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7/23/2019 GameFAQs Breath of Fire II (SNES) FAQ by BSiron http://slidepdf.com/reader/full/gamefaqs-breath-of-fire-ii-snes-faq-by-bsiron 1/152 *Breath of Fire II: FAQ* by *BSiron* </users/BSiron/contributions> / *Sabin 2002* </users/ArchangelMalach/contributions> *Updated:* 2001-05-20 | *Original File* <http://dw.cbsi.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=htt p%3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fsnes%2Ffile%2Fbreath_of_fire_ii_b.txt> Hosted by GameFAQs </>  * More for Breath of Fire II (SNES) //  o FAQs and Walkthroughs (42) </snes/563530-breath-of-fire-ii/faqs>  o FAQ/Walkthrough by Draco Knight  </snes/563530-breath-of-fire-ii/faqs/12508>  o FAQ/Walkthrough by kuhchung  </snes/563530-breath-of-fire-ii/faqs/59130>  o Walkthrough by Schimmel </snes/563530-breath-of-fire-ii/faqs/5437>  o FAQ/Walkthrough by Representative  </snes/563530-breath-of-fire-ii/faqs/56316>  o See all FAQs </snes/563530-breath-of-fire-ii/faqs>  o Cheats and Secrets (2) </snes/563530-breath-of-fire-ii/cheats>  o Answers (17) </snes/563530-breath-of-fire-ii/answers>  o How to recruit Bleu help plz. Spoilers??  </snes/563530-breath-of-fire-ii/answers/225665-how-to-recruit-bleu-help- plz-spoilers>  o How to save game?  </snes/563530-breath-of-fire-ii/answers/2115-how-to-save-game>  o How do I beat (K. sludge)?  </snes/563530-breath-of-fire-ii/answers/137090-how-do-i-beat-k-sludge>  o *Ask your own question!* </snes/563530-breath-of-fire-ii/answers>  o Reviews (37) </snes/563530-breath-of-fire-ii/reviews>  o Message Board </boards/563530-breath-of-fire-ii> Would you recommend this FAQ? Yes No How can the author improve this FAQ? Commenting is anonymous and not required to vote. Submit Recommendation -----------------------------------------------------------------------------  Breath of Fire 2 Handbook  written by Ben Siron  Maintained by James Greene -----------------------------------------------------------------------------  Breath of Fire 2 (henceforth BoF2) is a classic-style RPG for the SNES, produced by Capcom. I am in no way associated with Capcom. This handbook is free and not intended for sale. All that I ask is that you do not remove these opening paragraphs if you are providing it to others.  Unfortunately, it is my duty to inform you that Ben Siron has ceased writing FAQs, as well as abandoned video games. Please do not contact him, as he is no longer involved with this FAQ in anyway. He has given me control of his FAQs. If you wish to use this FAQ, feel free to contact me. If you explain what you want it for, chances are that I will let you use it. You can contact me, James Greene, at [email protected]  This handbook is a text file approximately 7000 lines long, designed to be read in a fixed-width font capable of displaying at least 78 characters per line. This is the third edition, last updated May 12, 2001. Now I have a

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*Breath of Fire II: FAQ* by *BSiron* </users/BSiron/contributions> /*Sabin 2002* </users/ArchangelMalach/contributions>

*Updated:* 2001-05-20 | *Original File*<http://dw.cbsi.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http%3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fsnes%2Ffile%2Fbreath_of_fire_ii_b.txt>

Hosted by GameFAQs </>

  * More for Breath of Fire II (SNES) //  o FAQs and Walkthroughs (42) </snes/563530-breath-of-fire-ii/faqs>  o FAQ/Walkthrough by Draco Knight  </snes/563530-breath-of-fire-ii/faqs/12508>  o FAQ/Walkthrough by kuhchung  </snes/563530-breath-of-fire-ii/faqs/59130>  o Walkthrough by Schimmel </snes/563530-breath-of-fire-ii/faqs/5437>  o FAQ/Walkthrough by Representative  </snes/563530-breath-of-fire-ii/faqs/56316>  o See all FAQs </snes/563530-breath-of-fire-ii/faqs>

  o Cheats and Secrets (2) </snes/563530-breath-of-fire-ii/cheats>  o Answers (17) </snes/563530-breath-of-fire-ii/answers>  o How to recruit Bleu help plz. Spoilers??  </snes/563530-breath-of-fire-ii/answers/225665-how-to-recruit-bleu-help-plz-spoilers>  o How to save game?  </snes/563530-breath-of-fire-ii/answers/2115-how-to-save-game>  o How do I beat (K. sludge)?  </snes/563530-breath-of-fire-ii/answers/137090-how-do-i-beat-k-sludge>  o *Ask your own question!* </snes/563530-breath-of-fire-ii/answers>  o Reviews (37) </snes/563530-breath-of-fire-ii/reviews>  o Message Board </boards/563530-breath-of-fire-ii>

Would you recommend this FAQ? Yes No How can the author improve this FAQ?Commenting is anonymous and not required to vote.Submit Recommendation

-----------------------------------------------------------------------------  Breath of Fire 2 Handbook  written by Ben Siron

  Maintained by James Greene-----------------------------------------------------------------------------

  Breath of Fire 2 (henceforth BoF2) is a classic-style RPG for the SNES,produced by Capcom. I am in no way associated with Capcom. This handbook isfree and not intended for sale. All that I ask is that you do not removethese opening paragraphs if you are providing it to others.

  Unfortunately, it is my duty to inform you that Ben Siron has ceasedwriting FAQs, as well as abandoned video games. Please do not contact him,as he is no longer involved with this FAQ in anyway. He has given me controlof his FAQs. If you wish to use this FAQ, feel free to contact me. If youexplain what you want it for, chances are that I will let you use it. Youcan contact me, James Greene, at [email protected]

  This handbook is a text file approximately 7000 lines long, designed tobe read in a fixed-width font capable of displaying at least 78 characters perline. This is the third edition, last updated May 12, 2001. Now I have a

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thank-you list, better character information (includes level-up gains), morediscoveries, and less errors all around.

Thanks go to:

  ([email protected])  Jim Irwin - for the detailed township tenant listing. This

  speeded up my search a lot - and enabled me to make a  slightly more comprehensive listing.

  ([email protected])  Rory Mahood - for finding the elusive StarrSD and Octopus items, and  for greatly expanding my list of battle award items.

  ([email protected])  Arcadia, Esq. (Rocky Kassos)

  ([email protected])

  ([email protected])  Matt Lambo - for listings of items which are battle awards.

  ([email protected])  Ragnarok (Heikki Ruuska) - for the secrets file which helped me a lot  the first time I played BoF2, and gave me lots of things to  check while compiling this handbook.

  ([email protected])  Andrew Sanchez - for finding Pechiri.

  ([email protected])  for the info about Akky's kittens and about the

  fact that nothing happens if you clear both tolen boards with  only 8 tolens.

  ([email protected])  Nathan McDonald - for finding the NinjaML item.

  ([email protected])  Stephen O'Neal - for finding the use of the SkullBR item.

  ([email protected])  Ed, also 'Phoenix' - for finding the Zodiac enemy and with it, the

9-TailWP.

No thanks go to:

  Ray Greer - and the team responsible for the carelessly inaccurate,  incomplete, and generally clueless 'Breath of Fire II:  Authorized Game Secrets' guide. I can't believe that Capcom  endorsed this. I can only guess that it is because Capcom in  America doesn't know a whole lot about the work that Capcom's  programmers in Japan do, or they don't care. Nothing in this  handbook has been stolen from Mr.Greer's book, I am proud to  say.

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

  Table Of Contents

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

  section begins at this percent of the way  through this vast document

  Notation 0%

  Bugs! . . . . . . . 0.5%

  Welcome to the Party 2%

  Action! 22%

  Conditions . . . . . . . 35.5%

  Damage Algorithms 37.5%

  Skills 43.5%

  Shamans . . . . . . . 45%

  TownShip 49.5%

  Items 55%

  Home Cookin' . . . . . . 66.5%

  Othello 68%

  Gossip 68.5%

  Huntin' & Fishin' . . . . . 69.5%

  Spoils of War 74%

  Know Your Enemy 76%

  Tips n' Tricks . . . . . . 96%

 Appendix 1: Percent to Binary conversions 99%

 Appendix 2: Bof2's Random Number Generator 99.5%

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

  -=-=-=========================- Notation -==========================-=-

throughout this handbook, I use the following mathematical notation:

[x] the greatest integer less than or equal to x. This arises because  all division operations done by the game console's uP unit round down  automatically

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(a..b) a number between a and b, including the possibility of being a or bx = (a..b) choose a number for x randomly from the given range

(a,b,c,d) a number chosen as one from amongst this set of numbersx = {a,b,c,d} choose a number from the given set randomly and assign to x

other abbreviations:

IMHO in my humble opinion...

FWAK Furry Wittle Animal Kitten.

all other notation is explained in the section in which it is introduced.Just be patient and read the full 'Welcome to the Party' section...

  -=-=-==========================- Bugs! -==========================-=-

BoF2 has it's own small set of bugs. Nothing major, just minor annoyances.I call these bugs because I can't see why the programmers would have intendedthese things to be these ways:

FireBrth, ColdBrth, FireDrgn, IceDrgn, and T.Drgn do NOT deal elemental

  damage as their names would suggest.

The DmndBR does NOT prevent the Death spell from working. The authorized  game secrets guide for BoF2 says that it does, but I have tested this out  thoroughly on my copy of BoF2 and found it to be false. Only the LifeBR  prevents Death.

The GutsBT does NOT result in any increase in the Guts rating of a character.

The Angel Shaman, Seny, gives no standard bonus.

There are plenty of equipment items giving resistance to holy damage, but  none to give resistance to wind damage. This is to be contrasted with the  fact that the opposition never makes any holy attacks, but makes plenty of  wind attacks.

When you try to 'Swch' a priceless item at an equipment shop, the game  crashes.

The FastShoe gives no bonus to the probability of getting a lead-off attack,  despite the description of the item (maybe this was just a translation  error...).

The Mckrl item 'looks tasty', but has no effect when used.

Weapons are not capable of dealing wind elemental damage, despite their names.

The Agi.Up combat condition has no effect.

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The Cond.Up item only raises bCond to 225, not 255. This could be a typo by  the developers, or it could be intentional, I'm not sure. My guess is that  nobody caught it because Cond. shows 'Super' either way, and the role of  the bCond stat is an enigma.

One more thing - for those of you who want to test that my algorithms reallyare accurate to the point (which I assert they are), be sure to consultAppendix A for conversion between % factors and binary fractions. BoF2speeds up all of its calculations by using division by powers of 2 (shiftoperations) instead of normal division whenever possible. This is done via aprecalculated conversion table between % factors and fractions using 256 inthe denominator. Needless to say, this conversion sacrifices precision, andfor a while it caused me a lot of frustation when I was trying to figure outwhat was really going on in the calculations. Appendix A lists theappropriate fraction to use for a given percent factor. All of my algorithmsuse percent factors whenever possible in place of these unwieldy fractions tomake the math look as simple as it should be.

  -=-=-=================- Welcome to the Party -====================-=-

This section introduces the basic system that BoF2 uses for characters,combat, items, spells, and so forth...

  - - - - - - - - - - Basic Party Mechanics - - - - - - - - - -

Your party is composed of the band of adventurers which from which you canchoose to take along with you on your quest. Those currently being takenalong are your party members, and they form your group. You may have between1 and 4 party members. At some points in the story, you are compelled to usecertain characters as party members, and in many places, characters leaveyour party altogether. But fear not - in the end they will all (except forthe child) return to help you fulfill your destiny.

by default (that is to say, except in a few special cases), you will becompelled to use the hero as a party member. The hero's name is whatever youchoose to call him, so I just refer to him as 'the hero'. All othercharacters' names are unalterable, so far as I know, so I call them by name.All names are four characters or less, and in most cases the game assumes aname to be exactly four characters. So, if you're going to name your hero'Ed', be prepared to see some dorky formatting of text. To avoid this,choose something with exactly 4 characters instead, like 'Eddy'.

There are two versions of the hero, and for all intents and purposes theyare separate characters. One is the child who you play during the prologue,and the other hero is the one you play throughout the rest of the quest.They have the same name and stats that match perfectly, but otherwise theyare completely different.

I have chosen the following 1-letter abbreviation scheme for party members:

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  C - Child  H - Hero B - Bow K - Katt  R - Rand N - Nina T - Sten  J - Jean S - Spar U - Bleu

At this point, you might be saying to yourself, "Jus' wait a cotton pickin'minute... I thought there were only 8 characters!" (besides the child).

Refer to my HTML map - there's a location in the east you probably haven'tnoticed before, and one potential TownShip citizen you haven't invited whocan help you.

Whenever a party member leaves your party, you are compelled to form a newadventuring group. You may also change party members by choice by using the'Change' command at any dragon god totem. This option is available only whenyou have more than 4 characters in your party, and is also disallowed duringcertain scenarios. To help you make the choice of who to take, whenever youchange party members, you are presented with a table of mHP/mAP/level/Off/Def/Vigor values to compare all the characters. To toggle betweenmHP/mAP and Off/Def/Vigor, just press 'L' or 'R'. Whenever you choose to

change party members, you must take the maximum number possible. This iseither 4 or the total number of characters in your party, whichever is less.As you shall see from the algorithm for awarding EXP from combat, there isreally no reason you would ever want to travel with less than the maximumnumber of party members possible - more is better.

After changing party members, you may also change formation and combat order.There are two separate ordering schemes for party members: the walking orderand the combat order. The walking order determines who is in the lead whilewalking around on the map. The combat order determines position in combat -who is closest to the enemy and hence is taking the most risk.

These two orders can be changed independently. The walking order can be

changed outside of combat without affecting the combat order by pressing 'L'or 'R'. This causes the order to cycle forward or in reverse. The combatorder can be changed via the main command screen: use Swch, then Order.Whenever the combat order is changed, the new combat order becomes thewalking order. All combat order changes are done by a series of positionflips: character A and character B exchange position. Whenever the gamerequires a given character to be in the lead, that character's position isflipped with the one currently in the lead. The walking order is alsooverwritten by the combat order whenever you load a saved game.

The combat formation is independent of both the walking order and combatorder. It can be changed in and outside of combat with the 'Swch' option.The role of position and formation is explained if the 'Damage algorithms'section - it modifies damage dealt and taken from physical attacks. Forevery extra party member in your group, the number of formations you can doincreases by one:

  party members formations available  -------------------------------------------------------------  1 Normal  2 Normal, Scramble  3 Normal, Scramble  4 Normal, Scramble, Defense, Parallel

The dragon god also allows you to save your game's state in the slot which

you are currently using. BoF2 does not allow cross saving (saving toanother slot). This minimizes the chance of overwriting a different savedgame by accident, but can be a major pain when you want to try out

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something new and not be stuck with the consequences. To save to anotherslot, you must copy the data in one slot to another and then you may playeach separately. Thus, to experiment, you must save and copy often, orknow beforehand when to do so, so that you will have a fairly recent copywith which you can experiment. BoF2 is pretty bug-free; there doesn'tseem to be anything that can go wrong that will screw around with yoursaved data (unlike the 'Relm sketch' bug in FF3). Only you can do that....

As for items - they are held in two inventories, a 'Spcls' list, andequipment lists which are personal to each character. The equipment listsexist whether the character is in your party or not, but you may onlyaccess the equipment of party members.

The stuff in 'Spcls' can't be used, moved, dropped, destroyed, sold, bought,consumed, worn, eaten, abused, switched, appraised, or anything else exceptfor being looked at. For all practical purposes they are not really items.'Spcls' merely symbolize that you have passed a certain point in the game.A special item grants its powers automatically.

The two inventories are the party and the bank inventory. The partyinventory has 48 slots, and into each slot may be placed either one singleitem, or from 1 to 9 of the same type of a groupable item. Single items arelimited to names of up to 8 characters, and groupable items may have up to 6.

The bank inventory is much bigger - it has 126 slots. Items can be shuffledback and forth between the party inventory and the bank inventory at no cost,but ONLY at bank outlets (no exceptions). Bank outlets are typically next toitem shops.

The party inventory is accessible at all times and is independent of who isin your party. This scheme has the potential to produce nonsensicalsituations, but luckily, BoF2's plot does not have to explain a situation in

which your party members change without everyone in the party meeting up ina common area. So, unlike FF3(6j) (Final Fantasy III (VI), also for the SNES),thisis a plausible model. (You don't have a situation in which character A buysa Herb and then the game switches to character B, who strangely enough hasthe Herb available to use in his inventory even though A and B haven't metsince the time A bought the Herb).

Items may also be kept in the equipment slots personal to each character.These slots are specialized:

  1 weapon  1 armor \  1 helmet > slot(s)  1 shield /  2 etc.

Movement in and out of these slots is restricted (you can't wear an Herb as ahelmet - sorry, it's just not that kind of game :) ). A slot can BEGIN bybeing filled with an item that doesn't belong there, but once you remove it,you can't ever move it back. This turns out to be even a bigger restrictionthan it first seems to be, because the white space item (the code for a slotwhich is empty) is not a valid piece of equipment, except for the etc. slots.So, once a non-etc. slot is occupied, it can never be made empty again. Inother words, you can't unequip things in BoF2, except for the stuff in the

etc. slots. You may only replace an item with another, and the charactermust be able to equip the new item in that slot. This is made easy outsideof combat because you are only shown the set of items which can replace the

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current one. In combat, it is a little more of a pain. You CAN changeequipment in battle, but only the non-etc. stuff. To do this, use Item,and select the piece of equipment. If the character can wear it, you willbe able to 'Use' or 'Eqp' instead of just being able to 'Use' it.

What is in these equipment slots is not affected by the process of thecharacter leaving and joining the party. If character A leaves, he takes the

items in these slots with him, and when he returns, he will be wearingexactly the same stuff that he had when he left.

This brings me to using items. The method is different for combat vs.non-combat situations, since in combat you are giving orders about what theparty members are going to do in the following round, without necessarilyknowing the order in which actions are going to be taken. All items producethe same effect in or outside of battle, except that some effects are only ofbenefit in certain situations - what varies is whether the item may be usedin a given situation, not the effect that it has.

Outside of combat, if use of an item will produce no effect, BoF2 will not

let you use it. This is as opposed to combat, where there is no suchrestriction (BoF2 lets you go ahead, knowing that by the time the charactertakes an action, the item's effect might be useful - or it may not - there isno way to tell ahead of time). When you give an order for an ally to use anitem, it is seemingly removed from the inventory. It is still there, butyou can't see it. The item does not actually get removed until thecharacter uses it, and only if it is a 'consumable' item (in this way, itemsare not wasted, but in the sense that they may be used for no effect,they are).

Finally, if your inventory is full, you will not be able to buy new items orunequip etc. type equipment. If you find an item but your inventory is full,you will be told what item was found but you will not be able to take it. It

will remain there until to try to obtain it when your inventory is no longerfull (except in the case of food placed on the carpenter's table in TownShip,which disappears). Also, if your inventory is full, you can't win items inbattle.

Your party has 2 money reserves - a party supply, and a bank reserve. Theparty supply can hold a maximum of 9,999,999 Z (coins). The bank can hold upto 16,777,215 Z. Coins can be moved between these two reserves at no cost,but only at bank outlets. Only money in the party supply can be used to makepurchases or be reduced / increased as part of the plot. The bank reserve issecure - nothing can affect your money in the bank except for you makingwithdrawals and deposits.

This brings me to the subject of losing. when all party members are eitherdead or zombies, you have lost. When you lose, your party money is halved(just like the old Dragon Warrior games) and you are sent back to the lastplace you saved your game at. Everything else remains the same: you keep allthe EXP, items, spells, etc., that you had just before you died. When youwake, all party members are restored to mHP and mAP (no restoration for theother characters in your party). The state of the world also remains thesame; items you removed from treasure chests remain removed (so that youcan't come by and obtain them again). There is a point of strategy to benoted here - if you know you're going to lose, don't waste your items in avain attempt to save yourself for a few more rounds (unless you're alsogoing to reset the game and start over from a previously saved version).

Just keep the stuff, die, get a little more pumped up, and come back to kicksome ass (hmm... just like the energizer bunny).

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Another thing that stays constant when you lose is the moods of all of thecharacters. All characters have moods which scale from 0 (black) to 63(rainbow). The lower the mood, the more that character desires to purge theworld of your presence. 255(rainbow) means that you're their bestest buddyin the whole world. The hero's dragon tear is orange only because this ishow he feels about himself. A hero should be humble, above all.

A character's mood is visible when the dragon tear is applied to thecharacter's profile. The correspondence between color of the tear andmood is:

  [Mood/16] Dragon Tear color------------------------------------------  0 Black  1 Dark red  2 Deep red  3 Magenta

  4 Reddish orange

  5 Orange  6 Orangish yellow  7 Yellow

  8 Greenish yellow  9 Yellowish green  10 Deep green  11 Bluish green

  12 Light blue  13 Blue  14 Deep blue  15 Rainbow

If you save, do an action which makes a character more friendly to you, die,and repeat that action again, you can apply to bonus again to the character'smood - which still remembers the previous bonus! I haven't yet found a usefor this however, since I haven't been able to measure any benefit that aperfect (rainbow color) or worst case (black) dragon tear confers. The valueof the dragon tear seems to be only for storytelling. Also, a character'smood is often initialized to take a certain value during the game, whichtotally erases the effects any cheesy things you have done to change it.

BoF2 will not let you create a situation in which all party members are deadoutside of combat. This is assured because in any instance in which youchange party members composing your group, all dead characters are revived to1 HP (although this does nothing for AP).

There are some exceptions to being sent back to the last placed you saved at:If you lose when... You get sent back to...

  You have not yet saved your The totem in HomeTown  game at all  Fighting Barubary (in the **  prologue)  You are in SkyTower SkyTower's entrance  In the Queen ?

  In the Whale ?  In Torubo's ?  At Highfort The totem at the entrance to

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  Highfort, or the one at the base of  Highfort (if you already defeated  Torubo)  In SkyCave before defeating  the Guardian The statue where Nina arrives alone  In SkyCave after defeating the  Guardian The statue where the rest of the

  party waits for Nina  Fighting Tiga **

** means that this battle is one you are expected to lose, you do not getsent anywhere necessarily - losing is part of the plot.

To go further, I will need to explain:

  - - - - - - - - - - Basic Combat Mechanics - - - - - - - - - -

You can't win BoF2 without fighting - A LOT. All situations in BoF2 can be

divided into combat and non-combat. Combat can be entered in two ways:

You are walking about some place that has monsters, you take a step, andsuddenly you're face to face with a bunch of dudes you never met before.This doesn't mean they don't want to kill you however (duh!!). This iscalled random battle.

or: Your party leader visibly interacts with an enemy figure and battle istriggered through contact, proximity, or as part of the story. This resultsin a battle to the death. 'To the death' means that the battle must beplayed out to its conclusion - you can't Run, or make the enemy Runaway. Inbattles to the death, many actions that would normally succeed will alwaysfail. For example, you can't do anything that would cause lethal damage to

an enemy or deal it any fraction of its maximum hit points worth of damage,either. All actions which are so limited are noted on a case by case basiswith an explanation of the action. The opposition, however, is not limitedin this way, and may use any and all actions for their normal effects (restassured that they won't be using their actions to Runaway!).

There are several concepts I've been talking and will talk about more thatdeserve immediate explanation:

  - Combatants - Runaway  - Rounds of combat - Actions  - Opposition - Enemies  - Party members - Allies  - Run - Lead-off round

Combatants are all of the characters participating in a combat. Combat inBoF2 is played in rounds. Before each round, each combatant chooses anaction for that round, order of action is resolved, and when the time comes,each combatant performs the action chosen. Combat then proceeds to the nextround. Opposition refers to the guys in the upper left of the combat screen.Party members are in the lower right corner. 'Enemy' and 'ally' refers notreally to a classification, but a relationship between two combatants. Ifboth combatants are in the same corner, they are allies. If they are inopposite corners, they are enemies. Combat is cut short (action stops) if atany time:

  0) All opposition has Runaway.  1) All opposition has either died or Runaway, with at  least one of them dead.

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  2) All party members are either dead or zombies.  3) The party has successfully Run.

Case 0: They chickened out ('The monster fled.'). Combat ends immediately.

Case 1: You win. The objective of all battles. You receive a money and EXP  reward, and an item if you're lucky (items can be won

  randomly in both battles to the death and random battles).

Case 2: You lose. Sometimes this is fate, but these cases are few and far  between, and not one such case is a random battle.

Case 3: You chickened out. Or, you were just too bored to fight the battle.  No guts, no glory, no penalties. Just like case 0.

Runaway is an action used only by the opposition. Run is not an action - ittakes the place of all action for a round. When you Run, a roll is made tocheck for success. If so, combat ends immediately and your party is safe.If not, the opposition gets a lead-off round on you! Run always fails in

battles to the death - you will get the message, 'Can't run'. In randombattles, failure to run gives the message, 'Won't Run'.

In a lead-off round, one side gets a free round of actions while the otherside sits there and looks pathetic. Whenever random battle is triggered, arandom(?) roll is made to see if you can get a 'lead-off attack'. If so, theparty members get a lead-off round on the opposition. The opposition has nosuch luck (except when you've failed to Run). There are no 'lead-offattacks' in battles to the death.

The order of action in a round of combat is totally determined by the Vigorratings of the combatants at the beginning of the round. Enemies' Vigorratings are determined differently than party members' Vigor (since enemies

don't wear equipment). In random battles, an enemy's Vigor is chosen at thebeginning of the generation of the enemy to be Agi + (0..7), to a maximum to511. For battles to the death, Vigor = Agi (no random variation).

(For your information, this special case for battles to the death was a hackimposed so that cinematic battles like the Palo/Peach/Puti fight would besequenced properly.)

The order is a sorting of Vigor ratings: the combatant with highest Vigorgoes first, followed by the next highest, down to the lowest. When twocharacters have the same Vigor, the following priority scheme is used:

  1st: Party member in front  2nd: Party member in 2nd position  3rd: Party member in 3rd position  4th: Party member in back  Last: Opposition

So we see that in BoF2, order of actions is independent of what the action is- it doesn't take any more time, so to speak, to cast Missile, than it doesto attack. There are a few exceptions to this, such as 'Defense' and 'Dare',which forfeit the party member's action in return for bonuses throughout theround. We also see that all opposition is in principle able to be preemptedif Vigor is high enough. However, to take an action before opposition withAgi of 511, it is necessary that you also have Vigor of 511. And this

means, as we shall see later, that the party member's armor must have aweight of 0.

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The method by which random battle is triggered in fairly straightforward, butfirst I must take yet another digression and explain:

  - - - - - - - - - - Basic Mapping Mechanics - - - - - - - - -

There are two different flavors of non-combat overhead view in BoF2: the

overworld, and the area. Both views use the same graphics, but theoverworld is a heck of a lot bigger. There are no battles to the death onthe overworld. The overworld also 'wraps-around'. If you move off the edgeof the world, you come back on the opposite side (the view conceals the factthat there is any break. You can take this to mean:

  1) The world of BoF2 has the topology of a doughnut.

  2) BoF2's universe has an 'above' and a 'below', and the  surface of the world separates the two. Some kind of  funky spacewarp links the opposite edges of this surface  together like an endless reflection.

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

I recommend 3. Most RPG players choose 3. 3 is a good number. Mmmm,doughnut... Excuse me, what was I saying? Ah yes, the question is, why doyou care?

The answer is, mapping determines the type of enemies you will fight inrandom battles. Both the overworld and area views are composed of tiles.Each tile is 8x8 pixels. 4 tiles combine in square formation to make a mapspot, 16x16 pixels. All movement in BoF2 is done on the spot level - that isto say, each step move you a distance of one spot (as opposed to ChronoTrigger, also for the SNES, where movement is done on the tile level in

overworlds, and on the pixel level in areas). The main overworld of BoF2 isthe world's surface. It is 256 spots wide by 256 spots tall.

Now apply a coordinate system to the spots - since the world wraps around, itis difficult to say exactly where the edges are, but a good guess is that atthe edges, there's nothing but water for miles around. Now notice that thereregions where the monsters you're fighting are fairly constant and placeswhere you take one step, and the monster types change. You've just found amap section boundary. A map section is a region of the map where themonsters capable of being generated for random battle does not vary. Findseveral such boundaries and note that all map sections seem to be composed ofblocks 16 spots tall by 16 spots wide. Coincidence? (I think not.) Redefine'map section' to be one of these blocks. Note that the entire overworld iscomposed of these blocks. Redefine your coordinate system to reflect this.

This is the coordinate system I have come up with:

  [letter][number](x,y). Letter and number determines the map  section, and (x,y) determines the  spot within that map section

Following the computer graphics standard, X-coordinates increase as you movedown, and Y-coordinates increase as you move right. The first map sectionis A0 in the upper left, with spot A0(0,0) in the upper left of that upperleft. The last map section is P15 in lower right, with P15(15,15) in the

lower right of that lower right section. I have drawn an HTML format map,accurate to the tile(!), of BoF2's main overworld. Refer to it often - ithelps a lot, IMHO. This map is color coded:

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  Spot color... What it is...------------------------------------------------------------------------  White Entrance to a location  Magenta FishSpot  Light Blue Lake  Dark Blue Ocean

  Green Grass/dirt  Black/Brown Anything untraversable  Dark Green Forest  Yellow Beach/bridge  Pink(boundary) The imaginary boundary between  different types of map section

The colors in the above table also give information about terrain type.Terrain for a spot on the overworld map is the background you see when youfight a random battle on that spot. This terrain is chosen from one ofseveral types. For example, battles fought on grass randomly result ineither dirt plains or lakeside terrain, and battles in the forest randomly

result in either a dense or sparse forest terrain. Terrain throughoutan area is constant. There are several types of overworld terrain:

  name color on map how to recognize-----------------------------------------------------------------------------  Dirt plains Green or Area is sparsely covered in grass.  yellow Where there is no grass, the ground  is cracked and dry.  Lakeside Green or Area is covered in grass, and is near  yellow the edge of a lake.  Sparse forest Dark green Open area in the midst of a forest  which is lined with tall narrow  trees.

