Tactics Ogre: One Vision

Preserved download entry from the legacy site. Files are hosted from the public archive.

Current version1.11d
CategoryMods

TO: LUCT is no doubt one of the classics of turn based tactical games, it can boast complex storyline with a memorable cast of characters and multiple endings, as well as a deep combat system with a vast arsenal of equipment, items and spells. Its PSP port can also serve as an example of how such things should be done, with the game getting not only a much needed facelift but also a thorough redesign of most combat elements.

Sadly, the game isn’t without faults, as some of the new features make it extremely prone to exploits which an experienced player can use to fully remove any challenge from the game. The main goal of this mod is to render such exploits more difficult, bringing weapons, classes and skills closer to the level they should perform at, as well as to each other. Its secondary goal is to provide tweaks to immersion, visuals and some of the more cumbersome game systems like crafting and endless skill farming.

This is still a work in progress so all feedback is welcome.

 

For installation instructions and more info check the included Readme file.

 

Major features:

  • Weapon, armor and consumable item rework. Equipment is more likely to do what you expect of it, 2H weapons will do a lot of damage and a tank in heavy armor will be hard to kill.
  • Additional items, spells and skills, as well as changes to the existing ones with a focus on improving the more unappealing choices.
  • Skills that grant stat bonuses, like Strengthen or Spellcraft, as well as static choices like Switfoot or Spell Ward were removed and compensated with higher stat differences between classes than in vanilla game.
  • A full Finishing move rebalance.
  • Most ways of gaining permanent stats were removed to reduce power creep in late game and increase options during early game.
  • The power of special characters was reduced across the board, they're about on par with each other now and not overwhelmingly stronger than generics.
  • Generic characters have more diverse templates that split into fighter, rogue, mage and generalist archetypes, their stats can differ a lot depending on which one you hire.
  • Significantly increased the levelling speed of slow skills, like Steal or Parry.
  • Most classes were tweaked, with emphasis on nerfing the strong ones and buffing the weak, many gained new tricks.
  • Monsters don't scale natural armor as high as before. With the changes to skills, their new role is high HP bullet sponges that take a lot of damage and use the TP gained to spam special moves.
  • Many items are easier to acquire, reducing the endgame tedium.
  • Visual changes to some items, special characters, skills and spells.
  • Streamlined crafting.

 

Consolidated changelist available in feedback thread.

Available files

Change log

Patch notes v1.11d

 

General

-  Most of the unused racial templates have been enabled, so they can now be assigned to generic characters and customized with the template tweaker fom the mod website https://ogre-db.github.io/one-vision/cheats.html

 

Spells and Abilities

-  Hobble effect has been removed from Abyss, the ai seems to like the spell too much so we'll see if the number of effects plays a role

 

 

Patch notes v1.11c

 

General

-  Bayin could become invisible in his rescue mission in chapter 2. He would get recruited after the battle, as usual, so this wasn't a gamebreaking issue. However, this still had to be fixed as soon as possible because his dialogue lines would seem as if coming from above, and the man is still a spring chicken, it isn't his time yet

 

Equipment

-  Agnea now has a chance to stun on hit, because why wouldn't a taser whip have a chance to stun on hit

 

Class

-  Some classes were missing access to tier 2 burst spells

 

 

 

Patch notes v1.11b

 

General

-  Ocionne could be hard to rescue at high levels, so her equipment setup will now be more defensive

-  Haymaker innate attack that some monster classes used was renamed to Smash

-  As Last Resort skill now does several things along with activating its readied state, the state was renamed to Adrenaline, for cases where it's activated by other means

 

Spells and Abilities

-  Electrify lightning spell was renamed to Overcharge, it will now also activate Adrenaline

-  Infesta will now properly convert damage to TP

-  Golem's Granite Fist was renamed to Haymaker and merged with Shockwave, gaining a chance to inflict Sleep and losing 1 range

-  Shockwave was removed

-  Broaden Force TP cost was reduced to 20

 

Class

-  Golem lost access to Shockwave, the class has a lot of skills so equipping both of its single target specials to choose between them in battle was unlikely

 

Consumables

-  The draconic scrolls for angel songs will now be available in shops earlier, after Heim in chapter 4

 

 

 

Patch notes v1.11a

 

General

-  The game version on newly created saves was wrong, which might confuse peple into thinking that the patch didn't work, so this needed a fix

-  As the focus attack damage formula now includes some dexterity, it will also be affected by strengthen/weaken in addition to spellcraft/feeblemind. These are all mutually exclusive so they won't stack, and the change just adds some flexibility

 

Class

-  Blade Knight has been renamed to Sword Saint. We already had a lot of 'something-knight' classes even before death knight, this class name is fitting enough for him and there have been some requests here and there to change it

 

 

 

 

Patch notes v1.11

 

 

General

-  As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle

-  Leonar will be a white knight in all his battle appearances

-  Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting

-  Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line

-  The level of some story battles in endgame was adjusted to more closely match the battles before them

 

Equipment

-  Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore

-  All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT

-  Heavy shields have 1 less weight

 

Spells and Abilities

-  The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element

-  Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element

-  Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy

-  Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection

-  Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer

-  Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT

-  Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP

-  Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies

-  Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach

-  Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk

-  Abyss spell will now also inflict Daze

-  Galaxy Stop now costs 100 MP

-  Life Force will now deal raw damage instead of a percentage

-  Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30

-  Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination

-  Songstress songs won't force the audience to face her anymore

-  Meta Morph geomancy will now do lightning damage instead of piercing

-  Snow Blind geomancy will now do ice damage instead of crushing

-  Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill

-  Celestial Aria was converted into a draconic spell

-  Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful

-  Gate of Truth staff finisher now uses the focus weapon formula

-  Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent

-  Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better

-  Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost

-  Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy

-  Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them

-  Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1

-  Day of Reckoning TP cost was lowered to 50

 

 

 

Classes

-  Base RT for most heavy armor classes is a little lower

-  Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst

-  This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks

-  Lich got access to Anatomy

-  Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce

-  Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells

-  Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead

-  Geomancer got access to Instill Lightning and Ice

-  Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it

-  Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta

 

Skills

-  Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes

-  Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing

-  Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list

 

Consumables

-  Monkey Scroll icon has been fixed

-  Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp

-  Druid's Mark can now be crafted with the Equilibrium crafting book

-  Primal orbs have been removed

-  Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles

-  Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops

-  Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise

-  Oghma Infinium was renamed to Equilibrium

 

Racial Templates

-  Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit

-  Voltare got access to Hoplite

-  Sara got access to Trickster

-  Folcurt got access to Death Knight

-  Bayin got access to Patriarch, it's the beard

-  Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit

-  Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one

-  Phaesta will now be neutral aligned when she joins and Tamuz will be chaos

 

 

 

 

Historical snapshots

1.11c

Historical snapshot #763 · updated 2025-10-25 21:07 UTC

Patch notes v1.11c

 

General

-  Bayin could become invisible in his rescue mission in chapter 2. He would get recruited after the battle, as usual, so this wasn't a gamebreaking issue. However, this still had to be fixed as soon as possible because his dialogue lines would seem as if coming from above, and the man is still a spring chicken, it isn't his time yet

 

Equipment

-  Agnea now has a chance to stun on hit, because why wouldn't a taser whip have a chance to stun on hit

 

Class

-  Some classes were missing access to tier 2 burst spells

 

 

 

Patch notes v1.11b

 

General

-  Ocionne could be hard to rescue at high levels, so her equipment setup will now be more defensive

-  Haymaker innate attack that some monster classes used was renamed to Smash

-  As Last Resort skill now does several things along with activating its readied state, the state was renamed to Adrenaline, for cases where it's activated by other means

 

Spells and Abilities

-  Electrify lightning spell was renamed to Overcharge, it will now also activate Adrenaline

-  Infesta will now properly convert damage to TP

-  Golem's Granite Fist was renamed to Haymaker and merged with Shockwave, gaining a chance to inflict Sleep and losing 1 range

-  Shockwave was removed

-  Broaden Force TP cost was reduced to 20

 

Class

-  Golem lost access to Shockwave, the class has a lot of skills so equipping both of its single target specials to choose between them in battle was unlikely

 

Consumables

-  The draconic scrolls for angel songs will now be available in shops earlier, after Heim in chapter 4

 

 

 

Patch notes v1.11a

 

General

-  The game version on newly created saves was wrong, which might confuse peple into thinking that the patch didn't work, so this needed a fix

-  As the focus attack damage formula now includes some dexterity, it will also be affected by strengthen/weaken in addition to spellcraft/feeblemind. These are all mutually exclusive so they won't stack, and the change just adds some flexibility

 

Class

-  Blade Knight has been renamed to Sword Saint. We already had a lot of 'something-knight' classes even before death knight, this class name is fitting enough for him and there have been some requests here and there to change it

 

 

 

Patch notes v1.11

 

 

General

-  As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle

-  Leonar will be a white knight in all his battle appearances

-  Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting

-  Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line

-  The level of some story battles in endgame was adjusted to more closely match the battles before them

 

Equipment

-  Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore

-  All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT

-  Heavy shields have 1 less weight

 

Spells and Abilities

-  The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element

-  Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element

-  Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy

-  Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection

-  Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer

-  Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT

-  Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP

-  Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies

-  Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach

-  Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk

-  Abyss spell will now also inflict Daze

-  Galaxy Stop now costs 100 MP

-  Life Force will now deal raw damage instead of a percentage

-  Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30

-  Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination

-  Songstress songs won't force the audience to face her anymore

-  Meta Morph geomancy will now do lightning damage instead of piercing

-  Snow Blind geomancy will now do ice damage instead of crushing

-  Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill

-  Celestial Aria was converted into a draconic spell

-  Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful

-  Gate of Truth staff finisher now uses the focus weapon formula

-  Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent

-  Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better

-  Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost

-  Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy

-  Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them

-  Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1

-  Day of Reckoning TP cost was lowered to 50

 

Classes

-  Base RT for most heavy armor classes is a little lower

-  Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst

-  This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks

-  Lich got access to Anatomy

-  Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce

-  Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells

-  Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead

-  Geomancer got access to Instill Lightning and Ice

-  Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it

-  Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta

 

Skills

-  Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes

-  Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing

-  Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list

 

Consumables

-  Monkey Scroll icon has been fixed

-  Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp

-  Druid's Mark can now be crafted with the Equilibrium crafting book

-  Primal orbs have been removed

-  Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles

-  Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops

-  Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise

-  Oghma Infinium was renamed to Equilibrium

 

Racial Templates

-  Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit

-  Voltare got access to Hoplite

-  Sara got access to Trickster

-  Folcurt got access to Death Knight

-  Bayin got access to Patriarch, it's the beard

-  Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit

-  Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one

-  Phaesta will now be neutral aligned when she joins and Tamuz will be chaos

 

Historical screenshots:

1.11b

Historical snapshot #756 · updated 2025-09-05 21:50 UTC

Patch notes v1.11b

 

 

General

-  Ocionne could be hard to rescue at high levels, so her equipment setup will now be more defensive

-  Haymaker innate attack that some monster classes used was renamed to Smash

-  As Last Resort skill now does several things along with activating its readied state, the state was renamed to Adrenaline, for cases where it's activated by other means

 

Spells and Abilities

-  Electrify lightning spell was renamed to Overcharge, it will now also activate Adrenaline

-  Infesta will now properly convert damage to TP

-  Golem's Granite Fist was renamed to Haymaker and merged with Shockwave, gaining a chance to inflict Sleep and losing 1 range

-  Shockwave was removed

-  Broaden Force TP cost was reduced to 20

 

Class

-  Golem lost access to Shockwave, the class has a lot of skills so equipping both of its single target specials to choose between them in battle was unlikely

 

Consumables

-  The draconic scrolls for angel songs will now be available in shops earlier, after Heim in chapter 4

 

 

 

Patch notes v1.11a

 

 

General

-  The game version on newly created saves was wrong, which might confuse peple into thinking that the patch didn't work, so this needed a fix

-  As the focus attack damage formula now includes some dexterity, it will also be affected by strengthen/weaken in addition to spellcraft/feeblemind. These are all mutually exclusive so they won't stack, and the change just adds some flexibility

 

Class

-  Blade Knight has been renamed to Sword Saint. We already had a lot of 'something-knight' classes even before death knight, this class name is fitting enough for him and there have been some requests here and there to change it

 

 

 

 

Patch notes v1.11

 

 

General

-  As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle

-  Leonar will be a white knight in all his battle appearances

-  Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting

-  Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line

-  The level of some story battles in endgame was adjusted to more closely match the battles before them

 

Equipment

-  Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore

-  All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT

-  Heavy shields have 1 less weight

 

Spells and Abilities

-  The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element

-  Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element

-  Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy

-  Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection

-  Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer

-  Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT

-  Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP

-  Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies

-  Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach

-  Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk

-  Abyss spell will now also inflict Daze

-  Galaxy Stop now costs 100 MP

-  Life Force will now deal raw damage instead of a percentage

-  Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30

-  Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination

-  Songstress songs won't force the audience to face her anymore

-  Meta Morph geomancy will now do lightning damage instead of piercing

-  Snow Blind geomancy will now do ice damage instead of crushing

-  Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill

-  Celestial Aria was converted into a draconic spell

-  Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful

-  Gate of Truth staff finisher now uses the focus weapon formula

-  Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent

-  Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better

-  Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost

-  Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy

-  Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them

-  Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1

-  Day of Reckoning TP cost was lowered to 50

 

Classes

-  Base RT for most heavy armor classes is a little lower

-  Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst

-  This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks

-  Lich got access to Anatomy

-  Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce

-  Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells

-  Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead

-  Geomancer got access to Instill Lightning and Ice

-  Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it

-  Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta

 

Skills

-  Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes

-  Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing

-  Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list

 

Consumables

-  Monkey Scroll icon has been fixed

-  Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp

-  Druid's Mark can now be crafted with the Equilibrium crafting book

-  Primal orbs have been removed

-  Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles

-  Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops

-  Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise

-  Oghma Infinium was renamed to Equilibrium

 

Racial Templates

-  Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit

-  Voltare got access to Hoplite

-  Sara got access to Trickster

-  Folcurt got access to Death Knight

-  Bayin got access to Patriarch, it's the beard

-  Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit

-  Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one

- Phaesta will now be neutral aligned when she joins and Tamuz will be chaos

 

Historical screenshots:

1.11a

Historical snapshot #752 · updated 2025-08-23 18:05 UTC

Patch notes v1.11a

 

General

-  The game version on newly created saves was wrong, which might confuse peple into thinking that the patch didn't work, so this needed a fix

-  As the focus attack damage formula now includes some dexterity, it will also be affected by strengthen/weaken in addition to spellcraft/feeblemind. These are all mutually exclusive so they won't stack, and the change just adds some flexibility

 

Class

-  Blade Knight has been renamed to Sword Saint. We already had a lot of 'something-knight' classes even before death knight, this class name is fitting enough for him and there have been some requests here and there to change it

 

 

 

Patch notes v1.11

 

General

-  As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle

-  Leonar will be a white knight in all his battle appearances

-  Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting

-  Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line

-  The level of some story battles in endgame was adjusted to more closely match the battles before them

 

Equipment

-  Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore

-  All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT

-  Heavy shields have 1 less weight

 

Spells and Abilities

-  The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element

-  Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element

-  Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy

-  Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection

-  Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer

-  Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT

-  Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP

-  Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies

-  Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach

-  Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk

-  Abyss spell will now also inflict Daze

-  Galaxy Stop now costs 100 MP

-  Life Force will now deal raw damage instead of a percentage

-  Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30

-  Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination

-  Songstress songs won't force the audience to face her anymore

-  Meta Morph geomancy will now do lightning damage instead of piercing

-  Snow Blind geomancy will now do ice damage instead of crushing

-  Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill

-  Celestial Aria was converted into a draconic spell

-  Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful

-  Gate of Truth staff finisher now uses the focus weapon formula

-  Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent

-  Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better

-  Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost

-  Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy

-  Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them

-  Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1

-  Day of Reckoning TP cost was lowered to 50

 

Classes

-  Base RT for most heavy armor classes is a little lower

-  Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst

-  This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks

-  Lich got access to Anatomy

-  Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce

-  Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells

-  Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead

-  Geomancer got access to Instill Lightning and Ice

-  Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it

-  Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta

 

Skills

-  Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes

-  Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing

-  Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list

 

Consumables

-  Monkey Scroll icon has been fixed

-  Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp

-  Druid's Mark can now be crafted with the Equilibrium crafting book

-  Primal orbs have been removed

-  Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles

-  Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops

-  Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise

-  Oghma Infinium was renamed to Equilibrium

 

Racial Templates

-  Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit

-  Voltare got access to Hoplite

-  Sara got access to Trickster

-  Folcurt got access to Death Knight

-  Bayin got access to Patriarch, it's the beard

-  Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit

-  Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one

-  Phaesta will now be neutral aligned when she joins and Tamuz will be chaos

  

Historical screenshots:

1.11

Historical snapshot #751 · updated 2025-08-19 17:13 UTC

Patch notes v1.11

 

 

General

-  As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle

-  Leonar will be a white knight in all his battle appearances

-  Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting

-  Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line

-  The level of some story battles in endgame was adjusted to more closely match the battles before them

 

Equipment

-  Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore

-  All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT

-  Heavy shields have 1 less weight

 

Spells and Abilities

-  The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element

-  Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element

-  Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy

-  Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection

-  Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer

-  Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT

-  Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP

-  Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies

-  Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach

-  Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk

-  Abyss spell will now also inflict Daze

-  Galaxy Stop now costs 100 MP

-  Life Force will now deal raw damage instead of a percentage

-  Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30

-  Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination

-  Songstress songs won't force the audience to face her anymore

-  Meta Morph geomancy will now do lightning damage instead of piercing

-  Snow Blind geomancy will now do ice damage instead of crushing

-  Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill

-  Celestial Aria was converted into a draconic spell

-  Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful

-  Gate of Truth staff finisher now uses the focus weapon formula

-  Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent

-  Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better

-  Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost

-  Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy

-  Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them

-  Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1

-  Day of Reckoning TP cost was lowered to 50

 

 

Classes

-  Base RT for most heavy armor classes is a little lower

-  Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst

-  This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks

-  Lich got access to Anatomy

-  Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce

-  Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells

-  Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead

-  Geomancer got access to Instill Lightning and Ice

-  Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it

-  Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta

 

Skills

-  Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes

-  Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing

-  Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list

 

Consumables

-  Monkey Scroll icon has been fixed

-  Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp

-  Druid's Mark can now be crafted with the Equilibrium crafting book

-  Primal orbs have been removed

-  Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles

-  Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops

-  Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise

-  Oghma Infinium was renamed to Equilibrium

 

Racial Templates

-  Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit

-  Voltare got access to Hoplite

-  Sara got access to Trickster

-  Folcurt got access to Death Knight

-  Bayin got access to Patriarch, it's the beard

-  Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit

-  Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one

-  Phaesta will now be neutral aligned when she joins and Tamuz will be chaos

 

 

Historical screenshots:

1.10a

Historical snapshot #750 · updated 2025-08-17 19:23 UTC

Patch notes v1.11

 

 

General

-  As the tier II of forbidden spells doesn't exist anymore, there's no real need for Primal orbs anymore, so they have been removed. Forbidden spells won't be craftable anymore, and all enemies that previously dropped the orbs will now directly drop the spell. If you have any primal orbs in your inventory, you should convert them to arcana before applying the new patch. Of course, it would be possible to load into the previous version, craft the spells and load the new version again, but nobody needs that kind of a hassle

-  Leonar will be a white knight in all his battle appearances

-  Xaebos will now be a death knight when you fight him, he's close to Nybeth's faction and has a necromancer on his team in one of the battles so it's unlikely he'd scoff at the upgrade in that kind of situation. He will also be accompanied by two zombie terror knights, but he still uses a 1h sword so he won't have access to the life drain axe art, his necromancy spell selection will also be limited at that level and he won't have either of the death knight unique spells. This will likely still make the battle harder but we can tone it down in other ways if it's too much and I expect it should be more interesting

-  Dievold will also be a death knight in his act 4 chaos battle during Cresida's quest line

-  The level of some story battles in endgame was adjusted to more closely match the battles before them

 

Equipment

-  Weapons that were supposed to do 1 damage, like Kirin Blowgun, could under some conditions deal more damage. It would happen because it was using the defensive side of a regular attack formula, but they got their own now, so it shouldn't happen anymore

-  All bows are a bit lighter. Attacking with the 2h ones also costs a little less RT

-  Heavy shields have 1 less weight

 

Spells and Abilities

-  The descriptions for basic elemental damage spells are now shared, more description slots are needed for new ones and there isn't much difference between them anyway. Arcana will still have the old description that specifies the element

-  Shaman skills Call Storm and Clear Skies have been converted to spells and updated. There are 6 temples now but only four sisters so the class has been added to a few other characters that could cover the lightning and ice element, and a unique spell has been added to each one. The spells have a very large area, centered on the user and typically have some sort of a global benefit and a side effect that usually isn't available in standard spells of that element

-  Call Storm is now a lightning spell that still worsens weather, it has a fixed chance to slow enemies and make everyone grumpy

-  Clear Skies is now a fire spell that improves weather and hits 1-4 units at random, granting quicken to allies or blinding enemies. Rain is over, time to run and touch grass again, just don't look directly into the sun without protection

-  Air Raid has been added as the wind shaman spell, it deals minimum damage, knocks back all enemies in the area, and has a fixed chance to stun. The knockback direction can be selected by targeting a different part of the effect area with the cursor, so if you target a tile behind the caster, it will pull enemies one square closer

-  Phase shift has been added as the earth spell, it deals a large amount of damage too obstacles and has a fixed chance to delay RT

-  Star Ocean has been added as the water spell, it hits units in the area 1-10 times at random, clearing allies of debuffs or reducing enemy TP

-  Frozen Throne has been added as the ice spell, it prevents undead from rising and has a fixed chance to inflict sleep on enemies

-  Melta and Corrosion swapped one of the effects, Melta got TP damage and Corrosion got Breach

-  Winter Siege will now activate DASH (extra movement) on the target along with Battering Ram and Waterwalk

-  Abyss spell will now also inflict Daze

-  Galaxy Stop now costs 100 MP

-  Life Force will now deal raw damage instead of a percentage

-  Miasma was feeling a bit generic, so it now got the old effect from poignant melody that removes TP and deals the removed amount as damage, in addition to inflicting poison. It's more dangerous now so its MP cost was raised to 30

-  Infesta has been added as a unique necromancy spell, it deals raw damage, absorbs it as TP for the user and inflicts Fear by implanting a parasite. This spell always hits but works only from the back, I'll leave the messy details to your imagination

-  Songstress songs won't force the audience to face her anymore

-  Meta Morph geomancy will now do lightning damage instead of piercing

-  Snow Blind geomancy will now do ice damage instead of crushing

-  Requiem skill was converted into a draconic spell, it's cost is lower than when it was a skill

-  Celestial Aria was converted into a draconic spell

-  Heartbreaker dagger finisher now uses the focus weapon formula. As this finisher is more specialized, it was moved to rank 4 and Mesmerize was moved to rank 2, as more generally useful

-  Gate of Truth staff finisher now uses the focus weapon formula

-  Heaven & Hell sidearm finisher lost the extra range, but it will now heal the user for the amount of TP spent

-  Death knight's Relic axe art was renamed to Dracul, the name also matches one of the SNES abilities and fits the theme better

-  Double Strike and Double Shot now cost 80 TP, and will not add any extra RT on top of what attacking twice with that wepon would cost

-  Limelight will now force all units in the area to face the user, so abilities that use the gaze formula, like dances, will have higher accuracy

-  Added Armata Strigoi, an active skill that advances the RT counter of undead by TP spent, similar to Time of Need, except it damages units instead of healing them

-  Pumpkin Bomb isn't cast on the user anymore, it now has to blow up a Jack-o-Lantern. Its RT cost is now 30 and area was lowered by 1

-  Day of Reckoning TP cost was lowered to 50

 

 

Classes

-  Base RT for most heavy armor classes is a little lower

-  Some classes were missing the third tier of area spells, as they peviously lacked the fourth one. However, now that projectiles and area have just three tiers losing a tier is a bigger drawback, and hybrids can't match the power of a full mage anyway so damage spell users can now access all three tiers of projectile/area, and both tiers of burst

-  This would mean that Patriarch/Matriarch would now have full spell access, which is a bit much for a generic class, so their area spells were replaced with bursts, which could work considering that their skills are defensive and they can afford to take some risks

-  Lich got access to Anatomy

-  Angel Knight lost access to Silent Song and Poignant Melody, Requiem and Celestial Aria are still available as draconic spells. The class had too many skills to fit into the list and some of the above were fairly redundant as they overlapped with Day of Reckoning. For now the class got boiled down to the basics, we'll see if it needs some sauce

-  Shaman got access to all Resonances except light and dark, and the Liftoff skill. The class can now cast six new unique elemental spells

-  Songstress lost access to Silent Song and Poignant Melody, she got Coquettish Kiss instead

-  Geomancer got access to Instill Lightning and Ice

-  Sacred Fist lost access to Fell Seal, the class is fairly strong and doesn't really need it

-  Death Knight got access to Armata Strigoi, he lost Entomb and Jump as the class can now teleport, he can also cast the unique spell Infesta

 

Skills

-  Racial skills don't have their bugged defensive bonus anymore, so the restriction for most of them has been lifted. The exception is anatomy because of how common humans are during campaign, so it will remain a special perk for certain classes. Let's just say that the church banned it, so it's mostly avaliable to barbarian classes

-  Trajectory has been renamed to Perception. The skill does more than just showing trajectory and its active portion affects all attacks, not just ranged, so indicating the change is probably a good thing

-  Silent Song, Poignant Melody, Requiem and Celestial Aria have been removed from the skill list

 

Consumables

-  Monkey Scroll icon has been fixed

-  Some tarot card effects on use had to be shuffled as a part of the above fix, so The Magician will now grant Spellstrike, Hierophant inflicts spoilheal, The Lovers inflicts Rupture (not a typo), and The Star grants Warp

-  Druid's Mark can now be crafted with the Equilibrium crafting book

-  Primal orbs have been removed

-  Added arcana for Air Raid, Phase Shift, Storm Call, Star Ocean, Clear Skies and Frozen Throne. They drop from temple guardians of their element in both story and random battles

-  Added arcana for Requiem and Celestial Aria, they can be bought from Deneb's and PotD shops

-  Added Infesta arcana, it drops from an Incubus in Pirate's Graveyard #6 - Memories of Turquoise

-  Oghma Infinium was renamed to Equilibrium

 

Racial Templates

-  Now that racial skills don't have the problematic part anymore it's also possible to spread some racial-specific classes around a bit

-  Voltare got access to Hoplite

-  Sara got access to Trickster

-  Folcurt got access to Death Knight

-  Bayin got access to Patriarch, it's the beard

-  Felicia got access to Commando. After Donnalto got priest, his stand-in was lacking a bit

-  Phaesta and Arycelle got access to Shaman and Geomancer, you can't use them to trigger the quest but they can serve as the honorary ice and lightning sister if you really want one

-  Phaesta will now be neutral aligned when she joins and Tamuz will be chaos

 

 

Historical screenshots:

1.10a

Historical snapshot #749 · updated 2025-08-17 19:22 UTC

Patch notes v1.10a

 

 

General

-  Spell damage will now ignore half of the target's DEF value

-  It will also ignore half of the target's crush/slash/pierce resistance if the spell is doing those damage types, however it will still be boosted by the full amount of those resistances on jewelry that the attacker is wearing

-  This means there's no need for high stat advantage in order to keep up with gear upgrades, so they will now scale at 1.2 spell power per point of INT and 0.6 per point of MND, versus 1 resilience per point of RES and 0.5 per point of MND

-  This should smooth out the damage progression and make spells more consistent, especially for physical spells like bursts or ninjutsu. It should also make the formula less volatile when stacking a lot of percentage bonuses, like spellcraft/rupture/aversion

-  Projectile spells are now getting 0.4 accuracy per point of AGI instead of 0.6, they were almost always hitting and that's no fun

-  Sign and Gaze formula has 0.1 more evasion per point on defensive side so the advantage is a little lower

-  Fixed some description inconsistencies and minor bugs

 

Equipment

-  Weapon ATK scaling has been changed so early game weapons (up to baldur) are stronger and late game weapons are somewhat weaker. Damage bonus will also start from a higher value, maximum is unchanged. Early game can be fairly slow, so this should speed things up a bit and help with damaging exceptionally tough units

 

Spells and Abilities

-  The damage bonus of all spells that use the regular damage formula has been readjusted

-  Decay now costs 20 MP

-  Abyss now affects an area and its RT cost is lowered to match the elemental minor debuffs, but it doesn't do damage anymore

-  Wormhole RT cost was also lowered to match the elemental major debuffs

-  Ninjutsu summons are now 10TP cheaper

-  Secret of mana is now doing raw damage to MP

 

 

 

Patch notes v1.10

 

 

 

General

-  The accuracy system has been rebalanced for more baseline consistency and consolidated to make room for more formula types

-  Minimum attack hit chance from the front is now 20% instead of 25% and from the back it's 60% instead of 55%, this will make character positioning and facing more important when using high dodge units or fighting them. Indirectly, it's also a buff to Feint (back attack)

-  As with damage formula, scaling for base stats and gear bonuses is now equal, so there are no hidden bonuses and penalties anymore

-  This also means that AVD values on shields aren't adding more evasion per point anymore, instead the AVD values they come with are higher

-  Attack accuracy now scales as following:

-  Weapon attacks (melee and ranged): 1.2 accuracy per point of AGI, 0.6 per point of DEX

-  Unarmed attacks (melee and ranged): 1.2 accuracy per point of AGI, 1 per point of DEX

-  Guaranteed hit: Ignores evasion so it should be 100% at all times

-  Attack evasion now scales at 1.2 per point of AVD, 0.6 per point of DEX

-  Weapon skills are now adding 8% accuracy per rank instead of 10%

-  Having an unarmed formula for melee and ranged means that innate attacks will naturally be more accurate so there's no need for monsters to have much higher AGI values anymore. This is a class change so there will be no difference in recruited monster base character stats

-  Truestrike and Trueflight effects have been merged into Precision which adds 30% accuracy to both melee and ranged

-  Falsestrike and Falseflight effects have been merged into Blind which reduces melee and ranged accuracy by 40%

-  Dodge and Sidestep effects have been merged into Dodge which adds 30% evasion to both melee and ranged

-  Stagger and Misstep effects have been merged into Stagger which reduces melee and ranged evasion by 40%

-  Spell accuracy now scales as following:

-  Projectile spells: 1.2 accuracy per point of MND, 0.6 per INT, 0.6 per AGI. Evaded with 1.2 per point of AVD, 0.6 per MND. They will now have the same minimum accuracy from front/side/back as attacks

-  Default status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.8 per point of MND, 0.8 per AVD. This is mostly used for elemntal debuffs

-  Illusion status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.8 per point of MND, 0.8 per INT. This formula tends to work better on fighters, especially evasive ones, it's used by illusion spells, mostly light and dark

-  Sign status: 0.8 accuracy per point of MND, 0.6 per INT, 0.6 per point of DEX. Evaded with 0.6 per point of MND, 0.4 per INT, 0.4 per AVD. This formula has a higher caster advantage, mostly used for ninjutsu and some special spells or skills

-  Gaze status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.6 per point of AVD , 0.4 per MND, 0.4 per INT. This formula also has a higher caster advantage, however its accuracy is a lot lower from the sides and can't hit from the back

-  Spellstrike now adds 30% spell accuracy, Spellslip will reduce it by 40%

-  There are two new effects that affect spell evasion. Ward adds 30% spell evasion, Daze will reduce it by 40%. By default, those will use Sidestep/Misstep icons, but they will get their own in the HD pack

-  Stun will now reduce melee, ranged and projectile spell evasion by the same amount, 20%

-  Leaden will now reduce melee, ranged and projectile spell evasion by the same amount, 30%

-  Paranoia will now increase the target's melee, ranged and projectile spell evasion by 30% due to being more cautious, however it will reduce evasion versus all other spells by 30% due to reduced mental stability

-  Spell damage now scales at 1.2 spell power per point of INT and 0.8 per point of MND, versus 1 resilience per point of RES and 0.4 per point of MND. The baseline difference is same as before but scaling per stat is a bit lower which should somewhat reduce the difference between high and mid stat casters, and resilience between various targets

 

 

Equipment

-  The amount of some stat bonuses on gear has been adjusted because of accuracy formula changes

-  Chance for Slow has been increased to similar values as stun on most weapons

-  Legion Waster is now a rapier basetype

-  Godhand now uses the unarmed accuracy formula

-  Quarterstaff sidegrade now has 1-2 range up to first target, same as rapiers

-  Whips and Vritra sidearm now inflict Blind

-  Vritra now has a Fire element

-  Soul Reaver and Astral Cord now have negative weight to reduce the RT cost of resulting weapon (and give people a hint that it matters). They are now 2H and have large stat penalties to prevent them from being exploited as a weight reduction stat stick. Snapped weapons are still 1H

-  Astra crossbow now drops from Lamia Rogue in San Bronsa - Tower of Law Eternal #6

-  Chance for Hobble on Throwing Spears has been increased to the same values as on 1H Spears

-  Valkenheim has 1 less range and Reptile racial bonus instead of Human

-  Added Alexander, a 1H, light element fusil with focus scaling and undead slayer bonus that exorcises undead on kill. Dropped by Female Nephalem in San Bronsa - Floating Ruins #3

-  Innate attacks now use the unarmed accuracy formula

-  Bane and Malediction have 1 exta range

-  Shield bash also uses the unarmed accuracy formula

-  Power fist ATK was higher than it should be so it has been corrected

-  Spell shields now have two uses of Spellstrike

-  Shields have higher evasion values to compensate for equalized scaling across gear pieces

-  Added Mantis Earring, an earring with a large luck penalty intended to reduce crit chance when dual wielding. Lowering luck also greatly increases the chance for the user to get crit, so the earring provides some defensive bonuses to compensate. Crafted with Ways of the Wild

 

 

Classes

 

-  Wizard can now use Instruments

-  Rogue can now transfer the Instruments skill, giving you more opportunity to train the skill early on

-  Lich can now use minor buffs

-  Paladin got access to 2H swords, Axes, Hammers and Staves, so if you want to skip on their unique weapon arts, you can

-  Monster classes and Sacred Fist have normal agility because the new unarmed accuracy formula scales more favorably

-  Tiamat can use Shadowfax

-  Dark status spells had to be redistributed for all classes with access to them, it changed too much to list here so it will have to be checked in game or on website

 

 

Spells and Abilities

 

-  Most spells got a bit more extra damage, combined with the formula adjustment it should result in more consistent damage output across different casters and targets

-  Element aversion now reduces resistance by 30% instead of 40%, rotating aversions should still be a worthwhile bonus but with more reliable spell damage it should feel less required in order to deal damage to resistant targets

-  Projectiles II and III got 1 extra range

-  Forbidden magic always hits now, the accuracy formula it previously used was so favorable that it would require quite an extreme scenario to have a chance of missing, so this is just making it official

-  Elemental status spells are all using the Default status formula

-  Sky Pillar has been renamed to Sky Burial because that's a thing, winged folk probably do it because it just makes sense, but don't quote me on it. It's now an area spell that inflicts Bind and Rupture

-  Mute is now single target, it's rare to hit multiple casters anyway, and it uses the Gaze status formula. It should be easier to mute casters now, as this formula is favorable for the user and they usually face the front

-  Oblivion uses the Illusion status formula

-  Torana uses the Sign formula

-  Dark magic doesn't have weaker copies of elemental status effects anymore, it now has three separate groups of minor/major status spell. Main group is Abyss and Wormhole which use the Default formula and work on undead, the secondary group are Charm (gaze) and Deadscream (illusion) and the third group are single target damage spells with a fixed status percentage Decay and Nightmare, everything else was scrapped

-  Abyss deals 25% of current HP, inflicts Hobble and delays RT by 40-60

-  Wormhole has 1 extra range and costs 10 more RT

-  Charm has 1 extra range, uses the new Gaze formula and its cost has been lowered to 20MP/30RT

-  Deadscream cost has increased to 30MP/50RT, it got 1 extra range and affects an area now

-  Decay costs 30MP/40RT, it got 1 extra range, it deals similar damage to first tier of area spells and has a fixed 60% chance to inflict Poison and Weaken

-  Nightmare is a return of the snes fan favorite, it deals similar damage to tier II area spells and has a fixed 50% chance to inflict Sleep

-  Draconic damage spells now use the projectile spell formula

-  Acrobatics was renamed to Discipline, it now grants Precision and Dodge which affect accuracy and evasion for both melee and ranged

-  Ballistics was replaced by Blasphemy, it grants Spellstrike and Ward which affect spell accuracy and evasion

-  Miasma now uses the Sign formula

-  Necromancy status spells use the Illusion formula except Tainted love which uses the Gaze formula

-  Barren Soul now uses the projectile spell formula

-  Shadowbind and Deadlock ninjutsu now use the Sign formula

-  Offensive War Dances now use the Gaze formula

-  Songs now use the Illusion formula except Secret of Mana which uses the sign formula

-  Windshot now uses the ranged unarmed accuracy formula

-  Shellbust now uses the Sign formula

-  Stormrider stun effect now uses the Default formula

-  Sunblossom finisher now inflicts Blind

-  Huapango Winds now grants Dodge instead of Sidestep

-  Touch actives like Iron Maiden, Fell Seal and Conviction now use the Sign formula

-  Storm Brand and Righteous Fire now use the Sign formula

-  Eagle Eye now only grants Precision which affects both melee and ranged accuracy

-  Vigorous Attack has been renamed to Vanguard, it now grants only Dodge which affects both melee and ranged evasion

-  Mind's Eye now grants Dodge instead of Sidestep

-  Healing Strike now uses the melee unarmed accuracy formula

-  Beckon now uses the Illusion formula

-  Last Resort cost has been lowered to 20TP/15RT, but the HP cost is now 10% of current HP and it grants Pain Aura until next turn, so the move is lest costly and potentially more rewarding, but also more risky to use

-  Blood Price was renamed to Blood Brothers, the skill now needs to target an ally to leech 30% of their current HP and charge 1/3 of the amount back to them as TP. This should improve Berserker survivability, similar to the old Risk Management except it's more controllable and the ally also gets something in return, I assume they're proud of becoming brothers with a bloodthirsty maniac

-  Turn Undead TP cost has been lowered to 50, it uses the Gaze formula and if the enemy is Frightened there's now also a 10% chance to instantly get stilled

-  Entomb uses the Sign formula

-  Pumpkin Strike and Crystal Pumpkin now use the ranged unarmed accuracy formula

-  Angel Knight song specials now use either the Illusion or Sign formula

 

 

Skills

 

-  Anima Core now passively increases ranged accuracy too

 

 

Consumables

-  Mercurial Phial now grants Precision

-  Philtre of Ashes now grants Ward

-  Haunt's Tome now inflicts Blind

-  Skulldust Nostrum now inflicts Daze

-  Hair of the Unicorn was removed

-  Cursed Unicorn Blood was removed

-  The Star card grants Escalade on use

-  The Moon card grants Ward on use

-  The Sun card grants Emblaze on use

-  Added the Nightmare arcana, it's available in Deneb's or PotD shop after the start of chapter 4

-  Added the Blasphemy arcana, it's available in any shop after mid chapter 3

-  Palsy Skein arcana has been removed

-  Petriburst arcana has been removed

-  Slow arcana has been removed

-  Stasis arcana has been removed

-  Shackle arcana has been removed

-  Fixate arcana has been removed

-  Ballistics arcana has been removed

 

 

Racial Templates

-  Donnalto will be able to change to Priest when you find the classmarks

-  Folcurt got access to Death Knight

-  Vyce and Xapan got access to Headhunter

 

 

 

 

Historical screenshots:

1.10

Historical snapshot #715 · updated 2025-04-04 19:36 UTC

Patch notes v1.10

 

General

-  The accuracy system has been rebalanced for more baseline consistency and consolidated to make room for more formula types

-  Minimum attack hit chance from the front is now 20% instead of 25% and from the back it's 60% instead of 55%, this will make character positioning and facing more important when using high dodge units or fighting them. Indirectly, it's also a buff to Feint (back attack)

-  As with damage formula, scaling for base stats and gear bonuses is now equal, so there are no hidden bonuses and penalties anymore

-  This also means that AVD values on shields aren't adding more evasion per point anymore, instead the AVD values they come with are higher

-  Attack accuracy now scales as following:

-  Weapon attacks (melee and ranged): 1.2 accuracy per point of AGI, 0.6 per point of DEX

-  Unarmed attacks (melee and ranged): 1.2 accuracy per point of AGI, 1 per point of DEX

-  Guaranteed hit: Ignores evasion so it should be 100% at all times

-  Attack evasion now scales at 1.2 per point of AVD, 0.6 per point of DEX

-  Weapon skills are now adding 8% accuracy per rank instead of 10%

-  Having an unarmed formula for melee and ranged means that innate attacks will naturally be more accurate so there's no need for monsters to have much higher AGI values anymore. This is a class change so there will be no difference in recruited monster base character stats

-  Truestrike and Trueflight effects have been merged into Precision which adds 30% accuracy to both melee and ranged

-  Falsestrike and Falseflight effects have been merged into Blind which reduces melee and ranged accuracy by 40%

-  Dodge and Sidestep effects have been merged into Dodge which adds 30% evasion to both melee and ranged

-  Stagger and Misstep effects have been merged into Stagger which reduces melee and ranged evasion by 40%

-  Spell accuracy now scales as following:

-  Projectile spells: 1.2 accuracy per point of MND, 0.6 per INT, 0.6 per AGI. Evaded with 1.2 per point of AVD, 0.6 per MND. They will now have the same minimum accuracy from front/side/back as attacks

-  Default status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.8 per point of MND, 0.8 per AVD. This is mostly used for elemntal debuffs

-  Illusion status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.8 per point of MND, 0.8 per INT. This formula tends to work better on fighters, especially evasive ones, it's used by illusion spells, mostly light and dark

-  Sign status: 0.8 accuracy per point of MND, 0.6 per INT, 0.6 per point of DEX. Evaded with 0.6 per point of MND, 0.4 per INT, 0.4 per AVD. This formula has a higher caster advantage, mostly used for ninjutsu and some special spells or skills

-  Gaze status: 1.2 accuracy per point of MND, 0.8 per INT. Evaded with 0.6 per point of AVD , 0.4 per MND, 0.4 per INT. This formula also has a higher caster advantage, however its accuracy is a lot lower from the sides and can't hit from the back

-  Spellstrike now adds 30% spell accuracy, Spellslip will reduce it by 40%

-  There are two new effects that affect spell evasion. Ward adds 30% spell evasion, Daze will reduce it by 40%. By default, those will use Sidestep/Misstep icons, but they will get their own in the HD pack

-  Stun will now reduce melee, ranged and projectile spell evasion by the same amount, 20%

-  Leaden will now reduce melee, ranged and projectile spell evasion by the same amount, 30%

-  Paranoia will now increase the target's melee, ranged and projectile spell evasion by 30% due to being more cautious, however it will reduce evasion versus all other spells by 30% due to reduced mental stability

-  Spell damage now scales at 1.2 spell power per point of INT and 0.8 per point of MND, versus 1 resilience per point of RES and 0.4 per point of MND. The baseline difference is same as before but scaling per stat is a bit lower which should somewhat reduce the difference between high and mid stat casters, and resilience between various targets

 

Equipment

-  The amount of some stat bonuses on gear has been adjusted because of accuracy formula changes

-  Chance for Slow has been increased to similar values as stun on most weapons

-  Legion Waster is now a rapier basetype

-  Godhand now uses the unarmed accuracy formula

-  Quarterstaff sidegrade now has 1-2 range up to first target, same as rapiers

-  Whips and Vritra sidearm now inflict Blind

-  Vritra now has a Fire element

-  Soul Reaver and Astral Cord now have negative weight to reduce the RT cost of resulting weapon (and give people a hint that it matters). They are now 2H and have large stat penalties to prevent them from being exploited as a weight reduction stat stick. Snapped weapons are still 1H

-  Astra crossbow now drops from Lamia Rogue in San Bronsa - Tower of Law Eternal #6

-  Chance for Hobble on Throwing Spears has been increased to the same values as on 1H Spears

-  Valkenheim has 1 less range and Reptile racial bonus instead of Human

-  Added Alexander, a 1H, light element fusil with focus scaling and undead slayer bonus that exorcises undead on kill. Dropped by Female Nephalem in San Bronsa - Floating Ruins #3

-  Innate attacks now use the unarmed accuracy formula

-  Bane and Malediction have 1 exta range

-  Shield bash also uses the unarmed accuracy formula

-  Power fist ATK was higher than it should be so it has been corrected

-  Spell shields now have two uses of Spellstrike

-  Shields have higher evasion values to compensate for equalized scaling across gear pieces

-  Added Mantis Earring, an earring with a large luck penalty intended to reduce crit chance when dual wielding. Lowering luck also greatly increases the chance for the user to get crit, so the earring provides some defensive bonuses to compensate. Crafted with Ways of the Wild

 

 

Classes

-  Wizard can now use Instruments

-  Rogue can now transfer the Instruments skill, giving you more opportunity to train the skill early on

-  Lich can now use minor buffs

-  Paladin got access to 2H swords, Axes, Hammers and Staves, so if you want to skip on their unique weapon arts, you can

-  Monster classes and Sacred Fist have normal agility because the new unarmed accuracy formula scales more favorably

-  Tiamat can use Shadowfax

-  Dark status spells had to be redistributed for all classes with access to them, it changed too much to list here so it will have to be checked in game or on website

 

Spells and Abilities

-  Most spells got a bit more extra damage, combined with the formula adjustment it should result in more consistent damage output across different casters and targets

-  Element aversion now reduces resistance by 30% instead of 40%, rotating aversions should still be a worthwhile bonus but with more reliable spell damage it should feel less required in order to deal damage to resistant targets

-  Projectiles II and III got 1 extra range

-  Forbidden magic always hits now, the accuracy formula it previously used was so favorable that it would require quite an extreme scenario to have a chance of missing, so this is just making it official

-  Elemental status spells are all using the Default status formula

-  Sky Pillar has been renamed to Sky Burial because that's a thing, winged folk probably do it because it just makes sense, but don't quote me on it. It's now an area spell that inflicts Bind and Rupture

-  Mute is now single target, it's rare to hit multiple casters anyway, and it uses the Gaze status formula. It should be easier to mute casters now, as this formula is favorable for the user and they usually face the front

-  Oblivion uses the Illusion status formula

-  Torana uses the Sign formula

-  Dark magic doesn't have weaker copies of elemental status effects anymore, it now has three separate groups of minor/major status spell. Main group is Abyss and Wormhole which use the Default formula and work on undead, the secondary group are Charm (gaze) and Deadscream (illusion) and the third group are single target damage spells with a fixed status percentage Decay and Nightmare, everything else was scrapped

-  Abyss deals 25% of current HP, inflicts Hobble and delays RT by 40-60

-  Wormhole has 1 extra range and costs 10 more RT

-  Charm has 1 extra range, uses the new Gaze formula and its cost has been lowered to 20MP/30RT

-  Deadscream cost has increased to 30MP/50RT, it got 1 extra range and affects an area now

-  Decay costs 30MP/40RT, it got 1 extra range, it deals similar damage to first tier of area spells and has a fixed 60% chance to inflict Poison and Weaken

-  Nightmare is a return of the snes fan favorite, it deals similar damage to tier II area spells and has a fixed 50% chance to inflict Sleep

-  Draconic damage spells now use the projectile spell formula

-  Acrobatics was renamed to Discipline, it now grants Precision and Dodge which affect accuracy and evasion for both melee and ranged

-  Ballistics was replaced by Blasphemy, it grants Spellstrike and Ward which affect spell accuracy and evasion

-  Miasma now uses the Sign formula

-  Necromancy status spells use the Illusion formula except Tainted love which uses the Gaze formula

-  Barren Soul now uses the projectile spell formula

-  Shadowbind and Deadlock ninjutsu now use the Sign formula

-  Offensive War Dances now use the Gaze formula

-  Songs now use the Illusion formula except Secret of Mana which uses the sign formula

-  Windshot now uses the ranged unarmed accuracy formula

-  Shellbust now uses the Sign formula

-  Stormrider stun effect now uses the Default formula

-  Sunblossom finisher now inflicts Blind

-  Huapango Winds now grants Dodge instead of Sidestep

-  Touch actives like Iron Maiden, Fell Seal and Conviction now use the Sign formula

-  Storm Brand and Righteous Fire now use the Sign formula

-  Eagle Eye now only grants Precision which affects both melee and ranged accuracy

-  Vigorous Attack has been renamed to Vanguard, it now grants only Dodge which affects both melee and ranged evasion

-  Mind's Eye now grants Dodge instead of Sidestep

-  Healing Strike now uses the melee unarmed accuracy formula

-  Beckon now uses the Illusion formula

-  Last Resort cost has been lowered to 20TP/15RT, but the HP cost is now 10% of current HP and it grants Pain Aura until next turn, so the move is lest costly and potentially more rewarding, but also more risky to use

-  Blood Price was renamed to Blood Brothers, the skill now needs to target an ally to leech 30% of their current HP and charge 1/3 of the amount back to them as TP. This should improve Berserker survivability, similar to the old Risk Management except it's more controllable and the ally also gets something in return, I assume they're proud of becoming brothers with a bloodthirsty maniac

-  Turn Undead TP cost has been lowered to 50, it uses the Gaze formula and if the enemy is Frightened there's now also a 10% chance to instantly get stilled

-  Entomb uses the Sign formula

-  Pumpkin Strike and Crystal Pumpkin now use the ranged unarmed accuracy formula

-  Angel Knight song specials now use either the Illusion or Sign formula

 

Skills

-  Anima Core now passively increases ranged accuracy too

 

Consumables

-  Mercurial Phial now grants Precision

-  Philtre of Ashes now grants Ward

-  Haunt's Tome now inflicts Blind

-  Skulldust Nostrum now inflicts Daze

-  Hair of the Unicorn was removed

-  Cursed Unicorn Blood was removed

-  The Star card grants Escalade on use

-  The Moon card grants Ward on use

-  The Sun card grants Emblaze on use

-  Added the Nightmare arcana, it's available in Deneb's or PotD shop after the start of chapter 4

-  Added the Blasphemy arcana, it's available in any shop after mid chapter 3

-  Palsy Skein arcana has been removed

-  Petriburst arcana has been removed

-  Slow arcana has been removed

-  Stasis arcana has been removed

-  Shackle arcana has been removed

-  Fixate arcana has been removed

-  Ballistics arcana has been removed

 

Racial Templates

-  Donnalto will be able to change to Priest when you find the classmarks

-  Folcurt got access to Death Knight

-  Vyce and Xapan got access to Headhunter

 

 

Historical screenshots:

1.09

Historical snapshot #713 · updated 2025-03-20 22:58 UTC

Patch notes v1.09

 

General

-  The damage formula has been rebalanced to favor offensive stats, giving the percentage bonuses a more consistent base to work with, as opposed to often doing nothing unless the stat difference is very high

-  This also means that there's less need for more spell tiers, as the basic damage spells will stay usable for longer and be a good way to save MP even at high levels

-  There's also no need for the global VIT reduction that was done as a temporary measure anymore, so all VIT values were restored, usually at the expense of offfensive stats. These values will not update for characters you already recruited

-  Some unintuitive discrepancies were fixed, like weapons adding more ATK than displayed, shields adding less DEF than displayed , or getting different amounts of stat bonus from gear than from base and class stats

-  There are now four attack damage formulas in the game that scale as follows:

-  Strength favored: 1.2 offense per point of STR, 0.6 per point of DEX

-  Dexterity favored: 1.2 offense per point of DEX, 0.6 per point of STR

-  Mind favored: 1.2 offense per point of MND, 0.6 per point of INT, this is affected by spellcraft/feeblemind instead of strengthen/weaken

-  Bash: 1.2 offense per point of VIT, 0.6 per point of STR, also adds your shield DEF and half of DEF in both armor slots as extra ATK

-  Defense from attacks now scales at 1 toughness per point of VIT and 0.5 per point of STR, this is the same for mind scaling weapons

-  Weapon skill rank still adds 4 offense per point but it doesn't provide extra toughness versus the same weapon anymore. There are too many weapon types to equip this with a specific purpose so it's mostly felt in gameplay as randomly doing less damage, which wasn't ideal

-  All attack damage is now increased by slash/crush/pierce bonuses on jewelry, previously it affected only STR weapons

-  Spell damage now gets 1.4 spell power per point of INT, 0.7 per point of MND

-  Defense from spells now scales at 1 resilience per point of RES and 0.5 per point of MND

-  Spell damage will now also be increased by the slash/crush/pierce bonuses on jewelry if the spell deals that type of damage

-  There's also a dedicated Raw damage formula now, it gets 0.1 damage from STR/DEX/INT/MND, but no core stat defends from it. It's also affected by augments (if elemental), racial skills, petrify, pain aura, elemental and racial resists or aversions, but all of those apply at half value

-  Augment skills now add 6 offense/spell power per rank and add the same amount of toughness/resilience versus the same element, both numbers are higher to reinforce the character's alignment with the chosen element as the damage taken will be notably lower

-  Racial skills now add 8 offense/spell power per rank but don't provide any toughness/resilience bonus. The latter normally won't matter because defensive bonuses are bugged so the racial skill access has been restricted to classes unavailable to the race, which could now be relaxed, and if someone cheats a character into a banned class, the skills won't behave in an unintended manner anymore

-  Petrify will now add 50% attack/spell damage resistance to the target instead of 100%

-  Strengthen will now add 20% attack damage bonus, Weaken will reduce it by 30%

-  Fortify will now add 20% attack resistance, Breach will reduce it by 30%

-  Spellcraft will now add 20% spell damage bonus, Feeblemind will reduce it by 30%

-  Resilient will now add 20% spell resistance, Rupture will reduce it by 30%

-  Pain aura will now reduce the target's attack/spell damage resistance by 20% instead of 50%

-  Resist [element] will now add 80% elemental resistance

-  [Element] averse will now reduce elemental resistance by 40%, trying to match the aversion is much more rewarding now

-  These changes are pretty extensive and likely won't feel exactly the way they should right away, but we'll eventually get there

-  Balxephon's lines in act 3 where he says to Denam 'you killed mu liege' have been corrected to say that Denam killed his own liege

-  Xadoba in PotD floor 3 story battle will now drop some Enchanter marks so you can start training the class earlier

 

Weapons

-  Baldur weapons have no undead racial bonus on top of their hidden anti-undead double scaling because it was too much with the new formula, those weapons will now display the undead racial icon with no bonus so they will be easier to tell apart from weapons that just have an undead damage bonus. This doesn't apply to endgame sidegrade 1h hammers which still have their bonus vs other races as well as the anti-undead scaling but they're easy to identify by their MND bonus

-  Dex weapons have less of a gap in damage bonus to Str weapons, as they don't have a higher scaling formula anymore so there's no need to penalize them as much

-  Weapon classes that use the new mind/int formula will have the [FOCUS] tag

-  Damage bonuses, racial bonuses and ATK values have been readjusted to make more sense with the new scaling

-  Sidegrade daggers use the MND damage formula

-  Some 1h swords have changed places in lower level weapon list so Rapier could be moved to level 16 and potentially last you a longer time, it also has a 2h sidegrade

-  Fandango and Oracion have been changed to the rapier subtype

-  Shaytan's Bulova inflicts Curse on hit

-  2h Katana sidegrades get to keep their deflect bonus

-  Caster staves now use the MND damage formula, quarterstaff sidegrades still scale with STR

-  Iron Staff is now a quarterstaff sidegrade, that early the casters won't miss one upgrade tier much and it will be easier to start using staves with classes that can only use quarterstaves, or don't have good caster stats

-  Elemental staves are back to the opposing element aversion system instead of cyclic

-  Spellbooks and Instruments use the MND damage formula

-  Added Blindside, a 1-2 range innate melee attack that throws dust in target's eyes to do 1 damage with a chance inflict Falsestrike on hit, it's mostly available on ranged or tricksy classes

-  Replaced the Hex innate ranged attack with Bane, a light element ranged attack with Mind anti-undead scaling and a chance to inflict Breach on hit, it's mostly available on divine casters that use projectile spells

-  Classes that had Hex as innate ranged attack got Malediction instead, which also has mnd scaling and inflicts Rupture instead of Wither

 

 

Armor

-  Armor resistances are a little higher

-  Light and heavy armor has a bit of elemental resistance

-  Heavy accessories and shields are a bit lighter

-  DEF and VIT bonuses on armor aren't penalized anymore

-  Shields now have their own bash damage formula that uses their DEF so most of them don't have an ATK score. Special shields like Main Gauche or Power Fist still have their usual scaling, and orbs use Mind scaling

-  Flame and Void has -1 weight instead of 1, as a nod to SNES orbs

-  Warrior's Band and Defender's Band have been removed, they had a lot of overlap with core stat rings

 

Classes

-  Class stats have been adjusted for the new scaling

-  Rogue can transfer the Cudgels skill from other classes and use the quarterstaff sidegrade, it's one of the suboptimal choices but it's an incospicuous weapon that would make sense for a rogue

-  Princess can use Instruments

-  Lord can also use Instruments, strictly for bonking, Denam still can't carry a tune to save his life

-  Shaman gets Blood Magic instead of Meditate, and Field Alchemy I, as it was the only mage that couldn't use intermediate items

-  Golemsbane can be learned earlier

 

Spells and Abilities

-  Spells have been reverted to the opposing element aversion system, air - earth, lightning - water, fire - ice, light - dark. It's a pretty nice gameplay mechanic and it was hard to use with the cyclic system, it was done to match the prevailing element system but it was discovered that it works only for light and dark, so there's no point in matching it anymore

-  Most buffs that lasted 6 turns will now last 5 turns

-  Projectile IV spells have been removed, the other ones were spread out more as there's no need to have as frequent upgrades. Projectile II now costs 30MP and projectile III is 50

-  Summons I will now cost 80 MP and hit up to 5 times in a very large area but at fixed range, so it's hard to target a single enemy with it. Hitting 1-2 times didn't really work out because in that case the chance seems to be skewed towards hitting only once, approximately 70:30

-  Apocrypha I will now cost 100 MP

-  With the current scaling there's no need for Summon II and Apocrypha II so those have been removed, Summon I will be dropped by the same enemies as Summon II previously was. Primal orbs will likely be removed at a later date and Apocrypha scrolls will drop directly

-  Decay doesn't do direct damage anymore, it still inflicts poison and weaken

-  Decay II has been removed

-  Draconic damage spells now have MND scaling, just like spellbooks or instruments and are also affected by spellcraft/feeblemind. They still count as attack damage so they're defended from with vit/str, fortify and so on

-  Barren Soul and Acid Cloud also have MND scaling

-  Ogumo I/II/III will hit 1-3 times again

-  Grenades now have Raw damage scaling

-  Ahriman minor finisher will now inflict Curse instead of Wither

-  Heartbreaker finisher now converts damage done into MP

-  Lament of the Dead now inflicts Curse and Weaken instead of Fear and TP damage

-  Intimidate now has a 60% chance to remove half of target's TP instead of inflicting Weaken

-  Righteous Fire and Storm Brand don't inflict Breach anymore, it's a bit much now that elemental averse is more impactful

-  Shadowbreak, Fusrodah and Conviction use the Raw damage formula

 

Consumables

-  Arcana for Projectile IV, Summon II, Apocrypha II and Decay II have been removed

-  Arcana for Projectile III and Summon I has been removed from the shops

-  Thaumaturgy Arcana can now also be bought in Deneb's shop

-  Treatise on Seduction can now also be bought in Deneb's shop

-  High level elemental temple boss story battles will drop 1 primal orb, same as the low level one

 

Misc

-  New saves made on the modded game will now have different icons. Big thanks to Gibbed for adding these to game resources

-  Saves will also have the version of the mod in their description. To clarify, these two changes are purely cosmetic, all hard saves can still be used on any version of the mod or the vanilla game without issues, no matter what they look like or what their text says

 

 

Historical screenshots:

1.08b

Historical snapshot #700 · updated 2024-12-02 21:04 UTC

Patch notes v1.08b

 

 

Equipment

-  Brynhildr got Auraheal on use instead of Righteous Fire, as it doesn't match its element anymore

-  Famfrit had the wrong use ability instead of Allheal II, as the healing spells moved around

-  Octopus melee attack got 1 extra range and can attack diagonally, like whips do

-  Fixed some errors with equipment crafting ingredients

 

Spells and Abilities

-  Fixed an error with cost and description of Celestial Aria

-  Fixed the dark summons inflicting wrong averse

 

 

 

Patch notes v1.08a

 

 

 

General

-  Phaesta and her team are now outfitted more defensively so they should be easier to rescue

-  Phaesta now joins as White Knight with Augment Light

-  Lanselot will now join with Augment Fire instead of light

-  Heal II arcana drops from the same location Heal IV used to, Female Nephalem in San Bronsa - Floating Ruins #5

-  Allheal II drops from the same location Allheal III used to, Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Patch 1.08 was live for a very short time so the notes were merged with 1.08a for easier reading

 

 

Equipment

-  Throwing weapons have now been split into four types, heavier variants are throwing axes and spears which are best used as main weapon, and the lighter variants are slashers and bolas, which are better suited to use as sidearms. Some are available in shops and others as an upgrade to the lower level version, and all versions have a high level representative

-  Throwing Axes have the shortest range but do the most damage and can inflict Breach

-  Throwing Spears do a bit less damage but have the longest range and can inflict Hobble

-  Slashers have lower range and moderate damage, but can inflict Slow

-  Bolas have a bit more range, similar damage to rippers and can inflict Bind

-  Lombardia is now fire element, it swapped some of its AGI bonus for MND and has fear immunity

-  Added a slightly weird 1H Whip that can be crafted with Secrets of the Master

 

 

Classes

 

-  Terror Knight can equip all 1H Swords. They can still use only the Power Fist and focus shields but they don’t have to wait for Wukong Blade to start using them

-  Ninja can now transfer Whips from other classes

-  White Knight can now also use some offensive magic, their set is now a combination of Knight and Dragoon (plus Dispel)

-  Paladin/Freya can now use Fire Magic, access to fire spells is the same as for lightning spells with the addition of the unique spell Balefire. The class has lost access to Consecrate as it now serves a dual purpose

-  Knight Commander lost access to Intercession skill

-  Sacred Fist has lost access to Cross Chop and Lariat, the class isn't a strong damage dealer and can't be empowered like monsters, so the abilities were a poor fit. He got the Holy War special skill instead, as the status effect on it would likely be more useful, and can now learn the Healing Strike special skill

-  Added Harbinger/Furia, a special class for Arycelle, it requires Tempest's Marks which are available only on Chaos and Neutral routes

-  The class can equip Daggers, Bows, archer gear and mage gear

-  Passive skill access is similar to Archer, with the addition of standard passives for hybrid mages, Instill Lightning,  Counterhit 2, Bash 2/3, Intercession, Eagle Eye, Dragonfly and Storm Front

-  They can use two Bow arts, Conduit at rank 1 and Levin Array at rank 5

-  The spell selection includes Thunderflare 1/2/3, Stunbomb, Rattle and the unique spell Storm's End

 

 

Spells and Abilities

 

-  As it was proven that only light and dark prevailing element actually works, only those spells will affect it now

-  To make the mechanic less susceptible to spamming low cost abilities, it will now only be affected by powerful ones, including summons, forbidden, Spirit Bomb, Grim Dawn, Day of Reckoning, Celestial Aria and Requiem. The amount has been increased to around 1/10 of the MP/TP cost so each use should be more noticeable

-  Prevailing element now affects divine heal spells at 50% strength, it was scaling too well after the healing rework

-  To reduce their reliance on RNG, summons will now strike 1-2 times but the damage per hit was increased to compensate. Their MP/RT cost has been increased, and the level requirement of summon 1 has been increased to 24

-  Spell healing has been nerfed somewhat as it could scale too high, especially later on but it has received a fixed bonus amount to compensate at low levels. It now gets 0.8 per point of MND, 6 per augment rank and 8 per racial rank

-  Torana costs more MP

-  Added Storm's End, an expensive spell that deals heavy lightning damage to targets in a large area and has a 50% chance to halve their TP

-  Purify now scales like divine healing spells, but it doesn't get the fixed bonus amount

-  Added Balefire, a short range fire spell that strikes targets in a line 1-3 times. Each strike does a fire damage hit with a 50% chance for an additional one. Undead targets always receive an additional light damage hit

-  Winter Siege will now also nudge the unit's RT counter a bit, roughly by 10 points as the effect can't scale on this type of ability

-  Heal and Allheal now cost more RT, now that basic heals stay useful they were probably a bit too spammable

-  Heal II and Allheal II now require level 26 and can't be bought in shops, we tested them enough so they don't have to be as easily accessible anymore

-  Dark damage spells have a small damage bonus versus living targets again

-  Lancet will now heal the target for 40% of caster's current HP, and also give half of the sacrificed amount back after healing the target

-  Ogumo II and III also do 1-2 strikes like the basic Ogumo, but the damage per hit is higher

-  Circle of Life also scales like a healing spell

-  Large AoE abilities centered on self, like Galaxy Stop or Grim Dawn have 2 more area

-  Hamstring dagger art was removed, it was initially added for flavor and I needed more room for other abilities

-  Smite and Purgatory sword arts now do Fire damage

-  Added Conduit, a bow art that does lightning damage to a single target and steals its MP

-  Added Levin Array, a bow art that strikes enemies in a line and charges 50% of current TP to allies

-  Mother's Blessing doesn't have Healcraft anymore. It was fine to have it before as a little extra because the buff was barely doing anything, but now that it's a much more valuable buff and considering that the entire healing amount is multiplied by the skill, it's a bit too good

-  Consecrate Dead was renamed to Consecrate and will now also buff allies in the target area with Healcraft, which should make the skill less situational. Its area of effect has been reduced by 1

-  Reflection is now a targeted 5-tile skill, which should make it easier to buff only the targets you want, it is also cheaper now

-  Shadowbreak now behaves like a regular target-restricted skill that can be cast only on shadows, so we don't need the ground hit animation. It will now do spell damage to units and 10 damage to any obstacle, shadows can have up to 10 HP so that's enough to destroy them

-  Guiding Light was renamed to Righteous Fire, it now inflicts fire averse and buffs the user with Fire-Bringer

-  Added Healing Strike, a special skill that does a high amount of Light damage but will heal it all back if it doesn't kill the opponent. Unless they're undead, in which case it will do additional Light spell damage instead

-  Virtuous Dance, Selfless Kiss and Celestial Aria now scale like healing spells

 

 

Consumables

-  Arcana cost has been reduced by roughly 30%, equipment can be reused on other characters but arcana is consumable, so maintaining a large army could get too expensive

-  Added Storm's End Arcana, it drops from Cherub in Temple of Nestharot #4 - 2nd Descent

-  Added Balefire Arcana, it drops from Balor in Temple of Xoshonell #4 - 2nd Descent

-  Added Tempest’s Mark, they only drop from Modiliani in Chapter 3 Chaos battle #9 - Bahanna Highlands, and also from Botis in Chapter 3 Neutral optional battle - Quadriga Fort during Phaesta/Tamuz/Chamos rescue mission or Orgeau in Chapter 3 Neutral optional battle - Golyat, so you will get them whichever of the two battles you choose in neutral route

-  Monster crafting materials are more expensive

 

 

 

 

 

Historical screenshots:

1.08a

Historical snapshot #658 · updated 2024-05-26 14:34 UTC

Patch notes v1.08a

 

 

General

-  Phaesta and her team are now outfitted more defensively so they should be easier to rescue

-  Phaesta now joins as White Knight with Augment Light

-  Lanselot will now join with Augment Fire instead of light

-  Heal II arcana drops from the same location Heal IV used to, Female Nephalem in San Bronsa - Floating Ruins #5

-  Allheal II drops from the same location Allheal III used to, Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Patch 1.08 was live for a very short time so the notes were merged with 1.08a for easier reading

 

Equipment

-  Throwing weapons have now been split into four types, heavier variants are throwing axes and spears which are best used as main weapon, and the lighter variants are slashers and bolas, which are better suited to use as sidearms. Some are available in shops and others as an upgrade to the lower level version, and all versions have a high level representative

-  Throwing Axes have the shortest range but do the most damage and can inflict Breach

-  Throwing Spears do a bit less damage but have the longest range and can inflict Hobble

-  Slashers have lower range and moderate damage, but can inflict Slow

-  Bolas have a bit more range, similar damage to rippers and can inflict Bind

-  Lombardia is now fire element, it swapped some of its AGI bonus for MND and has fear immunity

-  Added a slightly weird 1H Whip that can be crafted with Secrets of the Master

 

Classes

-  Terror Knight can equip all 1H Swords. They can still use only the Power Fist and focus shields but they don’t have to wait for Wukong Blade to start using them

-  Ninja can now transfer Whips from other classes

-  White Knight can now also use some offensive magic, their set is now a combination of Knight and Dragoon (plus Dispel)

-  Paladin/Freya can now use Fire Magic, access to fire spells is the same as for lightning spells with the addition of the unique spell Balefire. The class has lost access to Consecrate as it now serves a dual purpose

-  Knight Commander lost access to Intercession skill

-  Sacred Fist has lost access to Cross Chop and Lariat, the class isn't a strong damage dealer and can't be empowered like monsters, so the abilities were a poor fit. He got the Holy War special skill instead, as the status effect on it would likely be more useful, and can now learn the Healing Strike special skill

-  Added Harbinger/Furia, a special class for Arycelle, it requires Tempest's Marks which are available only on Chaos and Neutral routes

-  The class can equip Daggers, Bows, archer gear and mage gear

-  Passive skill access is similar to Archer, with the addition of standard passives for hybrid mages, Instill Lightning,  Counterhit 2, Bash 2/3, Intercession, Eagle Eye, Dragonfly and Storm Front

-  They can use two Bow arts, Conduit at rank 1 and Levin Array at rank 5

-  The spell selection includes Thunderflare 1/2/3, Stunbomb, Rattle and the unique spell Storm's End

 

Spells and Abilities

-  As it was proven that only light and dark prevailing element actually works, only those spells will affect it now

