raics

Feedback and Suggestions

187 posts in this topic

If you tried the mod and have something to share about your experience, be it small nitpicks, ideas, random thoughts, ramblings, musings or, why not, praise, you can do so here. In case you want an extended discussion regarding some specific aspect of the game or mod you can open a new thread instead.

 

These are some of the more obvious known issues, some are low priority and some are either extremely tedious or tricky to fix.

  • Missing character sprite in the opening scenes of Donnalto's or Rudlum's battles.
  • Funny item, skill or spell sorting in some categories (spells can be manually sorted for use so this is a low priority one).
  • Disabled skills in enemy skill lists which should be replaced with something more useful.
  • Identical descriptions on some lategame weapons.

 

A damage calculator table explaining some of the mechanical nuances is available here, it is made for vanilla game but all of the formulas are still the same, consult the manual sheet for more info.

 

Consolidated changelist in spoiler below, also available for download as a text file for your reading pleasure.

 

Spoiler

Consolidated Changelog v0.87a

 

WEAPONS

Global Changes

-  All weapons of the same type have the same weight and RT penalty

-  Elemental weapons have the same on hit effect as the rest of the class or none, instead of inflicting elemental aversion

-  DEX weapons have a lower ATK and a significantly lower damage bonus to compensate for bypassing the damage threshold easier

-  Ranged weapons have a much higher RT penalty to compensate for spending less RT than melees on moving

-  Thrown weapons and Blowguns use the Sidearms skill, sharing the weapon class and finishers

-  There is a greater variety of elemental weapons, elements are spread more evenly

-  All "+1" weapons are renamed to another variant of the weapon, for instance, the upgrade for 'Shamshir' is 'Scimitar'

-  Upgraded gear is only slightly stronger than the basic version and never better than the next tier, crafting is much cheaper to compensate and will never ask for rare components in general recipes

-  Weapons with divine element no longer have a hidden bonus versus undead, that's reserved for Baldur gear

-  Less 1H weapons are unique to allow for more dual wielding options

-  The ATK growth in endgame weapons is lower and the spread is equalized so the strongest weapon in every class has roughly the same power when compared to baseline and having more weapons is not an advantage (1H Swords versus Whips)

-  Elemental weapons in endgame can't be upgraded, their upgrades are different weapons now to provide more elemental variety

-  Adjusted stats and level requirements for some weapons to distribute them more evenly

-  Slightly changed the availability of late game crafted weapons, enemies will typically carry weapons found in recipe books like ‘The Blade’ but not ones from enchiridions, weapons that spawn on enemies generally won’t have castable spells

-  Cost of most equipment readjusted

-  Baldur daggers, claws and swords are obtained at the same time as other baldur weapons, instead of following the upgrade pattern 4-baldur-2-damasc it's 3-baldur-3-damasc

Claws

-  Are one handed DEX weapons now

-  Have a 30-40% chance to inflict POISON on hit and provide a moderate bonus to AVD

-  Weight penalty is 4, attacks cost 8 RT

-  Animation changed to a side swing for all weapons

Daggers

-  Have a 10-15% chance to inflict SILENCE on hit and provide a moderate bonus to MND

-  Weight penalty is 3, attacks cost 6 RT

-  Animation changed to a stab

1H Swords

-  Have a 20-25% chance to inflict STAGGER on hit and provide a moderate bonus to AGI

-  Weight penalty is 6, attacks cost 12 RT

2H Swords

-  Have a 30-40% chance to inflict STAGGER on hit and provide a large bonus to AGI as well as improve the Overpower skill

-  Weight penalty is 8, attacks cost 22 RT

1H Axes

-  Have a 20-25% chance to inflict BREACH on hit

-  Weight penalty is 7, attacks cost 16 RT

-  Axes are unlocked in 1H-2H-1H-2H order instead of 1H-1H-2H-2H

2H Axes

-  Have a 30-40% chance to inflict BREACH on hit and improve the Overpower skill

-  Weight penalty is 10, attacks cost 30 RT

1H Spears (new)

-  Have 1-2 range

-  Provide a moderate bonus to AVD

-  Weight penalty is 7, attacks cost 14 RT

2H Spears

-  All spears have 1-2 range

-  Provide a large bonus to AVD and improve the Parry skill

-  Weight penalty is 9, attacks cost 26 RT

1H Hammers

-  Have a 10-15% chance to inflict STUN on hit

-  Weight penalty is 10, attacks cost 20 RT

-  Fans count as Daggers now, their level and chance to inflict status is higher, weight penalty is 2, attacks cost 10 RT

-  Iron Fan (Kotetsu) will appear on enemies

2H Hammers

-  Have a 20-25% chance to inflict STUN on hit and improve the Overpower skill

-  Weight penalty is 16, attacks cost 38 RT

1H Katana

-  Have a 10-15% chance to reset TP to zero on hit

-  Provide a moderate bonus to LUK

-  Weight penalty is 5, attacks cost 10 RT

2H Katana

-  Are 2H DEX weapons now

-  Have a 20-25% chance to reset TP to zero on hit

-  Provide a large bonus to LUK and improve the Deflect skill

-  Weight penalty is 7, attacks cost 18 RT

Staves    

-  Upgraded variants can charge 25 MP once per battle, the amount of uses is higher in stronger ones

-  Provide a large bonus to INT, higher level elemental variants improve the matching elemental augment

-  Weight penalty is 5, attacks cost 14 RT

-  Malitza’s Staff (Khatvanga) will appear on enemies as a low level dark staff, it holds 3x charge 25 instead of charge 100

Whips

-  Are 2H DEX weapons now

-  Can attack diagonally

-  Have a 30-40% chance to inflict FALSESTRIKE on hit

-  Weight penalty is 6, attacks cost 32 RT

Spellbooks

-  Most can be bought in stores and have a stat progression

-  Provide moderate bonuses to INT and MP

-  Weight penalty is 4, attacks cost 18 RT

Instruments

-  Are 2H DEX weapons now

-  Non-elemental variants can be bought in stores

-  Have a 10-15% chance to inflict CHARM on hit and provide a large bonus to MND

-  Weight penalty is 5, attacks cost 12 RT

Blowguns

-  All Blowguns can inflict some status effect with a 50% chance (100% for poison)

-  Range is 2-4

-  Weight penalty is 3, attacks cost 28 RT

1H Bows

  •  Range is 3-6
  •  Weight penalty is 5, attacks cost 32 RT

2H Bows

-  Range is 3-8

-  Weight penalty is 8, attacks cost 50 RT

1H Crossbows

-  Range is 2-7

-  Weight penalty is 7, attacks cost 36 RT

2H Crossbows

-  Range is 2-9

-  Weight penalty is 10, attacks cost 58 RT

1H Fusils

-  Range is 1-5

-  Weight penalty is 4, attacks cost 44 RT

2H Fusils

-  Range is 1-10

-  Weight penalty is 12, attacks cost 66 RT

-  Replaced Musket +1 with a craftable 1H fusil

Thrown

-  Thrown weapons are not consumable anymore, it is assumed you're carrying a small supply and retreiving them so it gets compensated with very high weight penalty

-  Range is 2-5

-  Weight penalty is 12, attacks cost 24 RT

Beastmaster Tokens (new)

-  Belong to a fist weapon class but are only equippable by beasts, they provide a small attack bonus and can carry an elemental atunement

-  Weight penalty is 1, attacks cost 12 RT

Lobbers

-  Ranges of the two tiers are 3-5 and 3-7

-  Weight penalty is 5, lobbing an item costs 40 RT

-  Use is more restricted by class

-  Lobber upgrades directly to Catapult, the middle one doesn't exist anymore

Cursed Weapons

-  Doublehit with every attack

Unarmed

-  Cast Stones has 3-6 range, attacks cost 24 RT, renamed to Throw Stone

-  Throwing Dagger has 3-6 range and 50% chance to inflict POISON, attacks cost 24 RT, renamed to Shuriken

-  Sling Stone has 3-7 range, attacks cost 24 RT

-  Rail Against has 2-5 range, attacks cost 20 RT

-  Boulder Blow has 3-5 range and 50% chance for KNOCKBACK, attacks cost 50 RT, renamed to Lob Boulder

-  Boulder Toss has 3-6 range and 50% chance for KNOCKBACK, attacks cost 50 RT

 

 

ARMOR

Global Changes

-  Gear comes in three types now, caster, light and heavy, each providing a different amount of protection and having different weight

-  If a class can equip heavy gear it can also equip light, caster is generally reserved for mages with some exceptions (like Swordmaster)

-  A few pieces of gear (like Circlet or Alluring Dress) belong to multiple categories and can be equipped by almost any class

-  Some items, like Baldur gear have their stat bonuses split over multiple categories

-  A gear piece typically has a lower resistance to one damage type, those are Piercing for Caster, Slashing for Light and Crushing for Heavy

-  Armor has lower DEF in general but higher resists, as a result damage is more consistent with lower extremes

-  Baldur gear is available later in general but is stronger

Light Shields

-  Have a moderate armor/resistance value and provide high AVD and RES bonuses, also improve the Parry skill

-  Weight penalty is 4, attacks cost 4 RT

Heavy Shields

-  Have a high armor/resistance value and provide high HP and RES bonuses, also improve the Deflect skill

-  Weight penalty is 6, attacks cost 4 RT

Caster Helms

-  Have a low armor/resistance value and provide moderate MP and MND bonuses, also improve elemental resistance

-  Weight penalty is 2

-  Holy Crown will not appear on random enemies anymore

Light Helms

-  Have a moderate armor/resistance value and provide moderate AGI and low HP bonus

-  Weight penalty is 3

-  Grant a bonus to Parry

Heavy Helms

-  Have a high armor/resistance value and provide moderate HP and VIT bonuses

-  Weight penalty is 5

-  Grant a bonus to Parry

-  Wyrmscale helm will also appear on enemies alongside the rest of Wyrmscale gear

Caster Armor

-  Has a low armor/resistance value and provides high RES and MP bonuses, also improves elemental resistance

-  Weight penalty is 4

Light Armor

-  Has a moderate armor/resistance value and provides a moderate HP bonus along with a high AVD bonus

-  Weight penalty is 8

Heavy Armor

-  Has a high armor/resistance value and provides high HP and VIT bonuses

-  Weight penalty is 12

Caster Gloves

-  Have a very low armor/resistance value and provide high INT and MP bonuses

-  Weight penalty is 1

Light Gloves

-  Have a low armor/resistance value and provide high DEX and moderate LUK bonuses

-  Weight penalty is 2

-  Grant a bonus to Overpower

Heavy Gloves

-  Have a moderate armor/resistance value and provide high STR and moderate HP bonuses

-  Weight penalty is 4

-  Grant a bonus to Overpower

Caster Legguards

-  Have a low armor/resistance value and provide high AVD and MP bonuses, also improve elemental resistance