  Dense forest Dark green Like the sparse forest, except trees  are fat and rounded, and there's  lots of shrubbery and flowers.  Desert Green It's all sand and cactus plants.

There are also a lot of different area terrains:

  Name How to recognize-----------------------------------------------------------------------------  Dense forest Same as the overworld version

  Cave A well-lit cave with walls of dirt

  Underground lake A cave with a lake inside of it

  Waterfalls A cliffside passage with a waterfall

  Mountain pass A ledge on the side of a mountain

  ...

Terrain is important for spells that deal damage and the special action'Ntre'. When the description of a spell lists 'native terrains', this meansthat if the spell is cast in that type of terrain, it is more likely to be

'well-cast' (refer to 'Damage algorithms' for an explanation of this). Ifthe spell is well-cast in such an area, you will see extra graphics in thecasting of the spell.

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Another useful map you can access while on the overworld you can get bypressing 'Select'. This will show you all the places you have visited so far.

The map section concept doesn't apply to areas - each area is a map sectionin itself, so to speak. Monsters don't vary from one end of an area to theother. They, CAN vary however, between floors of a given location - this is

because a location (such as a town, for example), is not an area, but acollection of areas linked appropriately to fit together logically to behavelike a maze, or town, or whatever. By the way, a location refers to theplace name that the main command screen tells you you're in. Where thisname is a blank, I have made up place names, and put the name in parenthesis.

The second thing that is constant throughout a map section is monsteractivity. See that little guy at the top of the main command screen? That'sthe 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 betweenrandom battles. A couple of pieces of etc. equipment can modify this, as cancasting Smoke. At a given point in the game, monster level throughout a mapsection may be constant, but monster level for a given section can change asthe game proceeds. Because of this, I won't list monster level vs. mapsection, just the enemies which can be found there.

This seems to be the mechanism by which BoF2 determines when you will fight arandom 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 isnot the only method which is used.

The pieces of equipment which can affect rate of random battle generation arethe HolySF and the Collar. When Smoke is cast, the smoke condition itapplied to the party for a short while, during which time the monster meteris blue. Refer to the description of the Smoke spell for more details. Withsmoke off, and neither the HolySF nor the Collar equipped by anyone in theparty, initial fight counter values are generated and decremented in thefollowing way:

Monster level Fight counter Decrement per step----------------------------------------------------------------------

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Asleep or Normal 20 + (0..255) 5Active 32 + (0..255) 7Wired 60 + (0..255) 15

This results in the following statistics:

MonsterMeter # of steps between battles Average--------------------------------------------------------------------------Asleep Infinite InfiniteNormal (5..56) 30Active (5..42) 23Wired (5..22) 13

(Assuming that you do all your walking without leaving an area or movingbetween map sections of different monster level.)

This algorithm is not exact. Every so often, you will be able to walk anincredibly 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 fightrandom battles, but I am not sure exactly how. The HolySF also decreasesthe rate significantly in regions where the monster level is normal, butdoesn't do much in more active regions.

The Collar measurably increases the rate at which you fight random battles atall monster levels (excepting asleep, of course). Once again, I am not sureof the exact mechanism by which this is done.

The third thing that the map section concept is useful for is fishing. Eachmap 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 mapsection that the FishSpot is in. In one case, this makes it pretty darncounter-intuitive as to where you need to be get the fish to show up. Moreon this in the Fishin' & Huntin section....

Note: Even though it is impossible to fight a random battle in asleepregions, it is still possible to fight a battle to the death in an asleepregion (Huntsvil!). I haven't found any ultra-secret FishSpots by doing thisyet, 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 ----

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  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 IIoverworld can be found on my site. Be aware though, it does not preciselymatch up with the number grid above. However, since the grid map above onlyreally covers regions, they will match up closely enough for you to tell whatis what.

  *** Map Address: http://www.geocities.com/sabin_2002/BoF2_Map.html ***

? Area Description Monster level: What lives there

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

- No Man's Land (no monsters)

H Hometown Area E.Sludge, Hunchbak, Gonghead(1), Leech

c Coursair Area Eaterman, Devilkid, Biruburu, Tsi.Fly

x on the Path to 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

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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 theareas of BoF2; all random enemies and those which can be fought in battlesto 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 theareas. In places where the variety differs across different area in thesame place, I will explain further. Note that many places are accessibleonly during certain times during the game, as are enemies fought inbattles to the death. Where this is the case, I will note when thelocation is accessible. Locations are listed alphabetically by placename. Enemies which can be fought only a finite number of times (usuallyonce) in battles to the death have a '*'. Enemies which can be fought anunlimited number of times in battles to the death (Huntsvil, for example)have a '^'. I don't bother to list monster level - it is either activeor wired in all cases where there is activity, and it changes oftenthroughout 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,

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  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)

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  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 talkabout statistics - those numbers you see in the Stats window.

Stats determine the effectiveness of actions and commands used in combat, andthe 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 yourstats, the better your chances of winning subsequent battles and making itback to a safe area in one piece, thus affecting your decision of whether toproceed 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

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other stats are, and are themselves not affected by changing of any otherstat. 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 onlyduring 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 borrowthe terminology from pen & paper role playing games where a roll of the dicedetermines the success or failure of an action. A luck-based roll means thatthe roll of the dice is compared to the Luck stat to determine success orfailure - improving that stat can improve your chances of success. A randomroll is a roll that is compared to a constant - nothing you do can improveyour chances of success.

The Guts stat is useful in that whenever a party member takes damage thatwould result in death, a roll is made to see if that party member can defydeath (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:

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  (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'saction for that round is not interrupted. From this, we see that theprobability 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 youthrough a battle. The GutsBT may affect this probability somewhat, but if itdoes, the effect is not something I have been able to measure. The bonus isprobably too small to be of any use, if there is any at all. Guts is also ofmuch more direct use to the hero, because it determines the effectiveness ofhis special action, 'Guts'. Note that zombies and the opposition may notdefy death.

Derived stats are stats which are completely determined by basic stats andother bonuses. They change whenever any of the things that contribute tothem change, because they have no permanent existence - they are calculatedon the fly whenever they are needed. This operation is completely

transparent to the player. Just the same, it is useful to think of derivedstats 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)

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  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 theyare, so I will digress and explain what conditions are. A condition issomething affecting a character's abilities, either in or outside of battle.A character either has a condition or not - there are no levels of severityfor 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 statsare:

  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

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  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. WhenI refer to HP and AP, I am talking about relative amounts of hit points orability points (such as HP lost or gained from healing or damage), as opposedto how much a character has remaining.

The simplest way to replenish health stats to their highest number is torest. This can be done at inns (for a price), or at beds or fountains (forfree). When you rest, all party members are freed of all conditions (evendeath), and are restored to rHP = mHP and rAP = mAP (there's nothing that agood 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 startof the new day), except when you rest by using a fountain. Time for anotherdigression....

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 thatcertain areas are open and certain people show up only during either daytimenighttime. A day/night cycle lasts 125 seconds of real time on the overworldmap - meaning each hour lasts about 5 seconds. Time is only advanced for thepurposes day/night when you are on the overworld, not accessing the commandscreen or some other window, and you not in combat. All other real timecounters are advanced continuously no matter what you are doing.

Part of day... Begins at... Recognize by noticing that areas are:

Day 7 AM DrightEvening 6 PM Reddish or brightNight 9 PM DarkMorning 4:30 AM Bluish or dark

Daytime is considered to be day and evening, and nighttime is considered tobe night and morning.

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The opposition also has statistics to describe its combat abilities. Moststats 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: althoughyou may notice that party members with higher Stmna tend to gain more mHP perlevel up, there is no dependence of this mHP gain on Stmna. The bonuses werejust 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 charactersthat can level up that lists the gains for each of the basic stats at each ofthe 98 level ups. These gains are additions of a number (0..15). Here, Ipresent these gains, and the experience required to reach every 5th level.Although these tables look huge, they probably take up no more than 8k ofmemory altogether.

When you begin the game of BoF2, each party member has a set of initialstats, equipment worn, and spells known. Spells which can be learned byleveling up are also listed. Each character also has a 'special action'

which they can use. These actions are usually only available in unbondedform - the transforms have different special actions. The effects of allactions are described in the 'Action!' section. Guts refers only to the

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numbers of fires next to the Guts rating (equal to [Guts/32]), and not Gutsitself, since I did not have a convenient way to measure this in the earlypart of the game. Levels at which spells are gained are only approximate -actual levels may vary by +/-1 from listed value. This variation does notseem to be due to any Wisdom prerequisite for learning of spells. The 10party 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 42153: 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 213948: 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 Smoke40919: 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

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  H23 7/3 4 2 1 3 3  H24 7/2 2 3 2 3 489684: 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 3177542: 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 2335852: 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 2621119: 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 31130121: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 12474005: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 03183869:H60 2/0 2 0 0 0 0

  H61 0/1 1 0 1 0 0  H62 1/0 0 1 1 0 0  H63 2/0 1 0 0 0 1  H64 1/1 1 0 0 0 03917604:H65 0/2 1 0 1 0 0

  H66 1/2 1 0 1 0 0  H67 1/1 1 0 0 0 0  H68 0/1 1 0 0 0 0  H69 2/0 0 1 0 0 04651339:H70 1/1 0 0 0 1 0 Running total: Hero LV 70

  H71 1/1 1 0 0 0 0 398/104 205 141 116 133 117  H72 1/1 0 1 0 0 0

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  H73 1/1 0 0 1 1 0  H74 1/1 0 0 1 0 15385074:H75 1/1 1 0 0 0 0

  H76 1/1 1 0 1 0 0  H77 1/1 0 1 0 0 0  H78 1/1 0 1 0 1 0

  H79 1/1 1 0 0 0 06118809:H80 1/1 0 0 1 0 0

  H81 1/1 1 0 0 0 0  H82 1/1 0 1 0 1 0  H83 1/1 1 0 1 0 0  H84 1/1 0 1 0 0 06852544:H85 1/1 0 0 1 0 0

  H86 1/1 1 0 0 0 1  H87 1/1 1 0 0 0 0  H88 1/1 0 0 0 0 1

  H89 1/1 0 1 0 0 17586279:H90 1/1 1 0 0 0 0

  H91 1/1 0 0 1 0 0  H92 1/1 0 1 0 0 0  H93 1/1 0 0 0 1 0  H94 1/1 1 0 0 0 18320014:H95 1/1 0 1 0 0 0

  H96 1/1 0 0 0 1 0  H97 1/1 1 0 0 0 0 End total: Hero LV 99  H98 1/1 0 1 0 0 08907002:H99 1/1 0 0 1 0 1 427/133 216 150 124 138 123

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

  Bow - Dog of War-----------------------------------------------------------------------------  Weapon ShortBW Shield Ristband  Armor Bum'sCL Helmet Bandana

  Special action: Shot

0: B1 - - Start: mHP 28 mAP 16  B2 5/1 2 0 1 3 1 Cure 1  B3 5/2 2 0 2 2 1 CurePsn Str Stmna Agi Wis Luck Guts  B4 4/2 2 1 1 2 2 --------------------------------126: B5 7/3 3 1 3 3 1 20 18 12 10 8 (0)

  B6 6/4 2 1 3 3 3 Def-Up  B7 3/5 1 1 2 1 2

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  B8 7/2 3 1 2 1 2  B9 3/4 2 2 2 4 21250: B10 7/4 3 1 4 3 2 Running total: Bow LV 10

  B11 6/5 2 3 2 3 3 75/43 40 26 32 32 24  B12 4/2 3 1 1 4 3  B13 5/5 3 1 3 4 2

  B14 5/4 2 2 4 5 17706: B15 8/6 3 1 1 4 1

  B16 6/4 4 2 3 6 2 Cure 2  B17 7/6 3 1 3 3 2  B18 5/3 2 2 4 5 2  B19 4/4 2 3 2 4 226607: B20 6/6 4 1 4 5 2 Renew Running total: Bow LV 20

  B21 5/6 3 2 1 2 2 131/88 68 43 59 75 44  B22 6/4 2 1 2 3 2  B23 7/5 4 3 2 5 1 Heal

  B24 5/5 2 0 3 2 266374: B25 7/4 4 2 3 4 1

  B26 7/4 4 1 2 3 0 Def-UpX  B27 4/6 3 2 1 4 1  B28 5/3 2 1 3 2 2  B29 6/5 3 2 1 3 1138650: B30 5/4 3 3 2 5 0 Cure 4 Running total: Bow LV 30

  B31 5/4 2 1 2 3 2 188/134 98 60 79 108 56  B32 4/3 2 1 1 2 1  B33 8/3 1 2 3 4 0 Cure 3  B34 7/4 1 2 1 3 2

256103: B35 4/4 3 2 2 3 1

  B36 5/2 1 1 3 2 1 Renew X  B37 6/5 2 3 1 1 2  B38 4/2 1 1 2 3 1  B39 6/3 2 2 1 2 0456744: B40 4/5 2 1 2 3 2 Cure X Running total: Bow LV 40

  B41 6/4 1 2 2 1 1 241/169 115 76 97 134 68  B42 5/2 2 0 1 2 0  B43 5/3 0 1 1 4 1  B44 6/2 2 1 2 3 0755622: B45 3/5 1 0 3 1 2

  B46 8/3 1 1 1 3 0  B47 5/5 2 1 0 2 1  B48 6/2 1 1 2 1 1  B49 3/1 2 0 1 2 11231152:B50 3/3 1 1 1 1 0 Running total: Bow LV 50

  B51 2/1 1 0 1 0 0 291/199 128 84 111 154 75  B52 3/2 1 1 0 2 1  B53 1/2 1 0 0 1 1  B54 2/1 0 0 1 0 01782986:B55 2/1 0 1 0 1 0

  B56 1/0 2 0 0 0 1  B57 0/2 1 1 1 0 0

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  B58 2/1 0 0 0 1 0  B59 1/1 1 0 0 1 02420357:B60 1/1 0 0 1 0 1

  B61 0/2 0 1 0 1 0  B62 0/1 1 0 0 1 0  B63 2/0 0 0 0 1 1

  B64 1/1 0 1 1 0 03098842:B65 1/1 0 0 1 1 1

  B66 2/0 0 0 1 1 0  B67 0/2 1 0 1 0 0  B68 1/1 0 1 0 1 0  B69 2/0 0 0 1 1 03777327:B70 1/1 1 1 0 0 0 Running total: Bow LV 70

  B71 1/1 0 1 1 0 0 316/220 138 91 120 167 81  B72 1/1 0 0 1 1 0  B73 1/1 0 1 0 0 1

  B74 1/1 1 0 0 1 04455812:B75 1/1 0 0 1 0 0

  B76 1/1 1 0 0 1 0  B77 1/1 0 0 1 0 0  B78 1/1 1 1 0 0 0  B79 1/1 0 1 1 0 05134297:B80 1/1 0 0 1 1 0

  B81 1/1 1 0 0 1 0  B82 1/1 0 0 1 0 1  B83 1/1 0 1 0 1 0  B84 1/1 1 0 1 0 0

5812822:B85 1/1 0 0 0 1 0

  B86 1/1 1 0 0 0 1  B87 1/1 0 1 0 1 0  B88 1/1 0 0 1 0 0  B89 1/1 1 0 0 1 06491267:B90 1/1 0 0 1 0 1

  B91 1/1 0 1 0 0 1  B92 1/1 1 0 0 1 0  B93 1/1 0 0 1 0 1  B94 1/1 0 1 0 1 07169752:B95 1/1 0 0 1 1 0

  B96 1/1 1 0 0 0 1  B97 1/1 0 1 0 1 0 End total: Bow LV 99  B98 1/1 0 1 1 0 07712540:B99 1/1 1 0 0 0 1 345/249 148 101 133 180 89

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

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  Katt - A Professional Gladiator-----------------------------------------------------------------------------  Weapon TreeST Shield RistBand  Armor Bum'sCL Helmet Bandana

  Special action: Dare, can CtrAttck

198: K6 - - Start: mHP 39 mAP 7  K7 5/0 3 1 7 1 3  K8 4/0 2 2 2 2 2 Str Stmna Agi Wis Luck Guts  K9 3/0 3 1 3 1 5 --------------------------------1219: K10 4/1 2 1 4 1 2 40 21 39 15 32 (0)

  K11 3/0 3 2 6 1 2 Fireball  K12 4/0 4 0 3 2 3  K13 6/0 2 1 6 1 2 Hail  K14 5/0 3 0 2 2 68163: K15 5/1 3 2 3 2 3 Bolt X

  K16 4/0 5 1 5 1 3  K17 4/0 5 1 4 1 2  K18 7/0 2 0 4 3 4  K19 5/1 4 3 2 2 329039: K20 5/1 2 2 6 1 4 Running total: Katt LV 20

  K21 5/0 4 2 3 1 5 103/11 83 38 96 36 76  K22 6/0 2 2 7 1 3  K23 7/0 5 1 4 2 2  K24 5/1 4 2 2 2 368886: K25 3/1 5 2 4 1 3

  K26 5/0 3 1 6 1 4

  K27 6/1 6 2 2 1 4  K28 6/0 2 2 5 1 2  K29 4/1 4 3 2 1 4140678: K30 6/0 5 1 4 2 2 Running total: Katt LV 30

  K31 5/0 6 1 3 1 6 156/15 123 56 135 49 108  K32 6/0 4 1 5 1 2  K33 7/0 5 2 2 2 5  K34 7/0 3 2 2 2 1260040: K35 4/1 5 3 3 1 2

  K36 5/0 4 2 2 1 3  K37 4/0 6 1 4 1 3  K38 6/0 5 1 2 2 4  K39 6/1 5 2 1 1 4503137: K40 3/0 3 2 3 1 2 Running total: Katt LV 40

  K41 4/0 5 0 2 2 2 209/17 169 73 162 62 140  K42 7/0 5 1 4 1 3  K43 4/0 4 2 1 2 1  K44 5/0 5 1 1 1 4923167: K45 4/0 4 1 2 1 5

  K46 6/0 6 0 3 2 3  K47 5/0 4 1 2 0 4

  K48 3/0 3 1 3 1 2  K49 4/0 4 0 2 0 21457766:K50 2/0 2 1 1 1 1 Running total: Katt LV 50

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  K51 1/0 1 0 1 0 0 253/17 211 81 183 73 167  K52 2/0 1 1 2 0 1  K53 1/0 2 0 0 1 0  K54 1/0 0 0 2 0 12030818:K55 2/0 1 1 0 0 0

  K56 1/1 0 0 1 0 2  K57 1/0 0 0 2 0 0  K58 1/0 2 1 0 0 0  K59 1/1 0 0 1 0 22663236:K60 1/0 0 1 1 0 0

  K61 2/1 1 0 0 0 0  K62 1/1 1 0 0 1 0  K63 0/0 0 0 1 0 0  K64 1/1 1 0 0 0 13323976:K65 1/0 0 1 1 0 0

  K66 1/1 1 0 0 0 0  K67 2/1 0 0 1 0 0  K68 1/0 1 0 0 1 0  K69 0/1 0 0 1 0 13984716:K70 1/1 1 0 0 0 0 Running total: Katt LV 70

  K71 1/1 0 1 1 0 0 275/26 224 86 197 76 175  K72 1/1 1 0 0 0 0  K73 1/1 0 0 1 1 0  K74 1/1 0 0 1 0 14645456:K75 1/1 0 1 0 0 0

  K76 1/1 1 0 0 0 1

  K77 1/1 0 0 1 0 0  K78 1/1 1 1 0 0 0  K79 1/1 0 0 1 0 15186196:K80 1/1 1 0 0 1 0

  K81 1/1 1 0 0 1 0  K82 1/1 0 1 0 0 0  K83 1/1 0 0 1 0 0  K84 1/1 0 1 0 0 15846936:K85 1/1 1 0 0 1 0

  K86 1/1 0 0 1 0 0  K87 1/1 0 1 1 0 0  K88 1/1 1 0 0 0 1  K89 1/1 0 0 1 0 06507676:K90 1/1 0 1 0 0 0

  K91 1/1 0 0 0 1 0  K92 1/1 1 0 1 0 0  K93 1/1 0 1 0 1 0  K94 1/1 0 0 0 0 17168416:K95 1/1 0 0 1 0 0

  K96 1/1 1 0 1 0 0  K97 1/1 1 0 0 1 0 End total: Katt LV 99

  K98 1/1 0 0 1 0 17697008:K99 1/1 1 1 0 0 0 304/55 235 95 210 83 182

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

  transform, she has the capability to make the most damaging physical  attacks of any character.

  Rand - A Restless Farmer-----------------------------------------------------------------------------  Weapon HandKN Shield RistBand  Armor SuedeAR Helmet Bandana

  Spells: Cure 1, CurePsn Special action: Wake

251: R6 - - Start: mHP 57 mAP 31  R7 8/4 3 2 0 4 2  R8 7/2 3 2 1 2 1 Str Stmna Agi Wis Luck Guts  R9 8/3 4 2 2 3 1 Thunder --------------------------------1555: R10 8/1 4 3 2 2 3 33 30 12 25 20 (0)

  R11 10/4 4 3 1 2 1  R12 9/3 4 3 0 4 0  R13 11/2 4 3 1 2 2  R14 12/3 5 5 0 3 111129: R15 15/2 4 4 3 2 2

  R16 11/4 3 4 2 1 0  R17 9/2 5 5 1 2 3 Cure 2  R18 14/4 6 5 0 4 1  R19 11/2 5 4 1 2 141092: R20 8/4 6 5 1 3 2 Running total: Rand LV 20

  R21 13/3 5 4 0 1 2 198/71 93 80 27 61 40  R22 10/5 6 6 2 3 2  R23 10/2 7 5 1 2 1  R24 12/1 8 6 1 2 0 8.0106649: R25 11/4 6 7 2 5 1

  R26 10/2 5 6 1 3 2  R27 13/6 8 5 1 4 0 Renew  R28 10/2 4 6 0 4 1  R29 9/6 7 7 1 2 1201030: R30 13/3 7 7 2 2 2 Running total: Rand LV 30

  R31 14/5 6 6 1 4 1 Heal 309/105 156 139 38 89 52  R32 12/3 6 5 2 3 1  R33 14/5 5 8 1 2 1  R34 8/1 7 7 1 4 2408851: R35 10/6 6 6 0 1 1 Cure 3

  R36 9/3 6 5 1 3 2

  R37 12/6 4 8 2 2 2 Cure 4  R38 8/4 7 6 0 3 1  R39 8/5 6 7 1 5 0

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803511: R40 12/4 6 5 1 2 2 Running total: Rand LV 40

  R41 9/3 5 4 1 2 1 416/147 215 202 48 118 65  R42 12/6 4 6 0 4 2  R43 7/4 3 6 1 2 0  R44 10/6 4 5 2 3 21354112:R45 7/3 3 4 1 4 1

  R46 7/5 3 4 1 3 2  R47 9/3 2 3 1 3 3  R48 5/6 2 4 2 4 1  R49 5/3 3 3 0 3 02015833:R50 4/3 2 2 1 1 1 Running total: Rand LV 50

  R51 5/2 1 1 0 1 0 491/189 246 243 58 147 78  R52 4/3 2 1 1 2 0  R53 4/2 1 1 0 1 0  R54 3/1 1 0 0 1 02682718:R55 4/1 0 1 0 0 1

  R56 3/2 1 0 0 2 0  R57 1/1 0 0 1 1 0  R58 2/1 2 1 0 0 0  R59 1/2 0 1 0 2 03349603:R60 2/1 1 1 0 0 1

  R61 1/0 0 1 0 0 0  R62 2/1 0 0 1 0 1  R63 1/1 0 0 0 0 0  R64 2/0 0 1 0 1 04016488:R65 3/0 0 0 1 0 1

  R66 1/2 0 1 0 0 0  R67 2/1 0 0 0 0 1  R68 1/1 0 0 0 1 0  R69 2/0 0 0 0 0 04683373:R70 1/1 0 0 1 0 0 Running total: Rand LV 70

  R71 1/1 0 0 0 1 1 536/212 254 253 63 159 83  R72 1/1 0 0 0 0 0  R73 1/1 0 0 0 1 0  R74 1/1 0 0 0 0 15350258:R75 1/1 0 0 1 0 0

  R76 1/1 0 0 0 1 0  R77 1/1 0 0 0 0 1  R78 1/1 0 0 0 1 0  R79 1/1 0 0 0 0 06017143:R80 1/1 0 0 0 1 0

  R81 1/1 0 0 1 0 0  R82 1/1 0 0 0 0 1  R83 1/1 0 0 0 1 0  R84 1/1 0 0 0 0 06684028:R85 1/1 0 0 1 0 0

  R86 1/1 0 0 0 0 1

  R87 1/1 0 0 0 1 0  R88 1/1 0 0 0 0 0  R89 1/1 0 0 0 0 1

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7350913:R90 1/1 0 0 1 0 1

  R91 1/1 0 0 0 0 0  R92 1/1 0 0 0 1 0  R93 1/1 0 0 0 0 0  R94 1/1 0 0 0 0 18017798:R95 1/1 0 0 0 1 0

  R96 1/1 0 0 0 0 0  R97 1/1 0 0 0 1 1 End total: Rand LV 99  R98 1/1 0 0 1 0 08431306:R99 1/1 0 0 0 0 0 565/241 254 253 68 169 92

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

  rolling. His 'Wake' action is useful from time to time to revive  characters, and he bonds well to the Earth Shaman.