-  To make the mechanic less susceptible to spamming low cost abilities, it will now only be affected by powerful ones, including summons, forbidden, Spirit Bomb, Grim Dawn, Day of Reckoning, Celestial Aria and Requiem. The amount has been increased to around 1/10 of the MP/TP cost so each use should be more noticeable

-  Prevailing element now affects divine heal spells at 50% strength, it was scaling too well after the healing rework

-  To reduce their reliance on RNG, summons will now strike 1-2 times but the damage per hit was increased to compensate. Their MP/RT cost has been increased, and the level requirement of summon 1 has been increased to 24

-  Spell healing has been nerfed somewhat as it could scale too high, especially later on but it has received a fixed bonus amount to compensate at low levels. It now gets 0.8 per point of MND, 6 per augment rank and 8 per racial rank

-  Torana costs more MP

-  Added Storm's End, an expensive spell that deals heavy lightning damage to targets in a large area and has a 50% chance to halve their TP

-  Purify now scales like divine healing spells, but it doesn't get the fixed bonus amount

-  Added Balefire, a short range fire spell that strikes targets in a line 1-3 times. Each strike does a fire damage hit with a 50% chance for an additional one. Undead targets always receive an additional light damage hit

-  Winter Siege will now also nudge the unit's RT counter a bit, roughly by 10 points as the effect can't scale on this type of ability

-  Heal and Allheal now cost more RT, now that basic heals stay useful they were probably a bit too spammable

-  Heal II and Allheal II now require level 26 and can't be bought in shops, we tested them enough so they don't have to be as easily accessible anymore

-  Dark damage spells have a small damage bonus versus living targets again

-  Lancet will now heal the target for 40% of caster's current HP, and also give half of the sacrificed amount back after healing the target

-  Ogumo II and III also do 1-2 strikes like the basic Ogumo, but the damage per hit is higher

-  Circle of Life also scales like a healing spell

-  Large AoE abilities centered on self, like Galaxy Stop or Grim Dawn have 2 more area

-  Hamstring dagger art was removed, it was initially added for flavor and I needed more room for other abilities

-  Smite and Purgatory sword arts now do Fire damage

-  Added Conduit, a bow art that does lightning damage to a single target and steals its MP

-  Added Levin Array, a bow art that strikes enemies in a line and charges 50% of current TP to allies

-  Mother's Blessing doesn't have Healcraft anymore. It was fine to have it before as a little extra because the buff was barely doing anything, but now that it's a much more valuable buff and considering that the entire healing amount is multiplied by the skill, it's a bit too good

-  Consecrate Dead was renamed to Consecrate and will now also buff allies in the target area with Healcraft, which should make the skill less situational. Its area of effect has been reduced by 1

-  Reflection is now a targeted 5-tile skill, which should make it easier to buff only the targets you want, it is also cheaper now

-  Shadowbreak now behaves like a regular target-restricted skill that can be cast only on shadows, so we don't need the ground hit animation. It will now do spell damage to units and 10 damage to any obstacle, shadows can have up to 10 HP so that's enough to destroy them

-  Guiding Light was renamed to Righteous Fire, it now inflicts fire averse and buffs the user with Fire-Bringer

-  Added Healing Strike, a special skill that does a high amount of Light damage but will heal it all back if it doesn't kill the opponent. Unless they're undead, in which case it will do additional Light spell damage instead

-  Virtuous Dance, Selfless Kiss and Celestial Aria now scale like healing spells

 

Consumables

-  Arcana cost has been reduced by roughly 30%, equipment can be reused on other characters but arcana is consumable, so maintaining a large army could get too expensive

-  Added Storm's End Arcana, it drops from Cherub in Temple of Nestharot #4 - 2nd Descent

-  Added Balefire Arcana, it drops from Balor in Temple of Xoshonell #4 - 2nd Descent

-  Added Tempest’s Mark, they only drop from Modiliani in Chapter 3 Chaos battle #9 - Bahanna Highlands, and also from Botis in Chapter 3 Neutral optional battle - Quadriga Fort during Phaesta/Tamuz/Chamos rescue mission or Orgeau in Chapter 3 Neutral optional battle - Golyat, so you will get them whichever of the two battles you choose in neutral route

-  Monster crafting materials are more expensive

 

 

 

Historical screenshots:

1.08

Historical snapshot #655 · updated 2024-05-18 15:50 UTC

Patch notes v1.08

 

 

General

-  Phaesta and her team are now outfitted more defensively so they should be easier to rescue

-  Phaesta now joins as White Knight with Augment Light

-  Lanselot will now join with Augment Fire instead of light

 

Equipment

-  Throwing weapons have now been split into four types, heavier variants are throwing axes and spears which are best used as main weapon, and the lighter variants are slashers and bolas, which are better suited to use as sidearms. Some are available in shops and others as an upgrade to the lower level version, and all versions have a high level representative

-  Throwing Axes have the shortest range but do the most damage and can inflict Breach

-  Throwing Spears do a bit less damage but have the longest range and can inflict Hobble

-  Slashers have lower range and moderate damage, but can inflict Slow

-  Bolas have a bit more range, similar damage to rippers and can inflict Bind

-  Lombardia is now fire element, it swapped some of its AGI bonus for MND and has fear immunity

-  Added a slightly weird 1H Whip that can be crafted with Secrets of the Master

 

Classes

-  Terror Knight can equip all 1H Swords. They can still use only the Power Fist and focus shields but they don’t have to wait for Wukong Blade to start using them

-  Ninja can now transfer Whips from other classes

-  White Knight can now also use some offensive magic, their set is now a combination of Knight and Dragoon (plus Dispel)

-  Paladin/Freya can now use Fire Magic, access to fire spells is the same as for lightning spells with the addition of the unique spell Balefire. The class has lost access to Consecrate as it now serves a dual purpose

-  Knight Commander lost access to Intercession skill

-  Sacred Fist has lost access to Cross Chop and Lariat, the class isn't a strong damage dealer and can't be empowered like monsters, so the abilities were a poor fit. He got the Holy War special skill instead, as the status effect on it would likely be more useful, and can now learn the Healing Strike special skill

-  Added Harbinger/Furia, a special class for Arycelle, it requires Tempest's Marks which are available only on Chaos and Neutral routes

-  The class can equip Daggers, Bows, archer gear and mage gear

-  Passive skill access is similar to Archer, with the addition of standard passives for hybrid mages, Instill Lightning,  Counterhit 2, Bash 2/3, Intercession, Eagle Eye, Dragonfly and Storm Front

-  They can use two Bow arts, Conduit at rank 1 and Levin Array at rank 5

-  The spell selection includes Thunderflare 1/2/3, Stunbomb, Rattle and the unique spell Storm's End

 

Spells and Abilities

-  As it was proven that only light and dark prevailing element actually works, only those spells will affect it now

-  To make the mechanic less susceptible to spamming low cost abilities, it will now only be affected by powerful ones, including summons, forbidden, Spirit Bomb, Grim Dawn, Day of Reckoning, Celestial Aria and Requiem. The amount has been increased to around 1/10 of the MP/TP cost so each use should be more noticeable

-  Prevailing element now affects divine heal spells at 50% strength, it was scaling too well after the healing rework

-  To reduce their reliance on RNG, summons will now strike 1-2 times but each strike will do a double hit, so you will get 2 or 4 hits per use, the damage per hit is a bit lower but the damage is higher overall so their MP/RT cost has been increased

-  This change means that light summon wouldn't be able to inflict elemental averse so it has been removed from all summons for consistency

-  Spell healing has been nerfed somewhat as it could scale too high, especially later on but it has received a fixed bonus amount to compensate at low levels. It now gets 0.8 per point of MND, 6 per augment rank and 8 per racial rank

-  Torana costs more MP

-  Added Storm's End, an expensive spell that deals heavy lightning damage to targets in a large area and has a 50% chance to halve their TP

-  Purify now scales like divine healing spells, but it doesn't get the fixed bonus amount

-  Added Balefire, a short range fire spell that strikes targets in a line 1-3 times. Each strike does a fire damage hit with a 50% chance for an additional one. Undead targets always receive an additional light damage hit

-  Winter Siege will now also nudge the unit's RT counter a bit, roughly by 10 points as the effect can't scale on this type of ability

-  Heal and Allheal now cost more RT, now that basic heals stay useful they were probably a bit too spammable

-  Dark damage spells have a small damage bonus versus living targets again

-  Lancet will now heal the target for 40% of caster's current HP, and also give half of the sacrificed amount back after healing the target

-  Ogumo II and III also do 1-2 strikes like the basic Ogumo, but the damage per hit is higher

-  Circle of Life also scales like a healing spell

-  Hamstring dagger art was removed, it was initially added for flavor and I needed more room for other abilities

-  Smite and Purgatory sword arts now do Fire damage

-  Added Conduit, a bow art that does lightning damage to a single target and steals its MP

-  Added Levin Array, a bow art that strikes enemies in a line and charges 50% of current TP to allies

-  Mother's Blessing doesn't have Healcraft anymore. It was fine to have it before as a little extra because the buff was barely doing anything, but now that it's a much more valuable buff and considering that the entire healing amount is multiplied by the skill, it's a bit too good

-  Consecrate Dead was renamed to Consecrate and will now also buff allies in the target area with Healcraft, which should make the skill less situational. Its area of effect has been reduced by 1

-  Reflection is now a targeted 5-tile skill, which should make it easier to buff only the targets you want, it is also cheaper now

-  Shadowbreak now behaves like a regular target-restricted skill that can be cast only on shadows, so we don't need the ground hit animation. It will now do spell damage to units and 10 damage to any obstacle, shadows can have up to 10 HP so that's enough to destroy them

-  Guiding Light was renamed to Righteous Fire, it now inflicts fire averse and buffs the user with Fire-Bringer

-  Added Healing Strike, a special skill that does a high amount of Light damage but will heal it all back if it doesn't kill the opponent. Unless they're undead, in which case it will do additional Light spell damage instead

-  Virtuous Dance, Selfless Kiss and Celestial Aria now scale like healing spells

 

Consumables

-  Added Storm's End Arcana, it drops from Cherub in Temple of Nestharot #4 - 2nd Descent

-  Added Balefire Arcana, it drops from Balor in Temple of Xoshonell #4 - 2nd Descent

-  Added Tempest’s Mark, they only drop from Modiliani in Chapter 3 Chaos battle #9 - Bahanna Highlands, and also from Botis in Chapter 3 Neutral optional battle - Quadriga Fort during Phaesta/Tamuz/Chamos rescue mission or Orgeau in Chapter 3 Neutral optional battle - Golyat, so you will get them whichever of the two battles you choose in neutral route

-  Monster crafting materials are more expensive

 

 

 

 

 

Historical screenshots:

1.07

Historical snapshot #654 · updated 2024-05-17 21:51 UTC

Patch notes v1.07

 

 

General

-  Heal IV and Allheal III arcana will not drop in endgame anymore

-  Fixed the skills on some of the endgame bosses, and some other minor issues

 

Equipment

-  Claw sidegrade have a higher res bonus

-  1H Sword sidegrade has the same amount of AGI bonus as the default version instead of half, it also has a higher AVD bonus

-  2H Sword sidegrade inflicts Slow instead of Stagger, it also has one more rank of Overpower and a slightly higher damage bonus

-  Wukong blade has a lower AGI penalty and one more rank of Overpower

-  1H Spear sidegrades are now pronged spears / tridents so sprites were shifted around a bit and some weapons were renamed. They now have a chance to inflict hobble in addition to their MND bonus

-  Longinus has been switched to default 1h spear, as the sprite doesn’t match and there are less default versions in endgame than sidegrades

-  1H Katana that do piercing damage will be a bit lighter and cost less RT to use to compensate for their damage type not matching the finishers

-  Goddess Bound has +1 Parry instead of +1 Katana skill rank, a small AGI bonus and can hit targets one tile further, like rapiers do

-  Goddess Scorned has a penalty to INT instead of MND, so it can still hinder spell usage without penalizing spell resistance and avoidance, its RES bonus has been lowered as it’s now a straight bonus instead of penalty reduction

-  Now that healing scales better with MND, caster staves got a MND bonus at the same amount as sidegrade staves, so they would be more useful to healers. Their INT bonus is lower but the total spell power you get from both stats is a bit higher than before

-  Default crossbows have a bit less ATK

-  Boltcasters can hit at point blank again, as AI doesn’t understand the gap on that type of targeting range

 

Classes

-  Fusilier lost access to Fumerolle, it wasn’t very useful on a long range class. The class is now a little tougher and it got First Aid instead, so they can provide some back line support, having a skill like that would probably be handy for traveling mercenaries that hate magic

-  Juggernaut has a bit more magic resistance and their movement cost is lowered to match other generic melee classes

-  Buccaneer lost access to Fumerolle

-  Commando can now learn Fumerolle instead of Torinoko, he got tired of seeing ‘Jump in the ocean and swim back to Japan’ in his inbox

-  Cyclops is a bit tougher and has more accuracy

 

Spells and Abilities

-  The scaling of divine healing spells has been reworked. Previously they barely scaled, you would get something like an extra 5 HP per 100 MND or 2HP per 100 of the target’s VIT, but it was also lowered by the target’s RES at 3 points per 100 MND. It was also boosted by healcraft (on both caster and target) and jewerly light resistance, while being resisted by spoilheal and all sources of light resistance, but none of this made much difference because the base amount was in single digits for most of the game. Big thanks to gibbed for finding this too

-  Divine healing spells will now heal 1 point of HP per 1 MND, 8 points per rank of Augment Light and 10 points per rank of racial skill. This base amount will get a 20% increase from Healcraft, 30% reduction from Spoilheal, it’s affected by prevailing element and increased by jewelry elemental resistance and won’t be resisted by anything. We’ll see if it scales well enough, but it can be adjusted as needed

-  There are a few more things, likely effects and conditions that affect it but I couldn’t find what they were so let me know if you notice anything else affecting it, like a status effect or readied state

-  Since the heals scale better there’s no need to have as many tiers, so there will be just the basic Heal for classes that would previously get Heal I-III and dedicated healers will get the more powerful Heal II. In the same vein, only dedicated healers will get Allheal II with larger area

-  Her Blessing will now have 100% chance for Fear

-  Black Mucus now costs 30 TP and 10 RT

-  Fell Seal has 1 extra range and will also deal some damage, making it more useful against other targets, but the cost will now be the same as the touch abilities of Princess and Heretic. The Petrify part will still work only on undead and umbra

-  Princess’s Whim is now cheaper and the effect lasts for a longer time

-  El Colas Winds will now heal some HP and grant Reflection to self. Its cost was also lowered to 40 TP and 15 RT

-  Added First Aid, a cheap skill that heals some HP and removes one debuff

-  Recall was renamed to Entomb, the skill will now also be able to Still living allies, so they can rise again in several turns like undead do. Living allies will not be able to be exorcised during their power nap, as they aren’t undead

-  Abilities used by some endgame bosses (like Radius, Umbra, or Sunny-side-up Cataclysm™) will now inflict the same status effects as dragon breaths of matching element

 

Consumables

-  Removed Heal III, Heal IV and Allheal III arcana

-  Heal II and Allheal II arcana will be available at Deneb’s and PotD shop for now

-  Blackwing Leg and The Lovers tarot card will inflict Spoilheal on use again, instead of Hobble

 

Misc

-  The descriptions of Instill Light/Dark as well as Augment Light/Dark have been updated to show that those skills protect against the opposite element, unlike other instills and augments

 

 

Historical screenshots:

1.05

Historical snapshot #646 · updated 2024-03-23 16:32 UTC

Patch notes v1.05

 

 

 

 

 

General

-  Selecting the middle answer in the starting tarot quiz will now give you +2 to AGI and AVD instead of +1, but some of the cards you draw that give you those stats will add 1 point less. You can see the full list on the website when it updates: https://ogre-db.github.io/one-vision/tarot.html

 

-  Black Plume arcana drops from Female Lich in Pirate's Graveyard #6 - Memories of Turquoise

-  Torana arcana drops from Blackguard in Chapter 3 Phorampa #11 – Frostfen

-  Spirit Bomb arcana drops from Nightwing in Chapter 4 Phorampa #13 - Land of the Supplicant

-  Fixed a number of minor bugs and description errors

 

 

Equipment

-  Damage bonus of meele dex weapons is higher

-  Knight Commander weapons have a higher INT bonus

-  Daggers have a higher chance to inflict status effects

-  Sidegrade daggers don’t have the Spellstrike usable ability anymore, they got a higher MND bonus instead

-  Piercing 1H Swords (Rapier and Fragarach) now have 1 extra range but can hit only the first target in the line, have a slightly lower damage bonus, lose Stagger on hit and +1 Overpower

-  Ambicion now has a bonus vs Humans

-  Glamrock is a 1H Axe, there’s Shaytan’s Bulova as a dark element 2H option. Your death knight Dievold might be less unhappy with his career choices now

-  All 1H Spears are now 1-2 range, they’re available to most tanks and those would lose a good chunk of damage by not being able to counter. The main variant has an AVD bonus and sidegrade has the MND bonus

-  Default 2H spears are now 2-3 range, and their sidegrade are halberds, which have 1-2 range, do a larger amount of slashing damage but have higher weight and RT cost, lose some AVD bonus and swap +1 Parry for +2 Overpower

-  Osric’s Spear is now 1H

-  Bentisca and Longinus have swapped places in item table, so Longinus is now a high level holy spear with 2 uses of Aura

-  Sidegrade hammers don’t have a damage penalty anymore

-  Khatvanga now has Soul Harvest on use instead of mana charge

-  Spellbooks now have a MND bonus instead of INT

-  Bows have a slightly higher damage bonus

-  2H Bows have lower weight but siege bows have a higher RT cost

-  Icarus Bow can inflict Weaken on hit

-  Ji’ygla’s Bow is now a 1H weapon, it was renamed to Legion Span and is now part of the Legion set

-  All Crossbows are 1H now

-  Default crossbows have lower range than before, but hit harder

-  Sidegrades are assassin crossbows with lower range and power, but they also have low RT cost and can inflict Poison on hit

-  Only some crafted crossbows are still boltcasters, so you won’t see enemies using them much, but they’re more powerful

-  All Fusils have a luck bonus now, they also have much higher ATK but no damage bonus

-  2H Fusils have 12 range and are a little lighter

-  Thrown weapons have a slightly higher damage bonus

-  Thrown weapon upgrades are available at same levels as other ranged wepaons past level 10

-  Ji’ygla equipment was changed or removed, you now get the bonus by equipping the full Sniper set

-  Ji’ygla’s Darkcoat was renamed to Sniper Ghillie, it’s lighter now but has low stats and Siege as passive effect. It’s still part of Jiy’gla set

-  Raven’s Corona has no passive effect anymore, it got Spellstrike as a usable ability instead

-  Sage’s Mitts are usable by several more caster classes

-  Ji’ygla’s Bracers have been removed

-  Snipe Bracers have been renamed to Sniper Gloves, they’re now part of the new Sniper set

-  Some of the higher level boots are stronger

-  Snipe Gators have been replaced with Sniper Mark, a unique accessory from the Sniper set with a high AGI bonus and AVD penalty

 

 

Classes

 

-  Wizard got access to Field Alchemy I

-  Spellblade/Valkyrie have more agility and evasion

-  Princess got +1 jump and Resonance skills instead of Instill skills

-  Cyclops has more HP

-  Some of the endgame boss classes were renamed to something else. They were often just their name, like ‘Sirene of the class... Sirene’

 

 

Skills

 

-  Most transfer skills are now be learnable with a delay, usually at the next skill threshold for the origin class. Notable exceptions are weapon skills and the entire Lord class, as transferring skills is the main point of the class

-  Siege has been removed as a usable skill, it still exists for use on some NPCs or equipment

-  Opportunist skill now grants use of Flank active ability, it’s supposed to be a less restrictive alternative to Siege

-  Arbiter, Grim Dawn and Galaxy Stop special skills were removed

 

 

 

Spells and Abilities

 

-  Electrify lightning spell will now double the target’s TP instead of charging a fixed 50 points. It can now also be used on self

-  Arbiter, Grim Dawn and Galaxy Stop are now draconic spells

-  Grim Dawn and Galaxy Stop now affect a large area around the user instead of all enemies

-  Springboard and Teleport draconics are a bit cheaper to use

-  Warcraft and Thaumaturgy draconic are a bit more expensive to use

-  Secret of Mana and Blaze of Glory dances will charge less MP and TP

-  Added Flank, a cheap ability that grants Battering Ram to the user for 1 turn

-  Meditate will now charge 5 + 15% MP instead of 10 + 10%, making it more powerful in late game

-  HP Infusion will now restore 25% of max HP in addition to TP spent, HP values are higher in the mod so the ability wasn’t as good

-  Last Resort will sacrifice less HP

-  Distill Power and Distill Remedy cost less TP

-  Recall has 3 range and costs less TP/RT

-  Iron Maiden will deal a bit more damage

-  Conviction will dow deal raw damage, like grenades, making the damage more consistent, and drain the inflicted amount as MP

-  Storm Call costs more TP and affects a large area around the user instead of all enemies, it will now inflict Stun instead of Falseflight

-  Clear Skies costs more TP and affects a large area around the user instead of all enemies, it will now have separate rolls to inflict Weaken and Breach instead of Falsestrike

-  Evanescence will charge less MP, however, it will also restore some HP

-  Devour got a significant range boost

-  Piledriver has 1 extra range

-  Granite Fist will now hit indirectly, so you can hit through obstacles like Tail Lash does

-  Shockwave lost 1 range

-  Lariat costs less TP

-  Crystal Pumpkin now does more damage to undead, making it easier to finish them off

-  Selfless Kiss will now heal HP and remove debuffs, the healed amount is higher and the amount the user sacrifices is lower

-  Lingering Kiss will now accelerate RT and double TP. This way each of the kisses has a clear purpose, one is for support, the other is for recovery

-  Vortex Breath and Radiant Gale will now always inflict Silence and Rupture

-  Stormrider spear art is now a single target ability that delivers a lightning attack, if that hits it rolls projectile spell hit chance to add an additional hit of lightning spell damage, and if that also hits, it rolls status spell hit chance to Stun

-  As Silence is a fairly specialized effect, some of the finishers and abilities that infict it will also inflict Rupture

-  Some of the caster weapon finishers weren’t following the extra power convention properly and have been adjusted accordingly

-  Ice Prison axe finisher inflicts Stop instead of Bind

-  Ruination spear finisher also inflicts Rupture

-  Crystallize and Jihad cudgel finishers have 1 extra range

-  Gate of Truth cudgel finisher also inflicts Curse

-  Annihilate spellbook finisher now does 1 hit, drains HP for the amount of damage dealt and inflicts weaken

-  Obliterate spellbook finisher now inflicts Petrify

-  Devastate spellbook finisher now inflicts Stun

-  Final Fortissimo instrument finisher also inflicts Rupture

-  Fata Morgana fusil finisher also inflicts Rupture

 

 

Consumables

-  Buff consumables are more expensive

-  Added the Arbiter Arcana, it drops from Nephalem in Chapter 4 Phorampa #15 - Wonder at the Gods Above

-  Added the Grim Dawn Arcana, it drops from Female Lich in Pirate's Graveyard #5 - Ripples of Grief story battle and Male Lich in Pirate's Graveyard #5 - Ripples of Grief random battle

-  Added the Galaxy Stop Arcana, it drops from Dragonlord in Chapter 4 Phorampa #15 - Wonder at the Gods Above

-  Thrown Weapons II crafting book was removed from the game

-  Thrown Weapons I crafting book was renamed to Thrown Weapons and now has recipes from both books. Those recipes are just sidegrades so there was no point to delaying the availability of higher level recipes, as they’re gated by obtaining the base weapons anyway

 

 

Racial Templates

-  The formula I used to evenly distribute points to racial defaults has been adjusted somewhat to value AGI and AVD less highly, which resulted in some characters getting a few more points. These values won’t update for existing saved games, but the differences are fairly small so they probably aren’t enough to warrant a restart

-  Heavenly generals and a few other bosses are more durable

 

 

Historical screenshots:

1.01

Historical snapshot #639 · updated 2023-12-16 23:18 UTC

Patch notes v1.05

 

 

General

-  Selecting the middle answer in the starting tarot quiz will now give you +2 to AGI and AVD instead of +1, but some of the cards you draw that give you those stats will add 1 point less. You can see the full list on the website when it updates: https://ogre-db.github.io/one-vision/tarot.html

-  Black Plume arcana drops from Female Lich in Pirate's Graveyard #6 - Memories of Turquoise

-  Torana arcana drops from Blackguard in Chapter 3 Phorampa #11 – Frostfen

-  Spirit Bomb arcana drops from Nightwing in Chapter 4 Phorampa #13 - Land of the Supplicant

-  Fixed a number of minor bugs and description errors

 

Equipment

-  Damage bonus of meele dex weapons is higher

-  Knight Commander weapons have a higher INT bonus

-  Daggers have a higher chance to inflict status effects

-  Sidegrade daggers don’t have the Spellstrike usable ability anymore, they got a higher MND bonus instead

-  Piercing 1H Swords (Rapier and Fragarach) now have 1 extra range but can hit only the first target in the line, have a slightly lower damage bonus, lose Stagger on hit and +1 Overpower

-  Ambicion now has a bonus vs Humans

-  Glamrock is a 1H Axe, there’s Shaytan’s Bulova as a dark element 2H option. Your death knight Dievold might be less unhappy with his career choices now

-  All 1H Spears are now 1-2 range, they’re available to most tanks and those would lose a good chunk of damage by not being able to counter. The main variant has an AVD bonus and sidegrade has the MND bonus

-  Default 2H spears are now 2-3 range, and their sidegrade are halberds, which have 1-2 range, do a larger amount of slashing damage but have higher weight and RT cost, lose some AVD bonus and swap +1 Parry for +2 Overpower

-  Osric’s Spear is now 1H

-  Bentisca and Longinus have swapped places in item table, so Longinus is now a high level holy spear with 2 uses of Aura

-  Sidegrade hammers don’t have a damage penalty anymore

-  Khatvanga now has Soul Harvest on use instead of mana charge

-  Spellbooks now have a MND bonus instead of INT

-  Bows have a slightly higher damage bonus

-  2H Bows have lower weight but siege bows have a higher RT cost

-  Icarus Bow can inflict Weaken on hit

-  Ji’ygla’s Bow is now a 1H weapon, it was renamed to Legion Span and is now part of the Legion set

-  All Crossbows are 1H now

-  Default crossbows have lower range than before, but hit harder

-  Sidegrades are assassin crossbows with lower range and power, but they also have low RT cost and can inflict Poison on hit

-  Only some crafted crossbows are still boltcasters, so you won’t see enemies using them much, but they’re more powerful

-  All Fusils have a luck bonus now, they also have much higher ATK but no damage bonus

-  2H Fusils have 12 range and are a little lighter

-  Thrown weapons have a slightly higher damage bonus

-  Thrown weapon upgrades are available at same levels as other ranged wepaons past level 10

-  Ji’ygla equipment was changed or removed, you now get the bonus by equipping the full Sniper set

-  Ji’ygla’s Darkcoat was renamed to Sniper Ghillie, it’s lighter now but has low stats and Siege as passive effect. It’s still part of Jiy’gla set

-  Raven’s Corona has no passive effect anymore, it got Spellstrike as a usable ability instead

-  Sage’s Mitts are usable by several more caster classes

-  Ji’ygla’s Bracers have been removed

-  Snipe Bracers have been renamed to Sniper Gloves, they’re now part of the new Sniper set

-  Some of the higher level boots are stronger

-  Snipe Gators have been replaced with Sniper Mark, a unique accessory from the Sniper set with a high AGI bonus and AVD penalty

 

Classes

-  Wizard got access to Field Alchemy I

-  Spellblade/Valkyrie have more agility and evasion

-  Princess got +1 jump and Resonance skills instead of Instill skills

-  Cyclops has more HP

-  Some of the endgame boss classes were renamed to something else. They were often just their name, like ‘Sirene of the class... Sirene’

 

Skills

-  Most transfer skills are now be learnable with a delay, usually at the next skill threshold for the origin class. Notable exceptions are weapon skills and the entire Lord class, as transferring skills is the main point of the class

-  Siege has been removed as a usable skill, it still exists for use on some NPCs or equipment

-  Opportunist skill now grants use of Flank active ability, it’s supposed to be a less restrictive alternative to Siege

-  Arbiter, Grim Dawn and Galaxy Stop special skills were removed

 

 

Spells and Abilities

-  Electrify lightning spell will now double the target’s TP instead of charging a fixed 50 points. It can now also be used on self

-  Arbiter, Grim Dawn and Galaxy Stop are now draconic spells

-  Grim Dawn and Galaxy Stop now affect a large area around the user instead of all enemies

-  Springboard and Teleport draconics are a bit cheaper to use

-  Warcraft and Thaumaturgy draconic are a bit more expensive to use

-  Secret of Mana and Blaze of Glory dances will charge less MP and TP

-  Added Flank, a cheap ability that grants Battering Ram to the user for 1 turn

-  Meditate will now charge 5 + 15% MP instead of 10 + 10%, making it more powerful in late game

-  HP Infusion will now restore 25% of max HP in addition to TP spent, HP values are higher in the mod so the ability wasn’t as good

-  Last Resort will sacrifice less HP

-  Distill Power and Distill Remedy cost less TP

-  Recall has 3 range and costs less TP/RT

-  Iron Maiden will deal a bit more damage

-  Conviction will dow deal raw damage, like grenades, making the damage more consistent, and drain the inflicted amount as MP

-  Storm Call costs more TP and affects a large area around the user instead of all enemies, it will now inflict Stun instead of Falseflight

-  Clear Skies costs more TP and affects a large area around the user instead of all enemies, it will now have separate rolls to inflict Weaken and Breach instead of Falsestrike

-  Evanescence will charge less MP, however, it will also restore some HP

-  Devour got a significant range boost

-  Piledriver has 1 extra range

-  Granite Fist will now hit indirectly, so you can hit through obstacles like Tail Lash does

-  Shockwave lost 1 range

-  Lariat costs less TP

-  Crystal Pumpkin now does more damage to undead, making it easier to finish them off

-  Selfless Kiss will now heal HP and remove debuffs, the healed amount is higher and the amount the user sacrifices is lower

-  Lingering Kiss will now accelerate RT and double TP. This way each of the kisses has a clear purpose, one is for support, the other is for recovery

-  Vortex Breath and Radiant Gale will now always inflict Silence and Rupture

-  Stormrider spear art is now a single target ability that delivers a lightning attack, if that hits it rolls projectile spell hit chance to add an additional hit of lightning spell damage, and if that also hits, it rolls status spell hit chance to Stun

-  As Silence is a fairly specialized effect, some of the finishers and abilities that infict it will also inflict Rupture

-  Some of the caster weapon finishers weren’t following the extra power convention properly and have been adjusted accordingly

-  Ice Prison axe finisher inflicts Stop instead of Bind

-  Ruination spear finisher also inflicts Rupture

-  Crystallize and Jihad cudgel finishers have 1 extra range

-  Gate of Truth cudgel finisher also inflicts Curse

-  Annihilate spellbook finisher now does 1 hit, drains HP for the amount of damage dealt and inflicts weaken

-  Obliterate spellbook finisher now inflicts Petrify

-  Devastate spellbook finisher now inflicts Stun

-  Final Fortissimo instrument finisher also inflicts Rupture

-  Fata Morgana fusil finisher also inflicts Rupture

 

Consumables

-  Buff consumables are more expensive

-  Added the Arbiter Arcana, it drops from Nephalem in Chapter 4 Phorampa #15 - Wonder at the Gods Above

-  Added the Grim Dawn Arcana, it drops from Female Lich in Pirate's Graveyard #5 - Ripples of Grief story battle and Male Lich in Pirate's Graveyard #5 - Ripples of Grief random battle

-  Added the Galaxy Stop Arcana, it drops from Dragonlord in Chapter 4 Phorampa #15 - Wonder at the Gods Above

-  Thrown Weapons II crafting book was removed from the game

-  Thrown Weapons I crafting book was renamed to Thrown Weapons and now has recipes from both books. Those recipes are just sidegrades so there was no point to delaying the availability of higher level recipes, as they’re gated by obtaining the base weapons anyway

 

Racial Templates

-  The formula I used to evenly distribute points to racial defaults has been adjusted somewhat to value AGI and AVD less highly, which resulted in some characters getting a few more points. These values won’t update for existing saved games, but the differences are fairly small so they probably aren’t enough to warrant a restart

-  Heavenly generals and a few other bosses are more durable

 

Historical screenshots:

1.01

Historical snapshot #638 · updated 2023-12-16 23:17 UTC

Patch notes v1.01

 

 

General

-  Fixed some small bugs with battle setups, like one enemy Death Knight not having the proper skill loadout, and Black Plume arcana dropping only in the story version of the battle

 

Equipment

-  Crafting sidegrade equipment during campaign requires less materals, except when the equipment piece is a side-upgrade, as is the case with axes, spears and hammers. Some of the other crafts also require different materials but the changes are mostly for consistency and for using some underutilised materials more

-  Femakk’s Blowgun and Rahula swapped the status effects, as the latter is a heavenly general weapon and they tend to have stop ward

-  Bragi’s Harp got stop ward instead of stun ward

-  Ytiva and Centeotl’s Rib also swapped status immunities

-  2H Crossbows got +1 to Overpower

-  Hex innate ranged attack costs less RT

-  Duelist robes are now classified as general cloth armor and can be used by more non-mage classes

-  Shagreen boots are now the same subtype as padded leggings so they can be used by more classes

-  Cloud Shoes now have Leaden immunity

-  Sparkguard boots now have Slow immunity

 

Classes

-  Archer got Shuriken instead of Throw Stone

-  Beast Tamer got Throw Item instead of Throw Stone, for increased non-monster utility

-  Angel Knight got Hex as innate ranged attack

-  Trickster can use Drain Mind and Drain Power

-  Monsters are a bit more resistant to magic

 

Skills

-  EXP gain for all skills has been increased to more convenient numbers, so you gain 1%, 2% or 2.5% instead of 0.96%, 1.92% and so on

-  The cheapest kisses for faerie and gremlin got weaker, but they are now active skills instead of specials, I suppose it’s now a quick smooch rather than a kiss. They often get replaced by the more powerful kisses later and having an active skill could be a reason to keep them on

 

Spells and Abilities

-  Draconic damage spells II now do a bit less damage

-  Added a new ninjutsu Deadlock, a short-range indirect ability that inflicts Stop, it costs 20TP/20RT and requires 1 Black Yarn to use. It can be used by Ninja, Lord and Astromancer

-  Hamstring will now do damage in addition to inflicting Bind

-  Coquettish Kiss will no longer inflict Bewitch

-  Tainted Kiss will no longer inflict Silence

 

Consumables

-  There were some removed consumables that could sometimes still be found as buried treasure and would usually show a blank icon with the text ‘REMOVED’. All those have now been replaced with treasure items so you will be able to get some cash for them at least

-  Added Black Yarn as reagent for the Deadlock ninjutsu, purchaseable in regular and PotD shop

-  Added the Domination Scroll that teaches the Deadlock ninjutsu, purchaseable in regular and PotD shop

 

 

Historical screenshots:

1.0

Historical snapshot #613 · updated 2023-04-16 21:07 UTC

Patch notes v1.0

 

 

General

-  All of the battles have been updated at this point, so this patch is mostly dedicated to the few things I never got around to add

Equipment

-  Added the Adamantine tier of light helmet, circlets are fine but light armor classes were left without high level headgear with parry bonus

-  Added a very light unique throwing weapon with some defensive bonuses, with the drawback of flying in a straight line. It drops from Rackham in Pirate's Graveyard #12 - On Holy Ground story battle, or Skeleton Hoplite in Pirate's Graveyard #12 - On Holy Ground random battle if you already completed the story battle

Classes

-  Added a new unique Spirit Bomb spell for Sacred Fist class

-  Made the Death Knight class playable, it’s a dark themed tank class with good access to necromancy spells, best used with undead units, there have been requests for such if you’ll believe it. The class can use 1h Swords, 2H Swords, 1H Spears, 2H Spears, 1H Axes with a unique axe finisher, 1H Hammers and 1H Crossbows. They have a similar general skill access to Terror Knight with full access to Rampart Aura and Resonance instead of Instill, also being able to learn Phalanx, Squash, Check, Howl, Double Strike and Recall. They can use all Necromancy spells except Living Dead, Tainted Love and Black Plume, but with the addition of a unique Miasma spell. You can only get classmarks for it in a specific mission on chaos route, and only Denam can use the class there, but if you have Dievold from the neutral route he will also be able to (and probably hate every minute of it). If you already completed Cressida’s sidequest I’ll probably provide a code for the classmark, with the condition to use it responsibly

Skills

-  Renamed Double Attack to Dual Wield, it’s a very common name for the ability, and Double Attack was sometimes easy to confuse with the Double Strike active skill

Spells and Abilities

-  Added a new divine magic spell, Spirit Bomb. It can only target stilled undead, destroying the remains like the Exorcism spells. However, the process is somewhat less gentle, triggering an explosion that destroys other undead remains in the area, as well as dealing Light damage to undead that haven’t been stilled yet

-  Added a new necromancy spell, Miasma. It’s a short-range spell with large area that attempts to inflict Slow, Poison and Dark Averse, each one with separate proc chance. The spell is fairly cheap and fast, but only affects the living

-  Added Relic, a dark elemental axe art for Death Knight that drains HP from a single target

Consumables

-  Added the Miasma Arcana, it drops from Overlord in Pirate's Graveyard #12 - On Holy Ground random battle

-  Added the Spirit Bomb Arcana, it drops from Nephalem in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Added Fiend’s Mark, it drops from Hektor, Cassandra and Moldova during Cressida's rescue mission

 

Historical screenshots:

0.998a

Historical snapshot #581 · updated 2022-11-11 18:15 UTC

Patch notes v0.998a

 

 

 

Racial Templates

-  Fixed the issue with Deneb not being able to change class to Wicce

 

 

 

 

Patch notes v0.998

 

 

 

General

-  The battles in Palace of the Dead – Floor 101-114 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Spiked Bola drops from Archer in PotD - Floor 102

-  Muramasa drops from Sellsword in PotD - Floor 104

-  Ji'ygla's Bow drops from Gorgon in PotD - Floor 105 story battle, or from Deathwyrm in random battle on the same floor if you already completed it

-  Gorgon's Head drops Gorgon in PotD - Floor 105 story battle

-  Caladbolg drops from Slayer in PotD - Floor 106

-  Dragonet drops from Slayer in PotD - Floor 106

-  Rudra's Braid drops from Cannibal in PotD - Floor 107

-  Caliburn drops from Blackguard in PotD - Floor 108

-  Snipe Bracers drops from Female Deadeye in PotD - Floor 108

-  Shaytan's Bulova drops from Dreadnought in PotD - Floor 109

-  Masamune drops from Sellsword in PotD - Floor 110

-  Rifle drops from Female Sniper in PotD - Floor 110

-  Dagda's Hammer drops from Male Draug in PotD - Floor 111

-  Jormungand drops from Overlord in PotD - Floor 111

-  Livela's Tanbur drops from Gorgon in PotD - Floor 112

-  Gorgon's Head drops from Gorgon (instrument) in PotD - Floor 112

-  Gae Bolg drops from Male Hexblade in PotD - Floor 113

-  Mordred's Song drops from Nightwing in PotD - Floor 114

-  Bars drops from Female Deadeye in PotD - Floor 114

-  Some of the other drops have been moved:

-  Astra now drops from Female Nephalem in San Bronsa - Floating Ruins #3

-  Kusanagi now drops from Male Nephalem in San Bronsa - Floating Ruins #9

-  Argetlahm now drops from Male Nephalem in San Bronsa - Floating Ruins #10

-  Blooming Score now drops from Female Nephalem in San Bronsa - Floating Ruins #11

-  Veritas now drops from Male Nephalem in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Nephalem in San Bronsa - Floating Ruins #13

-  As always, consult the item and ability tables here for up to date drop locations

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  The Heavenly General battles have been updated

-  The generals now always drop a Rack and a Pinion, so you can craft replacement Forks after the battles and chain them more easily

-  The heavenly general class stats are now more aligned with the generic class they resemble, they were previously all identical

-  Bahamuts can now spawn instead of amaroqs in Phorampa #3 - Field of Fallen Shadow, they might look a bit different than normal ones but they will serve just fine if you need a bahamut for Deneb and you missed the ones in story battles

 

 

Equipment

-  The new highest level for gear is now 36 instead of 40, so the level for most gear between 24 and 40 has been adjusted accordingly. This is just a level requirement change, stats are the same

-  Elemental staves now inflict the same elemental weakness on hit as damage spells of the same element

-  Inbuilt Steadfast has been moved to sidegrade heavy shields, instead of sidegrade heavy armor

-  Added the Owl's Earring with bonuses spread among physical and magic stats, it is crafted with Jewelry Enchiridion. Note that it had to swap places with Raven Corona so you if you had any of those, you will have to craft them again

 

 

Classes

 

-  Necromancer gained access to Field Alchemy II

-  Blade Knight can learn the Ghostblade ninjutsu

 

 

Consumables

-  Added the Discharge Scroll, it drops from Sellsword in Phorampa Ch3 - Whisper of Leaf and Water

-  Angel's Feather is now a consumable that grants flight on use

 

 

Spells and Abilites

 

-  The elemental weakness that elemental damage spells inflict has been changed to the same system used by the prevailing element mechanics, and will also be used in Reborn, it goes as follows:

-  Air -> Ice Averse

-  Earth -> Air Averse

-  Lightning -> Earth Averse

-  Water -> Lightning Averse

-  Fire -> Water Averse

-  Ice -> Fire Averse

-  Light -> Dark Averse

-  Dark -> Light Averse

-  The range of most necromancy spells has been increased

-  Songs will now make all units turn towards the user

-  The maximum amount absorbed by the Leech ability (accessible through Absorb MP skill) is now 15% of the target’s max MP

-  Squash can now also be used to Stagger units

-  Added Ghostblade, an indirect ninjutsu that removes all of the user’s MP and damages the target by the same amount, it can be learned using the Discharge Scroll

-  Silverado is now exclusive to Buccaneer instead of Priest, they have plenty of anti-undead tools already

-  Blade Knight’s Soulstrike TP cost is reduced to 20

 

 

 

 

Historical screenshots:

0.998

Historical snapshot #578 · updated 2022-11-04 20:04 UTC

Patch notes v0.998a

 

 

Racial Templates

-  Fixed the issue with Deneb not being able to change class to Wicce

 

 

 

 

Patch notes v0.998

 

 

 

General

-  The battles in Palace of the Dead – Floor 101-114 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Spiked Bola drops from Archer in PotD - Floor 102

-  Muramasa drops from Sellsword in PotD - Floor 104

-  Ji'ygla's Bow drops from Gorgon in PotD - Floor 105 story battle, or from Deathwyrm in random battle on the same floor if you already completed it

-  Gorgon's Head drops Gorgon in PotD - Floor 105 story battle

-  Caladbolg drops from Slayer in PotD - Floor 106

-  Dragonet drops from Slayer in PotD - Floor 106

-  Rudra's Braid drops from Cannibal in PotD - Floor 107

-  Caliburn drops from Blackguard in PotD - Floor 108

-  Snipe Bracers drops from Female Deadeye in PotD - Floor 108

-  Shaytan's Bulova drops from Dreadnought in PotD - Floor 109

-  Masamune drops from Sellsword in PotD - Floor 110

-  Rifle drops from Female Sniper in PotD - Floor 110

-  Dagda's Hammer drops from Male Draug in PotD - Floor 111

-  Jormungand drops from Overlord in PotD - Floor 111

-  Livela's Tanbur drops from Gorgon in PotD - Floor 112

-  Gorgon's Head drops from Gorgon (instrument) in PotD - Floor 112

-  Gae Bolg drops from Male Hexblade in PotD - Floor 113

-  Mordred's Song drops from Nightwing in PotD - Floor 114

-  Bars drops from Female Deadeye in PotD - Floor 114

-  Some of the other drops have been moved:

-  Astra now drops from Female Nephalem in San Bronsa - Floating Ruins #3

-  Kusanagi now drops from Male Nephalem in San Bronsa - Floating Ruins #9

-  Argetlahm now drops from Male Nephalem in San Bronsa - Floating Ruins #10

-  Blooming Score now drops from Female Nephalem in San Bronsa - Floating Ruins #11

-  Veritas now drops from Male Nephalem in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Nephalem in San Bronsa - Floating Ruins #13

-  As always, consult the item and ability tables here for up to date drop locations

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  The Heavenly General battles have been updated

-  The generals now always drop a Rack and a Pinion, so you can craft replacement Forks after the battles and chain them more easily

-  The heavenly general class stats are now more aligned with the generic class they resemble, they were previously all identical

-  Bahamuts can now spawn instead of amaroqs in Phorampa #3 - Field of Fallen Shadow, they might look a bit different than normal ones but they will serve just fine if you need a bahamut for Deneb and you missed the ones in story battles

 

 

Equipment

-  The new highest level for gear is now 36 instead of 40, so the level for most gear between 24 and 40 has been adjusted accordingly. This is just a level requirement change, stats are the same

-  Elemental staves now inflict the same elemental weakness on hit as damage spells of the same element

-  Inbuilt Steadfast has been moved to sidegrade heavy shields, instead of sidegrade heavy armor

-  Added the Owl's Earring with bonuses spread among physical and magic stats, it is crafted with Jewelry Enchiridion. Note that it had to swap places with Raven Corona so you if you had any of those, you will have to craft them again

 

 

Classes

 

-  Necromancer gained access to Field Alchemy II

-  Blade Knight can learn the Ghostblade ninjutsu

 

 

Consumables

-  Added the Discharge Scroll, it drops from Sellsword in Phorampa Ch3 - Whisper of Leaf and Water

-  Angel's Feather is now a consumable that grants flight on use

 

 

Spells and Abilites

 

-  The elemental weakness that elemental damage spells inflict has been changed to the same system used by the prevailing element mechanics, and will also be used in Reborn, it goes as follows:

-  Air -> Ice Averse

-  Earth -> Air Averse

-  Lightning -> Earth Averse

-  Water -> Lightning Averse

-  Fire -> Water Averse

-  Ice -> Fire Averse

-  Light -> Dark Averse

-  Dark -> Light Averse

-  The range of most necromancy spells has been increased

-  Songs will now make all units turn towards the user

-  The maximum amount absorbed by the Leech ability (accessible through Absorb MP skill) is now 15% of the target’s max MP

-  Squash can now also be used to Stagger units

-  Added Ghostblade, an indirect ninjutsu that removes all of the user’s MP and damages the target by the same amount, it can be learned using the Discharge Scroll

-  Silverado is now exclusive to Buccaneer instead of Priest, they have plenty of anti-undead tools already

-  Blade Knight’s Soulstrike TP cost is reduced to 20

 

 

 

 

Historical screenshots:

0.998

Historical snapshot #577 · updated 2022-11-04 20:04 UTC

Patch notes v0.998

 

 

General

-  The battles in Palace of the Dead – Floor 101-114 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Spiked Bola drops from Archer in PotD - Floor 102

-  Muramasa drops from Sellsword in PotD - Floor 104

-  Ji'ygla's Bow drops from Gorgon in PotD - Floor 105 story battle, or from Deathwyrm in random battle on the same floor if you already completed it

-  Gorgon's Head drops Gorgon in PotD - Floor 105 story battle

-  Caladbolg drops from Slayer in PotD - Floor 106

-  Dragonet drops from Slayer in PotD - Floor 106

-  Rudra's Braid drops from Cannibal in PotD - Floor 107

-  Caliburn drops from Blackguard in PotD - Floor 108

-  Snipe Bracers drops from Female Deadeye in PotD - Floor 108

-  Shaytan's Bulova drops from Dreadnought in PotD - Floor 109

-  Masamune drops from Sellsword in PotD - Floor 110

-  Rifle drops from Female Sniper in PotD - Floor 110

-  Dagda's Hammer drops from Male Draug in PotD - Floor 111

-  Jormungand drops from Overlord in PotD - Floor 111

-  Livela's Tanbur drops from Gorgon in PotD - Floor 112

-  Gorgon's Head drops from Gorgon (instrument) in PotD - Floor 112

-  Gae Bolg drops from Male Hexblade in PotD - Floor 113

-  Mordred's Song drops from Nightwing in PotD - Floor 114

-  Bars drops from Female Deadeye in PotD - Floor 114

-  Some of the other drops have been moved:

-  Astra now drops from Female Nephalem in San Bronsa - Floating Ruins #3

-  Kusanagi now drops from Male Nephalem in San Bronsa - Floating Ruins #9

-  Argetlahm now drops from Male Nephalem in San Bronsa - Floating Ruins #10

-  Blooming Score now drops from Female Nephalem in San Bronsa - Floating Ruins #11

-  Veritas now drops from Male Nephalem in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Nephalem in San Bronsa - Floating Ruins #13

-  As always, consult the item and ability tables here for up to date drop locations

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  The Heavenly General battles have been updated

-  The generals now always drop a Rack and a Pinion, so you can craft replacement Forks after the battles and chain them more easily

-  The heavenly general class stats are now more aligned with the generic class they resemble, they were previously all identical

-  Bahamuts can now spawn instead of amaroqs in Phorampa #3 - Field of Fallen Shadow, they might look a bit different than normal ones but they will serve just fine if you need a bahamut for Deneb and you missed the ones in story battles

 

Equipment

-  The new highest level for gear is now 36 instead of 40, so the level for most gear between 24 and 40 has been adjusted accordingly. This is just a level requirement change, stats are the same

-  Elemental staves now inflict the same elemental weakness on hit as damage spells of the same element

-  Inbuilt Steadfast has been moved to sidegrade heavy shields, instead of sidegrade heavy armor

-  Added the Owl's Earring with bonuses spread among physical and magic stats, it is crafted with Jewelry Enchiridion. Note that it had to swap places with Raven Corona so you if you had any of those, you will have to craft them again

 

Classes

-  Necromancer gained access to Field Alchemy II

-  Blade Knight can learn the Ghostblade ninjutsu

 

Consumables

-  Added the Discharge Scroll, it drops from Sellsword in Phorampa Ch3 - Whisper of Leaf and Water

-  Angel's Feather is now a consumable that grants flight on use

 

 

Spells and Abilites

-  The elemental weakness that elemental damage spells inflict has been changed to the same system used by the prevailing element mechanics, and will also be used in Reborn, it goes as follows:

-  Air -> Ice Averse

-  Earth -> Air Averse

-  Lightning -> Earth Averse

-  Water -> Lightning Averse

-  Fire -> Water Averse

-  Ice -> Fire Averse

-  Light -> Dark Averse

-  Dark -> Light Averse

-  The range of most necromancy spells has been increased

-  Songs will now make all units turn towards the user

-  The maximum amount absorbed by the Leech ability (accessible through Absorb MP skill) is now 15% of the target’s max MP

-  Squash can now also be used to Stagger units

-  Added Ghostblade, an indirect ninjutsu that removes all of the user’s MP and damages the target by the same amount, it can be learned using the Discharge Scroll

-  Silverado is now exclusive to Buccaneer instead of Priest, they have plenty of anti-undead tools already

-  Blade Knight’s Soulstrike TP cost is reduced to 20

 

 

Historical screenshots:

0.996b

Historical snapshot #576 · updated 2022-11-03 21:36 UTC

Patch notes v0.996b

 

Equipment

-  There were some errors in drop lists

-  Flare spiral drops from Lamia Witch in PotD - Floor 39

-  Bentisca drops from Female Blackguard in PotD - Floor 66

-  Adrammelech wasn't dropping from Sellsword in PotD - Floor 80

-  Teleport drops from Female Dragonlord in PotD - Floor 93

-  Sky Pillar now removes 30% of current HP. Also, it wasn’t properly spinning the target on hit like most other air spells, we can’t allow that

 

 

 

Patch notes v0.996a

 

 

Equipment

-  Fixed a bug with monsters being able to equip the cursed spear

-  Snapdragon sword and spear can now be equipped by most humanoid classes to make getting the desired element easier

 

 

 

 

Patch notes v0.996

 

 

General

-  The battles in Palace of the Dead – Floor 75-100 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Painside IV arcana drops from Overlord in PotD - Floor 76

-  Hashmal drops from Female Slayer in PotD - Floor 77

-  Marid drops from Female Deadeye in PotD - Floor 77

-  Zalera drops from Female Stalker in PotD - Floor 78

-  Leviathan drops from Female Cannibal in PotD - Floor 79

-  Shadowfax II Arcana drops from Female Hexblade in PotD - Floor 79

-  Adrammelech drops from Sellsword in PotD - Floor 80

-  Snipe Gators drop from Female Sniper in PotD - Floor 80

-  Dumas drops from Male Dreadnought in PotD - Floor 81

-  Orm Embar drops from Raptor in PotD - Floor 82

-  Jezzail drops from Sniper in PotD - Floor 83

-  Marlene drops from Female Arcanist in PotD - Floor 84

-  Cherubis drops from Male Deadeye in PotD - Floor 85

-  Rofocale drops from Male Outlaw in PotD - Floor 86

-  Thunderfists drop from Scarecrow in PotD - Floor 86

-  Mateus drops from Uruk in PotD - Floor 87

-  Skull Mask drops from Basilisk in PotD - Floor 87

-  Shadow Tramplers drop from Deathwyrm in PotD - Floor 89

-  Dark Star III arcana drops from Overlord in PotD - Floor 89

-  Belias drops from Marauder in PotD - Floor 90

-  Aegir drops from Male Dragonlord in PotD - Floor 91

-  Elidibus drops from Apostate in PotD - Floor 91

-  Ultima drops from Wizard in PotD - Floor 92

-  Cerberos II arcana drops from Overlord in PotD - Floor 92

-  Cuchulainn drops from Female Hexblade in PotD - Floor 93

-  Teleport arcana drops from Dragonlord in PotD - Floor 93

-  Shemhazai drops from Female Outlaw in PotD - Floor 94

-  A'Tuin drops from Female Stalker in PotD - Floor 94

-  Famfrit drops from Cherub in PotD - Floor 95

-  Zeromus drops from Male Cannibal in PotD - Floor 96

-  Ysaar drops from Deadeye in PotD - Floor 96

-  Exodus drops from Archer in PotD - Floor 97

-  Moon Blade drops from Uruk in PotD - Floor 98

-  Ji'ygla's Darkcoat drops from Nightwing (Bow) in PotD - Floor 98

-  Solas drops from Sniper in PotD - Floor 99

-  Lipul's Rod drops from Dragonlord in PotD - Floor 99

-  Thanatos Armor drops from Nybeth in PotD - Floor 100 story battle, and Female Slayer (2h sword) in PotD - Floor 100 random battle if you already killed Nybeth

-  Ring of the Dead drops from Nybeth in PotD - Floor 100 story battle

-  Elixir can be stolen from Nybeth in PotD - Floor 100 story battle

-  Astral Cord (new) drops from Female Draug (spear) in PotD - Floor 100 story battles and also from Female Slayer (spear) in PotD - Floor 100 random battle if you completed both story battles

-  Core Collapse Arcana drops from Male Overlord in PotD - Floor 100 random battle

-  Primal Dusk crafting material drops from Male Overlord in PotD - Floor 100 random battle, one more can be stolen with steal rank 2

-  Elixir drops from Blackmoor in PotD - Floor 100 story battle (with four wind god weapons)

-  Primal Dusk crafting material also drops from Blackmoor in PotD - Floor 100 story battle (with four wind god weapons)

-  Some of the other drops have been moved:

-  Mandrake (new) drops from Male Dragonlord in PotD - Floor 45

-  Valaraukar drops from Balor (fire magic) in PotD - Floor 71

-  Gran Grimoire drops from Female Nephalem in San Bronsa - Floating Ruins #16 (Central Garden)

-  Primal Dawn crafting material now drops and is stolen from the Male Nephalem with 1h sword in same battle

-  As always, consult the item and ability tables here for up to date drop locations

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  The third octopus won’t be able to spawn in chapter 2 aqueduct story battles, it’s probably too early for quite that much tentacle action

 

 

Equipment

-  A new earth elemental Whip has been added to the game, it drops from Male Dragonlord in PotD - Floor 45

-  Rosebud isn’t female exclusive anymore, it’s up to the player to decide if it’s manly enough to be used by the bros

-  A new ice elemental instrument has been added to the game, it can be crafted with Instrument Enchiridion in your own kitchen

-  A new snapdragon spear has been added to the game, it drops from Female Draug (spear) in PotD - Floor 100 story battles and Female Slayer (spear) in PotD - Floor 100 random battle. If you already have the cursed spear, this will take its slot and you’ll have to get it again

 

Classes

 

-  Cleric and Priest can’t use heavy helms/boots/gloves anymore, they should still be tough enough to function in all roles, but we’ll see

-  Spellblade/Valkyrie can transfer 2H Katana

-  Terror Knight can transfer Whips, probably not a great choice but it’s kinda fitting

-  Trickster can transfer Fists

-  Blade Knight got Shadowbreak instead of Mindblast, it’s now a Lich skill and that would give him two skills from a single generic class

-  Knight Commander lost access to Shadowbreak for the same reason

 

 

Spells and Abilites

 

-  Stormbound air spell was renamed to Sky Pillar. It now removes 40% of current HP from a single target and inflicts Bound. Most likely by compressing the air above the target, but that’s probably more physics than the setting could handle. The important thing is that it works

 

 

 

Historical screenshots:

0.996a

Historical snapshot #560 · updated 2022-10-03 20:09 UTC

Patch notes v0.996a

 

Equipment

-  Fixed a bug with monsters being able to equip the cursed spear

-  Snapdragon sword and spear can now be equipped by most humanoid classes to make getting the desired element easier

 

 

 

Patch notes v0.996

 

 

General

-  The battles in Palace of the Dead – Floor 75-100 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Painside IV arcana drops from Overlord in PotD - Floor 76

-  Hashmal drops from Female Slayer in PotD - Floor 77

-  Marid drops from Female Deadeye in PotD - Floor 77

-  Zalera drops from Female Stalker in PotD - Floor 78

-  Leviathan drops from Female Cannibal in PotD - Floor 79

-  Shadowfax II Arcana drops from Female Hexblade in PotD - Floor 79

-  Adrammelech drops from Sellsword in PotD - Floor 80

-  Snipe Gators drop from Female Sniper in PotD - Floor 80

-  Dumas drops from Male Dreadnought in PotD - Floor 81

-  Orm Embar drops from Raptor in PotD - Floor 82

-  Jezzail drops from Sniper in PotD - Floor 83

-  Marlene drops from Female Arcanist in PotD - Floor 84

-  Cherubis drops from Male Deadeye in PotD - Floor 85

-  Rofocale drops from Male Outlaw in PotD - Floor 86

-  Thunderfists drop from Scarecrow in PotD - Floor 86

-  Mateus drops from Uruk in PotD - Floor 87

-  Skull Mask drops from Basilisk in PotD - Floor 87

-  Shadow Tramplers drop from Deathwyrm in PotD - Floor 89

-  Dark Star III arcana drops from Overlord in PotD - Floor 89

-  Belias drops from Marauder in PotD - Floor 90

-  Aegir drops from Male Dragonlord in PotD - Floor 91

-  Elidibus drops from Apostate in PotD - Floor 91

-  Ultima drops from Wizard in PotD - Floor 92

-  Cerberos II arcana drops from Overlord in PotD - Floor 92

-  Cuchulainn drops from Female Hexblade in PotD - Floor 93

-  Teleport arcana drops from Dragonlord in PotD - Floor 93

-  Shemhazai drops from Female Outlaw in PotD - Floor 94

-  A'Tuin drops from Female Stalker in PotD - Floor 94

-  Famfrit drops from Cherub in PotD - Floor 95

-  Zeromus drops from Male Cannibal in PotD - Floor 96

-  Ysaar drops from Deadeye in PotD - Floor 96

-  Exodus drops from Archer in PotD - Floor 97

-  Moon Blade drops from Uruk in PotD - Floor 98

-  Ji'ygla's Darkcoat drops from Nightwing (Bow) in PotD - Floor 98

-  Solas drops from Sniper in PotD - Floor 99

-  Lipul's Rod drops from Dragonlord in PotD - Floor 99

-  Thanatos Armor drops from Nybeth in PotD - Floor 100 story battle, and Female Slayer (2h sword) in PotD - Floor 100 random battle if you already killed Nybeth

-  Ring of the Dead drops from Nybeth in PotD - Floor 100 story battle

-  Elixir can be stolen from Nybeth in PotD - Floor 100 story battle

-  Astral Cord (new) drops from Female Draug (spear) in PotD - Floor 100 story battles and also from Female Slayer (spear) in PotD - Floor 100 random battle if you completed both story battles

-  Core Collapse Arcana drops from Male Overlord in PotD - Floor 100 random battle

-  Primal Dusk crafting material drops from Male Overlord in PotD - Floor 100 random battle, one more can be stolen with steal rank 2

-  Elixir drops from Blackmoor in PotD - Floor 100 story battle (with four wind god weapons)

-  Primal Dusk crafting material also drops from Blackmoor in PotD - Floor 100 story battle (with four wind god weapons)

-  Some of the other drops have been moved:

-  Mandrake (new) drops from Male Dragonlord in PotD - Floor 45

-  Valaraukar drops from Balor (fire magic) in PotD - Floor 71

-  Gran Grimoire drops from Female Nephalem in San Bronsa - Floating Ruins #16 (Central Garden)

-  Primal Dawn crafting material now drops and is stolen from the Male Nephalem with 1h sword in same battle

-  As always, consult the item and ability tables here for up to date drop locations

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  The third octopus won’t be able to spawn in chapter 2 aqueduct story battles, it’s probably too early for quite that much tentacle action

 

 

Equipment

-  A new earth elemental Whip has been added to the game, it drops from Male Dragonlord in PotD - Floor 45

-  Rosebud isn’t female exclusive anymore, it’s up to the player to decide if it’s manly enough to be used by the bros

-  A new ice elemental instrument has been added to the game, it can be crafted with Instrument Enchiridion in your own kitchen

-  A new snapdragon spear has been added to the game, it drops from Female Draug (spear) in PotD - Floor 100 story battles and Female Slayer (spear) in PotD - Floor 100 random battle. If you already have the cursed spear, this will take its slot and you’ll have to get it again

 

Classes

 

-  Cleric and Priest can’t use heavy helms/boots/gloves anymore, they should still be tough enough to function in all roles, but we’ll see

-  Spellblade/Valkyrie can transfer 2H Katana

-  Terror Knight can transfer Whips, probably not a great choice but it’s kinda fitting

-  Trickster can transfer Fists

-  Blade Knight got Shadowbreak instead of Mindblast, it’s now a Lich skill and that would give him two skills from a single generic class

-  Knight Commander lost access to Shadowbreak for the same reason

 

 

Spells and Abilites

 

-  Stormbound air spell was renamed to Sky Pillar. It now removes 40% of current HP from a single target and inflicts Bound. Most likely by compressing the air above the target, but that’s probably more physics than the setting could handle. The important thing is that it works

 

 

 

Historical screenshots:

0.996

Historical snapshot #555 · updated 2022-09-25 21:16 UTC

Patch notes v0.996

 

 

General

-  The battles in Palace of the Dead – Floor 75-100 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Painside IV arcana drops from Overlord in PotD - Floor 76

-  Hashmal drops from Female Slayer in PotD - Floor 77

-  Marid drops from Female Deadeye in PotD - Floor 77

-  Zalera drops from Female Stalker in PotD - Floor 78

-  Leviathan drops from Female Cannibal in PotD - Floor 79

-  Shadowfax II Arcana drops from Female Hexblade in PotD - Floor 79

-  Adrammelech drops from Sellsword in PotD - Floor 80

-  Snipe Gators drop from Female Sniper in PotD - Floor 80

-  Dumas drops from Male Dreadnought in PotD - Floor 81

-  Orm Embar drops from Raptor in PotD - Floor 82

-  Jezzail drops from Sniper in PotD - Floor 83

-  Marlene drops from Female Arcanist in PotD - Floor 84

-  Cherubis drops from Male Deadeye in PotD - Floor 85

-  Rofocale drops from Male Outlaw in PotD - Floor 86

-  Thunderfists drop from Scarecrow in PotD - Floor 86

-  Mateus drops from Uruk in PotD - Floor 87

-  Skull Mask drops from Basilisk in PotD - Floor 87

-  Shadow Tramplers drop from Deathwyrm in PotD - Floor 89

-  Dark Star III arcana drops from Overlord in PotD - Floor 89

-  Belias drops from Marauder in PotD - Floor 90

-  Aegir drops from Male Dragonlord in PotD - Floor 91

-  Elidibus drops from Apostate in PotD - Floor 91

-  Ultima drops from Wizard in PotD - Floor 92

-  Cerberos II arcana drops from Overlord in PotD - Floor 92

-  Cuchulainn drops from Female Hexblade in PotD - Floor 93

-  Teleport arcana drops from Dragonlord in PotD - Floor 93

-  Shemhazai drops from Female Outlaw in PotD - Floor 94

-  A'Tuin drops from Female Stalker in PotD - Floor 94

-  Famfrit drops from Cherub in PotD - Floor 95

-  Zeromus drops from Male Cannibal in PotD - Floor 96

-  Ysaar drops from Deadeye in PotD - Floor 96

-  Exodus drops from Archer in PotD - Floor 97

-  Moon Blade drops from Uruk in PotD - Floor 98

-  Ji'ygla's Darkcoat drops from Nightwing (Bow) in PotD - Floor 98

-  Solas drops from Sniper in PotD - Floor 99

-  Lipul's Rod drops from Dragonlord in PotD - Floor 99

-  Thanatos Armor drops from Nybeth in PotD - Floor 100 story battle, and Female Slayer (2h sword) in PotD - Floor 100 random battle if you already killed Nybeth

-  Ring of the Dead drops from Nybeth in PotD - Floor 100 story battle

-  Elixir can be stolen from Nybeth in PotD - Floor 100 story battle

-  Astral Cord (new) drops from Female Draug (spear) in PotD - Floor 100 story battles and also from Female Slayer (spear) in PotD - Floor 100 random battle if you completed both story battles

-  Core Collapse Arcana drops from Male Overlord in PotD - Floor 100 random battle

-  Primal Dusk crafting material drops from Male Overlord in PotD - Floor 100 random battle, one more can be stolen with steal rank 2

-  Elixir drops from Blackmoor in PotD - Floor 100 story battle (with four wind god weapons)

-  Primal Dusk crafting material also drops from Blackmoor in PotD - Floor 100 story battle (with four wind god weapons)

-  Some of the other drops have been moved:

-  Mandrake (new) drops from Male Dragonlord in PotD - Floor 45

-  Valaraukar drops from Balor (fire magic) in PotD - Floor 71

-  Gran Grimoire drops from Female Nephalem in San Bronsa - Floating Ruins #16 (Central Garden)

-  Primal Dawn crafting material now drops and is stolen from the Male Nephalem with 1h sword in same battle

-  As always, consult the item and ability tables here for up to date drop locations

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  The third octopus won’t be able to spawn in chapter 2 aqueduct story battles, it’s probably too early for quite that much tentacle action

 

Equipment

-  A new earth elemental Whip has been added to the game, it drops from Male Dragonlord in PotD - Floor 45

-  Rosebud isn’t female exclusive anymore, it’s up to the player to decide if it’s manly enough to be used by the bros

-  A new ice elemental instrument has been added to the game, it can be crafted with Instrument Enchiridion in your own kitchen

-  A new snapdragon spear has been added to the game, it drops from Female Draug (spear) in PotD - Floor 100 story battles and Female Slayer (spear) in PotD - Floor 100 random battle. If you already have the cursed spear, this will take its slot and you’ll have to get it again

 

Classes

-  Cleric and Priest can’t use heavy helms/boots/gloves anymore, they should still be tough enough to function in all roles, but we’ll see

-  Spellblade/Valkyrie can transfer 2H Katana

-  Terror Knight can transfer Whips, probably not a great choice but it’s kinda fitting

-  Trickster can transfer Fists

-  Blade Knight got Shadowbreak instead of Mindblast, it’s now a Lich skill and that would give him two skills from a single generic class

-  Knight Commander lost access to Shadowbreak for the same reason

 

Spells and Abilites

-  Stormbound air spell was renamed to Sky Pillar. It now removes 40% of current HP from a single target and inflicts Bound. Most likely by compressing the air above the target, but that’s probably more physics than the setting could handle. The important thing is that it works

 

 

Historical screenshots:

0.994

Historical snapshot #551 · updated 2022-09-20 20:58 UTC

Patch notes v0.994

 

 

General

-  The battles in Palace of the Dead – Floor 50-75 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  Painside IV Arcana drops from Female Arcanist in PotD - Floor 53

-  Femakk's Blowgun drops from Female Outlaw in PotD - Floor 54

-  Golok drops from Nightwing in PotD - Floor 56

-  Emberwake drops from Male Slayer in PotD - Floor 58

-  Shadowfax II Arcana drops from Female Arcanist in PotD - Floor 59

-  Balmung drops from Female Slayer in PotD - Floor 60

-  Protection drops from Lamia Witch in PotD - Floor 62

-  Bentisca drops from Female Blackguard in PotD - Floor 66

-  Shams drops from Female Deadeye in PotD - Floor 67

-  Windbreaker drops from Male Stalker in PotD - Floor 68

-  Angol Moa drops from Male Sellsword in PotD - Floor 70

-  Dark Star III Arcana drops from Male Occultist in PotD - Floor 70

-  Aegir drops from Amazon in PotD - Floor 71

-  Spellguard drops from Overlord in PotD - Floor 72

-  Shenyi's Gaze drops from Male Deadeye in PotD - Floor 73

-  Cerberos II Arcana drops from Male Arcanist in PotD - Floor 75

-  Ji'ygla's Bracers drop from Female Deadeye in PotD - Floor 75

-  Some of the drops on other floors have been moved:

-  Cloud Ring now drops from Gryphon in PotD - Floor 11

-  Scythe Lord Scroll drops from Nightwing (1h katana) in PotD - Floor 32

-  Arach Lord Scroll drops from Female Stalker in PotD - Floor 36

-  Samehada drops from Female Sellsword in PotD - Floor 36

-  Barapha drops from Nightwing in PotD - Floor 43

-  Leilah drops from Female Deadeye in PotD - Floor 49

-  Mateus drops from Male Slayer in PotD - Floor 76

-  Stardust drops from Hawkman Beast Tamer in San Bronsa - Floating Ruins #1

-  Kamaitachi drops from Hawkman Warlock in San Bronsa - Floating Ruins #2

-  Ars Magna has been removed from the game, it was just a crutch until I get to work on endgame dungeons so the spells crafted there have been moved elsewhere as drops. Elemental spells are now in their temples, dark ones are in PotD and divines are in San Bronsa. Below is the list of moved spells, but you can also see the full arcana list in the ability table in my extras folder https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  Summon II spells, except Wisp II, that were dropping on high floors of San Bronsa were relocated - OK

-  Deadshot IV Arcana drops from Hawkman Wizard in Temple of Hahnela #2 - Within the Fortress

-  Scathe II Arcana drops from Human Wizard in Temple of Hahnela #3 - 1st Descent

-  Tornado III Arcana drops from Human Sorceress in Temple of Hahnela #5 - 3rd Descent

-  Sylphide II Arcana drops from Human Wizard in Temple of Hahnela #6 - 4th Descent

-  Magma Orb IV Arcana drops from Human Valkyrie in Temple of Vaasa #2 - Within the Temple

-  Tremor II Arcana drops from Human Male Necromancer in Temple of Vaasa #3 - 1st Descent

-  Cragfall III Arcana drops from Human Male Necromancer Temple of Vaasa #5 - 3rd Descent

-  Gnome II Arcana drops from Human Female Necromancer Temple of Vaasa #6 - 4th Descent

-  Shocklance IV Arcana drops from Fairy Sorceress in Temple of Nestharot #2 - Within the Temple

-  Blitz II Arcana drops from Basilisk in Temple of Nestharot #3 - 1st Descent

-  Thunderflare III Arcana drops from Human Sorceress in Temple of Nestharot #5 - 3rd Descent

-  Stormcrow II Arcana drops from Fairy Sorceress in Temple of Nestharot #6 - 4th Descent

-  Aquablast IV Arcana drops from Human Witch in Temple of Greuza #2 - Within the Temple

-  Ripple II Arcana drops from Human Spellblade in Temple of Greuza #3 - 1st Descent

-  Acid Rain III Arcana drops from Dagon in Temple of Greuza #5 - 3rd Descent

-  Undine II Arcana drops from Human Valkyrie in Temple of Greuza #6 - 4th Descent

-  Sparksphere IV Arcana drops from Orc Wizard in Temple of Xoshonell #2 - Within the Temple

-  Blaze II Arcana drops from Balor in Temple of Xoshonell #3 - 1st Descent

-  Firestorm III Arcana drops from Orc Patriarch in Temple of Xoshonell #5 - 3rd Descent

-  Salamander II Arcana drops from Orc Wizard in Temple of Xoshonell #6 - 4th Descent

-  Impale IV Arcana drops from Lamia Sorceress in Temple of Lyuneram #2 - Within the Temple

-  Iceover II Arcana drops from Lamia Valkyrie in Temple of Lyuneram #3 - 1st Descent

-  Avalanche III Arcana drops from Gorgon in Temple of Lyuneram #5 - 3rd Descent

-  Wendigo II Arcana drops from Lamia Sorceress in Temple of Lyuneram #6 - 4th Descent

-  Spiritsurge IV Arcana drops from Hawkman Wizard in San Bronsa - Tower of Law Eternal #5

-  Halo II Arcana drops from Lamia Valkyrie in San Bronsa - Tower of Law Eternal #8

-  Judgement III Arcana drops from Male Nephalem in San Bronsa - Floating Ruins #5

-  Wisp II Arcana drops from Female Nephalem in San Bronsa - Floating Ruins #14

-  Primal Dawn and Primal Dusk have ben moved, it was mostly done because Azelstan’s quest is too easily missable and then you’re locked out of obtaining dark apocrypha until you world back. PotD is the logical place for it, and with palace guides cheaper to craft, high floors are almost as accessible as the low ones

-  Primal Dawn drops from Male Nephalem (2h sword) in San Bronsa - Tower of Law Eternal #12 story battle, it also drops from Male Nephalem (2h sword) in San Bronsa - Floating Ruins #16 (Central Garden) and you can steal an additional one with Steal rank 2

-  Primal Dusk drops from Nybeth in PotD - Floor 100 story battle, it also drops from Male Overlord in in PotD - Floor 100 random battle and you can steal an additional one with Steal rank 2

-  Boreas now drops from Georges in PotD floor 22 story battle, it also drops from Male Warrior in the random battle version of the same floor as a backup in case you already completed the story battle in that playthrough

-  Euros now drops from Nybeth in PotD floor 100 story battle, it also drops from Male Overlord in the random battle version of the same floor as a backup in case you already completed the story battle in that playthrough

-  Tricksters/Incubussies in Phorampa now also have Glass Pumpkins, and Familiars/Cherubs in Pirate’s Graveyard also have Shiftstones

 

Skills

-  Art of War is now out of compatibility mode that it was in since its introduction. It was done so NPCs could still use Ninjutsu command to access the spell set, and now that very few enemies with Ninjutsu command are left in the game it can be fixed. The only issue with compatibility mode was a warning that you don’t have the right command equipped if you tried learning spells while Art of War is in your skill list, which could be misleading for new players. It now won’t appear anymore

-  Familiar can’t transfer special moves from Trickster and Warden anymore. It was also a compatibility thing so gremlin and pumpkin familiars wouldn’t be totally useless but now there aren’t many of those left in the game either

 

Classes

-  Dragonborn can now use Fists, learn Trajectory and use sniper gear

-  Warlock can transfer Trajectory and use sniper gear

-  Lich gets access to Mind Blast instead of Warlock, it’s thematically a good fit on the class and Lich has higher casting stats so it will be able to put in some additional damage more often

-  Familiar can now use Burst I/II

-  Vartan gets access to new spells at the same rate as Spellblade. They can use Burst II and minor debuffs.

