 Herb
Sap
Outside:V, Mt.Rocko
-----------------------------------------------------------------------------
Bouncer HP 254 Def 40 Agi 33..42 XP 50 Z 40
Ms +1
...
^WildCat (if you leave WildCat and revisit, you may fight
this enemy again)
-----------------------------------------------------------------------------
Bugbear HP 38 Def 22 Agi 25 XP 12 Z 10
Ms +4 Antdt
Miss
Outside:V, TagWoods
-----------------------------------------------------------------------------
Bush HP 500 Def 10 Agi -- XP 200 Z 0
AP >< Ms +4
--
*FarmTown (this enemy does not take any actions, and takes
only 33% damage from normal spell damage. (33% =
84/256))
-----------------------------------------------------------------------------
C.Bear HP 253 Def 60 Agi 78 XP 203 Z 128
Ap 6 Ms +4
Atk-Up
Outside:T
-----------------------------------------------------------------------------
C.Sludge HP 7 Def 500 Agi 300 XP 1502 Z 51
Ms -1
Runaway
Outside:FMZdt, W.Tunnel, Highfort, Dream, Namanda
-----------------------------------------------------------------------------
Cancer (fiery) HP 186 Def 132 Agi 81 XP 730 Z 193
AP 50 Ms +4 LoveBR
Freeze
Outside:D, JackDoor
-----------------------------------------------------------------------------
Carm (spirit) HP 190 Def 133 Agi 139 XP 1260 Z 590
AP 174 Ms -2 MeowST
Freeze, Hail
Infinity
-----------------------------------------------------------------------------
Catfish (aquatic) HP 105 Def 30 Agi 51 XP 102 Z 54
AP 12 Ms +2 Shaker
Def-Up
Outside:SR
-----------------------------------------------------------------------------
Chiroru HP 60 Def 38 Agi 40..55 - - -
Ms 0
...
*DryWell (this battle ends when either the Chiroru or Villagrs
dies)
-----------------------------------------------------------------------------
Chorking (flying) HP 25 Def 500 Agi 500 XP 3200 Z 1613
Ms -3 full immunity U:Charm, R:ShinyBR
Psn.Brth, RotBrth
Outside:G
-----------------------------------------------------------------------------
Conch (aquatic) HP 284 Def 195 Agi 72 XP 1350 Z 316
AP 50 Ms -1 full immunity
Pwr.Down
Infinity
-----------------------------------------------------------------------------
Corpse (undead) HP 25 Def 15 Agi 15 XP 5 Z 7
Ms +4 SteelAR
Miss
Mt.Fubi
-----------------------------------------------------------------------------
Cotris (icy) HP 234 Def 90 Agi 94 XP 570 Z 223
AP 42 Ms +1
CtrAttck, Hush
Outside:ZB
-----------------------------------------------------------------------------
Creon HP 280 Def 34 Agi 34 XP 60 Z 50
Ms +2
Eggbetr
*DryWell
-----------------------------------------------------------------------------
Crodworm (icy) HP 151 Def 66 Agi 79 XP 715 Z 208
AP 35 Ms +1 Extract
Tornado, Typhoon
Outside:f, SkyTower, SkyCave
-----------------------------------------------------------------------------
Cuttlecb (icy) HP 74 Def 45 Agi 46 XP 93 Z 30
AP 12 Ms +2
Def-Up
W.Tunnel
-----------------------------------------------------------------------------
Cyclops HP 950 Def 130 Agi 63 XP 2880 Z 100
AP 50 Ms +3 U:IronSH, R:StarSH
Atk-Up
Outside:Er, ForValy, Infinity
-----------------------------------------------------------------------------
D.Brnger (undead) HP 207 Def 70 Agi 62 XP 353 Z 135
AP 12 Ms +1 R:WhiteSH
Death
Outside:r, Highfort, Dream
-----------------------------------------------------------------------------
D.Crsdr HP 264 Def 124 Agi 74 XP 762 Z 512
AP 50 Ms 0
Def-UpX, Cure 4, Shield
St.EvaCh (Cure 4 is used if an ally has lost at least [mHP/4]
HP)
-----------------------------------------------------------------------------
D.Fly (flying) HP 65 Def 26 Agi 45 XP 20 Z 14
Ms +2 PwrFood
...
Outside:xnwF
-----------------------------------------------------------------------------
D.Spider (undead) HP 186 Def 93 Agi 86 XP 451 Z 187
Ms +2
Runaway
Bando, ThvsTomd
-----------------------------------------------------------------------------
D.Spirit (spirit) HP 164 Def 83 Agi 87 XP 625 Z 312
AP 10 Ms -3
Sap, Drain
Bando
-----------------------------------------------------------------------------
Dadelous HP 513 Def 158 Agi 0 XP 2024 Z 700
AP >< Ms -3
Atk-Up
Infinity
-----------------------------------------------------------------------------
Danielle HP 100 Def 5 Agi >103 see Algernon
AP >< Ms +3
Cure 2
*OwlWoods
-----------------------------------------------------------------------------
Darious (aquatic) HP 254 Def 73 Agi 87 XP 772 Z 210
Ms +4
BuildUp
SkyTower
-----------------------------------------------------------------------------
Deathevn(1) HP >< Def 140 Agi 137 - - -
Ms -2
Explode (this enemy does not attack normally)
*Infinity
(this is the first version of Deathevn that the Hero fights
alone. The battle ends only when you cast Anfini)
-----------------------------------------------------------------------------
Deathevn(2) HP 10000 Def 140 Agi 137 - - -
AP >< Ms -2
ColdBrth(88), Death, (disappear), (god's power), BoneLzr
*Infinity (this is the last version of Deathevn)
(god's power is used only if Deathevn's rHP != mHP, and BoneLzr may
only be used if rHP < 4000. At the start of this battle, all party
members get the benefit of rest, formation is set to Normal, and
the Hero is moved to the lead position, if necessary)
data is in error; Def +/- 1
-----------------------------------------------------------------------------
Dethpede HP 136 Def 30 Agi 37 XP 26 Z 16
Ms +4 Antdt
Psn.Brth
Outside:wN
-----------------------------------------------------------------------------
Devilkid (fiery) HP 32 Def 22 Agi 29 XP 6 Z 20
Ms 0 full immunity Gold
...