  Nina - The Curse of Windia-----------------------------------------------------------------------------  Weapon FalseRG Shield RistBand  Armor Bum'sCL Helmet Bandana

  Spells: Tornado, Cold, Thunder, Spark Special action: Will

793: N8 - - Start: mHP 48 mAP 50

  N9 3/5 2 0 1 3 1 Ag-Down2051: N10 5/7 1 1 3 4 2 Pwr.Down Str Stmna Agi Wis Luck Guts  --------------------------------  N11 3/5 1 1 2 3 4 24 22 30 48 36 (0)  N12 5/4 2 0 2 4 2 Exit  N13 4/4 1 1 2 3 3 S.Boom  N14 4/6 1 2 1 2 312003: N15 6/8 1 1 2 3 1 Def-Down

  N16 4/4 1 1 1 5 2  N17 2/5 2 1 1 3 4 Drain  N18 6/7 1 2 2 2 3  N19 5/6 0 1 2 4 137939: N20 5/8 1 0 3 4 4 Flame Running total: Nina LV 20

  N21 5/6 2 1 2 2 5 100/119 38 33 52 88 66  N22 6/7 0 2 1 5 3 Typhoon  N23 5/5 1 1 3 4 2  N24 4/4 2 1 2 3 2 Freeze86027: N25 5/9 1 1 2 4 3

  N26 6/7 1 2 2 5 4 Angel  N27 3/5 2 1 2 4 1  N28 6/8 2 1 1 2 5 Death  N29 4/4 1 2 1 3 3

172933: N30 7/8 1 1 4 6 2 Running total: Nina LV 30

  N31 4/6 0 2 2 5 2 Hail 151/182 51 46 72 126 96

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  N32 6/7 1 1 3 4 3  N33 6/4 2 1 1 5 2  N34 4/7 2 1 4 3 5330055: N35 6/9 1 2 2 4 3

  N36 4/7 0 2 3 4 1 Bolt X  N37 7/8 2 1 2 3 5

  N38 6/6 1 1 2 5 3  N39 5/7 1 2 3 4 2599672: N40 5/7 2 0 2 5 4 Running total: Nina LV 40

  N41 3/6 1 2 1 5 2 204/250 63 59 96 168 126  N42 7/8 2 1 3 4 2  N43 6/8 0 1 3 3 4  N44 3/5 2 1 1 3 41092562:N45 7/9 1 1 2 4 4

  N46 4/6 2 0 3 3 2  N47 5/4 1 2 1 4 5

  N48 2/6 2 0 2 3 2  N49 3/4 0 1 2 2 31702470:N50 1/3 1 1 1 2 1 Running total: Nina LV 50

  N51 2/2 0 0 2 1 1 245/309 75 69 115 201 155  N52 1/3 1 0 0 2 1  N53 2/1 0 1 0 0 0  N54 2/2 0 1 0 1 22323959:N55 1/1 1 0 1 0 0 Fireball

  N56 1/2 0 0 0 0 1 Bomb  N57 2/2 0 1 0 1 0 Missile  N58 1/1 0 0 1 2 0

  N59 1/1 1 0 0 0 02945510:N60 1/0 0 0 1 1 0

  N61 1/1 0 0 1 0 0  N62 1/0 1 0 1 0 0  N63 1/1 0 1 0 1 0  N64 1/0 0 0 0 1 13569045:N65 1/1 1 0 1 0 0

  N66 0/2 0 0 0 0 1  N67 1/1 0 0 0 1 0  N68 1/1 0 0 1 0 0  N69 1/1 0 0 0 1 14218453:N70 1/1 0 0 1 0 1 Running total: Nina LV 70

  N71 1/1 0 1 0 1 0 268/333 80 73 125 213 164  N72 1/1 0 0 1 1 0  N73 1/1 1 0 0 0 0  N74 1/1 0 0 1 0 14908367:N75 1/1 0 1 0 1 0

  N76 1/1 0 0 1 0 0  N77 1/1 0 1 1 0 0  N78 1/1 0 0 0 1 1  N79 1/1 0 0 1 0 0

5609832:N80 1/1 1 0 0 1 0

  N81 1/1 0 0 1 0 1

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  N82 1/1 1 0 1 0 0  N83 1/1 0 1 0 1 0  N84 1/1 1 0 0 1 06311302:N85 1/1 0 0 1 0 1

  N86 1/1 0 0 1 0 0  N87 1/1 0 1 0 1 0

  N88 1/1 0 0 1 0 1  N89 1/1 0 0 1 0 07012780:N90 1/1 0 1 0 1 0

  N91 1/1 1 0 1 0 0  N92 1/1 0 0 0 1 1  N93 1/1 0 0 0 1 0  N94 1/1 1 0 1 0 07714258:N95 1/1 0 0 0 1 1

  N96 1/1 0 1 1 0 0  N97 1/1 0 0 0 1 1 End total: Nina LV 99

  N98 1/1 0 0 1 0 08275442:N99 1/1 0 0 0 1 1 297/362 86 80 140 227 173

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

  Sten - A Lost Soldier-----------------------------------------------------------------------------  Weapon BoyDR Shield RistBand  Armor Bum'sCL Helmet SaladBwl

  Spells: Spark Special action: RIP

617: T8 - - Start: mHP 57 mAP 16  T9 5/1 4 1 3 2 31454: T10 6/1 2 1 3 1 7 Bomb Str Stmna Agi Wis Luck Guts  --------------------------------  T11 7/2 3 2 2 1 3 35 25 42 22 45 (0)  T12 4/2 5 1 4 2 2  T13 5/1 1 2 4 1 4  T14 8/2 2 3 1 3 69887: T15 5/1 2 1 4 2 3 Flame

  T16 5/2 4 0 4 2 3  T17 7/1 3 2 1 1 5  T18 6/1 1 3 3 2 3  T19 7/2 3 1 4 2 336038: T20 5/2 2 3 3 2 4 Running total: Sten LV 20

  T21 3/0 4 1 2 1 2 127/34 67 45 63 42 91  T22 7/1 4 0 3 3 3

  T23 5/1 2 2 4 1 3  T24 5/2 1 3 5 1 486430: T25 7/2 2 3 1 2 5

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  T26 6/2 5 0 2 2 5  T27 7/1 2 2 4 1 3  T28 5/2 3 2 2 1 2  T29 5/1 1 3 3 2 4180054: T30 7/2 3 2 4 2 3 Running total: Sten LV 30

  T31 6/2 3 1 2 0 4 184/48 94 63 93 58 125  T32 8/1 4 1 2 3 4  T33 4/2 2 3 5 2 1 Fireball  T34 5/3 3 1 4 3 3347587: T35 6/2 2 3 2 1 5

  T36 7/1 4 2 3 2 3  T37 6/3 1 3 2 2 3  T38 6/2 4 1 3 1 4 Missile  T39 4/2 2 3 5 1 3649476: T40 7/1 3 2 2 2 4 Running total: Sten LV 40

  T41 8/1 3 1 4 2 2 243/67 122 83 123 75 159  T42 6/2 1 3 2 1 4  T43 4/3 4 0 3 3 2  T44 7/1 2 3 5 1 51129065:T45 5/2 4 2 1 2 4

  T46 4/1 3 1 4 1 3  T47 5/2 2 3 3 2 4  T48 5/1 3 1 2 3 3  T49 3/2 1 2 3 1 41709707:T50 3/2 1 2 2 1 2 Running total: Sten LV 50

  T51 2/1 2 0 1 0 1 293/84 146 101 152 92 192

  T52 2/2 0 3 2 0 1  T53 1/1 1 0 0 1 0  T54 2/0 1 0 1 0 12334002:T55 1/1 0 1 0 0 0

  T56 1/1 0 0 1 1 1  T57 2/0 0 1 0 1 0  T58 1/1 1 0 0 0 1  T59 1/1 0 0 1 1 02989556:T60 2/0 0 0 1 0 0

  T61 1/1 1 0 1 0 0  T62 0/2 1 1 0 0 0  T63 1/1 0 0 1 0 1  T64 1/0 1 0 1 0 03645946:T65 2/1 0 1 1 0 0

  T66 1/0 1 0 0 0 1  T67 0/2 0 0 1 1 0  T68 1/1 0 1 0 0 1  T69 0/1 0 0 1 1 04302336:T70 1/1 1 0 1 1 0 Running total: Sten LV 70

  T71 1/1 0 0 0 1 1 316/102 156 109 165 99 200  T72 1/1 0 1 1 0 0

  T73 1/1 1 0 0 0 0  T74 1/1 0 0 1 0 14958727:T75 1/1 0 1 0 1 0

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  T76 1/1 1 0 1 0 0  T77 1/1 0 0 1 1 0  T78 1/1 0 1 1 0 0  T79 1/1 1 0 0 0 15615117:T80 1/1 0 0 1 0 0

  T81 1/1 0 1 0 1 0  T82 1/1 1 0 1 0 0  T83 1/1 0 0 0 1 1  T84 1/1 1 0 0 0 06271507:T85 1/1 0 0 1 0 1

  T86 1/1 0 1 1 0 0  T87 1/1 0 1 0 0 1  T88 1/1 0 0 1 1 0  T89 1/1 1 0 1 0 06927897:T90 1/1 1 0 0 1 0

  T91 1/1 0 1 1 0 0  T92 1/1 0 0 0 1 1  T93 1/1 1 0 1 0 0  T94 1/1 0 1 0 0 17584287:T95 1/1 0 0 1 0 0

  T96 1/1 0 0 1 0 1  T97 1/1 1 1 0 0 0 End total: Sten LV 99  T98 1/1 0 0 0 1 18109399:T99 1/1 1 0 1 0 0 345/131 166 118 181 108 210

  Sten is strong and fast like Katt, but less so, and with a little more  defense. He is most useful for his 'Djinni' transform which can use Sweh

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

  Jean - The Frog Prince-----------------------------------------------------------------------------  Weapon ShortRP Shield BronzeSH  Armor SuedeAR Helmet SaladBwl

  Spells: Ag-Up Special action: Jab

1734: J10 - - Start: mHP 63 mAP 20  J11 5/0 3 2 1 1 2  J12 7/1 3 2 1 2 3 Hush Str Stmna Agi Wis Luck Guts  J13 6/2 2 3 1 1 2 --------------------------------  J14 6/1 4 2 1 1 4 Warp 30 23 15 20 49 (0)11811: J15 6/2 3 2 1 1 2

  J16 7/2 2 1 1 2 3 Pwr.Down

  J17 6/1 3 2 1 1 3  J18 7/2 4 3 1 1 2 Cold  J19 8/1 4 2 1 2 4

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42626: J20 7/5 3 2 2 1 5 Idle Running total: Jean LV 20

  J21 9/2 3 2 2 1 6 128/37 61 44 26 33 79  J22 7/4 2 3 1 1 4  J23 8/2 2 1 1 2 3  J24 8/3 4 3 2 3 5105982: J25 6/2 3 3 1 2 4

  J26 7/1 2 3 2 1 4  J27 8/4 4 3 1 3 2  J28 8/3 3 4 2 0 5  J29 7/4 5 3 2 1 4219245: J30 9/4 3 5 1 3 5 Angel Running total: Jean LV 30

  J31 8/3 4 3 2 2 3 205/66 92 74 41 50 121  J32 8/2 3 4 2 4 6 Death  J33 12/5 3 3 2 3 4  J34 13/4 3 2 1 2 6 Renew424952: J35 8/4 4 3 2 1 6

  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 6795663: 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 61334603: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 31961742: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 02629127: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 23296512: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 03963897: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

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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 05298667: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 05966052: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 16633437: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 17300822: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 07968207: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 18502115: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-----------------------------------------------------------------------------  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 Guts14042: S15 11/5 2 1 3 4 1 --------------------------------

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  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 Warp42909: 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 197139: 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 1195108: 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 1375922: 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 1678326: 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 31147903: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 11800149: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 02503203: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 03304371: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 04008686:S65 1/1 0 0 0 1 1

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  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 04683001: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 05357316: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 16031631: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 16705946: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 17380261: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 08054576: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 18594028: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)-----------------------------------------------------------------------------  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

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  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 151092562: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 - 52323959: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/- - - - - -

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  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 atlevel 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. Bleuis 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 thetrouble getting to level 99 - level 50 is good enough. If you want to raiseyour characters' stats to maximum, it is far easier to do so by means ofcooking permanent attribute raising items, such as MisoSoup. The only statsyou can't raise in this way are mHP and mAP. So please - I have been tolevel 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 wonin battle by summing up the EXP point values of all enemies defeated.Enemies which run away don't count, and neither do enemies defeated beforethe 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 partymember not dead or a zombie at the end of the battle wins experience equal toXP_award times a factor which is function of the difference between thatcharacter's LV and the hero's LV. Let Gap = (LV of the hero) - (LV of theparty 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%

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This accelerates the growth of weaker characters to balance the strength ofthe party. It can be thought of a model in which the less experiencedcharacters learn more from watching someone more experienced defeat monsters.And it makes the simplification the more experienced person is assumed to bethe hero (which is correct, most of the time). In BoF1, there was anadditional 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 notXP_award, but is the sum of all the experience won by each member of yourparty. It is for this reason that this number is roughly proportional to thenumber of party members and varies slightly as some of them level up. Inpractice, XP_award is limited to no more than 32730 (for defeating 3K.Sludges at 156%), and no less than 1 (for 1 E.Sludge).

All characters can have no more than 9999999 XP. If a character gainsexperience while already at this limit, the sum of awards that is shownremains unchanged, and we do:

  if XP > 9999999, XP = 9999999

Note that since total experience won is proportional to the number ofcharacters in your group, you're cheating yourself out of valuable experienceand making your trip unnecessarily difficult if you travel with anything lessthan the maximum allowed number of party members.

  -=-=-========================- Action! -==========================-=-

This section presents the effects of all actions available to the oppositionand party members (except for item use, which is covered in 'Items'), as wellas who uses it, and in the case of spells, when the spell is learned. I alsoinclude spells which have strictly non-combat effects in this list. When anaction lacks a name, I give it a name in parenthesis to show that this iswhat I have named it. First I will begin by listing the things that you cando 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

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  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 incombat is an action.

When the opposition or a zombie uses an action that targets a single partymember, the target is chosen in the following way (neither Collar nor DmndBRaffect 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 canchange drastically if some of your party members are dead. This is because:if the target the opposition chooses is not valid, the attack targets theLAST party member in the combat order instead. If that one is not valid, itattacks the next to last party member, and so on right back up to the leadcharacter. 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 totake 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

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how targets are chosen.

For actions which are spells that deal damage, normal spell damage refers todamage computed using the base power of the spell. Special damage and normalspell damage is computed differently the normal physical attack damage inthat 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 damagewhich is computed using the DragonDamage() function. Normal physical attacksdeal 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 kindsof damage are undefendable, as is dragon spell damage, and some specialdamage.

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 unbondedcharacter 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 spellcan 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'sspell list, the list is not changed. It can be done, but there is no bonusto teaching a character a spell twice.

-----------------------------------------------------------------------------8.0:14 (Cb) Normal spell damage of 70 to all enemies (except flying enemies,  which receive exactly 0 damage - neither Nina nor the queen of angels  transform counts as a flying creature for the purposes of this  spell). Native terrains: dirt fields, caves.

  Used by: Rand(LV24), A.Sludge, G.Shaker, Ganga, Mamot

-----------------------------------------------------------------------------Ag-Down:5 (Cb) Gives one enemy the Agi.Dn condition. Probability of success  is a roll based on the magic susceptibility of the opposition, whether  it is the target or the caster.

  Used by: Nina(LV9), Spar, Babaruku, Bleu, Guardian, Stooly

-----------------------------------------------------------------------------Ag-Up:4 (Cb) Gives one ally the Agi.Up condition. However, this condition  has no effect.

  Used by: Spar, Bleu, Pima

-----------------------------------------------------------------------------(amnesia) - All enemies will forget (1..3) of the spells from their spell  list, counting from the last spell they remember backwards. For the  rest of the battle these forgotten spells may not be cast. This has  no permanent effect. This doesn't prevent spells already chosen at  the beginning of the round from being cast successfully.

  Used by: Aruhamel

-----------------------------------------------------------------------------Anfini:0 (Cb) There exists only one point in the game where this may be used.

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  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 aCtrAttck 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

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  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.

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  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

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-----------------------------------------------------------------------------Curse Gives one enemy the curse condition, and it always works (unless the  enemy is immune to curse).

  Used by: E.Dragon, H.Fly, Hellion, Lyverma

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

Dare Forfeits Katt's action for this round. All opposition doing actions  targeted at single party members this round make a Wis - based roll.  For each enemy that fails this roll, Katt becomes the target of their  action instead. All damage Katt takes this round is multiplied by a  factor of 226/256. Katt can CtrAttck as normal, but gets no  bonuses for doing so.

  Used by: Katt

-----------------------------------------------------------------------------Death:8 (Cb) Attempts to deal lethal damage (= rHP of target) to one enemy.  Doesn't work on spirit or undead enemies or in battles to the death.

  When cast by a party member, success is determined by a roll based on  the Wis of the target. When cast by the opposition, success rate is  a roll based on the Wis of the caster. As a rule of thumb, Death  always works on enemies with Ms +3 or +4, occasionally works on  enemies with Ms -2, and doesn't work at all on Ms -3 enemies. When  cast by Ms -3 enemies, it always works - except where the target is  immune to Death.

  Used by: Nina(LV28), Jean(LV32), Bleu, D.Brnger, Deathevn(2),  G.Rider, Humus, K.Sludge, Necroman

-----------------------------------------------------------------------------Def. See Defense

-----------------------------------------------------------------------------Def-Down:5 (Cb) Gives one enemy the Def.Dn condition. Probability of success  is a roll based on magic susceptibility of the opposition, whether it  is the caster of the target.

  Used by: Nina (LV15), Spar, Bleu, Assasin, Babaruku, Basilisk,  BigHand, Guardian, K.Goblin, Stooly,

-----------------------------------------------------------------------------Def-Up:5 (Cb) Gives one ally the Def.Up condition.

  Used by: Bow (LV6), Spar(LV14), Bleu, Catfish, Kimoto, Trout

-----------------------------------------------------------------------------Def-UpX:10 (Cb) Gives all allies the Def.Up condition, and doesn't register  as failure unless all allies already have Def.Up.

  Used by: Bow(LV26), Spar(LV32), Atlas, D.Crsdr, Needle, Paladin

-----------------------------------------------------------------------------Defense - Forfeits action for this round in exchange for taking reduced  damage from defendable attacks. The exact effect of this action is  described in the 'Combat algorithms' section. While Defense is valid  for party members throughout the entire round, it is only valid for

  the opposition after it is used in a given round.

  Used by: All combatants(?), unless otherwise noted

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-----------------------------------------------------------------------------Dice Deals 80 + (0..31) points of undefendable(?) special damage to one  target.

  Used by: Wildcat

-----------------------------------------------------------------------------(disappear) - All conditions (except death) on all combatants are removed at  the end of this combat round.

  Used by: Deathevn(2)

-----------------------------------------------------------------------------Drain:0 (Cb) Steals AP from one enemy and adds it to the caster's total. AP  stolen is exactly 30% of enemy's rAP, to a maximum limit of 30 AP.  Probability of success is a roll based on magic susceptibility of the  opposition, whether it is the target or the caster.

  Used by: Nina(LV17), Spar(LV22), Bleu, Babaruku, D.Spirit, Soulflik,  Zombie

-----------------------------------------------------------------------------Eggbetr - Makes two consecutive normal physical attacks against a target:  make the first attack. If attacker dies from a CtrAttck from the  defender, stop. Otherwise, check to see if the target is still  alive. If not, choose a new target. Make the second attack.

  Used by: Bow(this replaces Atc. if he's equipping the TwinBW), Amom,  Aruban, Barucuda, Basilisk, BigHand, E.Dragon, GoldFly(1),  GoldFly(2), Mamot, Seenates, Torubo(1), Torubo(2), Trout

-----------------------------------------------------------------------------(etherstorm) - Deals 100 + (0..63) points of undefendable, non-elemental  special damage to all enemies.

  Used by: Ray

-----------------------------------------------------------------------------Exit:8 Teleports the group outside of the location they are currently in,  back to the location's entrance on the overworld. Actually, for each  location there exists an 'exit point' which may or may not be the  entrance, but usually is. Beware: some locations do not have an 'exit  point'. In these locations, you will not be able to cast Exit, so  prepare yourself by checking this ahead of time!

  Used by: Nina(LV12), Spar(LV18), Bleu

-----------------------------------------------------------------------------Explode - Deals all enemies exactly [(target's rHP)/2] points of damage, to a  minimum of 1 HP of damage.

  Used by: Deathevn(1)

-----------------------------------------------------------------------------Fireball:20 (Cb) Normal spell damage of fire:120 to all enemies. Native  terrains: dense and sparse forest.

  Used by: Katt(LV11), Sten(LV33), Bleu(LV36), Nina(LV55), Babaruku,  Fastman, G.Idol, Ifeleet, Magicmas, N.Rider, S.Golem(2)

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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

-----------------------------------------------------------------------------FireDrgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage  of 512 to all enemies. Note: This is NOT a fire attack - it has  exactly the same effect as IceDrgn and T.Drgn.

  Used by: Hero(**)

  Taught by the wise dragon man in WaterFal

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

FirPuppy:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage  of fire:256 to one enemy.

  Used by: Hero(**)

  Learned when you first meet the Fire Shaman in Capitan

-----------------------------------------------------------------------------Flame:12 (Cb) Normal spell damage of fire:60 to all enemies.

  Used by: **, **, **, **, Sten(LV15), Nina(LV20), Bleu, Pollen

  (Barose can teach this spell 4 times. Refer to the 'TownShip'

  section for details.)

-----------------------------------------------------------------------------Freeze:10 (Cb) Normal spell damage of ice:100 to one enemy.

  Used by: **, **, **, **, Nina(LV24), Spar(LV28), Bleu, Amonica,  Anubus, Cancer, Carm, Gonghead(2), H.Crab, Maindstr, Pharaoh

  (Barose can teach this spell 4 times. Refer to the 'TownShip'  section for details.)

-----------------------------------------------------------------------------G.Drgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage  of 999 to all enemies.

  Used by: Hero(**)

This spell is learned the Hero is exposed to the (etherstorm)  attack.

-----------------------------------------------------------------------------(get up:X) - Similar to defying death, but not exactly. Whenever this enemy  takes lethal damage, it makes a random roll with a success of (X)% to  see if it can resist death and be restored to a random fraction of  its mHP between 1/4 and 1/2 (?). So, this action may be done a

  potentially unlimited number of times, while defying death is limited  to once per battle only.

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  Used by: Roach

-----------------------------------------------------------------------------(god's power) - Steals HP equal to exactly [rHP*3/8] from each enemy (to a  maximum of 60 HP), and AP equal to exactly [rAP/4] (to a maximum of  20 AP) from each living enemy. All HP stolen is added to Deathevn's  rHP.

  Used by: Deathevn(2)

-----------------------------------------------------------------------------Guts A self-healing action available to the hero. HP restored is an  exact fraction of mHP, and a function of rHP and the number of fires  from your Guts rating:

  Table of fractions of mHP that Guts will restore:

  rHP: > [mHP/2] > [mHP/4] > [mHP/8] =< [mHP/8]  -------------------------------------------------------------------

  Fires:  1 8% 15% 30% <50%  2 10% 20% 40% 60%  3 12% 25% <50% 70%  4 14% 30% 55% <75%

  5 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

-----------------------------------------------------------------------------Hail:17 (Cb) Normal spell damage of ice:100 to all enemies. When Hail is  well-cast, little dogs will follow the big one.

  Used by: Katt(LV13), Nina(LV31), Babaruku, Bleu(LV37), Carm, Fastman,  Magicmas, N.Rider

-----------------------------------------------------------------------------Heal:8 (//) Removes the conditions of curse, poison, sleep, rotting, and  zombie from one ally.

  Used by: Bow(LV23), Rand(LV31)

-----------------------------------------------------------------------------Horror Same as SwtBrth.

  Used by: Munmar

-----------------------------------------------------------------------------Hush:5 (Cb) Attempts to give one enemy the hushed condition. Success is a  roll based on magic susceptibility of the opposition, whether it is  the caster or the target.

  Used by: Jean(LV12), Spar, Aruban, Babaruku, Cotris, DPaladin,  Footman(2), Ganet, Guardian, Maindstr

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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.

-----------------------------------------------------------------------------IceDrgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage  of 512 to all enemies. Note: This is NOT an ice attack - it has  exactly the same effect as FireDrgn and T.Drgn.

  Used by: Hero(**)

  Taught by the wise dragon man in WaterFal.

-----------------------------------------------------------------------------Idle:6 (Cb) Attempts to put one enemy to sleep. Probability of success is a

  roll based on the magic susceptibility of the target.

  Used by: Spar(LV16), Jean(LV20)

-----------------------------------------------------------------------------(insult) - Attempts to reduce target's offensive power to 0 for this round.

  Used by: Katt (the one fought in Coliseum)

-----------------------------------------------------------------------------(interrupt: ...) - If this enemy's rHP drops below the specified fraction(s)  of mHP, immediately end this round of combat and move to the next  round.

  Used by: GoldFly(2), Kuwadora

-----------------------------------------------------------------------------Jab Attacks all enemies for normal physical damage at a penalty of 30 to  Off per enemy beyond the first. Damage for each enemy is computed  separately. A Jab is non-elemental, and may not be a special or a  toasted hit, even if the weapon Jean is using allows it. Putting  aside these limitations, 'Jab' to one enemy is equivalent to 'Atc.'

  Used by: Jean

-----------------------------------------------------------------------------Keep Forfeit a turn to attack an enemy next turn with a substantially  increased Off value. When you give the command to 'Keep', you select  the target on the first turn. On the next turn, Devil Katt makes a  normal physical attack against that enemy (or a new one if that one  is now dead) with attacker's offense multiplied by one of:

  {200%, 237%, 274%, 300%}

  The offense value computed in this way may be greater than 511,  unlike all other attacks! (except Bud) Keep attacks may not be  special or toasted hits. This algorithm explains NEARLY all of the  damage values I have seen, but not ALL of them - there exist perhaps

  other multipliers which can be chosen, though they are not chosen  often.

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  Used by: 'Devil Katt' transform

-----------------------------------------------------------------------------Miss This action starts off by looking like an attack, but does not hit  any target.

  Used by: Atlas, Bugbear, Corpse, Ghoul

-----------------------------------------------------------------------------Missile:26 (Cb) Normal spell damage of wind:150 to all enemies.

  Used by: **, **, **, **, Sten(LV38), Bleu(LV38), Nina(LV57), Babaruku

  (Barose can teach this spell 4 times. Refer to the 'TownShip'  section for details.)

-----------------------------------------------------------------------------Normal physical attack - see 'Atc.'

-----------------------------------------------------------------------------Ntre This produces a different effect for each type of terrain, but the  effect is independent of time of day. Ntre may be used an unlimited  number of times in all terrains, though there is a small chance that  each use might fail and do nothing instead.

  Terrain Effect  -------------------------------------------------------------------  Lakeside Flowers bloom - once used successfully in a given  battle, all subsequent uses will fail. This results  in the Def values of all opposition being halved.  This effect may be compounded with the Def.Dn  condition, but unlike Def.Dn, the probability of

  success of this action isn't dependent of the magic  susceptibility of the opposition!

  Dense forest A tree tumbles over all enemies, dealing them  all 176 + (0..15) points of undefendable,  non-elemental special damage.

  Desert Cacti explode, dealing 88 + (0..7) points of  undefendable, non-elemental special damage to all  enemies. Despite the seeming absence of cactus  plants after using this, this can also be used an  unlimited number of times.

  All other outside terrains - All allies are healed by exactly 32 HP.  Is this dependent on Spar's stats?

  Any terrain not out in the open - Failure

  Used by: Spar, 'Spindragon' transform

-----------------------------------------------------------------------------Psn.Atck - Hit one target for normal physical attack damage, and attempts to  Poison that target at the same time.

  Used by: Banbhand, H.Fly, Skeleton, Tsi.Fly, Widow

-----------------------------------------------------------------------------Psn.Brth - Attempts individually to Poison all enemies.

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

-----------------------------------------------------------------------------Psn.Chop - Attack all enemies for normal physical damage and attempt to  Poison each enemy as well.

  Used by: Joker

-----------------------------------------------------------------------------Pwr.Down:5 (Cb) Gives one enemy the Pwr.Dn condition. Probability of success  is a roll based on the magic susceptibility of the opposition,  whether the opposition is the caster or the target.

  Used by: Nina(LV10), Jean(LV16), Spar, Bleu, Babaruku, Conch,  Guardian, Stooly, Willowsp

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

Renew:10 (//) Works only 70% of the time, and only revives one dead ally to  HP = [MHP/4], with no effect on a living or zombie character.

  Used by: **, Bow(LV20), Rand(LV27), Jean(LV34)

  Ray teaches this to you instead of Cure 2 if you save more than 4  villagers in the DryWell

-----------------------------------------------------------------------------Renew X:20 (//) Returns one ally to life with rHP = mHP. Only works on dead  party members (not zombies).

  Used by: Bow(LV36)

-----------------------------------------------------------------------------RIP Sten makes a regular attack, but plays dead for the rest of the  round. His Def is lowered to 5/8 (62.5%) during this round, but  each member of the opposition must pass a Wis-based roll or be fooled  into thinking Sten is already dead. On failure, if Sten is not the  only surviving party member, a target will be chosen based on the  assumption that Sten is dead. But beware! - as stated before, this  usually means that the guy in back is going to be taking a lot more  hits! (Is this really what you want?)

  Used by: Sten

-----------------------------------------------------------------------------RotBrth - Attempts individually to make all enemies begin Rotting.

  Used by: Anubus, Chorking, Kiyhood, Necroman, Pharaoh

-----------------------------------------------------------------------------(rumble) - Deals exactly 48 points of damage to all enemies.

  Used by: M.C.Tusk

-----------------------------------------------------------------------------Runaway - The combatant flees from battle, thus preventing you from winning

  an award from defeating it. This always works, unlike the command  'Run'.

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

-----------------------------------------------------------------------------S.Boom:11 (Cb) Normal spell damage of thunder:50 to all enemies.

  Used by: Nina(LV13), Bleu, Dinabehm, Fastman, RoadSlug

-----------------------------------------------------------------------------Sap:5 (Cb) Steals HP from one enemy and adds it to the caster's total. HP  stolen is exactly 30% of enemy's rHP, to a maximum limit of 30 HP.  Probability of success is a roll based on magic susceptibility of the  opposition, whether it is the caster or target.

  Used by: Spar(LV21), Bleu, Bloodskr, D.Spirit, Lyverma, Necroman,  Racegude, Tri.eye, Zombie

-----------------------------------------------------------------------------(save strength) - During the next action, offense power is doubled. Augus

  doesn't have to use the next action to attack, but if he doesn't, the  effect of this action is wasted.

  Used by: Augus

-----------------------------------------------------------------------------(shake) - Same as (attack all).

  Used by: Terapin

-----------------------------------------------------------------------------Shed You don't get to be 2000 years old without taking REALLY good care  of yourself. Bleu can use 'Shed' to cast Cure 4, followed by Heal

  on herself an unlimited number of times. And unlike Guts, it  always works (at least it does when Wis = 255... check for failure  at lower Wis...). But there is one catch - when Bleu sheds, she  acquires the Def.Dn condition.

  Used by: Bleu

-----------------------------------------------------------------------------Shield:6 (Cb) Gives one ally the Wis.Up condition. May be cast multiple  times without notice of failure, but extra use confers no extra  benefit.

  Used by: Spar(LV30), D.Crsdr, Needle, Paladin

-----------------------------------------------------------------------------Shimmy Same as (attack all).

  Used by: Kuwadora

-----------------------------------------------------------------------------Shot Attempts to deal an enemy lethal damage (= rHP of the target). This  does not work in battles to the death. It can deal lethal damage to  enemies with more than 999 HP, but only 999 points of damage will be  shown. On a failure, Shot merely deals 1 point of damage.

  Used by: Bow

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

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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)

-----------------------------------------------------------------------------Spark:4 (Cb) Normal spell damage of fire:25 to one enemy.

  Used by: Nina, Sten, Docaden, Jailer, M.Golem, M.Mummy, Nimufu,

  Pollen, R.Slug, Sniphead, Witch

-----------------------------------------------------------------------------Spor Makes a random roll to see it there is a headwind. If not, SwtBrth  is used on the opposition. But if there is a headwind, SwtBrth is  used instead on the party members.

  Used by: 'Lil Mushroom' transform

-----------------------------------------------------------------------------Spry Iron Man attacks all enemies for normal physical attack damage.  Damage is computed independently for each enemy hit. Unlike 'Jab',  there is no penalty for enemies hit beyond the first one. Spry would

  be in all cases superior to Iron Man's normal physical attack, except  that it can't do special or toasted hits (elemental damage?).

  Used by: 'Iron Man' transform

-----------------------------------------------------------------------------(steal) Make a normal physical attack and also steal the same of number coins  from the party's money supply as number of points dealt in damage.  CtrAttck may not be used in response to this, and hits from this  attack may not be special.

