Breath Of Fire 2 - Strategy Guide (Page 02)
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The second thing that is constant throughout a map section is monster
activity. See that little guy at the top of the main command screen? That's
the monster meter. He has the following states:
Asleep: Figure is sleeping.
Normal: Monster moves slowly and has sleepy eyes.
Active: Eyes are wide open and the figure moves a wee bit faster.
Wired: This little guy is really agitated.
The monster level determines how many steps you will be able to take between
random battles. A couple of pieces of etc. equipment can modify this, as can
casting Smoke. At a given point in the game, monster level throughout a map
section may be constant, but monster level for a given section can change as
the game proceeds. Because of this, I won't list monster level vs. map
section, just the enemies which can be found there.
This seems to be the mechanism by which BoF2 determines when you will fight a
random battle:
- Whenever you enter or return from battle to an area or the overworld map,
generate a 'fight counter' value randomly (with minimum and maximum
values dependent on the monster level, and modifications due to
equipment and Smoke).
- For each step that you take, decrement the fight counter by a constant.
This constant is also a function of the monster level of the step you
are moving to, equipment you are wearing, and Smoke.
- If decrementing the fight counter causes it to drop below 0, a random
battle is triggered after reaching the new spot.
This fight counter algorithm type seems to used often in RPGs, though it is
not the only method which is used.
The pieces of equipment which can affect rate of random battle generation are
the HolySF and the Collar. When Smoke is cast, the smoke condition it
applied to the party for a short while, during which time the monster meter
is blue. Refer to the description of the Smoke spell for more details. With
smoke off, and neither the HolySF nor the Collar equipped by anyone in the
party, initial fight counter values are generated and decremented in the
following way:
Monster level Fight counter Decrement per step
----------------------------------------------------------------------
Asleep or Normal 20 + (0..255) 5
Active 32 + (0..255) 7
Wired 60 + (0..255) 15
This results in the following statistics:
MonsterMeter # of steps between battles Average
--------------------------------------------------------------------------
Asleep Infinite Infinite
Normal (5..56) 30
Active (5..42) 23
Wired (5..22) 13
(Assuming that you do all your walking without leaving an area or moving
between map sections of different monster level.)
This algorithm is not exact. Every so often, you will be able to walk an
incredibly large number of steps without fighting a random battle. I am
at a loss to explain this.
The smoke condition significantly decreases the rate at which you fight
random battles, but I am not sure exactly how. The HolySF also decreases
the rate significantly in regions where the monster level is normal, but
doesn't do much in more active regions.
The Collar measurably increases the rate at which you fight random battles at
all monster levels (excepting asleep, of course). Once again, I am not sure
of the exact mechanism by which this is done.
The third thing that the map section concept is useful for is fishing. Each
map section either one or no FishSpots in it. To trigger a FishSpot, you
need to leave a battle (by running from it or winning it) from the same map
section that the FishSpot is in. In one case, this makes it pretty darn
counter-intuitive as to where you need to be get the fish to show up. More
on this in the Fishin' & Huntin section....
Note: Even though it is impossible to fight a random battle in asleep
regions, it is still possible to fight a battle to the death in an asleep
region (Huntsvil!). I haven't found any ultra-secret FishSpots by doing this
yet, though.