Outside:cnF
-----------------------------------------------------------------------------
Dinabehm HP 299 Def 78 Agi 86 XP 1270 Z 220
AP 30 Ms 0
S.Boom
Outside:I, JackDoor
-----------------------------------------------------------------------------
DinaFung HP 289 Def 46 Agi 72 XP 284 Z 76
AP 6 Ms +2 Frizbee
Thunder
Outside:tdZ
-----------------------------------------------------------------------------
Dir.HR HP 160 Def 10 Agi >32 XP 169 Z 1
Ms +4
...
*Coliseum
-----------------------------------------------------------------------------
Docaden (icy) HP 31 Def 28 Agi 6 XP 9 Z 8
AP 5 Ms +4
Spark
TagWoods
-----------------------------------------------------------------------------
DPaladin HP 309 Def 144 Agi 80 XP 1414 Z 642
AP 36 Ms 0 SokletAR
Cure 4, Hush
Infinity
(if there is an ally who has lost more than
[mHP/4] HP, Cure 4 is used on that ally)
-----------------------------------------------------------------------------
Dragoon (fiery) HP 234 Def 119 Agi 110 XP 1260 Z 685
Ms +1 GuardSH
FireBrth(40)
Infinity
-----------------------------------------------------------------------------
E.Dragon (flying) HP 680 Def 138 Agi 99 XP 3920 Z 685
Ms -2
Eggbetr, FireBrth(40), Curse
Infinity
-----------------------------------------------------------------------------
E.Sludge HP 13 Def 13 Agi 10 XP 1 Z 2
Ms +4 Herb
...
Outside:HF, Dream, Infinity
-----------------------------------------------------------------------------
Eaterman (icy) HP 32 Def 21 Agi 29 XP 7 Z 6
Ms +2 CureAl
SwtBrth
Outside:cV, TagWoods
-----------------------------------------------------------------------------
Fastman HP 145 Def 33 Agi 83 XP 65 Z 3
AP 12 Ms +4
S.Boom, Fireball, Bolt X, Hail
W.Tunnel, Highfort (this enemy has a lot a high powered spells,
but can't use most of them)
-----------------------------------------------------------------------------
Fatty HP 492 Def 0 Agi 91 XP 1600 Z 0
Ms -3 Stamina
Runaway
(queen)
-----------------------------------------------------------------------------
Footman(1) HP 100 Def 10 Agi <17 XP 50 Z 100
Ms +1 IronSH, BronzeHT
CtrAttck
Trout
-----------------------------------------------------------------------------
Footman(2) HP 955 Def 135 Agi 90 XP 1500 Z 600
AP 164 Ms 0 MystryHT
Cure 2, Hush
*Bando (Cure 2 is used if at least [mHP/4] HP has been lost)
-----------------------------------------------------------------------------
G.Idol (fiery) HP 369 Def 126 Agi 0 XP 1220 Z 480
AP >< Ms -3 R:FireRock
BuildUp, Fireball
Outside:IDE
-----------------------------------------------------------------------------
G.Lizard HP 118 Def 45 Agi 64 XP 112 Z 83
AP 12 Ms +4 IronML
Atk-Up
Outside:tdZ, W.Tunnel, Highfort
-----------------------------------------------------------------------------
G.Rider (undead) HP 325 Def 118 Agi 103 XP 1650 Z 515
AP 12 Ms 0 C:Stamina, R:ArmyGL
Death (57)
Infinity
-----------------------------------------------------------------------------
G.Roach (icy) HP 2000 Def 12 Agi 48 XP 500 Z 0
Ms -2
...
*SimaFort
-----------------------------------------------------------------------------
G.Shaker (icy) HP 209 Def 45 Agi 50 XP 321 Z 63
AP 15 Ms +4
8.0
W.Tunnel
-----------------------------------------------------------------------------
Gallop HP 202 Def 64 Agi 170 XP 398 Z 138
Ms +2 Dinker
ColdBrth(40), FireBrth(40)
Outside:f
-----------------------------------------------------------------------------
Ganet HP 5 Def 511 Agi 511 XP 500 Z 2
AP 50 Ms -3 full immunity R:MoonDrop
Cure 2, Atk-Up, Hush
Outside:ZB, Infinity
-----------------------------------------------------------------------------
Ganga HP 258 Def 80 Agi 0 XP 500 Z 120
AP 15 Ms +4 StoneAR
8.0
Mt.Maori, Dream
-----------------------------------------------------------------------------
Gargoyle (flying) HP 165 Def 53 Agi 110..128 XP 1206 Z 305
AP 14 Ms +1
Cure 2, FireBrth(24)
SkyCave (Cure 2 is used if an ally has lost more than [mHP/4]
HP)
-----------------------------------------------------------------------------
Ghoul (undead) HP 48 Def 24 Agi 23 XP 16 Z 11
Ms +4 Antdt
Miss
Mt.Rocko
-----------------------------------------------------------------------------
GoldFly(1) (flying) HP >< Def 40 Agi >66 - - -
Ms -3
Eggbetr
*SimaFort (this battle ends automatically after 4 rounds, and
and a single parting attack by GoldFly)
-----------------------------------------------------------------------------
GoldFly(2) (flying) HP 580 Def 65 Agi >74 XP 520 Z 400
Ms -3
CtrAttck, Eggbetr, (interrupt: 1/4)
*SimaFort
-----------------------------------------------------------------------------
Gonghead(1) HP 21 Def 18 Agi 17 XP 3 Z 3
Ms +4 Herb
...