  Used by: Trout

-----------------------------------------------------------------------------Sweh Advances combat to the next round, interrupting all further action  planned for that round. All conditions placed on party members  remain in effect - characters rotting from the start of the round  will become zombies. This action does not work in battles to the  death. In random battles, a new set of enemies with full health  are chosen to replace the current enemies, using the standard  algorithm to generate random enemies. Enemies defeated before  Sweh was used will not count towards the experience and money award  for the battle.

  Used by: 'Djinni' transform

-----------------------------------------------------------------------------SwtBrth - Attempts individually to put each enemy to Sleep. Success rate

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  seems to be a random roll(?).

  Used by: Aruhamel, Eaterman, Humus, J.Worm, Kiyhood, Meedid, Nimufu,  Shupri, Sireen, Stamen, Witch

-----------------------------------------------------------------------------T.Drgn:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage

  of 512 to all enemies. Note: This is NOT a thunder attack - it has  exactly the same effect as IceDrgn and FireDrgn.

  Used by: Hero(**)

  Taught by the wise dragon man in WaterFal.

-----------------------------------------------------------------------------T.Puppy:rAP (Cb) This spell may not be cast if rAP = 0. Dragon spell damage  of thunder:256 to one enemy.

  Used by: Hero(**)

  Learned when you first meet the Fire Shaman in Capitan.

-----------------------------------------------------------------------------Thunder:6 (Cb) Normal spell damage of thunder:25 to all enemies.

  Used by: **, **, **, **, Nina, Rand(LV9), DinaFung, Nimufu, RoadSlug,  Suiky, Witch

  (Barose can teach this spell 4 times. Refer to the 'TownShip'  section for details.)

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

TimeWarp:0 (Nc) This spell may only be cast on the overworld. It advances  the day/night cycle to either daytime or nighttime.

  If it is currently: Advance the time to:  -----------------------------------------------------------  6AM - 9PM Midnight  9PM - 6AM 10:30AM

  Used by: Hero(LV2)

-----------------------------------------------------------------------------Tornado:5 (Cb) Normal spell damage of wind:30 to one enemy.

  Used by: Nina, Crodworm, Sireen

-----------------------------------------------------------------------------Typhoon:14 (Cb) Normal spell damage of wind:80 to all enemies. Native  terrains: underwater.

  Used by: Nina(LV22), Amom, Barucuda, Crodworm, Magicmas, N.Rider

-----------------------------------------------------------------------------Wake Attacks one party member for normal physical damage, thus having the  side-effect of waking that character up if they were asleep. This  is not the main use of this action, however. If you target a dead

  party member with Wake, there is a chance that that character will be  revived to 1 HP. On a failure, nothing will happen. Wake attacks  cannot be special or toasted hits.

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  Used by: Rand, 'Mighty Armadillo' transform

-----------------------------------------------------------------------------Warp:8 (Nc) Teleports the group to one of your choice of 'warp points'. The  list of warp points is all of the towns on the overworld that you  have visited, with a few exceptions (such as St.EvaCh, Inheart, and

  Dologany). Warp may only be cast on the overworld.

  Used by: Jean(LV14), Spar(LV19), Bleu

-----------------------------------------------------------------------------Will Restores 16 AP (24 AP if rAP = 0), with a random success rate of 70%.  On a failure, no AP is restored.

  Used by: Nina

-----------------------------------------------------------------------------Zombie Attempts to make one enemy begin rotting and attacks that enemy at

  the same time for normal physical damage.

  Used by: Banbhand, Mimic, Necroman, Sheef, Skeleton

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

  -=-=-======================- Conditions -=======================-=-

This section describes the effects of all conditions that can be applied toparty members and opposition, in and out of combat. As stated earlier, thecombat 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 ofcombat. A party member with zombie at the end of a combat becomes dead. Allother conditions completely disappear with no ill effects after a battle.For the opposition, the poison, zombie, rotting, and curse conditions have nomeaning. Death is different in that dead opposition can't be revived underany circumstances. Being asleep is also slightly different in that theopposition 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 thestatus area of the combat menu. When healthy, this shows a party member'sLV. 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 azombie, all other conditions are removed.

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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

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  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 normalphysical attack, normal spell damage, special damage, and Dragon damage.

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For all damage algorithms, the following functions are used to handleelemental damage:

----------------------------------------------------------------------------ResistElements( damage ):

  This function is used in calculation of damage done to party members  from elemental attacks (spells and actions where a party member hits  an ally with an elemental weapon):

  If the attack has an element associated with it, apply the  character's elemental resist level granted by the armor, helmet, and  shield that the character is equipping.

  There is such a thing as resistance to holy damage, and it is  conferred by a great many items. But it is of only academic  interest, since the only holy attacks in BoF2 are the ones made by

  your side! Unfortunately, nothing grants resistance to wind.

  The elemental resist level is just 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

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  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 thanspells or special damage. There is also moderate random variation is theeffectiveness of using 'Defense'.

The algorithm for determining damage done by a normal physical attack made bya party member is (I do not know what the algorithm is for attacks bythe 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,

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  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 moreeffort 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, wherethe 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 higherdefense than your offense.

Finally, note that the mid range algorithm does not match to the high rangedamages - there is a sharp drop in damage done above Pwr = 98 (a drop ofabout 25 points...).

That concludes the differences for the 3 ranges. Next, roll to see ifthe 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 combatorder):  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

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  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 theopposition. If so,  Damage = mHP of the target

Damage shown will be no greater than 999, even though toasted hits candeal 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 makefiguring these numbers out much easier. It can be found on my site at:

  *** Address: http://www.geocities.com/sabin_2002/BoF2DmgCalc.html ***

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

The attack_modifier() and defend_modifier() fractions used in the abovealgorithm 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 -

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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 ofscreen 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 himselfabout 3 times more damage (in the lead of the Normal formation), than hewould if he were at the back.)

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

AttackByOpposition():

This represents my best guess about what some of the steps involved in thisalgorithm are. As to order of steps, and the complete algorithm, I haveno idea as yet....

Compute damage as a function of attacker's Off and defender's Def. Dependingon 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 minimumand stays there as soon as Off = Def, and for higher Def ratings.

For attacks which may do special hits, damage *= 2, and register this asbeing a 'Slammed' attack.

Damage *= defense_modifier(risk of target)

(Remember that all opposition is at risk level 0, so the attack modifierstep is skipped.)

As far as I know, normal physical attacks from opposition doesn't doelemental damage.

If damage < 1, damage = 1

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

For normal spell damage and special damage, whether from an attack by aparty member or the opposition, the following algorithm is used:

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-----------------------------------------------------------------------------SpecialDamage():

For normal spell damage,

  Damage = SpellDamage( base spell power )

For all other special attacks and spells, refer to the description of theaction 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

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  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, thedamage 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 dealtby 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.

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

  -=-=-========================- Skills -==========================-=-

Skills are what I call the special abilities peculiar to each party memberthat can be used outside of combat. Each party member has a unique set ofskills, and in some cases, the transformations you get out of shaman bondingshave their own sets of skills which may be different that the character'sskills 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 automaticbenefits. For others, you must press 'Y' to use the skill.

In the explanations of these skills, 'normal walking speed' refers to thefundamental scrolling rate of 1 pixel per refresh of your television setpicture. 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 whichyour party moves about all maps and areas. Since it is a fundamentalconstant of all NTSC television displays, this rate appears in nearly everyhome 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.

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-----------------------------------------------------------------------------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.

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-----------------------------------------------------------------------------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 shamansin 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 partymember 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 shamanmay be bonded to two characters at once. Bleu and the hero may not bond withshamans. The bonus from bonding two shamans is usually not just the sum ofthe parts from each shaman - some combos result in some really strikingchanges....

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

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  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 untilpractically the end of the game, and bonding for the trip down throughInfinity is impractical because of the length of the trip, and the fact that

you are automatically unbonded when you attempt to learn Anfini. Thus, thenumber of parts of the story where you can make effective use of theseshamans is vanishingly small Also, note that bonding may not be done untilphase 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 Iwon'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 thatshaman. An augmentation of two shamans results in a bonus which is merelythe sum of the standard bonuses for each shaman. Nothing else changes.

Fusion changes the shade of the character's appearance and results in betterbonuses than augmentation, but everything else about the character isunchanged (such as the character's skill and special combat action).

Transformation is a unique change in personality. The character's portraitmorphs into something completely different, and the character gets a uniqueset of shaman bonuses (much better than either augmentation or fusion) to allfive stats. Transformation also changes the character's special combataction, and may interfere with the character's skill. And, last but not

least, the dialogue you get when you talk to other characters may bedifferent (in some rare cases), depending on how you're morphed.

Once you find a combination which works and you want to do the bond againwithout having to go through the lengthy bonding animation sequence, you canask granny for a 'List' of the combinations which you have already hadsuccess with (a nice time saving feature which also helps you out when youcan't remember exactly what the combo was). This list contains everycombination you ever tried in your current game which worked. The combos arelisted 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'sbasic stats at the time of bonding. Bonding and unbonding are the only timeswhen shaman bonuses are recalculated, even though basic stats may change inthe meantime. Because of this, it is a good idea to re-bond with a shamanfrom 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

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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, andin the character reverting to normal form. To re-bond it is necessary to goall 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 atthe same time, Granny gives everyone the benefit of rest whenever you talk toher (thus you will always be at full health at the time of bonding).

The combos, listed by character, and using the shaman symbols defined abovefollow: (+) 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

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  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

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

Sten: (+): A HA (!): 'Red'  W HW  WA H F FE FH

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  E HE -------------  EA Off 50 50 50  Def -- 50 --

  (?): FW 'Djinni'

  Off 70 Action: Sweh  Def 30  Vig 50 Skills: none  mAP 50  Wis 30

-----------------------------------------------------------------------------Jean: (+): A (?): 'Sir Mackerel'  WA  W H HA HW  -------------  Off 50 50 50 Action: Chop

  Def 40 30 40  Vig 40 40 55 Skills: Leap  mAP 30 40 30  Wis 50 60 50

-----------------------------------------------------------------------------Spar: (+): none (!): 'Nightshade'

  D DW  ----------  mAP 50 50  Vig -- 25

  (?): 'Lil Mushroom'

  A AW AH AD  ----------------  Off 30 30 30 30 Action: Spor  Def 30 30 35 30  Vig 30 45 35 30 Skills: Forestry  mAP 30 30 30 55  Wis 40 40 40 40

  (?): 'Seed'

  E EA EH  -------------  Off 30 30 30 Action: Bud  Def 60 60 60  Vig 55 50 55 Skills: Forestry  mAP 20 30 20  Wis 30 45 30

  (?): FD 'Spindragon'

  Off 65 Action: Ntre  Def 30  Vig 30 Skills: Forestry

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  mAP 45  Wis 55

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

  -=-=-=========================- TownShip -=========================-=-

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

As founder of Township, it is your duty to populate it in your own image. Youmust scour the world to find those worthy of citizenship and invite them.

Perhaps they will honor your generous offer and move in, providing you withvaluable services... (...and perhaps they may just move in.) Choose wisely,for once you invite them, you can't make them leave.

Township is built in three phases. In the first phase, Bow and Rand buildthe hangout for the party. They will finish this as soon as you complete theDryWell location.

By phase 2, the shaman bonding area and the first set of 3 houses iscomplete. To get to this point, you will need to invite a carpenter to livein TownShip and to construct the rest of the town. There are 3 carpentersfrom which you may choose to extend an invitation (must you choose one???),are there others?. All live in Capitan.

The three carpenters are:

  A - He lives in the upper right hand Victorian style house.  He wears blue jeans, white shirt, orange jacket, and has  blonde hair

  B - He lives in the left hand treehouse. He wears blue jeans, a  white shirt, a red jacket, and has red hair

  C - He lives in the Arabian house. He wears red pants,  a black shirt, a light blue jacket, and has light blue hair

You might be saying now, 'so where are B and C?'. In the DryWell, if youkill the enemy Villagrs instead of Chiroru, you have killed a villagerinstead of rescuing the villager. There are 6 villagers to rescue in theDryWell, and not all are controlled by Chiroru. Depending on how many yourescue....

  If you rescue... You may recruit...-----------------------------------------------------------------------------  0..2 Only carpenter A, and Ray teaches you Cure 2

  3..4 A or C, and Ray teaches you Cure 2

  5..6 A, B, or C, and Ray teaches you Renew

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Each carpenter, if invited, will construct houses that look much like theones they used to live in. Choosing a carpenter is strictly necessary toprogress beyond Capitan. The carpenter you choose will immediately beginwork on the first 3 houses and will not finish until you rescue Jean from theWoods location and return to the overworld map. TownShip is now in phase 2.

To get to phase 3, you must now fill houses 1 through 3 with tenants (yes,

they must be full!). Now make sure you visit all your new tenants at leastonce, and then talk to your carpenter. He will ask you for 1000Z to beginconstruction on the last 3 houses. Pay him and he begins on the lastset. If you do not have the money, merely talk to him again when you do haveit.

Now to get the carpenter to finish these three houses right away, exit andenter TownShip 8 times. Voila! - town is finished. Wasn't that quick? Youare now in the last phase (sort of).

There are five other shamans besides Sana that may be invited to TownShip.Their locations and powers are described in the Shamans section. When

invited, they will move in with Granny.

And, there are 2 final characters that may be invited that don't live in the6 houses (not counting shamans), and they will make it possible to see thesecret ending to BoF2. The first character is Eichichi. The second, well,I'm not telling....

Eichichi can be a bit hard to find. She can be invited to work in the town'swell shaft as soon as you have the whale. First, enter the room in the wellshaft that has the machine. Now, go to the basement of the Guntz library(look for a hidden staircase). Finally, check for someone who is hiding nextto the wall of this room.

The second character appears to be an enemy, much like the Villagrs/Chirorucombo, except that this battle actually is a bit difficult. Don't worryabout missing this battle - it's the fight with the Guardeyes and the Oldman,and fighting it is an integral part of the plot.

In all, there are 6 houses, not including Granny's house, the carpenter'shouse, and the well shaft. Number these houses 1 through 6. Each possibletenant of TownShip has a house number corresponding to the house they wouldmove into if you invited them. For each of the houses, there exists morethan one tenant which wants move into that house. Inviting one of them intothat house means that the rest of those tenants can't be invited. Theyeither disappear, or merely do not ask to be invited....

-----------------------------------------------------------------------------The numbering scheme for these houses in carpenter A's town is:

  |-----|  |=====|-|  x| h |g| |---| w  |-----|-| | c |  |---|  x Dragon god  /-\ /-\ w Well shaft  /-\ | |-| | h Hangout  |1| |2|-|3| g Granny's house

  |-| |-| |-| c Carpenter's house

  /-\ /-\

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  | | | |/-\  |4| |5||6|  |-| |-||-|

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

  - Drawing not to scale  /=\ /=\ oooo - Bucket ride is just like the  |4| |5| ooo /=\ one in TagWoods  === === oo /=\ |6|  | | | | o U| | ===  oo |=== | |  ooooooo || |x Dragon god | oooooooow Well shaft |ooooooooooooooooooooooh Hangout |ooog Granny's house |o |-----|

c Carpenter's house | |=====|-|U Bucket ride | x| h |g| |---| wo Trees blocking your way | |-----|-| | c |  | |---|  |  | /=\  |/=\ /=\ |2| /=\  U| | |1| === |3|  === === | | ===  | | | | | |

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

  |-----|  |=====|-|  x| h |g| |---| w  |-----|-| | c |  |---|

  /---\ /---\ x Dragon god  | 1 | | 2 | w Well shaft  \===/ \===/ h Hangout  g Granny's house  /----\ /----\ c Carpenter's house  | 4 | | 3 |  \====/ \====/

  /---\ /---\  | 5 | | 6 |  \===/ \===/

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

The possible tenants of the houses, where and when to find them, and whatthey do for you is listed here. 'Transient' means that the character

disappears if the house they like is filled up by another citizen, and cannot found except during the time TownShip is in the proper phase ofconstruction. I believe this list is complete (27 tenants in all), but I

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could be mistaken.

House #1----------------------------------------------------------------------------Back Hidden in the lower right corner of the Guntz armory - Back will  increase the Def rating of the character who talks to him by

  4 points. This bonus lasts only until you try to change any  of your equipped items on that character. This bonus cannot  be applied again while it is already in effect, and the  effect is also removed after the first battle that you win.  (Doesn't last very long, does it?)

Hekeller Front room of the house next to your old lodgings in HomeTown  (transient) - Hekeller opens up an armory which sells the  following items:

  FlameSD BurnKN FireRG  FireBW HeatST MagmaAR

  FlameSH

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

Poo Upstairs in the Coursair pub (transient) - Poo leaves town  occasionally for an amount of real time?, when he returns  he will sell you an item he 'picked up' on his journey,  probably a MoonDrop.

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

House #2----------------------------------------------------------------------------Brockden In Showcave - Brockden opens up a dojo, which seems to be of no  use to the party whatsoever. There is a FWAK floating about  which says that if you talk to Brockden 200-300 times, he'll  raise the mAP of the character which talks to him. This  is FALSE.

Leminton Upstairs in the Capitan inn (transient) - Leminton opens up an  armory which sells the following items:

  KingSD WonderRP MightyAR  DemonSH

MacClean At the W.Beach west of W.Cape (transient) - MacClean can take you  to a secret fishing spot NW of TownShip at L7(1,5) which is

  stocked with 7 Snper and 6 PileWm. Upon requesting to be  taken to this spot, you are immediately transported to the  spot under this one. The location you are sent to does not

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  depend in any way on the present location of TownShip.

Pechiri Top floor of ThvsTomd, as soon as you are put on the mission to go  here - Pechiri tells you he's giving up stealing and thanks  you for the house. After you find the 'evidence' in  ThvsTomd, if you talk to him when you have any money  in the bank, your bank funds will mysteriously disappear.

  The next time you talk to him, he will ask you if you truly  believe he's given up stealing. Give him the benefit of the  doubt, and he'll give you a clue as to how to get your money  back. Hearing this clue is not strictly necessary to recover  your money.

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

House #3----------------------------------------------------------------------------Akky In the Hut west of the sea of trees - only the Devil Katt  transform can understand what Akky says. Everybody else just  hears 'Meow'. Akky sleeps all day and doesn't seem to help  you one bit. When TownShip reaches phase 3, Nisa moves in.  Nisa likes chicken, but doesn't do anything even if you do  have the Chkn item. Nisa doesn't seem to do anything useful  for you either. I've heard that if you get Nisa early  enough, the two will raise a family of kittens, which also  do nothing for you. The kittens names are Nimosa, Suzu,  Mano, Kitashi, Ayuka, Raia, Yoshika, Shimissa, Shoe, and

  Senchi.

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

Baretta In the Windia armory (transient) - Baretta opens up an armory  which at first sells the following trash:

  LongSD BronzeST WoodenDR  SuedeAR SaladBwl SteelAR  Ristband

  However, her wares do get better as you pass certain points  in the game. After returning from HighFort with the famous  flute, she sells:

  BurnKN FireRG QuartrST  BreathAR NationHT

  After Rand's mom is taken, she sells:

  ThndrST ChuckDR PierceRP  EarthAR SokletAR GuardSH

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

  BreakSD DeathBW KaiserKN  AmberRG MotherRB HeroAR  ShinyHT HolySH

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

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

Macotti In the bathroom(!) of the Coursair pub - Macotti thanks you for  the free house and doesn't seem to do anything whatsoever to  help the party.

Wooppi Upstairs in the HomeTown church - Wooppi gives you hints about  what is to come in the scenario you are currently in. Her  fortunes are not dependent on the phase of TownShip.

House #4----------------------------------------------------------------------------Barose The inn of southern Inheart (you will not be able to return here  after clearing Memory!) (transient) - Barose can teach 4  spells, each one to any party member in the lead of the  walking order when you talk to him - but only if the party  member has rHP > 2, and rAP > 2. There are three easy ways  you can go about reducing rHP to 1:

  1) Easiest: Have the character consume Bait

  2) Next easiest: Kill the character off in battle and then  revive that character to 1 HP by using 'Change' at a  dragon god totem

  3) Still somewhat easy: Kill the character off in battle,  have Rand use Wake on the character, and then run  from battle

  Which spell he teaches you depends on his mood. And his mood  changes based on how you answer his questions:

  If you answer 'No', nothing happens - he will stop talking to  you

  If you answer 'Yes' when... His mood changes by...

  rAP > 1 -96  rAP = 1 +16  rAP = 0 +32

  rHP > 1 -96  rHP = 1 +32  rHP = 0 +16

  If you answered 'Yes' twice and had rAP < 2, and rHP = 1, he

  will teach you a spell based on his mood:

  [Mood/64] is... Spell taught...

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  0 Thunder  1 Freeze  2 Flame  3 Missile

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

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

Garber Upstairs in the FarmTown inn - Garber can increase your offensive  power for a short while by giving a bonus of 8 to the weapon  power of whomever talks to him. Offense is still limited to  a maximum of 511. This bonus cannot be applied again while  it is still in effect on a given party member, and this bonus

  is removed as soon as you change any piece of equipment that  the character is equipping, or win a battle (doesn't last  very long, does it!). If you were hoping that Garber might  have been useful to fix up the SoleSD, sorry - no dice.

Karashinikofu - Inventor's house in Guntz - Karashinikofu opens an armory in  TownShip which sells the following items:

  KingOfDR BirchST GradeDR  PierceRP SilverAR SlashGL  WhiteSH

Locker Back room of the Capitan inn - Locker can change the color of the

  houses in TownShip between one of 4 color schemes

House #5----------------------------------------------------------------------------El In front of the Tunlan treasure room - El is a guard, and will  'protect' your town (from what, I have no idea). Talking to  El with Sten has no special effects.

Hanz Rear room of the house next to your old lodgings in HomeTown  (transient) - Hanz opens up an item shop which sells the  following items:

  Charm IronBR D.Earing  WiseHoop GutsBT Cond.Up  Medicate

Martin Hidden in the Tunlan inn - Martin will ask you for 3000 Z, in  order to defeat 'that man', if you give him the money,  he leaves a note not to look for him and never returns

Yozo Upper left corner of WindiaFt - If you talk to Yozo 57 times, he  will offer to increase one party member's bmAP (basic maximum  AP) by 16 points. This is the only opportunity in BoF2 to

  increase this stat other than by leveling up. When Yozo is  invited, he begins with a mood of 32. Every time you talk to  him, his mood increases by four. Talk to him once more after

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  his mood is maxed-out, and Yozo makes you the offer. You may  refuse as many times as you like, but you may only accept the  offer once. IMHO, the bonus is most useful for Katt.

House #6----------------------------------------------------------------------------

Daiye Upstairs in the Windia inn (transient) - Daiye will open up a  fish store in TownShip which sells the following items:

  Srdine Mckrl Bait  Unagi Tuna Minnow

Salvador In a SimaFort jail cell, during phase 3 of TownShip - Salvador  decorates your town with statues, one for each party member.  Upon being invited to TownShip, he immediately builds a  statue of the hero. To have him build the other statues, put  the party member you want to use as a model in the lead and  talk to Salvador. Salvador will 'borrow' that character for

  a somewhat random interval of real time no longer than 14  minutes. This amount of time begins the moment you are sent  to the party member change menu. During that time, the  character being used as a model is not in your party. After  the following times have elapsed, and you revisit TownShip  (leave and reenter), this interval ends, and the statue is  completed. Note that Salvador will not sculpt any of the  shaman transforms. These statues all have something in  common - see if you can guess what it is. Other than  curiosity value, the statues have no known use.

Sumner In a Tunlan home - Sumner can play for you most of the background  music in BoF2, but there are some tracks he doesn't know

  (hearing tracks through the regular course of the game is not  a prerequisite for Sumner being able to play them for you).

Surfy In the Hut on the peninsula northwest of TagWoods - Surfy opens up  a bank outlet in TownShip.

  -=-=-==========================- Items -==========================-=-

There are 243 distinct proper items that I know of or have heard about inBoF2. This section explains the uses, properties, and the methods ofobtaining each one of them.

Each item has a price, or is priceless. Priceless items can't be trashed,sold, or bought. Once you find them, they're in your possession for keeps.The price of an item is the price you would pay at a store to buy the item.Resale value of a non priceless item is always [price/2]. In cases where a

non-priceless item can't be bought anywhere, I list its price as what itwould be in order to account for its resale value. Prices can be in therange of (0..65k).

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Other properties items may have are:  Consumable  Equipment - One of weapon, armor, shield, helm, or etc.  Food  Rods (subtype of etc. equipment)  Bait (subtype of etc. equipment)

  Groupable

To each piece of equipment there is a set of switches to indicate who canequip them. The party members who can wear a piece of equipment are listedby their 1-letter character code.

In BoF2, except for the etc. type, recall that it is impossible to unequipitems. You may only replace a piece of equipment with another of the sametype. Most of the time this is not a restriction, since you may use 'Swch'at equipment shops to do a simultaneous selling of your currently equippeditem, while buying a new item to take its place. You are charged thedifference between price and resale value, which may leave you richer than

before (although probably much worse off in the equipment department).But beware:

!!BUG: Do not 'Swch' priceless items - the game will crash. The designers  forgot to put in a clause to deny you the ability to 'Swch' priceless  items. So, even though the value of a priceless item is listed as  zero, if you agree to the switch, the video blinks out and the game  halts (luckily, there are no ill effects to saved game data - and  this seems to be the most vicious bug in BoF2).

All equipment besides the etc. type may be used, but only in combat, and onlya few of these items produce any effect. Where the piece of equipment doesproduce an effect when used, I list the effect by the spell which the action

is equivalent to.

For items which cast spells dealing normal spell damage, whether or not thespell will be well-cast CAN be known for certain beforehand. Certain itemsalways well-cast a spell, while others never do. If the item well-casts aspell, it is noted in the description. Otherwise, it is not noted. Theother thing about items that cast spells is that full immunity does not applyto damage from item use, unlike casting the spell directly!

Consumables are items which may be used, but once used they are destroyed.

Foods are items which may be cooked by the carpenter. The product ofa baking of a set of food items is not always food, but it is neverequipment. Cooking in BoF2 is explained in the 'Home Cookin'' section.

Bait and Rods are equipment of the etc. type which allow your hero to fish atFishSpots if he has one of each equipped. Neither type is usable, but baitis destroyed when it is cast out and not brought back without something onthe fishing line. All Bait is groupable.

Equipment and Consumable classifications are mutually exclusive, as are Foodand Equipment (except for Bait). All items which fit into none of the abovecategories are listed in the Misc. section.

For all items for which the location where it can be found (found only once)

is listed, places in parenthesis denote that the item is found there, notbought. The 'Maniro:X' location means that the item can be bought bycatching Maniro at the correct Fishspot. 'Tsr.Box:X' likewise refers to

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fishing. 'S:X' indicates (for equipment) that character X starts out withthat item equipped. 'Battle' indicates that on rare occasions, you will winthis item from defeating particular monsters in battle. Refer to the 'Spoilsof War' section for more information.

The location 'oven' means that if you have the carpenter who cooks items,you may produce this item by cooking other items. The location 'shop' refers

to one of the three standard item shop types, described in the 'Goods &Services' section. Since type 1 & 2 item shops are so plentiful, if an itemcan be bought there, I will not bother to list any other locations where itmay be found.

The location 'Othello' means that this item can be won from the carpenter whobuilds the treehouses. Refer to the 'Othello' section for more details.

There are a few items you may be able to put into your item list which do notappear here. This is because the are not proper items. These are itemssuch as '1C', '100C', '1000C', '10000C', and whitespace items. The '..C'items are money you find in treasure boxes. When you obtain one of these

items, it is credited to your party's money supply instead of put in yourinventory. The white space items are merely blanks for inventory and themany different kinds of equip slots (that is why there exist 9 differentkinds of them, I am guessing).

Altogether: (4 coin items) + (9 whitespace items) + (243 proper items) = 256

  (In other words, this list is complete.)