-  Weight penalty is 2

-  Mage leggings provide a resistance bonus versus all elements or races

Light Legguards

-  Have a moderate armor/resistance value and provide a very high AVD bonus

-  Weight penalty is 3

-  Grant a bonus to Deflect

Heavy Legguards

-  Have a high armor/resistance value and provide high AVD and HP bonuses

-  Weight penalty is 5

-  Grant a bonus to Deflect

Jewelry

-  Resistances to Crushing/Slashing/Piercing on jewelry improved

-  Stat bonus on rings improved to 10/20 from 5/10, for DEF bonus it’s 8/16 and 20/40 for LUK

-  Chokers provide 8 DEF, 20 MP, a 20% res/damage bonus to their element, no bonus to the opposing one and 10% to the rest

-  Earrings provide 10 ATK, 40 HP, a 15% res/damage bonus against every race as well as +3 to their weapon skill instead of +2

-  Crest of Fire has all the bonuses that other pieces of jewelry provide (highest non-upgraded value)

-  Void Ring can be crafted (using the Void Orb)

-  Changed the Azure necklace restriction to male only, Crimson necklace is hard locked to Catiua, unfortunately

-  Changed the crafting ingredients for some stat rings (like Vitality ring) from beast drops to gems

-  Enemies can wear jewelry by default

 

 

CONSUMABLES

Global Changes

-  Crafting costs for some potions and salves was reduced so they're a bit cheaper than buying them, which wasn't always the case

-  Intermediate ores were removed from the game, ingots are now crafted directly from inferior/refined/purified ore

-  Creating crafting components is more straightforward

-  Using recovery items has higher RT cost

-  All classmarks can be either bought in shops or crafted using the Transcription book, except for monster marks

-  Changed the price of some items

-  All reagent items (wyrm gem, fans, scores, ninjutsu tokens and tools, necromantic tidbits) were removed except ninjutsu tools

-  All removed items were replaced with treasure that can be sold for goth

 

 

Heal Items

-  Mend Leaf, heals 50 HP now

-  Mending Seed, heals 150 HP, costs 400 goth

-  Mending Salve, heals 50% HP, costs 2000 goth

-  Fruit of the Seraph, heals all HP

-  Magic Leaf, no changes

-  Crystal Pumpkin, charges 50 MP now

-  Everything else was removed

 

 

Status Removal Items

-  All have a range of 2

-  Zolia Drought +1 and Maca Antodote +1 were renamed to Zolia Essence and Maca Antivenin to get rid of the last +# item in the list, their icons are also colored differently

-  Charm of Remission can be crafted with Transcription

-  Stardust Infusion and Ammonia Salts introduced because of proof skill rework, they can remove slow and sleep, respectively

-  For the same reason, several status removal items cure different statuses and require different Field Alchemy levels

-  Prices and crafting cost of status removal items were reworked

-  Resurrect items have a range of 1 now

-  Hallowing stone requires Field Alchemy IV

 

 

Attack Items

-  Improved the damage of grenades, they can’t damage the user anymore

-  Orbs are cheaper but can’t be used in combat now

 

 

Monster Food (Dragon Steak, Braised Skewer, Steamed Mollusk, Minced Patty)

-  Doesn’t permanently raise stats anymore but can still be used to charge 50TP and also grant a minor buff depending on item (Strengthen/Dodge/Spellcraft/Fortify, respectively)

-  Can be used on other characters now instead of being self-only

 

 

Arcana

-  Can't be used in combat anymore.

-  Added scrolls with light/dark ninjutsu summons and Burst spells

 

 

Tarot

-  Wheel of Fortune card doesn’t grant Blinkwalk on use anymore

 

 

 

 

 

 

 

 

CLASS

 

 

 

Global Changes

-  Levelling classes no longer raises the character's base stats

-  Classes gain 12% of the base stat value listed below per level, it’s 12,5% for HP/MP

-  Human classes gain ATK and DEF per level at 2,5% of the base value listed below, for beasts it’s 7,5%

-  Some classes were renamed as a tribute to earlier games from the Ogre series

-  More classes use advanced versions of unarmed melee and ranged attacks

-  Movement range and/or jump improved for all classes to compensate for the loss of Swiftfoot

 

 

Warrior

                MAGIC    /

-  Can equip light/heavy shields, armor and accessories except sniper gear

-  Gained use of Spears, 1H and 2H Katana, Lobber1, lost use of Cudgels

-  Movement increased to 5

-  Gained access to Steadfast, ReflectDamage

-  Lost access to RampartAura2, FieldAlchemy4

-  Female version renamed to Amazon

 

 

Archer

                MAGIC    /

-  Can equip light shields, armor and accessories

-  Movement increased to 4, jump increased to 3, can enter water

-  Gained access to Jump2, Wade2

-  Lost access to Parry, Overpower, Counterattack3, FieldAlchemy34

 

 

Wizard/Enchantress

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all damage spells, minor debuffs

-  Can equip light shields, caster armor and accessories

-  Gained use of Spellbooks

-  Movement increased to 4

-  Gained access to Divine Magic, Conserve MP

-  Lost access to Trajectory, FieldAlchemy4, MaxTP234

-  Female version renamed to Sorceress

 

 

Cleric

                MAGIC    DIVINE magic - all non-damage spells

-  Can equip light shields, caster/light armor and caster/light/heavy accessories, cannot use dark-aligned or sniper gear

-  Gained use of Fists and 1H Hammers, lost use of Thrown

-  Movement increased to 4, jump increased to 2

-  Gained access to Parry, Counterattack12, Instill Light

-  Lost access to Trajectory, MaxTP34

-  Female version renamed to Monk

 

 

Rune Fencer/Valkyrie

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles123, summons1, burst12, minor buffs, EASE

-  Can equip light shields, light/heavy armor and accessories except sniper gear

-  Gained use of Cudgels, lost use of Bows, Crossbows, Thrown

-  Movement increased to 5

-  Gained access to Steadfast, Instill Element

-  Lost access to RampartAura, Trajectory, MaxTP4, ReflectDamage, ReflectMagic, Conserve MP

-  Male version renamed to Spellblade

 

 

Knight

                MAGIC    DIVINE - AWAKEN, INNERVATE, CLEANSE, UNBURDEN, HEARTEN

-  Can equip light/heavy shields, armor and accessories, cannot use dark-aligned and sniper gear

-  Gained use of 1H Spears, lost use of 2H Hammers, Lobber

-  Movement increased to 5

-  Gained access to Siege, Instill Light, Rally, Aegis

-  Lost access to Trajectory, FieldAlchemy4, Sanctuary Shadow

 

 

Terror Knight

                MAGIC    DARK - DRAIN HEART/MIND/POWER, PARALYTIC WAVE, POISON CLOUD, SLEEP, GRAVITY FLUX

-  Can equip light/heavy armor and accessories, cannot use divine-aligned and sniper gear

-  Gained use of dark-aligned Cudgels, lost use of 1H Hammers, Crossbows, Lobber

-  Movement increased to 5

-  Gained access to Counterattack4, Knockback4, Siege, ReflectDamage, Instill Dark

 

-  Lost access to RampartAura34, Trajectory, FieldAlchemy34

-  Can learn Demon'sPact

 

 

Berserker

                MAGIC    /

-  Can equip light shields, armor and light/heavy accessories except sniper gear

-  Gained use of 2HSwords, lost use of Daggers, Cudgels, Thrown and Lobber

-  Movement increased to 5, can enter water

-  Gained access to Steadfast, DoubleAttack, ReflectDamage

-  Lost access to RampartAura, Trajectory, FieldAlchemy

-  Female version renamed to Freya

 

 

Swordmaster

                MAGIC    WAR DANCES - all

-  Can equip caster/light armor and light accessories except sniper gear

-  Gained use of 1H/2H Swords and 1H Katana, lost use of Lobber

-  Movement increased to 5

-  Gained access to Counterattack34, Jump2, Steadfast, DoubleAttack, ReflectDamage, Steelstance

-  Lost access to Trajectory, FieldAlchemy34, Mind’s Eye

-  Female version renamed to Blademaiden

 

 

Dragoon

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles12, burst1

-  Can equip light/heavy shields, armor and accessories except sniper gear

-  Gained use of 1H/2H Hammers and 1H Fusils, lost use of Cudgels and 2H Crossbows

-  Movement increased to 5

-  Gained access to Siege, ExpandMind12, Channeling12, Jump2, Elemental Magic, Instill Element, Dragonfly

-  Lost access to RampartAura2, FieldAlchemy34, Dragon’s Wound

 

 

Ninja/Kunoichi

                MAGIC    NINJUTSU - all

-  Can equip light armor and accessories except sniper gear

-  Gained use of Fists

-  Movement increased to 6, can enter water

-  Gained access to Torinoko, Mind’s Eye, Wild Hunt

-  Lost access to FieldAlchemy4, ReflectMagic, Concentration, Evanescence, Steelstance

 

 

Rogue

                MAGIC    /

-  Can equip light shields, armor and accessories

-  Gained use of Whips

-  Movement increased to 5, jump increased to 3, can enter water

-  Lost access to Sparagmos

 

 

Fusilier

                MAGIC    /

-  Can equip light shields, armor and accessories

-  Movement increased to 4

-  Gained access to Counterattack3, Knockback23

-  Lost access to Parry, Overpower, FieldAlchemy34, ReflectDamage

 

 

Beast Tamer

                MAGIC    /

-  Can equip light shields, armor and light/heavy accessories except sniper gear

-  Gained use of Spears, lost use of Cudgels

-  Movement increased to 5, can enter water

-  Gained access to Jump2, ReflectDamage, Feral Remedy, Catnip

-  Lost access to FieldAlchemy4, Repel Beast, Repel Dragon

 

-  Female version renamed to Dragoner

 

 

Warlock/Witch

MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - indirect123, buffs, debuffs, DISPEL, EASE

                                DRACONIC - all spells except GIFT OF RESTORATION, GIFT OF RENEWAL, HOLY SHIELD, SACRIFICE

-  Can equip light shields, caster/light armor and accessories except sniper gear

-  Gained use of 1H Katana, Whips, Lobber12

-  Movement increased to 5

-  Gained access to Parry, Counterattack12, Elemental Resonance, Mindblast

-  Lost access to Trajectory, MaxTP4, Gordian Key

 

 

Necromancer

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DARK: projectiles, buffs, debuffs

                                NECROMANCY: all spells

-  Can equip light shields caster armor and accessories except divine-aligned gear

-  Movement increased to 4

-  Gained use of Spellbooks, Lobber1

-  Lost access to Trajectory, MaxTP234

 

 

Lich

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DARK - all damage spells and debuffs except summons

                                NECROMANCY - all spells

                                DRACONIC - DETECT, SPRINGBOARD, TELEPORT, NEGATE SPELL, ENLIGHTEN, PHANTOM SHEL

-  Can equip light shields caster armor and accessories except divine-aligned gear

