Breath Of Fire 2 - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Breath Of Fire 2 - Strategy Guide (Page 04).
J36 9/3 4 3 1 4 4
J37 10/5 2 3 2 3 4
J38 11/4 2 4 2 1 7
J39 8/5 3 4 2 2 6
795663: J40 7/2 3 2 2 4 5 Running total: Jean LV 40
J41 9/3 2 3 2 3 6 299/103 123 105 59 76 172
J42 9/4 4 3 1 4 3
J43 8/4 3 3 2 2 4
J44 8/5 2 2 2 3 6
1334603:J45 12/4 1 1 2 3 4
J46 9/3 3 3 2 4 2
J47 5/2 1 2 2 3 4
J48 9/2 1 2 1 2 5
J49 6/1 2 1 1 3 3
1961742:J50 4/2 1 2 1 2 3 Running total: Jean LV 50
J51 3/1 1 0 0 1 2 378/133 143 127 75 106 212
J52 1/2 0 1 0 1 0
J53 3/2 2 0 1 1 1
J54 2/1 1 1 0 2 0
2629127:J55 2/1 0 2 0 0 1
J56 1/2 0 0 1 0 2
J57 1/1 1 0 0 2 0
J58 2/1 0 0 0 1 1
J59 1/2 0 0 1 0 2
3296512:J60 1/1 0 1 0 0 1
J61 1/2 1 0 0 1 0
J62 2/1 0 0 0 0 1
J63 0/1 0 1 0 1 0
J64 1/0 1 0 1 0 0
3963897:J65 1/1 0 0 0 1 1
J66 0/1 0 0 1 0 1
J67 1/0 0 0 1 0 1
J68 1/1 0 0 0 1 0
J69 2/0 0 1 0 0 0
4631282:J70 1/1 1 0 0 0 1 Running total: Jean LV 70
J71 1/1 1 0 0 1 0 405/155 151 134 81 118 227
J72 1/1 0 0 1 0 1
J73 1/1 0 1 0 0 0
J74 1/1 1 0 0 1 0
5298667:J75 1/1 0 0 0 1 1
J76 1/1 0 1 0 0 1
J77 1/1 1 0 0 1 0
J78 1/1 0 0 1 0 1
J79 1/1 1 1 0 0 0
5966052:J80 1/1 0 0 0 0 1
J81 1/1 1 0 0 1 0
J82 1/1 0 1 0 0 1
J83 1/1 0 0 1 1 0
J84 1/1 1 0 0 0 1
6633437:J85 1/1 0 1 0 0 1
J86 1/1 0 0 0 1 0
J87 1/1 0 0 1 0 1
J88 1/1 1 1 0 0 0
J89 1/1 0 0 0 1 1
7300822:J90 1/1 1 0 0 1 0
J91 1/1 0 1 0 0 1
J92 1/1 0 0 1 0 1
J93 1/1 0 0 1 0 1
J94 1/1 0 1 0 1 0
7968207:J95 1/1 1 0 0 1 0
J96 1/1 0 1 0 0 1
J97 1/1 0 0 0 1 0 End total: Jean LV 99
J98 1/1 0 1 0 0 1
8502115:J99 1/1 0 0 0 1 1 434/184 160 144 87 131 243
Jean is very lucky - and very random in character and skills. If you
need to throw around some holy power, he's your frog. Other than that,
and hopping about on the overworld map, you probably won't be using him
too much. Jean has good defense, but is correspondingly very slow. If
he were faster, his 'Chop' special action might actually be useful.
