Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter B » Breath Of Fire 2 - Strategy Guide (Page 06)

Breath Of Fire 2 - Strategy Guide (Page 06)

Below are the cheat codes, hints and help for Breath Of Fire 2 - Strategy Guide (Page 06).

        The elemental resist level is just the number of pieces of equipment
        that the character is wearing that grant resistance to the element
        associated with the attack.  Thus, resist level can vary between 0
        and 3 (although it is usually only 0 or 1).

        Now, multiply damage by...

             Resist level       Factor
                0                 1       (No resist)
                1               13/16    ~81.25% damage
                2               11/16    ~68.75% damage
                3                9/16    ~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  {4,5}            20 {23,24,25,27}    36 {44,46,48,51}    52 {52,55,58,61}
5  {5,6,7}          21 {24,26,27,28}    37 {45,47,50,52}    53 {53,56,59,62}
6  {6,7,8}          22 {26,27,29,30}    38 {45,48,50,52}    54 {55,57,58,62}
7  {7,8,9,10}       23 {27,29,30,31}    39 {47,49,51,54}    55 {56,58,63}

8  {8,9}            24 {29,31,32,34}    40 {47,49,51,54}    56 {56,58,59,62}
9  {9,10}           25 {30,32,33,35}    41 {48,50,53,55}    57 {57,59,60,63}
10 {10,11,12}       26 {33,34,36,37}    42 {48,50,53,55}    58 {54,58,61,64}
11 {11,12,13}       27 {34,35,37,39}    43 {49,51,54,57}    59 {55,59,62,66}

12 {12,13,14}       28 {36,38,39,41}    44 {49,51,54,57}    60 {54,58,61,65}
13 {13,14,15,16}    29 {37,39,41,42}    45 {50,53,55,58}    61 {55,59,62,65}
14 {15,16,17}       30 {40,41,43,45}    46 {50,52,55,58}    62 {54,58,62,65}
15 {16,17,18,19}    31 {41,42,44,46}    47 {51,53,56,59}

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: ***

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


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            0

----------------------------------
With two:

                Leader  Last

Normal            0       0

Scramble          2+      2-

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

                Leader   2nd    Last

Normal             +      -      -

Scramble           2+     2+     2-

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

                Leader  2nd     3rd     Last

Scramble        +       +       0       -

Normal          2+      -       2-      4-

Defense         0       3-      3-      4-

Parallel        +       0       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%                    130%
+           120%                    120%

0           100%                    100%

-           95%                     90%
2-          90%                     85%
3-          83%                     80%
4-          <75%                    <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             116 %
                2               108 %
                3,4             104 %
                5,6             96 %
                7,8,9           92 %
                10,11,12        84 %
                13,14,15,16     76 %

        Damage *= f             (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       F               Seso:Water      A

        Spoo:Wind       W               Solo:Earth      E

        Seny:Holy       H               Shin:Devil      D


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   = 152
        Stnma = 120
        Agil  = 125
        bmAP  = 126
        bWis  = 101

        But then he got the following bonuses:

        Off 50    152 * 50% = 76                result: Off + 76
        Def 40    120 * 40% = 47                        Def + 47
        Vig 40 -> 125 * 40% = 49                        Vig + 49
        mAP 30    126 * 30% = 37                        mAP + 37
        Wis 50    101 * 50% = 50                        Wis + 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    Action: Wake
                                        Def 40 30 30
                                        Vig 60 60 50    Skills: none
                                        mAP 30 35 30
                                        Wis 30 40 30

-----------------------------------------------------------------------------
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 30          Action: Bnsh
                                        Def 40
                                        Vig 30          Skills: fly
                                        mAP 50
                                        Wis 50

« Previous PageNext Page »