-  Movement increased to 4

-  Lost access to Trajectory, FieldAlchemy34, MaxTP234

 

 

Divine Knight

                MAGIC    DIVINE - projectiles123, burst12, HEAL123, EXORCISM, DISPEL, EASE

                                DRACONIC - GIFT OF RESTORATION, GIFT OF RENEWAL, NULLIFY STRIKE, DODGE BLADES, HOLY SHIELD, SACRIFICE

-  Can equip all shields, armor and accessories except dark-aligned, mage and sniper gear

-  Gained use of 1H Spears, divine-aligned Cudgels and Thrown, lost Fans

-  Movement increased to 5

-  Gained access to Knockback34, ExpandMind3, Channeling3, Instill Light

-  Lost access to RampartAura234, Jump, Siege, Rampart Shadow

-  Renamed to Angel Knight

 

 

Hoplite

                MAGIC    /

-  Can equip light/heavy shields, armor and accessories except sniper gear

-  Gained use of Lobber1, lost use of 2H Spears and 2H Hammers

-  Movement increased to 5

-  Gained access to Phalanx

-  Lost access to FieldAlchemy34, Squash

 

 

Juggernaut

                MAGIC    /

-  Can equip light shields, light/heavy armor and accessories except sniper gear

-  Lost use of Fists, 1H Bows, Blowguns, Thrown

-  Movement increased to 6

-  Gained access to RampartAura1, Squash, Momentum

-  Lost access to Trajectory, FieldAlchemy34, Threaten

-  Female version renamed to Maenad

 

 

Patriarch

MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles123, indirect123, summons1, apocrypha1, buffs, debuffs, DISPEL, EASE

-  Can equip Light shields and cloth/light armor or accessories except sniper gear

-  Gained use of Whips, Blowguns, Lobber1

-  Movement increased to 5

-  Gained access to Parry, Divine Magic, Instill Element

-  Lost access to FieldAlchemy3, MaxTP34

 

 

Familiar

MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles123, buffs, minor debuffs, HEAL123, BOON OF SWIFTNESS, DISPEL, AWAKEN, INNERVATE, SINGING LIGHT, AWAKEN STONE, LIBERATE, CLEANSE, UNBURDEN, HEARTEN

-  Can equip Light shields and cloth/light armor or accessories except sniper and mage gear

-  Gained use of Instruments

-  Movement increased to 5

-  Gained access to Parry, Deflect, Instill Element

 

-  Lost access to Knockback, ExpandMind4, Channeling4, MaxTP4

________

 

 

Dragon

                MAGIC    /

-  Movement increased to 5

-  Gained access to Wade, Liftoff

-  Lost access to Dash, Dragon Scale, Toxic Breath

 

 

Hydra

                MAGIC    /

-  Movement increased to 5

-  Gained access to RampartAura12, Wade, Shadow Resonance, Vile Breath

-  Lost access to Knockback4, Poison Breath

 

 

Golem

                MAGIC    /

-  Movement increased to 5

-  Gained access to Knockback4, Wade1, Siege, Telluric Resonance

 

 

Gryphon

                MAGIC    /

-  Movement increased to 6

-  Gained access to Conterattack4, ReflectDamage, AerialResonance, Sparagmos

-  Lost access to Venom Breath

 

 

Cockatrice

                MAGIC    /

-  Movement increased to 6

-  Gained access to Conterattack4, ReflectDamage, Shadow Resonance, PoisonBreath

-  Lost access to Venom Breath

 

 

Octopus

                MAGIC    /

-  Movement increased to 5

-  Gained access to RampartAura123, Knockback4, Siege, Aquatic Resonance

-  Lost access to Aquaveil

 

 

Cyclops

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DARK - projectiles12, summons1, some debuffs

-  Movement increased to 5

-  Gained access to Wade1, all Elemental Resonances except Luminous

-  Lost access to Counterattack4, Expandmind4, Channeling4

________

 

 

Lord

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all spells

                                DRACONIC magic - everything except damage spells

                                NECROMANCY magic - all spells

                                NINJUTSU - all

                                WAR DANCES - all

-  Can equip all shields, armor and accessories

-  Gained use of Fusils

-  Movement increased to 5

-  Gained access to Sanctuary, Necromancy, Art of War and one signature skill from each class also including Empower Beast/Dragon/Golem, Meditate, Beast/Dragon/Golemsbane, Conserve MP, Mind's Eye, Speedstar, Tabula Rasa, Sharpshoot, Fearful Impact, Berserk, Steelstance and Consecrate Dead

-  Lost access to First Aid

 

 

Ranger

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles12, burst1

-  Can equip light shields, armor and accessories

-  Gained use of 1H Katana, Blowguns and Cudgels, lost use of Axes

-  Movement increased to 5, jump increased to 3

-  Gained access to ExpandMind12, Channeling12, ReflectDamage, AbsorbMP, Elemental Magic, Instill Element, Sneak Attack, Grim Reaper

-  Lost access to Back Attack

 

 

Priest

                MAGIC    DIVINE - all spells

                                DRACONIC - all spells except damage, DETECT, SPRINGBOARD and TELEPORT

-  Can equip light shields, caster/light armor and caster/light/heavy accessories except sniper and dark-aligned gear

-  Gained use of Fists, 1H Hammers and Lobber, lost use of Fans

-  Movement increased to 4

-  Gained access to Parry, Counterattack12, Draconic Magic, Instill Light

-  Lost access to Trajectory, MaxTP34

-  Female version renamed to Sibyl

 

 

Dark Priest

                MAGIC    DARK - all spells

                                DRACONIC - DEMON, DEMON RAGE, DETECT, SPRINGBOARD, TELEPORT, NEGATE SPELL, ENLIGHTEN, PHANTOM SHELL

-  Can equip light shields, caster/light armor and caster/light/heavy accessories except sniper and divine-aligned gear

-  Gained use of Daggers and 1H Katana

-  Movement increased to 4

-  Gained access to Parry, Counterattack2, Draconic Magic, Necromancy, Instill Dark

-  Lost access to Trajectory, FieldAlchemy4, MaxTP34, all Elemental Magic except Dark

-  Renamed to Heretic

 

 

Princess

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE - indirect123, buffs, minor debuffs, debuff removal, HEAL123

DRACONIC - all non-dark damage spells, NULLIFY STRIKE, DODGE BLADES, BALLISTICS, PHANTOM SHELL

-  Can equip light shields, caster/light/heavy armor and accessories except sniper and dark-aligned gear

-  Gained use of Spears, lost use of Axes

-  Movement increased to 5

-  Gained access to Counterattack3, Knockback2, Steadfast, all Instill Elements except Dark, Conviction

-  Lost Access to ExpandMind4, Channeling4, Trajectory, FieldAlchemy4, MaxTP4, ReflectDamage, Meditate, Lucky Star

 

 

Paladin

MAGIC    DIVINE: healing12, EXORCISM, AWAKEN, INNERVATE, SINGING LIGHT, AWAKEN STONE, LIBERATE, CLEANSE, UNBURDEN, HEARTEN

-  Can equip light/heavy shields, armor and accessories except dark-aligned and sniper gear

-  Lost use of Thrown, Lobber

-  Movement increased to 5

-  Gained access to Knockback4, Instill Light, Evilsbane

-  Lost access to Field Alchemy4, ReflectMagic

 

 

Astromancer

MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all spells except exorcism, healing, resurrect, debuff removal and BOON OF SWIFTNESS

                                DRACONIC - DETECT, SPRINGBOARD, TELEPORT, NEGATE SPELL, ENLIGHTEN, PHANTOM SHELL

-  Can equip light shields, caster armor and accessories

-  Movement increased to 4

-  Lost Access to Trajectory, MaxTP34, Elemental Resonance

 

 

Vartan

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE - projectiles123, burst1

-  Can equip light shields, armor and accessories except sniper gear

-  Gained use of Spears and Blowguns, lost use of 2H Crossbows

-  Movement increased to 6

-  Gained access to ReflectDamage, all Instill Elements except Light/Dark

-  Lost access to Wade, FieldAlchemy34, DivineMagic

 

 

White Knight

                MAGIC    DIVINE - AWAKEN, INNERVATE, SINGING LIGHT, AWAKEN STONE, LIBERATE, CLEANSE, UNBURDEN, HEARTEN

-  Can equip light/heavy shields, armor and accessories except dark-aligned and sniper gear

-  Lost access to Cudgels, Fists, 1H Crossbows and Lobber

-  Movement increased to 5

-  Gained access to Knockback4, Instill Light, Heal Aura, Consecrate Edge

-  Lost access to Trajectory, FieldAlchemy4, ReflectMagic, Paralysis Blade

-  Can learn MaxTP, Siege

 

 

Shaman

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE - all spells

-  Can equip light shields, caster armor and accessories

-  Lost use of Fans

-  Movement increased to 4

-  Lost access to Trajectory, FieldAlchemy4, MaxTP34, DraconicMagic, Elemental Resonance

 

 

Wicce

MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all spells except summons, exorcism, healing, resurrect, debuff removal and BOON OF SWIFTNESS

                                NECROMANCY - all spells

                                DRACONIC - all spells except GIFT OF RESTORATION, GIFT OF RENEWAL, HOLY SHIELD, SACRIFICE

-  Can equip light shields, caster armor and accessories

-  Gained use of Lobber12

-  Movement increased to 4

-  Gained access to Parry, Divine Magic, Necromancy, Elemental Resonance, Jack 'o Lantern, Gluttony

-  Lost access to Trajectory, MaxTP4

 

 

Songstress

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE - indirect123, summons1, buffs

                                SONGS - all

-  Can equip light shields, caster/light armor and accessories except sniper gear

-  Gained use of Lobber2

-  Movement increased to 5

-  Gained access to Parry, Deflect, ExpandMind123, Channeling123, Elemental Magic except Light/Dark, Instill Element except Light/Dark, Lucky Star, Singer’s High

-  Lost access to Trajectory, MaxTP4, ReflectMagic, Echoing Voice, Resounding Voice

 

 

Buccaneer

                MAGIC    /

-  Can equip light shields, armor and accessories except sniper gear

-  Gained use of 1H Katana and 1H Hammers, lost use of 2H Swords and 2H Axes

-  Movement increased to 5, jump increased to 3

-  Gained access to Knockback3, Steadfast, Glare, Steal, Blade Focus, Dash, Jolly Roger

-  Lost access to FieldAlchemy34, ReflectDamage, Shadowbreak, Speedstar, Back Attack, Apostate, Stirring Kiss

 

 

Knight Commander

                MAGIC    AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles123, indirect123

-  Can equip light/heavy shields, armor and accessories except sniper gear

-  Gained use of Fists, Axes and Spears, lost use of Crossbows and Thrown

-  Movement increased to 5, jump increased to 3

-  Gained access to Bloody Mary, Fearful Impact , Infernal Kiss

-  Lost access to RampartAura34, Trajectory, FieldAlchemy4, Reflect Magic, First Aid, Gordian Key, Dragonslayer, Squash, Beastslayer, Mighty Strike, Ivory Tower

-  Can learn Demon'sPact

 

 

 

 

 

 

 

 

RACIAL TEMPLATES

 

 

 

Global Changes

 

-  RT bonus for unique, special and named generic characters was reduced, uniques have -4 or -6, specials and named generics have -2 or -4

-  By the grading system that awards 1 point for every normal stat, 0,5 for HP, 0,25 for MP and 4 for every point of RT below 50, normal characters have 280 points, specials have 300 and uniques 315. As a point of reference, vanilla Ozma would have 422 points total

-  Special characters recruited in later acts have a slight stat bonus to make up for any cards your other characters might have been picking up

-  Winged unique and special characters have 15 points less, like generic flying units

-  Generic characters now have four templates (warrior, rogue, mage and default) with relevant stats boosted, a properly picked generic in the right class can compete with unique characters now. Monsters also have four templates (offensive, defensive, agile and default)

-  Faeries have a -4 RT bonus and gremlins -2, offset by slight reduction of other stats

-  Enemy leader RT bonuses are more consistent

-  Changed the sprite for Folcurt, Rudlum, Tamuz

-  Changed the portrait for Donnalto, Ehlrig, Felicia, Tamuz

-  Tamuz is now a ravenman (a dark skinned hawkman, really) that has access to Orc classes.