-  Geomancer lost access to Empower Golem

-  Some monsters are a bit stronger

-  Added Enchanter as a unique class for Rudlum. He’s able to equip Fists, Daggers, 1H Swords, 1H Hammers, 1H Katana, Cudgels, Spellbooks and Instruments, in addition to light shields, cloth armor and cloth/light/heavy accessories. The class has a similar access to general skills as Warlock, with Counterhit2, Bash12 and Instills instead of Resonances. Enchanter can learn Encase and Rolling Stone, also being able to transfer Extend and Empower Golem from other classes. The class is able to use all Draconic utility spells, as well as unique spells Barren Soul, Acid Cloud, Emmeth and Core Collapse. More info on his unique abilities below:

-  Encase active skill turns the user into stone for one turn to boost own defenses and meditate in peace, charging MP. Pigeon Ward is highly recommended while using this skill, as well as having someone nearby with a bell handy, in case you have to visit the toilet

-  Rolling Stone active skill can only be used on a friendly golem, it hastens both the golem and the user

-  Barren Soul is a short range damage draconic that deals Void attack damage to a single target and inflicts Weakness/Earth Averse

-  Acid Cloud is a damage draconic that deals Void attack damage in a large area and can inflict Breach

-  Emmeth is a draconic that heals a golem for half of its HP and removes a single debuff

-  Core Collapse can only be cast on a golem (hostile or friendly). It overloads the golem’s core, removing a quarter of its current HP, which chains to all golems in the area, and then uses the energy to do a blast of Void spell damage that damages enemies in the area

 

Consumables

-  Palace guides dont require monster materials for the recipe anymore

-  Ars Magna recipe book was removed

-  Added te Artificer’s Classmark, it can be crafted with the Secrets of the Master

-  Added the Barren Soul Arcana, it drops from Xadoba in PotD - Floor 3 story battle and Lamia Witch in PotD - Floor 3 random battle

-  Added the Emmeth Arcana, it drops from Georges in PotD - Floor 22 story battle and Ghost Warlock in PotD - Floor 22 random battle

-  Added the Acid Cloud Arcana, it drops from Beelzebuth in PotD - Floor 74 story battle and Male Dragonlord in PotD - Floor 74 random battle

-  Added the Core Collapse Arcana, it drops from Nybbeth in PotD - Floor 100 story battle and Female Overlord in PotD - Floor 100 random battle

 

Historical screenshots:

0.992a

Historical snapshot #539 · updated 2022-08-29 20:13 UTC

Patch notes v0.992a

 

General

-  Forgot to copy over the part with renamed enemy classes. Because of space constraints these two calsses instead had to be renamed as:

-  Cannibal -> Hexblade (Spellblade)

-  Iron Fist -> Cannibal (Tamer)

 

 

Patch notes v0.992

 

 

General

-  The battles in Palace of the Dead – Floor 26-50 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  The Renewal drops from Female Apostate in PotD - Floor 26

-  Prox drops from Male Marauder in PotD - Floor 28

-  Megiddo drops from Male Slayer in PotD - Floor 31

-  Gerza’s Atabaque drops from Gorgon in PotD - Floor 32

-  Miriam drops from Female Deadeye in PotD - Floor 33

-  Terra Break arcana drops from Nidhogg in PotD - Floor 34

-  Petronel drops from Incubus in PotD - Floor 35

-  Book of the Dead (consumable) drops from Gorgon (bow) in PotD - Floor 37

-  Soul Harvest arcana drops from Lamia Witch in PotD - Floor 37

-  Flare Spiral arcana drops from Lamia Witch in PotD - Floor 39

-  Acid Bite arcana drops from Ouroboros in PotD - Floor 40

-  Arc Smash arcana drops from Raijin in PotD - Floor 42

-  Aura Blast arcana drops from Female Apostate in PotD - Floor 44

-  The new fire whip drops from Balor (fire magic) in PotD - Floor 45

-  Vortex Cut arcana drops from Gryphon in PotD - Floor 46

-  Rime Hew arcana drops from Amaroq in PotD - Floor 47

-  Demon Rage arcana drops from Lamia Witch in PotD - Floor 48

-  Ji'ygla's Bracers drop from Male Deadeye in PotD - Floor 49

-  Springboard drops from Male Wraith in PotD - Floor 50

-  Orm Embar drops from Raptor in PotD - Floor 82

-  The new lightning Instrument drops from Female Arcanist in PotD - Floor 84

-  Femakk's Blowgun drops from Cherub (sidearm) in PotD - Floor 98

-  Ji'ygla's Darkcoat drops from Nightwing (fist)in PotD - Floor 98

-  Notos will now drop from the talkative angel in San Bronsa Tower of Law Eternal #12 story battle. If that battle is already completed in your file so you can't run it again easily, or the loot bag was stolen, it also drops from Orc Juggernaut in the random battle version of the same floor as a backup. It will be removed from PotD when I get to top floors

-  Zephyros will now drop from Beelzebuth in her level 74 battle, it also drops from Male Dragonlord in the random battle version of the same floor as a backup if you already completed it in that playthrough, it was removed from San Bronsa

-  Rabana's Kemenche was moved from floor 12 of San Bronsa – Tower of Law Eternal to floor 13, so you don’t have to run the tower again just to get it

-  You can now also steal a Ring of the Dead from Beelzebuth in both of her battles on PotD floors 41 and 74, though her level 74 battle hasn't been fully reworked yet

-  Enemy-only humanoid classes in endgame have one additional transfer skill. For instance, Dreadnought has Steelstance, Incubus has Coquetish Kiss, and Outlaw has either Vigorous Attack or Tremendous Shot, depending on setup

-  Dragonlords in reworked parts of PotD will now always drop Daedalus Racks or Pinions (only one battle for now)

-  Charts in the extras folder have been updated, and the equipment chart will have the drop locations for all the gear

 

Get it here: https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

 

-  Some enemy-only classes in endgame have been renamed:

-  Blood Hunter -> Deadeye (Archer)

-  Death Eater -> Arcanist (Wizard)

-  Cenobite -> Apostate (Cleric)

-  Cannibal -> Witchblade (Spellblade)

-  Shadow Knight -> Blackguard (Knight)

-  Executioner -> Marauder (Berserker)

-  Kill Seeker -> Sellsword (Swordmaster)

-  Crimson Uhlan -> Slayer (Dragoon)

-  Grim Reaper -> Outlaw (Rogue)

-  Iron Fist -> Skinwalker (Tamer)

-  Loremaster -> Dragonlord (Warlock)

-  Witch King -> Occultist (Necromancer)

-  Lich King -> Overlord (Lich)

-  Ethereal Vision -> Nephalem (Angel Knight)

-  Night Crow -> Nightwing (Hawkman Ninja)

-  Blood Gavial -> Raptor (Lizardman Juggernaut)

-  Wight -> Draug (Skeleton Terror Knight)

-  Duinshee -> Cherub (Familiar)

-  Boogeyman -> Scarecrow (Warden)

-  Crystal Dragon -> Bjartskular (Bahamut)

-  Onyx Dragon -> Deathwyrm (Tiamat)

Equipment

-  Some endgame weapons have been reshuffled so the heavenly general weapons are now the highest level ones, as they’re the hardest ones to obtain (or will be)

-  The four Wind God weapons are stronger

-  A few more weapons aren’t unique anymore, so you can obtain multiple copies if you want

-  Gran Grimoire has silence ward now instead of full ward

-  The racial bonus on 2H weapons is now 30%

-  RT cost of monster default melee attacks is lower

-  Cavaquinho is now crafted with The Exotics book instead of Musical Instruments book

-  Huapanguera was changed to Triton’s Horn

-  A new fire-elemental whip is added to the game, it drops from Balor (fire magic) in PotD - Floor 45

-  High level whips will now have a racial skill bonus instead of Subdue/Tame bonus

-  A new lightning Instrument has been added to the game, it drops from Female Arcanist in PotD - Floor 84

Consumables

-  Removed the Musical Instruments crafting book, it had only one recipe and it was moved to Exotics

Skills

-  The Outflank ability from Opportunist skill, and the readied state it grants you were both renamed to Feint

-  Trajectory now gives you the Feint active ability, Trueflight was kinda redundant later on when you can get it from other sources

Spells and Abilites

 

-  Allheal has one extra range to match area damage spells

-  Geomancy has 1 extra range and costs 10 RT less

-  Alchaka costs 40 TP and charges more MP

 

 

 

 

Historical screenshots:

0.992

Historical snapshot #538 · updated 2022-08-12 19:31 UTC

Patch notes v0.992

 

 

General

-  The battles in Palace of the Dead – Floor 26-50 have been updated

-  These are the notable drops on those floors, the rest has been removed or relocated:

-  The Renewal drops from Female Apostate in PotD - Floor 26

-  Prox drops from Male Marauder in PotD - Floor 28

-  Megiddo drops from Male Slayer in PotD - Floor 31

-  Gerza’s Atabaque drops from Gorgon in PotD - Floor 32

-  Miriam drops from Female Deadeye in PotD - Floor 33

-  Terra Break arcana drops from Nidhogg in PotD - Floor 34

-  Petronel drops from Incubus in PotD - Floor 35

-  Book of the Dead (consumable) drops from Gorgon (bow) in PotD - Floor 37

-  Soul Harvest arcana drops from Lamia Witch in PotD - Floor 37

-  Flare Spiral arcana drops from Lamia Witch in PotD - Floor 39

-  Acid Bite arcana drops from Ouroboros in PotD - Floor 40

-  Arc Smash arcana drops from Raijin in PotD - Floor 42

-  Aura Blast arcana drops from Female Apostate in PotD - Floor 44

-  The new fire whip drops from Balor (fire magic) in PotD - Floor 45

-  Vortex Cut arcana drops from Gryphon in PotD - Floor 46

-  Rime Hew arcana drops from Amaroq in PotD - Floor 47

-  Demon Rage arcana drops from Lamia Witch in PotD - Floor 48

-  Ji'ygla's Bracers drop from Male Deadeye in PotD - Floor 49

-  Springboard drops from Male Wraith in PotD - Floor 50

-  Orm Embar drops from Raptor in PotD - Floor 82

-  The new lightning Instrument drops from Female Arcanist in PotD - Floor 84

-  Femakk's Blowgun drops from Cherub (sidearm) in PotD - Floor 98

-  Ji'ygla's Darkcoat drops from Nightwing (fist)in PotD - Floor 98

-  Notos will now drop from the talkative angel in San Bronsa Tower of Law Eternal #12 story battle. If that battle is already completed in your file so you can't run it again easily, or the loot bag was stolen, it also drops from Orc Juggernaut in the random battle version of the same floor as a backup. It will be removed from PotD when I get to top floors

-  Zephyros will now drop from Beelzebuth in her level 74 battle, it also drops from Male Dragonlord in the random battle version of the same floor as a backup if you already completed it in that playthrough, it was removed from San Bronsa

-  Rabana's Kemenche was moved from floor 12 of San Bronsa – Tower of Law Eternal to floor 13, so you don’t have to run the tower again just to get it

-  You can now also steal a Ring of the Dead from Beelzebuth in both of her battles on PotD floors 41 and 74, though her level 74 battle hasn't been fully reworked yet

-  Enemy-only humanoid classes in endgame have one additional transfer skill. For instance, Dreadnought has Steelstance, Incubus has Coquetish Kiss, and Outlaw has either Vigorous Attack or Tremendous Shot, depending on setup

-  Dragonlords in reworked parts of PotD will now always drop Daedalus Racks or Pinions (only one battle for now)

-  Charts in the extras folder have been updated, and the equipment chart will have the drop locations for all the gear

Get it here: https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf?usp=sharing

-  Some enemy-only classes in endgame have been renamed:

-  Blood Hunter -> Deadeye (Archer)

-  Death Eater -> Arcanist (Wizard)

-  Cenobite -> Apostate (Cleric)

-  Cannibal -> Witchblade (Spellblade)

-  Shadow Knight -> Blackguard (Knight)

-  Executioner -> Marauder (Berserker)

-  Kill Seeker -> Sellsword (Swordmaster)

-  Crimson Uhlan -> Slayer (Dragoon)

-  Grim Reaper -> Outlaw (Rogue)

-  Iron Fist -> Skinwalker (Tamer)

-  Loremaster -> Dragonlord (Warlock)

-  Witch King -> Occultist (Necromancer)

-  Lich King -> Overlord (Lich)

-  Ethereal Vision -> Nephalem (Angel Knight)

-  Night Crow -> Nightwing (Hawkman Ninja)

-  Blood Gavial -> Raptor (Lizardman Juggernaut)

-  Wight -> Draug (Skeleton Terror Knight)

-  Duinshee -> Cherub (Familiar)

-  Boogeyman -> Scarecrow (Warden)

-  Crystal Dragon -> Bjartskular (Bahamut)

-  Onyx Dragon -> Deathwyrm (Tiamat)

Equipment

-  Some endgame weapons have been reshuffled so the heavenly general weapons are now the highest level ones, as they’re the hardest ones to obtain (or will be)

-  The four Wind God weapons are stronger

-  A few more weapons aren’t unique anymore, so you can obtain multiple copies if you want

-  Gran Grimoire has silence ward now instead of full ward

-  The racial bonus on 2H weapons is now 30%

-  RT cost of monster default melee attacks is lower

-  Cavaquinho is now crafted with The Exotics book instead of Musical Instruments book

-  Huapanguera was changed to Triton’s Horn

-  A new fire-elemental whip is added to the game, it drops from Balor (fire magic) in PotD - Floor 45

-  High level whips will now have a racial skill bonus instead of Subdue/Tame bonus

-  A new lightning Instrument has been added to the game, it drops from Female Arcanist in PotD - Floor 84

Consumables

-  Removed the Musical Instruments crafting book, it had only one recipe and it was moved to Exotics

Skills

-  The Outflank ability from Opportunist skill, and the readied state it grants you were both renamed to Feint

-  Trajectory now gives you the Feint active ability, Trueflight was kinda redundant later on when you can get it from other sources

Spells and Abilites

-  Allheal has one extra range to match area damage spells

-  Geomancy has 1 extra range and costs 10 RT less

-  Alchaka costs 40 TP and charges more MP

 

 

Historical screenshots:

0.990

Historical snapshot #537 · updated 2022-08-02 20:28 UTC

Patch notes v0.990

 

 

General

-  The battles in Palace of the Dead – Floor 1-25 have been updated

-  The parts of Ji'ygla set that could be found in Pirate’s Graveyard were removed from there, you can still get it in PotD with the rest of the set

-  Legion Waster now also drops from Female Skeleton Kill Seeker in Pirate's Graveyard #12 - On Holy Ground, so you can find the full Legion set in that area

-  Some loot changed places, this is the full list for first 25 levels of PoTD:

-  Inferno Ring drops from Flarebrass in PotD - Floor 2 (random battle)

-  Wyrmscale Sleeves drop from Hydra in PotD - Floor 6

-  Sidhe Ring drops from Trickster in PotD - Floor 7

-  Wyrmscale Greaves drop from Nidhogg in PotD - Floor 8

-  Winged Boots drop from Hawkman Swordmaster in PotD - Floor 9

-  Decay II Arcana drops from Pumpkinhead Terror Knight in PotD - Floor 10

-  Wyrmscale Helm drops from Raijin in PotD - Floor 12

-  Dragon Scale drops from Welkin in PotD - Floor 13

-  Kraken Ring drops from Ouroboros in PotD - Floor 14

-  Angel Ring drops from Duinshee in PotD - Floor 15

-  Wyrmscale Vest drops from Ouroboros in PotD - Floor 17

-  Wyrmscale Guard drops from Flarebrass in PotD - Floor 19

-  Worldtree Roots drop from Lamia Witch in PotD - Floor 20

-  Wyrmscale Armor drops from Nidhogg in PotD - Floor 21

-  Cloud Ring drops from Gryphon in PotD - Floor 22

-  Tainted Love Arcana drops from Lamia Matriarch in PotD - Floor 23

-  Sidhe Shoes drop from Trickster in PotD - Floor 25

 

Equipment

-  Added a unique light elemental Fist weapon Godhand for the Sacred Fist class to give the class an offense bump at mid levels. Regular classes that use fists can equip it, but its ATK is pretty low and it takes both hand slots so it isn’t a very strong option for them. If Ehlrig already joined in your save so he didn’t bring his unique fist, it drops from the same enemy as his classmarks in Phorampa - Land of the Supplicant

-  Godhand hammer was renamed to Veritas

-  Sidegrade 1H Katana doesn’t have a luck penalty anymore, just no bonus. It also traded its minor atk advantage for a bonus to mind, hybrid classes can often use them but the stat is moderately useful for others too

-  Sidegrade Crossbows don’t have an accuracy bonus anymore, but their normal attacks now always hit

-  Main Gauche has a higher chance to shackle

-  The Dragonslayer set pieces are now unique, seeing those items everywhere felt a bit of a waste, however the set was expanded with a light armor so you’re able to have two full sets now. They can’t be crafted or randomly found on enemies and instead drop in lower parts of PotD

-  Elemental armor variants, which are pretty much the same thing with different magic resistance were scrapped and their slots were used for other equipment

-  An additonal tier of Adamantium armor was added where there was a gap in offering, those can be crafted and randomly found on enemies

-  Some existing armor sidegrades had their level requirement lowered because there’s now a higher level version

-  Dragon Scale is now a regular light shield instead of sidegrade

-  Flame and Void orb shield was moved to a different slot so you might find it equipped instead of Rosary shield or find something else in its slot if you had it equipped. Its level requirement was reduced

-  Mana Totem was added as a lower level version of orb shield, it’s craftable with Secrets of the Wild

-  Added the adamantine tier of light and heavy shields, as well as their sidegrades

-  Gorgon shield is now a light shield and can be used to complete the Shadowmaster set

-  Added the adamantine tier of light and heavy armor, as well as medium armor, power armor and wanderer cloak

-  Added Wyrmscale Vest as a light armor option in dragonslayer set

-  Thanatos armor now counts as light armor and is in medium armor template, which means you can now complete the shadowmaster set with most light armor classes. It got some extra bonuses now that it doesn’t have to match the elemental armors

-  Added Adamantine tier of heavy helm

-  Added Adamantine tier of light and heavy legguards

-  Removed Evasion rings from the game and merged their bonuses with rings of Alacrity

 

Classes

-  Some classes that shouldn’t have high tier spell access have lost area spells III, as the spell is now equivalent to projectile IV. That includes Patriarch, Cyclops, Princess, Knight Commander and Songstress

-  Angel knight can also equip heavy shields

-  Wicce got back her access to forbidden magic, she still needs a good bit of work to get and the class has drawbacks so it should be fine

-  Sacred Fist gained access to Aegis. It’s a fitting skill for a bodyguard, Kevin Costner relied on it greatly back in the day

 

Spells and Abilites

-  Area spells, forbidden magic and elemental status spells got 1 extra range

-  Dark magic support spells were a bit lackluster for dedicated support classes like Spellblade, so Charge will now also charge TP by the same amount

-  Deadscream has a lower MP and TP cost

-  Deadscream is unlocked at level 13 and Charm at 15 instead of the other way around

-  Charm, Shackle, Petriburst and Stasis are now ‘gaze’ spells, their chance to hit is lower and it’s the highest from the front. Dark magic still has a huge status spell variety, so it needed a bit more tweaking of their drawbacks when compared to the elemental versions

-  Blaze of Glory now charges 50% of the amount of TP that the allies already have, instead of a fixed 50

-  Wind Scythe is back to being a 4 range single target finisher. Instead of the old status effect, it now drains half (roughly half, it can vary on low amounts) of the target’s TP to the user, so you can get some TP back after you use it

-  Stormrider minor finisher does 1-2 hits instead of 1-3, as 3 were a bit much for that amount of TP. Instead, the ability got a low chance to stun on each hit

-  Smite minor finisher has a higher chance to inflict bind

 

Racial Templates

-  Phaesta can become a White Knight, because of the unfortunate shortage of those in neutral route

 

Historical screenshots:

0.988e

Historical snapshot #521 · updated 2022-06-24 22:47 UTC

Patch notes v0.988e

General

-  There were problems with the Floating Ruins part of san Bronsa so that part was repatched

-  If you missed getting the Fusil crafting book in Grimsby, it will also drop from Leon in Quadriga Fortress optional battle

Consumables

-  Auraheal and Torana arcana are now considered unique items, there’s no point in stockpiling them as only one class can learn them

 

 

Patch notes v0.988d

 

Equipment

-  Sidegrade daggers now also have a chance to Silence on hit, as their activated ability has a fairly narrow application

General

-  Tidal Waders now drop from Ouroboros in San Bronsa - Tower of Law Eternal #6

-  Decay II Arcana now drops from Pumpkinhead Terror Knight in PotD - Floor 10

Ability

-  Torana now has the hit chance of a projectile spell

-  Blood price now removes the correct amount of HP and charges half of it as TP

Classes

-  Knight Commander can now use most major debuff spells

 

Patch notes v0.988c

 

General

-  Auraheal arcana drops from Duinshee in Duinshee in Pirate's Graveyard - Wonder's Hollow

-  Shadow Scroll was removed from the shop by mistake

 

 

 

Patch notes v0.988b

 

General

-  Stasis arcana is now dropped from Lamia Witch in San Bronsa - Tower of Law Eternal #6

-  Demon Rage is now dropped from Ghost Warlock in PotD - Floor 49

-  Spellguard is now dropped from Duinshee (instrument) in PotD - Floor 72

 

 

 

Patch notes v0.988a

 

Equipment

-  Jarnglofar is stronger

-  As the elemental ninjutsu was removed, endgame caster staves now also have a few uses of spellcraft, like the lower level ones

Classes

-  Dragonborn can equip spears too, they needed a piercing type weapon to match with piercing dragon breaths

Ability

-  Holy spirit will now grant Fortify instead of Steelstance, so it can be activated in the same turn as Preempt. It also has a higher RT cost to extend the duration of Preempt, and a higher total Quicken duration to compensate

Misc

-  Monster special skill descriptions will now state the damage type along with element, which is mostly useful for matching the dragon breath damage type to the weapon for dragonborn

 

 

Patch notes v0.988

 

General

-  The battles in San Bronsa – Floating Ruins have been updated

-  Some of the loot has changed locations, most notably you won’t be able to find draconic II spells, they have been moved to Palace of the Dead

-  Gerza's Atabaque now drops from the Faerie Familiar in San Bronsa - Tower of Law Eternal #12 random battle

-  Rabana's Kemenche now drops from the Lamia Witch in San Bronsa - Tower of Law Eternal #13

-  Holy Shield draconic now drops from Ethereal Vision in San Bronsa - Floating Ruins #4

-  Heal IV now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #5

-  Luminant Guards now drop from Ethereal Vision in San Bronsa - Floating Ruins #6

-  Martyrdom now drops from Ethereal Vision (instrument) in San Bronsa - Floating Ruins #7

-  Shield of Sages now drops from Crystal Dragon in San Bronsa - Floating Ruins #7 (X6, Y7)

-  Undine II now drops from Lamia Sorceress in San Bronsa - Floating Ruins #8

-  Durandal now drops from Hawkman Swordmaster in San Bronsa - Floating Ruins #8

-  Salamander II now drops from Phoenix in San Bronsa - Floating Ruins #9 (X2, Y25)

-  Centeotl's Rib now drops from Hawkman Archer in San Bronsa - Floating Ruins #9

-  Lazarus now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #10

-  Gnome II now drops from Flesh Golem in San Bronsa - Floating Ruins #10

-  Cerberos II now drops from Gorgon (dark magic) in San Bronsa - Floating Ruins #10

-  Sylphide II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #11

-  Durga now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #11

-  Caliburn now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #12

-  Allheal III now drops from Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Ethereal Vision (staff) in San Bronsa - Floating Ruins #12

-  Wendigo II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #13

-  Blooming Score now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #13

-  Garb of the Sages now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #13

-  Wisp II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #14

-  Aegis now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #14

-  Elated Score now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #14

-  Stormcrow II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #15

-  Bragi's Harp now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #15

-  Archon Helm now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #15

-  Oracion now drops from Male Ethereal Vision (1h sword) in San Bronsa - Floating Ruins Central Garden

-  Soul Reaver now drops from Male Ethereal Vision (2h sword) in San Bronsa - Floating Ruins Central Garden

-  Vortex Cut now drops from Gryphon in PotD - Floor 46

-  Terra Break now drops from Golem (hard core) in PotD - Floor 39

-  Arc Smash now drops from Raijin in PotD - Floor 42

-  Acid Bite now drops from Ouroboros in PotD - Floor 40

-  Flare Spiral now drops from Balor (fire magic) in PotD - Floor 45

-  Rime Hew now drops from Amaroq in PotD - Floor 47

-  Aura Blast now drops from Female Cenobite in PotD - Floor 44

-  Demon Rage now drops from Male Ghost Wraith in PotD - Floor 41

-  Teleport now drops from Male Ghost Wraith (spellbooks) in PotD - Floor 87

-  Renewal now drops from Female Cenobite in PotD - Floor 26

-  Protection draconic now drops from Lamia Witch in PotD - Floor 61

-  Spellguard draconic now drops from Loremaster in PotD - Floor 74

Equipment

-  Fists that do crushing damage now have a chance for stun instead of poison

-  A few more gear pieces aren’t unique anymore so you’ll be able to have multiple copies of them

-  Cursed weapons have a bit higher percentage for their reaper strike

Consumables

-  Added the Auraheal arcana

-  Added the Arach and Scythe ninjutsu scrolls in wisp, spirit and lord tiers

-  Removed all elemental ninjutsu scrolls

-  Added the Godhand’s Mark

Classes

-  Pure mages can transfer Counterhit I from other classes

-  Ranger lost access to Rally

-  Paladin/Freya lost access to Blood Price, the class doesn’t really need it to function

-  Buccaneer can learn Rally, it might be more useful on a pirate captain than on an assassin

-  Dragonborn can now equip 1H/2H Swords, Axes, Hammers, Bows and Shields, her natural ATK growth has been reduced to normal humanoid levels

-  Commando lost access to Preempt, the class isn’t really meant to be a frontliner, he gained +1 move and access to Torinoko

-  Added a new class Sacred Fist, a tough frontliner that can use only the weakest fist weapon, cloth body armor and light accessories but has high stat growths to compensate. The class can learn no weapon skill but has a good access to fighter passives, including RampartAura12, and some mage passives, it is able to learn Holy Spirit, Seal Evil, Cross Chop and Lariat, also being able to transfer Preempt, Tabula Rasa and Squash from other classes. They can use some Divine spells – Heal12, Exorcism, Halo12, Haste, Dispel, Mute, Oblivion as well as a unique spell Auraheal.

-  Enemy class Iron Fist was renamed to Beastlord, and its description was updated to reflect their tamer role better, it seemed like it was written for a different class

Spells and Abilites

-  Purify heals more HP

-  Added Auraheal, a divine spell that heals HP and damages undead in the area around the user

-  Removed the ninjutsu elemental summons, they were taking up too much space, it was hard to stretch only two tiers over such a large level gap, and the element choice was largely cosmetic. Instead they come in two forms now, one is the single target Ogumo summon that deals crushing damage, hits 1-2 times on first tier, 1-3 times on second and third tier and has a chance to poison. The other is the Kamaitachi summon that hits all targets in its area with slashing damage. With three tiers it’s easier to buff their damage without making them too deadly early on. First two tiers can be bought from shops and the last one is craftable with Ars Magna

-  Evanescence TP cost was reduced to 30

-  Infinity finisher range was reduced to 5, but it now scales damage with TP

-  Wind Scythe finisher now hits all targets in a line

-  Gambit now removes readied skills and one buff from enemies in the area, and also one debuff from allies, same as Dispel

-  Preempt RT cost is down to 30

-  Aegis heals more HP on use

-  Blood price charges half of damage inflicted on self as TP instead of all, it was a bit derpy

-  Added Holy Spirit, a Special skill that consumes one dose of Spirits to inflict Stagger on self, while granting Quicken and activating Steelstance until next turn. If the skill says that you “don’t have enough TP” but you obviously do, that means you have no Spirits in your inventory, it’s a skill system limitation. If you distill some yourself, it’s best to do it deep in Phorampa where the VATF agents can’t find you

Racial Templates

-  Berda and Obda are now in ‘dragon’ skill scavenge group, so you won’t be able to kill them and transfer their skills to other griffins

 

 

Historical screenshots:

0.988d

Historical snapshot #515 · updated 2022-04-10 16:20 UTC

Patch notes v0.988d

 

Equipment

-  Sidegrade daggers now also have a chance to Silence on hit, as their activated ability has a fairly narrow application

General

-  Tidal Waders now drop from Ouroboros in San Bronsa - Tower of Law Eternal #6

-  Decay II Arcana now drops from Pumpkinhead Terror Knight in PotD - Floor 10

Ability

-  Torana now has the hit chance of a projectile spell

-  Blood price now removes the correct amount of HP and charges half of it as TP

Classes

-  Knight Commander can now use most major debuff spells

 

 

Patch notes v0.988c

 

 

General

-  Auraheal arcana drops from Duinshee in Duinshee in Pirate's Graveyard - Wonder's Hollow

-  Shadow Scroll was removed from the shop by mistake

 

 

 

Patch notes v0.988b

 

General

-  Stasis arcana is now dropped from Lamia Witch in San Bronsa - Tower of Law Eternal #6

-  Demon Rage is now dropped from Ghost Warlock in PotD - Floor 49

-  Spellguard is now dropped from Duinshee (instrument) in PotD - Floor 72

 

 

 

Patch notes v0.988a

 

Equipment

-  Jarnglofar is stronger

-  As the elemental ninjutsu was removed, endgame caster staves now also have a few uses of spellcraft, like the lower level ones

Classes

-  Dragonborn can equip spears too, they needed a piercing type weapon to match with piercing dragon breaths

Ability

-  Holy spirit will now grant Fortify instead of Steelstance, so it can be activated in the same turn as Preempt. It also has a higher RT cost to extend the duration of Preempt, and a higher total Quicken duration to compensate

Misc

-  Monster special skill descriptions will now state the damage type along with element, which is mostly useful for matching the dragon breath damage type to the weapon for dragonborn

 

 

 

 

Patch notes v0.988

 

General

-  The battles in San Bronsa – Floating Ruins have been updated

-  Some of the loot has changed locations, most notably you won’t be able to find draconic II spells, they have been moved to Palace of the Dead

-  Gerza's Atabaque now drops from the Faerie Familiar in San Bronsa - Tower of Law Eternal #12 random battle

-  Rabana's Kemenche now drops from the Lamia Witch in San Bronsa - Tower of Law Eternal #13

-  Holy Shield draconic now drops from Ethereal Vision in San Bronsa - Floating Ruins #4

-  Heal IV now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #5

-  Luminant Guards now drop from Ethereal Vision in San Bronsa - Floating Ruins #6

-  Martyrdom now drops from Ethereal Vision (instrument) in San Bronsa - Floating Ruins #7

-  Shield of Sages now drops from Crystal Dragon in San Bronsa - Floating Ruins #7 (X6, Y7)

-  Undine II now drops from Lamia Sorceress in San Bronsa - Floating Ruins #8

-  Durandal now drops from Hawkman Swordmaster in San Bronsa - Floating Ruins #8

-  Salamander II now drops from Phoenix in San Bronsa - Floating Ruins #9 (X2, Y25)

-  Centeotl's Rib now drops from Hawkman Archer in San Bronsa - Floating Ruins #9

-  Lazarus now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #10

-  Gnome II now drops from Flesh Golem in San Bronsa - Floating Ruins #10

-  Cerberos II now drops from Gorgon (dark magic) in San Bronsa - Floating Ruins #10

-  Sylphide II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #11

-  Durga now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #11

-  Caliburn now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #12

-  Allheal III now drops from Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Ethereal Vision (staff) in San Bronsa - Floating Ruins #12

-  Wendigo II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #13

-  Blooming Score now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #13

-  Garb of the Sages now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #13

-  Wisp II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #14

-  Aegis now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #14

-  Elated Score now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #14

-  Stormcrow II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #15

-  Bragi's Harp now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #15

-  Archon Helm now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #15

-  Oracion now drops from Male Ethereal Vision (1h sword) in San Bronsa - Floating Ruins Central Garden

-  Soul Reaver now drops from Male Ethereal Vision (2h sword) in San Bronsa - Floating Ruins Central Garden

-  Vortex Cut now drops from Gryphon in PotD - Floor 46

-  Terra Break now drops from Golem (hard core) in PotD - Floor 39

-  Arc Smash now drops from Raijin in PotD - Floor 42

-  Acid Bite now drops from Ouroboros in PotD - Floor 40

-  Flare Spiral now drops from Balor (fire magic) in PotD - Floor 45

-  Rime Hew now drops from Amaroq in PotD - Floor 47

-  Aura Blast now drops from Female Cenobite in PotD - Floor 44

-  Demon Rage now drops from Male Ghost Wraith in PotD - Floor 41

-  Teleport now drops from Male Ghost Wraith (spellbooks) in PotD - Floor 87

-  Renewal now drops from Female Cenobite in PotD - Floor 26

-  Protection draconic now drops from Lamia Witch in PotD - Floor 61

-  Spellguard draconic now drops from Loremaster in PotD - Floor 74

Equipment

-  Fists that do crushing damage now have a chance for stun instead of poison

-  A few more gear pieces aren’t unique anymore so you’ll be able to have multiple copies of them

-  Cursed weapons have a bit higher percentage for their reaper strike

Consumables

-  Added the Auraheal arcana

-  Added the Arach and Scythe ninjutsu scrolls in wisp, spirit and lord tiers

-  Removed all elemental ninjutsu scrolls

-  Added the Godhand’s Mark

Classes

-  Pure mages can transfer Counterhit I from other classes

-  Ranger lost access to Rally

-  Paladin/Freya lost access to Blood Price, the class doesn’t really need it to function

-  Buccaneer can learn Rally, it might be more useful on a pirate captain than on an assassin

-  Dragonborn can now equip 1H/2H Swords, Axes, Hammers, Bows and Shields, her natural ATK growth has been reduced to normal humanoid levels

-  Commando lost access to Preempt, the class isn’t really meant to be a frontliner, he gained +1 move and access to Torinoko

-  Added a new class Sacred Fist, a tough frontliner that can use only the weakest fist weapon, cloth body armor and light accessories but has high stat growths to compensate. The class can learn no weapon skill but has a good access to fighter passives, including RampartAura12, and some mage passives, it is able to learn Holy Spirit, Seal Evil, Cross Chop and Lariat, also being able to transfer Preempt, Tabula Rasa and Squash from other classes. They can use some Divine spells – Heal12, Exorcism, Halo12, Haste, Dispel, Mute, Oblivion as well as a unique spell Auraheal.

-  Enemy class Iron Fist was renamed to Beastlord, and its description was updated to reflect their tamer role better, it seemed like it was written for a different class

Spells and Abilites

-  Purify heals more HP

-  Added Auraheal, a divine spell that heals HP and damages undead in the area around the user

-  Removed the ninjutsu elemental summons, they were taking up too much space, it was hard to stretch only two tiers over such a large level gap, and the element choice was largely cosmetic. Instead they come in two forms now, one is the single target Ogumo summon that deals crushing damage, hits 1-2 times on first tier, 1-3 times on second and third tier and has a chance to poison. The other is the Kamaitachi summon that hits all targets in its area with slashing damage. With three tiers it’s easier to buff their damage without making them too deadly early on. First two tiers can be bought from shops and the last one is craftable with Ars Magna

-  Evanescence TP cost was reduced to 30

-  Infinity finisher range was reduced to 5, but it now scales damage with TP

-  Wind Scythe finisher now hits all targets in a line

-  Gambit now removes readied skills and one buff from enemies in the area, and also one debuff from allies, same as Dispel

-  Preempt RT cost is down to 30

-  Aegis heals more HP on use

-  Blood price charges half of damage inflicted on self as TP instead of all, it was a bit derpy

-  Added Holy Spirit, a Special skill that consumes one dose of Spirits to inflict Stagger on self, while granting Quicken and activating Steelstance until next turn. If the skill says that you “don’t have enough TP” but you obviously do, that means you have no Spirits in your inventory, it’s a skill system limitation. If you distill some yourself, it’s best to do it deep in Phorampa where the VATF agents can’t find you

Racial Templates

-  Berda and Obda are now in ‘dragon’ skill scavenge group, so you won’t be able to kill them and transfer their skills to other griffins

 

 

Historical screenshots:

0.988c

Historical snapshot #514 · updated 2022-04-03 20:52 UTC

Patch notes v0.988c

 

General

-  Auraheal arcana drops from Duinshee in Duinshee in Pirate's Graveyard - Wonder's Hollow

-  Shadow Scroll was removed from the shop by mistake

 

 

Patch notes v0.988b

 

General

-  Stasis arcana is now dropped from Lamia Witch in San Bronsa - Tower of Law Eternal #6

-  Demon Rage is now dropped from Ghost Warlock in PotD - Floor 49

-  Spellguard is now dropped from Duinshee (instrument) in PotD - Floor 72

 

 

 

Patch notes v0.988a

 

Equipment

-  Jarnglofar is stronger

-  As the elemental ninjutsu was removed, endgame caster staves now also have a few uses of spellcraft, like the lower level ones

Classes

-  Dragonborn can equip spears too, they needed a piercing type weapon to match with piercing dragon breaths

Ability

-  Holy spirit will now grant Fortify instead of Steelstance, so it can be activated in the same turn as Preempt. It also has a higher RT cost to extend the duration of Preempt, and a higher total Quicken duration to compensate

Misc

-  Monster special skill descriptions will now state the damage type along with element, which is mostly useful for matching the dragon breath damage type to the weapon for dragonborn

 

 

 

 

Patch notes v0.988

 

General

-  The battles in San Bronsa – Floating Ruins have been updated

-  Some of the loot has changed locations, most notably you won’t be able to find draconic II spells, they have been moved to Palace of the Dead

-  Gerza's Atabaque now drops from the Faerie Familiar in San Bronsa - Tower of Law Eternal #12 random battle

-  Rabana's Kemenche now drops from the Lamia Witch in San Bronsa - Tower of Law Eternal #13

-  Holy Shield draconic now drops from Ethereal Vision in San Bronsa - Floating Ruins #4

-  Heal IV now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #5

-  Luminant Guards now drop from Ethereal Vision in San Bronsa - Floating Ruins #6

-  Martyrdom now drops from Ethereal Vision (instrument) in San Bronsa - Floating Ruins #7

-  Shield of Sages now drops from Crystal Dragon in San Bronsa - Floating Ruins #7 (X6, Y7)

-  Undine II now drops from Lamia Sorceress in San Bronsa - Floating Ruins #8

-  Durandal now drops from Hawkman Swordmaster in San Bronsa - Floating Ruins #8

-  Salamander II now drops from Phoenix in San Bronsa - Floating Ruins #9 (X2, Y25)

-  Centeotl's Rib now drops from Hawkman Archer in San Bronsa - Floating Ruins #9

-  Lazarus now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #10

-  Gnome II now drops from Flesh Golem in San Bronsa - Floating Ruins #10

-  Cerberos II now drops from Gorgon (dark magic) in San Bronsa - Floating Ruins #10

-  Sylphide II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #11

-  Durga now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #11

-  Caliburn now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #12

-  Allheal III now drops from Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Ethereal Vision (staff) in San Bronsa - Floating Ruins #12

-  Wendigo II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #13

-  Blooming Score now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #13

-  Garb of the Sages now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #13

-  Wisp II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #14

-  Aegis now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #14

-  Elated Score now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #14

-  Stormcrow II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #15

-  Bragi's Harp now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #15

-  Archon Helm now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #15

-  Oracion now drops from Male Ethereal Vision (1h sword) in San Bronsa - Floating Ruins Central Garden

-  Soul Reaver now drops from Male Ethereal Vision (2h sword) in San Bronsa - Floating Ruins Central Garden

-  Vortex Cut now drops from Gryphon in PotD - Floor 46

-  Terra Break now drops from Golem (hard core) in PotD - Floor 39

-  Arc Smash now drops from Raijin in PotD - Floor 42

-  Acid Bite now drops from Ouroboros in PotD - Floor 40

-  Flare Spiral now drops from Balor (fire magic) in PotD - Floor 45

-  Rime Hew now drops from Amaroq in PotD - Floor 47

-  Aura Blast now drops from Female Cenobite in PotD - Floor 44

-  Demon Rage now drops from Male Ghost Wraith in PotD - Floor 41

-  Teleport now drops from Male Ghost Wraith (spellbooks) in PotD - Floor 87

-  Renewal now drops from Female Cenobite in PotD - Floor 26

-  Protection draconic now drops from Lamia Witch in PotD - Floor 61

-  Spellguard draconic now drops from Loremaster in PotD - Floor 74

Equipment

-  Fists that do crushing damage now have a chance for stun instead of poison

-  A few more gear pieces aren’t unique anymore so you’ll be able to have multiple copies of them

-  Cursed weapons have a bit higher percentage for their reaper strike

Consumables

-  Added the Auraheal arcana

-  Added the Arach and Scythe ninjutsu scrolls in wisp, spirit and lord tiers

-  Removed all elemental ninjutsu scrolls

-  Added the Godhand’s Mark

Classes

-  Pure mages can transfer Counterhit I from other classes

-  Ranger lost access to Rally

-  Paladin/Freya lost access to Blood Price, the class doesn’t really need it to function

-  Buccaneer can learn Rally, it might be more useful on a pirate captain than on an assassin

-  Dragonborn can now equip 1H/2H Swords, Axes, Hammers, Bows and Shields, her natural ATK growth has been reduced to normal humanoid levels

-  Commando lost access to Preempt, the class isn’t really meant to be a frontliner, he gained +1 move and access to Torinoko

-  Added a new class Sacred Fist, a tough frontliner that can use only the weakest fist weapon, cloth body armor and light accessories but has high stat growths to compensate. The class can learn no weapon skill but has a good access to fighter passives, including RampartAura12, and some mage passives, it is able to learn Holy Spirit, Seal Evil, Cross Chop and Lariat, also being able to transfer Preempt, Tabula Rasa and Squash from other classes. They can use some Divine spells – Heal12, Exorcism, Halo12, Haste, Dispel, Mute, Oblivion as well as a unique spell Auraheal.

-  Enemy class Iron Fist was renamed to Beastlord, and its description was updated to reflect their tamer role better, it seemed like it was written for a different class

Spells and Abilites

-  Purify heals more HP

-  Added Auraheal, a divine spell that heals HP and damages undead in the area around the user

-  Removed the ninjutsu elemental summons, they were taking up too much space, it was hard to stretch only two tiers over such a large level gap, and the element choice was largely cosmetic. Instead they come in two forms now, one is the single target Ogumo summon that deals crushing damage, hits 1-2 times on first tier, 1-3 times on second and third tier and has a chance to poison. The other is the Kamaitachi summon that hits all targets in its area with slashing damage. With three tiers it’s easier to buff their damage without making them too deadly early on. First two tiers can be bought from shops and the last one is craftable with Ars Magna

-  Evanescence TP cost was reduced to 30

-  Infinity finisher range was reduced to 5, but it now scales damage with TP

-  Wind Scythe finisher now hits all targets in a line

-  Gambit now removes readied skills and one buff from enemies in the area, and also one debuff from allies, same as Dispel

-  Preempt RT cost is down to 30

-  Aegis heals more HP on use

-  Blood price charges half of damage inflicted on self as TP instead of all, it was a bit derpy

-  Added Holy Spirit, a Special skill that consumes one dose of Spirits to inflict Stagger on self, while granting Quicken and activating Steelstance until next turn. If the skill says that you “don’t have enough TP” but you obviously do, that means you have no Spirits in your inventory, it’s a skill system limitation. If you distill some yourself, it’s best to do it deep in Phorampa where the VATF agents can’t find you

Racial Templates

-  Berda and Obda are now in ‘dragon’ skill scavenge group, so you won’t be able to kill them and transfer their skills to other griffins

 

 

Historical screenshots:

0.988b

Historical snapshot #511 · updated 2022-03-25 23:27 UTC

Patch notes v0.988b

 

General

-  Stasis arcana is now dropped from Lamia Witch in San Bronsa - Tower of Law Eternal #6

-  Demon Rage is now dropped from Ghost Warlock in PotD - Floor 49

-  Spellguard is now dropped from Duinshee (instrument) in PotD - Floor 72

 

 

 

Patch notes v0.988a

 

Equipment

-  Jarnglofar is stronger

-  As the elemental ninjutsu was removed, endgame caster staves now also have a few uses of spellcraft, like the lower level ones

Classes

-  Dragonborn can equip spears too, they needed a piercing type weapon to match with piercing dragon breaths

Ability

-  Holy spirit will now grant Fortify instead of Steelstance, so it can be activated in the same turn as Preempt. It also has a higher RT cost to extend the duration of Preempt, and a higher total Quicken duration to compensate

Misc

-  Monster special skill descriptions will now state the damage type along with element, which is mostly useful for matching the dragon breath damage type to the weapon for dragonborn

 

 

 

 

Patch notes v0.988

 

General

-  The battles in San Bronsa – Floating Ruins have been updated

-  Some of the loot has changed locations, most notably you won’t be able to find draconic II spells, they have been moved to Palace of the Dead

-  Gerza's Atabaque now drops from the Faerie Familiar in San Bronsa - Tower of Law Eternal #12 random battle

-  Rabana's Kemenche now drops from the Lamia Witch in San Bronsa - Tower of Law Eternal #13

-  Holy Shield draconic now drops from Ethereal Vision in San Bronsa - Floating Ruins #4

-  Heal IV now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #5

-  Luminant Guards now drop from Ethereal Vision in San Bronsa - Floating Ruins #6

-  Martyrdom now drops from Ethereal Vision (instrument) in San Bronsa - Floating Ruins #7

-  Shield of Sages now drops from Crystal Dragon in San Bronsa - Floating Ruins #7 (X6, Y7)

-  Undine II now drops from Lamia Sorceress in San Bronsa - Floating Ruins #8

-  Durandal now drops from Hawkman Swordmaster in San Bronsa - Floating Ruins #8

-  Salamander II now drops from Phoenix in San Bronsa - Floating Ruins #9 (X2, Y25)

-  Centeotl's Rib now drops from Hawkman Archer in San Bronsa - Floating Ruins #9

-  Lazarus now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #10

-  Gnome II now drops from Flesh Golem in San Bronsa - Floating Ruins #10

-  Cerberos II now drops from Gorgon (dark magic) in San Bronsa - Floating Ruins #10

-  Sylphide II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #11

-  Durga now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #11

-  Caliburn now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #12

-  Allheal III now drops from Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Ethereal Vision (staff) in San Bronsa - Floating Ruins #12

-  Wendigo II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #13

-  Blooming Score now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #13

-  Garb of the Sages now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #13

-  Wisp II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #14

-  Aegis now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #14

-  Elated Score now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #14

-  Stormcrow II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #15

-  Bragi's Harp now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #15

-  Archon Helm now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #15

-  Oracion now drops from Male Ethereal Vision (1h sword) in San Bronsa - Floating Ruins Central Garden

-  Soul Reaver now drops from Male Ethereal Vision (2h sword) in San Bronsa - Floating Ruins Central Garden

-  Vortex Cut now drops from Gryphon in PotD - Floor 46

-  Terra Break now drops from Golem (hard core) in PotD - Floor 39

-  Arc Smash now drops from Raijin in PotD - Floor 42

-  Acid Bite now drops from Ouroboros in PotD - Floor 40

-  Flare Spiral now drops from Balor (fire magic) in PotD - Floor 45

-  Rime Hew now drops from Amaroq in PotD - Floor 47

-  Aura Blast now drops from Female Cenobite in PotD - Floor 44

-  Demon Rage now drops from Male Ghost Wraith in PotD - Floor 41

-  Teleport now drops from Male Ghost Wraith (spellbooks) in PotD - Floor 87

-  Renewal now drops from Female Cenobite in PotD - Floor 26

-  Protection draconic now drops from Lamia Witch in PotD - Floor 61

-  Spellguard draconic now drops from Loremaster in PotD - Floor 74

Equipment

-  Fists that do crushing damage now have a chance for stun instead of poison

-  A few more gear pieces aren’t unique anymore so you’ll be able to have multiple copies of them

-  Cursed weapons have a bit higher percentage for their reaper strike

Consumables

-  Added the Auraheal arcana

-  Added the Arach and Scythe ninjutsu scrolls in wisp, spirit and lord tiers

-  Removed all elemental ninjutsu scrolls

-  Added the Godhand’s Mark

Classes

-  Pure mages can transfer Counterhit I from other classes

-  Ranger lost access to Rally

-  Paladin/Freya lost access to Blood Price, the class doesn’t really need it to function

-  Buccaneer can learn Rally, it might be more useful on a pirate captain than on an assassin

-  Dragonborn can now equip 1H/2H Swords, Axes, Hammers, Bows and Shields, her natural ATK growth has been reduced to normal humanoid levels

-  Commando lost access to Preempt, the class isn’t really meant to be a frontliner, he gained +1 move and access to Torinoko

-  Added a new class Sacred Fist, a tough frontliner that can use only the weakest fist weapon, cloth body armor and light accessories but has high stat growths to compensate. The class can learn no weapon skill but has a good access to fighter passives, including RampartAura12, and some mage passives, it is able to learn Holy Spirit, Seal Evil, Cross Chop and Lariat, also being able to transfer Preempt, Tabula Rasa and Squash from other classes. They can use some Divine spells – Heal12, Exorcism, Halo12, Haste, Dispel, Mute, Oblivion as well as a unique spell Auraheal.

-  Enemy class Iron Fist was renamed to Beastlord, and its description was updated to reflect their tamer role better, it seemed like it was written for a different class

Spells and Abilites

-  Purify heals more HP

-  Added Auraheal, a divine spell that heals HP and damages undead in the area around the user

-  Removed the ninjutsu elemental summons, they were taking up too much space, it was hard to stretch only two tiers over such a large level gap, and the element choice was largely cosmetic. Instead they come in two forms now, one is the single target Ogumo summon that deals crushing damage, hits 1-2 times on first tier, 1-3 times on second and third tier and has a chance to poison. The other is the Kamaitachi summon that hits all targets in its area with slashing damage. With three tiers it’s easier to buff their damage without making them too deadly early on. First two tiers can be bought from shops and the last one is craftable with Ars Magna

-  Evanescence TP cost was reduced to 30

-  Infinity finisher range was reduced to 5, but it now scales damage with TP

-  Wind Scythe finisher now hits all targets in a line

-  Gambit now removes readied skills and one buff from enemies in the area, and also one debuff from allies, same as Dispel

-  Preempt RT cost is down to 30

-  Aegis heals more HP on use

-  Blood price charges half of damage inflicted on self as TP instead of all, it was a bit derpy

-  Added Holy Spirit, a Special skill that consumes one dose of Spirits to inflict Stagger on self, while granting Quicken and activating Steelstance until next turn. If the skill says that you “don’t have enough TP” but you obviously do, that means you have no Spirits in your inventory, it’s a skill system limitation. If you distill some yourself, it’s best to do it deep in Phorampa where the VATF agents can’t find you

Racial Templates

-  Berda and Obda are now in ‘dragon’ skill scavenge group, so you won’t be able to kill them and transfer their skills to other griffins

 

 

Historical screenshots:

0.988a

Historical snapshot #510 · updated 2022-03-25 20:55 UTC

Patch notes v0.988a

 

Equipment

-  Jarnglofar is stronger

-  As the elemental ninjutsu was removed, endgame caster staves now also have a few uses of spellcraft, like the lower level ones

Classes

-  Dragonborn can equip spears too, they needed a piercing type weapon to match with piercing dragon breaths

Ability

-  Holy spirit will now grant Fortify instead of Steelstance, so it can be activated in the same turn as Preempt. It also has a higher RT cost to extend the duration of Preempt, and a higher total Quicken duration to compensate

Misc

-  Monster special skill descriptions will now state the damage type along with element, which is mostly useful for matching the dragon breath damage type to the weapon for dragonborn

 

 

 

Patch notes v0.988

 

General

-  The battles in San Bronsa – Floating Ruins have been updated

-  Some of the loot has changed locations, most notably you won’t be able to find draconic II spells, they have been moved to Palace of the Dead

-  Gerza's Atabaque now drops from the Faerie Familiar in San Bronsa - Tower of Law Eternal #12 random battle

-  Rabana's Kemenche now drops from the Lamia Witch in San Bronsa - Tower of Law Eternal #13

-  Holy Shield draconic now drops from Ethereal Vision in San Bronsa - Floating Ruins #4

-  Heal IV now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #5

-  Luminant Guards now drop from Ethereal Vision in San Bronsa - Floating Ruins #6

-  Martyrdom now drops from Ethereal Vision (instrument) in San Bronsa - Floating Ruins #7

-  Shield of Sages now drops from Crystal Dragon in San Bronsa - Floating Ruins #7 (X6, Y7)

-  Undine II now drops from Lamia Sorceress in San Bronsa - Floating Ruins #8

-  Durandal now drops from Hawkman Swordmaster in San Bronsa - Floating Ruins #8

-  Salamander II now drops from Phoenix in San Bronsa - Floating Ruins #9 (X2, Y25)

-  Centeotl's Rib now drops from Hawkman Archer in San Bronsa - Floating Ruins #9

-  Lazarus now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #10

-  Gnome II now drops from Flesh Golem in San Bronsa - Floating Ruins #10

-  Cerberos II now drops from Gorgon (dark magic) in San Bronsa - Floating Ruins #10

-  Sylphide II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #11

-  Durga now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #11

-  Caliburn now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #12

-  Allheal III now drops from Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Ethereal Vision (staff) in San Bronsa - Floating Ruins #12

-  Wendigo II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #13

-  Blooming Score now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #13

-  Garb of the Sages now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #13

-  Wisp II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #14

-  Aegis now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #14

-  Elated Score now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #14

-  Stormcrow II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #15

-  Bragi's Harp now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #15

-  Archon Helm now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #15

-  Oracion now drops from Male Ethereal Vision (1h sword) in San Bronsa - Floating Ruins Central Garden

-  Soul Reaver now drops from Male Ethereal Vision (2h sword) in San Bronsa - Floating Ruins Central Garden

-  Vortex Cut now drops from Gryphon in PotD - Floor 46

-  Terra Break now drops from Golem (hard core) in PotD - Floor 39

-  Arc Smash now drops from Raijin in PotD - Floor 42

-  Acid Bite now drops from Ouroboros in PotD - Floor 40

-  Flare Spiral now drops from Balor (fire magic) in PotD - Floor 45

-  Rime Hew now drops from Amaroq in PotD - Floor 47

-  Aura Blast now drops from Female Cenobite in PotD - Floor 44

-  Demon Rage now drops from Male Ghost Wraith in PotD - Floor 41

-  Teleport now drops from Male Ghost Wraith (spellbooks) in PotD - Floor 87

-  Renewal now drops from Female Cenobite in PotD - Floor 26

-  Protection draconic now drops from Lamia Witch in PotD - Floor 61

-  Spellguard draconic now drops from Loremaster in PotD - Floor 74

Equipment

-  Fists that do crushing damage now have a chance for stun instead of poison

-  A few more gear pieces aren’t unique anymore so you’ll be able to have multiple copies of them

-  Cursed weapons have a bit higher percentage for their reaper strike

Consumables

-  Added the Auraheal arcana

-  Added the Arach and Scythe ninjutsu scrolls in wisp, spirit and lord tiers

-  Removed all elemental ninjutsu scrolls

-  Added the Godhand’s Mark

 

Classes

-  Pure mages can transfer Counterhit I from other classes

-  Ranger lost access to Rally

-  Paladin/Freya lost access to Blood Price, the class doesn’t really need it to function

-  Buccaneer can learn Rally, it might be more useful on a pirate captain than on an assassin

-  Dragonborn can now equip 1H/2H Swords, Axes, Hammers, Bows and Shields, her natural ATK growth has been reduced to normal humanoid levels

-  Commando lost access to Preempt, the class isn’t really meant to be a frontliner, he gained +1 move and access to Torinoko

-  Added a new class Sacred Fist, a tough frontliner that can use only the weakest fist weapon, cloth body armor and light accessories but has high stat growths to compensate. The class can learn no weapon skill but has a good access to fighter passives, including RampartAura12, and some mage passives, it is able to learn Holy Spirit, Seal Evil, Cross Chop and Lariat, also being able to transfer Preempt, Tabula Rasa and Squash from other classes. They can use some Divine spells – Heal12, Exorcism, Halo12, Haste, Dispel, Mute, Oblivion as well as a unique spell Auraheal.

-  Enemy class Iron Fist was renamed to Beastlord, and its description was updated to reflect their tamer role better, it seemed like it was written for a different class

Spells and Abilites

 

-  Purify heals more HP

-  Added Auraheal, a divine spell that heals HP and damages undead in the area around the user

-  Removed the ninjutsu elemental summons, they were taking up too much space, it was hard to stretch only two tiers over such a large level gap, and the element choice was largely cosmetic. Instead they come in two forms now, one is the single target Ogumo summon that deals crushing damage, hits 1-2 times on first tier, 1-3 times on second and third tier and has a chance to poison. The other is the Kamaitachi summon that hits all targets in its area with slashing damage. With three tiers it’s easier to buff their damage without making them too deadly early on. First two tiers can be bought from shops and the last one is craftable with Ars Magna

-  Evanescence TP cost was reduced to 30

-  Infinity finisher range was reduced to 5, but it now scales damage with TP

-  Wind Scythe finisher now hits all targets in a line

-  Gambit now removes readied skills and one buff from enemies in the area, and also one debuff from allies, same as Dispel

-  Preempt RT cost is down to 30

-  Aegis heals more HP on use

-  Blood price charges half of damage inflicted on self as TP instead of all, it was a bit derpy

-  Added Holy Spirit, a Special skill that consumes one dose of Spirits to inflict Stagger on self, while granting Quicken and activating Steelstance until next turn. If the skill says that you “don’t have enough TP” but you obviously do, that means you have no Spirits in your inventory, it’s a skill system limitation. If you distill some yourself, it’s best to do it deep in Phorampa where the VATF agents can’t find you

Racial Templates

-  Berda and Obda are now in ‘dragon’ skill scavenge group, so you won’t be able to kill them and transfer their skills to other griffins

 

 

Historical screenshots:

0.988

Historical snapshot #509 · updated 2022-03-24 21:50 UTC

Patch notes v0.988

 

General

-  The battles in San Bronsa – Floating Ruins have been updated

-  Some of the loot has changed locations, most notably you won’t be able to find draconic II spells, they have been moved to Palace of the Dead

-  Gerza's Atabaque now drops from the Faerie Familiar in San Bronsa - Tower of Law Eternal #12 random battle

-  Rabana's Kemenche now drops from the Lamia Witch in San Bronsa - Tower of Law Eternal #13

-  Holy Shield draconic now drops from Ethereal Vision in San Bronsa - Floating Ruins #4

-  Heal IV now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #5

-  Luminant Guards now drop from Ethereal Vision in San Bronsa - Floating Ruins #6

-  Martyrdom now drops from Ethereal Vision (instrument) in San Bronsa - Floating Ruins #7

-  Shield of Sages now drops from Crystal Dragon in San Bronsa - Floating Ruins #7 (X6, Y7)

-  Undine II now drops from Lamia Sorceress in San Bronsa - Floating Ruins #8

-  Durandal now drops from Hawkman Swordmaster in San Bronsa - Floating Ruins #8

-  Salamander II now drops from Phoenix in San Bronsa - Floating Ruins #9 (X2, Y25)

-  Centeotl's Rib now drops from Hawkman Archer in San Bronsa - Floating Ruins #9

-  Lazarus now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #10

-  Gnome II now drops from Flesh Golem in San Bronsa - Floating Ruins #10

-  Cerberos II now drops from Gorgon (dark magic) in San Bronsa - Floating Ruins #10

-  Sylphide II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #11

-  Durga now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #11

-  Caliburn now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #12

-  Allheal III now drops from Hawkman Cleric in San Bronsa - Floating Ruins #12

-  Arcane Score now drops from Male Ethereal Vision (staff) in San Bronsa - Floating Ruins #12

-  Wendigo II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #13

-  Blooming Score now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #13

-  Garb of the Sages now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #13

-  Wisp II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #14

-  Aegis now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #14

-  Elated Score now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #14

-  Stormcrow II now drops from Hawkman Wizard in San Bronsa - Floating Ruins #15

-  Bragi's Harp now drops from Female Ethereal Vision in San Bronsa - Floating Ruins #15

-  Archon Helm now drops from Male Ethereal Vision in San Bronsa - Floating Ruins #15

-  Oracion now drops from Male Ethereal Vision (1h sword) in San Bronsa - Floating Ruins Central Garden

-  Soul Reaver now drops from Male Ethereal Vision (2h sword) in San Bronsa - Floating Ruins Central Garden

-  Vortex Cut now drops from Gryphon in PotD - Floor 46

-  Terra Break now drops from Golem (hard core) in PotD - Floor 39

-  Arc Smash now drops from Raijin in PotD - Floor 42

-  Acid Bite now drops from Ouroboros in PotD - Floor 40

-  Flare Spiral now drops from Balor (fire magic) in PotD - Floor 45

-  Rime Hew now drops from Amaroq in PotD - Floor 47

-  Aura Blast now drops from Female Cenobite in PotD - Floor 44

-  Demon Rage now drops from Male Ghost Wraith in PotD - Floor 41

-  Teleport now drops from Male Ghost Wraith (spellbooks) in PotD - Floor 87

-  Renewal now drops from Female Cenobite in PotD - Floor 26

-  Protection draconic now drops from Lamia Witch in PotD - Floor 61

-  Spellguard draconic now drops from Loremaster in PotD - Floor 74

Equipment

-  Fists that do crushing damage now have a chance for stun instead of poison

-  A few more gear pieces aren’t unique anymore so you’ll be able to have multiple copies of them

-  Cursed weapons have a bit higher percentage for their reaper strike

Consumables

-  Added the Auraheal arcana

-  Added the Arach and Scythe ninjutsu scrolls in wisp, spirit and lord tiers

-  Removed all elemental ninjutsu scrolls

-  Added the Godhand’s Mark

Classes

-  Pure mages can transfer Counterhit I from other classes

-  Ranger lost access to Rally

-  Paladin/Freya lost access to Blood Price, the class doesn’t really need it to function

-  Buccaneer can learn Rally, it might be more useful on a pirate captain than on an assassin

-  Dragonborn can now equip 1H/2H Swords, Axes, Hammers, Bows and Shields, her natural ATK growth has been reduced to normal humanoid levels

-  Commando lost access to Preempt, the class isn’t really meant to be a frontliner, he gained +1 move and access to Torinoko

-  Added a new class Sacred Fist, a tough frontliner that can use only the weakest fist weapon, cloth body armor and light accessories but has high stat growths to compensate. The class can learn no weapon skill but has a good access to fighter passives, including RampartAura12, and some mage passives, it is able to learn Holy Spirit, Seal Evil, Cross Chop and Lariat, also being able to transfer Preempt, Tabula Rasa and Squash from other classes. They can use some Divine spells – Heal12, Exorcism, Halo12, Haste, Dispel, Mute, Oblivion as well as a unique spell Auraheal.

