Part 18: Chapter Fifteen: Bless
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Thankfully theres one person here who can tell us where the thief has got to.
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-Snip-
Music: 06 Were Rangers
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Just a little detail here Ray will only offer the Raise Dead spell if every villager was saved. If you accidentally kill a villager or return to Ray without finding all six missing people hell teach a party member the Rejuvenate spell instead, which is the second tier healing spell.
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With that we regain control of Ryu. Like Ray said, we can now talk to everyone in the party and decide what to do next.
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As Nero says, this little area now serves as a hub for all of the party members who arent in the active party. Theres more to this building that we havent seen, so lets get exploring.
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We can talk to everyone in the back room and get their opinions on learning Rays spell. There are a number of candidates we can rule out right from the start. Lin simply doesnt have the AP to cast the spell, so shes out. Bosch and Rand will both learn Raise Dead on their own after a while, so theres not much point in giving it to them. The only real possibilities are Sten, Ryu and Nina. Sten and Ryu have less than stellar AP pools (And Ryu will want to keep his AP very high due to a future game mechanic), meaning Nina is probably the best choice.
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And with that, Ray leaves. We can go back to the back room and find that everyone has something new to say.
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A nice little touch is that both Sten and Lin are true to their hyperactive personalities and move around a lot, whilst calm, placid Nina is content to stand in one place.
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Upstairs we find a series of rooms along a narrow corridor.
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They all look like this. These rooms belong to our party members and theyll hang out here when we dont need them. There are nine rooms in total spread out over three floors.
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Rand hangs out in his own room. He certainly did do an amazing job, turning a ruined heap into a multi-storey pad with seemingly no extra materials whatsoever.
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We can talk to Nero again and hell repeat what he said before, but this time a new screen will pop up after hes finished his spiel.
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We can now switch characters in and out of the party. Bow is still a wanted man, so he cant join us. We can have Rand back now, but unfortunately hes currently four levels lower than everyone else. Thats right, kids theres no exp leakage to inactive party members. If you leave a character behind they arent going to gain any levels. This is guaranteed to cause problems since nearly every character will be a mandatory party member at some point in the plot. There are no easy solutions to this well, no easy legitimate solutions anyway so the only thing you can really do is to periodically switch in weaker party members and grind them up to acceptable levels. This is made slightly easier because it is possible to switch party members at any Dragon Statue after this point.
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I decide to take Rand, Sten and Nina along for a short grinding trip to get Rand some levels.
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Having chosen the party members to accompany Ryu, the Formation screen appears. Ill run through them all one by one and explain the benefits and disadvantages of each. (According to the all-knowing spergs at GameFAQs, anyway)
First up is the Normal formation, which is the default. In Normal formation, the frontmost characters (Ryu) base damage modifier will be 130%. This goes for both damage dealt and damage taken. The second, third and fourth members (Rand, Nina and Sten) have modifiers of 100%, 90% and 70% respectively. In terms of where an enemys attack will fall, the higher a characters modifier is the greater their chance of being targeted and vice versa.
In other words, this formation works best with a spellcaster as the fourth member. They will almost never be hit and even if they are the damage will be reduced by about a third. This is the default formation of the game and it is entirely possible to complete Breath of Fire II without ever deviating from it.
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Next up is Scatter. In Scatter the first and second members have 120% damage modifier, the third has 100% and the fourth has 95%. In other words, this is a heavy-hitter formation that is best used when you arent including a spellcaster. Physically powerful fighters like Ryu, Lin and Rand are best suited to this formation.
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Defence is, as expected, a defensive formation. The modifiers in this case are 100% for the first member, 83% for the second and third and 75% for the fourth. If the enemy is really pounding the hell out of you and you just cant survive then this is the formation you want. As with Normal, this formation works well with a spellcaster as the fourth member.
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Lastly, we have Parallel. This is essentially a slightly more defensive version of Scatter. The modifiers are 120%, 100%, 90% and 83%.
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Anyway, its time to bring Rand up to speed. The best place to grind is currently around Capitan, so I head out there.
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Before
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And after! Thank god for Snes9Xs auto Fast-Forward option!
Rand learns Jolt, a lightning spell that Nina already knows. Nina herself learns Exit, a spell that teleports the party out of dungeons, and Lightning, the big spell Ganer used in the prologue to save Ryu from the Gunhead.
With everyone on the same level this looks like a good place to stop for now.