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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 at This email address is being protected from spambots. You need JavaScript enabled to view it.

    This handbook is a text file approximately 7000 lines long, designed to
be read in a fixed-width font capable of diplaying at least 78 characters per
line.  This is the third edition, last updated July 8, 1997.  Now I have a
thank-you list, better character information (includes level-up gains), and
in general more discoveries and less errors all around

Thanks go to:

   (This email address is being protected from spambots. You need JavaScript enabled to view it.)
        Jim Irwin - for the detailed township tenant listing.  This
		speeded up my search a lot - and enabled me to make a
		slightly more comprehensive listing

   (This email address is being protected from spambots. You need JavaScript enabled to view it.)
   	Arcadia, Esq. (Rocky Kassos) - for a lengthy listing of items which
		are battle awards.  Some of these I remain unable to verify
		due to the rarity of the items, but so far his listing has
		been accurate

   (This email address is being protected from spambots. You need JavaScript enabled to view it.)
	Ragnarok (Heikki Ruuska) - for the secrets file which helped me a lot
		the first time I played BoF2, and gave me lots of things to
		check while compiling this handbook

   (This email address is being protected from spambots. You need JavaScript enabled to view it.)
   	Andrew Sanchez - for finding Pechiri when nobody else could


Thanks do NOT go to:

	Ray Greer - and the team responsible for the carelessly inaccurate,
		incomplete, and generally clueless 'Breath of Fire II:
		Authorized Game Secrets' guide.  I can't believe that Capcom
		endorsed this.  I can only guess that it is because Capcom in
		America doesn't know a whole lot about the work that Capcom's
		programmers in Japan do, or they don't care.  Nothing in this
		handbook has been stolen from Mr.Greer's book, I am proud to
		say


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	Table  Of  Contents

-----------------------------------------------------------------------------

	      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 by This email address is being protected from spambots. You need JavaScript enabled to view it., these are awards which I still have
not been able to verify:

Banbhand        Charm
C. Sludge       LifePl
Cotris          W.Fruit
D. Spider       LifePl

G. Rider        WorthRG
Gallop          MisoSoup
Ganga           EarthAR
Hemoglod        Dinker, LuckCndy

Jacky           WiseBL
Kimoto          BronzeSD
RoadSlug        Bandana
Ryusight        MisoSoup

W. Bear         LifePl

เครดิต
Credit

ตัวละคร.
CHARACTER.


ข้อมูลเบื้องต้น
Basic information


ข้อมูลที่น่าสนใจ
ARRTICLE INTERESTING


ความลับ ,โกงเกม
Secrets, Cheat Game


เว็บไซต์:ข้อมูลที่เกี่ยวข้อง
Related Website

ยูทูป เกมส์มิ่ง
Gaming - YouTube

เกมที่เกี่ยวข้อง
Related games

ดาวน์โหลดเกม
GAME DOWNLOAD

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