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*Breath of Fire II: FAQ* by *BSiron* </users/BSiron/contributions> /

*Sabin 2002* </users/ArchangelMalach/contributions>


*Updated:* 2001-05-20 | *Original File*
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* More for Breath of Fire II (SNES) //
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o FAQ/Walkthrough by kuhchung
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o Walkthrough by Schimmel </snes/563530-breath-of-fire-ii/faqs/5437>
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o Cheats and Secrets (2) </snes/563530-breath-of-fire-ii/cheats>
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o How to recruit Bleu help plz. Spoilers??
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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

thank-you list, better character information (includes level-up gains), more


discoveries, and less errors all around.
Thanks go to:
(irwin.51@postbox.acs.ohio-state.edu)
Jim Irwin - for the detailed township tenant listing. This
speeded up my search a lot - and enabled me to make a
slightly more comprehensive listing.
(kerris@nucleus.com)
Rory Mahood - for finding the elusive StarrSD and Octopus items, and
for greatly expanding my list of battle award items.
(arcadia@crl.com)
Arcadia, Esq. (Rocky Kassos)
(duchess-29@hotmail.com)
(mattlambo@juno.com)
Matt Lambo - for listings of items which are battle awards.
(ragnarok@sci.fi)
Ragnarok (Heikki Ruuska) - for the secrets file which helped me a lot
the first time I played BoF2, and gave me lots of things to
check while compiling this handbook.
(asanchez@Texas.net)
Andrew Sanchez - for finding Pechiri.
(mokona@logicworld.com.au)
for the info about Akky's kittens and about the
fact that nothing happens if you clear both tolen boards with
only 8 tolens.
(nathanm@znet.net.au)
Nathan McDonald - for finding the NinjaML item.
(dm3@tca.net)
Stephen O'Neal - for finding the use of the SkullBR item.
(Epametheus@aol.com)
Ed, also 'Phoenix' - for finding the Zodiac enemy and with it, the
9-TailWP.
No thanks go to:
Ray Greer - and the team responsible for the carelessly inaccurate,
incomplete, and generally clueless 'Breath of Fire II:
Authorized Game Secrets' guide. I can't believe that Capcom
endorsed this. I can only guess that it is because Capcom in
America doesn't know a whole lot about the work that Capcom's
programmers in Japan do, or they don't care. Nothing in this
handbook has been stolen from Mr.Greer's book, I am proud to
say.
----------------------------------------------------------------------------Table Of Contents

----------------------------------------------------------------------------section

begins at this percent of the way


through this vast document

Notation
Bugs!

0%
.

0.5%

Welcome to the Party

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%

Huntin' & Fishin'

69.5%

Spoils of War

74%

Know Your Enemy

76%

Tips n' Tricks

96%

Appendix 1: Percent to Binary conversions

99%

Appendix 2: Bof2's Random Number Generator

99.5%

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

-=-=-=========================- Notation -==========================-=throughout this handbook, I use the following mathematical notation:
[x]

the greatest integer less than or equal to x. This arises because


all division operations done by the game console's uP unit round down
automatically

(a..b) a number between a and b, including the possibility of being a or b


x = (a..b)
choose a number for x randomly from the given range
(a,b,c,d)
x = {a,b,c,d}

a number chosen as one from amongst this set of numbers


choose a number from the given set randomly and assign to x

other abbreviations:
IMHO

in my humble opinion...

FWAK

Furry Wittle Animal Kitten.

all other notation is explained in the section in which it is introduced.


Just be patient and read the full 'Welcome to the Party' section...

-=-=-==========================-

Bugs!

-==========================-=-

BoF2 has it's own small set of bugs. Nothing major, just minor annoyances.
I call these bugs because I can't see why the programmers would have intended
these things to be these ways:
FireBrth, ColdBrth, FireDrgn, IceDrgn, and T.Drgn do NOT deal elemental
damage as their names would suggest.
The DmndBR does NOT prevent the Death spell from working. The authorized
game secrets guide for BoF2 says that it does, but I have tested this out
thoroughly on my copy of BoF2 and found it to be false. Only the LifeBR
prevents Death.
The GutsBT does NOT result in any increase in the Guts rating of a character.
The Angel Shaman, Seny, gives no standard bonus.
There are plenty of equipment items giving resistance to holy damage, but
none to give resistance to wind damage. This is to be contrasted with the
fact that the opposition never makes any holy attacks, but makes plenty of
wind attacks.
When you try to 'Swch' a priceless item at an equipment shop, the game
crashes.
The FastShoe gives no bonus to the probability of getting a lead-off attack,
despite the description of the item (maybe this was just a translation
error...).
The Mckrl item 'looks tasty', but has no effect when used.
Weapons are not capable of dealing wind elemental damage, despite their names.
The Agi.Up combat condition has no effect.

The Cond.Up item only raises bCond to 225, not 255. This could be a typo by
the developers, or it could be intentional, I'm not sure. My guess is that
nobody caught it because Cond. shows 'Super' either way, and the role of
the bCond stat is an enigma.
One more thing - for those of you who want to test that my algorithms really
are accurate to the point (which I assert they are), be sure to consult
Appendix A for conversion between % factors and binary fractions. BoF2
speeds up all of its calculations by using division by powers of 2 (shift
operations) instead of normal division whenever possible. This is done via a
precalculated conversion table between % factors and fractions using 256 in
the denominator. Needless to say, this conversion sacrifices precision, and
for a while it caused me a lot of frustation when I was trying to figure out
what was really going on in the calculations. Appendix A lists the
appropriate fraction to use for a given percent factor. All of my algorithms
use percent factors whenever possible in place of these unwieldy fractions to
make the math look as simple as it should be.

-=-=-=================-

Welcome to the Party

-====================-=-

This section introduces the basic system that BoF2 uses for characters,
combat, items, spells, and so forth...
- - - - - - - - - - Basic Party Mechanics - - - - - - - - - Your party is composed of the band of adventurers which from which you can
choose to take along with you on your quest. Those currently being taken
along are your party members, and they form your group. You may have between
1 and 4 party members. At some points in the story, you are compelled to use
certain characters as party members, and in many places, characters leave
your party altogether. But fear not - in the end they will all (except for
the child) return to help you fulfill your destiny.
by default (that is to say, except in a few special cases), you will be
compelled to use the hero as a party member. The hero's name is whatever you
choose to call him, so I just refer to him as 'the hero'. All other
characters' names are unalterable, so far as I know, so I call them by name.
All names are four characters or less, and in most cases the game assumes a
name to be exactly four characters. So, if you're going to name your hero
'Ed', be prepared to see some dorky formatting of text. To avoid this,
choose something with exactly 4 characters instead, like 'Eddy'.
There are two versions of the hero, and for all intents and purposes they
are separate characters. One is the child who you play during the prologue,
and the other hero is the one you play throughout the rest of the quest.
They have the same name and stats that match perfectly, but otherwise they
are completely different.
I have chosen the following 1-letter abbreviation scheme for party members:

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

to save your game's state in the slot which


does not allow cross saving (saving to
the chance of overwriting a different saved
major pain when you want to try out

something new and not be stuck with the consequences. To save to another
slot, you must copy the data in one slot to another and then you may play
each separately. Thus, to experiment, you must save and copy often, or
know beforehand when to do so, so that you will have a fairly recent copy
with which you can experiment. BoF2 is pretty bug-free; there doesn't
seem to be anything that can go wrong that will screw around with your
saved data (unlike the 'Relm sketch' bug in FF3). Only you can do that....
As for items - they are held in two inventories, a 'Spcls' list, and
equipment lists which are personal to each character. The equipment lists
exist whether the character is in your party or not, but you may only
access the equipment of party members.
The stuff in 'Spcls' can't be used, moved, dropped, destroyed, sold,
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.

party and the bank inventory. The party


into each slot may be placed either one single
same type of a groupable item. Single items are
characters, and groupable items may have up to 6.

The bank inventory is much bigger - it has 126 slots. Items can be shuffled
back and forth between the party inventory and the bank inventory at no cost,
but ONLY at bank outlets (no exceptions). Bank outlets are typically next to
item shops.
The party inventory is accessible at all times and is independent of who is
in your party. This scheme has the potential to produce nonsensical
situations, but luckily, BoF2's plot does not have to explain a situation in
which your party members change without everyone in the party meeting up in
a common area. So, unlike FF3(6j) (Final Fantasy III (VI), also for the SNES),
this
is a plausible model. (You don't have a situation in which character A buys
a Herb and then the game switches to character B, who strangely enough has
the Herb available to use in his inventory even though A and B haven't met
since the time A bought the Herb).
Items may also be kept in the equipment slots personal to each character.
These slots are specialized:
1
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

current one. In combat, it is a little more of a pain. You CAN change


equipment in battle, but only the non-etc. stuff. To do this, use Item,
and select the piece of equipment. If the character can wear it, you will
be able to 'Use' or 'Eqp' instead of just being able to 'Use' it.
What is in these equipment slots is not affected by the process of the
character leaving and joining the party. If character A leaves, he takes the
items in these slots with him, and when he returns, he will be wearing
exactly the same stuff that he had when he left.
This brings me to using items. The method is different for combat vs.
non-combat situations, since in combat you are giving orders about what the
party members are going to do in the following round, without necessarily
knowing the order in which actions are going to be taken. All items produce
the same effect in or outside of battle, except that some effects are only of
benefit in certain situations - what varies is whether the item may be used
in a given situation, not the effect that it has.
Outside of combat, if use of an item will produce no effect, BoF2 will not
let you use it. This is as opposed to combat, where there is no such
restriction (BoF2 lets you go ahead, knowing that by the time the character
takes an action, the item's effect might be useful - or it may not - there is
no way to tell ahead of time). When you give an order for an ally to use an
item, it is seemingly removed from the inventory. It is still there, but
you can't see it. The item does not actually get removed until the
character uses it, and only if it is a 'consumable' item (in this way, items
are not wasted, but in the sense that they may be used for no effect,
they are).
Finally, if your inventory is full, you will not be able to buy new items or
unequip etc. type equipment. If you find an item but your inventory is full,
you will be told what item was found but you will not be able to take it. It
will remain there until to try to obtain it when your inventory is no longer
full (except in the case of food placed on the carpenter's table in TownShip,
which disappears). Also, if your inventory is full, you can't win items in
battle.
Your party has 2 money reserves - a party supply, and a bank reserve. The
party supply can hold a maximum of 9,999,999 Z (coins). The bank can hold up
to 16,777,215 Z. Coins can be moved between these two reserves at no cost,
but only at bank outlets. Only money in the party supply can be used to make
purchases or be reduced / increased as part of the plot. The bank reserve is
secure - nothing can affect your money in the bank except for you making
withdrawals and deposits.
This brings me to the subject of losing. when all party members are either
dead or zombies, you have lost. When you lose, your party money is halved
(just like the old Dragon Warrior games) and you are sent back to the last
place you saved your game at. Everything else remains the same: you keep all
the EXP, items, spells, etc., that you had just before you died. When you
wake, all party members are restored to mHP and mAP (no restoration for the
other characters in your party). The state of the world also remains the
same; items you removed from treasure chests remain removed (so that you
can't come by and obtain them again). There is a point of strategy to be
noted here - if you know you're going to lose, don't waste your items in a
vain attempt to save yourself for a few more rounds (unless you're also
going to reset the game and start over from a previously saved version).
Just keep the stuff, die, get a little more pumped up, and come back to kick
some ass (hmm... just like the energizer bunny).

Another thing that stays constant when you lose is the moods of all of the
characters. All characters have moods which scale from 0 (black) to 63
(rainbow). The lower the mood, the more that character desires to purge the
world of your presence. 255(rainbow) means that you're their bestest buddy
in the whole world. The hero's dragon tear is orange only because this is
how he feels about himself. A hero should be humble, above all.
A character's mood is visible when the dragon tear is applied to the
character's profile. The correspondence between color of the tear and
mood is:
[Mood/16] Dragon Tear color
-----------------------------------------0
Black
1
Dark red
2
Deep red
3
Magenta
4
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

The totem in HomeTown

In the Whale
In Torubo's
At Highfort

?
?
The totem at the entrance to

**
SkyTower's entrance
?

Highfort, or the one at the base of


Highfort (if you already defeated
Torubo)
In SkyCave before defeating
the Guardian
The statue where Nina arrives alone
In SkyCave after defeating the
Guardian
The statue where the rest of the
party waits for Nina
Fighting Tiga
**
** means that this battle is one you are expected to lose, you do not get
sent anywhere necessarily - losing is part of the plot.
To go further, I will need to explain:
- - - - - - - - - - Basic Combat Mechanics - - - - - - - - - You can't win BoF2 without fighting - A LOT. All situations in BoF2 can be
divided into combat and non-combat. Combat can be entered in two ways:
You are walking about some place that has monsters, you take a step, and
suddenly you're face to face with a bunch of dudes you never met before.
This doesn't mean they don't want to kill you however (duh!!). This is
called random battle.
or: Your party leader visibly interacts with an enemy figure and battle is
triggered through contact, proximity, or as part of the story. This results
in a battle to the death. 'To the death' means that the battle must be
played out to its conclusion - you can't Run, or make the enemy Runaway. In
battles to the death, many actions that would normally succeed will always
fail. For example, you can't do anything that would cause lethal damage to
an enemy or deal it any fraction of its maximum hit points worth of damage,
either. All actions which are so limited are noted on a case by case basis
with an explanation of the action. The opposition, however, is not limited
in this way, and may use any and all actions for their normal effects (rest
assured that they won't be using their actions to Runaway!).
There are several concepts I've been talking and will talk about more that
deserve immediate explanation:
-

Combatants
Rounds of combat
Opposition
Party members
Run

Runaway
Actions
Enemies
Allies
Lead-off round

Combatants are all of the characters participating in a combat. Combat in


BoF2 is played in rounds. Before each round, each combatant chooses an
action for that round, order of action is resolved, and when the time comes,
each combatant performs the action chosen. Combat then proceeds to the next
round. Opposition refers to the guys in the upper left of the combat screen.
Party members are in the lower right corner. 'Enemy' and 'ally' refers not
really to a classification, but a relationship between two combatants. If
both combatants are in the same corner, they are allies. If they are in
opposite corners, they are enemies. Combat is cut short (action stops) if at
any time:
0) All opposition has Runaway.
1) All opposition has either died or Runaway, with at
least one of them dead.

2) All party members are either dead or zombies.


3) The party has successfully Run.
Case 0: They chickened out ('The monster fled.'). Combat ends immediately.
Case 1: You win. The objective of all battles. You receive a money and EXP
reward, and an item if you're lucky (items can be won
randomly in both battles to the death and random battles).
Case 2: You lose. Sometimes this is fate, but these cases are few and far
between, and not one such case is a random battle.
Case 3: You chickened out. Or, you were just too bored to fight the battle.
No guts, no glory, no penalties. Just like case 0.
Runaway is an action used only by the opposition. Run is not an action - it
takes the place of all action for a round. When you Run, a roll is made to
check for success. If so, combat ends immediately and your party is safe.
If not, the opposition gets a lead-off round on you! Run always fails in
battles to the death - you will get the message, 'Can't run'. In random
battles, failure to run gives the message, 'Won't Run'.
In a lead-off round, one side gets a free round of actions while the other
side sits there and looks pathetic. Whenever random battle is triggered, a
random(?) roll is made to see if you can get a 'lead-off attack'. If so, the
party members get a lead-off round on the opposition. The opposition has no
such luck (except when you've failed to Run). There are no 'lead-off
attacks' in battles to the death.
The order of action in a round of combat is totally determined by the Vigor
ratings of the combatants at the beginning of the round. Enemies' Vigor
ratings are determined differently than party members' Vigor (since enemies
don't wear equipment). In random battles, an enemy's Vigor is chosen at the
beginning of the generation of the enemy to be Agi + (0..7), to a maximum to
511. For battles to the death, Vigor = Agi (no random variation).
(For your information, this special case for battles to the death was a hack
imposed so that cinematic battles like the Palo/Peach/Puti fight would be
sequenced properly.)
The order is a sorting of Vigor ratings: the combatant with highest Vigor
goes first, followed by the next highest, down to the lowest. When two
characters have the same Vigor, the following priority scheme is used:
1st: Party member
2nd: Party member
3rd: Party member
4th: Party member
Last: Opposition

in
in
in
in

front
2nd position
3rd position
back

So we see that in BoF2, order of actions is independent of what the action is


- it doesn't take any more time, so to speak, to cast Missile, than it does
to attack. There are a few exceptions to this, such as 'Defense' and 'Dare',
which forfeit the party member's action in return for bonuses throughout the
round. We also see that all opposition is in principle able to be preempted
if Vigor is high enough. However, to take an action before opposition with
Agi of 511, it is necessary that you also have Vigor of 511. And this
means, as we shall see later, that the party member's armor must have a
weight of 0.

The method by which random battle is triggered in fairly straightforward, but


first I must take yet another digression and explain:
- - - - - - - - - - Basic Mapping Mechanics - - - - - - - - There are two different flavors of non-combat overhead view in BoF2: the
overworld, and the area. Both views use the same graphics, but the
overworld is a heck of a lot bigger. There are no battles to the death on
the overworld. The overworld also 'wraps-around'. If you move off the edge
of the world, you come back on the opposite side (the view conceals the fact
that there is any break. You can take this to mean:
1) The world of BoF2 has the topology of a doughnut.
2) BoF2's universe has an 'above' and a 'below', and the
surface of the world separates the two. Some kind of
funky spacewarp links the opposite edges of this surface
together like an endless reflection.
or

3) Just try not to think about it too hard.