-  Named generic characters (like Sara or Voltare) also have fixed sprites and portraits now, like specials

 

 

 

 

 

 

 

 

SKILLS

 

 

 

Global Changes

-  Blowguns and Thrown merged into Sidearms skill that applies to both weapon types

-  Changed the rate at which some classes gain skills in theme with the class (Berserker gains Overpower before Knight and Parry later)

-  Skills that boost stats are removed, there are greater native stat differences between classes instead

-  Swiftfoot was removed, it was pretty much a reserved slot

-  Rampart Aura is a more exclusive skill with four ranks being available only to Knights, Hoplites, Golems and some special classes, Divine Knight is the only flier with access to it

-  If a class is able to use the skill it can also learn it as a general rule, the exception are active skills and some special cases, like Fusils or recruitment skills

-  Resistance skills were removed from the game

-  Changed the level availability of many skills to spread them out better

-  Standardized the point cost of all skills based on earliest availability level

-  Field Alchemy access now varies between classes with everyone being able to learn at least tier II

-  Mages can’t learn trajectory anymore unless they’er also ranged weapon users, it was misleading

-  Fusils do not require learning Crossbow skill anymore

 

 

Skill Levelling

-  Most ranked skills level considerably faster

-  Weapon skills level at a rate of                  96, up from 64

-  Racial skills level at a rate of                      72, up from 24

-  Augment skills level at a rate of                 72, up from 48

-  Parry/Deflect levels up at a rate of            192, up from 24

-  Overpower levels up at a rate of                                240, up from 34

-  Meditate levels up at a rate of                   168, up from 48

-  Other Actives level up at a rate of                              240, up from 48

 

 

Attenuate Skills

-  Instills spells got merged with attenuates, so equipping the skill will grant you the usual attentuate bonus and allow you to use the Instill

-  Instills are generally available to fighter/caster hybrids

 

 

Proof Skills

-  Proof skills are much cheaper and available earlier

-  Besides proofing the user, they also grant an active skill that can remove the associated status(es) from others at no cost, same as the consumable

 

 

Command skills

-  Spells from Ninjutsu, War Dances and Songs are all usable via Art of War command, you can still access them by old command too if you have it learned

 

 

 

 

 

 

 

 

SPELLS

 

 

 

Global Changes

 

-  Healing spells scale slightly with MND, they are cheaper and more powerful but also more exclusive

-  Status removal spells are also cheaper and affect an area

-  Mana cost tends to be lower in general because auxiliary sources of mana had been nerfed, mana pots are less effective and using meditation slows you down more so it's less of an advantage to classes that can use it

-  Damage spells don't have a slashing/piercing/crushing component anymore which makes armor less effective versus them when compared to attacks

-  As with projectile weapons, spells tend to have higher RT penalty than before

-  Status spells have lower RT penalty to make them more attractive, enemies should hit you with them more often now (despite some of them stating reduced chance to hit)

-  Lesser buffs and debuffs last considerably longer, stronger ones last slightly longer

-  Bewitch and Petrify duration was lowered

-  Spells do not require reagents anymore with the exception of ninja utility buffs which were kept for flavor

-  Elemental damage spells now inflict aversion to the opposite element instead

-  Projectile spells gain range and indirect spells gain either damage or area per tier

-  Summons are stronger but the maximum number of hits is reduced

-  Ninjutsu summons are significantly stronger but their TP cost is increased and number of hits reduced

-  Dark magic minor debuffs have less area than elemental ones and major debuffs have less range

-  Draconic damage spells felt a bit redundant next to apocryphae so they're reworked into mana-based attack skills with modest range and area (visuals too), something like sword skills in FFT which turns warlock into something closer to his Knight of Lodis incarnation

-  Draconic magic damage is increased by total ATK (weapon, class, jewelry), STR and DEX (equally), and augment/racial skill but not weapon skill, it is worth noting that percentage increases to its damage (like elemental vulnerabiliy or chokers) won't kick in if attacker's str+dex+aug+racial didn't beat defender's str+vit+aug+racial score (all of them contributing in different amounts) so it is generally noticeable on squishier targets

-  Visual aftereffects that hit every panel on some area spells (like thunderflare) were removed to speed up animations, it also means terrain won't be affected but that was a minor factor anyway

-  Some spells have been renamed, either to fit new visuals or their effects better (anyone ever went for Stunslay instead of Stunbomb?)

-  Raised apocrypha level requirement, first one was stronger than AoE spell IV and you could use it much earlier

-  Added Burst spells that do damage in an area around te caster, they’re generally available to fighter/caster hybrids with no access to indirect area spells

 

 

Projectile Spell I

-  Mana cost down to 10, RT cost raised to 15

-  Damage reduced very slightly

 

 

Projectile Spell II

-  Mana cost down to 20, RT cost raised to 20

-  Damage increased

-  Range increased to 7

 

 

Projectile Spell III

-  Mana cost down to 30, RT cost raised to 25

-  Damage increased greatly

-  Range increased to 8

 

 

Projectile Spell IV

-  Mana cost down to 40, RT cost raised to 30

-  Damage increased greatly

-  Range increased to 9

 

 

Indirect Spell I

-  Mana cost down to 20, RT cost raised to 25

-  Damage reduced slightly

-  Area increased to 2

 

 

Indirect Spell II

-  Mana cost down to 30, RT cost raised to 30

-  Damage increased

 

 

Indirect Spell III

-  Mana cost down to 50, RT cost raised to 35

-  Damage is now the same as tier II, which is still higher than vanilla tier III

 

 

Indirect Spell IV

-  Mana cost down to 60, RT cost raised to 40

-  Damage increased greatly

 

 

Summon I

-  Mana cost down to 40, RT cost raised to 35

-  Damage reduced slightly

 

 

Summon II

-  Mana cost down to 60, RT cost raised to 40

-  Damage reduced slightly

-  Range reduced to 3

-  Maximum number of hits reduced by 2

 

 

Apocrypha I

-  Mana cost down to 80, RT cost raised to 45

-  Damage increased

-  Range increased to 4, area increased to 3

 

 

Apocrypha II

-  Mana cost down to 120, RT cost raised to 50

-  Damage greatly increased

 

 

Burst I

-  Mana cost is 20, RT cost is 15

-  Area is 2

 

 

Burst II

-  Mana cost is 50, RT cost is 20

-  Area is 3

 

 

Whirlwind

-  Renamed to Grace

-  Mana cost down to 10, RT cost down to 10

-  Area increased to 2

 

 

Guarding Gale

-  Renamed to Turbulence

-  Mana cost down to 10, RT cost down to 10

-  Area increased to 2

-  Inflicts STAGGER instead of FALSEFLIGHT

 

 

Balmy Breeze

-  RT cost raised to 15

-  Range reduced to 5

 

 

Black Williwaw

-  Renamed to Storm Prison

-  RT cost raised to 20

-  Range increased to 5

 

 

Vulcan Lance

-  Renamed to Magma Orb

 

 

Earthquake I and II

-  Renamed to Graviton to fit new visuals better

 

 

Protect

-  Renamed to Bulwark

-  Mana cost down to 10, RT cost down to 10

-  Area increased to 2

 

 

Bladeward

-  Renamed to Lodestone

-  Mana cost down to 10, RT cost down to 10

-  Area increased to 2

 

 

Dust Storm

-  RT cost raised to 15

-  Range reduced to 5

 

 

Petrifog

-  RT cost raised to 20

-  Range increased to 5

 

 

Lightning Bow

-  Renamed to Shocklance

 

 

Thunderburst

-  Renamed to Plasma Veil

 

 

Stormspark

-  RT cost raised to 20

-  Charges 50 TP instead of inflicting SHACKLE

-  Renamed to Electrify

 

 

Stunbomb

-  RT cost raised to 15

-  Range reduced to 5

 

 

Stunslay

-  Renamed to Rattle

-  Mana cost raised to 40, RT cost raised to 20

-  Range increased to 5

 

 

Dread Vapor I and II

-  Renamed to Tidal Wave to fit new visuals better

 

 

Quench

-  Mana cost raised to 30, RT cost raised to 20

-  Heals 20% HP

-  Range reduced to 3

-  Always cures Poison

-  Renamed to Purify

 

 

Stagnate

-  Mana cost down to 10, RT cost down to 10

-  Inflicts SPOILSPELL instead of MISSTEP

-  Area increased to 2

 

 

Poison Mist

-  RT cost raised to 15

-  Area increased to 3

-  Range reduced to 5

 

 

Sludgebind

-  RT cost raised to 20

-  Changed to inflict LEADEN, SLOW and delay RT by 40

-  Range increased to 5

 

 

Flamefusion

-  Mana cost down to 10, RT cost down to 10

-  Area increased to 2

 

 

Pyroclastic Flow

-  Renamed to Meltdown

-  Mana cost down to 10, RT cost down to 10

-  Area increased to 2

 

 

Misery

-  Renamed to Basalt

-  Mana cost raised to 30, RT cost raised to 20

-  Inflicts SHACKLE instead of WEAKEN

-  Range increased to 5

 

 

Brimstone

-  Renamed to Pyroclasm

-  Mana cost down to 20, RT cost down to 15

-  Range increased to 5

-  Doesn't inflict ENVENOM anymore

 

 

Iceblast

-  Renamed to Icebrand

 

 

Icy Focus

-  Renamed to Solidify

-  Mana cost down to 10, RT cost down to 10

-  Grants RESILIENT instead of SPELLSTRIKE

-  Area increased to 2

 

