                          THE WRATH OF SONA ENGINE
                            THE LEVELS DATA FILE

The file LEVELS.DAT in the DATA subdirectory absolutely controls the advance-
ment of character statistics. There are twenty-five character types in WOS,
and as such, there are twenty-five sets of variables. However, each set is
broken into three parts. Here's the rundown:

---THE FIRST PART---
The first section is the building variables for a character's creation at the
beginning of the game. These stats determine base power. The numbers are as
follows:

CHARACTER ID
BASE HP
BASE MP
ATTACK
DEFENCE
RESISTANCE
AGILITY
MAGIC

---THE SECOND PART---
The next section determines variable increase rates for a STRONG LEVEL UP.
Like Final Fantasy, WOS has weak and strong level-ups. When a character gains
an experience level and the engine decides to make it strong, it looks at this
section for potential increases. The numbers are as follows:

HP INCREASE
MP INCREASE
All remaining variables start with a percentage for increase, then the actual
number of increase.
ATTACK
DEFENCE
RESISTANCE
AGILITY
MAGIC

---THE THIRD PART---
This final section to a set is the variable increase rates for a WEAK LEVEL
UP. Here the engine looks to upon deciding upon a weak level-up. The numbers
are, naturally, smaller and less noticeable, but every little bit counts! The
numbers are as follows:

HP INCREASE
MP INCREASE
All remaining variables start with a percentage for increase, then the actual
number of increase. The percentages are slightly smaller, but the increase
rates are quite a bit smaller, usually half the amount of a strong level-up.
ATTACK
DEFENCE
RESISTANCE
AGILITY
MAGIC

---THE XP CHART---
This is contained within the file XPCHART.DAT in the DATA subdirectory. All it
is is a chart of how many experience points needed to gain the listed level.
For example, the first entry is listed as 1,40. This means "when you are at
level 1, you need to earn 40 experience points to rise in level." Maximum
level is 50, and is achieved after earning a total of 999998 experience
points.

When a character earns a level, first the computer determines if it is to be a
weak or strong level. Then, the proper chart is read. HP and MHP as well as
MP and MMP are both increased by their appropriate figures. Then, each
remaining statistic has a percentage for increase listed, and if chosen, the
statistic is increased by random number based upon the given value.

EXAMPLE-
HPincrease=30
MPincrease=10
HPrandom value is rolled and=22
MPrandom value is rolled and=08
HP and MHP are both increased by 22
MP and MMP are both increased by 08
ATKpercent=40
ATKvalue=12
ATKpRandom value is rolled and=34
so ATK will be increased
ATKvRandom value is rolled and=10
ATK is increased by 10
DFCpercent=10
DFCvalue=3
DFCpRandom value is rolled and=64
so DFC will not be increased
etc...

This style of system can be complex, but when implemented properly it is
actually very easy to figure out, and it adds some mystery and luck to the
game. Therefore, each game played is truly unique, and characters are never
the same twice, even if you use two of the same character!