Spar - A Wise Tree in Training
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Weapon WacWP Shield Ristband
Armor Bum'sCL Helmet Bandana
Def-UpX(32) Atk-Up(36)
Spells: Cold, Cure 1, Ag-Down, Pwr.Down, Def-Down, Hush, Ag-Up
Special Action: Ntre
6381: S12 - -
S13 8/4 3 2 2 5 3
S14 7/6 3 0 2 5 2 Def-Up Str Stmna Agi Wis Luck Guts
14042: S15 11/5 2 1 3 4 1 --------------------------------
28 27 25 72 36 (0)
S16 8/4 2 1 2 3 2 Idle
S17 8/6 3 1 1 6 2
S18 9/5 2 2 3 4 3 Exit
S19 7/4 2 2 1 5 2 Warp
42909: S20 10/4 2 1 2 4 1 Running total: Spar LV 20
S21 6/5 2 1 2 3 2 Sap 174/124 47 37 41 108 52
S22 7/4 0 2 1 4 1 Drain
S23 6/3 1 0 2 3 2
S24 7/3 1 2 0 4 1
97139: S25 8/4 1 1 1 3 0
S26 7/2 0 2 2 3 1 Cure 2
S27 7/3 1 1 1 4 2
S28 7/5 2 0 1 4 1 Freeze
S29 7/4 1 1 1 3 1
195108: S30 6/3 1 1 1 4 0 Shield Running total: Spar LV 30
S31 7/4 1 2 0 3 2 242/160 57 48 53 143 63
S32 5/6 1 0 1 4 2 Def-UpX
S33 7/4 2 1 2 3 0
S34 5/6 2 1 1 3 1
375922: S35 8/5 1 2 2 4 1
S36 8/6 3 3 3 3 2 Atk-Up
S37 7/4 2 1 2 5 2
S38 6/5 2 2 1 3 3
S39 9/5 2 2 3 5 1
678326: S40 11/7 3 1 1 5 2 Running total: Spar LV 40
S41 9/5 2 1 2 4 2 315/212 76 63 69 181 79
S42 8/9 3 2 1 5 2
S43 9/5 1 3 3 3 2
S44 7/8 2 1 1 6 3
1147903:S45 12/5 0 2 3 4 1
S46 8/6 3 2 2 5 3
S47 10/5 2 3 3 4 1
S48 8/4 1 2 2 3 2
S49 8/6 2 0 1 4 1
1800149:S50 8/4 0 1 1 2 1 Running total: Spar LV 50
S51 6/2 1 0 0 1 0 402/269 92 80 88 221 97
S52 4/3 0 1 0 1 0
S53 5/2 0 0 1 0 1
S54 2/1 0 1 0 2 0
2503203:S55 4/1 1 0 0 0 0
S56 3/2 0 0 2 1 1
S57 2/1 0 0 0 0 1
S58 4/2 0 1 0 1 0
S59 3/1 0 0 1 2 0
3304371:S60 1/1 1 0 0 0 1
S61 2/1 0 0 0 1 0
S62 1/1 0 0 1 0 0
S63 2/1 0 0 1 0 1
S64 2/0 1 0 0 1 0
4008686:S65 1/1 0 0 0 1 1
S66 1/2 0 1 1 0 0
S67 1/1 0 1 0 1 0
S68 1/0 0 0 0 0 1
S69 1/1 0 0 0 1 0
4683001:S70 1/1 1 0 1 0 0 Running total: Spar LV 70
S71 1/1 0 1 0 1 0 449/294 97 85 96 234 104
S72 1/1 0 0 0 0 1
S73 1/1 0 1 1 0 0
S74 1/1 1 0 0 1 0
5357316:S75 1/1 0 0 0 1 1
S76 1/1 0 1 0 0 1
S77 1/1 1 0 1 0 0
S78 1/1 1 0 0 1 0
S79 1/1 0 0 0 0 1
6031631:S80 1/1 1 1 0 0 0
S81 1/1 0 0 0 1 0
S82 1/1 0 1 0 0 1
S83 1/1 1 0 0 1 0
S84 1/1 0 0 1 0 1
6705946:S85 1/1 0 0 0 0 0
S86 1/1 1 0 1 0 0
S87 1/1 0 0 0 1 1
S88 1/1 0 1 0 0 0
S89 1/1 0 0 0 0 1
7380261:S90 1/1 1 0 0 1 0
S91 1/1 1 1 0 0 0
S92 1/1 0 1 0 0 0
S93 1/1 0 0 1 0 1
S94 1/1 1 0 0 0 0
8054576:S95 1/1 0 1 0 0 1
S96 1/1 0 0 0 0 0
S97 1/1 1 0 1 0 0 End total: Spar LV 99
S98 1/1 0 0 0 0 1
8594028:S99 1/1 0 0 1 0 0 478/323 107 94 103 242 115
Spar is very wise, and has lots of HP and AP, just like a tree should.
