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OV - Consolidated Changelist v0.973

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Júlio Clepf
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0% found this document useful (0 votes)
271 views32 pages

OV - Consolidated Changelist v0.973

Uploaded by

Júlio Clepf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OneVision

Consolidated Changelist v0.973

by raics

FAQ
 Is there a place where I can get more information about changes to items or classes?
- Yes, you can find a consolidated changelog as well as item/class tables and the damage calculation breakdown here
https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf
also, CoffeePotato is mainitaining a guide elaborating on the major changes and their impact on the game
https://nichegamescom.wordpress.com/2018/10/02/one-vision-the-guide/
and there’s a guide in Chinese by shiina
中文指南: https://shiina18.github.io/games/2020/06/24/ov-guide/

 Do I have to start a new game?


- If you try to load an old vanilla save it should be free of any game-breaking glitches, however your units will likely have incompatible items,
skills and spells equipped or be in wrong classes, which will take a while to tidy up. Also, your units will still have their old base stats which will
most likely be significantly higher than they should be and still be able to potentially mess up a lot of the balance. So, it will work, but it’s
strongly recommended to start a new game.

 Can I donate a wee amount of cash to the cause? I like your work and wish to support it.
- This has been asked a few times and the answer is – not really. Even if we make an extremely tall assumption that I’m able to gather a
monthly amount that would allow me to leave my job and comfortably do this full time it would still be a poor decision longterm, so, if you’re
looking to donate in hopes of speeding up the project, I won’t be able to accept that. On the other hand, if there are those that really insist on
buying me a beer™ simply as a token of appreciation for the work done so far or because I’m handsome as a possum you can do so here.
CAMPAIGN
- All story battles have been updated to the mod, which includes the following changes:
- Replaced unusuable skills for all special characters and NPCs with those they can use
- Enemies will sometimes come in different classes, that mostly applies to demihumans and templars in late game
- Some battles have had their level adjusted and the sidequests will match the level of story battles at that point in the story
- NPCs are usually in the right racial template for their class, or at least not in the wrong one, and their level is more uniform
- More enemies use the 1h melee + 1h ranged setup
- More NPCs are equipped to match their class if it was changed, you will see crossbow necromancers and katana-totting Warriors
- Sara joins as an early access rogue
- Removed Sara and Voltare from the Quadriga cutscene as there is currently no way to match their cutscene appearance to default, they
don’t say anything and Leonar doesn’t refer to them individually anymore either so they weren’t contributing much to the scene
- Drops and stealable items are better, some female casters will notably drop glass pumpkins, you can collect 20+ before you meet Deneb
- Bosses will have better items to steal, some of the most notable ones in late game may have even better stuff that requires rank2 steal
- Most guests that temporarily join your roster (like Vyce orCatiua) will be directly controllable, except in cases where they outrank you or
prefer their own counsel for other reasons
- Guests in story battles will be directly controllable if they know who you are and have reason to trust you (like Bayin or Cerya), if they don’t
they will fight on their own (like Xapan or Cistina)
- Guests will come better equipped and survive more easily
- Special characters will join in their unique classes (if any)
- Brantyn is significantly reworked as a boss, his class is a lot sturdier and he has access to some skills no holy man would be proud of, he
also has some Sybil’s and Heretic’s marks you can steal from him and will also drop something when killed as a nod to his battle on SNES
- Some of the more notable bosses in ch4 have some fairly pricy delectables that can be stolen from them, but they will require rank 2 Steal,
those bosses include Lans Tartare, Brantyn, Rackham, and Barbas/Martym in their last battle
- Ehlrig was sometimes invisible in his recruitment battle, the whole thing is a bit wonky so he will now appear in his old cleric outfit as a
fallback, and may keep some of that setup when he joins. That’s temporary and he will change to his normal appearance once you exit the
game and reload

- Some special characters use different gear and have more skills, Canopus comes with a spear for nostalgic reasons
- Crafting books will now always drop, I went a bit ahead and fixed this because getting to the point where I can redistribute them properly will
take a while and it's pretty annoying. Keep in mind the enemies that drop them still won't spawn every time because I didn't want to tamper
with their team compositions just yet, but it will eventually happen
OTHER CONTENT
- Player has been given easier access to first tier of endgame recipes that have gear of that level, all of them will drop in the chapter 4 section of
Phorampa and first five levels of Pirate’s Graveyard, those enemies will always spawn and the recipes will always drop so one run will be
enough to collect them all. Those battles aren’t fully reworked yet, though, it’s just those drops
- One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting
- Because of the above, enchiridion recipes have been relocated to the six temples (full list in the equipment table)
- Random battles on the map are now reworked, so expect a somewhat stiffer opposition and slightly different class composition in some
battles, that also means that the enemy racial template is more consistent with their class, so if you recruit a spellblade you can expect it to be
in generic template, and if you recruit a melee fighter, he will be in either strength or dexterity template, depending on his weapon choice
- Ganpp’s beasts in ch3 aren’t fully warded against status effects anymore, that battle could be a bit too nasty for that part of the game
- Poison was merged with envenom so we have only poison now with the strength of envenom, as having two poison effects was a bit redundant
and if it gets changed to percentage at some point, one effect will be enough again. That means some effects and items that affected one or
the other were removed
- The Phorampa Wildwood battles are now reworked, running it should now be more rewarding at all chapters
- Fairies in Phorampa will drop Glass Pumpkins and gremlins will drop Shiftstones, they typically have another one to steal
- Two slightly weird necromancers have been added to Feral Shore in Phorampa, they drop special daggers with Bodysnatch ability and have
necromancer marks ripe for stealing
- Advanced human classes in act2 section of Phorampa will always drop some classmarks at levels below 15, if you want to get those a bit earlier
- You can now obtain the necromancy spells Banish, Rebuild, Brainrot (act2 section), Curse, Life Force (act3 section), Living Dead, Putrify, Frenzy
(act4 section). They are guaranteed to drop from certain undead units or dark magic users
- Added a Cenobite in "Lie Down in Green Pastures" that will drop a Sybil's Mark and has a few more to steal (level 21+)
- Added a Blood Hunter in "Wonder at the Gods Above" that will drop a Brave's Mark and has a few more to steal (level 21+)
- The octopi don’t have any Elixirs anymore, they will be added to other places as Phorampa is a bit too convenient
WEAPONS
Global Changes
- All weapons of the same type have the same weight and RT penalty unless the weapon is special in some way
- 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'
- Crafting normal weapons is cheaper and will never ask for rare components
- 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
- 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 usable abilities
- 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
- Changed the usable abilities on high level weapons from spells to more widely useful skills, with the exception of caster weapons
- When crafting becomes available the impact of being able to augment lower level gear is very slim, and enabling crafting earlier likely
wouldn’t be worth the effort as you go through gear tiers very fast early on. With that in mind I opted for removing the upgrades for most
items below level 9 and moving all regular gear down to cover those slots and get more room for better selection in the endgame section.
That means your item list will siginificantly change, as the game saves the inventory amount per slot, so you will end up with items you didn’t
have and your characters might end up equipped with items they might not be able to use, make sure to double-check everything.
- Speaking of which, getting enough room for names is a real problem, so description slots were sacrificed sometimes for overflow. That
means I had no room to give everything a unique description so, for instance, all normal 1h swords have one and all upgrades have another,
it’s mostly a flavor thing and I’ll probably find a few more slots over time as I tweak the system but everything having a fully unique one is
unlikely
- Instead of upgrading weapons you will get sidegrades, usually slightly but sometimes significantly different from the original item. Endgame
weapons tend to have a balanced offering of both versions but armors often have unique stat configurations instead
- The instances where this isn’t true are items with large progression gaps, like whips, instruments or 1h bows/crossbows. Those items are
now spread out more to fill the gaps and are bought in shops
- Level requirement of all gear is staggered to up to level 40, nothing will go over that
- Animations for some items are changed, for instance, you will be able to tell a 1h axe/mace from a 2h one at a glance, fans use a proper
swing instead of an overhead tap, claws use a thrust for piercing/crushing types and so on
- Impact sounds were also changed for a lot of weapons, you will notice some sounding appropriately for the type or just a bit more meaty
- The appearance of some items was shuffled around to avoid too obvious overlaps with the new ones, I also included a few sword sprites the
game didn’t use. Some items were also renamed
- All weapon projectiles fly faster, as in ‘less comically slow’, arc weapons are the slowest and straight trajectory ones are faster
- As a flavor improvement, light/dark weapons are also restricted by class alignment like armor, you won’t be able to use a light sword on a
terror knight or a dark claw on a cleric
- Gear sets were slightly expanded. You can now complete the dragonslayer set with any two of wyrmscale chest, helm, gloves or greaves and
either a dragonscale/wyrmscale shield or any 2H weapon with a dragon racial bonus. Shaytan’s Bulova can be used instead of Dadga’s
Hammer for dark relics set if you prefer axes and you can also use Shadow Tramplers. The Reeking set was restyled into Legion set
- Usable effects on some endgame weapons were changed, mostly because giving them grenade effects makes no sense anymore
- Some bonuses to racial skills on gear were removed or replaced
- Agility bonus on all gear is higher, also, the amount on 1H Swords is equal to the 2H ones, as agility isn’t something you can stack on most
gear pieces like evasion the intention is to make the bonus more noticeable and worth picking
- The damage bonus is shifted around so swords have the highest one of all str weapons instead of axes, as a heavier weapon it would be
expected that axes perfom better versus armor so their ATK was raised. This way, hammers have the highest ATK and are the best versus
armor but have lowest damage bonus that kicks in against squishy targets, swords are the opposite and axes are the middle road
- The duration of status effects on hit has been mostly standardized to match the duration on spells that inflict the same status, that’s a buff in
majority of cases
- Shortbow and War bow swapped progression slots, as the former was too weak to last all the way until Baldur bow at level 10 for classes
using the 1h ranged option
- Bowgun and Crossbow swapped places for the same reason as the above
- High level drop-only weapons will also have a small INT bonus. Caster weapon will have a bonus to the matching elemental augment instead
- Because of raised levels on endgame battles, player has been given easier access to first tier of endgame recipes that have gear of that level,
all of them will drop in the chapter 4 section of Phorampa and Pirate’s Graveyard, refer to the consumables section for details
- Indra’s bow temporarily added as a drop to San Bronsa - Tower of Law Eternal - Floor4, look for a female skeleton archer at coordinates 11-
2, the bow will always drop if the enemy spawns
- When crafting endgame elemental weapons, you will be able to tell in advance which ones are in sidegrade template. Those weapons will
require the Alterite ingredient
- Added a unique wind elemental 2H sword for Volaq, it will drop in CODA final battle
- Glamrock axe was changed to dark element to match Oz
- Stardust axe isn’t crafted from Glamrock anymore, it drops from an orc Berserker that uses axes in Palace of the Dead, floor 69
- Added a new 2H fire axe to replace Glamrock, it drops from a Flarebrass in Palace of the Dead, floor 27 (instead of Phoenix Flamecoat)
- Volcaetus spear was reverted to fire element to match Balxephon
- Ignis spear isn’t crafted from Volcaetus anymore, it has been renamed and is now earth elemental. It drops from the earth temple boss
Nathalork in the random battle version of the encounter (instead of Nathalork Mail)
- Aegir whip now drops from a human Amazon that uses whips in Palace of the Dead, floor 97
- Megiddo 2h sword now drops from a human Warrior that uses 2H swords in Palace of the Dead, floor 57
- Added a high level earth 1h katana in sidegrade template, it drops from a gremlin Incubus that uses 1h katana in Palace of the Dead, floor 87
- Added back the Moon Blade as a unique spear, the way it should be. It will drop from an Iron Fist that uses spears on the floor 96 of the
Palace of the Dead
- Weapons that favor a different stat than the rest of their class will now have [HEAVY] or [LIGHT] in their description
- Added a sling sidearm, it can be equipped by all classes that can use any kind of sidearm, it doesn’t do a lot of damage but it can’t miss and
always inflicts Falseflight. It drops from a faerie familiar that comes armed with it at level 21+ in Phorampa – Land of the Supplicant
- Axes, spears and hammers will now sidegrade the previous weapon tier and upgrade it to the current one. That means you will have a 1H
and 2H option at every tier instead of normal/sidegrade, having the option to use the other weapon variant is probably better for some
classes than not having the option at that tier at all. As they are technically side-upgrades, they will randomly appear on enemies
- Added Cipher Shard, a dagger with the Bodysnatch ability, it is equippable by any humanoid class. They’re obtained in Phorampa
Claws
- Are one handed DEX weapons now
- Have a 50% chance to inflict POISON (ENVENOM at higher levels) on hit and provide a moderate bonus to AVD
- Weight penalty is 3, attacks cost 8 RT
- Animation and impact sound is dependent on damage type
- Jarnglofars are reverted to 2H claws with 100% knockback and a STR bonus
- The Claw sidegrade are magehunter claws, they drain 30-40 mana per hit (depending on gear tier) and have a RES bonus