I recommend 3. Most RPG players choose 3. 3 is a good number. Mmmm,


doughnut... Excuse me, what was I saying? Ah yes, the question is, why do
you care?
The answer is, mapping determines the type of enemies you will fight in
random battles. Both the overworld and area views are composed of tiles.
Each tile is 8x8 pixels. 4 tiles combine in square formation to make a map
spot, 16x16 pixels. All movement in BoF2 is done on the spot level - that is
to say, each step move you a distance of one spot (as opposed to Chrono
Trigger, also for the SNES, where movement is done on the tile level in
overworlds, and on the pixel level in areas). The main overworld of BoF2 is
the world's surface. It is 256 spots wide by 256 spots tall.
Now apply a coordinate system to the spots - since the world wraps around, it
is difficult to say exactly where the edges are, but a good guess is that at
the edges, there's nothing but water for miles around. Now notice that there
regions where the monsters you're fighting are fairly constant and places
where you take one step, and the monster types change. You've just found a
map section boundary. A map section is a region of the map where the
monsters capable of being generated for random battle does not vary. Find
several such boundaries and note that all map sections seem to be composed of
blocks 16 spots tall by 16 spots wide. Coincidence? (I think not.) Redefine
'map section' to be one of these blocks. Note that the entire overworld is
composed of these blocks. Redefine your coordinate system to reflect this.
This is the coordinate system I have come up with:
[letter][number](x,y).

Letter and number determines the map


section, and (x,y) determines the
spot within that map section

Following the computer graphics standard, X-coordinates increase as you move


down, and Y-coordinates increase as you move right. The first map section
is A0 in the upper left, with spot A0(0,0) in the upper left of that upper
left. The last map section is P15 in lower right, with P15(15,15) in the
lower right of that lower right section. I have drawn an HTML format map,
accurate to the tile(!), of BoF2's main overworld. Refer to it often - it
helps a lot, IMHO. This map is color coded:

Spot color...
What it is...
-----------------------------------------------------------------------White
Entrance to a location
Magenta
FishSpot
Light Blue
Lake
Dark Blue
Ocean
Green
Grass/dirt
Black/Brown
Anything untraversable
Dark Green
Forest
Yellow
Beach/bridge
Pink(boundary)
The imaginary boundary between
different types of map section
The colors in the above table also give information about terrain type.
Terrain for a spot on the overworld map is the background you see when you
fight a random battle on that spot. This terrain is chosen from one of
several types. For example, battles fought on grass randomly result in
either dirt plains or lakeside terrain, and battles in the forest randomly
result in either a dense or sparse forest terrain. Terrain throughout
an area is constant. There are several types of overworld terrain:
name
color on map
how to recognize
----------------------------------------------------------------------------Dirt plains
Green or
Area is sparsely covered in grass.
yellow
Where there is no grass, the ground
is cracked and dry.
Lakeside
Green or
Area is covered in grass, and is near
yellow
the edge of a lake.
Sparse forest Dark green
Open area in the midst of a forest
which is lined with tall narrow
trees.
Dense forest
Dark green
Like the sparse forest, except trees
are fat and rounded, and there's
lots of shrubbery and flowers.
Desert
Green
It's all sand and cactus plants.
There are also a lot of different area terrains:
Name
How to recognize
----------------------------------------------------------------------------Dense forest
Same as the overworld version
Cave

A well-lit cave with walls of dirt

Underground lake

A cave with a lake inside of it

Waterfalls

A cliffside passage with a waterfall

Mountain pass

A ledge on the side of a mountain

...
Terrain is important for spells that deal damage and the special action
'Ntre'. When the description of a spell lists 'native terrains', this means
that if the spell is cast in that type of terrain, it is more likely to be
'well-cast' (refer to 'Damage algorithms' for an explanation of this). If
the spell is well-cast in such an area, you will see extra graphics in the
casting of the spell.

Another useful map you can access while on the overworld you can get by
pressing 'Select'. This will show you all the places you have visited so far.
The map section concept doesn't apply to areas - each area is a map section
in itself, so to speak. Monsters don't vary from one end of an area to the
other. They, CAN vary however, between floors of a given location - this is
because a location (such as a town, for example), is not an area, but a
collection of areas linked appropriately to fit together logically to behave
like a maze, or town, or whatever. By the way, a location refers to the
place name that the main command screen tells you you're in. Where this
name is a blank, I have made up place names, and put the name in parenthesis.
The second thing that is constant throughout a map section is monster
activity. See that little guy at the top of the main command screen? That's
the monster meter. He has the following states:
Asleep: Figure is sleeping.
Normal: Monster moves slowly and has sleepy eyes.
Active: Eyes are wide open and the figure moves a wee bit faster.
Wired: This little guy is really agitated.
The monster level determines how many steps you will be able to take between
random battles. A couple of pieces of etc. equipment can modify this, as can
casting Smoke. At a given point in the game, monster level throughout a map
section may be constant, but monster level for a given section can change as
the game proceeds. Because of this, I won't list monster level vs. map
section, just the enemies which can be found there.
This seems to be the mechanism by which BoF2 determines when you will fight a
random battle:
- Whenever you enter or return from battle to an area or the overworld map,
generate a 'fight counter' value randomly (with minimum and maximum
values dependent on the monster level, and modifications due to
equipment and Smoke).
- For each step that you take, decrement the fight counter by a constant.
This constant is also a function of the monster level of the step you
are moving to, equipment you are wearing, and Smoke.
- If decrementing the fight counter causes it to drop below 0, a random
battle is triggered after reaching the new spot.
This fight counter algorithm type seems to used often in RPGs, though it is
not the only method which is used.
The pieces of equipment which can affect rate of random battle generation are
the HolySF and the Collar. When Smoke is cast, the smoke condition it
applied to the party for a short while, during which time the monster meter
is blue. Refer to the description of the Smoke spell for more details. With
smoke off, and neither the HolySF nor the Collar equipped by anyone in the
party, initial fight counter values are generated and decremented in the
following way:
Monster level
Fight counter
Decrement per step
----------------------------------------------------------------------

Asleep or Normal
Active
Wired

20 + (0..255)
32 + (0..255)
60 + (0..255)

5
7
15

This results in the following statistics:


MonsterMeter
# of steps between battles
Average
-------------------------------------------------------------------------Asleep
Infinite
Infinite
Normal
(5..56)
30
Active
(5..42)
23
Wired
(5..22)
13
(Assuming that you do all your walking without leaving an area or moving
between map sections of different monster level.)
This algorithm is not exact. Every so often, you will be able to walk an
incredibly large number of steps without fighting a random battle. I am
at a loss to explain this.
The smoke condition significantly decreases the rate at which you fight
random battles, but I am not sure exactly how. The HolySF also decreases
the rate significantly in regions where the monster level is normal, but
doesn't do much in more active regions.
The Collar measurably increases the rate at which you fight random battles at
all monster levels (excepting asleep, of course). Once again, I am not sure
of the exact mechanism by which this is done.
The third thing that the map section concept is useful for is fishing. Each
map section either one or no FishSpots in it. To trigger a FishSpot, you
need to leave a battle (by running from it or winning it) from the same map
section that the FishSpot is in. In one case, this makes it pretty darn
counter-intuitive as to where you need to be get the fish to show up. More
on this in the Fishin' & Huntin section....
Note: Even though it is impossible to fight a random battle in asleep
regions, it is still possible to fight a battle to the death in an asleep
region (Huntsvil!). I haven't found any ultra-secret FishSpots by doing this
yet, though.
- - - - - - - - Where To Find the Opposition - - - - - - - The way in which random enemies are chosen as a function of map section is:
ABCD EFGH IJKL MNOP
0
1
2
3

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

8 --ff ffZZ ---d ----

(This coordinate system will make


more sense if you refer to the map)

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

E.Sludge, Hunchbak, Gonghead(1), Leech

c Coursair Area

Eaterman, Devilkid, Biruburu, Tsi.Fly

x on the Path to
Windia

Sniphead, D.Fly, W.Bear, Tsi.Fly

n Northwest

W.Bear, Sniphead, D.Fly, Devilkid

w Windia

K.Goblin, Kimoto, Dethpede, W.Bear, D.Fly

N North

K.Goblin, Dethpede, Stooly, Kimoto

S Simafort Area

H.Fly, Catfish, S.Idol, Stamen, Pollen

R Rivers south of
Simafort

H.Crab, J.Fish, Catfish

V Valley east of
Windia Bridge

Bloodskr, Bugbear, Eaterman, Harpy, Trikster

F Far northwestern
Peninsula

C.Sludge, E.Sludge, D.Fly, W.Bear, Devilkid,


Sniphead

t Tunlan Island

Pollen, Beetle, Pima, S.Golem(1), DinaFung,


G.Lizard, C.Sludge

M Mt.Maori Island

Meedid, Pollen, Venusfly, C.Sludge, Banbhand

T Sea of Trees

C.Bear, Pollen, Basilisk, Venusfly

Z Guntz Island

Cotris, Ganet, C.Sludge, S.Golem(1), DinaFung,


G.Lizard, Pollen, M.Golem

d Highfort Desert

DinaFung, S.Golem(1), Basilisk, Pollen,


C.Sludge, G.Lizard

D Great Desert

Cancer, G.Idol, Titong, R.Guard, RoadSlug

I Tropical Islands

Shupri, Dinabehm, Ganet, M.Golem, G.Idol

f Farmland Area

Tri.eye, M.Golem, Crodworm, Gallop

B path to Bando

Cotris, Mamot, R.Guard, RoadSlug, Kiyhood,


Ganet

E Final Areas

G.Idol, Kimaira, Mamot, M.Golem, Cyclops

r N.Rider Island

D.Brnger, Cyclops, N.Rider

G Isle of Giants

Gonghead(2), Chorking, A.Sludge, K.Sludge

While I'm on the subject I will present the monster mapping for all of the
areas of BoF2; all random enemies and those which can be fought in battles
to the death, listed by location. There are many areas for each location,
but in most places, the monster variety is the same across all of the
areas. In places where the variety differs across different area in the
same place, I will explain further. Note that many places are accessible
only during certain times during the game, as are enemies fought in
battles to the death. Where this is the case, I will note when the
location is accessible. Locations are listed alphabetically by place
name. Enemies which can be fought only a finite number of times (usually
once) in battles to the death have a '*'. Enemies which can be fought an
unlimited number of times in battles to the death (Huntsvil, for example)
have a '^'. I don't bother to list monster level - it is either active
or wired in all cases where there is activity, and it changes often
throughout a given location.
* - The enemies in this location are all fought in random battles, but you
may only fight a finite number of these random battles. This
because after 2 encounters in a 'region', the areas in this 'region'
lose all monster activity. A 'region' is composed of the adjacent
heart chambers where the flow of blood is the same. An encounter
counts as any enemy engagement, whether they run away, you win, or
you run away.
** - Refer to Huntin' and Fishin' section.
Place
Entrance spot
Opposition found there
--------------------------------------------------------------Bando
C12(15,10)
Maindstr, Lyverma, D.Spirit, D.Spider, *Footman(2),
*Zombie, *Necroman
CapeTown F5(14,12)

W.Tunnel: H.Crab, Cuttlecb, Fastman, G.Shaker,


V.Head, G.Lizard, C.Sludge, *Munmar

Capitan

DryWell: *Creon, *Villagrs, *Chiroru, *Terapin

Circus
CotLnd

G2(2,8)
-E9(9,8)

*M.C.Tusk
*Tiga

Coursair N4(10,2)

Coliseum: *Dir.HR, *Katt, *Augus

Dream

E.Sludge, C.Sludge, Rapider, S.Idol, Ganga, Gonghead,

E6(4,7)

V.Head, Sniphead, Mimic, D.Brnger


Evrai

I11(8,4)

JackDoor: Titong, Cancer, R.Guard, RoadSlug,


Dinabehm, M.Golem, Kimaira
St.EvaCh: *Soldier, *Ray, D.Crsdr, Assasin, R.Guard,
R.Slug, M.Knight, *Oldman, *Guardeye(1),
*Guardeye(2), *Guardeye(3)

FarmTown E8(12,9)

*Stump, *Bush, *Stone, *S.Golem(2), *Paladin

FogValy

E7(10,11)

B.Ogre, V.Head, Needle, Aruban, Cyclops, M.Golem,


Mimic, P.Eater

Gate

I5(8,6)

*Beak(1) (fought in the prologue)


*Babaruku
Infinity:
Open backdrop: Humus, G.Rider, Ifeleet,
Dadelous, Ganet, E.Dragon
Rooms: Racegude, G.Rider, Humus, BigHand
Teleport room in Dologany: E.Sludge
Open backdrop below Dologany: Carm, Ganet,
Ifeleet, Dragoon, Skeleton, Cyclops
Rooms below Dologany (B1,B2): Conch,
Skeleton, Magicmas, Cyclops, Dragoon, Carm
" "(B3,B4): Magicmas, Carm, DPaladin,
Ganet, Skeleton
" "(B5): Amom, Magicmas, DPaladin
*Barubary(2), *Barubary(3), *Barubary(4)
" "(B6): Hellion, Amom, DPaladin, Magicmas
*Deathevn(1), *Deathevn(2)
" "(B6, rooms at the far south and east ends):
Zodiac, Hellion, DPaladin, Magicmas, Amom
" "(B6, room at the far west end):
P.Dragon, Hellion, DPaladin, Magicmas, Amom

Highfort N9(11,3)

B2: Pharaoh, D.Brnger, Pollen, C.Sludge


B1: Fastman, G.Lizard, M.Mummy, H.Fly
(dungeon): Ralooba, Basilisk, Pharaoh, Soulflik,
D.Brnger
(dungeon): Pollen, C.Sludge, Pharaoh, Basilisk,
Soulflik, D.Brnger
Other: *Torubo(1), *Torubo(2), *Portal, *Shupukay

HomeTown L6(5,6)

Trout: Footman(1), *Trout

Huntsvil **

^Beak(2), ^Grizzly

Memory

E6(4,7)

Rapider, Jacky, P.Eater, RoadSlug, *Aruhamel

Mt.Fubi

L7(14,4)
M7(6,2)

Inside: Leech, Widow, Corpse, S.Goblin


*Outside: Gonghead(1), S.Goblin (*monster activity
here disappears after 16 encounters)

Outside: *Palo, *Peach, *Puti


Mt.Maori K5(9,7)

Outside: Meedid, Pollen, C.Sludge, Venusfly,


Banbhand
Inside: Ganga, Meedid, Atlas, Venusfly

Mt.Rocko M5(10,8)

Trikster, Willowsp, Bloodskr, Ghoul, *Hood,


*P.Spider, *Joker

Namanda

P.Eater, Mimic, Barucuda, Tri.eye, Banbhand, Kiyhood,


V.Head, Needle, Aruban, Pollen, Stamen, R.Guard,
R.Slug, C.Sludge

E8(0,5)

OwlWoods H2(6,9)

*Algernon, *Suiky, *Danielle

(Queen)*

(Right): Pepshun, Ryusight, Hemoglod


(Left): Fatty, Ryusight, Pepshun, Hemoglod

Ruins

-L7(5,8)

*Pest, *Roach

ShowCave H4(6,4)
H5(6,0)

Barubary(1) (fought in the prologue)

SimaFort E3(8,5)

*Jailer, Poltrgst, Arachnod, Mimic, *GoldFly(1),


*J.Worm, ^B.Roach, *G.Roach, *GoldFly(2), *Kuwadora

SkyTower G4(7,10)

Darious, Amonica, Needle, Crodworm

TagWoods M3(10,0)

Harpy, Bugbear, Docaden, Eaterman

ThvsTomd O11(0,0)

Sheef, Anubis, Kiyhood, D.Spider

UpaCave

N4(6,14)

Sireen, Stinger, Aruban, *Uparupa

WildCat

D2(3,12)

^Bouncer, *Wildcat, ^Witch

Windia

J2(12,5)

SkyCave: Gargoyle, R.Guard, RoadSlug, Crodworm,


Baracuda, Aruban, V.Head, *Guardian

WitchTwr E2(11,2)

1F-4F: H.Fly, M.Mummy, Ogre, Monoped


5F: Seenates, Ogre, M.Mummy, Monoped
6F: *Nimufu

- - - - - - - - - - - - - Statistics - - - - - - - - - - - With a basic understanding of mapping and combat laid down, I will now talk
about statistics - those numbers you see in the Stats window.
Stats determine the effectiveness of actions and commands used in combat, and
the rewards of combat. And that is ALL that they do (in BoF2, anyway).
Stats are only indirectly of value outside of combat, in that the better your
stats, the better your chances of winning subsequent battles and making it
back to a safe area in one piece, thus affecting your decision of whether to
proceed or turn back.
There are three types of statistics: basic, derived, and health.
Some stats a party member has contribute to determining what the character's

other stats are, and are themselves not affected by changing of any other
stat. These are the basic stats:
Str, Stmna, mHP, bmAP, Agi, bWis, bLuck, Guts, (Cond.?), EXP
Basic stats can only increase during the course of a game, usually only
during a leveling up (except for EXP), while derived stats are constantly
changing; they are recalculated whenever they are needed.
mHP - maximum Hit Points. This can be in the range of (1..999), and
is the maximum number of HP that a player can have.
bmAP - basic maximum Ability Points. This is not the ability point
number you see in the Stats window, mAP, because mAP gets a
bonus from some shaman bondings. Therefore, mAP would be a
derived stat, derived from bmAP and shaman bonuses. bmAP is
a basic stat. bmAP can be in the range of (0..511).
Str - Strength. The basis of offensive power. This can be in the
range of (0..255).
Stmna - Stamina. The basis of defensive power. This can be in the
range of (0..255).
Agi - Agility. The basis of vigor, which determine the order of
action in a round of combat. This can be in the range on
(0..511).
bWis - Basic wisdom. The basis of defense from spells that deal
damage and a factor in the probabilities that some spells
will succeed.
bLuck - Basic luck. The luck stat you see in the Stats window is
not bLuck, but is derived from it. Luck's role I have not
exactly determined, but I suppose that a lot of rolls are
based on it. bLuck can be in the range of (0..255).
Guts - The basis of rolls for defying death. this is a number from
(0..255). What you see in the Stats window is not this
number, but instead anywhere from 0 to 7 fires. The number of
fires is derived from Guts as [Guts/32].
EXP - Total experience points collected throughout the entire game - a
running total of all the EXP point awards a party member has
ever gotten. This can be in the range of (0..9,999,999).
Before I go any further, I should explain what I mean by 'a roll'. I borrow
the terminology from pen & paper role playing games where a roll of the dice
determines the success or failure of an action. A luck-based roll means that
the roll of the dice is compared to the Luck stat to determine success or
failure - improving that stat can improve your chances of success. A random
roll is a roll that is compared to a constant - nothing you do can improve
your chances of success.
The Guts stat is useful in that whenever a party member takes damage that
would result in death, a roll is made to see if that party member can defy
death (as long as that party member hasn't defied death once before in the
current battle). The roll is based on the Guts of the character:
The character defies death if:

