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----------------------------------------------------------------------------Breath of Fire 2 Handbook
written by Ben Siron
Maintained by James Greene
----------------------------------------------------------------------------Breath of Fire 2 (henceforth BoF2) is a classic-style RPG for the SNES,
produced by Capcom. I am in no way associated with Capcom. This handbook is
free and not intended for sale. All that I ask is that you do not remove
these opening paragraphs if you are providing it to others.
Unfortunately, it is my duty to inform you that Ben Siron has ceased
writing FAQs, as well as abandoned video games. Please do not contact him,
as he is no longer involved with this FAQ in anyway. He has given me control
of his FAQs. If you wish to use this FAQ, feel free to contact me. If you
explain what you want it for, chances are that I will let you use it. You
can contact me, James Greene, at sabin_2002@yahoo.com
This handbook is a text file approximately 7000 lines long, designed to
be read in a fixed-width font capable of displaying at least 78 characters per
line. This is the third edition, last updated May 12, 2001. Now I have a
----------------------------------------------------------------------------section
Notation
Bugs!
0%
.
0.5%
2%
Action!
22%
Conditions .
35.5%
Damage Algorithms
37.5%
Skills
43.5%
Shamans
TownShip
49.5%
Items
Home Cookin'
45%
55%
.
Othello
66.5%
68%
Gossip
68.5%
69.5%
Spoils of War
74%
76%
96%
99%
99.5%
---------------------------------------------------------------------------
-=-=-=========================- Notation -==========================-=throughout this handbook, I use the following mathematical notation:
[x]
other abbreviations:
IMHO
in my humble opinion...
FWAK
-=-=-==========================-
Bugs!
-==========================-=-
BoF2 has it's own small set of bugs. Nothing major, just minor annoyances.
I call these bugs because I can't see why the programmers would have intended
these things to be these ways:
FireBrth, ColdBrth, FireDrgn, IceDrgn, and T.Drgn do NOT deal elemental
damage as their names would suggest.
The DmndBR does NOT prevent the Death spell from working. The authorized
game secrets guide for BoF2 says that it does, but I have tested this out
thoroughly on my copy of BoF2 and found it to be false. Only the LifeBR
prevents Death.
The GutsBT does NOT result in any increase in the Guts rating of a character.
The Angel Shaman, Seny, gives no standard bonus.
There are plenty of equipment items giving resistance to holy damage, but
none to give resistance to wind damage. This is to be contrasted with the
fact that the opposition never makes any holy attacks, but makes plenty of
wind attacks.
When you try to 'Swch' a priceless item at an equipment shop, the game
crashes.
The FastShoe gives no bonus to the probability of getting a lead-off attack,
despite the description of the item (maybe this was just a translation
error...).
The Mckrl item 'looks tasty', but has no effect when used.
Weapons are not capable of dealing wind elemental damage, despite their names.
The Agi.Up combat condition has no effect.
The Cond.Up item only raises bCond to 225, not 255. This could be a typo by
the developers, or it could be intentional, I'm not sure. My guess is that
nobody caught it because Cond. shows 'Super' either way, and the role of
the bCond stat is an enigma.
One more thing - for those of you who want to test that my algorithms really
are accurate to the point (which I assert they are), be sure to consult
Appendix A for conversion between % factors and binary fractions. BoF2
speeds up all of its calculations by using division by powers of 2 (shift
operations) instead of normal division whenever possible. This is done via a
precalculated conversion table between % factors and fractions using 256 in
the denominator. Needless to say, this conversion sacrifices precision, and
for a while it caused me a lot of frustation when I was trying to figure out
what was really going on in the calculations. Appendix A lists the
appropriate fraction to use for a given percent factor. All of my algorithms
use percent factors whenever possible in place of these unwieldy fractions to
make the math look as simple as it should be.
-=-=-=================-
-====================-=-
This section introduces the basic system that BoF2 uses for characters,
combat, items, spells, and so forth...
- - - - - - - - - - Basic Party Mechanics - - - - - - - - - Your party is composed of the band of adventurers which from which you can
choose to take along with you on your quest. Those currently being taken
along are your party members, and they form your group. You may have between
1 and 4 party members. At some points in the story, you are compelled to use
certain characters as party members, and in many places, characters leave
your party altogether. But fear not - in the end they will all (except for
the child) return to help you fulfill your destiny.
by default (that is to say, except in a few special cases), you will be
compelled to use the hero as a party member. The hero's name is whatever you
choose to call him, so I just refer to him as 'the hero'. All other
characters' names are unalterable, so far as I know, so I call them by name.
All names are four characters or less, and in most cases the game assumes a
name to be exactly four characters. So, if you're going to name your hero
'Ed', be prepared to see some dorky formatting of text. To avoid this,
choose something with exactly 4 characters instead, like 'Eddy'.
There are two versions of the hero, and for all intents and purposes they
are separate characters. One is the child who you play during the prologue,
and the other hero is the one you play throughout the rest of the quest.
They have the same name and stats that match perfectly, but otherwise they
are completely different.
I have chosen the following 1-letter abbreviation scheme for party members:
H - Hero
R - Rand
J - Jean
C
B
N
S
Child
Bow
Nina
Spar
K - Katt
T - Sten
U - Bleu
At this point, you might be saying to yourself, "Jus' wait a cotton pickin'
minute... I thought there were only 8 characters!" (besides the child).
Refer to my HTML map - there's a location in the east you probably haven't
noticed before, and one potential TownShip citizen you haven't invited who
can help you.
Whenever a party member leaves your party, you are compelled to form a new
adventuring group. You may also change party members by choice by using the
'Change' command at any dragon god totem. This option is available only when
you have more than 4 characters in your party, and is also disallowed during
certain scenarios. To help you make the choice of who to take, whenever you
change party members, you are presented with a table of mHP/mAP/level/
Off/Def/Vigor values to compare all the characters. To toggle between
mHP/mAP and Off/Def/Vigor, just press 'L' or 'R'. Whenever you choose to
change party members, you must take the maximum number possible. This is
either 4 or the total number of characters in your party, whichever is less.
As you shall see from the algorithm for awarding EXP from combat, there is
really no reason you would ever want to travel with less than the maximum
number of party members possible - more is better.
After changing party members, you may also change formation and combat order.
There are two separate ordering schemes for party members: the walking order
and the combat order. The walking order determines who is in the lead while
walking around on the map. The combat order determines position in combat who is closest to the enemy and hence is taking the most risk.
These two orders can be changed independently. The walking order can be
changed outside of combat without affecting the combat order by pressing 'L'
or 'R'. This causes the order to cycle forward or in reverse. The combat
order can be changed via the main command screen: use Swch, then Order.
Whenever the combat order is changed, the new combat order becomes the
walking order. All combat order changes are done by a series of position
flips: character A and character B exchange position. Whenever the game
requires a given character to be in the lead, that character's position is
flipped with the one currently in the lead. The walking order is also
overwritten by the combat order whenever you load a saved game.
The combat formation is independent of both the walking order and combat
order. It can be changed in and outside of combat with the 'Swch' option.
The role of position and formation is explained if the 'Damage algorithms'
section - it modifies damage dealt and taken from physical attacks. For
every extra party member in your group, the number of formations you can do
increases by one:
party members
formations available
------------------------------------------------------------1
Normal
2
Normal, Scramble
3
Normal, Scramble
4
Normal, Scramble, Defense, Parallel
The dragon god also allows you
you are currently using. BoF2
another slot). This minimizes
game by accident, but can be a
something new and not be stuck with the consequences. To save to another
slot, you must copy the data in one slot to another and then you may play
each separately. Thus, to experiment, you must save and copy often, or
know beforehand when to do so, so that you will have a fairly recent copy
with which you can experiment. BoF2 is pretty bug-free; there doesn't
seem to be anything that can go wrong that will screw around with your
saved data (unlike the 'Relm sketch' bug in FF3). Only you can do that....
As for items - they are held in two inventories, a 'Spcls' list, and
equipment lists which are personal to each character. The equipment lists
exist whether the character is in your party or not, but you may only
access the equipment of party members.
The stuff in 'Spcls' can't be used, moved, dropped, destroyed, sold,
consumed, worn, eaten, abused, switched, appraised, or anything else
for being looked at. For all practical purposes they are not really
'Spcls' merely symbolize that you have passed a certain point in the
A special item grants its powers automatically.
The two inventories are the
inventory has 48 slots, and
item, or from 1 to 9 of the
limited to names of up to 8
bought,
except
items.
game.
The bank inventory is much bigger - it has 126 slots. Items can be shuffled
back and forth between the party inventory and the bank inventory at no cost,
but ONLY at bank outlets (no exceptions). Bank outlets are typically next to
item shops.
The party inventory is accessible at all times and is independent of who is
in your party. This scheme has the potential to produce nonsensical
situations, but luckily, BoF2's plot does not have to explain a situation in
which your party members change without everyone in the party meeting up in
a common area. So, unlike FF3(6j) (Final Fantasy III (VI), also for the SNES),
this
is a plausible model. (You don't have a situation in which character A buys
a Herb and then the game switches to character B, who strangely enough has
the Herb available to use in his inventory even though A and B haven't met
since the time A bought the Herb).
Items may also be kept in the equipment slots personal to each character.
These slots are specialized:
1
1
1
1
2
weapon
armor \
helmet >
shield /
etc.
slot(s)
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
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
5
6
7
Reddish orange
Orange
Orangish yellow
Yellow
8
9
10
11
Greenish yellow
Yellowish green
Deep green
Bluish green
12
13
14
15
Light blue
Blue
Deep blue
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
game at all
Fighting Barubary (in the
prologue)
You are in SkyTower
In the Queen
In the Whale
In Torubo's
At Highfort
?
?
The totem at the entrance to
**
SkyTower's entrance
?
Combatants
Rounds of combat
Opposition
Party members
Run
Runaway
Actions
Enemies
Allies
Lead-off round
in
in
in
in
front
2nd position
3rd position
back
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
Underground lake
Waterfalls
Mountain pass
...
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
Active
Wired
20 + (0..255)
32 + (0..255)
60 + (0..255)
5
7
15
--------SS
--SS
---G
-N-SNNN
SNNN
------wnVn
-nxc
------F--c---
4
5
6
7
---R
-RRR
--TT
--ff
R-ER-EE
---f-t-
----M-c
--HH
--HH
c--c--c------
9 ---f --Z- IIdd dd-10 -BBf ---- ---- dd-11 -B-- ---E E-r- DD-12
13
14
15
-B-----------
---E
----------
-------------
D------------
Note: A very large, detailed, gridded graphic map of the Breath of Fire II
overworld can be found on my site. Be aware though, it does not precisely
match up with the number grid above. However, since the grid map above only
really covers regions, they will match up closely enough for you to tell what
is what.
*** Map Address: http://www.geocities.com/sabin_2002/BoF2_Map.html ***
? Area Description
Monster level: What lives there
----------------------------------------------------------------------------- No Man's Land
(no monsters)
H Hometown Area
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
While I'm on the subject I will present the monster mapping for all of the
areas of BoF2; all random enemies and those which can be fought in battles
to the death, listed by location. There are many areas for each location,
but in most places, the monster variety is the same across all of the
areas. In places where the variety differs across different area in the
same place, I will explain further. Note that many places are accessible
only during certain times during the game, as are enemies fought in
battles to the death. Where this is the case, I will note when the
location is accessible. Locations are listed alphabetically by place
name. Enemies which can be fought only a finite number of times (usually
once) in battles to the death have a '*'. Enemies which can be fought an
unlimited number of times in battles to the death (Huntsvil, for example)
have a '^'. I don't bother to list monster level - it is either active
or wired in all cases where there is activity, and it changes often
throughout a given location.
* - The enemies in this location are all fought in random battles, but you
may only fight a finite number of these random battles. This
because after 2 encounters in a 'region', the areas in this 'region'
lose all monster activity. A 'region' is composed of the adjacent
heart chambers where the flow of blood is the same. An encounter
counts as any enemy engagement, whether they run away, you win, or
you run away.
** - Refer to Huntin' and Fishin' section.
Place
Entrance spot
Opposition found there
--------------------------------------------------------------Bando
C12(15,10)
Maindstr, Lyverma, D.Spirit, D.Spider, *Footman(2),
*Zombie, *Necroman
CapeTown F5(14,12)
Capitan
Circus
CotLnd
G2(2,8)
-E9(9,8)
*M.C.Tusk
*Tiga
Coursair N4(10,2)
Dream
E6(4,7)
I11(8,4)
FarmTown E8(12,9)
FogValy
E7(10,11)
Gate
I5(8,6)
Highfort N9(11,3)
HomeTown L6(5,6)
Huntsvil **
^Beak(2), ^Grizzly
Memory
E6(4,7)
Mt.Fubi
L7(14,4)
M7(6,2)
Mt.Rocko M5(10,8)
Namanda
E8(0,5)
OwlWoods H2(6,9)
(Queen)*
Ruins
-L7(5,8)
*Pest, *Roach
ShowCave H4(6,4)
H5(6,0)
SimaFort E3(8,5)
SkyTower G4(7,10)
TagWoods M3(10,0)
ThvsTomd O11(0,0)
UpaCave
N4(6,14)
WildCat
D2(3,12)
Windia
J2(12,5)
WitchTwr E2(11,2)
- - - - - - - - - - - - - Statistics - - - - - - - - - - - With a basic understanding of mapping and combat laid down, I will now talk
about statistics - those numbers you see in the Stats window.
Stats determine the effectiveness of actions and commands used in combat, and
the rewards of combat. And that is ALL that they do (in BoF2, anyway).
Stats are only indirectly of value outside of combat, in that the better your
stats, the better your chances of winning subsequent battles and making it
back to a safe area in one piece, thus affecting your decision of whether to
proceed or turn back.
There are three types of statistics: basic, derived, and health.
Some stats a party member has contribute to determining what the character's
other stats are, and are themselves not affected by changing of any other
stat. These are the basic stats:
Str, Stmna, mHP, bmAP, Agi, bWis, bLuck, Guts, (Cond.?), EXP
Basic stats can only increase during the course of a game, usually only
during a leveling up (except for EXP), while derived stats are constantly
changing; they are recalculated whenever they are needed.
mHP - maximum Hit Points. This can be in the range of (1..999), and
is the maximum number of HP that a player can have.
bmAP - basic maximum Ability Points. This is not the ability point
number you see in the Stats window, mAP, because mAP gets a
bonus from some shaman bondings. Therefore, mAP would be a
derived stat, derived from bmAP and shaman bonuses. bmAP is
a basic stat. bmAP can be in the range of (0..511).
Str - Strength. The basis of offensive power. This can be in the
range of (0..255).
Stmna - Stamina. The basis of defensive power. This can be in the
range of (0..255).
Agi - Agility. The basis of vigor, which determine the order of
action in a round of combat. This can be in the range on
(0..511).
bWis - Basic wisdom. The basis of defense from spells that deal
damage and a factor in the probabilities that some spells
will succeed.
bLuck - Basic luck. The luck stat you see in the Stats window is
not bLuck, but is derived from it. Luck's role I have not
exactly determined, but I suppose that a lot of rolls are
based on it. bLuck can be in the range of (0..255).
Guts - The basis of rolls for defying death. this is a number from
(0..255). What you see in the Stats window is not this
number, but instead anywhere from 0 to 7 fires. The number of
fires is derived from Guts as [Guts/32].
EXP - Total experience points collected throughout the entire game - a
running total of all the EXP point awards a party member has
ever gotten. This can be in the range of (0..9,999,999).
Before I go any further, I should explain what I mean by 'a roll'. I borrow
the terminology from pen & paper role playing games where a roll of the dice
determines the success or failure of an action. A luck-based roll means that
the roll of the dice is compared to the Luck stat to determine success or
failure - improving that stat can improve your chances of success. A random
roll is a roll that is compared to a constant - nothing you do can improve
your chances of success.
The Guts stat is useful in that whenever a party member takes damage that
would result in death, a roll is made to see if that party member can defy
death (as long as that party member hasn't defied death once before in the
current battle). The roll is based on the Guts of the character:
The character defies death if:
Asleep
Dead
Def.Dn
Wis.Up
Curse
Pwr.Up
Agi.Up
Rotting
Pwr.Dn
Agi.Dn
Poor
OK
2
3
Good
Super
Begins at...