Daggers
- Have a 15% chance to hamstring (inflict BOUND) on hit
- Weight penalty is 2, attacks cost 4 RT
- Hit effect changed slightly
- The Dagger sidegrade are cultist daggers, they have a MND bonus and several uses of Spellstrike buff

1H Swords
- Have a 25% chance to inflict STAGGER on hit and provide a large bonus to AGI
- Weight penalty is 6, attacks cost 12 RT
- The 1H sword sidegrade are bastard swords, they’re 2-handed and their stat bonus is split with AVD, weaker than true 2H swords but faster

2H Swords
- Have a 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 24 RT
- The 2H sword sidegrade are barbarian swords, a heavier and slower with higher damage, 100% stagger and AGI penalty
- Added a certain 2H sword to the game as a high level craftable, currently the strongest (and heaviest) melee weapon available
- Ogre Blade has 2 uses of Agony instead of Bodysnatch

1H Axes
- Have a 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
- The axe sidegrade are bearded axes, 1H variant delays the enemy by 15RT and 2H ones by 25, but they cost extra RT to use

2H Axes
- Have a 40% chance to inflict BREACH on hit and improve the Overpower skill
- Weight penalty is 10, attacks cost 32 RT

1H Spears (new)
- Have 1-2 range
- Provide a moderate bonus to AVD
- Weight penalty is 6, attacks cost 14 RT

2H Spears
- Normal spears have 1-2 range
- Provide a large bonus to AVD and improve the Parry skill
- Weight penalty is 8, attacks cost 28 RT
- The spear sidegrade are long spears, they have 2-3 range

1H Hammers
- Have a 15% chance to inflict STUN on hit
- Weight penalty is 8, attacks cost 20 RT
- Fans count as Daggers with caster bonuses now, their level and chance to inflict status is higher, weight penalty is 2, attacks cost 10 RT
- Fans are a late game weapon options now, some players liked using them for flavor but outgrew them too fast
- The 1h hammer sidegrade are crusader hammers, they do double damage vs undead like baldur weapons and have a MND bonus

2H Hammers
- Have a 25% chance to inflict STUN on hit and improve the Overpower skill
- Weight penalty is 12, attacks cost 40 RT
- The 2h hammer sidegrade are colossus hammers, they have guaranteed knockback and provide a high HP boost

1H Katana
- Remove 20-40 TP to on hit
- Provide a moderate bonus to LUK
- Weight penalty is 5, attacks cost 10 RT
- The 1H katana sidegrade are dual wielding blades, a sturdier, stronger with an AVD bonus and LUK penalty to avoid knocking back on hit
- The endgame section received a unique sword trilogy craftable with rare ingredients, you can have only one of each at any time and trying to
craft another will just give you some money for the spent ingredients. All three are 1H katana that require both hands, the first focuses on
movement, the second one is a strong attack weapon that hinders spellcasting and the third is a hybrid weapon with a unique ability. The
swords were featured in an online game Path of Exile, based on design and lore by the author of Blackcloak series, W. James Chan
2H Katana
- Are 2H DEX weapons now
- Remove 30-60 TP to on hit
- Provide a large bonus to LUK and improve the Deflect skill
- Weight penalty is 7, attacks cost 20 RT
- The 2H katana sidegrade are spirit blades, a weaker and lighter version attuned to their spiritual side and able to use the Draw Out ability

Staves
- All normal staves have 1-2 uses of Spellcraft
- Provide a large bonus to INT, higher level elemental variants improve the matching elemental augment
- Weight penalty is 6, attacks cost 14 RT
- The cudgel sidegrade are quarterstaves, instead of an INT bonus, they have an AVD/Parry bonus, like spears, and a moderate MND bonus
- Like most blunt weapons, staves have higher ATK but lower damage bonus than the baseline
- Elemental caster staves have one use of damage ninjutsu, the light one has one use of heal 50% and the dark one can charge 50 MP
- Lazarus staff changed to slashing damage to match its sprite more closely

Whips
- Are 2H DEX weapons now
- Can attack diagonally
- Have a 40% chance to inflict FALSESTRIKE on hit
- Weight penalty is 4, attacks cost 24 RT
- Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies
- They provide a +2 bonus to Subdue or Tame skills
- Chain Whip counts as a baldur weapon

Spellbooks
- Most can be bought in stores and have a stat progression, they have 3 uses of Meditate
- Provide moderate bonuses to INT and MP
- Weight penalty is 3, attacks cost 16 RT
- Books have a 50% chance to inflict ENFEEBLE
- Books are now DEX weapons and doing a telekinetic melee attack at 2-3 range and can bypass obstacles

Instruments
- Are 2H DEX weapons now, their attacks are telekinetic with a 2-3 range and can bypass obstacles
- Non-elemental variants can be bought in stores
- Have a 15% chance to inflict CHARM on hit and provide a large bonus to MND
- Weight penalty is 5, attacks cost 32 RT
- Instruments are available earlier, their upgrades are spaced further apart and will also be used by enemies
- Tambourine counts as a baldur weapon

Blowguns
- All Blowguns can inflict some status effect with varying chance of success, crafted ones do not provide status immunity anymore
- Range is 2-4
- Weight penalty is 3, attacks cost 28 RT
- Blowguns were reshuffled to receive more powerful status effects at higher levels and renamed accordingly
- Added a blowgun that fires healing darts, it hurts just a bit so your units won’t try to evade it. It’s for their own good

1H Bows
- Range is 3-7
- Weight penalty is 5, attacks cost 32 RT
- 1H Bow upgrades are spaced further apart and will also be used by enemies
- There’s a high level version available in endgame

2H Bows
- Range is 3-8
- Weight penalty is 8, attacks cost 56 RT
- The 2H Bow sidegrade are siege bows, with lower accuracy, higher range and power but also weight, deadzone and RT cost

1H Crossbows
- Range is 2-8
- Weight penalty is 7, attacks cost 36 RT
- 1H Crossbow upgrades are spaced further apart and will also be used by enemies
- There’s a high level version available in endgame
2H Crossbows

- Range is 2-9
- Weight penalty is 10, attacks cost 64 RT
- The 2H crossbow sidegrade are bowcasters, they are 1-handed, lighter and faster to use, they have an accuracy bonus, increased range and
can fire through some obstacles but can only aim in four directions up to the first destructible object and have poor vertical tolerance