Outside:H, Dream
-----------------------------------------------------------------------------
Gonghead(2) HP 1000 Def 0 Agi 174 XP 2600 Z 1211
AP 30 Ms -3 C:Extract, U:Van.Ext
Cure 4, Freeze
Outside:G (Cure 4 is used if HP is less than or equal to
[mHP/4])
-----------------------------------------------------------------------------
Guardeye(1) HP 540 Def 169 Agi >175 XP 1500 Z 1000
AP >< Ms -2
Cure 3
*St.EvaCh (this is the one in the front)
(this battle ends when all Guardeyes are defeated.
You get no award if the Oldman lives)
-----------------------------------------------------------------------------
Guardeye(2) (fiery) HP 540 Def 169 Agi 169 XP 1500 Z 1000
AP >< Ms -2
Flame
*St.EvaCh (this is the one on the bottom)
(this battle ends when all Guardeyes are defeated.
You get no award if the Oldman lives. This Guardeye
can make a roll at the end of each round to restore
60 HP)
-----------------------------------------------------------------------------
Guardeye(3) (icy) HP 540 Def 169 Agi 100 XP 1500 Z 1000
AP >< Ms -2
Freeze
*St.EvaCh (this is the one in the back)
(this battle ends when all Guardeyes are defeated.
You get no award if the Oldman lives)
-----------------------------------------------------------------------------
Grizzly HP 25 Def 1 Agi 196 XP 200 Z 9
Ms -1
...
^Huntsvil
-----------------------------------------------------------------------------
Guardian HP 168 Def 32 Agi 70 XP 2400 Z 700
AP >< Ms -1
Ag-Down, Hush, Def-Down, Pwr.Down
*SkyCave
-----------------------------------------------------------------------------
H.Crab (aquatic) HP 102 Def 70 Agi 17 XP 120 Z 42
AP 20 Ms +4 Stamina
Freeze
Outside:R, W.Tunnel
-----------------------------------------------------------------------------
H.Fly (flying) HP 30 Def 13 Agi 55 XP 20 Z 8
Ms +4 Herb
Psn.Atck, Curse
Outside:S, WitchTwr, Highfort
-----------------------------------------------------------------------------
Harpy (flying) HP 27 Def 21 Agi 30 XP 9 Z 14
AP 8 Ms +4 Herb
Cure 1
Outside:V, TagWoods
-----------------------------------------------------------------------------
Hellion HP 920 Def 159 Agi 104 XP 4020 Z 1355
AP 50 Ms -1 HolySH
CtrAttck, Curse, FireBrth(55)
Infinity
-----------------------------------------------------------------------------
Hemoglod HP 40 Def 24 Agi 52 XP 180 Z 0
AP 40 Ms +4
Runaway
(queen)
-----------------------------------------------------------------------------
Hood HP 80 Def 24 Agi 34 XP 45 Z 50
Ms +4
Backup
*Mt.Rocko (Backup is used upon dying)
-----------------------------------------------------------------------------
Humus (spirit) HP 237 Def 102 Agi 108 XP 915 Z 422
AP 7 Ms -1 D.Earing
SwtBrth, Death
Infinity (relax, Humus doesn't have enough AP to cast Death)
-----------------------------------------------------------------------------
Hunchbak HP 16 Def 14 Agi 16 XP 2 Z 3
Ms +3
...
Outside:H
-----------------------------------------------------------------------------
Ifeleet (fiery) HP 714 Def 156 Agi 100 XP 3460 Z 620
AP 80 Ms -2
FireBrth(40), Fireball
Infinity
-----------------------------------------------------------------------------
J.Fish (aquatic) HP 63 Def 28 Agi 120 XP 52 Z 24
Ms +4 Antdt
Runaway
Outside:R
-----------------------------------------------------------------------------
J.Worm HP 1100 Def 48 Agi 52 XP 440 Z 200
Ms 0
CtrAttck, SwtBrth, Psn.Brth
*SimaFort
-----------------------------------------------------------------------------
Jacky HP 4 Def 500 Agi 99..121 XP 111 Z 333
AP ? Ms -3 full immunity
Cure 1
Memory
-----------------------------------------------------------------------------
Jailer HP 460 Def 45 Agi 45 XP 288 Z 200
AP 50 Ms +1
Cure 3, Spark, CtrAttck
*SimaFort
-----------------------------------------------------------------------------
Joker (fiery) HP 580 Def 38 Agi <29 XP 300 Z 200
Ms +1
Psn.Chop
*Mt.Rocko (all party members get the benefit of rest before
this battle)
-----------------------------------------------------------------------------
K.Goblin HP 46 Def 24 Agi 38 XP 29 Z 17
AP 12 Ms +1 Gold
Def-Down, Runaway
Outside:wN
-----------------------------------------------------------------------------
K.Sludge HP 1000 Def 150 Agi 500 XP 7000 Z 5000
AP >< Ms -3 C:SacredSH, U:ArmyGL
Death
Outside:G
-----------------------------------------------------------------------------
Katt HP 220 Def 26 Agi 37 XP 200 Z 80
Ms +4
(insult)
*Coliseum (I wonder where she got all those HPs from?)