Day
Evening
Night
Morning
7
6
9
4:30
AM
PM
PM
AM
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
Off
numbers of fires next to the Guts rating (equal to [Guts/32]), and not Guts
itself, since I did not have a convenient way to measure this in the early
part of the game. Levels at which spells are gained are only approximate actual levels may vary by +/-1 from listed value. This variation does not
seem to be due to any Wisdom prerequisite for learning of spells. The 10
party members are:
Hero - The Dragon Child
----------------------------------------------------------------------------Weapon TreeST
Shield -Armor Shorts
Helm
-No special action, can CtrAttck
Start: mHP 24
mAP 8
143:
H1
H2
H3
H4
H5
4/0
4/0
3/0
7/0
1
2
2
3
1
0
1
2
2
2
1
3
2
3
3
1
2153:
H6
H7
H8
H9
H10
6/0
7/1
6/3
5/2
7/2
3
4
3
4
3
1
2
2
1
2
2
4
1
1
4
3
4
1
4
3
4
2 Cure 1
4
4
1
H11
H12
H13
H14
13948: H15
6/1
5/1
7/2
6/1
8/2
3
4
3
4
3
2
3
2
4
3
3
0
2
5
4
2
4
3
1
4
3
1
1
2
3
H16
H17
H18
H19
40919: H20
6/1
5/3
8/1
7/2
8/1
2
5
4
1
5
2
4
3
3
4
3
2
1
4
3
3
2
4
4
3
4 Cure 2
4
2
1 Smoke
4
H21
H22
6/1
6/2
3 2 4 1 2
3 3 2 4 1
H23
H24
89684: H25
7/3
7/2
9/2
4 2 1 3 3
2 3 2 3 4
5 3 1 4 1
H26
H27
H28
H29
177542: H30
6/2
8/2
7/1
8/2
8/3
4
3
5
3
3
3
2
2
3
3
3
1
2
2
0
2
1
4
3
2
3
1
1
3
2
H31
H32
H33
H34
335852: H35
7/1
9/3
8/2
8/2
7/1
4
4
5
3
4
2
4
3
2
3
3
1
1
2
1
4
2
2
3
1
0
1
2
2
3
H36
H37
H38
H39
621119: H40
9/2
10/3
8/2
9/1
10/3
3
5
4
4
6
2
3
3
1
3
0
2
1
2
3
1
2
2
4
1
0
1
2
2
1
H41
H42
H43
H44
1130121:H45
9/2
6/1
9/2
11/1
10/2
5
3
3
5
4
2
1
4
2
3
1
0
1
1
2
2
1
3
2
3
3
1
0
3
1
H46
H47
H48
H49
1791345:H50
6/1
9/2
5/2
7/1
4/1
5
1
4
3
2
1
3
3
2
1
2
3
1
1
0
1
1
2
1
0
2
1
2
1
1
H51
H52
H53
H54
2474005:H55
2/1
2/2
2/1
1/1
2/0
1
2
1
1
0
1
0
2
0
1
1
1
0
0
0
0
1
2
1
0
0
1
0
1
0
H56
H57
H58
H59
3183869:H60
2/1
1/1
1/1
2/1
2/0
1
0
1
1
2
0
0
1
0
0
0
1
0
0
0
0
0
0
1
0
1
0
0
0
0
H61
H62
H63
H64
3917604:H65
0/1
1/0
2/0
1/1
0/2
1
0
1
1
1
0
1
0
0
0
1
1
0
0
1
0
0
0
0
0
0
0
1
0
0
H66
H67
H68
H69
4651339:H70
1/2
1/1
0/1
2/0
1/1
1
1
1
0
0
0
0
0
1
0
1
0
0
0
0
0
0
0
0
1
0
0
0
0
0
H71
H72
1/1
1/1
1 0 0 0 0
0 1 0 0 0
H73
H74
5385074:H75
1/1
1/1
1/1
0 0 1 1 0
0 0 1 0 1
1 0 0 0 0
H76
H77
H78
H79
6118809:H80
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
1
1
0
0
1
0
0
0
1
0
0
1
0
0
0
0
0
0
0
H81
H82
H83
H84
6852544:H85
1/1
1/1
1/1
1/1
1/1
1
0
1
0
0
0
1
0
1
0
0
0
1
0
1
0
1
0
0
0
0
0
0
0
0
H86
H87
H88
H89
7586279:H90
1/1
1/1
1/1
1/1
1/1
1
1
0
0
1
0
0
0
1
0
0
0
0
0
0
0
0
0
0
0
1
0
1
1
0
H91
H92
H93
H94
8320014:H95
1/1
1/1
1/1
1/1
1/1
0
0
0
1
0
0
1
0
0
1
1
0
0
0
0
0
0
1
0
0
0
0
0
1
0
H96
H97
H98
8907002:H99
1/1
1/1
1/1
1/1
0
1
0
0
0
0
1
0
0
0
0
1
1
0
0
0
0
0
0
1
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.
126:
B1
B2
B3
B4
B5
5/1
5/2
4/2
7/3
2
2
2
3
B6
B7
6/4
3/5
2 1 3 3 3 Def-Up
1 1 2 1 2
0
0
1
1
1
2
1
3
Start:
3
2
2
3
1 Cure 1
1 CurePsn
2
1
mHP 28 mAP 16
1250:
B8
B9
B10
7/2
3/4
7/4
3 1 2 1 2
2 2 2 4 2
3 1 4 3 2
7706:
B11
B12
B13
B14
B15
6/5
4/2
5/5
5/4
8/6
2
3
3
2
3
3
1
1
2
1
2
1
3
4
1
3
4
4
5
4
3
3
2
1
1
B16
B17
B18
B19
26607: B20
6/4
7/6
5/3
4/4
6/6
4
3
2
2
4
2
1
2
3
1
3
3
4
2
4
6
3
5
4
5
2 Cure 2
2
2
2
2 Renew
B21
B22
B23
B24
66374: B25
5/6
6/4
7/5
5/5
7/4
3
2
4
2
4
2
1
3
0
2
1
2
2
3
3
2
3
5
2
4
2
2
1 Heal
2
1
B26
B27
B28
B29
138650: B30
7/4
4/6
5/3
6/5
5/4
4
3
2
3
3
1
2
1
2
3
2
1
3
1
2
3
4
2
3
5
0 Def-UpX
1
2
1
0 Cure 4
B31
B32
B33
B34
256103: B35
5/4
4/3
8/3
7/4
4/4
2
2
1
1
3
1
1
2
2
2
2
1
3
1
2
3
2
4
3
3
2
1
0 Cure 3
2
1
B36
B37
B38
B39
456744: B40
5/2
6/5
4/2
6/3
4/5
1
2
1
2
2
1
3
1
2
1
3
1
2
1
2
2
1
3
2
3
1 Renew X
2
1
0
2 Cure X
B41
B42
B43
B44
755622: B45
6/4
5/2
5/3
6/2
3/5
1
2
0
2
1
2
0
1
1
0
2
1
1
2
3
1
2
4
3
1
1
0
1
0
2
B46
B47
B48
B49
1231152:B50
8/3
5/5
6/2
3/1
3/3
1
2
1
2
1
1
1
1
0
1
1
0
2
1
1
3
2
1
2
1
0
1
1
1
0
B51
B52
B53
B54
1782986:B55
2/1
3/2
1/2
2/1
2/1
1
1
1
0
0
0
1
0
0
1
1
0
0
1
0
0
2
1
0
1
0
1
1
0
0
B56
B57
1/0
0/2
2 0 0 0 1
1 1 1 0 0
B58
B59
2420357:B60
2/1
1/1
1/1
0 0 0 1 0
1 0 0 1 0
0 0 1 0 1
B61
B62
B63
B64
3098842:B65
0/2
0/1
2/0
1/1
1/1
0
1
0
0
0
1
0
0
1
0
0
0
0
1
1
1
1
1
0
1
0
0
1
0
1
B66
B67
B68
B69
3777327:B70
2/0
0/2
1/1
2/0
1/1
0
1
0
0
1
0
0
1
0
1
1
1
0
1
0
1
0
1
1
0
0
0
0
0
0
B71
B72
B73
B74
4455812:B75
1/1
1/1
1/1
1/1
1/1
0
0
0
1
0
1
0
1
0
0
1
1
0
0
1
0
1
0
1
0
0
0
1
0
0
B76
B77
B78
B79
5134297:B80
1/1
1/1
1/1
1/1
1/1
1
0
1
0
0
0
0
1
1
0
0
1
0
1
1
1
0
0
0
1
0
0
0
0
0
B81
B82
B83
B84
5812822:B85
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
0
1
0
0
0
1
0
1
0
1
0
1
0
1
0
1
0
0
0
B86
B87
B88
B89
6491267:B90
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
1
0
0
0
0
0
1
0
1
0
1
0
1
0
1
0
0
0
1
B91
B92
B93
B94
7169752:B95
1/1
1/1
1/1
1/1
1/1
0
1
0
0
0
1
0
0
1
0
0
0
1
0
1
0
1
0
1
1
1
0
1
0
0
B96
B97
B98
7712540:B99
1/1
1/1
1/1
1/1
1
0
0
1
0
1
1
0
0
0
1
0
0
1
0
0
1
0
0
1
Bow knows healing. He is quick to gain levels. He can use the AutoBW
and TwinBW, which attack multiple enemies. In the 'Iron Man'
transform, he can also Spry to hit all enemies (which makes using the
AutoBW obsolete). His Shot attack rarely works since it is Luck
based(?). Bow's a good buddy to have around in prolonged battles where
quick and massive healing between rounds and increased defense is needed.
1219:
K6
K7
K8
K9
K10
5/0
4/0
3/0
4/1
3
2
3
2
1
2
1
1
7
2
3
4
1
2
1
1
3
2
5
2
Start:
8163:
K11
K12
K13
K14
K15
3/0
4/0
6/0
5/0
5/1
3
4
2
3
3
2
0
1
0
2
6
3
6
2
3
1
2
1
2
2
2 Fireball
3
2 Hail
6
3 Bolt X
K16
K17
K18
K19
29039: K20
4/0
4/0
7/0
5/1
5/1
5
5
2
4
2
1
1
0
3
2
5
4
4
2
6
1
1
3
2
1
3
2
4
3
4
K21
K22
K23
K24
68886: K25
5/0
6/0
7/0
5/1
3/1
4
2
5
4
5
2
2
1
2
2
3
7
4
2
4
1
1
2
2
1
5
3
2
3
3
K26
K27
K28
K29
140678: K30
5/0
6/1
6/0
4/1
6/0
3
6
2
4
5
1
2
2
3
1
6
2
5
2
4
1
1
1
1
2
4
4
2
4
2
K31
K32
K33
K34
260040: K35
5/0
6/0
7/0
7/0
4/1
6
4
5
3
5
1
1
2
2
3
3
5
2
2
3
1
1
2
2
1
6
2
5
1
2
K36
K37
K38
K39
503137: K40
5/0
4/0
6/0
6/1
3/0
4
6
5
5
3
2
1
1
2
2
2
4
2
1
3
1
1
2
1
1
3
3
4
4
2
K41
K42
K43
K44
923167: K45
4/0
7/0
4/0
5/0
4/0
5
5
4
5
4
0
1
2
1
1
2
4
1
1
2
2
1
2
1
1
2
3
1
4
5
K46
K47
K48
K49
1457766:K50
6/0
5/0
3/0
4/0
2/0
6
4
3
4
2
0
1
1
0
1
3
2
3
2
1
2
0
1
0
1
3
4
2
2
1
mHP 39 mAP 7
K51
K52
K53
K54
2030818:K55
1/0
2/0
1/0
1/0
2/0
1
1
2
0
1
0
1
0
0
1
1
2
0
2
0
0
0
1
0
0
0
1
0
1
0
K56
K57
K58
K59
2663236:K60
1/1
1/0
1/0
1/1
1/0
0
0
2
0
0
0
0
1
0
1
1
2
0
1
1
0
0
0
0
0
2
0
0
2
0
K61
K62
K63
K64
3323976:K65
2/1
1/1
0/0
1/1
1/0
1
1
0
1
0
0
0
0
0
1
0
0
1
0
1
0
1
0
0
0
0
0
0
1
0
K66
K67
K68
K69
3984716:K70
1/1
2/1
1/0
0/1
1/1
1
0
1
0
1
0
0
0
0
0
0
1
0
1
0
0
0
1
0
0
0
0
0
1
0
K71
K72
K73
K74
4645456:K75
1/1
1/1
1/1
1/1
1/1
0
1
0
0
0
1
0
0
0
1
1
0
1
1
0
0
0
1
0
0
0
0
0
1
0
K76
K77
K78
K79
5186196:K80
1/1
1/1
1/1
1/1
1/1
1
0
1
0
1
0
0
1
0
0
0
1
0
1
0
0
0
0
0
1
1
0
0
1
0
K81
K82
K83
K84
5846936:K85
1/1
1/1
1/1
1/1
1/1
1
0
0
0
1
0
1
0
1
0
0
0
1
0
0
1
0
0
0
1
0
0
0
1
0
K86
K87
K88
K89
6507676:K90
1/1
1/1
1/1
1/1
1/1
0
0
1
0
0
0
1
0
0
1
1
1
0
1
0
0
0
0
0
0
0
0
1
0
0
K91
K92
K93
K94
7168416:K95
1/1
1/1
1/1
1/1
1/1
0
1
0
0
0
0
0
1
0
0
0
1
0
0
1
1
0
1
0
0
0
0
0
1
0
K96
K97
K98
7697008:K99
1/1
1/1
1/1
1/1
1
1
0
1
0
0
0
1
1
0
1
0
0
1
0
0
0
0
1
0
Katt is the quickest to gain levels, and the most agile character, not
counting Bleu. She has a very high Guts rating. Considering that she
has the worst physical and magical defense, she isn't very survivable,
and apparently not too smart either, because she likes to 'Dare'
opponents into hitting her. These massive handicaps aside, she is still
quite useful for her ability to hit hard, hit first, and CtrAttck if
necessary. Katt bonds well to the Devil Shaman, and in her Devil Katt
transform, she has the capability to make the most damaging physical
attacks of any character.
8/4
7/2
8/3
8/1
3
3
4
4
2
2
2
3
0
1
2
2
4
2
3
2
2
1
1 Thunder
3
R11
R12
R13
R14
11129: R15
10/4
9/3
11/2
12/3
15/2
4
4
4
5
4
3
3
3
5
4
1
0
1
0
3
2
4
2
3
2
1
0
2
1
2
R16
R17
R18
R19
41092: R20
11/4
9/2
14/4
11/2
8/4
3
5
6
5
6
4
5
5
4
5
2
1
0
1
1
1
2
4
2
3
0
3 Cure 2
1
1
2
R21
R22
R23
R24
106649: R25
13/3
10/5
10/2
12/1
11/4
5
6
7
8
6
4
6
5
6
7
0
2
1
1
2
1
3
2
2
5
2
2
1
0 8.0
1
R26
R27
R28
R29
201030: R30
10/2
13/6
10/2
9/6
13/3
5
8
4
7
7
6
5
6
7
7
1
1
0
1
2
3
4
4
2
2
2
0 Renew
1
1
2
R31
R32
R33
R34
408851: R35
14/5
12/3
14/5
8/1
10/6
6
6
5
7
6
6
5
8
7
6
1
2
1
1
0
4
3
2
4
1
1 Heal
1
1
2
1 Cure 3
R36
R37
R38
R39
9/3
12/6
8/4
8/5
6
4
7
6
5
8
6
7
1
2
0
1
3
2
3
5
2
2 Cure 4
1
0
1555:
R6
R7
R8
R9
R10
mHP 57 mAP 31
803511: R40
12/4
6 5 1 2 2
R41
R42
R43
R44
1354112:R45
9/3
12/6
7/4
10/6
7/3
5
4
3
4
3
4
6
6
5
4
1
0
1
2
1
2
4
2
3
4
1
2
0
2
1
R46
R47
R48
R49
2015833:R50
7/5
9/3
5/6
5/3
4/3
3
2
2
3
2
4
3
4
3
2
1
1
2
0
1
3
3
4
3
1
2
3
1
0
1
R51
R52
R53
R54
2682718:R55
5/2
4/3
4/2
3/1
4/1
1
2
1
1
0
1
1
1
0
1
0
1
0
0
0
1
2
1
1
0
0
0
0
0
1
R56
R57
R58
R59
3349603:R60
3/2
1/1
2/1
1/2
2/1
1
0
2
0
1
0
0
1
1
1
0
1
0
0
0
2
1
0
2
0
0
0
0
0
1
R61
R62
R63
R64
4016488:R65
1/0
2/1
1/1
2/0
3/0
0
0
0
0
0
1
0
0
1
0
0
1
0
0
1
0
0
0
1
0
0
1
0
0
1
R66
R67
R68
R69
4683373:R70
1/2
2/1
1/1
2/0
1/1
0
0
0
0
0
1
0
0
0
0
0
0
0
0
1
0
0
1
0
0
0
1
0
0
0
R71
R72
R73
R74
5350258:R75
1/1
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
0
1
0
0
1
0
0
1
0
R76
R77
R78
R79
6017143:R80
1/1
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
1
0
1
0
1
0
0
0
R81
R82
R83
R84
6684028:R85
1/1
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
1
0
0
0
1
0
0
1
0
0
0
1
0
0
0
R86
R87
R88
R89
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
0
1
0
0
1
7350913:R90
1/1
0 0 1 0 1
R91
R92
R93
R94
8017798:R95
1/1
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
0
1
0
0
0
1
0
R96
R97
R98
8431306:R99
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
1
0
0
1
0
0
0
1
0
0
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.