1H Fusils
- Range is 1-6
- Weight penalty is 4, attacks cost 44 RT

2H Fusils
- Range is 1-10
- Weight penalty is 12, attacks cost 72 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, they’re the heaviest ranged weapon to carry but fastest to use

Boulders (new)
- Added two boulder ranged weapons for monsters that can use ranged attacks, they’re a replacement for natural weapons and AI controlled
monsters will not hesitate to use them. A lifetime supply of quality boulders for one unit can be ordered in your local shop, sidearms section
- Weight penalty is 12, attacks cost 64 RT, they have 3-4 or 3-5 range with a 50% chance for KNOCKBACK

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 were removed, it has increased range from the get go instead

Cursed Weapons
- Level requirement of Cursed Weapons raised to 30, instead of sacrificing a unit to get the real weapon they’re usable right away. All cursed
weapons are physical and their stats are lower than other endgame weapons, however, their stat bonuses are higher, they’re lighter, cost
less RT to use, have an additional hit that does a percentage of the target’s max HP (that varies by weapon) and have powerful usable
abilities

Unarmed
- Rabbit Punch renamed to Ki Strike
- Bite renamed to Maul
- Unarmed attacks will use the regular damage formula for melee or ranged hits, their stats were adjusted to perform better
- The huge hand sprite was removed from most unarmed animations
- Cast Stones has 3-5 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 3-6 range, 15% chance to inflict STUN and goes in a straight line, attacks cost 24 RT, renamed to Flicker
- Rail Against does dark damage, has 2-5 range and 15% chance to inflict WITHER, attacks cost 20 RT, renamed to Malediction
- Throw Item innate ranged attack was introduced. As a reminder, throwing items costs more RT than using them normally
- Monster natural attacks can now be instilled with an element
- Natural attacks and specials of gryphon, cockatrice and octopus scale better with DEX than STR
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
- 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
- Vitality bonus on all gear is lower, attackers were having too hard of a time punching through defensive stats
- Shield bash has a higher chance to hit
- Elemental light and heavy armor can also be crafted with Armor Enchiridion, like robes
- Most armor pieces are cheaper, especially shields
- Jewelry stats are more focused to make the choice more relevant, with a few exceptions. Stat rings will have just basic stats, starting rings
will have just ATK/DEF and earrings or chokers will have just damage bonus and resistances
- As the gap between defensive upgrades was quite large, there are now more steps added. These were fairly extensive changes so a lot of
items have been moved around, renamed or changed level requirements, so check your characters thoroughly in case they wear something
they aren’t able to. Those items are now bought in shops instead of crafted
- Usable movement effects on some items have been improved, so you will get Sidestep with Levitate, Resilient with Waterwalk and Renewal
with Lavawalk
- Avoidance scales less linearly on gear to compensate for accuracy coming from high rank weapon skills in late game
- All gloves will also have an ATK bonus
- Alluring Dress and Highboots will now drop from Ozma in CODA
- Shields do more damage to obstacles
- Shield bash can’t miss anymore
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
- The light shield sidegrade are rune shields, they trade AVD bonus for RES and have a 50% chance to inflict silence instead of knockback
- Spiked/Shard shield have low defense but compensate it with innate reflect damage/spells

Heavy Shields
- Have a high armor/resistance value and provide high HP and RES bonuses, also improve the Parry skill
- Weight penalty is 6, attacks cost 4 RT, they do 2 damage to obstacles
- The heavy shield sidegrade are assault shields, they trade the HP and Parry bonus for more bash damage, guaranteed stun on hit and
Deflect bonus
- The lower level version of dragonscale shield is light, neither is elemental anymore and either can be used as part of the set

Caster Helms
- Have a low armor/resistance value and provide moderate MP and MND bonuses, also improve elemental resistance
- Weight penalty is 1
- Caster hats don’t have a bonus to Meditate skill anymore
- There is also hybrid caster headgear that counts and caster/light armor and has a mix of light helm and caster helm bonuses

Light Helms
- Have a moderate armor/resistance value and provide moderate AGI/HP and low MND bonus
- Weight penalty is 3
- Grant a bonus to Parry

Heavy Helms
- Have a high armor/resistance value and provide high HP and moderate RES 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 STR, DEX and INT 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 low HP bonuses
- Weight penalty is 4
- Grant a bonus to Overpower

Caster Legguards
- Have a low armor/resistance value and provide moderate AVD and RES 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 and moderate HP bonus
- Weight penalty is 3
- Grant a bonus to Deflect
Heavy Legguards
- Have a high armor/resistance value and provide low VIT and high HP bonuses
- Weight penalty is 5
- Grant a bonus to Deflect

Jewelry
- Stat bonus on rings improved to 10/20 from 5/10, it’s 20/40 for minor stats, like AVD, AGI or LUK
- Chokers provide 40 MP and a 20% res/damage bonus to their element
- Earrings were condensed into two variants, one for heavy fighters and one for light fighters instead of having a version for every weapon
type. They provide a good mix of offense and defense, but are less powerful in individual stats than an upgraded ring
- 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
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 healing 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
- Players are able to obtain multiple copies of class change items, like Book of the Dead
- Field Alchemy requirement for most items was adjusted to two tiers of the skill
- Field Alchemy requirement for most status removal items was relaxed or removed to prevent enemies from getting status locked as often. As
a rule, status removal items that require FA skill are used for statuses that are somewhat exotic and not heavily disabling, like fear or curse
- Crafting consumables is much simpler
- The ‘reagent’ category was renamed to ‘treasure’ as there aren’t many reagents left, pretty much all of the stuff in it is for sale now
- Ninja tools were relocated to consumables tab to prevent selling them by mistake
- Resorted all sundries based on their category and use, it will take effect when starting a new game but can also be triggered by resorting
your inventory by ‘default’ criteria
- Gorgon heads aren’t unique anymore, so you can have more than one in your inventory

Heal Items
- Mend Leaf, heals 50 + 10% of MAX HP
- Mending Seed, heals 100 + 15% HP
- Mending Salve, heals 150 + 20% HP
- Heaven’s Fork, heals all HP
- Magic Leaf, charges 20 + 5% of MAX MP
- Crystal Pumpkin, charges 40 + 10% of MAX MP
- Added Ginseng, a consumable that restores 50TP
- 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 +1 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
- Salvation Gem now revives the target, transferring all life force from the user and forcing him to withdraw, it was introduced because reviving
is required in some rescue missions and also to make getting Denam knocked out a bit less punishing
- Denam won’t be able to use the Salvation stone in story battles so you won’t instantly lose if you use it by mistake
- RT cost of all status removal items was reduced to 10
- Introduced Panacea, the ultimate status removal item that fully cleanses the unit of all debuffs at once, requires Field Alchemy II
- Consumables that cure multiple statuses will now properly display 100% success rate for the secondary ones instead of 0%. It was just a
display issue as they were curing all listed statuses just fine
- Maca Antivenin was removed

Utility Items
- Blessing Stone and Hallowing Stone changed to Lifeline Gem and Salvation Gem
- Lifeline gem resurrects the incapacitated unit with 50% HP at the cost of removing the user from the battle. Salvation gem does the same,
except for healing 100% HP. Denam can’t use these items
- Introduced Holy Water, an item that can exorcise stilled undead, requires Field Alchemy I. This does mean more enemies will try to exorcise
your undead if you’re using any, you should animate them as soon as possible or prevent enemies from getting close until they get up
- Added a new consumable, Death March, it’s a suicide pill that will remove all lives from the user, effectively killing him after the battle is
over, use only if you have a literal death wish. Extremely handy if you aren’t a fan of being imprisoned and interrogated, but it has other uses
too, can be crafted with Ways of the Wild or rarely found as an endgame random drop
- Faeriescale Powder now grants Levitate on use instead of Healcraft
- Blackwing’s Leg will now inflict Hobble on use instead of Spoilheal
- The High Priestess now has the Remedy effect on use instead of Healcraft
- The Lovers tarot will now inflict Hobble on use instead of Spoilheal
- Vermin Ichor was removed
- Elixir can be used on other units now, so you can restore lives to monsters too
- The krystallos are now a consumable that can be used in battle to get the instill effect
- Added Wild Card as a special drop from some enemies, it can be turned into any tarot card using the Transcription crafting book
Attack Items
- Grenades are cheaper and do more damage but they aren’t hitting an area now, that means they should only be thrown and enemies won’t
go suicide bomber on you now, but they will throw them if able
- Grenades are boiled down to three variants with different guaranteed status effects, they also do much more damage to obstacles like
bushes, barricades or clones. There is now another way to use them through Art of War skill
- Orbs are cheaper but can’t be used in combat now

Monster Food (Dragon Steak, Braised Skewer, Steamed Mollusk, Minced Patty)
- Can be used on other characters now instead of being self-only
- Using monster food doesn’t require Field Alchemy
- They’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink

Arcana
- Can't be used in combat anymore.
- Added scrolls with light/dark ninjutsu summons and Burst spells
- Changed the names of all spell grimoires to match the spell’s name with the added ‘Arcana’. It’s an accessibility change that admittedly
sacrifices some flavor, which was fortunately a bit suspect in the first place as French isn’t really used anywhere else in the game and we
have no clue as to why scrolls do
- Some spell scrolls changed color to match the elements more closely
- Changed the name of some ninjutsu scrolls to be more indicative of their purpose
- The arcana for Projectiles IV, Area spells III, Bursts II and attack Ninjutsu II can be crafted with Ars Magna
- Added the six new geomancy primers and three grenade manuals, they’re crafted with Ars Magna and The Fusil crafting books
- Removed Ameliorate arcana and Decurse Arcana
- Added Bravery Arcana, it can be bought in regular shops
- Regenerate Arcana renamed to Resolve Arcana
- Evacuate I/II arcana were removed
- Disenchant Arcana was removed
- Viper Scroll was removed

