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About This File
Major features:
- added around 70 new spells, including some physical-like techs that even Guy can learn
- learning new spells gives slight increases to stats
- modified base stats and growth of characters
- stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving
- added a true final boss fight with "Guard Daos" after Daos
- major overhaul of AI for final Sinistral fights
- Retry and Gift Mode are now always available
- Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action)
- rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each
- modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates
- CM level is now tied to Maxim's exp/level
- modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured
- class 4 and 5 CM are much less likely to use regular attacks
- CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5
- (S) Witch Ring now increases MP as advertised
- 25% of ATP bonuses from equipment get also added to INT
- 25% of DFP bonuses from equipment get also added to MGR
note: NOT compatible with vanilla savegames!
What's New in Version v10 See changelog
Released
- put Droplet instead of Spark into Elcid spell shop
- reduced prices of skills in first few towns
- reduced HP of mobs in first 2.5 dungeons
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