----------------------------------------------------------------------------  Index of All Proper Items

This is an alphabetical listing of all items, and what I have classified theitem as. Refer to the appropriate section for more information:

  Type Section  --------------------------------------  swd 'Weapons-Swords'  bow 'Weapons-Bows'  stf 'Weapons-Staffs'  dgr 'Weapons-Daggers'  rpr 'Weapons-Rapiers'  rng 'Weapons-Rings'  knf 'Weapons-Knives'  whip 'Weapons-Whips'  arm 'Armor'  shd 'Shields'  helm 'Helmets'  etc 'Etc'  con 'Consumables'  misc 'Miscellaneous'  ?? undiscovered as yet

Item Type Item Type Item Type Item Type---------------------------------------------------------------------

9-TailWP whip ElemntAR shd Liver con SlashGL shd

AmberRG rng ElmoreSD swd LongRP rpr SlicerDR dgrAntdt con EmblemRP rpr LongSD swd SkullBR etcArmyGL shd EmpireSD swd LopOffWP whip Smoke con

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AutoBW bow Extract con LoveBR etc SnakeST stfBacklaw shd F.Spice con LuckCndy con Snper conBait con FalseBW bow MagmaAR arm SoleSD swdBananaDR dgr FalseRG rng MagicRG rng SokletAR helm

Bandana helm FastShoe etc MamothCL arm SpiritRB arm

Beef con FinalKN knf Mckrl con SprRib conBirchST stf FireBW bow Meat con Srdine conBiscuit con FireRG rng Medicate con Stamina con

BlastKN knf FireRock con MedusaSH shd StarrSD swdBlndedAR arm FlameSD swd MeowST stf StarSH shdBlndedML shd FlameSH shd MightyAR arm SteelAR shdBlndedSH shd Fork misc Minnow con StickRod etc

BoyDR dgr Frizbee con Mirror misc StockRP rprBrassSD swd FrozenAR arm MisoSoup con StoneAR armBrassST stf G8Bait etc MoonDrop con StormRG rng

BraveAR arm GiantSH shd MoonMask helm SuedeAR arm

BreakSD swd GlassDR dgr MothDR dgr SunMask helmBreathAR arm GlassRG helm MotherRB arm TearDr conBronzeHT helm GoblinSD swd MystryHT helm Tendon conBronzeSD swd Gold etc Napkin arm ThndrGL shd

BronzeSH shd GoldAR arm NationHT helm ThndrRP rprBronzeST stf GoldBar misc NatureWP whip ThndrST stfBum'sCL arm GradeDR dgr NinjaDR dgr ThornWP whipBurnKN knf GuardSH shd NinjaML arm TigerSD swd

BusterBW bow GutsBL con Noe'sRB arm Tolen misc

BusterSD swd GutsBT etc NorthDR dgr Treepole etcCake con HandKN knf NoTwinRP rpr TreeST stfChainML arm HeatST stf OceanRB arm Tuna con

Charcoal misc Herb con Octopus con TwinBW bowCharm etc HelpBL con OwlFruit misc Unagi conCharmRod etc HeroAR arm P.Pourri con Urchin etcCharmSH shd HeroBT etc PanPizza con Van.Ext con

Chkn con HexadST stf PierceRP rpr Vtmn conChuckDR dgr HolyRB arm PileWm con WacWP whipCloakKN knf HolyRP rpr Plate shd WFruit conCollar etc HolySF etc PwrFood con WhiteSH shd

Cond.Up con HolySH shd QuartrST stf WindBR etcCrmsnCL arm HushRG rng QuickCL arm WindRB armCrmsnRB helm IceBW bow RainbwRB arm WisdomRB armCrossBW bow IceChunk con RangerCL arm WiseBL con

CrsntSD swd IceSH shd RevetKN knf WiseHoop etcCureAl con ImortlRG rng RiotST stf WiseRB armD.Earing etc IronAR arm Ristband shd WizardRG rngDamageSD swd IronBR etc Roast con WonderRP rpr

DeadSoup con IronKN knf RoyalHT helm WoodenDR dgr

DeathBW bow IronML arm SacredSH arm Worm etcDemonDR dgr IronSH shd SaladBwl helm WorthRG rngDemonSH shd IvyWP whip ShadowDR dgr

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Dinker con JahAR arm Shaker conDivideBL misc KaiserKN knf ShaveIce conDluxPole etc KingOfDR dgr ShinyBR etcDmndBR etc KingHT helm ShinyHT helm

DoubleWP whip KingSD swd Shrimp etc

DragonAR arm KmikzeBL con ShortBW bowDragonHT helm KnightHT helm ShortRP rprDragonSD swd KramerBR etc Shorts arm

DragonSH shd LeotrdCL arm SilkGL shdDreamBR etc LifeAR arm SilverAR armEarthAR arm LifeBR etc SilverDR dgrEgg con LifePl con SilverHT helm

-----------------------------------------------------------------------------  Equipment

For each item of equipment is listed where you can find it, its price, whocan equip it, its powers, and other special attributes. Power gained fromequipment is the default set of statistics which an equipment type canmodify. Special attributes include everything else interesting about theitem.

  - - - - - - - - - - - - - - Weapons - - - - - - - - - - - -

Weapons give bonuses to Str. In BoF2, there is no such thing as a two-handedweapon, i.e. something which denies you the ability to equip a shield.Weapons may have item uses, and a single element associated with them. Ifthe weapon does have an element association, all attacks with that weapon areof that element, and this may modify how much damage the target takes fromthe attack. Element associations are listed in the power category with theelemental symbol before the power bonus. The 'toasty' classifier in thespecial column means that the weapon sometimes makes 'Toasted' attacks.

Swords Power Price Who Where Special-----------------------------------------------------------------------------BrassSD 72 8.5k H GuntzBreakSD 91 16k H C:BarettaBronzeSD 8 250 H Coursair, HomeTown,  BattleBusterSD 50 2.2k H (UpaCave), Maniro:B

CrsntSD 84 14.5k HJ (Infinity), BattleDamageSD 92 12k H Hut:island, Maniro:HDragonSD F:125 - H (Infinity) Def,Agil,Wis,Luck +5,  casts FlameElmoreSD H:52 2.5k HJ Battle Def,Agil,Wis,Luck +2

EmpireSD T:160 65k H (Tsr.Box:B) casts S.BoomFlameSD F:37 3.2k H C:Hekeller, (Mt.Maori)

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GoblinSD 78 7.7k H (SkyTower)KingSD I:28 1980 H TownShip

LongSD 16 620 H Windia, C:BarettaSoleSD H:28 6k HJ (SimaFort) Wis +20, ToastyStarrSD H:68 10k H (ThvsTomd)*TigerSD 63 14k H (Othello), Battle Def +5, casts Cure 2

* The StarrSD can be found on rare occasions when you leave a battle while  standing on a blue square

Bows Power Price Who Where Special-----------------------------------------------------------------------------AutoBW 38 12k B (Memory) attacks all enemiesBusterBW 86 17k B (Infinity) casts BombCrossBW 22 780 B SimaFort

DeathBW 90 23k B C:Baretta

FalseBW 6 300 B HomeTownFireBW F:42 3.6k B C:HekellerIceBW I:70 9.8k B SkyTower, (Othello)ShortBW 3 150 B S:B

TwinBW 30 3k B Tunlan attacks twice

Staffs Power Price Who Where Special

-----------------------------------------------------------------------------BirchST I:58 5.5k K C:KarashnikofuBrassST 56 8.2k K Maniro:D casts Cure 1BronzeST 25 940 K SimaFort, C:BarettaHeatST F:43 3k K C:Hekeller

HexadST 8 250 K CoursairMeowST 135 65k K BattleQuartrST 33 2.1k K (UpaCave), C:BarettaRiotST 90 30k K (Infinity)

SnakeST 75 6.8k K (Bando)ThndrST T:62 7.8k K (Othello), C:Baretta casts S.BoomTreeST 4 50 KC S:KC, (Windia)

Daggers Power Price Who Where Special-----------------------------------------------------------------------------BananaDR F:70 10k T (ThvsTomd)BoyDR 4 100 TH S:HTChuckDR 66 5.8k T Inheart, C:BarettaDemonDR 110 0 T Battle

GlassDR 76 10 HK Battle ToastyGradeDR 68 5.1k TH C:KarashnikofuKingOfDR 66 6.2k TH C:Karashnikofu,

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  (Othello) Def +3, casts Def-UpMothDR 32 1.9k TH Tunlan, (Highfort)

NinjaDR 42 2.5k T (Highfort) Luck +5NorthDR I:63 8.2k T (SkyTower)ShadowDR 86 16k T (Infinity) casts IdleSilverDR H:14 1.2k TH (Mt.Rocko), Maniro:A,

  Battle

SlicerDR 90 20k T Maniro:H, BattleWoodenDR 10 290 T Windia, C:Baretta

Rapiers Power Price Who Where Special-----------------------------------------------------------------------------EmblemRP 79 12k J Hut:island, Maniro:HHolyRP H:95 22k J (Infinity)

LongRP 26 1.2k JH SimaFortNoTwinRP H:122 33k JH Battle Def,Wis,Agil,Luck +5,  casts Angel

PierceRP 50 4.6k J C:Karashnikofu, BarettaShortRP 16 950 J S:JStockRP 38 2.4k J TunlanThndrRP T:65 8.4k J SkyTower, Maniro:B

WonderRP H:32 1980 J TownShip

Rings Power Price Who Where Special-----------------------------------------------------------------------------AmberRG 74 11k NU Hut:island, C:Baretta,  BattleFalseRG 5 10 NU S:NFireRG F:35 2.6k NU C:Hekeller, Baretta,  Battle casts SparkHushRG 43 6.7k NU (Mt.Maori) casts Hush

ImortlRG 83 20k NU (Infinity) Wis +5, casts RenewMagicRG 17 530 NU WindiaStormRG T:68 6.7k NU (WindiaFt) casts ThunderWizardRG 26 1.2k NU S:U, (WitchTwr), Battle

WorthRG 52 9.5k NU Maniro:H, Battle casts Death

Knuckles Power Price Who Where Special-----------------------------------------------------------------------------BlastKN 32 12k R (St.EvaCh) casts BombBurnKN F:18 2.5k R C:Hekeller, BarettaCloakKN 25 6.7k R (Highfort), Battle

HandKN 5 50 R S:R

IronKN 18 1k R SimaFort

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FinalKN 48 25k R (Infinity) ToastyKaiserKN 56 25k R C:BarettaRevetKN 10 460 R Windia

Whips Power Price Who Where Special-----------------------------------------------------------------------------9-TailWP 81 22k S Battle ToastyDoubleWP 61 8k S Inheart, (ThvsTomd)IvyWP 30 1.3k S TunlanLopOffWP 10 2k S Maniro:D, (Othello),  Battle Toasty

NatureWP 76 15k S (Infinity)ThornWP 41 4.2k S (Mt.Maori), BattleWacWP 10 50 S S:S

  - - - - - - - - - - - - - - Armor - - - - - - - - - - - - - -

Armor gives a bonus to Def, but also subtracts from Agil. This is becauseeach armor has a weight, and equipping an armor decrements Agil by the weightof the armor, to a limit of Agil = 0. So in the power column, the form X/Ymeans power of X, weight to Y. Some armors grant a level of resistance tocertain elements. If this is the case, the R:X denotes that the armor grantsresistance to element X. To do: catalogue all armor, shields, and helmetswhich grant resistance to holy damage....

Armor Power Price Who Where Special-----------------------------------------------------------------------------BlndedAR 52/26 12k HJ Guntz, BattleBraveAR 60/6 10k HBKTJ Hut:island, Maniro:G Off +5BreathAR 25/3 2.5k all-R (SimaFort), Tunlan,  C:Baretta, Battle R:HBum'sCL 2/2 50 all S:HBKNTS, (Coursair),  (WindiaFt)

ChainML 12/6 720 HBKTJ WindiaCrmsnCL 64/6 13.3k all-R (St.EvaCh), Battle R:F, casts SapDragonAR 78/0 - H (Infinity) R:FEarthAR 44/15 6.1k HTJ (Memory), SkyTower,  Battle, C:Baretta R:T

FrozenAR 43/15 6.5k HTJ (SkyTower), Battle R:IGoldAR 31/42 6.2k HJ (W.Tunnel)HeroAR 71/16 25k HTJ (Infinity), C:Baretta,  Battle Off +5HolyRB 8/4 530 all-R Windia R:H

IronAR 22/9 1350 HTJ SimaFortIronML 20/6 1.4k HBKTJ SimaFort, Maniro:A,  Battle

JahAR 17/9 600 HBKTJ (Tsr.Box:C), Battle R:FLeotrdCL 6/3 320 KNU Coursair

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LifeAR 80/25 35k HTJ (Tsr.Box:E) R:H, grants regenerationMagmaAR 35/15 4.7k HTJ C:Hekeller, (Mt.Maori) R:FMamothCL 69/18 1.2k KR Battle R:IMightyAR 30/10 2980 HBTJ TownShip

MotherRB 66/8 28k all-R Hut:island, (Infinity),  C:Baretta R:H, casts Cure 1

Napkin 1/1 0 all (WildCat)NinjaML 70/1 15.5k T Battle R:FINoe'sRB 70/4 18k KNU (Infinity) R:FH

OceanRB 27/4 3.9k NSU (UpaCave) R:I, Wis +3QuickCL 27/0 1.6k BT Tunlan, (Highfort)RainbwRB 61/4 9.1k KNSU (St.EvaCh), (Othello) R:FIRangerCL 8/2 510 HBT Coursair

SacredSH 74/12 12k HBTJ Battle R:H, grants partial immunityShorts 2/1 C? S:CSilverAR 40/12 5.8k HBTJ Inheart, Battle

  C:KarashnikofuSpiritRB 12/0 7.5k all (SkyTower), Maniro:G R:FTH

StoneAR 28/50 0 R BattleSuedeAR 6/5 300 HBRTJ S:RJ, (Capitan),  Coursair, HomeTown,  C:BarettaWindRB 47/2 5.2k KNU (SkyTower) R:T, Vig +10WisdomRB 42/2 8.2k all-R Hut:island, Battle R:H, Wis +5

WiseRB 18/4 3k NSU S:U, (WitchTwr), R:T  Maniro:B

  - - - - - - - - - - - - - - Shields - - - - - - - - - - - - - -

Shields give a bonus to Def, and may grant elemental resistances, like Armor.

Shield Power Price Who Where Special-----------------------------------------------------------------------------ArmyGL 41 12k HBKTJ Battle Off +8Backlaw 8 990 all SimaFortBlndedML 28 6.8k all Guntz, (Memory)BlndedSH 33 8k HRJ Guntz

BronzeSH 6 510 HTJ S:J, Windia,CharmSH 14 1350 HRTJ Tunlan, (UpaCave),  BattleDemonSH 10 980 HRTJ TownShip R:H, casts DrainDragonSH 52 - H (Infinity) R:F

ElemntAR 1 500 all (St.EvaCh), Battle R:FITFlameSH 18 3.7k HTJ C:Hekeller, (Mt.Maori) R:FGiantSH 27 8.8k R (Othello) casts Def-UpGuardSH 26 5.3k all SkyTower, Battle,  C:Baretta

HolySH 43 18k all-R Hut:island, (x2:Infinity),  Battle, C:Baretta casts Shield

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IceSH 26 5k HTJ (SkyTower) R:IIronSH 10 1.2k HRTJ (SimaFort), Battle,  Cyclops, Maniro:AMedusaSH 55 50k HBRTJ Maniro:G, Battle casts Atk-Up

Plate 1 0 all (FarmTown)Ristband 1 10 all-S S:HBKRNTS, Inheart,

  C:BarettaSilkGL 7 1.2k KNSU S:U, Maniro:ASlashGL 15 4.1k HBKTJ Maniro:D, Battle  C:Karashnikofu Off +5

StarSH 36 5.5k HRTJ BattleSteelAR 3 120 all HomeTown, Coursair,  (W.Tunnel), C:Baretta,  BattleThndrGL 27 9k HBKTJ Maniro:G, (ThvsTomd) R:TWhiteSH 26 4.3k HBTJ Inheart, C:Karashnikofu,  Battle

  - - - - - - - - - - - - - - Helmets - - - - - - - - - - - - - -

Helmets give a bonus to Def, and may grant elemental resistances, like Armor.

Helmet Power Price Who Where Special-----------------------------------------------------------------------------Bandana 1 10 all S:HBKRNS, BattleBronzeHT 5 390 HBRTJ Battle, Coursair

CrmsnRB 10 950 all-R TunlanDragonHT 32 - H (Infinity) R:F

GlassRG 4 380 all-R WindiaKingHT 30 30k HJ (Infinity)KnightHT 8 790 HTJ SimaFort, Maniro:AMoonMask 18 0 T (Highfort) R:IF

MystryHT 20 3.1k HBKTJ Maniro:D, BattleNationHT 15 1.8k HBTJ Maniro:B, C:Baretta R:FRoyalHT 12 2.5k NJU (SimaFort) R:HSaladBwl 2 60 all S:TJ, HomeTown, Coursair,  C:Baretta, (Mt.Fubi)

ShinyHT 30 16k HBTJ (Infinity), (Othello),  C:Baretta R:HSilverHT 22 12k KNSU (WindiaFt), Battle, R:T, grants  Magicmas partial immunitySokletAR 16 3.6k all-R (WaterFal), S:U,  SkyTower, C:Baretta,  Battle Wis +5SunMask 25 6.8k all-R Hut:island, (ThvsTomd),  (Infinity) R:F

  - - - - - - - - - - - - - - Etc - - - - - - - - - - - - - -

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

Item Price Who Where Powers-----------------------------------------------------------------------------Charm 1k all (DryWell), Battle, prevents curse  Maniro:F, C:HanzCharmRod 2k H (Shrine) a fishing rod

Collar 1k BK (Highfort) increases the rate at which  you encounter enemies  randomly...D.Earing 1k all (Highfort), Maniro:F,  Battle, C:Hanz prevents sleep

DluxPole 1k H (SimaFort) a fishing rodDmndBR 2k all (St.EvaCh) --DreamBR 5k all (Infinity), Battle grants partial immunityFastShoe 10k all Maniro:E Vig +10 - a first class case  of false advertising. This  has no measurable effect

  on the probability of  getting lead-off attacks.  You will only lead off more  often by wearing this in  the sense that your higher  Vigor allows you to take  actions before the  opposition

G8Bait 50 H oven fishing baitGold - H Battle, (TagWoods), fishing bait  (UpaCave), (FarmTown)GutsBT 1k all (SimaFort), Maniro:F, another first-class case of

  C:Hanz, Battle false advertising - this  gives no bonus to GutsHeroBT 2k all (Memory), Maniro:E, Off +10  Battle

HolySF 5k all Maniro:E reduces the rate of random  encountersIronBR 1k all (Tsr.Box), Maniro:F, Def +10  C:HanzKramerBR 2k all (ThvsTomd), Maniro:E prevents rottingLifeBR 1k all (Infinity), Battle grants regeneration, and immunity  to the Death spell

LoveBR 1k all (Tsr.Box), Battle, grants regenerationShinyBR 5k all (Infinity), Battle prevents sleep, curse,  poison, and rottingShrimp 20 H item fishing bait, cookableSkullBR 2k all Battle, (St.EvaCh) maximizes the wearer's chance  of well-casting a spell  based on stats to 50%.  Multiple SkullBR's have  no extra effect.

StickRod 300 H HomeTown a fishing rodTreepole 100 H (Gate) a fishing rod

Urchin 10 H item fishing bait, cookableWindBR 1k all (SkyCave) Vig +10

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WiseHoop 1k all (WitchTwr), Maniro:F, Wis +10  C:HanzWorm 4 H item fishing bait, cookable

  - - - - - - - - - - - - - Consumables - - - - - - - - - - - - -

Consumable items have equal effects when used in combat vs. outside ofcombat, except where certain effects do not apply because a condition cannotexist outside of battle, of the effect is a spell that does damage. If theitem can be used in non-combat situations it is listed as 'Nc'. Combat useis 'Cb'. Either combat or non-combat is '//'. Also included in the table iswhether the item is groupable (G) and if it is cookable (C), as well as theprice of the item. There are no restraints on who may use consumable items.

For items which cast spells dealing normal spell damage, whether or not thespell will be well-cast CAN be known for certain beforehand. Certain itemsalways well-cast a spell, while others never do. If the item well-cast a

spell, it is noted in the description. Otherwise, it is not noted.

The other thing which differs is that full immunity does not apply to damagefrom items which cast spells!

Items which have the listed effect of [+](basic stat) will raise that basicstat permanently by one point, but have no effect if used while the stat isalready maxed-out.

Item Price Type Effect Where found-----------------------------------------------------------------------------Antdt 12 CG //: removes poison

  from one ally itemBait 60 CG //: damages one ally  to rHP = 1 FishSpot, C:DaiyeBeef 200 CG //: casts Cure 1 HuntsvilBiscuit 1k Cb: casts Def-UpX, oven, Battle  followed by Cure X!

Cake 100 -- CapeTown (only before you  have the whale), (Trout)Chkn 200 CG //: casts Cure 2 HuntsvilCond.Up 1k C ??: raises one ally's Maniro:C, C:Hanz, (BlueRm),  bCond to 225(Super),  if less than 225.CureAl 400 CG //: casts Heal item

DeadSoup 800 Cb: casts Death ovenDinker 100 C Nc: [+]Agil Battle, ovenEgg 200 CG //: casts Renew X HuntsvilExtract 200 C //: casts Cure 4 oven, Battle

F.Spice 100 C Cb: casts Flame item, Maniro:CFireRock 800 Cb: well-casts Fireball Maniro:C, Battle, (Mt.Fubi)Frizbee 100 C Cb: casts S.Boom item, Maniro:C, Battle, ovenGutsBL 1k C Nc: [+]Guts oven, Battle, (Capitan)

HelpBL 50 CG //: casts Cure 2 itemHerb 8 CG //: casts Cure 1 itemIceChunk 800 Cb: well-casts Hail Maniro:C, Battle

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KmikzeBL 800 Cb: well-casts Typhoon (WaterFal), Maniro:C,  Battle

LifePl 500 CG //: casts Renew X itemLiver 200 CG //: same as Antdt HuntsvilLuckCndy 100 C Nc: [+]bLuck Battle, (Mt.Rocko), ovenMckrl 60 CG -- FishSpot, C:Daiye

Meat 200 CG //: casts Cure 2 HuntsvilMedicate 500 C Cb: casts Atk-Up Maniro:C, C:Hanz, Battle,  ovenMinnow 300 CG //: same as WFruit FishSpot, C:DaiyeMisoSoup 100 C Nc: [+]bWis oven, (Memory), Battle

MoonDrop 200 //: casts Renew X and (Mt.Maori),(WindiaFt),  Heal to all allies, (Tsr.Box:D), Battle,  followed by Cure X! C:PooOctopus 900 Cb: casts Atk-Up on  all allies! oven

P.Pourri 1.2k Cb: casts Angel ovenPanPizza 1k Cb: casts Pwr.Down oven

PileWm 1k CG //: casts Cure 4 FishSpotPwrFood 100 C Nc: [+]Str oven, (W.Tunnel), (Infinity),  BattleRoast 400 CG //: casts Cure 4 HuntsvilShaker 800 Cb: well-casts 8.0 Battle

ShaveIce 100 C Cb: casts Freeze item, Maniro:C, ovenSmoke 100 G Nc: casts Smoke itemSnper 3k CG //: casts Heal FishSpotSprRib 800 CG //: casts Cure 4 Huntsvil

Srdine 60 CG //: casts Cure 1 FishSpot, C:DaiyeStamina 100 C Nc: [+]Stmna (SimaFort), (Infinity),  Battle, ovenTearDr 100 CG Cb: removes rotting and zombie  from one ally itemTendon 200 CG //: same as WFruit Huntsvil

Tuna 300 CG //: same as Antdt FishSpot, C:DaiyeUnagi 60 CG //: casts Cure 2 FishSpot, C:DaiyeVan.Ext 1k //: casts Cure 3 Battle, (DryWell), (WindiaFt)Vtmn 200 CG //: removes curse item  from one ally

WFruit 200 CG //: one ally gains 20 AP  and loses 20 HP, to a  limit of rHP = 1 itemWiseBL 1k CG //: restore 100 AP to one ally  (WitchTwr),(Evrai), oven,  (Bockden), Battle

  - - - - - - - - - - - - Miscellaneous - - - - - - - - - - -

These are the items which don't fit into the other categories. These don't

include the special items. On a case by case basis, I will explain what theydo, where they are found, and all other relevant information:

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

DivideBL - (UnityRm) use outside of combat to remove all bonding

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

Fork 0 (WildCat) this is a general purpose weapon with a power  of 1

GoldBar 12k oven sell it - it has no other known use

Mirror - (Mt.Maori) this is necessary to assist the queen of  Tunlan. You may also use it an unlimited  number of times while inside her  circulation system to return to the real

  world. You lose the Mirror after this  scenario

OwlFruit 20 (OwlWoods) this is used to lure out the Uparupa from its  hiding spot. You may only obtain this item  after fighting Algernon and before dealing  with the Uparupa, but during this time you  may pick up as many of these as you want

Tolen - (Capitan), (Tunlan), (Guntz), (BlueRm), (Tsr.Box x2),  (Highfortx2), (Namanda), (WindiaFt), (Evrai), (Shrine -  behind the desk)  these may be used to gamble in the house of

  the redheaded carpenter. As you see, I have  listed 12 Tolens. Only 8 are strictly  necessary, unless there is a third, secret  Othello board which I don't know about.  Refer to the Othello section for more details

  -=-=-====================- Services & Goods -======================-=-

This section is a listing by location of what each shop sells, and whatservices are available in each town.

These services are:

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

'Inn:cost' An inn with the specified cost for a night's stay. After a  night's stay at an inn, all party members are revived, healed  to mHP, cured of curse and poison, and restored to mAP.

'Bed' A place you can rest for the same effects as an inn (free).

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'Church' A church of St. Eva. You may Save your game here, get hints  about your quest, and make donations. When you have made a  total of 20 donations since the start of the game, you'll  receive a gift.

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

'Armory' A shop that sells equipment.

'Item' shop that sells consumables and etc. type equipment.

As for item shops, there are several standard types:-----------------------------------------------------------------------------Type 1: Herb, HelpBL, WFruit, Antdt, TearDr, LifePl, Smoke, Vtmn

Type 2: HelpBL, WFruit, CureAl, LifePl, Smoke, Worm, Shrimp, Urchin

Type 3: HelpBL, WFruit, CureAl, LifePl, Smoke, F.Spice, ShaveIce, Frizbee

Item shops that sell other sets of items are handled on a case by case basis.

HomeTown TownShip-------------------------------- -----------------------------Armory: BronzeSD FalseBW Refer to the 'TownShip'  SuedeAR SaladBwl section for all info  SteelAR pertaining to thisInn:10Bed (Bow & the Hero's lodging)Item: Herb Antdt  LifePl Smoke

  Worm Shrimp  Urchin StickRodBankDragonChurch--------------------------------

Coursair Windia-------------------------------- ------------------------------Armory: HexadST BronzeSD Armory: MagicRG LongSD  LeotrdCL SuedeAR RevetKN WoodenDR  RangerCL SaladBwl ChainML HolyRB  BronzeHT SteelAR GlassRG BronzeSHInn:20 Inn:30Item: type 1 Item: type 1Bank BankChurch Dragon-------------------------------- Church  ------------------------------

Capitan----------------------- (campground SW of SimaFort:D3)Inn:40 ------------------------------Item: type 1 Bed

Bank DragonDragon -----------------------------------------------------

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  TunlanSimaFort (closed during nighttime) ---------------------------------------------------------------------- Armory: MothDR IvyWPArmory: LongRP BronzeST TwinBW StockRP  IronKN CrossBW QUickCL BreathAR  IronAR IronML CrmsnRB CHarmSH

  KnightHT Backlaw Inn:50Inn:50 Item: type 2Bed (nighttime only) BankItem: type 2 Dragon (hidden at the bottom right)----------------------------------- Church  -----------------------------------

Highfort*-----------------------Inn:10 Inheart(west)*Item: type 1 --------------------------------Bank Armory: BronzeSD LongRP

----------------------- DoubleWP ChuckDR  SuedeAR SilverAR  Ristband WhiteSHInheart(south)* Dragon----------------------- --------------------------------BedDragon----------------------- Inheart(north)*  -----------------------------------  Item: type 3  DragonSkyTower Leave (leave the Dream world)------------------------------- -----------------------------------

Armory: IceBW ThndrRP  EarthAR SokletAR  GuardSH Guntz------------------------------- --------------------------------  Armory: BrassSD BlndedAR  BlndedSH BlndedMLFarmTown Inn:50----------------------- Item: type 3Inn:50 BankItem: type 2 DragonBank --------------------------------Dragon----------------------- CotLnd  --------------------  nothing!(tropical island shop:L11) ----------------------------------------------------Armory: DamageSD EmblemRP  AmberRG WisdomRB Evrai*  BraveAR MotherRB --------------------  SunMask HolySH Item: type 3-------------------------------- --------------------

Shrine Dologany

--------------- --------------------Inn:10 BedDragon Item: type 2

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--------------- Dragon  --------------------

Gate---------------DragonChurch*

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

Note: Starred locations are not available beyond a certain point in the game.Make sure you do everything you want to do with them while they remain open:

Highfort: Cannot be entered before you need the Famous Flute, or after you  already have it.

Inheart(west): Transforms into Memory after you talk to the child in the  bottom right corner of Inheart(north). This is the child who says,  'Did you find the tower? I believe you can see it from the lake in

  the west'. Do not talk to this child if you still have things to do  in Inheart(west)!

All of Inheart and the Dream location: Closed after you defeat Aruhamel and  leave the land of dreams.

St.EvaCh: This is destroyed after the battle with the Guardeyes and Oldman.

Gate: The Church here cannot be used after the gates to Infinity are opened.

  -=-=-======================- Home Cookin' -=========================-=-

Nothing beats home cookin'. Do you want to max out all your stats (except mHPand mAP), get rich quick, and have unlimited supplies of WiseBLs andBiscuits? This is not a scam - this method ACTUALLY works! - no kidding!Hey - would I lie to you?

If you chose the carpenter wearing blue jeans, white shirt, orange jacket,and having blonde hair to build your town, you can have all this stuff andmore. Cooking items is a process where you take (1..4) food items from yourinventory, give them to the carpenter, his wife puts em' in the oven, andthen takes out the result. The result is placed on the bar in front of youfor pick up, if you want it.

There are 41 food items that I know about. All are either consumables orbait. The product of a cooking session is either:

  A product of the inputs or Charcoal

  and

  There will be either 1 or 2 of this product - usually one,  but sometimes two.

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Most inputs result in Charcoal, but sometimes not. But even in these cases,you will sometimes waste your ingredients and get Charcoal anyway. Thissays nothing about the quality of the inputs you gave to the carpenter -whether or not you get Charcoal by mistake is random with a failure rate ofabout 1/8.

You must eat(!) all of the products of a previous cooking session before you

can do a new one. ...well, maybe not eat - perhaps just politely take it offthe counter and throw it out of your inventory while the carpenter's notlooking....