 

Indomitable Will

-  Renamed to Mighty Glacier

-  Mana cost down to 20, RT cost down to 15

 

 

Numbing Cold

-  Mana cost down to 10, RT cost down to 10

-  Inflicts WEAKEN instead of SPELLSLIP

-  Area increased to 2

-  Range reduced to 5

 

 

Freezing Gust

-  RT cost raised to 20

-  Chance to hit reduced

-  Inflicts STOP instead of LEADEN

-  Range increased to 5

 

 

Exorcism

-  Mana cost down to 20, RT cost down to 15

-  Range increased to 6

-  Always hits

 

 

Exorcism II

-  Mana cost down to 30, RT cost down to 20

-  Range increased to 5

-  Always hits

 

 

Silent Light

-  RT cost down to 15

-  Area increased to 2

 

 

Boon of Swiftness

-  Mana cost raised to 40, RT cost raised to 30

 

 

Dispel

-  Mana cost down to 20, RT cost down to 15

-  Area increased to 2

-  Also removes Readied Skills

 

 

Awaken

-  Mana cost down to 15, RT cost down to 10

-  Range reduced to 5, area increased to 2

 

 

Awaken II

-  Mana cost down to 30

-  Area increased to 2

 

 

Innervate

-  RT cost down to 10

-  Range reduced to 5, area increased to 2

 

 

Singing Light

-  Mana cost down to 15, RT cost down to 10

-  Range reduced to 5, area increased to 2

 

 

Awaken Stone

-  RT cost raised to 15

-  Range reduced to 5, area increased to 2

 

 

Liberate

-  Mana cost down to 30, RT cost raised to 20

-  Area increased to 2

 

 

Cleanse

-  Mana cost down to 10, RT cost down to 10

-  Range reduced to 5, area increased to 2

 

 

Cleanse II

-  Mana cost down to 20, RT cost down to 15

-  Area increased to 2

 

 

Unburden

-  Mana cost down to 15, RT cost down to 10

-  Area increased to 2

 

 

Decurse

-  Mana cost down to 30

-  Area increased to 2

 

 

Hearten

-  Mana cost down to 20, RT cost down to 15

-  Area increased to 2

 

 

Ease

-  Mana cost down to 30, RT cost raised to 20

-  Range reduced to 3

 

 

Heal

-  Mana cost down to 10, RT cost down to 10

-  Healed amount and damage to undead increased, heals additional 10% of target's HP

-  Range increased to 6

 

 

Heal II

-  Mana cost down to 15, RT cost down to 15

-  Healed amount and damage to undead increased, heals additional 15% of target's HP

-  Range increased to 7

 

 

Heal III

-  Mana cost down to 20, RT cost raised to 20

-  Healed amount and damage to undead increased, heals additional 20% of target's HP

-  Range increased to 8

 

 

Heal IV

-  Mana cost down to 25, RT cost raised to 25

-  Healed amount and damage to undead increased, heals additional 25% of target's HP

-  Range increased to 9

 

 

Major Heal

-  Mana cost down to 20, RT cost raised to 20

-  Healed amount and damage to undead increased, heals additional 10% of target's HP

-  Range increased to 5

 

 

Major Heal II

-  Mana cost down to 30, RT cost raised to 25

-  Area reduced to 2

-  Healed amount and damage to undead increased, heals additional 15% of target's HP

 

 

Major Heal III

-  Mana cost down to 50, RT cost raised to 30

-  Healed amount and damage to undead increased, heals additional 15% of target's HP

-  Range reduced to 5

 

 

Resurrect

-  RT cost raised to 40

-  Range reduced to 3

 

 

Resurrect II

-  Mana cost down to 150

-  Range reduced to 3

 

 

Drain Heart

-  RT cost raised to 20

-  Drains 15% of target's current HP

 

 

Drain Mind

-  Mana cost down to 10, RT cost raised to 20

-  Drains 15% of target's max MP instead of fixed 40 points

 

 

Drain Power

-  RT cost raised to 20

-  Drains half of the target's current TP instead of fixed 40 points

 

 

Spellcharge

-  Mana cost down to 10, RT cost raised to 20

-  Increased the charged amount

-  Range increased to 9

 

 

Paradigm Shift

-  Mana cost down to 50

-  Always hits

-  Single target only, can’t be used on self

 

 

Torpor

-  Mana cost down to 15, RT cost down to 10

-  Range reduced to 3

 

 

Petriburst

-  Mana cost increased to 30, RT cost raised to 20

-  Range reduced to 3

 

 

Paralytic Wave

-  Mana cost down to 15, RT cost down to 10

-  Single target only

 

 

Poison Cloud

-  Mana cost down to 15, RT cost down to 10

-  Range reduced to 5

 

 

Deadly Poison

-  Mana cost down to 20, RT cost down to 15

 

 

Sleep

-  Mana cost down to 15, RT cost down to 10

 

 

Charm

-  Mana cost down to 20

-  Range reduced to 3

 

 

Dominate

-  Mana cost down to 30, RT cost down to 20

-  Range reduced to 3

 

 

Shackle

-  RT cost raised to 20

-  Range reduced to 3

 

 

Fixate

-  RT cost raised to 20

-  Range reduced to 3

 

 

Gravity Flux

-  Mana cost down to 15, RT cost down to 10

 

 

Deadscream

-  Mana cost down to 30, RT cost down to 20

-  Range reduced to 3

 

 

Dead Man's Ivy

-  Mana cost down to 15, RT cost down to 10

 

 

Tempest

-  Renamed to Vortex

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Tempest II

-  Renamed to Vortex Cut

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Gaia Strike

-  Renamed to Terra

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Gaia Strike II

-  Renamed to Terra Break

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Vortex

-  Renamed to Arc

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Vortex II

-  Renamed to Arc Smash

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Deluge

-  Renamed to Acid

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Deluge II

-  Renamed to Acid Bite

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Annihilation

-  Renamed to Flare

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Annihilation II

-  Renamed to Flare Spiral

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Iceover

-  Renamed to Rime

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Iceover II

-  Renamed to Rime Hew

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Starfall

-  Renamed to Aura

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Starfall II

-  Renamed to Aura Blast

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Diablo's Spite

-  Renamed to Demon

-  Mana cost down to 20, RT cost down to 15

-  Does attack damage

-  Range reduced to 3, single target only

 

 

Diablo's Spite II

-  Renamed to Demon Rage

-  Mana cost down to 50, RT cost down to 30

-  Does attack damage

-  Range reduced to 3, area reduced to 2

 

 

Detect

-  Mana cost down to 15, RT cost down to 10

 

 

Springboard

-  Mana cost down to 30

-  Range increased to 5

 

 

Teleport

-  Mana cost down to 50, RT cost raised to 30

-  Range increased to 5

-  Indirectly buffed by the increase in base movement range for most units

 

 

Gift Of Restoration

-  Renamed to Benediction

-  Mana cost down to 15, RT cost down to 10

-  Area increased to 2

 

 

Gift Of Renewal

-  Mana cost down to 30, RT cost raised to 20

-  Area increased to 2

 

 

Nulify Strike

-  Mana cost down to 40, RT cost raised to 25

-  Range reduced to 3

 

 

Negate Spell

-  Mana cost down to 40, RT cost raised to 25

-  Range reduced to 3

 

 

Dodge Blades

-  Renamed to Blade Dance

-  RT cost raised to 15

-  Range increased to 5, area increased to 3

 

 

Ballistics

-  RT cost raised to 15

-  Range increased to 5, area increased to 3

 

 

Enlighten

-  RT cost raised to 15

-  Range increased to 5, area increased to 3

 

 

Phantom Shell

-  RT cost raised to 15

-  Range increased to 5, area increased to 3

 

 

Holy Shield

-  Mana cost down to 40, RT cost raised to 25

 

 

Sacrifice

-  Mana cost down to 100

 

 

Living Corpse

-  Mana cost down to 50, RT cost raised to 40

 

 

Banish

-  Mana cost raised to 30, RT cost raised to 20

-  Range reduced to 3

 

 

Curse

-  Mana cost down to 20, RT cost down to 15

 

 

Curse II

-  Mana cost down to 20, RT cost down to 15

 

 

Curse III

-  Mana cost down to 30, RT cost down to 20

 

 

Tainted Love

-  RT cost raised to 30

 

 

Phantom Pain

-  Mana cost down to 40, RT cost raised to 25

 

 

Life Force

-  RT cost raised to 25

-  Damage reduced

 

 

Putrify

-  RT cost raised to 25

-  Damage reduced

-  Range increased to 5

 

 

Putrify II

-  Mana cost down to 50, RT cost raised to 25

-  Damage reduced

-  Range increased to 5

 

 

Brainrot

-  Mana cost down to 15, RT cost down to 10

-  Range increased to 5

-  Area increased to 2

 

 

Black Plume

-  Mana cost raised to 100

 

 

Styx Shift

-  Mana cost down to 15, RT cost down to 10

 

 

Ninjutsu Summon I

-  Costs 50 TP, RT cost raised to 15

-  Damage greatly increased

 

 

Ninjutsu Summon II

-  Costs 100 TP, RT cost raised to 20

-  Damage greatly increased

-  Range reduced to 4

 

 

Shadow Bind

-  Costs 10 TP, RT cost down to 10

 

 

Utility Ninjutsu

-  Costs 5 TP, RT cost down to 10

 

 

Lion Dance

-  RT cost raised to 15

 

 

Harvest Dance

-  TP cost raised to 30, RT cost raised to 20

-  Heals 20% HP

 

 

Bellows Dance

-  TP cost down to 20, RT cost down to 15

 

 

Shriving Dance

-  TP cost raised to 40, RT cost raised to 25

-  Area reduced to 2

 

 

Comely Dance

-  TP cost down to 20, RT cost down to 15

 

 

Bedeveling Dance

-  TP cost down to 30, RT cost raised to 20

 

 

Envigorating Dance

-  TP cost down to 40, RT cost raised to 25

-  Removes 25% of target's TP and doubles your current TP

 

 

Demonpetal Dance

-  TP cost down to 40, RT cost raised to 25

 

 

Ardent Conga

-  RT cost raised to 25

-  Does not restore mana anymore

 

 

Weakening Joropo

-  TP cost down to 20

 

 

Taunting Mambo

-  TP cost down to 20, RT cost down to 15

 

 

Stirring Folklore

-  TP cost down to 20, RT cost down to 15

 

 

Somber Chacarera

-  TP cost down to 20, RT cost down to 15

 

 

Escalating Sanat

-  TP cost down to 40, RT cost raised to 20

 

 

Poised Arabesque

-  RT cost raised to 25

-  Restores 20% HP and 10% MP

 

 

 

 

 

 

 

 

ACTIVE SKILLS

 

 

Global Changes

-  Changed the level availability of many skills to spread them out better

-  Changed the visuals of many skills to something faster or subjectivelly better fitting