(1..4) = 1 (25% chance of success)


and (0.255) < Guts (0 .. ~100% chance of success)
When a character defies death, restore rHP to [mHP/8], and the character's
action for that round is not interrupted. From this, we see that the
probability of defying death can range from a minimum of 0% to a max of 25%.
This is definitely not something you should be depending on to pull you
through a battle. The GutsBT may affect this probability somewhat, but if it
does, the effect is not something I have been able to measure. The bonus is
probably too small to be of any use, if there is any at all. Guts is also of
much more direct use to the hero, because it determines the effectiveness of
his special action, 'Guts'. Note that zombies and the opposition may not
defy death.
Derived stats are stats which are completely determined by basic stats and
other bonuses. They change whenever any of the things that contribute to
them change, because they have no permanent existence - they are calculated
on the fly whenever they are needed. This operation is completely
transparent to the player. Just the same, it is useful to think of derived
stats as true stats, for purposes of simplification. The derived stats are:
Off, Def, Vigor, Wis, Luck, LV, and mAP
The ways in which these stats are derived from the basic stats are:
Off = [ Str + (weapon power) + (shaman offense bonus) +
(other equipment bonuses) ],
*2 if character has the Pwr.Up or rotting condition (combat
only)
Off can be in the range of (0..511), and determines
the strength of physical attacks.
Def = [ Stmna + (armor + shield + helmet power) + (shaman defense
bonus) + (other equipment bonuses) ]
/2 if character has the Def.Dn condition (combat only)
* 120% if character has the Def.Up condition
(combat only)
Def can be in the range of (0..511), and determines how much
damage is taken from physical attacks.
Vigor = [ Agi + (shaman vigor bonus) + (other equipment bonuses) ],
to a maximum to 511, - (armor weight),
/2 character has Agi.Dn (combat only)
Vigor can be in the range of (0..511). Note that since armor
weight is subtracted after the upper limit is imposed, in
order to get a Vigor rating of exactly 511, the character
will need to be wearing armor with a weight of 0.
Wis = [bWis + (shaman wisdom bonus) + (other equipment bonuses) ],
*2 if character has the Wis.Up condition (combat only)

Wis can be in the range of (0..255), and helps reduce damage


taken from spell attacks.
Luck = [bLuck + (other equipment bonuses)]
Luck can be in the range of (0..255), and affects the
probabilities of many different kinds of rolls. For example,
Luck is a factor in determining the random component in
normal attack damage.
mAP = [bmAP + (shaman mAP bonus)]
mAP can be in the range of (0..511), and is the maximum
number of AP that the party member can have.
LV = ...Refer to the EXP tables for each character to read off how
level is a function of EXP. LV can be in the range of
(1..99). LV is a factor in how much EXP is awarded from
winning a battle.
I have referred to 'conditions' in battle a lot without defining what they
are, so I will digress and explain what conditions are. A condition is
something affecting a character's abilities, either in or outside of battle.
A character either has a condition or not - there are no levels of severity
for given condition. The conditions that apply to battle are:
Poison
Zombie
Def.Up
Hushed

Asleep
Dead
Def.Dn
Wis.Up

Curse
Pwr.Up
Agi.Up

Rotting
Pwr.Dn
Agi.Dn

A detailed analysis of conditions and how they affect combat is presented in


the 'Conditions' section....
Health stats are basically everything other than basic and derived stats they are basic in the sense that they are not functions of any other stat,
but they are also always changing for worse or for better. The health stats
are:
rHP - remaining Hit Points - how many hit points the party member
currently has. This is constrained at all times to be in the
range of (0..mHP). When a party member reaches rHP = 0, that
party member is dead. When a party member's rHP < [mHP/4],
the character adopts a stooping posture in battle. The hit
point bars that you see in battle are roughly linear in
(rHP/mHP), thus indicating the fraction of mHP that the
combatant currently has remaining.
rAP - remaining Ability Points - how many ability points the party
member currently has. AP is used to cast spells. When
rAP < (AP required to cast a spell), the spell may not be
cast. The dragon spells' costs are an exception - they
always have AP cost = rAP, but may not be cast when rAP = 0.
bCond - basic Condition. The Cond. stat you see is derived from
this and a penalty if you are cursed. Basic condition can
range from (0..255). If [bCond/64] = x, condition is y:
0
1

Poor
OK

2
3

Good
Super

If your character is cursed, Cond. shows 'Ill', no matter


what bCond is. bCond changes occasionally for no discernable
reason. Using Cond.Up can raise bCond to 225. (Does it also
the curse condition?)
Mood - This is represented by the color of the dragon tear in the
stats window. Mood can range between 0 and 255. The
correspondence between level and color was noted in the
opening part of the first section. As for the characters'
moods in your party, the only role that mood seems to play is
one of plot. When you do something to anger your friends,
their mood drops, and when you make them happy, it rises.
Special case: Derived health stat:
Cond. - This is the Cond. stat you see in the stats window. Normally
it equals bCond., but when you are cursed it reads 'Ill'
instead. Cond. also ranges between one of Ill, Poor, OK,
Good, and Super. Cond. is a factor in probabilities, much
like Luck. For example, the chances of being able to
CtrAttck and Dodge are condition based rolls. There may be
other instances where condition plays a role, but I have not
found them (nor have I been looking too hard for them...).
Note that I have defined rHP and rAP as something other than HP and AP. When
I refer to HP and AP, I am talking about relative amounts of hit points or
ability points (such as HP lost or gained from healing or damage), as opposed
to how much a character has remaining.
The simplest way to replenish health stats to their highest number is to
rest. This can be done at inns (for a price), or at beds or fountains (for
free). When you rest, all party members are freed of all conditions (even
death), and are restored to rHP = mHP and rAP = mAP (there's nothing that a
good night's sleep won't cure). Rest does not have any affect on the Cond.
stat, however. Rest also moves forward the time of day to be 7 AM (the start
of the new day), except when you rest by using a fountain. Time for another
digression....
Another thing about the overworld is that it goes through day/night cycles.
Time keeps on slippin' into the future. This is important only in that
certain areas are open and certain people show up only during either daytime
nighttime. A day/night cycle lasts 125 seconds of real time on the overworld
map - meaning each hour lasts about 5 seconds. Time is only advanced for the
purposes day/night when you are on the overworld, not accessing the command
screen or some other window, and you not in combat. All other real time
counters are advanced continuously no matter what you are doing.
Part of day...

Begins at...

Day
Evening
Night
Morning

7
6
9
4:30

AM
PM
PM
AM

Recognize by noticing that areas are:


Dright
Reddish or bright
Dark
Bluish or dark

Daytime is considered to be day and evening, and nighttime is considered to


be night and morning.

The opposition also has statistics to describe its combat abilities. Most
stats are interpreted the same way, but some are different:
mHP, rHP - All opposition, upon first being generated, begins with
rHP = mHP. These stats mean exactly the same thing as they
do with party members, except that the opposition can't
defy death, or be revived from death under any
circumstances.
mAP, rAP - All opposition also begins with rAP = mAP. AP works
exactly the same way with the opposition as with party
members. However, note that most special actions the
opposition uses aren't spells, and thus have no AP cost.
Also, the opposition may cast a spell even without
having enough AP - and does so quite often (hah!, we
don't need no stinking intelligence!). This also results in
the opposition losing all of its rAP in the effort to cast
the spell!
Def, Wis - Works in exactly the same way as with party members,
but rolls based on Wis are done differently with the
opposition.
Ms

Magic susceptibility. Actually, this is derived from


Wis as Ms = 4 - [Wis/32], but I find that Ms is a
convienent shorthand for guessing probabilities of
success for certain Wis - based rolls, and normal
spell damage vs. the opposition. Plus, I can measure
Ms directly, as compared to Wis, which I can't measure
directly.

Off

Similar to the offense statistic for party members, but


damage from physical attacks from the opposition is
computed differently than for party members. Since I
haven't figured this algorithm out yet, I haven't been
able to measure this stat.

Agi, Vigor - Since the opposition doesn't wear equipment, Vigor


is computed differently for them, but Agi works the same
way. This was described 'Basic Combat Mechanics', in the
part about how order of action is resolved for a round.
The gains in basic stats for the party members are not interrelated: although
you may notice that party members with higher Stmna tend to gain more mHP per
level up, there is no dependence of this mHP gain on Stmna. The bonuses were
just fudged to look like that. It is a similar situation for Wis and mAP.
In the code for BoF2, there is a huge table for all of the 9 characters
that can level up that lists the gains for each of the basic stats at each of
the 98 level ups. These gains are additions of a number (0..15). Here, I
present these gains, and the experience required to reach every 5th level.
Although these tables look huge, they probably take up no more than 8k of
memory altogether.
When you begin the game of BoF2, each party member has a set of initial
stats, equipment worn, and spells known. Spells which can be learned by
leveling up are also listed. Each character also has a 'special action'
which they can use. These actions are usually only available in unbonded
form - the transforms have different special actions. The effects of all
actions are described in the 'Action!' section. Guts refers only to the

numbers of fires next to the Guts rating (equal to [Guts/32]), and not Guts
itself, since I did not have a convenient way to measure this in the early
part of the game. Levels at which spells are gained are only approximate actual levels may vary by +/-1 from listed value. This variation does not
seem to be due to any Wisdom prerequisite for learning of spells. The 10
party members are:
Hero - The Dragon Child
----------------------------------------------------------------------------Weapon TreeST
Shield -Armor Shorts
Helm
-No special action, can CtrAttck
Start: mHP 24

mAP 8

Str Stmna Agi Wis Luck Guts


------------------------------------18
16
16
8
12
(1)
This is the Dragon as a child. He doesn't have the opportunity to gain
any levels, because he is only used during the prologue.

Hero - The Dragon


----------------------------------------------------------------------------Weapon BoyDR
Shield RistBand
Armor Bum'sCL
Helmet Bandana
Special action: Guts, can CtrAttck
5:

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

Start: mHP 24 mAP 8


2 TimeWarp
2
Str Stmna Agi Wis Luck Guts
4
-------------------------------3
18 16 16 8 12 (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

Running total: Hero LV 10


73/16 43 28 36 32 38

Running total: Hero LV 20


139/31 77 60 63 62 63

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

Running total: Hero LV 30


211/51 112 86 81 89 84

Running total: Hero LV 40


296/71 154 112 97 111 98

Running total: Hero LV 50


372/86 189 134 109 127 113

Running total: Hero LV 70


398/104 205 141 116 133 117

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

End total: Hero LV 99


427/133 216 150 124 138 123

The Hero is above average in all stats except for AP. This is not a
problem, since he'll be spellcasting dragon attacks most of the time.
The Hero has the highest guts rating, which complements his 'Guts'
self-healing action. His attack power is usually the strongest of all
characters because of the weaponry he can use, and since he can CtrAttck
he's a good candidate to put in the lead. He is the slowest to gain
levels, but since he's almost always a party member, he usually has the
highest level anyway. The Hero can't bond to shamans. The Hero is the
only character who can fish or equip fishing supplies.

Bow - Dog of War


----------------------------------------------------------------------------Weapon ShortBW
Shield Ristband
Armor Bum'sCL
Helmet Bandana
Special action: Shot
0:

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

Str Stmna Agi Wis Luck Guts


-------------------------------20 18 12 10 8 (0)

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

Running total: Bow LV 10


75/43 40 26 32 32 24

Running total: Bow LV 20


131/88 68 43 59 75 44

Running total: Bow LV 30


188/134 98 60 79 108 56

Running total: Bow LV 40


241/169 115 76 97 134 68

Running total: Bow LV 50


291/199 128 84 111 154 75

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

Running total: Bow LV 70


316/220 138 91 120 167 81

End total: Bow LV 99


345/249 148 101 133 180 89

Bow knows healing. He is quick to gain levels. He can use the AutoBW
and TwinBW, which attack multiple enemies. In the 'Iron Man'
transform, he can also Spry to hit all enemies (which makes using the
AutoBW obsolete). His Shot attack rarely works since it is Luck
based(?). Bow's a good buddy to have around in prolonged battles where
quick and massive healing between rounds and increased defense is needed.

Katt - A Professional Gladiator


----------------------------------------------------------------------------Weapon TreeST
Shield RistBand
Armor Bum'sCL
Helmet Bandana
Special action: Dare, can CtrAttck
198:

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

Str Stmna Agi Wis Luck Guts


-------------------------------40 21 39 15 32 (0)

Running total: Katt LV 20


103/11 83 38 96 36 76

Running total: Katt LV 30


156/15 123 56 135 49 108

Running total: Katt LV 40


209/17 169 73 162 62 140

Running total: Katt LV 50

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

253/17 211 81 183 73 167

Running total: Katt LV 70


275/26 224 86 197 76 175

End total: Katt LV 99


304/55 235 95 210 83 182

Katt is the quickest to gain levels, and the most agile character, not
counting Bleu. She has a very high Guts rating. Considering that she
has the worst physical and magical defense, she isn't very survivable,
and apparently not too smart either, because she likes to 'Dare'
opponents into hitting her. These massive handicaps aside, she is still
quite useful for her ability to hit hard, hit first, and CtrAttck if
necessary. Katt bonds well to the Devil Shaman, and in her Devil Katt
transform, she has the capability to make the most damaging physical
attacks of any character.

Rand - A Restless Farmer


----------------------------------------------------------------------------Weapon HandKN
Shield RistBand
Armor SuedeAR
Helmet Bandana
Spells: Cure 1, CurePsn
251:

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

Special action: Wake


Start:

mHP 57 mAP 31

Str Stmna Agi Wis Luck Guts


-------------------------------33 30 12 25 20 (0)

Running total: Rand LV 20


198/71 93 80 27 61 40

Running total: Rand LV 30


309/105 156 139 38 89 52

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

Running total: Rand LV 40


416/147 215 202 48 118 65

Running total: Rand LV 50


491/189 246 243 58 147 78

Running total: Rand LV 70


536/212 254 253 63 159 83

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

End total: Rand LV 99


565/241 254 253 68 169 92

Rand is a tough guy. Not counting Bleu, he has the highest strength,
stamina, and HP. For this reason, he is a good choice to put in the
lead. He is also the slowest character, and not very lucky. The armor
and weaponry he can use is of poor enough quality to make up for his
impressive stats. Rand knows a lot of healing, and can transport the
party on the overworld map long distances (avoiding random monsters) by
rolling. His 'Wake' action is useful from time to time to revive
characters, and he bonds well to the Earth Shaman.

Nina - The Curse of Windia


----------------------------------------------------------------------------Weapon FalseRG
Shield RistBand
Armor Bum'sCL
Helmet Bandana
Spells: Tornado, Cold, Thunder, Spark
793:

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:

Special action: Will


Start:

mHP 48 mAP 50

Str Stmna Agi Wis Luck Guts


-------------------------------24 22 30 48 36 (0)

Running total: Nina LV 20


100/119 38 33 52 88 66

Running total: Nina LV 30


151/182 51 46 72 126 96

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

Running total: Nina LV 40


204/250 63 59 96 168 126

Running total: Nina LV 50


245/309 75 69 115 201 155

Running total: Nina LV 70


268/333 80 73 125 213 164

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

End total: Nina LV 99


297/362 86 80 140 227 173

Nina uses black magic (to complement her black wings). If you take her
along, most of the time she won't be doing anything useful, but with her
high agility and strong spells, she can do preemptive magic strikes when
you need her to. Nina is the least survivable character, with the worst
mHP, and pretty bad defense. With her 'Will' ability, she has
practically limitless AP, so don't hold back on the spellcasting. Nina
bonds well to the Wind Shaman.

Sten - A Lost Soldier


----------------------------------------------------------------------------Weapon BoyDR
Shield RistBand
Armor Bum'sCL
Helmet SaladBwl
Spells: Spark
617:

Special action: RIP

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

Str Stmna Agi Wis Luck Guts


-------------------------------35 25 42 22 45 (0)

Running total: Sten LV 20


127/34 67 45 63 42 91

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

Running total: Sten LV 30


184/48 94 63 93 58 125

Running total: Sten LV 40


243/67 122 83 123 75 159

Running total: Sten LV 50


293/84 146 101 152 92 192

Running total: Sten LV 70


316/102 156 109 165 99 200

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

End total: Sten LV 99


345/131 166 118 181 108 210

Sten is strong and fast like Katt, but less so, and with a little more
defense. He is most useful for his 'Djinni' transform which can use Sweh
to select a new batch of random enemies, and this transform is available
fairly early. Unfortunately, most of the places that require Sten will
require him in his unbonded form, so that he can use his long arms to
reach across gaps. The 'Rip' action is not very useful, since if Sten
appears dead, the character in back is likely to receive a big can o
whoop-ass. Fire is his major, with a minor in wind power. As you would
expect, he bonds well to the Fire Shaman.

Jean - The Frog Prince


----------------------------------------------------------------------------Weapon ShortRP
Shield BronzeSH
Armor SuedeAR
Helmet SaladBwl
Spells: Ag-Up
1734:

Special action: Jab

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

Str Stmna Agi Wis Luck Guts


-------------------------------30 23 15 20 49 (0)

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

Running total: Jean LV 20


128/37 61 44 26 33 79

Running total: Jean LV 30


205/66 92 74 41 50 121

Running total: Jean LV 40


299/103 123 105 59 76 172

Running total: Jean LV 50


378/133 143 127 75 106 212

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

Running total: Jean LV 70


405/155 151 134 81 118 227

End total: Jean LV 99


434/184 160 144 87 131 243

Jean is very lucky - and very random in character and skills. If you
need to throw around some holy power, he's your frog. Other than that,
and hopping about on the overworld map, you probably won't be using him
too much. Jean has good defense, but is correspondingly very slow. If
he were faster, his 'Chop' special action might actually be useful.

