Breath of Fire 2
(as "Breath of Fire II")
เบรธ ออฟ ไฟร์ 2
Breath of Fire 2 [By Ben Siron]
Breath of Fire 2
----------------------------------------------------------------------------- Breath of Fire 2 Handbook written by Ben Siron ----------------------------------------------------------------------------- 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 atThis 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 ----------------------------------------------------------------------------- Table Of Contents ----------------------------------------------------------------------------- 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% --------------------------------------------------------------------------- -=-=-=========================- 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 byThis 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
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