N8
N9
N10
3/5
5/7
2 0 1 3 1 Ag-Down
1 1 3 4 2 Pwr.Down
N11
N12
N13
N14
12003: N15
3/5
5/4
4/4
4/6
6/8
1
2
1
1
1
1
0
1
2
1
2
2
2
1
2
3
4
3
2
3
4
2 Exit
3 S.Boom
3
1 Def-Down
N16
N17
N18
N19
37939: N20
4/4
2/5
6/7
5/6
5/8
1
2
1
0
1
1
1
2
1
0
1
1
2
2
3
5
3
2
4
4
2
4 Drain
3
1
4 Flame
N21
N22
N23
N24
86027: N25
5/6
6/7
5/5
4/4
5/9
2
0
1
2
1
1
2
1
1
1
2
1
3
2
2
2
5
4
3
4
5
3 Typhoon
2
2 Freeze
3
N26
N27
N28
N29
172933: N30
6/7
3/5
6/8
4/4
7/8
1
2
2
1
1
2
1
1
2
1
2
2
1
1
4
5
4
2
3
6
4 Angel
1
5 Death
3
2
N31
4/6
0 2 2 5 2 Hail
2051:
mHP 48 mAP 50
N32
N33
N34
330055: N35
6/7
6/4
4/7
6/9
1
2
2
1
1
1
1
2
3
1
4
2
4
5
3
4
3
2
5
3
N36
N37
N38
N39
599672: N40
4/7
7/8
6/6
5/7
5/7
0
2
1
1
2
2
1
1
2
0
3
2
2
3
2
4
3
5
4
5
1 Bolt X
5
3
2
4
N41
N42
N43
N44
1092562:N45
3/6
7/8
6/8
3/5
7/9
1
2
0
2
1
2
1
1
1
1
1
3
3
1
2
5
4
3
3
4
2
2
4
4
4
N46
N47
N48
N49
1702470:N50
4/6
5/4
2/6
3/4
1/3
2
1
2
0
1
0
2
0
1
1
3
1
2
2
1
3
4
3
2
2
2
5
2
3
1
N51
N52
N53
N54
2323959:N55
2/2
1/3
2/1
2/2
1/1
0
1
0
0
1
0
0
1
1
0
2
0
0
0
1
1
2
0
1
0
1
1
0
2
0 Fireball
N56
N57
N58
N59
2945510:N60
1/2
2/2
1/1
1/1
1/0
0
0
0
1
0
0
1
0
0
0
0
0
1
0
1
0
1
2
0
1
1 Bomb
0 Missile
0
0
0
N61
N62
N63
N64
3569045:N65
1/1
1/0
1/1
1/0
1/1
0
1
0
0
1
0
0
1
0
0
1
1
0
0
1
0
0
1
1
0
0
0
0
1
0
N66
N67
N68
N69
4218453:N70
0/2
1/1
1/1
1/1
1/1
0
0
0
0
0
0
0
0
0
0
0
0
1
0
1
0
1
0
1
0
1
0
0
1
1
N71
N72
N73
N74
4908367:N75
1/1
1/1
1/1
1/1
1/1
0
0
1
0
0
1
0
0
0
1
0
1
0
1
0
1
1
0
0
1
0
0
0
1
0
N76
N77
N78
N79
5609832:N80
1/1
1/1
1/1
1/1
1/1
0
0
0
0
1
0
1
0
0
0
1
1
0
1
0
0
0
1
0
1
0
0
1
0
0
N81
1/1
0 0 1 0 1
N82
N83
N84
6311302:N85
1/1
1/1
1/1
1/1
1
0
1
0
0
1
0
0
1
0
0
1
0
1
1
0
0
0
0
1
N86
N87
N88
N89
7012780:N90
1/1
1/1
1/1
1/1
1/1
0
0
0
0
0
0
1
0
0
1
1
0
1
1
0
0
1
0
0
1
0
0
1
0
0
N91
N92
N93
N94
7714258:N95
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
0
0
0
0
1
0
0
1
0
0
1
1
0
1
0
1
0
0
1
N96
N97
N98
8275442:N99
1/1
1/1
1/1
1/1
0
0
0
0
1
0
0
0
1
0
1
0
0
1
0
1
0
1
0
1
Nina uses black magic (to complement her black wings). If you take her
along, most of the time she won't be doing anything useful, but with her
high agility and strong spells, she can do preemptive magic strikes when
you need her to. Nina is the least survivable character, with the worst
mHP, and pretty bad defense. With her 'Will' ability, she has
practically limitless AP, so don't hold back on the spellcasting. Nina
bonds well to the Wind Shaman.
1454:
T8
T9
T10
5/1
6/1
4 1 3 2 3
2 1 3 1 7 Bomb
9887:
T11
T12
T13
T14
T15
7/2
4/2
5/1
8/2
5/1
3
5
1
2
2
2
1
2
3
1
2
4
4
1
4
1
2
1
3
2
3
2
4
6
3 Flame
T16
T17
T18
T19
36038: T20
5/2
7/1
6/1
7/2
5/2
4
3
1
3
2
0
2
3
1
3
4
1
3
4
3
2
1
2
2
2
3
5
3
3
4
T21
T22
T23
T24
86430: T25
3/0
7/1
5/1
5/2
7/2
4
4
2
1
2
1
0
2
3
3
2
3
4
5
1
1
3
1
1
2
2
3
3
4
5
Start:
mHP 57 mAP 16
T26
T27
T28
T29
180054: T30
6/2
7/1
5/2
5/1
7/2
5
2
3
1
3
0
2
2
3
2
2
4
2
3
4
2
1
1
2
2
5
3
2
4
3
T31
T32
T33
T34
347587: T35
6/2
8/1
4/2
5/3
6/2
3
4
2
3
2
1
1
3
1
3
2
2
5
4
2
0
3
2
3
1
4
4
1 Fireball
3
5
T36
T37
T38
T39
649476: T40
7/1
6/3
6/2
4/2
7/1
4
1
4
2
3
2
3
1
3
2
3
2
3
5
2
2
2
1
1
2
3
3
4 Missile
3
4
T41
T42
T43
T44
1129065:T45
8/1
6/2
4/3
7/1
5/2
3
1
4
2
4
1
3
0
3
2
4
2
3
5
1
2
1
3
1
2
2
4
2
5
4
T46
T47
T48
T49
1709707:T50
4/1
5/2
5/1
3/2
3/2
3
2
3
1
1
1
3
1
2
2
4
3
2
3
2
1
2
3
1
1
3
4
3
4
2
T51
T52
T53
T54
2334002:T55
2/1
2/2
1/1
2/0
1/1
2
0
1
1
0
0
3
0
0
1
1
2
0
1
0
0
0
1
0
0
1
1
0
1
0
T56
T57
T58
T59
2989556:T60
1/1
2/0
1/1
1/1
2/0
0
0
1
0
0
0
1
0
0
0
1
0
0
1
1
1
1
0
1
0
1
0
1
0
0
T61
T62
T63
T64
3645946:T65
1/1
0/2
1/1
1/0
2/1
1
1
0
1
0
0
1
0
0
1
1
0
1
1
1
0
0
0
0
0
0
0
1
0
0
T66
T67
T68
T69
4302336:T70
1/0
0/2
1/1
0/1
1/1
1
0
0
0
1
0
0
1
0
0
0
1
0
1
1
0
1
0
1
1
1
0
1
0
0
T71
T72
T73
T74
4958727:T75
1/1
1/1
1/1
1/1
1/1
0
0
1
0
0
0
1
0
0
1
0
1
0
1
0
1
0
0
0
1
1
0
0
1
0
T76
T77
T78
T79
5615117:T80
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
0
1
0
0
1
1
1
0
1
0
1
0
0
0
0
0
0
1
0
T81
T82
T83
T84
6271507:T85
1/1
1/1
1/1
1/1
1/1
0
1
0
1
0
1
0
0
0
0
0
1
0
0
1
1
0
1
0
0
0
0
1
0
1
T86
T87
T88
T89
6927897:T90
1/1
1/1
1/1
1/1
1/1
0
0
0
1
1
1
1
0
0
0
1
0
1
1
0
0
0
1
0
1
0
1
0
0
0
T91
T92
T93
T94
7584287:T95
1/1
1/1
1/1
1/1
1/1
0
0
1
0
0
1
0
0
1
0
1
0
1
0
1
0
1
0
0
0
0
1
0
1
0
T96
T97
T98
8109399:T99
1/1
1/1
1/1
1/1
0
1
0
1
0
1
0
0
1
0
0
1
0
0
1
0
1
0
1
0
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.
J10
J11
J12
J13
J14
11811: J15
5/0
7/1
6/2
6/1
6/2
3
3
2
4
3
2
2
3
2
2
1
1
1
1
1
1
2
1
1
1
2
3 Hush
2
4 Warp
2
Start:
J16
J17
J18
J19
7/2
6/1
7/2
8/1
2
3
4
4
1
2
3
2
1
1
1
1
2
1
1
2
3 Pwr.Down
3
2 Cold
4
mHP 63 mAP 20
42626: J20
7/5
3 2 2 1 5 Idle
J21
J22
J23
J24
105982: J25
9/2
7/4
8/2
8/3
6/2
3
2
2
4
3
2
3
1
3
3
2
1
1
2
1
1
1
2
3
2
6
4
3
5
4
J26
J27
J28
J29
219245: J30
7/1
8/4
8/3
7/4
9/4
2
4
3
5
3
3
3
4
3
5
2
1
2
2
1
1
3
0
1
3
4
2
5
4
5 Angel
J31
J32
J33
J34
424952: J35
8/3
8/2
12/5
13/4
8/4
4
3
3
3
4
3
4
3
2
3
2
2
2
1
2
2
4
3
2
1
3
6 Death
4
6 Renew
6
J36
J37
J38
J39
795663: J40
9/3
10/5
11/4
8/5
7/2
4
2
2
3
3
3
3
4
4
2
1
2
2
2
2
4
3
1
2
4
4
4
7
6
5
J41
J42
J43
J44
1334603:J45
9/3
9/4
8/4
8/5
12/4
2
4
3
2
1
3
3
3
2
1
2
1
2
2
2
3
4
2
3
3
6
3
4
6
4
J46
J47
J48
J49
1961742:J50
9/3
5/2
9/2
6/1
4/2
3
1
1
2
1
3
2
2
1
2
2
2
1
1
1
4
3
2
3
2
2
4
5
3
3
J51
J52
J53
J54
2629127:J55
3/1
1/2
3/2
2/1
2/1
1
0
2
1
0
0
1
0
1
2
0
0
1
0
0
1
1
1
2
0
2
0
1
0
1
J56
J57
J58
J59
3296512:J60
1/2
1/1
2/1
1/2
1/1
0
1
0
0
0
0
0
0
0
1
1
0
0
1
0
0
2
1
0
0
2
0
1
2
1
J61
J62
J63
J64
3963897:J65
1/2
2/1
0/1
1/0
1/1
1
0
0
1
0
0
0
1
0
0
0
0
0
1
0
1
0
1
0
1
0
1
0
0
1
J66
J67
J68
J69
0/1
1/0
1/1
2/0
0
0
0
0
0
0
0
1
1
1
0
0
0
0
1
0
1
1
0
0
4631282:J70
1/1
1 0 0 0 1
J71
J72
J73
J74
5298667:J75
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
0
1
0
0
0
1
0
0
0
1
0
0
1
1
0
1
0
0
1
J76
J77
J78
J79
5966052:J80
1/1
1/1
1/1
1/1
1/1
0
1
0
1
0
1
0
0
1
0
0
0
1
0
0
0
1
0
0
0
1
0
1
0
1
J81
J82
J83
J84
6633437:J85
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
0
1
0
0
1
0
0
1
0
0
1
0
1
0
0
0
1
0
1
1
J86
J87
J88
J89
7300822:J90
1/1
1/1
1/1
1/1
1/1
0
0
1
0
1
0
0
1
0
0
0
1
0
0
0
1
0
0
1
1
0
1
0
1
0
J91
J92
J93
J94
7968207:J95
1/1
1/1
1/1
1/1
1/1
0
0
0
0
1
1
0
0
1
0
0
1
1
0
0
0
0
0
1
1
1
1
1
0
0
J96
J97
J98
8502115:J99
1/1
1/1
1/1
1/1
0
0
0
0
1
0
1
0
0
0
0
0
0
1
0
1
1
0
1
1
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.
S12
S13
S14
14042: S15
8/4
7/6
11/5
3 2 2 5 3
3 0 2 5 2 Def-Up
2 1 3 4 1
28
S16
S17
S18
S19
42909: S20
8/4
8/6
9/5
7/4
10/4
2
3
2
2
2
1
1
2
2
1
2
1
3
1
2
3
6
4
5
4
2 Idle
2
3 Exit
2 Warp
1
S21
S22
S23
S24
97139: S25
6/5
7/4
6/3
7/3
8/4
2
0
1
1
1
1
2
0
2
1
2
1
2
0
1
3
4
3
4
3
2 Sap
1 Drain
2
1
0
S26
S27
S28
S29
195108: S30
7/2
7/3
7/5
7/4
6/3
0
1
2
1
1
2
1
0
1
1
2
1
1
1
1
3
4
4
3
4
1 Cure 2
2
1 Freeze
1
0 Shield
S31
S32
S33
S34
375922: S35
7/4
5/6
7/4
5/6
8/5
1
1
2
2
1
2
0
1
1
2
0
1
2
1
2
3
4
3
3
4
2
2 Def-UpX
0
1
1
S36
S37
S38
S39
678326: S40
8/6
7/4
6/5
9/5
11/7
3
2
2
2
3
3
1
2
2
1
3
2
1
3
1
3
5
3
5
5
2 Atk-Up
2
3
1
2
S41
S42
S43
S44
1147903:S45
9/5
8/9
9/5
7/8
12/5
2
3
1
2
0
1
2
3
1
2
2
1
3
1
3
4
5
3
6
4
2
2
2
3
1
S46
S47
S48
S49
1800149:S50
8/6
10/5
8/4
8/6
8/4
3
2
1
2
0
2
3
2
0
1
2
3
2
1
1
5
4
3
4
2
3
1
2
1
1
S51
S52
S53
S54
2503203:S55
6/2
4/3
5/2
2/1
4/1
1
0
0
0
1
0
1
0
1
0
0
0
1
0
0
1
1
0
2
0
0
0
1
0
0
S56
S57
S58
S59
3304371:S60
3/2
2/1
4/2
3/1
1/1
0
0
0
0
1
0
0
1
0
0
2
0
0
1
0
1
0
1
2
0
1
1
0
0
1
S61
S62
S63
S64
4008686:S65
2/1
1/1
2/1
2/0
1/1
0
0
0
1
0
0
0
0
0
0
0
1
1
0
0
1
0
0
1
1
0
0
1
0
1
27
25
72
36 (0)
S66
S67
S68
S69
4683001:S70
1/2
1/1
1/0
1/1
1/1
0
0
0
0
1
1
1
0
0
0
1
0
0
0
1
0
1
0
1
0
0
0
1
0
0
S71
S72
S73
S74
5357316:S75
1/1
1/1
1/1
1/1
1/1
0
0
0
1
0
1
0
1
0
0
0
0
1
0
0
1
0
0
1
1
0
1
0
0
1
S76
S77
S78
S79
6031631:S80
1/1
1/1
1/1
1/1
1/1
0
1
1
0
1
1
0
0
0
1
0
1
0
0
0
0
0
1
0
0
1
0
0
1
0
S81
S82
S83
S84
6705946:S85
1/1
1/1
1/1
1/1
1/1
0
0
1
0
0
0
1
0
0
0
0
0
0
1
0
1
0
1
0
0
0
1
0
1
0
S86
S87
S88
S89
7380261:S90
1/1
1/1
1/1
1/1
1/1
1
0
0
0
1
0
0
1
0
0
1
0
0
0
0
0
1
0
0
1
0
1
0
1
0
S91
S92
S93
S94
8054576:S95
1/1
1/1
1/1
1/1
1/1
1
0
0
1
0
1
1
0
0
1
0
0
1
0
0
0
0
0
0
0
0
0
1
0
1
S96
S97
S98
8594028:S99
1/1
1/1
1/1
1/1
0
1
0
0
0
0
0
0
0
1
0
1
0
0
0
0
0
0
1
0
Spar is very wise, and has lots of HP and AP, just like a tree should.
Other than that however, he's very unimpressive. Kind of like Jean, he
has a random assortment of spells, except that he has more of them and
more useful ones. He has the most transforms of any character, but the
only one worth using regularly is seed, for its 'Bud' special action (but
only if you can also cast Atk-Up on him).
15/15
5/4
15/15
0/0
15/15
2
0
15
0
15
6
7
15
7
15
15
15
15
15
4
15
5
12
15
2
15
5
14
15
0
U41
U42
U43
U44
1092562:U45
15/15
15/15
15/15
5/4
15/15
15
2
15
2
15
15
4
15
7
15
15
0
15
15
15
15
1
15
15
2
15
2
15
15
4
U46
U47
U48
U49
1702470:U50
2/0
15/15
15/15
15/15
15/15
2
15
15
4
6
6
15
15
8
4
15
0
2
4
4
15
-
15
2
15
15
15
U51
U52
U53
U54
2323959:U55
1/8
6/4
0/14
15/15
0/14
6
6
15
15
15
4
4
15
15
13
4
15
15
12
14
4
8
14
5
-
U56
U57
U58
U59
2945510:U60
15/15
15/15
5/4
15/15
1/14
4
3
1
15
4
4
15
15
15
15
U61
U62
U63
U64
3569045:U65
15/15
15/15
15/8
15/3/-
4
15
7
7
15
U66
U67
U68
U69
4218453:U70
4/3/15/15/15/-
15
15
4
15
13
U71
U72
U73
U74
4908367:U75
15/3/0/7/7/-
15
15
15
12
-
U76
U77
U78
U79
5609832:U80
15/15/15/2/15/-
U81
U82
U83
U84
6311302:U85
15/- - - - - 15/- - - - - -
U86
U87
U88
U89
7012780:U90
3/7/5/5/5/-
U91
U92
U93
U94
7714258:U95
15/15/2/15/6/-
U96
U97
U98
8275442:U99
15/0/15/15/-
0%
8%
16%
24%
32%
40%
56%
-=-=-========================-
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
award for the other enemies that you defeated 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 rhythm)
----------------------------------------------------------------------------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, Devil Katt 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
targeted 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
opposition, 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
entrance, 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
minimum 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)
16%
18%
20%
35%
40%
45%
60%
65%
70%
80%
85%
90%
----------------------------------------------------------------------------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, Devil Katt 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.
Desert
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.
