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Breath Of Fire 3

In Breath Of Fire 3 the characters are totally diffrent and they all cant change there appearance. The only character that can is Ryu. He again can transform into dragons but you can mix and match to make diffrent kinds of dragon forms. The characters are also diffrent too. In this portion I will show you how they are and there weapons. I will also show you some combinations with the dragon form you can make.

Ryu
Description:The Hero
Place of joining: Dauna Mines
Advantage:Ryu is a powerfull healer and assistor. Not only that. Ryu also takes full advantage in his skill to transform into a dragon.
Disadvantage:Using the dragon skill you cant use healing magic and cost AP each turn your in a dragon form.
Starting level:1
Remark:During the game you have to choose 3 party members out of 6 to take with you. You are always obligated to take Ryu with you
Action:Cut*

Teepo
Discription:Friend of Rei's who feels a close connection with Ryu Place of joining: McNeil village
Advantage:Powerful fighter and good attacking magic
Disadvantage:No really annoying disadvantages because he's not in the team for long
Starting level:1
Remark:Will leave the party forever very early in the game
Action:Kick*

Rei
Discription:Thief who finds Ryu somewhere in the forest
Place of joining: McNeil Villlage
Advantage:Very fast and much later in the game he'll turn out to be a powerful friend with the weretiger.
Disadvantage:Rather weak and in weretiger form he's out of control. You can control his weretiger with the "influence" ability wich can be learned by examaning "Boss Goblins" (Pink ones)
Starting level:5, after coming back he starts at level 20
Remark:Rei will leave together with Teepo, but will come back much later in the game.
Action:Pick Locks

Nina
Description:Princess of Wyndia.
Place of joining: Dungeon under Castle Wyndia
Advantage:Powerful dark magic
Disadvantage:Very weak
Starting level: 5
Action:*Enchant*

Momo
Description:Scatterbrained engineer
Place of joining: Strange tower
Advantage:Healer and assistor. Can take over the healing when Ryu is in dragon form
Disadvantag:Her bazooka is a very strong weapon but it misses easily. Momo is the one with the lowest accuracy. And also not very high defense.
Starting level: 10
Remark:Momo will live longer when placing her under master Fahl
Action: Shoot*

Peco
Description:Mutant onion
Place of joining: Dump
Advantage:None (His low level is nice to use for masters)
Disadvantage:He is a really misterious character. He starts out weak but if you spend the time he is really fun to have on the team.
Starting level: 1
Action: Kick*

Garr
Description: Guardian. Winner of contest of champions. He knows something about the dragons.
Place of joining:Maekyss Gorge
Advantage: Strong.
Disadvantage: Garr's magic is too weak to use, but his strength make up for it
Starting level: 13
Action: Push

Dragon Types


Whelp Form
The most common and weakest of the dragons. Created by any gene by itself(exceptions: Force, Miracle, Fusion, Kaiser), or by combinations with only one 'ability' gene (Flame, Frost, Thunder, Shadow, Radiance, Defender, Eldritch) and another non-ability gene other than Thorn (Reverse, Mutant, ???, Trance). Reverse + Thorn + an ability gene will also generally form a Whelp.

Dragon Form
Obtained by combining any two genes with each other, or any of the above with Thorn. Single-elemental dragons (Flame + Thorn, Flame + Defender, etc) match the color of their element, while mixed-elementals (Flame + Thunder, Flame + Shadow) they are always a dark greyish-green in color (horn color seems to vary depending on the combination), no matter what the elemental mix is (except in the cases where the elements cancel out, leaving the normal-colored green dragon - Flame + Frost and Shadow + Radiance).

Warrior Form
Obtained by using the Force Gene. Exceptions to this are splicing in Miracle (forms a Behemoth with Focus), Trance (forms Myrmidon), Failure (forms a Whelp), Fusion (forms a Hybrid), and Infinity (forms Kaiser).This form has a bit more HP than a whelp, amazing power, alright defense, and awesome speed, but no all-enemy-affecting 'breath' attacks (unless an elemental gene is spliced in... and since breath-weapons are HP-dependant, you're better off going with an elemental + Thorn for the HP boost). Splicing in Reverse actually will boosts the Warrior's HP, more so than adding Gross. Best ability is Aura, but that costs 20 AP per use meaning you won't get in many of them before running out of AP and turning back. This form is best for taking on single enemies with lots of HP, especially undead.

Behemoth Form
Obtained by using Miracle Gene. Exceptions: Miracle + ??? forms Mammoth, Miracle + Failure forms a Whelp, Miracle + Fusion forms a Hybrid, Miracle + Shadow + Trance forms Tiamat, Miracle + Force + Trance forms Myrmidon, Miracle + Infinity forms Berzerk Kaiser, and Miracle + Thorn + Reverse forms Wildfire. Miracle + Reverse forms a Behemoth with less HP than normal but with high speed, and Miracle + Gross + Reverse almost guarantees EX Attacks on a lot of enemies. Miracle + Force forms a Behemoth with the Warrior's Focus ability.

Hybrid Forms
This isn't as straight forward as the previous sections, since there are *eight* forms called Hybrid: Four normal, four enhanced. I'll just lift the format directly from my own Super Hybrid FAQ (which, apparently, is not yet up on gamefaqs.com), and go over the move lists for the normal and enhanced forms of each of the four hybrids, with explanations following. The names are mine (hopefully I'm not using someone else's name for them), as the game calls them all simply "Hybrid".

Pygmy Form
This is a unique form, created by splicing the ??? and Mutant genes. Other genes can be added, but none have any effect (other than Miracle, Fusion, Failure, and Infinity, which form Mammoth, Hybrid, Whelp, and Kaiser respectively). It has remarkable speed and dodging ability, and pitifully low attack, defense, and hit points (which reduces the effectiveness of its otherwise powerful breath weapon).

Tiamat Form
Another unique form, formed with the Shadow and Trance genes. No other genes have any effect on this combination, other than the usual Fusion, Failure, and Infinity (which form a Hybrid, a Whelp, and a berserk Kaiser). This form has high stats all around, and is immune to status changes (blindness, poisoning, confusion, instant-death spells, etc). This form, like Behemoth/Mammoth, combines the entire party. very little AP cost to transform and maintain this form (only 13 AP, 7 AP per round).

Golden Forms (Wildfire, Trygon, Myrmidon, Mammoth)
These are special, enhanced forms of the basic four forms (Whelp, Dragon, Warrior, Behemoth). They are golden-colored (yellow-orange with orange horns) versions of their counterparts.

Kaiser Form
Kaiser, isn't all that useful, because of the outragious AP cost to transform and maintain it. For the 21 (or 27) AP cost per round, you're better off going with the Warrior and using Aura over and over (the total AP cost per round is slightly higher, but the damage is greater). Kaiser is normally berserk, and will attack random opponents (or party members!) unless spliced with the Failure Gene or with Trance and Radiance. The Infinity + Failure (41 AP, 21 AP per round) has lower stats than the Infinity + Trance + Radiance (53 AP, 27 AP per round) combination - especially hit points, drastically affecting Kaiser Breath. Both version of Kaiser is immune to status changes.

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