Breath Of Fire 2 - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Breath Of Fire 2 - Strategy Guide (Page 05).
Used by: Bow(LV26), Spar(LV32), Atlas, D.Crsdr, Needle, Paladin
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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
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Dice Deals 80 + (0..31) points of undefendable(?) special damage to one
target.
Used by: Wildcat
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(disappear) - All conditions (except death) on all combatants are removed at
the end of this combat round.
Used by: Deathevn(2)
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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
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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
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(etherstorm) - Deals 100 + (0..63) points of undefendable, non-elemental
special damage to all enemies.
Used by: Ray
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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
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Explode - Deals all enemies exactly [(target's rHP)/2] points of damage, to a
minimum of 1 HP of damage.
Used by: Deathevn(1)
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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)
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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
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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
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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
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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.)
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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.)
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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.
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(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
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(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)
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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]
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Fires:
1 8% 15% 30% <50%
2 10% 20% 40% 60%
3 12% 25% <50% 70%
4 14% 30% 55% <75%
5 16% 35% 60% 80%
6 18% 40% 65% 85%
7 20% 45% 70% 90%
Guts may be used an unlimited number of times during a battle, but
for each use, there is a random probability of failure of 1/8.
Used by: Hero
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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
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Heal:8 (//) Removes the conditions of curse, poison, sleep, rotting, and
zombie from one ally.
Used by: Bow(LV23), Rand(LV31)
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Horror Same as SwtBrth.
Used by: Munmar
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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
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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.
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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.
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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)
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(insult) - Attempts to reduce target's offensive power to 0 for this round.
Used by: Katt (the one fought in Coliseum)
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(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
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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
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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
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Miss This action starts off by looking like an attack, but does not hit
any target.
Used by: Atlas, Bugbear, Corpse, Ghoul
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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.)
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Normal physical attack - see 'Atc.'
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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
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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
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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
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Psn.Brth - Attempts individually to Poison all enemies.
Used by: Arachnod, Aruhamel, Chorking, Dethpede, J.Worm, Kiyhood,
Ralooba
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Psn.Chop - Attack all enemies for normal physical damage and attempt to
Poison each enemy as well.
Used by: Joker
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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
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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
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Renew X:20 (//) Returns one ally to life with rHP = mHP. Only works on dead
party members (not zombies).
Used by: Bow(LV36)
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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
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RotBrth - Attempts individually to make all enemies begin Rotting.
Used by: Anubus, Chorking, Kiyhood, Necroman, Pharaoh
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(rumble) - Deals exactly 48 points of damage to all enemies.
Used by: M.C.Tusk
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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
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S.Boom:11 (Cb) Normal spell damage of thunder:50 to all enemies.
Used by: Nina(LV13), Bleu, Dinabehm, Fastman, RoadSlug
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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
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(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
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(shake) - Same as (attack all).
Used by: Terapin
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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
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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
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Shimmy Same as (attack all).
Used by: Kuwadora
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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
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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)
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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
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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
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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
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(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
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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
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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
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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.
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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.
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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.)
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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)
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Tornado:5 (Cb) Normal spell damage of wind:30 to one enemy.
Used by: Nina, Crodworm, Sireen
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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
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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
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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
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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
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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
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-=-=-======================- Conditions -=======================-=-
This section describes the effects of all conditions that can be applied to
party members and opposition, in and out of combat. As stated earlier, the
combat conditions are:
Poison Asleep Curse Rotting
Zombie Dead Pwr.Up Pwr.Dn
Def.Up Def.Dn Agi.Up Agi.Dn
Hushed Wis.Up
Of all these conditions, only Poison, Death, and Curse persist outside of
combat. A party member with zombie at the end of a combat becomes dead. All
other conditions completely disappear with no ill effects after a battle.
For the opposition, the poison, zombie, rotting, and curse conditions have no
meaning. Death is different in that dead opposition can't be revived under
any circumstances. Being asleep is also slightly different in that the
opposition can break out of sleep spontaneously, while party members cannot.
All other conditions work exactly the same way.
In combat, a few conditions afflicting party members are visible in the
status area of the combat menu. When healthy, this shows a party member's
LV. Otherwise it can show Sleep, Curse, Poison, and zombie.
Any number of conditions may be combined at once, except zombie and death,
which exclude all other conditions. When a party member dies or becomes a
zombie, all other conditions are removed.
Agi.Dn - The target's Vigor is halved for the remainder of the combat. This
affects the order in which action is resolved on rounds where the
target had Agi.Dn from the beginning of the round.
Agi.Up - If this is supposed to give a bonus to Vigor, it doesn't work. As
far as I can tell, this condition has absolutely no effect.
Asleep - When a target falls asleep, its current action is interrupted and
the combatant may not take any further actions while asleep.
Sleeping opposition does not move. Sleeping party members have z's
drifting overhead, and a z's in the status area. Sleep in opposition
has a small chance of dissipating each round (seems to be based on
Wis), and is not removed by being the target of an attack. Sleep in
party members does not dissipate of its own accord, and is only
removed when the party member takes damage from a normal physical
attack (spell damage doesn't count!). A sleeping party member
may not 'Dodge' an attack. The easiest way to remove sleep is to
attack yourself with a party member that has a low offense stat. The
D.Earing and ShinyBR items can prevent sleep.
Curse - This is recognizable as a ghostly demon vibrating over the part
member's head, and a skull in the status area. Curse forces Cond. to
its worst possible level: Ill. This has the effect of reducing the
probability of being able to CtrAttck (other effects?). The easiest
way to remove curse is to rest. Vtmn works, but it is expensive, and
Heal works too, but you don't have the luxury of casting this until
late in the game. Charm and ShinyBR can prevent curse.
Dead - Any target taken to 0 HP which does not defy death becomes dead (this
applies to zombies as well). Death removes all other conditions,
shaman bonding, and interrupts the combatant's action. Dead
combatants do not take actions, and 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:
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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.
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