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 physical 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 response 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
-=-=-======================-
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
Zombie
Def.Up
Hushed
Asleep
Dead
Def.Dn
Wis.Up
Curse
Pwr.Up
Agi.Up
Rotting
Pwr.Dn
Agi.Dn
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 receive 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
-=-=-=====================- 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
that the character is wearing that
associated with the attack. Thus,
and 3 (although it is usually only
Factor
1
13/16
11/16
9/16
(No resist)
~81.25% damage
~68.75% damage
~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 multipliers are applied:
If the monster is ...
Spirit:
Undead:
damage * 2
Flying:
damage * 2
from wind
Fiery:
Icy:
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,
{4,5}
{5,6,7}
{6,7,8}
{7,8,9,10}
20
21
22
23
{23,24,25,27}
{24,26,27,28}
{26,27,29,30}
{27,29,30,31}
36
37
38
39
{44,46,48,51}
{45,47,50,52}
{45,48,50,52}
{47,49,51,54}
52
53
54
55
{52,55,58,61}
{53,56,59,62}
{55,57,58,62}
{56,58,63}
8
9
10
11
{8,9}
{9,10}
{10,11,12}
{11,12,13}
24
25
26
27
{29,31,32,34}
{30,32,33,35}
{33,34,36,37}
{34,35,37,39}
40
41
42
43
{47,49,51,54}
{48,50,53,55}
{48,50,53,55}
{49,51,54,57}
56
57
58
59
{56,58,59,62}
{57,59,60,63}
{54,58,61,64}
{55,59,62,66}
12
13
14
15
{12,13,14}
{13,14,15,16}
{15,16,17}
{16,17,18,19}
28
29
30
31
{36,38,39,41}
{37,39,41,42}
{40,41,43,45}
{41,42,44,46}
44
45
46
47
{49,51,54,57}
{50,53,55,58}
{50,52,55,58}
{51,53,56,59}
60 {54,58,61,65}
61 {55,59,62,65}
62 {54,58,62,65}
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
---------------------------------With two:
Leader Last
Normal
Scramble
2+
2-
-------------------------------------------With three:
Leader
2nd
Last
Normal
Scramble
2+
2+
2-
Scramble
Leader 2nd
3rd
Last
Normal
2+
2-
4-
Defense
3-
3-
4-
Parallel
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%
120%
130%
120%
100%
100%
234-
95%
90%
83%
<75%
90%
85%
80%
<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
2
3,4
5,6
7,8,9
10,11,12
13,14,15,16
Damage *= f
116 %
108 %
104 %
96 %
92 %
84 %
76 %
(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 targeted 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 immunity).
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 susceptibility 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
-----------------------------------------------------------------------------
-=-=-========================-
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, 'Iron 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
'Devil Katt' 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.
-=-=-=========================-
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....
she shamans are:
Sana:Fire
Seso:Water
Spoo:Wind
Solo:Earth
Seny:Holy
Shin:Devil
=
=
=
=
=
152
120
125
126
101
50
152 *
40
120 *
40 -> 125 *
30
126 *
50
101 *
50%
40%
40%
30%
50%
=
=
=
=
=
76
47
49
37
50
result: Off
Def
Vig
mAP
Wis
+
+
+
+
+
76
47
49
37
50
Off +25%
Wind
Vig +25%
Holy
No bonus
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
(?):
'Devil Katt'
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
Def 40 30 30
Vig 60 60 50
mAP 30 35 30
Wis 30 40 30
Action: Wake
Skills: none
----------------------------------------------------------------------------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
Def
Vig
mAP
Wis
30
40
30
50
50
Action: Bnsh
Skills: fly
----------------------------------------------------------------------------Sten:
(+): A HA
(!):
'Red'
W HW
WA H
F FE FH
E HE
EA
------------Off 50 50 50
Def -- 50 -(?): FW
'Djinni'
Off
Def
Vig
mAP
Wis
70
30
50
50
30
Action: Sweh
Skills: none
----------------------------------------------------------------------------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
Def 60 60 60
Vig 55 50 55
mAP 20 30 20
Wis 30 45 30
(?): FD
Action: Bud
Skills: Forestry
'Spindragon'
Off 65
Def 30
Vig 30
Action: Ntre
Skills: Forestry
mAP 45
Wis 55
-----------------------------------------------------------------------------
-=-=-=========================- TownShip
-=========================-=-
5..6
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 through 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 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 through 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 |
|---|
/-\
|1|
|-|
/-\
/-\ /-\
| |-| |
|2|-|3|
|-| |-|
/-\
x
w
h
g
c
Dragon god
Well shaft
Hangout
Granny's house
Carpenter's house
| |
|4|
|-|
| |/-\
|5||6|
|-||-|
x
w
h
g
c
U
o
/=\
|5|
===
| |
/---\
| 2 |
\===/
/----\
| 4 |
\====/
/----\
| 3 |
\====/
/---\
| 5 |
\===/
/---\
| 6 |
\===/
x
w
h
g
c
Dragon god
Well shaft
Hangout
Granny's house
Carpenter's house
----------------------------------------------------------------------------The possible tenants 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
BurnKN
HeatST
FireRG
MagmaAR
Kay
Poo
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
---------------------------------------------------------------------------Brockden In Showcave - Brockden opens up a dojo, which seems to be of no
use to the party whatsoever. There is a FWAK floating about
which says that if you talk to Brockden 200-300 times, he'll
raise the mAP of the character which talks to him. This
is FALSE.
Leminton
MacClean
WonderRP
MightyAR
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 Devil Katt
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. I've heard that if you get Nisa early
enough, the two will raise a family of kittens, which also
do nothing for you. The kittens names are Nimosa, Suzu,
Mano, Kitashi, Ayuka, Raia, Yoshika, Shimissa, Shoe, and
Senchi.
Azusa
Baretta
BronzeST
SaladBwl
WoodenDR
SteelAR
FireRG
NationHT
QuartrST
ChuckDR
SokletAR
PierceRP
GuardSH
DeathBW
MotherRB
HolySH
KaiserKN
HeroAR
Wooppi
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...
rAP > 1
rAP = 1
rAP = 0
-96
+16
+32
rHP > 1
rHP = 1
rHP = 0
-96
+32
+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
1
2
3
Thunder
Freeze
Flame
Missile
BirchST
SilverAR
GradeDR
SlashGL
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
IronBR
GutsBT
D.Earing
Cond.Up
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
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
Unagi
Mckrl
Tuna
Bait
Minnow
Salvador
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
-=-=-==========================-
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).
fishing. 'S:X' indicates (for equipment) that character X starts out with
that item equipped. 'Battle' indicates that on rare occasions, you will win
this item from defeating particular monsters in battle. Refer to the 'Spoils
of War' section for more information.
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 the are not proper items. These are 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
AmberRG
Antdt
ArmyGL
whip
rng
con
shd
ElemntAR
ElmoreSD
EmblemRP
EmpireSD
shd
swd
rpr
swd
Liver
LongRP
LongSD
LopOffWP
con
rpr
swd
whip
SlashGL
SlicerDR
SkullBR
Smoke
shd
dgr
etc
con
AutoBW
Backlaw
Bait
BananaDR
bow
shd
con
dgr
Extract
F.Spice
FalseBW
FalseRG
con
con
bow
rng
LoveBR
LuckCndy
MagmaAR
MagicRG
etc
con
arm
rng
SnakeST
Snper
SoleSD
SokletAR
stf
con
swd
helm
Bandana
Beef
BirchST
Biscuit
helm
con
stf
con
FastShoe
FinalKN
FireBW
FireRG
etc
knf
bow
rng
MamothCL
Mckrl
Meat
Medicate
arm
con
con
con
SpiritRB
SprRib
Srdine
Stamina
arm
con
con
con
BlastKN
BlndedAR
BlndedML
BlndedSH
knf
arm
shd
shd
FireRock
FlameSD
FlameSH
Fork
con
swd
shd
misc
MedusaSH
MeowST
MightyAR
Minnow
shd
stf
arm
con
StarrSD
StarSH
SteelAR
StickRod
swd
shd
shd
etc
BoyDR
BrassSD
BrassST
BraveAR
dgr
swd
stf
arm
Frizbee
FrozenAR
G8Bait
GiantSH
con
arm
etc
shd
Mirror
MisoSoup
MoonDrop
MoonMask
misc
con
con
helm
StockRP
StoneAR
StormRG
SuedeAR
rpr
arm
rng
arm
BreakSD
BreathAR
BronzeHT
BronzeSD
swd
arm
helm
swd
GlassDR
GlassRG
GoblinSD
Gold
dgr
helm
swd
etc
MothDR
MotherRB
MystryHT
Napkin
dgr
arm
helm
arm
SunMask
TearDr
Tendon
ThndrGL
helm
con
con
shd
BronzeSH
BronzeST
Bum'sCL
BurnKN
shd
stf
arm
knf
GoldAR
GoldBar
GradeDR
GuardSH
arm
misc
dgr
shd
NationHT
NatureWP
NinjaDR
NinjaML
helm
whip
dgr
arm
ThndrRP
ThndrST
ThornWP
TigerSD
rpr
stf
whip
swd
BusterBW
BusterSD
Cake
ChainML
bow
swd
con
arm
GutsBL
GutsBT
HandKN
HeatST
con
etc
knf
stf
Noe'sRB
NorthDR
NoTwinRP
OceanRB
arm
dgr
rpr
arm
Tolen
Treepole
TreeST
Tuna
misc
etc
stf
con
Charcoal
Charm
CharmRod
CharmSH
misc
etc
etc
shd
Herb
HelpBL
HeroAR
HeroBT
con
con
arm
etc
Octopus
OwlFruit
P.Pourri
PanPizza
con
misc
con
con
TwinBW
Unagi
Urchin
Van.Ext
bow
con
etc
con
Chkn
ChuckDR
CloakKN
Collar
con
dgr
knf
etc
HexadST
HolyRB
HolyRP
HolySF
stf
arm
rpr
etc
PierceRP
PileWm
Plate
PwrFood
rpr
con
shd
con
Vtmn
WacWP
WFruit
WhiteSH
con
whip
con
shd
Cond.Up
CrmsnCL
CrmsnRB
CrossBW
con
arm
helm
bow
HolySH
HushRG
IceBW
IceChunk
shd
rng
bow
con
QuartrST
QuickCL
RainbwRB
RangerCL
stf
arm
arm
arm
WindBR
WindRB
WisdomRB
WiseBL
etc
arm
arm
con
CrsntSD
CureAl
D.Earing
DamageSD
swd
con
etc
swd
IceSH
ImortlRG
IronAR
IronBR
shd
rng
arm
etc
RevetKN
RiotST
Ristband
Roast
knf
stf
shd
con
WiseHoop
WiseRB
WizardRG
WonderRP
etc
arm
rng
rpr
DeadSoup
DeathBW
DemonDR
DemonSH
con
bow
dgr
shd
IronKN
IronML
IronSH
IvyWP
knf
arm
shd
whip
RoyalHT
SacredSH
SaladBwl
ShadowDR
helm
arm
helm
dgr
WoodenDR dgr
Worm
etc
WorthRG rng
Dinker
DivideBL
DluxPole
DmndBR
con
misc
etc
etc
JahAR
KaiserKN
KingOfDR
KingHT
arm
knf
dgr
helm
Shaker
ShaveIce
ShinyBR
ShinyHT
con
con
etc
helm
DoubleWP
DragonAR
DragonHT
DragonSD
whip
arm
helm
swd
KingSD
KmikzeBL
KnightHT
KramerBR
swd
con
helm
etc
Shrimp
ShortBW
ShortRP
Shorts
etc
bow
rpr
arm
DragonSH
DreamBR
EarthAR
Egg
shd
etc
arm
con
LeotrdCL
LifeAR
LifeBR
LifePl
arm
arm
etc
con
SilkGL
SilverAR
SilverDR
SilverHT
shd
arm
dgr
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 attributes 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,
Battle
BusterSD 50
2.2k
H
(UpaCave), Maniro:B
CrsntSD 84
14.5k
DamageSD 92
12k
DragonSD F:125 -
HJ
H
H
(Infinity), Battle
Hut:island, Maniro:H
(Infinity)
HJ
Battle
H
H
(Tsr.Box:B)
casts S.Boom
C:Hekeller, (Mt.Maori)
Def,Agil,Wis,Luck +5,
casts Flame
Def,Agil,Wis,Luck +2
GoblinSD 78
7.7k
KingSD
I:28 1980
H
H
(SkyTower)
TownShip
LongSD
SoleSD
StarrSD
TigerSD
H
HJ
H
H
Windia, C:Baretta
(SimaFort)
(ThvsTomd)*
(Othello), Battle
16
H:28
H:68
63
620
6k
10k
14k
* The StarrSD can be found on rare occasions when you leave a battle while
standing on a blue square
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
FireBW
IceBW
ShortBW
6
F:42
I:70
3
300
3.6k
9.8k
150
B
B
B
B
HomeTown
C:Hekeller
SkyTower, (Othello)
S:B
TwinBW
30
3k
Tunlan
attacks twice
8
135
33
90
250
65k
2.1k
30k
SnakeST
ThndrST
TreeST
75
6.8k
T:62 7.8k
4
50
K
K
K
K
Coursair
Battle
(UpaCave), C:Baretta
(Infinity)
K
K
KC
(Bando)
(Othello), C:Baretta
S:KC, (Windia)
casts S.Boom
10
5.1k
6.2k
HK
TH
TH
Battle
C:Karashnikofu
C:Karashnikofu,
Toasty
32
1.9k
TH
(Othello)
Tunlan, (Highfort)
MothDR
NinjaDR
NorthDR
ShadowDR
SilverDR
42
I:63
86
H:14
2.5k
8.2k
16k
1.2k
T
T
T
TH
(Highfort)
(SkyTower)
(Infinity)
(Mt.Rocko), Maniro:A,
Battle
Luck +5
20k
290
T
T
Maniro:H, Battle
Windia, C:Baretta
SlicerDR 90
WoodenDR 10
casts Idle
50
16
38
T:65
4.6k
950
2.4k
8.4k
J
J
J
J
C:Karashnikofu, Baretta
S:J
Tunlan
SkyTower, Maniro:B
TownShip
Rings
Power Price Who
Where
Special
----------------------------------------------------------------------------AmberRG 74
11k
NU
Hut:island, C:Baretta,
Battle
FalseRG 5
10
NU
S:N
FireRG
F:35 2.6k
NU
C:Hekeller, Baretta,
Battle
casts Spark
HushRG
43
6.7k
NU
(Mt.Maori)
casts Hush
ImortlRG
MagicRG
StormRG
WizardRG
83
17
T:68
26
20k
530
6.7k
1.2k
NU
NU
NU
NU
(Infinity)
Wis +5, casts Renew
Windia
(WindiaFt)
casts Thunder
S:U, (WitchTwr), Battle
WorthRG
52
9.5k
NU
Maniro:H, Battle
casts Death
18
1k
SimaFort
FinalKN 48
KaiserKN 56
RevetKN 10
25k
25k
460
R
R
R
(Infinity)
C:Baretta
Windia
Toasty
Whips
Power Price Who
Where
Special
----------------------------------------------------------------------------9-TailWP 81
22k
S
Battle
Toasty
DoubleWP 61
8k
S
Inheart, (ThvsTomd)
IvyWP
30
1.3k
S
Tunlan
LopOffWP 10
2k
S
Maniro:D, (Othello),
Battle
Toasty
NatureWP 76
ThornWP 41
WacWP
10
15k
4.2k
50
S
S
S
(Infinity)
(Mt.Maori), Battle
S:S
- - - - - - - - - - - - - - Armor - - - - - - - - - - - - - Armor gives a bonus to Def, but also subtracts from Agil. This is because
each armor has a weight, and equipping an armor decrements Agil by the weight
of the armor, to a limit of Agil = 0. So in the power column, the form X/Y
means power of X, weight to 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, Battle
BraveAR 60/6
10k
HBKTJ Hut:island, Maniro:G
Off +5
BreathAR 25/3
2.5k all-R (SimaFort), Tunlan,
C:Baretta, Battle
R:H
Bum'sCL 2/2
50
all
S:HBKNTS, (Coursair),
(WindiaFt)
ChainML
CrmsnCL
DragonAR
EarthAR
12/6
64/6
78/0
44/15
720
13.3k
6.1k
HBKTJ
all-R
H
HTJ
FrozenAR 43/15
GoldAR 31/42
HeroAR 71/16
6.5k
6.2k
25k
HTJ
HJ
HTJ
HolyRB
8/4
530
all-R
IronAR
IronML
22/9
20/6
1350
1.4k
HTJ
HBKTJ
600
320
HBKTJ
KNU
JahAR
17/9
LeotrdCL 6/3
Windia
(St.EvaCh), Battle
(Infinity)
(Memory), SkyTower,
Battle, C:Baretta
(SkyTower), Battle
R:I
(W.Tunnel)
(Infinity), C:Baretta,
Battle
Off +5
Windia
R:H
SimaFort
SimaFort, Maniro:A,
Battle
(Tsr.Box:C), Battle
Coursair
R:F
LifeAR
MagmaAR
MamothCL
MightyAR
80/25
35/15
69/18
30/10
35k
4.7k
1.2k
2980
HTJ
HTJ
KR
HBTJ
(Tsr.Box:E)
R:H, grants regeneration
C:Hekeller, (Mt.Maori) R:F
Battle
R:I
TownShip
MotherRB 66/8
28k
all-R
Napkin
1/1
NinjaML 70/1
Noe'sRB 70/4
0
all
15.5k T
18k
KNU
Hut:island, (Infinity),
C:Baretta
R:H, casts Cure 1
(WildCat)
Battle
R:FI
(Infinity)
R:FH
OceanRB
QuickCL
RainbwRB
RangerCL
3.9k
1.6k
9.1k
510
NSU
BT
KNSU
HBT
(UpaCave)
Tunlan, (Highfort)
(St.EvaCh), (Othello)
Coursair
SacredSH 74/12
Shorts
2/1
SilverAR 40/12
12k
5.8k
HBTJ
C?