-----------------------------------------------------------------------------
Kimaira (fiery) HP 989 Def 142 Agi 128 XP 3725 Z 552
Ms -1 DemonDR, ElmoreSD
CtrAttck, FireBrth(40)
Outside:E, JackDoor
-----------------------------------------------------------------------------
Kimoto (aquatic) HP 75 Def 36 Agi 41 XP 27 Z 18
AP 20 Ms +4
Def-Up, Atk-Up
Outside:wN
-----------------------------------------------------------------------------
Kiyhood (aquatic) HP 188 Def 97 Agi 85 XP 469 Z 232
Ms +2
Psn.Brth, RotBrth, SwtBrth
Outside:B, Namanda, ThvsTomd
-----------------------------------------------------------------------------
Kuwadora (fiery) HP 1650 Def 48 Agi >74 XP 1600 Z 800
Ms 0
Shimmy, (interrupt: 1/2, 1/4)
*SimaFort
-----------------------------------------------------------------------------
Leech (icy) HP 19 Def 10 Agi 17 XP 2 Z 2
Ms +4
...
Outside:H, Mt.Fubi
-----------------------------------------------------------------------------
Lyverma (spirit) HP 289 Def 105 Agi 99 XP 1172 Z 201
AP ? Ms -3 SkullBR, DemonDR
Curse, Sap
Bando
-----------------------------------------------------------------------------
M.C.Tusk (icy) HP 1520 Def 70 Agi 66 XP 2700 Z 1300
AP >< Ms -1
(rumble), Cure 2
*Circus
-----------------------------------------------------------------------------
M.Golem HP 307 Def 112 Agi 0 XP 790 Z 300
AP 0 Ms -3 StoneAR
Spark
Outside:ZIfE, FogValy, JackDoor
-----------------------------------------------------------------------------
M.Knight HP 6 Def 511 Agi 160 XP 666 Z 666
AP 8 Ms -3 full immunity
Cure 1
St.EvaCh
-----------------------------------------------------------------------------
M.Mummy (undead) HP 47 Def 31 Agi 58 XP 30 Z 23
AP 5 Ms +1 LifePl
Cold, Spark
WitchTwr, Highfort
-----------------------------------------------------------------------------
Maindstr (spirit) HP 220 Def 88 Agi 100 XP 832 Z 270
AP ? Ms -3 R:MoonDrop
Hush, Freeze
Bando
-----------------------------------------------------------------------------
Magicmas (flying) HP 228 Def 98 Agi 60 XP 1652 Z 577
AP 20 Ms 0 U:WisdomRB,R:SilverHT
Fireball, Hail, Typhoon
Infinity
-----------------------------------------------------------------------------
Mamot (icy) HP 736 Def 69 Agi 92 XP 1724 Z 302
AP 15 Ms +2 U:PwrFood, R:MamothCL
Eggbetr, 8.0
Outside:EB
-----------------------------------------------------------------------------
Meedid (icy) HP 175 Def 63 Agi 67 XP 332 Z 167
Ms +2 CureAl
SwtBrth
Outside:M, Mt.Maori
-----------------------------------------------------------------------------
Mimic HP 69 Def 38 Agi 43 XP 38 Z 46
Ms -3 full immunity Gold
Zombie
SimaFort, Dream, Namanda, FogValy
-----------------------------------------------------------------------------
Monoped (fiery) HP 68 Def 39 Agi 35 XP 38 Z 21
Ms +4 Medicate
...
WitchTwr
-----------------------------------------------------------------------------
Munmar (spirit) HP 800 Def 50 Agi 68..78 XP 1150 Z 2000
Ms -3
Horror
*W.Tunnel
-----------------------------------------------------------------------------
N.Rider HP 1000 Def 208 Agi 230 XP 5000 Z 3000
AP >< Ms -3 U:MedusaSH, R:NoTwinRP
Typhoon, Hail, Fireball
Outside:r
-----------------------------------------------------------------------------
Necroman (undead) HP 2400 Def 132 Agi 100 XP 3800 Z 2000
AP 96 Ms -2 DreamBR
Zombie, Death, Sap, RotBrth
*Bando
-----------------------------------------------------------------------------
Needle (icy) HP 181 Def 67 Agi 80 XP 394 Z 192
AP 30 Ms +1 IceChunk
CtrAttck, Shield, Def-UpX
SkyTower, FogValy, Namanda
-----------------------------------------------------------------------------
Nimufu HP 550 Def 40 Agi 39..52 XP 400 Z 400
AP >< Ms +4 WizardRG
Thunder, Spark, SwtBrth, Cure 1
*WitchTwr
-----------------------------------------------------------------------------
Ogre HP 80 Def 43 Agi 37 XP 50 Z 33
AP 10 Ms +2
Cure 1, CtrAttck
WitchTwr
-----------------------------------------------------------------------------
Oldman HP 333 Def 160 Agi -- XP 500 Z 9
Ms -1
--
*StEvaCh (this enemy doesn't take any actions)
-----------------------------------------------------------------------------
P.Eater (undead) HP 128 Def 107 Agi 72 XP 152 Z 220
Ms -2 Gold
Runaway
Memory, FogValy, Namanda
-----------------------------------------------------------------------------
P.Spider HP 200 Def 20 Agi <31 XP 30 Z 30
Ms +3
Psn.Atck
*Mt.Rocko (the character in the lead of the walking order will
become posioned just before fighing this enemy)
-----------------------------------------------------------------------------
Paladin HP 500 Def 70 Agi >43 XP 1000 Z 800
AP >< Ms -2
Shield, Def-UpX
*FarmTown
-----------------------------------------------------------------------------
Palo HP 90 Def 20 Agi >25 XP 50 Z 9
Ms ?