Spar - A Wise Tree in Training


----------------------------------------------------------------------------Weapon WacWP
Shield Ristband
Armor Bum'sCL
Helmet Bandana
Def-UpX(32) Atk-Up(36)
Spells: Cold, Cure 1, Ag-Down, Pwr.Down, Def-Down, Hush, Ag-Up
Special Action: Ntre
6381:

S12
S13
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

Str Stmna Agi Wis Luck Guts


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

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)

Running total: Spar LV 20


174/124 47 37 41 108 52

Running total: Spar LV 30


242/160 57 48 53 143 63

Running total: Spar LV 40


315/212 76 63 69 181 79

Running total: Spar LV 50


402/269 92 80 88 221 97

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

Running total: Spar LV 70


449/294 97 85 96 234 104

End total: Spar LV 99


478/323 107 94 103 242 115

Spar is very wise, and has lots of HP and AP, just like a tree should.
Other than that however, he's very unimpressive. Kind of like Jean, he
has a random assortment of spells, except that he has more of them and
more useful ones. He has the most transforms of any character, but the
only one worth using regularly is seed, for its 'Bud' special action (but
only if you can also cast Atk-Up on him).

Bleu - A Hero from Antiquity (BoF1, actually)


----------------------------------------------------------------------------Weapon WizardRG
Shield SilkGL
Armor WiseRB
Helmet SokletAR
Spells: S.Boom, Bomb, Flame, Freeze, Death, Ag-Down, Pwr.Down,
Def-Down, Ag-Up, Def-Up, Atk-Up, Sap, Drain, Exit, Warp

Special action: Shed


330055: U35
U36
U37
U38
U39
599672: U40

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

1/- - - - - 1/- - - - - 15/- - - - - -

Start: mHP 199 mAP 182


Fireball
Hail
Str Stmna Agi Wis Luck Guts
Missile -------------------------------Bolt X
48 50 71 143 62 (0)

Running total: Bleu LV 50


376/355 171 204 220 255 224

Running total: Bleu LV 70


564/511 255 255 454 255 255

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/-

End total: Bleu LV 99


828/511 255 255 511 255 255

Bleu lives up to her legend. Supernatural in strength, she is first in


EVERYTHING except Guts, in which she rates dead last. Her only flaw is
that she cannot bond. If you can find her, you'll never need Nina for
her combat abilities again, since Bleu is just like Nina, except so much
stronger. Her 'Shed' ability and high agility means that she can last
indefinitely, like the Hero does with his 'Guts' ability.
As we see, all of the characters pretty much reach their maximum ability at
level 50 (except Nina and Bleu). Gains seem somewhat random up to level 70,
but are miniscule, and gains beyond level 70 are miniscule AND boring. Bleu
is the lone exception here. She makes incredible gains straight up to level
99, maxing out everything except mHP and Guts. Still, it's not worth the
trouble getting to level 99 - level 50 is good enough. If you want to raise
your characters' stats to maximum, it is far easier to do so by means of
cooking permanent attribute raising items, such as MisoSoup. The only stats
you can't raise in this way are mHP and mAP. So please - I have been to
level 99, and I can tell you that it isn't worth it.
All of the above characters can level up by gaining experience. EXP is won
in battle by summing up the EXP point values of all enemies defeated.
Enemies which run away don't count, and neither do enemies defeated before
the last time you used the 'Sweh' action (refer to the description of Sweh in
'Action!' for more details). Let this sum be the XP_award. Each party
member not dead or a zombie at the end of the battle wins experience equal to
XP_award times a factor which is function of the difference between that
character's LV and the hero's LV. Let Gap = (LV of the hero) - (LV of the
party member).
Let steps = [Gap/5]
If steps = ... , then bonus factor =
<1
1
2
3
4,5
6,7
>7

0%
8%
16%
24%
32%
40%
56%

This accelerates the growth of weaker characters to balance the strength of


the party. It can be thought of a model in which the less experienced
characters learn more from watching someone more experienced defeat monsters.
And it makes the simplification the more experienced person is assumed to be
the hero (which is correct, most of the time). In BoF1, there was an
additional factor which was dependent on the # of rounds it took you to win.
No such multiplier exists here.
The experience point gain that you see listed in the victory window is not
XP_award, but is the sum of all the experience won by each member of your
party. It is for this reason that this number is roughly proportional to the
number of party members and varies slightly as some of them level up. In
practice, XP_award is limited to no more than 32730 (for defeating 3
K.Sludges at 156%), and no less than 1 (for 1 E.Sludge).
All characters can have no more than 9999999 XP. If a character gains
experience while already at this limit, the sum of awards that is shown
remains unchanged, and we do:
if XP > 9999999, XP = 9999999
Note that since total experience won is proportional to the number of
characters in your group, you're cheating yourself out of valuable experience
and making your trip unnecessarily difficult if you travel with anything less
than the maximum allowed number of party members.

-=-=-========================-

Action!

-==========================-=-

This section presents the effects of all actions available to the opposition
and party members (except for item use, which is covered in 'Items'), as well
as who uses it, and in the case of spells, when the spell is learned. I also
include spells which have strictly non-combat effects in this list. When an
action lacks a name, I give it a name in parenthesis to show that this is
what I have named it. First I will begin by listing the things that you can
do in combat which are NOT actions:
- Changing equipment - When you change a party member's equipment, you have
not specified an action - the equipment change takes place between
rounds. You may still give that party member an action for the
upcoming round, even backtrack to change the intended action of party
members further towards the front, and the character's equipment will
remain changed.
- Swch - When you use change the formation (press 'L'), the change also takes
place between rounds, no action necessary. Note that you may not do
anything to change the combat order while in combat.
- Run - As noted in basic combat mechanics, this order takes the place of all
action. Once you issue this command, it is immediately attempted.
Run is always successful on a lead-off attack, but otherwise its
success is a roll based on the Vigor ratings of the opposition as

compared to the party members' Vigor ratings (independent of the


action they had planned for this round!). This roll has a moderate
chance of failure even when the Vigor ratings of the opposition are
pitifully low.
- Auto - Like running away, this command takes the place of all action. Once
you select it, it is immediately executed. Auto turns on automatic
battle. While this is on, all party members attack as their action,
and do so on all subsequent rounds (you are not prompted to give any
commands between rounds). Automatic battle may be turned off at any
time by pressing 'B'. This will allow you to give commands as normal
for the upcoming rounds.
CtrAttck - This is not an action, because it only happens in response to the
Atc. action; commands may not be given to CtrAttck and are not
necessary to do so. Because of this, this ability is described as
part of the Atc. action, although there is a separate entry to list
who has this combat ability.
Other than these things, everything you can tell a party member to do in
combat is an action.
When the opposition or a zombie uses an action that targets a single party
member, the target is chosen in the following way (neither Collar nor DmndBR
affect this):
First determine the number of party members (dead ones and zombies count too)
Then, make a random roll to see who is the target:
2 party members:
Target
Chance of being chosen
----------------------------------------------------1st
11/16
2nd
5/16
3 party members:
Target
Chance of being chosen
----------------------------------------------------1st
9/16
2nd
5/16
3rd
2/16
4 party members:
Target
Chance of being chosen
----------------------------------------------------1st
8/16
2nd
5/16
3rd
2/16
4th
1/16
These probabilities are independent of which formation you use, but they can
change drastically if some of your party members are dead. This is because:
if the target the opposition chooses is not valid, the attack targets the
LAST party member in the combat order instead. If that one is not valid, it
attacks the next to last party member, and so on right back up to the lead
character. The result is that if anybody dies, the guy in the back - the one
you put there probably because he's got a pathetic Def rating - is going to
take a lot more hits than normal - maybe as many as half of them or more.
And that spells instant disaster. Note that 'Dare' and 'RIP' can also change

how targets are chosen.


For actions which are spells that deal damage, normal spell damage refers to
damage computed using the base power of the spell. Special damage and normal
spell damage is computed differently the normal physical attack damage in
that position is not important and the effects of Defense are different.
Because of this, these two damage types are computed using the
SpecialDamage() function. Dragon spell damage is another type of damage
which is computed using the DragonDamage() function. Normal physical attacks
deal damage using either the AttackByOpposition() or AttackByPartyMember()
functions. All other kinds of damage are noted by the word 'exactly' or
'lethal' in the description of the damage dealt by the action. These kinds
of damage are undefendable, as is dragon spell damage, and some special
damage.
All actions which are spells have the casting cost following the name, with
'Nc' indicating non-combat use only, 'Cb' for combat only, and '//' for both.
Since transforms retain the ability to cast all spells that the unbonded
character could cast, I don't list transforms in the 'Used by' part of the
description for a spell. A '**' in the 'Used by' list means that the spell
can be taught to one party member as part of the story, and a name with a
'**' means that the spell may one be taught to one specific party member.
Note that if a character learns a spell which is already in that character's
spell list, the list is not changed. It can be done, but there is no bonus
to teaching a character a spell twice.
----------------------------------------------------------------------------8.0:14 (Cb) Normal spell damage of 70 to all enemies (except flying enemies,
which receive exactly 0 damage - neither Nina nor the queen of angels
transform counts as a flying creature for the purposes of this
spell). Native terrains: dirt fields, caves.
Used by: Rand(LV24), A.Sludge, G.Shaker, Ganga, Mamot
----------------------------------------------------------------------------Ag-Down:5 (Cb) Gives one enemy the Agi.Dn condition. Probability of success
is a roll based on the magic susceptibility of the opposition, whether
it is the target or the caster.
Used by: Nina(LV9), Spar, Babaruku, Bleu, Guardian, Stooly
----------------------------------------------------------------------------Ag-Up:4 (Cb) Gives one ally the Agi.Up condition. However, this condition
has no effect.
Used by: Spar, Bleu, Pima
----------------------------------------------------------------------------(amnesia) - All enemies will forget (1..3) of the spells from their spell
list, counting from the last spell they remember backwards. For the
rest of the battle these forgotten spells may not be cast. This has
no permanent effect. This doesn't prevent spells already chosen at
the beginning of the round from being cast successfully.
Used by: Aruhamel
----------------------------------------------------------------------------Anfini:0 (Cb) There exists only one point in the game where this may be used.

Used by: Hero (**) (learned in Infinity)


----------------------------------------------------------------------------Angel:12 (Cb) Attempts to deal lethal damage to all spirit and undead
enemies ( = rHP of target). Doesn't work in battles to the death(?)
Success rate is a roll based on magic susceptibility of the target.
Used by: Nina(LV26), Jean(LV30)
----------------------------------------------------------------------------Atc.
Makes a normal physical attack against any combatant - even an ally.
An attack by opposition or a zombie always targets a party member.
If attacker is opposition, roll to see if a 'Miss' has occurred. If
so, don't deal any damage. Seems to be a function of real bad
monster stats (atlas and corpse have missed me occasionally).
If target is party member, and is not asleep, make a Cond.-based roll
to see if the target can 'Dodge' the attack. If so, deal no damage.
Otherwise, compute the damage dealt to the target.
If the attacker is opposition (or a zombie(?)),
damage = AttackByOpposition( )
If the attacker is a party member,
damage = AttackByPartyMember( )
If the target has the ability to CtrAttck, the target is still alive,
and the attacker was an enemy, make a Cond.-based roll to see if a
CtrAttck may be done (if the target was just woken up by the
attack). If so, the target counterattacks the attacker for normal
attack damage, except, this attack is NOT elemental in nature. A
CtrAttck may even be done when the defender is not taking any action
for this round (such as a lead-off attack).
Used by: All combatants, unless otherwise noted
----------------------------------------------------------------------------Atk-Up:6 (Cb) Gives one ally the Pwr.Up condition.
Used by: Bleu, Spar(LV36), C.Bear, Cyclops, Dadelous, G.Lizard,
Ganet, Kimoto, Soldier, Titong
----------------------------------------------------------------------------(attack all) Makes a normal physical attack to all enemies. Enemies may not
CtrAttck this action, and hits may not be special or toasted.
Used by: Bow(this replaces Atc. if he's equipping the AutoBW),
Barubary(x)
----------------------------------------------------------------------------Backup Roll to see if another ally of the same type can be summoned. These
summoned enemies count towards the award just as the initial ones do.
Used by: Hood
----------------------------------------------------------------------------Bnsh
Attempts to make all remaining enemies Runaway. On failure, none of
them Runaway. On success, all of them Runaway. This does not work
in battles to the death. After using Bnsh, you may still receive an

award for the other enemies that you 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)

----------------------------------------------------------------------------FireBrth(X) - Deals X + (0..15) points of defendable, non-elemental special


damage to all enemies (yes, even though it reads FIREbreath, it is
NOT a fire attack).
Used by: B.Ogre, Barubary(x), Dragoon, E.Dragon, Gallop, Gargoyle,
Hellion, Ifeleet, Kimaira, Pepshun, Rapider, Venusfly
----------------------------------------------------------------------------FireDrgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of 512 to all enemies. Note: This is NOT a fire attack - it has
exactly the same effect as IceDrgn and T.Drgn.
Used by: Hero(**)
Taught by the wise dragon man in WaterFal
----------------------------------------------------------------------------FirPuppy:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of fire:256 to one enemy.
Used by: Hero(**)
Learned when you first meet the Fire Shaman in Capitan
----------------------------------------------------------------------------Flame:12 (Cb) Normal spell damage of fire:60 to all enemies.
Used by: **, **, **, **, Sten(LV15), Nina(LV20), Bleu, Pollen
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details.)
----------------------------------------------------------------------------Freeze:10 (Cb) Normal spell damage of ice:100 to one enemy.
Used by: **, **, **, **, Nina(LV24), Spar(LV28), Bleu, Amonica,
Anubus, Cancer, Carm, Gonghead(2), H.Crab, Maindstr, Pharaoh
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details.)
----------------------------------------------------------------------------G.Drgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of 999 to all enemies.
Used by: Hero(**)
This spell is learned the Hero is exposed to the (etherstorm)
attack.
----------------------------------------------------------------------------(get up:X) - Similar to defying death, but not exactly. Whenever this enemy
takes lethal damage, it makes a random roll with a success of (X)% to
see if it can resist death and be restored to a random fraction of
its mHP between 1/4 and 1/2 (?). So, this action may be done a
potentially unlimited number of times, while defying death is limited
to once per battle only.

Used by: Roach


----------------------------------------------------------------------------(god's power) - Steals HP equal to exactly [rHP*3/8] from each enemy (to a
maximum of 60 HP), and AP equal to exactly [rAP/4] (to a maximum of
20 AP) from each living enemy. All HP stolen is added to Deathevn's
rHP.
Used by: Deathevn(2)
----------------------------------------------------------------------------Guts
A self-healing action available to the hero. HP restored is an
exact fraction of mHP, and a function of rHP and the number of fires
from your Guts rating:
Table of fractions of mHP that Guts will restore:
rHP:
> [mHP/2]
> [mHP/4]
> [mHP/8]
=< [mHP/8]
------------------------------------------------------------------Fires:
1
8%
15%
30%
<50%
2
10%
20%
40%
60%
3
12%
25%
<50%
70%
4
14%
30%
55%
<75%
5
6
7

16%
18%
20%

35%
40%
45%

60%
65%
70%

80%
85%
90%

Guts may be used an unlimited number of times during a battle, but


for each use, there is a random probability of failure of 1/8.
Used by: Hero
----------------------------------------------------------------------------Hail:17 (Cb) Normal spell damage of ice:100 to all enemies. When Hail is
well-cast, little dogs will follow the big one.
Used by: Katt(LV13), Nina(LV31), Babaruku, Bleu(LV37), Carm, Fastman,
Magicmas, N.Rider
----------------------------------------------------------------------------Heal:8 (//) Removes the conditions of curse, poison, sleep, rotting, and
zombie from one ally.
Used by: Bow(LV23), Rand(LV31)
----------------------------------------------------------------------------Horror Same as SwtBrth.
Used by: Munmar
----------------------------------------------------------------------------Hush:5 (Cb) Attempts to give one enemy the hushed condition. Success is a
roll based on magic susceptibility of the opposition, whether it is
the caster or the target.
Used by: Jean(LV12), Spar, Aruban, Babaruku, Cotris, DPaladin,
Footman(2), Ganet, Guardian, Maindstr

----------------------------------------------------------------------------IcePuppy:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of ice:256 to one enemy.
Used by: Hero(**)
Learned when you first meet the Fire Shaman in Capitan.
----------------------------------------------------------------------------IceDrgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of 512 to all enemies. Note: This is NOT an ice attack - it has
exactly the same effect as FireDrgn and T.Drgn.
Used by: Hero(**)
Taught by the wise dragon man in WaterFal.
----------------------------------------------------------------------------Idle:6 (Cb) Attempts to put one enemy to sleep. Probability of success is a
roll based on the magic susceptibility of the target.
Used by: Spar(LV16), Jean(LV20)
----------------------------------------------------------------------------(insult) - Attempts to reduce target's offensive power to 0 for this round.
Used by: Katt (the one fought in Coliseum)
----------------------------------------------------------------------------(interrupt: ...) - If this enemy's rHP drops below the specified fraction(s)
of mHP, immediately end this round of combat and move to the next
round.
Used by: GoldFly(2), Kuwadora
----------------------------------------------------------------------------Jab
Attacks all enemies for normal physical damage at a penalty of 30 to
Off per enemy beyond the first. Damage for each enemy is computed
separately. A Jab is non-elemental, and may not be a special or a
toasted hit, even if the weapon Jean is using allows it. Putting
aside these limitations, 'Jab' to one enemy is equivalent to 'Atc.'
Used by: Jean
----------------------------------------------------------------------------Keep
Forfeit a turn to attack an enemy next turn with a substantially
increased Off value. When you give the command to 'Keep', you select
the target on the first turn. On the next turn, 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.