Other than that however, 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)
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Weapon WizardRG Shield SilkGL
Armor WiseRB Helmet SokletAR
Spells: S.Boom, Bomb, Flame, Freeze, Death, Ag-Down, Pwr.Down,
Def-Down, Ag-Up, Def-Up, Atk-Up, Sap, Drain, Exit, Warp
Special action: Shed
330055: U35 - - Start: mHP 199 mAP 182
U36 15/15 2 6 15 15 15 Fireball
U37 5/4 0 7 15 5 5 Hail Str Stmna Agi Wis Luck Guts
U38 15/15 15 15 15 12 14 Missile --------------------------------
U39 0/0 0 7 15 15 15 Bolt X 48 50 71 143 62 (0)
599672: U40 15/15 15 15 4 2 0
U41 15/15 15 15 15 15 15
U42 15/15 2 4 0 1 2
U43 15/15 15 15 15 15 15
U44 5/4 2 7 15 15 15
1092562:U45 15/15 15 15 15 2 4
U46 2/0 2 6 15 15 15
U47 15/15 15 15 0 - 2
U48 15/15 15 15 2 - 15
U49 15/15 4 8 4 - 15
1702470:U50 15/15 6 4 4 - 15 Running total: Bleu LV 50
U51 1/8 6 4 4 - 4 376/355 171 204 220 255 224
U52 6/4 6 4 15 - 8
U53 0/14 15 15 15 - 14
U54 15/15 15 15 12 - 5
2323959:U55 0/14 15 13 14 - -
U56 15/15 4 - 4 - -
U57 15/15 3 - 15 - -
U58 5/4 1 - 15 - -
U59 15/15 15 - 15 - -
2945510:U60 1/14 4 - 15 - -
U61 15/15 - - 4 - -
U62 15/15 - - 15 - -
U63 15/8 - - 7 - -
U64 15/- - - 7 - -
3569045:U65 3/- - - 15 - -
U66 4/- - - 15 - -
U67 3/- - - 15 - -
U68 15/- - - 4 - -
U69 15/- - - 15 - -
4218453:U70 15/- - - 13 - - Running total: Bleu LV 70
U71 15/- - - 15 - - 564/511 255 255 454 255 255
U72 3/- - - 15 - -
U73 0/- - - 15 - -
U74 7/- - - 12 - -
4908367:U75 7/- - - - - -
U76 15/- - - - - -
U77 15/- - - - - -
U78 15/- - - - - -
U79 2/- - - - - -
5609832:U80 15/- - - - - -
U81 1/- - - - - -
U82 1/- - - - - -
U83 15/- - - - - -
U84 15/- - - - - -
6311302:U85 15/- - - - - -
U86 3/- - - - - -
U87 7/- - - - - -
U88 5/- - - - - -
U89 5/- - - - - -
7012780:U90 5/- - - - - -
U91 15/- - - - - -
U92 15/- - - - - -
U93 2/- - - - - -
U94 15/- - - - - -
7714258:U95 6/- - - - - -
U96 15/- - - - - -
U97 0/- - - - - - End total: Bleu LV 99
U98 15/- - - - - -
8275442:U99 15/- - - - - - 828/511 255 255 511 255 255
Bleu lives up to her legend. Supernatural in strength, she is first in
EVERYTHING except Guts, in which she rates dead last. Her only flaw is
that she cannot bond. If you can find her, you'll never need Nina for
her combat abilities again, since Bleu is just like Nina, except so much
stronger. Her 'Shed' ability and high agility means that she can last
indefinitely, like the Hero does with his 'Guts' ability.
As we see, all of the characters pretty much reach their maximum ability at
level 50 (except Nina and Bleu). Gains seem somewhat random up to level 70,
but are miniscule, and gains beyond level 70 are miniscule AND boring. Bleu
is the lone exception here. She makes incredible gains straight up to level
99, maxing out everything except mHP and Guts. Still, it's not worth the
trouble getting to level 99 - level 50 is good enough. If you want to raise
your characters' stats to maximum, it is far easier to do so by means of
cooking permanent attribute raising items, such as MisoSoup. The only stats
you can't raise in this way are mHP and mAP. So please - I have been to
level 99, and I can tell you that it 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 0%
1 8%
2 16%
3 24%
4,5 32%
6,7 40%
>7 56%
This accelerates the growth of weaker characters to balance the strength of
the party. It can be thought of a model in which the less experienced
characters learn more from watching someone more experienced defeat monsters.
And it makes the simplification the more experienced person is assumed to be
the hero (which is correct, most of the time). In BoF1, there was an
additional factor which was dependent on the # of rounds it took you to win.
No such multiplier exists here.
The experience point gain that you see listed in the victory window is not
XP_award, but is the sum of all the experience won by each member of your
party. It is for this reason that this number is 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.
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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
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Def. See Defense
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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,
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Def-Up:5 (Cb) Gives one ally the Def.Up condition.
Used by: Bow (LV6), Spar(LV14), Bleu, Catfish, Kimoto, Trout
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Def-UpX:10 (Cb) Gives all allies the Def.Up condition, and doesn't register
as failure unless all allies already have Def.Up.
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