Other
- Wheel of Fortune card doesn’t grant Blinkwalk on use anymore
- Ways of the Gerges renamed to Ways of the Wild
- Humanoid classmarks can be crafted with Ways of the Wild
- On Medicine I crafting book was renamed to Ars Magna, it contains endgame spell recipes instead and can be bought from Deneb in CODA
- On Medicine II crafting book was renamed to Herbalism, it is still a story battle drop
- Melee Weapons crafting books were renamed to Melee Combat
- Ranged Weapons crafting books were renamed to Ranged Combat
- Musical Instruments II was renamed into Instrument Enchiridion
- Codex of Jewelry III and IV were merged into Jewelry Enchiridion
- Some of the special classmarks can be crafted with Ars Magna for now, they will eventually be made available as drops elsewhere
- Added Imp’s Mark
- Added Homunculus’s Mark
- Added Dovahkiin’s Mark
- Added Oathblade’s Mark
- Added Druid’s Mark
- Added Exile’s Mark
- Added Stalker’s Mark
- Lower level endgame crafting books are more readily available, the enemies that carry them will always spawn and always drop them so just
one run through Phorampa and Pirate’s graveyard will give you the full basic recipe set and one run through the temples will give you all
enchiridion books, refer to the table below for details
Recipe Book Location
The Fist Ch4 Phorampa #13 - Land of the Supplicant (Hawkman Beast Tamer)
Fist Enchiridion Temple of Hahnela #7 - Sanctum (Vainateya)
The Blade Pirate's Graveyard #4 - Valley of Shadow and Light (Hawkman Swordmaster)
Dagger Enchiridion Temple of Vaasa #5 - 3rd Descent (Human Female Rogue)
Sword Enchiridion Temple of Hahnela #6 - 4th Descent (Human Female Knight)
2H Sword Enchiridion Temple of Nestharot #5 - 3rd Descent (Human Female Dragoon)
Axe, Spear & Hammer Pirate's Graveyard #2 - Astride the Border (Lizardman Juggernaut)
Axe Enchiridion Temple of Xoshonell #7 - Sanctum (Ifrit)
Spear Enchiridion Temple of Lyneram #7 - Sanctum (Lygenstzel)
Hammer Enchiridion Temple of Greuza #7 - Sanctum (Tlaloc)
The Katana Pirate's Graveyard #5 - Ripples of Grief (Exorcise Skeleton Blademaiden)
Katana Enchiridion Temple of Nestharot #7 - Sanctum (Xolotl)
2H Katana Enchiridion Temple of Greuza #7 - Sanctum (Tlaloc)
Cudgel & Whip Ch4 Phorampa #15 - Wonder at the Gods Above (Human Warlock)
Cudgel Enchiridion Temple of Lyuneram #6 - 4th Descent (Lamia Gorgon)
Whip Enchiridion Temple of Nestharot #7 - Sanctum (Xolotl)
Transcription Palace of the Dead - Floor 23 (Lamia Witch)
Musical Instruments Ch4 Phorampa #12 - Scenic Knoll (Faerie Familiar)
Instrument Enchiridion Temple of Vaasa #6 - 4th Descent (Human Female Witch)
Ways of the Wild Ch2 Story Battle
The Bow Ch4 Phorampa #15 - Wonder at the Gods Above (Human Female Archer)
Bow Enchiridion Temple of Vaasa #7 - Sanctum (Nathalork)
The Crossbow Pirate's Graveyard #3 - Crystal Halls (Hawkman Archer)
Crossbow Enchiridion Temple of Hahnela #7 - Sanctum (Vainateya)
The Fusil Ch4 Optional Battle - Grimsby (Templar Fusilier)
Fusil Enchiridion Temple of Xoshonell #6 - 4th Descent (Human Male Fusilier)
Thrown Weapons I Ch4 Phorampa #12 - Scenic Knoll (Hawkman Beast Tamer)
Thrown Weapons II Temple of Hahnela #5 - 3rd Descent (Human Male Beast Tamer)
Armorcraft Ch4 Phorampa #14 - Heart of the Wildwood (Human Male Terror Knight)
Shieldcraft Ch4 Phorampa #14 - Heart of the Wildwood (Human Female Knight)
Shield Enchiridion Temple of Greuza #6 - 4th Descent (Lizardman Hoplite)
Helm Enchiridion Temple of Nestharot #6 - 4th Descent (Human Female Monk)
Body Armor Enchiridion Temple of Vaasa #7 - Sanctum (Nathalork)
Armguard Enchiridion Temple of Xoshonell #7 - Sanctum (Ifrit)
Legguard Enchiridion Temple of Greuza #5 - 3rd Descent (Lizardman Berserker)
Jewelry Enchiridion Temple of Lyneram #7 - Sanctum (Lygenstzel)
Codex of Gems Ch3 Story Battle
Herbalism Ch2 Story Battle
Ars Magna Deneb's Shop
Secrets of the Master Palace of the Dead - Floor 100 (Nybeth)
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
- Classes that can’t use any ranged weapons lost the ability to throw stones, some of them got a different ability as a replacement
- Most classes are more resistant and some casters don’t scale both of their casting stats as high, it should limit spell scaling in endgame
- Adjusted access to buff/status spells according to the caster’s specialization for all changed elemental, light, dark and draconic spells
- Golems, Cyclopes and Octopi can throw boulders normally and dragons are doing it with their jaws at lower effectiveness, other monsters
can’t
- Most classes have less vitality as a compensation because the damage formula favors the stat but the difference between high and low vit
classes isn’t very high
- MP values for most classes increased as a part of Meditate rework
- Dragons differ in stats now, Earth and Fire dragon have improved stats but their lavawalk is the least useful movement type, Water and Ice
dragon have wade and default stats, Air and Lightning dragon have slightly lowered stats and +1 jump. Light and Dark dragon have hit the
books a bit so their physical stats also suffered somewhat.
- Bahamut can learn Divine Magic and some caster passives, it can use all status removal spells, Dispel and Mute
- Tiamat can learn Dark Magic and some caster passives, it can use most minor debuffs, Deadly Poison and Deadscream
- Compressed all golem types into one using the average of their stats, their abilities were too similar so levelling another one was pointless
and the player’s approach to each variant didn’t really differ
- The damage and armor scaling of monsters was adjusted to follow the human gear curve more closer, which should result in less difference
in their performance at very high levels

Warrior
MAGIC /
- Can equip light/heavy shields, armor and accessories except sniper gear
- Gained use of Spears, 1H and 2H Katana, Lobber, can transfer Cudgels
- Movement increased to 5
- Gained access to Steadfast, ReflectDamage, Squash
- Lost access to RampartAura2, FieldAlchemy4
- Female version renamed to Amazon

Archer
MAGIC ART OF WAR – Bringers, Waterstep, Escalade
- Can equip light shields, armor and accessories
- Can also use a minor dagger finisher Hamstring, that inflicts a guaranteed Bound at melee range
- Movement increased to 4, jump increased to 3, can enter water
- Gained access to Jump2, Wade2, ReflectDamage
- Lost access to Parry, Overpower, Counterhit3, FieldAlchemy34

Wizard/Enchantress
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all damage spells, minor buffs, minor debuffs, PARALYTIC WAVE,
POISON CLOUD, SLOW, FIXATE, GRAVITY FLUX, DEAD MAN’S IVY
- Can equip light shields, caster armor and accessories
- Gained use of Spellbooks
- Movement increased to 4
- Gained access to Divine Magic
- Lost access to Trajectory, FieldAlchemy4, MaxTP234
- Female version renamed to Sorceress

Cleric
MAGIC DIVINE - 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, 1H Hammers and Spellbooks, lost use of Thrown, can transfer Whips
- Movement increased to 4, jump increased to 2
- Gained access to Parry, Counterhit1, Instill Light, Consecrate Dead
- 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, DISPEL, EASE
- Can equip light shields, light/heavy armor and accessories except sniper gear
- Gained use of Daggers, Cudgels, 1H Katana, lost use of Bows, Crossbows, Thrown, can transfer 1H Hammers. Able to throw items natively
- Movement increased to 5
- Gained access to Steadfast, Siege, Instill Element, Fated Circle
- Lost access to RampartAura, Trajectory, MaxTP4, ReflectDamage, ReflectMagic, Conserve MP
- Male version renamed to Spellblade

Knight
MAGIC DIVINE - status removal
- 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, can transfer Cudgels
- Movement increased to 5
- Gained access to Siege, Counterhit3, Instill Light, Rally, Aegis
- Lost access to Trajectory, FieldAlchemy4, Sanctuary Shadow

Terror Knight
MAGIC DARK - DRAIN HEART/MIND/POWER, PARALYTIC WAVE, POISON CLOUD, SLOW, FIXATE, GRAVITY FLUX, DEAD MAN’S IVY
- Can equip light/heavy armor and accessories. The only shield item they can equip is Power Fist, cannot use divine-aligned and sniper gear
- Gained use of dark-aligned Cudgels and 2H Spears, lost use of 1H Hammers, Crossbows, Lobber, can transfer 1H Sword but can use only the
bastard sword sidegrades
- Movement increased to 5
- Gained access to Counterhit3, Bash3, Siege, ReflectDamage, Instill Dark
- Lost access to RampartAura34, Trajectory, FieldAlchemy34, Squash
- Can learn Demon'sPact

