If an animal is awake at the end of the battle, it gains 1 level; otherwise, it loses 1 level. Level 0 is the minimum and level 50 is the maximum. The only effect of experience is to slightly improve animal statistics. Every five levels gives the animal +1 hit point. At level 20, the animal gains an additional +1 counterstrike. At level 35, the animal gains an additional +1 power. At level 50 ("MAX"), the animal gains an additional +1 action. (These rules apply equally to friendly and enemy animals.)
Bug (+1 AC loss): Randomized animals arriving at level 50 don't receive an extra action immediately. Break camp and return to camp, and they will get their extra action.
Lvl | HP | PW | AC | CT |
0 | 0 | 0 | 0 | 0 |
5 | 1 | 0 | 0 | 0 |
10 | 2 | 0 | 0 | 0 |
15 | 3 | 0 | 0 | 0 |
20 | 4 | 0 | 0 | 1 |
25 | 5 | 0 | 0 | 1 |
30 | 6 | 0 | 0 | 1 |
35 | 7 | 1 | 0 | 1 |
40 | 8 | 1 | 0 | 1 |
45 | 9 | 1 | 0 | 1 |
MAX | 10 | 1 | 1 | 1 |
Experience level modifiers are applied cumulatively with treasure modifiers and terrain modifiers.
You can carry up to 30 of each item. It is necessary to stockpile enough food (and revivers) to carry you safely to the next food shop. Randomizers should probably be used immediately; unused randomizers are lost whenever you cross map boundaries.
The selected animal is replaced by a random animal from this overland map sector. The new animal arrives with full hit points and is the same experience level as your discarded animal. All your randomizers are lost when you move to a new map sector (through the white double-arrow circles). Therefore, in order to get creatures from the new map sector, you have to fight your way to the randomizer shop.
Each of your animals heals a random amount of hit points; usually about 13-14, but possible as high as 21 (when used in a Castle?).
The reviver restores an unconscious animal to half their total hit points. When used in a Castle circle, a single reviver will revive all of your animals.
All your animals get +5 hit points.
All your conscious animals heal +20 hit points after combat instead of +10.
Your maximum crystal level is 6 instead of 3.
You start each combat with half a crystal of magic.
+2 Brute spell power.
+2 Fire spell power.
+2 Magic spell power.
+2 Water spell power.
All your Brute clan animals get +2 PW.
All your Fire clan animals get +2 CT.
All your Magic clan animals get +1 AC.
All your Water clan animals get +5 HP.
Bug: The Magic-AC treasure doesn't work. It only gives +1 action to your current magic clan animals, not any future magic animals received through randomization. The +1 action is lost if you save and reload your game.