- - - - - - - - Where To Find the Opposition - - - - - - - -
The way in which random enemies are chosen as a function of map section is:
ABCD EFGH IJKL MNOP
0 ---- ---G ---- ----
1 ---- -N-- ---- ----
2 --SS SNNN wnVn F---
3 --SS SNNN -nxc c--- (This coordinate system will make
more sense if you refer to the map)
4 ---R R-E- ---- c---
5 -RRR R-EE -M-c c---
6 --TT ---- --HH c---
7 --ff f-t- --HH ----
8 --ff ffZZ ---d ----
9 ---f --Z- IIdd dd--
10 -BBf ---- ---- dd--
11 -B-- ---E E-r- DD--
12 -B-- ---E ---- D---
13 ---- ---- ---- ----
14 ---- ---- ---- ----
15 ---- ---- ---- ----
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: ***
? Area Description Monster level: What lives there
-----------------------------------------------------------------------------
- No Man's Land (no monsters)
H Hometown Area E.Sludge, Hunchbak, Gonghead(1), Leech
c Coursair Area Eaterman, Devilkid, Biruburu, Tsi.Fly
x on the Path to Sniphead, D.Fly, W.Bear, Tsi.Fly
Windia
n Northwest W.Bear, Sniphead, D.Fly, Devilkid
w Windia K.Goblin, Kimoto, Dethpede, W.Bear, D.Fly
N North K.Goblin, Dethpede, Stooly, Kimoto
S Simafort Area H.Fly, Catfish, S.Idol, Stamen, Pollen
R Rivers south of H.Crab, J.Fish, Catfish
Simafort
V Valley east of Bloodskr, Bugbear, Eaterman, Harpy, Trikster
Windia Bridge
F Far northwestern C.Sludge, E.Sludge, D.Fly, W.Bear, Devilkid,
Peninsula Sniphead
t Tunlan Island Pollen, Beetle, Pima, S.Golem(1), DinaFung,
G.Lizard, C.Sludge
M Mt.Maori Island Meedid, Pollen, Venusfly, C.Sludge, Banbhand
T Sea of Trees C.Bear, Pollen, Basilisk, Venusfly
Z Guntz Island Cotris, Ganet, C.Sludge, S.Golem(1), DinaFung,
G.Lizard, Pollen, M.Golem
d Highfort Desert DinaFung, S.Golem(1), Basilisk, Pollen,
C.Sludge, G.Lizard
D Great Desert Cancer, G.Idol, Titong, R.Guard, RoadSlug
I Tropical Islands Shupri, Dinabehm, Ganet, M.Golem, G.Idol
f Farmland Area Tri.eye, M.Golem, Crodworm, Gallop
B path to Bando Cotris, Mamot, R.Guard, RoadSlug, Kiyhood,
Ganet
E Final Areas G.Idol, Kimaira, Mamot, M.Golem, Cyclops
r N.Rider Island D.Brnger, Cyclops, N.Rider
G Isle of Giants Gonghead(2), Chorking, A.Sludge, K.Sludge
While I'm on the subject I will present the monster mapping for all of the
areas of BoF2; all random enemies and those which can be fought in battles
to the death, listed by location. There are many areas for each location,
but in most places, the monster variety is the same across all of the
areas. In places where the variety differs across different area in the
same place, I will explain further. Note that many places are accessible
only during certain times during the game, as are enemies fought in
battles to the death. Where this is the case, I will note when the
location is accessible. Locations are listed alphabetically by place
name. Enemies which can be fought only a finite number of times (usually
once) in battles to the death have a '*'. Enemies which can be fought an
unlimited number of times in battles to the death (Huntsvil, for example)
have a '^'. I don't bother to list monster level - it is either active
or wired in all cases where there is activity, and it changes often
throughout a given location.
* - The enemies in this location are all fought in random battles, but you
may only fight a finite number of these random battles. This
because after 2 encounters in a 'region', the areas in this 'region'
lose all monster activity. A 'region' is composed of the adjacent
heart chambers where the flow of blood is the same. An encounter
counts as any enemy engagement, whether they run away, you win, or
you run away.
** - Refer to 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 G2(2,8) DryWell: *Creon, *Villagrs, *Chiroru, *Terapin
Circus -- *M.C.Tusk
CotLnd E9(9,8) *Tiga
Coursair N4(10,2) Coliseum: *Dir.HR, *Katt, *Augus
Dream E6(4,7) E.Sludge, C.Sludge, Rapider, S.Idol, Ganga, Gonghead,
V.Head, Sniphead, Mimic, D.Brnger
Evrai I11(8,4) JackDoor: Titong, Cancer, R.Guard, RoadSlug,
Dinabehm, M.Golem, Kimaira
St.EvaCh: *Soldier, *Ray, D.Crsdr, Assasin, R.Guard,
R.Slug, M.Knight, *Oldman, *Guardeye(1),
*Guardeye(2), *Guardeye(3)
FarmTown E8(12,9) *Stump, *Bush, *Stone, *S.Golem(2), *Paladin
FogValy E7(10,11) B.Ogre, V.Head, Needle, Aruban, Cyclops, M.Golem,
Mimic, P.Eater
Gate I5(8,6) *Beak(1) (fought in the prologue)
*Babaruku
Infinity:
Open backdrop: Humus, G.Rider, Ifeleet,
Dadelous, Ganet, E.Dragon