Berserker
MAGIC /
- Can equip light shields, armor and light/heavy accessories except sniper gear
- Gained use of 2H Swords, lost use of Daggers, Cudgels, Thrown and Lobber, can transfer 1H Sword
- 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 ART OF WAR – all WarDances
- Can equip caster/light armor and light accessories except sniper gear
- Gained use of 1H/2H Swords and 1H Katana, lost use of Lobber, can transfer Daggers
- Movement increased to 5
- Gained access to Counterhit3, Jump2, Steadfast, DoubleAttack, ReflectDamage, Steelstance, can learn Squash
- Lost access to Trajectory, FieldAlchemy34, Mind’s Eye
- Female version renamed to Blademaiden

Dragoon
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles123, burst1, minor debuffs
- Can equip light/heavy shields, armor and accessories except sniper gear
- Gained use of 1H/2H Hammers and 1H Fusils, lost use of 2H Crossbows, can transfer 2H Katana
- Movement increased to 5, Jump increased by 1
- Gained access to Siege, ExpandMind12, Channeling12, Jump2, Elemental Magic, Instill Element, Dragonfly
- Lost access to RampartAura2, FieldAlchemy34, Dragon’s Wound

Ninja/Kunoichi
MAGIC ART OF WAR – Grenades, all Ninjutsu
- Can equip light armor and accessories except sniper gear
- Gained use of Fists, can transfer Cudgels
- Movement increased to 6, can enter water, movement cost per tile reduced to 3 RT
- 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, can transfer 1H Swords
- Movement increased to 5, jump increased to 3, can enter water
- Gained access to Bullseye
- Lost access to Sparagmos, Disarm, Kiss specials, Pumpkin specials
Fusilier
MAGIC ART OF WAR – Grenades, Waterstep, Escalade
- Can equip light shields, armor and accessories
- Can use a unique low range fusil move Silverado that does less damage to living and more to undead, destroying them on kill
- Movement increased to 4
- Gained access to Counterhit2, Bash2, FieldAlchemy1, ReflectDamage
- 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, can transfer 1H Crossbows
- Movement increased to 5, can enter water
- Gained access to Jump2, ReflectDamage, Feral Remedy, Beastheart, Dragonheart
- 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 HOLY SHIELD and MARTYRDOM
- Can equip light shields, caster/light armor and accessories except sniper gear
- Gained use of 1H Katana, Whips, Instruments, Throw Item, Lobber, can transfer 1H Sword. Able to throw items natively
- Movement increased to 5
- Gained access to Parry, Counterhit1, Elemental Resonance, Mindblast, Instill Life, Instill Mana, Instill Remedy, Instill Power
- Lost access to Trajectory, MaxTP4, Gordian Key

Necromancer
MAGIC DARK: indirect123, buffs, debuffs
NECROMANCY: all spells
- Can equip light shields caster armor and accessories except divine-aligned gear
- Gained use of Spellbooks, 1H/2H Crossbows and Lobber
- Can use a unique crossbow move Ahriman that always hits and has a chance to inflict CURSE
- Lost use of all elemental caster staves except dark elemental ones
- Movement increased to 4
- Gained access to Deflect, Counterhit1, Conserve MP, Beckon, Recall, Shadow Resonance
- Lost access to MaxTP34, Consecrate Dead, Meditate, Instill Dark

Lich
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DARK - all damage spells and debuffs
NECROMANCY - all spells
DRACONIC - AGONY, SPRINGBOARD, TELEPORT, SOUL HARVEST, NEGATE SPELL, THAUMATURGY
- Can equip light shields caster armor and accessories except divine-aligned gear
- Movement increased to 4, can warp anywhere
- Lost access to Trajectory, FieldAlchemy34, MaxTP234
- Gained access to Meat Shield

Divine Knight
MAGIC DIVINE - projectiles123, burst12, HEAL123, EXORCISM, DISPEL, EASE
DRACONIC - GIFT OF RENEWAL, NULLIFY STRIKE, ACROBATICS, BALLISTICS, WARCRAFT, HOLY SHIELD, MARTYRDOM
- Can equip all shields, armor and accessories except dark-aligned, mage and sniper gear
- Gained use of 1H Spears, 1H Katana, divine-aligned Cudgels, Instruments and Thrown, lost Fans
- Movement increased to 5
- Gained access to Bash3, ExpandMind3, Channeling3, Luminous Resonance, can now learn most recruitment skills
- Lost access to RampartAura234, Jump, Siege, Rampart Shadow, Demon’s Pact, Master Undead
- Renamed to Angel Knight

Hoplite
MAGIC /
- Can equip light/heavy shields, armor and accessories except sniper gear
- Gained use of Lobber1, Fists and Daggers, lost use of 2H Spears and 2H Hammers, can transfer 1H Katana
- Movement increased to 5
- Gained access to Counterhit3, Phalanx, Check, Intercession
- Lost access to FieldAlchemy34, Squash, Lockdown, Evade
Juggernaut
MAGIC /
- Can equip light shields, light/heavy armor and accessories except sniper gear
- Lost use of Fists, 1H Bows, Blowguns, Thrown, can transfer Fists
- Movement increased to 6
- Gained access to RampartAura1, Squash, Momentum, Lockdown
- Lost access to Trajectory, FieldAlchemy34, Threaten, Check
- 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, cloth armor and all accessories
- Gained use of Whips, Blowguns, Fists, 1H Axes, 1H Hammersa, Thrown, Spellbooks, Lobber, can transfer 1H Spears
- Movement increased to 5
- Gained access to Parry, Deflect, Divine Magic, Instill Element, Evade
- Lost access to FieldAlchemy3, MaxTP34, Gluttony, Intercession

Familiar
MAGIC DIVINE - projectiles123, buffs, status removal, HEAL123, BOON OF SWIFTNESS, DISPEL
- Can equip light shields and cloth/light armor or accessories
- Gained use of Instruments, can use only divine-aligned caster Cudgels, can transfer 1H Crossbows. Able to throw items natively
- Movement increased to 5
- Gained access to Parry, Deflect, Luminous Resonance
- Lost access to Knockback, ExpandMind4, Channeling4, MaxTP4, Wade, Gluttony can’t learn status-inflicting Kiss specials and Pumpkin
specials

Trickster (new)
MAGIC DARK - projectiles123, bursts, minor debuffs, CHARM
- Can equip light shields and cloth/light armor or accessories
- Can use Daggers, 1H Katana, Cudgels (dark only caster variant), Whips, Blowguns, 1H Crossbows, can transfer 1H Fusils
- Has 5 movement and 3 jump
- Has access to Parry/Deflect, Instill Dark, Jump II, Double Attack, Trajectory, all racial skills except Daemonology, Agonal Scream, status
Kiss specials and the usual battlemage passive skillset

Warden (new)
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE - projectiles123, burst12, status
- Can equip light shields and light/heavy armor or accessories
- Can use Fists, 1H Swords, Axes, 2H Katana, Hammers, Cudgels (caster variant only in natural elements), Thrown, can transfer 2H Swords
- Has 5 movement and 2 jump
- Has access to Parry/Deflect/Overpower, RampartAura12, Jump1, Steadfast, Trajectory, Siege, FieldAlchemy1, all Resonances except
light/dark, all racial skills except Golemy, Squash, Pumpkin skills and the usual battlemage passive skillset
Dragon

- Movement increased to 5
- Gained access to Wade, ReflectMagic, Liftoff, Disembowel
- Lost access to Dash, Dragon Scale, Toxic Breath, Dragon Eye
Air/Earth/Lightning/Water/Fire/Ice
MAGIC /
Bahamut
MAGIC DIVINE – status removal, DISPEL, MUTE
Tiamat
MAGIC DARK – minor debuffs, DEADLY POISON, DEADSCREAM

Hydra
MAGIC /
- Movement increased to 5
- Gained access to RampartAura12, Wade, ReflectMagic, Instill Dark, Vile Breath, Momentum
- Lost access to Knockback4, Poison Breath, Dragon Eye

Golem
MAGIC /
- Movement increased to 5
- Gained access to Counterhit3, Knockback3, Wade1, Siege, ReflectMagic, Instill Earth

Gryphon
MAGIC /
- Movement increased to 6
- Gained access to Counterhit3, ReflectDamage, ReflectMagic, Instill Air, Sparagmos
- Lost access to Venom Breath, Dash

Cockatrice
MAGIC /
- Movement increased to 6
- Gained access to Counterhit3, ReflectDamage, ReflectMagic, Instill Dark, PoisonBreath
- Lost access to Venom Breath, Dash

Octopus
MAGIC /
- Movement increased to 5
- Gained access to RampartAura123, Bash3, Siege, ReflectDamage, ReflectMagic, Instill Water
- Lost access to Aquaveil

Cyclops
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DARK - projectiles12, summons1, burst12, minor debuffs, DRAIN HEART,
PARALYTIC WAVE, POISON CLOUD, SLOW, FIXATE, GRAVITY FLUX, DEAD MAN’S IVY
- Movement increased to 5
- Gained access to Wade1, ReflectDamage, ReflectMagic, RampartAura1, all Instills except light
- Lost access to Expandmind4, Channeling4
Lord
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all spells
DRACONIC magic – all spells
NECROMANCY magic - all spells
ART OF WAR – Grenades, all Ninjutsu, all WarDances
- 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 Animate Dead
- Lost access to First Aid

Ranger
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - projectiles123, burst1, minor debuffs
- Can equip light shields, armor and accessories
- Gained use of 1H Katana, Blowguns and Cudgels, lost use of Axes and Fusils
- Movement increased to 5, jump increased to 3, RT cost of movement per tile is lower by 1
- Gained access to ExpandMind12, Channeling12, ReflectDamage, AbsorbMP, Elemental Magic, Instill Element, Shadow Step, Booby
Trap, Double Shot
- Lost access to Back Attack