-  Enemy class Iron Fist was renamed to Beastlord, and its description was updated to reflect their tamer role better, it seemed like it was written for a different class

Spells and Abilites

-  Purify heals more HP

-  Added Auraheal, a divine spell that heals HP and damages undead in the area around the user

-  Removed the ninjutsu elemental summons, they were taking up too much space, it was hard to stretch only two tiers over such a large level gap, and the element choice was largely cosmetic. Instead they come in two forms now, one is the single target Ogumo summon that deals crushing damage, hits 1-2 times on first tier, 1-3 times on second and third tier and has a chance to poison. The other is the Kamaitachi summon that hits all targets in its area with slashing damage. With three tiers it’s easier to buff their damage without making them too deadly early on. First two tiers can be bought from shops and the last one is craftable with Ars Magna

-  Evanescence TP cost was reduced to 30

-  Infinity finisher range was reduced to 5, but it now scales damage with TP

-  Wind Scythe finisher now hits all targets in a line

-  Gambit now removes readied skills and one buff from enemies in the area, and also one debuff from allies, same as Dispel

-  Preempt RT cost is down to 30

-  Aegis heals more HP on use

-  Blood price charges half of damage inflicted on self as TP instead of all, it was a bit derpy

-  Added Holy Spirit, a Special skill that consumes one dose of Spirits to inflict Stagger on self, while granting Quicken and activating Steelstance until next turn. If the skill says that you “don’t have enough TP” but you obviously do, that means you have no Spirits in your inventory, it’s a skill system limitation. If you distill some yourself, it’s best to do it deep in Phorampa where the VATF agents can’t find you

Racial Templates

-  Berda and Obda are now in ‘dragon’ skill scavenge group, so you won’t be able to kill them and transfer their skills to other griffins

 

Historical screenshots:

0.985

Historical snapshot #507 · updated 2022-03-23 23:42 UTC

Patch notes v0.985

 

General

-  The battles in San Bronsa – Tower of Law Eternal have been updated

-  Ensanguined rood will now always drop from the talkative angel in floor 10 story battle. You don’t kill Vepahl so she can’t drop it, but you can steal one from her in both of her story battles if you want (requires rank 2 Steal)

-  Non unique equipment that drops there will now be equipped on enemies so you will be able to see it. As usual, those enemies will always spawn and the gear will always drop

-  Putrify II necromancy now drops from the balor on floor 13

-  Holy shield draconic won’t drop from the ethereal vision in floor 10 story battle on high levels, you can still get it in other places for now, but it will be added somewhere in part 2 of san bronsa, where it can be farmed

-  Bai Ze hammer is now wielded by a lizardman hoplite on floor 7

-  Felicia joins as an early kunoichi. I don’t want to give her anything too special because history has shown that you don’t need to give people much incentive before they start killing off clergy and Donnalto is a decent sort. But, it might be nice not to get just another cleric

Consumables

-  Lifeline/Salvation gem have 1 extra range

Classes

-  Swordmaster can learn Rampart Aura I, it should make it a bit easier to get enemies to attack their Preempt

-  White Knight can learn Shellbust

Spells and Abilites

-  Fervor range increased to 3

-  Gunblade Shoot TP cost is now 30

Racial Templates

-  Chamos became an unusually intelligent lizard with access to all lizardman/lamia classes, so if you’re missing those lizard-wizards from vanilla you can do that again. Gotta say Phaesta turned into quite a collector of misfits

-  Ocionne can become a Titania

 

Historical screenshots:

0.982

Historical snapshot #487 · updated 2022-01-26 22:28 UTC

Patch notes v0.982

 

 

General

-  The CODA battles have been updated. This includes only the special story battles in Pirate’s Graveyard, Palace of the Dead and Golyat, the random battles in PotD have not been updated

-  Rodrick now has the full ogre set (and I mean full), as befits the ultimate optional boss. His stats have been lowered appropriately, so the battle doesn’t become an exercise at throwing gummybears at a battlecruiser

-  The tarot card bonus system on game start has been changed, big thanks to Gibbed again for finding this. The main drawback of the old system is that it wasn’t really intuitive, so if you wanted the certain stats, you needed a guide and a bit of luck, as there was no clue as to in which way they affected your stats

-  The way it works now is much simpler, left answer gives you HP, STR and VIT, middle is for DEX, AGI and AVD, right is MP, INT, MND and RES. That part is up to you, but also having a little bit of chance would probably be more interesting, so the cards you draw also raise the same stats as when you pick them up in the field, so the Chariot will give you +1 STR and Hermit would give you +1 INT, for instance. Cards that grant loyalty would have no effect here so they provide HP and RES, and that’s also the case with luck cards which give you AGI and AVD. I will add the full table to the class chart in the drive from faq section soon

-  You probably noticed this is a pretty small patch. I’m trying to focus more on updating the battles, which means we’ll hopefully hit v1.0 before FOX turns into a porn channel

Equipment

-  By popular demand, Pavana is now a default spear instead of sidegrade, as Freya can serve as a decent tank so using a sidegrade means she’s potentially missing out on a lot of counterattack damage. We will see if some other weapon can be a sidegrade instead, if needed

-  Innate punches and thrown objects are now considered fists and sidearms, respectively. That does mean their damage scales with fist and sidearm skill, but they don’t get the accuracy bonus or enable the use of finishers, so don’t expect them to do much damage. This is mostly there because it makes some sense and it can be useful in some edge cases, as those attacks can now carry element and status bringer buffs

Spells and Abilites

-  Let’s hope that fixing Emblaze effect for the third time is the charm

Racial Templates

-  Denam’s base stats have been raised slightly because the tarot bonuses are overall lower

 

 

 

Historical screenshots:

0.980e

Historical snapshot #469 · updated 2021-10-29 22:29 UTC

Patch notes v0.980e

General

-  Fixed a bug where certain innate melee weapons would spawn as regular equipment on monsters

 

 

Patch notes v0.980d

 

 

General

-  Recruiting Cressida now requires 30 Galgastan chaos frame instead of 50, big thanks to gibbed for finding this

-  Cressida joins as a Necromancer again, as she still has ties to the Addams family at that point, you have to get the marks for her special class in Phorampa to kickstart her on a new career path

-  Obda the Younger and Berda the Younger will now join as chimera gryphons with different skills uniquely available to them, likely due to Ganpp feeding them elemental orbs as cubs, or just different cartoon series. Obda gets Augment/Instill Dark, Berserk, Toxic Breath and Delirium Mist, and Berda gets Augment/Instill Light, Steelstance, Sacred Breath and Holy War

Equipment

-  A new shield, Flame and Void, has been added to the game, it is craftable with shield Enchiridion and available to most classes that can use spells. It offers no defense and instead boosts INT, so it was intended as another option for characters that want to maximize magic power but don’t want to use a staff

-  Accuracy penalty on Wukong Blade was lowered

-  The Snapdragon sword now uses a different damage formula that scales better with base stats

Consumables

-  Classmarks that can be easily obtained in other ways can’t be crafted with Forgery anymore

-  Summoner’s mark has been removed

Classes

-  Accuracy of some humanoid innate ranged attacks (thrown stone, shuriken…)  has been slightly improved

-  The new damage formula for Malediction would do more damage than intended in some cases so it was reverted to dex scaling

-  The innate Mark ranged attack has been renamed to Hex

-  Some heavy classes are slightly faster

-  Dragoon properly has Heron instead of Wade

-  In the tables, Gryphon will be marked as able to transfer certain light and dark skills, those are intended exclusively for Ganpp’s gryphons and there are no legit means for a normal one to get them

-  Heretic now has more presence in close combat and intended to be a counterpart to princess rather than priest, its debuff-oriented skill made the class pretty similar to Wicce so these changes will hopefully make a new niche for it. It gained access to 2H Katana, Covenant and GrimDawn. The class lost access to BloodMagic and BloodyGag

-  Priest, Heretic and Wicce got 1 extra movement

-  Princess can’t use Fists anymore

-  Paladin/Freya lost access to Shellbust, as Storm Brand and Guiding light now function in a very similar way, they might get something different at some point to compensate

-  Astromancer/Oracle has been merged with Summoner similar to the way Paladin was merged with Paragon. As a result, Astromancer gained access to light armor and accessories, Instruments, Art of War, Parry, Deflect, Counterhit1, Wade, Sanctuary12, MaxTP2, Resonances, IvoryTower, can learn all Recruitment skills and can transfer 1H Katana and Necromancy. They lost access to Meditate and Eyes of Heaven but their spell list was expanded with more draconic buffs, necromancy spells, and art of war that summner used to have. Evanescence is available earlier and is less expensive to use, so it’s supposed to be their trademark skill as a mage that gains MP by moving around, meaning that the class will start slower when played as a classical mage which is supposed to offset their unrestricted spell access a bit

-  As noted above some skills have been removed to streamline some classes and, more importantly, free some ability slots for new ones that might appear later

-  Summoner was renamed to Voidmancer, as the class is currently voided, so you should change Cressida to Oracle as soon as possible, classmarks are available in the final stage of Phorampa

Spells and Abilites

 

-  Burst spells do a bit more damage and their first tier can extend their area of effect by 1 square so they match the second tier in range at least

-  Some discrepancies in the amount of damage light spells do to different targets has been fixed

-  Evanescence now costs 40TP and 20RT, but doesn’t heal HP anymore

-  Grim Dawn now costs 120 MP

-  Iron Maiden now heals the user for the damage it dealt instead of inflicting Stop and removing MP, it should make Heretic more durable

-  Storm Brand and Guiding Light now inflict Breach in adition to Averse, there’s no way to restrict the buffs to user only when they affect an area and they were meant primarily as debuff skills so they’re single target now. Storm Brand has 1 extra range to match spear skills

Racial Templates

-  Obda the Younger and Berda the Younger now have a greater stat difference

-  Cressida’s stats make her somewhat physically tougher

 

 

 

Historical screenshots:

0.980d

Historical snapshot #462 · updated 2021-10-10 22:44 UTC

Patch notes v0.980d

 

 

General

-  Recruiting Cressida now requires 30 Galgastan chaos frame instead of 50, big thanks to gibbed for finding this

-  Cressida joins as a Necromancer again, as she still has ties to the Addams family at that point, you have to get the marks for her special class in Phorampa to kickstart her on a new career path

-  Obda the Younger and Berda the Younger will now join as chimera gryphons with different skills uniquely available to them, likely due to Ganpp feeding them elemental orbs as cubs, or just different cartoon series. Obda gets Augment/Instill Dark, Berserk, Toxic Breath and Delirium Mist, and Berda gets Augment/Instill Light, Steelstance, Sacred Breath and Holy War

Equipment

-  A new shield, Flame and Void, has been added to the game, it is craftable with shield Enchiridion and available to most classes that can use spells. It offers no defense and instead boosts INT, so it was intended as another option for characters that want to maximize magic power but don’t want to use a staff

-  Accuracy penalty on Wukong Blade was lowered

-  The Snapdragon sword now uses a different damage formula that scales better with base stats

Consumables

-  Classmarks that can be easily obtained in other ways can’t be crafted with Forgery anymore

-  Summoner’s mark has been removed

Classes

-  Accuracy of some humanoid innate ranged attacks (thrown stone, shuriken…)  has been slightly improved

-  The new damage formula for Malediction would do more damage than intended in some cases so it was reverted to dex scaling

-  The innate Mark ranged attack has been renamed to Hex

-  Some heavy classes are slightly faster

-  Dragoon properly has Heron instead of Wade

-  In the tables, Gryphon will be marked as able to transfer certain light and dark skills, those are intended exclusively for Ganpp’s gryphons and there are no legit means for a normal one to get them

-  Heretic now has more presence in close combat and intended to be a counterpart to princess rather than priest, its debuff-oriented skill made the class pretty similar to Wicce so these changes will hopefully make a new niche for it. It gained access to 2H Katana, Covenant and GrimDawn. The class lost access to BloodMagic and BloodyGag

-  Priest, Heretic and Wicce got 1 extra movement

-  Princess can’t use Fists anymore

-  Paladin/Freya lost access to Shellbust, as Storm Brand and Guiding light now function in a very similar way, they might get something different at some point to compensate

-  Astromancer/Oracle has been merged with Summoner similar to the way Paladin was merged with Paragon. As a result, Astromancer gained access to light armor and accessories, Instruments, Art of War, Parry, Deflect, Counterhit1, Wade, Sanctuary12, MaxTP2, Resonances, IvoryTower, can learn all Recruitment skills and can transfer 1H Katana and Necromancy. They lost access to Meditate and Eyes of Heaven but their spell list was expanded with more draconic buffs, necromancy spells, and art of war that summner used to have. Evanescence is available earlier and is less expensive to use, so it’s supposed to be their trademark skill as a mage that gains MP by moving around, meaning that the class will start slower when played as a classical mage which is supposed to offset their unrestricted spell access a bit

-  As noted above some skills have been removed to streamline some classes and, more importantly, free some ability slots for new ones that might appear later

-  Summoner was renamed to Voidmancer, as the class is currently voided, so you should change Cressida to Oracle as soon as possible, classmarks are available in the final stage of Phorampa

Spells and Abilites

-  Burst spells do a bit more damage and their first tier can extend their area of effect by 1 square so they match the second tier in range at least

-  Some discrepancies in the amount of damage light spells do to different targets has been fixed

-  Evanescence now costs 40TP and 20RT, but doesn’t heal HP anymore

-  Grim Dawn now costs 120 MP

-  Iron Maiden now heals the user for the damage it dealt instead of inflicting Stop and removing MP, it should make Heretic more durable

-  Storm Brand and Guiding Light now inflict Breach in adition to Averse, there’s no way to restrict the buffs to user only when they affect an area and they were meant primarily as debuff skills so they’re single target now. Storm Brand has 1 extra range to match spear skills

Racial Templates

-  Obda the Younger and Berda the Younger now have a greater stat difference

-  Cressida’s stats make her somewhat physically tougher

 

 

Historical screenshots:

0.980c

Historical snapshot #461 · updated 2021-10-09 20:51 UTC

Patch notes v0.980c

 

Spells and Abilites

-  Fixed the accuracy issue of the Boltstrike spear art

-  Changed the Stormrider spear art to affect all targets in the area as there are issues when it’s restricted to enemies only. That would make it hard to use with its current AoE size, so that was reduced by 1 and its range was increased by 1 to compensate

 

 

Patch notes v0.980b

 

 

Equipment

-  Fixed the RT cost for some of the endgame spears

Spells and Abilites

-  Consecrate Edge was renamed to Guiding Light, the skill has other effects now and it’s easy to mix it up with Consecrate Dead if you’re using both

-  Fixed a bug where Guiding Light and Storm Brand were buffing enemies. They will now buff allies as well as the user, but the duration is lower than Resonance Skills

 

 

 

Patch notes v0.980a

 

Racial Templates

-  Fixed Ravness not actually being able to change into Paladin, well, that was embarrassing

Skills

-  Fixed several instances of wrong skill costs and descriptions

 

 

 

Patch notes v0.980

 

General

-  The battles in six temples have been reworked

-  Forbidden Magic is now crafted using Oghma Infinuum crafting book that drops from any temple boss

-  Primal orbs used to craft forbidden magic now drop from temple bosses, one from low level story battle, two from high level one. Random battle version of the same bosses drop one and have one more for stealing that requires skill rank 2

-  Added a fallen angel knight to the Ch4 Phorampa #15 - Wonder at the Gods Above map, it drops Primal Dawn and has one more to steal

-  Added a lich king to Pirate's Graveyard #12 – On Holy Ground random battle, with dark apocrypha materials. Rackham will also drop them in the story battle, one in low level version, two in high level

-  Geomancy spells are now also crafted using the same crafting book instead of Ars Magna

-  Temple bosses do not drop crafting books anymore, they have been moved to enemies in battles before the final one

-  Wukong Blade and Sekhem now drop in random battle versions of Xoshonell and Greuza boss fights instead of in high level story battle versions

-  The Forgery crafting book now drops from a Gremlin Trickster in Pirate's Graveyard #5 - Ripples of Grief, random battle version

-  The Shadow Knight in Phorampa - The Frostfen that had Oathblade's Marks now has Holy Knight (Paladin) Marks

-  Star Seer (Astromancer) Marks now drop from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Bragi's Harp will now drop from a female Ethereal Vision in San Bronsa - Floating Ruins floor 15 instead of in Central Garden

-  Male Ethereal vision (1h katana) in San Bronsa - Floating Ruins: Central Garden now drops the Soul Reaver sword

-  All of the special drops mentioned above will always drop and enemies that have them will always spawn, as usual

Equipment

-  Elemental weapons are a bit stronger relative to physical ones

-  The duration of poison on low level claws was reduced

-  Fans don’t give you immunity to their status anymore, Kotetsu properly gives you one use of Oblivion

-  1H and 2H versions of some weapons have been brought a bit closer in some of the extra benefits they provide

-  1H Swords grant +1 Overpower, +2 for bastard swords

-  2H Swords grant +2 Overpower at all levels

-  1H Axes and Hammers grant +1 Overpower

-  2H Axes and Hammers grant +2 Overpower at all levels

-  1H Katana has the same luck bonus as the 2H version to compensate for not having +1 Deflect

-  Spears have a higher bonus to damage overhead, it is on par with hammers now but below axes and swords

-  1H Spears have a MND bonus instead of AVD, parrying with a 1h spear is supposedly tricky and this should make them a bit more useful for certain hybrids, and heavy classes that use them often benefit more from magic defense than evasion anyway

-  Soul Reaver 2H Katana was renamed to Lotus Eater

-  Khatvanga has 2 uses of Charge+ instead of 3 uses of Meditate

-  Siege bows have less deadzone, lower AGI penalty, less weight, a bit higher damage overhead bonus and +1 Overpower

-  Attacks with Boltcasters now cost 24RT

-  Malediction innate ranged attack now scales with no stats but also ignores defense

-  Holy Crown has 2 uses of Leech

-  Phantom Cloak and Armored Hakama are a bit weaker

-  Scout Band, Gloves and Leggings have higher stat bonuses

-  Added Raven Corona, a dark version of Holy Crown, also crafted with Helm Enchiridion

-  Added Soul Reaver, a 1h sword with the old Snapdragon ability, for all those that still yearn for having a sword named ‘Buttclencher’. Weapons like that were removed because they can’t be balanced properly in regards to each other, but just one is fine. Unfortunately, it had to replace Mateus in the item table so it will have to be reacquired if you had it, might make a code for that

Consumables

-  Added the Torana Arcana, it drops from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Removed Oathblade’s Mark

-  Added Primal Orbs, used in crafting forbidden spells

Classes

-  Most casters that use projectile spells got the Mark ranged attack that does nominal damage and inflicts Rupture, its main purpose is to be used with Trajectory skill to show if your projectile spell will hit. Keep in mind that the starting point of projectile spells is above the user’s head so they might go over some obstacles that Mark would hit. Most casters also have a bit higher STR and DEX

-  Female Berserker was renamed to Maenad

-  Dragoon got the stat boost worthy of an elite knight, their skills are still very specialized but it should make them more useful when there are no monsters around, they also got RampartAura2 and innate Wade

-  Warlock gained access to Fusils, they lacked a ranged option that would allow them to farm TP in midline golem support role

-  Angel Knight gained access to 1H Hammers

-  Female Juggernaut was renamed to Titania

-  Trickster gained access to Clarity II

-  Warden gained access to Clarity II

-  Because Paladin was a bit lacking in identity and we had more holy knights than Skyrim releases, the class got merged with Paragon, so White Knight is now a more versatile version of Knight and Paladin is a specialist. The class also comes in two flavors and can be built around spears and lightning or swords and divine, with Ravness coming specced for the former and Lans for the latter. The female version was renamed to Freya to reflect that, after the final Valkyrie upgrade from Ogre Battle 64

-  Paladin lost access to all weapons except 1H Swords and Spears, also various skills including Challenge, Check, Guardian Force, VigorousAttack and gained access to Lightning Magic, Clarity3, Efficacy2, StormBrand, ConsecrateDead and BloodPrice

-  They have two 1H Sword minor finishers Smite and Purgatory, two Spear finishers Boltstrike and Stormrider

-  Their divine spell set is similar to Paragon with the addition od Heal12 but without apocrypha, their lightning set is on a more offensive side with all buffs/debuffs, burst12 and apocrypha1, as well as the unique spell Torana

-  White Knight lost access to ConsecrateEdge and GuardianForce, got access to InstillLight and VigorousAttack. With the way Consecrate Edge works now, it would push them into light element weapons too much and the class has power to spare

-  Buccaneer lost BloodPrice, the class already gains more TP than it needs, he got Fumerolle instead

-  Geomancer gained access to Fists

-  Commando lost BoobyTrap and got SneakAttack

-  Cyclops can now equip circlets, they wear them on their wrists, though. They also gained access to Clarity3 and Efficacy2 and their skills got reworked as they were a bit confusing, stinky this, smelly that. If we include the three actives and magic they had too many skills, so their special attacks got reduced to 3, they now have Piledriver, Cross Chop and Bad Breath. Their spells were also very similar to Warden so their set is now area spells, summons, and minor buff/debuff

Spells and Abilites

-  First tier of projectile spells has +1 range

-  Winter Siege is single target only

-  Added Torana, a lightning spell that teleports a single enemy anywhere within their movement range and deals lightning damage

-  Shellbust doesn’t inflict Light-Averse anymore

-  Uplift ability on boots grants Levitate and Renewal

-  Enkindle ability used on boots and Trailblazer active skill was renamed to Emblaze, and grants +2 Move instead of Renewal

-  Frostblink sword art was renamed to Smite, Hellcry was renamed to Purgatory

-  Added the Boltstrike spear art that deals damage in a line and may inflict Shackle

-  Added the Stormrider spear art that deals damage up to 3 times to random targets in a large area

-  Added Storm Brand, a short range active skill that grants the user Truestrike and Storm-Bringer, with a chance to inflict Lightning-Averse in an area

-  Consecrate Edge works in a similar way to the above, except it grants Strengthen and Light-Bringer, with a chance for Light-Averse

-  Covenant now also affects enemies

-  Dragonfly costs 40TP

-  Turn Undead has 60% chance of working

-  Sweaty Palms renamed to Piledriver

-  Reeking Metballs reworked to Cross Chop, a double attack that deals slashing damage

-  Bad Breath costs 100TP and 30RT

Racial Templates

-  Denam lost access to Paladin and Astromancer

-  Ravness got access to Paladin. When you load an old save she will be in a ‘Void Knight’ class because Paragon got voided, the class should still be functional enough to do the job until you can get some Holy Knight Marks

-  Cressida got access to Astromancer

 

 

 

Historical screenshots:

0.980b

Historical snapshot #452 · updated 2021-09-10 22:40 UTC

Patch notes v0.980b

 

Equipment

-  Fixed the RT cost for some of the endgame spears

Spells and Abilites

-  Consecrate Edge was renamed to Guiding Light, the skill has other effects now and it’s easy to mix it up with Consecrate Dead if you’re using both

-  Fixed a bug where Guiding Light and Storm Brand were buffing enemies. They will now buff allies as well as the user, but the duration is lower than Resonance Skills

 

 

 

Patch notes v0.980a

 

Racial Templates

-  Fixed Ravness not actually being able to change into Paladin, well, that was embarrassing

Skills

-  Fixed several instances of wrong skill costs and descriptions

 

 

 

Patch notes v0.980

 

General

-  The battles in six temples have been reworked

-  Forbidden Magic is now crafted using Oghma Infinuum crafting book that drops from any temple boss

-  Primal orbs used to craft forbidden magic now drop from temple bosses, one from low level story battle, two from high level one. Random battle version of the same bosses drop one and have one more for stealing that requires skill rank 2

-  Added a fallen angel knight to the Ch4 Phorampa #15 - Wonder at the Gods Above map, it drops Primal Dawn and has one more to steal

-  Added a lich king to Pirate's Graveyard #12 – On Holy Ground random battle, with dark apocrypha materials. Rackham will also drop them in the story battle, one in low level version, two in high level

-  Geomancy spells are now also crafted using the same crafting book instead of Ars Magna

-  Temple bosses do not drop crafting books anymore, they have been moved to enemies in battles before the final one

-  Wukong Blade and Sekhem now drop in random battle versions of Xoshonell and Greuza boss fights instead of in high level story battle versions

-  The Forgery crafting book now drops from a Gremlin Trickster in Pirate's Graveyard #5 - Ripples of Grief, random battle version

-  The Shadow Knight in Phorampa - The Frostfen that had Oathblade's Marks now has Holy Knight (Paladin) Marks

-  Star Seer (Astromancer) Marks now drop from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Bragi's Harp will now drop from a female Ethereal Vision in San Bronsa - Floating Ruins floor 15 instead of in Central Garden

-  Male Ethereal vision (1h katana) in San Bronsa - Floating Ruins: Central Garden now drops the Soul Reaver sword

-  All of the special drops mentioned above will always drop and enemies that have them will always spawn, as usual

Equipment

-  Elemental weapons are a bit stronger relative to physical ones

-  The duration of poison on low level claws was reduced

-  Fans don’t give you immunity to their status anymore, Kotetsu properly gives you one use of Oblivion

-  1H and 2H versions of some weapons have been brought a bit closer in some of the extra benefits they provide

-  1H Swords grant +1 Overpower, +2 for bastard swords

-  2H Swords grant +2 Overpower at all levels

-  1H Axes and Hammers grant +1 Overpower

-  2H Axes and Hammers grant +2 Overpower at all levels

-  1H Katana has the same luck bonus as the 2H version to compensate for not having +1 Deflect

-  Spears have a higher bonus to damage overhead, it is on par with hammers now but below axes and swords

-  1H Spears have a MND bonus instead of AVD, parrying with a 1h spear is supposedly tricky and this should make them a bit more useful for certain hybrids, and heavy classes that use them often benefit more from magic defense than evasion anyway

-  Soul Reaver 2H Katana was renamed to Lotus Eater

-  Khatvanga has 2 uses of Charge+ instead of 3 uses of Meditate

-  Siege bows have less deadzone, lower AGI penalty, less weight, a bit higher damage overhead bonus and +1 Overpower

-  Attacks with Boltcasters now cost 24RT

-  Malediction innate ranged attack now scales with no stats but also ignores defense

-  Holy Crown has 2 uses of Leech

-  Phantom Cloak and Armored Hakama are a bit weaker

-  Scout Band, Gloves and Leggings have higher stat bonuses

-  Added Raven Corona, a dark version of Holy Crown, also crafted with Helm Enchiridion

-  Added Soul Reaver, a 1h sword with the old Snapdragon ability, for all those that still yearn for having a sword named ‘Buttclencher’. Weapons like that were removed because they can’t be balanced properly in regards to each other, but just one is fine. Unfortunately, it had to replace Mateus in the item table so it will have to be reacquired if you had it, might make a code for that

Consumables

-  Added the Torana Arcana, it drops from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Removed Oathblade’s Mark

-  Added Primal Orbs, used in crafting forbidden spells

Classes

-  Most casters that use projectile spells got the Mark ranged attack that does nominal damage and inflicts Rupture, its main purpose is to be used with Trajectory skill to show if your projectile spell will hit. Keep in mind that the starting point of projectile spells is above the user’s head so they might go over some obstacles that Mark would hit. Most casters also have a bit higher STR and DEX

-  Female Berserker was renamed to Maenad

-  Dragoon got the stat boost worthy of an elite knight, their skills are still very specialized but it should make them more useful when there are no monsters around, they also got RampartAura2 and innate Wade

-  Warlock gained access to Fusils, they lacked a ranged option that would allow them to farm TP in midline golem support role

-  Angel Knight gained access to 1H Hammers

-  Female Juggernaut was renamed to Titania

-  Trickster gained access to Clarity II

-  Warden gained access to Clarity II

-  Because Paladin was a bit lacking in identity and we had more holy knights than Skyrim releases, the class got merged with Paragon, so White Knight is now a more versatile version of Knight and Paladin is a specialist. The class also comes in two flavors and can be built around spears and lightning or swords and divine, with Ravness coming specced for the former and Lans for the latter. The female version was renamed to Freya to reflect that, after the final Valkyrie upgrade from Ogre Battle 64

-  Paladin lost access to all weapons except 1H Swords and Spears, also various skills including Challenge, Check, Guardian Force, VigorousAttack and gained access to Lightning Magic, Clarity3, Efficacy2, StormBrand, ConsecrateDead and BloodPrice

-  They have two 1H Sword minor finishers Smite and Purgatory, two Spear finishers Boltstrike and Stormrider

-  Their divine spell set is similar to Paragon with the addition od Heal12 but without apocrypha, their lightning set is on a more offensive side with all buffs/debuffs, burst12 and apocrypha1, as well as the unique spell Torana

-  White Knight lost access to ConsecrateEdge and GuardianForce, got access to InstillLight and VigorousAttack. With the way Consecrate Edge works now, it would push them into light element weapons too much and the class has power to spare

-  Buccaneer lost BloodPrice, the class already gains more TP than it needs, he got Fumerolle instead

-  Geomancer gained access to Fists

-  Commando lost BoobyTrap and got SneakAttack

-  Cyclops can now equip circlets, they wear them on their wrists, though. They also gained access to Clarity3 and Efficacy2 and their skills got reworked as they were a bit confusing, stinky this, smelly that. If we include the three actives and magic they had too many skills, so their special attacks got reduced to 3, they now have Piledriver, Cross Chop and Bad Breath. Their spells were also very similar to Warden so their set is now area spells, summons, and minor buff/debuff

Spells and Abilites

-  First tier of projectile spells has +1 range

-  Winter Siege is single target only

-  Added Torana, a lightning spell that teleports a single enemy anywhere within their movement range and deals lightning damage

-  Shellbust doesn’t inflict Light-Averse anymore

-  Uplift ability on boots grants Levitate and Renewal

-  Enkindle ability used on boots and Trailblazer active skill was renamed to Emblaze, and grants +2 Move instead of Renewal

-  Frostblink sword art was renamed to Smite, Hellcry was renamed to Purgatory

-  Added the Boltstrike spear art that deals damage in a line and may inflict Shackle

-  Added the Stormrider spear art that deals damage up to 3 times to random targets in a large area

-  Added Storm Brand, a short range active skill that grants the user Truestrike and Storm-Bringer, with a chance to inflict Lightning-Averse in an area

-  Consecrate Edge works in a similar way to the above, except it grants Strengthen and Light-Bringer, with a chance for Light-Averse

-  Covenant now also affects enemies

-  Dragonfly costs 40TP

-  Turn Undead has 60% chance of working

-  Sweaty Palms renamed to Piledriver

-  Reeking Metballs reworked to Cross Chop, a double attack that deals slashing damage

-  Bad Breath costs 100TP and 30RT

Racial Templates

-  Denam lost access to Paladin and Astromancer

-  Ravness got access to Paladin. When you load an old save she will be in a ‘Void Knight’ class because Paragon got voided, the class should still be functional enough to do the job until you can get some Holy Knight Marks

-  Cressida got access to Astromancer

 

 

 

Historical screenshots:

0.980a

Historical snapshot #451 · updated 2021-09-10 00:06 UTC

Patch notes v0.980a

 

 

Racial Templates

-  Fixed Ravness not actually being able to change into Paladin, well, that was embarrassing

Skills

-  Fixed several instances of wrong skill costs and descriptions

 

 

 

Patch notes v0.980

 

General

-  The battles in six temples have been reworked

-  Forbidden Magic is now crafted using Oghma Infinuum crafting book that drops from any temple boss

-  Primal orbs used to craft forbidden magic now drop from temple bosses, one from low level story battle, two from high level one. Random battle version of the same bosses drop one and have one more for stealing that requires skill rank 2

-  Added a fallen angel knight to the Ch4 Phorampa #15 - Wonder at the Gods Above map, it drops Primal Dawn and has one more to steal

-  Added a lich king to Pirate's Graveyard #12 – On Holy Ground random battle, with dark apocrypha materials. Rackham will also drop them in the story battle, one in low level version, two in high level

-  Geomancy spells are now also crafted using the same crafting book instead of Ars Magna

-  Temple bosses do not drop crafting books anymore, they have been moved to enemies in battles before the final one

-  Wukong Blade and Sekhem now drop in random battle versions of Xoshonell and Greuza boss fights instead of in high level story battle versions

-  The Forgery crafting book now drops from a Gremlin Trickster in Pirate's Graveyard #5 - Ripples of Grief, random battle version

-  The Shadow Knight in Phorampa - The Frostfen that had Oathblade's Marks now has Holy Knight (Paladin) Marks

-  Star Seer (Astromancer) Marks now drop from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Bragi's Harp will now drop from a female Ethereal Vision in San Bronsa - Floating Ruins floor 15 instead of in Central Garden

-  Male Ethereal vision (1h katana) in San Bronsa - Floating Ruins: Central Garden now drops the Soul Reaver sword

-  All of the special drops mentioned above will always drop and enemies that have them will always spawn, as usual

Equipment

-  Elemental weapons are a bit stronger relative to physical ones

-  The duration of poison on low level claws was reduced

-  Fans don’t give you immunity to their status anymore, Kotetsu properly gives you one use of Oblivion

-  1H and 2H versions of some weapons have been brought a bit closer in some of the extra benefits they provide

-  1H Swords grant +1 Overpower, +2 for bastard swords

-  2H Swords grant +2 Overpower at all levels

-  1H Axes and Hammers grant +1 Overpower

-  2H Axes and Hammers grant +2 Overpower at all levels

-  1H Katana has the same luck bonus as the 2H version to compensate for not having +1 Deflect

-  Spears have a higher bonus to damage overhead, it is on par with hammers now but below axes and swords

-  1H Spears have a MND bonus instead of AVD, parrying with a 1h spear is supposedly tricky and this should make them a bit more useful for certain hybrids, and heavy classes that use them often benefit more from magic defense than evasion anyway

-  Soul Reaver 2H Katana was renamed to Lotus Eater

-  Khatvanga has 2 uses of Charge+ instead of 3 uses of Meditate

-  Siege bows have less deadzone, lower AGI penalty, less weight, a bit higher damage overhead bonus and +1 Overpower

-  Attacks with Boltcasters now cost 24RT

-  Malediction innate ranged attack now scales with no stats but also ignores defense

-  Holy Crown has 2 uses of Leech

-  Phantom Cloak and Armored Hakama are a bit weaker

-  Scout Band, Gloves and Leggings have higher stat bonuses

-  Added Raven Corona, a dark version of Holy Crown, also crafted with Helm Enchiridion

-  Added Soul Reaver, a 1h sword with the old Snapdragon ability, for all those that still yearn for having a sword named ‘Buttclencher’. Weapons like that were removed because they can’t be balanced properly in regards to each other, but just one is fine. Unfortunately, it had to replace Mateus in the item table so it will have to be reacquired if you had it, might make a code for that

Consumables

-  Added the Torana Arcana, it drops from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Removed Oathblade’s Mark

-  Added Primal Orbs, used in crafting forbidden spells

Classes

-  Most casters that use projectile spells got the Mark ranged attack that does nominal damage and inflicts Rupture, its main purpose is to be used with Trajectory skill to show if your projectile spell will hit. Keep in mind that the starting point of projectile spells is above the user’s head so they might go over some obstacles that Mark would hit. Most casters also have a bit higher STR and DEX

-  Female Berserker was renamed to Maenad

-  Dragoon got the stat boost worthy of an elite knight, their skills are still very specialized but it should make them more useful when there are no monsters around, they also got RampartAura2 and innate Wade

-  Warlock gained access to Fusils, they lacked a ranged option that would allow them to farm TP in midline golem support role

-  Angel Knight gained access to 1H Hammers

-  Female Juggernaut was renamed to Titania

-  Trickster gained access to Clarity II

-  Warden gained access to Clarity II

-  Because Paladin was a bit lacking in identity and we had more holy knights than Skyrim releases, the class got merged with Paragon, so White Knight is now a more versatile version of Knight and Paladin is a specialist. The class also comes in two flavors and can be built around spears and lightning or swords and divine, with Ravness coming specced for the former and Lans for the latter. The female version was renamed to Freya to reflect that, after the final Valkyrie upgrade from Ogre Battle 64

-  Paladin lost access to all weapons except 1H Swords and Spears, also various skills including Challenge, Check, Guardian Force, VigorousAttack and gained access to Lightning Magic, Clarity3, Efficacy2, StormBrand, ConsecrateDead and BloodPrice

-  They have two 1H Sword minor finishers Smite and Purgatory, two Spear finishers Boltstrike and Stormrider

-  Their divine spell set is similar to Paragon with the addition od Heal12 but without apocrypha, their lightning set is on a more offensive side with all buffs/debuffs, burst12 and apocrypha1, as well as the unique spell Torana

-  White Knight lost access to ConsecrateEdge and GuardianForce, got access to InstillLight and VigorousAttack. With the way Consecrate Edge works now, it would push them into light element weapons too much and the class has power to spare

-  Buccaneer lost BloodPrice, the class already gains more TP than it needs, he got Fumerolle instead

-  Geomancer gained access to Fists

-  Commando lost BoobyTrap and got SneakAttack

-  Cyclops can now equip circlets, they wear them on their wrists, though. They also gained access to Clarity3 and Efficacy2 and their skills got reworked as they were a bit confusing, stinky this, smelly that. If we include the three actives and magic they had too many skills, so their special attacks got reduced to 3, they now have Piledriver, Cross Chop and Bad Breath. Their spells were also very similar to Warden so their set is now area spells, summons, and minor buff/debuff

Spells and Abilites

-  First tier of projectile spells has +1 range

-  Winter Siege is single target only

-  Added Torana, a lightning spell that teleports a single enemy anywhere within their movement range and deals lightning damage

-  Shellbust doesn’t inflict Light-Averse anymore

-  Uplift ability on boots grants Levitate and Renewal

-  Enkindle ability used on boots and Trailblazer active skill was renamed to Emblaze, and grants +2 Move instead of Renewal

-  Frostblink sword art was renamed to Smite, Hellcry was renamed to Purgatory

-  Added the Boltstrike spear art that deals damage in a line and may inflict Shackle

-  Added the Stormrider spear art that deals damage up to 3 times to random targets in a large area

-  Added Storm Brand, a short range active skill that grants the user Truestrike and Storm-Bringer, with a chance to inflict Lightning-Averse in an area

-  Consecrate Edge works in a similar way to the above, except it grants Strengthen and Light-Bringer, with a chance for Light-Averse

-  Covenant now also affects enemies

-  Dragonfly costs 40TP

-  Turn Undead has 60% chance of working

-  Sweaty Palms renamed to Piledriver

-  Reeking Metballs reworked to Cross Chop, a double attack that deals slashing damage

-  Bad Breath costs 100TP and 30RT

Racial Templates

-  Denam lost access to Paladin and Astromancer

-  Ravness got access to Paladin. When you load an old save she will be in a ‘Void Knight’ class because Paragon got voided, the class should still be functional enough to do the job until you can get some Holy Knight Marks

-  Cressida got access to Astromancer

 

 

 

Historical screenshots:

0.980

Historical snapshot #450 · updated 2021-09-09 08:51 UTC

Patch notes v0.980a

Racial Templates

-  Fixed Ravness not actually being able to change into Paladin, well, that was embarrassing

Skills

-  Fixed several instances of wrong skill costs and descriptions

 

 

Patch notes v0.980

 

General

-  The battles in six temples have been reworked

-  Forbidden Magic is now crafted using Oghma Infinuum crafting book that drops from any temple boss

-  Primal orbs used to craft forbidden magic now drop from temple bosses, one from low level story battle, two from high level one. Random battle version of the same bosses drop one and have one more for stealing that requires skill rank 2

-  Added a fallen angel knight to the Ch4 Phorampa #15 - Wonder at the Gods Above map, it drops Primal Dawn and has one more to steal

-  Added a lich king to Pirate's Graveyard #12 – On Holy Ground random battle, with dark apocrypha materials. Rackham will also drop them in the story battle, one in low level version, two in high level

-  Geomancy spells are now also crafted using the same crafting book instead of Ars Magna

-  Temple bosses do not drop crafting books anymore, they have been moved to enemies in battles before the final one

-  Wukong Blade and Sekhem now drop in random battle versions of Xoshonell and Greuza boss fights instead of in high level story battle versions

-  The Forgery crafting book now drops from a Gremlin Trickster in Pirate's Graveyard #5 - Ripples of Grief, random battle version

-  The Shadow Knight in Phorampa - The Frostfen that had Oathblade's Marks now has Holy Knight (Paladin) Marks

-  Star Seer (Astromancer) Marks now drop from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Bragi's Harp will now drop from a female Ethereal Vision in San Bronsa - Floating Ruins floor 15 instead of in Central Garden

-  Male Ethereal vision (1h katana) in San Bronsa - Floating Ruins: Central Garden now drops the Soul Reaver sword

-  All of the special drops mentioned above will always drop and enemies that have them will always spawn, as usual

Equipment

-  Elemental weapons are a bit stronger relative to physical ones

-  The duration of poison on low level claws was reduced

-  Fans don’t give you immunity to their status anymore, Kotetsu properly gives you one use of Oblivion

-  1H and 2H versions of some weapons have been brought a bit closer in some of the extra benefits they provide

-  1H Swords grant +1 Overpower, +2 for bastard swords

-  2H Swords grant +2 Overpower at all levels

-  1H Axes and Hammers grant +1 Overpower

-  2H Axes and Hammers grant +2 Overpower at all levels

-  1H Katana has the same luck bonus as the 2H version to compensate for not having +1 Deflect

-  Spears have a higher bonus to damage overhead, it is on par with hammers now but below axes and swords

-  1H Spears have a MND bonus instead of AVD, parrying with a 1h spear is supposedly tricky and this should make them a bit more useful for certain hybrids, and heavy classes that use them often benefit more from magic defense than evasion anyway

-  Soul Reaver 2H Katana was renamed to Lotus Eater

-  Khatvanga has 2 uses of Charge+ instead of 3 uses of Meditate

-  Siege bows have less deadzone, lower AGI penalty, less weight, a bit higher damage overhead bonus and +1 Overpower

-  Attacks with Boltcasters now cost 24RT

-  Malediction innate ranged attack now scales with no stats but also ignores defense

-  Holy Crown has 2 uses of Leech

-  Phantom Cloak and Armored Hakama are a bit weaker

-  Scout Band, Gloves and Leggings have higher stat bonuses

-  Added Raven Corona, a dark version of Holy Crown, also crafted with Helm Enchiridion

-  Added Soul Reaver, a 1h sword with the old Snapdragon ability, for all those that still yearn for having a sword named ‘Buttclencher’. Weapons like that were removed because they can’t be balanced properly in regards to each other, but just one is fine. Unfortunately, it had to replace Mateus in the item table so it will have to be reacquired if you had it, might make a code for that

Consumables

-  Added the Torana Arcana, it drops from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Removed Oathblade’s Mark

-  Added Primal Orbs, used in crafting forbidden spells

Classes

-  Most casters that use projectile spells got the Mark ranged attack that does nominal damage and inflicts Rupture, its main purpose is to be used with Trajectory skill to show if your projectile spell will hit. Keep in mind that the starting point of projectile spells is above the user’s head so they might go over some obstacles that Mark would hit. Most casters also have a bit higher STR and DEX

-  Female Berserker was renamed to Maenad

-  Dragoon got the stat boost worthy of an elite knight, their skills are still very specialized but it should make them more useful when there are no monsters around, they also got RampartAura2 and innate Wade

-  Warlock gained access to Fusils, they lacked a ranged option that would allow them to farm TP in midline golem support role

-  Angel Knight gained access to 1H Hammers

-  Female Juggernaut was renamed to Titania

-  Trickster gained access to Clarity II

-  Warden gained access to Clarity II

-  Because Paladin was a bit lacking in identity and we had more holy knights than Skyrim releases, the class got merged with Paragon, so White Knight is now a more versatile version of Knight and Paladin is a specialist. The class also comes in two flavors and can be built around spears and lightning or swords and divine, with Ravness coming specced for the former and Lans for the latter. The female version was renamed to Freya to reflect that, after the final Valkyrie upgrade from Ogre Battle 64

-  Paladin lost access to all weapons except 1H Swords and Spears, also various skills including Challenge, Check, Guardian Force, VigorousAttack and gained access to Lightning Magic, Clarity3, Efficacy2, StormBrand, ConsecrateDead and BloodPrice

-  They have two 1H Sword minor finishers Smite and Purgatory, two Spear finishers Boltstrike and Stormrider

-  Their divine spell set is similar to Paragon with the addition od Heal12 but without apocrypha, their lightning set is on a more offensive side with all buffs/debuffs, burst12 and apocrypha1, as well as the unique spell Torana

-  White Knight lost access to ConsecrateEdge and GuardianForce, got access to InstillLight and VigorousAttack. With the way Consecrate Edge works now, it would push them into light element weapons too much and the class has power to spare

-  Buccaneer lost BloodPrice, the class already gains more TP than it needs, he got Fumerolle instead

-  Geomancer gained access to Fists

-  Commando lost BoobyTrap and got SneakAttack

-  Cyclops can now equip circlets, they wear them on their wrists, though. They also gained access to Clarity3 and Efficacy2 and their skills got reworked as they were a bit confusing, stinky this, smelly that. If we include the three actives and magic they had too many skills, so their special attacks got reduced to 3, they now have Piledriver, Cross Chop and Bad Breath. Their spells were also very similar to Warden so their set is now area spells, summons, and minor buff/debuff

Spells and Abilites

-  First tier of projectile spells has +1 range

-  Winter Siege is single target only

-  Added Torana, a lightning spell that teleports a single enemy anywhere within their movement range and deals lightning damage

-  Shellbust doesn’t inflict Light-Averse anymore

-  Uplift ability on boots grants Levitate and Renewal

-  Enkindle ability used on boots and Trailblazer active skill was renamed to Emblaze, and grants +2 Move instead of Renewal

-  Frostblink sword art was renamed to Smite, Hellcry was renamed to Purgatory

-  Added the Boltstrike spear art that deals damage in a line and may inflict Shackle

-  Added the Stormrider spear art that deals damage up to 3 times to random targets in a large area

-  Added Storm Brand, a short range active skill that grants the user Truestrike and Storm-Bringer, with a chance to inflict Lightning-Averse in an area

-  Consecrate Edge works in a similar way to the above, except it grants Strengthen and Light-Bringer, with a chance for Light-Averse

-  Covenant now also affects enemies

-  Dragonfly costs 40TP

-  Turn Undead has 60% chance of working

-  Sweaty Palms renamed to Piledriver

-  Reeking Metballs reworked to Cross Chop, a double attack that deals slashing damage

-  Bad Breath costs 100TP and 30RT

Racial Templates

-  Denam lost access to Paladin and Astromancer

-  Ravness got access to Paladin. When you load an old save she will be in a ‘Void Knight’ class because Paragon got voided, the class should still be functional enough to do the job until you can get some Holy Knight Marks

-  Cressida got access to Astromancer

 

 

 

Historical screenshots:

0.980

Historical snapshot #449 · updated 2021-09-09 08:50 UTC

Patch notes v0.980

 

 

General

-  The battles in six temples have been reworked

-  Forbidden Magic is now crafted using Oghma Infinuum crafting book that drops from any temple boss

-  Primal orbs used to craft forbidden magic now drop from temple bosses, one from low level story battle, two from high level one. Random battle version of the same bosses drop one and have one more for stealing that requires skill rank 2

-  Added a fallen angel knight to the Ch4 Phorampa #15 - Wonder at the Gods Above map, it drops Primal Dawn and has one more to steal

-  Added a lich king to Pirate's Graveyard #12 – On Holy Ground random battle, with dark apocrypha materials. Rackham will also drop them in the story battle, one in low level version, two in high level

-  Geomancy spells are now also crafted using the same crafting book instead of Ars Magna

-  Temple bosses do not drop crafting books anymore, they have been moved to enemies in battles before the final one

-  Wukong Blade and Sekhem now drop in random battle versions of Xoshonell and Greuza boss fights instead of in high level story battle versions

-  The Forgery crafting book now drops from a Gremlin Trickster in Pirate's Graveyard #5 - Ripples of Grief, random battle version

-  The Shadow Knight in Phorampa - The Frostfen that had Oathblade's Marks now has Holy Knight (Paladin) Marks

-  Star Seer (Astromancer) Marks now drop from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Bragi's Harp will now drop from a female Ethereal Vision in San Bronsa - Floating Ruins floor 15 instead of in Central Garden

-  Male Ethereal vision (1h katana) in San Bronsa - Floating Ruins: Central Garden now drops the Soul Reaver sword

-  All of the special drops mentioned above will always drop and enemies that have them will always spawn, as usual

 

Equipment

-  Elemental weapons are a bit stronger relative to physical ones

-  The duration of poison on low level claws was reduced

-  Fans don’t give you immunity to their status anymore, Kotetsu properly gives you one use of Oblivion

-  1H and 2H versions of some weapons have been brought a bit closer in some of the extra benefits they provide

-  1H Swords grant +1 Overpower, +2 for bastard swords

-  2H Swords grant +2 Overpower at all levels

-  1H Axes and Hammers grant +1 Overpower

-  2H Axes and Hammers grant +2 Overpower at all levels

-  1H Katana has the same luck bonus as the 2H version to compensate for not having +1 Deflect

-  Spears have a higher bonus to damage overhead, it is on par with hammers now but below axes and swords

-  1H Spears have a MND bonus instead of AVD, parrying with a 1h spear is supposedly tricky and this should make them a bit more useful for certain hybrids, and heavy classes that use them often benefit more from magic defense than evasion anyway

-  Soul Reaver 2H Katana was renamed to Lotus Eater

-  Khatvanga has 2 uses of Charge+ instead of 3 uses of Meditate

-  Siege bows have less deadzone, lower AGI penalty, less weight, a bit higher damage overhead bonus and +1 Overpower

-  Attacks with Boltcasters now cost 24RT

-  Malediction innate ranged attack now scales with no stats but also ignores defense

-  Holy Crown has 2 uses of Leech

-  Phantom Cloak and Armored Hakama are a bit weaker

-  Scout Band, Gloves and Leggings have higher stat bonuses

-  Added Raven Corona, a dark version of Holy Crown, also crafted with Helm Enchiridion

-  Added Soul Reaver, a 1h sword with the old Snapdragon ability, for all those that still yearn for having a sword named ‘Buttclencher’. Weapons like that were removed because they can’t be balanced properly in regards to each other, but just one is fine. Unfortunately, it had to replace Mateus in the item table so it will have to be reacquired if you had it, might make a code for that

 

Consumables

-  Added the Torana Arcana, it drops from Loremaster in Ch4 Phorampa #15 - Wonder at the Gods Above

-  Removed Oathblade’s Mark

-  Added Primal Orbs, used in crafting forbidden spells

 

Classes

-  Most casters that use projectile spells got the Mark ranged attack that does nominal damage and inflicts Rupture, its main purpose is to be used with Trajectory skill to show if your projectile spell will hit. Keep in mind that the starting point of projectile spells is above the user’s head so they might go over some obstacles that Mark would hit. Most casters also have a bit higher STR and DEX

-  Female Berserker was renamed to Maenad

-  Dragoon got the stat boost worthy of an elite knight, their skills are still very specialized but it should make them more useful when there are no monsters around, they also got RampartAura2 and innate Wade

-  Warlock gained access to Fusils, they lacked a ranged option that would allow them to farm TP in midline golem support role

-  Angel Knight gained access to 1H Hammers

-  Female Juggernaut was renamed to Titania

-  Trickster gained access to Clarity II

-  Warden gained access to Clarity II

-  Because Paladin was a bit lacking in identity and we had more holy knights than Skyrim releases, the class got merged with Paragon, so White Knight is now a more versatile version of Knight and Paladin is a specialist. The class also comes in two flavors and can be built around spears and lightning or swords and divine, with Ravness coming specced for the former and Lans for the latter. The female version was renamed to Freya to reflect that, after the final Valkyrie upgrade from Ogre Battle 64

-  Paladin lost access to all weapons except 1H Swords and Spears, also various skills including Challenge, Check, Guardian Force, VigorousAttack and gained access to Lightning Magic, Clarity3, Efficacy2, StormBrand, ConsecrateDead and BloodPrice

-  They have two 1H Sword minor finishers Smite and Purgatory, two Spear finishers Boltstrike and Stormrider

-  Their divine spell set is similar to Paragon with the addition od Heal12 but without apocrypha, their lightning set is on a more offensive side with all buffs/debuffs, burst12 and apocrypha1, as well as the unique spell Torana

-  White Knight lost access to ConsecrateEdge and GuardianForce, got access to InstillLight and VigorousAttack. With the way Consecrate Edge works now, it would push them into light element weapons too much and the class has power to spare

-  Buccaneer lost BloodPrice, the class already gains more TP than it needs, he got Fumerolle instead

-  Geomancer gained access to Fists

-  Commando lost BoobyTrap and got SneakAttack

-  Cyclops can now equip circlets, they wear them on their wrists, though. They also gained access to Clarity3 and Efficacy2 and their skills got reworked as they were a bit confusing, stinky this, smelly that. If we include the three actives and magic they had too many skills, so their special attacks got reduced to 3, they now have Piledriver, Cross Chop and Bad Breath. Their spells were also very similar to Warden so their set is now area spells, summons, and minor buff/debuff

 

Spells and Abilites

-  First tier of projectile spells has +1 range

-  Winter Siege is single target only

-  Added Torana, a lightning spell that teleports a single enemy anywhere within their movement range and deals lightning damage

-  Shellbust doesn’t inflict Light-Averse anymore

-  Uplift ability on boots grants Levitate and Renewal

-  Enkindle ability used on boots and Trailblazer active skill was renamed to Emblaze, and grants +2 Move instead of Renewal

-  Frostblink sword art was renamed to Smite, Hellcry was renamed to Purgatory

-  Added the Boltstrike spear art that deals damage in a line and may inflict Shackle

-  Added the Stormrider spear art that deals damage up to 3 times to random targets in a large area

-  Added Storm Brand, a short range active skill that grants the user Truestrike and Storm-Bringer, with a chance to inflict Lightning-Averse in an area

-  Consecrate Edge works in a similar way to the above, except it grants Strengthen and Light-Bringer, with a chance for Light-Averse

-  Covenant now also affects enemies

-  Dragonfly costs 40TP

-  Turn Undead has 60% chance of working

-  Sweaty Palms renamed to Piledriver

-  Reeking Metballs reworked to Cross Chop, a double attack that deals slashing damage

-  Bad Breath costs 100TP and 30RT

 

Racial Templates

-  Denam lost access to Paladin and Astromancer

-  Ravness got access to Paladin. When you load an old save she will be in a ‘Void Knight’ class because Paragon got voided, the class should still be functional enough to do the job until you can get some Holy Knight Marks

-  Cressida got access to Astromancer

 

 

Historical screenshots:

0.977

Historical snapshot #448 · updated 2021-09-08 19:25 UTC

Patch notes v0.977

 

 

General

-  The fortress battles during the six temples quest have been reworked

-  Reaver ring now always drops from Lobos in Boed Fortress during the six temples quest, it can't be stolen from the Grim Reaper in Phorampa anymore

-  The Stalker's Mark now drops and can be stolen from a Skeleton Headhunter in Neimrahava Wood

-  Added a Kill Seeker in Phorampa - Whisper of Leaf and Water that will drop an Exile's Mark and has a few more to steal

-  Also added a Shadow Knight in Phorampa - The Frostfen that has Oathblade's Marks

-  There's no more level requirement to spawn the Cenobite and Blood Hunter in Phorampa that have the Sybil's and Brave's classmark

-  Dragons and Golems in neutral route Mount Weobry should belong to the neutral faction now and won’t attack unless attacked first, as is the case in a similar battle law route

-  Tooth and Claw can now drop and be stolen from Cyclopes in all reworked battles, as suggested by their auction list

 

Equipment

-  Spellbooks and Instruments don’t have the attack deadzone anymore

-  Biblion Anatomie is now crafted with The Exotics crafting book, along with cudgels and whips

-  The Ars Goetia was added as a dark elemental spellbook, it is craftable with Magica Enchiridion. Those babynames.com websites aren’t really a thing in the Ogre universe yet so people apparently like to use this instead, extra bit of trivia - it was also baby Cressida’s picture book

 

Consumables

-  Cudgel and Whip crafting book was renamed to The Exotics

-  Cudgel Enchiridion crafting book was renamed to Magica Enchiridion

-  Transcription crafting book was replaced with Forgery which drops in the same place (for now). If you already have Transcription you can use it to craft Forgery, which will effectively convert it into the new one

-  Codex of Timber and Textiles was merged into Codex of Life that deals with all organic materials

-  Some crafting books were moved around, so if you’re missing Herbalism or Codex of Gems, you can just buy them in the shop

-  If you see a new crafting book all the way at the bottom of the list, ignore it for now, it’s supposed to be used in the Six Temples quest

-  If you see any primal orbs among crafting materials, ignore those too, for the same reason

-  Fans from the treasure category were removed from the game and replaced with other treasure where needed

 

Spells and Abilites

-  Lament of the dead now also removes a bit of TP if it hits

-  Torinoko and Fumerolle are now usable only on enemies

 

Misc

-  A list of all classmarks and the ways of obtaining them was added to the class table in the resource gdrive folder linked in FAQ section

 

 

 

Historical screenshots:

0.976

Historical snapshot #445 · updated 2021-07-18 13:38 UTC

Patch notes v0.976

 

 

General

-  The Pirate’s Graveyard battles are now reworked

-  Forgot to mention in last patch that Faerie Familiars in Phorampa have a Glass Pumpkin for stealing and some will also drop one

-  Blood Gavials in Pirate's Graveyard have Dovahkiin's Marks for stealing and some will also drop one

-  Liches in Pirate's Graveyard have Heretic's Marks for stealing and some will also drop one

-  Wraiths in Pirate's Graveyard have Summoner's Marks for stealing and some will also drop one

-  The version of 'On Holy Ground' map with Azelstan in your roster will now have a female Skeleton Buccaneer with Pirate's Marks to drop and steal

-  Various units in Pirate's Graveyard don't drop elemental armors anymore, they can be crafted now so there's no need to farm them

-  Ji'ygla's Bracers are now droped by a Gremlin Incubus in Memories of Turquoise

-  Ji'ygla's Darkcoat is now dropped by a female Skeleton Kill Seeker in the 'On Holy Ground' map

-  Legion Guards will now drop from a Blood Gavial in the 'Bosom of the Sea God' map

-  Legion Helm will now drop from a Blood Gavial in the 'Midline Rift' map

-  Legion Armor will now drop from a Blood Gavial in the 'Into the Darkness' map

-  Gremlin Tricksters in Graveyard have a Shifstone for stealing, some of them will also always drop one

-  The Female Lich in Ripples of Grief story battle and Male Lich in random battle of the same map will now drop Black Plume arcana at all levels

-  Torment Arcana is now dropped by Male Lich in the 'On Holy Ground' map random battle at all levels

-  All of the units with special drops in graveyard will now always appear and the loot will always drop

-  The Neimrahava Wood random battle now spawns a Skeleton Fusilier that has some Stalker's Marks

-  Snipe Gators will now drop from a female Sniper in Palace of the Dead - floor 80, instead of Neimrahava Wood random battle

-  Rackham will now drop an elixir during Azelstan's quest

Equipment

-  The first two weapon tiers are a bit stronger, it should make the start of the game a bit less tedious

-  Attacking with 2H ranged weapons now costs a bit less RT

-  Gae Bolg, Muramasa and Jormungand can also be used to complete the Shadowmaster set

-  1H Fusils got 1 extra range, also, as the range gap between them and 2H ones is higher than for other ranged weapons, their damage gap is now a bit lower

Consumables

-  Fusilier's Mark can now be crafted with The Fusil crafting book

-  Merc's Mark can now be crafted with the Fusil Enchiridion crafting book

-  Monster food went on a big summer sale as it’s essentially perishable goods, currently 23% off. Buy ten and get a free Zanga cocktail, courtesy of our official sponsor ‘Ganpp and Pepega – Premium Monster Eggs and Dairy’

Classes

-  Fusilier lost Barricade and gained access to Fumerolle

-  Geomancer gained access to Leyline skill

Spells and Abilites

-  The RT cost of ranged finishers is lower

-  Added a new active skill Leyline, it inflicts Rupture and Stagger in a line and destroys obstacles

-  Barricade skill was changed to Fumerolle, a long range grenade that inflicts Spellslip and Feeblemind, they aren’t much into magic in Balboede, but that doesn’t mean they’re entirely helpless against it. In any case, Barricade was a bit dirty on player side and the AI would wall themselves in more often than anything else, maybe this turns out more useful or at least less derpy

-  Phalanx now costs 60TP/15RT, we’ll give this a try, maybe it will make some battles feel less like a forest of statues

Misc

-  Glass Pumpkins have been removed as a Cyclops auction reward, they can be easily obtained from faeries in Phorampa

-  Auctioning a Cyclops will now yield 1 Wild Card instead

-  Sleep generally lasts one turn less

 

Historical screenshots:

0.973

Historical snapshot #435 · updated 2021-06-22 23:58 UTC

Patch notes v0.973

 

 

General

-  The Phorampa Wildwood battles are now reworked, running it should now be more rewarding at all chapters

-  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

-  The two shapeshifting addict Necromancers in Feral Shore will now use the new bodysnatching daggers and drop them when killed instead of Phylactery. You can now also steal necromancer marks from them

-  Added a Cenobite in "Lie Down in Green Pastures" that will drop a Sybil's Mark and has a few more to steal

-  Added a Blood Hunter in "Wonder at the Gods Above" that will drop a Brave's Mark and has a few more to steal

-  Just like the Grim Reaper that has the Reaver Ring, these two special units will appear only at levels 21 and above

-  All humanoid units in Phorampa will now have a chance to drop tarot cards as loot, to help replenish your Booby Trap supplies, each class has their card except for Rogues which drop the Wild Card

-  The octopi don’t have any Elixirs anymore, they will be added to other places as Phorampa is a bit too convenient

-  The duel at the end of Ch2 on Chaos path should be easier now

Equipment

-  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

-  Because of the above, some weapons have been renamed and their type was changed, so be sure to check your axe/spear/hammer users for any weapon incompatibility, those weapons will be auto unequipped after the first battle so you might enter the next one unarmed

-  Sidegrade axes now delay RT counter on hit instead of inflicting slow, it was a bit too similar to 2H hammers

-  Sidegrade 2H hammers have been changed to colossus hammers, with guaranteed knockback and significant HP boost

-  The amount of TP both types of katana remove was increased

-  Ring of Wards grants more RES

-  Added Cipher Shard, a dagger with the Bodysnatch ability, it is equippable by any humanoid class. They’re obtained in Phorampa

Consumables

-  Some of the grenades weren’t usable by certain classes because they were using hardcoded ability slots, it should be fixed now

-  Phylactery was removed, there was no way for the item to get consumed on use, it was replaced with ritual daggers

-  Added Wild Card, it can be turned into any tarot card using the Transcription crafting book

-  The krystallos are now a consumable that can be used in battle to get the instill effect

Classes

-  Some classes now have lower magic resistance, which should make dps mages more consistently effective

-  Lich is tougher now

-  Cyclops can use Burst II

Spells and Abilites

-  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

-  Putrify necromancy spells have also been improved

-  Summon Darkness necromancy that some bosses use now costs less MP, but it will delay the user by 100 RT

-  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

-  The remaining single tile traps now only use the strongest status effects

-  Shadowbreak now also inflicts Breach

Racial Templates

-  Denam can’t change into Heretic anymore, the sprite override that the class needs to function was overriding his default sprite too when you World back to first chapter

 

 

 

Historical screenshots:

0.970d

Historical snapshot #424 · updated 2021-05-05 18:56 UTC

Patch notes v0.970d

 

General

-  Added a fix for an obscure bug that changed the female icons in the class list to male ones whenever Lindl changed into that class

Equipment

-  Fixed the augment fire bonus on goddess unleashed

-  Fixed the element and racial bonus on Valkenheim

Consumables

-  The Bodysnatch effect on Phylactery is a bit special, so it can’t consume an item. Phylactery was therefore made unique so it doesn’t accumulate useless extra copies

-  Elixir can be used on other units now, so you can restore lives to monsters too

 

 

Patch notes v0.970c

 

General

-  Added a fix for the Data Install issue, found by gibbed. The installation has an extra step now, but you won’t have to be careful about doing a data install from the game by accident or worrying if you did it already, the data will just get ignored and the mod will work properly

-  Fixed some text errors

Equipment

-  Two-Handed weapons have a lower RT cost, it should probably be cheaper than attacking twice with an equivalent 1H weapon

Classes

-  Monsters were adjusted a bit more, they will still be scary early on, just not quite as scary

Spells and Abilites

-  Minor buffs granted by widely available skills like Trueflight from Trajectory or Strengthen from Siege will now last significantly shorter than same buffs granted by spells or class-specific abilities

-  Mute now affects an area (forgot to mention that in previous patch notes)

-  Conviction and Iron Maiden got 1 extra range (forgot to mention that too)

-  Conserve MP cost lowered to 30TP and 10RT

-  Forsaken Kiss TP cost lowered to 50

-  All breath abilities except Bad Breath have 1 extra range

 

 

Classes

-  Ranger lost access to Bullseye, with that and his own version of sneak attack plus booby trap he had too many rogue skills. He got Double Shot instead, his melee setup is strong so he needed a powerful ranged ability to provide a tempting alternative. He lost access to fusils as the ability doesn’t work with them anyway so they would be a bit of a trap choice, there are other unique classes now that can use them

 

 

Shop

-  Crafting books and materials will now be available at the start of chapter 2 when the game mentions crafting, you won’t be able to do much with them at that point yet but it’s probably better to add them then

 

 

 

 

 

 

Historical screenshots:

0.970c

Historical snapshot #403 · updated 2021-02-14 21:06 UTC

Patch notes v0.970c

 

 

General

-  Added a fix for the Data Install issue, found by gibbed. The installation has an extra step now, but you won’t have to be careful about doing a data install from the game by accident or worrying if you did it already, the data will just get ignored and the mod will work properly

-  Fixed some text errors

 

Equipment

-  Two-Handed weapons have a lower RT cost, it should probably be cheaper than attacking twice with an equivalent 1H weapon

 

Classes

-  Monsters were adjusted a bit more, they will still be scary early on, just not quite as scary

 

Spells and Abilites

-  Minor buffs granted by widely available skills like Trueflight from Trajectory or Strengthen from Siege will now last significantly shorter than same buffs granted by spells or class-specific abilities

-  Mute now affects an area (forgot to mention that in previous patch notes)

-  Conviction and Iron Maiden got 1 extra range (forgot to mention that too)

-  Conserve MP cost lowered to 30TP and 10RT

-  Forsaken Kiss TP cost lowered to 50

-  All breath abilities except Bad Breath have 1 extra range

 

Classes

-  Ranger lost access to Bullseye, with that and his own version of sneak attack plus booby trap he had too many rogue skills. He got Double Shot instead, his melee setup is strong so he needed a powerful ranged ability to provide a tempting alternative. He lost access to fusils as the ability doesn’t work with them anyway so they would be a bit of a trap choice, there are other unique classes now that can use them

 

Shop

-  Crafting books and materials will now be available at the start of chapter 2 when the game mentions crafting, you won’t be able to do much with them at that point yet but it’s probably better to add them then

 

 

 

Historical screenshots:

0.970b

Historical snapshot #402 · updated 2021-02-09 01:44 UTC

Patch notes v0.970b

 


 

General

-  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

-  Azelstan will now use his recruitment skillset in the battle you get him in, so he will join with it

 

Equipment

-  DEX (light) weapons are a bit weaker

-  STR (heavy) weapons have a bit higher percentage bonus, their damage wasn’t good enough to justify the extra weight in cases where that bonus should kick in

-  Claws now inflict new poison, with the duration being longer on higher level ones

-  Blowguns don’t provide status immunities anymore and do less damage, as their status effects are strong enough to sell them

-  Wyvern blowgun now inflicts new poison

-  Damasc Blowgun now inflicts sleep, and Hypnos inflicts fear, the latter was renamed to Mora Blowgun

-  Kirin Blowgun can now be used at level 12

-  Shuriken inflicts new poison

-  Shield bash can’t miss now, we’ll see if the AI goes too crazy with it

-  Rune shields now have 60% chance to inflict silence

 

Consumables

-  Maca Antivenin was removed

-  Vermin Ichor was removed

-  Disenchant Arcana was removed

-  Viper Scroll was removed

 

Skills

-  Poison Ward was removed, Venom Ward now protects against and removes new poison

 

Classes

-  Knight can’t cast Exorcism anymore, the class didn’t really need that addition

-  White Knight can’t cast Exorcism anymore, they still have Fervor

-  Terror Knight can now use 2H spears

-  Paragon can cast Exorcism

-  Monster damage scaling was changed a bit, that should make them more consistent at levels 10+

 

Spells and Abilites

-  Turned out that the minor debuff formula was ignoring AVD when determining spell accuracy, which sometimes caused the AI to pick the minor buff even though they could use the major. Both use the same formula now

-  Burst I spells are available later but are stronger, so they should be useful for a bit longer until you can get Burst II

-  Corrosion now inflicts new poison, and the amount of TP it removes was doubled

-  Dispel will not remove buffs and readied skills from allies now, only from enemies, and it will instead remove a single debuff from an ally. It was something that can save your bacon now and then, but the spell was still very situational, this should make it more broadly useful

-  Because one of the poison effects was removed, we can further condense the status removal spells as follows:

Awaken will also remove bewitch

Cleanse will remove poison, wither and curse

Bravery will remove fear, spendthrift and paranoia

-  Draconic damage spells will not have a crush/slash/pierce component, that means they will not be affected by those resistances anymore but they also won’t be affected by the percentage bonus on weapons

-  Envenom was removed, as the poison-bringer effect can’t be reworked to inflict the new poison on hit and it wasn’t very popular anyway, it will be replaced by some other spell in future

-  Distill Life and Mana TP cost was raised to 30

-  Bullseye TP cost was raised to 30

-  Sneak Attack TP cost was lowered to 30

-  Meditate has a visual effect again by popular demand, the skill isn’t as spammy as before so it shouldn’t be too annoying

-  Devour TP/RT cost was lowered to 20/10

-  Fated circle TP cost was raised to 30

-  Covenant RT cost was lowered to 10

-  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

 

 

Historical screenshots:

0.970a

Historical snapshot #401 · updated 2021-02-02 01:52 UTC

Patch notes v0.970a

 

General

-  A couple more battles from the last few batches that slipped through the cracks were reworked

-  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, despite his looks he’s apparently a bit shy. Better shy than invisible, I suppose

-  The evacuation mechanic was a bit problematic so it got scrapped, it could break some rescue missions, especially in chaos path, and you could lose instantly by evacuating denam by mistake. It means there were some changes to consumables and the divine evacuation spells got scrapped, those spell slots can be reused for something else if we end up needing more spells at some point

-  All sisters should now be able to fully unlock the shaman class so it gains experience, previously you could use only Sherri and Cerya. Thanks to gibbed for finding where the problem was

 