 

 

Instill Element (new)

-  TP cost is 30, RT cost is 15

 

 

Rally (new)

-  TP cost is 60, RT cost is 20

-  Removes FEAR from allies in the area and charges them 20 TP

 

 

Iron Maiden

-  RT cost raised to 25

-  Changed to a melee touch attack that deals pell damage to HP/ MP and inflicts stop

-  Melee range, single target only

 

 

Featherstep

-  TP cost down to 20, RT cost down to 10

-  Isn’t a ranked skill anymore

-  Also removes Bound

 

 

First Aid (Ranger)

-  Renamed to Liberate

-  TP cost down to 40, RT cost down to 15

-  Isn’t a ranked skill anymore

-  Removes one debuff instead of a set list (same as Ease spell)

 

 

Howl

-  TP cost down to 40

 

 

Huapango Winds

-  TP cost down to 40

-  Changed to grant SIDESTEP and RENEWAL to the user

-  100% success, not a ranked skill anymore

 

 

Glare

-  TP cost down to 30, RT cost down to 15

-  Range increased to 2, single target only

-  Inflicts FEAR instead of HOBBLE

 

 

Threaten

-  Renamed to Momentum

-  Changed to grant BATTERING RAM and RENEWAL to self

 

 

Steal

-  TP cost down to 10, RT cost down to 10

 

 

Pumpkin Lure

-  RT cost down to 15

 

 

Sneak Attack

-  RT cost down to 10

 

 

Check

-  TP cost down to 40

 

 

Black Mucus

-  TP cost raised to 40, RT cost raised to 20

-  Inflicts BIND instead of FALSESTRIKE

 

 

Bloody Gag

-  TP cost down to 40

-  Range increased to 3

-  Inflicts BOUND instead of SLEEP

 

 

Empower Skills

-  TP cost down to 40, RT cost down to 15

 

 

Witch's Smile

-  TP cost down to 40

-  Range increased to 3, single target only

-  Inflicts BEWITCH instead of CHARM

 

 

Irresistible Beauty

-  TP cost raised to 40, RT cost down to 10

 

 

Meditate

-  TP cost raised to 20, RT cost down to 10

 

 

Lament of the Dead

-  TP cost raised to 40, RT cost raised to 20

-  Accuracy changed to skill level-based

 

 

Rapier Glance

-  Renamed to Lockdown

-  TP cost down to 40

 

 

Intimidate

-  TP cost down to 20, RT cost down to 15

-  Area increased to 3

-  100% success, not a ranked skill anymore

 

 

Resonance Skills

-  TP cost down to 40, RT cost down to 20

 

 

Recruitment Skills

-  TP cost down to 10, RT cost raised to 25

 

 

Gordian Key

-  TP cost down to 20, RT cost down to 15

 

 

Eyes of Heaven

-  TP cost raised to 40

-  Range increased to 5, area increased to 3

-  Inflicts ENFEEBLE with 100% accuracy now

 

 

Preempt

-  RT cost raised to 40

 

 

Gordian Key

-  Renamed to Mindblast

-  TP cost down to 20, RT cost down to 10

-  Changed to a cheap, long range skill that does nominal damage but has guaranteed knockback and RT delay

 

 

Animate Dead

-  TP cost down to 20, RT cost down to 15

 

 

Absolution

-  TP cost down to 20, RT cost down to 15

 

 

Eagle Eye

-  TP cost down to 40, RT cost down to 20

-  Grants TRUEFLIGHT and SIDESTEP

 

 

Bane Skills

-  TP cost down to 60, RT cost down to 20

-  Also affects self

 

 

Mighty Strike

-  Renamed to Blade Focus

-  TP cost down to 40

-  Grants STRENGHTEN and TRUESTRIKE (similar to Magic Time now)

 

 

Evade

-  TP cost down to 40, RT cost down to 15

 

 

Gordian Lock

-  TP cost raised to 100, RT cost raised to 40

 

 

Evanescence

-  Renamed to Wild Hunt

-  TP cost down to 80, RT cost down to 20

-  Changed to allow the user to move once more in his turn

 

 

Engulf

-  Renamed to Extend

-  TP cost down to 30, RT cost down to 15

 

 

First Aid (Lord)

-  Renamed to Heal Aura

-  TP cost raised to 40, RT cost reduced to 15

-  Heals the amount equal to TP spent

 

 

Princess's Whim

-  TP cost raised to 60, RT cost raised to 20

-  Grants QUICKEN to an ally in a medium range at the cost of all his TP

-  100% success, not a ranked skill anymore

 

 

Magic Time

-  RT cost raised to 20

 

 

Guardian Force

-  TP cost down to 50, RT cost raised to 40

 

 

El Colas Winds

-  Grants +2 MOVE and RESILIENT instead

 

 

Intercession

-  TP cost down to 40, RT cost down to 15

 

 

Course Correction

-  TP cost down to 30, RT cost down to 10

 

 

Gluttony

-  TP cost down to 20

 

 

Conserve MP

-  TP cost raised to 40, RT cost down to 15

 

 

Conserve RT

-  TP cost raised to 40, no RT cost

 

 

Consecrate Edge

-  RT cost down to 15

-  Also grants SILENCE-BRINGER

 

 

HP Infusion

-  RT cost raised to 40

 

 

MP Infusion

-  RT cost raised to 40

 

 

Sublime Sacrifice

-  Doesn't use all TP now

-  Changed from Active to a Special skill

-  Sacrifices 95% of max HP instead

 

 

Salvation

-  TP cost down to 30, RT cost down to 15

 

 

Sanctuary Shadow

-  Renamed to Palladium

-  TP cost down to 40, RT cost down to 20

-  Range increased to 2

 

 

Jack-o'-Lantern

-  TP cost down to 40

-  Range increased to 5

 

 

Shadowbreak

-  Renamed to Spellbreak

-  TP cost down to 20, RT cost down to 15

-  Range reduced to 3, area increased to 2

-  Changed to explode a clone, damaging everyone around it

 

 

Mind's Eye

-  TP cost down to 50, RT cost raised to 40

 

 

Stardust Grace

-  TP cost raised to 50, RT cost raised to 20

-  Changed to remove SLOW from allies and inflict it to enemies

-  Range increased to 3, area increased to 2

 

 

Speedstar

-  TP cost raised to 50, RT cost raised to 20

 

 

Concentration

-  Renamed to Torinoko

-  TP cost raised to 40, RT cost down to 15

-  Range increased to 3

-  Is a ranked skill now

-  Changed to inflict SLEEP on a single target

 

 

Holy Water

-  TP cost down to 40, RT cost down to 15

 

 

Mother's Mercy

-  Renamed to Tabula Rasa

-  TP cost down to 40, RT cost down to 15

-  Range raised to 3, can also affect allies

 

 

Mother's Blessing

-  RT cost down to 15

 

 

Nature's Whisper

-  RT cost down to 10

 

 

Echoing Voice

-  Renamed to Lucky Star

-  TP cost down to 10, RT cost down to 10

-  Changed to a cheap area skill that slightly raises LUK and advances RT

 

 

Sharpshoot

-  TP cost raised to 60, RT cost down to 15

 

 

Double Impact

-  Renamed to Double Strike

-  TP cost raised to 80

 

 

Double Shot

-  TP cost raised to 60

 

 

Resounding Voice

-  Renamed to Singer’s High

-  Cost changed to 50 MP, RT cost down to 15

-  Changed to a self skill that clears all debuffs and charges TP

 

 

Fearful Impact

-  RT cost down to 15

 

 

Dash

-  TP cost down to 50, RT cost down to 15

 

 

Slayer skills

-  TP cost down to 40, RT cost down to 15

 

 

Dragon's Eye

-  TP cost down to 20, RT cost down to 10

 

 

Dragon's Scale

-  Renamed to Liftoff

-  TP cost down to 60, RT cost down to 15

-  Changed to a skill that grants fly to self for 2 turns

 

 

Dragon's Wound

-  Renamed to Dragonfly

-  RT cost down to 15

-  Changed to a self-only skill that moves the user one panel regardless of elevation difference

 

 

Tremendous Shot

-  TP cost raised to 60, RT cost down to 15

 

 

Berserk

-  RT cost down to 15

 

 

Back Attack

-  Renamed to Grim Reaper

-  TP cost raised to 50, RT cost raised to 25

-  Changed to a melee touch attack that leeches life

 

 

Paralysis Blade

-  Renamed to Bloody Mary

-  TP cost raised to 50, RT cost raised to 20

-  Changed to a short range skill inflicting a guaranteed PETRIFY if the target faces the user and doesn’t have a shield equipped

 

 

Barricade

-  TP cost down to 40, RT cost down to 20

 

 

Squash

-  TP cost down to 20, RT cost down to 15

 

 

Vigorous Attack

-  TP cost down to 40, RT cost down to 20

-  Grants TRUESTRIKE and DODGE

 

 

Phalanx

-  Renamed to Aegis

-  TP cost raised to 100, RT cost raised to 40

-  Range increased to 3

-  Changed to grant FORTIFY and RENEWAL to an ally

 

 

Booby Trap

-  TP cost down to 20, RT cost down to 10

-  Range Increased to 2

-  Damage traps do half of the victims current HP and always inflict a debuff

-  Introduced traps that heal HP, charge MP/TP or grant buffs

 

 

Steelstance

-  TP cost raised to 100, RT cost raised to 40

 

 

Consecrate Dead

-  TP cost down to 40, RT cost down to 15

 

 

Condemn

-  TP cost down to 40, RT cost down to 15

 

 

Sanguine Assault

-  Renamed to Last Resort

-  TP cost raised to 60

-  Also damages self for 5% HP

 

 

Break Curse

-  TP cost down to 20, RT cost down to 10

-  Area of effect raised to 2

 

 

Broaden Force

-  TP cost down to 40, RT cost down to 15

 

 

Velocity Shift

-  TP cost down to 40

 

 

Mighty Impact

-  Renamed to Mighty Strike

-  TP cost raised to 60, RT cost down to 15

 

 

Apostate

-  TP cost raised to 100, RT cost raised to 40

 

 

Lucky Star

-  Renamed to Conviction

-  Changed to a melee touch attack that leeches mana

-  TP cost raised to 50, RT cost raised to 25

-  Is a ranked skill now

 

 

Rampart Shadow

-  Renamed to Phalanx

-  TP cost down to 40, RT cost down to 20

-  Range increased to 2

 

 

Risk Management

-  TP cost down to 40, RT cost raised to 30

 

 

Reflection

-  TP cost raised to 100, RT cost raised to 40

 

 

Repel Dragon

-  Renamed to Feral Remedy

-  TP cost down to 50, RT cost down to 20

-  Changed to a melee range skill that heals a pet for 50% max HP and damages the user for 10%

 

 