Priest
MAGIC DIVINE - all spells
DRACONIC - all spells except damage, AGONY, SPRINGBOARD, TELEPORT, SOUL HARVEST
- Can equip light shields, caster/light armor and caster/light/heavy accessories except sniper and dark-aligned gear
- Gained use of Fists, 1H Hammers, Spellbooks and Lobber, lost use of Fans, can transfer Whips
- Gained access to Parry, Counterhit1, Draconic Magic, Instill Light
- Lost access to Trajectory, MaxTP34
- Female version renamed to Sibyl

Dark Priest
MAGIC DARK - all spells
DRACONIC - DEMON, DEMON RAGE, AGONY, SPRINGBOARD, TELEPORT, SOUL HARVEST, NEGATE SPELL, THAUMATURGY
- Can equip light shields, caster/light armor and caster/light/heavy accessories except sniper and divine-aligned gear
- Gained use of Daggers, Whips, Instruments and 1H Katana, can transfer 1H Swords
- Movement increased to 4
- Gained access to Parry, Counterhit1, Draconic Magic, Necromancy, Instill Dark, BloodMagic
- Lost access to Trajectory, FieldAlchemy4, MaxTP34, Meditate, all Elemental Magic except Dark
- Renamed to Heretic

Princess
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE – projectiles123 (except divine), indirect123, buffs, minor debuffs, debuff
removal, HEAL123, EXORCISM1
DRACONIC - all non-dark damage spells, GIFT OF RENEWAL, NULLIFY STRIKE, ACROBATICS, BALLISTICS, WARCRAFT
- Can equip light shields, caster/light/heavy armor and accessories except sniper and dark-aligned gear
- Gained use of Spears, Fists, 1H Katana and 1H Hammers, lost use of Axes, can transfer 2H Katana
- Movement increased to 5
- Gained access to Counterhit2, Bash2, Steadfast, all Instill Elements except Dark, Conviction, Arbiter
- Lost Access to ExpandMind4, Channeling4, Trajectory, FieldAlchemy4, MaxTP4, ReflectDamage, Meditate, Lucky Star, Absolution,
LastRites

Paladin
MAGIC DIVINE: healing12, status removal, EXORCISM, DISPEL
- Can equip light/heavy shields, armor and accessories except dark-aligned and sniper gear,
- Gained use of Fists, Daggers and 1H/2H Katana, lost use of Thrown, Lobber
- Movement increased to 5
- Gained access to Bash3, Instill Light, Evilsbane, Vigorous Attack, Check, Challenge
- Lost access to Field Alchemy4, ReflectMagic, Sublime Sacrifice

Astromancer
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all spells except exorcism, healing, status removal and BOON OF
SWIFTNESS
DRACONIC - AGONY, SPRINGBOARD, TELEPORT, SOUL HARVEST, NEGATE SPELL, THAUMATURGY
- Can equip light shields, caster armor and accessories
- Movement increased to 4
- Gained access to Evanescence, Galaxy Stop
- Lost Access to Trajectory, MaxTP34, Elemental Resonance, Stardust Grace
Vartan

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


- Can equip light shields, armor and accessories except sniper gear
- Gained use of Spears and Blowguns, lost use of 2H Crossbows, can transfer Whips
- Movement increased to 6, spends the same amount of RT per square moved as most fighter classes
- Gained access to ReflectDamage, all Instill Elements except Light/Dark, Featherstep, Windshot
- Lost access to Wade, FieldAlchemy34, DivineMagic

White Knight
MAGIC DIVINE - status removal, DISPEL, MUTE
- Can equip light/heavy shields, armor and accessories except dark-aligned and sniper gear
- Lost access to 1H Crossbows and Lobber, can transfer Fists
- Movement increased to 5
- Gained access to Bash3, Consecrate Edge, Fervor, Time of Need
- Lost access to Trajectory, FieldAlchemy4, ReflectMagic, Paralysis Blade,
- Can learn MaxTP, Siege

Shaman
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE - all spells except summons
- Can equip light shields, caster armor and accessories
- Gained use of Instruments, lost use of Fans
- Movement increased to 4
- Gained access to Storm Call, Clear Skies
- Lost access to Trajectory, FieldAlchemy4, MaxTP34, DraconicMagic, Elemental Resonance, Nature’s Whisper

Wicce
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - all spells except apocrypha, exorcism, healing, status removal and
BOON OF SWIFTNESS
NECROMANCY - all spells
DRACONIC - all spells except GIFT OF RENEWAL, HOLY SHIELD, MARTYRDOM
- Can equip light shields, caster armor and accessories
- Can transfer Instruments
- Gained use of Lobber
- Movement increased to 4
- Gained access to Parry, Divine Magic, Necromancy, Elemental Resonance, Jack 'o Lantern, Crystal Pumpkin, Empower Golem,
Devour
- Lost access to Trajectory, MaxTP4, Meditate

Songstress
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE - indirect123, summons1, buffs
ART OF WAR – all Songs, all WarDances
- Can equip light shields, caster/light armor and accessories except sniper gear
- Gained use of Lobber, can transfer 1H Spears. Able to throw items natively
- Movement increased to 5
- Gained access to Parry, Deflect, ExpandMind123, Channeling123, Elemental Magic except Light/Dark, Elemental Resonance except
Light/Dark, Limelight, Superstar, Silent Song, Poignant Melody
- Lost access to Trajectory, MaxTP4, ReflectMagic, Echoing Voice, Resounding Voice
- Male Songstress renamed to Bard, in case some are cheating the class onto male characters

Buccaneer
MAGIC /
- Can equip light shields, armor and accessories except sniper gear
- Gained use of 1H Katana and 1H Hammers
- Movement increased to 5, jump increased to 3
- Gained access to Bash3, 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, minor debuffs
- Can equip light/heavy shields, armor and accessories except sniper gear
- Gained use of Fists, Axes and Spears, lost use of Crossbows and Thrown, can transfer Cudgels
- 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
Dragonborn (new)

MAGIC DRACONIC - AGONY, SPRINGBOARD, TELEPORT, SOUL HARVEST, GIFT OF RENEWAL, NULLIFY STRIKE, NEGATE SPELL,
ACROBATICS, BALLISTICS, SPELLCRAFT, HOLY SHIELD, MARTYRDOM
- Can equip light armor and light/heavy accessories
- Can use no weapons but Beastmaster tokens and Boulders
- Has 5 movement and 3 jump
- Has access to all racial skills, Instill Element, Rampart Aura 123, a general skillset similar to that of Dragoon, Recruit, Tame,
Empower Dragon, Dragonslayer, Dash, Dragon Breath 12, Fusrodah and is able to use Squash if learned

Paragon (new)
MAGIC DIVINE – STARION, BRAVERY, RESOLVE, EASE, areaHeal1, EXORCISM
ART OF WAR – all WarDances
- Can equip light/heavy armor/accessories, and parrying daggers
- Can use only 1H Swords
- Learns three unique minor finishers at level 1, 3 and 5
- Frostblink, does light damage to a single target for 40TP and has a 50% chance to inflict Bind
- Hellcry, does light damage in a line for 50TP and has a 40% chance to inflict Fear
- Boltstrike, does light damage in area for 60TP and has a 30% chance to inflict Shackle
- Has 5 movement and 3 jump
- Has a similar access to skills as knight except being limited to first two tiers of Rampart Aura and is able to learn Lockdown, Palladium and
Shellbust, also being able to transfer Consecrate Dead, Phalanx and Blood Price from other classes

Geomancer (new)
MAGIC ART OF WAR – Geomancy, Waterstep, Escalade
- Can equip light shields, cloth/light armor and cloth/light/heavy accessories
- Can use Daggers, 1H/2H Swords, Axes, Spears and Cudgels, can transfer Whips
- Has a typical acess to skills for a melee/spell hybrid, including RampartAura1, Heron and FieldAlchemy1, but is limited to Instills in four
prime elements. Can learn Lockdown, InnerFlame and GordianLock, also being able to transfer EmpowerGolem, Squash and
Golemsbane from other classes

Blade Knight (new)


MAGIC ART OF WAR – all WarDances, SHADOWBIND and all utility Ninjutsu
- Can equip cloth/light/heavy armor and light accessories
- Can only use 2H Katana
- Has a similar access to skills as the Swordmaster, with the addition of RampartAura1, but as the class has the MP pool it is also able to use
Clarity123, AbsorbMP and Instills like caster classes. Blade Knight can learn Alchaka, while also being able to transfer Mindblast,
Mind’s Eye, Reflection and Squash from other classes

Summoner (new)
MAGIC AIR/EARTH/LIGHTNING/WATER/FIRE/ICE/DIVINE/DARK - summon12, burst12, buffs, debuffs
ART OF WAR – ninjutsuSummon12, ShadowBind, Decoy, Envenom
NECROMANCY – all except TaintedLove and Torment
- Can equip light shields, cloth/light armor and cloth/light accessories
- Can use Daggers, Cudgels, Spellbooks and Instruments, can transfer Whips
- Has a similar access to skills as warlock, including Art of War, Necromancy, Sanctuary, Double Attack. They can learn Covenant,
SealEvil and GrimDawn, also being able to transfer Lament of the Dead, Animate Dead and Extend from other classes