...
*Mt.Fubi
-----------------------------------------------------------------------------
Peach HP 40 Def 20 Agi >25 XP 50 Z 9
Ms ?
...
*Mt.Fubi
-----------------------------------------------------------------------------
Pepshun (icy) HP 132 Def 67 Agi 70 XP 720 Z 0
AP 20 Ms +4
Cure 4, FireBrth(24)
(queen)
-----------------------------------------------------------------------------
Pest HP 10 Def 10 Agi >26 XP 7 Z 10
Ms +4
...
*Ruins
-----------------------------------------------------------------------------
Pharaoh (undead) HP 150 Def 52 Agi 70 XP 263 Z 164
AP 30 Ms -1 SkullBR
Freeze, Cold, RotBrth
Highfort
-----------------------------------------------------------------------------
Pima HP 161 Def 42 Agi 120 XP 158 Z 62
AP 20 Ms +1 Dinker
Ag-Up
Outside:t
-----------------------------------------------------------------------------
Pollen (fiery) HP 69 Def 25 Agi 64 XP 97 Z 18
AP 30 Ms +4 LifePl
BuildUp, Spark, Flame
Outside:StMTdZ, Highfort, Mt.Maori, Namanda
-----------------------------------------------------------------------------
Poltrgst (spirit) HP 57 Def 51 Agi 60 XP 89 Z 30
Ms +1
...
SimaFort
-----------------------------------------------------------------------------
Portal HP 1500 Def 65 Agi 70 XP 2400 Z 1250
AP >< Ms -3
Typhoon, Tornado, FireBrth(40)
Highfort (all normal spell damage heals this enemy instead
of damaging it)
-----------------------------------------------------------------------------
Puti HP 40 Def 20 Agi >25 XP 50 Z 9
Ms ?
...
*Mt.Fubi
-----------------------------------------------------------------------------
R.Guard HP 189 Def 70 Agi 165 XP 832 Z 251
Ms -3 BronzeHT
Runaway
Outside:B, Namanda, SkyCave, JackDoor, St.EvaCh
-----------------------------------------------------------------------------
R.Slug (icy) HP 241 Def 76 Agi 100 XP 206 Z 521
AP 100 Ms +2
Spark
Namanda, St.EvaCh
-----------------------------------------------------------------------------
Racegude (spirit) HP 281 Def 124 Agi 114 XP 1626 Z 515
AP >< Ms -3 Stamina
Sap
Infinity
-----------------------------------------------------------------------------
Ralooba (undead) HP 270 Def 61 Agi 78 XP 296 Z 159
AP 41 Ms +4 SkullBR
Psn.Brth
Highfort
-----------------------------------------------------------------------------
Rapider (flying) HP 148 Def 64 Agi 99..118 XP 349 Z 163
Ms -1
FireBrth(24)
Dream, Memory
-----------------------------------------------------------------------------
Ray HP >< Def 200 Agi 77 - - -
Ms -2
(etherstorm)
*St.EvaCh (this battle ends only when the Hero casts G.Drgn)
-----------------------------------------------------------------------------
Roach HP 100 Def 18 Agi <23 XP 32 Z 15
Ms +4
(get up:60%)
*Ruins
-----------------------------------------------------------------------------
RoadSlug (icy) HP 176 Def 48 Agi 86 XP 383 Z 175
AP 32 Ms -2
S.Boom, Thunder
Outside:B, Memory, SkyCave, JackDoor
-----------------------------------------------------------------------------
Ryusight HP 1 Def 0 Agi 84 XP 280 Z 0
AP 15 Ms +4 LuckCndy
...