Equipment

-  2H Katana sidegrade costs less RT to swing, and will now keep its luck bonus from default version

-  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

 

Consumables

-  Lifeline Gem now works the same as Salvation Gem, except it restores 50% HP instead of 100%

-  Salvation Gem works as before, but now requires Field Alchemy II

-  Evacuate and Evacuate II arcana were removed

 

Skills

-  Max TP now has only two tiers, +50 and +100, and that meant replacing the other two where needed, which is everywhere. Whoever talked me into this should be ashamed, you know who you are

 

Classes

-  Angel Knight can natively learn 1H Katana and most recruitment skills because angels speak all languages including gobbledyguk and esperanto, no need to transfer those skills from other classes anymore. They can’t use Demon’s Pact and Master Undead anymore, I mean, they technically can but refuse to

-  Hoplite can’t use Evade anymore but has gained access to Intercession

-  Patriarch can’t use Intercession anymore but has gained access to Evade, these skills will probably do more good on classes that actually take decent damage from the abilities they protect from

-  Heretic can use Instruments, when you’re in the rebellious phase, just go all in and regret nothing. Also, prepare emotionally for friends and relatives turning the reading of your embarrassing lyrics into a Christmas tradition

-  Princess got access to Fists and 1H Katana, that way she can use most melee weapons from Priest and Heretic

-  Paragon can use Main Gauche

 

Spells and Abilites

-  Evacuate and Evacuate II divine spells were removed

-  Martyrdom and Black Plume now have no RT cost, you’re leaving the battle so it makes no sense to have it

-  Tainted Love, Prodigize and Breed Suspicion now cost 40MP/70RT

-  Meat Shield is now usable by special characters if you cheat the Lich class onto them

-  Draw Out does a bit more damage

-  Feral Remedy cost is 80TP/25RT, it will now restore 10% of max HP to any ally and an extra 40% to beasts or dragons. Because it has to work on both monster species you can’t really restrict it so the AI doesn’t use it on anyone in need of healing, so this isn’t a total waste at least

-  Seal Evil cost was reduced to 40TP/15RT

-  Evade now costs 30TP

-  Gordian now costs 80TP

-  Evil Deeds now costs 60TP, its area of effect was increased by 1

-  Intercession now costs 30TP

-  Beastheart/Dragonheart cost 60TP, they should now also be used properly by the AI

 

 

Historical screenshots:

0.970

Historical snapshot #395 · updated 2021-01-02 00:50 UTC

Patch notes v0.970

 

General

-  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

-  Gapp’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

Equipment

-  One-handed melee weapons are now slightly stronger relative to two-handed

-  Jarnglofar fist weapon now scales with STR instead of DEX

-  Weapons that favor a different stat than the rest of their class will now have [HEAVY] or [LIGHT] in their description

-  The Chinese fans protested about the removal of one of their national treasures, the Moon Blade, so it’s back now 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

-  Halt Hammer was replaced with Flanged Mace, it’s purely cosmetic

-  Pistols got +1 range, like 1h bows and crossbows

-  Gorgon Shield is now unique, so you can’t craft more than one, there will be other crafting options added for gorgon heads

-  The Legion armor set now counts as light armor, stat bonuses on individual pieces are a bit more spread out now

Consumables

-  Gorgon heads aren’t unique anymore, so you can have more than one in your inventory

Skills

-  Steadfast doesn’t grant Fortify as an active ability anymore, the AI was spamming it too much

Classes

-  Dragonborn got a bit more offense, she can also use the Holy Shield and Martyrdom draconics, as befits a priestess of the Drowned God

Spells and Abilites

-  Bane skills now have the same TP/RT cost as Slayer skills

 

 

Historical screenshots:

0.963e

Historical snapshot #387 · updated 2020-11-15 01:23 UTC

Patch notes v0.963e

 

General

-  Necromancers in Feral Shore will drop Phylactery again, they were dropping something else since the previous version

Equipment

-  Lombardia is now a light element sword, there’s already a low level wind elemental sword in default variant and you have to wait quite a bit to get one in light element

-  Because the racial RT reverted back, Void Ring now reduces RT by 20

Classes

-  Heretic can now use Whips, same as the other two Catiua’s classes. Quite a slave driver, that one

-  Paragon has 1 extra jump

Racial Templates

-  The RT change to racial templates was reverted because of certain side effects that aren’t worth dealing with, as the change was meant to accomplish something that can be done in other ways

 

 

Patch notes v0.963d

 

 

General

-  The AI on some enemies in the chaos path Balmamusa Dead sidequest was fixed, as well as some other minor issues in other battles

-  Lans and Warren seem to join in their battle setups, so those were updated too

-  The second form of final boss should be a bit more challenging now, your team usually isn’t in best shape after the first battle so it should be easier, but it was probably too easy

Equipment

-  Siege bows have a lower RT cost

-  Tossing boulders costs less RT

-  Elemental resistances have been slightly reduced for shields and more for most pieces of armor. Some gear setups could get a very high amount of resistance which resulted in doing less damage with elemental weapons to squishy units than intended

-  Void Ring reduces the unit’s weight by 15

Consumables

 

-  Phylactery was moved to another item slot, so it probably won’t drop from under every hat now. It likely means you will have to go get more

Skills

-  Sanctuary now belongs to the same skill group as Rampart Aura, so you won’t be able to equip both

-  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

Classes

-  Angel Knight lost Instill Light and got Light Resonance instead, they can now cast Exorcism II

-  Dragonborn lost access to Howl, as Fusrodah is now a source of the same debuff

Spells and Abilites

 

-  Most status spells have a higher RT cost

-  Geomancy spells have a slightly higher chance to inflict statuses

-  Curse necromancy has a higher MP cost, mostly because the AI was using it too much. It will now remove all TP instead of a set amount

-  Rally now grants Strenghten instead of charging TP

-  Irresistible Beauty now has a fixed 60% chance to hit instead of 10% per rank, and also a minor chance to Charm a target of the opposite sex if the primary effect hits

-  Fusrodah now does raw damage, like grenades, and has a chance to inflict Stun

-  Shellbust now has 3 range and its TP/RT cost was reduced to 20/10. It also has a chance to clear the user of debuffs if it hits, like before

-  Gambit will now charge a small amount of TP to allies (except the user) instead of granting Sidestep, it’s a cheap skill you sometimes have to use multiple times because you can’t pick which status it removes so the buff was often wasted on subsequent uses

-  Pumpkin Strike TP cost was reduced to 80

-  Windshot TP cost was reduced to 80

-  Evil Eye’s TP/RT cost was reduced to 60/25

-  Paragon’s sword arts have a slightly higher chance to cause debuffs. Also, the TP cost of Hellcry and Boltstrike was reduced to 50 and 60

Racial Templates

-  All units now have a lower default RT by 10, it doesn’t change anything by itself but it makes the relative differences between high and low RT setups a bit higher

-  Ozma will be tougher when you battle her as NPC, to compensate for her class being a bit weaker stat-wise than the other knight commanders

Shop

-  Auctioning a Cyclops will now also give you 1x Tooth and Claw

Misc

-  Added a link to the guide in Chinese to the FAQ section

 

Patch notes v0.963c

 

General

-  Alluring Dress and Highboots will now drop from Ozma in CODA (instead of Aegir whip). Sirene was apparently liking them way too much so they weren't dropping (the real reason was she doesn't actually get killed there so she can’t drop anything)

-  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

-  Lanselot, Warren and Iuria will have updated skill setups when recruited

Equipment

-  Reduced the amount of caster stats on mage armor

-  There were no high level 1h katana in reinforced blades sidegrade template so Bakasura switched templates with Ravana

-  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

Consumables

-  Added Bravery Arcana, it can be bought in regular shops

-  Regenerate Arcana renamed to Resolve Arcana

Classes

-  Raised the caster stats for all classes to compensate for the reduction of caster stats on mage armor, pure casters should feel about the same, and it should improve the usability of hybrid casters that usually wear regular armor

-  The base offense of some dominantly ranged classes was increased

-  Knight can cast Exorcism

-  White Knight can cast Exorcism

-  Songstress lost access to Instills and gained access to Resonances

-  Paragon can cast Bravery and Starion, she lost access to Burst spells, and Aegis skill. She can also use only offensive war dances now

Spells and Abilites

-  Regenerate now also grants Resilient, it was renamed to Resolve

-  Added a new spell Bravery, it grants Fortify and charges some TP to the target. It is available to classes that could use Regenerate

-  Shellbust couldn’t be fixed so the debuffs are reliably cleared every time. Instead, it now inflicts Light Averse in addition to breach and doesn’t knock the target back anymore

-  TP cost of Bane skills was lowered to 40

Shop

-  Moved the level 14 gear availability to the start of chapter 3

-  Charm of Remission can be bought at Deneb’s and PotD shops again

Misc

-  The 'Element-touched' buffs were renamed to 'Element-bringer' to indicate they don't stack with Status-bringer effects

-  Warlock's Instill skills were renamed to Distill as it probably makes a bit more sense. With their alchemical expertise, a warlock would probably be fairly adept at making moonshine

 

 

 

Patch notes v0.963b

 

General

-  Alluring Dress and Highboots will now drop from Sirene in CODA, Gousin wasn't able to drop them in several previous patches because of a loot table mishap

-  Mount Hedon and Hagia battles had their level lowered to 17, that way you can complete the first part of chapter 4 in one go and then do some sidequests or clear Phorampa to hit level 19 and continue the story battles

-  The skeleton lich in Phorampa – Feral Shore wasn’t spawning properly so he was replaced with twin necromancers that will always spawn and look like a wizard and sorceress, each of them is guaranteed to drop a Phylactery when killed

Equipment

-  Balmung is now the basic variant of 1h sword instead of a bastard sword

-  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)

-  Bows are now a bit weaker, that should make crossbows slightly more tempting

-  2h ranged weapons have less of an attack advantage over 1h

-  1h bows have 1 extra range

-  1h crossbows have 1 extra range

-  Light shields have a bit more defense

-  Shields do more damage to obstacles

Skills

-  Elemental augments now level at the same rate as weapon skills

-  Deflect levels faster

Classes

-  Squishier classes that are supposed to be used in melee have a bit more defense, like Berserker or Rogue

-  Some of the classes with lower offense will do more damage, like Spellblade or Warlock

-  Swordmaster is also able to learn Squash, as hawkmen have no access to Warrior

-  Wicce can learn Crystal Pumpkin

-  Monster stats were further adjusted to get more consistent scaling, they should be more manageable at early/mid game now

Spells and Abilites

-  Ease lost 1 range to match other status removals, but will now fully clear all status effects instead of just one

-  When used on undead, Heal will always hit

-  Dark damage spells lost their slight damage advantage on living

-  Dark status spells are a bit less restricted when used on undead

-  Agony draconic will always hit

-  Windshot will do more damage

-  Paragon’s sword skills now do light damage so they can be scaled with light augment

Shop

-  Adjusted the item availability to fill the gap in chapter 3 where you fight level 14 enemies but can’t buy level 14 gear yet

 

 

 

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

One_Vision_v0.963e.7z

Historical screenshots:

0.963d

Historical snapshot #384 · updated 2020-09-30 20:23 UTC

Patch notes v0.963d

General

-  The AI on some enemies in the chaos path Balmamusa Dead sidequest was fixed, as well as some other minor issues in other battles

-  Lans and Warren seem to join in their battle setups, so those were updated too

-  The second form of final boss should be a bit more challenging now, your team usually isn’t in best shape after the first battle so it should be easier, but it was probably too easy

Equipment

-  Siege bows have a lower RT cost

-  Tossing boulders costs less RT

-  Elemental resistances have been slightly reduced for shields and more for most pieces of armor. Some gear setups could get a very high amount of resistance which resulted in doing less damage with elemental weapons to squishy units than intended

-  Void Ring reduces the unit’s weight by 15

Consumables

-  Phylactery was moved to another item slot, so it probably won’t drop from under every hat now. It likely means you will have to go get more

Skills

-  Sanctuary now belongs to the same skill group as Rampart Aura, so you won’t be able to equip both

-  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

Classes

-  Angel Knight lost Instill Light and got Light Resonance instead, they can now cast Exorcism II

-  Dragonborn lost access to Howl, as Fusrodah is now a source of the same debuff

Spells and Abilites

-  Most status spells have a higher RT cost

-  Geomancy spells have a slightly higher chance to inflict statuses

-  Curse necromancy has a higher MP cost, mostly because the AI was using it too much. It will now remove all TP instead of a set amount

-  Rally now grants Strenghten instead of charging TP

-  Irresistible Beauty now has a fixed 60% chance to hit instead of 10% per rank, and also a minor chance to Charm a target of the opposite sex if the primary effect hits

-  Fusrodah now does raw damage, like grenades, and has a chance to inflict Stun

-  Shellbust now has 3 range and its TP/RT cost was reduced to 20/10. It also has a chance to clear the user of debuffs if it hits, like before

-  Gambit will now charge a small amount of TP to allies (except the user) instead of granting Sidestep, it’s a cheap skill you sometimes have to use multiple times because you can’t pick which status it removes so the buff was often wasted on subsequent uses

-  Pumpkin Strike TP cost was reduced to 80

-  Windshot TP cost was reduced to 80

-  Evil Eye’s TP/RT cost was reduced to 60/25

-  Paragon’s sword arts have a slightly higher chance to cause debuffs. Also, the TP cost of Hellcry and Boltstrike was reduced to 50 and 60

Racial Templates

-  All units now have a lower default RT by 10, it doesn’t change anything by itself but it makes the relative differences between high and low RT setups a bit higher

-  Ozma will be tougher when you battle her as NPC, to compensate for her class being a bit weaker stat-wise than the other knight commanders

Shop

-  Auctioning a Cyclops will now also give you 1x Tooth and Claw

Misc

-  Added a link to the guide in Chinese to the FAQ section

 

Patch notes v0.963c

 

General

-  Alluring Dress and Highboots will now drop from Ozma in CODA (instead of Aegir whip). Sirene was apparently liking them way too much so they weren't dropping (the real reason was she doesn't actually get killed there so she can’t drop anything)

-  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

-  Lanselot, Warren and Iuria will have updated skill setups when recruited

Equipment

-  Reduced the amount of caster stats on mage armor

-  There were no high level 1h katana in reinforced blades sidegrade template so Bakasura switched templates with Ravana

-  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

Consumables

-  Added Bravery Arcana, it can be bought in regular shops

-  Regenerate Arcana renamed to Resolve Arcana

Classes

-  Raised the caster stats for all classes to compensate for the reduction of caster stats on mage armor, pure casters should feel about the same, and it should improve the usability of hybrid casters that usually wear regular armor

-  The base offense of some dominantly ranged classes was increased

-  Knight can cast Exorcism

-  White Knight can cast Exorcism

-  Songstress lost access to Instills and gained access to Resonances

-  Paragon can cast Bravery and Starion, she lost access to Burst spells, and Aegis skill. She can also use only offensive war dances now

Spells and Abilites

-  Regenerate now also grants Resilient, it was renamed to Resolve

-  Added a new spell Bravery, it grants Fortify and charges some TP to the target. It is available to classes that could use Regenerate

-  Shellbust couldn’t be fixed so the debuffs are reliably cleared every time. Instead, it now inflicts Light Averse in addition to breach and doesn’t knock the target back anymore

-  TP cost of Bane skills was lowered to 40

Shop

-  Moved the level 14 gear availability to the start of chapter 3

-  Charm of Remission can be bought at Deneb’s and PotD shops again

Misc

-  The 'Element-touched' buffs were renamed to 'Element-bringer' to indicate they don't stack with Status-bringer effects

-  Warlock's Instill skills were renamed to Distill as it probably makes a bit more sense. With their alchemical expertise, a warlock would probably be fairly adept at making moonshine

 

 

 

Patch notes v0.963b

 

General

-  Alluring Dress and Highboots will now drop from Sirene in CODA, Gousin wasn't able to drop them in several previous patches because of a loot table mishap

-  Mount Hedon and Hagia battles had their level lowered to 17, that way you can complete the first part of chapter 4 in one go and then do some sidequests or clear Phorampa to hit level 19 and continue the story battles

-  The skeleton lich in Phorampa – Feral Shore wasn’t spawning properly so he was replaced with twin necromancers that will always spawn and look like a wizard and sorceress, each of them is guaranteed to drop a Phylactery when killed

Equipment

-  Balmung is now the basic variant of 1h sword instead of a bastard sword

-  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)

-  Bows are now a bit weaker, that should make crossbows slightly more tempting

-  2h ranged weapons have less of an attack advantage over 1h

-  1h bows have 1 extra range

-  1h crossbows have 1 extra range

-  Light shields have a bit more defense

-  Shields do more damage to obstacles

Skills

-  Elemental augments now level at the same rate as weapon skills

-  Deflect levels faster

Classes

-  Squishier classes that are supposed to be used in melee have a bit more defense, like Berserker or Rogue

-  Some of the classes with lower offense will do more damage, like Spellblade or Warlock

-  Swordmaster is also able to learn Squash, as hawkmen have no access to Warrior

-  Wicce can learn Crystal Pumpkin

-  Monster stats were further adjusted to get more consistent scaling, they should be more manageable at early/mid game now

Spells and Abilites

-  Ease lost 1 range to match other status removals, but will now fully clear all status effects instead of just one

-  When used on undead, Heal will always hit

-  Dark damage spells lost their slight damage advantage on living

-  Dark status spells are a bit less restricted when used on undead

-  Agony draconic will always hit

-  Windshot will do more damage

-  Paragon’s sword skills now do light damage so they can be scaled with light augment

Shop

-  Adjusted the item availability to fill the gap in chapter 3 where you fight level 14 enemies but can’t buy level 14 gear yet

 

 

 

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

-  One_Vision_v0.963d.7z

Historical screenshots:

0.963c

Historical snapshot #377 · updated 2020-09-24 22:54 UTC

Patch notes v0.963c

 

General

-  Alluring Dress and Highboots will now drop from Ozma in CODA (instead of Aegir whip). Sirene was apparently liking them way too much so they weren't dropping (the real reason was she doesn't actually get killed there so she can’t drop anything)

-  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

-  Lanselot, Warren and Iuria will have updated skill setups when recruited

Equipment

-  Reduced the amount of caster stats on mage armor

-  There were no high level 1h katana in reinforced blades sidegrade template so Bakasura switched templates with Ravana

-  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

Consumables

-  Added Bravery Arcana, it can be bought in regular shops

-  Regenerate Arcana renamed to Resolve Arcana

Classes

-  Raised the caster stats for all classes to compensate for the reduction of caster stats on mage armor, pure casters should feel about the same, and it should improve the usability of hybrid casters that usually wear regular armor

-  The base offense of some dominantly ranged classes was increased

-  Knight can cast Exorcism

-  White Knight can cast Exorcism

-  Songstress lost access to Instills and gained access to Resonances

-  Paragon can cast Bravery and Starion, she lost access to Burst spells, and Aegis skill. She can also use only offensive war dances now

Spells and Abilites

-  Regenerate now also grants Resilient, it was renamed to Resolve

-  Added a new spell Bravery, it grants Fortify and charges some TP to the target. It is available to classes that could use Regenerate

-  Shellbust couldn’t be fixed so the debuffs are reliably cleared every time. Instead, it now inflicts Light Averse in addition to breach and doesn’t knock the target back anymore

-  TP cost of Bane skills was lowered to 40

Shop

-  Moved the level 14 gear availability to the start of chapter 3

-  Charm of Remission can be bought at Deneb’s and PotD shops again

Misc

-  The 'Element-touched' buffs were renamed to 'Element-bringer' to indicate they don't stack with Status-bringer effects

-  Warlock's Instill skills were renamed to Distill as it probably makes a bit more sense. With their alchemical expertise, a warlock would probably be fairly adept at making moonshine

 

 

 

Patch notes v0.963b

 

General

-  Alluring Dress and Highboots will now drop from Sirene in CODA, Gousin wasn't able to drop them in several previous patches because of a loot table mishap

-  Mount Hedon and Hagia battles had their level lowered to 17, that way you can complete the first part of chapter 4 in one go and then do some sidequests or clear Phorampa to hit level 19 and continue the story battles

-  The skeleton lich in Phorampa – Feral Shore wasn’t spawning properly so he was replaced with twin necromancers that will always spawn and look like a wizard and sorceress, each of them is guaranteed to drop a Phylactery when killed

Equipment

-  Balmung is now the basic variant of 1h sword instead of a bastard sword

-  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)

-  Bows are now a bit weaker, that should make crossbows slightly more tempting

-  2h ranged weapons have less of an attack advantage over 1h

-  1h bows have 1 extra range

-  1h crossbows have 1 extra range

-  Light shields have a bit more defense

-  Shields do more damage to obstacles

Skills

-  Elemental augments now level at the same rate as weapon skills

-  Deflect levels faster

Classes

-  Squishier classes that are supposed to be used in melee have a bit more defense, like Berserker or Rogue

-  Some of the classes with lower offense will do more damage, like Spellblade or Warlock

-  Swordmaster is also able to learn Squash, as hawkmen have no access to Warrior

-  Wicce can learn Crystal Pumpkin

-  Monster stats were further adjusted to get more consistent scaling, they should be more manageable at early/mid game now

Spells and Abilites

-  Ease lost 1 range to match other status removals, but will now fully clear all status effects instead of just one

-  When used on undead, Heal will always hit

-  Dark damage spells lost their slight damage advantage on living

-  Dark status spells are a bit less restricted when used on undead

-  Agony draconic will always hit

-  Windshot will do more damage

-  Paragon’s sword skills now do light damage so they can be scaled with light augment

Shop

-  Adjusted the item availability to fill the gap in chapter 3 where you fight level 14 enemies but can’t buy level 14 gear yet

 

 

 

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

-  The Bound status generally doesn’t last as long, it was probably a bit much

-  Summons will do more damage per hit, however, both versions will now do 1-3 hits. It was done to make the damage more consistent and reduce the chance of a lucky instant kill. As they aren’t very good for multiple targets anyway, they will now target a single tile so the situation where you can’t hit a specific unit because there are others around it won’t happen anymore, their range was extended by 1 to compensate

-  Ameliorate and Decurse were removed from the game, there was no need of so many status removal spells, therefore…

-  Innervate will also remove PETRIFY

-  Hearten will also remove CURSE and WITHER

-  Life Force necromancy will now target only living units

-  Ninjutsu summons II will also target a single tile, like the first tier

-  Geomancy spells do more damage and will also do more damage to obstacles

-  Added the Snow Blind geomancy, it deals CRUSHING damage and can inflict STOP, it can be used on snow or ice tiles

-  Slayer skills now cost 30TP, if the specialist unit is in a situation to use them, it should generally be able to

-  Bane skills now cost 50TP

-  Berserk now costs 20TP, it can be hard and risky to position yourself well enough to use it, so the reward should probably be greater and the skill should now earn significantly more TP back than it was spent, in most cases

-  Conviction will now drain the target’s MP instead of converting the damage done, this will result in more MP gotten from tanky casters like knights or spellblades but it should also make it harder to spam Arbiter by convicting the same unit over and over

-  Acid Breath and Hydro Press will now inflict Slow

-  Sand Breath and Fault Line will delay the target more

-  Flame Breath and Crimson Note will remove more TP from the target

-  Frost Breath and Total Whiteout will now inflict Bind

-  Blue Spiral got 2 extra range

-  Cyclops skills will now have a fixed chance to inflict status effects, as with other monsters, instead of being based on their caster stats, it should make them more consistent in cases when your cyclops is set up as a fighter

Misc

-  All mention of ADDLE was hopefully removed from the game, as it doesn’t really use the status anymore

-  If you cheated the Geomancer class onto your generic characters, they will look different, as their old look is now used for Headhunter

 

 

Historical screenshots:

0.963c

Historical snapshot #371 · updated 2020-08-28 00:16 UTC

Patch notes v0.963c

 

General

-  Alluring Dress and Highboots will now drop from Ozma in CODA (instead of Aegir whip). Sirene was apparently liking them way too much so they weren't dropping (the real reason was she doesn't actually get killed there so she can’t drop anything)

-  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

-  Lanselot, Warren and Iuria will have updated skill setups when recruited

Equipment

-  Reduced the amount of caster stats on mage armor

-  There were no high level 1h katana in reinforced blades sidegrade template so Bakasura switched templates with Ravana

-  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

Consumables

-  Added Bravery Arcana, it can be bought in regular shops

-  Regenerate Arcana renamed to Resolve Arcana

Classes

-  Raised the caster stats for all classes to compensate for the reduction of caster stats on mage armor, pure casters should feel about the same, and it should improve the usability of hybrid casters that usually wear regular armor

-  The base offense of some dominantly ranged classes was increased

-  Knight can cast Exorcism

-  White Knight can cast Exorcism

-  Songstress lost access to Instills and gained access to Resonances

-  Paragon can cast Bravery and Starion, she lost access to Burst spells, and Aegis skill. She can also use only offensive war dances now

Spells and Abilites

-  Regenerate now also grants Resilient, it was renamed to Resolve

-  Added a new spell Bravery, it grants Fortify and charges some TP to the target. It is available to classes that could use Regenerate

-  Shellbust couldn’t be fixed so the debuffs are reliably cleared every time. Instead, it now inflicts Light Averse in addition to breach and doesn’t knock the target back anymore

-  TP cost of Bane skills was lowered to 40

Shop

-  Moved the level 14 gear availability to the start of chapter 3

-  Charm of Remission can be bought at Deneb’s and PotD shops again

Misc

-  The 'Element-touched' buffs were renamed to 'Element-bringer' to indicate they don't stack with Status-bringer effects

-  Warlock's Instill skills were renamed to Distill as it probably makes a bit more sense. With their alchemical expertise, a warlock would probably be fairly adept at making moonshine

 

 

Patch notes v0.963b

 

General

-  Alluring Dress and Highboots will now drop from Sirene in CODA, Gousin wasn't able to drop them in several previous patches because of a loot table mishap

-  Mount Hedon and Hagia battles had their level lowered to 17, that way you can complete the first part of chapter 4 in one go and then do some sidequests or clear Phorampa to hit level 19 and continue the story battles

-  The skeleton lich in Phorampa – Feral Shore wasn’t spawning properly so he was replaced with twin necromancers that will always spawn and look like a wizard and sorceress, each of them is guaranteed to drop a Phylactery when killed

Equipment

-  Balmung is now the basic variant of 1h sword instead of a bastard sword

-  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)

-  Bows are now a bit weaker, that should make crossbows slightly more tempting

-  2h ranged weapons have less of an attack advantage over 1h

-  1h bows have 1 extra range

-  1h crossbows have 1 extra range

-  Light shields have a bit more defense

-  Shields do more damage to obstacles

Skills

-  Elemental augments now level at the same rate as weapon skills

-  Deflect levels faster

Classes

-  Squishier classes that are supposed to be used in melee have a bit more defense, like Berserker or Rogue

-  Some of the classes with lower offense will do more damage, like Spellblade or Warlock

-  Swordmaster is also able to learn Squash, as hawkmen have no access to Warrior

-  Wicce can learn Crystal Pumpkin

-  Monster stats were further adjusted to get more consistent scaling, they should be more manageable at early/mid game now

Spells and Abilites

-  Ease lost 1 range to match other status removals, but will now fully clear all status effects instead of just one

-  When used on undead, Heal will always hit

-  Dark damage spells lost their slight damage advantage on living

-  Dark status spells are a bit less restricted when used on undead

-  Agony draconic will always hit

-  Windshot will do more damage

-  Paragon’s sword skills now do light damage so they can be scaled with light augment

Shop

-  Adjusted the item availability to fill the gap in chapter 3 where you fight level 14 enemies but can’t buy level 14 gear yet

 

 

 

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

-  The Bound status generally doesn’t last as long, it was probably a bit much

-  Summons will do more damage per hit, however, both versions will now do 1-3 hits. It was done to make the damage more consistent and reduce the chance of a lucky instant kill. As they aren’t very good for multiple targets anyway, they will now target a single tile so the situation where you can’t hit a specific unit because there are others around it won’t happen anymore, their range was extended by 1 to compensate

-  Ameliorate and Decurse were removed from the game, there was no need of so many status removal spells, therefore…

-  Innervate will also remove PETRIFY

-  Hearten will also remove CURSE and WITHER

-  Life Force necromancy will now target only living units

-  Ninjutsu summons II will also target a single tile, like the first tier

-  Geomancy spells do more damage and will also do more damage to obstacles

-  Added the Snow Blind geomancy, it deals CRUSHING damage and can inflict STOP, it can be used on snow or ice tiles

-  Slayer skills now cost 30TP, if the specialist unit is in a situation to use them, it should generally be able to

-  Bane skills now cost 50TP

-  Berserk now costs 20TP, it can be hard and risky to position yourself well enough to use it, so the reward should probably be greater and the skill should now earn significantly more TP back than it was spent, in most cases

-  Conviction will now drain the target’s MP instead of converting the damage done, this will result in more MP gotten from tanky casters like knights or spellblades but it should also make it harder to spam Arbiter by convicting the same unit over and over

-  Acid Breath and Hydro Press will now inflict Slow

-  Sand Breath and Fault Line will delay the target more

-  Flame Breath and Crimson Note will remove more TP from the target

-  Frost Breath and Total Whiteout will now inflict Bind

-  Blue Spiral got 2 extra range

-  Cyclops skills will now have a fixed chance to inflict status effects, as with other monsters, instead of being based on their caster stats, it should make them more consistent in cases when your cyclops is set up as a fighter

Misc

-  All mention of ADDLE was hopefully removed from the game, as it doesn’t really use the status anymore

-  If you cheated the Geomancer class onto your generic characters, they will look different, as their old look is now used for Headhunter

 

 

Historical screenshots:

0.963b

Historical snapshot #370 · updated 2020-08-28 00:15 UTC

Patch notes v0.963b

 

General

-  Alluring Dress and Highboots will now drop from Sirene in CODA, Gousin wasn't able to drop them in several previous patches because of a loot table mishap

-  Mount Hedon and Hagia battles had their level lowered to 17, that way you can complete the first part of chapter 4 in one go and then do some sidequests or clear Phorampa to hit level 19 and continue the story battles

-  The skeleton lich in Phorampa – Feral Shore wasn’t spawning properly so he was replaced with twin necromancers that will always spawn and look like a wizard and sorceress, each of them is guaranteed to drop a Phylactery when killed

Equipment

-  Balmung is now the basic variant of 1h sword instead of a bastard sword

-  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)

-  Bows are now a bit weaker, that should make crossbows slightly more tempting

-  2h ranged weapons have less of an attack advantage over 1h

-  1h bows have 1 extra range

-  1h crossbows have 1 extra range

-  Light shields have a bit more defense

-  Shields do more damage to obstacles

Skills

-  Elemental augments now level at the same rate as weapon skills

-  Deflect levels faster

Classes

-  Squishier classes that are supposed to be used in melee have a bit more defense, like Berserker or Rogue

-  Some of the classes with lower offense will do more damage, like Spellblade or Warlock

-  Swordmaster is also able to learn Squash, as hawkmen have no access to Warrior

-  Wicce can learn Crystal Pumpkin

-  Monster stats were further adjusted to get more consistent scaling, they should be more manageable at early/mid game now

Spells and Abilites

-  Ease lost 1 range to match other status removals, but will now fully clear all status effects instead of just one

-  When used on undead, Heal will always hit

-  Dark damage spells lost their slight damage advantage on living

-  Dark status spells are a bit less restricted when used on undead

-  Agony draconic will always hit

-  Windshot will do more damage

-  Paragon’s sword skills now do light damage so they can be scaled with light augment

Shop

-  Adjusted the item availability to fill the gap in chapter 3 where you fight level 14 enemies but can’t buy level 14 gear yet

 

 

 

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

-  The Bound status generally doesn’t last as long, it was probably a bit much

-  Summons will do more damage per hit, however, both versions will now do 1-3 hits. It was done to make the damage more consistent and reduce the chance of a lucky instant kill. As they aren’t very good for multiple targets anyway, they will now target a single tile so the situation where you can’t hit a specific unit because there are others around it won’t happen anymore, their range was extended by 1 to compensate

-  Ameliorate and Decurse were removed from the game, there was no need of so many status removal spells, therefore…

-  Innervate will also remove PETRIFY

-  Hearten will also remove CURSE and WITHER

-  Life Force necromancy will now target only living units

-  Ninjutsu summons II will also target a single tile, like the first tier

-  Geomancy spells do more damage and will also do more damage to obstacles

-  Added the Snow Blind geomancy, it deals CRUSHING damage and can inflict STOP, it can be used on snow or ice tiles

-  Slayer skills now cost 30TP, if the specialist unit is in a situation to use them, it should generally be able to

-  Bane skills now cost 50TP

-  Berserk now costs 20TP, it can be hard and risky to position yourself well enough to use it, so the reward should probably be greater and the skill should now earn significantly more TP back than it was spent, in most cases

-  Conviction will now drain the target’s MP instead of converting the damage done, this will result in more MP gotten from tanky casters like knights or spellblades but it should also make it harder to spam Arbiter by convicting the same unit over and over

-  Acid Breath and Hydro Press will now inflict Slow

-  Sand Breath and Fault Line will delay the target more

-  Flame Breath and Crimson Note will remove more TP from the target

-  Frost Breath and Total Whiteout will now inflict Bind

-  Blue Spiral got 2 extra range

-  Cyclops skills will now have a fixed chance to inflict status effects, as with other monsters, instead of being based on their caster stats, it should make them more consistent in cases when your cyclops is set up as a fighter

Misc

-  All mention of ADDLE was hopefully removed from the game, as it doesn’t really use the status anymore

-  If you cheated the Geomancer class onto your generic characters, they will look different, as their old look is now used for Headhunter

 

 

Historical screenshots:

0.963b

Historical snapshot #356 · updated 2020-08-15 20:03 UTC

Patch notes v0.963b

 

General

-  Alluring Dress and Highboots will now drop from Sirene in CODA, Gousin wasn't able to drop them in several previous patches because of a loot table mishap

-  Mount Hedon and Hagia battles had their level lowered to 17, that way you can complete the first part of chapter 4 in one go and then do some sidequests or clear Phorampa to hit level 19 and continue the story battles

-  The skeleton lich in Phorampa – Feral Shore wasn’t spawning properly so he was replaced with twin necromancers that will always spawn and look like a wizard and sorceress, each of them is guaranteed to drop a Phylactery when killed

Equipment

-  Balmung is now the basic variant of 1h sword instead of a bastard sword

-  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)

-  Bows are now a bit weaker, that should make crossbows slightly more tempting

-  2h ranged weapons have less of an attack advantage over 1h

-  1h bows have 1 extra range

-  1h crossbows have 1 extra range

-  Light shields have a bit more defense

-  Shields do more damage to obstacles

Skills

-  Elemental augments now level at the same rate as weapon skills

-  Deflect levels faster

Classes

-  Squishier classes that are supposed to be used in melee have a bit more defense, like Berserker or Rogue

-  Some of the classes with lower offense will do more damage, like Spellblade or Warlock

-  Swordmaster is also able to learn Squash, as hawkmen have no access to Warrior

-  Wicce can learn Crystal Pumpkin

-  Monster stats were further adjusted to get more consistent scaling, they should be more manageable at early/mid game now

Spells and Abilites

-  Ease lost 1 range to match other status removals, but will now fully clear all status effects instead of just one

-  When used on undead, Heal will always hit

-  Dark damage spells lost their slight damage advantage on living

-  Dark status spells are a bit less restricted when used on undead

-  Agony draconic will always hit

-  Windshot will do more damage

-  Paragon’s sword skills now do light damage so they can be scaled with light augment

Shop

-  Adjusted the item availability to fill the gap in chapter 3 where you fight level 14 enemies but can’t buy level 14 gear yet

 

 

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

-  The Bound status generally doesn’t last as long, it was probably a bit much

-  Summons will do more damage per hit, however, both versions will now do 1-3 hits. It was done to make the damage more consistent and reduce the chance of a lucky instant kill. As they aren’t very good for multiple targets anyway, they will now target a single tile so the situation where you can’t hit a specific unit because there are others around it won’t happen anymore, their range was extended by 1 to compensate

-  Ameliorate and Decurse were removed from the game, there was no need of so many status removal spells, therefore…

-  Innervate will also remove PETRIFY

-  Hearten will also remove CURSE and WITHER

-  Life Force necromancy will now target only living units

-  Ninjutsu summons II will also target a single tile, like the first tier

-  Geomancy spells do more damage and will also do more damage to obstacles

-  Added the Snow Blind geomancy, it deals CRUSHING damage and can inflict STOP, it can be used on snow or ice tiles

-  Slayer skills now cost 30TP, if the specialist unit is in a situation to use them, it should generally be able to

-  Bane skills now cost 50TP

-  Berserk now costs 20TP, it can be hard and risky to position yourself well enough to use it, so the reward should probably be greater and the skill should now earn significantly more TP back than it was spent, in most cases

-  Conviction will now drain the target’s MP instead of converting the damage done, this will result in more MP gotten from tanky casters like knights or spellblades but it should also make it harder to spam Arbiter by convicting the same unit over and over

-  Acid Breath and Hydro Press will now inflict Slow

-  Sand Breath and Fault Line will delay the target more

-  Flame Breath and Crimson Note will remove more TP from the target

-  Frost Breath and Total Whiteout will now inflict Bind

-  Blue Spiral got 2 extra range

-  Cyclops skills will now have a fixed chance to inflict status effects, as with other monsters, instead of being based on their caster stats, it should make them more consistent in cases when your cyclops is set up as a fighter

Misc

-  All mention of ADDLE was hopefully removed from the game, as it doesn’t really use the status anymore

-  If you cheated the Geomancer class onto your generic characters, they will look different, as their old look is now used for Headhunter

 

 

Historical screenshots:

0.963a

Historical snapshot #355 · updated 2020-08-15 20:02 UTC

Patch notes v0.963a

 

General

-  Added Enchiridions to the random battle version of Six Temple sanctums, that way you don’t have to wait for the high level version of story battle to get them if you already did the low level story battle on your save file

-  The version of Pirate’s Graveyard – On Holy Ground when you have Azelstan in your party was dropping Aganista Lightcoat instead of Jyigla’s Darkcoat. All those that spent hours farming that battle in vain since 2011 because the guides said it will drop, we salute you

Equipment

-  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

-  Boulder Toss lost 1 range

Consumables

-  Removed the Rubber ingredient, it was being used only in several recipes

-  Added the Alterite ingredient, it can be crafted with codex of ores

Classes

-  Some of the monster ATK value was transferred to their natural attack instead of class ATK, that way their melee attack will be as strong as before but boulders will be somewhat weaker

Spells and Abilites

-  Winter Siege will not advance the RT counter anymore, it affects multiple targets instead

-  Innervate will properly remove Petrify

-  Berserk costs 30 TP now, 20 was a bit too low so we’ll go for the middle ground

 

 

 

Patch notes v0.963

 

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

 

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

 

-  The Bound status generally doesn’t last as long, it was probably a bit much

-  Summons will do more damage per hit, however, both versions will now do 1-3 hits. It was done to make the damage more consistent and reduce the chance of a lucky instant kill. As they aren’t very good for multiple targets anyway, they will now target a single tile so the situation where you can’t hit a specific unit because there are others around it won’t happen anymore, their range was extended by 1 to compensate

-  Ameliorate and Decurse were removed from the game, there was no need of so many status removal spells, therefore…

-  Innervate will also remove PETRIFY

-  Hearten will also remove CURSE and WITHER

-  Life Force necromancy will now target only living units

-  Ninjutsu summons II will also target a single tile, like the first tier

-  Geomancy spells do more damage and will also do more damage to obstacles

-  Added the Snow Blind geomancy, it deals CRUSHING damage and can inflict STOP, it can be used on snow or ice tiles

-  Slayer skills now cost 30TP, if the specialist unit is in a situation to use them, it should generally be able to

-  Bane skills now cost 50TP

-  Berserk now costs 20TP, it can be hard and risky to position yourself well enough to use it, so the reward should probably be greater and the skill should now earn significantly more TP back than it was spent, in most cases

-  Conviction will now drain the target’s MP instead of converting the damage done, this will result in more MP gotten from tanky casters like knights or spellblades but it should also make it harder to spam Arbiter by convicting the same unit over and over

-  Acid Breath and Hydro Press will now inflict Slow

-  Sand Breath and Fault Line will delay the target more

-  Flame Breath and Crimson Note will remove more TP from the target

-  Frost Breath and Total Whiteout will now inflict Bind

-  Blue Spiral got 2 extra range

-  Cyclops skills will now have a fixed chance to inflict status effects, as with other monsters, instead of being based on their caster stats, it should make them more consistent in cases when your cyclops is set up as a fighter

Misc

-  All mention of ADDLE was hopefully removed from the game, as it doesn’t really use the status anymore

-  If you cheated the Geomancer class onto your generic characters, they will look different, as their old look is now used for Headhunter

 

 

Historical screenshots:

0.963

Historical snapshot #354 · updated 2020-08-04 00:34 UTC

Patch notes v0.963

 

General

-  Finished reworknig the main campaign battles from Barnicia castle up to the last boss, next in line are the random battles on map, Phorampa and Pirate’s Graveyard

-  The levels of these battles have been raised, so Hanging Gardens will start at level 24 and go to 25 half the way up

-  Because of that, 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

-  Because of the above, enchiridion recipes have been relocated to the six temples (full list below)

-  Temple knights in hanging gardens will drop some consumables here and there, in case you left underprepared

-  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 nice 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

-  One of the liches on the fifth floor of Pirate’s graveyard during Azelstan’s questline will drop something interesting

-  There is now a skeleton Lich you can find in Phorampa – Feral Shore, he will always drop a Phylactery when exorcised

Equipment

-  Brynhildr now inflicts Silence on hit instead of Stagger

-  Ogre Blade has 2 uses of Agony instead of Bodysnatch

-  Battle staves now have a moderate MND bonus instead of RES, which makes them a slightly better choice for hybrid classes as sidegrading a staff won’t remove all of its caster potential. Pure fighter classes will still get some spell resistance from MND

-  Thrown boulders won’t scale as well now, they were probably a bit too good

-  Gloves will now have an ATK bonus, they’re pretty much a hole in your defense so they might as well give you more offense

Consumables

-  Added Stalker’s Mark, it can be crafted with Ars Magna for now but it will be added elsewhere as a drop eventually

-  Added Glaciology Primer, also crafted with Ars Magna for now

-  Removed Ameliorate Arcana and Decurse Arcana

-  Added Phylactery, a gem that can transfer the user’s soul into another body. A skeleton lich you can now find in Phorampa Wildwood – Feral Shore will always drop one when exorcised, it will likely drop from other enemies too until those battles are properly updated

-  Musical Instruments II recipe book was renamed to Instrument Enchiridion

-  Codex of Jewelry III and Codex of Jewelry IV were condensed into Jewerly Enchiridion

Skills

-  Feral Remedy was moved to another slot so you will have to learn it again

-  Steadfast, Siege, Tactician and Treasure Hunt are available a bit earlier

-  Siege will now grant the ability to use Strengthen on self, Steadfast got Fortify instead

Classes

-  Spellblade can learn Siege, they can also learn 1H Katana skills, and transfer Hammers from other classes instead, they are now able to equip 1H Hammers, as their sidegrade is useful for hybrid classes

-  Beast Tamer lost the Catnip skill and has gained Beastheart and Dragonheart instead

-  Warden can learn the Hammers skill and equip all hammers

-  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

-  Cyclops can learn RampartAura1

-  Princess can learn the Hammers skill and equip 1H Hammers

-  Commando got Course Correction instead of Sharpshoot

-  Added Headhunter as a unique class for Ganpp, able to equip light shields, light armor, light/heavy accessories and is able to use all the weapons a Beast Tamer can, with the addition of 2H Bows, 2H Crossbows and Fusils. The class also 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. This is Ganpp’s class during his stint as a bandit boss after the fall of Galgastan, it has significantly more presence on the battlefield but it’s lighter on monster support.

Spells and Abilites

-  The Bound status generally doesn’t last as long, it was probably a bit much

-  Summons will do more damage per hit, however, both versions will now do 1-3 hits. It was done to make the damage more consistent and reduce the chance of a lucky instant kill. As they aren’t very good for multiple targets anyway, they will now target a single tile so the situation where you can’t hit a specific unit because there are others around it won’t happen anymore, their range was extended by 1 to compensate

-  Ameliorate and Decurse were removed from the game, there was no need of so many status removal spells, therefore…

-  Innervate will also remove PETRIFY

-  Hearten will also remove CURSE and WITHER

-  Life Force necromancy will now target only living units

-  Ninjutsu summons II will also target a single tile, like the first tier

-  Geomancy spells do more damage and will also do more damage to obstacles

-  Added the Snow Blind geomancy, it deals CRUSHING damage and can inflict STOP, it can be used on snow or ice tiles

-  Slayer skills now cost 30TP, if the specialist unit is in a situation to use them, it should generally be able to

-  Bane skills now cost 50TP

-  Berserk now costs 20TP, it can be hard and risky to position yourself well enough to use it, so the reward should probably be greater and the skill should now earn significantly more TP back than it was spent, in most cases

-  Conviction will now drain the target’s MP instead of converting the damage done, this will result in more MP gotten from tanky casters like knights or spellblades but it should also make it harder to spam Arbiter by convicting the same unit over and over

-  Acid Breath and Hydro Press will now inflict Slow

-  Sand Breath and Fault Line will delay the target more

-  Flame Breath and Crimson Note will remove more TP from the target

-  Frost Breath and Total Whiteout will now inflict Bind

-  Blue Spiral got 2 extra range

-  Cyclops skills will now have a fixed chance to inflict status effects, as with other monsters, instead of being based on their caster stats, it should make them more consistent in cases when your cyclops is set up as a fighter

Misc

-  All mention of ADDLE was hopefully removed from the game, as it doesn’t really use the status anymore

-  If you cheated the Geomancer class onto your generic characters, they will look different, as their old look is now used for Headhunter

 

Historical screenshots:

0.960a

Historical snapshot #353 · updated 2020-07-30 00:33 UTC

Patch notes v0.960a

 

 

 

Equipment

-  Avoidance scaling on gear was changed, it starts lower and goes higher in late game to counter the accuracy increase from weapon skills

-  The defense gap between armor types is lower, as classes also have their own stat differences and it could result in units being too squishy or too tough

-  Some stat bonuses on gear were rebalanced

-  Enemy casters were using caster gloves too much because the game prioritizes highest spell power, which made them way too squishy. Because of that, those were changed to hybrid gloves that can be equipped by all magic users, and caster bonuses were removed from other glove types. Some higher level items are excepted from this change.

Spells and Abilites

 

-  Heartbreak will now properly remove the target’s MP and transfer it to the user, instead of… doing the exact opposite

-  Gambit will properly affect only allies

Misc

-  Fixed some other minor bugs

 

Patch notes v0.960

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 4 up to and including Barnicia Castle battles, some battles are of higher level as the player team often outleveled them at that point

-  The updates also include sidequests for recruiting most chapter 4 characters, including Cressida, Ozma, Azelstan, Lindl, Ganpp, Rudlum, Ocionne and Deneb, also those leading to Palace of the Dead and the first three of its floors

-  Early sidequest battles had their level lowered so the player can tackle them without grinding

-  Special characters from ch4 that have a special class will now use that class in battle and come in that package

-  There is now a templar fusilier in the Lindl battle, he will drop the fusil recipe instead of the terror knight

-  If you fight Xapan in chapter 4, he will come with a high level axe when recruited, at levels 34+ he will use it in battle and drop if killed, you won’t be able to get the Dark apocrypha there anymore so don’t bother trying

Equipment

-  Boulders have returned as an equippable item, so monster RT was reverted to what it used to be and you have a choice between faster monsters that have no ranged attack and slower monsters that do. Also, the AI will use them properly now

-  Added a special type of claw to the game, one of the lizardman berserkers in the Temple of Greuza sanctum uses it and will always drop it when killed

Consumables

-  The names of some common classmarks were reverted to be a bit more similar to the name of the class

Spells and Abilites

-  Heal Spells do more damage to undead

-  Less dark spells can now be used on undead, just the damage dealing restriction wasn’t enough of a problem for some classes

-  The RT cost of Accelerator was increased a lot, the spell is still a way to pop the specific unit you need but it’s less spammable

-  Trueflight buff from Trajectory and Fortify from Siege don’t last as long as same buffs that come from spells or items

-  Blazing Grasp finisher does Bind instead of Wither

-  Heartbreaker finisher will now also leech the removed MP to the user

-  Wind Scythe finisher now does Hobble/Delay instead of Wither

-  Sunblossom finisher also inflicts Wither

-  Rank 8 finishers were slighly improved in some cases, usually by an extra tile of range (like Grand Cross)

-  The formula for blade knight’s Soulstrike was fixed, so there’s no more need for the MP->damage part to always hit, it will hit when the main attack does

-  First Aid was renamed to Gambit, it now also grants Flanking

-  The RT cost of kiss skills is a bit higher

Classes

-  Fusilier gained acess to Field Achemy I and Reflect Damage

-  Monsters will be a bit more accurate and hit harder, that should make them threatening enough to make dragoon more appealing

-  Warden gained access to hammers

-  Ranger lost First Aid, but gained access to Rally, a skill that every successful guerilla leader should have

-  Buccaneer can’t use gunblades anymore

-  Blade Knight gained Reflection, but can’t use Preempt anymore, it should make the class less of a straight upgrade over swordmaster

-  Added Commando as a unique class for Lindl, a careful and cunning warrior able to equip light armor, light accessories, fists, daggers, 1h swords, 1h spears, 1h katana and fusils. Being trained at the renowned Balboede Garden military academy, he is also highly proficient with gunblades and tolerably emo. The class 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, Sharpshoot, Squash and Booby Trap from other classes. Through Art of War command, he is able to use Grenades and utility Ninjutsu

Racial Templates

-  Special characters with a custom portrait will have a slight stat advantage over the others, for instance, Arycelle will be a bit stronger than Sara

-  Special templates that NPC generic classes sometimes use in endgame are updated

 

 

Historical screenshots:

0.960

Historical snapshot #352 · updated 2020-07-12 23:40 UTC

Patch notes v0.960a

 

Equipment

-  Avoidance scaling on gear was changed, it starts lower and goes higher in late game to counter the accuracy increase from weapon skills

-  The defense gap between armor types is lower, as classes also have their own stat differences and it could result in units being too squishy or too tough

-  Some stat bonuses on gear were rebalanced

-  Enemy casters were using caster gloves too much because the game prioritizes highest spell power, which made them way too squishy. Because of that, those were changed to hybrid gloves that can be equipped by all magic users, and caster bonuses were removed from other glove types. Some higher level items are excepted from this change.

Spells and Abilites

-  Heartbreak will now properly remove the target’s MP and transfer it to the user, instead of… doing the exact opposite

-  Gambit will properly affect only allies

Misc

-  Fixed some other minor bugs

 

Patch notes v0.960

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 4 up to and including Barnicia Castle battles, some battles are of higher level as the player team often outleveled them at that point

-  The updates also include sidequests for recruiting most chapter 4 characters, including Cressida, Ozma, Azelstan, Lindl, Ganpp, Rudlum, Ocionne and Deneb, also those leading to Palace of the Dead and the first three of its floors

-  Early sidequest battles had their level lowered so the player can tackle them without grinding

-  Special characters from ch4 that have a special class will now use that class in battle and come in that package

-  There is now a templar fusilier in the Lindl battle, he will drop the fusil recipe instead of the terror knight

-  If you fight Xapan in chapter 4, he will come with a high level axe when recruited, at levels 34+ he will use it in battle and drop if killed, you won’t be able to get the Dark apocrypha there anymore so don’t bother trying

Equipment

-  Boulders have returned as an equippable item, so monster RT was reverted to what it used to be and you have a choice between faster monsters that have no ranged attack and slower monsters that do. Also, the AI will use them properly now

-  Added a special type of claw to the game, one of the lizardman berserkers in the Temple of Greuza sanctum uses it and will always drop it when killed

Consumables

-  The names of some common classmarks were reverted to be a bit more similar to the name of the class

Spells and Abilites

-  Heal Spells do more damage to undead

-  Less dark spells can now be used on undead, just the damage dealing restriction wasn’t enough of a problem for some classes

-  The RT cost of Accelerator was increased a lot, the spell is still a way to pop the specific unit you need but it’s less spammable

-  Trueflight buff from Trajectory and Fortify from Siege don’t last as long as same buffs that come from spells or items

-  Blazing Grasp finisher does Bind instead of Wither

-  Heartbreaker finisher will now also leech the removed MP to the user

-  Wind Scythe finisher now does Hobble/Delay instead of Wither

-  Sunblossom finisher also inflicts Wither

-  Rank 8 finishers were slighly improved in some cases, usually by an extra tile of range (like Grand Cross)

-  The formula for blade knight’s Soulstrike was fixed, so there’s no more need for the MP->damage part to always hit, it will hit when the main attack does

-  First Aid was renamed to Gambit, it now also grants Flanking

-  The RT cost of kiss skills is a bit higher

Classes

-  Fusilier gained acess to Field Achemy I and Reflect Damage

-  Monsters will be a bit more accurate and hit harder, that should make them threatening enough to make dragoon more appealing

-  Warden gained access to hammers

-  Ranger lost First Aid, but gained access to Rally, a skill that every successful guerilla leader should have

-  Buccaneer can’t use gunblades anymore

-  Blade Knight gained Reflection, but can’t use Preempt anymore, it should make the class less of a straight upgrade over swordmaster

-  Added Commando as a unique class for Lindl, a careful and cunning warrior able to equip light armor, light accessories, fists, daggers, 1h swords, 1h spears, 1h katana and fusils. Being trained at the renowned Balboede Garden military academy, he is also highly proficient with gunblades and tolerably emo. The class 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, Sharpshoot, Squash and Booby Trap from other classes. Through Art of War command, he is able to use Grenades and utility Ninjutsu

Racial Templates

-  Special characters with a custom portrait will have a slight stat advantage over the others, for instance, Arycelle will be a bit stronger than Sara

-  Special templates that NPC generic classes sometimes use in endgame are updated

 

 

Historical screenshots:

0.960

Historical snapshot #351 · updated 2020-07-12 23:38 UTC

Patch notes v0.960

 

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 4 up to and including Barnicia Castle battles, some battles are of higher level as the player team often outleveled them at that point

-  The updates also include sidequests for recruiting most chapter 4 characters, including Cressida, Ozma, Azelstan, Lindl, Ganpp, Rudlum, Ocionne and Deneb, also those leading to Palace of the Dead and the first three of its floors

-  Early sidequest battles had their level lowered so the player can tackle them without grinding

-  Special characters from ch4 that have a special class will now use that class in battle and come in that package

-  There is now a templar fusilier in the Lindl battle, he will drop the fusil recipe instead of the terror knight

-  If you fight Xapan in chapter 4, he will come with a high level axe when recruited, at levels 34+ he will use it in battle and drop if killed, you won’t be able to get the Dark apocrypha there anymore so don’t bother trying

Equipment

-  Boulders have returned as an equippable item, so monster RT was reverted to what it used to be and you have a choice between faster monsters that have no ranged attack and slower monsters that do. Also, the AI will use them properly now

-  Added a special type of claw to the game, one of the lizardman berserkers in the Temple of Greuza sanctum uses it and will always drop it when killed

Consumables

-  The names of some common classmarks were reverted to be a bit more similar to the name of the class

Spells and Abilites

-  Heal Spells do more damage to undead

-  Less dark spells can now be used on undead, just the damage dealing restriction wasn’t enough of a problem for some classes

-  The RT cost of Accelerator was increased a lot, the spell is still a way to pop the specific unit you need but it’s less spammable

-  Trueflight buff from Trajectory and Fortify from Siege don’t last as long as same buffs that come from spells or items

-  Blazing Grasp finisher does Bind instead of Wither

-  Heartbreaker finisher will now also leech the removed MP to the user

-  Wind Scythe finisher now does Hobble/Delay instead of Wither

-  Sunblossom finisher also inflicts Wither

-  Rank 8 finishers were slighly improved in some cases, usually by an extra tile of range (like Grand Cross)

-  The formula for blade knight’s Soulstrike was fixed, so there’s no more need for the MP->damage part to always hit, it will hit when the main attack does

-  First Aid was renamed to Gambit, it now also grants Flanking

-  The RT cost of kiss skills is a bit higher

Classes

-  Fusilier gained acess to Field Achemy I and Reflect Damage

-  Monsters will be a bit more accurate and hit harder, that should make them threatening enough to make dragoon more appealing

-  Warden gained access to hammers

-  Ranger lost First Aid, but gained access to Rally, a skill that every successful guerilla leader should have

-  Buccaneer can’t use gunblades anymore

-  Blade Knight gained Reflection, but can’t use Preempt anymore, it should make the class less of a straight upgrade over swordmaster

-  Added Mercenary as a unique class for Lindl, a careful and cunning warrior able to equip light armor, light accessories, fists, daggers, 1h swords, 1h spears, 1h katana and fusils. Being trained at the renowned Balboede Garden military academy, he is also highly proficient with gunblades and tolerably emo. The class has a similar access to skills as the Fusilier, with the addition of Parry, Overpower, Counterhit3, Jump2, Heron, Steadfast and FieldAlchemy2. Blade Knight can learn Gambit and Apostate, while also being able to transfer Preempt, Sharpshoot, Squash and Booby Trap from other classes. Through Art of War command, he is able to use Grenades and utility Ninjutsu

Racial Templates

-  Special characters with a custom portrait will have a slight stat advantage over the others, for instance, Arycelle will be a bit stronger than Sara

-  Special templates that NPC generic classes sometimes use in endgame are updated

 

Historical screenshots:

0.956b

Historical snapshot #350 · updated 2020-07-09 00:08 UTC

Patch notes v0.956b

 

General

-  Special characters you recruit in act4 should now come with proper skill setups

-  The amount of glass pumpkins you can find in act3 on law path is now the same as neutral and chaos

Weapons

-  Claws beyond damasc tier will inflict Envenom instead of Poison

-  1H Hammers will now sidegrade into Crusader Hammers, they have a MND bonus and increased base damage against undead, just like baldur weapons. That type of bonus will still apply to undead even when the normal racial percentage bonus on that weapon affects some other race, as is the case with higher tier hammers

-  The Draw Out item ability was available as a free finisher for all 2H Katana users by mistake. Now that the ability also scales with Katana skill, the katana sidegrades needed a bit of a love tap so they will do less damage and won’t be quite as light

Classes

-  Now that assault token isn’t in the game, Dragonborn can’t parry anymore so she has no access to those skills, she’s pretty tough so they were a bit of an overkill anyway

Racial Templates

-  Ocionne’s race is unknown now, which means that racial bonuses will have no effect on her

 

 

Patch notes v0.956a

 

General

-  Starting generic units in your squad will be in proper stat templates for the class they come in

-  Rudlum should now be a bit less suicidal

Weapons

-  As the weapon rank bonuses from earrings pretty much boil down to some damage and some accuracy, there was little point in having one earring for every weapon type so most of them have been scrapped and the rest have been condensed into two, one for heavy warriors and one for light. They have a well rounded mix of offense and defense which is greater in total than what upgraded stat rings offer, but if you want only one specific stat you still have a reason to use those

-  That, of course, means you will have to check all the units that had earrings equipped and use something else, as those slots will be used for other items you should also check if accessory slots on those units have something that shouldn’t be there

-  Added a monkey grip 2H sword, it is used in one hand at a high accuracy penalty but hits harder than most 1H weapons, your resident meatloaf Berserker will be able to dual wield it for a true fantasy experience. It will drop in Temple of Xoshonell – Sanctum above level 33, one of the Orc Terror Knights will be using the blade and will be guaranteed to drop it

-  Unique rings have higher stats

Consumables

-  Most curative items have a lower starting value of HP/MP restoration, but will restore a percentage of the max in addition to it

Skills

-  Jolly Roger had to be shifted around, so you will have to relearn it

-  Some of the wards are available a bit earlier, stronger ones will cost more TP to use in battle

Spells and Abilites

-  Meditate got a fixed amount of MP in addition to percentage, it’s lower than magic leaf but the percentage is higher

-  Warlock’s Instills use the same effects as curative items, so they will also scale

-  Instill Remedy TP cost is down to 40

-  Absorb MP will steal up to 10% of target’s max MP instead of 15%

Misc

-  Fixed the skill descriptions that got borked in the last patch

-  The weapon type descriptions will now say ‘LIGHT’ and ‘HEAVY’ instead of ‘DEX’ and ‘STR’, that’s consistent with the stat descriptions that mention increasing weapon damage

 

 

Historical screenshots:

0.956a

Historical snapshot #314 · updated 2020-05-23 19:30 UTC

Patch notes v0.956a

 

General

-  Starting generic units in your squad will be in proper stat templates for the class they come in

-  Rudlum should now be a bit less suicidal

Weapons

-  As the weapon rank bonuses from earrings pretty much boil down to some damage and some accuracy, there was little point in having one earring for every weapon type so most of them have been scrapped and the rest have been condensed into two, one for heavy warriors and one for light. They have a well rounded mix of offense and defense which is greater in total than what upgraded stat rings offer, but if you want only one specific stat you still have a reason to use those

-  That, of course, means you will have to check all the units that had earrings equipped and use something else, as those slots will be used for other items you should also check if accessory slots on those units have something that shouldn’t be there

-  Added a monkey grip 2H sword, it is used in one hand at a high accuracy penalty but hits harder than most 1H weapons, your resident meatloaf Berserker will be able to dual wield it for a true fantasy experience. It will drop in Temple of Xoshonell – Sanctum above level 33, one of the Orc Terror Knights will be using the blade and will be guaranteed to drop it

-  Unique rings have higher stats

Consumables

-  Most curative items have a lower starting value of HP/MP restoration, but will restore a percentage of the max in addition to it

Skills

-  Jolly Roger had to be shifted around, so you will have to relearn it

-  Some of the wards are available a bit earlier, stronger ones will cost more TP to use in battle

Spells and Abilites

-  Meditate got a fixed amount of MP in addition to percentage, it’s lower than magic leaf but the percentage is higher

-  Warlock’s Instills use the same effects as curative items, so they will also scale

-  Instill Remedy TP cost is down to 40

-  Absorb MP will steal up to 10% of target’s max MP instead of 15%

Misc

-  Fixed the skill descriptions that got borked in the last patch

-  The weapon type descriptions will now say ‘LIGHT’ and ‘HEAVY’ instead of ‘DEX’ and ‘STR’, that’s consistent with the stat descriptions that mention increasing weapon damage

 

 

Patch notes v0.956

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Law path

-  Ravness will join as Paragon, but you won’t be able to steal from her anymore in Reisan Way battle

-  The battles prior to getting some of the early special characters will always drop the marks for their classes

-  Phaesta is switched to ice element, Bayin is now lightning so they overlapped and ice probably fits her better

-  You can now also steal Exile’s Marks from Balxephon in ch3 Law

-  Templar knights are slightly stronger than the regular class they are a copy of

-  The optional battle versus Nybeth in ch1 is one level lower, that means he won’t be able to use projectile spells II, and his troops won’t have access to level 7 gear. The current situation resulted in less experienced players spending too much time on grinding until they are able to brute force the battle, which put them at an unnecessary level advantage for the rest of the content

-  Warren is now directly controllable in his CODA battle

Weapons

-  The level of some endgame weapons was slightly adjusted, for instance, the four wind god weapons are all level 34

-  One more tier was added to Daggers, so they’re back to the 10 – 13 – 16 – 19 – 22 level progression

-  Dragon Slayer is now crafted with Secrets of the Master, it’s probably something those crazy dragonlords would craft

-  Bentisca spear and Gae Bolg had to swap places in the table again, so double check them if you had one of those in your save file

-  Draw Out katana ability now counts as a finisher, so it will benefit from 2H Katana skill

-  Chain Whip and Cat o’ Nine Tails are now bought in the shop instead of crafted

-  Tambourine and Seperewa are now bought in the shop instead of crafted

-  RT cost of instrument attacks is now in line with Spellbooks

-  Silver Arch and Silver Bowgun are also bought in the shop instead of crafted

-  Crucible Arch and Crucible Bowgun are crafted with The Bow and The Crossbow recipes, as is more appropriate for their level

-  Crossbows lost one upgrade tier so they now follow the 10 – 14 – 18 – 22 level progression, same as bows

-  The natural weapons of gryphon, cockatrice and octopus now scale better with dexterity than strength

-  Shields are now crafted with weapon crafting books, as there’s little point in having a separate set just for them

-  As the community poll decided, basic armor upgrades aren’t craftable anymore and are sold in the shop instead. It was expected that this option will win, but it seems that crafting has an unexpectedly large number of fans now

-  The HP value on armor is lower and some of that value is now added to the classes so the HP gap between classes that use cloth and those in full heavy armor isn’t as high, there’s already enough of a difference in defense

-  Cloud, Inferno and Kraken ring got some status immunities

Consumables

-  Salvation Gem can now be used without Field Alchemy

-  The arcana for area damage spells III is now crafted with Ars Magna instead of bought in shop

-  Some of the classmarks for new spells are now crafted with Ars Magna instead of Transcription, it’s a temporary measure until they’re added somewhere as drops, you’d be able to obtain them by that point anyway

-  Melee Weapons and Ranged Weapons crafting books were renamed to Melee Combat and Ranged Combat, makes a bit more sense as your shield most of the time isn’t a weapon

Spells and Abilites

-  Ice Breaker was renamed to Winter Siege, it also grants WATERWALK now

-  Status removal actives on ward skills now cost 5TP

-  Movement effects on footwear and rings have been improved a bit, you will get Sidestep with Levitate, Resilient with Waterwalk and Renewal with Lavawalk

-  Renamed Salvation to Covenant

-  RT cost of Fusrodah is down to 30

-  Princess’s Whim TP cost is down to 30 and RT cost is down to 15, the total cost when you add the target’s TP is usually high enough

-  Galaxy Stop now costs 120 MP instead of starting at 100 TP, the chance of applying status effects is slightly increased

-  Gryphon, Cockatrice and Octopus abilities now scale better with DEX

-  Blade Knight’s Discord ability was a bit too cheap for what it does, so it costs 80 RT now and its TP cost starts at 100

-  Added the Arbiter special skill, it’s pretty much a somewhat less powerful and somewhat more expensive forbidden spell

-  Added the Grim Dawn special skill, it’s a spell that hits all enemies on the field with void damage (normally scaled damage but without type or element) and has a chance to inflict Frighten

-  Added the Meat Shield active skill, it’s pretty much the old Risk Management effect

Classes

-  The vitality growth for most classes was adjusted to compensate for the default damage formula which favores defense, as the impact of your offensive stats was dropping off in later parts of the game, and most of your damage with classes that don’t have high attack stats came from your raw weapon ATK, which isn’t ideal. This will take more tweaking, as the formula is extremely volatile and I have to be careful with it, but you should notice more classes doing consistent damage with their attacks now

-  Most classes will have a bit more HP to compensate, as the goal is to get more consistent damage across the board without having everyone instantly dying to a fully charged finisher

-  The class HP growth is a bit more frontloaded now, as the starting amount is higher and the growth is lower, reaching roughly the same values at higher levels

-  The magic defense of some of the more resilient classes is slightly reduced and caster stats are slightly higher across the board, that should make spell damage a bit more consistent too

-  Terror Knight can now use Power Fist, as the only shield-like item

-  Dragoon can use projectile spells III

-  Necromancer got Shadow Resonance instead of Instill Dark

-  Lich got access to Meat Shield active skill, it was the only generic class with just two skills and this fits the theme

-  Octopus lost Preempt, it wasn’t working properly

-  Ranger lost 2H swords as a transfer skill, he will gain the ability to shoot gunblades if I have an extra ability slot somewhere down the line, he got whips instead for now. He can also use projectile spells III

-  Dark Priest got Blood Magic instead of Meditate, felt like a better fit

-  Princess lost First Aid, but gained the Arbiter special skill. She was one of the most powerful casters in the SNES version and if she uses melee attacks with Conviction a lot, it leaves her with more MP than she can possibly shake her royal sceptre at. I can assure you that the thing she summons is absoutely not named Asgard, her ass is guarded well enough already

-  Geomancer got the Inner Flame active skill, it passively raises spell resistance and enables the use of lavawalk effect from boots/ring as an active

-  Added the Summoner as a unique class for Cressida, able to equip light shields, cloth/light armor and cloth/light accessories, on the weapon side having Daggers, Cudgels, Spellbooks and Instruments with Whips as a transfer skill. The class has a similar access to skills as warlock, including Art of War instead of Draconic Magic and Sanctuary, they also love books so much that carrying two of them at once is worth the hassle of learning Double Attack. Summoner can learn all Recruitment Skills, Covenant, Seal Evil and Grim Dawn, also being able to transfer Lament of the Dead, Animate Dead and Extend from other classes. The class is able to use Summons, Bursts and Buff/Debuff spells from Elemental, Light and Dark schools and Ninja Summons, Shadow Bind, Decoy and Envenom from Art of War set.

Racial Templates

-  The starting VIT score for most racial templates is slightly lower and attack stats are slightly higher

-  Hobyrim can’t change his class to archer or fusilier anymore. After one too many arrow in the backside, Denam realized that his Force Sense™ ability doesn’t work terribly well at long range

-  Cressida can’t change her class into Astromancer anymore as she got her own unique Summoner class

-  Sara is back to her blue outfit, you can always use the code generator in the tools folder to customize her look if you liked it better before

Shop

-  Ars Magna can now be bought as soon as Barnicia in ch4 instead of post game

-  Some spells are available a bit earlier, mostly those in Deneb’s shop

Misc

-  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.