Commando (new)
MAGIC ART OF WAR – Grenades, utility Ninjutsu
- Can equip light shields, light armor and light accessories
- Can use Fists, Daggers, 1H Swords, 1H Spears, 1H Katana, Fusils and 2H Swords (Gunblades only)
- Has a similar access to skills as the Fusilier, with the addition of Parry, Overpower, Counterhit3, Jump2, Heron, Steadfast and
FieldAlchemy2. Commando can learn Gambit and Apostate, while also being able to transfer Preempt, CourseCorrection, Squash
and Booby Trap from other classes

Headhunter (new)
MAGIC /
- Can equip light shields, light armor and light/heavy accessories
- Can use Fists, Daggers, Axes, Spears, Hammers, Whips, Sidearms, Bows, Crossbows and Fusils
- Has a similar access to skills as the Beast Master, with the addition of RampartAura1, Counterhit3, DoubleAttack and FieldAlchemy2.
Headhunter can learn Momentum, while also being able to transfer EmpowerBeast, Beastslayer, WildHunt, Sharpshoot,
TremendousShot, Mightystrike and Squash from other classes
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, generic
characters have 280 points, specials (like Sara or Voltare) have 300, specials with custom portrait (like Arycelle or Donnalto) have 305 and
unique characters have 315. As a point of reference, vanilla Ozma would have 422 points total by that grading system
- VIT is a bit lower compared to other stats, as the damage formula favors it heavily and messes up damage scaling
- 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, just 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 and gremlins have a -2 RT bonus, offset by slight reduction of other stats
- Enemy leader RT bonuses are more consistent
- Changed the sprite for Tamuz
- Changed the portrait for Donnalto, Ehlrig, Felicia, Tamuz
- Tamuz is now a Ravenman (a dark skinned Hawkman, really), his racial type is Umbra and he has access to most classes available to Orc and
Gremlin. Namely, Warrior, Archer, Wizard, Spellblade, Terror Knight, Berserker, Rogue, Beast Tamer, Juggernaut and Patriarch
- Named generic characters (like Sara or Voltare) also have fixed sprites and portraits now, like specials
- Most enemy leaders using squishy classes got a significant durability boost, it is more likely a player will have to kill the henchmen first before
he can focus on the leader. Leaders are also more in line with one another so the weaker ones should pose a bigger threat
- Ghosts lost innate float but can teleport instead
- Vyce changed his outfit a bit in chaos and neutral route
- Hektor has a different color, he’s a bit more important character than your regular enemy leader
- Class availability for some races was changed, demihumans got 7 classes each and most others got 4
- Hawkman: Archer, Wizard, Cleric, Swordmaster, Rogue, Beast Tamer, Warlock, Fusilier (no flying in heavy armor anymore)
- Lizardman: Warrior, Berserker, Dragoon, Fusilier, Rogue, Beast Tamer, Hoplite, Juggernaut (very little magic)
- Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)
- Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, Beast Tamer, Juggernaut, Patriarch (strength and magic)
- Skeleton: Warrior, Archer, Terror Knight, Berserker, Swordmaster, Hoplite (dex and strength, a bit of dark magic)
- Ghost: Wizard, Rogue, Warlock, Necromancer (mostly magic)
- Fairie: Wizard, Cleric, Rogue, Familiar
- Gremlin: Archer, Rogue, Fusilier, Trickster
- Pumpkinhead: Warrior, Spellblade, Terror Knight, Warden
- Until I have access to all the battle data, some npcs will be in classes that aren’t available to them. That will eventually be fixed but I’d like to
solidify class availability before that if possible, because it’s a lot of work to go through it multiple times
- Denam can change into more of the special classes of other characters, they probably trust him enough to teach him
- Oelias can change into a Priest
- Vartan is now unique to Canopus
- Ravness can change into a Paragon instead of White Knight
- Iuria can’t be a Shaman anymore
- Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway
- All special classes now have default sprites set so you can cheat them onto your generics without crashing the game. With Lord, Princess and
Heretic I had to leave the default sprites intact, because those are the locations Denam and Catiua draw their racial sprites from in second
part of the game, Catiua uses the male version of Princess, funnily enough. As for Heretic, it’s a class hardcoded to override other sprites,
that’s the only way Catiua can change costumes while locked on the Princess sprite (and the reason I couldn’t give Cressida access to
Heretic)
- Removed innate melee and ranged overrides for some characters, as it caused something like Throw Item to get overriden with a much less
useful ranged attack
- Ocionne can change into a Dragonborn. Her racial type is ‘unknown’ now, meaning that she won’t be affected by any racial damage bonuses
and is able to use all racial skills
- Phoraena sisters can now change into the Geomancer class
- Lich was removed from the class list for special characters, as a class that radically changes the unit I feel it should be something exclusive to
characters without renown. Those that have a known name. some fame and face that goes along with it would likely be reluctant to undergo
the procedure. In game terms, having some incentive to use generic units is good, and special characters already have plenty of powerful
caster classes they can use
- Cressida can change into a Summoner
- Hobyrim can change into Blade Knight. He has lost access to Archer and Fusilier, frontliners complained it’s making them uncomfortable
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
- Status 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 I
- Mages can’t learn trajectory anymore unless they’er also ranged weapon users, it was misleading
- Fusils do not require learning Crossbow skill anymore
- First tier of Counterattack, Knockback, Channeling, Wade, Reflect Damage, Reflect Magic and Absorb MP was disabled because the values
were pointlessly low, the remaining tiers were spread over the same level range
- Counterattack renamed to Counterhit, Knockback renamed to Bash, Expand Mind renamed to Clarity, Channeling renamed to Efficacy, mostly
for spacing reasons
- For the most part, slots with deactivated skills will say ‘nothing’ and have no description
- Field Alchemy has two tiers now, it was unlocking two potions of healing, some status removal and a few other items so there was no real
need to stretch it out over 4 tiers of skill. Tier I is available to everyone and tier II is restricted to classes that were previously able to learn
tier IV
- Many ranked active skills aren’t ranked anymore, guaranteed chance to work was a potential problem at very high ranks
- Squash is learned by Warriors instead of Terror Knights and can be used by all classes proficient with strength-based 2H weapons
- Racial skills provide a defensive bonus to the race that uses them instead of against target race, so a human unit with Anatomy would be
protected versus all other races and have a damage bonus versus humans. With the amount of races in the game and enemy composition no
other racial skill but Anatomy would ever be worth using on a human and with the time investment required for levelling them they make for
an extremely poor situational equip. To hopefully fix that particular nobrainer scenario, racial skills are now available only for races that can’t
use the class, so a Warrior wouldn’t be able to equip Anatomy, Herpetology, Daemonology and Thanatology, but Swordmaster would be
barred only from Anatomy as a human exclusive class
- Equipping Instill Light and Instill Dark skills at once isn’t possible anymore (same restriction as light/dark magic and augments)
- It is now possible to equip all recruitment skills at once
- Active skills are now learned at similar levels for all classes, depending on how many active skills the class can learn, mostly according to this
pattern (with a few exceptions): 2-10-18; 2-8-14-20; 2-7-12-17-22; 2-6-10-14-18-22
- Field Alchemy is a bit more restricted, as status removal items got more widely available and the skill unlocks more specialized items, like
holy water, there’s less need for universal access to it and some classes can’t use the first rank anymore, mostly ones that are meant to be
supported by other units, like berserker
- Monsters can learn only augments of their ruling element, learning others wasn’t very useful
- Resonance skills for all monsters were changed to Instills to benefit from the passive resistance bonus their respective elemental augment
grants, as classes cannot have natural resistances this was the only way to have a fire dragon that’s actually resistant to fire
- Most land-lubbing monsters can learn Jump1
- Level requirement for Wade was lowered, it should make some early missions with a lot of water less of a pain
- Added a new skill Bullseye, a Ranger skill that does pretty much the same thing as fated circle, but for ranged weapons
- Added a new skill Fusrodah, it’s a war shout that does a minor amount of crushing damage to enemies in the area close to the user and
knocks them back in the direction that the user is facing, which can be altered by targeting different tiles. Unusable while silenced
- Added a new skill Blood Magic, it converts 10% of the user’s current HP into MP, but its other costs are very low
- Most fighters and hybrids received access to one extra weapon skill they can transfer from other classes, to indicate that it’s an off-choice, either
suboptimal or just uncommon for the class
- Added a new skill Shellbust, it knocks the target back, inflicts Breach and clears the user of all debuffs if the target was previously affected
by a debuff
- Wade skill was split into Wade with the movement cost of 2 per tile and Heron with the cost of 1 per tile. The general rule is that the classes
unable to natively enter water have access to Wade and those that can have acess to Heron so there’s still a difference when they take a
water movement passive
- Luminous and Shadow Resonance are now also mutually exclusive like other light and dark skills
- Added Alchaka, an active skill that boosts the ATK for the next katana attack and charges a percentage of max MP to the user
- Treasure Hunt I was removed
- Treasure Hunt II was renamed to Opportunist, and will now also grant the ability to buff self with Flanking for 10 TP
- Irresistible Beauty isn’t a ranked skill anymore
- Max TP skills now come in two tiers, +50 and +100
- Poison Ward was removed
Skill Levelling
- Most ranked skills level considerably faster
- Weapon skills level at a rate of 96, up from 64
- Augment skills level at a rate of 96, up from 48
- Parry levels up at a rate of 192, up from 24
- Deflect levels up at a rate of 240, up from 24
- Overpower levels up at a rate of 240, up from 34
- Other Actives level up at a rate of 240, up from 48
- Because some races are more common than others, racial skill levelling rate differs depending on race
Their levelling rates were increased from 24 to:
- 132 for Anatomy
- 204 for Teratology
- 204 for Herpetology
- 204 for Draconology
- 240 for Sacrology
- 204 for Daemonology
- 240 for Aurology
- 168 for Thanatology
- 240 for Golemy