As far as I can tell, each of the items can be represented as a vector in'food group' space. The dimensionality of this space and the representationsof each item in this space I am not sure of, but I believe that what you getout of the oven is determined merely by summing vectors, and then searchingfor the nearest item vector which this sum is greater than or equal to. Themaximum vector seems to be GoldBar. Not all end products are cookable - andcookability says nothing about the magnitude of the vector. There are someother things that go on in the cooking algorithm as well, since cooking an

item by itself always results in Charcoal, and many other combination I haveexpected to work also result in Charcoal.

Anyway, you must be able to tell that this is a hand-waving argument - Idon't know how it's really done. But I did find some neat-o formulae whichas far as I know, nobody has ever found before (such as how to cook Cond.Up,Stamina, and WiseBL). Since there a dozens of ways to produce most items,I only list the easiest ways (in terms of obtainability of ingredients andnumbers of cooking steps required). Also, items which are easily obtainablefrom a type 1 or 2 shop I will not bother to give formulae for. Rememberthat F.Spice, ShaveIce, and Frizbee can be bought in Guntz as soon as youhave the whale.

Product Inputs-----------------------------------------------------------------------------Biscuit 2 Dinker

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

DeadSoup 4 Roast

Dinker 2 Frizbee  or 4 CureAl (before you have the whale)

Extract 2 HelpBL

Frizbee 2 CureAl (not necessary after you have the whale)

G8Bait 2 Tuna (easy if you have citizen Daiye, but then, if you can  buy fish directly, why do you need to go fishing?)

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

GutsBL 2 ShaveIce  or 4 Unagi (before you have the whale)

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

Medicate Roast + Unagi (not necessary if you have citizen Hanz)

MisoSoup 2 F.Spice

Octopus 2 PileWm + 2 Roast (a little easier to produce if you have  citizen MacClean)

P.Pourri LuckCndy + ShaveIce + F.Spice + Frizbee

PanPizza 4 SprRib

PwrFood 3 ShaveIce  or 2 Medicate (use this one if you have citizen Hanz)

ShaveIce 2 Unagi (not necessary after you have the whale)

Stamina F.Spice + 2 Tuna (easy if you have citizen Daiye)

WiseBL Stamina + 2 Tuna (easy if you have citizen Daiye)

 -=-=-==========================- Othello -============================-=-

If you invite the carpenter that builds treehouses into your town, you canuse all those Tolens you're finding (there are 12 that I know about). TheTolens have no other use. Mr. B likes to collect equipment, and sitting ontwo 4x4 othello boards are pieces of equipment. Open squares in which toplace Tolens ring the outside, and on 4 center squares are the equipmentitems. Whatever sits inbetween 2 Tolens, you have won, and can ask for it atthe front desk. To place a Tolen, talk to the person next to the board, anda Tolen will be dropped randomly on one of the remaining empty outsidesquares for that board.

The boards look like this: ....  .12.  .34. . = Empty square  ....

The number labels the item that sits on that square. Denote the board in theback room as B, and the front one as A. The items that you can win are:

  Spot Item Spot Item------------------------------------------------------------------  1A TigerSD 1B KingOfDR  2A LopOffWP 2B ThndrST  3A IceBW 3B RainbwRB

  4A ShinyHT 4B GiantSH

Although you only strictly require 8 Tolens to clear both boards, and can

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

  -=-=-==========================- Gossip -============================-=-

If you invite carpenter C to your town (the one who builds Arabian stylehouses), he will set up a bar where old men gather to talk about the recordsyou've set. Specifically, they can tell you:

- How many times you've been through other people's dressers (only counting  the ones which read, 'Isn't there anything here?......'). The same  dresser may be counted multiple times for each time you rummage through

  it.

- Who it would be a good idea to take with you as a party member in future  scenarios. This advice seems to be completely random.

- How many times you've gone fishing and hunting.

- How many Herbs (medicine) you've purchased.

- How much time you've been playing the game, precise to the minute.

- How many battles you triggered, regardless of the battle's outcome. Using  Sweh does not add a multiple count to a single battle.

- How many treasures you've obtained.

- How many times you have lost a battle.

My own personal records are (maxima and minima):

  (41..1200) Times through other people's dressers

  (5..30) Fishing sessions, (30..105) Hunting sessions

  (382..5566) Herbs purchased

  (28:40 .. 51:42) Hours playing time

  (440..1325) Encounters

  (45..117) Treasures

  (5..6) Times totally defeated

None of these statistics ever won me anything. If anybody out there has donebetter (or worse), let me know about it and also tell me if you ever wonanything because of it. As it looks now, these statistics are completely

useless.

All of the counts pertain to the entire time you've been playing the game, up

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to the present. As a bragging tool, this information would be a lot moreuseful if it was also given to you when you beat the game. Alas, it is notthat way. As such, this carpenter would be of infinitesimal practical use,except that he also becomes a bartender. He can sell you a drink which willraise the Cond. of all party members to Super. This service costs 600Z timesthe number of party members in your group.

  -=-=-=====================- Fishin' & Huntin' -======================-=-

Scattered about the overworld map are spots where you may occasionally seea fish jumping out of water. Rustling bushes also pop up occasionally. Ifyou activate one of these fish/game spots, you will engage yourself in a

fishing or hunting session.

Fishing spots are always at predesignated shore locations, while huntingspots seem to be assigned random forest/grass locations. To each map sectionthere are (0..1) fish spots. Activity for all spots is reset to off when youenter the overworld. Activity is reevaluated only after leaving combat. Insuch a reevaluation, activity of all other map sections (ones other thanwhere you are now) is reset, and there is a moderate probability that thelocal fish spot will be made active, if your Hero is in the lead of thewalking order.

The only exceptions to the above generation rules are the secret spots whichcan be reached only through TownShip citizens.

The probability that a game spot will be made active is independent of thefish spot calculation, and results is a random grass/forest square on screenbeing made an active game spot (not necessarily within the current mapsection). This is done by choosing a random location for the game spot onthe overworld (in your vicinity) when you return from battle. If that spotcan support game (i.e. it is not ocean, lake, mtns., etc..) then we have agame spot. Otherwise, no game spot appears on the map. From this, we seethat in order to go hunting, it is a good idea to pick an area with a lot ofgrassland/forest about you. Contents of the game spot is INDEPENDENT of mapsection, but it does seem to be dependent on the LV of the hero (only a fewspecies show up at very low level. When you activate a game spot, you go toHuntsvil.

After using a fish/game spot, you return to the overworld and theactivity of all spots is once again turned off, unless you returned from abattle that was triggered in Huntsvil. In this case, repeat the fish/gamespot generation algorithm.

  - - - - - - - - - - - - - Fishing - - - - - - - - - - - -

Only the hero can activate a fish spot, and then may only fish if he isequipping a rod in one Etc. slot and a bait item in the other. You must

also have a free slot in your inventory. In a fish spot you might find someof the following species:

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Lure refers to the item of bait that can be used to grab the attention of aparticular species of fish.

Note: Although G8Bait is not listed, as a lure it will elicit an immediateresponse from all species of fish. It would be the ultimate lure, exceptthat Maniro cares only for Gold, and the Tsr.Box couldn't care less.

Name Lures How to recognize----------------------------------------------------------------------------

Tiny, thin fish which swim quickly near the surface:-----------------------------------------------------Srdine Worm Light blueUnagi Worm Lavender

Medium-sized and thin, they swim quickly and start at medium depth:--------------------------------------------------------------------Bait Worm Lavender

Makrl Worm Light blue

Medium-sized and wide, they move slowly and start at medium depth:-------------------------------------------------------------------Minnow Urchin Striped, bright orangeTuna Urchin Striped, dull orange

Large fish which swim slowly near the seabed:-----------------------------------------------PileWm Urchin GraySnper Urchin,Shrimp Pink

Maniro Gold Fishman creature, swims very quickly directly

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

Tsr.Box Urchin Treasure chest, sits immobile on the seabed

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

While nothing is on the line, you may also jerk back the bait with the 'A'button. This may be done ad infinitum. This moves the bait back along astraight line towards the tip of the pole. If you hold 'A' for more than 1/2a second, you stop pulling and you must pull again. If you let the bait siton the seabed for more than about a second, the line gets away.

To get something on the line, you must either snag the intended object if itis immobile, or grab its attention with the bait you're casting. What thecondition is for grabbing the fish's attention is, I don't know.

When you get something on the line, you will see two HP meters, one for theHP of your pole, and one for the object. Your pole will always start at mHPat the beginning of every tug of war, and the objects in the water all begin

with mHP when you enter the FishSpot, but HPs lost from previous reelings arenot replenished. Neither meter decreases unless you pull, but the objectwill generally move away from you if you don't pull, and if the object

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reaches the seabed, you will lose your bait just as if you had nothingon the line.

For each pull, your pole loses a random number of HP, as does the object,Unless the object has 0 HP left. The random number your pole loses isreduced somewhat if the object has no HP left. When your pole has 0 HP left,the line snaps. You can pull for a maximum of half a second before you must

pull again. While you pull, the object on the line either moves towards youor does not move, but cannot move away from you. Because of this, you wantto reel in the item using the fewest number of pulls, which requires goodtiming. If you pull while the object is on the surface and the object ismobile, there is a chance it may leap out of the water away from you (try toavoid this).

  - - - - - - - - - - Location of Fish Spots - - - - - - - - - -

Following is a listing of all map sections where you can fish, and the

contents of each location. There are 31 FishSpots that I know of. To findthe exact spots where the fish are in a given map section, look for themagenta spots on the overworld map picture I have drawn

Type name contents----------------------------------------------------------------------Tiny Srdine x8, Unagi x5Mix Srdine, Unagi, Minnow, Tuna, Bait, Makrl, PileWmBigmix Makrl x2, Tuna x2, PileWm, Snper, Bait x2, Unagi x2Full Unagi x4, Srdine x4, Makrl x2, Snper, Tuna x2, Minnow

Bait Bait x13

Sardine Srdine x1Snapper Snper x1Nothing No fish

Map section assortment type / special contents-----------------------------------------------------------------------------I0 (Isle of Giants) Bigmix Tsr.Box(F)D2 (SW of WildCat) Full Maniro(B)G2 (N of Capitan) MixJ2 (NW of Windia) Mix

N2 (W of Surfy's Hut) Bigmix Tsr.Box(C)F3 (E of SimaFort) SnapperN3 (NE of Coursair) Tiny Maniro(A)E4 (S of SimaFort) Bait

F4 (W of SkyTower) SnapperH4 (NE of SkyTower) Sardine Tsr.Box(G)C5 (W of Sea of Trees) Full Maniro(E)F5 (NW of W.Cape) Sardine Maniro(C)

H5 (E of Showcave's south exit) Nothing Tsr.Box(E)K5 (Mt.Maori Island) BigmixL6 (W of HomeTown) Tiny

E7 (bridge to FogValy) Full

H7 (W of Tunlan) Full Maniro(F)

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L7 (N of TownShip) Mix Tsr.Box(A)M7 (E of TownShip) Bait Tsr.Box(B)F8 (NE of FarmTown) Mix

G8 (SW of Tunlan) BaitH8 (NW of Guntz) Snapper Maniro(H)H9 (SW of Guntz) Tiny

J9 (SE of Guntz) Bait

L9 (1st Island W of Highfort) Bigmix Tsr.Box(H)O9 (SE of Highfort) SardineE10 (SW of Cotlnd) Tiny Maniro(G)O10 (NE of BlueRm) Nothing

L11 (E of St.EvaCh Island) MixN11 (W of ThvsTomd) Bait Maniro(D)C12 (NW of Bando) Full Tsr.Box(D)

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

  (refer to TownShip section)

Tsr.Box contents (treasure chests)--------------------------------------A = IronBRB = EmpireSD (be sure to get this treasure BEFORE the demons escape from  Gate; TownShip doesn't have enough space to land in this area)C = JahARD = MoonDropE = LifeARF = LoveBR

G = TolenH = Tolen

Maniro's Goods (what Maniro will sell to you when you catch him)------------------------------------------------------------------

Reachable as soon as you get to Coursair:------------------------------------------------A:SilverDR, IronML, KnightHT, SilkGL, IronSH

Reachable when you get to western continent:----------------------------------------------B:BusterSD, WiseRB, NationHT

Reachable by leapfrogging after WitchTwr:------------------------------------------------------C:Cond.Up, F.Spice, ShaveIce, Frizbee, Medicate, Firerock, KmikzeBL, Icechunk

Sea travel required:----------------------------------D:BrassST, ThundrRP, LopOffWP, MystryHT, SlashGL

E:FastShoe, HolfSF, HeroBT, KramerBR

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

Reachable by leapfrogging after SkyTower:---------------------------------------------G:BraveAR, SpiritRB, MedusaSH, ThndrGL

Flight required:--------------------------H:DamageSD, EmblemRP, WorthRG, SlicerDR

  - - - - - - - - - - - - - Hunting - - - - - - - - - - - -

There are 5 species of animal that live in Huntsvil: the bird, pig, deer,

Grizzly, and Beak. All but the Beak leave behind an item when you kill them.Not all of these species are immediately discoverable. Your Hero must reacha threshold level before each species begins to appear:

Immediate: Pig,Deer LV 11: Bird LV 15: Grizzly LV 33: Beak

These thresholds have not been very accurately determined, since theprobability of finding a new species rises from zero gradually near thethreshold. The one exception to this scheme is Azusa's secret huntinggrounds, which are always fully stocked with wildlife.

All party members can enter Huntsvil, but only Katt, Bow, Bleu, and the IronMan can hunt. Their methods differ somewhat. Katt swings her staff to hit

an animal in an adjacent spot. Bow and the Iron Man can shoot up, down, leftor right. Bow has a range of 4, and the Iron Man has a range of 5. Bleu'smethod leaves much to be desired however (unless you're hunting forCharcoal). Katt's range is a definite disadvantage, but once you get luckand hit something, killing it is a snap - just keep swinging as fast as youcan. To kill an animal, you need to hit it a certain number of times, whichis the same regardless of who is hunting (other than Bleu):

  Bird 1  Pig 2  Deer 2  Beak 6  Grizzly 8

Hunting is difficult because all animals except the Beak have at least aspeck of intelligence. They will (understandably) try to run from you if youget too close. The Beak will charge at you. The Grizzly also charge atyou, but only if you hit it - otherwise it will run. If you touch the Beakor the Grizzly, you will engage it in combat. When an animal moves off theedge of the screen in Huntsvil, it is gone forever (don't wait for it to comeback).

The bird does not immediately make an appearance, but if you slay an animalthere is a small chance it may fly onto the screen while the item from therecently slain animal's remains still rest on the ground. The bird may

appear more than once, but at most once for each animal you kill. TheBeak, on the other hand, keeps coming back for more - regardless of whatyou do (damn thing won't stay dead!). If you kill it, another will enter

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Huntsvil after a little while. The Beak is also an annoyance in that itwill steal any items sitting on the ground by charging at them.

When an animal dies, it leaves behind an item. This item will stick arounda little while, flicker, and then disappear. The contents change dependingon how early you pick it up:

  Right away ... ... Flickering (Gone)-----------------------------------------------------------------------Pig Roast Meat Liver Beef

Deer Roast Meat Tendon Beef

Grizzly SprRib Roast Liver Beef

bird Egg Chkn Tendon Beef

If you try picking an item up and see that you don't want it yet, just refuseto pick it up, and try again a short while later.

  -=-=-======================- Spoils of War -=======================-=-=-

Each enemy type has treasure class and a treasure set associated with it.Treasure class is a number in (0..7) which sets the probability that theenemy will carry treasure. The treasure set is the possible set of treasuresthat the enemy can carry. A set consists of a common and a rare item.

Sometimes, the rare item is the same as the common one. For example,Biruburu has the following treasure set and class:

3:(Herb,HelpBL)

This means that Biruburu is class 3, usually awards an Herb, and on rareoccasions will award a HelpBL. As listed below, class 3 implies that thereis a 3/128 chance of winning the common item, and a 1/128 chance of getting therare item.

There are about 200 unique enemy types in BoF2, but there are only 64distinct treasure sets. Many enemies award the (Herb,HelpBL) set, but mostsets are much less common and are carried by one a particular enemy type.For example, only N.Rider has the (MedusaSH,NoTwinRP) set, and this is theonly known way you can obtain the NoTwinRP item (the MedusaSH ain't badeither, but you can _buy_ that).

The exact mechanics of treasure awards are as follows:--------------------------------------------

Before a battle, for each enemy:

Make a roll (0..255). Check to see If that roll is less than the enemy'streasure threshold. Every enemy has a treasure class:

Class Threshold0 11 2

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2 43 84 165 326 647 255

If the roll is also 0 mod 4, then the enemy has a rare treasure. Otherwise,the treasure is common. This means that for each treasure class, we have thefollowing probabilities:

Class P(treasure) P(common) P(rare)---------------------------------------------------------0 1/256 0 1/2561 1/128 1/256 1/2562 1/64 3/256 1/2563 1/32 3/128 1/1284 1/16 3/64 1/645 1/8 3/32 1/32

6 1/4 3/16 1/167 255/256 191/256 1/4

During the battle, every time you kill an enemy, we check to see if thatenemy had treasure. If so, the treasure for the battle is set to what thatenemy had, regardless of what the treasure for the battle had beenpreviously. If two enemies have treasure (very unlikely), only the last onewith treasure to die will count for the battle.

What does this mean to you? If you're looking to win a specific treasure:

1) Fight the enemy with the highest treasure class that awards that item, and  fight an enemy which awards that item as a common treasure, if

  possible. In practice, most enemies are class 2 or 3, with 6 being  the highest - A.Sludge awards a treasure once in every 4 battles.  I think class 7 was defined in the code only for internal testing  purposes.

2) Use Sten's Djinni transform to 'Sweh' until you find the enemy you'relooking for.

3) It's always possible to win a rare treasure from an enemy, just incredibly  unlikely. If you're looking for a treasure which is only available  as a rare, it's the same to you whether the enemy's class is 0, 1,  or 2. Dig in - it's going to be awhile.

4) You can win at most one treasure per battle. Enemies which run away don't  count, so kill the sought after enemies right away if you think  they're going to run. If you run away, you don't get anything.  This much is obvious just from playing BoF2.

5) You're more likely to win a treasure when you fight multiple instances of  the enemy, since the roll for each enemy is made independently of  the others. So, look for battles where there are many enemies of  the type you're looking for. A battle with 2 or 3 of that enemy  means you're roughly 2 or 3 times more likely to win treasure. The  probability is slightly less than directly proportional, because a  rare treasure may be overwritten with a common one from that same

  enemy type, but if you work it out, it's always still to your  advantage to fight the bigger groups.

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6) Always kill the enemies of the type you're looking for last, to avoid the  possible overwriting of the desired treasure with something else from  a different enemy type.

  - - - - - - - - - - Treasure Sets - - - - - - - - - -

As mentioned above, there are only 64 distinct treasure sets among all theenemies in BoF2. One of these is empty. The remaining 63 are:

Item set Enemies awarded by------------------------------------------------(Herb)  Numerous enemies...

(Antdt)  Numerous enemies...

(Herb,HelpBL)

  Numerous enemies...

(CureAl)  Eaterman, Meedid, Tri.eye, Venusfly, Basilisk, Warrior, Goldfly

(LifePl)  M.Mummy(1), Archer, Stamen, W.Bear, D.Spider, Zombie, Algernon

(Stamina)  Cuttlecb, H.Crab, Fatty, Baba(1)

(LuckCndy)  Seenates(1), Ryusight

(PwrFood)  D.Fly, Pepshun

(Dinker,MisoSoup)  Pima, Gallop, Hemoglod

(EarthAR,LoveBR)  Cancer, E.Dragon, Conch

(Shaker)  Catfish, G.Shaker

(LopOffWP,ElmoreSD)  Aruhamel

(IceChunk)  Needle, Headhutr

(Charm,ShinyBR)  Banbhand, Gargoyle, Chorking

(LoveBR,LifeBR)  P.Dragon

(GutsBT,HeroBT)  Atlas, Villagrs

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(MoonDrop)  Dinabehm, Maindstr, Kiyhood, Ganet

(WFruit,WiseBL)  Poltrgst, Arachnod, Cotris, Paladin

(StoneAR,HeroAR)

  M.Golem, Dadelous

(GutsBT)  Docaden

(DreamBR)  Soulflik, Necroman

(D.Earing,WorthRG)  Humus, Munmar

(SkullBR)

  Pharaoh, Ralooba

(CloakKN,LopOffWP)  C.Bear

(FireRock,BraveAR)  G.Idol

(Frizbee)  Dinafung

(IronSH,StarSH)  C.Kameo, Cyclops

(SkullBR,CrsntSD)  Lyverma

(MystryHT)  Aruban, Footman(2)

(SteelAR)  Corpse

(Herb,SilverDR)  Trikster

(CharmSH,SilverAR)  Beetle, M.C.Tusk

(Biscuit,SlicerDR)  Rapider, Assasin

(MeowST)  Carm

(Medicate,FireRG)  Fastman, Monoped

(DemonDR,ElmoreSD)  Kimaira, D.Spirit, Sheef, Skeleton

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(MedusaSH,NoTwinRP)  N.Rider

(Extract,TigerSD)  Barucuda

(WiseBL,LopOffWP)

  Jacky

(SacredSH,ArmyGL)  K.Sludge, Barubary

(IceChunk,FrozenAR)  Amonica

(Bandana)  Roadslug, R.Slug

(AmberRG,SacredSH)

  Ifeleet(1)

(PwrFood,MamothCL)  Bighand, Mamot

(GuardSH,NinjaML)  Dragoon

(BronzeSD,JahAR)  Kimoto

(SilverHT,WisdomRB)  Magicmas, Babaruku

(StoneAR,EarthAR)  S.Golem(1), S.Idol, Ganga

(Stamina,ArmyGL)  G.Rider, Racegude

(KmikzeBL,DemonDR)  Amom

(IronML,SlashGL)  G.Lizard, Kuwadora

(Gold)  Devilkid, Mimic, P.Eater, K.Goblin

(ArmyGL,9-TailWP)  Zodiac

(BreathAR,BlndedAR)  Darious

(ThornWP,GlassDR)  M.Knight, B.Ogre, Titong

(WhiteSH,SilverAR)  D.Brnger

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(HolySH)  Hellion, Anubus

(LifePl,ElemntAR)  E.Sludge

(BronzeHT,IronSH)

  Ogre, R.Guard, Footman(1)

(WizardRG,FireRG)  Sireen, Nimufu

(SokletAR,CrmsnCL)  D.Crsdr, DPaladin, Soldier

(Extract,Van.Ext)  Stinger, Trout, Crodworm, Sniphead, Gonghead(2), A.Sludge, J.Worm

(Charm)

  Stooly, S.Goblin

  -=-=-======================- Know Your Enemy -=======================-=-

This section is a complete listing of all the enemies in BoF2, includingtheir stats, actions they use, prizes for defeating them, and where to findthem. A few enemies listed here remain to be found anywhere - I only knowabout them through examination of BoF2's source code.

The enemy stats which I have been able to measure are:

HP - maximum Hit Points of the enemy. All enemies start out with a full  hit point bar, and may not have more HP than their mHP (just like  party members). These values are exact.

AP - maximum Ability Points. For all enemies which can cast spells, mAP  tells how much AP they start out with (works the same way as with  party members). Being low on AP does not prevent the enemy from  attempting to cast a spell (sometimes they try to cast spell which  costs more than their mAP - several times! These enemies give new  meaning to the term artificial intelligence) These mAP values are  exact.

Ms - Magic susceptibility. Actually this is a derived stat, calculated from  the enemies Wis stat as 4-[Wis/32], but I can measure Ms directly,  whereas I can't measure Wis directly. Anyway, Ms gives an  approximate measure of the enemy's Wis stat (+/-16 points). The  lower Ms is, the less damage the enemy takes from spells (refer to

  the spell damage algorithm), and the higher the probability that  spells cast on the enemy will fail if they _can_ fail. Most Ms -3  enemies are completely immune to a lot of useful spells, such as

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  Death, Drain, and Def.Down. Ms is also an approximate measure that  spells cast by the enemy will succeed. (Death cast by an enemy of Ms  -3 always succeeds, unless the target is immune to death). These  values are exact.

Atk - Attack rating. This can range from (0..511) and works slightly  differently than it does for your allies, but the gist is the same.

  (TODO). These values are exact.

Def - Defense rating. This can range from (0..511) and works exactly the  same way as it does for party members (as it pertains to attacks FROM  party members, anyway). Refer to the algorithm for damage from  attacks by party members for more details. The values are exact.

Type - Enemy type. This determines the elemental multipliers which apply  to the enemy:

  Spirit 2x damage from holy attacks, 1/2 damage from all  other attacks which aren't undefendable

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

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

  Undead 2x damage from holy and fire

  Flying 2x damage from vacuum

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

  Refer to the 'Damage Algorithms' section for more details

Agi - Agility rating of the enemy, from (0..511). Determines the order in  which combatants will take action is a round of combat. Refer to the  'Stats' section for more details. These values are exact.

Luck - Luck rating of the enemy, from (0..255). Used for various probability  functions, such as the chance of making a 'Slammed' attack.  These values are exact.

Actions - A listing of the actions which the enemy can do, plus the  conditions which must be met for the action to be used, if there are  any. All enemies have the option to attack unless otherwise noted.  The effects of these actions is described in the 'Spells' and  'Actions' section. If the enemy only attacks and uses Defense, I  write '...' here. There exists a very small chance that these lists  are not complete yet.

XP - The experience point award for defeating that enemy. You do not win  this is if the enemy runs away. The exact amount won by a party  member is slightly different and is dependent on the relation between  the Hero's level and the party member's level. Refer to the  'Experience and Levels' section for more details. These values are  exact.

Z - The number of coins won from defeating that enemy in battle. Unlike  experience points, there is nothing strange in how this is handled:

  the amount added to the party's gold supply is just the sum of the  coin values of the enemies defeated. These values are exact.

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

  H Hometown Area  c Coursair Area

  x on the Path to Windia  n Northwest

  w Windia  N North  S Simafort Area  R Rivers south of Simafort

  V Valley east of Windia Bridge  F Far northwestern Peninsula  t Tunlan island  M Mt.Maori island

  T Sea of Trees  Z Guntz island  d Highfort Desert  D Great Desert

  I Tropical Islands  f Farmland Area  B path to Bando  E Final Areas

  r N.Rider Island  G Isle of Giants

  All other locations are by place name as shown on the main command  screen. I put a star before the location name if the battle is 'to  the death', and one which can only be fought a finitely predetermined  number of times (as with bosses). A caret refers to a battle to the  death which you can fight as many times as you wish (Huntsvil, for  example). The special location 'Demo' means that you see the enemy  in the Demo sequence which runs automatically from the title screen  if you just let the game sit for a while.

Full Immunity - A property which makes the enemy immune to most spell damage.  Refer to the 'Damage Algorithms' section for more details.

Item - The explanation of this is a section unto itself. Refer to the  'Spoils of War' section above. The format of this field is  treasure class:(Common,Rare).

The standard presentation format of this data for each enemy is:

-----------------------------------------------------------------------------[.Name.] {type} [HP] [atk] [Agi] [Z] [XP]

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  {AP} [def] [ms] [items...]  [luck]  {full immunity}

  [Actions...]  [Locations...]

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

Example:

-----------------------------------------------------------------------------Devilkid (fiery) HP 32 Att 38 Agi 29 XP 6 Z 20  AP 20 Def 22 Ms 0 2:(Gold)  Luck 8  full immunity

  ...  Outside:cnF

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

(Devilkid is an fiery type enemy: takes 2x damage from ice and 1/2 damagefrom fire, but has full immunity, so most spells will deal 0 damage to it.Devilkid can only attack, and has 22 mHP, 29 Agil, and 22 Def. This enemyoccasionally gives up Gold when defeated. You find it outside in theCoursair area, northwest, and far northwest peninsula.)

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

A.Sludge HP 900 Atk 270 Agi 190 XP 3000 Z 950  AP 100 Def 55 Ms +4 6:(Extract,Van.Ext)  Luck 40

  8.0  Outside:G

-----------------------------------------------------------------------------Algernon HP 1549 Atk 115 Agi 51 XP 1980 Z 1200  Def 51 Ms 0 4:(LifePl)  Luck 30

  ColdBrth(24)  *OwlWoods (The award listed here is for defeating Algernon,  Suiky, and Danielle. This battle is unique in that  it is the only one in which the opposition may be  revived. Defeating an enemy more than once adds  nothing to your award.)

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

  actions for each round.)