Used by: 'Devil Katt' transform


----------------------------------------------------------------------------Miss
This action starts off by looking like an attack, but does not hit
any target.
Used by: Atlas, Bugbear, Corpse, Ghoul
----------------------------------------------------------------------------Missile:26 (Cb) Normal spell damage of wind:150 to all enemies.
Used by: **, **, **, **, Sten(LV38), Bleu(LV38), Nina(LV57), Babaruku
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details.)
----------------------------------------------------------------------------Normal physical attack - see 'Atc.'
----------------------------------------------------------------------------Ntre
This produces a different effect for each type of terrain, but the
effect is independent of time of day. Ntre may be used an unlimited
number of times in all terrains, though there is a small chance that
each use might fail and do nothing instead.
Terrain
Effect
------------------------------------------------------------------Lakeside
Flowers bloom - once used successfully in a given
battle, all subsequent uses will fail. This results
in the Def values of all opposition being halved.
This effect may be compounded with the Def.Dn
condition, but unlike Def.Dn, the probability of
success of this action isn't dependent of the magic
susceptibility of the opposition!
Dense forest

A tree tumbles over all enemies, dealing them


all 176 + (0..15) points of undefendable,
non-elemental special damage.

Desert

Cacti explode, dealing 88 + (0..7) points of


undefendable, non-elemental special damage to all
enemies. Despite the seeming absence of cactus
plants after using this, this can also be used an
unlimited number of times.

All other outside terrains - All allies are healed by exactly 32 HP.
Is this dependent on Spar's stats?
Any terrain not out in the open - Failure
Used by: Spar, 'Spindragon' transform
----------------------------------------------------------------------------Psn.Atck - Hit one target for normal physical attack damage, and attempts to
Poison that target at the same time.
Used by: Banbhand, H.Fly, Skeleton, Tsi.Fly, Widow
----------------------------------------------------------------------------Psn.Brth - Attempts individually to Poison all enemies.

Used by: Arachnod, Aruhamel, Chorking, Dethpede, J.Worm, Kiyhood,


Ralooba
----------------------------------------------------------------------------Psn.Chop - Attack all enemies for normal physical damage and attempt to
Poison each enemy as well.
Used by: Joker
----------------------------------------------------------------------------Pwr.Down:5 (Cb) Gives one enemy the Pwr.Dn condition. Probability of success
is a roll based on the magic susceptibility of the opposition,
whether the opposition is the caster or the target.
Used by: Nina(LV10), Jean(LV16), Spar, Bleu, Babaruku, Conch,
Guardian, Stooly, Willowsp
----------------------------------------------------------------------------Renew:10 (//) Works only 70% of the time, and only revives one dead ally to
HP = [MHP/4], with no effect on a living or zombie character.
Used by: **, Bow(LV20), Rand(LV27), Jean(LV34)
Ray teaches this to you instead of Cure 2 if you save more than 4
villagers in the DryWell
----------------------------------------------------------------------------Renew X:20 (//) Returns one ally to life with rHP = mHP. Only works on dead
party members (not zombies).
Used by: Bow(LV36)
----------------------------------------------------------------------------RIP
Sten makes a regular attack, but plays dead for the rest of the
round. His Def is lowered to 5/8 (62.5%) during this round, but
each member of the opposition must pass a Wis-based roll or be fooled
into thinking Sten is already dead. On failure, if Sten is not the
only surviving party member, a target will be chosen based on the
assumption that Sten is dead. But beware! - as stated before, this
usually means that the guy in back is going to be taking a lot more
hits! (Is this really what you want?)
Used by: Sten
----------------------------------------------------------------------------RotBrth - Attempts individually to make all enemies begin Rotting.
Used by: Anubus, Chorking, Kiyhood, Necroman, Pharaoh
----------------------------------------------------------------------------(rumble) - Deals exactly 48 points of damage to all enemies.
Used by: M.C.Tusk
----------------------------------------------------------------------------Runaway - The combatant flees from battle, thus preventing you from winning
an award from defeating it. This always works, unlike the command
'Run'.

Used by: C.Sludge, D.Spider, J.Fish, K.Goblin, P.Eater, R.Guard,


Trikster
----------------------------------------------------------------------------S.Boom:11 (Cb) Normal spell damage of thunder:50 to all enemies.
Used by: Nina(LV13), Bleu, Dinabehm, Fastman, RoadSlug
----------------------------------------------------------------------------Sap:5 (Cb) Steals HP from one enemy and adds it to the caster's total. HP
stolen is exactly 30% of enemy's rHP, to a maximum limit of 30 HP.
Probability of success is a roll based on magic susceptibility of the
opposition, whether it is the caster or target.
Used by: Spar(LV21), Bleu, Bloodskr, D.Spirit, Lyverma, Necroman,
Racegude, Tri.eye, Zombie
----------------------------------------------------------------------------(save strength) - During the next action, offense power is doubled. Augus
doesn't have to use the next action to attack, but if he doesn't, the
effect of this action is wasted.
Used by: Augus
----------------------------------------------------------------------------(shake) - Same as (attack all).
Used by: Terapin
----------------------------------------------------------------------------Shed
You don't get to be 2000 years old without taking REALLY good care
of yourself. Bleu can use 'Shed' to cast Cure 4, followed by Heal
on herself an unlimited number of times. And unlike Guts, it
always works (at least it does when Wis = 255... check for failure
at lower Wis...). But there is one catch - when Bleu sheds, she
acquires the Def.Dn condition.
Used by: Bleu
----------------------------------------------------------------------------Shield:6 (Cb) Gives one ally the Wis.Up condition. May be cast multiple
times without notice of failure, but extra use confers no extra
benefit.
Used by: Spar(LV30), D.Crsdr, Needle, Paladin
----------------------------------------------------------------------------Shimmy Same as (attack all).
Used by: Kuwadora
----------------------------------------------------------------------------Shot
Attempts to deal an enemy lethal damage (= rHP of the target). This
does not work in battles to the death. It can deal lethal damage to
enemies with more than 999 HP, but only 999 points of damage will be
shown. On a failure, Shot merely deals 1 point of damage.
Used by: Bow
-----------------------------------------------------------------------------

Smoke:6 (Nc) Gives you a little extra breathing space between random
battles, by changing the way in which the fight counter is generated
and how it is decremented. Turning smoke on does not reset the fight
counter. Smoke may only be cast in a place where the monster level
is not asleep. To indicate that smoke is on, your monster meter
figure will turn blue. Smoke is not turned off until you take 64
steps in an area or on a map section where the monster level is not
asleep, regardless of how many times you enter battle, or whether you
move between areas. You may not cast smoke while it is already on.
When rolling, each step you roll counts as a step for the smoke
count, as does each spot you swim, and each hop you make while on the
frog. What about flying on the great bird? (Check this.)
Used by: Hero(LV19)
----------------------------------------------------------------------------Spark:4 (Cb) Normal spell damage of fire:25 to one enemy.
Used by: Nina, Sten, Docaden, Jailer, M.Golem, M.Mummy, Nimufu,
Pollen, R.Slug, Sniphead, Witch
----------------------------------------------------------------------------Spor
Makes a random roll to see it there is a headwind. If not, SwtBrth
is used on the opposition. But if there is a headwind, SwtBrth is
used instead on the party members.
Used by: 'Lil Mushroom' transform
----------------------------------------------------------------------------Spry
Iron Man attacks all enemies for normal physical attack damage.
Damage is computed independently for each enemy hit. Unlike 'Jab',
there is no penalty for enemies hit beyond the first one. Spry would
be in all cases superior to Iron Man's normal physical attack, except
that it can't do special or toasted hits (elemental damage?).
Used by: 'Iron Man' transform
----------------------------------------------------------------------------(steal) Make a normal 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

seems to be a random roll(?).


Used by: Aruhamel, Eaterman, Humus, J.Worm, Kiyhood, Meedid, Nimufu,
Shupri, Sireen, Stamen, Witch
----------------------------------------------------------------------------T.Drgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of 512 to all enemies. Note: This is NOT a thunder attack - it has
exactly the same effect as IceDrgn and FireDrgn.
Used by: Hero(**)
Taught by the wise dragon man in WaterFal.
----------------------------------------------------------------------------T.Puppy:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage
of thunder:256 to one enemy.
Used by: Hero(**)
Learned when you first meet the Fire Shaman in Capitan.
----------------------------------------------------------------------------Thunder:6 (Cb) Normal spell damage of thunder:25 to all enemies.
Used by: **, **, **, **, Nina, Rand(LV9), DinaFung, Nimufu, RoadSlug,
Suiky, Witch
(Barose can teach this spell 4 times. Refer to the 'TownShip'
section for details.)
----------------------------------------------------------------------------TimeWarp:0 (Nc) This spell may only be cast on the overworld. It advances
the day/night cycle to either daytime or nighttime.
If it is currently:
Advance the time to:
----------------------------------------------------------6AM - 9PM
Midnight
9PM - 6AM
10:30AM
Used by: Hero(LV2)
----------------------------------------------------------------------------Tornado:5 (Cb) Normal spell damage of wind:30 to one enemy.
Used by: Nina, Crodworm, Sireen
----------------------------------------------------------------------------Typhoon:14 (Cb) Normal spell damage of wind:80 to all enemies. Native
terrains: underwater.
Used by: Nina(LV22), Amom, Barucuda, Crodworm, Magicmas, N.Rider
----------------------------------------------------------------------------Wake
Attacks one party member for normal physical damage, thus having the
side-effect of waking that character up if they were asleep. This
is not the main use of this action, however. If you target a dead
party member with Wake, there is a chance that that character will be
revived to 1 HP. On a failure, nothing will happen. Wake attacks
cannot be special or toasted hits.

Used by: Rand, 'Mighty Armadillo' transform


----------------------------------------------------------------------------Warp:8 (Nc) Teleports the group to one of your choice of 'warp points'. The
list of warp points is all of the towns on the overworld that you
have visited, with a few exceptions (such as St.EvaCh, Inheart, and
Dologany). Warp may only be cast on the overworld.
Used by: Jean(LV14), Spar(LV19), Bleu
----------------------------------------------------------------------------Will
Restores 16 AP (24 AP if rAP = 0), with a random success rate of 70%.
On a failure, no AP is restored.
Used by: Nina
----------------------------------------------------------------------------Zombie Attempts to make one enemy begin rotting and attacks that enemy at
the same time for normal physical damage.
Used by: Banbhand, Mimic, Necroman, Sheef, Skeleton
-----------------------------------------------------------------------------

-=-=-======================-

Conditions

-=======================-=-

This section describes the effects of all conditions that can be applied to
party members and opposition, in and out of combat. As stated earlier, the
combat conditions are:
Poison
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

area. The simplest way to remove poison is to use CurePsn or an


Antdt. ShinyBR can prevent poison.
Pwr.Dn - All damage from normal physical attacks made by the target is
multiplied by 7/8. This condition persists until the end of battle.
Pwr.Up - the target's Off stat is doubled, to a maximum offense of 511. This
condition persists until the end of a battle.
Rotting - An intermediate stage before becoming a zombie. Rotting party
members have purple skin and adopt a stooping posture. A party
member which has been rotting for one full round will become a zombie
on the next round. If a party member was rotting at the beginning of
the round, they get a bonus to offense just as if they had the Pwr.Up
condition. The simplest way to remove rotting is to use TearDr or
CurePsn. KramerBR and ShinyBR can prevent rotting.
Wis.Up - The target's Wis is doubled, to a limit of Wis = 255. This has the
effect of changing magic susceptibility and reducing slightly the
vulnerability to normal spell damage. This persists until the end of
a battle.
Zombie - A truly nasty affliction. A zombie looks like an undead figure
which faces towards the party. Upon becoming a zombie, all other
conditions are removed, shaman bonding is lost, and a grey face
appears in the status area. The target can no longer be controlled,
and will use its actions to make normal physical attacks vs. party
members. This doesn't mean that the zombie is not still a valid
target for the opposition. The damage from these attacks is not the
standard party member attack algorithm, and I haven't figured it out
yet. All HP which would be healed to a zombie is subtracted as
damage instead. A zombie retains the Def, Vigor, and Wis ratings of
the character which produced it. The easiest way to remove zombie is
to use TearDr or CurePsn. If all else fails, you can attack it until
it dies. Characters which are zombies at the end of a battle receive
no awards, and become dead after the battle is over. Zombie can't be
prevented because it isn't applied directly, but rotting can be.
Besides the combat conditions, there are also the following non-combat
'conditions':
Regeneration
Smoke
Smoke - This was mentioned earlier. It can be applied to the entire group by
casting Smoke.
Regeneration - This condition is granted by equipment that a party member is
wearing. A party member with regeneration gains 1 HP per step taken
ANYWHERE, not just the places where poison would normally affect a
character.

-=-=-=====================- Damage Algorithms -=======================-=There are several different types of attack that deal damage: the normal
physical attack, normal spell damage, special damage, and Dragon damage.

For all damage algorithms, the following functions are used to handle
elemental damage:
---------------------------------------------------------------------------ResistElements( damage ):
This function is used in calculation of damage done to party members
from elemental attacks (spells and actions where a party member hits
an ally with an elemental weapon):
If the attack has an element associated with it, apply the
character's elemental resist level granted by the armor, helmet, and
shield that the character is equipping.
There is such a thing as resistance to holy damage, and it is
conferred by a great many items. But it is of only academic
interest, since the only holy attacks in BoF2 are the ones made by
your side! Unfortunately, nothing grants resistance to wind.
The elemental resist level is just
that the character is wearing that
associated with the attack. Thus,
and 3 (although it is usually only

the number of pieces of equipment


grant resistance to the element
resist level can vary between 0
0 or 1).

Now, multiply damage by...


Resist level
0
1
2
3

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:

damage * 2 from holy


* 1/2 from all other DEFENDABLE attacks

Undead:

damage * 2

from holy and fire

Flying:

damage * 2

from wind

Fiery:

damage * 2 from ice


* 1/2 from fire

Icy:

damage * 2 from fire


* 1/2 from ice

Aquatic: damage * 2 from thunder


* 1/2 from fire

All opposition has either one or none of the above types. If none of
the above types apply, damage is unaffected.
----------------------------------------------------------------------------And, the following functions handle the effect that 'Defense' has on damage:
----------------------------------------------------------------------------DefendSpecial( damage )
This function applies to normal spell damage and special defendable
damage dealt to any target using 'Defense'.
Defense multiplies damage by one of the following factors, chosen
randomly(?):
{95%, 85%, 75%, 65%}
Higher Wis (not Luck!) seems to result in choosing a more favorable
multiplier....
----------------------------------------------------------------------------DefendPhysical( damage )
This function applies to normal physical damage from party member's
or opposition's attacks to any target using 'Defense'.
Defense multiplies damage by one of the following factors, chosen
randomly(?):
{85%, <75%, 65%, <50%}
----------------------------------------------------------------------------Things to note are that 'Defense' does not have an effect against
undefendable damage, and is more effective against physical attacks than
spells or special damage. There is also moderate random variation is the
effectiveness of using 'Defense'.
The algorithm for determining damage done by a normal physical attack made by
a party member is (I do not know what the algorithm is for attacks by
the opposition):
----------------------------------------------------------------------------AttackByPartyMember():
Pwr = (offense of attacker) - (defense of target)
(if Pwr < 0, Pwr = 0)
Now, if...
We are in the ... damage range
----------------------------------------------------------------Pwr < 63
Low
63 <= Pwr < 99
Mid
99 <= Pwr
High
For the high range,
Damage = Pwr * one of {58%,64%,70%,76%},
chosen by a roll based on Luck
For the mid range,

Damage = Pwr * one of {85%,90%,97%,103%},


also chosen by a roll based on Luck
For the low range, the exact algorithm is quite complex - it would take more
effort to explain than would a simple listing of damage values vs. Pwr, so...
I will supply the list instead:
Pwr:Damage
Pwr:Damage
Pwr:Damage
Pwr:Damage
----------------------------------------------------------------------------0 {1,2}
16 {17,18,19,20}
32 {41,43,45,47}
48 {50,53,56,59}
1 {1,2}
17 {18,20,21,22}
33 {42,44,46,48}
49 {51,54,57,60}
2 {2,3}
18 {20,21,22,23}
34 {43,45,47,49}
50 {51,54,57,60}
3 {3,4}
19 {21,22,24,25}
35 {44,46,48,50}
51 {52,55,58,61}
4
5
6
7

{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

(Pwr.Up, Def.Up, and Def.Dn are


all handled as modifiers to Def

and Off, and are thus taken care of


already).
If damage < 1, damage = 1.
If damage > 999, damage = 999.
Finally, if the attack was from a party member equipping a weapon that
allows toasted hits, make a random roll to see if the attacker toasts the
opposition. If so,
Damage = mHP of the target
Damage shown will be no greater than 999, even though toasted hits can
deal more than that amount of damage.
The damage values from this algorithm should be exact.
Note: Feel free to use the damage calculator made by Ben Siron to make
figuring these numbers out much easier. It can be found on my site at:
*** Address: http://www.geocities.com/sabin_2002/BoF2DmgCalc.html ***
--------------------------------------------------------------------------The attack_modifier() and defend_modifier() fractions used in the above
algorithm are determined in the following way:
Risk Tables:
-----------------------------With only one party member:
Leader
Normal

---------------------------------With two:
Leader Last
Normal

Scramble

2+

2-

-------------------------------------------With three:
Leader

2nd

Last

Normal

Scramble

2+

2+

2-

-----------------------------------------------------With 4 party members:

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

the spell is well-cast. All damage spells will, if 'well-cast',


cause 50% more damage. A spell is well cast if a random number
(0..255) > func( wis, bCond, Guts ) + other_bonuses?. func is some
linear additive function I haven't yet determined, which maxes out at
128. I do know that if any one of bCond, Guts, or Wis is nonzero,
you have a chance of well-casting the spell. This roll is not made
if casting the spell using an item. Certain items always well-cast
a spell, and others never do. Additionally, if the caster is wearing
the SkullBR, func always returns 128 (50% chance of well-casting the
spell). Depending on the spell and terrain, being well-cast may be
visible with extra graphics in the casting on the spell or things
being done to the terrain picture. The 'other_bonuses' part include
things that may further boost probability. I've noticed that if some
of the targets are weak vs. the element you're casting, probability
seems to increase. Also, terrain type may have an effect.
----------------------------------------------------------------------------Notes: Note what spell damage and special damage is NOT a function of:
1) Position. No matter where the attacker is and where the target is, the
damage is the same.
2) Level of caster or target, luck of caster or target.
Finally, there is a third commonly occurring type of damage - the kind dealt
by the Dragon spells that the hero uses:
----------------------------------------------------------------------------DragonDamage():
This function deals damage in the following way:
Fract = [ ([rAP/2]*256) / [mAP/2] ]
Squared = [ fract^2 / 256 ]
If squared < 1, squared = 1
Damage = [ squared * (base power) / 256 ]
This exact algorithm can be approximated (to +/-3 HP of damage) with
the simpler formula:
Damage = (base power) * ( [rAP/2] / [mAP/2] )^2
Now apply the ElementMultiplier() function to the damage
(even if the attack is non-elemental in nature).
Things to note are that:
1) At maximum AP, damage dealt is the base power of the spell *
elemental modifiers.
2) You're getting gypped if your casting a dragon spell at anything
less than maximum AP, because the cost-effectiveness (or
damage dealt per AP spent) is proportional to the amount
of AP used. This is because damage is not proportional
to the fraction of maximum AP remaining (rAP/mAP), but its
square.