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, they were renamed to Wards
- Besides proofing the user, they also grant an active skill that can remove the associated status(es) from others at a cost of 5TP

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

Passive Skills
- Added four mutually exclusive Core skills meant to customize your golems
- Power Core increases attack damage overhead by 25%
- Hard Core reduces damage overhead on incoming attacks by 50%
- Void Core reduces damage overhead on incoming spells by 50%
- Anima Core raises melee attack accuracy by 50%
- Absorb MP is available earlier and now also grants the Absorb active skill
- Trajectory will now also give you the ability to use Trueflight on self for 20TP
- Siege will now also give you the ability to use Strengthen on self for 20TP
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
- Resurrection spells were removed as a part of global resurrection system changes
- 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, damage spells tend to have a higher RT penalty than before. Conserve RT before a powerful spell will lop quite a
chunk off your timer
- 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
- 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
- Ninjutsu summons are significantly stronger but their TP cost is increased and number of hits reduced
- Dark magic minor debuffs have less area or duration than elemental ones
- 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
- Songs now affect a greater area and typically have two opposite effects, a buff for allies and a debuff for enemies
- Visual aftereffects that hit every panel on some area spells (like thunderflare) were removed to speed up animations, it also means that
terrain won't be affected but that was a minor factor in this game 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 to enemies in an area around the caster, they’re generally available to fighter/caster hybrids with no
access to indirect area spells, they scale damage by caster stats but have a physical component so they’re affected by physical resisistances
to an extent
- Levels at which spells become avaialble were standardized based on the magic ability of the class
- Reduced MP/RT cost of most status removal spells, lowered their level requirement and made some of them easier to acquire
- Range of Summon spells was increased and the area of second tier was reduced as it only made focusing fire harder, they also do less hits in
both tiers
- The structure of elemental spells was changed so they have 2 buffs and 2 debuffs each, one major and one minor
- Light damage spells do slightly less damage to living but substantially more damage to undead, heal spells will do a lot more than before and
will always hit
- Less dark status spells will be able to affect undead
- The exception to the light/dark changes above are burst spells, they still do normal damage to everything becasue they’re spells with a
physical component
- The duration of status effects doesn’t vary anymore, with that factor eliminated it’s possible to set the minimum duration to a more resonable
value without making them last too long in some cases, so we shouldn’t be having any of them expire on the next turn anymore
- Some of the spells were renamed because of space restrictions created by the new naming convention for spell scrolls
- Geomancy spells have been added to the Art of War action set, which of them will be usable depends which type of ground the unit is on
- Grenade abilities have been added to the Art of War action set. They require the grenade consumables, however, unlike throwing them
normally, they will affect an area if used this way
- Divine status removal spells now cover more debuffs, so there’s significantly less of them to learn and manage
- Envenom ninjutsu was removed after the poison update, as it can’t inflict stronger poison
- Basic area damage spells will now match the level progression of projectiles, with the first area spell starting at level 8 along projectile II.
Their damage has been significantly improved, but TP and MP cost is also higher
- Summon Darkness necromancy that some bosses use now costs less MP, but it will delay the user by 100 RT

For the full list of spells and their effects, refer to the ability chart in here
https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing
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
- Most ranked skills have a fixed chance to work instead, usually 60% which is a rank 4 equivalent
- Active skills that use item effects, like the Warlock’s distills or Status proofs will now use the standard animation instead of trying to use an
invisible item
- Half of the damage traps have been converted to area damage, they will damage your units too, so be careful. They do the same damage as
single tile traps but cause no status effects, except light and dark which do less damage and have a minor status

For the full list of active skills and their effects, refer to the ability chart in here
https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing
SPECIAL SKILLS
Global Changes
- Most Special Skills do not burn all TP anymore
- 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
- Damage dealing special skills that monsters use do more damage to obstacles
- Non-finisher attack abilities for weapon-using classes like Windshot or Pumpkin strikes will now do void (property-less) damage instead of
crushing/slashing/piercing as it skewed the weapon choice towards strength weapons when optimizing damage. As void damage ignores
those resistances, the damage should be similar or better
- Breath abilities have more range

For the full list of special skills and their effects, refer to the ability chart in here
https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing
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
- Level 6 finishers for projectile weapons inflict no status effects anymore but have other advantages, like longer range or area effect
- Special finishers that the dark knights use are a bit better than normal ones
- Fiery Death renamed to Witch Hunt, it does damage in an area and inflicts Shackle
- Angel of Death does damage in an area and inflicts Fear
- Venomous Strike renamed to Creeping Doom, it does damage in an area and inflicts Poison/Slow
- Crushing Blow renamed to Riot Buster, it does damage in an area and inflicts Sleep
- Tempest Blade renamed to Fatal Fury, it does damage in an area and resets RT
- Dark Prison does damage in an area and inflicts Stop
- Armageddon renamed to Atropos, it does damage in an area and inflicts an extended duration Petrify
- 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 below for details
- Added Soulstrike, a minor 2H Katana finisher that strikes the target for normal damage, removes all of the user’s MP and adds it as an extra
hit
- Added Soulstrike, a minor 2H Katana finisher that hits the enemies in the area for normal damage and heals allies
- Rank 8 finishers were slighly improved in some cases, usually by an extra tile of range (like Grand Cross)

For the full list of finishers, refer to the ability chart or equipment chart in here
https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing
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
- Shop availability is changed for some gear types and damascus tier is available around the end of act 4, it isn’t terribly special and isn’t
needed for crafting anymore either.

Consumables
- Debuff items cost 500 goth, same as buff items
- All status removal items are available in shops
- Added Holy Water and Panacea to shops
- Ginseng is available around mid game

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
- Minor draconic buffs available during main campaign
- Added scrolls for Burst spells
- Standardized arcana prices based on spell level
- Spell availability in shops standardized based on their level
- Some endgame spells aren’t available in shops anymore in order to gain extra shop space, a recipe book to craft them has been added to
Deneb’s shop instead, it is available after conquering Barnicia
- Drain Power spell is available in normal shops
- All gear from normal shops is also available in PotD shops, in case you forgot to buy a common spell or need to reequip a character in a
different class
- Summons and Deadscream can also be bought in Deneb’s shop
- Warcraft can be bought at Deneb’s and PotD and Thaumaturgy only at PotD shop
- Deneb’s shop will now stock on some low level necromancy spells

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
- The duration of Charm was globally reduced to match Bewitch
- Resurrecting fallen soldiers is more costly, as resurrection stones will fully drain the life force of the user, rendering them unable to fight and
forcing them to retreat. Resurrection spells have been removed, as trading your healer for another unit isn’t a good idea most of the time
- This means that once your soldier is knocked out you will be one man short for the rest of the battle so you should take better care to
avoid it
- Changed the outfit colors for most special characters in cutscenes, that means Catiua will always wear blue pants and Lanselot will always
have his shiny paladin armor from Ogre Battle, turns out it means setting it separately in every single cutscene in the game where they show
up so it’s a fairly annoying process, Catiua and Vyce in particular are under every pebble. Let me know if anything is off
- Unfortunately, trying to change the actual sprite turned out to be a lot less straightforward because of that sprite loading thing, the game
seems to take that info from elsewhere and sets portraits separately from the cutscene setting (so you can see a bloodied Vyce screaming for
his life without reloading the entire scene), that means it will likely take me a while to find it. Meanwhile I’ve just removed the characters in
question in a few scenes if they don’t contribute, for instance when you recruit Cerya in neutral, Ehlrig won’t be standing next to her
- Renamed CLOUDWALK to LEVITATE
- Renamed WINDWALK to FLY
- Renamed BLINKWALK to WARP
- Renamed ELEMENT ATTUNED to RESIST ELEMENT, the buff is a bit more common now and it was a bit similar to ELEMENT TOUCHED
- Renamed WEAKEN status to RUPTURE, it should be more obvious that it reduces magic resistance
- Renamed SPOILSPELL status to FEEBLEMIND, it should be different enough from Spellslip now
- Added more information about LEADEN status
- Male version of Wicce renamed to Sage (for improved cheating compatibility)
- Female version of Astromancer renamed to Oracle
- Fixed some skill description errors
- The Warren entry for Deneb’s shop will specify her travel schedule, there is one and I can’t think of a good reason she’d keep it secret
- Changed the act1 dialogue after the Krysaro battle to indicate that the player should go back to Almorica to continue the story and that the
Quadriga battle with Nybeth is optional and best left for later
- Changed Canopus’ introduction to something slightly less polite but significantly more nostalgic
- Skills, Spells and Items were resorted, for something like spells, it means that your cleric will have heals on the top of the list as it’s
something you will probably use the most often. To apply it when you load an existing save, access the Magic and Skill list through the
browse command (item inventory is always in browse mode), move some entry from the list to its current spot to access the sort menu,
apply autosort by some other criteria and then apply the default sorting again. If you start a new game you don’t have to do anything, it will
use the new default sorting. Of course, if you don’t like where something is located now, you can always manually move it to some other
place.
- Templar NPCs will have native waterwalk only if the class they copy also has it, but their movement RT cost per tile will also be the same,
which is lower in most cases so they will end up slightly faster
- The 'Element-touched' buffs were renamed to 'Element-bringer' to indicate they don't stack with Status-bringer effects
- The BACK ATTACK readied state was renamed to FLANKING
- The colors of templar classes were changed to show better which class template they’re using

Warrior, Knight

Terror Knight, Berserker

Spellblade, Dragoon

Swordmaster, Ninja

Rogue, Beast Tamer

Archer, Fusilier

Wizard, Warlock

Cleric

Necromancer

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