HBTJ
SpiritRB 12/0
7.5k
all
Battle
R:H, grants partial immunity
S:C
Inheart, Battle
C:Karashnikofu
(SkyTower), Maniro:G
R:FTH
StoneAR 28/50
SuedeAR 6/5
0
300
R
HBRTJ
WindRB 47/2
WisdomRB 42/2
5.2k
8.2k
KNU
all-R
WiseRB
3k
NSU
27/4
27/0
61/4
8/2
18/4
Battle
S:RJ, (Capitan),
Coursair, HomeTown,
C:Baretta
(SkyTower)
Hut:island, Battle
S:U, (WitchTwr),
Maniro:B
R:I, Wis +3
R:FI
- - - - - - - - - - - - - - Shields - - - - - - - - - - - - - Shields give a bonus to Def, and may grant elemental resistances, like Armor.
Shield Power Price Who
Where
Special
----------------------------------------------------------------------------ArmyGL
41
12k
HBKTJ Battle
Off +8
Backlaw 8
990
all
SimaFort
BlndedML 28
6.8k
all
Guntz, (Memory)
BlndedSH 33
8k
HRJ
Guntz
BronzeSH 6
CharmSH 14
510
1350
HTJ
HRTJ
S:J, Windia,
Tunlan, (UpaCave),
Battle
TownShip
(Infinity)
DemonSH 10
DragonSH 52
980
-
HRTJ
H
ElemntAR
FlameSH
GiantSH
GuardSH
1
18
27
26
500
3.7k
8.8k
5.3k
all
HTJ
R
all
(St.EvaCh), Battle
R:FIT
C:Hekeller, (Mt.Maori) R:F
(Othello)
casts Def-Up
SkyTower, Battle,
C:Baretta
HolySH
43
18k
all-R
Hut:island, (x2:Infinity),
Battle, C:Baretta
casts Shield
IceSH
IronSH
26
10
5k
1.2k
HTJ
HRTJ
MedusaSH 55
50k
HBRTJ
Plate
1
Ristband 1
0
10
all
all-S
SilkGL
SlashGL
1.2k
4.1k
KNSU
HBKTJ
7
15
StarSH
SteelAR
36
3
5.5k
120
HRTJ
all
ThndrGL
WhiteSH
27
26
9k
4.3k
HBKTJ
HBTJ
(SkyTower)
(SimaFort), Battle,
Cyclops, Maniro:A
Maniro:G, Battle
(FarmTown)
S:HBKRNTS, Inheart,
C:Baretta
S:U, Maniro:A
Maniro:D, Battle
C:Karashnikofu
R:I
casts Atk-Up
Off +5
Battle
HomeTown, Coursair,
(W.Tunnel), C:Baretta,
Battle
Maniro:G, (ThvsTomd)
R:T
Inheart, C:Karashnikofu,
Battle
- - - - - - - - - - - - - - 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, Battle
BronzeHT 5
390
HBRTJ Battle, Coursair
CrmsnRB 10
950
all-R Tunlan
DragonHT 32
H
(Infinity)
R:F
GlassRG
KingHT
KnightHT
MoonMask
4
30
8
18
380
30k
790
0
all-R
HJ
HTJ
T
Windia
(Infinity)
SimaFort, Maniro:A
(Highfort)
MystryHT
NationHT
RoyalHT
SaladBwl
20
15
12
2
3.1k
1.8k
2.5k
60
HBKTJ
HBTJ
NJU
all
Maniro:D, Battle
Maniro:B, C:Baretta
R:F
(SimaFort)
R:H
S:TJ, HomeTown, Coursair,
C:Baretta, (Mt.Fubi)
ShinyHT
30
16k
HBTJ
SilverHT 22
12k
KNSU
SokletAR 16
3.6k
all-R
SunMask
6.8k
all-R
(Infinity), (Othello),
C:Baretta
(WindiaFt), Battle,
Magicmas
(WaterFal), S:U,
SkyTower, C:Baretta,
Battle
Hut:island, (ThvsTomd),
(Infinity)
25
- - - - - - - - - - - - - -
Etc
R:IF
R:H
R:T, grants
partial immunity
Wis +5
R:F
- - - - - - - - - - - - - -
1k
2k
5k
10k
H
all
all
all
(SimaFort)
(St.EvaCh)
(Infinity), Battle
Maniro:E
a fishing rod
-grants partial immunity
Vig +10 - a first class case
of false advertising. This
has no measurable 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
Gold
50
-
H
H
GutsBT
1k
all
HeroBT
2k
all
oven
fishing bait
Battle, (TagWoods),
fishing bait
(UpaCave), (FarmTown)
(SimaFort), Maniro:F, another first-class case of
C:Hanz, Battle
false advertising - this
gives no bonus to Guts
(Memory), Maniro:E,
Off +10
Battle
HolySF
5k
all
Maniro:E
IronBR
1k
all
KramerBR 2k
LifeBR
1k
all
all
(Tsr.Box), Maniro:F,
C:Hanz
(ThvsTomd), Maniro:E
prevents rotting
(Infinity), Battle grants regeneration, and immunity
to the Death spell
LoveBR
ShinyBR
1k
5k
all
all
(Tsr.Box), Battle,
(Infinity), Battle
Shrimp
SkullBR
20
2k
H
all
item
Battle, (St.EvaCh)
grants regeneration
prevents sleep, curse,
poison, and rotting
fishing bait, cookable
maximizes the wearer's chance
of well-casting a spell
based on stats to 50%.
Multiple SkullBR's have
no extra effect.
StickRod
Treepole
Urchin
WindBR
300
100
10
1k
H
H
H
all
HomeTown
(Gate)
item
(SkyCave)
a fishing rod
a fishing rod
fishing bait, cookable
Vig +10
WiseHoop 1k
all
Worm
(WitchTwr), Maniro:F,
C:Hanz
item
Wis +10
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, Battle
followed by Cure X!
Cake
100
--
Chkn
200
Cond.Up 1k
CG
C
CureAl
400
CG
DeadSoup
Dinker
Egg
Extract
800
100
200
200
C
CG
C
Cb:
Nc:
//:
//:
casts Death
[+]Agil
casts Renew X
casts Cure 4
oven
Battle, oven
Huntsvil
oven, Battle
F.Spice
FireRock
Frizbee
GutsBL
100
800
100
1k
Cb:
Cb:
Cb:
Nc:
casts Flame
well-casts Fireball
casts S.Boom
[+]Guts
item, Maniro:C
Maniro:C, Battle, (Mt.Fubi)
item, Maniro:C, Battle, oven
oven, Battle, (Capitan)
HelpBL 50
Herb
8
IceChunk 800
C
C
C
CG
CG
item
item
Maniro:C, Battle
KmikzeBL 800
LifePl
Liver
LuckCndy
Mckrl
500
200
100
60
CG
CG
C
CG
item
Huntsvil
Battle, (Mt.Rocko), oven
FishSpot, C:Daiye
Meat
200
Medicate 500
CG
C
Minnow 300
MisoSoup 100
CG
C
Huntsvil
Maniro:C, C:Hanz, Battle,
oven
FishSpot, C:Daiye
oven, (Memory), Battle
MoonDrop 200
Octopus 900
P.Pourri 1.2k
PanPizza 1k
(Mt.Maori),(WindiaFt),
(Tsr.Box:D), Battle,
C:Poo
oven
oven
oven
PileWm 1k
PwrFood 100
CG
C
Roast
Shaker
400
800
CG
FishSpot
oven, (W.Tunnel), (Infinity),
Battle
Huntsvil
Battle
ShaveIce
Smoke
Snper
SprRib
100
100
3k
800
C
G
CG
CG
Cb:
Nc:
//:
//:
Srdine 60
Stamina 100
CG
C
TearDr
100
CG
Tendon
200
CG
Tuna
Unagi
Van.Ext
Vtmn
300
60
1k
200
CG
CG
WFruit
200
CG
WiseBL
1k
CG
CG
casts
casts
casts
casts
Freeze
Smoke
Heal
Cure 4
FishSpot, C:Daiye
(SimaFort), (Infinity),
Battle, oven
Cb: removes rotting and zombie
from one ally
item
//: same as WFruit
Huntsvil
//:
//:
//:
//:
same as Antdt
casts Cure 2
casts Cure 3
removes curse
from one ally
FishSpot, C:Daiye
FishSpot, C:Daiye
Battle, (DryWell), (WindiaFt)
item
- - - - - - - - - - - - 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)
Fork
(WildCat)
GoldBar
12k
oven
Mirror
(Mt.Maori)
OwlFruit 20
(OwlWoods)
Tolen
-=-=-====================- 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'
'Bed'
A place you can rest for the same effects as an inn (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
receive a gift.
'Bank'
'Armory'
'Item'
TownShip
----------------------------Refer to the 'TownShip'
section for all info
pertaining to this
Coursair
-------------------------------Armory: HexadST BronzeSD
LeotrdCL SuedeAR
RangerCL SaladBwl
BronzeHT SteelAR
Inn:20
Item: type 1
Bank
Church
--------------------------------
Windia
-----------------------------Armory: MagicRG LongSD
RevetKN WoodenDR
ChainML HolyRB
GlassRG BronzeSH
Inn:30
Item: type 1
Bank
Dragon
Church
------------------------------
Capitan
----------------------Inn:40
Item: type 1
Bank
Dragon
-----------------------
(campground SW of SimaFort:D3)
-----------------------------Bed
Dragon
------------------------------
SkyTower
------------------------------Armory: IceBW
ThndrRP
EarthAR SokletAR
GuardSH
------------------------------FarmTown
----------------------Inn:50
Item: type 2
Bank
Dragon
----------------------(tropical island shop:L11)
-------------------------------Armory: DamageSD EmblemRP
AmberRG WisdomRB
BraveAR MotherRB
SunMask HolySH
-------------------------------Shrine
--------------Inn:10
Dragon
Tunlan
----------------------------------Armory: MothDR
IvyWP
TwinBW
StockRP
QUickCL BreathAR
CrmsnRB CHarmSH
Inn:50
Item: type 2
Bank
Dragon (hidden at the bottom right)
Church
-----------------------------------
Inheart(west)*
-------------------------------Armory: BronzeSD LongRP
DoubleWP ChuckDR
SuedeAR SilverAR
Ristband WhiteSH
Dragon
-------------------------------Inheart(north)*
----------------------------------Item: type 3
Dragon
Leave (leave the Dream world)
----------------------------------Guntz
-------------------------------Armory: BrassSD BlndedAR
BlndedSH BlndedML
Inn:50
Item: type 3
Bank
Dragon
-------------------------------CotLnd
-------------------nothing!
-------------------Evrai*
-------------------Item: type 3
-------------------Dologany
-------------------Bed
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 Aruhamel and
leave the land of dreams.
St.EvaCh: This is destroyed after the battle with the Guardeyes and Oldman.
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.
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
DeadSoup
4 Roast
Dinker
2 Frizbee
or 4 CureAl
Extract
2 HelpBL
Frizbee
2 CureAl
G8Bait
2 Tuna
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
LuckCndy
F.Spice + ShaveIce
or ShaveIce + Frizbee
or Frizbee + F.Spice
or 4 Minnow
(before you have the whale)
Medicate
Roast + Unagi
MisoSoup
2 F.Spice
Octopus
2 PileWm + 2 Roast
P.Pourri
PanPizza
4 SprRib
PwrFood
3 ShaveIce
or 2 Medicate
ShaveIce
2 Unagi
Stamina
F.Spice + 2 Tuna
WiseBL
Stamina + 2 Tuna
-=-=-==========================- 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 squares 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
Although you only strictly require 8 Tolens to clear both boards, and can
-=-=-==========================- 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
-=-=-=====================- Fishin' & Huntin' -======================-=Scattered about the overworld map are spots where you may occasionally see
a fish jumping out of water. Rustling bushes also pop up occasionally. 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
Tsr.Box Urchin
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
button. This
straight line
a second, you
on the seabed
is on the line, you may also jerk back the bait with the 'A'
may be done ad infinitum. This moves the bait back along a
towards the tip of the pole. If you hold 'A' for more than 1/2
stop pulling and you must pull again. If you let the bait sit
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
Sardine
Snapper
Nothing
Bait x13
Srdine x1
Snper x1
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
F3
N3
E4
(W of Surfy's Hut)
(E of SimaFort)
(NE of Coursair)
(S of SimaFort)
Bigmix
Snapper
Tiny
Bait
F4
H4
C5
F5
(W of SkyTower)
(NE of SkyTower)
(W of Sea of Trees)
(NW of W.Cape)
Snapper
Sardine
Full
Sardine
H5
K5
L6
E7
H7 (W of Tunlan)
Full
Tsr.Box(C)
Maniro(A)
Tsr.Box(G)
Maniro(E)
Maniro(C)
Tsr.Box(E)
Maniro(F)
L7 (N of TownShip)
M7 (E of TownShip)
F8 (NE of FarmTown)
Mix
Bait
Mix
Tsr.Box(A)
Tsr.Box(B)
G8
H8
H9
J9
(SW
(NW
(SW
(SE
Bait
Snapper
Tiny
Bait
Maniro(H)
L9
O9
E10
O10
of
of
of
of
Tunlan)
Guntz)
Guntz)
Guntz)
Tsr.Box(H)
Mix
Bait
Full
Maniro(G)
Maniro(D)
Tsr.Box(D)
- - - - - - - - - - - - - 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's 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
Pig
Deer
Beak
Grizzly
1
2
2
6
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
Roast
Meat
Grizzly
SprRib Roast
Liver
bird
Egg
Tendon Beef
Chkn
Tendon Beef
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.
-=-=-======================- Spoils of War -=======================-=-=Each enemy type has treasure class and a treasure set associated with it.
Treasure class is a number in (0..7) which sets the probability that the
enemy will carry treasure. The treasure set is the possible set of treasures
that the enemy can carry. A set consists of a common and a rare item.
Sometimes, the rare item is the same as the common one. For example,
Biruburu has the following treasure set and class:
3:(Herb,HelpBL)
This means that Biruburu is class 3, usually awards an Herb, and on rare
occasions will award a HelpBL. As listed below, class 3 implies that there
is a 3/128 chance of winning the common item, and a 1/128 chance of getting the
rare item.
There are about 200 unique enemy types in BoF2, but there are only 64
distinct treasure sets. Many enemies award the (Herb,HelpBL) set, but most
sets are much less common and are carried by one a particular enemy type.
For example, only N.Rider has the (MedusaSH,NoTwinRP) set, and this is the
only known way you can obtain the NoTwinRP item (the MedusaSH ain't bad
either, but you can _buy_ that).
The exact mechanics of treasure awards are as follows:
-------------------------------------------Before a battle, for each enemy:
Make a roll (0..255). Check to see If that roll is less than the enemy's
treasure threshold. Every enemy has a treasure class:
Class
0
1
Threshold
1
2
2
3
4
5
6
7
4
8
16
32
64
255
If the roll is also 0 mod 4, then the enemy has a rare treasure. Otherwise,
the treasure is common. This means that for each treasure class, we have the
following probabilities:
Class P(treasure)
P(common)
P(rare)
--------------------------------------------------------0
1/256
0
1/256
1
1/128
1/256
1/256
2
1/64
3/256
1/256
3
1/32
3/128
1/128
4
1/16
3/64
1/64
5
1/8
3/32
1/32
6
1/4
3/16
1/16
7
255/256
191/256
1/4
During the battle, every time you kill an enemy, we check to see if that
enemy had treasure. If so, the treasure for the battle is set to what that
enemy had, regardless of what the treasure for the battle had been
previously. If two enemies have treasure (very unlikely), only the last one
with treasure to die will count for the battle.
What does this mean to you? If you're looking to win a specific treasure:
1) Fight the enemy with the highest treasure class that awards that item, and
fight an enemy which awards that item as a common treasure, if
possible. In practice, most enemies are class 2 or 3, with 6 being
the highest - A.Sludge awards a treasure once in every 4 battles.
I think class 7 was defined in the code only for internal testing
purposes.
2) Use Sten's Djinni transform to 'Sweh' until you find the enemy you're
looking for.
3) It's always possible to win a rare treasure from an enemy, just incredibly
unlikely. If you're looking for a treasure which is only available
as a rare, it's the same to you whether the enemy's class is 0, 1,
or 2. Dig in - it's going to be awhile.
4) You can win at most one treasure per battle. Enemies which run away don't
count, so kill the sought after enemies right away if you think
they're going to run. If you run away, you don't get anything.
This much is obvious just from playing BoF2.
5) You're more likely to win a treasure when you fight multiple instances of
the enemy, since the roll for each enemy is made independently of
the others. So, look for battles where there are many enemies of
the type you're looking for. A battle with 2 or 3 of that enemy
means you're roughly 2 or 3 times more likely to win treasure. The
probability is slightly less than directly proportional, because a
rare treasure may be overwritten with a common one from that same
enemy type, but if you work it out, it's always still to your
advantage to fight the bigger groups.
6) Always kill the enemies of the type you're looking for last, to avoid the
possible overwriting of the desired treasure with something else from
a different enemy type.
- - - - - - - - - - Treasure Sets - - - - - - - - - As mentioned above, there are only 64 distinct treasure sets among all the
enemies in BoF2. One of these is empty. The remaining 63 are:
Item set
Enemies awarded by
-----------------------------------------------(Herb)
Numerous enemies...