(queen)
-----------------------------------------------------------------------------
S.Goblin HP 16 Def 14 Agi 24 XP 2 Z 6
Ms +1
Runaway
Mt.Fubi (Runaway is used only if any allies have died)
-----------------------------------------------------------------------------
S.Golem(1) HP 452 Def 72 Agi 0 XP 489 Z 492
AP 20 Ms -2 StoneAR
Cure 1
Outside:tdZ
-----------------------------------------------------------------------------
S.Golem(2) (fiery) HP 1600 Def 122 Agi 1 XP 1624 Z 415
AP >< Ms -3 Antdt
Fireball
*FarmTown
-----------------------------------------------------------------------------
S.Idol (icy) HP 218 Def 39 Agi 0 XP 89 Z 41
Ms +4 StoneAR
ColdBrth(40)
Outside:S, Dream
-----------------------------------------------------------------------------
Seenates HP 145 Def 45 Agi 47 XP 66 Z 33
Ms -2 LuckCndy
Eggbetr
WitchTwr
-----------------------------------------------------------------------------
Sheef (undead) HP 154 Def 74 Agi 92 XP 358 Z 314
Ms +4 DemonDR
Zombie
ThvsTomd
-----------------------------------------------------------------------------
Shupukay (spirit) HP 1000 Def 75 Agi 80 XP 2350 Z 1250
AP >< Ms -1
Hush, S.Boom, Drain, Death, Thunder
*HighFort
-----------------------------------------------------------------------------
Shupri (icy) HP 174 Def 91 Agi 88 XP 662 Z 229
Ms +4
Swt.Brth
Outside:I
-----------------------------------------------------------------------------
Sireen (flying) HP 121 Def 40 Agi 67 XP 159 Z 95
AP 15 Ms 0 U:WizardRG, R:FireRG
UpaCave
-----------------------------------------------------------------------------
Skeleton (undead) HP 271 Def 125 Agi 105 XP 920 Z 521
Ms -3 full immunity ElmoreSD
Psn.Atck, Zombie
Infinity
-----------------------------------------------------------------------------
Sniphead HP 68 Def 36 Agi 35 XP 16 Z 16
AP 5 Ms +1 Extract, Van.Ext
BuildUp, Spark
Outside:xnF, Dream
-----------------------------------------------------------------------------
Soldier HP 1250 Def 130 Agi 70 XP 2000 XP 1200
AP 100 Ms -1
Atk-Up
*Evrai
-----------------------------------------------------------------------------
Soulflik (spirit) HP 84 Def 62 Agi 65 XP 269 Z 35
AP 30 Ms 0 R:DreamBR
Drain, Sap
Highfort
-----------------------------------------------------------------------------
Stamen (icy) HP 183 Def 27 Agi 49 XP 161 Z 32
Ms +1
SwtBrth
Outside:S, Namanda
-----------------------------------------------------------------------------
Stinger (icy) HP 105 Def 62 Agi 59 XP 140 Z 57
AP 30 Ms +4 U:Extract, R:Van.Ext
Cure 1, CtrAttck
UpaCave
-----------------------------------------------------------------------------
Stone HP 9 Def 241 Agi -- XP 200 Z 0
Ms -1
--
*FarmTown (this enemy does not take any actions)
-----------------------------------------------------------------------------
Stooly (icy) HP 70 Def 35 Agi 51 XP 24 Z 16
AP 30 Ms -1
Ag-Down, Pwr.Down, Def-Down
Outside:N
-----------------------------------------------------------------------------
Stump HP 1000 Def 1 Agi -- XP 300 Z 0
AP 100 Ms -1
--
*FarmTown (this enemy does not take any actions)
-----------------------------------------------------------------------------
Suiky HP 100 Def 5 Agi >103 see Algernon
AP >< Ms +3
Thunder
*OwlWoods
-----------------------------------------------------------------------------
Terapin HP 1300 Def 33 Agi 32 XP 300 Z 500
Ms -1
Brainwav, FireBrth(24), (shake)
*DryWell
-----------------------------------------------------------------------------
Tiga HP >< Def 120 Agi >98 - - -
Ms -1
...
*CotLnd (you are expected to lose this battle)
-----------------------------------------------------------------------------
Titong HP 260 Def 89 Agi 84 XP 590 Z 289
AP 20 Ms +4 ThornWP
Atk-Up, Def-Up
Outside:D, JackDoor
-----------------------------------------------------------------------------
Torubo(1) HP >< Def 65 Agi 73 - - -
Ms -1
Eggbetr
*Highfort (this battle automatically ends after 3 rounds and
a parting action by Sten. This enemy uses nothing
but Eggbetr)
-----------------------------------------------------------------------------
Torubo(2) HP 110 Def 65 Agi 73 XP 1750 XP 1000
Ms -1
Eggbetr
*Highfort (you automatically lose this battle if you do not
win after 4 full rounds and a parting action by Sten.
This enemy uses nothing but Eggbetr)
-----------------------------------------------------------------------------
Tri.eye (icy) HP 205 Def 75 Agi 67 XP 402 Z 167
AP 20 Ms +4 CureAl
Sap
Outside:f, Namanda
-----------------------------------------------------------------------------
Trikster HP 32 Def 26 Agi 30 XP 11 Z 26
Ms +4 Herb
Runaway
Mt.Rocko, Outside:V
-----------------------------------------------------------------------------
Trout HP 550 Def 10 Agi 31..46 XP 1600 Z 1000
AP 100 Ms -1 Extract
(steal), Def-Up, Eggbetr
*Trout
(Eggbetr is used only when the party runs out of
money from Trout's 'steal' attack)
-----------------------------------------------------------------------------
Tsi.Fly HP 22 Def 15 Agi 24 XP 4 Z 3
Ms +4 Antdt
Psn.Atck
Outside:cx
-----------------------------------------------------------------------------
Uparupa (aquatic) HP 520 Def 65 Agi -- XP 1200 Z 800
Ms -3
CtrAttck
*UpaCave (this enemy does not take any actions, but will
never fail a roll to CtrAttck)
-----------------------------------------------------------------------------
V.Head HP 122 Def 68 Agi 63 XP 82 Z 44
AP 14 Ms +4 Herb
Cure 2
W.Tunnel, Dream, FogValy, Namanda, SkyCave
-----------------------------------------------------------------------------
Venusfly (icy) HP 161 Def 55 Agi 50 XP 214 Z 61
Ms +4 CureAl
FireBrth(24), BuildUp
Outside:MT, Mt.Maori
-----------------------------------------------------------------------------
Villagrs HP <29 Def 5 Agi -- - - -
Ms 0
*DryWell (this battle ends when either the Villagrs or Chiroru