 

 

 

 

 

 

Historical screenshots:

0.956

Historical snapshot #313 · updated 2020-05-21 00:30 UTC

Patch notes v0.956

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Law path

-  Ravness will join as Paragon, but you won’t be able to steal from her anymore in Reisan Way battle

-  The battles prior to getting some of the early special characters will always drop the marks for their classes

-  Phaesta is switched to ice element, Bayin is now lightning so they overlapped and ice probably fits her better

-  You can now also steal Exile’s Marks from Balxephon in ch3 Law

-  Templar knights are slightly stronger than the regular class they are a copy of

-  The optional battle versus Nybeth in ch1 is one level lower, that means he won’t be able to use projectile spells II, and his troops won’t have access to level 7 gear. The current situation resulted in less experienced players spending too much time on grinding until they are able to brute force the battle, which put them at an unnecessary level advantage for the rest of the content

-  Warren is now directly controllable in his CODA battle

Weapons

-  The level of some endgame weapons was slightly adjusted, for instance, the four wind god weapons are all level 34

-  One more tier was added to Daggers, so they’re back to the 10 – 13 – 16 – 19 – 22 level progression

-  Dragon Slayer is now crafted with Secrets of the Master, it’s probably something those crazy dragonlords would craft

-  Bentisca spear and Gae Bolg had to swap places in the table again, so double check them if you had one of those in your save file

-  Draw Out katana ability now counts as a finisher, so it will benefit from 2H Katana skill

-  Chain Whip and Cat o’ Nine Tails are now bought in the shop instead of crafted

-  Tambourine and Seperewa are now bought in the shop instead of crafted

-  RT cost of instrument attacks is now in line with Spellbooks

-  Silver Arch and Silver Bowgun are also bought in the shop instead of crafted

-  Crucible Arch and Crucible Bowgun are crafted with The Bow and The Crossbow recipes, as is more appropriate for their level

-  Crossbows lost one upgrade tier so they now follow the 10 – 14 – 18 – 22 level progression, same as bows

-  The natural weapons of gryphon, cockatrice and octopus now scale better with dexterity than strength

-  Shields are now crafted with weapon crafting books, as there’s little point in having a separate set just for them

-  As the community poll decided, basic armor upgrades aren’t craftable anymore and are sold in the shop instead. It was expected that this option will win, but it seems that crafting has an unexpectedly large number of fans now

-  The HP value on armor is lower and some of that value is now added to the classes so the HP gap between classes that use cloth and those in full heavy armor isn’t as high, there’s already enough of a difference in defense

-  Cloud, Inferno and Kraken ring got some status immunities

Consumables

-  Salvation Gem can now be used without Field Alchemy

-  The arcana for area damage spells III is now crafted with Ars Magna instead of bought in shop

-  Some of the classmarks for new spells are now crafted with Ars Magna instead of Transcription, it’s a temporary measure until they’re added somewhere as drops, you’d be able to obtain them by that point anyway

-  Melee Weapons and Ranged Weapons crafting books were renamed to Melee Combat and Ranged Combat, makes a bit more sense as your shield most of the time isn’t a weapon

Spells and Abilites

-  Ice Breaker was renamed to Winter Siege, it also grants WATERWALK now

-  Status removal actives on ward skills now cost 5TP

-  Movement effects on footwear and rings have been improved a bit, you will get Sidestep with Levitate, Resilient with Waterwalk and Renewal with Lavawalk

-  Renamed Salvation to Covenant

-  RT cost of Fusrodah is down to 30

-  Princess’s Whim TP cost is down to 30 and RT cost is down to 15, the total cost when you add the target’s TP is usually high enough

-  Galaxy Stop now costs 120 MP instead of starting at 100 TP, the chance of applying status effects is slightly increased

-  Gryphon, Cockatrice and Octopus abilities now scale better with DEX

-  Blade Knight’s Discord ability was a bit too cheap for what it does, so it costs 80 RT now and its TP cost starts at 100

-  Added the Arbiter special skill, it’s pretty much a somewhat less powerful and somewhat more expensive forbidden spell

-  Added the Grim Dawn special skill, it’s a spell that hits all enemies on the field with void damage (normally scaled damage but without type or element) and has a chance to inflict Frighten

-  Added the Meat Shield active skill, it’s pretty much the old Risk Management effect

Classes

-  The vitality growth for most classes was adjusted to compensate for the default damage formula which favores defense, as the impact of your offensive stats was dropping off in later parts of the game, and most of your damage with classes that don’t have high attack stats came from your raw weapon ATK, which isn’t ideal. This will take more tweaking, as the formula is extremely volatile and I have to be careful with it, but you should notice more classes doing consistent damage with their attacks now

-  Most classes will have a bit more HP to compensate, as the goal is to get more consistent damage across the board without having everyone instantly dying to a fully charged finisher

-  The class HP growth is a bit more frontloaded now, as the starting amount is higher and the growth is lower, reaching roughly the same values at higher levels

-  The magic defense of some of the more resilient classes is slightly reduced and caster stats are slightly higher across the board, that should make spell damage a bit more consistent too

-  Terror Knight can now use Power Fist, as the only shield-like item

-  Dragoon can use projectile spells III

-  Necromancer got Shadow Resonance instead of Instill Dark

-  Lich got access to Meat Shield active skill, it was the only generic class with just two skills and this fits the theme

-  Octopus lost Preempt, it wasn’t working properly

-  Ranger lost 2H swords as a transfer skill, he will gain the ability to shoot gunblades if I have an extra ability slot somewhere down the line, he got whips instead for now. He can also use projectile spells III

-  Dark Priest got Blood Magic instead of Meditate, felt like a better fit

-  Princess lost First Aid, but gained the Arbiter special skill. She was one of the most powerful casters in the SNES version and if she uses melee attacks with Conviction a lot, it leaves her with more MP than she can possibly shake her royal sceptre at. I can assure you that the thing she summons is absoutely not named Asgard, her ass is guarded well enough already

-  Geomancer got the Inner Flame active skill, it passively raises spell resistance and enables the use of lavawalk effect from boots/ring as an active

-  Added the Summoner as a unique class for Cressida, able to equip light shields, cloth/light armor and cloth/light accessories, on the weapon side having Daggers, Cudgels, Spellbooks and Instruments with Whips as a transfer skill. The class has a similar access to skills as warlock, including Art of War instead of Draconic Magic and Sanctuary, they also love books so much that carrying two of them at once is worth the hassle of learning Double Attack. Summoner can learn all Recruitment Skills, Covenant, Seal Evil and Grim Dawn, also being able to transfer Lament of the Dead, Animate Dead and Extend from other classes. The class is able to use Summons, Bursts and Buff/Debuff spells from Elemental, Light and Dark schools and Ninja Summons, Shadow Bind, Decoy and Envenom from Art of War set.

Racial Templates

-  The starting VIT score for most racial templates is slightly lower and attack stats are slightly higher

-  Hobyrim can’t change his class to archer or fusilier anymore. After one too many arrow in the backside, Denam realized that his Force Sense™ ability doesn’t work terribly well at long range

-  Cressida can’t change her class into Astromancer anymore as she got her own unique Summoner class

-  Sara is back to her blue outfit, you can always use the code generator in the tools folder to customize her look if you liked it better before

Shop

-  Ars Magna can now be bought as soon as Barnicia in ch4 instead of post game

-  Some spells are available a bit earlier, mostly those in Deneb’s shop

Misc

-  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.

 

 

 

Historical screenshots:

0.953

Historical snapshot #312 · updated 2020-05-16 19:07 UTC

Patch notes v0.953

 

 

ATTENTION!!!

This version shifts some of the gear pieces around, so make sure to check all the monsters in your team and remove anything they may have equipped in the weapon slot, because the game will crash if they use it in battle. Also, check your team after first battle, as all gear pieces that are now incompatible with their classes will get removed.

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Chaos path

-  Saving Hobyrim should be easier now

Weapons

-  High level drop-only weapons will also have a small INT bonus. Caster weapon will have a bonus to the matching elemental augment instead

-  The bonus to Parry and Deflect will stay at +1 for Damasc tier gear and above, those are powerful skills and the bonus from items was often much higher than the ranks they normally have

-  Natural attacks that the beast use can now be directly instilled so there’s no need for Assault tokens anymore and you will be able to maul the enemies with your dragons and haymake them with your golems once again

-  Added a new weapon craftable by secrets of the master. As some other weapons had to be shifted around you might find yourself with a fat stack of Gae Bolg spears, if you had a Bentisca spear or Gae Bolg and you don’t have them now, you will have to acquire them again, they drop in the same spots as before

-  1H katana sidegrades have an AVD bonus instead of Parry

-  Caster staves have a +2 bonus to elemental augment now

-  Instruments are now extended range melee weapons, like books

-  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

-  Boltcaster crossbows will have a crushing damage type again as they weren’t interacting with obstacles properly with no damage type, they also got their accuracy bonus back

-  Icarus bow and crossbow have +1 range

-  Boulders were removed as a weapon

-  Dragon scale shield is a sidegrade so it properly grants deflect now

Armor/Accessory

-  As the gap between defensive upgrades was quite large, there are now more steps added instead of sidegrades, with some of the sidegrade bonuses being baked into the mainline items. 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

-  Some of the endgame crafts now have different stats, and some are former sidegrades

-  Due to shop space constraints and to avoid eliminating the lower level armor recipe books, you can only buy defensive gear up to baldur tier and the rest is upgraded from it. This might be changed at a later date if it doesn’t land well

-  Helmets are now mostly MND/RES items and have three main variants, caster helms with high MND, MP and elemental resistance bonuses, light helms with a high ACC, moderate MND and low HP/RES bonus, and heavy helms with a high HP and RES bonus. Circlets are a middle ground between caster and light helm

-  Body armor has the usual three variants with the sidegrade reinforced vests, power armor and evasion robes available in endgame

-  Gloves have been mostly merged together so there are now mage gloves with a high INT bonus, light gloves with high DEX bonus and moderate LUK/INT bonuses and heavy gloves with high STR bonus and moderate INT bonus

-  Legguards are now strong defensive items with the heavy variant having the VIT bonus that helms used to have and higher tiers of light leggings having a higher AVD bonus. First two tiers of light leggings are merged caster/light types but they have separate ones later

-  Boots with waterwalk, lavawalk and float have small bonuses to other stats

-  Instead of having higher bonuses, stat rings have a small bonus to ATK or DEF, depending if the stat they’re increasing is more offensive or defensive in nature

Consumables

-  Added Exile’s Mark, it is craftable with transcription for now but will eventually be added elsewhere as a drop

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

-  Infernal Kiss and Vampiric Kiss swapped places in the skill list, so check which one you have learned

Spells and Abilites

-  Active skills that use item effects, like the Warlock’s instills or Status proofs will now use the standard animation instead of trying to use an invisible item

-  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 that can’t miss

-  Added Discord, a minor 2H Katana finisher that strikes all enemies in the area and heals allies for the amount of TP spent

-  TP cost of First Aid is down to 30

-  Shadowbreak now uses the grenade damage formula instead of being based on weapon damage

-  Mind’s Eye will also grant SIDESTEP for until the end of turn

-  Tabula Rasa will now affect the user and a small area around him, the CPU didn’t understand how to clear itself of debuffs

-  TP cost of Agonal Scream is up to 80

-  TP cost of Virtuous Dance is up to 80, as it was pretty much a straight upgrade over Coquettish Kiss it will now heal allies instead of inflicting Bewitch to reinforce the Familiar’s supporter role

-  TP cost of Coquettish Kiss is down to 40

-  TP cost of Lingering Kiss is down to 50, it swapped effects with Selfless Kiss but will now double the target’s TP in addition to clearing debuffs

-  TP cost of Selfless Kiss is up to 60, it swapped effects with Lingering Kiss but will now remove 10% of current HP so you won’t be able to kill yourself with it as long as you’re not at 1 HP

Classes

-  Knight, Hoplite and Golem gained access to Counterhit3

-  Hydra gained access to Momentum

-  Octopus gained access to Preempt and Counterhit3

-  Monsters that were able to use boulder weapons can now do so natively again, their RT was increased to compensate but nos as much as equipping them used to

-  Princess gained access to First Aid, she has lost Last Rites but can use the Exorcism spell to compensate

-  Added Blade Knight as a unique class for Hobyrim, able to equip cloth/light/heavy armor, light accessories and only 2H Katana. The class 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, Preempt, Mind’s Eye and Squash from other classes. Through Art of War command, he is able to use War Dances and utility Ninjutsu

 

Historical screenshots:

0.950a

Historical snapshot #304 · updated 2020-04-07 15:43 UTC

Patch notes v0.950a

 

 

Equipment

-  The baldur weapon sidegrade has the same percentage bonus vs undead as the basic version, it was a leftover from back when those were upgrades

-  Now that some of the spells got changed in last patch, some endgame weapons needed different usable abilities, those include Xolotl’s Canine, Yama, Mordred’s Song, Glamrock

-  Enchanter’s Hat and Holy Crown have higher defensive stats and also got 3 uses of Absorb MP along with its passive ability

-  Changed which metals are used for basic jewelry crafting, as some of the current ones are crafted from more expensive ores

Consumables

-  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

-  All arcana will now have ‘arcana’ in the name too, instead of just the spell name. The dialogue when findign arcana in the field was feelig a bit off if when it said ‘You have found the Deadshot, as it was inconsistent with the other spell learning items which have a type, as in ‘You have found the Windshear Scroll’. Unfortunately, due to space constraints it meant that a number of spells had to be renamed, full listing given below in the spell section

Skills

-  The Siege skill will now also give you the ability to use Fortify on self for 20TP

Spells and Active Skills

-  Increased the damage bonus of Meta Morph Geomancy, as it can’t be scaled by elemental augments and piercing damage is easier to resist

-  Grenade abilities will now properly use up 1 grenade from your inventory and always inflict the debuff

-  Major debuffs are available a bit earlier

-  The availability of dark debuffs was shuffled around somewhat, charm will notably be available later, along with other major debuffs

-  Conviction will now charge the same amount of MP as the damage that was done, instead of charging a percentage of user’s max MP

-  The following spells were renamed:

Aeroflux Typhon                                                                    Meteor Strike Dark Star

Dust Devil Headwind                                                              Hellhound Cerberos

Storm Prison Stormbound                                                      Abyss Hades

Thunderbird Stormcrow                                                          Spellcharge Charge

Plasma Veil Arclite                                                                   Paradigm Shift Accelerate

Flame Fusion Soulspark                                                          Paralytic Wave Palsy Skein

Ice Brand Impale                                                                     Poison Mist Decay

Mighty Glacier Ice Breaker                                                      Black Death Decay II

Freezing Gust Timestop                                                          Dominate Stasis

Ice Brand Impale                                                                     Gravity Flux Wormhole

Spiritsurge Sunspear                                                               Dead Man’s Ivy Abyss

Wisplight Wisp                                                                        Gift of Renewal Renewal

Heavenly Judge Starion                                                          Nullify Strike Protection

Boon of Swiftness Haste                                                        Negate Spell Spellguard

Major Heal Allheal                                                                   Living Corpse Living Dead

Word of Pain Painside                                                             Phantom Pain Torment

Shop

-  Codex of Jewelry will be available a bit earlier again, as some enemies in act 2 are now dropping the gems you need for crafting

Misc

-  In case you missed the part under the huge ‘ATTENTION’ text on the first page of the readme, be sure to go back and read it

 

 

Patch notes v0.950

 

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Neutral path

-  Fixed some problems with gear allocation in some cases of redone battles

-  Readjusted some units that were done before, in regards to changes in drops and class abilities

-  Added more glass pumpkins to the first two acts

-  Cafting 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

-  Temple of Xoshonell boss will drop Shieldcraft and Codex of Jewelry IV on low level version of the fight instead of The Fist and Armorcraft, as it’s the same as high level version and you can get the other ones from another boss. I assume this was an oversight

Equipment

-  The duration of status effects on weapons were adjusted along with other abilities

-  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

-  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

-  Bowgun and Crossbow swapped places for the same reason as the above

-  Default shields will now have a Parry bonus and the sidegrades will have Deflect

-  Sidegrade heavy shields will now have the same amount of elemental resistance as the default variant

-  Shield bash is even more accurate

-  Values on jewelry that raises primary stats were slightly increased

Consumables

-  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

-  Grenades are now cheaper and easier to craft, they were boiled down to just three variants as there’s another way to use them now

-  Added Druid’s Mark, it is craftable with transcription for now but will eventually be added elsewhere as a drop

-  Added the new arcana primers and grenade manuals, they’re crafted with Ars Magna and The Fusil crafting books

Skills

-  Deflect will level slightly faster than Parry

-  Added an active skill Shellbust

-  Enabled the Core passive skills

-  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

-  Absorb MP is available earlier and now also grants the Absorb active skill

-  Luminous and Shadow Resonance are now also mutually exclusive like other light and dark skills

-  The level requirement for some other general passives was also reduced slightly

Classes

-  Archer gained access to Art of War, he can use Escalade, Waterstep and Bringer buffs

-  Ninja can use Grenades through Art of War command set

-  Rogue can now learn Bullseye

-  Fusilier gained access to Art of War, he can use Escalade, Waterstep and Grenades

-  Hoplite lost access to Lockdown but gained Check, it makes more sense for a tank class.

-  Juggernaut lost access to Check but gained Lockdown, makes more sense on a class that sometimes find itself in unsafe spots due to high movement

-  Trickster was able to use 2H Fusils by mistake

-  Golems can now be customized by picking a Core passive, they are mutually exclusive and will boost a stat associated to former golem types

-  Gryphon lost access to Dash

-  Cockatrice lost access to Dash

-  Lord is also able to use grenades through Art of War

-  Ranger doesn’t exclusively learn Bullseye anymore, but it can be transferred from Rogue, he is also able to learn Featherstep

-  Dragonborn can learn Howl

-  Paragon lost access to Lockdown and Momentum, but has gained access to a unique ability Shellbust

-  Added the Geomancer as a unique class for Phoraena sisters, able to equip light shields, cloth/light armor and cloth/light/heavy accessories, on the weapon side having Daggers, 1H/2H Swords, Axes, Spears and Cudgels with Whips as an off-choice. The class 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. Geomancer can learn Lockdown and GordianLock, also being able to transfer EmpowerGolem, Squash and Golemsbane from other classes. Through Art of War command, the class is able to use Geomancy spells and also Escalade and Waterwalk.

Spells and Active Skills

-  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

-  Forbidden spells are powerful but they’re pretty much just a damage upgrade over indirect area spell IV, which pushed them to very high levels as that means they should come after them, and also reduced their appeal. To fix that, area spells now come in three tiers instead of four and their area isn’t growing anymore, but their power is increased. Forbidden spells keep their high area and damage, while also being usable earlier, which should make them significantly more attractive

-  Area spells III have a lower MP/ RT cost

-  Rattle is now an area effect

-  Corrosion now removes 20-30 TP instead of dealing damage, the formula proved a bit unrealiable and hard to control, which is fine for something isolated, like grenades, but doesn’t work within a spell set when it enables a low cost status spell to compete in direct damage with high cost area spells

-  Heal I-IV have a higher MP cost, they should be harder to spam without resource assistance

-  Ninjutsu summons have a higher RT cost, and summons II now cost 80TP instead of 100

-  Added grenade abilities to Art of War command set, they cost 10TP/30RT and use one grenade of matching type from your inventory, unlike normally thrown grenades they hit an area

-  Added geomancy abilities to Art of War command set with a cost of 30MP/50RT and have a low chance to cause status effects (25-40%)

-  Wind Blade, deals Air damage, can remove all TP and is usable on grass tiles

-  Local Quake, deals Earth damage, can Stun and is usable on soil, oil and natural stone tiles

-  Steam Flash, deals Water damage, can Slow and is usable on water, swamp and mold tiles

-  Pyroclasm, deals Fire damage, can Shackle and is usable on lava and volcanic rock tiles

-  Meta Morph, deals Piercing damage, can Bind and is usable on carved wood/stone tiles

-  Added Leech, a close range ability that costs 20TP/10RT and drains MP from an enemy or ally, up to 15% of his maximum. It is accessed via Absorb MP skill

-  Grenades were reworked into three types, all do raw damage and don’t scale much but may do more damage to units especially vulnerable to magic

-  Flashbang, can Stun

-  Tear Gas, can Silence

-  Mustard Bomb, can Poison

-  Accuracy scaling finishers do a bit more damage

-  Added Shellbust, a touch ability that inflicts Breach on the target, knocks it back and clears the user of all debuffs if the target was already affected by a debuff

-  Iron Maiden has the accuracy of a projectile spell instead of being fixed at 60%. To compensate, the damage, chance for Stop and its duration are lower

-  Featherstep doesn’t remove Hobble anymore and extends the user’s movement range instead, same as Dash

-  El Colas Winds will grant Negate instead of extending movement, it should make Canopus less of a sitting duck

-  Mother’s Blessing will also grant Healcraft as a fringe benefit

-  Booby Trap won’t show you the exact tile on which the enemy placed a trap anymore so you will only know the general direction, a rogue worth his salt would never allow it. So, you've got to ask yourself one question now. “Is my luck high today?” Well is it, punk?

-  Conviction will also determine accuracy like Iron Maiden, however, it will do spell damage now and the amount of MP it charges will be lower

Racial Templates

-  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

-  Tamuz now belongs to the umbra racial type and has his own class set, having access to most classes available to Orc and Gremlin. Namely, Warrior, Archer, Wizard, Spellblade, Terror Knight, Berserker, Rogue, Beast Tamer, Juggernaut and Patriarch

-  Adjusted the stats of some NPCs

Misc

-  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

Historical screenshots:

0.950a

Historical snapshot #300 · updated 2020-02-22 17:58 UTC

Patch notes v0.950a

 

Equipment

-  The baldur weapon sidegrade has the same percentage bonus vs undead as the basic version, it was a leftover from back when those were upgrades

-  Now that some of the spells got changed in last patch, some endgame weapons needed different usable abilities, those include Xolotl’s Canine, Yama, Mordred’s Song, Glamrock

-  Enchanter’s Hat and Holy Crown have higher defensive stats and also got 3 uses of Absorb MP along with its passive ability

-  Changed which metals are used for basic jewelry crafting, as some of the current ones are crafted from more expensive ores

Consumables

-  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

-  All arcana will now have ‘arcana’ in the name too, instead of just the spell name. The dialogue when findign arcana in the field was feelig a bit off if when it said ‘You have found the Deadshot, as it was inconsistent with the other spell learning items which have a type, as in ‘You have found the Windshear Scroll’. Unfortunately, due to space constraints it meant that a number of spells had to be renamed, full listing given below in the spell section

Skills

-  The Siege skill will now also give you the ability to use Fortify on self for 20TP

Spells and Active Skills

-  Increased the damage bonus of Meta Morph Geomancy, as it can’t be scaled by elemental augments and piercing damage is easier to resist

-  Grenade abilities will now properly use up 1 grenade from your inventory and always inflict the debuff

-  Major debuffs are available a bit earlier

-  The availability of dark debuffs was shuffled around somewhat, charm will notably be available later, along with other major debuffs

-  Conviction will now charge the same amount of MP as the damage that was done, instead of charging a percentage of user’s max MP

-  The following spells were renamed:

Aeroflux Typhon                                                                    Meteor Strike Dark Star

Dust Devil Headwind                                                              Hellhound Cerberos

Storm Prison Stormbound                                                      Abyss Hades

Thunderbird Stormcrow                                                          Spellcharge Charge

Plasma Veil Arclite                                                                   Paradigm Shift Accelerate

Flame Fusion Soulspark                                                          Paralytic Wave Palsy Skein

Ice Brand Impale                                                                     Poison Mist Decay

Mighty Glacier Ice Breaker                                                      Black Death Decay II

Freezing Gust Timestop                                                          Dominate Stasis

Ice Brand Impale                                                                     Gravity Flux Wormhole

Spiritsurge Sunspear                                                               Dead Man’s Ivy Abyss

Wisplight Wisp                                                                        Gift of Renewal Renewal

Heavenly Judge Starion                                                          Nullify Strike Protection

Boon of Swiftness Haste                                                        Negate Spell Spellguard

Major Heal Allheal                                                                   Living Corpse Living Dead

Word of Pain Painside                                                             Phantom Pain Torment

Shop

-  Codex of Jewelry will be available a bit earlier again, as some enemies in act 2 are now dropping the gems you need for crafting

Misc

-  In case you missed the part under the huge ‘ATTENTION’ text on the first page, be sure to go back and read it

 

 

Patch notes v0.950

 

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Neutral path

-  Fixed some problems with gear allocation in some cases of redone battles

-  Readjusted some units that were done before, in regards to changes in drops and class abilities

-  Added more glass pumpkins to the first two acts

-  Cafting 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

-  Temple of Xoshonell boss will drop Shieldcraft and Codex of Jewelry IV on low level version of the fight instead of The Fist and Armorcraft, as it’s the same as high level version and you can get the other ones from another boss. I assume this was an oversight

Equipment

-  The duration of status effects on weapons were adjusted along with other abilities

-  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

-  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

-  Bowgun and Crossbow swapped places for the same reason as the above

-  Default shields will now have a Parry bonus and the sidegrades will have Deflect

-  Sidegrade heavy shields will now have the same amount of elemental resistance as the default variant

-  Shield bash is even more accurate

-  Values on jewelry that raises primary stats were slightly increased

Consumables

-  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

-  Grenades are now cheaper and easier to craft, they were boiled down to just three variants as there’s another way to use them now

-  Added Druid’s Mark, it is craftable with transcription for now but will eventually be added elsewhere as a drop

-  Added the new arcana primers and grenade manuals, they’re crafted with Ars Magna and The Fusil crafting books

Skills

-  Deflect will level slightly faster than Parry

-  Added an active skill Shellbust

-  Enabled the Core passive skills

-  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

-  Absorb MP is available earlier and now also grants the Absorb active skill

-  Luminous and Shadow Resonance are now also mutually exclusive like other light and dark skills

-  The level requirement for some other general passives was also reduced slightly

Classes

-  Archer gained access to Art of War, he can use Escalade, Waterstep and Bringer buffs

-  Ninja can use Grenades through Art of War command set

-  Rogue can now learn Bullseye

-  Fusilier gained access to Art of War, he can use Escalade, Waterstep and Grenades

-  Hoplite lost access to Lockdown but gained Check, it makes more sense for a tank class.

-  Juggernaut lost access to Check but gained Lockdown, makes more sense on a class that sometimes find itself in unsafe spots due to high movement

-  Trickster was able to use 2H Fusils by mistake

-  Golems can now be customized by picking a Core passive, they are mutually exclusive and will boost a stat associated to former golem types

-  Gryphon lost access to Dash

-  Cockatrice lost access to Dash

-  Lord is also able to use grenades through Art of War

-  Ranger doesn’t exclusively learn Bullseye anymore, but it can be transferred from Rogue, he is also able to learn Featherstep

-  Dragonborn can learn Howl

-  Paragon lost access to Lockdown and Momentum, but has gained access to a unique ability Shellbust

-  Added the Geomancer as a unique class for Phoraena sisters, able to equip light shields, cloth/light armor and cloth/light/heavy accessories, on the weapon side having Daggers, 1H/2H Swords, Axes, Spears and Cudgels with Whips as an off-choice. The class 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. Geomancer can learn Lockdown and GordianLock, also being able to transfer EmpowerGolem, Squash and Golemsbane from other classes. Through Art of War command, the class is able to use Geomancy spells and also Escalade and Waterwalk.

Spells and Active Skills

 

-  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

-  Forbidden spells are powerful but they’re pretty much just a damage upgrade over indirect area spell IV, which pushed them to very high levels as that means they should come after them, and also reduced their appeal. To fix that, area spells now come in three tiers instead of four and their area isn’t growing anymore, but their power is increased. Forbidden spells keep their high area and damage, while also being usable earlier, which should make them significantly more attractive

-  Area spells III have a lower MP/ RT cost

-  Rattle is now an area effect

-  Corrosion now removes 20-30 TP instead of dealing damage, the formula proved a bit unrealiable and hard to control, which is fine for something isolated, like grenades, but doesn’t work within a spell set when it enables a low cost status spell to compete in direct damage with high cost area spells

-  Heal I-IV have a higher MP cost, they should be harder to spam without resource assistance

-  Ninjutsu summons have a higher RT cost, and summons II now cost 80TP instead of 100

-  Added grenade abilities to Art of War command set, they cost 10TP/30RT and use one grenade of matching type from your inventory, unlike normally thrown grenades they hit an area

-  Added geomancy abilities to Art of War command set with a cost of 30MP/50RT and have a low chance to cause status effects (25-40%)

-  Wind Blade, deals Air damage, can remove all TP and is usable on grass tiles

-  Local Quake, deals Earth damage, can Stun and is usable on soil, oil and natural stone tiles

-  Steam Flash, deals Water damage, can Slow and is usable on water, swamp and mold tiles

-  Pyroclasm, deals Fire damage, can Shackle and is usable on lava and volcanic rock tiles

-  Meta Morph, deals Piercing damage, can Bind and is usable on carved wood/stone tiles

-  Added Leech, a close range ability that costs 20TP/10RT and drains MP from an enemy or ally, up to 15% of his maximum. It is accessed via Absorb MP skill

-  Grenades were reworked into three types, all do raw damage and don’t scale much but may do more damage to units especially vulnerable to magic

-  Flashbang, can Stun

-  Tear Gas, can Silence

-  Mustard Bomb, can Poison

-  Accuracy scaling finishers do a bit more damage

-  Added Shellbust, a touch ability that inflicts Breach on the target, knocks it back and clears the user of all debuffs if the target was already affected by a debuff

-  Iron Maiden has the accuracy of a projectile spell instead of being fixed at 60%. To compensate, the damage, chance for Stop and its duration are lower

-  Featherstep doesn’t remove Hobble anymore and extends the user’s movement range instead, same as Dash

-  El Colas Winds will grant Negate instead of extending movement, it should make Canopus less of a sitting duck

-  Mother’s Blessing will also grant Healcraft as a fringe benefit

-  Booby Trap won’t show you the exact tile on which the enemy placed a trap anymore so you will only know the general direction, a rogue worth his salt would never allow it. So, you've got to ask yourself one question now. “Is my luck high today?” Well is it, punk?

-  Conviction will also determine accuracy like Iron Maiden, however, it will do spell damage now and the amount of MP it charges will be lower

Racial Templates

-  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

-  Tamuz now belongs to the umbra racial type and has his own class set, having access to most classes available to Orc and Gremlin. Namely, Warrior, Archer, Wizard, Spellblade, Terror Knight, Berserker, Rogue, Beast Tamer, Juggernaut and Patriarch

-  Adjusted the stats of some NPCs

Misc

 

-  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

Historical screenshots:

0.950

Historical snapshot #299 · updated 2020-02-22 01:33 UTC

Patch notes v0.950

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 3 on Neutral path

-  Fixed some problems with gear allocation in some cases of redone battles

-  Readjusted some units that were done before, in regards to changes in drops and class abilities

-  Added more glass pumpkins to the first two acts

-  Cafting 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

-  Temple of Xoshonell boss will drop Shieldcraft and Codex of Jewelry IV on low level version of the fight instead of The Fist and Armorcraft, as it’s the same as high level version and you can get the other ones from another boss. I assume this was an oversight

Equipment

-  The duration of status effects on weapons were adjusted along with other abilities

-  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

-  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

-  Bowgun and Crossbow swapped places for the same reason as the above

-  Default shields will now have a Parry bonus and the sidegrades will have Deflect

-  Sidegrade heavy shields will now have the same amount of elemental resistance as the default variant

-  Shield bash is even more accurate

-  Values on jewelry that raises primary stats were slightly increased

Consumables

-  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

-  Grenades are now cheaper and easier to craft, they were boiled down to just three variants as there’s another way to use them now

-  Added Druid’s Mark, it is craftable with transcription for now but will eventually be added elsewhere as a drop

-  Added the new arcana primers and grenade manuals, they’re crafted with Ars Magna and The Fusil crafting books

Skills

-  Deflect will level slightly faster than Parry

-  Added an active skill Shellbust

-  Enabled the Core passive skills

-  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

-  Absorb MP is available earlier and now also grants the Absorb active skill

-  Luminous and Shadow Resonance are now also mutually exclusive like other light and dark skills

-  The level requirement for some other general passives was also reduced slightly

Classes

-  Archer gained access to Art of War, he can use Escalade, Waterstep and Bringer buffs

-  Ninja can use Grenades through Art of War command set

-  Rogue can now learn Bullseye

-  Fusilier gained access to Art of War, he can use Escalade, Waterstep and Grenades

-  Hoplite lost access to Lockdown but gained Check, it makes more sense for a tank class.

-  Juggernaut lost access to Check but gained Lockdown, makes more sense on a class that sometimes find itself in unsafe spots due to high movement

-  Trickster was able to use 2H Fusils by mistake

-  Golems can now be customized by picking a Core passive, they are mutually exclusive and will boost a stat associated to former golem types

-  Gryphon lost access to Dash

-  Cockatrice lost access to Dash

-  Lord is also able to use grenades through Art of War

-  Ranger doesn’t exclusively learn Bullseye anymore, but it can be transferred from Rogue, he is also able to learn Featherstep

-  Dragonborn can learn Howl

-  Paragon lost access to Lockdown and Momentum, but has gained access to a unique ability Shellbust

-  Added the Geomancer as a unique class for Phoraena sisters, able to equip light shields, cloth/light armor and cloth/light/heavy accessories, on the weapon side having Daggers, 1H/2H Swords, Axes, Spears and Cudgels with Whips as an off-choice. The class 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. Geomancer can learn Lockdown and GordianLock, also being able to transfer EmpowerGolem, Squash and Golemsbane from other classes. Through Art of War command, the class is able to use Geomancy spells and also Escalade and Waterwalk.

Spells and Active Skills

-  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

-  Forbidden spells are powerful but they’re pretty much just a damage upgrade over indirect area spell IV, which pushed them to very high levels as that means they should come after them, and also reduced their appeal. To fix that, area spells now come in three tiers instead of four and their area isn’t growing anymore, but their power is increased. Forbidden spells keep their high area and damage, while also being usable earlier, which should make them significantly more attractive

-  Area spells III have a lower MP/ RT cost

-  Rattle is now an area effect

-  Corrosion now removes 20-30 TP instead of dealing damage, the formula proved a bit unrealiable and hard to control, which is fine for something isolated, like grenades, but doesn’t work within a spell set when it enables a low cost status spell to compete in direct damage with high cost area spells

-  Heal I-IV have a higher MP cost, they should be harder to spam without resource assistance

-  Ninjutsu summons have a higher RT cost, and summons II now cost 80TP instead of 100

-  Added grenade abilities to Art of War command set, they cost 10TP/30RT and use one grenade of matching type from your inventory, unlike normally thrown grenades they hit an area

-  Added geomancy abilities to Art of War command set with a cost of 30MP/50RT and have a low chance to cause status effects (25-40%)

-  Wind Blade, deals Air damage, can remove all TP and is usable on grass tiles

-  Local Quake, deals Earth damage, can Stun and is usable on soil, oil and natural stone tiles

-  Steam Flash, deals Water damage, can Slow and is usable on water, swamp and mold tiles

-  Pyroclasm, deals Fire damage, can Shackle and is usable on lava and volcanic rock tiles

-  Meta Morph, deals Piercing damage, can Bind and is usable on carved wood/stone tiles

-  Added Leech, a close range ability that costs 20TP/10RT and drains MP from an enemy or ally, up to 15% of his maximum. It is accessed via Absorb MP skill

-  Grenades were reworked into three types, all do raw damage and don’t scale much but may do more damage to units especially vulnerable to magic

-  Flashbang, can Stun

-  Tear Gas, can Silence

-  Mustard Bomb, can Poison

-  Accuracy scaling finishers do a bit more damage

-  Added Shellbust, a touch ability that inflicts Breach on the target, knocks it back and clears the user of all debuffs if the target was already affected by a debuff

-  Iron Maiden has the accuracy of a projectile spell instead of being fixed at 60%. To compensate, the damage, chance for Stop and its duration are lower

-  Featherstep doesn’t remove Hobble anymore and extends the user’s movement range instead, same as Dash

-  El Colas Winds will grant Negate instead of extending movement, it should make Canopus less of a sitting duck

-  Mother’s Blessing will also grant Healcraft as a fringe benefit

-  Booby Trap won’t show you the exact tile on which the enemy placed a trap anymore so you will only know the general direction, a rogue worth his salt would never allow it. So, you've got to ask yourself one question now. “Is my luck high today?” Well is it, punk?

-  Conviction will also determine accuracy like Iron Maiden, however, it will do spell damage now and the amount of MP it charges will be lower

Racial Templates

-  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

-  Tamuz now belongs to the umbra racial type and has his own class set, having access to most classes available to Orc and Gremlin. Namely, Warrior, Archer, Wizard, Spellblade, Terror Knight, Berserker, Rogue, Beast Tamer, Juggernaut and Patriarch

-  Adjusted the stats of some NPCs

Misc

-  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

Historical screenshots:

0.945b

Historical snapshot #294 · updated 2020-02-11 18:20 UTC

Patch notes v0.945b

 

 

General

-  The first battle of Ravness quest line in chapter 2 law is also reworked

-  Ravness will appear as Paragon in that battle. She will not join as one yet in chapter 3 but you will be able to steal Oathblade marks from her during the encounter

Classes

-  Paragon can now use divine BURST 1/2 and will be able to use spells a bit sooner, she also got access to war dances and can learn the Art of War command

 

 

 

Patch notes v0.945a

 

 

Equipment

-  Arkhiatros Mitts now have 2 uses of Tabula Rasa instead of Healcraft

-  Lifegiver got one extra use of Heal 50%

-  Khatvanga now has 3 uses of Meditate instead of one use of Self-charge 50, it’s close enough and that ability was used only there so it was mostly a waste of space

Classes

-  Fixed the bug that prevented Ocionne from changing into Dragonborn

 

 

 

Patch notes v0.945

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 2 on Law path

-  The advanced classes (blue, red and gold) in endgame are less restricted with skills, it’s a temporary measure until those battles are reworked

Equipment

-  Magehunter claws remove more MP on hit, 30 for mid game and 40 for endgame weapons

-  Some 2H sword names were moved around

-  The amount of TP that both katana types remove on hit varies now, for 1H version it’s 20 early on, 30 in mid and 40 in late game and for 2H version it’s 30, 45 and 60, respectively

-  Chain Whip is now a baldur weapon

-  Tambourine is now a baldur weapon

-  Boltcaster crossbows have proven to be way too situational for a main weapon, so they were reworked to be one-handed which might allow your fighters to sneak some hits into the back line if there’s a convenient opening. Their range and damage was reduced a bit, but they’re also lighter and faster to use, with endgame elemental versions having no physical component so crush/slash/pierce resistance doesn’t apply. This also means that the CPU will very rarely, if ever, autoequip them, potentially ending up less effective on terrain with high elevation differences

-  A few crossbows were renamed following the change above

-  Status immunity is less common on readily available pieces of gear, and is mostly left for endgame unique pieces, it isn’t really needed, considering that immunity skills are more accessible

Consumables

-  Oathblade’s Mark added to the game, it can currently only be crafted with Transcription but it will be made more available eventually

Skills

-  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

-  The level requirement for Jump skills was lowered

Classes

-  Warrior gained access to Cudgels as a transfer skill but can use only the fighter variant

-  Archer gained access to Parry, and can also use a minor dagger finisher Hamstring, the option to parry and immobilize a melee attacker on demand if pinned down should give a bit more purpose to having a melee weapon skill

-  Cleric gained access to Whips as a transfer skill, all that self-flagellation finally paid off, also gained access to Field Alchemy II

-  Spellblade gained access to 1H Katana as a transfer skill

-  Knight gained access to Cudgels as a transfer skill, so they have one more 2H weapon choice

-  Terror Knight gained access to 1H Swords as a transfer skill but can use only the sidegrade bastard sword variant

-  Berserker gained access to 1H Swords as a transfer skill, what’s a pirate that can’t use a cutlass

-  Swordmaster gained access to Daggers as a transfer skill

-  Dragoon gained access to 2H Katana as a transfer skill, TP removal is nice to have when fighting monsters

-  Ninja gained access to Cudgels as a transfer skill, they seem harmless enough

-  Rogue now gains access to 1H Swords as a transfer skill

-  Beast Tamer gained access to Crossbows as a transfer skill

-  Warlock gained access to 1H Swords as a transfer skill, and can learn Deflect

-  Angel Knight gained access to 1H Katana as a transfer skill

-  Hoplite gained access to 1H Katana as a transfer skill

-  Juggernaut gained access to Fists as a transfer skill

-  Patriarch gained access to Spears as a transfer skill but can use only the 1H ones, he can learn Deflect and Wade but has lost Gluttony

-  Familiar gained access to Crossbows as a transfer skill but can use only the 1H ones, now that the class is exclusive to fairies it doesn’t need Wade anymore and has lost access to Gluttony

-  Trickster gained access to Fusils as a transfer skill but can use only the 1H ones, it lost access to Wade and Gluttony, same as familiar

-  Warden gained access to 2H Swords as a transfer skill, it lost access to Gluttony

-  Ranger gained access to 2H Swords as a transfer skill but can only use gunblades, RT cost of movement per tile is lower by 1

-  Priest gained access to Whips as a transfer skill, by some sources it’s a proper weapon for an undead hunter, especially the Chain Whip

-  Heretic gained access to 1H Swords as a transfer skill, we can finally have the artwork setup

-  Princess gained access to 2H Katana as a transfer skill

-  Vartan gained access to Whips as a transfer skill

-  White Knight gained access to Fists as a transfer skill

-  Wicce gained access to Instruments as a transfer skill and can learn Devour, she lost access to Meditate and Gluttony

-  Songstress gained access to Spears as a transfer skill but can only use the 1H ones, RT cost of movement per tile is lower by 1

-  Buccaneer now gains access to 2H Swords as a transfer skill, he is still limited to gunblades, RT cost of movement per tile is lower by 1

-  Knight Commander gained access to Cudgels as a transfer skill

-  Monster stats were reshuffled around so they don’t get blown up by skills using the level scaling formula, it means they will feel a bit different now so let me know if something about them is off

-  Added Paragon to the game as a unique class for Ravness, she can equip light/heavy armor/accessories and is limited to 1H Swords only, but gains three minor finishers with them at levels 1, 3 and 5. The class has a similar access to skills as Knight, except being limited to first two tiers of Rampart Aura, it is able to learn Lockdown, Palladium and Momentum, also being able to transfer Aegis, Consecrate Dead, Phalanx and Blood Price from other classes. Her magic selection is limited to Divine spells – Regenerate, Ease, Major Heal and Evacuate. This class probably isn’t something we haven’t seen somewhere before, but Ravness’ visual design is also something we’re somewhat vaguely familiar with so it should be a good match

Spells and Active Skills

-  Hover Draft now grants Flight to a single target

-  Corrosion should now do less damage to beasts, some deviation is still possible

-  Mighty Glacier now also advances the RT counter of the target slightly

-  Regenerate lasts longer

-  Wisplight and Hellhound summons now do the proper amount of damage to living and undead targets

-  Drain Mind will suck away all of the target’s MP now

-  Gravity Flux will now show how much damage it does

-  Ninjutsu summons now have a physical component like Burst spells, it was done for consistency reasons as their light/dark variants also ignore the living/undead state of the target. As this means they will do less damage in some cases their damage was buffed slightly to compensate

-  Brainrot will now drain all mana from its targets, along with inflicting Feeblemind and Spellslip, making it significantly more nasty

-  Secret of Mana song will do more MP damage to enemies

-  Grenades now scale with level instead of attack power, so they will do damage even if you don’t have a weapon equipped

-  Added Frostblink, a minor 1H Sword finisher exclusive to Paragon that does ice damage to a single target and has a 40% chance to inflict Bind

-  Added Hellcry, a minor 1H Sword finisher exclusive to Paragon that does fire damage in a line and has a 25% chance to inflict Fear

-  Added Boltstrike, a minor 1H Sword finisher exclusive to Paragon that does lightning damage in area and has a 25% chance to inflict Shackle

-  Most line finishers now have higher range as they’re generally harder to use

-  Added Hamstring, a minor Dagger finisher exclusive to Archer that does no damage but has a 100% chance to Bind

-  Fusrodah can now move its area 2 squares outward so it doesn’t have to be centered on the user

-  Gluttony was reworked to Devour, it drains all of the target’s MP to heal the user’s HP and charge his MP. Its TP cost was raised to 30

-  Salvation can now move its area 3 squares outward so it doesn’t have to be centered on the user

-  Selfless Kiss now also can’t be used on undead, the fairy union lodged another complaint citing that “kissing a zombie simply isn’t an option, no-no-no, if you want to bring any undead units along you will have to kiss them yourself, dummy”

Racial Templates

-  Ravness lost the access to Paladin class and got Paragon instead, she will eventually join in that class once act 3 battles are finished

-  Starting stats for monster races have changed to match their class stats

Misc

-  Fixed some weapon/spell descriptions

-  Changed Canopus’ introduction to something slightly less polite but significantly more nostalgic

 

 

 

Historical screenshots:

0.945a

Historical snapshot #272 · updated 2020-01-19 22:25 UTC

Patch notes v0.945a

 

Equipment

-  Arkhiatros Mitts now have 2 uses of Tabula Rasa instead of Healcraft

-  Lifegiver got one extra use of Heal 50%

-  Khatvanga now has 3 uses of Meditate instead of one use of Self-charge 50, it’s close enough and that ability was used only there so it was mostly a waste of space

Classes

-  Fixed the bug that prevented Ocionne from changing into Dragonborn

 

 

 

Patch notes v0.945

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 2 on Law path

-  The advanced classes (blue, red and gold) in endgame are less restricted with skills, it’s a temporary measure until those battles are reworked

Equipment

-  Magehunter claws remove more MP on hit, 30 for mid game and 40 for endgame weapons

-  Some 2H sword names were moved around

-  The amount of TP that both katana types remove on hit varies now, for 1H version it’s 20 early on, 30 in mid and 40 in late game and for 2H version it’s 30, 45 and 60, respectively

-  Chain Whip is now a baldur weapon

-  Tambourine is now a baldur weapon

-  Boltcaster crossbows have proven to be way too situational for a main weapon, so they were reworked to be one-handed which might allow your fighters to sneak some hits into the back line if there’s a convenient opening. Their range and damage was reduced a bit, but they’re also lighter and faster to use, with endgame elemental versions having no physical component so crush/slash/pierce resistance doesn’t apply. This also means that the CPU will very rarely, if ever, autoequip them, potentially ending up less effective on terrain with high elevation differences

-  A few crossbows were renamed following the change above

-  Status immunity is less common on readily available pieces of gear, and is mostly left for endgame unique pieces, it isn’t really needed, considering that immunity skills are more accessible

Consumables

-  Oathblade’s Mark added to the game, it can currently only be crafted with Transcription but it will be made more available eventually

Skills

-  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

-  The level requirement for Jump skills was lowered

Classes

-  Warrior gained access to Cudgels as a transfer skill but can use only the fighter variant

-  Archer gained access to Parry, and can also use a minor dagger finisher Hamstring, the option to parry and immobilize a melee attacker on demand if pinned down should give a bit more purpose to having a melee weapon skill

-  Cleric gained access to Whips as a transfer skill, all that self-flagellation finally paid off, also gained access to Field Alchemy II

-  Spellblade gained access to 1H Katana as a transfer skill

-  Knight gained access to Cudgels as a transfer skill, so they have one more 2H weapon choice

-  Terror Knight gained access to 1H Swords as a transfer skill but can use only the sidegrade bastard sword variant

-  Berserker gained access to 1H Swords as a transfer skill, what’s a pirate that can’t use a cutlass

-  Swordmaster gained access to Daggers as a transfer skill

-  Dragoon gained access to 2H Katana as a transfer skill, TP removal is nice to have when fighting monsters

-  Ninja gained access to Cudgels as a transfer skill, they seem harmless enough

-  Rogue now gains access to 1H Swords as a transfer skill

-  Beast Tamer gained access to Crossbows as a transfer skill

-  Warlock gained access to 1H Swords as a transfer skill, and can learn Deflect

-  Angel Knight gained access to 1H Katana as a transfer skill

-  Hoplite gained access to 1H Katana as a transfer skill

-  Juggernaut gained access to Fists as a transfer skill

-  Patriarch gained access to Spears as a transfer skill but can use only the 1H ones, he can learn Deflect and Wade but has lost Gluttony

-  Familiar gained access to Crossbows as a transfer skill but can use only the 1H ones, now that the class is exclusive to fairies it doesn’t need Wade anymore and has lost access to Gluttony

-  Trickster gained access to Fusils as a transfer skill but can use only the 1H ones, it lost access to Wade and Gluttony, same as familiar

-  Warden gained access to 2H Swords as a transfer skill, it lost access to Gluttony

-  Ranger gained access to 2H Swords as a transfer skill but can only use gunblades, RT cost of movement per tile is lower by 1

-  Priest gained access to Whips as a transfer skill, by some sources it’s a proper weapon for an undead hunter, especially the Chain Whip

-  Heretic gained access to 1H Swords as a transfer skill, we can finally have the artwork setup

-  Princess gained access to 2H Katana as a transfer skill

-  Vartan gained access to Whips as a transfer skill

-  White Knight gained access to Fists as a transfer skill

-  Wicce gained access to Instruments as a transfer skill and can learn Devour, she lost access to Meditate and Gluttony

-  Songstress gained access to Spears as a transfer skill but can only use the 1H ones, RT cost of movement per tile is lower by 1

-  Buccaneer now gains access to 2H Swords as a transfer skill, he is still limited to gunblades, RT cost of movement per tile is lower by 1

-  Knight Commander gained access to Cudgels as a transfer skill

-  Monster stats were reshuffled around so they don’t get blown up by skills using the level scaling formula, it means they will feel a bit different now so let me know if something about them is off

-  Added Paragon to the game as a unique class for Ravness, she can equip light/heavy armor/accessories and is limited to 1H Swords only, but gains three minor finishers with them at levels 1, 3 and 5. The class has a similar access to skills as Knight, except being limited to first two tiers of Rampart Aura, it is able to learn Lockdown, Palladium and Momentum, also being able to transfer Aegis, Consecrate Dead, Phalanx and Blood Price from other classes. Her magic selection is limited to Divine spells – Regenerate, Ease, Major Heal and Evacuate. This class probably isn’t something we haven’t seen somewhere before, but Ravness’ visual design is also something we’re somewhat vaguely familiar with so it should be a good match

Spells and Active Skills

-  Hover Draft now grants Flight to a single target

-  Corrosion should now do less damage to beasts, some deviation is still possible

-  Mighty Glacier now also advances the RT counter of the target slightly

-  Regenerate lasts longer

-  Wisplight and Hellhound summons now do the proper amount of damage to living and undead targets

-  Drain Mind will suck away all of the target’s MP now

-  Gravity Flux will now show how much damage it does

-  Ninjutsu summons now have a physical component like Burst spells, it was done for consistency reasons as their light/dark variants also ignore the living/undead state of the target. As this means they will do less damage in some cases their damage was buffed slightly to compensate

-  Brainrot will now drain all mana from its targets, along with inflicting Feeblemind and Spellslip, making it significantly more nasty

-  Secret of Mana song will do more MP damage to enemies

-  Grenades now scale with level instead of attack power, so they will do damage even if you don’t have a weapon equipped

-  Added Frostblink, a minor 1H Sword finisher exclusive to Paragon that does ice damage to a single target and has a 40% chance to inflict Bind

-  Added Hellcry, a minor 1H Sword finisher exclusive to Paragon that does fire damage in a line and has a 25% chance to inflict Fear

-  Added Boltstrike, a minor 1H Sword finisher exclusive to Paragon that does lightning damage in area and has a 25% chance to inflict Shackle

-  Most line finishers now have higher range as they’re generally harder to use

-  Added Hamstring, a minor Dagger finisher exclusive to Archer that does no damage but has a 100% chance to Bind

-  Fusrodah can now move its area 2 squares outward so it doesn’t have to be centered on the user

-  Gluttony was reworked to Devour, it drains all of the target’s MP to heal the user’s HP and charge his MP. Its TP cost was raised to 30

-  Salvation can now move its area 3 squares outward so it doesn’t have to be centered on the user

-  Selfless Kiss now also can’t be used on undead, the fairy union lodged another complaint citing that “kissing a zombie simply isn’t an option, no-no-no, if you want to bring any undead units along you will have to kiss them yourself, dummy”

Racial Templates

-  Ravness lost the access to Paladin class and got Paragon instead, she will eventually join in that class once act 3 battles are finished

-  Starting stats for monster races have changed to match their class stats

Misc

-  Fixed some weapon/spell descriptions

-  Changed Canopus’ introduction to something slightly less polite but significantly more nostalgic

 

 

 

Historical screenshots:

0.945

Historical snapshot #268 · updated 2020-01-05 22:42 UTC

Patch notes v0.945

 

 

General

-  Continued with the incremental updates to campaign battles, this time adding Chapter 2 on Law path

-  The advanced classes (blue, red and gold) in endgame are less restricted with skills, it’s a temporary measure until those battles are reworked

 

Equipment

-  Magehunter claws remove more MP on hit, 30 for mid game and 40 for endgame weapons

-  Some 2H sword names were moved around

-  The amount of TP that both katana types remove on hit varies now, for 1H version it’s 20 early on, 30 in mid and 40 in late game and for 2H version it’s 30, 45 and 60, respectively

-  Chain Whip is now a baldur weapon

-  Tambourine is now a baldur weapon

-  Boltcaster crossbows have proven to be way too situational for a main weapon, so they were reworked to be one-handed which might allow your fighters to sneak some hits into the back line if there’s a convenient opening. Their range and damage was reduced a bit, but they’re also lighter and faster to use, with endgame elemental versions having no physical component so crush/slash/pierce resistance doesn’t apply. This also means that the CPU will very rarely, if ever, autoequip them, potentially ending up less effective on terrain with high elevation differences

-  A few crossbows were renamed following the change above

-  Status immunity is less common on readily available pieces of gear, and is mostly left for endgame unique pieces, it isn’t really needed, considering that immunity skills are more accessible

 

Consumables

-  Oathblade’s Mark added to the game, it can currently only be crafted with Transcription but it will be made more available eventually

 

Skills

-  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

-  The level requirement for Jump skills was lowered

 

Classes

-  Warrior gained access to Cudgels as a transfer skill but can use only the fighter variant

-  Archer gained access to Parry, and can also use a minor dagger finisher Hamstring, the option to parry and immobilize a melee attacker on demand if pinned down should give a bit more purpose to having a melee weapon skill

-  Cleric gained access to Whips as a transfer skill, all that self-flagellation finally paid off, also gained access to Field Alchemy II

-  Spellblade gained access to 1H Katana as a transfer skill

-  Knight gained access to Cudgels as a transfer skill, so they have one more 2H weapon choice

-  Terror Knight gained access to 1H Swords as a transfer skill but can use only the sidegrade bastard sword variant

-  Berserker gained access to 1H Swords as a transfer skill, what’s a pirate that can’t use a cutlass

-  Swordmaster gained access to Daggers as a transfer skill

-  Dragoon gained access to 2H Katana as a transfer skill, TP removal is nice to have when fighting monsters

-  Ninja gained access to Cudgels as a transfer skill, they seem harmless enough

-  Rogue now gains access to 1H Swords as a transfer skill

-  Beast Tamer gained access to Crossbows as a transfer skill

-  Warlock gained access to 1H Swords as a transfer skill, and can learn Deflect

-  Angel Knight gained access to 1H Katana as a transfer skill

-  Hoplite gained access to 1H Katana as a transfer skill

-  Juggernaut gained access to Fists as a transfer skill

-  Patriarch gained access to Spears as a transfer skill but can use only the 1H ones, he can learn Deflect and Wade but has lost Gluttony

-  Familiar gained access to Crossbows as a transfer skill but can use only the 1H ones, now that the class is exclusive to fairies it doesn’t need Wade anymore and has lost access to Gluttony

-  Trickster gained access to Fusils as a transfer skill but can use only the 1H ones, it lost access to Wade and Gluttony, same as familiar

-  Warden gained access to 2H Swords as a transfer skill, it lost access to Gluttony

-  Ranger gained access to 2H Swords as a transfer skill but can only use gunblades, RT cost of movement per tile is lower by 1

-  Priest gained access to Whips as a transfer skill, by some sources it’s a proper weapon for an undead hunter, especially the Chain Whip

-  Heretic gained access to 1H Swords as a transfer skill, we can finally have the artwork setup

-  Princess gained access to 2H Katana as a transfer skill

-  Vartan gained access to Whips as a transfer skill

-  White Knight gained access to Fists as a transfer skill

-  Wicce gained access to Instruments as a transfer skill and can learn Devour, she lost access to Meditate and Gluttony

-  Songstress gained access to Spears as a transfer skill but can only use the 1H ones, RT cost of movement per tile is lower by 1

-  Buccaneer now gains access to 2H Swords as a transfer skill, he is still limited to gunblades, RT cost of movement per tile is lower by 1

-  Knight Commander gained access to Cudgels as a transfer skill

-  Monster stats were reshuffled around so they don’t get blown up by skills using the level scaling formula, it means they will feel a bit different now so let me know if something about them is off

-  Added Paragon to the game as a unique class for Ravness, she can equip light/heavy armor/accessories and is limited to 1H Swords only, but gains three minor finishers with them at levels 1, 3 and 5. The class has a similar access to skills as Knight, except being limited to first two tiers of Rampart Aura, it is able to learn Lockdown, Palladium and Momentum, also being able to transfer Aegis, Consecrate Dead, Phalanx and Blood Price from other classes. Her magic selection is limited to Divine spells – Regenerate, Ease, Major Heal and Evacuate. This class probably isn’t something we haven’t seen somewhere before, but Ravness’ visual design is also something we’re somewhat vaguely familiar with so it should be a good match

 

Spells and Active Skills

-  Hover Draft now grants Flight to a single target

-  Corrosion should now do less damage to beasts, some deviation is still possible

-  Mighty Glacier now also advances the RT counter of the target slightly

-  Regenerate lasts longer

-  Wisplight and Hellhound summons now do the proper amount of damage to living and undead targets

-  Drain Mind will suck away all of the target’s MP now

-  Gravity Flux will now show how much damage it does

-  Ninjutsu summons now have a physical component like Burst spells, it was done for consistency reasons as their light/dark variants also ignore the living/undead state of the target. As this means they will do less damage in some cases their damage was buffed slightly to compensate

-  Brainrot will now drain all mana from its targets, along with inflicting Feeblemind and Spellslip, making it significantly more nasty

-  Secret of Mana song will do more MP damage to enemies

-  Grenades now scale with level instead of attack power, so they will do damage even if you don’t have a weapon equipped

-  Added Frostblink, a minor 1H Sword finisher exclusive to Paragon that does ice damage to a single target and has a 40% chance to inflict Bind

-  Added Hellcry, a minor 1H Sword finisher exclusive to Paragon that does fire damage in a line and has a 25% chance to inflict Fear

-  Added Boltstrike, a minor 1H Sword finisher exclusive to Paragon that does lightning damage in area and has a 25% chance to inflict Shackle

-  Most line finishers now have higher range as they’re generally harder to use

-  Added Hamstring, a minor Dagger finisher exclusive to Archer that does no damage but has a 100% chance to Bind

-  Fusrodah can now move its area 2 squares outward so it doesn’t have to be centered on the user

-  Gluttony was reworked to Devour, it drains all of the target’s MP to heal the user’s HP and charge his MP. Its TP cost was raised to 30

-  Salvation can now move its area 3 squares outward so it doesn’t have to be centered on the user

-  Selfless Kiss now also can’t be used on undead, the fairy union lodged another complaint citing that “kissing a zombie simply isn’t an option, no-no-no, if you want to bring any undead units along you will have to kiss them yourself, dummy”

 

Racial Templates

-  Ravness lost the access to Paladin class and got Paragon instead, she will eventually join in that class once act 3 battles are finished

-  Starting stats for monster races have changed to match their class stats

 

Misc

-  Fixed some weapon/spell descriptions

-  Changed Canopus’ introduction to something slightly less polite but significantly more nostalgic

 

 

Historical screenshots:

0.94b

Historical snapshot #265 · updated 2020-01-03 00:20 UTC

Patch notes v0.94b

 

General

-  Special characters in act 2 chaos route should now join with proper skills

-  Enemies in high level (23+) version of act 1 and act 2 chaos battles will now have only one weapon skill. As the difference in power between weapon classes is now higher it messed with their gear selection algorithm and resulted in less weapon diversity as the game would equip the most damaging one without accounting for other stats

-  Enemies that use 1h melee + thrown weapon setups should now properly do so in high level version of same battles

-  Bayin was switched over to start with lightning magic, Sherri is recruitable in all routes and she would usually replace him as earth caster

-  In Arkhaiopolis of Rhime ambush battle at the end of act 2 chaos dragons should be starting further away from Denam so they shouldn’t be able to cut off his retreat as easily

Equipment

-  Poison inflicted by weapons lasts longer

-  Increased the chance to proc minor status effects, like Breach, Stagger or Stun. Check the chart in FAQ section for details (once updated)

-  Reduced the chance to proc more powerful status effects for Blowguns

-  Reduced the level requirement of Stundart Blowgun to 7 so it can be used by enemies earlier

-  Crossbow sidegrade no longer has increased ATK value, as enemies ended up using it almost exclusively, it got an accuracy bonus instead

-  Throw stone has a small chance for Knockback

Consumables

-  Death March moved further down the list to make accidental use harder, that means it had to swap places with another item so it will have to be crafted again if you had any in your item list

Classes

-  Fusilier lost access to Silverado but gained Disarm, a minor finisher that does less damage than a normal shot but has a 50% chance to Shackle

-  Priest got access to 1H Fusils and the Silverado minor finisher, as the class is currently something like the PSP version of exorcist, people got excited about the concept of wielding a bible and a gun with silver bullets. I blame anime. As a ranged weapon user it means he also got access to Trajectory skill and sniper gear, we’ll see if this is well received

-  Vartan lost access to Siege, it was a leftover from vanilla and a flying unit has no real need of it

-  Beasts are slightly less evasive in general

Spells and Active Skills

-  Poison spells, especially dark were a bit too oppressive in early game as they did damage upfront and applied a status effect for the low cost of a minor status spell. As dark has two of these spells we can have a low level and high level version and they can keep scaling based on your caster stats. Dark ones do slightly more damage than before, still less than the meteor shower of similar level would, but can miss and are more costly, hopefully it means that the AI will spam them less

-  Poison Mist was renamed to Corrosion, it does a small amount of damage that bypasses all armor and can now miss but the poison effect is still guaranteed when the spell hits. The damage formula should scale based on level, tested it as well as I could but please report if you find the numbers funny at any point, it should go from 15-20 damage in early game to 60-70. Poison duration was increased a bit more

-  Poison Cloud was renamed to Poison Mist, the cost was raised to 30MP / 50RT, also inflicts Weaken

-  Deadly Poison was renamed to Black Death, it is available later in the game so upfront damage is significantly higher but the cost was raised to 50MP / 70TP, also inflicts Weaken

-  The availability level of other high level dark spells was shuffled around to make room for this change

-  Paralytic Wave also inflicts Stagger, just stun on a single target wasn’t too great

-  Gravity Flux damage was raised to 20% of current HP, its cost was raised to 30MP / 50RT so it should also get spammed a bit less

-  The availability level of other high level dark spells was shuffled around to make room for this change

-  Galaxy Stop was still tagged as a ranked skill even though it received no benefit from it, its cost was reduced to 40RT and 100TP but the skill will now burn all TP on use, like finishers do

-  Dead Man’s Ivy is now single target, its animation was a bit wonky when used as an area spell. Its cost was also raised to 30MP / 30RT but the target’s RT is now delayed by 40 and it also reduces TP by the same amount

-  The TP cost of Lion Dance and Pixie Dance was a bit low for what they are now, so it’s back to 20TP

-  Circle of Life now heals 15% of max HP instead of 10 and does more damage

-  Salvation gem now heals the target to full HP, the sacrifice is high enough for that. It should make sacrficing a unit you can’t heal in time to fully bring back another one a viable choice

-  Princess’s Whim now costs 40TP, should be fine considering it has a secondary cost

Shop

-  Paradigm Shift and Petriburst were removed from normal stores as the latter’s level increased, so you can get them Deneb’s and PoTD shop, Fixate was added to normal stores

-  Crafting component amounts gained from auctioning a Hydra were doubled

 

Historical screenshots:

0.94a

Historical snapshot #247 · updated 2019-09-26 21:15 UTC

Patch notes v0.94a

 

Skills

-  Fixed the bug with Fusrodah’s resource consumption

 

 

Patch notes v0.94

 

General

-  Continued with the incremental upgrades to story battles in the same fashion as the changes to act 1, this time completing Act 2 on chaos path. Most notably, you will see more enemies wearing jewelry and the battles with demi humans will have more diverse classes, so you will be able to see the likes of Patriarch or Trickster

-  Special characters obtained along the way have a few more weapon choices

-  Tweaked the Act 1 encounters slightly, fixed a few inconsistencies and added another necromancy book as a guaranteed drop from Quadriga battle (female ghost in the starting lineup)

-  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

Equipment

-  Claws, Daggers, 1H Axe sidegrades, 2H Axes, Spears, Hammers, Instruments, Blowguns, Thrown Weapons, 1H Bows, 1H Crossbows and Boulders are lighter to more closely adhere to their real world weight in most cases

-  Starting 2H Swords renamed to stick closer with common terminology

-  Staff sidegrades are heavier but also offer a resistance bonus, 1H guns are heavier

-  Non-elemental caster staves have 1-2 uses of Spellcraft instead of charging 25MP

-  Spellbooks are lighter and have three uses of Meditate to reinforce their role as a mana booster

-  Crossbow sidegrades hit harder and cost less RT to fire

Consumables

-  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

Skills

-  Level requirement for Wade was lowered, it should make some early missions with a lot of water less of a pain

-  Meditate is now available to wizards and some special classes, other generic classes all have different options

-  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 around 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

Classes

-  Wizard lost Conserve MP, it was a bit redundant on that class

-  Cleric gained access to Spellbooks

-  Spellblade gained access to Daggers

-  Dragoon gained access to Cudgels

-  Rogue gained access to 1H Swords and Field Alchemy II

-  Beast Tamer gained access to Daggers

-  Warlock gained access to Instruments. They’re worldly fellows, fairly proficient with exotic weapons in general and prefectly capable of strumming a few chords from ‘Temple of the King’ right before raiding it

-  Necromancer lost access to Meditate and gained Conserve MP

-  Hoplite gained access to Fists and Daggers

-  Patriarch lost light armor and Meditate but gained access to heavy accessories, Fists, 1H Axes, 1H Hammers and Thrown, can learn Blood Magic. His stats are now skewed more heavily towards STR than DEX

-  Warden can use Squash

-  Added the Dragonborn class, it can equip light armor and light/heavy accessories, but no weapons or shields except beastmaster tokens and boulders. Being half dragon, this warrior counts as a human in form but is prohibited from learning neither racial skill, and is also able to learn Draconic Magic (limited to Agony and most utility/buff spells), 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. Dragonborn classmarks can currently only be crafted with Transcription but will eventually drop in more accessible places.

-  Ranger gained access to Bullseye

-  Priest gained access to Spellbooks

-  Paladin gained access to Fists, Daggers, 1H/2H Katana

-  White Knight gained access to Cudgels

-  Shaman gained access to Instruments mainly as a homage to some of their artwork

Spells and Active Skills

-  Projectile spells IV can be crafted with Ars Magna

-  Burst spells now hit only enemies

-  Curse now also removes 40TP on hit

-  Pumpkin Strike is non-elemental

-  Pumpkin Bomb was reverted to its original behavior, as AI couldn’t be cajoled into using it properly. It removes three quarters of user’s current HP and all TP to deal crushing damage in a large area

 

 

Racial Templates

-  As per community poll, Hawkmen can also change their class to Fusilier, Argoni… err, Lizardmen can become Rogues and Orcs can be Beast Tamers, this brings their class count up to intended total

-  Ocionne can uniquely change her class into a Dragonborn

 

-  Lizardmen have higher DEX, AGI and AVD, but lower STR, INT and MND.

 

-  As fully changing cutscene sprites proved more troublesome than expected, Folcurt’s battle/formation sprite got reverted to match them, maybe changing it will become possible at a later date

 

 

Shop

-  Deneb’s shop will now stock on some low level necromancy spells

 

Historical screenshots:

0.94

Historical snapshot #242 · updated 2019-08-16 23:24 UTC

Patch notes v0.94

 

 

General

-  Continued with the incremental upgrades to story battles in the same fashion as the changes to act 1, this time completing Act 2 on chaos path. Most notably, you will see more enemies wearing jewelry and the battles with demi humans will have more diverse classes, so you will be able to see the likes of Patriarch or Trickster

-  Special characters obtained along the way have a few more weapon choices

-  Tweaked the Act 1 encounters slightly, fixed a few inconsistencies and added another necromancy book as a guaranteed drop from Quadriga battle (female ghost in the starting lineup)

-  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

 

Equipment

-  Claws, Daggers, 1H Axe sidegrades, 2H Axes, Spears, Hammers, Instruments, Blowguns, Thrown Weapons, 1H Bows, 1H Crossbows and Boulders are lighter to more closely adhere to their real world weight in most cases

-  Starting 2H Swords renamed to stick closer with common terminology

-  Staff sidegrades are heavier but also offer a resistance bonus, 1H guns are heavier

-  Non-elemental caster staves have 1-2 uses of Spellcraft instead of charging 25MP

-  Spellbooks are lighter and have three uses of Meditate to reinforce their role as a mana booster

-  Crossbow sidegrades hit harder and cost less RT to fire

 

Consumables

-  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

 

Skills

-  Level requirement for Wade was lowered, it should make some early missions with a lot of water less of a pain

-  Meditate is now available to wizards and some special classes, other generic classes all have different options

-  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 around 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

 

Classes

-  Wizard lost Conserve MP, it was a bit redundant on that class

-  Cleric gained access to Spellbooks

-  Spellblade gained access to Daggers

-  Dragoon gained access to Cudgels

-  Rogue gained access to 1H Swords and Field Alchemy II

-  Beast Tamer gained access to Daggers

-  Warlock gained access to Instruments. They’re worldly fellows, fairly proficient with exotic weapons in general and prefectly capable of strumming a few chords from ‘Temple of the King’ right before raiding it

-  Necromancer lost access to Meditate and gained Conserve MP

-  Hoplite gained access to Fists and Daggers

-  Patriarch lost light armor and Meditate but gained access to heavy accessories, Fists, 1H Axes, 1H Hammers and Thrown, can learn Blood Magic. His stats are now skewed more heavily towards STR than DEX

-  Warden can use Squash

-  Added the Dragonborn class, it can equip light armor and light/heavy accessories, but no weapons or shields except beastmaster tokens and boulders. Being half dragon, this warrior counts as a human in form but is prohibited from learning neither racial skill, and is also able to learn Draconic Magic (limited to Agony and most utility/buff spells), 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. Dragonborn classmarks can currently only be crafted with Transcription but will eventually drop in more accessible places.