Repel Beast

-  Renamed to Catnip

-  TP cost down to 60, RT cost down to 20

-  Changed to a short range skill that grants QUICKEN to a pet

 

 

Ivory Tower

-  TP cost raised to 100, RT cost raised to 40

 

 

Disarm

-  TP cost down to 20, RT cost down to 10

-  Now disarms all traps in an area of 3

 

 

 

 

 

 

 

 

SPECIAL SKILLS

 

 

 

Global Changes

-  Special Skills do not burn all TP anymore (except Pumpkin Bomb and Celestial Song)

-  Most monster damage skills have a fixed 50% chance to inflict the additional debuff, 40% for Breath I and 60% for Breath II

-  Cyclops, Angel Knight and Wicce use the standard status accuracy formula to determine chance to hit for added debuffs

 

 

Aqua Bubble

-  Inflicts SLOW instead of BREACH

 

 

Agonal Scream

-  TP cost raised to 100

-  Also inflicts SLOW

-  Chance to inflict a debuff is fixed at 50% for each effect

 

 

Acid Breath

-  Damage increased

-  Damage type changed to PIERCING

 

 

Acid Breath II

-  Renamed to Melting Zone, changed visuals

-  RT cost down to 25

-  Damage increased

-  Damage type changed to PIERCING

 

 

Sweaty Palms

-  Damage increased

-  Delays RT by 40 instead of inflicting HOBBLE

 

 

Wind Shot

-  Renamed to Hurricane, changed visuals

-  Damage reduced

 

 

Virtuous Dance

-  TP cost raised to 100

-  Chance to inflict a debuff is fixed at 50% for each effect

 

 

Cruelest Cut

-  Renamed to Shockwave

-  Damage reduced

-  Damage type changed to CRUSHING

-  Element changed to EARTH

-  Inflicts SLEEP instead of STUN

 

 

Granite Fist

-  Damage increased

-  Element changed to EARTH

 

 

Crystal Pumpkin

-  Damage increased

-  RT cost down to 25

 

 

Reeking Meatballs

-  Damage reduced

-  RT cost raised to 25

-  Has an area of 2, centered on self

-  Inflicts STAGGER

 

 

Coquettish Kiss (Faerie)

-  RT cost down to 15

-  Chance to inflict a debuff is fixed at 60% for each effect

 

 

Coquettish Kiss (Gremlin)

-  TP cost down to 40, RT cost down to 15

-  Chance to inflict a debuff is fixed at 60% for each effect

-  Renamed to Tainted Kiss

 

 

Silent Song

-  TP cost down to 40, RT cost down to 15

-  Also inflicts SPOILSPELL and SPELLSLIP

 

 

Pirate Breath

-  Has the range of a breath attack

-  Damages targets for half of their current HP

-  Inflicts no status effects

 

 

Requiem

-  TP cost raised to 100, RT cost raised to 25

-  Deals spell damage now

-  Also exorcises undead

 

 

Thunder Breath

-  Damage increased

-  Inflicts STUN instead of FALSESTRIKE

 

 

Thunder Breath II

-  Renamed to Storm Front, changed visuals

-  RT cost down to 25

-  Damage increased

-  Inflicts STUN instead of FALSESTRIKE

 

 

Stun Breath

-  Renamed to Venom Breath

-  Damage increased

-  Damage type changed to CRUSHING

-  Inflicts ENVENOM instead of STUN

 

 

Stun Breath II

-  Renamed to Baleful Mist

-  RT cost down to 25

-  Damage increased

-  Damage type changed to CRUSHING

-  Inflicts ENVENOM instead of STUN

 

 

Sparagmos

-  Targeted ability with a range of 0-1 and area of 2

-  RT cost raised to 25

 

 

Sand Breath

-  Damage increased

-  Inflicts RT DELAY instead of STAGGER

 

 

Sand Breath II

-  Renamed to Fault Line

-  RT cost down to 25

-  Damage increased

-  Inflicts RT DELAY instead of STAGGER

 

 

Lingering Kiss (Faerie)

-  Heals target for 25% of its HP by sacrificing 10% of your own

-  TP cost raised to 60, RT cost down to 15

 

 

Lingering Kiss (Gremlin)

-  Renamed to Vampiric Kiss

-  TP cost raised to 60, RT cost down to 15

 

 

Day of Reckoning

-  RT cost down to 15

-  Also resets RT

 

 

Divine Breath

-  Renamed to Sacred Breath

-  Damage type is SLASHING

-  Inflicts SLEEP instead of SPOILSPELL

 

 

Divine Breath II

-  Renamed to Holy War

-  RT cost down to 25

-  Damage increased

-  Damage type is SLASHING

-  Inflicts SLEEP instead of SPOILSPELL

 

 

Toxic Breath

-  Damage increased

-  Damage type is CRUSHING

-  Inflicts CHARM instead of LEADEN

 

 

Toxic Breath II

-  Renamed to Delirium Haze

-  RT cost down to 25

-  Damage increased

-  Damage type is CRUSHING

-  Inflicts CHARM instead of LEADEN

 

 

Vortex Breath

-  Damage increased

-  Inflicts SILENCE instead of STAGGER

 

 

Toxic Breath II

-  Renamed to Radiant Gale

-  RT cost down to 25

-  Damage increased

-  Inflicts SILENCE instead of STAGGER

 

 

Numbing Hook

-  Renamed to Talon Dive, changed visuals

-  Damage increased

-  Range down to 1

 

 

Stinky Feet

-  RT cost raised to 25

-  Damage increased

 

 

Pumpkin Strike

-  TP cost raised to 100, RT cost raised to 25

-  Damage reduced slightly

 

 

Pumpkin Pie

-  TP cost raised to 100

-  Heals the amount equal to target's current HP

 

 

Pumpkin Bomb

-  RT cost raised to 50

-  Damage increased

-  Removes 95% of max HP instead of all current HP

 

 

Flame Breath

-  Damage increased

-  Removes 50% of target's current TP instead of inflicting WEAKEN

 

 

Flame Breath II

-  Renamed to Crimson Note

-  RT cost down to 25

-  Damage increased

-  Removes 75% of target's current TP instead of inflicting WEAKEN

 

 

Blood Siphon

-  Renamed to Bloodbath

-  RT cost raised to 25

-  Damage reduced

-  Range down to 1

-  Element is AIR

 

 

Selfless Kiss (Faerie)

-  Removes all debuffs from the target

-  TP cost down to 40, RT cost down to 15

 

 

Selfless Kiss (Gremlin)

-  Renamed to Infernal Kiss

-  RT cost down to 15

-  Inflists BIND, SHACKLE and STOP

-  Chance to inflict a debuff is fixed at 60% for each effect

 

 

Blue Spiral

-  Damage increased

-  Range raised to 5

 

 

Frost Breath

-  Damage increased

-  Inflicts SLOW instead of FALSEFLIGHT

 

 

Frost Breath II

-  Renamed to Total Whiteout

-  RT cost down to 25

-  Damage increased

-  Inflicts SLOW instead of FALSEFLIGHT

 

 

Heaven's Tear

-  TP cost raised to 100, RT cost raised to 30

-  Area raised to 3

-  Damage reduced

-  Element is EARTH

 

 

Petro Breath

-  Damage increased

-  Damage type is CRUSHING

 

 

Petro Breath II

-  Renamed to Stone Circle

-  RT cost down to 25

-  Damage increased

-  Damage type is CRUSHING

 

 

Poison Rain

-  TP cost raised to 100, RT cost raised to 25

-  Damage reduced

-  Damage type is PIERCING

 

 

Poison Breath

-  Damage increased

-  Damage type is PIERCING

 

 

Poison Breath II

-  Renamed to Cloud Kill

-  RT cost down to 25

-  Damage increased

-  Damage type is PIERCING

 

 

Poignant Melody

-  TP cost down to 20, RT cost down to 15

-  Changed to an Active Skill that removes CHARM/BEWITCH and grants RESILIENT to allies

 

 

Maelstrom

-  TP cost raised to 100, RT cost raised to 25

-  Area raised to 4

-  Damage increased greatly

 

 

Stirring Kiss (Buccaneer)

-  Removes a random debuff from the target

-  TP cost down to 40, RT cost down to 15

-  Changed to advance the RT of allies by 40 and delay enemies by the same amount

-  Renamed to Jolly Roger

 

 

Stirring Kiss (Wicce)

-  Renamed to Forsaken Kiss

-  RT cost down to 15

-  Inflicts CURSE, FRIGHTEN and SLOW

-  Also inflicts POISON

 

 

Raven Eye

-  Renamed to Lariat

-  TP cost raised to 100, RT cost raised to 25

-  Damage reduced slightly

-  Element is EARTH

 

 

Corpse Breath

-  Damage type is CRUSHING

-  Inflicts WITHER instead of ENFEEBLE

 

 

Corpse Breath II

-  Renamed to Evil Dead

-  RT cost down to 25

-  Damage increased

-  Damage type is CRUSHING

-  Inflicts WITHER instead of ENFEEBLE

 

 

Evil Eye

-  TP cost raised to 100, RT cost raised to 30

 

 

Celestial Song

-  RT cost down to 15

-  Also heals allies for TP spent

 

 

 

 

 

 

 

 

FINISHING MOVES

 

 

 

Global Changes

-  Finishing moves always apply debuff(s) if the attack hits

-  All finishing moves ignore obstacles now.

-  Finishers for weapons with lower attack values, like staves, spellbooks and instruments are generally stronger in some way than the rest

-  Many finishers were changed to avoid redundancy as much as possible, they were also renamed and their visual effects and descriptions were updated, check the table in the finisher section for details

 

 

 

 

 

 

 

 

SHOP

 

 

 

Global Changes

-  All damasc gear can be bought after finishing the main campaign (instead of just leggings), you don't have to start with CODA anymore

-  Adjusted the rewards for auctioning monsters, there are no golem classmarks anymore but you can get rare crafting reagents and consumables

 

 

Equipment

-  1H and 2H Katana are available in shops right from the start

-  Some spellbooks and non-elemental instruments can also be bought

-  Vicious Assault token can also be bought in shops

-  Caldia removed from the shop

 

 

Consumables

-  Debuff items cost 500 goth, same as buff items

-  Blessing Stones and Charms of Remission can't be bought in shops anymore

-  Ashmedai’s Grog can be bought

-  Fairn Bolus can't be bought in shops anymore, it can be crafted

 

 

Arcana

-  Indirect spell grimoires III can be bought during chapter IV

-  Indirect spell grimoires IV can be bought in Palace of the Dead after chapter I CODA

-  Some arcana is available at different points in game, usually at the same time as other similar spells

-  Divine damage spells are available at same points as elemental and dark

-  The strongest status spells are available later

-  Summons I can be bought after finishing the game instead of after chapter I CODA

-  Heal III and Major Heal II are available a bit earlier but only in Deneb's and PotD shops

-  Scroll of Cicada can be bought from Deneb's shop

-  Treatise on Seduction can be bought from Deneb's shop at late act 4

-  Brightshear and Nightshear scrolls are available at the same point as other ninja summons

-  Ninja summons II can be bought in Palace of the Dead after chapter I CODA

-  Draconic damage spells I can be gotten from any shop from chapter II onwards

-  Added scrolls for Burst spells

-  Standardized arcana prices based on spell level.

