0x1591C: Loads weapon ID, branches to 0x15E74; gets Strength mods from equipment
	Gets weapon Attack; adds Strength/2
	Does class check; adds 5 to base Attack if class = 0x2,0x4,0x8,0xA (Monk, White Mage and their promotions)

	Monk unarmed formula: (STR/2) + (STA*3/4)
	Master unarmed formula: (STR/2) + STA

0x159B4: For finding defence given by equipment; Monk/Master use their own formulas
	For monks, each slot's def is based off of a stat OR equipped item; Master is stat plus equipped item's def
	Returns total Defence to give

0x15ACC: Finds Evade, taking base Evade and adding Agility/Evade boosts from equipment.

0x15B90: Calculates and adds Max HP modifier from equipment
	0x15C20: Max HP (0x270F), after applying HP bonus from equipped items.
	Certainly not the only one... 

0x15C24: Adds Max MP modifier from equipment
	0x15CB4: Max MP (0x270F) after applying HP bonus

0x15CB8: Gets base Intellect + Int mods from equipment

0x15D4C: Gets base Agility + Agl mods from equipment

0x15DE0: Gets base Stamina + Sta mods from equipment

0x15E74: Gets base Strength + Str mods from equipment

0x15F08: Checks current HP and MP vs. effective Max HP/MP; if new effective max is lower than current, store to current

0x15F44: First finds base hit rate, then adds to total agility, weapon's hit rate; returns total hit rate/ACC


0x39202: Part of Status Screen drawing routine; takes (Acc/32) + 1
	r10 = character/formation number
	Finds character's position, and finds class; if character is an unarmed Monk/Master, multiply hits by 2

0x6A190: Finding if a unit has a guaranteed strong level up in the given stat of the given level,
	Rolling for gain if not guaranteed, and determining the magnitude of HP/MP boosts

 ~ 0x6A1E6: If a unit is not guaranteed a strong level in a stat, roll a 1/8 chance here.

   0x6A234: HP gain code.

   0x6A264: Prevents Warrior, Thief, Monk, Master from gaining MP.

   0x6A270: MP gain code.

0x71EC8: Loads/updates a character's stats into battle data
	-Called when starting battle, when changing equipment, when a new turn starts...
  0x71FD0: Adds temp.ACC boost to total ACC in battle data
  0x71FF8: Number of hits determination in battle 2
	0x7205A: If unarmed Monk/Master, set crit rate = Stamina (even though other routine uses Level*2...)
	If armed, set crit rate = weapon's crit rate

0x72358: Base level-up routine checker and applier; called once for each PC after going through XP message,
	and again after each time a PC has leveled up
	r0 = BattleMem base offset
	r1 = Unit/Character ID
	Stores r0 to [sp+0x4]
	Loads pointer to unit's permanent data, stores in r8
	Load level; if greater than 0x62 (98), skip to end
	Otherwise load up Level-EXP table, index to the entry for your current level
	If you have enough XP to get to the next level, proceed with rest of routine:

	Take (level+1), copy to r10
	Copy Class ID to stack+0x20
	Then, for every stat in the book, determine what/if to gain
	And store the incremented level to character's data
	And add all the stat gains to the character's statline
	Now add Accuracy and Magic Defense according to character's class, capping at 255
	If Agility went up, also increase base Evade by 1

	Load BattleMem+$535C; store character's data pointer there
	Then store all the stat increases in the adjoining halfwords so they can be displayed
	
	
  $7249E: Part of levelup routine; adding ACC on level-up
  $724BC: Part of levelup routine; for adding MDF on level-up
  $724D8: Part of routine of adding to Evade on level-up; r9 = "did you get Agility this level? 0 or 1"
	$724DA: Change to 4844 to make Evade only go up on a a level when Agility goes up
		or to 0000 to make Evade only dependent on its starting value, AGI's current value, and equip weight

$72564: Given a unit ID, loads a PC's permanent data
	Loads level, compares to 99; if there, exit
	Then indexes to EXP table entry in ROM using level; if current XP exceeds that, return 1
	Else return 0
	--However, this routine may be completely unused! Can't find any calls to it--

$725A1: Called right when battle is over - Adding battle XP
	Given Unit ID of a PC, load that PC's total XP
	Add r2's value to it, cap at 2,000,000



$768C4: Number of hits determination in battle 1 (start of battle)
	If character is an unarmed Monk/Master, double number of hits and set crit rate to (Level*2)
	If armed, set crit rate to (Weapon ID); note, this later gets overwritten by weapon's actual crit rate...

$782F0: Handles printing messages for a PC's level up
	-If A not pressed, exit immediately
	-Else, branch depending on how many times we've run
	--First Run: get stats that leveled up into memory together, begin printing
	-Starting with "___ Leveled up!", on first runthrough
	-If no stats increased, return 1; else return 0x0
	--Second Run: Handle printing for HP gains
	---Third Run: Handle printing for MP gains
	---Fourth Run and On: Handle printing for main stat gains, one at a time
		-For the last stat to increase, return 0x1


Stat max offsets:
Level:
0x38DB2 (Status screen)
0x7237E (End of battle)

HP:
0x15C20, 0x7209C

MP:
0x15CB4, 0x7209C

Strength:
0x15EEC,0x15EF0

Agility:
0x15DC4,0x15DC8

Intellect:
0x15D30, 0x15D34

Stamina:
0x15E5A,0x15E5E

Attack:
0x159A2,0x159A6

Hit Rate:
0x15F6E,0x15F72,

Evade:
0x15B76,