(Antdt)
Numerous enemies...
(Herb,HelpBL)
Numerous enemies...
(CureAl)
Eaterman, Meedid, Tri.eye, Venusfly, Basilisk, Warrior, Goldfly
(LifePl)
M.Mummy(1), Archer, Stamen, W.Bear, D.Spider, Zombie, Algernon
(Stamina)
Cuttlecb, H.Crab, Fatty, Baba(1)
(LuckCndy)
Seenates(1), Ryusight
(PwrFood)
D.Fly, Pepshun
(Dinker,MisoSoup)
Pima, Gallop, Hemoglod
(EarthAR,LoveBR)
Cancer, E.Dragon, Conch
(Shaker)
Catfish, G.Shaker
(LopOffWP,ElmoreSD)
Aruhamel
(IceChunk)
Needle, Headhutr
(Charm,ShinyBR)
Banbhand, Gargoyle, Chorking
(LoveBR,LifeBR)
P.Dragon
(GutsBT,HeroBT)
Atlas, Villagrs
(MoonDrop)
Dinabehm, Maindstr, Kiyhood, Ganet
(WFruit,WiseBL)
Poltrgst, Arachnod, Cotris, Paladin
(StoneAR,HeroAR)
M.Golem, Dadelous
(GutsBT)
Docaden
(DreamBR)
Soulflik, Necroman
(D.Earing,WorthRG)
Humus, Munmar
(SkullBR)
Pharaoh, Ralooba
(CloakKN,LopOffWP)
C.Bear
(FireRock,BraveAR)
G.Idol
(Frizbee)
Dinafung
(IronSH,StarSH)
C.Kameo, Cyclops
(SkullBR,CrsntSD)
Lyverma
(MystryHT)
Aruban, Footman(2)
(SteelAR)
Corpse
(Herb,SilverDR)
Trikster
(CharmSH,SilverAR)
Beetle, M.C.Tusk
(Biscuit,SlicerDR)
Rapider, Assasin
(MeowST)
Carm
(Medicate,FireRG)
Fastman, Monoped
(DemonDR,ElmoreSD)
Kimaira, D.Spirit, Sheef, Skeleton
(MedusaSH,NoTwinRP)
N.Rider
(Extract,TigerSD)
Barucuda
(WiseBL,LopOffWP)
Jacky
(SacredSH,ArmyGL)
K.Sludge, Barubary
(IceChunk,FrozenAR)
Amonica
(Bandana)
Roadslug, R.Slug
(AmberRG,SacredSH)
Ifeleet(1)
(PwrFood,MamothCL)
Bighand, Mamot
(GuardSH,NinjaML)
Dragoon
(BronzeSD,JahAR)
Kimoto
(SilverHT,WisdomRB)
Magicmas, Babaruku
(StoneAR,EarthAR)
S.Golem(1), S.Idol, Ganga
(Stamina,ArmyGL)
G.Rider, Racegude
(KmikzeBL,DemonDR)
Amom
(IronML,SlashGL)
G.Lizard, Kuwadora
(Gold)
Devilkid, Mimic, P.Eater, K.Goblin
(ArmyGL,9-TailWP)
Zodiac
(BreathAR,BlndedAR)
Darious
(ThornWP,GlassDR)
M.Knight, B.Ogre, Titong
(WhiteSH,SilverAR)
D.Brnger
(HolySH)
Hellion, Anubus
(LifePl,ElemntAR)
E.Sludge
(BronzeHT,IronSH)
Ogre, R.Guard, Footman(1)
(WizardRG,FireRG)
Sireen, Nimufu
(SokletAR,CrmsnCL)
D.Crsdr, DPaladin, Soldier
(Extract,Van.Ext)
Stinger, Trout, Crodworm, Sniphead, Gonghead(2), A.Sludge, J.Worm
(Charm)
Stooly, S.Goblin
-=-=-======================- Know Your Enemy -=======================-=This section is a complete listing of all the enemies in BoF2, including
their stats, actions they use, prizes for defeating them, and where to find
them. A few enemies listed here remain to be found anywhere - I only know
about them through examination of BoF2's source code.
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.
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.
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. Anyway, 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
Aquatic
Icy
Undead
Flying
Fiery
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 convenience:
H
c
x
n
Hometown Area
Coursair Area
on the Path to Windia
Northwest
w
N
S
R
Windia
North
Simafort Area
Rivers south of Simafort
V
F
t
M
T
Z
d
D
Sea of Trees
Guntz island
Highfort Desert
Great Desert
I
f
B
E
Tropical Islands
Farmland Area
path to Bando
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). The special location 'Demo' means that you see the enemy
in the Demo sequence which runs automatically from the title screen
if you just let the game sit for a while.
Full Immunity - A property which makes the enemy immune to most spell damage.
Refer to the 'Damage Algorithms' section for more details.
Item - The explanation of this is a section unto itself. Refer to the
'Spoils of War' section above. The format of this field is
treasure class:(Common,Rare).
The standard presentation format of this data for each enemy is:
----------------------------------------------------------------------------[.Name.] {type}
[HP]
[atk] [Agi]
[Z]
[XP]
{AP}
[def]
[ms]
[luck]
[items...]
{full immunity}
[Actions...]
[Locations...]
----------------------------------------------------------------------------Example:
----------------------------------------------------------------------------Devilkid (fiery)
HP 32 Att 38 Agi 29
XP 6
Z 20
AP 20 Def 22 Ms 0
2:(Gold)
Luck 8
full immunity
...
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 Atk 270 Agi 190
XP 3000 Z 950
AP 100 Def 55 Ms +4
6:(Extract,Van.Ext)
Luck 40
8.0
Outside:G
----------------------------------------------------------------------------Algernon
HP 1549 Atk 115 Agi 51
XP 1980 Z 1200
Def 51 Ms 0
4:(LifePl)
Luck 30
ColdBrth(24)
*OwlWoods
Amom
XP 2322 Z 897
2:(KmikzeBL,DemonDR)
Eggbetr, Typhoon
Infinity
----------------------------------------------------------------------------Amonica
HP 110 Atk 151 Agi 43
XP 194 Z 147
AP 14 Def 125 Ms +4
2:(IceChunk,FrozenAR)
Luck 33
full immunity
Freeze
SkyTower
----------------------------------------------------------------------------Anubus (undead)
HP 137 Atk 186 Agi 138
XP 555 Z 279
AP 34 Def 63 Ms +1
1:(HolySH)
Luck 36
RotBrth, Freeze
ThvsTomd
----------------------------------------------------------------------------Arachnod (icy)
HP 81 Atk 73 Agi 54
XP 56 Z 32
AP 10 Def 35 Ms +4
2:(WFruit,WiseBL)
Luck 16
Psn.Brth
SimaFort
----------------------------------------------------------------------------Archer
HP 300 Atk 250 Agi 130
XP 300 Z 100
Def 130 Ms -1
1:(LifePl)
Luck 40
Eggbetr
*St.EvaCh
----------------------------------------------------------------------------Aruban (icy)
HP 119 Atk 99 Agi 63
XP 117 Z 88
AP 10 Def 55 Ms -2
1:(MystryHT)
Luck 25
Eggbetr, Hush
UpaCave, FogValy, Namanda, SkyCave
----------------------------------------------------------------------------Aruhamel
HP 1600 Atk 175 Agi 100
XP 3200 Z 1000
AP 1000 Def 75 Ms -3
2:(LopOffWP,ElmoreSD)
Luck 80
(amnesia), Cure 2, SwtBrth, Psn.Brth
*Memory
----------------------------------------------------------------------------Assasin
HP 152 Atk 207 Agi 100
XP 794 Z 415
AP 30 Def 88 Ms -1
2:(Biscuit,SlicerDR)
Luck 39
Def-Down
St.EvaCh
----------------------------------------------------------------------------Atlas
HP 189 Atk 134 Agi 67
XP 260 Z 96
AP 20 Def 55 Ms +4
2:(GutsBT,HeroBT)
Luck 35
Def-UpX, Miss
Mt.Maori
----------------------------------------------------------------------------Augus
HP 680 Atk 43 Agi 12
XP 150 Z 300
AP 16 Def 18 Ms -1
0:(Herb)
Luck 28
(save strength), Cure 1
*Coliseum
(Augus takes 2 actions each turn.)
----------------------------------------------------------------------------B.Ogre (fiery)
HP 342 Atk 187 Agi 87
XP 483 Z 224
AP 10 Def 30 Ms -1
2:(ThornWP,GlassDR)
Luck 35
CtrAttck, FireBrth(40)
FogValy
----------------------------------------------------------------------------B.Roach
HP 165 Atk 78 Agi 62
XP 60 Z 33
AP 20 Def 44 Ms +4
4:(Herb,HelpBL)
Luck 20
...
^SimaFort
----------------------------------------------------------------------------Baba(1)
HP 169 Atk 39 Agi 20
XP 150 Z 100
Def 20 Ms +2
5:(Stamina)
Luck 21
CtrAttck
*TagWoods
----------------------------------------------------------------------------Baba(2)
HP 96 Atk 88 Agi 28
XP 20 Z 20
Def 82 Ms +4
0:(Herb)
Luck 12
...
Demo
----------------------------------------------------------------------------Babaruku
HP 2500 Atk 300 Agi 100
XP 3800 Z 5000
AP 256 Def 131 Ms -3
5:(SilverHT,WisdomRB)
Luck 42
Drain, Bolt-X, Def-Down, Missile, Hush, Fireball, Hail, Pwr.Down,
Ag-Down
*Gate
----------------------------------------------------------------------------Banbhand (icy)
HP 154 Atk 115 Agi 77
XP 181 Z 106
AP 25 Def 50 Ms -2
2:(Charm,ShinyBR)
Luck 30
Zombie, Psn.Atck, Cure 2
Outside:M, Namanda
(Cure 2 is used if an ally has lost at least
[mHP/4] HP.)
----------------------------------------------------------------------------Barubary
HP 5000 Atk 380 Agi 90
XP 4000 Z 5000
AP 65535 Def 140 Ms -1
4:(SacredSH,ArmyGL)
Luck 80
CtrAttck, attack all, ColdBrth(88), FireBrth(88), Bolt X
*ShowCave, *Infinity
(Explaining Barubary is a bit complicated.)
(The first time you fight, you are expected to lose.)
(The second time, the battle ends automatically when
Barubary takes more that 1250 points of damage.)
(Barubary heals himself between the second and third times
if you choose not to fight him alone the third time.
Otherwise, he does not heal.)
(Barubary's attack power increases(?) when rHP drops
below 1000.)
----------------------------------------------------------------------------Barucuda (flying)
HP 153 Atk 153 Agi 134
XP 392 Z 306
AP 14 Def 44 Ms +1
2:(Extract,TigerSD)
Luck 28
Eggbetr, Typhoon
Namanda, SkyCave
----------------------------------------------------------------------------Basilisk
HP 170 Atk 111 Agi 83
XP 262 Z 84
AP 12 Def 59 Ms +2
1:(CureAl)
Luck 25
Eggbetr, Def-Down
Outside:Td
----------------------------------------------------------------------------Beak(1)
HP 50 Atk 22 Agi 15
XP 5
Z 5
AP 10 Def 40 Ms +2
0:(Herb)
Luck 1
...
*Gate (This enemy is fought in the prologue - you can't kill this
creature - any damage you do to it beyond 50HP is reduced to 0.
Any damage it does to you is curbed down so that you
always have at least 1 HP left. This enemy dies automatically when
you begin to stoop.)
----------------------------------------------------------------------------Beak(2)
HP 20 Atk 22 Agi 10
XP 4
Z 4
Def 20 Ms +4
0:(Herb)
Luck 2
...
^Huntsvil
----------------------------------------------------------------------------Beetle
HP 102 Att 90 Agi 56
XP 10 Z 192
Def 73 Ms +4
2:(CharmSH,SilverAR)
Luck 22
BuildUp
Outside:t
----------------------------------------------------------------------------BigHand (icy)
HP 953 Att 291 Agi 111
XP 2650 Z 424
AP 30 Def 152 Ms +2
1:(PwrFood,MamothCL)
Luck 46
Eggbetr, Def-Down
Infinity
----------------------------------------------------------------------------Biruburu
HP 34 Att 37 Agi 23
XP 9
Z 5
Def 23 Ms +4
3:(Herb,HelpBL)
Luck 5
CtrAttck
Outside:c
----------------------------------------------------------------------------Bloodskr (icy)
HP 38 Atk 39 Agi 30
XP 12 Z 8
AP 10 Def 23 Ms +4
2:(Herb,HelpBL)
Luck 8
Sap
Outside:V, Mt.Rocko
----------------------------------------------------------------------------Bouncer
HP 250 Atk 72 Agi 39
XP 50 Z 40
Def 40 Ms +1
Luck 28
...
^WildCat
----------------------------------------------------------------------------Bugbear
HP 38 Atk 38 Agi 27
XP 12 Z 10
Def 22 Ms +4
1:(Antdt)
Luck 16
Miss
Outside:V, TagWoods
----------------------------------------------------------------------------Bush
HP 500 Atk 1 Agi 255
XP 200 Z 0
AP 255 Def 10 Ms +4
Luck 5
-*FarmTown
0:(Herb)
----------------------------------------------------------------------------C.Bear
HP 253 Atk 115 Agi 78
XP 203 Z 128
AP 6
Def 60 Ms +4
2:(CloakKN,LopOffWP)
Luck 28
Atk-Up
Outside:T
----------------------------------------------------------------------------C.Kameo (aquatic)
HP 219 Atk 246 Agi 70
XP 776 Z 205
AP 30 Def 164 Ms 0
2:(IronSH,StarSH)
Luck 39
???
???
----------------------------------------------------------------------------C.Sludge
HP 7
Atk 4
Agi 300
XP 1502 Z 51
AP 10 Def 500 Ms -1
2:(LifePl,ElemntAR)
Luck 21
Runaway
Outside:FMZdt, W.Tunnel, Highfort, Dream, Namanda
----------------------------------------------------------------------------Cancer (fiery)
HP 186 Atk 219 Agi 81
XP 595 Z 193
AP 50 Def 132 Ms +4
1:(EarthAR,LoveBR)
Luck 36
Freeze
Outside:D, JackDoor
----------------------------------------------------------------------------Carm (spirit)
HP 190 Atk 254 Agi 139
XP 1260 Z 590
AP 175 Def 133 Ms -1
2:(MeowST)
Luck 44
Freeze, Hail
Infinity
----------------------------------------------------------------------------Catfish (aquatic)
HP 105 Att 62 Agi 51
XP 102 Z 54
AP 12 Def 30 Ms +2
1:(Shaker)
Luck 24
Def-Up
Outside:SR
----------------------------------------------------------------------------Chairman
HP 1000 Atk 20 Agi 200
XP 200 Z 9
Def 1
???
???
Ms -1
Luck 5
0:(Herb)
----------------------------------------------------------------------------Chiroru
HP 60 Atk 58 Agi 55
XP 40 Z 40
Def 38 Ms 1
0:(Herb)
Luck 5
...
*DryWell
----------------------------------------------------------------------------Chorking (flying)
HP 25 Atk 265 Agi 500
XP 3200 Z 1613
AP 10 Def 500 Ms -3
3:(Charm,ShinyBR)
Luck 40
Psn.Brth, RotBrth
Outside:G
----------------------------------------------------------------------------Conch (aquatic)
HP 284 Atk 265 Agi 73
XP 1350 Z 316
AP 50 Def 195 Ms -1
1:(EarthAR,LoveBR)
Luck 44
full immunity
Pwr.Down
Infinity
----------------------------------------------------------------------------Corpse (undead)
HP 25 Atk 25 Agi 14
XP 5
Z 7
Def 15 Ms +4
1:(SteelAR)
Luck 4
Miss
Mt.Fubi
----------------------------------------------------------------------------Cotris (icy)
HP 234 Atk 203 Agi 95
XP 570 Z 223
AP 42 Def 89 Ms +1
2:(WFruit,WiseBL)
Luck 37
CtrAttck, Hush
Outside:ZB
----------------------------------------------------------------------------Creon
HP 280 Atk 58 Agi 33
XP 60 Z 50
Def 34 Ms +2
0:(Herb)
Luck 12
Eggbetr
*DryWell
----------------------------------------------------------------------------Crodworm (icy)
HP 151 Att 164 Agi 81
XP 715 Z 208
AP 35
Def 66 Ms +1
Luck 34
1:(Extract,Van.Ext)
Tornado, Typhoon
Outside:f, SkyTower, SkyCave
----------------------------------------------------------------------------Cuttlecb (icy)
HP 74 Att 86 Agi 47
XP 93 Z 30
AP 12 Def 45 Ms +2
1:(Stamina)
Luck 26
Def-Up
W.Tunnel
----------------------------------------------------------------------------Cyclops
HP 950 Atk 280 Agi 63
XP 2880 Z 100
AP 50 Def 130 Ms +3
2:(IronSH,StarSH)
Luck 48
Atk-Up
Outside:Er, ForValy, Infinity
----------------------------------------------------------------------------D.Brnger (undead)
HP 207 Att 110 Agi 62
XP 353 Z 135
AP 12 Def 70 Ms +1
2:(WhiteSH,SilverAR)
Luck 35
Death
Outside:r, Highfort, Dream
----------------------------------------------------------------------------D.Crsdr
HP 264 Atk 213 Agi 77
XP 762 Z 512
AP 50 Def 124 Ms 0
1:(SokletAR,CrmsnCL)
Luck 39
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 Atk 42 Agi 44
XP 20 Z 14
AP 10 Def 26 Ms +2
1:(PwrFood)
Luck 12
...