dies. This enemy does not take any actions)
-----------------------------------------------------------------------------
W.Bear HP 73 Def 35 Agi 35 XP 20 Z 23
Ms +4
CtrAttck
Outside:xnwF
-----------------------------------------------------------------------------
Widow HP 22 Def 18 Agi 20 XP 5 Z 4
Ms +2 Antdt
Psn.Atck
Mt.Fubi
-----------------------------------------------------------------------------
Wildcat HP 610 Def 42 Agi 59..71 XP 700 Z 400
Ms -1
Dice, Chopchop
*WildCat
-----------------------------------------------------------------------------
Willowsp (spirit) HP 44 Def 32 Agi 39 XP 20 Z 11
Ms +1 Herb, HelpBL
Pwr.Down
Mt.Rocko
-----------------------------------------------------------------------------
Witch HP 250 Def 30 Agi 18..40 XP 50 Z 0
AP 128 Ms +4
Spark, Cure 1, SwtBrth, Thunder
^WildCat
-----------------------------------------------------------------------------
Zombie (undead) HP 680 Def 93 Agi 92 XP 1000 Z 500
AP 64 Ms 0
Drain, Sap
*Bando
-----------------------------------------------------------------------------
-=-=-======================- Tips and Tricks -======================-=-
to gain money quickly right after the prologue and while Bow is still in your
party, go hunting. A Roast sells for 200 Z, which is about 30 times what you
can expect to win in a typical battle. You can also get 350 Z right off the
bat by searching your room for 100C and taking the LifePl at the ranger's
guild
when you find the Gold in TagWoods, there's a nice fishspot northeast of
Coursair where you can catch Maniro and get lots of bitchin' equipment. But
be sure to bring a lot of money! (about 4000 Z is as much as you'll probably
need - see above paragraph for how to obtain this much money quickly)
in the Coliseum, the treasure chest in Katt's room CAN be reached (Open the
door to Katt's locker room before entering your own locker room, don't
try to take the treasure, then come back for it later.), but since this
treasure chest is a fake, don't bother...
also while you're in the coliseum, if you want to be able to keep that 1000 Z
payment without giving it to Rand, remember that Rand only enters the room
when you try to open the door to the arena. So, try to open the door first
and then open the chest. You may also want to put your party money supply in
the bank if you don't want Rand to take that either
at the WildCat restraurant to can either learn Chopchop or get your mHP
raised. Before entering this place, all inventories and equipment lists
are saved, and restored upon exit or death. In WildCat, you must pass
through a series of checkpoints. At each checkpoint, you may choose to
either obeys the rules posted there, or disobey and fight your way past a
Bouncer. At the end of the trip, you'll meet Mr.Wildcat himself. Just
before this you will be asked how you want your food prepared:
Rare - all party members take [rHP/4] pts of damage
Medium - [rHP/2] points of damage to all
Well Done - [3/4*rHP] points of damage to all
if you do not choose, all party members are reduced to 1 HP (!)
the following things affect Wildcat's mood:
he begins with a mood of 120
for each rule: disobeyed -8
obeyed 0
After battling Wildcat, he asks you the following questions:
answer / effect
---------------------------------------------
1: 'Are you mad...?' Yes -8 goto 2
No +4 goto 3
2: 'Will you forgive me' Yes 0 goto 5
No -4 goto 4
3: 'You are soft-hearted aren't you?' Yes +4 end
No -4 goto 4
4: 'Please forgive me, will you?' Yes 0 goto 5
No -2 goto 6
5: 'You won't take that back...?' Yes +4 end
No -2 goto 6
6: 'Do you forgive me?' Yes +4 end
No -2 goto 6
At the end of it all, you will recieve an award depending of Wildcat's mood:
mood >= 112 (yellow or better)
he will teach one party member Chopchop
mood <112 (orangish-yellow or worse)
he instead raises the mHP of all party members by 16 points
either bonus is pretty good, but if you're going with the mHP bonus, be sure
to bring along Sten, Katt, and Nina. They'll need it the most. Note that
you cannot win either of these things after Jean requires the royal seal to
prove his lineage, but you must still fight to get in. So be sure to take
time out to do this before visiting SimaFort
after Jean leaves the party in SimaFort by getting jailed, I highly recommend
going back to a dragon totem to restore your group to a full complement of 4
party members. As a general point of strategy, restore your party to its
maximum size whenever someone leaves
in the room next to the SimaFort kitchen, there seems to be a secret little
nook in the lower right corner. This is merely a bug in character mapping, and contains nothing useful
in the top room of the bucket rides at SimaFort, there's a lot of hidden
cash: 3000 Z, in fact. From the spot where the filled buckets rise through,
search (0,-3), (-1,-3), and (-2,-3) from this spot (these spots are along the
embankment)
at the carnival when you are asked to either supply 900k Z, or an Uparupa,
you CAN pay the 900kZ, if you have it, but to collect this much money is a
colossal waste of effort. You will end up fighting the ringleader anyway,
and you will be out 900,000 coins
to gain experience and gold quickly after you have the whale, I recommend
visiting the island of giants (northwest of Windia). There are three enemies
you are likely to encounter: Gonghead(2), A.Sludge, and Chorking. Chorking
is easy is you use items which cast damage-dealing spells, since full
immunity does not apply in this case. These items can be bought in Guntz.
Or, if you have the Chopchop attack, use that instead. The other two can be
deafeated after a lot of hacking and slashing. Heavy magic-users might want
to Hush or cast damage dealing spells on A.Sludge to speed up the process.