Rooms: Racegude, G.Rider, Humus, BigHand
Teleport room in Dologany: E.Sludge
Open backdrop below Dologany: Carm, Ganet,
Ifeleet, Dragoon, Skeleton, Cyclops
Rooms below Dologany (B1,B2): Conch,
Skeleton, Magicmas, Cyclops, Dragoon, Carm
" "(B3,B4): Magicmas, Carm, DPaladin,
Ganet, Skeleton
" "(B5): Amom, Magicmas, DPaladin
*Barubary(2), *Barubary(3), *Barubary(4)
" "(B6): Hellion, Amom, DPaladin, Magicmas
*Deathevn(1), *Deathevn(2)
" "(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) Inside: Leech, Widow, Corpse, S.Goblin
M7(6,2) *Outside: Gonghead(1), S.Goblin (*monster activity
here disappears after 16 encounters)
Outside: *Palo, *Peach, *Puti
Mt.Maori K5(9,7) Outside: Meedid, Pollen, C.Sludge, Venusfly,
Banbhand
Inside: Ganga, Meedid, Atlas, Venusfly
Mt.Rocko M5(10,8) Trikster, Willowsp, Bloodskr, Ghoul, *Hood,
*P.Spider, *Joker
Namanda E8(0,5) P.Eater, Mimic, Barucuda, Tri.eye, Banbhand, Kiyhood,
V.Head, Needle, Aruban, Pollen, Stamen, R.Guard,
R.Slug, C.Sludge
OwlWoods H2(6,9) *Algernon, *Suiky, *Danielle
(Queen)* -- (Right): Pepshun, Ryusight, Hemoglod
(Left): Fatty, Ryusight, Pepshun, Hemoglod
Ruins L7(5,8) *Pest, *Roach
ShowCave H4(6,4) Barubary(1) (fought in the prologue)
H5(6,0)
SimaFort E3(8,5) *Jailer, Poltrgst, Arachnod, Mimic, *GoldFly(1),
*J.Worm, ^B.Roach, *G.Roach, *GoldFly(2), *Kuwadora
SkyTower G4(7,10) Darious, Amonica, Needle, Crodworm
TagWoods M3(10,0) Harpy, Bugbear, Docaden, Eaterman
ThvsTomd O11(0,0) Sheef, Anubis, Kiyhood, D.Spider
UpaCave N4(6,14) Sireen, Stinger, Aruban, *Uparupa
WildCat D2(3,12) ^Bouncer, *Wildcat, ^Witch
Windia J2(12,5) SkyCave: Gargoyle, R.Guard, RoadSlug, Crodworm,
Baracuda, Aruban, V.Head, *Guardian
WitchTwr E2(11,2) 1F-4F: H.Fly, M.Mummy, Ogre, Monoped
5F: Seenates, Ogre, M.Mummy, Monoped
6F: *Nimufu
- - - - - - - - - - - - - Statistics - - - - - - - - - - - -
With a basic understanding of mapping and combat laid down, I will now talk
about statistics - those numbers you see in the Stats window.
Stats determine the effectiveness of actions and commands used in combat, and
the rewards of combat. And that is ALL that they do (in BoF2, anyway).
Stats are only indirectly of value outside of combat, in that the better your
stats, the better your chances of winning subsequent battles and making it
back to a safe area in one piece, thus affecting your decision of whether to
proceed or turn back.
There are three types of statistics: basic, derived, and health.
Some stats a party member has contribute to determining what the character's
other stats are, and are themselves not affected by changing of any other
stat. These are the basic stats:
Str, Stmna, mHP, bmAP, 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 Asleep Curse Rotting
Zombie Dead Pwr.Up Pwr.Dn
Def.Up Def.Dn Agi.Up Agi.Dn
Hushed Wis.Up
A detailed analysis of conditions and how they affect combat is presented in
the 'Conditions' section....
Health stats are basically everything other than basic and derived stats -
they are basic in the sense that they are not functions of any other stat,
but they are also always changing for worse or for better. The health stats
are:
rHP - remaining Hit Points - how many hit points the party member
currently has. This is constrained at all times to be in the
range of (0..mHP). When a party member reaches rHP = 0, that
party member is dead. When a party member's rHP < [mHP/4],
the character adopts a stooping posture in battle. The hit
point bars that you see in battle are roughly linear in
(rHP/mHP), thus indicating the fraction of mHP that the
combatant currently has remaining.
rAP - remaining Ability Points - how many ability points the party
member currently has. AP is used to cast spells. When
rAP < (AP required to cast a spell), the spell may not be
cast. The dragon spells' costs are an exception - they
always have AP cost = rAP, but may not be cast when rAP = 0.
bCond - basic Condition. The Cond. stat you see is derived from
this and a penalty if you are cursed. Basic condition can
range from (0..255). If [bCond/64] = x, condition is y:
0 Poor
1 OK
2 Good
3 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... Recognize by noticing that areas are:
Day 7 AM Dright
Evening 6 PM Reddish or bright
Night 9 PM Dark
Morning 4:30 AM Bluish or dark
Daytime is considered to be day and evening, and nighttime is considered to
be night and morning.