Outside:xnwF
----------------------------------------------------------------------------D.Spider (undead)
HP 186 Atk 211 Agi 84
XP 451 Z 187
AP 21 Def 93 Ms +2
2:(LifePl)
Luck 37
Runaway
Bando, ThvsTomd
----------------------------------------------------------------------------D.Spirit (spirit)
HP 164 Atk 214 Agi 89
XP 625 Z 312
AP 10 Def 83 Ms -3
1:(DemonDR,ElmoreSD)
Luck 38
Sap, Drain
Bando
----------------------------------------------------------------------------Dadelous
HP 513 Atk 350 Agi 1
XP 2024 Z 700
AP 26 Def 158 Ms -3
2:(StoneAR,HeroAR)
Luck 48
Atk-Up
Infinity
----------------------------------------------------------------------------Danielle
HP 100 Atk 100 Agi 200
see Algernon
AP 65535 Def 5
Ms +3
0:(Herb)
Luck 9
Cure 2
*OwlWoods
----------------------------------------------------------------------------Darious (aquatic)
HP 254 Atk 181 Agi 87
XP 772 Z 210
AP 15 Def 73 Ms +4
2:(BreathAR,BlndedAR)
Luck 34
BuildUp
SkyTower
----------------------------------------------------------------------------Deathevn
HP 10000 Atk 400 Agi 138
XP 0
Z 0
AP 1000 Def 140 Ms -2
0:(Herb)
Luck 80
Explode/ColdBrth(88), Death, (disappear), (god's power), BoneLzr
*Infinity
The first time you fight this battle, the enemy does nothing but
Explode. The first battle doesn't end until you cast Anfini.
Explode is not used thereafter.
(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.)
----------------------------------------------------------------------------Dethpede
HP 136 Att 55 Agi 37
XP 26 Z 16
AP 10 Def 30 Ms +4
3:(Antdt)
Luck 11
Psn.Brth
Outside:wN
----------------------------------------------------------------------------Devilkid (fiery)
HP 32 Att 38 Agi 29
XP 6
Z 20
AP 20 Def 22 Ms 0
2:(Gold)
Luck 8
full immunity
...
Outside:cnF
----------------------------------------------------------------------------Dinabehm
HP 299 Atk 200 Agi 86
XP 1270 Z 220
AP 30 Def 78 Ms 0
1:(MoonDrop)
Luck 36
S.Boom
Outside:I, JackDoor
----------------------------------------------------------------------------DinaFung
HP 289 Att 76 Agi 72
XP 284 Z 76
AP 6
Def 44 Ms +2
2:(Frizbee)
Luck 23
Thunder
Outside:tdZ
----------------------------------------------------------------------------Dir.HR
HP 160 Atk 42 Agi 255
XP 169 Z 1
AP 20 Def 10 Ms +4
0:(Herb)
Luck 18
...
*Coliseum
----------------------------------------------------------------------------Docaden (icy)
HP 31 Atk 40 Agi 6
XP 9
Z 8
AP 5
Def 28 Ms +4
2:(GutsBL)
Luck 9
Spark
TagWoods
----------------------------------------------------------------------------DPaladin
HP 309 Atk 266 Agi 83
XP 1414 Z 642
AP 36 Def 144 Ms 0
2:(SokletAR,CrmsnCL)
Luck 44
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 Atk 245 Agi 109
XP 1260 Z 685
AP 15 Def 119 Ms +1
2:(GuardSH,NinjaML)
Luck 43
FireBrth(40)
Infinity
----------------------------------------------------------------------------E.Dragon (flying)
HP 680 Atk 321 Agi 99
XP 3920 Z 685
AP 100 Def 138 Ms -2
2:(EarthAR,LoveBR)
Luck 45
Eggbetr, FireBrth(40), Curse
Infinity
-----------------------------------------------------------------------------
E.Sludge
HP 13
Att 21 Agi 8
Def 13 Ms +4
Luck 1
XP 1
Z 2
2:(Herb)
...
Outside:HF, Dream, Infinity
----------------------------------------------------------------------------Eaterman (icy)
HP 32 Atk 36 Agi 28
XP 7
Z 6
AP 10 Def 21 Ms +2
1:(CureAl)
Luck 6
SwtBrth
Outside:cV, TagWoods
----------------------------------------------------------------------------Fastman
HP 145 Att 1 Agi 80
XP 65 Z 3
AP 12 Def 33 Ms +4
2:(Medicate,FireRG)
Luck 1
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 Atk 130 Agi 92
XP 1600 Z 0
AP 30 Def 0
Ms -3
3:(Stamina)
Luck 33
Runaway
(queen)
----------------------------------------------------------------------------Footman(1)
HP 100 Atk 30 Agi 16
XP 50 Z 100
Def 10 Ms +1
2:(BronzeHT,IronSH)
Luck 22
CtrAttck
Trout
----------------------------------------------------------------------------Footman(2)
HP 954 Atk 220 Agi 92
XP 1500 Z 600
AP 164 Def 135 Ms 0
3:(MystryHT)
Luck 35
Cure 2, Hush
*Bando
----------------------------------------------------------------------------G.Idol (fiery)
HP 369 Atk 269 Agi 1
XP 1220 Z 480
AP 43 Def 126 Ms -3
2:(FireRock,BraveAR)
Luck 38
BuildUp, Fireball
Outside:IDE
----------------------------------------------------------------------------G.Lizard
HP 118 Atk 96 Agi 63
XP 112 Z 83
AP 12 Def 45 Ms +4
2:(IronML,SlashGL)
Luck 23
Atk-Up
Outside:tdZ, W.Tunnel, Highfort
----------------------------------------------------------------------------G.Rider (undead)
HP 325 Atk 220 Agi 102
XP 1650 Z 515
AP 12 Def 118 Ms 0
2:(Stamina,ArmyGL)
Luck 41
Death
Infinity
----------------------------------------------------------------------------G.Roach (icy)
HP 1990 Atk 80 Agi 49
XP 500 Z 0
Def 12 Ms -2
1:(Herb)
Luck 25
...
*SimaFort
----------------------------------------------------------------------------G.Shaker (icy)
HP 209 Atk 95 Agi 50
XP 321 Z 63
AP 15 Def 45 Ms +4
1:(Shaker)
Luck 24
8.0
W.Tunnel
----------------------------------------------------------------------------Gallop
HP 202 Atk 178 Agi 170
XP 398 Z 138
AP 32 Def 64 Ms +2
2:(Dinker,Misosoup)
Luck 34
ColdBrth(40), FireBrth(40)
Outside:f
----------------------------------------------------------------------------Ganet
HP 5
Atk 1
Agi 511
XP 500 Z 2
AP 50 Def 511 Ms -3
0:(MoonDrop)
full immunity
Cure 2, Atk-Up, Hush
Outside:ZB, Infinity
----------------------------------------------------------------------------Ganga
HP 258 Atk 154 Agi 1
XP 500 Z 120
AP 15 Def 80 Ms +4
2:(StoneAR,EarthAR)
Luck 28
8.0
Mt.Maori, Dream
----------------------------------------------------------------------------Gargoyle (flying)
HP 165 Atk 158 Agi 117
XP 603 Z 305
AP 14 Def 53 Ms +1
2:(Charm,ShinyBR)
Luck 30
Cure 2, FireBrth(24)
SkyCave
(Cure 2 is used if an ally has lost more than [mHP/4]
HP.)
----------------------------------------------------------------------------Ghoul (undead)
HP 48 Atk 40 Agi 22
XP 16 Z 11
AP 10 Def 24 Ms +4
2:(Antdt)
Luck 11
Miss
Mt.Rocko
----------------------------------------------------------------------------GoldFly(1) (flying)
HP 65535 Atk 75 Agi 511
XP 0
Z 0
Def 40 Ms -3
Luck 20
Eggbetr
*SimaFort
----------------------------------------------------------------------------GoldFly(2) (flying)
HP 580 Atk 82 Agi 90
XP 520 Z 400
Def 65 Ms -3
6:(CureAl)
Luck 26
CtrAttck, Eggbetr, (interrupt: 1/4)
*SimaFort
----------------------------------------------------------------------------Gonghead(1)
HP 21 Att 22 Agi 18
XP 3
Z 3
Def 18 Ms +4
2:(Herb)
Luck 2
...
Outside:H, Dream
----------------------------------------------------------------------------Gonghead(2)
HP 1000 Atk 172 Agi 172
XP 2600 Z 1211
AP 32
Def 0
Ms -3
5:(Extract,Van.Ext)
Luck 40
Cure 4, Freeze
Outside:G
(Cure 4 is used if HP is less than or equal to
[mHP/4].)
----------------------------------------------------------------------------Guardeye(1) (fiery)
HP 538 Atk 208 Agi 170
XP 1600 Z 1000
AP 64 Def 169 Ms -2
0:(Herb)
Luck 70
Cure 3/Flame
*St.EvaCh
----------------------------------------------------------------------------Guardeye(2) (icy)
HP 538 Atk 208 Agi 102
XP 1600 Z 1000
AP 504 Def 169 Ms -2
0:(Herb)
Luck 70
Freeze
*St.EvaCh
-----------------------------------------------------------------------------
Grizzly
HP 25
XP 200 Z 9
0:(Herb)
...
^Huntsvil
----------------------------------------------------------------------------Guardian
HP 468 Atk 175 Agi 70
XP 2400 Z 700
AP 128 Def 60 Ms -1
0:(Herb)
Luck 35
Ag-Down, Hush, Def-Down, Pwr.Down
*SkyCave
----------------------------------------------------------------------------H.Crab (aquatic)
HP 102 Att 86 Agi 17
XP 120 Z 42
AP 20 Def 70 Ms +4
2:(Stamina)
Luck 26
Freeze
Outside:R, W.Tunnel
----------------------------------------------------------------------------H.Fly (flying)
HP 30 Atk 51 Agi 55
XP 20 Z 8
AP 10 Def 13 Ms +4
2:(Herb,HelpBL)
Luck 12
Psn.Atck, Curse
Outside:S, WitchTwr, Highfort
----------------------------------------------------------------------------Harpy(1) (flying)
HP 27 Att 37 Agi 29
XP 9
Z 14
AP 8
Def 21 Ms +4
2:(Herb,HelpBL)
Luck 7
Cure 1
Outside:V, TagWoods
----------------------------------------------------------------------------Harpy(2) (flying)
HP 140 Att 48 Agi 0
XP 64 Z 80
Def 0 Ms -3
0:(Herb)
Luck 9
...
Demo
----------------------------------------------------------------------------Headhutr
HP 251 Att 214 Agi 101
XP 922 Z 295
AP 16 Def 122 Ms -1
2:(IceChunk)
Luck 40
???
???
----------------------------------------------------------------------------Hellion
HP 920 Atk 389 Agi 103
XP 4020 Z 1355
AP 50 Def 159 Ms -1
2:(HolySH)
Luck 55
CtrAttck, Curse, FireBrth(55)
Infinity
----------------------------------------------------------------------------Hemoglod
HP 40 Atk 41 Agi 51
XP 180 Z 0
AP 40 Def 24 Ms +4
2:(Dinker,MisoSoup)
Luck 12
Runaway
(queen)
----------------------------------------------------------------------------Hood(1)
HP 82 Atk 45 Agi 35
XP 45 Z 50
Def 24 Ms +3
0:(Herb)
Luck 8
Backup
*Mt.Rocko
----------------------------------------------------------------------------Hood(2)
HP 44 Atk 60 Agi 22
XP 0
Z 5656
Def 34 Ms +4
0:(Antdt)
Luck 10
...
Demo
----------------------------------------------------------------------------Humus (spirit)
HP 237 Atk 229 Agi 108
XP 915 Z 422
AP 7
Def 102 Ms -1
2:(D.Earing,WorthRG)
Luck 41
SwtBrth, Death
Infinity
(Relax, Humus doesn't have enough AP to cast Death.)
----------------------------------------------------------------------------Hunchbak
HP 16 Atk 23 Agi 18
XP 2
Z 3
Def 14 Ms +2
2:(Herb)
Luck 1
...
Outside:H
----------------------------------------------------------------------------Ifeleet(1) (fiery)
HP 714 Att 350 Agi 102
XP 3460 Z 620
AP 80 Def 156 Ms -2
2:(AmberRG,SacredSH)
Luck 45
FireBrth(40), Fireball
Infinity
----------------------------------------------------------------------------Ifeleet(2)
HP 160 Att 180 Agi 110
XP 12000 Z 5656
AP 200 Def 0
Ms 0
3:(Antdt)
Luck 35
Fireball
Demo
----------------------------------------------------------------------------J.Fish (aquatic)
HP 63 Att 78 Agi 120
XP 52 Z 24
AP 5
Def 28 Ms +4
3:(Antdt)
Luck 17
Runaway
Outside:R
----------------------------------------------------------------------------J.Worm
HP 1103 Atk 75 Agi 52
XP 440 Z 200
AP 10
Def 48 Ms 0
2:(Extract,Van.Ext)
Luck 29
CtrAttck, SwtBrth, Psn.Brth
*SimaFort
----------------------------------------------------------------------------Jacky
HP 4
Atk 159 Agi 100
XP 111 Z 333
AP 10 Def 500 Ms -3
2:(WiseBL,LopOffWP)
Luck 31
full immunity
Cure 1
Memory
----------------------------------------------------------------------------Jailer
HP 460 Atk 78 Agi 44
XP 288 Z 200
AP 50 Def 45 Ms +1
0:(Herb)
Luck 30
Cure 3, Spark, CtrAttck
*SimaFort
----------------------------------------------------------------------------Joker (fiery)
HP 580 Atk 43 Agi 24
XP 300 Z 200
Def 38 Ms +1
0:(Herb)
Luck 30
Psn.Chop
*Mt.Rocko
----------------------------------------------------------------------------K.Goblin
HP 46 Atk 50 Agi 38
XP 19 Z 17
AP 12 Def 24 Ms +1
1:(Gold)
Luck 11
Def-Down, Runaway
Outside:wN
----------------------------------------------------------------------------K.Sludge
HP 1000 Atk 300 Agi 500
XP 7000 Z 5000
AP 500 Def 150 Ms -3
3:(SacredSH,ArmyGL)
Luck 50
Death
Outside:G
-----------------------------------------------------------------------------
KARI
XP 200 Z 9
0:(Herb)
----------------------------------------------------------------------------Katt
HP 220 Atk 42 Agi 511
XP 200 Z 80
Def 26 Ms +4
0:(Herb)
Luck 20
(insult)
*Coliseum
----------------------------------------------------------------------------Kimaira (fiery)
HP 989 Att 306 Agi 129
XP 3725 Z 552
AP 30 Def 140 Ms -1
2:(DemonDR,ElmoreSD)
Luck 42
CtrAttck, FireBrth(40)
Outside:E, JackDoor
----------------------------------------------------------------------------Kimoto (aquatic)
HP 75 Att 49 Agi 41
XP 27 Z 18
AP 20 Def 36 Ms +4
2:(BronzeSD,JahAR)
Luck 28
Def-Up, Atk-Up
Outside:wN
----------------------------------------------------------------------------Kiyhood (aquatic)
HP 188 Atk 189 Agi 85
XP 469 Z 232
AP 13 Def 97 Ms +2
1:(MoonDrop)
Luck 37
Psn.Brth, RotBrth, SwtBrth
Outside:B, Namanda, ThvsTomd
----------------------------------------------------------------------------Kuwadora (fiery)
HP 1650 Atk 81 Agi 53
XP 1600 Z 800
AP 500 Def 48 Ms 0
4:(IronML,SlashGL)
Luck 43
Shimmy, (interrupt: 1/2, 1/4)
*SimaFort
----------------------------------------------------------------------------Leech (icy)
HP 19 Atk 24 Agi 16
XP 2
Z 2
AP 10 Def 10 Ms +4
1:(Herb)
Luck 2
...
Outside:H, Mt.Fubi
----------------------------------------------------------------------------Lyverma (spirit)
HP 289 Atk 221 Agi 100
XP 1172 Z 201
AP 40 Def 105 Ms -3
3:(SkullBR,CrsntSD)
Luck 39
Curse, Sap
Bando
----------------------------------------------------------------------------M.C.Tusk (icy)
HP 1520 Atk 168 Agi 66
XP 2700 Z 1300
AP 500 Def 70 Ms -1
4:(CharmSH,SilverAR)
Luck 35
(rumble), Cure 2
*Circus
----------------------------------------------------------------------------M.Golem
HP 307 Atk 269 Agi 1
XP 790 Z 300
AP 0
Def 112 Ms -3
1:(StoneAR,HeroAR)
Luck 37
Spark
Outside:ZIfE, FogValy, JackDoor
----------------------------------------------------------------------------M.Knight
HP 6
Atk 211 Agi 160
XP 666 Z 666
AP 10 Def 511 Ms -3
1:(ThornWP,GlassDR)
Luck 39
full immunity
Cure 1
St.EvaCh
----------------------------------------------------------------------------M.Mummy(1) (undead)
HP 47 Att 52 Agi 57
XP 30 Z 23
AP 5
Def 31 Ms +1
2:(LifePl)
Luck 13
Cold, Spark
WitchTwr, Highfort
----------------------------------------------------------------------------M.Mummy(2) (undead)
HP 70 Att 37 Agi 0
XP 12000 Z 5656
AP 70 Def 45 Ms +2
0:(Antdt)
Luck 28
Cold, Spark
Demo
----------------------------------------------------------------------------Maindstr (spirit)
HP 220 Atk 228 Agi 100
XP 832 Z 270
AP 33 Def 88 Ms -3
1:(MoonDrop)
Luck 38
Hush, Freeze
Bando
----------------------------------------------------------------------------Magicmas (flying)
HP 228 Def 202 Agi 62
XP 1652 Z 557
AP 20 Def 98 Ms 0
2:(SilverHT,WisdomRB)
Luck 43
Fireball, Hail, Typhoon
Infinity
----------------------------------------------------------------------------Mamot (icy)
HP 736 Atk 257 Agi 92
XP 1724 Z 302
AP 15 Def 69 Ms +2
1:(PwrFood,MamothCL)
Luck 41
Eggbetr, 8.0
Outside:EB
----------------------------------------------------------------------------Meedid (icy)
HP 175 Atk 127 Agi 69
XP 332 Z 167
AP 20 Def 63 Ms +2
2:(CureAl)
Luck 27
SwtBrth
Outside:M, Mt.Maori
----------------------------------------------------------------------------Mimic
HP 69 Atk 69 Agi 42
XP 38 Z 46
AP 20 Def 38 Ms -3
3:(Gold)
Luck 18
full immunity
Zombie
SimaFort, Dream, Namanda, FogValy
----------------------------------------------------------------------------Monoped (fiery)
HP 68 Atk 57 Agi 35
XP 38 Z 21
Def 39 Ms +4
2:(Medicate,FireRG)
Luck 14
...