A.Sludges are nice in that they can be Drained for lots of AP when your magic
users are running low
in the unlikely event that you encounter K.Sludges, you're probably toast,
unless you have the G.Drgn spell. They have armor and mHP like a tank, are
faster than a speeding bullet, and like to cast Death (and when they cast
Death, it always works). In such a battle, running is probably not going to
be effective. Your best bet is to pile all the spell damage you can into
them - if you win you'll obtain an astronomical reward
with all that money you'll be winning, you'll be able to buy things at the
armory in Guntz immediately. This stuff is the best that can be found until
about the FarmTown scenario. And after you reach FarmTown, you'll be able to
buy some MedusaSHs with all that money you saved up!
the MedusaSH is probably the most useful shield there is: it casts Atk-Up
(very nice), and is the strongest in terms of power. The MedusaSH can be
bought from Maniro on an island Fishspot. Getting to this island does not
require the ability to fly - as soon as you can get to Farmtown, you can
reach it - just bring along Jean and hop across the islands. If you're
having trouble triggering this Fishspot, remember that you need to enter a
battle from the same map section where the Fishspot is - refer to the map for
details. And, of course, you'll need to bring along a LOT of coins. A
MedusaSH costs 50k, and you'll probably want as many of them as there are
party members who can equip them
Boombada can be very difficult to obtain. You will be asked to play
accompaniment to a bell melody with a drum (button A), and a tuning fork
(button B). The melody is 8 beats to a measure, 4 measures long:
- - -- _ _ __ ___ _- _-_-
........ ........ ........ ........
the accompaniment you must play to this is:
-A-B-- A _B_A__ B ___B_-AB _-_-A A
........ ........ ........ ........
if you manage to hit all the notes somewhere close to where they should be,
and don't play any extraneous notes, then you got it
holy weaponry can be a very useful thing to carry around in your inventory as
a backup plan, since there are a few locations which are populated mostly
with those pesky spirit creatures. Spirits take 1/2 damage from just about
anything that isn't holy, while holy damage counts double (a factor of 4
difference in effectiveness!). The SilverDR, SoleSD, WonderRP, ElmoreSD,
HolyRP, and NoTwinRP are the only holy weapons that I know about
the EmpireSD is by far the strongest weapon in BoF2. You can reach it as
soon as you can fly, but you'll need the CharmRod to have any luck fishing it
out. Don't forget to get it, because when you no longer have the ability to
fly the great bird, this Fishspot is off limits - TownShip can't get there
(by the way, this is the only location that the great bird can get to which
TownShip can't)
there is a treasure room in WindiaFt that can be difficult to get to. After
you have the great bird, return and the door will be unlocked
the SkullBR can also be hard to find. I still don't know what it does, but
you can find if you jump off the left side of the top floor of St.EvaCh
instead of the right side where Habaruku jumps off
Death is a wonderful spell. For creatures of magic susceptibility of 3 or 4,
it's a guaranteed kill. For 0 or higher, it still has a pretty good chance
of success. The WorthRG casts Death, and you may buy as many of these as you
like from Maniro, as soon as you can fly. Since anyone can use items which
cast spells, I suggest buying 2 or 3 of them and having them readily
available for use when fighting magic susceptible creatures. Just remember
that Death does not work at all in battles to the death, or against spirit
and undead creatures
if you find the Ganet creature annoying, there's a simple way to defeat it.
Even though it has full immunity, this ability is not effective against
damage from items that cast spells, such as F.Spice, EmpireSD, StormRG,
Shaker, etc... And, any spell damage is more than enough to kill a Ganet
When getting Anfini, all characters are automatically unbonded to all
shamans. Thus, when travelling down the tower of Infinity (the first time,
at least), you need not go to great lengths to keep your characters strong,
because it will all be for nought anyway
the LifeBR seems to be the biggest secret in BoF2. You can only get it after
defeating Barubary, but even so it is worth the effort. Barubary will
challenge the hero to fight alone. If you accept and win, you will get a
hint as to where it is, but not how to reach it. You'll need to bring along
Katt and Sten for their special skills - it is in the same room in which you
defeat Barubary. The LifeBR is the only item in BoF2 which prevents Death.
As an added bonus, it also gives the wearer regeneration. Defeating Barubary
alone is not necessary to find this treasure, as Barubary only gives a hint
as to its location
my last piece of advice is that there are 3 endings to BoF2. The ending you
see is not dependent on the carpenter you choose. The paths you can take
are:
1) you deny your destiny
2) you fulfill your destiny
3) you discover what the machine in the well in TownShip does, and
you fulfill your destiny
================== Appendix 1: Percent to Binary conversion =================
whenever you encounter a percent in a formula I have given, to get the exact
answer, do not multiply by (x/100), but instead by [x*256/100]/256. This is
used because the [x*256/100] value can be calcualed beforehand and put into a
table, so that at runtime no division is necessary - it's all shift
operations. For percents above 100%, subtract multiples of 100% until it is
lower than 100% to find the binary fraction.
the fraction to use, n/256, is calculated in one of two ways:
1) if listed as (x)%, n = [x*256/100]
2) if listed as <(x)%, n = [x*256/100]-1
for example, 323% = 3 + 23% = 3 + [58.88]/256 = 3 + 58/256
and <75% = ([192]-1)/256 = 191/256
=================== Appendix 2: Items rumored to be awards ==================
from a list posted by This email address is being protected from spambots. You need JavaScript enabled to view it., these are awards which I still have
not been able to verify:
Banbhand Charm
C. Sludge LifePl
Cotris W.Fruit
D. Spider LifePl
G. Rider WorthRG
Gallop MisoSoup
Ganga EarthAR
Hemoglod Dinker, LuckCndy
Jacky WiseBL
Kimoto BronzeSD
RoadSlug Bandana
Ryusight MisoSoup
W. Bear LifePl