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About This File

Major features:

  • Equipment offers various bonuses instead of a simple attack and defense progression
  • Rebalanced classes, stats and spells, almost everything is usable now
  • Modified formulas that keep even high level techs useful
  • Expanded inbattle options with running, regular strong attacks and counter techs
  • Passive MP regeneration with high cost spells: be smart with your magic
  • Extensive boss AI changes
  • Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap
  • Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires
  • Increased inventory capacity to 20 per item type instead of 9
  • Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses
  • 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"

What's New in Version 1.200   See changelog


  • corpses of allies no longer block enemies
  • reworked castspeed to affect spells with long casttimes more
  • castspeed is now instant if only NPCs are near
  • added misc. patch that makes all enemies scale to player level
  • counterattacks now ignore physical resistance/immunity
  • knight type mobs take increased damage from counter attacks, physical resistant mobs in general take slightly more damage from counters
  • critical hits have now priority over misses
  • Byzel's black market adds some items to their inventory after defeating 4 godbeasts
  • Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4
  • enemies that deal non-physical damage with their base attack ignore thorn/curse damage reflect properties
  • added a mini-boss fight to Seashore Cave
  • reduced damage modifier of strong attack from (127+STR)/117 to (135+STR)/128
  • weapon/armor seeds should now produce final class weapons ~70% of the time if all 3 party members have their final class
  • fixed rune staff, it now properly ignores immunity on Lv2 spells again
  • fixed/clarified that Ancient Coat and variants should NOT pierce reflect and absorb, only resistance, weakness and immunity
  • altered AI of Jewel Eater, less prone to back to back skill spam
  • altered AI, stats and gimmick of Gildervine
  • reordered AI of Lightgazer in hopes of it despawning less
  • flagged Gorva as undead, i.e. heal light harms him
  • Gorva now uses dark force instead of death spell
  • changed which monster Genova summons and his AI
  • fixed Bill/Ben's weakness element
  • Xan Bie now cancels Life Booster with his attacks
  • increased gold drops from regular monster
  • switched price of Bunny Egg and Thief's Armband
  • switched Kerberos Claw and Moon Coin in drop table for Bound Wolf
  • reduced Lv scaling for attack items
  • halved damage bonus for elements by day
  • increased base crit rate by 3-4%
  • increased flat crit damage bonus by luck by about 50%
  • increased Giga Flail heal aura max from 12 to 15
  • old x2 tech gain weapons instead now grant increased Lv2/3 tech damage (not stacking with helm)
  • old x3 tech gain weapons now only grant x2 tech gain
  • reduced Dragon Lance from medium to light attack
  • reduced bonus effect of Sigmund from 25% to 18.75%
  • increased HP cost of Rune Earrings from MP cost x5 to (maxHP x MP cost)/32
  • Ironsword type weapons can perform strong attacks without increased cooldown by consuming 5 MP
  • Broadsword type weapons heal some HP on dealing yellow damage, amount increases with luck stat
  • increased Flamberg type weapons' crit damage from 20 to 40
  • Colichimarde type weapons gain additional crit rate based on TP x3
  • increased Ragnarok's crit damage from 17 to 25 and crit rate from 12 to 18
  • increased accuracy increase from Leather Neckband (x2) and Thief's Armband (x5)
  • Lamellar type armors additionally grant +2 TP on evasion
  • Reflex type armors additionally grant +1 MP regen
  • Fencer's Armband crit rate reduced from 5 to 3, added 15% crit damage
  • changed effect of Beastman Collar to spells using TP to reduce cast time (4 = 30%, ..., 7 = 70%, ..., 9 = 100%)
  • changed effect of Red Moon Horn to spell casting generates 2 TP; does not stack with itself
  • changed effect of Earth Bracelet to "spell upgrade: leaf coat"
  • changed effect from Skull Disect to can't throw and lowers target's p.def&m.def after Lv2/3 techs
  • Kevin/God Hand learns Def Down instead of Saint Saber
  • Kevin/Warrior Monk learns Mind Down instead of Mind Up and can also learn Analyse
  • Kevin/Death Hand replaces his old spell list with: MT Dark Saber, MT Speed Up, Magic Shield, MT Body Change, Aura Wave and MT Lunatic
  • Kevin/Death Hand has no longer stronger damage on his Lv3 tech
  • Kevin/Dervish learns Power Up and Firebreath instead of Dark and Leaf Saber and can also learn Anti-Magic
  • Hawk/Wanderer learns Magic Shield instead of Mind Up
  • Hawk/Ninja Master can additionally learn Transshape
  • Hawk/Nightblade can additionally learn Silver Dart
  • Charlie/Bishop learns MT Power Up instead of MT Def Up
  • Lise/Starlancer now learns Saint and Dark Saber
  • Lise/Fenrir Knight now learns Leaf Saber
  • changed minimum spell attack power after defense from 0 to 10
  • despawned one exploitable enemy pack in the Molebear Highlands until at least one godbeast is beaten
  • code optimizations

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· Edited by Kanji · Report

  • 5
   5 of 5 members found this review helpful 5 / 5 members


For people who grew up playing this game, it takes everything you loved about it and makes it challenging for an adult who still games in the modern era. You will find yourself thinking of the characters in ways you never did before, coming up with strategies you never thought you would think of coming up before, freaking out over dying like you never did before, and eating a lot of chocolate.

Not fully complete yet from a features perspective (it's only gonna get better?) but I give this one my full recommendation.

PS. find two buddies to play it with and apply the 3-player patch. Trust me now, thank me later.

PPS. Play on hard mode. No balls.

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  • 5
   1 of 1 member found this review helpful 1 / 1 member

Been following this mod back on Insane difficulty, and man what a beautiful work Praetarus did. Definitely a wonderful mod, adds a thrill to the otherwise bland battles and keeps you in the edge, and forces you to plan ahead and create new strategies while giving you the options to do so. One of my favorite mods, everyone that had played the original Seiken Densetsu should play this one. 

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  • 4
   0 of 1 member found this review helpful 0 / 1 member

Hi I just noticed a bug in game, the second character just moves like the first one does. he do the same things in battle too, it disturbs battle cu he doesnt attacks by himself '-'. sometimes i also notice critical damge is too high. for example, in the first Duran's battle i did 72 critical dmg in that solider as normal atacks just hit like 4 dmg by hits. Aw i also have a doubt, i noticed that when you atack an enimy it has a cooldown so we can atack again, is it 3 or 2 seconds ? or it depends on your char? Thank u

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  • 5

Alright, I've been playing this hack on repeat for years now, it's a gift from the mana goddess herself. The only thing I wish could be implemented would be specific demon statues for slaying God beasts so I know who I've defeated when I come back to a save game or something similar like an npc in Wendel who can tell you.

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