WitchTwr
----------------------------------------------------------------------------Munmar (spirit)
HP 800 Atk 105 Agi 73
XP 1150 Z 2000
AP 10 Def 50 Ms -3
2:(D.Earing,WorthRG)
Luck 31
Horror
*W.Tunnel
----------------------------------------------------------------------------N.Rider
HP 1000 Atk 400 Agi 230
XP 5000 Z 3000
AP 500 Def 208 Ms -3
3:(MedusaSH,NoTwinRP)
Luck 80
Typhoon, Hail, Fireball
Outside:r
----------------------------------------------------------------------------Necroman (undead)
HP 2400 Atk 260 Agi 100
XP 3800 Z 2000
AP 96
Def 132 Ms -2
4:(DreamBR)
Luck 68
Zombie, Death, Sap, RotBrth
*Bando
-----------------------------------------------------------------------------
Needle (icy)
XP 394 Z 192
2:(IceChunk)
----------------------------------------------------------------------------P.Dragon (spirit)
HP 999 Atk 478 Agi 133
XP 6630 Z 3000
AP 200 Def 162 Ms -3
2:(LoveBR,LifeBR)
Luck 62
CtrAttck, Fireball, RotBrth
Infinity
----------------------------------------------------------------------------P.Eater (undead)
HP 128 Atk 156 Agi 72
XP 152 Z 220
AP 5
Def 107 Ms -2
3:(Gold)
Luck 33
Runaway
Memory, FogValy, Namanda
----------------------------------------------------------------------------P.Spider
HP 200 Atk 42 Agi 30
XP 30 Z 30
AP 10 Def 20 Ms +3
0:(Herb)
Luck 12
Psn.Atck
*Mt.Rocko
----------------------------------------------------------------------------Paladin
HP 496 Atk 252 Agi 77
XP 1000 Z 800
AP 300 Def 70 Ms -2
2:(WFruit,WiseBL)
Luck 30
Shield, Def-UpX
*FarmTown
----------------------------------------------------------------------------Palo
HP 90 Atk 28 Agi 511
XP 50 Z 9
AP 100 Def 20 Ms -1
0:(Herb)
Luck 5
...
*Mt.Fubi
----------------------------------------------------------------------------Peach
HP 40 Atk 28 Agi 510
XP 50 Z 9
Def 20 Ms -3
0:(Herb)
Luck 5
...
*Mt.Fubi
----------------------------------------------------------------------------Pepshun (icy)
HP 133 Atk 120 Agi 70
XP 720 Z 0
AP 20 Def 67 Ms +4
3:(PwrFood)
Luck 28
Cure 4, FireBrth(24)
(queen)
----------------------------------------------------------------------------Pest
HP 10 Atk 27 Agi 30
XP 7
Z 10
Def 10 Ms +4
0:(Herb)
Luck 5
...
*Ruins
----------------------------------------------------------------------------Pharaoh (undead)
HP 150 Att 31 Agi 68
XP 263 Z 164
AP 30 Def 52 Ms -1
2:(SkullBR)
Luck 27
Freeze, Cold, RotBrth
Highfort
----------------------------------------------------------------------------Pima
HP 161 Atk 109 Agi 121
XP 158 Z 62
AP 20 Def 42 Ms +1
2:(Dinker,MisoSoup)
Luck 23
Ag-Up
Outside:t
----------------------------------------------------------------------------Pollen (fiery)
HP 69 Atk 50 Agi 63
XP 97 Z 18
AP 30 Def 25 Ms +4
1:(LifePl)
Luck 25
BuildUp, Spark, Flame
Outside:StMTdZ, Highfort, Mt.Maori, Namanda
----------------------------------------------------------------------------Poltrgst (spirit)
HP 57 Atk 80 Agi 60
XP 89 Z 30
AP 26 Def 51 Ms +1
1:(WFruit,WiseBL)
Luck 18
...
SimaFort
----------------------------------------------------------------------------Portal
HP 1530 Atk 160 Agi 70
XP 2400 Z 1250
AP 500 Def 65 Ms -3
0:(Herb)
Luck 46
Typhoon, Tornado, FireBrth(40)
Highfort
(All normal spell damage heals this enemy instead
of damaging it.)
----------------------------------------------------------------------------Puti
HP 40 Atk 28 Agi 509
XP 50 Z 9
Def 20 Ms -3
0:(Herb)
Luck 5
...
*Mt.Fubi
----------------------------------------------------------------------------R.Guard
HP 189 Atk 216 Agi 172
XP 832 Z 251
AP 40 Def 71 Ms -3
2:(BronzeHT,IronSH)
Luck 34
Runaway
Outside:B, Namanda, SkyCave, JackDoor, St.EvaCh
----------------------------------------------------------------------------R.Slug (icy)
HP 241 Atk 201 Agi 102
XP 206 Z 521
AP 100 Def 76 Ms +2
2:(Bandana)
Luck 40
Spark
Namanda, St.EvaCh
----------------------------------------------------------------------------Racegude (spirit)
HP 281 Atk 253 Agi 113
XP 1626 Z 515
AP 50 Def 124 Ms -3
2:(Stamina,ArmyGL)
Luck 42
Sap
Infinity
----------------------------------------------------------------------------Ralooba (undead)
HP 273 Atk 123 Agi 78
XP 296 Z 159
AP 41 Def 61 Ms +4
2:(SkullBR)
Luck 26
Psn.Brth
Highfort
----------------------------------------------------------------------------Rapider (flying)
HP 148 Atk 150 Agi 102
XP 349 Z 163
AP 16 Def 64 Ms -1
1:(Biscuit,SlicerDR)
Luck 31
FireBrth(24)
Dream, Memory
----------------------------------------------------------------------------Ray
HP 65535 Atk 120 Agi 76
XP 0
Z 0
AP 100 Def 200 Ms -2
0:(Herb)
Luck 80
(etherstorm)
*St.EvaCh
----------------------------------------------------------------------------Roach
HP 100 Atk 30 Agi 12
XP 32 Z 15
Def 18 Ms +4
0:(Herb)
Luck 15
(get up:60%)
*Ruins
----------------------------------------------------------------------------RoadSlug (icy)
HP 176 Atk 132 Agi 79
XP 383 Z 175
AP 33 Def 48 Ms -2
1:(Bandana)
Luck 32
S.Boom, Thunder
Outside:DB, Memory, SkyCave, JackDoor
----------------------------------------------------------------------------Ryusight
HP 1
Atk 123 Agi 83
XP 280 Z 0
AP 15 Def 0
Ms +4
2:(LuckCndy)
Luck 30
...
(queen)
----------------------------------------------------------------------------S.Goblin
HP 16 Atk 27 Agi 23
XP 2
Z 6
Def 14 Ms +1
0:(Charm)
Luck 3
Runaway
Mt.Fubi
----------------------------------------------------------------------------S.Golem(1)
HP 452 Att 165 Agi 1
XP 489 Z 492
AP 20 Def 72 Ms -2
2:(StoneAR,EarthAR)
Luck 28
Cure 1
Outside:tdZ
----------------------------------------------------------------------------S.Golem(2) (fiery)
HP 1600 Atk 282 Agi 1
XP 1624 Z 415
AP 500 Def 122 Ms -3
3:(Antdt)
Luck 5
Fireball
*FarmTown
----------------------------------------------------------------------------S.Idol (icy)
HP 218 Atk 62 Agi 1
XP 89 Z 41
AP 10 Def 39 Ms +4
1:(StoneAR,EarthAR)
Luck 32
ColdBrth(40)
Outside:S, Dream
----------------------------------------------------------------------------Seenates(1)
HP 145 Att 61 Agi 49
XP 66 Z 33
Def 45 Ms -2
3:(LuckCndy)
Luck 17
Eggbetr
WitchTwr
----------------------------------------------------------------------------Seenates(2)
HP 42 Att 70 Agi 127
XP 0
Z 5656
Def 44 Ms +4
0:(Antdt)
Luck 18
...
Demo
----------------------------------------------------------------------------Sheef (undead)
HP 154 Atk 193 Agi 92
XP 358 Z 314
AP 15 Def 74 Ms +4
1:(DemonDR,ElmoreSD)
Luck 36
Zombie
ThvsTomd
----------------------------------------------------------------------------Shupukay (spirit)
HP 980 Atk 160 Agi 80
XP 2350 Z 1250
AP 511 Def 75 Ms -1
0:(Herb)
Luck 40
Hush, S.Boom, Drain, Death, Thunder
*HighFort
----------------------------------------------------------------------------Shupri (icy)
HP 174 Atk 199 Agi 86
XP 331 Z 229
AP 20 Def 91 Ms +4
2:(Herb,HelpBL)
Luck 35
Swt.Brth
Outside:I
----------------------------------------------------------------------------Sireen (flying)
HP 121 Atk 111 Agi 67
XP 159 Z 95
AP 15 Def 40 Ms 0
2:(WizardRG,FireRG)
Luck 22
...
UpaCave
----------------------------------------------------------------------------Skeleton (undead)
HP 271 Atk 258 Agi 105
XP 920 Z 521
AP 10 Def 125 Ms -3
2:(DemonDR,ElmoreSD)
Luck 43
full immunity
Psn.Atck, Zombie
Infinity
----------------------------------------------------------------------------Sniphead
HP 68 Atk 44 Agi 37
XP 16 Z 16
AP 5
Def 36 Ms +1
1:(Extract,Van.Ext)
Luck 15
BuildUp, Spark
Outside:xnF, Dream
----------------------------------------------------------------------------Soldier
HP 1250 Atk 235 Agi 70
XP 2000 XP 1200
AP 100 Def 130 Ms -1
3:(SokletAR,CrmsnCL)
Luck 42
Atk-Up
*Evrai
----------------------------------------------------------------------------Soulflik (spirit)
HP 83 Atk 119 Agi 65
XP 269 Z 35
AP 29 Def 62 Ms 0
2:(DreamBR)
Luck 30
Drain, Sap
Highfort
----------------------------------------------------------------------------Stamen (icy)
HP 183 Atk 62 Agi 48
XP 64 Z 32
AP 10 Def 27 Ms +2
2:(LifePl)
Luck 16
SwtBrth
Outside:S, Namanda
----------------------------------------------------------------------------Stinger (icy)
HP 105 Att 123 Agi 59
XP 140 Z 57
AP 30 Def 62 Ms +4
1:(Extract,Van.Ext)
Luck 24
Cure 1, CtrAttck
UpaCave
----------------------------------------------------------------------------Stone
HP 9
Atk 20 Agi 1
XP 200 Z 0
Def 255 Ms -1
0:(Herb)
Luck 5
-*FarmTown
----------------------------------------------------------------------------Stooly (icy)
HP 70 Atk 49 Agi 51
XP 24 Z 16
AP 30 Def 35 Ms -1
1:(Charm)
Luck 13
Ag-Down, Pwr.Down, Def-Down
Outside:N
----------------------------------------------------------------------------Stump(1)
HP 1000 Atk 30 Agi 100
XP 300 Z 0
AP 100 Def 1 Ms -1
0:(Herb)
Luck 5
-*FarmTown
----------------------------------------------------------------------------Stump(2)
HP 180 Atk 0 Agi 0
XP 20 Z 20
Def 20 Ms +4
0:(Herb)
Luck 15
-Demo
----------------------------------------------------------------------------Suiky
HP 100 Atk 100 Agi 200
see Algernon
AP 65535 Def 5
Ms +3
0:(Herb)
Luck 9
Thunder
*OwlWoods
----------------------------------------------------------------------------Terapin
HP 1300 Atk 66 Agi 32
XP 300 Z 500
AP 100 Def 33 Ms -1
0:(Herb)
Luck 20
Brainwav, FireBrth(24), (shake)
*DryWell
----------------------------------------------------------------------------Tiga
HP 65535 Atk 310 Agi 200
XP 1
Z 1
Def 120 Ms -1
0:(Herb)
Luck 50
...
*CotLnd
(You are expected to lose this battle, but what
happens if you win?)
----------------------------------------------------------------------------Titong
HP 260 Atk 192 Agi 84
XP 590 Z 289
AP 20 Def 89 Ms +4
1:(ThornWP,GlassDR)
Luck 36
Atk-Up, Def-Up
Outside:D, JackDoor
----------------------------------------------------------------------------Torubo
HP 110 Atk 85 Agi 72
XP 1750 XP 1000
AP 1000 Def 65 Ms -1
0:(Herb)
Luck 34
Eggbetr
*Highfort
----------------------------------------------------------------------------V.Head
HP 122 Atk 89 Agi 41
XP 112 Z 44
AP 14 Def 68 Ms +4
2:(Herb,HelpBL)
Luck 20
Cure 2
W.Tunnel, Dream, FogValy, Namanda, SkyCave
----------------------------------------------------------------------------Venusfly (icy)
HP 161 Atk 112 Agi 51
XP 214 Z 61
AP 18 Def 55 Ms +4
3:(CureAl)
Luck 28
FireBrth(24), BuildUp
Outside:MT, Mt.Maori
----------------------------------------------------------------------------Villagrs
HP 5
Atk 20 Agi 100
XP 200 Z 200
Def 5 Ms -1
4:(GutsBT,HeroBT)
Luck 5
*DryWell
----------------------------------------------------------------------------W.Bear
HP 73 Atk 48 Agi 35
XP 20 Z 23
AP 0
Def 35 Ms +4
1:(LifePl)
Luck 12
CtrAttck
Outside:xnwF
----------------------------------------------------------------------------Warrior
HP 416 Att 216 Agi 86
XP 700 Z 1000
AP 128 Def 90 Ms -1
2:(CureAl)
Luck 30
???
???
----------------------------------------------------------------------------Widow(1)
HP 22 Att 26 Agi 18
XP 5
Z 4
AP 10 Def 18 Ms +2
3:(Antdt)
Luck 4
Psn.Atck
Mt.Fubi
----------------------------------------------------------------------------Widow(2)
HP 54
Att 60 Agi 22
XP 12000 Z 5656
AP 1000 Def 27 Ms +4
0:(Antdt)
Luck 10
...
Demo
----------------------------------------------------------------------------Wildcat
HP 610 Atk 60 Agi 64
XP 700 Z 400
AP 300 Def 42 Ms -1
Luck 25
Dice, Chopchop
*WildCat
----------------------------------------------------------------------------Willowsp (spirit)
HP 44 Atk 41 Agi 39
XP 20 Z 11
Def 32 Ms +1
2:(Herb, HelpBL)
Luck 9
Pwr.Down
Mt.Rocko
----------------------------------------------------------------------------Witch
HP 250 Atk 62 Agi 35
XP 50 Z 0
AP 128 Def 30 Ms +4
Luck 20
Spark, Cure 1, SwtBrth, Thunder
^WildCat
----------------------------------------------------------------------------Zodiac (aquatic)
HP 890 Atk 441 Agi 142
XP 5290 Z 1220
AP 100 Def 151 Ms -2
2:(ArmyGL,9-TailWP)
Luck 60
Firebrth(56), Coldbrth(56), Eggbetr
Infinity
----------------------------------------------------------------------------Zombie (undead)
HP 682 Atk 220 Agi 92
XP 1000 Z 500
AP 64 Def 93 Ms 0
2:(LifePl)
Luck 30
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.
To save yourself hardship, wander around to the East of Hometown and build
up your levels before returning Suzy to her master. Use this opportunity to
hunt for Roasts as well. Level 10 is a good stopping point.
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
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 restaurant 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
--------------------------------------------Yes -8 goto 2
No +4 goto 3
Yes 0 goto 5
No -4 goto 4
Yes +4 end
No -4 goto 4
Yes 0 goto 5
No -2 goto 6
Yes +4 end
No -2 goto 6
Yes +4 end
No -2 goto 6
At the end of it all, you will receive an award depending of Wildcat's mood:
Mood >= 112 (yellow or better)
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. 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
defeated 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. These can also be dropped on rare occasion
by N.Riders.
_ _ __
........
___ _........
_-_........
_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,
StarrSD, HolyRP, and NoTwinRP are all holy weapons, but most of them are
hard to come by.
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
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.
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.
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 calculated 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
reasonable way. The random number generator is solidly built and there's
nothing you can do to exploit it. If your not getting lucky, there's nothing
I advise you can do about it, it's just your lot in life.