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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.