 

 

Classmarks

-  Marks for all standard human classes can be bought, the exception are Necromancer and Fusilier marks which can be crafted

 

 

 

 

 

 

 

 

MISC

 

 

 

Global Changes

-  Changed the descriptions of skills and spells to be more concise

-  Tarot card descriptions will now say which stat they’re raising

-  Heavenly generals can use items, in case someone was using those templates for the bling

 

 

Edited by raics
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Meta suggestion: Adding a list of changes in the forum (perhaps another main thread presenting the project) so that lurkers or people who don't know about the project get sold by the changes (since they are plenty) :coolguy:

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So far, about to hit chapter 2. Couple things I'm not keen on are no scroll use but I understand it for balance issues. In loving the recruit tp cost reduction and exorcise I think was reduced too. Not super happy with the donnalto and other portrait changes but I'll live. I'll post more ramblings later and when I'm not in my phone trying to post all this. Otherwise I'm loving the balances and changes. 

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Thanks, Hart, I'll be sure to do that.

3 hours ago, Kain Stryder said:

So far, about to hit chapter 2. Couple things I'm not keen on are no scroll use but I understand it for balance issues. In loving the recruit tp cost reduction and exorcise I think was reduced too. Not super happy with the donnalto and other portrait changes but I'll live. I'll post more ramblings later and when I'm not in my phone trying to post all this. Otherwise I'm loving the balances and changes. 

Yeah, those visual changes to some of the more notable characters had a somewhat mixed reception, they kinda grow on you and being able to tell named characters from generics is nifty but I'm not adamant about keeping them. Scrolls were a bit cheesy, I think, this way the class spell selection is more meaningful, I can also make some spells more readily available and cheaper so you don't have to blow your bank if you got a ton of casters around.

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I don't see what purpose Sidearms are suppose to fill now? They're way heavier than the other one-handed ranged options, don't deal more damage, and have less range.

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5 hours ago, Valenhil said:

I don't see what purpose Sidearms are suppose to fill now? They're way heavier than the other one-handed ranged options, don't deal more damage, and have less range.

Yeah, they have to be heavy, now that they aren't consumable we're supposed to imagine the unit carrying a stack and retrieving them when possible, kind of, somehow.

They're the strongest 1h ranged option after pistols and fire in an arc which is always useful, but I agree there's a bit more room there if we account for the weight, I could make them a bit stronger. Probably faster too, it kinda makes sense they should be the fastest ranged weapon because you don't have to reload, that would compensate for the weight somewhat.

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Oh by the way I am longueiro12 from the gamefaqs conversation.

I still stand to giving ranged weapons even harsher RT penalties, so making sidearms the short RT ones would work, since you have to be way closer to use them. That would make sidearms very good weapons for scout-like units like Vartan and Rogue. And 2H weapons are very good now so it's no simple choice for the frontline melee like Dragoon or Berserker.

I've a bit of a crazy suggestion off our discussion of Beast Tamer. I was thinking that maybe the problem with Beast Tamer's and Dragoon's situationality is that they're defined by the presence of beasts of dragons on only one side of the battle. So I considered that maybe both would be improved if merging them so the Dragoon was both the Dragon slayer and empowerer, and Tamer both the beast slayer and empowerer. That way they achieve usefulness both through your team and the enemy team.

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I don't think beast master is really a situational class because he isn't encounter-dependent, you decide if you want to bring beasts or dragons into battle or not. It was a problem for Dragoons so they got good stats and that nifty jump skill, they aren't a dead weight when the enemy has no monsters around like in vanilla. Sure, dragoons could recruit dragons in first Ogre Battle but that's where their love affair with wildlife ended, in other games they have been either a dragon slayer or just a strong attacker with a bit of magic.

I haven't been taking too many liberties with the class if it has an established image in the franchise, if I made warlocks into a semi-frontliner that's because they work that way in KoL and OB64.

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But you also have no reason to use Beast Tamer if you're not using beasts. And Dragoon might not be a dead weight, but their skills are still exclusively for countering specific enemies.

If Dragoon had Empower Dragon and Tamer Beastslayer, the end result balance wise would be essentially the same, but they'd both become more flexible in how the player uses them. It'll at least certainly encourage players to field Tamers more as a response to the enemy team, and when they do, also raise some beasts to complete the synergy. I think it's a more rewarding dynamic than keeping them restricted entirely to either the enemies you're fighting or the units you're bringing.

Anyway, some more considerations about weapon types.

Fist's poison proc is nearly irrelevant, but they're also plain better than Daggers due to the avoidance bonus. Maybe the avoidance should go to Katana and fists get the TP proc so they're anti-physical while daggers are anti-caster, and katanas are simply defensive, like spears. Dagger's mind bonus also doesn't really help anyone much, as it barely helps melee's magic resistance and casters don't really need the extra accuracy. Maybe agility instead.

Swords's Stagger proc also feels lackluster.

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Nah, I don't want to change the direction of a class without a very good reason, they merged the male and female tamers into one class here and that's fine because those are very similar, changing a dragoon into a dragon supporter turns him into something entirely different.

I'd like to keep the avd bonus on fists because that's the only thing you'd want to use the pronged weapons for, it makes sense, and they're also dead useful that way on classes that don't attack much but are getting attacked a lot, like clerics. A lot of mage classes can use a dagger so it needs some kind of caster bonus and mnd also grants some spell damage, for other classes silence has a broader application as an on hit effect than, dunno, MP leech or enfeeble which would be good only for casters.

I could give spellbooks enfeeble on hit, though, that would fit.

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Sweetness! It's up!!

Enfeeble on hit sounds good, mostly feels like books allow for an armored caster of sorts. Maybe a defense bonus? Enfeeble is probably better.

Any new discoveries for potentially renaming monster units? I miss ol BEEF the golem.

Can't wait for the cursed changes!

Also, I was curious about an ability from FFTA. I'd assume for Juggernauts, but there was one called Monkey Grip that allowed the heftier lizard guys to use a 2hander with a shield. Probably would be a mess to make and balance, arguably would self balance by virtue of RT, but what do You think?

I R the same coffee potato that's been spamming ya on multiple sites, haha

Edited by coffee potato
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I don't think renaming existing units will be possible at all, unless I turn into a mips jedi at some point and find some way to 1) make the whole thing work and 2) add it to the shop interface. I could just circumvent the whole thing if I manage to add non-human units to shops, probably, it would make the dragon part of deneb recruitment kinda pointless, though, and I'm sure everybody would get bummed out something awful about that one.

Just remembered you asked what's the point of mage pants at some point, arkhiatros pants grant 10% to all racial resistances and the ones for mages have 10% res all elements, which is pretty nice.

 

EDIT:

Honestly, no idea about implementing monkey grip, maybe the force will lead me to it if that thing above happens.

Edited by raics
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May the mips be with You!

 

But yeah, personally I'd vote for that, but then again, I still have no idea who would ever figure all that out. 

Do You think You might make a training mode analogue at the point of crazy mastery?

Would it be possible to let ghosts teleport again? I don't see much benefit to the whole thing of turning them into skeleghosts. Even when sped up, the AI seems good at erasing them.

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The trouble with ghosts is they already have float, I'll see what happens if I remove it, we will probably get something that looks like a rag rolling in the dirt, might be funny :)

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That sounds hilarious. Moppy the ghost bringing the pain (From mortal coil)!

Also, random ideas:

Curse, can it not suck? I see one use against high level golems, and chipping them down faster exactly once. Maybe 50% health and 80% mp? It's so cool, but does so little.

Cashromancer. I always wanted to see a money class to actually use Spendthrift. Anyone actually run into that every?

Ideas: revive for 10k, damage for 5k, find coins on moving, Spendthrift,  more money stuff. Bribe for 100k to instakill anything. Hire rando for 50k with a high success on anything? There's no way this will work, is there?

Edited by coffee potato
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Three curse spells are too much, right, I was thinking of just one spell with curse status and using the other two for spells that buff undead in some way or do something to the living.

Spendthrift and Paranoia spells don't have a scroll you can learn them from, not sure if those work when you debuff an enemy with them. Anyway, goth doesn't exist as a cost type so it would require deeper hacking, I could easily have skills or spells consume oberyths, though, we'll see if more people are interested in that.

Edited by raics
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Love your mod xD

Btw if you have some free time could you update the readme so that all changes from previous version are merged into one concise changelogs?

I meant sometimes I get mixed up with some changes because they are listed as per version of the mod.  

 

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Money costing stuff sounds good, and actually, maybe it would be a cool thing for the Buccaneer, Lord, Princess, or Songstress? Granted, that last would probably be in reverse, but maybe she got a sudden inheritance and uppity attitude or something. The Lord definitely seems like the sort to throw money at a problem, though. 

So out of curiosity, when You do the whole drop update, would that involve just swapping their drop tables to have only a particular item, or would they just dump out all their good stuff like an amazing loot pinata?

Do Fusilliers have any unused sprites by chance? Always seemed strange how bright green they are, seemed like they should have drabber colors, but somehow I doubt they made those. Just curious.

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If an enemy has more than one guaranteed item, like those temple bosses, they should drop them all in addition to any random items, I don't think setting it up would be a problem.

Generic class colors are what they look like when they belong to your faction, 0 is for your soldiers, 1 is for galgastan I think, and so on. I can't change what a single class looks like because it's assigned automatically.

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YESSSSSS, Loot pinatas!!!

Bummer, not sure why they decided to go for such bright colors for the male ones. Oh well. 

Another quick question, will there be a chance to change the way the recipe book and apocryphas drop past the first shrine encounter? I was just resetting Ifrit's arrow-ridden corpose back up over and over again since yesterday, only to find out that their post-sidequest versions apparently don't drop the Shieldcraft book in this version. Seems weird that they basically locked off what seems to be 1-2 crafting books and 1-2 spells for the second go-around, with a high chance of missing those second things. 

Edited by coffee potato
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I suppose so, we'll see once I dig it out. It's possible that their loot table changes after the first kill because the number of slots is limited so the apocrypha II drop with a level requirement replaces the crafting book.

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I tried both, and according to several places, it was almost like it was a different version, now dropping fire gauntlets and shields, Oracle marks, but no books. How goes the learning stuff?

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Not doing that yet, I'll do a minor patch with cursed weapons first and then try sniffing out that drop table, can't work on it as much as I'd like lately.

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Sweet! Thank You for all the dedication to this thing man!

So random curiosity. Did You come across any signs that they had put in the damage carryover feature from the original for longer siege fights?

Edited by coffee potato
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