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

-=-=-========================-

Skills

-==========================-=-

Skills are what I call the special abilities peculiar to each party member
that can be used outside of combat. Each party member has a unique set of
skills, and in some cases, the transformations you get out of shaman bondings
have their own sets of skills which may be different that the character's
skills in the unbonded form. To use a skill, the character with the skill
must be in the lead of the walking order. Some skills are automatic
benefits. For others, you must press 'Y' to use the skill.
In the explanations of these skills, 'normal walking speed' refers to the
fundamental scrolling rate of 1 pixel per refresh of your television set
picture. This works out to be:
(60 refreshes/sec) * (1 pixel/refresh) * (1 spot/16 pixels) = 3.75 spots/sec
double speed is 2 pixels/refresh, or 7.5 spots/sec
4x speed is 4 pixels/refresh, or 15 spots/sec
(Scrolling quality begins to noticeably degrade beyond this
speed, because fractions of the normal walking speed with
large numerators or denominators tend to result in jerkiness
of the shifting of the picture....)
I call this rate the normal walking speed because this is the speed at which
your party moves about all maps and areas. Since it is a fundamental
constant of all NTSC television displays, this rate appears in nearly every
home video game that uses scrolling....
Each skill I have given a name because in BoF2, the abilities have no name.
Hence, I have put the names in parentheses. Listed in no particular order,
the skills are:
----------------------------------------------------------------------------Spar, all of Spar's transforms:
(Forestry) On the overworld map, Spar can guide the party through
pine trees as if it was grassland. Spar can also enter the
lairs of the great wise trees, and talk to them, whereas the
other party members cannot.
----------------------------------------------------------------------------Hero: (Fish) Refer to the Huntin' and Fishin' section.
----------------------------------------------------------------------------Katt, Bow, Bleu, '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.

----------------------------------------------------------------------------Nina, 'Queen of Angels' transform(?):


(Avoid traps) If Nina steps onto a pit trap, she will fly back out of
it and the party will land safely on the spot they were on
before walking onto the trap. This ability is automatic if
Nina is in the lead. It does not work, however, for the pit
traps in ThvsTomd, where the traps move.
-----------------------------------------------------------------------------

-=-=-=========================-

Shamans

-=========================-=-

A shaman is an elemental spirit in human female form. There are six shamans
in BoF2. When you find a shaman, she will move in with granny in the shack
next to the hideout in TownShip. From then on, she can bond with a party
member to give that character bonuses to Vig, Wis, mAP, Off, and Def.
A maximum of two shamans can be bonded to a single character, and no shaman
may be bonded to two characters at once. Bleu and the hero may not bond with
shamans. The bonus from bonding two shamans is usually not just the sum of
the parts from each shaman - some combos result in some really striking
changes....
she shamans are:
Sana:Fire

Seso:Water

Spoo:Wind

Solo:Earth

Seny:Holy

Shin:Devil

These shamans can be found in the following places:


Fire: After you receive Ray's blessing in TownShip, return to
Capitan. Finding this shaman is necessary to progress
beyond Capitan.
Water: Immediately after defeating the witch Nimufu at WitchTwr
(while you're already up there, so you don't have to make the
trek again), check area that the stairway on the left side of
3F leads to....
Wind: Found in SkyTower. Finding this shaman is necessary to
progress beyond the SkyTower scenario.
Earth: Difficult to obtain - Donate at least 20 times at the
shrine in Namanda, and do this BEFORE you level St.EvaCh (the
donations need not be done in the style of one immediately
following the last). After leveling St.EvaCh, return to
Rand's yard in FarmTown. There is a rumor floating about
that the Earth shaman can only be obtained if you refrain
from using magic while clearing Rand's yard. This is hogwash.
Holy: After leveling St.EvaCh, return to Bando and visit the

first cell in the extending corridor.


Devil: Found inside of the left entrance to Infinity.
Unfortunately, we see the most of the shamans can't be found until
practically the end of the game, and bonding for the trip down through
Infinity is impractical because of the length of the trip, and the fact that
you are automatically unbonded when you attempt to learn Anfini. Thus, the
number of parts of the story where you can make effective use of these
shamans is vanishingly small Also, note that bonding may not be done until
phase 2 of TownShip begins (see TownShip section).
The results of a bond can be divided into 4 classes: failure, augmentation,
fusion, and transformation.
Failures are bond combos that won't work. Most combos are failures, so I
won't list them.
Augmentation doesn't change the character's appearance, but nonetheless
results in a bonus to the character's stats which is standard for that
shaman. An augmentation of two shamans results in a bonus which is merely
the sum of the standard bonuses for each shaman. Nothing else changes.
Fusion changes the shade of the character's appearance and results in better
bonuses than augmentation, but everything else about the character is
unchanged (such as the character's skill and special combat action).
Transformation is a unique change in personality. The character's portrait
morphs into something completely different, and the character gets a unique
set of shaman bonuses (much better than either augmentation or fusion) to all
five stats. Transformation also changes the character's special combat
action, and may interfere with the character's skill. And, last but not
least, the dialogue you get when you talk to other characters may be
different (in some rare cases), depending on how you're morphed.
Once you find a combination which works and you want to do the bond again
without having to go through the lengthy bonding animation sequence, you can
ask granny for a 'List' of the combinations which you have already had
success with (a nice time saving feature which also helps you out when you
can't remember exactly what the combo was). This list contains every
combination you ever tried in your current game which worked. The combos are
listed lexicographically by shaman names, with the names color coded:
augmentations in white, fusions in green, and transformations in red.
Shaman bonuses are calculated as percent factors multiplied by the character's
basic stats at the time of bonding. Bonding and unbonding are the only times
when shaman bonuses are recalculated, even though basic stats may change in
the meantime. Because of this, it is a good idea to re-bond with a shaman
from time to time to get the latest bonuses.
sOff = shaman offense bonus, a percent fraction of Str.
sDef = shaman defense bonus, a percent fraction of Stmna
sVigor = shaman vigor bonus, a percent fraction of Agi.
sWis = shaman wisdom bonus, a percent fraction of bWis
smAP = shaman max AP bonus, a percent fraction of bmAP

Example shaman bonus calculation:


Jean bonds with Seny to become Sir Mackerel. Before the
transformation, Jean had the following stats:
Str
Stnma
Agil
bmAP
bWis

=
=
=
=
=

152
120
125
126
101

But then he got the following bonuses:


Off
Def
Vig
mAP
Wis

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

The standard bonuses for the six shamans are:


Fire

Off +25%

Water Wis +25%

Wind

Vig +25%

Earth Def +25%

Holy

No bonus

Devil mAP +25%

Unbonding can occur for three reasons:


1) The bonded party member's HP equaled or dropped below [mHP/4],
during or outside of combat. The character is this weakened
state could not hold the shaman bond (augmentation, fusion,
or transformation) and thus reverted to normal form. Instant
death and zombie will also break a bond, but mere sleep,
poison, and rotting will not.
2) You bonded a different character to the same shaman (resulting in
loss of all bonding to the first character), or you bonded
the same character to a different set of shamans.
3) You used DivideBL to cancel the uniting (bonding), and thus lost
the bond. Sometimes this is necessary to allow use of the
character's special skill.
Unbonding results in all shaman bonuses being immediately reduced to 0, and
in the character reverting to normal form. To re-bond it is necessary to go
all the way back to granny's house in TownShip... (yes, this sucks. a lot.)
Because BoF2 tries to avoid a situation in which you bonded and weakened at
the same time, Granny gives everyone the benefit of rest whenever you talk to
her (thus you will always be at full health at the time of bonding).
The combos, listed by character, and using the shaman symbols defined above
follow:
(+) means augmentation,
(!) means fusion,
(?) means transformation
(The names I give for fusions and transformations are purely figments
of my own imagination (except for 'Djinni' which I borrowed from
Gleeman's FAQ on BoF2) - the actual names of the party members remain

the same.)
----------------------------------------------------------------------------Bow:
(+): F
(?): HD
'Iron Man'
A
W
Off 50
Action: Spry
E
Def 70
H
Vig 30
Skills: Hunt
mAP 40
Wis 40
----------------------------------------------------------------------------Katt:
(+): none
(?):
'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

-=========================-=-

What? A town with no people to live in it? I don't think so.


As founder of Township, it is your duty to populate it in your own image. You
must scour the world to find those worthy of citizenship and invite them.
Perhaps they will honor your generous offer and move in, providing you with
valuable services... (...and perhaps they may just move in.) Choose wisely,
for once you invite them, you can't make them leave.
Township is built in three phases. In the first phase, Bow and Rand build
the hangout for the party. They will finish this as soon as you complete the
DryWell location.
By phase 2, the shaman bonding area and the first set of 3 houses is
complete. To get to this point, you will need to invite a carpenter to live
in TownShip and to construct the rest of the town. There are 3 carpenters
from which you may choose to extend an invitation (must you choose one???),
are there others?. All live in Capitan.
The three carpenters are:
A - He lives in the upper right hand Victorian style house.
He wears blue jeans, white shirt, orange jacket, and has
blonde hair
B - He lives in the left hand treehouse. He wears blue jeans, a
white shirt, a red jacket, and has red hair
C - He lives in the Arabian house. He wears red pants,
a black shirt, a light blue jacket, and has light blue hair
You might be saying now, 'so where are B and C?'. In the DryWell, if you
kill the enemy Villagrs instead of Chiroru, you have killed a villager
instead of rescuing the villager. There are 6 villagers to rescue in the
DryWell, and not all are controlled by Chiroru. Depending on how many you
rescue....
If you rescue...
You may recruit...
----------------------------------------------------------------------------0..2
Only carpenter A, and Ray teaches you Cure 2
3..4

A or C, and Ray teaches you Cure 2

5..6

A, B, or C, and Ray teaches you Renew

Each carpenter, if invited, will construct houses that look much like the
ones they used to live in. Choosing a carpenter is strictly necessary to
progress beyond Capitan. The carpenter you choose will immediately begin
work on the first 3 houses and will not finish until you rescue Jean from the
Woods location and return to the overworld map. TownShip is now in phase 2.
To get to phase 3, you must now fill houses 1 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|
|-||-|

----------------------------------------------------------------------------In carpenter B's town, it is:


- Drawing not to scale
oooo
- Bucket ride is just like the
ooo
/=\
one in TagWoods
oo /=\
|6|
o U| |
===
oo |===
| |
ooooooo || |
Dragon god
|
oooooooo
Well shaft
|oooooooooooooooooooooo
Hangout
|ooo
Granny's house
|o
|-----|
Carpenter's house
|
|=====|-|
Bucket ride
|
x| h |g| |---| w
Trees blocking your way |
|-----|-| | c |
|
|---|
|
|
/=\
|/=\
/=\ |2|
/=\
U| |
|1| ===
|3|
===
=== | |
===
| |
| |
| |
/=\
|4|
===
| |

x
w
h
g
c
U
o

/=\
|5|
===
| |

----------------------------------------------------------------------------In carpenter C's town, the layout is:


|-----|
|=====|-|
x| h |g| |---| w
|-----|-| | c |
|---|
/---\
| 1 |
\===/

/---\
| 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

Front room of the house next to your old lodgings in HomeTown


(transient) - Hekeller opens up an armory which sells the
following items:
FlameSD
FireBW
FlameSH

BurnKN
HeatST

FireRG
MagmaAR

Kay

Upstairs in the Coursair church - Kay gives all characters in


your party (not just party members) immunity to poison, until
after you fight your first battle in an area with monster
activity. Kay will give this gift even if you already have
it, but there is no benefit to receiving it while it is still
in effect.

Poo

Upstairs in the Coursair pub (transient) - Poo leaves town


occasionally for an amount of real time?, when he returns
he will sell you an item he 'picked up' on his journey,
probably a MoonDrop.

Watts

At the Circus, but only while it is at Tunlan and before you get
Spar - Watts can help you find the secret character, but
getting Watts is not necessary to find this character; Watts
only gives hints to help you if you don't already know. You
may try to answer Watts' riddles as many times as you like just exit his house and reenter to try again.

House #2
---------------------------------------------------------------------------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

Upstairs in the Capitan inn (transient) - Leminton opens up an


armory which sells the following items:
KingSD
DemonSH

MacClean

WonderRP

MightyAR

At the W.Beach west of W.Cape (transient) - MacClean can take you


to a secret fishing spot NW of TownShip at L7(1,5) which is
stocked with 7 Snper and 6 PileWm. Upon requesting to be
taken to this spot, you are immediately transported to the
spot under this one. The location you are sent to does not

depend in any way on the present location of TownShip.


Pechiri

Top floor of ThvsTomd, as soon as you are put on the mission to go


here - Pechiri tells you he's giving up stealing and thanks
you for the house. After you find the 'evidence' in
ThvsTomd, if you talk to him when you have any money
in the bank, your bank funds will mysteriously disappear.
The next time you talk to him, he will ask you if you truly
believe he's given up stealing. Give him the benefit of the
doubt, and he'll give you a clue as to how to get your money
back. Hearing this clue is not strictly necessary to recover
your money.

Win

In the upper left area of Mt.Rocko - Win allows you to change the
color of all text windows in BoF2, from among one of 8 color
schemes. Unfortunately not all colors are adjusted, so
nearly all of the other schemes look like they've been
whooped up with the ugly stick.

House #3
---------------------------------------------------------------------------Akky
In the Hut west of the sea of trees - only the 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

In a cave at Mt.Fubi - Azusa can take you to a secret hunting


spot at L7(13,1) which is maxed-out with 3 pigs, 2 deer, a
Grizzly, a Beak, and a guarantee of seeing a bird with every
recently slain animal. After requesting to see the secret
Huntsvil, you are immediately transported to L7(12,2). This
location does not depend on the present location of TownShip.

Baretta

In the Windia armory (transient) - Baretta opens up an armory


which at first sells the following trash:
LongSD
SuedeAR
Ristband

BronzeST
SaladBwl

WoodenDR
SteelAR

However, her wares do get better as you pass certain points


in the game. After returning from HighFort with the famous
flute, she sells:
BurnKN
BreathAR

FireRG
NationHT

QuartrST

After Rand's mom is taken, she sells:


ThndrST
EarthAR

ChuckDR
SokletAR

PierceRP
GuardSH

Finally, after St.EvaCh is leveled, she sells this:


BreakSD
AmberRG
ShinyHT

DeathBW
MotherRB
HolySH

KaiserKN
HeroAR

So, if you're going to get Baretta, do it before you level


the church, or else you'll never get to see the most
studliest assortment of equipment ever to be sold in a BoF2
shop.
Macotti

In the bathroom(!) of the Coursair pub - Macotti thanks you for


the free house and doesn't seem to do anything whatsoever to
help the party.

Wooppi

Upstairs in the HomeTown church - Wooppi gives you hints about


what is to come in the scenario you are currently in. Her
fortunes are not dependent on the phase of TownShip.

House #4
---------------------------------------------------------------------------Barose
The inn of southern Inheart (you will not be able to return here
after clearing Memory!) (transient) - Barose can teach 4
spells, each one to any party member in the lead of the
walking order when you talk to him - but only if the party
member has rHP > 2, and rAP > 2. There are three easy ways
you can go about reducing rHP to 1:
1) Easiest: Have the character consume Bait
2) Next easiest: Kill the character off in battle and then
revive that character to 1 HP by using 'Change' at a
dragon god totem
3) Still somewhat easy: Kill the character off in battle,
have Rand use Wake on the character, and then run
from battle
Which spell he teaches you depends on his mood. And his mood
changes based on how you answer his questions:
If you answer 'No', nothing happens - he will stop talking to
you
If you answer 'Yes' when...

His mood changes by...

rAP > 1
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

If you want to better Barose's mood before learning a spell,


just answer the questions without choosing to learn a spell.
Barose's mood does not reset between conversations. Remember
that whenever a character learns a spell she already knows,
nothing changes to the spell list. Barose will only teach 4
spells even if you wasted some of your picks in this way, so
don't waste 'em.
Garber

Upstairs in the FarmTown inn - Garber can increase your offensive


power for a short while by giving a bonus of 8 to the weapon
power of whomever talks to him. Offense is still limited to
a maximum of 511. This bonus cannot be applied again while
it is still in effect on a given party member, and this bonus
is removed as soon as you change any piece of equipment that
the character is equipping, or win a battle (doesn't last
very long, does it!). If you were hoping that Garber might
have been useful to fix up the SoleSD, sorry - no dice.