-  Ranger gained access to Bullseye

-  Priest gained access to Spellbooks

-  Paladin gained access to Fists, Daggers, 1H/2H Katana

-  White Knight gained access to Cudgels

-  Shaman gained access to Instruments mainly as a homage to some of their artwork

 

Spells and Active Skills

-  Projectile spells IV can be crafted with Ars Magna

-  Burst spells now hit only enemies

-  Curse now also removes 40TP on hit

-  Pumpkin Strike is non-elemental

-  Pumpkin Bomb was reverted to its original behavior, as AI couldn’t be cajoled into using it properly. It removes three quarters of user’s current HP and all TP to deal crushing damage in a large area

 

Racial Templates

-  As per community poll, Hawkmen can also change their class to Fusilier, Argoni… err, Lizardmen can become Rogues and Orcs can be Beast Tamers, this brings their class count up to intended total

-  Ocionne can uniquely change her class into a Dragonborn

-  Lizardmen have higher DEX, AGI and AVD, but lower STR, INT and MND.

-  As fully changing cutscene sprites proved more troublesome than expected, Folcurt’s battle/formation sprite got reverted to match them, maybe changing it will become possible at a later date

 

Shop

-  Deneb’s shop will now stock on some low level necromancy spells

 

Historical screenshots:

0.93

Historical snapshot #241 · updated 2019-08-15 23:34 UTC

Patch notes v0.93


General
- Act1 battles (both low level and 23+ level version) 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
- 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
- Drops and stealable items are better, some female casters will notably drop glass pumpkins
- Vyce and Catiua can be controlled in battle as soon as you form your unit (but are still guests and will stick to their default classes)
- Canopus can be controlled in the Tynemouth hill battle, he’s coming to fight under your command anyway
- Same for Donnalto, he knows you’re the reinforcements he’s waiting for, so he will fully cooperate
- Leonar or Ravness aren’t controllable in any of their battles, however, they outrank you and prefer their own counsel
- Cistina isn’t controllable in her rescue mission either, she has no idea who you are and doesn’t trust you, an enemy of your enemy isn’t necessarily your friend
- Her AI, however, should be considerably less suicidal now, her level is higher and she’s better equipped
- Sara joins as an early access rogue, preorder in 2016 to get her
- Some special characters use different gear and have more skills, Canopus comes with a spear for nostalgic reasons


Equipment
- 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
- The percentage bonus to damage overhead for heavy melee weapons is slightly lower for swords and higher for axes or maces
- Changed the animation of Rapier and Fragarach to match their damage type, the latter now also deals piercing damage
- Balmung can now also be used to complete the dragonslayer set, as shields can’t be used with it
- Volcaetus now does the proper amount of damage for a 2h spear
- Heavy shields do 2 damage to obstacles
- Grapnel Bracer is considered light-ish armor now so it can be used by most fighter classes, One-armed Wolf approves
- Elemental resistance on light and heavy elemental armor is higher


Skills
- 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
- Trajectory skill now also has an active effect, you can use it in battle to grant yourself a Trueflight buff for 20TP, it should give players more incentive to use it as more experienced ones were often finding it pointless
- 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


Classes
- Warrior, Spellblade and Terror Knight lost access to Golemy
- Archer can learn Reflect Damage
- Dragoon can learn Fusils skill at level 25, like Buccaneer
- Rogue can’t use kisses and pumpkin skills anymore, each of the relevant racial types has its own special class now so there’s no need for it
- Necromancer lost use of projectile spells but gained area spells 123 and summon 1
- Familiar can use 2H bows, he can’t use dark-aligned gear anymore and is limited to divine caster staves. Can learn Daemonology and Luminous Resonance, lost access to Instill Light. Agonal Scream, status kisses and pumpkin skills can’t be learned anymore but can still be used for compatibility reasons, which will eventually get removed when there’s no need for it anymore
- Added the Trickster class, he can use Daggers, 1H Katana, Cudgels, Whips, Blowguns, 1H Crossbows and cloth/light armor, cannot use light-aligned gear. Has access to Parry/Deflect, Instill Dark, Jump II, Double Attack, Trajectory, all racial skills except Daemonology, Agonal Scream, status kisses and the usual battlemage passive skillset. Can use Dark magic including: Projectile123, Burst12 and minor debuffs plus Charm
- Added the Warden class, he can use Fists, 1H Swords, Axes, 2H Katana, Cudgels, Thrown and light/heavy armor except heavy shields, can use only natural element caster staves. Has access to Parry/Deflect/Overpower, RampartAura12, Jump1, Steadfast, Trajectory, Siege, FieldAlchemy1, all Resonances except light/dark, all racial skills except Golemy, Pumpkin skills and the usual battlemage passive skillset. Can use Air/Earth/Lightning/Water/Fire/Ice magic including: Projectile123, Burst12 and debuffs
- Monsters have higher evasion, most still aren’t very dodgy but are a bit less likely to get hit by every stray meteor and go extinct
- 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
- Octopus and Cyclops can also learn Reflect Damage, all monsters can learn Reflect Magic
- Wicce can use Empower Golem


Spells and Active Skills
- Lower tier area spells are available later but hit harder, that should make Quadriga fort battle in act 1 a bit easier and have them usable for a longer time
- Burst spells were renamed, this means their order could be swapped so tier II won’t sort before the first by default anymore, the side effect of this is you will have to learn the first tier again if that’s the only one you had because you will now have tier II
- Slightly reduced the duration of common buffs, except for the ones coming from consumables
- Increased the duration of consumbale debuffs to match the buffs
- Adjusted the duration of some debuffs and standardized the ones on finishers to match spells with similar effects
- Life force drains 20% of current HP, like drain spells, instead of scaling with spell power
- Windshot is more accurate
- Octopus skills do more damage, fear the cthulhu
Racial Templates
- Gremlins can class change into Trickster, they lost access to Familiar
- Pumpkinheads can class change into Warrior and Warden, they lost access to Warlock, Familiar and Bard
- 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
- Shuffled around or reverted some special character sprites, we’ll roll a bit like this and then I could do a poll to decide which ones to keep


Shop
- Orbs are cheaper, getting Deneb has never been easier
- Level 4 gear is available right at the start of campaign like in vanilla, that way those that have a character of that level and would like to attempt Quadriga fortress right away can just buy it in Krysaro instead of having to go back to Almorica first to trigger the cutscene which updates the shop to next level
- 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
- Deadscream can also be bought at Deneb’s
- Warcraft can be bought at Deneb’s and PotD and Thaumaturgy only at PotD shop
- Monster auction rewards are slightly different


Misc
- Fixed some outdated skill/spell descriptions
- Added the FAQ section to patch notes
- Iso icon fixed, it wasn’t showing properly on PSP
- 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

Historical screenshots:

0.92f

Historical snapshot #231 · updated 2019-05-02 22:33 UTC

Patch notes v0.92f

 

General

-  This is a very small patch that fixes a few minor bugs and removes inconsistencies between the current mod version and the class sheet

-  The sheet has a lot of useful info about currently available classes, if will be kept updated and available here:

https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf

 

Equipment

-  The parrying dagger also has a minor agility bonus, probably makes sense that doing the feints with it would make hitting with your main weapon a bit easier

-  Pure casters like Wizard or Lich can’t use the parrying dagger anymore

-  Ninja and Swordmaster can use the parrying dagger, it’s the only kind of shield they can equip

-  Mage’s Mitts can be equipped by most stronger casters

-  Arkhiatros Mitts can be equipped only by classes that can heal

 

Classes

-  Fusilier can learn the Fusils skill at level 1, the first fusil is still available at 15 but now you don’t have to level the class if you don’t want to

-  Ranger and Buccaneer can learn the Fusils skill at level 25

-  Buccaneer can natively learn Barricade and Blood Price because Canopus is unable to change into classes that learn those

-  Hydra gained access to Rampart Aura III and gets innate wade

 

Spells and Active Skills

-  Bursts are slightly weaker

-  Dead Man’s Ivy properly inflicts Dark Averse

-  AI will now properly target Jack O Lanterns with Pumkin Bomb instead of wasting the skill

 

 

 


 

Patch notes v0.92e

 


 

Equipment

-  Armor now uses a similar scaling system as weapons, it was different previously, which created a higher gap between weapons and armor around level 15-30 than was intended. You should notice it being more effective around mid game with the highest level armor about the same as before. Some stat bonuses were also adjusted to more consistent values

-  Damage resistance values on armor were increased, resulting in lower damage extremes when stat scaling fully kicks in

-  Brynhildr is now a caster sword, like Oracion

-  The Goddess Bound weight is 12 instead of 20

-  Soul Reaver 2h katana, Legion Armor and Ogre Shield have sidegrade stats instead of default

-  Endgame elemental armors have some elemental resistance, all have a level requirement of 30

-  Fixed the wrong ingredients in dagger recipes

-  Overguard type gauntlets can be used only by classes able to equip heavy body armor

-  Armored Hakama can’t be used by classes limited to cloth armor only (so no wizard, lich and their scrawny ilk)

 

Classes

-  Lich lost access to Meditate, he has his own mana charge skill, they’re powerful enough to handle a bit of extra resource management

-  Hydra gained access to Berserk. Those extra heads aren’t just for show. They bite. Hard. When they manage to hit

-  Wicce can use light helms/leggings

-  Ranger can use cloth body armor, same as swordmaster and ninja

 

Spells and Active Skills

-  Slightly raised the damage of summons, bursts and poison spells to compensate for new armor values

-  Damage spells will always inflict elemental averse

-  Dead Man’s Ivy will also inflict Dark Averse

-  The TP cost of Double Strike and Double Shot increased to 100

-  Various small fixes, like the incorrect duration of status effects for some moster skills (most notably, Black Mucus)

 

Misc

-  Deneb’s shop entry in warren report is formatted differently, should be easier to read now

 

Historical screenshots:

0.92d

Historical snapshot #212 · updated 2018-10-23 22:14 UTC

Patch notes v0.92d

 

 

 

Equipment

-  Caldia and Kotetsu fans were moved to dagger category, the best way of doing that meant that daggers had to lose an upgrade in the 10-20 level range, so they follow the 10-14-18-22 pattern like bows and staves instead of 10-13-16-19-22

-  The axe sidegrade has a chance of Slow instead of RT delay, they’re also a bit slower to use

-  Hammers got a 2h option at low levels so they follow the same upgrade pattern as most weapons

-  The hammer sidegrade does RT delay instead of Knockback at the cost of some attack power

-  Books follow the same upgrade pattern as most weapons

-  Savage Assault token upgrade was removed, needed the spot and there was little need for it as monster ATK naturally grows

-  Added two blade cannons to the game by fan request, these exotically ridiculous weapons count as 2h swords that only Buccaneer can use and he can equip no others, it was the only way to give them a minor finisher that shoots the weapon. They are craftable using fusil recipe books

-  Some of the items mentioned above had to be relocated in the weapon table, that means you should check your beasts, dagger and hammer users to see if their weapon setup is in order

Skills

-  Most classes can learn a recruitment skill now because some demihumans weren’t able to recruit other members of their race

Classes

-  Warlock lost access to Meditate, now that he has Instill Mind there’s little need to carry this over from Wizard

-  Monsters are a bit more accurate

-  Both final boss forms have lower offensive stats, they ended up a bit too strong after the last global defense adjustment

Spells and Active Skills

-  The Paramedic buff wasn’t really doing much so it got replaced with Regenerate, it restores some HP and grants Renewal to a single target, costs 20MP / 10RT and is available at level 6

-  Dispel cost reduced to 10MP / 10RT

-  Drain Heart/Mind/Power have a slightly higher chance to hit

-  The amount actually transferred by Drain Mind is calculated properly and scales with caster stats again, but has a very high flat bonus so even less powerful classes can drain large amounts of MP with it

-  Putrify I and II are stronger

-  Angel Knight’s skills have a higher chance to hit

Racial Templates

-  Some early game leaders had higher stats than intended

Shop

-  Biblion Thanatos is available in shops

 

 

 

Patch notes v0.92c

 

 

Equipment

-  Defender’s ring bonus was lowered to 5 and 10 for upgrade, so it provides less straight physical defense than ring of vigor and more in line with defense values on the rest of your gear. It received a 20/40 HP bonus as a partial compensation, however, it’s a more general defensive option with ring of vigor being stronger but focused on one stat

-  All movement rings are unique now and some have been renamed, however they also got a wide range of bonuses to different stats, comparable to Reaver’s Ring. Angel and Sidhe ring intentionally have fewer bonuses

Classes

-  As most his skill choices are situational, Warlock got access to a range of four new instill skills that should reinforce his alchemist role, they’re pretty much the same as the effects of similar items except they’re fused on the spot from the dew of a single Ginko leaf and the energy of the universe, therefore, they do not deplete your item stock and are free action skills, meaning you can double up on certain items. Something similar was suggested on a reddit class wish list, it was easy to do and we can always scrap them if it falls short

Spells and Active Skills

-  Minor debuffs are more accurate, so weaker casters should have an easier time hitting with them early on

-  As Silence is on the stronger side of minor debuff roster, the Mute spell got reverted to single target

-  Skills that tend to get spammed a lot by heavy classes cost less RT now, so those classes will be slowed down less in heavy combat. The list includes Challenge, Check, Lament of the Dead, Lockdown, Evade, Intercession, Fated Circle, Palladium, Fearful Impact, Berserk, Aegis, Phalanx

-  Apostate and Ivory Tower TP cost lowered to 60

-  Steelstance TP cost lowered to 50

Misc

-  Added more info to primary stats. Because of space constraints those are heavily abbreviated, ‘++’ means a high bonus and ‘+’ is low

 

 

 

 

Patch notes v0.92b

 

 

Equipment

-  The cost of all equipment in available in shops follows the same progression curve now so it is standardized based on type and level, it mostly fixes some discrepancies but it also means the price of early gear will match its level of power better

-  The chance of crafting all gear and consumables should now be 100% right away, instead of hitting that number in second half of the game, let me know if I missed something

-  The hidden double damage bonus on spellbooks didn’t work well on all races so it got replaced with the heftiest percentage bonus you can find on any weapon. Again, this kind of bonus kicks in once you break the damage threshold, so it will be much more effective on squishies.

-  Racial bonus on books increased to +3

-  Shields will make you slightly less tanky than before, it will be notable the most on sturdiest classes in full heavy gear

-  Agility (accuracy) bonus on helms is higher

Consumables

-  Experimentally changed Ring of the Dead and Ensanguined Rood to function as classmarks, so the only thing you need to do now to get a lich or angel knight is obtain the item and you can transmogrify a soldier into those classes from the class change screen. It is assumed they did the whole process off camera, for the sake of convienience. If this change is well received it might mean those items will get less farmable, you’d get a few of them as a guaranteed drop from some boss battles and getting more would mean worlding back

-  Classmarks are cheaper

-  Grenades are slightly weaker, which is still significantly stronger than before

Classes

-  Less sturdy classes will be a bit more durable, lighter frontliners should be a lot easier to use

-  Classes that can use a major divine buff (spellblade, warlock, etc) got Boon of Swiftness, all of them but angel knight lost Ease. Let’s see if that works better, Dispel is situational enough as a minor spell in the set, even now that it can be used to remove readied abilities like fearful impact or empower beast

Spells and Active Skills

-  The Fortify buff from Aegis will affect undead

Misc

-  Fixed some outdated skill/spell descriptions

 

Patch notes v0.92a

Equipment

-  Some 1H/2H spears were equippable by wrong classes

-  Bow sidegrades have a higher accuracy penalty

-  Mail and leather leggings switched places in the upgrade path to provide a heavy accessory earlier

-  Overguards glove template doesn’t have a vit bonus or dex penalty anymore, their advantage over normal heavy gloves is the HP bonus and stronger defenses

-  Elemental armor can also be crafted with enchiridion, like robes, they aren’t special enough to be gated by finishing the Palace of the Dead

-  Some defensive items were renamed for historical accuracy reasons, no reason to trigger that OCD more than absolutely necessary

Classes

-  Swordmaster lost access to Challenge, meant to remove it for a long time because it would overwrite Preempt, which beats the purpose of the whole thing, Paladin gets to keep it as a unique skill

-  Ninja has lower movement cost, it’s 3 RT per tile moved (same as Rogue)

-  Angel Knight can use Evacuate I

Spells and Active Skills

-  Ease got 2 extra range

-  Evacuate got 2 extra range

-  Lancet removes 30% of current HP instead of max, that means you can’t kill yourself as easily but it won’t always be as effective

-  The RT cost of major Dark debuff spells raised to 30

-  Fixate mana cost down to 20, RT cost down to 20

-  Rebuild mana cost raised to 40, RT cost raised to 25, it also heals the target undead to full HP

-  Brainrot also inflicts Addle

-  Styx Shift mana cost down to 10

-  Macabre Dance hit point cost raised to 40

-  Momentum heals a bit of HP up front, like most skills and effects that grant Renewal

-  Challenge reverted to an active skill, no need to have it as a special skill anymore

-  Fixed the recruitment skills that got broken in the last patch

-  Wild Hunt RT cost raised to 40 to compensate for lowering Ninja’s movement cost

Racial Templates

-  Heretic’s male portrait reverted to Catiua’s, her normal portrait has to be overriden by it when she uses the class

 

 

 

Patch notes v0.92

 

Equipment

-  Lazarus staff changed to slashing damage to match its sprite more closely.

-  Khatvanga charges 50MP instead of percentage, I needed that ability slot and the amount is close enough.

-  Boulders are not consumed on use anymore, that means they had to be moved from lobber category to sidearms.

-  Caster hats don’t have a bonus to Meditate skill anymore.

-  The MP bonus on most caster gear was substantially increased.

-  Because of inconsistencies in damage formulas when applying the percentage damage bonus through damage resistances, earrings were reverted to racial bonuses. The bonus isn’t shown on character sheet but it’s there in combat and applies to all damage done and received.

Consumables

-  Changed the names of all spell grimoires to match the spell’s name. 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, we’ll see if it feels better.

-  Changed the name of some ninjutsu scrolls to be more indicative of their purpose.

-  Added Ginseng, a consumable that restores 50TP.

-  Monster food items permanently boost stats again instead of restoring TP, however they’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink.

-  Grenades are stronger, their visual effects were reverted as the new ones weren’t behaving in all cases.

-  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.

-  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.

Skills

-  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.

-  Racial skills level up 30% to 60% faster, depending on skill.

Spells and Active Skills

-  Tier I area spells do slightly less damage now, it was equal to tier I projectiles due to a formula error and could be oppressive in early game.

-  Minor elemental buffs also grant resistance to their element, not a selling point by any means but it can be nice to have.

-  Drift, the minor water buff was changed to Haze, granting Sidestep in an area, it was too situational and inferior to Hover Draft.

-  Range of Exorcism I and II increased by 2.

-  Drain Heart now drains 20% of current HP.

-  Gravity flux is an area spell.

-  Dead Man’s Ivy is an area spell.

-  Meditate isn’t a levelled skill anymore and now restores 10% of max MP instead, so raising your max is more valuable.

-  Intimidate now also has a chance to Weaken so it’s less situational.

-  Steal got 1 extra range.

-  Beckon works properly.

Classes

-  MP values for most classes increased.

-  A few minor adjustments to class stats, Cockatrices aren’t as beefy as Griffons, Cleric is a bit less tough, Vartan slightly more and so on.

-  Berserker gained access to 2H swords again.

-  Dragoon gained +1 jump.

-  Necromancer properly can’t use elemental caster staves other than dark, he also can’t learn any magic skill other than dark as he lost access to spells of other elements.

-  Angel Knight properly can’t use elemental caster staves other than light.

-  Paladin gained access to Vigorous Attack, Check and Challenge.

-  Songstress got access to Silent Song and Poignant Melody

Racial Templates

-  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 (no flying in heavy armor anymore)

-  Lizardman: Warrior, Berserker, Dragoon, Fusilier, Beast Tamer, Hoplite, Juggernaut (very little magic and a bit of bangaa vibe)

-  Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)

-  Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, 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, Familiar

-  Pumpkinhead: Spellblade, Terror Knight, Warlock, Familiar, Songstress

-  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 most special classes of other characters because they’re too buddy-buddy to hide anything from him. The exception are classes he isn’t equipped for, namely Princess, Vartan, Shaman, Wicce, Songstress and Knight Commander.

-  Oelias can change into a Priest.

-  Cressida can change into an Astromancer.

-  Vartan is now unique to Canopus.

-  Ravness can change into a Paladin instead of White Knight.

-  Iuria can’t be a Shaman anymore, unless someone convinces me she’s Mreuva’s long lost daughter from back in the day when he frolicked all over Xenobia as a young and virile deacon.

-  Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway.

-  Xapan is a bit weaker as an npc.

-  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).

Shop

-  Lifeline Gem returned to the shops at a low-low price of 2000 goth, it won’t erase your mistakes anymore so no need to restrict it as much.

-  Ginseng is available around mid game.

-  The Water Strider scroll was missing from the shop by mistake, it’s back now.

-  Drain Power spell is available in normal shops.

-  Summons can also be bought in Deneb’s shop.

Misc

-

Historical screenshots:

0.92c

Historical snapshot #188 · updated 2018-09-30 12:26 UTC

Patch notes v0.92c

 

Equipment

-  Defender’s ring bonus was lowered to 5 and 10 for upgrade, so it provides less straight physical defense than ring of vigor and more in line with defense values on the rest of your gear. It received a 20/40 HP bonus as a partial compensation, however, it’s a more general defensive option with ring of vigor being stronger but focused on one stat

-  All movement rings are unique now and some have been renamed, however they also got a wide range of bonuses to different stats, comparable to Reaver’s Ring. Angel and Sidhe ring intentionally have fewer bonuses

 

Classes

-  As most his skill choices are situational, Warlock got access to a range of four new instill skills that should reinforce his alchemist role, they’re pretty much the same as the effects of similar items except they’re fused on the spot from the dew of a single Ginko leaf and the energy of the universe, therefore, they do not deplete your item stock and are free action skills, meaning you can double up on certain items. Something similar was suggested on a reddit class wish list, it was easy to do and we can always scrap them if it falls short

 

Spells and Active Skills

-  Minor debuffs are more accurate, so weaker casters should have an easier time hitting with them early on

-  As Silence is on the stronger side of minor debuff roster, the Mute spell got reverted to single target

-  Skills that tend to get spammed a lot by heavy classes cost less RT now, so those classes will be slowed down less in heavy combat. The list includes Challenge, Check, Lament of the Dead, Lockdown, Evade, Intercession, Fated Circle, Palladium, Fearful Impact, Berserk, Aegis, Phalanx

-  Apostate and Ivory Tower TP cost lowered to 60

-  Steelstance TP cost lowered to 50

 

Misc

-  Added more info to primary stats. Because of space constraints those are heavily abbreviated, ‘++’ means a high bonus and ‘+’ is low

 

 

 

Patch notes v0.92b

 

 

Equipment

-  The cost of all equipment in available in shops follows the same progression curve now so it is standardized based on type and level, it mostly fixes some discrepancies but it also means the price of early gear will match its level of power better

-  The chance of crafting all gear and consumables should now be 100% right away, instead of hitting that number in second half of the game, let me know if I missed something

-  The hidden double damage bonus on spellbooks didn’t work well on all races so it got replaced with the heftiest percentage bonus you can find on any weapon. Again, this kind of bonus kicks in once you break the damage threshold, so it will be much more effective on squishies.

-  Racial bonus on books increased to +3

-  Shields will make you slightly less tanky than before, it will be notable the most on sturdiest classes in full heavy gear

-  Agility (accuracy) bonus on helms is higher

Consumables

-  Experimentally changed Ring of the Dead and Ensanguined Rood to function as classmarks, so the only thing you need to do now to get a lich or angel knight is obtain the item and you can transmogrify a soldier into those classes from the class change screen. It is assumed they did the whole process off camera, for the sake of convienience. If this change is well received it might mean those items will get less farmable, you’d get a few of them as a guaranteed drop from some boss battles and getting more would mean worlding back

-  Classmarks are cheaper

-  Grenades are slightly weaker, which is still significantly stronger than before

Classes

-  Less sturdy classes will be a bit more durable, lighter frontliners should be a lot easier to use

-  Classes that can use a major divine buff (spellblade, warlock, etc) got Boon of Swiftness, all of them but angel knight lost Ease. Let’s see if that works better, Dispel is situational enough as a minor spell in the set, even now that it can be used to remove readied abilities like fearful impact or empower beast

Spells and Active Skills

-  The Fortify buff from Aegis will affect undead

 

Misc

-  Fixed some outdated skill/spell descriptions

 

Patch notes v0.92a

Equipment

-  Some 1H/2H spears were equippable by wrong classes

-  Bow sidegrades have a higher accuracy penalty

-  Mail and leather leggings switched places in the upgrade path to provide a heavy accessory earlier

-  Overguards glove template doesn’t have a vit bonus or dex penalty anymore, their advantage over normal heavy gloves is the HP bonus and stronger defenses

-  Elemental armor can also be crafted with enchiridion, like robes, they aren’t special enough to be gated by finishing the Palace of the Dead

-  Some defensive items were renamed for historical accuracy reasons, no reason to trigger that OCD more than absolutely necessary

Classes

-  Swordmaster lost access to Challenge, meant to remove it for a long time because it would overwrite Preempt, which beats the purpose of the whole thing, Paladin gets to keep it as a unique skill

-  Ninja has lower movement cost, it’s 3 RT per tile moved (same as Rogue)

-  Angel Knight can use Evacuate I

Spells and Active Skills

-  Ease got 2 extra range

-  Evacuate got 2 extra range

-  Lancet removes 30% of current HP instead of max, that means you can’t kill yourself as easily but it won’t always be as effective

-  The RT cost of major Dark debuff spells raised to 30

-  Fixate mana cost down to 20, RT cost down to 20

-  Rebuild mana cost raised to 40, RT cost raised to 25, it also heals the target undead to full HP

-  Brainrot also inflicts Addle

-  Styx Shift mana cost down to 10

-  Macabre Dance hit point cost raised to 40

-  Momentum heals a bit of HP up front, like most skills and effects that grant Renewal

-  Challenge reverted to an active skill, no need to have it as a special skill anymore

-  Fixed the recruitment skills that got broken in the last patch

-  Wild Hunt RT cost raised to 40 to compensate for lowering Ninja’s movement cost

Racial Templates

-  Heretic’s male portrait reverted to Catiua’s, her normal portrait has to be overriden by it when she uses the class

 

 

 

Patch notes v0.92

 

Equipment

-  Lazarus staff changed to slashing damage to match its sprite more closely.

-  Khatvanga charges 50MP instead of percentage, I needed that ability slot and the amount is close enough.

-  Boulders are not consumed on use anymore, that means they had to be moved from lobber category to sidearms.

-  Caster hats don’t have a bonus to Meditate skill anymore.

-  The MP bonus on most caster gear was substantially increased.

-  Because of inconsistencies in damage formulas when applying the percentage damage bonus through damage resistances, earrings were reverted to racial bonuses. The bonus isn’t shown on character sheet but it’s there in combat and applies to all damage done and received.

Consumables

-  Changed the names of all spell grimoires to match the spell’s name. 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, we’ll see if it feels better.

-  Changed the name of some ninjutsu scrolls to be more indicative of their purpose.

-  Added Ginseng, a consumable that restores 50TP.

-  Monster food items permanently boost stats again instead of restoring TP, however they’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink.

-  Grenades are stronger, their visual effects were reverted as the new ones weren’t behaving in all cases.

-  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.

-  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.

Skills

-  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.

-  Racial skills level up 30% to 60% faster, depending on skill.

Spells and Active Skills

-  Tier I area spells do slightly less damage now, it was equal to tier I projectiles due to a formula error and could be oppressive in early game.

-  Minor elemental buffs also grant resistance to their element, not a selling point by any means but it can be nice to have.

-  Drift, the minor water buff was changed to Haze, granting Sidestep in an area, it was too situational and inferior to Hover Draft.

-  Range of Exorcism I and II increased by 2.

-  Drain Heart now drains 20% of current HP.

-  Gravity flux is an area spell.

-  Dead Man’s Ivy is an area spell.

-  Meditate isn’t a levelled skill anymore and now restores 10% of max MP instead, so raising your max is more valuable.

-  Intimidate now also has a chance to Weaken so it’s less situational.

-  Steal got 1 extra range.

-  Beckon works properly.

Classes

-  MP values for most classes increased.

-  A few minor adjustments to class stats, Cockatrices aren’t as beefy as Griffons, Cleric is a bit less tough, Vartan slightly more and so on.

-  Berserker gained access to 2H swords again.

-  Dragoon gained +1 jump.

-  Necromancer properly can’t use elemental caster staves other than dark, he also can’t learn any magic skill other than dark as he lost access to spells of other elements.

-  Angel Knight properly can’t use elemental caster staves other than light.

-  Paladin gained access to Vigorous Attack, Check and Challenge.

-  Songstress got access to Silent Song and Poignant Melody

Racial Templates

-  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 (no flying in heavy armor anymore)

-  Lizardman: Warrior, Berserker, Dragoon, Fusilier, Beast Tamer, Hoplite, Juggernaut (very little magic and a bit of bangaa vibe)

-  Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)

-  Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, 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, Familiar

-  Pumpkinhead: Spellblade, Terror Knight, Warlock, Familiar, Songstress

-  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 most special classes of other characters because they’re too buddy-buddy to hide anything from him. The exception are classes he isn’t equipped for, namely Princess, Vartan, Shaman, Wicce, Songstress and Knight Commander.

-  Oelias can change into a Priest.

-  Cressida can change into an Astromancer.

-  Vartan is now unique to Canopus.

-  Ravness can change into a Paladin instead of White Knight.

-  Iuria can’t be a Shaman anymore, unless someone convinces me she’s Mreuva’s long lost daughter from back in the day when he frolicked all over Xenobia as a young and virile deacon.

-  Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway.

-  Xapan is a bit weaker as an npc.

-  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).

Shop

-  Lifeline Gem returned to the shops at a low-low price of 2000 goth, it won’t erase your mistakes anymore so no need to restrict it as much.

-  Ginseng is available around mid game.

-  The Water Strider scroll was missing from the shop by mistake, it’s back now.

-  Drain Power spell is available in normal shops.

-  Summons can also be bought in Deneb’s shop.

Misc

-  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.

-  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.

Historical screenshots:

0.92a

Historical snapshot #187 · updated 2018-09-15 23:06 UTC

Patch notes v0.92b

 

Equipment

-  The cost of all equipment in available in shops follows the same progression curve now so it is standardized based on type and level, it mostly fixes some discrepancies but it also means the price of early gear will match its level of power better

-  The chance of crafting all gear and consumables should now be 100% right away, instead of hitting that number in second half of the game, let me know if I missed something

-  The hidden double damage bonus on spellbooks didn’t work well on all races so it got replaced with the heftiest percentage bonus you can find on any weapon. Again, this kind of bonus kicks in once you break the damage threshold, so it will be much more effective on squishies.

-  Racial bonus on books increased to +3

-  Shields will make you slightly less tanky than before, it will be notable the most on sturdiest classes in full heavy gear

-  Agility (accuracy) bonus on helms is higher

 

Consumables

-  Experimentally changed Ring of the Dead and Ensanguined Rood to function as classmarks, so the only thing you need to do now to get a lich or angel knight is obtain the item and you can transmogrify a soldier into those classes from the class change screen. It is assumed they did the whole process off camera, for the sake of convienience. If this change is well received it might mean those items will get less farmable, you’d get a few of them as a guaranteed drop from some boss battles and getting more would mean worlding back

-  Classmarks are cheaper

-  Grenades are slightly weaker, which is still significantly stronger than before

 

Classes

-  Less sturdy classes will be a bit more durable, lighter frontliners should be a lot easier to use

-  Classes that can use a major divine buff (spellblade, warlock, etc) got Boon of Swiftness, all of them but angel knight lost Ease. Let’s see if that works better, Dispel is situational enough as a minor spell in the set, even now that it can be used to remove readied abilities like fearful impact or empower beast

 

Spells and Active Skills

-  The Fortify buff from Aegis will affect undead

 

Misc

Fixed some outdated skill/spell descriptions

 

Patch notes v0.92a

Equipment

-  Some 1H/2H spears were equippable by wrong classes

-  Bow sidegrades have a higher accuracy penalty

-  Mail and leather leggings switched places in the upgrade path to provide a heavy accessory earlier

-  Overguards glove template doesn’t have a vit bonus or dex penalty anymore, their advantage over normal heavy gloves is the HP bonus and stronger defenses

-  Elemental armor can also be crafted with enchiridion, like robes, they aren’t special enough to be gated by finishing the Palace of the Dead

-  Some defensive items were renamed for historical accuracy reasons, no reason to trigger that OCD more than absolutely necessary

Classes

-  Swordmaster lost access to Challenge, meant to remove it for a long time because it would overwrite Preempt, which beats the purpose of the whole thing, Paladin gets to keep it as a unique skill

-  Ninja has lower movement cost, it’s 3 RT per tile moved (same as Rogue)

-  Angel Knight can use Evacuate I

Spells and Active Skills

-  Ease got 2 extra range

-  Evacuate got 2 extra range

-  Lancet removes 30% of current HP instead of max, that means you can’t kill yourself as easily but it won’t always be as effective

-  The RT cost of major Dark debuff spells raised to 30

-  Fixate mana cost down to 20, RT cost down to 20

-  Rebuild mana cost raised to 40, RT cost raised to 25, it also heals the target undead to full HP

-  Brainrot also inflicts Addle

-  Styx Shift mana cost down to 10

-  Macabre Dance hit point cost raised to 40

-  Momentum heals a bit of HP up front, like most skills and effects that grant Renewal

-  Challenge reverted to an active skill, no need to have it as a special skill anymore

-  Fixed the recruitment skills that got broken in the last patch

-  Wild Hunt RT cost raised to 40 to compensate for lowering Ninja’s movement cost

Racial Templates

-  Heretic’s male portrait reverted to Catiua’s, her normal portrait has to be overriden by it when she uses the class

 

 

 

Patch notes v0.92

 

Equipment

-  Lazarus staff changed to slashing damage to match its sprite more closely.

-  Khatvanga charges 50MP instead of percentage, I needed that ability slot and the amount is close enough.

-  Boulders are not consumed on use anymore, that means they had to be moved from lobber category to sidearms.

-  Caster hats don’t have a bonus to Meditate skill anymore.

-  The MP bonus on most caster gear was substantially increased.

-  Because of inconsistencies in damage formulas when applying the percentage damage bonus through damage resistances, earrings were reverted to racial bonuses. The bonus isn’t shown on character sheet but it’s there in combat and applies to all damage done and received.

Consumables

-  Changed the names of all spell grimoires to match the spell’s name. 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, we’ll see if it feels better.

-  Changed the name of some ninjutsu scrolls to be more indicative of their purpose.

-  Added Ginseng, a consumable that restores 50TP.

-  Monster food items permanently boost stats again instead of restoring TP, however they’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink.

-  Grenades are stronger, their visual effects were reverted as the new ones weren’t behaving in all cases.

-  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.

-  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.

Skills

-  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.

-  Racial skills level up 30% to 60% faster, depending on skill.

Spells and Active Skills

-  Tier I area spells do slightly less damage now, it was equal to tier I projectiles due to a formula error and could be oppressive in early game.

-  Minor elemental buffs also grant resistance to their element, not a selling point by any means but it can be nice to have.

-  Drift, the minor water buff was changed to Haze, granting Sidestep in an area, it was too situational and inferior to Hover Draft.

-  Range of Exorcism I and II increased by 2.

-  Drain Heart now drains 20% of current HP.

-  Gravity flux is an area spell.

-  Dead Man’s Ivy is an area spell.

-  Meditate isn’t a levelled skill anymore and now restores 10% of max MP instead, so raising your max is more valuable.

-  Intimidate now also has a chance to Weaken so it’s less situational.

-  Steal got 1 extra range.

-  Beckon works properly.

Classes

-  MP values for most classes increased.

-  A few minor adjustments to class stats, Cockatrices aren’t as beefy as Griffons, Cleric is a bit less tough, Vartan slightly more and so on.

-  Berserker gained access to 2H swords again.

-  Dragoon gained +1 jump.

-  Necromancer properly can’t use elemental caster staves other than dark, he also can’t learn any magic skill other than dark as he lost access to spells of other elements.

-  Angel Knight properly can’t use elemental caster staves other than light.

-  Paladin gained access to Vigorous Attack, Check and Challenge.

-  Songstress got access to Silent Song and Poignant Melody

Racial Templates

-  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 (no flying in heavy armor anymore)

-  Lizardman: Warrior, Berserker, Dragoon, Fusilier, Beast Tamer, Hoplite, Juggernaut (very little magic and a bit of bangaa vibe)

-  Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)

-  Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, 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, Familiar

-  Pumpkinhead: Spellblade, Terror Knight, Warlock, Familiar, Songstress

-  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 most special classes of other characters because they’re too buddy-buddy to hide anything from him. The exception are classes he isn’t equipped for, namely Princess, Vartan, Shaman, Wicce, Songstress and Knight Commander.

-  Oelias can change into a Priest.

-  Cressida can change into an Astromancer.

-  Vartan is now unique to Canopus.

-  Ravness can change into a Paladin instead of White Knight.

-  Iuria can’t be a Shaman anymore, unless someone convinces me she’s Mreuva’s long lost daughter from back in the day when he frolicked all over Xenobia as a young and virile deacon.

-  Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway.

-  Xapan is a bit weaker as an npc.

-  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).

Shop

-  Lifeline Gem returned to the shops at a low-low price of 2000 goth, it won’t erase your mistakes anymore so no need to restrict it as much.

-  Ginseng is available around mid game.

-  The Water Strider scroll was missing from the shop by mistake, it’s back now.

-  Drain Power spell is available in normal shops.

-  Summons can also be bought in Deneb’s shop.

Misc

-  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.

-  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.

Historical screenshots:

0.92a

Historical snapshot #186 · updated 2018-09-05 22:51 UTC

Patch notes v0.92a

 

Equipment

-  Some 1H/2H spears were equippable by wrong classes

-  Bow sidegrades have a higher accuracy penalty

-  Mail and leather leggings switched places in the upgrade path to provide a heavy accessory earlier

-  Overguards glove template doesn’t have a vit bonus or dex penalty anymore, their advantage over normal heavy gloves is the HP bonus and stronger defenses

-  Elemental armor can also be crafted with enchiridion, like robes, they aren’t special enough to be gated by finishing the Palace of the Dead

-  Some defensive items were renamed for historical accuracy reasons, no reason to trigger that OCD more than absolutely necessary

 

Classes

-  Swordmaster lost access to Challenge, meant to remove it for a long time because it would overwrite Preempt, which beats the purpose of the whole thing, Paladin gets to keep it as a unique skill

-  Ninja has lower movement cost, it’s 3 RT per tile moved (same as Rogue)

-  Angel Knight can use Evacuate I

 

Spells and Active Skills

-  Ease got 2 extra range

-  Evacuate got 2 extra range

-  Lancet removes 30% of current HP instead of max, that means you can’t kill yourself as easily but it won’t always be as effective

-  The RT cost of major Dark debuff spells raised to 30

-  Fixate mana cost down to 20, RT cost down to 20

-  Rebuild mana cost raised to 40, RT cost raised to 25, it also heals the target undead to full HP

-  Brainrot also inflicts Addle

-  Styx Shift mana cost down to 10

-  Macabre Dance hit point cost raised to 40

-  Momentum heals a bit of HP up front, like most skills and effects that grant Renewal

-  Challenge reverted to an active skill, no need to have it as a special skill anymore

-  Fixed the recruitment skills that got broken in the last patch

-  Wild Hunt RT cost raised to 40 to compensate for lowering Ninja’s movement cost

 

Racial Templates

-  Heretic’s male portrait reverted to Catiua’s, her normal portrait has to be overriden by it when she uses the class

 

 

 

Patch notes v0.92

 

Equipment

-  Lazarus staff changed to slashing damage to match its sprite more closely.

-  Khatvanga charges 50MP instead of percentage, I needed that ability slot and the amount is close enough.

-  Boulders are not consumed on use anymore, that means they had to be moved from lobber category to sidearms.

-  Caster hats don’t have a bonus to Meditate skill anymore.

-  The MP bonus on most caster gear was substantially increased.

-  Because of inconsistencies in damage formulas when applying the percentage damage bonus through damage resistances, earrings were reverted to racial bonuses. The bonus isn’t shown on character sheet but it’s there in combat and applies to all damage done and received.

Consumables

-  Changed the names of all spell grimoires to match the spell’s name. 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, we’ll see if it feels better.

-  Changed the name of some ninjutsu scrolls to be more indicative of their purpose.

-  Added Ginseng, a consumable that restores 50TP.

-  Monster food items permanently boost stats again instead of restoring TP, however they’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink.

-  Grenades are stronger, their visual effects were reverted as the new ones weren’t behaving in all cases.

-  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.

-  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.

Skills

-  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.

-  Racial skills level up 30% to 60% faster, depending on skill.

Spells and Active Skills

-  Tier I area spells do slightly less damage now, it was equal to tier I projectiles due to a formula error and could be oppressive in early game.

-  Minor elemental buffs also grant resistance to their element, not a selling point by any means but it can be nice to have.

-  Drift, the minor water buff was changed to Haze, granting Sidestep in an area, it was too situational and inferior to Hover Draft.

-  Range of Exorcism I and II increased by 2.

-  Drain Heart now drains 20% of current HP.

-  Gravity flux is an area spell.

-  Dead Man’s Ivy is an area spell.

-  Meditate isn’t a levelled skill anymore and now restores 10% of max MP instead, so raising your max is more valuable.

-  Intimidate now also has a chance to Weaken so it’s less situational.

-  Steal got 1 extra range.

-  Beckon works properly.

Classes

-  MP values for most classes increased.

-  A few minor adjustments to class stats, Cockatrices aren’t as beefy as Griffons, Cleric is a bit less tough, Vartan slightly more and so on.

-  Berserker gained access to 2H swords again.

-  Dragoon gained +1 jump.

-  Necromancer properly can’t use elemental caster staves other than dark, he also can’t learn any magic skill other than dark as he lost access to spells of other elements.

-  Angel Knight properly can’t use elemental caster staves other than light.

-  Paladin gained access to Vigorous Attack, Check and Challenge.

-  Songstress got access to Silent Song and Poignant Melody

Racial Templates

-  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 (no flying in heavy armor anymore)

-  Lizardman: Warrior, Berserker, Dragoon, Fusilier, Beast Tamer, Hoplite, Juggernaut (very little magic and a bit of bangaa vibe)

-  Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)

-  Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, 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, Familiar

-  Pumpkinhead: Spellblade, Terror Knight, Warlock, Familiar, Songstress

-  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 most special classes of other characters because they’re too buddy-buddy to hide anything from him. The exception are classes he isn’t equipped for, namely Princess, Vartan, Shaman, Wicce, Songstress and Knight Commander.

-  Oelias can change into a Priest.

-  Cressida can change into an Astromancer.

-  Vartan is now unique to Canopus.

-  Ravness can change into a Paladin instead of White Knight.

-  Iuria can’t be a Shaman anymore, unless someone convinces me she’s Mreuva’s long lost daughter from back in the day when he frolicked all over Xenobia as a young and virile deacon.

-  Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway.

-  Xapan is a bit weaker as an npc.

-  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).

Shop

-  Lifeline Gem returned to the shops at a low-low price of 2000 goth, it won’t erase your mistakes anymore so no need to restrict it as much.

-  Ginseng is available around mid game.

-  The Water Strider scroll was missing from the shop by mistake, it’s back now.

-  Drain Power spell is available in normal shops.

-  Summons can also be bought in Deneb’s shop.

Misc

-  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.

-  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.

Historical screenshots:

0.92

Historical snapshot #181 · updated 2018-08-27 17:23 UTC

Patch notes v0.92

 

 

Equipment

-  Lazarus staff changed to slashing damage to match its sprite more closely.

-  Khatvanga charges 50MP instead of percentage, I needed that ability slot and the amount is close enough.

-  Boulders are not consumed on use anymore, that means they had to be moved from lobber category to sidearms.

-  Caster hats don’t have a bonus to Meditate skill anymore.

-  The MP bonus on most caster gear was substantially increased.

-  Because of inconsistencies in damage formulas when applying the percentage damage bonus through damage resistances, earrings were reverted to racial bonuses. The bonus isn’t shown on character sheet but it’s there in combat and applies to all damage done and received.

 

Consumables

-  Changed the names of all spell grimoires to match the spell’s name. 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, we’ll see if it feels better.

-  Changed the name of some ninjutsu scrolls to be more indicative of their purpose.

-  Added Ginseng, a consumable that restores 50TP.

-  Monster food items permanently boost stats again instead of restoring TP, however they’re less effective and much more expensive, the whole thing is mostly intended to be an endgame cash sink.

-  Grenades are stronger, their visual effects were reverted as the new ones weren’t behaving in all cases.

-  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.

-  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.

 

Skills

-  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.

-  Racial skills level up 30% to 60% faster, depending on skill.

 

Spells and Active Skills

-  Tier I area spells do slightly less damage now, it was equal to tier I projectiles due to a formula error and could be oppressive in early game.

-  Minor elemental buffs also grant resistance to their element, not a selling point by any means but it can be nice to have.

-  Drift, the minor water buff was changed to Haze, granting Sidestep in an area, it was too situational and inferior to Hover Draft.

-  Range of Exorcism I and II increased by 2.

-  Drain Heart now drains 20% of current HP.

-  Gravity flux is an area spell.

-  Dead Man’s Ivy is an area spell.

-  Meditate isn’t a levelled skill anymore and now restores 10% of max MP instead, so raising your max is more valuable.

-  Intimidate now also has a chance to Weaken so it’s less situational.

-  Steal got 1 extra range.

-  Beckon works properly.

 

Classes

-  MP values for most classes increased.

-  A few minor adjustments to class stats, Cockatrices aren’t as beefy as Griffons, Cleric is a bit less tough, Vartan slightly more and so on.

-  Berserker gained access to 2H swords again.

-  Dragoon gained +1 jump.

-  Necromancer properly can’t use elemental caster staves other than dark, he also can’t learn any magic skill other than dark as he lost access to spells of other elements.

-  Angel Knight properly can’t use elemental caster staves other than light.

-  Paladin gained access to Vigorous Attack, Check and Challenge.

-  Songstress got access to Silent Song and Poignant Melody

 

Racial Templates

-  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 (no flying in heavy armor anymore)

-  Lizardman: Warrior, Berserker, Dragoon, Fusilier, Beast Tamer, Hoplite, Juggernaut (very little magic and a bit of bangaa vibe)

-  Lamia: Archer, Wizard, Spellblade, Rogue, Beast Tamer, Warlock, Necromancer, Patriarch (more dexterity classes and magic)

-  Orc: Warrior, Wizard, Spellblade, Terror Knight, Berserker, 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, Familiar

-  Pumpkinhead: Spellblade, Terror Knight, Warlock, Familiar, Songstress

-  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 most special classes of other characters because they’re too buddy-buddy to hide anything from him. The exception are classes he isn’t equipped for, namely Princess, Vartan, Shaman, Wicce, Songstress and Knight Commander.

-  Oelias can change into a Priest.

-  Cressida can change into an Astromancer.

-  Vartan is now unique to Canopus.

-  Ravness can change into a Paladin instead of White Knight.

-  Iuria can’t be a Shaman anymore, unless someone convinces me she’s Mreuva’s long lost daughter from back in the day when he frolicked all over Xenobia as a young and virile deacon.

-  Ozma can’t change into a White Knight, she’s chaotic neutral and her unique class is good enough anyway.

-  Xapan is a bit weaker as an npc.

-  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).

 

Shop

-  Lifeline Gem returned to the shops at a low-low price of 2000 goth, it won’t erase your mistakes anymore so no need to restrict it as much.

-  Ginseng is available around mid game.

-  The Water Strider scroll was missing from the shop by mistake, it’s back now.

-  Drain Power spell is available in normal shops.

-  Summons can also be bought in Deneb’s shop.

 

Misc

-  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.

-  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.

Historical screenshots:

0.91a

Historical snapshot #178 · updated 2018-08-15 23:36 UTC

Patch notes v0.91a

 
 

Equipment

-  Experimentally added two boulder ranged weapons for monsters that can use ranged attacks, they’re a replacement for natural weapons and will sometimes spawn on enemy monsters instead of assault token, more often on monsters with higher dex, like golems or octopi and less often on dragons. AI controlled monsters will not hesitate to use them and you will be able to equip both the assault token and the boulders on your own pets, however, as they’re essentially thrown weapons they’re pretty heavy and will slow down the monster roughly to the speed of a human unit, so it’s a choice to make. A lifetime supply of quality boulders for one unit can be ordered in your local shop, lobber section.

-  Fixed the HP percentage that the cursed weapons remove on second hit, it was way higher for some due to borked formula.

 

Spells and Active Skills

-  Fixed the targeting for minor draconic buffs.

-  Tainted Kiss inflicts Silence instead of Poison, so it’s Stun, Silence and Envenom now.

 

Classes

-  Monsters gain slightly less ATK per level, we’ll see if it has to be reduced even more.

-  Cyclops is physically a bit weaker than other monsters.

 

Racial Templates

-  Vyce changed his outfit a bit in chaos and neutral route, might as well make him a true turncoat.

-  Hektor has a different color, he’s a bit more important character than your regular enemy leader.

-  Grion reverted to his normal look to avoid the glitch, at least until I know how to force the game to load new sprites into memory.

 

Misc

-  The ISO got a new logo, should be useful if you also have vanilla game in the list.

-  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.

-  The colors of templar classes were changed to show better which class template they’re using, check the readme for details.

Historical screenshots:

0.91

Historical snapshot #137 · updated 2018-06-07 01:01 UTC

Patch notes v0.91

 

Equipment

-  Equipment sidegrades are now the same level as regular gear. I’ve noticed players are often crafting them straight away by mistake and then using the old gear until they gain a level to avoid wasting money, that isn’t very intuitive and it’s also easier to compare both options like this.

-  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.

-  Vitality bonus on all gear is lower, attackers were having too hard of a time punching through defensive stats.

-  Crissaegrim is now crafted with a Void Orb instead of Storm Orb.

-  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.

-  Spears have a slightly lower damage bonus.

-  The RT cost of using heavy 2H melee weapons is a bit higher.

-  Reinforced 1H Katana have slightly higher ATK and damage bonus.

-  Whips provide a +2 bonus to Subdue and Tame, interchangeably.

-  Spellbooks are now DEX weapons, they do damage at a 2-3 range and can hit around obstacles, telekinetic weapons are like that. They also have a hidden double damage bonus versus the matching race, similar to baldur weaponry, which might be too much, we’ll see.

-  Because of reduction to vitality, damage resistance on all armor except gloves is significantly increased, which will most notably make heavier armor more effective relative to other types but less likely to fully protect a unit from damage than before.

-  Elemental resistance on all shields was reduced in order to make them slightly less effective versus spells.

-  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.

-  Earrings now apply their bonus through base damage resists so it will show up properly on character screen.

 

Consumables

-  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.

-  Salvation stone restores 50% HP to the revived unit.

-  Grenades have different visuals and have a 50% chance to apply same statuses on hit as dragon breaths, they also do much more damage to obstacles like bushes, barricades or clones.

-  Grimoire Montee replaced with Grimoire Torture.

-  Grimoire Repit replaced with Grimoire Reparation.

 

Skills

-  Racial skills were removed from the game. Just kidding, but the way they function is a bit peculiar in that they 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. As a small compensation, it is now possible to equip multiple racial skils, we will see if the experiment works out.

-  Because some races are more rare than others, some racial skills also level faster. The rates are as following:

-  72 for Anatomy

-  96 for Thanatology

-  120 for Teratology, Herpetology, Draconology and Daemonology

-  144 for Sacrology, Aurology and Golemy

-  Equipping Instill Light and Instill Dark at once isn’t possible anymore (same restriction as light/dark magic and augments).

-  Berserker and Swordmaster gain access to Double Attack a bit earlier.

-  Ward skills are available earlier.

-  It is now possible to equip all recruitment skills at once, mediator enthusiasts, rejoice!

 

Classes

-  Most have less vitality but the difference between high and low vit classes isn’t as high as before

-  Minor adjustments to other stats of some classes, most notably monsters that received a dex buff for better ranged attacks.

-  Spellblade/Valkyrie lost access to Rally and gained access to Fated Circle.

-  Rogue and Ranger lost access to Disarm, haven’t seen anyone bothering with it and I needed its spot.

-  Necromancer gained access to Beckon and Recall.

-  Vartan uses the same amount of RT per tile moved as a regular fighter, he also gained access to Windshot.

-  Astromancer lost access to Stardust Grace and gained access to Galaxy Stop.

-  Dragons lost access to Dragon Eye and gained Disembowel.

 

Spells and Active Skills

-  Minor buffs area of effect reduced by one, buffing your entire team right at the start became too easy so it feels almost like a must, which can turn into a chore over time.

-  Basic area damage spells do a bit more damage.

-  Bursts do a bit more damage but also deal crushing damage so they will be easier to resist than normal spells. This way they’re more of a normal hits with elemental property so the way they bypass the light/dark restrictions is justified. Damn, I just love being consistent.

-  Hover Draft affects an area.

-  Poison Mist area of effect reduced by one, it does a low amount of water damage up front in addition to 100% poison with extended duration, we’ll see if that stops CPU from spamming it as liberally.

-  Poison Cloud and Deadly Poison got a similar treatment, except the poison/envenom is normal duration and requires a successful roll. As the poison is of supernatural origin and they’re dark spells that deal damage, it means they don’t work on undead now, makes sense, kinda.

-  Ascend replaced with Agony, a dark spell that inflicts the damage that caster suffers onto the target at the cost of burning all of the user’s MP. It’s a bit less broken version of Pain from the original game, probably more interesting than Nimble that the enemy likes to spam so much. RT cost increased to 40, initial mana cost reduced to 20.

-  Gift of Renewal heals a small amount of damage up front.

-  Minor draconic buff cost increased to 20, that way minor buffs from elemental schools retain the advantage of being used on first turn.

-  Martyrdom area of effect increased by one tile.

-  Frenzy costs increased a bit to match Boon of Swiftness.

-  Release changed to Rebuild, a spell that removes all debuffs from an undead unit.

-  The damage of basic ninjutsu slightly increased.

-  Ahriman got reworked to a necromancer-specific crossbow move that doesn’t miss and can inflict Wither on hit.

-  Added Windshot, a special skill that does crushing damage to all targets in a line.

-  Movement buffs on items last longer.

-  Huapango winds restores a small amount of HP up front

-  Empower skills don’t advance RT counters anymore, it turned out to be a bit too good and made catnip obsolete.

-  Recruit skills will now show their actual effective range which will extend by rank, their RT cost is also lower.

-  Added Fated Circle, a cheap skill that grants a single guaranteed melee hit to units in an area, most skills that spellblades have were kinda situational so having one they can use at any time would strengthen their support role. A guaranteed hit is also more useful in the mod considering there are more weapons with effect procs around.

-  Salvation TP cost further reduced to 20, consiering it’s a skill that doesn’t create MP from nothing it probably shouldn’t be even remotely costly.

-  Added Galaxy Stop, an expensive move that can inflict Bound, Shackle or Stop on all enemies in the field, the chance is rolled separately at 10% for each with the stronger debuff replacing the weaker if more than one proc, same as Infernal Kiss.

-  Limelight has an additional... effect, mostly for flavor but it might be useful in certain parts of the game.

-  Added Disembowel, a monster special skill that spends all TP to scale both accuracy and damage.

-  Liftoff lasts two turns, as it should.

-  Added Beckon, a special skill that does the amount of damage equal to any that the target currently suffers.

-  Added Recall, a special skill that stills a single undead, it was a bit abusable as a spell. As Necromancers aren’t very sturdy, this and Beckon are meant mostly to give them more options against enemies that break into the back line.

-  Conviction is back to charging MP every time it hits, however the amount is a percentage of the user’s own pool now instead of equal to hit damage so it will usually be lower, a princess equipped as a mage with items that raise max MP will obviously recover more.

-  Acid Breath and Hydro Press always inflict Breach.

-  Crystal Pumpkin and Requiem always exorcise.

-  Tainted Kiss always inflicts Poison and Envenom, Stun still has a chance to work.

-  Silent Song TP cost reduced to 20, instead of inflicting silence it will remove all MP that the targets have and deal equal amount of HP damage. It’s obviously useful against casters but can also do solid damage cheaply against classes that don’t cast spells very often, like knights.

-  Poignant Melody does the same, but to TP, making it potentially both debilitating and devastating, its TP/RT cost was increased to 40/20.

-  Instead of removing zombified condition, Celestial Song restores HP by TP spent and clears all status effects.

 

Finishing Moves

-  Jihad has less range but can be targeted anywhere and can’t hit self anymore.

-  Annihilate has more range, does dark damage and inflicts Curse

-  Obliterate has more range

-  Liquidate has more range and resets RT

-  Devastate does lightning damage in a larger area

-  Level 6 finishers for projectile weapons inflict no status effects anymore but have different advantages

-  Heaven to Hell does full damage at a greatly extended range

-  In Flagrante renamed to Starfall, it does light damage in an area with moderate penalty and lowered range

-  Nightmare renamed to Quillrain, it does earth damage in a line with slight penalty and lowered range

-  Sidewinder renamed to Blunderbuss, it does lightning damage at point blank range but scales damage with TP

-  Special finishers that the dark knights use are actually 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

 

Racial Templates

-  Enemy leader Grion in the act I battle now looks like a Terror Knight, he will likely become one at a later date.

-  More leader stats were further adjusted, especially recruitable characters that appear as enemies, like Xapan or Vyce.

 

Shop

-  Grimoire Reparation is available in PotD shop.

Misc

-  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.

 

Historical screenshots:

0.90a

Historical snapshot #136 · updated 2018-05-27 00:45 UTC

Patch notes v0.90a

 

Equipment

-  Daggers are very slightly stronger

-  1H and 2H Katana are very slightly weaker

-  Hammers have a slightly lower ATK and damage bonus

-  Staves have higher ATK but lower damage bonus, as they’re essentially blunt weapons

-  Books have a lower damage bonus for the same reason

-  Shields too

-  Throw Item innate ability won’t attempt to counter anymore, as amusing as that was. However, Throw Stone will

-  All armor types have a lower HP bonus

-  Boulder Toss costs a bit more RT and has a slightly higher ATK bonus

 

Classes

-  HP was reduced for most human classes, less for squishy classes and more for tanky ones. In conjuction with the equipment change it reduces the HP gap between classes, making tanks a bit easier to kill

-  All golems got more Dexterity (at least as much as Cyclops has, more for some) on the account of having opposable thumbs unlike other monsters, this should make them more versatile as a makeshift artillery unit

-  Vartan can use minor buff spells

-  Songstress can use major buff spells

 

Spells and Active Skills

-  Apocrypha spells do less damage by default to make room for light spell damage bonus

-  Poison spells reverted to normal accuracy, the CPU liked using them a bit too much now

-  Light damage spells do slightly less damage to living but substantially more damage to undead

-  Dark spells do very slightly more damage to living and still can’t damage undead, Hellhound summon is also ineffective now

-  The exception to the two changes above are burst spells, they still do normal damage to everything due to mechanical limitations

-  Ascend costs more but affects an area now to compensate, CPU was spamming it too much

-  Teleport costs less RT

-  Bugs to traps introduced in last patch were fixed

-  First Aid was given a bit of range, positioning is important for a melee character and it isn’t a very strong ability

-  Heaven’s Tear visual changed to boulder rain to fit the new role of golems better

Historical screenshots:

0.90

Historical snapshot #134 · updated 2018-04-11 20:31 UTC

Patch notes v0.90

 

 

Equipment

-  Daggers, Claws and Katana are slightly stronger

-  Ranged weapons are slightly weaker in general

-  2H Bow sidegrades have lower range (same as guns) and slightly lower ATK

-  AVD bonus on most early game equipment pieces was lowered so characters in some gear combinations aren’t quite as hard to hit

-  Usable effects on some endgame weapons were changed, mostly because giving them grenade effects makes no sense anymore

-  Fans are late game weapon options now, some players liked using them for flavor but outgrew them too fast

-  Baldur and Damasc blowguns swapped status effects because the scroll required for baldur recipe isn’t available yet at its level

-  Lob Boulder range reduced by 1

-  Most armor pieces are cheaper, especially shields

-  Catapult was removed as a Lobber upgrade, it has increased range from the get go instead

-  Throw Item innate ranged attack was introduced. As a reminder, throwing items costs more RT than using them normally

-  Scrolls in some recipes were changed for a different one due to spell changes, so double check before buying

-  Various minor bug fixes

 

Consumables

-  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

-  Introduced Panacea, the ultimate status removal item that fully cleanses the unit of all debuffs at once, requires Field Alchemy II

-  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 

-  Crafting consumables is much simpler

-  Salvation Gem now revives the target, transferring all life force from the user and forcing him to withdraw, it was changed because reviving is required in some rescue missions and forcing players to have a trained Spellblade handy to use Relay wasn’t a good solution. Crafting the gem now requires one Lifeline gem instead of two, as it isn’t strictly an upgrade and it requires Field Alchemy I instead of II

-  Using monster food doesn’t require Field Alchemy

-  Grenades are cheaper 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

-  Formerly consumable fans that swordmasters in optional areas drop can now be sold, some can be sold well

-  Some spell scrolls were renamed to fit new spells better

-  The price and recipe for some crafting materials was changed

-  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

 

Classes

-  Classes that can’t use any ranged weapons lost the ability to throw stones, some of them got a different ability as a replacement

-  Some squishy classes are less squishy

-  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

-  Cleric gained access to Consecrate Dead

-  Wizard can use minor buff spells and Fixate

-  Spellblade gained access to major buff spells and can use Throw Item

-  Knight can learn all status removal spells

-  Terror Knight can use Fixate

-  Swordmaster gained access to Challenge

-  Warlock can use Throw Item

-  Necromancer lost access to Consecrate Dead, he also can’t use elemental spells anymore, only dark

-  Fusilier gained access to Silverado, a class-exclusive fusil finisher with fixed TP cost that has low range and lowered damage against living but hits undead harder and will automatically destroy them on kill

-  Familiar lost access to dark magic and instill dark but gained all status removal spells, the class is supposed to be fairy-exclusive in future so it’s setting the expectations. It also lost access to Pumpkin Lure

-  Lord gained access to Animate Dead as a Necromancer signature skill and lost Consecrate Dead

-  Ranger lost access to Sneak Attack but gained Booby Trap. He can also use minor debuff spells

-  Princess can use elemental projectile spells but she lost access to light buffs/debuffs so she’s limited to area, status removal and healing there, it was changed to make elemental setups more attractive as most Princesses used light magic exclusively

-  Vartan gained access to Featherstep

-  White Knight and Paladin lost Instill Light, it was redundant after reworking Consecrate Edge. White Knight gained access to Fervor

-  Astromancer gained access to Evanescence, a self-teleport that restores some HP and MP on warp

-  Shaman lost access to Nature’s Whisper but gained Storm Call and Clear Skies

-  Songstress can use Throw Item

-  Knight Commander can use minor debuff spells

-  Vyce’s NPC-only Assassin class can use the same gear as Ranger, he would sometimes come equipped with heavy gear

-  Male Songstress renamed to Bard, in case some are cheating the class onto male characters

Skills

-  Rally had to be moved to another slot, that means your Knights will have to relearn it

-  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

 

Spells and Active Skills

-  Spells that deal damage have a much higher RT cost in general, casters ended up a bit too fast at all game stages. Conserve RT before a powerful spell will lop quite a chunk off your timer

-  Damage of Burst I spells was increased

-  Range of Summon spells was increased by 1 and the area of second tier was reduced as it only made focusing fire harder, they also do 1 less hit in both tiers

-  Apocrypha II costs 100MP

-  Area of minor buff spells was increased

-  The structure of elemental spells was changed so they have 2 buff and 2 debuffs each, one major and one minor

-  Turbulence replaced by Hover Draft, a spell that grants CLOUDWALK to a single target

-  Balmy Breeze replaced by Dust Devil, a spell that inflicts SLOW in an area

-  Storm Prison affects an area

-  Dust Storm replaced by Razorback, a spell that protects a unit and reflects the damage it takes until it moves

-  Lodestone also inflicts STAGGER

-  Stagnate replaced by Drift, a spell that grants WATERWALK in an area

-  Poison Mist always hits

-  Sludgebind affects an area

-  Flame Fusion renamed to Enrage

-  Pyroclasm renamed to Flame Fusion, a spell that grants a guaranteed critical hit to the target’s next attack

-  Meltdown renamed to Melta, it also inflicts WEAKEN

-  Basalt renamed to Brimstone (most of the name shuffling was for lack of space on new location)

-  Numbing Cold renamed to Frostbite, a spell that resets TP in the area

-  Silent Light was renamed to Mute

-  Boon of Swiftness has lower range but also lower cost

-  Awaken II was renamed to Disenchant

-  Singing Light was replaced with Paramedic, a spell that grants HEALCRAFT in an area, it is mostly available to healers

-  Innervate also removes SILENCE

-  Cleanse II was replaced with Oblivion, a spell that inflicts SLEEP on a single target

-  Cleanse also removes ENVENOM

-  Awaken Stone was renamed to Ameliorate

-  Ease is available earlier but has lower range

-  Evacuate II affects an area

-  Drain Life doesn’t work on undead

-  Drain Mind costs 10 MP but is faster and drains more

-  Drain Power cost reduced to 20 MP

-  Spellcharge range reduced to 6

-  Sleep replaced with Lancet, a spell that damages the user and heals the target

-  Poison Cloud and Deadly Poison always hit

-  Torpor renamed to Slow

-  Detect replaced with Ascend, a spell that grants Nimble to a single target

-  Springboard and Teleport can also be used on enemies, which should be fun, we’ll see if the former is a bit too fun

-  Benediction replaced with Soul Harvest, a spell that drains half of target’s TP as HP and MP

-  Gift of Renewal duration increased

-  Blade Dance renamed to Acrobatics, it also grants TRUESTRIKE but affects a smaller area

-  Ballistics also grants TRUEFLIGHT but affects a smaller area

-  Enlighten replaced with Warcraft, a spell that grants STRENGTHEN and FORTIFY in an area

-  Phantom Shell replaced with Thaumaturgy, a spell that grants SPELLCRAFT and RESILIENT in an area

-  Sacrifice renamed to Martyrdom, it affects a small area around the user instead of all unconscious units on the field, but, similar to Rally, you can still do X for 1 exchanges with some clever corpse manipulation

-  Frenzy also grants STRENGTHEN to the target and is cheaper but its range was reduced to 3

-  Release is more costly and now requires touch range

-  Phantom Pain can also be cast on others

-  Dance costs are a bit lower in general

-  Lion Dance also grants DODGE

-  Bellows Dance replaced with Pixie Dance, it grants TRUESTRIKE and RESILIENT

-  Shriving Dance renamed to Liberty Dance

-  Comely Dance renamed to Tremor Dance, it inflicts STUN instead of BREACH

-  Bedeviling Dance renamed to Lingering Dance, its area of effect was increased by 1

-  Envigorating Dance renamed to Macabre Dance, it removes all TP from enemies instead of percentage and costs 30 HP instead of TP

-  All songs affect a larger area and have one beneficial and one harmful effect, but are more expensive and do not affect the user

-  Ardent Conga replaced with Black Swan, it grants TRUESTRIKE to allies and inflicts FALSESTRIKE on enemies

-  Weakening Joropo replaced with White Witch, it grants SPELLSTRIKE to allies and inflicts SPELLSLIP on enemies

-  Taunting Mambo replaced with Dragon’s Child, it grants STRENGTHEN to allies and inflicts WEAKEN on enemies

-  Weakening Joropo replaced with Silent Goddess, it grants SPELLCRAFT to allies and inflicts SPOILSPELL on enemies

-  Somber Chacarera replaced with Circle of Life, it heals allies and damages enemies

-  Escalating Sanat replaced with Secret of Mana, it restores MP to allies and damages MP of enemies

-  Poised Arabesque replaced with Blaze of Glory, it restores TP to allies and damages TP of enemies

-  Rank 2 sword finisher Bad Blood inflicts ENVENOM instead of POISON

-  Most ranked skills have a fixed chance to work instead, usually 60% which is a rank 4 equivalent

-  Iron Maiden won’t always inflict STOP when it hits

-  Liberate reverted to First Aid, it isn’t a duplicate name anymore and there’s a status removal spell of same name

-  Durations of RENEWAL and SIDESTEP on Huappango Winds should be closer to one another, it’s impossible to make it even because those two effects calculate their durations differently but it should be close enough

-  Pumpkin Lure renamed to Challenge and its effect to Taunt, it also got changed to special skill so it can be comboed with Preempt. Hard to say how effective it actually is because range seems to play a role too, but it does lend some flavor to the class

-  Bloody Gag is a single target skill

-  Empower skills also shave off 40RT from the target’s counter so the beast will act sooner

-  Meditate costs more RT to use but its TP cost is still very low, that way it’s more of an emergency charge you can always count on if you need to use a stronger spell than something you spam non stop. It should also make other methods of charging MP more attractive.