The opposition also has statistics to describe its combat abilities. Most
stats are interpreted the same way, but some are different:
mHP, rHP - All opposition, upon first being generated, begins with
rHP = mHP. These stats mean exactly the same thing as they
do with party members, except that the opposition can't
defy death, or be revived from death under any
circumstances.
mAP, rAP - All opposition also begins with rAP = mAP. AP works
exactly the same way with the opposition as with party
members. However, note that most special actions the
opposition uses aren't spells, and thus have no AP cost.
Also, the opposition may cast a spell even without
having enough AP - and does so quite often (hah!, we
don't need no stinking intelligence!). This also results in
the opposition losing all of its rAP in the effort to cast
the spell!
Def, Wis - Works in exactly the same way as with party members,
but rolls based on Wis are done differently with the
opposition.
Ms Magic susceptibility. Actually, this is derived from
Wis as Ms = 4 - [Wis/32], but I find that Ms is a
convienent shorthand for guessing probabilities of
success for certain Wis - based rolls, and normal
spell damage vs. the opposition. Plus, I can measure
Ms directly, as compared to Wis, which I can't measure
directly.
Off Similar to the offense statistic for party members, but
damage from physical attacks from the opposition is
computed differently than for party members. Since I
haven't figured this algorithm out yet, I haven't been
able to measure this stat.
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: H1 - - Start: mHP 24 mAP 8
H2 4/0 1 1 2 2 2 TimeWarp
H3 4/0 2 0 2 3 2 Str Stmna Agi Wis Luck Guts
H4 3/0 2 1 1 3 4 --------------------------------
143: H5 7/0 3 2 3 1 3 18 16 16 8 12 (1)
H6 6/0 3 1 2 3 4
H7 7/1 4 2 4 4 2 Cure 1
H8 6/3 3 2 1 1 4
H9 5/2 4 1 1 4 4
2153: H10 7/2 3 2 4 3 1 Running total: Hero LV 10
H11 6/1 3 2 3 2 3 73/16 43 28 36 32 38
H12 5/1 4 3 0 4 1
H13 7/2 3 2 2 3 1
H14 6/1 4 4 5 1 2
13948: H15 8/2 3 3 4 4 3
H16 6/1 2 2 3 3 4 Cure 2
H17 5/3 5 4 2 2 4
H18 8/1 4 3 1 4 2
H19 7/2 1 3 4 4 1 Smoke
40919: H20 8/1 5 4 3 3 4 Running total: Hero LV 20
H21 6/1 3 2 4 1 2 139/31 77 60 63 62 63
H22 6/2 3 3 2 4 1
H23 7/3 4 2 1 3 3
H24 7/2 2 3 2 3 4
89684: H25 9/2 5 3 1 4 1
H26 6/2 4 3 3 2 3
H27 8/2 3 2 1 1 1
H28 7/1 5 2 2 4 1
H29 8/2 3 3 2 3 3
177542: H30 8/3 3 3 0 2 2 Running total: Hero LV 30
H31 7/1 4 2 3 4 0 211/51 112 86 81 89 84
H32 9/3 4 4 1 2 1
H33 8/2 5 3 1 2 2
H34 8/2 3 2 2 3 2
335852: H35 7/1 4 3 1 1 3
H36 9/2 3 2 0 1 0
H37 10/3 5 3 2 2 1
H38 8/2 4 3 1 2 2
H39 9/1 4 1 2 4 2
621119: H40 10/3 6 3 3 1 1 Running total: Hero LV 40
H41 9/2 5 2 1 2 3 296/71 154 112 97 111 98
H42 6/1 3 1 0 1 1
H43 9/2 3 4 1 3 0
H44 11/1 5 2 1 2 3
1130121:H45 10/2 4 3 2 3 1
H46 6/1 5 1 2 1 2
H47 9/2 1 3 3 1 1
H48 5/2 4 3 1 2 2
H49 7/1 3 2 1 1 1
1791345:H50 4/1 2 1 0 0 1 Running total: Hero LV 50
H51 2/1 1 1 1 0 0 372/86 189 134 109 127 113
H52 2/2 2 0 1 1 1
H53 2/1 1 2 0 2 0
H54 1/1 1 0 0 1 1
2474005:H55 2/0 0 1 0 0 0
H56 2/1 1 0 0 0 1
H57 1/1 0 0 1 0 0
H58 1/1 1 1 0 0 0
H59 2/1 1 0 0 1 0
3183869:H60 2/0 2 0 0 0 0
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