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

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Amom HP 531 Atk 281 Agi 132 XP 2322 Z 897  AP 172 Def 138 Ms -2 2:(KmikzeBL,DemonDR)  Luck 45

  Eggbetr, Typhoon  Infinity

-----------------------------------------------------------------------------Amonica HP 110 Atk 151 Agi 43 XP 194 Z 147  AP 14 Def 125 Ms +4 2:(IceChunk,FrozenAR)  Luck 33  full immunity

  Freeze  SkyTower

-----------------------------------------------------------------------------Anubus (undead) HP 137 Atk 186 Agi 138 XP 555 Z 279  AP 34 Def 63 Ms +1 1:(HolySH)

  Luck 36

  RotBrth, Freeze  ThvsTomd

-----------------------------------------------------------------------------Arachnod (icy) HP 81 Atk 73 Agi 54 XP 56 Z 32  AP 10 Def 35 Ms +4 2:(WFruit,WiseBL)  Luck 16

  Psn.Brth  SimaFort

-----------------------------------------------------------------------------Archer HP 300 Atk 250 Agi 130 XP 300 Z 100  Def 130 Ms -1 1:(LifePl)  Luck 40

  Eggbetr  *St.EvaCh

-----------------------------------------------------------------------------Aruban (icy) HP 119 Atk 99 Agi 63 XP 117 Z 88  AP 10 Def 55 Ms -2 1:(MystryHT)  Luck 25

  Eggbetr, Hush  UpaCave, FogValy, Namanda, SkyCave

-----------------------------------------------------------------------------Aruhamel HP 1600 Atk 175 Agi 100 XP 3200 Z 1000  AP 1000 Def 75 Ms -3 2:(LopOffWP,ElmoreSD)  Luck 80

  (amnesia), Cure 2, SwtBrth, Psn.Brth  *Memory

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

Assasin HP 152 Atk 207 Agi 100 XP 794 Z 415  AP 30 Def 88 Ms -1 2:(Biscuit,SlicerDR)  Luck 39

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  Def-Down  St.EvaCh

-----------------------------------------------------------------------------Atlas HP 189 Atk 134 Agi 67 XP 260 Z 96  AP 20 Def 55 Ms +4 2:(GutsBT,HeroBT)

  Luck 35

  Def-UpX, Miss  Mt.Maori

-----------------------------------------------------------------------------Augus HP 680 Atk 43 Agi 12 XP 150 Z 300  AP 16 Def 18 Ms -1 0:(Herb)  Luck 28

  (save strength), Cure 1  *Coliseum

  (Augus takes 2 actions each turn.)

-----------------------------------------------------------------------------B.Ogre (fiery) HP 342 Atk 187 Agi 87 XP 483 Z 224  AP 10 Def 30 Ms -1 2:(ThornWP,GlassDR)  Luck 35

  CtrAttck, FireBrth(40)  FogValy

-----------------------------------------------------------------------------B.Roach HP 165 Atk 78 Agi 62 XP 60 Z 33  AP 20 Def 44 Ms +4 4:(Herb,HelpBL)

  Luck 20

  ...  ^SimaFort

-----------------------------------------------------------------------------Baba(1) HP 169 Atk 39 Agi 20 XP 150 Z 100  Def 20 Ms +2 5:(Stamina)  Luck 21

  CtrAttck  *TagWoods

-----------------------------------------------------------------------------Baba(2) HP 96 Atk 88 Agi 28 XP 20 Z 20  Def 82 Ms +4 0:(Herb)  Luck 12

  ...  Demo (Katt fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------Babaruku HP 2500 Atk 300 Agi 100 XP 3800 Z 5000  AP 256 Def 131 Ms -3 5:(SilverHT,WisdomRB)  Luck 42

  Drain, Bolt-X, Def-Down, Missile, Hush, Fireball, Hail, Pwr.Down,  Ag-Down

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  *Gate

-----------------------------------------------------------------------------Banbhand (icy) HP 154 Atk 115 Agi 77 XP 181 Z 106  AP 25 Def 50 Ms -2 2:(Charm,ShinyBR)  Luck 30

  Zombie, Psn.Atck, Cure 2  Outside:M, Namanda (Cure 2 is used if an ally has lost at least  [mHP/4] HP.)

-----------------------------------------------------------------------------Barubary HP 5000 Atk 380 Agi 90 XP 4000 Z 5000  AP 65535 Def 140 Ms -1 4:(SacredSH,ArmyGL)  Luck 80

  CtrAttck, attack all, ColdBrth(88), FireBrth(88), Bolt X  *ShowCave, *Infinity

  (Explaining Barubary is a bit complicated.)

  (The first time you fight, you are expected to lose.)

  (The second time, the battle ends automatically when  Barubary takes more that 1250 points of damage.)

  (Barubary heals himself between the second and third times  if you choose not to fight him alone the third time.  Otherwise, he does not heal.)

  (Barubary's attack power increases(?) when rHP drops  below 1000.)

-----------------------------------------------------------------------------Barucuda (flying) HP 153 Atk 153 Agi 134 XP 392 Z 306  AP 14 Def 44 Ms +1 2:(Extract,TigerSD)  Luck 28

  Eggbetr, Typhoon  Namanda, SkyCave

-----------------------------------------------------------------------------Basilisk HP 170 Atk 111 Agi 83 XP 262 Z 84  AP 12 Def 59 Ms +2 1:(CureAl)  Luck 25

  Eggbetr, Def-Down  Outside:Td

-----------------------------------------------------------------------------Beak(1) HP 50 Atk 22 Agi 15 XP 5 Z 5  AP 10 Def 40 Ms +2 0:(Herb)  Luck 1

  ...  *Gate (This enemy is fought in the prologue - you can't kill this  creature - any damage you do to it beyond 50HP is reduced to 0.

  Any damage it does to you is curbed down so that you  always have at least 1 HP left. This enemy dies automatically when  you begin to stoop.)

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-----------------------------------------------------------------------------Beak(2) HP 20 Atk 22 Agi 10 XP 4 Z 4  Def 20 Ms +4 0:(Herb)  Luck 2

  ...

  ^Huntsvil

-----------------------------------------------------------------------------Beetle HP 102 Att 90 Agi 56 XP 10 Z 192  Def 73 Ms +4 2:(CharmSH,SilverAR)  Luck 22

  BuildUp  Outside:t

-----------------------------------------------------------------------------BigHand (icy) HP 953 Att 291 Agi 111 XP 2650 Z 424

  AP 30 Def 152 Ms +2 1:(PwrFood,MamothCL)  Luck 46

  Eggbetr, Def-Down  Infinity

-----------------------------------------------------------------------------Biruburu HP 34 Att 37 Agi 23 XP 9 Z 5  Def 23 Ms +4 3:(Herb,HelpBL)  Luck 5

  CtrAttck  Outside:c

-----------------------------------------------------------------------------Bloodskr (icy) HP 38 Atk 39 Agi 30 XP 12 Z 8  AP 10 Def 23 Ms +4 2:(Herb,HelpBL)  Luck 8

  Sap  Outside:V, Mt.Rocko

-----------------------------------------------------------------------------Bouncer HP 250 Atk 72 Agi 39 XP 50 Z 40  Def 40 Ms +1 -  Luck 28

  ...  ^WildCat (If you leave WildCat and revisit, you may fight  this enemy again)

-----------------------------------------------------------------------------Bugbear HP 38 Atk 38 Agi 27 XP 12 Z 10  Def 22 Ms +4 1:(Antdt)  Luck 16

  Miss  Outside:V, TagWoods

-----------------------------------------------------------------------------Bush HP 500 Atk 1 Agi 255 XP 200 Z 0

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  AP 255 Def 10 Ms +4 0:(Herb)  Luck 5

  --  *FarmTown (This enemy does not take any actions, and takes  only 33% damage from normal spell damage. (33% =  84/256).)

-----------------------------------------------------------------------------C.Bear HP 253 Atk 115 Agi 78 XP 203 Z 128  AP 6 Def 60 Ms +4 2:(CloakKN,LopOffWP)  Luck 28

  Atk-Up  Outside:T

-----------------------------------------------------------------------------C.Kameo (aquatic) HP 219 Atk 246 Agi 70 XP 776 Z 205  AP 30 Def 164 Ms 0 2:(IronSH,StarSH)

  Luck 39

  ???  ??? (The source code indicates that this enemy exists, but I  haven't ever found one. Have you? - it would look like the  Conch enemy if it existed.)

-----------------------------------------------------------------------------C.Sludge HP 7 Atk 4 Agi 300 XP 1502 Z 51  AP 10 Def 500 Ms -1 2:(LifePl,ElemntAR)  Luck 21

  Runaway

  Outside:FMZdt, W.Tunnel, Highfort, Dream, Namanda

-----------------------------------------------------------------------------Cancer (fiery) HP 186 Atk 219 Agi 81 XP 595 Z 193  AP 50 Def 132 Ms +4 1:(EarthAR,LoveBR)  Luck 36

  Freeze  Outside:D, JackDoor

-----------------------------------------------------------------------------Carm (spirit) HP 190 Atk 254 Agi 139 XP 1260 Z 590  AP 175 Def 133 Ms -1 2:(MeowST)  Luck 44

  Freeze, Hail  Infinity

-----------------------------------------------------------------------------Catfish (aquatic) HP 105 Att 62 Agi 51 XP 102 Z 54  AP 12 Def 30 Ms +2 1:(Shaker)  Luck 24

  Def-Up  Outside:SR

-----------------------------------------------------------------------------Chairman HP 1000 Atk 20 Agi 200 XP 200 Z 9

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  Def 1 Ms -1 0:(Herb)  Luck 5

  ???  ??? (The source code indicates that this enemy exists, but I  haven't ever found one. Have you? - I'm not sure exactly  what this enemy would look like if it existed.)

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

  ...  *DryWell (This battle ends when either the Chiroru or Villagrs  dies.)

-----------------------------------------------------------------------------Chorking (flying) HP 25 Atk 265 Agi 500 XP 3200 Z 1613

  AP 10 Def 500 Ms -3 3:(Charm,ShinyBR)  Luck 40

  Psn.Brth, RotBrth  Outside:G

-----------------------------------------------------------------------------Conch (aquatic) HP 284 Atk 265 Agi 73 XP 1350 Z 316  AP 50 Def 195 Ms -1 1:(EarthAR,LoveBR)  Luck 44  full immunity

  Pwr.Down

  Infinity

-----------------------------------------------------------------------------Corpse (undead) HP 25 Atk 25 Agi 14 XP 5 Z 7  Def 15 Ms +4 1:(SteelAR)  Luck 4

  Miss  Mt.Fubi

-----------------------------------------------------------------------------Cotris (icy) HP 234 Atk 203 Agi 95 XP 570 Z 223  AP 42 Def 89 Ms +1 2:(WFruit,WiseBL)  Luck 37

  CtrAttck, Hush  Outside:ZB

-----------------------------------------------------------------------------Creon HP 280 Atk 58 Agi 33 XP 60 Z 50  Def 34 Ms +2 0:(Herb)  Luck 12

  Eggbetr  *DryWell

-----------------------------------------------------------------------------Crodworm (icy) HP 151 Att 164 Agi 81 XP 715 Z 208

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  AP 35 Def 66 Ms +1 1:(Extract,Van.Ext)  Luck 34

  Tornado, Typhoon  Outside:f, SkyTower, SkyCave

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

Cuttlecb (icy) HP 74 Att 86 Agi 47 XP 93 Z 30  AP 12 Def 45 Ms +2 1:(Stamina)  Luck 26

  Def-Up  W.Tunnel

-----------------------------------------------------------------------------Cyclops HP 950 Atk 280 Agi 63 XP 2880 Z 100  AP 50 Def 130 Ms +3 2:(IronSH,StarSH)  Luck 48

  Atk-Up  Outside:Er, ForValy, Infinity

-----------------------------------------------------------------------------D.Brnger (undead) HP 207 Att 110 Agi 62 XP 353 Z 135  AP 12 Def 70 Ms +1 2:(WhiteSH,SilverAR)  Luck 35

  Death  Outside:r, Highfort, Dream

-----------------------------------------------------------------------------D.Crsdr HP 264 Atk 213 Agi 77 XP 762 Z 512

  AP 50 Def 124 Ms 0 1:(SokletAR,CrmsnCL)  Luck 39

  Def-UpX, Cure 4, Shield  St.EvaCh (Cure 4 is used if an ally has lost at least [mHP/4]  HP)

-----------------------------------------------------------------------------D.Fly (flying) HP 65 Atk 42 Agi 44 XP 20 Z 14  AP 10 Def 26 Ms +2 1:(PwrFood)  Luck 12

  ...  Outside:xnwF

-----------------------------------------------------------------------------D.Spider (undead) HP 186 Atk 211 Agi 84 XP 451 Z 187  AP 21 Def 93 Ms +2 2:(LifePl)  Luck 37

  Runaway  Bando, ThvsTomd

-----------------------------------------------------------------------------D.Spirit (spirit) HP 164 Atk 214 Agi 89 XP 625 Z 312

  AP 10 Def 83 Ms -3 1:(DemonDR,ElmoreSD)  Luck 38

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  Sap, Drain  Bando

-----------------------------------------------------------------------------Dadelous HP 513 Atk 350 Agi 1 XP 2024 Z 700  AP 26 Def 158 Ms -3 2:(StoneAR,HeroAR)  Luck 48

  Atk-Up  Infinity

-----------------------------------------------------------------------------Danielle HP 100 Atk 100 Agi 200 see Algernon  AP 65535 Def 5 Ms +3 0:(Herb)  Luck 9

  Cure 2  *OwlWoods

-----------------------------------------------------------------------------Darious (aquatic) HP 254 Atk 181 Agi 87 XP 772 Z 210  AP 15 Def 73 Ms +4 2:(BreathAR,BlndedAR)  Luck 34

  BuildUp  SkyTower

-----------------------------------------------------------------------------Deathevn HP 10000 Atk 400 Agi 138 XP 0 Z 0  AP 1000 Def 140 Ms -2 0:(Herb)  Luck 80

  Explode/ColdBrth(88), Death, (disappear), (god's power), BoneLzr  *Infinity

  The first time you fight this battle, the enemy does nothing but  Explode. The first battle doesn't end until you cast Anfini.  Explode is not used thereafter.

  (god's power is used only if Deathevn's rHP != mHP, and BoneLzr may  only be used if rHP < 4000. At the start of this battle, all party  members get the benefit of rest, formation is set to Normal, and  the Hero is moved to the lead position, if necessary.)

-----------------------------------------------------------------------------Dethpede HP 136 Att 55 Agi 37 XP 26 Z 16  AP 10 Def 30 Ms +4 3:(Antdt)  Luck 11

  Psn.Brth  Outside:wN

-----------------------------------------------------------------------------Devilkid (fiery) HP 32 Att 38 Agi 29 XP 6 Z 20  AP 20 Def 22 Ms 0 2:(Gold)  Luck 8  full immunity

  ...  Outside:cnF

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-----------------------------------------------------------------------------Dinabehm HP 299 Atk 200 Agi 86 XP 1270 Z 220  AP 30 Def 78 Ms 0 1:(MoonDrop)  Luck 36

  S.Boom

  Outside:I, JackDoor

-----------------------------------------------------------------------------DinaFung HP 289 Att 76 Agi 72 XP 284 Z 76  AP 6 Def 44 Ms +2 2:(Frizbee)  Luck 23

  Thunder  Outside:tdZ

-----------------------------------------------------------------------------Dir.HR HP 160 Atk 42 Agi 255 XP 169 Z 1

  AP 20 Def 10 Ms +4 0:(Herb)  Luck 18

  ...  *Coliseum

-----------------------------------------------------------------------------Docaden (icy) HP 31 Atk 40 Agi 6 XP 9 Z 8  AP 5 Def 28 Ms +4 2:(GutsBL)  Luck 9

  Spark  TagWoods

-----------------------------------------------------------------------------DPaladin HP 309 Atk 266 Agi 83 XP 1414 Z 642  AP 36 Def 144 Ms 0 2:(SokletAR,CrmsnCL)  Luck 44

  Cure 4, Hush  Infinity  (If there is an ally who has lost more than  [mHP/4] HP, Cure 4 is used on that ally.)

-----------------------------------------------------------------------------Dragoon (fiery) HP 234 Atk 245 Agi 109 XP 1260 Z 685  AP 15 Def 119 Ms +1 2:(GuardSH,NinjaML)  Luck 43

  FireBrth(40)  Infinity

-----------------------------------------------------------------------------E.Dragon (flying) HP 680 Atk 321 Agi 99 XP 3920 Z 685  AP 100 Def 138 Ms -2 2:(EarthAR,LoveBR)  Luck 45

  Eggbetr, FireBrth(40), Curse

  Infinity

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

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E.Sludge HP 13 Att 21 Agi 8 XP 1 Z 2  Def 13 Ms +4 2:(Herb)  Luck 1  ...  Outside:HF, Dream, Infinity

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

Eaterman (icy) HP 32 Atk 36 Agi 28 XP 7 Z 6  AP 10 Def 21 Ms +2 1:(CureAl)  Luck 6

  SwtBrth  Outside:cV, TagWoods

-----------------------------------------------------------------------------Fastman HP 145 Att 1 Agi 80 XP 65 Z 3  AP 12 Def 33 Ms +4 2:(Medicate,FireRG)  Luck 1

  S.Boom, Fireball, Bolt X, Hail  W.Tunnel, Highfort (This enemy has a lot a high powered spells,  but can't use most of them.)

-----------------------------------------------------------------------------Fatty HP 492 Atk 130 Agi 92 XP 1600 Z 0  AP 30 Def 0 Ms -3 3:(Stamina)  Luck 33

  Runaway  (queen)

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

Footman(1) HP 100 Atk 30 Agi 16 XP 50 Z 100  Def 10 Ms +1 2:(BronzeHT,IronSH)  Luck 22

  CtrAttck  Trout

-----------------------------------------------------------------------------Footman(2) HP 954 Atk 220 Agi 92 XP 1500 Z 600  AP 164 Def 135 Ms 0 3:(MystryHT)  Luck 35

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

-----------------------------------------------------------------------------G.Idol (fiery) HP 369 Atk 269 Agi 1 XP 1220 Z 480  AP 43 Def 126 Ms -3 2:(FireRock,BraveAR)  Luck 38

  BuildUp, Fireball  Outside:IDE

-----------------------------------------------------------------------------G.Lizard HP 118 Atk 96 Agi 63 XP 112 Z 83

  AP 12 Def 45 Ms +4 2:(IronML,SlashGL)  Luck 23

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  Atk-Up  Outside:tdZ, W.Tunnel, Highfort

-----------------------------------------------------------------------------G.Rider (undead) HP 325 Atk 220 Agi 102 XP 1650 Z 515  AP 12 Def 118 Ms 0 2:(Stamina,ArmyGL)  Luck 41

  Death  Infinity

-----------------------------------------------------------------------------G.Roach (icy) HP 1990 Atk 80 Agi 49 XP 500 Z 0  Def 12 Ms -2 1:(Herb)  Luck 25

  ...  *SimaFort

-----------------------------------------------------------------------------G.Shaker (icy) HP 209 Atk 95 Agi 50 XP 321 Z 63  AP 15 Def 45 Ms +4 1:(Shaker)  Luck 24

  8.0  W.Tunnel

-----------------------------------------------------------------------------Gallop HP 202 Atk 178 Agi 170 XP 398 Z 138  AP 32 Def 64 Ms +2 2:(Dinker,Misosoup)  Luck 34

  ColdBrth(40), FireBrth(40)  Outside:f

-----------------------------------------------------------------------------Ganet HP 5 Atk 1 Agi 511 XP 500 Z 2  AP 50 Def 511 Ms -3 0:(MoonDrop)

  full immunity

  Cure 2, Atk-Up, Hush  Outside:ZB, Infinity

-----------------------------------------------------------------------------Ganga HP 258 Atk 154 Agi 1 XP 500 Z 120  AP 15 Def 80 Ms +4 2:(StoneAR,EarthAR)  Luck 28

  8.0  Mt.Maori, Dream

-----------------------------------------------------------------------------Gargoyle (flying) HP 165 Atk 158 Agi 117 XP 603 Z 305  AP 14 Def 53 Ms +1 2:(Charm,ShinyBR)  Luck 30

  Cure 2, FireBrth(24)  SkyCave (Cure 2 is used if an ally has lost more than [mHP/4]  HP.)

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-----------------------------------------------------------------------------Ghoul (undead) HP 48 Atk 40 Agi 22 XP 16 Z 11  AP 10 Def 24 Ms +4 2:(Antdt)  Luck 11  Miss  Mt.Rocko

-----------------------------------------------------------------------------GoldFly(1) (flying) HP 65535 Atk 75 Agi 511 XP 0 Z 0  Def 40 Ms -3  Luck 20

  Eggbetr  *SimaFort (This battle ends automatically after 4 rounds, and  and a single parting attack by GoldFly.)

-----------------------------------------------------------------------------GoldFly(2) (flying) HP 580 Atk 82 Agi 90 XP 520 Z 400

  Def 65 Ms -3 6:(CureAl)  Luck 26

  CtrAttck, Eggbetr, (interrupt: 1/4)  *SimaFort

-----------------------------------------------------------------------------Gonghead(1) HP 21 Att 22 Agi 18 XP 3 Z 3  Def 18 Ms +4 2:(Herb)  Luck 2

  ...  Outside:H, Dream

-----------------------------------------------------------------------------Gonghead(2) HP 1000 Atk 172 Agi 172 XP 2600 Z 1211  AP 32 Def 0 Ms -3 5:(Extract,Van.Ext)  Luck 40

  Cure 4, Freeze  Outside:G (Cure 4 is used if HP is less than or equal to  [mHP/4].)

-----------------------------------------------------------------------------Guardeye(1) (fiery) HP 538 Atk 208 Agi 170 XP 1600 Z 1000  AP 64 Def 169 Ms -2 0:(Herb)  Luck 70

  Cure 3/Flame  *St.EvaCh (This enemy in the front casts Cure 3 only. The one  at the bottom does nothing but Flame.)

-----------------------------------------------------------------------------Guardeye(2) (icy) HP 538 Atk 208 Agi 102 XP 1600 Z 1000  AP 504 Def 169 Ms -2 0:(Herb)  Luck 70

  Freeze

  *St.EvaCh (This is the enemy in the back.)

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

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Grizzly HP 25 Atk 20 Agi 200 XP 200 Z 9  Def 1 Ms -1 0:(Herb)  Luck 5

  ...  ^Huntsvil

-----------------------------------------------------------------------------Guardian HP 468 Atk 175 Agi 70 XP 2400 Z 700  AP 128 Def 60 Ms -1 0:(Herb)  Luck 35

  Ag-Down, Hush, Def-Down, Pwr.Down  *SkyCave

-----------------------------------------------------------------------------H.Crab (aquatic) HP 102 Att 86 Agi 17 XP 120 Z 42  AP 20 Def 70 Ms +4 2:(Stamina)  Luck 26

  Freeze  Outside:R, W.Tunnel

-----------------------------------------------------------------------------H.Fly (flying) HP 30 Atk 51 Agi 55 XP 20 Z 8  AP 10 Def 13 Ms +4 2:(Herb,HelpBL)  Luck 12

  Psn.Atck, Curse  Outside:S, WitchTwr, Highfort

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

Harpy(1) (flying) HP 27 Att 37 Agi 29 XP 9 Z 14  AP 8 Def 21 Ms +4 2:(Herb,HelpBL)  Luck 7

  Cure 1  Outside:V, TagWoods

-----------------------------------------------------------------------------Harpy(2) (flying) HP 140 Att 48 Agi 0 XP 64 Z 80  Def 0 Ms -3 0:(Herb)  Luck 9

  ...  Demo (Bow fights this enemy in the Title Demo.)

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

  ???  ??? (The source code indicates that this enemy exists, but I  haven't ever found one. Have you? - it would look like the  Nimufu enemy if it existed.)

-----------------------------------------------------------------------------Hellion HP 920 Atk 389 Agi 103 XP 4020 Z 1355  AP 50 Def 159 Ms -1 2:(HolySH)

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  Luck 55

  CtrAttck, Curse, FireBrth(55)  Infinity

-----------------------------------------------------------------------------Hemoglod HP 40 Atk 41 Agi 51 XP 180 Z 0

  AP 40 Def 24 Ms +4 2:(Dinker,MisoSoup)  Luck 12

  Runaway  (queen)

-----------------------------------------------------------------------------Hood(1) HP 82 Atk 45 Agi 35 XP 45 Z 50  Def 24 Ms +3 0:(Herb)  Luck 8

  Backup

  *Mt.Rocko (Backup is used upon dying.)

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

  ...  Demo (Nina fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------Humus (spirit) HP 237 Atk 229 Agi 108 XP 915 Z 422  AP 7 Def 102 Ms -1 2:(D.Earing,WorthRG)

  Luck 41

  SwtBrth, Death  Infinity (Relax, Humus doesn't have enough AP to cast Death.)

-----------------------------------------------------------------------------Hunchbak HP 16 Atk 23 Agi 18 XP 2 Z 3  Def 14 Ms +2 2:(Herb)  Luck 1

  ...  Outside:H

-----------------------------------------------------------------------------Ifeleet(1) (fiery) HP 714 Att 350 Agi 102 XP 3460 Z 620  AP 80 Def 156 Ms -2 2:(AmberRG,SacredSH)  Luck 45

  FireBrth(40), Fireball  Infinity

-----------------------------------------------------------------------------Ifeleet(2) HP 160 Att 180 Agi 110 XP 12000 Z 5656  AP 200 Def 0 Ms 0 3:(Antdt)  Luck 35

  Fireball  Demo (The Hero fights this enemy in the Title Demo.)

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-----------------------------------------------------------------------------J.Fish (aquatic) HP 63 Att 78 Agi 120 XP 52 Z 24  AP 5 Def 28 Ms +4 3:(Antdt)  Luck 17

  Runaway

  Outside:R

-----------------------------------------------------------------------------J.Worm HP 1103 Atk 75 Agi 52 XP 440 Z 200  AP 10 Def 48 Ms 0 2:(Extract,Van.Ext)  Luck 29

  CtrAttck, SwtBrth, Psn.Brth  *SimaFort

-----------------------------------------------------------------------------Jacky HP 4 Atk 159 Agi 100 XP 111 Z 333

  AP 10 Def 500 Ms -3 2:(WiseBL,LopOffWP)  Luck 31  full immunity

  Cure 1  Memory

-----------------------------------------------------------------------------Jailer HP 460 Atk 78 Agi 44 XP 288 Z 200  AP 50 Def 45 Ms +1 0:(Herb)  Luck 30

  Cure 3, Spark, CtrAttck

  *SimaFort

-----------------------------------------------------------------------------Joker (fiery) HP 580 Atk 43 Agi 24 XP 300 Z 200  Def 38 Ms +1 0:(Herb)  Luck 30

  Psn.Chop  *Mt.Rocko (All party members get the benefit of rest before  this battle.)

-----------------------------------------------------------------------------K.Goblin HP 46 Atk 50 Agi 38 XP 19 Z 17  AP 12 Def 24 Ms +1 1:(Gold)  Luck 11

  Def-Down, Runaway  Outside:wN

-----------------------------------------------------------------------------K.Sludge HP 1000 Atk 300 Agi 500 XP 7000 Z 5000  AP 500 Def 150 Ms -3 3:(SacredSH,ArmyGL)  Luck 50

  Death

  Outside:G

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

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KARI HP 1000 Atk 20 Agi 200 XP 200 Z 9  Def 1 Ms -1 0:(Herb)  Luck 5

  ???  ??? (The source code indicates that this enemy exists, but I  haven't ever found one. Have you? - I'm not exactly sure

  what this enemy would look like if it existed.)