-  There’s a greater chance that Mind Blast will sometimes be able to maybe damage something for more than 1, in rare cases, hopefully

-  Blade Focus costs 30 TP and grants STUN-BRINGER, the effects it had were covered well enough by dances

-  Heal Aura was replaced by Fervor, a melee range skill that hastens the user when he exorcises a stilled undead

-  Consecrate Edge grants LIGHT-TOUCHED, STRENGTHEN and TRUESTRIKE, pretty much a souped up Instill Light

-  Stardust Grace gains range with rank instead of accuracy

-  Holy Water was renamed to Last Rites, it also affects a small area now

-  Nature’s Whisper was replaced with Clear Skies, a dragon shou... skill that improves weather and has a lowish chance to inflict FALSESTRIKE on all enemies.

-  Storm Call was added as a Clear Skies counterpart, it worsens weather and inflicts FALSEFLIGHT, got a feeling Gimli’s winning this one

-  Barricade now creates two obstacles in a straight line

-  Squash is now able to remove most obstacles in the game, including but not limited to undesired barricades, pumpkins, clones, bushes, crates, boulders and fluffy woodland creatures

-  Aegis doesn’t work on undead

-  Consecrate Dead affects a 2 squares larger area

-  Last Resort removes 5% of current life instead of max, enemies won’t be able to kill themselves with it now

-  Break Curse replaced with Turn Undead, a special skill that has a chance to FRIGHTEN all undead in sight

-  One Vision v0.90.zip

Historical screenshots:

0.89a

Historical snapshot #129 · updated 2018-03-26 18:11 UTC

Patch notes v0.89a

Equipment

-  Item names and descriptions were redone because of an error that caused the game to freeze on original PSP hardware when loading item names and descriptions, some had to be slightly changed as a result

-  Some thrown weapons that were supposed to spin didn’t (Woshele), and some that weren’t supposed to spin did (Javelin)

 

Patch notes v0.89

Equipment (general changes)

-  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, so make sure to double-check everything. Also, shifting gear around is a tricky process, though, so errors and glitches are very likely (especially in names/descriptions) and every such report is appreciated.

-  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 ahve 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.

-  Unlike original game, in the mod the upgrades intentionally lacked impact to avoid overshadowing the next regular upgrade and giving player too much advantage over CPU, it was a lesser evil but far from ideal as the was little reason to bother doing it. Instead, this patch turns upgrades into sidegrades, usually slightly but sometimes significantly different from the original item. Endgame weapons usually 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. Instead of a sidegrade, crafting them offers a significant power upgrade and those items will also be found on enemies. The main idea is that sidegrades are mostly a novel, untested or highly specialized gear pieces you might find on black ops agents but not as a standard gear on regular troops.

-  Crafting is mostly standardized, with common gear requiring common ingredients and endgame gear with one or two that are drop-only.

-  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 daggers are reverted to a swing with a pierce effect as the thrust was somewhat inconsistent.

-  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.

-  There were slight number adjustments to some gear types, most notably small dex weapons are a bit stronger and ranged are a bit weaker with a larger gap between 1H and 2H versions.

-  Axes and hammers differ more in behavior, axes have only slightly higher ATK than swords but a high damage bonus and maces have very high ATK but low damage bonus. As a result, axes should do better versus poorly armored targets and maces should do better versus tough ones, extensive testing needed.

-  All weapon projectiles fly faster, as in ‘less comically slow’. Arc weapons are the slowest and straight trajectory ones are faster, more feedback needed, some might be a bit too fast.

-  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. Upgrade gaps in mid-late campaign will likely be lower, more feedback needed.

-  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.

Equipment (fists)

-  All normal claws have a 50% chance for poison its duration was also increased

-  The Claw sidegrade are magehunter claws, they drain 10-20 mana per hit (depending on gear tier) and have a RES bonus

-  Animation and impact sound is dependent on damage type

-  Jarnglofars are reverted to 2H claws with 100% knockback and a STR bonus

Equipment (daggers)

-  Dagger RT cost is down to 4RT per attack

-  Normal daggers have a 15% chance to hamstring (inflict bound)

-  The Dagger sidegrade are cultist daggers, they have a MND bonus and a few uses of Spellstrike

-  Animation reverted to swing with pierce effect

Equipment (1H swords)

-  All 1H swords have a 25% chance for stagger

-  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

Equipment (2H swords)

-  All normal 2H swords have a 40% chance for stagger

-  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

Equipment (axes)

-  All normal 1H axes have a 25% chance for breach and 2H ones have 40%

-  ATK value of all axes was reduced but their damage bonus was significantly increased

-  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

Equipment (spears)

-  The spear sidegrade are long spears, they have the old 2-3 range, the lack of which some players were regretting, let it never be said I don’t do fanservice

Equipment (hammers)

-  All normal 1H hammers have a 15% chance for stun and 2H ones have 25%

-  ATK value of all hammers was increased but their damage bonus was significantly reduced

-  The hammer sidegrade are kinetic sledges, 1H variant has a 60% chance for knockback and 2H ones have 100%

Equipment (1H katana)

-  All normal 1H katana remove 25TP on every hit, instead of 15% chance for the same amount as damage done

-  The 1H katana sidegrade are dual wielding blades, a sturdier, less elegant version with a parry bonus and LUK penalty

-  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.

Equipment (2H katana)

-  All normal 2H katana remove 40TP on every hit, instead of 25% chance for the same amount as damage done

-  The 1H katana sidegrade are spirit blades, weaker and lighter version attuned to their spiritual side and able to use the Draw Out ability

Equipment (cudgels)

-  All normal staves have a varying amount of Charge 25 uses

-  The cudgel sidegrade are quarterstaves, instead of augmenting casting they an AVD/Parry bonus, like spears

-  Elemental caster staves have one use of ninjutsu, the light one has one use of heal 50% and the dark one can charge 25% MP to user

Equipment (whips)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

Equipment (spellbooks)

-  All normal spellbooks have three uses of the corresponding recruitment skill

Equipment (instruments)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

Equipment (bows)

-  1H bow upgrades are spaced further apart and will also be used by enemies

-  The 2H bow sidegrade are siege bows, with lower accuracy, higher range and power but also weight, deadzone and RT cost

Equipment (crossbows)

-  1H crossbow upgrades are spaced further apart and will also be used by enemies

-  The 2H crossbow sidegrade are bowcasters, they have the highest range in the game and can fire through some obstacles but can only aim in four directions up to the first destructible object and have poor vertical tolerance

Equipment (thrown)

-  All normal thrown weapons got 25% chance for hobble

-  The thrown  sidegrade are weighted sidearms, they have higher attack and inflict slow (bound for bola) but have lower range and higher weight/RT

-  Valkenheim added as an endgame weapon, it’s a 2H ice elemental throwing axe with increased range and power

Equipment (unarmed)

-  The huge hand sprite was removed from some animations

-  Most hits sound meatier

-  Ki Strike does more damage and has a higher chance to hit

Equipment (ranged unarmed)

-  Shuriken poison duration increased

-  Sling stone renamed to Flicker and its class availability was changed, it has 15% chance to stun but only goes in straight line

-  Malediction looks differently, it does dark damage without physical component, has a higher chance to hit and has 15% chance to wither

Equipment (shields)

-  All shield bashes have a higher chance to hit

-  The light shield sidegrade are rune shields, they trade AVD bonus for RES and have a 50% chance to inflict silence instead of knockback

-  The heavy shield sidegrade are assault shields, they trade the HP bonus for more bash damage and guaranteed stun

-  Spiked/Shard shield have low defense but compensate it with innate reflect damage/spells

-  The endgame section got Mirror shield, a low defense heavy shield with very high RES, physical damage reflection and a few uses of Phantom Pain. It also got Power Fist and Main Gauche, low and no defense shields that offer other advantages

-  The lower level version of dragonscale shield is light, neither is elemental anymore and either can be used as part of the set

Equipment (helms)

-  Cloth helm weight reduced to 1

-  The cloth helm sidegrade are target helms, they reduce the user’s RES to make him a more likely target for spells and absorb MP

-  The light and heavy helm sidegrades give up the HP bonus and some of their main stat for a MND bonus

-  The endgame section got Scout Helm, a reduced weight light helm with innate trajectory and high AGI bonus. Also Blind Guardian, a powerful defensive helm for casters that carries certain penalties

-  Holy Crown reworked to a target helm template

Equipment (body armor)

-  The cloth armor sidegrade are wanderer cloaks, they trade caster bonuses for AVD and improved defense versus intelligent races

-  The light armor sidegrade is plated cuirass, a beefier version with higher defense but no AVD bonus

-  The heavy armor sidegrade is powered armor, it has a STR bonus and innate Steadfast but is heavier and not as good defensively

-  The endgame section got higher level versions of normal armor and also Scout Armor, a light armor with extremely poor defense that enhances movement

-  Elemental coats and mail armor can be crafted with Secrets of the Master

Equipment (armguards)

-  The light/heavy glove upgrades are battlemage gloves, they trade some of the other bonuses for an INT bonus

-  Overguards and their sidegrades are heavier and have very high stats but they also have high penalties

-  The endgame section got Scout Gloves, a higher level version of normal leather gloves. Also Grapnel Brace, a heavy gauntlet with a grappling hook that can use Escalade and also Snake Charmers, light gloves with poison immunity and a few uses of Envenom.

-  Hellforge Mitts were reworked into high level Overguards

Equipment (legguards)

-  The light legguards sidegrades split the bonus between AVD and RES and heavy ones transfer all of it to RES

-  The endgame section got Scout Boots, light legguards with innate Jump I, Wyrmscale Greaves, heavy leagguards from the Wyrmscale set and Armored Hakama, cloth legguards with high defense versus intelligent races

-  Worldtree roots got innate Steadfast

-  Tidal waders got innate Wade

Equipment (cursed weapons)

-  They inflict a portion of target’s max HP dependent on weapon type as additional damage

-  Their accuracy, RT and weight is returned to default for that weapon type

Consumables

-  Salvation Gem can be crafted from two Lifeline Gems

-  The range of Salvation gem was increased to 6, RT cost reduced for both evacuation items

-  RT cost of status removal items reduced to 10

-  Added Rubber as a crafting material, it is created from Birnewood and Sulfur

-  Adjusted the prices of some crafting materials

-  Ways of the Gerges renamed to Ways of the Wild

-  Humanoid classmarks can be crafted with Ways of the Wild

Class

-  Patriarch/Matriarch gained access to Spellbooks, they’re literate after all... probably

-  Access to augment light/darkness varies based on class alignment

-  Casters have a slightly higher RT penalty

-  Wizard can use Dead Man’s Ivy

-  Knights are more accurate

-  Knights have access to all status removal spells except Liberate, Decurse and Ease

-  White Knights have access to all status removal spells except Liberate, Decurse and Ease

-  Terror Knights can use the Torpor and Dead Man’s Ivy spells

-  Necromancer can use only the first tier of projectile spells

-  Lord can use Draconic damage spells, we’ll see how that goes

-  Scylla was able to use Liftoff by oversight

Skills

-  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

Spells and Active Skills

-  Some buff spells are available earlier

-  Levels are which spells become avaialble were standardized based on the magic ability of the class

-  Reduced MP/RT cost of most status removal spells to 10-15, lowered their level and made some of them easier to acquire

-  Unburden also removes slow

-  Reduced the MP cost of Evacuate I/II spells to 30/40 and RT cost to 20/25, losing a character is a high enough cost

-  Leaping Monkey renamed to Escalade

-  TP/RT cost of Shriving Dance reduced to 30/20, area of effect increased to 3

-  Added Her Blessing and Draw Out, which are used on some of the new items

-  Relay now affects all disabled units within an area of 3 instead of entire battlefield

-  Blood Price now removes half of current HP and converts that amount to TP, it has no other cost

-  Flame and Sand Breath now always hit with RT delay and TP removal but the amount is lowered

Racial Templates

-  Canopus is slightly more resistant

-  Cressida’s stats slightly adjusted to make her a better ranged attacker

-  Some early game leader stats were further adjusted

Shop

-  Damascus gear is available in late act 4 instead of during CODA

-  Spell availability in shops standardized based on their level

- Draconic grimoire Prestesse and Oeildaigle can be bought in all shops

Historical screenshots:

0.89

Historical snapshot #126 · updated 2018-02-03 23:46 UTC

Patch notes v0.89

 

Equipment (general changes)

-  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, so make sure to double-check everything. Also, shifting gear around is a tricky process, though, so errors and glitches are very likely (especially in names/descriptions) and every such report is appreciated.

-  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 ahve 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.

-  Unlike original game, in the mod the upgrades intentionally lacked impact to avoid overshadowing the next regular upgrade and giving player too much advantage over CPU, it was a lesser evil but far from ideal as the was little reason to bother doing it. Instead, this patch turns upgrades into sidegrades, usually slightly but sometimes significantly different from the original item. Endgame weapons usually 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. Instead of a sidegrade, crafting them offers a significant power upgrade and those items will also be found on enemies. The main idea is that sidegrades are mostly a novel, untested or highly specialized gear pieces you might find on black ops agents but not as a standard gear on regular troops.

-  Crafting is mostly standardized, with common gear requiring common ingredients and endgame gear with one or two that are drop-only.

-  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 daggers are reverted to a swing with a pierce effect as the thrust was somewhat inconsistent.

-  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.

-  There were slight number adjustments to some gear types, most notably small dex weapons are a bit stronger and ranged are a bit weaker with a larger gap between 1H and 2H versions.

-  Axes and hammers differ more in behavior, axes have only slightly higher ATK than swords but a high damage bonus and maces have very high ATK but low damage bonus. As a result, axes should do better versus poorly armored targets and maces should do better versus tough ones, extensive testing needed.

-  All weapon projectiles fly faster, as in ‘less comically slow’. Arc weapons are the slowest and straight trajectory ones are faster, more feedback needed, some might be a bit too fast.

-  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. Upgrade gaps in mid-late campaign will likely be lower, more feedback needed.

-  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.

Equipment (fists)

-  All normal claws have a 50% chance for poison its duration was also increased

-  The Claw sidegrade are magehunter claws, they drain 10-20 mana per hit (depending on gear tier) and have a RES bonus

-  Animation and impact sound is dependent on damage type

-  Jarnglofars are reverted to 2H claws with 100% knockback and a STR bonus

Equipment (daggers)

-  Dagger RT cost is down to 4RT per attack

-  Normal daggers have a 15% chance to hamstring (inflict bound)

-  The Dagger sidegrade are cultist daggers, they have a MND bonus and a few uses of Spellstrike

-  Animation reverted to swing with pierce effect

Equipment (1H swords)

-  All 1H swords have a 25% chance for stagger

-  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

Equipment (2H swords)

-  All normal 2H swords have a 40% chance for stagger

-  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

Equipment (axes)

-  All normal 1H axes have a 25% chance for breach and 2H ones have 40%

-  ATK value of all axes was reduced but their damage bonus was significantly increased

-  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

Equipment (spears)

-  The spear sidegrade are long spears, they have the old 2-3 range, the lack of which some players were regretting, let it never be said I don’t do fanservice

Equipment (hammers)

-  All normal 1H hammers have a 15% chance for stun and 2H ones have 25%

-  ATK value of all hammers was increased but their damage bonus was significantly reduced

-  The hammer sidegrade are kinetic sledges, 1H variant has a 60% chance for knockback and 2H ones have 100%

Equipment (1H katana)

-  All normal 1H katana remove 25TP on every hit, instead of 15% chance for the same amount as damage done

-  The 1H katana sidegrade are dual wielding blades, a sturdier, less elegant version with a parry bonus and LUK penalty

-  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.

Equipment (2H katana)

-  All normal 2H katana remove 40TP on every hit, instead of 25% chance for the same amount as damage done

-  The 1H katana sidegrade are spirit blades, weaker and lighter version attuned to their spiritual side and able to use the Draw Out ability

Equipment (cudgels)

-  All normal staves have a varying amount of Charge 25 uses

-  The cudgel sidegrade are quarterstaves, instead of augmenting casting they an AVD/Parry bonus, like spears

-  Elemental caster staves have one use of ninjutsu, the light one has one use of heal 50% and the dark one can charge 25% MP to user

Equipment (whips)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

Equipment (spellbooks)

-  All normal spellbooks have three uses of the corresponding recruitment skill

Equipment (instruments)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

Equipment (bows)

-  1H bow upgrades are spaced further apart and will also be used by enemies

-  The 2H bow sidegrade are siege bows, with lower accuracy, higher range and power but also weight, deadzone and RT cost

Equipment (crossbows)

-  1H crossbow upgrades are spaced further apart and will also be used by enemies

-  The 2H crossbow sidegrade are bowcasters, they have the highest range in the game and can fire through some obstacles but can only aim in four directions up to the first destructible object and have poor vertical tolerance

Equipment (thrown)

-  All normal thrown weapons got 25% chance for hobble

-  The thrown  sidegrade are weighted sidearms, they have higher attack and inflict slow (bound for bola) but have lower range and higher weight/RT

-  Valkenheim added as an endgame weapon, it’s a 2H ice elemental throwing axe with increased range and power

Equipment (unarmed)

-  The huge hand sprite was removed from some animations

-  Most hits sound meatier

-  Ki Strike does more damage and has a higher chance to hit

Equipment (ranged unarmed)

-  Shuriken poison duration increased

-  Sling stone renamed to Flicker and its class availability was changed, it has 15% chance to stun but only goes in straight line

-  Malediction looks differently, it does dark damage without physical component, has a higher chance to hit and has 15% chance to wither

Equipment (shields)

-  All shield bashes have a higher chance to hit

-  The light shield sidegrade are rune shields, they trade AVD bonus for RES and have a 50% chance to inflict silence instead of knockback

-  The heavy shield sidegrade are assault shields, they trade the HP bonus for more bash damage and guaranteed stun

-  Spiked/Shard shield have low defense but compensate it with innate reflect damage/spells

-  The endgame section got Mirror shield, a low defense heavy shield with very high RES, physical damage reflection and a few uses of Phantom Pain. It also got Power Fist and Main Gauche, low and no defense shields that offer other advantages

-  The lower level version of dragonscale shield is light, neither is elemental anymore and either can be used as part of the set

Equipment (helms)

-  Cloth helm weight reduced to 1

-  The cloth helm sidegrade are target helms, they reduce the user’s RES to make him a more likely target for spells and absorb MP

-  The light and heavy helm sidegrades give up the HP bonus and some of their main stat for a MND bonus

-  The endgame section got Scout Helm, a reduced weight light helm with innate trajectory and high AGI bonus. Also Blind Guardian, a powerful defensive helm for casters that carries certain penalties

-  Holy Crown reworked to a target helm template

Equipment (body armor)

-  The cloth armor sidegrade are wanderer cloaks, they trade caster bonuses for AVD and improved defense versus intelligent races

-  The light armor sidegrade is plated cuirass, a beefier version with higher defense but no AVD bonus

-  The heavy armor sidegrade is powered armor, it has a STR bonus and innate Steadfast but is heavier and not as good defensively

-  The endgame section got higher level versions of normal armor and also Scout Armor, a light armor with extremely poor defense that enhances movement

-  Elemental coats and mail armor can be crafted with Secrets of the Master

Equipment (armguards)

-  The light/heavy glove upgrades are battlemage gloves, they trade some of the other bonuses for an INT bonus

-  Overguards and their sidegrades are heavier and have very high stats but they also have high penalties

-  The endgame section got Scout Gloves, a higher level version of normal leather gloves. Also Grapnel Brace, a heavy gauntlet with a grappling hook that can use Escalade and also Snake Charmers, light gloves with poison immunity and a few uses of Envenom.

-  Hellforge Mitts were reworked into high level Overguards

Equipment (legguards)

-  The light legguards sidegrades split the bonus between AVD and RES and heavy ones transfer all of it to RES

-  The endgame section got Scout Boots, light legguards with innate Jump I, Wyrmscale Greaves, heavy leagguards from the Wyrmscale set and Armored Hakama, cloth legguards with high defense versus intelligent races

-  Worldtree roots got innate Steadfast

-  Tidal waders got innate Wade

Equipment (cursed weapons)

-  They inflict a portion of target’s max HP dependent on weapon type as additional damage

-  Their accuracy, RT and weight is returned to default for that weapon type

Consumables

-  Salvation Gem can be crafted from two Lifeline Gems

-  The range of Salvation gem was increased to 6, RT cost reduced for both evacuation items

-  RT cost of status removal items reduced to 10

-  Added Rubber as a crafting material, it is created from Birnewood and Sulfur

-  Adjusted the prices of some crafting materials

-  Ways of the Gerges renamed to Ways of the Wild

-  Humanoid classmarks can be crafted with Ways of the Wild

Class

-  Patriarch/Matriarch gained access to Spellbooks, they’re literate after all... probably

-  Access to augment light/darkness varies based on class alignment

-  Casters have a slightly higher RT penalty

-  Wizard can use Dead Man’s Ivy

-  Knights are more accurate

-  Knights have access to all status removal spells except Liberate, Decurse and Ease

-  White Knights have access to all status removal spells except Liberate, Decurse and Ease

-  Terror Knights can use the Torpor and Dead Man’s Ivy spells

-  Necromancer can use only the first tier of projectile spells

-  Lord can use Draconic damage spells, we’ll see how that goes

-  Scylla was able to use Liftoff by oversight

Skills

-  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

Spells and Active Skills

-  Some buff spells are available earlier

-  Levels are which spells become avaialble were standardized based on the magic ability of the class

-  Reduced MP/RT cost of most status removal spells to 10-15, lowered their level and made some of them easier to acquire

-  Unburden also removes slow

-  Reduced the MP cost of Evacuate I/II spells to 30/40 and RT cost to 20/25, losing a character is a high enough cost

-  Leaping Monkey renamed to Escalade

-  TP/RT cost of Shriving Dance reduced to 30/20, area of effect increased to 3

-  Added Her Blessing and Draw Out, which are used on some of the new items

-  Relay now affects all disabled units within an area of 3 instead of entire battlefield

-  Blood Price now removes half of current HP and converts that amount to TP, it has no other cost

-  Flame and Sand Breath now always hit with RT delay and TP removal but the amount is lowered

Racial Templates

-  Canopus is slightly more resistant

-  Cressida’s stats slightly adjusted to make her a better ranged attacker

-  Some early game leader stats were further adjusted

Shop

-  Damascus gear is available in late act 4 instead of during CODA

-  Spell availability in shops standardized based on their level

- Draconic grimoire Prestesse and Oeildaigle can be bought in all shops

Historical screenshots:

0.89

Historical snapshot #125 · updated 2018-01-29 23:09 UTC

Patch notes v0.89

 

Equipment (general changes)

-  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, so make sure to double-check everything. Also, shifting gear around is a tricky process, though, so errors and glitches are very likely (especially in names/descriptions) and every such report is appreciated.

-  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 ahve 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.

-  Unlike original game, in the mod the upgrades intentionally lacked impact to avoid overshadowing the next regular upgrade and giving player too much advantage over CPU, it was a lesser evil but far from ideal as the was little reason to bother doing it. Instead, this patch turns upgrades into sidegrades, usually slightly but sometimes significantly different from the original item. Endgame weapons usually 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. Instead of a sidegrade, crafting them offers a significant power upgrade and those items will also be found on enemies. The main idea is that sidegrades are mostly a novel, untested or highly specialized gear pieces you might find on black ops agents but not as a standard gear on regular troops.

-  Crafting is mostly standardized, with common gear requiring common ingredients and endgame gear with one or two that are drop-only.

-  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 daggers are reverted to a swing with a pierce effect as the thrust was somewhat inconsistent.

-  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.

-  There were slight number adjustments to some gear types, most notably small dex weapons are a bit stronger and ranged are a bit weaker with a larger gap between 1H and 2H versions.

-  Axes and hammers differ more in behavior, axes have only slightly higher ATK than swords but a high damage bonus and maces have very high ATK but low damage bonus. As a result, axes should do better versus poorly armored targets and maces should do better versus tough ones, extensive testing needed.

-  All weapon projectiles fly faster, as in ‘less comically slow’. Arc weapons are the slowest and straight trajectory ones are faster, more feedback needed, some might be a bit too fast.

-  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. Upgrade gaps in mid-late campaign will likely be lower, more feedback needed.

-  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.

Equipment (fists)

-  All normal claws have a 50% chance for poison its duration was also increased

-  The Claw sidegrade are magehunter claws, they drain 10-20 mana per hit (depending on gear tier) and have a RES bonus

-  Animation and impact sound is dependent on damage type

-  Jarnglofars are reverted to 2H claws with 100% knockback and a STR bonus

Equipment (daggers)

-  Dagger RT cost is down to 4RT per attack

-  Normal daggers have a 15% chance to hamstring (inflict bound)

-  The Dagger sidegrade are cultist daggers, they have a MND bonus and a few uses of Spellstrike

-  Animation reverted to swing with pierce effect

Equipment (1H swords)

-  All 1H swords have a 25% chance for stagger

-  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

Equipment (2H swords)

-  All normal 2H swords have a 40% chance for stagger

-  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

Equipment (axes)

-  All normal 1H axes have a 25% chance for breach and 2H ones have 40%

-  ATK value of all axes was reduced but their damage bonus was significantly increased

-  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

Equipment (spears)

-  The spear sidegrade are long spears, they have the old 2-3 range, the lack of which some players were regretting, let it never be said I don’t do fanservice

Equipment (hammers)

-  All normal 1H hammers have a 15% chance for stun and 2H ones have 25%

-  ATK value of all hammers was increased but their damage bonus was significantly reduced

-  The hammer sidegrade are kinetic sledges, 1H variant has a 60% chance for knockback and 2H ones have 100%

Equipment (1H katana)

-  All normal 1H katana remove 25TP on every hit, instead of 15% chance for the same amount as damage done

-  The 1H katana sidegrade are dual wielding blades, a sturdier, less elegant version with a parry bonus and LUK penalty

-  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.

Equipment (2H katana)

-  All normal 2H katana remove 40TP on every hit, instead of 25% chance for the same amount as damage done

-  The 1H katana sidegrade are spirit blades, weaker and lighter version attuned to their spiritual side and able to use the Draw Out ability

Equipment (cudgels)

-  All normal staves have a varying amount of Charge 25 uses

-  The cudgel sidegrade are quarterstaves, instead of augmenting casting they an AVD/Parry bonus, like spears

-  Elemental caster staves have one use of ninjutsu, the light one has one use of heal 50% and the dark one can charge 25% MP to user

Equipment (whips)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

Equipment (spellbooks)

-  All normal spellbooks have three uses of the corresponding recruitment skill

Equipment (instruments)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

Equipment (bows)

-  1H bow upgrades are spaced further apart and will also be used by enemies

-  The 2H bow sidegrade are siege bows, with lower accuracy, higher range and power but also weight, deadzone and RT cost

Equipment (crossbows)

-  1H crossbow upgrades are spaced further apart and will also be used by enemies

-  The 2H crossbow sidegrade are bowcasters, they have the highest range in the game and can fire through some obstacles but can only aim in four directions up to the first destructible object and have poor vertical tolerance

Equipment (thrown)

-  All normal thrown weapons got 25% chance for hobble

-  The thrown  sidegrade are weighted sidearms, they have higher attack and inflict slow (bound for bola) but have lower range and higher weight/RT

-  Valkenheim added as an endgame weapon, it’s a 2H ice elemental throwing axe with increased range and power

Equipment (unarmed)

-  The huge hand sprite was removed from some animations

-  Most hits sound meatier

-  Ki Strike does more damage and has a higher chance to hit

Equipment (ranged unarmed)

-  Shuriken poison duration increased

-  Sling stone renamed to Flicker and its class availability was changed, it has 15% chance to stun but only goes in straight line

-  Malediction looks differently, it does dark damage without physical component, has a higher chance to hit and has 15% chance to wither

Equipment (shields)

-  All shield bashes have a higher chance to hit

-  The light shield sidegrade are rune shields, they trade AVD bonus for RES and have a 50% chance to inflict silence instead of knockback

-  The heavy shield sidegrade are assault shields, they trade the HP bonus for more bash damage and guaranteed stun

-  Spiked/Shard shield have low defense but compensate it with innate reflect damage/spells

-  The endgame section got Mirror shield, a low defense heavy shield with very high RES, physical damage reflection and a few uses of Phantom Pain. It also got Power Fist and Main Gauche, low and no defense shields that offer other advantages

-  The lower level version of dragonscale shield is light, neither is elemental anymore and either can be used as part of the set

Equipment (helms)

-  Cloth helm weight reduced to 1

-  The cloth helm sidegrade are target helms, they reduce the user’s RES to make him a more likely target for spells and absorb MP

-  The light and heavy helm sidegrades give up the HP bonus and some of their main stat for a MND bonus

-  The endgame section got Scout Helm, a reduced weight light helm with innate trajectory and high AGI bonus. Also Blind Guardian, a powerful defensive helm for casters that carries certain penalties

-  Holy Crown reworked to a target helm template

Equipment (body armor)

-  The cloth armor sidegrade are wanderer cloaks, they trade caster bonuses for AVD and improved defense versus intelligent races

-  The light armor sidegrade is plated cuirass, a beefier version with higher defense but no AVD bonus

-  The heavy armor sidegrade is powered armor, it has a STR bonus and innate Steadfast but is heavier and not as good defensively

-  The endgame section got higher level versions of normal armor and also Scout Armor, a light armor with extremely poor defense that enhances movement

-  Elemental coats and mail armor can be crafted with Secrets of the Master

Equipment (armguards)

-  The light/heavy glove upgrades are battlemage gloves, they trade some of the other bonuses for an INT bonus

-  Overguards and their sidegrades are heavier and have very high stats but they also have high penalties

-  The endgame section got Scout Gloves, a higher level version of normal leather gloves. Also Grapnel Brace, a heavy gauntlet with a grappling hook that can use Escalade and also Snake Charmers, light gloves with poison immunity and a few uses of Envenom.

-  Hellforge Mitts were reworked into high level Overguards

Equipment (legguards)

-  The light legguards sidegrades split the bonus between AVD and RES and heavy ones transfer all of it to RES

-  The endgame section got Scout Boots, light legguards with innate Jump I, Wyrmscale Greaves, heavy leagguards from the Wyrmscale set and Armored Hakama, cloth legguards with high defense versus intelligent races

-  Worldtree roots got innate Steadfast

-  Tidal waders got innate Wade

Equipment (cursed weapons)

-  They inflict a portion of target’s max HP dependent on weapon type as additional damage

-  Their accuracy, RT and weight is returned to default for that weapon type

Consumables

-  Salvation Gem can be crafted from two Lifeline Gems

-  The range of Salvation gem was increased to 6, RT cost reduced for both evacuation items

-  RT cost of status removal items reduced to 10

-  Added Rubber as a crafting material, it is created from Birnewood and Sulfur

-  Adjusted the prices of some crafting materials

-  Ways of the Gerges renamed to Ways of the Wild

-  Humanoid classmarks can be crafted with Ways of the Wild

Class

-  Patriarch/Matriarch gained access to Spellbooks, they’re literate after all... probably

-  Access to augment light/darkness varies based on class alignment

-  Casters have a slightly higher RT penalty

-  Wizard can use Dead Man’s Ivy

-  Knights are more accurate

-  Knights have access to all status removal spells except Liberate, Decurse and Ease

-  White Knights have access to all status removal spells except Liberate, Decurse and Ease

-  Terror Knights can use the Torpor and Dead Man’s Ivy spells

-  Necromancer can use only the first tier of projectile spells

-  Lord can use Draconic damage spells, we’ll see how that goes

-  Scylla was able to use Liftoff by oversight

Skills

-  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

Spells and Active Skills

-  Some buff spells are available earlier

-  Levels are which spells become avaialble were standardized based on the magic ability of the class

-  Reduced MP/RT cost of most status removal spells to 10-15, lowered their level and made some of them easier to acquire

-  Unburden also removes slow

-  Reduced the MP cost of Evacuate I/II spells to 30/40 and RT cost to 20/25, losing a character is a high enough cost

-  Leaping Monkey renamed to Escalade

-  TP/RT cost of Shriving Dance reduced to 30/20, area of effect increased to 3

-  Added Her Blessing and Draw Out, which are used on some of the new items

-  Relay now affects all disabled units within an area of 3 instead of entire battlefield

-  Blood Price now removes half of current HP and converts that amount to TP, it has no other cost

-  Flame and Sand Breath now always hit with RT delay and TP removal but the amount is lowered

 

Racial Templates

-  Canopus is slightly more resistant

-  Cressida’s stats slightly adjusted to make her a better ranged attacker

-  Some early game leader stats were further adjusted

 

Shop

-  Damascus gear is available in late act 4 instead of during CODA

-  Spell availability in shops standardized based on their level

Draconic grimoire Prestesse and Oeildaigle can be bought in all shops

Historical screenshots:

0.89

Historical snapshot #124 · updated 2018-01-29 23:08 UTC

Patch notes v0.89

 

 

Equipment (general changes)

-  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, so make sure to double-check everything. Also, shifting gear around is a tricky process, though, so errors and glitches are very likely (especially in names/descriptions) and every such report is appreciated.

-  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 ahve 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.

-  Unlike original game, in the mod the upgrades intentionally lacked impact to avoid overshadowing the next regular upgrade and giving player too much advantage over CPU, it was a lesser evil but far from ideal as the was little reason to bother doing it. Instead, this patch turns upgrades into sidegrades, usually slightly but sometimes significantly different from the original item. Endgame weapons usually 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. Instead of a sidegrade, crafting them offers a significant power upgrade and those items will also be found on enemies. The main idea is that sidegrades are mostly a novel, untested or highly specialized gear pieces you might find on black ops agents but not as a standard gear on regular troops.

-  Crafting is mostly standardized, with common gear requiring common ingredients and endgame gear with one or two that are drop-only.

-  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 daggers are reverted to a swing with a pierce effect as the thrust was somewhat inconsistent.

-  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.

-  There were slight number adjustments to some gear types, most notably small dex weapons are a bit stronger and ranged are a bit weaker with a larger gap between 1H and 2H versions.

-  Axes and hammers differ more in behavior, axes have only slightly higher ATK than swords but a high damage bonus and maces have very high ATK but low damage bonus. As a result, axes should do better versus poorly armored targets and maces should do better versus tough ones, extensive testing needed.

-  All weapon projectiles fly faster, as in ‘less comically slow’. Arc weapons are the slowest and straight trajectory ones are faster, more feedback needed, some might be a bit too fast.

-  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. Upgrade gaps in mid-late campaign will likely be lower, more feedback needed.

-  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.

 

Equipment (fists)

-  All normal claws have a 50% chance for poison its duration was also increased

-  The Claw sidegrade are magehunter claws, they drain 10-20 mana per hit (depending on gear tier) and have a RES bonus

-  Animation and impact sound is dependent on damage type

-  Jarnglofars are reverted to 2H claws with 100% knockback and a STR bonus

 

Equipment (daggers)

-  Dagger RT cost is down to 4RT per attack

-  Normal daggers have a 15% chance to hamstring (inflict bound)

-  The Dagger sidegrade are cultist daggers, they have a MND bonus and a few uses of Spellstrike

-  Animation reverted to swing with pierce effect

 

Equipment (1H swords)

-  All 1H swords have a 25% chance for stagger

-  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

 

Equipment (2H swords)

-  All normal 2H swords have a 40% chance for stagger

-  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

 

Equipment (axes)

-  All normal 1H axes have a 25% chance for breach and 2H ones have 40%

-  ATK value of all axes was reduced but their damage bonus was significantly increased

-  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

Equipment (spears)

-  The spear sidegrade are long spears, they have the old 2-3 range, the lack of which some players were regretting, let it never be said I don’t do fanservice

 

Equipment (hammers)

-  All normal 1H hammers have a 15% chance for stun and 2H ones have 25%

-  ATK value of all hammers was increased but their damage bonus was significantly reduced

-  The hammer sidegrade are kinetic sledges, 1H variant has a 60% chance for knockback and 2H ones have 100%

 

Equipment (1H katana)

-  All normal 1H katana remove 25TP on every hit, instead of 15% chance for the same amount as damage done

-  The 1H katana sidegrade are dual wielding blades, a sturdier, less elegant version with a parry bonus and LUK penalty

-  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.

 

Equipment (2H katana)

-  All normal 2H katana remove 40TP on every hit, instead of 25% chance for the same amount as damage done

-  The 1H katana sidegrade are spirit blades, weaker and lighter version attuned to their spiritual side and able to use the Draw Out ability

 

Equipment (cudgels)

-  All normal staves have a varying amount of Charge 25 uses

-  The cudgel sidegrade are quarterstaves, instead of augmenting casting they an AVD/Parry bonus, like spears

-  Elemental caster staves have one use of ninjutsu, the light one has one use of heal 50% and the dark one can charge 25% MP to user

 

Equipment (whips)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

 

Equipment (spellbooks)

-  All normal spellbooks have three uses of the corresponding recruitment skill

 

Equipment (instruments)

-  Whips are available earlier, their upgrades are spaced further apart and will also be used by enemies

-  All whips have a 40% chance for weaken

 

Equipment (bows)

-  1H bow upgrades are spaced further apart and will also be used by enemies

-  The 2H bow sidegrade are siege bows, with lower accuracy, higher range and power but also weight, deadzone and RT cost

 

Equipment (crossbows)

-  1H crossbow upgrades are spaced further apart and will also be used by enemies

-  The 2H crossbow sidegrade are bowcasters, they have the highest range in the game and can fire through some obstacles but can only aim in four directions up to the first destructible object and have poor vertical tolerance

 

Equipment (thrown)

-  All normal thrown weapons got 25% chance for hobble

-  The thrown  sidegrade are weighted sidearms, they have higher attack and inflict slow (bound for bola) but have lower range and higher weight/RT

-  Valkenheim added as an endgame weapon, it’s a 2H ice elemental throwing axe with increased range and power

 

Equipment (unarmed)

-  The huge hand sprite was removed from some animations

-  Most hits sound meatier

-  Ki Strike does more damage and has a higher chance to hit

 

Equipment (ranged unarmed)

-  Shuriken poison duration increased

-  Sling stone renamed to Flicker and its class availability was changed, it has 15% chance to stun but only goes in straight line

-  Malediction looks differently, it does dark damage without physical component, has a higher chance to hit and has 15% chance to wither

 

Equipment (shields)

-  All shield bashes have a higher chance to hit

-  The light shield sidegrade are rune shields, they trade AVD bonus for RES and have a 50% chance to inflict silence instead of knockback

-  The heavy shield sidegrade are assault shields, they trade the HP bonus for more bash damage and guaranteed stun

-  Spiked/Shard shield have low defense but compensate it with innate reflect damage/spells

-  The endgame section got Mirror shield, a low defense heavy shield with very high RES, physical damage reflection and a few uses of Phantom Pain. It also got Power Fist and Main Gauche, low and no defense shields that offer other advantages

-  The lower level version of dragonscale shield is light, neither is elemental anymore and either can be used as part of the set

 

Equipment (helms)

-  Cloth helm weight reduced to 1

-  The cloth helm sidegrade are target helms, they reduce the user’s RES to make him a more likely target for spells and absorb MP

-  The light and heavy helm sidegrades give up the HP bonus and some of their main stat for a MND bonus

-  The endgame section got Scout Helm, a reduced weight light helm with innate trajectory and high AGI bonus. Also Blind Guardian, a powerful defensive helm for casters that carries certain penalties

-  Holy Crown reworked to a target helm template

 

Equipment (body armor)

-  The cloth armor sidegrade are wanderer cloaks, they trade caster bonuses for AVD and improved defense versus intelligent races

-  The light armor sidegrade is plated cuirass, a beefier version with higher defense but no AVD bonus

-  The heavy armor sidegrade is powered armor, it has a STR bonus and innate Steadfast but is heavier and not as good defensively

-  The endgame section got higher level versions of normal armor and also Scout Armor, a light armor with extremely poor defense that enhances movement

-  Elemental coats and mail armor can be crafted with Secrets of the Master

 

Equipment (armguards)

-  The light/heavy glove upgrades are battlemage gloves, they trade some of the other bonuses for an INT bonus

-  Overguards and their sidegrades are heavier and have very high stats but they also have high penalties

-  The endgame section got Scout Gloves, a higher level version of normal leather gloves. Also Grapnel Brace, a heavy gauntlet with a grappling hook that can use Escalade and also Snake Charmers, light gloves with poison immunity and a few uses of Envenom.

-  Hellforge Mitts were reworked into high level Overguards

 

Equipment (legguards)

-  The light legguards sidegrades split the bonus between AVD and RES and heavy ones transfer all of it to RES

-  The endgame section got Scout Boots, light legguards with innate Jump I, Wyrmscale Greaves, heavy leagguards from the Wyrmscale set and Armored Hakama, cloth legguards with high defense versus intelligent races

-  Worldtree roots got innate Steadfast

-  Tidal waders got innate Wade

 

Equipment (cursed weapons)

-  They inflict a portion of target’s max HP dependent on weapon type as additional damage

-  Their accuracy, RT and weight is returned to default for that weapon type

 

Consumables

-  Salvation Gem can be crafted from two Lifeline Gems

-  The range of Salvation gem was increased to 6, RT cost reduced for both evacuation items

-  RT cost of status removal items reduced to 10

-  Added Rubber as a crafting material, it is created from Birnewood and Sulfur

-  Adjusted the prices of some crafting materials

-  Ways of the Gerges renamed to Ways of the Wild

-  Humanoid classmarks can be crafted with Ways of the Wild

 

Class

-  Patriarch/Matriarch gained access to Spellbooks, they’re literate after all... probably

-  Access to augment light/darkness varies based on class alignment

-  Casters have a slightly higher RT penalty

-  Wizard can use Dead Man’s Ivy

-  Knights are more accurate

-  Knights have access to all status removal spells except Liberate, Decurse and Ease

-  White Knights have access to all status removal spells except Liberate, Decurse and Ease

-  Terror Knights can use the Torpor and Dead Man’s Ivy spells

-  Necromancer can use only the first tier of projectile spells

-  Lord can use Draconic damage spells, we’ll see how that goes

-  Scylla was able to use Liftoff by oversight

 

Skills

-  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

 

Spells and Active Skills

-  Some buff spells are available earlier

-  Levels are which spells become avaialble were standardized based on the magic ability of the class

-  Reduced MP/RT cost of most status removal spells to 10-15, lowered their level and made some of them easier to acquire

-  Unburden also removes slow

-  Reduced the MP cost of Evacuate I/II spells to 30/40 and RT cost to 20/25, losing a character is a high enough cost

-  Leaping Monkey renamed to Escalade

-  TP/RT cost of Shriving Dance reduced to 30/20, area of effect increased to 3

- 

Historical screenshots:

0.88c

Historical snapshot #123 · updated 2018-01-29 21:11 UTC

Patch notes v0.88c

 

 

Class

-  Angel Knight lost access to Jump1

-  Spellblade gained access to Relay, lost access to Barricade

-  Paladin gained access to Relay, lost access to Sublime Sacrifice

-  Astromancer is slightly tougher

 

Spells and Active Skills

-  The range of Evacuate spells and effects increased by 1 to 2 tiles

-  Denam can use Evacuate spells and effects in story missions (except for Relay)

-  Sublime Sacrifice changed to Relay, a special skill that revives an ally by sacrificing all of the user’s vital energy, which renders him useless in battle and forces him to retreat

 

Racial Templates

-  Rodrick (ultimate boss of Palace of the Dead) nerfed slightly so he doesn’t oneshot Warren anymore

-  Temple bosses are somewhat faster

-  Adjusted a few more early game leaders

 

 

Patch notes v0.88b

 

Equipment

 

-  Crissaegrim really does 2 hits now, to further reinforce the image of its SOTN namesake it has a range of 2 and no damage type which means it ignores damage resistance though other defensive stats still apply. On the flip side, it’s somewhat slower and has no bonuses of any kind

-  RT cost for 2H Axes, Hammers and Whips is slightly lower

-  RT cost for 2H ranged weapons is slightly higher

-  Sharanga was changed to Icarus Bow, a high level 1H bow that can drop in the usual spot or be crafted with Secrets of the Master

-  Samaritan was changed to Icarus Bowgun, a high level 1H crossbow that can still be crafted with Secrets of the Master

-  All cursed weapons are doing double hits again (except blowgun which does 10% HP as a second hit) and have gotten a high accuracy bonus to compensate, instakill turned out too exploitable. Their ATK was also lower because of calculation error and some of them weren’t equippable by proper classes, both of which were fixed. Stat bonuses on some of them were shifted around because AGI bonus is now pointless

-  Sprites for some weapons were updated

 

 

Spells and Active Skills

 

-  Damage on gravity flux kicks in only if the status has hit

-  RT cost on some finisher moves was updated

 

 

 

Patch notes v0.88a

 

Misc

-  Fixed a bug that would freeze the game if a thrown rock is dodged

 

 

 

Patch notes v0.88

 

Equipment

-  Changed the usable abilities on high level weapons from spells to more widely useful skills, with the exception of caster weapons

-  Xolotl Canine and Setan Kober swapped base stats and level requirement, the latter is crafted so it should be grouped with the other ones

-  Aerondight (PotD crafted sword) changed to Crissaegrim, a physical sword that hits twice

-  Oracion grants an INT bonus instead of AGI like other swords

-  Books have a 50% chance to inflict ENFEEBLE

-  Footwear with movement enhancements has a lower level requirement

-  Thrown weapons have the lowest RT cost of all ranged weapons, they’re heavy because you carry a stack but also faster to use because there’s no need to reload

-  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 a chance to instantly kill on hit and have powerful abilities. Because their stats aren’t identical anymore, some of them are reverted from 1H to 2H.

-  Some weapons were renamed to make room for the cursed weapon naming pattern.

 

Consumables

-  Blessing Stone and Hallowing Stone changed to Lifeline Gem and Salvation Gem, consumables that remove an ally from the battlefield

-  Players are able to obtain multiple copies of class change items, like Book of the Dead

-  Songstress’ score was replaced by yet another treasure item

-  Grimoire Resurrection I and II were renamed to Grimoire Evacuation I and II

-  Grimoire Malediction I and II were renamed to Grimoire Frenesie and Repit

 

Class

-  Rune Fencer got access to Field Alchemy IV

-  Necromancer lost projectile III and IV but got access to 1H/2H Crossbows and Instills, as well as appropriate stats to function as a ranged/caster hybrid, he was little more than a weaker Lich so this should give him some identity

-  Necromancer lost access to Condemn because the skill wouldn’t do anything in this version and gained access to Deflect, Counterattack1, Trajectory, MaxTP2 and Ahriman

-  Lich has higher RT by 2, however he can teleport and has also gained access to summons, so buffs are the only magic type he can’t use

-  Angel Knight got access to Instruments

-  Cyclops had access to Luminous Resonance by oversight

-  Ranger got Disarm back for flavor reasons

-  Priest has 1 jump less than Cleric, he also lost access to damage draconic magic

-  Princess lost access to Absolution

-  Wicce got access to Divine Magic and Luminous Resonance command, she could use the element but didn’t have the skills

-  Shaman lost access to summons, you can get four of them so they have to lack something, Astromancer and Lord remain as the only classes with full access to non-healing elemental spells

-  Wicce gained access to summons and lost access to apocrypha

-  Last boss second form is slightly tankier

 

Skills

-  Songs are also usable through Songs command, because NPCS still use it

-  Octopus temple boss got Aquaveil back because his level has no water so he can’t use other skills, that means Rally had to move elsewhere so you will have to purchase it with your knights again

 

Spells and Active Skills

-  Minor status spells cost 20 MP again because the AI was spamming them too much, they might decide on something else now

-  Status removal spells have 1 extra range

-  Ease has the same range as other status removals

-  Resurrection I and II were changed to Evacuate I and II, spells that remove an ally from the battlefield, range of the latter one was reduced to 5 and MP cost of both reduced

-  Drain Mind MP cost reduced to 5

-  MP cost of lesser Dark status spells was increased and their duration shortened

-  Range of greater Dark status spells was increased to 5 and their duration was reduced, enemy mages liked sticking their noses closer to the frontlines more than is healthy

-  Gravity Flux now also does 10% of target’s current HP as damage, simialr to Demi spells from FF

-  Dead Man’s Ivy also delays target’s RT by 20, enemies really like that spell for some reason

-  Curse now inflicts CURSE status instead of WITHER and affects an area

-  Curse II changed to Frenzy, a spell that QUICKENS a single undead, it reinforces the Necromancer’s role as shepherd to the dead

-  Curse III changed to Release, a short range spell that instantly stills a single undead, it was a shoddy piece of work anyway

-  Brainrot cost reduced to 20, it also removes 20% of target’s max MP, having an enemy cleric cast a neutered Heal I instad of full power Heal III on next turn might be worth the trouble

-  Base range of Empower spells increased by 1

-  Resonance skill TP cost down to 30

-  Absolution changed to Seal Evil, a touch skill that petrifies an UNDEAD unit for a very long duration, TP cost raised to 50, RT cost raised to 20

-  Spellbreak can’t hurt allies anymore, it also got renamed back to Shadowbreak because it doesn’t Dispel as originally planned, I was considering Clone War, but...

-  Singer’s High renamed to Superstar, I never really liked the name, Lucky Star renamed to Limelight because that would be more stars than the Grammy award

-  Condemn changed to Ahriman, a cheap skill that grants 100% accuracy to next ranged attack

-  Risk Management changed to Blood Price, a skill that removes half of Max HP to charge 200 TP to the user

-  Feral Remedy and Catnip are ranked skills with a scaling range bonus

 

Racial Templates

-  Denam got a small stat boost so he’s more in line with other special characters

-  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 aren’t floating anymore but can teleport

 

Misc

-  The duration of Charm was globally reduced to match Bewitch

-  Various small bug fixes

-  Resurrecting fallen soldiers by common means was disabled, resurrection stones and spells will instead evacuate the ally to your field hospital to be properly tended for. Considering that the nurses in liberation army (both male and female) are chosen to also be easy on the eyes as well as skilled, this isn’t such a bad deal

·          This has consequences, however. It means that once your soldier is knocked out you will technically be one man short for the battle so you should take better care to avoid it. That also means that if Denam falls you have 3 turns to mop up because you lose if he leaves the field so he can’t be evacuated, his army apparently holds him in so high regard they can’t dust off a carpet without him. It’s still more lenient than getting him knocked into a pit, I suppose

·          It isn’t all bad news, however, rescue missions got a lot more manageable because you can also evacuate allies that are still alive and kicking, which means your new goal is to simply reach the npc before the enemy does so you can pull him out to safety and put up with no more of his idiocy. Though you should take care not to do it if he/she still has something important to say, when rescuing Ocionne, for instance.

·          This is a fairly major change to game mechanics so it’s highly experimental and all feedback is welcome, it should make the game harder overall, but it has plenty of room left before it gets unreasonably hard, I think.

 

Historical screenshots:

0.88b

Historical snapshot #92 · updated 2017-12-02 14:14 UTC

Patch notes v0.88b

 

Equipment

-  Crissaegrim really does 2 hits now, to further reinforce the image of its SOTN namesake it has a range of 2 and no damage type which means it ignores damage resistance though other defensive stats still apply. On the flip side, it’s somewhat slower and has no bonuses of any kind

-  RT cost for 2H Axes, Hammers and Whips is slightly lower

-  RT cost for 2H ranged weapons is slightly higher

-  Sharanga was changed to Icarus Bow, a high level 1H bow that can drop in the usual spot or be crafted with Secrets of the Master

-  Samaritan was changed to Icarus Bowgun, a high level 1H crossbow that can still be crafted with Secrets of the Master

-  All cursed weapons are doing double hits again (except blowgun which does 10% HP as a second hit) and have gotten a high accuracy bonus to compensate, instakill turned out too exploitable. Their ATK was also lower because of calculation error and some of them weren’t equippable by proper classes, both of which were fixed. Stat bonuses on some of them were shifted around because AGI bonus is now pointless

-  Sprites for some weapons were updated

 

Spells and Active Skills

-  Damage on gravity flux kicks in only if the status has hit

-  RT cost on some finisher moves was updated

 

 

Patch notes v0.88a

 

Misc

-  Fixed a bug that would freeze the game if a thrown rock is dodged

 

 

 

Patch notes v0.88

 

Equipment

-  Changed the usable abilities on high level weapons from spells to more widely useful skills, with the exception of caster weapons

-  Xolotl Canine and Setan Kober swapped base stats and level requirement, the latter is crafted so it should be grouped with the other ones

-  Aerondight (PotD crafted sword) changed to Crissaegrim, a physical sword that hits twice

-  Oracion grants an INT bonus instead of AGI like other swords

-  Books have a 50% chance to inflict ENFEEBLE

-  Footwear with movement enhancements has a lower level requirement

-  Thrown weapons have the lowest RT cost of all ranged weapons, they’re heavy because you carry a stack but also faster to use because there’s no need to reload

-  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 a chance to instantly kill on hit and have powerful abilities. Because their stats aren’t identical anymore, some of them are reverted from 1H to 2H.

-  Some weapons were renamed to make room for the cursed weapon naming pattern.

 

Consumables

-  Blessing Stone and Hallowing Stone changed to Lifeline Gem and Salvation Gem, consumables that remove an ally from the battlefield

-  Players are able to obtain multiple copies of class change items, like Book of the Dead

-  Songstress’ score was replaced by yet another treasure item

-  Grimoire Resurrection I and II were renamed to Grimoire Evacuation I and II

-  Grimoire Malediction I and II were renamed to Grimoire Frenesie and Repit

 

Class

-  Rune Fencer got access to Field Alchemy IV

-  Necromancer lost projectile III and IV but got access to 1H/2H Crossbows and Instills, as well as appropriate stats to function as a ranged/caster hybrid, he was little more than a weaker Lich so this should give him some identity

-  Necromancer lost access to Condemn because the skill wouldn’t do anything in this version and gained access to Deflect, Counterattack1, Trajectory, MaxTP2 and Ahriman

-  Lich has higher RT by 2, however he can teleport and has also gained access to summons, so buffs are the only magic type he can’t use

-  Angel Knight got access to Instruments

-  Cyclops had access to Luminous Resonance by oversight

-  Ranger got Disarm back for flavor reasons

-  Priest has 1 jump less than Cleric, he also lost access to damage draconic magic

-  Princess lost access to Absolution

-  Wicce got access to Divine Magic and Luminous Resonance command, she could use the element but didn’t have the skills

-  Shaman lost access to summons, you can get four of them so they have to lack something, Astromancer and Lord remain as the only classes with full access to non-healing elemental spells

-  Wicce gained access to summons and lost access to apocrypha

-  Last boss second form is slightly tankier

 

Skills

-  Songs are also usable through Songs command, because NPCS still use it

-  Octopus temple boss got Aquaveil back because his level has no water so he can’t use other skills, that means Rally had to move elsewhere so you will have to purchase it with your knights again

 

Spells and Active Skills

-  Minor status spells cost 20 MP again because the AI was spamming them too much, they might decide on something else now

-  Status removal spells have 1 extra range

-  Ease has the same range as other status removals

-  Resurrection I and II were changed to Evacuate I and II, spells that remove an ally from the battlefield, range of the latter one was reduced to 5 and MP cost of both reduced

-  Drain Mind MP cost reduced to 5

-  MP cost of lesser Dark status spells was increased and their duration shortened

-  Range of greater Dark status spells was increased to 5 and their duration was reduced, enemy mages liked sticking their noses closer to the frontlines more than is healthy

-  Gravity Flux now also does 10% of target’s current HP as damage, simialr to Demi spells from FF

-  Dead Man’s Ivy also delays target’s RT by 20, enemies really like that spell for some reason

-  Curse now inflicts CURSE status instead of WITHER and affects an area

-  Curse II changed to Frenzy, a spell that QUICKENS a single undead, it reinforces the Necromancer’s role as shepherd to the dead

-  Curse III changed to Release, a short range spell that instantly stills a single undead, it was a shoddy piece of work anyway

-  Brainrot cost reduced to 20, it also removes 20% of target’s max MP, having an enemy cleric cast a neutered Heal I instad of full power Heal III on next turn might be worth the trouble

-  Base range of Empower spells increased by 1

-  Resonance skill TP cost down to 30

-  Absolution changed to Seal Evil, a touch skill that petrifies an UNDEAD unit for a very long duration, TP cost raised to 50, RT cost raised to 20

-  Spellbreak can’t hurt allies anymore, it also got renamed back to Shadowbreak because it doesn’t Dispel as originally planned, I was considering Clone War, but...

-  Singer’s High renamed to Superstar, I never really liked the name, Lucky Star renamed to Limelight because that would be more stars than the Grammy award

-  Condemn changed to Ahriman, a cheap skill that grants 100% accuracy to next ranged attack

-  Risk Management changed to Blood Price, a skill that removes half of Max HP to charge 200 TP to the user

-  Feral Remedy and Catnip are ranked skills with a scaling range bonus

 

Racial Templates

-  Denam got a small stat boost so he’s more in line with other special characters

-  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 aren’t floating anymore but can teleport

 

Misc

-  The duration of Charm was globally reduced to match Bewitch

-  Various small bug fixes

-  Resurrecting fallen soldiers by common means was disabled, resurrection stones and spells will instead evacuate the ally to your field hospital to be properly tended for. Considering that the nurses in liberation army (both male and female) are chosen to also be easy on the eyes as well as skilled, this isn’t such a bad deal

·          This has consequences, however. It means that once your soldier is knocked out you will technically be one man short for the battle so you should take better care to avoid it. That also means that if Denam falls you have 3 turns to mop up because you lose if he leaves the field so he can’t be evacuated, his army apparently holds him in so high regard they can’t dust off a carpet without him. It’s still more lenient than getting him knocked into a pit, I suppose

·          It isn’t all bad news, however, rescue missions got a lot more manageable because you can also evacuate allies that are still alive and kicking, which means your new goal is to simply reach the npc before the enemy does so you can pull him out to safety and put up with no more of his idiocy. Though you should take care not to do it if he/she still has something important to say, when rescuing Ocionne, for instance.

·          This is a fairly major change to game mechanics so it’s highly experimental and all feedback is welcome, it should make the game harder overall, but it has plenty of room left before it gets unreasonably hard, I think.

 

Historical screenshots:

0.88a

Historical snapshot #83 · updated 2017-11-22 22:01 UTC

Patch notes v0.88a

 

Misc

-  Fixed a bug that would freeze the game if a thrown rock is dodged

 

 

Patch notes v0.88

Equipment

-  Changed the usable abilities on high level weapons from spells to more widely useful skills, with the exception of caster weapons

-  Xolotl Canine and Setan Kober swapped base stats and level requirement, the latter is crafted so it should be grouped with the other ones

-  Aerondight (PotD crafted sword) changed to Crissaegrim, a physical sword that hits twice

-  Oracion grants an INT bonus instead of AGI like other swords

-  Books have a 50% chance to inflict ENFEEBLE

-  Footwear with movement enhancements has a lower level requirement

-  Thrown weapons have the lowest RT cost of all ranged weapons, they’re heavy because you carry a stack but also faster to use because there’s no need to reload

-  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 a chance to instantly kill on hit and have powerful abilities. Because their stats aren’t identical anymore, some of them are reverted from 1H to 2H.

-  Some weapons were renamed to make room for the cursed weapon naming pattern.

 

Consumables

-  Blessing Stone and Hallowing Stone changed to Lifeline Gem and Salvation Gem, consumables that remove an ally from the battlefield

-  Players are able to obtain multiple copies of class change items, like Book of the Dead

-  Songstress’ score was replaced by yet another treasure item

-  Grimoire Resurrection I and II were renamed to Grimoire Evacuation I and II

-  Grimoire Malediction I and II were renamed to Grimoire Frenesie and Repit

 

Class

-  Rune Fencer got access to Field Alchemy IV

-  Necromancer lost projectile III and IV but got access to 1H/2H Crossbows and Instills, as well as appropriate stats to function as a ranged/caster hybrid, he was little more than a weaker Lich so this should give him some identity

-  Necromancer lost access to Condemn because the skill wouldn’t do anything in this version and gained access to Deflect, Counterattack1, Trajectory, MaxTP2 and Ahriman

-  Lich has higher RT by 2, however he can teleport and has also gained access to summons, so buffs are the only magic type he can’t use

-  Angel Knight got access to Instruments

-  Cyclops had access to Luminous Resonance by oversight

-  Ranger got Disarm back for flavor reasons

-  Priest has 1 jump less than Cleric, he also lost access to damage draconic magic

-  Princess lost access to Absolution

-  Wicce got access to Divine Magic and Luminous Resonance command, she could use the element but didn’t have the skills

-  Shaman lost access to summons, you can get four of them so they have to lack something, Astromancer and Lord remain as the only classes with full access to non-healing elemental spells

-  Wicce gained access to summons and lost access to apocrypha

-  Last boss second form is slightly tankier

 

Skills

-  Songs are also usable through Songs command, because NPCS still use it

-  Octopus temple boss got Aquaveil back because his level has no water so he can’t use other skills, that means Rally had to move elsewhere so you will have to purchase it with your knights again

 

Spells and Active Skills

-  Minor status spells cost 20 MP again because the AI was spamming them too much, they might decide on something else now

-  Status removal spells have 1 extra range

-  Ease has the same range as other status removals

-  Resurrection I and II were changed to Evacuate I and II, spells that remove an ally from the battlefield, range of the latter one was reduced to 5 and MP cost of both reduced

-  Drain Mind MP cost reduced to 5

-  MP cost of lesser Dark status spells was increased and their duration shortened

-  Range of greater Dark status spells was increased to 5 and their duration was reduced, enemy mages liked sticking their noses closer to the frontlines more than is healthy

-  Gravity Flux now also does 10% of target’s current HP as damage, simialr to Demi spells from FF

-  Dead Man’s Ivy also delays target’s RT by 20, enemies really like that spell for some reason

-  Curse now inflicts CURSE status instead of WITHER and affects an area

-  Curse II changed to Frenzy, a spell that QUICKENS a single undead, it reinforces the Necromancer’s role as shepherd to the dead

-  Curse III changed to Release, a short range spell that instantly stills a single undead, it was a shoddy piece of work anyway

-  Brainrot cost reduced to 20, it also removes 20% of target’s max MP, having an enemy cleric cast a neutered Heal I instad of full power Heal III on next turn might be worth the trouble

-  Base range of Empower spells increased by 1

-  Resonance skill TP cost down to 30

-  Absolution changed to Seal Evil, a touch skill that petrifies an UNDEAD unit for a very long duration, TP cost raised to 50, RT cost raised to 20

-  Spellbreak can’t hurt allies anymore, it also got renamed back to Shadowbreak because it doesn’t Dispel as originally planned, I was considering Clone War, but...

-  Singer’s High renamed to Superstar, I never really liked the name, Lucky Star renamed to Limelight because that would be more stars than the Grammy award

-  Condemn changed to Ahriman, a cheap skill that grants 100% accuracy to next ranged attack

-  Risk Management changed to Blood Price, a skill that removes half of Max HP to charge 200 TP to the user

-  Feral Remedy and Catnip are ranked skills with a scaling range bonus

 

Racial Templates

-  Denam got a small stat boost so he’s more in line with other special characters

-  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 aren’t floating anymore but can teleport

 

Misc

-  The duration of Charm was globally reduced to match Bewitch

-  Various small bug fixes

-  Resurrecting fallen soldiers by common means was disabled, resurrection stones and spells will instead evacuate the ally to your field hospital to be properly tended for. Considering that the nurses in liberation army (both male and female) are chosen to also be easy on the eyes as well as skilled, this isn’t such a bad deal

·          This has consequences, however. It means that once your soldier is knocked out you will technically be one man short for the battle so you should take better care to avoid it. That also means that if Denam falls you have 3 turns to mop up because you lose if he leaves the field so he can’t be evacuated, his army apparently holds him in so high regard they can’t dust off a carpet without him. It’s still more lenient than getting him knocked into a pit, I suppose

·          It isn’t all bad news, however, rescue missions got a lot more manageable because you can also evacuate allies that are still alive and kicking, which means your new goal is to simply reach the npc before the enemy does so you can pull him out to safety and put up with no more of his idiocy. Though you should take care not to do it if he/she still has something important to say, when rescuing Ocionne, for instance.

·          This is a fairly major change to game mechanics so it’s highly experimental and all feedback is welcome, it should make the game harder overall, but it has plenty of room left before it gets unreasonably hard, I think.

 

Historical screenshots:

0.88

Historical snapshot #79 · updated 2017-11-17 17:08 UTC

Patch notes v0.88

 

Equipment

-  Changed the usable abilities on high level weapons from spells to more widely useful skills, with the exception of caster weapons

-  Xolotl Canine and Setan Kober swapped base stats and level requirement, the latter is crafted so it should be grouped with the other ones

-  Aerondight (PotD crafted sword) changed to Crissaegrim, a physical sword that hits twice

-  Oracion grants an INT bonus instead of AGI like other swords

-  Books have a 50% chance to inflict ENFEEBLE

-  Footwear with movement enhancements has a lower level requirement

-  Thrown weapons have the lowest RT cost of all ranged weapons, they’re heavy because you carry a stack but also faster to use because there’s no need to reload

-  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 a chance to instantly kill on hit and have powerful abilities. Because their stats aren’t identical anymore, some of them are reverted from 1H to 2H.

-  Some weapons were renamed to make room for the cursed weapon naming pattern.

 

Consumables

-  Blessing Stone and Hallowing Stone changed to Lifeline Gem and Salvation Gem, consumables that remove an ally from the battlefield

-  Players are able to obtain multiple copies of class change items, like Book of the Dead

-  Songstress’ score was replaced by yet another treasure item

-  Grimoire Resurrection I and II were renamed to Grimoire Evacuation I and II

-  Grimoire Malediction I and II were renamed to Grimoire Frenesie and Repit

 

Class

-  Rune Fencer got access to Field Alchemy IV

-  Necromancer lost projectile III and IV but got access to 1H/2H Crossbows and Instills, as well as appropriate stats to function as a ranged/caster hybrid, he was little more than a weaker Lich so this should give him some identity

-  Necromancer lost access to Condemn because the skill wouldn’t do anything in this version and gained access to Deflect, Counterattack1, Trajectory, MaxTP2 and Ahriman

-  Lich has higher RT by 2, however he can teleport and has also gained access to summons, so buffs are the only magic type he can’t use

-  Angel Knight got access to Instruments

-  Cyclops had access to Luminous Resonance by oversight

-  Ranger got Disarm back for flavor reasons

-  Priest has 1 jump less than Cleric, he also lost access to damage draconic magic

-  Princess lost access to Absolution

-  Wicce got access to Divine Magic and Luminous Resonance command, she could use the element but didn’t have the skills

-  Shaman lost access to summons, you can get four of them so they have to lack something, Astromancer and Lord remain as the only classes with full access to non-healing elemental spells

-  Wicce gained access to summons and lost access to apocrypha

-  Last boss second form is slightly tankier

 

Skills

-  Songs are also usable through Songs command, because NPCS still use it

-  Octopus temple boss got Aquaveil back because his level has no water so he can’t use other skills, that means Rally had to move elsewhere so you will have to purchase it with your knights again

 

Spells and Active Skills

-  Minor status spells cost 20 MP again because the AI was spamming them too much, they might decide on something else now

-  Status removal spells have 1 extra range

-  Ease has the same range as other status removals

-  Resurrection I and II were changed to Evacuate I and II, spells that remove an ally from the battlefield, range of the latter one was reduced to 5 and MP cost of both reduced

-  Drain Mind MP cost reduced to 5

-  MP cost of lesser Dark status spells was increased and their duration shortened

-  Range of greater Dark status spells was increased to 5 and their duration was reduced, enemy mages liked sticking their noses closer to the frontlines more than is healthy

-  Gravity Flux now also does 10% of target’s current HP as damage, simialr to Demi spells from FF

-  Dead Man’s Ivy also delays target’s RT by 20, enemies really like that spell for some reason

-  Curse now inflicts CURSE status instead of WITHER and affects an area

-  Curse II changed to Frenzy, a spell that QUICKENS a single undead, it reinforces the Necromancer’s role as shepherd to the dead

-  Curse III changed to Release, a short range spell that instantly stills a single undead, it was a shoddy piece of work anyway

-  Brainrot cost reduced to 20, it also removes 20% of target’s max MP, having an enemy cleric cast a neutered Heal I instad of full power Heal III on next turn might be worth the trouble

-  Base range of Empower spells increased by 1

-  Resonance skill TP cost down to 30

-  Absolution changed to Seal Evil, a touch skill that petrifies an UNDEAD unit for a very long duration, TP cost raised to 50, RT cost raised to 20

-  Spellbreak can’t hurt allies anymore, it also got renamed back to Shadowbreak because it doesn’t Dispel as originally planned, I was considering Clone War, but...

-  Singer’s High renamed to Superstar, I never really liked the name, Lucky Star renamed to Limelight because that would be more stars than the Grammy award

-  Condemn changed to Ahriman, a cheap skill that grants 100% accuracy to next ranged attack

-  Risk Management changed to Blood Price, a skill that removes half of Max HP to charge 200 TP to the user

-  Feral Remedy and Catnip are ranked skills with a scaling range bonus

 

Racial Templates

-  Denam got a small stat boost so he’s more in line with other special characters

-  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 aren’t floating anymore but can teleport

 

Misc

-  The duration of Charm was globally reduced to match Bewitch

-  Various small bug fixes

-  Resurrecting fallen soldiers by common means was disabled, resurrection stones and spells will instead evacuate the ally to your field hospital to be properly tended for. Considering that the nurses in liberation army (both male and female) are chosen to also be easy on the eyes as well as skilled, this isn’t such a bad deal

·          This has consequences, however. It means that once your soldier is knocked out you will technically be one man short for the battle so you should take better care to avoid it. That also means that if Denam falls you have 3 turns to mop up because you lose if he leaves the field so he can’t be evacuated, his army apparently holds him in so high regard they can’t dust off a carpet without him. It’s still more lenient than getting him knocked into a pit, I suppose

·          It isn’t all bad news, however, rescue missions got a lot more manageable because you can also evacuate allies that are still alive and kicking, which means your new goal is to simply reach the npc before the enemy does so you can pull him out to safety and put up with no more of his idiocy. Though you should take care not to do it if he/she still has something important to say, when rescuing Ocionne, for instance.

·          This is a fairly major change to game mechanics so it’s highly experimental and all feedback is welcome, it should make the game harder overall, but it has plenty of room left before it gets unreasonably hard, I think.

Historical screenshots:

Screenshots