Karashinikofu - Inventor's house in Guntz - Karashinikofu opens an armory in


TownShip which sells the following items:
KingOfDR
PierceRP
WhiteSH
Locker

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

Rear room of the house next to your old lodgings in HomeTown


(transient) - Hanz opens up an item shop which sells the
following items:
Charm
WiseHoop
Medicate

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

Upper left corner of WindiaFt - If you talk to Yozo 57 times, he


will offer to increase one party member's bmAP (basic maximum
AP) by 16 points. This is the only opportunity in BoF2 to
increase this stat other than by leveling up. When Yozo is
invited, he begins with a mood of 32. Every time you talk to
him, his mood increases by four. Talk to him once more after

his mood is maxed-out, and Yozo makes you the offer. You may
refuse as many times as you like, but you may only accept the
offer once. IMHO, the bonus is most useful for Katt.
House #6
---------------------------------------------------------------------------Daiye
Upstairs in the Windia inn (transient) - Daiye will open up a
fish store in TownShip which sells the following items:
Srdine
Unagi

Mckrl
Tuna

Bait
Minnow

Salvador

In a SimaFort jail cell, during phase 3 of TownShip - Salvador


decorates your town with statues, one for each party member.
Upon being invited to TownShip, he immediately builds a
statue of the hero. To have him build the other statues, put
the party member you want to use as a model in the lead and
talk to Salvador. Salvador will 'borrow' that character for
a somewhat random interval of real time no longer than 14
minutes. This amount of time begins the moment you are sent
to the party member change menu. During that time, the
character being used as a model is not in your party. After
the following times have elapsed, and you revisit TownShip
(leave and reenter), this interval ends, and the statue is
completed. Note that Salvador will not sculpt any of the
shaman transforms. These statues all have something in
common - see if you can guess what it is. Other than
curiosity value, the statues have no known use.

Sumner

In a Tunlan home - Sumner can play for you most of the background
music in BoF2, but there are some tracks he doesn't know
(hearing tracks through the regular course of the game is not
a prerequisite for Sumner being able to play them for you).

Surfy

In the Hut on the peninsula northwest of TagWoods - Surfy opens up


a bank outlet in TownShip.

-=-=-==========================-

Items

-==========================-=-

There are 243 distinct proper items that I know of or have heard about in
BoF2. This section explains the uses, properties, and the methods of
obtaining each one of them.
Each item has a price, or is priceless. Priceless items can't be trashed,
sold, or bought. Once you find them, they're in your possession for keeps.
The price of an item is the price you would pay at a store to buy the item.
Resale value of a non priceless item is always [price/2]. In cases where a
non-priceless item can't be bought anywhere, I list its price as what it
would be in order to account for its resale value. Prices can be in the
range of (0..65k).

Other properties items may have are:


Consumable
Equipment - One of weapon, armor, shield, helm, or etc.
Food
Rods (subtype of etc. equipment)
Bait (subtype of etc. equipment)
Groupable
To each piece of equipment there is a set of switches to indicate who can
equip them. The party members who can wear a piece of equipment are listed
by their 1-letter character code.
In BoF2, except for the etc. type, recall that it is impossible to unequip
items. You may only replace a piece of equipment with another of the same
type. Most of the time this is not a restriction, since you may use 'Swch'
at equipment shops to do a simultaneous selling of your currently equipped
item, while buying a new item to take its place. You are charged the
difference between price and resale value, which may leave you richer than
before (although probably much worse off in the equipment department).
But beware:
!!BUG: Do not 'Swch' priceless items - the game will crash. The designers
forgot to put in a clause to deny you the ability to 'Swch' priceless
items. So, even though the value of a priceless item is listed as
zero, if you agree to the switch, the video blinks out and the game
halts (luckily, there are no ill effects to saved game data - and
this seems to be the most vicious bug in BoF2).
All equipment besides the etc. type may be used, but only in combat, and only
a few of these items produce any effect. Where the piece of equipment does
produce an effect when used, I list the effect by the spell which the action
is equivalent to.
For items which cast spells dealing normal spell damage, whether or not the
spell will be well-cast CAN be known for certain beforehand. Certain items
always well-cast a spell, while others never do. If the item well-casts a
spell, it is noted in the description. Otherwise, it is not noted. The
other thing about items that cast spells is that full immunity does not apply
to damage from item use, unlike casting the spell directly!
Consumables are items which may be used, but once used they are destroyed.
Foods are items which may be cooked by the carpenter. The product of
a baking of a set of food items is not always food, but it is never
equipment. Cooking in BoF2 is explained in the 'Home Cookin'' section.
Bait and Rods are equipment of the etc. type which allow your hero to fish at
FishSpots if he has one of each equipped. Neither type is usable, but bait
is destroyed when it is cast out and not brought back without something on
the fishing line. All Bait is groupable.
Equipment and Consumable classifications are mutually exclusive, as are Food
and Equipment (except for Bait). All items which fit into none of the above
categories are listed in the Misc. section.
For all items for which the location where it can be found (found only once)
is listed, places in parenthesis denote that the item is found there, not
bought. The 'Maniro:X' location means that the item can be bought by
catching Maniro at the correct Fishspot. 'Tsr.Box:X' likewise refers to

fishing. 'S:X' indicates (for equipment) that character X starts out with
that item equipped. '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)

ElmoreSD H:52 2.5k

HJ

Battle

EmpireSD T:160 65k


FlameSD F:37 3.2k

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

Wis +20, Toasty


Def +5, casts Cure 2

* 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

Staffs Power Price Who


Where
Special
----------------------------------------------------------------------------BirchST I:58 5.5k
K
C:Karashnikofu
BrassST 56
8.2k
K
Maniro:D
casts Cure 1
BronzeST 25
940
K
SimaFort, C:Baretta
HeatST
F:43 3k
K
C:Hekeller
HexadST
MeowST
QuartrST
RiotST

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

Daggers Power Price Who


Where
Special
----------------------------------------------------------------------------BananaDR F:70 10k
T
(ThvsTomd)
BoyDR
4
100
TH
S:HT
ChuckDR 66
5.8k
T
Inheart, C:Baretta
DemonDR 110 0
T
Battle
GlassDR 76
GradeDR 68
KingOfDR 66

10
5.1k
6.2k

HK
TH
TH

Battle
C:Karashnikofu
C:Karashnikofu,

Toasty

32

1.9k

TH

(Othello)
Tunlan, (Highfort)

Def +3, casts Def-Up

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

Rapiers Power Price Who


Where
Special
----------------------------------------------------------------------------EmblemRP 79
12k
J
Hut:island, Maniro:H
HolyRP
H:95 22k
J
(Infinity)
LongRP
26
1.2k
JH
SimaFort
NoTwinRP H:122 33k
JH
Battle
Def,Wis,Agil,Luck +5,
casts Angel
PierceRP
ShortRP
StockRP
ThndrRP

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

WonderRP H:32 1980

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

Knuckles Power Price Who


Where
Special
----------------------------------------------------------------------------BlastKN 32
12k
R
(St.EvaCh)
casts Bomb
BurnKN
F:18 2.5k
R
C:Hekeller, Baretta
CloakKN 25
6.7k
R
(Highfort), Battle
HandKN
5
50
R
S:R
IronKN

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

R:F, casts Sap


R:F
R:T

(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

R:T, Vig +10


R:H, Wis +5
R:T

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

R:H, casts Drain


R:F

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

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

This equipment type gives no standard bonus, and no elemental resistances.


Item
Price Who
Where
Powers
----------------------------------------------------------------------------Charm
1k
all
(DryWell), Battle,
prevents curse
Maniro:F, C:Hanz
CharmRod 2k
H
(Shrine)
a fishing rod
Collar
1k
BK
(Highfort)
increases the rate at which
you encounter enemies
randomly...
D.Earing 1k
all
(Highfort), Maniro:F,
Battle, C:Hanz
prevents sleep
DluxPole
DmndBR
DreamBR
FastShoe

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

reduces the rate of random


encounters
Def +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

--

CapeTown (only before you


have the whale), (Trout)
Huntsvil
Maniro:C, C:Hanz, (BlueRm),

Chkn
200
Cond.Up 1k

CG
C

CureAl

400

CG

//: casts Cure 2


??: raises one ally's
bCond to 225(Super),
if less than 225.
//: casts Heal
item

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

//: casts Cure 2


//: casts Cure 1
Cb: well-casts Hail

item
item
Maniro:C, Battle

KmikzeBL 800
LifePl
Liver
LuckCndy
Mckrl

Cb: well-casts Typhoon (WaterFal), Maniro:C,


Battle

500
200
100
60

CG
CG
C
CG

//: casts Renew X


//: same as Antdt
Nc: [+]bLuck
--

item
Huntsvil
Battle, (Mt.Rocko), oven
FishSpot, C:Daiye

Meat
200
Medicate 500

CG
C

//: casts Cure 2


Cb: casts Atk-Up

Minnow 300
MisoSoup 100

CG
C

//: same as WFruit


Nc: [+]bWis

Huntsvil
Maniro:C, C:Hanz, Battle,
oven
FishSpot, C:Daiye
oven, (Memory), Battle

MoonDrop 200
Octopus 900
P.Pourri 1.2k
PanPizza 1k

//: casts Renew X and


Heal to all allies,
followed by Cure X!
Cb: casts Atk-Up on
all allies!
Cb: casts Angel
Cb: casts Pwr.Down

(Mt.Maori),(WindiaFt),
(Tsr.Box:D), Battle,
C:Poo
oven
oven
oven

PileWm 1k
PwrFood 100

CG
C

//: casts Cure 4


Nc: [+]Str

Roast
Shaker

400
800

CG

//: casts Cure 4


Cb: well-casts 8.0

FishSpot
oven, (W.Tunnel), (Infinity),
Battle
Huntsvil
Battle

ShaveIce
Smoke
Snper
SprRib

100
100
3k
800

C
G
CG
CG

Cb:
Nc:
//:
//:

item, Maniro:C, oven


item
FishSpot
Huntsvil

Srdine 60
Stamina 100

CG
C

//: casts Cure 1


Nc: [+]Stmna

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

//: one ally gains 20 AP


and loses 20 HP, to a
limit of rHP = 1
item
//: restore 100 AP to one ally
(WitchTwr),(Evrai), oven,
(Bockden), Battle

- - - - - - - - - - - - Miscellaneous - - - - - - - - - - These are the items which don't fit into the other categories. These don't
include the special items. On a case by case basis, I will explain what they
do, where they are found, and all other relevant information:

Item
Price Where
What
----------------------------------------------------------------------------Charcoal 0
Huntsvil, SimaFort, oven
burnt food - you can cook this, but otherwise
it has no known use
DivideBL -

(UnityRm)

use outside of combat to remove all bonding


from one ally - may be used an infinite
number of times

Fork

(WildCat)

this is a general purpose weapon with a power


of 1

GoldBar

12k

oven

sell it - it has no other known use

Mirror

(Mt.Maori)

this is necessary to assist the queen of


Tunlan. You may also use it an unlimited
number of times while inside her
circulation system to return to the real
world. You lose the Mirror after this
scenario

OwlFruit 20

(OwlWoods)

this is used to lure out the Uparupa from its


hiding spot. You may only obtain this item
after fighting Algernon and before dealing
with the Uparupa, but during this time you
may pick up as many of these as you want

Tolen

(Capitan), (Tunlan), (Guntz), (BlueRm), (Tsr.Box x2),


(Highfortx2), (Namanda), (WindiaFt), (Evrai), (Shrine behind the desk)
these may be used to gamble in the house of
the redheaded carpenter. As you see, I have
listed 12 Tolens. Only 8 are strictly
necessary, unless there is a third, secret
Othello board which I don't know about.
Refer to the Othello section for more details

-=-=-====================- Services & Goods -======================-=This section is a listing by location of what each shop sells, and what
services are available in each town.
These services are:
'Dragon'

A Dragon god totem. You can save your game here and change
party members (but only if you have more than 4).

'Inn:cost'

An inn with the specified cost for a night's stay. After a


night's stay at an inn, all party members are revived, healed
to mHP, cured of curse and poison, and restored to mAP.

'Bed'

A place you can rest for the same effects as an inn (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'

A bank outlet. Refer to the opening section for more details.

'Armory'

A shop that sells equipment.

'Item'

shop that sells consumables and etc. type equipment.

As for item shops, there are several standard types:


----------------------------------------------------------------------------Type 1: Herb, HelpBL, WFruit, Antdt, TearDr, LifePl, Smoke, Vtmn
Type 2: HelpBL, WFruit, CureAl, LifePl, Smoke, Worm, Shrimp, Urchin
Type 3: HelpBL, WFruit, CureAl, LifePl, Smoke, F.Spice, ShaveIce, Frizbee
Item shops that sell other sets of items are handled on a case by case basis.
HomeTown
-------------------------------Armory: BronzeSD FalseBW
SuedeAR SaladBwl
SteelAR
Inn:10
Bed (Bow & the Hero's lodging)
Item: Herb
Antdt
LifePl
Smoke
Worm
Shrimp
Urchin
StickRod
Bank
Dragon
Church
--------------------------------

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

SimaFort (closed during nighttime)


----------------------------------Armory: LongRP
BronzeST
IronKN
CrossBW
IronAR
IronML
KnightHT Backlaw
Inn:50
Bed (nighttime only)
Item: type 2
----------------------------------Highfort*
----------------------Inn:10
Item: type 1
Bank
----------------------Inheart(south)*
----------------------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.

Most inputs result


you will sometimes
says nothing about
whether or not you
about 1/8.

in Charcoal, but sometimes not. But even in these cases,


waste your ingredients and get Charcoal anyway. This
the quality of the inputs you gave to the carpenter get Charcoal by mistake is random with a failure rate of

You must eat(!) all of the products of a previous cooking session before you
can do a new one. ...well, maybe not eat - perhaps just politely take it off
the counter and throw it out of your inventory while the carpenter's not
looking....
As far as I can tell, each of the items can be represented as a vector in
'food group' space. The dimensionality of this space and the representations
of each item in this space I am not sure of, but I believe that what you get
out of the oven is determined merely by summing vectors, and then searching
for the nearest item vector which this sum is greater than or equal to. The
maximum vector seems to be GoldBar. Not all end products are cookable - and
cookability says nothing about the magnitude of the vector. There are some
other things that go on in the cooking algorithm as well, since cooking an
item by itself always results in Charcoal, and many other combination I have
expected to work also result in Charcoal.
Anyway, you must be able to tell that this is a hand-waving argument - I
don't know how it's really done. But I did find some neat-o formulae which
as far as I know, nobody has ever found before (such as how to cook Cond.Up,
Stamina, and WiseBL). Since there a dozens of ways to produce most items,
I only list the easiest ways (in terms of obtainability of ingredients and
numbers of cooking steps required). Also, items which are easily obtainable
from a type 1 or 2 shop I will not bother to give formulae for. Remember
that F.Spice, ShaveIce, and Frizbee can be bought in Guntz as soon as you
have the whale.
Product
Inputs
----------------------------------------------------------------------------Biscuit
2 Dinker
Cond.Up

2 Snper + 2 Tuna (not necessary if you have citizen Hanz)

DeadSoup

4 Roast

Dinker

2 Frizbee
or 4 CureAl

(before you have the whale)

Extract

2 HelpBL

Frizbee

2 CureAl

(not necessary after you have the whale)

G8Bait

2 Tuna

(easy if you have citizen Daiye, but then, if you can


buy fish directly, why do you need to go fishing?)

GoldBar

2 Frizbee + 2 Dinker
or 2 ShaveIce + 2 GutsBL
or 2 F.Spice + 2 MisoSoup
or 3 Cond.Up
(use this one if you have citizen Hanz - the other
formulae require 3 steps, any one of which could go
wrong)

GutsBL

2 ShaveIce
or 4 Unagi

(before you have the whale)

LuckCndy

F.Spice + ShaveIce
or ShaveIce + Frizbee
or Frizbee + F.Spice
or 4 Minnow
(before you have the whale)

Medicate

Roast + Unagi

MisoSoup

2 F.Spice

Octopus

2 PileWm + 2 Roast

P.Pourri

LuckCndy + ShaveIce + F.Spice + Frizbee

PanPizza

4 SprRib

PwrFood

3 ShaveIce
or 2 Medicate

(not necessary if you have citizen Hanz)

(a little easier to produce if you have


citizen MacClean)

(use this one if you have citizen Hanz)

ShaveIce

2 Unagi

(not necessary after you have the whale)

Stamina

F.Spice + 2 Tuna

(easy if you have citizen Daiye)

WiseBL

Stamina + 2 Tuna

(easy if you have citizen Daiye)

-=-=-==========================- Othello -============================-=If you invite the carpenter that builds treehouses into your town, you can
use all those Tolens you're finding (there are 12 that I know about). The
Tolens have no other use. Mr. B likes to collect equipment, and sitting on
two 4x4 othello boards are pieces of equipment. Open 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

find 12, I hear that there is no secret third board of goodies.

-=-=-==========================- Gossip -============================-=If you invite carpenter C to your town (the one who builds Arabian style
houses), he will set up a bar where old men gather to talk about the records
you've set. Specifically, they can tell you:
- How many times you've been through other people's dressers (only counting
the ones which read, 'Isn't there anything here?......'). The same
dresser may be counted multiple times for each time you rummage through
it.
- Who it would be a good idea to take with you as a party member in future
scenarios. This advice seems to be completely random.
- How many times you've gone fishing and hunting.
- How many Herbs (medicine) you've purchased.
- How much time you've been playing the game, precise to the minute.
- How many battles you triggered, regardless of the battle's outcome. Using
Sweh does not add a multiple count to a single battle.
- How many treasures you've obtained.
- How many times you have lost a battle.
My own personal records are (maxima and minima):
(41..1200) Times through other people's dressers
(5..30) Fishing sessions, (30..105) Hunting sessions
(382..5566) Herbs purchased
(28:40 .. 51:42) Hours playing time
(440..1325) Encounters
(45..117) Treasures
(5..6) Times totally defeated
None of these statistics ever won me anything. If anybody out there has done
better (or worse), let me know about it and also tell me if you ever won
anything because of it. As it looks now, these statistics are completely
useless.
All of the counts pertain to the entire time you've been playing the game, up

to the present. As a bragging tool, this information would be a lot more


useful if it was also given to you when you beat the game. Alas, it is not
that way. As such, this carpenter would be of infinitesimal practical use,
except that he also becomes a bartender. He can sell you a drink which will
raise the Cond. of all party members to Super. This service costs 600Z times
the number of party members in your group.