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

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

-----------------------------------------------------------------------------Kimaira (fiery) HP 989 Att 306 Agi 129 XP 3725 Z 552

  AP 30 Def 140 Ms -1 2:(DemonDR,ElmoreSD)  Luck 42

  CtrAttck, FireBrth(40)  Outside:E, JackDoor

-----------------------------------------------------------------------------Kimoto (aquatic) HP 75 Att 49 Agi 41 XP 27 Z 18  AP 20 Def 36 Ms +4 2:(BronzeSD,JahAR)  Luck 28

  Def-Up, Atk-Up  Outside:wN

-----------------------------------------------------------------------------Kiyhood (aquatic) HP 188 Atk 189 Agi 85 XP 469 Z 232  AP 13 Def 97 Ms +2 1:(MoonDrop)  Luck 37

  Psn.Brth, RotBrth, SwtBrth  Outside:B, Namanda, ThvsTomd

-----------------------------------------------------------------------------Kuwadora (fiery) HP 1650 Atk 81 Agi 53 XP 1600 Z 800  AP 500 Def 48 Ms 0 4:(IronML,SlashGL)  Luck 43

  Shimmy, (interrupt: 1/2, 1/4)  *SimaFort

-----------------------------------------------------------------------------Leech (icy) HP 19 Atk 24 Agi 16 XP 2 Z 2  AP 10 Def 10 Ms +4 1:(Herb)  Luck 2

  ...  Outside:H, Mt.Fubi

-----------------------------------------------------------------------------Lyverma (spirit) HP 289 Atk 221 Agi 100 XP 1172 Z 201  AP 40 Def 105 Ms -3 3:(SkullBR,CrsntSD)

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  Luck 39

  Curse, Sap  Bando

-----------------------------------------------------------------------------M.C.Tusk (icy) HP 1520 Atk 168 Agi 66 XP 2700 Z 1300

  AP 500 Def 70 Ms -1 4:(CharmSH,SilverAR)  Luck 35

  (rumble), Cure 2  *Circus

-----------------------------------------------------------------------------M.Golem HP 307 Atk 269 Agi 1 XP 790 Z 300  AP 0 Def 112 Ms -3 1:(StoneAR,HeroAR)  Luck 37

  Spark

  Outside:ZIfE, FogValy, JackDoor

-----------------------------------------------------------------------------M.Knight HP 6 Atk 211 Agi 160 XP 666 Z 666  AP 10 Def 511 Ms -3 1:(ThornWP,GlassDR)  Luck 39  full immunity

  Cure 1  St.EvaCh

-----------------------------------------------------------------------------M.Mummy(1) (undead) HP 47 Att 52 Agi 57 XP 30 Z 23

  AP 5 Def 31 Ms +1 2:(LifePl)  Luck 13

  Cold, Spark  WitchTwr, Highfort

-----------------------------------------------------------------------------M.Mummy(2) (undead) HP 70 Att 37 Agi 0 XP 12000 Z 5656  AP 70 Def 45 Ms +2 0:(Antdt)  Luck 28

  Cold, Spark  Demo (Jean fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------Maindstr (spirit) HP 220 Atk 228 Agi 100 XP 832 Z 270  AP 33 Def 88 Ms -3 1:(MoonDrop)  Luck 38

  Hush, Freeze  Bando

-----------------------------------------------------------------------------Magicmas (flying) HP 228 Def 202 Agi 62 XP 1652 Z 557  AP 20 Def 98 Ms 0 2:(SilverHT,WisdomRB)

  Luck 43

  Fireball, Hail, Typhoon

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  Infinity

-----------------------------------------------------------------------------Mamot (icy) HP 736 Atk 257 Agi 92 XP 1724 Z 302  AP 15 Def 69 Ms +2 1:(PwrFood,MamothCL)  Luck 41

  Eggbetr, 8.0  Outside:EB

-----------------------------------------------------------------------------Meedid (icy) HP 175 Atk 127 Agi 69 XP 332 Z 167  AP 20 Def 63 Ms +2 2:(CureAl)  Luck 27

  SwtBrth  Outside:M, Mt.Maori

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

Mimic HP 69 Atk 69 Agi 42 XP 38 Z 46  AP 20 Def 38 Ms -3 3:(Gold)  Luck 18  full immunity

  Zombie  SimaFort, Dream, Namanda, FogValy

-----------------------------------------------------------------------------Monoped (fiery) HP 68 Atk 57 Agi 35 XP 38 Z 21  Def 39 Ms +4 2:(Medicate,FireRG)  Luck 14

  ...  WitchTwr

-----------------------------------------------------------------------------Munmar (spirit) HP 800 Atk 105 Agi 73 XP 1150 Z 2000  AP 10 Def 50 Ms -3 2:(D.Earing,WorthRG)  Luck 31

  Horror  *W.Tunnel

-----------------------------------------------------------------------------N.Rider HP 1000 Atk 400 Agi 230 XP 5000 Z 3000  AP 500 Def 208 Ms -3 3:(MedusaSH,NoTwinRP)  Luck 80

  Typhoon, Hail, Fireball  Outside:r

-----------------------------------------------------------------------------Necroman (undead) HP 2400 Atk 260 Agi 100 XP 3800 Z 2000  AP 96 Def 132 Ms -2 4:(DreamBR)  Luck 68

  Zombie, Death, Sap, RotBrth

  *Bando

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

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Needle (icy) HP 181 Atk 175 Agi 79 XP 394 Z 192  AP 30 Def 67 Ms +1 2:(IceChunk)  Luck 33

  CtrAttck, Shield, Def-UpX  SkyTower, FogValy, Namanda

-----------------------------------------------------------------------------Nimufu HP 550 Ack 62 Agi 45 XP 400 Z 400  AP 128 Def 40 Ms +4 5:(WizardRG,FireRG)  Luck 20

  Thunder, Spark, SwtBrth, Cure 1  *WitchTwr

-----------------------------------------------------------------------------Ogre HP 80 Att 57 Agi 40 XP 50 Z 33  AP 10 Def 43 Ms +2 2:(BronzeHT,IronSH)  Luck 15

  Cure 1, CtrAttck  WitchTwr

-----------------------------------------------------------------------------Oldman HP 312 Atk 0 Agi 120 XP 200 Z 9  AP 65535 Def 160 Ms -2 0:(Herb)  Luck 1

  --  *StEvaCh (this enemy doesn't take any actions)

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

P.Dragon (spirit) HP 999 Atk 478 Agi 133 XP 6630 Z 3000  AP 200 Def 162 Ms -3 2:(LoveBR,LifeBR)  Luck 62

  CtrAttck, Fireball, RotBrth  Infinity

-----------------------------------------------------------------------------P.Eater (undead) HP 128 Atk 156 Agi 72 XP 152 Z 220  AP 5 Def 107 Ms -2 3:(Gold)  Luck 33

  Runaway  Memory, FogValy, Namanda

-----------------------------------------------------------------------------P.Spider HP 200 Atk 42 Agi 30 XP 30 Z 30  AP 10 Def 20 Ms +3 0:(Herb)  Luck 12

  Psn.Atck  *Mt.Rocko (The character in the lead of the walking order will  become posioned just before fighing this enemy.)

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

Paladin HP 496 Atk 252 Agi 77 XP 1000 Z 800  AP 300 Def 70 Ms -2 2:(WFruit,WiseBL)  Luck 30

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  Shield, Def-UpX  *FarmTown

-----------------------------------------------------------------------------Palo HP 90 Atk 28 Agi 511 XP 50 Z 9  AP 100 Def 20 Ms -1 0:(Herb)

  Luck 5

  ...  *Mt.Fubi

-----------------------------------------------------------------------------Peach HP 40 Atk 28 Agi 510 XP 50 Z 9  Def 20 Ms -3 0:(Herb)  Luck 5

  ...  *Mt.Fubi

-----------------------------------------------------------------------------Pepshun (icy) HP 133 Atk 120 Agi 70 XP 720 Z 0  AP 20 Def 67 Ms +4 3:(PwrFood)  Luck 28

  Cure 4, FireBrth(24)  (queen)

-----------------------------------------------------------------------------Pest HP 10 Atk 27 Agi 30 XP 7 Z 10  Def 10 Ms +4 0:(Herb)  Luck 5

  ...  *Ruins

-----------------------------------------------------------------------------Pharaoh (undead) HP 150 Att 31 Agi 68 XP 263 Z 164  AP 30 Def 52 Ms -1 2:(SkullBR)  Luck 27

  Freeze, Cold, RotBrth  Highfort

-----------------------------------------------------------------------------Pima HP 161 Atk 109 Agi 121 XP 158 Z 62  AP 20 Def 42 Ms +1 2:(Dinker,MisoSoup)  Luck 23

  Ag-Up  Outside:t

-----------------------------------------------------------------------------Pollen (fiery) HP 69 Atk 50 Agi 63 XP 97 Z 18  AP 30 Def 25 Ms +4 1:(LifePl)  Luck 25

  BuildUp, Spark, Flame  Outside:StMTdZ, Highfort, Mt.Maori, Namanda

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-----------------------------------------------------------------------------Poltrgst (spirit) HP 57 Atk 80 Agi 60 XP 89 Z 30  AP 26 Def 51 Ms +1 1:(WFruit,WiseBL)  Luck 18

  ...  SimaFort

-----------------------------------------------------------------------------Portal HP 1530 Atk 160 Agi 70 XP 2400 Z 1250  AP 500 Def 65 Ms -3 0:(Herb)  Luck 46

  Typhoon, Tornado, FireBrth(40)  Highfort (All normal spell damage heals this enemy instead  of damaging it.)

-----------------------------------------------------------------------------Puti HP 40 Atk 28 Agi 509 XP 50 Z 9

  Def 20 Ms -3 0:(Herb)  Luck 5

  ...  *Mt.Fubi

-----------------------------------------------------------------------------R.Guard HP 189 Atk 216 Agi 172 XP 832 Z 251  AP 40 Def 71 Ms -3 2:(BronzeHT,IronSH)  Luck 34

  Runaway  Outside:B, Namanda, SkyCave, JackDoor, St.EvaCh

-----------------------------------------------------------------------------R.Slug (icy) HP 241 Atk 201 Agi 102 XP 206 Z 521  AP 100 Def 76 Ms +2 2:(Bandana)  Luck 40

  Spark  Namanda, St.EvaCh

-----------------------------------------------------------------------------Racegude (spirit) HP 281 Atk 253 Agi 113 XP 1626 Z 515  AP 50 Def 124 Ms -3 2:(Stamina,ArmyGL)  Luck 42

  Sap  Infinity

-----------------------------------------------------------------------------Ralooba (undead) HP 273 Atk 123 Agi 78 XP 296 Z 159  AP 41 Def 61 Ms +4 2:(SkullBR)  Luck 26

  Psn.Brth  Highfort

-----------------------------------------------------------------------------Rapider (flying) HP 148 Atk 150 Agi 102 XP 349 Z 163  AP 16 Def 64 Ms -1 1:(Biscuit,SlicerDR)

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  Luck 31

  FireBrth(24)  Dream, Memory

-----------------------------------------------------------------------------Ray HP 65535 Atk 120 Agi 76 XP 0 Z 0

  AP 100 Def 200 Ms -2 0:(Herb)  Luck 80

  (etherstorm)  *St.EvaCh (This battle ends only when the Hero casts G.Drgn.)

-----------------------------------------------------------------------------Roach HP 100 Atk 30 Agi 12 XP 32 Z 15  Def 18 Ms +4 0:(Herb)  Luck 15

  (get up:60%)

  *Ruins

-----------------------------------------------------------------------------RoadSlug (icy) HP 176 Atk 132 Agi 79 XP 383 Z 175  AP 33 Def 48 Ms -2 1:(Bandana)  Luck 32

  S.Boom, Thunder  Outside:DB, Memory, SkyCave, JackDoor

-----------------------------------------------------------------------------Ryusight HP 1 Atk 123 Agi 83 XP 280 Z 0  AP 15 Def 0 Ms +4 2:(LuckCndy)

  Luck 30

  ...  (queen)

-----------------------------------------------------------------------------S.Goblin HP 16 Atk 27 Agi 23 XP 2 Z 6  Def 14 Ms +1 0:(Charm)  Luck 3

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

-----------------------------------------------------------------------------S.Golem(1) HP 452 Att 165 Agi 1 XP 489 Z 492  AP 20 Def 72 Ms -2 2:(StoneAR,EarthAR)  Luck 28

  Cure 1  Outside:tdZ

-----------------------------------------------------------------------------S.Golem(2) (fiery) HP 1600 Atk 282 Agi 1 XP 1624 Z 415  AP 500 Def 122 Ms -3 3:(Antdt)  Luck 5

  Fireball  *FarmTown

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-----------------------------------------------------------------------------S.Idol (icy) HP 218 Atk 62 Agi 1 XP 89 Z 41  AP 10 Def 39 Ms +4 1:(StoneAR,EarthAR)  Luck 32

  ColdBrth(40)

  Outside:S, Dream

-----------------------------------------------------------------------------Seenates(1) HP 145 Att 61 Agi 49 XP 66 Z 33  Def 45 Ms -2 3:(LuckCndy)  Luck 17

  Eggbetr  WitchTwr

-----------------------------------------------------------------------------Seenates(2) HP 42 Att 70 Agi 127 XP 0 Z 5656

  Def 44 Ms +4 0:(Antdt)  Luck 18

  ...  Demo (Sten fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------Sheef (undead) HP 154 Atk 193 Agi 92 XP 358 Z 314  AP 15 Def 74 Ms +4 1:(DemonDR,ElmoreSD)  Luck 36

  Zombie  ThvsTomd

-----------------------------------------------------------------------------Shupukay (spirit) HP 980 Atk 160 Agi 80 XP 2350 Z 1250  AP 511 Def 75 Ms -1 0:(Herb)  Luck 40

  Hush, S.Boom, Drain, Death, Thunder  *HighFort

-----------------------------------------------------------------------------Shupri (icy) HP 174 Atk 199 Agi 86 XP 331 Z 229  AP 20 Def 91 Ms +4 2:(Herb,HelpBL)  Luck 35

  Swt.Brth  Outside:I

-----------------------------------------------------------------------------Sireen (flying) HP 121 Atk 111 Agi 67 XP 159 Z 95  AP 15 Def 40 Ms 0 2:(WizardRG,FireRG)  Luck 22

  ...  UpaCave

-----------------------------------------------------------------------------Skeleton (undead) HP 271 Atk 258 Agi 105 XP 920 Z 521  AP 10 Def 125 Ms -3 2:(DemonDR,ElmoreSD)

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  Luck 43  full immunity

  Psn.Atck, Zombie  Infinity

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

Sniphead HP 68 Atk 44 Agi 37 XP 16 Z 16  AP 5 Def 36 Ms +1 1:(Extract,Van.Ext)  Luck 15

  BuildUp, Spark  Outside:xnF, Dream

-----------------------------------------------------------------------------Soldier HP 1250 Atk 235 Agi 70 XP 2000 XP 1200  AP 100 Def 130 Ms -1 3:(SokletAR,CrmsnCL)  Luck 42

  Atk-Up  *Evrai

-----------------------------------------------------------------------------Soulflik (spirit) HP 83 Atk 119 Agi 65 XP 269 Z 35  AP 29 Def 62 Ms 0 2:(DreamBR)  Luck 30

  Drain, Sap  Highfort

-----------------------------------------------------------------------------Stamen (icy) HP 183 Atk 62 Agi 48 XP 64 Z 32

  AP 10 Def 27 Ms +2 2:(LifePl)  Luck 16

  SwtBrth  Outside:S, Namanda

-----------------------------------------------------------------------------Stinger (icy) HP 105 Att 123 Agi 59 XP 140 Z 57  AP 30 Def 62 Ms +4 1:(Extract,Van.Ext)  Luck 24

  Cure 1, CtrAttck  UpaCave

-----------------------------------------------------------------------------Stone HP 9 Atk 20 Agi 1 XP 200 Z 0  Def 255 Ms -1 0:(Herb)  Luck 5

  --  *FarmTown (This enemy does not take any actions.)

-----------------------------------------------------------------------------Stooly (icy) HP 70 Atk 49 Agi 51 XP 24 Z 16  AP 30 Def 35 Ms -1 1:(Charm)

  Luck 13

  Ag-Down, Pwr.Down, Def-Down

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  Outside:N

-----------------------------------------------------------------------------Stump(1) HP 1000 Atk 30 Agi 100 XP 300 Z 0  AP 100 Def 1 Ms -1 0:(Herb)  Luck 5

  --  *FarmTown (This enemy does not take any actions.)

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

  --  Demo (Rand fights this enemy in the Title Demo.)

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

Suiky HP 100 Atk 100 Agi 200 see Algernon  AP 65535 Def 5 Ms +3 0:(Herb)  Luck 9

  Thunder  *OwlWoods

-----------------------------------------------------------------------------Terapin HP 1300 Atk 66 Agi 32 XP 300 Z 500  AP 100 Def 33 Ms -1 0:(Herb)  Luck 20

  Brainwav, FireBrth(24), (shake)

  *DryWell

-----------------------------------------------------------------------------Tiga HP 65535 Atk 310 Agi 200 XP 1 Z 1  Def 120 Ms -1 0:(Herb)  Luck 50  ...  *CotLnd (You are expected to lose this battle, but what  happens if you win?)

-----------------------------------------------------------------------------Titong HP 260 Atk 192 Agi 84 XP 590 Z 289  AP 20 Def 89 Ms +4 1:(ThornWP,GlassDR)  Luck 36

  Atk-Up, Def-Up  Outside:D, JackDoor

-----------------------------------------------------------------------------Torubo HP 110 Atk 85 Agi 72 XP 1750 XP 1000  AP 1000 Def 65 Ms -1 0:(Herb)  Luck 34

  Eggbetr  *Highfort (The first time you fight, this battle automatically

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

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

-----------------------------------------------------------------------------Tri.eye (icy) HP 205 Atk 183 Agi 66 XP 402 Z 176  AP 20 Def 75 Ms +4 2:(CureAl)  Luck 36

  Sap  Outside:f, Namanda

-----------------------------------------------------------------------------Trikster HP 32 Att 37 Agi 30 XP 11 Z 26  Def 26 Ms +4 2:(Herb,SilverDR)  Luck 10

  Runaway  Mt.Rocko, Outside:V

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

Trout HP 550 Atk 35 Agi 30 XP 1600 Z 1000  AP 100 Def 10 Ms -1 5:(Extract,Van.Ext)  Luck 25

  (steal), Def-Up, Eggbetr  *Trout  (Eggbetr is used only when the party runs out of  money from Trout's 'steal' attack.)

-----------------------------------------------------------------------------Tsi.Fly (flying) HP 22 Atk 34 Agi 24 XP 4 Z 3  AP 10 Def 15 Ms +4 2:(Antdt)  Luck 5

  Psn.Atck  Outside:cx

-----------------------------------------------------------------------------Uparupa (aquatic) HP 520 Atk 140 Agi 68 XP 1200 Z 800  Def 65 Ms -3 0:(Herb)  Luck 30

  CtrAttck  *UpaCave (This enemy does not take any actions, but will  never fail a roll to CtrAttck.)

-----------------------------------------------------------------------------V.Head HP 122 Atk 89 Agi 41 XP 112 Z 44  AP 14 Def 68 Ms +4 2:(Herb,HelpBL)  Luck 20

  Cure 2  W.Tunnel, Dream, FogValy, Namanda, SkyCave

-----------------------------------------------------------------------------Venusfly (icy) HP 161 Atk 112 Agi 51 XP 214 Z 61  AP 18 Def 55 Ms +4 3:(CureAl)  Luck 28

  FireBrth(24), BuildUp  Outside:MT, Mt.Maori

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-----------------------------------------------------------------------------Villagrs HP 5 Atk 20 Agi 100 XP 200 Z 200  Def 5 Ms -1 4:(GutsBT,HeroBT)  Luck 5

  *DryWell (This battle ends when either the Villagrs or Chiroru  dies. This enemy does not take any actions.)

-----------------------------------------------------------------------------W.Bear HP 73 Atk 48 Agi 35 XP 20 Z 23  AP 0 Def 35 Ms +4 1:(LifePl)  Luck 12

  CtrAttck  Outside:xnwF

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

Warrior HP 416 Att 216 Agi 86 XP 700 Z 1000  AP 128 Def 90 Ms -1 2:(CureAl)  Luck 30

  ???  ??? (The source code indicates that this enemy exists, but I  haven't ever found one. Have you? - it would look like the  Footman enemy if it existed.)

-----------------------------------------------------------------------------Widow(1) HP 22 Att 26 Agi 18 XP 5 Z 4  AP 10 Def 18 Ms +2 3:(Antdt)  Luck 4

  Psn.Atck  Mt.Fubi

-----------------------------------------------------------------------------Widow(2) HP 54 Att 60 Agi 22 XP 12000 Z 5656  AP 1000 Def 27 Ms +4 0:(Antdt)  Luck 10

  ...  Demo (Spar fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------Wildcat HP 610 Atk 60 Agi 64 XP 700 Z 400  AP 300 Def 42 Ms -1 -  Luck 25

  Dice, Chopchop  *WildCat

-----------------------------------------------------------------------------Willowsp (spirit) HP 44 Atk 41 Agi 39 XP 20 Z 11  Def 32 Ms +1 2:(Herb, HelpBL)  Luck 9

  Pwr.Down  Mt.Rocko

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-----------------------------------------------------------------------------Witch HP 250 Atk 62 Agi 35 XP 50 Z 0  AP 128 Def 30 Ms +4 -  Luck 20

  Spark, Cure 1, SwtBrth, Thunder  ^WildCat

-----------------------------------------------------------------------------Zodiac (aquatic) HP 890 Atk 441 Agi 142 XP 5290 Z 1220  AP 100 Def 151 Ms -2 2:(ArmyGL,9-TailWP)  Luck 60

  Firebrth(56), Coldbrth(56), Eggbetr  Infinity

-----------------------------------------------------------------------------Zombie (undead) HP 682 Atk 220 Agi 92 XP 1000 Z 500  AP 64 Def 93 Ms 0 2:(LifePl)

  Luck 30

  Drain, Sap  *Bando

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

  -=-=-======================- Tips and Tricks -======================-=-

To gain money quickly right after the prologue and while Bow is still in yourparty, go hunting. A Roast sells for 200 Z, which is about 30 times what youcan expect to win in a typical battle. You can also get 350 Z right off thebat by searching your room for 100C and taking the LifePl at the Ranger'sGuild.

To save yourself hardship, wander around to the East of Hometown and buildup your levels before returning Suzy to her master. Use this opportunity tohunt for Roasts as well. Level 10 is a good stopping point.

When you find the Gold in TagWoods, there's a nice FishSpot northeast ofCoursair where you can catch Maniro and get lots of bitchin' equipment. Butbe sure to bring a lot of money! (about 4000 Z is as much as you'll probablyneed - see above paragraph for how to obtain this much money quickly).

In the Coliseum, the treasure chest in Katt's room CAN be reached (Open thedoor to Katt's locker room before entering your own locker room, don'ttry to take the treasure, then come back for it later.), but since this

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

Also while you're in the coliseum, if you want to be able to keep that 1000 Zpayment without giving it to Rand, remember that Rand only enters the roomwhen you try to open the door to the arena. So, try to open the door first

and then open the chest. You may also want to put your party money supply inthe bank if you don't want Rand to take that either.

At the WildCat restaurant to can either learn Chopchop or get your mHPraised. Before entering this place, all inventories and equipment listsare saved, and restored upon exit or death. In WildCat, you must passthrough a series of checkpoints. At each checkpoint, you may choose toeither obeys the rules posted there, or disobey and fight your way past aBouncer. At the end of the trip, you'll meet Mr.Wildcat himself. Justbefore this you will be asked how you want your food prepared:

  Rare - all party members take [rHP/4] pts of damage

  Medium - [rHP/2] points of damage to all

  Well Done - [3/4*rHP] points of damage to all

  If you do not choose, all party members are reduced to 1 HP (!)

The following things affect Wildcat's mood:

He begins with a mood of 120

For each rule: Disobeyed -8  Obeyed 0

After battling Wildcat, he asks you the following questions:

  Answer / Effect  ---------------------------------------------1: 'Are you mad...?' Yes -8 goto 2  No +4 goto 3

2: 'Will you forgive me' Yes 0 goto 5  No -4 goto 4

3: 'You are soft-hearted aren't you?' Yes +4 end  No -4 goto 4

4: 'Please forgive me, will you?' Yes 0 goto 5  No -2 goto 6

5: 'You won't take that back...?' Yes +4 end  No -2 goto 6

6: 'Do you forgive me?' Yes +4 end  No -2 goto 6

At the end of it all, you will receive an award depending of Wildcat's mood:

Mood >= 112 (yellow or better)

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  He will teach one party member Chopchop.

Mood <112 (orangish-yellow or worse)  He instead raises the mHP of all party members by 16 points.

Either bonus is pretty good, but if you're going with the mHP bonus, be sureto bring along Sten, Katt, and Nina. They'll need it the most. Note that

you cannot win either of these things after Jean requires the royal seal toprove his lineage, but you must still fight to get in. So be sure to taketime out to do this before visiting SimaFort.

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

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

In the top room of the bucket rides at SimaFort, there's a lot of hiddencash: 3000 Z. From the spot where the filled buckets rise through, search(0,-3), (-1,-3), and (-2,-3) from this spot (these spots are along theembankment).

At the carnival when you are asked to either supply 900k Z, or an Uparupa,you CAN pay the 900kZ, if you have it, but to collect this much money is acolossal waste of effort. You will end up fighting the ringleader anyway,and you will be out 900,000 coins.

To gain experience and gold quickly after you have the whale, I recommendvisiting the island of giants (northwest of Windia). There are three enemiesyou are likely to encounter: Gonghead(2), A.Sludge, and Chorking. Chorkingis easy is you use items which cast damage-dealing spells, since fullimmunity does not apply in this case. These items can be bought in Guntz.Or, if you have the Chopchop attack, use that instead. The other two can bedefeated after a lot of hacking and slashing. Heavy magic-users might wantto Hush or cast damage dealing spells on A.Sludge to speed up the process.A.Sludges are nice in that they can be Drained for lots of AP when your magicusers are running low.

In the unlikely event that you encounter K.Sludges, you're probably toast,unless you have the G.Drgn spell. They have armor and mHP like a tank, arefaster than a speeding bullet, and like to cast Death (and when they castDeath, it always works). In such a battle, running is probably not going tobe effective. Your best bet is to pile all the spell damage you can intothem - if you win you'll obtain an astronomical reward.

With all that money you'll be winning, you'll be able to buy things at thearmory in Guntz immediately. This stuff is the best that can be found until

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about the FarmTown scenario. And after you reach FarmTown, you'll be able tobuy some MedusaSHs with all that money you saved up!

The MedusaSH is probably the most useful shield there is: It casts Atk-Up(very nice), and is the strongest in terms of power. The MedusaSH can be

bought from Maniro on an island Fishspot. Getting to this island does notrequire the ability to fly - as soon as you can get to Farmtown, you canreach it - just bring along Jean and hop across the islands. If you'rehaving trouble triggering this Fishspot, remember that you need to enter abattle from the same map section where the Fishspot is - refer to the map fordetails. And, of course, you'll need to bring along a LOT of coins. AMedusaSH costs 50k, and you'll probably want as many of them as there areparty members who can equip them. These can also be dropped on rare occasionby N.Riders.

Boombada can be very difficult to obtain. You will be asked to playaccompaniment to a bell melody with a drum (button A), and a tuning fork(button B). The melody is 8 beats to a measure, 4 measures long:

  - - -- _ _ __ ___ _- _-_-  ........ ........ ........ ........

The accompaniment you must play to this is:

  -A-B-- A _B_A__ B ___B_-AB _-_-A A  ........ ........ ........ ........

If you manage to hit all the notes somewhere close to where they should be,

and don't play any extraneous notes, then you got it.

Holy weaponry can be a very useful thing to carry around in your inventory asa backup plan, since there are a few locations which are populated mostlywith those pesky spirit creatures. Spirits take 1/2 damage from just aboutanything that isn't holy, while holy damage counts double (a factor of 4difference in effectiveness!). The SilverDR, SoleSD, WonderRP, ElmoreSD,StarrSD, HolyRP, and NoTwinRP are all holy weapons, but most of them arehard to come by.

The EmpireSD is by far the strongest weapon in BoF2. You can reach it assoon as you can fly, but you'll need the CharmRod to have any luck fishing itout. Don't forget to get it, because when you no longer have the ability tofly the great bird, this Fishspot is off limits - TownShip can't get there(by the way, this is the only location that the great bird can get to whichTownShip can't).

There is a treasure room in WindiaFt that can be difficult to get to. Afteryou have the great bird, return and the door will be unlocked.

The SkullBR can also be hard to find. I still don't know what it does, butyou can find if you jump off the left side of the top floor of St.EvaCh

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instead of the right side where Habaruku jumps off.

Death is a wonderful spell. For creatures of magic susceptibility of 3 or 4,it's a guaranteed kill. For 0 or higher, it still has a pretty good chanceof success. The WorthRG casts Death, and you may buy as many of these as you

like from Maniro, as soon as you can fly. Since anyone can use items whichcast spells, I suggest buying 2 or 3 of them and having them readilyavailable for use when fighting magic susceptible creatures. Just rememberthat Death does not work at all in battles to the death, or against spiritand undead creatures.

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

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

The LifeBR seems to be the biggest secret in BoF2. You can only get it afterdefeating Barubary, but even so it is worth the effort. Barubary willchallenge the hero to fight alone. If you accept and win, you will get a

hint as to where it is, but not how to reach it. You'll need to bring alongKatt and Sten for their special skills - it is in the same room in which youdefeat Barubary. The LifeBR is the only item in BoF2 which prevents Death.As an added bonus, it also gives the wearer regeneration. Defeating Barubaryalone is not necessary to find this treasure, as Barubary only gives a hintas to its location.

My last piece of advice is that there are 3 endings to BoF2. The ending yousee is not dependent on the carpenter you choose. The paths you can takeare:  1) You deny your destiny.

  2) You fulfill your destiny.

  3) You discover what the machine in the well in TownShip does, and  you fulfill your destiny.

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

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Whenever you encounter a percent in a formula I have given, to get the exactanswer, do not multiply by (x/100), but instead by [x*256/100]/256. This isused because the [x*256/100] value can be calculated beforehand and put into atable, so that at runtime no division is necessary - it's all shiftoperations. For percents above 100%, subtract multiples of 100% until it islower than 100% to find the binary fraction.

The fraction to use, n/256, is calculated in one of two ways:

  1) if listed as (x)%, n = [x*256/100]

  2) if listed as <(x)%, n = [x*256/100]-1

For example, 323% = 3 + 23% = 3 + [58.88]/256 = 3 + 58/256  and <75% = ([192]-1)/256 = 191/256

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

The random number generator that Bof2 uses is an 8-bit number computediteratively using a 16-bit seed number:

This is the iterative function:

WORD seed = 0xbbd1;

BYTE rand( ){  WORD a = seed * 5;  a = (a << 8) + (a >> 8);

  seed = (((seed + a) & 0xff)<<8) + (a & 0xff);

  return a & 0xff;}

This function produces an even, if not perfect distribution of random numbers.It has a period of 41824 out of a possible 65536, before the sequence startsrepeating.

All slots are hit at least 143 times, but not more than 179 times during thisperiod, and the standard deviation from the average of 163 is about 1 part in16. It's not bad. A a CRC-16 algorithm would have been better - the periodwould be 65536, and the deviation from a perfect distribution would be 0, butit computationally more expensive and takes a lot of tweaking to make theoutput sequence look random.

Also, the seed number is updated by this function at least once per 1/60 sec.

For those not technically inclined, the gist of the above is that there islittle likelihood that changing your timing will affect your luck in any

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reasonable way. The random number generator is solidly built and there'snothing you can do to exploit it. If your not getting lucky, there's nothingI advise you can do about it, it's just your lot in life.

*Breath of Fire II: FAQ* by *BSiron* </users/BSiron/contributions> /*Sabin 2002* </users/ArchangelMalach/contributions>

*Updated:* 2001-05-20 | *Original File*<http://dw.cbsi.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http%3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fsnes%2Ffile%2Fbreath_of_fire_ii_b.txt>

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