-=-=-=====================- Fishin' & Huntin' -======================-=Scattered about the overworld map are spots where you may 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

Fishman creature, swims very quickly directly


from the right to the left side of the screen at
medium depth

Tsr.Box Urchin

Treasure chest, sits immobile on the seabed

To fish, cast out an item of bait. A casting either results in the line
getting away (you lose the bait), a catch (you drag something back to where
you are sitting, it is added to your inventory, and you lose the bait), or a
recall (you bring back the bait with nothing on the line by pressing 'B').
It is not possible to break the pole, only waste bait.
While nothing
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

(E of Showcave's south exit) Nothing


(Mt.Maori Island)
Bigmix
(W of HomeTown)
Tiny
(bridge to FogValy)
Full

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

(1st Island W of Highfort) Bigmix


(SE of Highfort)
Sardine
(SW of Cotlnd)
Tiny
(NE of BlueRm)
Nothing

of
of
of
of

Tunlan)
Guntz)
Guntz)
Guntz)

L11 (E of St.EvaCh Island)


N11 (W of ThvsTomd)
C12 (NW of Bando)

Tsr.Box(H)

Mix
Bait
Full

Maniro(G)

Maniro(D)
Tsr.Box(D)

L7 (MacClean's secret FishSpot) 7xSnper, 6xPileWm


(refer to TownShip section)

Tsr.Box contents (treasure chests)


-------------------------------------A = IronBR
B = EmpireSD (be sure to get this treasure BEFORE the demons escape from
Gate; TownShip doesn't have enough space to land in this area)
C = JahAR
D = MoonDrop
E = LifeAR
F = LoveBR
G = Tolen
H = Tolen
Maniro's Goods (what Maniro will sell to you when you catch him)
-----------------------------------------------------------------Reachable as soon as you get to Coursair:
-----------------------------------------------A:SilverDR, IronML, KnightHT, SilkGL, IronSH
Reachable when you get to western continent:
---------------------------------------------B:BusterSD, WiseRB, NationHT
Reachable by leapfrogging after WitchTwr:
-----------------------------------------------------C:Cond.Up, F.Spice, ShaveIce, Frizbee, Medicate, Firerock, KmikzeBL, Icechunk
Sea travel required:
---------------------------------D:BrassST, ThundrRP, LopOffWP, MystryHT, SlashGL
E:FastShoe, HolfSF, HeroBT, KramerBR

F:Charm, IronBR, D.Earing, WiseHoop, GutsBT


Reachable by leapfrogging after SkyTower:
--------------------------------------------G:BraveAR, SpiritRB, MedusaSH, ThndrGL
Flight required:
-------------------------H:DamageSD, EmblemRP, WorthRG, SlicerDR

- - - - - - - - - - - - - Hunting - - - - - - - - - - - There are 5 species of animal that live in Huntsvil: the bird, pig, deer,
Grizzly, and Beak. All but the Beak leave behind an item when you kill them.
Not all of these species are immediately discoverable. Your Hero must reach
a threshold level before each species begins to appear:
Immediate: Pig,Deer

LV 11: Bird

LV 15: Grizzly

LV 33: Beak

These thresholds have not been very accurately determined, since the
probability of finding a new species rises from zero gradually near the
threshold. The one exception to this scheme is Azusa'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

Huntsvil after a little while. The Beak is also an annoyance in that it


will steal any items sitting on the ground by charging at them.
When an animal dies, it leaves behind an item. This item will stick around
a little while, flicker, and then disappear. The contents change depending
on how early you pick it up:
Right away ...
...
Flickering
(Gone)
----------------------------------------------------------------------Pig
Roast Meat
Liver Beef
Deer

Roast

Meat

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

Death, Drain, and Def.Down. Ms is also an approximate measure that


spells cast by the enemy will succeed. (Death cast by an enemy of Ms
-3 always succeeds, unless the target is immune to death). These
values are exact.
Atk - Attack rating. This can range from (0..511) and works slightly
differently than it does for your allies, but the gist is the same.
(TODO). These values are exact.
Def - Defense rating. This can range from (0..511) and works exactly the
same way as it does for party members (as it pertains to attacks FROM
party members, anyway). Refer to the algorithm for damage from
attacks by party members for more details. The values are exact.
Type - Enemy type. This determines the elemental multipliers which apply
to the enemy:
Spirit

2x damage from holy attacks, 1/2 damage from all


other attacks which aren't undefendable

Aquatic

2x damage from thunder, 1/2 damage from fire

Icy

2x damage from fire, 1/2 damage from ice

Undead

2x damage from holy and fire

Flying

2x damage from vacuum

Fiery

2x damage from ice, 1/2 damage from fire

Refer to the 'Damage Algorithms' section for more details


Agi - Agility rating of the enemy, from (0..511). Determines the order in
which combatants will take action is a round of combat. Refer to the
'Stats' section for more details. These values are exact.
Luck - Luck rating of the enemy, from (0..255). Used for various probability
functions, such as the chance of making a 'Slammed' attack.
These values are exact.
Actions - A listing of the actions which the enemy can do, plus the
conditions which must be met for the action to be used, if there are
any. All enemies have the option to attack unless otherwise noted.
The effects of these actions is described in the 'Spells' and
'Actions' section. If the enemy only attacks and uses Defense, I
write '...' here. There exists a very small chance that these lists
are not complete yet.
XP - The experience point award for defeating that enemy. You do not win
this is if the enemy runs away. The exact amount won by a party
member is slightly different and is dependent on the relation between
the Hero's level and the party member's level. Refer to the
'Experience and Levels' section for more details. These values are
exact.
Z - The number of coins won from defeating that enemy in battle. Unlike
experience points, there is nothing strange in how this is handled:
the amount added to the party's gold supply is just the sum of the
coin values of the enemies defeated. These values are exact.

Location - Where you can fight this monster. Locations on the overworld map
are all listed together by map section codes as 'Outside:...'. These
map section codes are defined in the 'Mapping' section, but I will
repeat them here for 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

Valley east of Windia Bridge


Far northwestern Peninsula
Tunlan island
Mt.Maori island

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

(The award listed here is for defeating Algernon,


Suiky, and Danielle. This battle is unique in that
it is the only one in which the opposition may be
revived. Defeating an enemy more than once adds
nothing to your award.)

(While Algernon lives, if either Suiky or Danielle dies, make a


random roll to see if that character can be revived to mHP. Also
make a roll after every action by the opposition to first see if
either can be revived, then determine randomly whether it will be
Suiky or Danielle. If the intended target still lives, this roll is
wasted. Also make such a roll after all combatants have taken
actions for each round.)
-----------------------------------------------------------------------------

Amom

HP 531 Atk 281 Agi 132


AP 172 Def 138 Ms -2
Luck 45

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

(Katt fights this enemy in the Title 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

(If you leave WildCat and revisit, you may fight


this enemy again)

----------------------------------------------------------------------------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)

(This enemy does not take any actions, and takes


only 33% damage from normal spell damage. (33% =
84/256).)

----------------------------------------------------------------------------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
???
???

(The source code indicates that this enemy exists, but I


haven't ever found one. Have you? - it would look like the
Conch enemy if it existed.)

----------------------------------------------------------------------------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)

(The source code indicates that this enemy exists, but I


haven't ever found one. Have you? - I'm not sure exactly
what this enemy would look like if it existed.)

----------------------------------------------------------------------------Chiroru
HP 60 Atk 58 Agi 55
XP 40 Z 40
Def 38 Ms 1
0:(Herb)
Luck 5
...
*DryWell

(This battle ends when either the Chiroru or Villagrs


dies.)

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

(Cure 2 is used if at least [mHP/4] HP has been lost)

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

(This battle ends automatically after 4 rounds, and


and a single parting attack by GoldFly.)

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

(This enemy in the front casts Cure 3 only. The one


at the bottom does nothing but Flame.)

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

(This is the enemy in the back.)

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

Grizzly

HP 25

Atk 20 Agi 200


Def 1 Ms -1
Luck 5

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

(Bow fights this enemy in the Title Demo.)

----------------------------------------------------------------------------Headhutr
HP 251 Att 214 Agi 101
XP 922 Z 295
AP 16 Def 122 Ms -1
2:(IceChunk)
Luck 40
???
???

(The source code indicates that this enemy exists, but I


haven't ever found one. Have you? - it would look like the
Nimufu enemy if it existed.)

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

(Backup is used upon dying.)

----------------------------------------------------------------------------Hood(2)
HP 44 Atk 60 Agi 22
XP 0
Z 5656
Def 34 Ms +4
0:(Antdt)
Luck 10
...
Demo

(Nina fights this enemy in the Title 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

(The Hero fights this enemy in the Title 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

(All party members get the benefit of rest before


this battle.)

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

HP 1000 Atk 20 Agi 200


Def 1 Ms -1
Luck 5
???
???

XP 200 Z 9
0:(Herb)

(The source code indicates that this enemy exists, but I


haven't ever found one. Have you? - I'm not exactly sure
what this enemy would look like if it existed.)

----------------------------------------------------------------------------Katt
HP 220 Atk 42 Agi 511
XP 200 Z 80
Def 26 Ms +4
0:(Herb)
Luck 20
(insult)
*Coliseum

(I wonder where she got all that HP and Agi from?)

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

(Jean fights this enemy in the Title 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)

HP 181 Atk 175 Agi 79


AP 30 Def 67 Ms +1
Luck 33

XP 394 Z 192
2:(IceChunk)

CtrAttck, Shield, Def-UpX


SkyTower, FogValy, Namanda
----------------------------------------------------------------------------Nimufu
HP 550 Ack 62 Agi 45
XP 400 Z 400
AP 128 Def 40 Ms +4
5:(WizardRG,FireRG)
Luck 20
Thunder, Spark, SwtBrth, Cure 1
*WitchTwr
----------------------------------------------------------------------------Ogre
HP 80 Att 57 Agi 40
XP 50 Z 33
AP 10 Def 43 Ms +2
2:(BronzeHT,IronSH)
Luck 15
Cure 1, CtrAttck
WitchTwr
----------------------------------------------------------------------------Oldman
HP 312 Atk 0
Agi 120
XP 200 Z 9
AP 65535 Def 160 Ms -2
0:(Herb)
Luck 1
-*StEvaCh

(this enemy doesn't take any actions)

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

(The character in the lead of the walking order will


become posioned just before fighing this enemy.)

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

(This battle ends only when the Hero casts G.Drgn.)

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

(Runaway is used only if any allies have died.)

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

(Sten fights this enemy in the Title 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

(This enemy does not take any actions.)

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

(This enemy does not take any actions.)

----------------------------------------------------------------------------Stump(2)
HP 180 Atk 0 Agi 0
XP 20 Z 20
Def 20 Ms +4
0:(Herb)
Luck 15
-Demo

(Rand fights this enemy in the Title 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

(The first time you fight, this battle automatically


ends after 3 rounds and a parting action by Sten.
The second time, you automatically lose this battle
if you do not win after 4 full rounds and a parting

action by Sten. This enemy uses nothing but Eggbetr.)


----------------------------------------------------------------------------Tri.eye (icy)
HP 205 Atk 183 Agi 66
XP 402 Z 176
AP 20 Def 75 Ms +4
2:(CureAl)
Luck 36
Sap
Outside:f, Namanda
----------------------------------------------------------------------------Trikster
HP 32 Att 37 Agi 30
XP 11 Z 26
Def 26 Ms +4
2:(Herb,SilverDR)
Luck 10
Runaway
Mt.Rocko, Outside:V
----------------------------------------------------------------------------Trout
HP 550 Atk 35 Agi 30
XP 1600 Z 1000
AP 100 Def 10 Ms -1
5:(Extract,Van.Ext)
Luck 25
(steal), Def-Up, Eggbetr
*Trout
(Eggbetr is used only when the party runs out of
money from Trout's 'steal' attack.)
----------------------------------------------------------------------------Tsi.Fly (flying)
HP 22 Atk 34 Agi 24
XP 4
Z 3
AP 10 Def 15 Ms +4
2:(Antdt)
Luck 5
Psn.Atck
Outside:cx
----------------------------------------------------------------------------Uparupa (aquatic)
HP 520 Atk 140 Agi 68
XP 1200 Z 800
Def 65 Ms -3
0:(Herb)
Luck 30
CtrAttck
*UpaCave

(This enemy does not take any actions, but will


never fail a roll to CtrAttck.)

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

(This battle ends when either the Villagrs or Chiroru


dies. This enemy does not take any actions.)

----------------------------------------------------------------------------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
???
???

(The source code indicates that this enemy exists, but I


haven't ever found one. Have you? - it would look like the
Footman enemy if it existed.)

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

(Spar fights this enemy in the Title 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

treasure chest is a fake, don't bother....

Also while you're in the coliseum, if you want to be able to keep that 1000 Z
payment without giving it to Rand, remember that Rand only enters the room
when you try to open the door to the arena. So, try to open the door first
and then open the chest. You may also want to put your party money supply in
the bank if you don't want Rand to take that either.

At the WildCat 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:

1: 'Are you mad...?'

Answer / Effect
--------------------------------------------Yes -8 goto 2
No +4 goto 3

2: 'Will you forgive me'

Yes 0 goto 5
No -4 goto 4

3: 'You are soft-hearted aren't you?'

Yes +4 end
No -4 goto 4

4: 'Please forgive me, will you?'

Yes 0 goto 5
No -2 goto 6

5: 'You won't take that back...?'

Yes +4 end
No -2 goto 6

6: 'Do you forgive me?'

Yes +4 end
No -2 goto 6

At the end of it all, you will receive an award depending of Wildcat's mood:
Mood >= 112 (yellow or better)

He will teach one party member Chopchop.


Mood <112 (orangish-yellow or worse)
He instead raises the mHP of all party members by 16 points.
Either bonus is pretty good, but if you're going with the mHP bonus, be sure
to bring along Sten, Katt, and Nina. They'll need it the most. Note that
you cannot win either of these things after Jean requires the royal seal to
prove his lineage, but you must still fight to get in. So be sure to take
time out to do this before visiting SimaFort.

After Jean leaves the party in SimaFort by getting jailed, I highly recommend
going back to a dragon totem to restore your group to a full complement of 4
party members. As a general point of strategy, restore your party to its
maximum size whenever someone leaves.

In the room next to the SimaFort kitchen, there seems to be a secret little
nook in the lower right corner. This is merely a bug in character mapping,
and contains nothing useful.

In the top room of the bucket rides at SimaFort, there's a lot of hidden
cash: 3000 Z. 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.

Boombada can be very difficult to obtain. You will be asked to play


accompaniment to a bell melody with a drum (button A), and a tuning fork
(button B). The melody is 8 beats to a measure, 4 measures long:
- - -........

_ _ __
........

___ _........

_-_........

The accompaniment you must play to this is:


-A-B-- A
........

_B_A__ B
........

___B_-AB
........

_-_-A A
........

If you manage to hit all the notes somewhere close to where they should be,
and don't play any extraneous notes, then you got it.

Holy weaponry can be a very useful thing to carry around in your inventory as
a backup plan, since there are a few locations which are populated mostly
with those pesky spirit creatures. Spirits take 1/2 damage from just about
anything that isn't holy, while holy damage counts double (a factor of 4
difference in effectiveness!). The SilverDR, SoleSD, WonderRP, ElmoreSD,
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

instead of the right side where Habaruku jumps off.

Death is a wonderful spell. For creatures of magic susceptibility of 3 or 4,


it's a guaranteed kill. For 0 or higher, it still has a pretty good chance
of success. The WorthRG casts Death, and you may buy as many of these as you
like from Maniro, as soon as you can fly. Since anyone can use items which
cast spells, I suggest buying 2 or 3 of them and having them readily
available for use when fighting magic susceptible creatures. Just remember
that Death does not work at all in battles to the death, or against spirit
and undead creatures.

If you find the Ganet creature annoying, there's a simple way to defeat it.
Even though it has full immunity, this ability is not effective against
damage from items that cast spells, such as F.Spice, EmpireSD, StormRG,
Shaker, etc... And, any spell damage is more than enough to kill a Ganet.

When getting Anfini, all characters are automatically unbonded to all


shamans. Thus, when travelling down the tower of Infinity (the first time,
at least), you need not go to great lengths to keep your characters strong,
because it will all be for nought anyway.

The LifeBR seems to be the biggest secret in BoF2. You can only get it after
defeating Barubary, but even so it is worth the effort. Barubary will
challenge the hero to fight alone. If you accept and win, you will get a
hint as to where it is, but not how to reach it. You'll need to bring along
Katt and Sten for their special skills - it is in the same room in which you
defeat Barubary. The LifeBR is the only item in BoF2 which prevents Death.
As an added bonus, it also gives the wearer regeneration. Defeating Barubary
alone is not necessary to find this treasure, as Barubary only gives a hint
as to its location.

My last piece of advice is that there are 3 endings to BoF2. The ending you
see is not dependent on the carpenter you choose. The paths you can take
are:
1) You deny your destiny.
2) You fulfill your destiny.
3) You discover what the machine in the well in TownShip does, and
you fulfill your destiny.

================== Appendix 1: Percent to Binary conversion =================

Whenever you encounter a percent in a formula I have given, to get the exact
answer, do not multiply by (x/100), but instead by [x*256/100]/256. This is
used because the [x*256/100] value can be 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

================ Appendix 2: Bof2's Random Number Generator =================


The random number generator that Bof2 uses is an 8-bit number computed
iteratively using a 16-bit seed number:
This is the iterative function:
WORD seed = 0xbbd1;
BYTE rand( )
{
WORD a = seed * 5;
a = (a << 8) + (a >> 8);
seed = (((seed + a) & 0xff)<<8) + (a & 0xff);
return a & 0xff;
}
This function produces an even, if not perfect distribution of random numbers.
It has a period of 41824 out of a possible 65536, before the sequence starts
repeating.
All slots are hit at least 143 times, but not more than 179 times during this
period, and the standard deviation from the average of 163 is about 1 part in
16. It's not bad. A a CRC-16 algorithm would have been better - the period
would be 65536, and the deviation from a perfect distribution would be 0, but
it computationally more expensive and takes a lot of tweaking to make the
output sequence look random.
Also, the seed number is updated by this function at least once per 1/60 sec.
For those not technically inclined, the gist of the above is that there is
little likelihood that changing your timing will affect your luck in any

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.

*Breath of Fire II: FAQ* by *BSiron* </users/BSiron/contributions> /


*Sabin 2002* </users/ArchangelMalach/contributions>
*Updated:* 2001-05-20 | *Original File*
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