I'm Manall and I make the
mods around here. Just
use the buttons below
to browse.




2024 Archive

2023 Archive


Health and Safety Warning
Always unequip your party members BEFORE updating to a patch with new item data!
Be sure to replace bonus settings patches as well - your old ones may not be compatible with an updated version.








version 3.4

March 31, 2025


3.4 is NOT COMPATIBLE with old saves

MISC
  • updated maps folder
  • updated custom emulator palette
  • updated monster density patch
  • removed Battle Skins and Original FIRE/LIT/ICE patches
  • added summer and winter seasons
  • disabled vanilla checksum/battery routine
  • updated a Straw hint
  • raised Lunarscape experience boost from 10% to 15%
  • added mod info to bridge scene
  • vanilla palettes for Elfland/Gaia NPCs
  • battle commands are snappier by a couple frames; speed of physical attacks further increased
  • physical attacks now connect before the attacker steps back
FIXES
  • the airship no longer tries to land on illegal tiles
  • healing magic now heals within the correct range when used out of battle
  • minor tiling in bridge scene
  • minor tiling in Marsh Cave
  • minor overworld tile palette
  • a few minor seasons-related tile bugs
  • an obscure text bug
  • Boat sprite pixel
  • Bone enemy graphic
  • enemy palette bug in Sea Shrine/Floating Castle
  • Cattail, Catlash and Blue Iris sprite adjustments
  • minor Sundew/Venus graphic adjustment
  • Magecore town doors (again)
  • multiple Magecore equip bugs from 3.2
  • menu crash in Magecore from 3.3
  • removed unequippable armor from Magecore armor shops
  • formation bug in Temple of Fiends
  • formation with higher ambush bonus than intended
  • minor FRAME bug
  • HIT / MDEF no longer rarely get capped at a lower amount than the character previously had
  • monsters' weaponized ailment resistances no longer add bonus DMG/HIT to weapons possessing those ailments
  • removed mohawk guy
INTERFACE
  • added five-letter character names
  • redesigned main menu screen
  • pressing SELECT on the main menu cycles the window border color tint (saves with your game)
    • hold START and tap SELECT to only cycle through shades of the current color
  • Magecore title screen edit
  • added hit count display on the character status menu
  • overworld and submap music now persist in the main menu
  • added a new music-friendly heal sound when healing out of battle
LOCATIONS
  • softer castle floor tiling
  • updated a Dwarf Cave treasure
  • updated 3 Marsh Cave treasures
  • updated an Earth Cave treasure
  • updated 3 Sea Shrine treasures
  • updated a Ghost Ship treasure
CLASSES
  • Fighter
    • VITx: 26 → 28
  • White Mage
    • starting INT: 6 → 8
    • INTx: 10 → 14
  • Black Mage
    • starting INT: 9 → 10
  • Blue Rose
    • hit/level: 3 → 2
    • Note: the first 28 lost points (up to L29) from this reduction have been progressively rolled into flower weapons' hit bonuses
    • rearranged the last four HPx bonuses to be acquired earlier and more linearly
    • starting MDEF: 10% → 15%
    • removed old level 25/40/50 spell charge progression; now gains spell charges like other mages
    • spell charges now cap at 5; at level 35 they begin increasing again until they cap at 6
  • Cattail
    • STRx: 22 → 23 (added new bonus at level 5)
    • moved level 20’s STRx bonus to level 19
  • Dryad
    • starting INT: 5 → 4
WEAPONS
  • arrows changed to bows; colorized bows and harps when attacking to match the equipped weapon
  • added Regenerative weapons
    • weapons with this property recover 4% of the user’s max HP when attacking
    • unlike Poison/Regen status this effect also works if the attack wins the battle
    • stacks with Regen status
    • list of regenerative weapons: Fairy Sword, Lazuli Sword, Cherry Bow, Source Lantern, Power Staff, Exoray, Hyacinth, Elixir Harp, Sage Candle, Blood Anima, Fairy Bell, Conduit Wand
  • removed Gaia Bell/Rune Chime
  • palette shift for Miasma Anima
  • Rapier
    • critical rate: 5% → 6%
  • Fairy Sword/Bell
    • damage: 10 → 11
  • Lazuli Sword
    • removed REGEN spellcast
  • Wooden Bow
    • damage: 10 → 11
    • hit bonus: 6 → 7
  • Silver Bow (replaces Ice)
    • swapped ice/time-elemental for bonus vs. undead
    • critical rate: 31% → 30%
  • Frost Bow (replaces Ivory)
    • added ice-elemental
    • critical rate: 39% → 40%
  • Cherry Bow (replaces Frost Bow #2)
    • damage: 26
    • hit bonus: 40
    • critical rate: 40%
    • regenerative
    • inflicts Darkness
    • bonus vs. undead/demons
  • Hydra Bow
    • critical rate: 51% → 48%
  • Flash Bow
    • hit bonus: 32 → 40
    • critical rate: 39% → 40%
  • Ivy Whip
    • added bonus vs. lizards
    • sell value: 2000 -> 4000
  • Storm Whip
    • sell value: 5000 -> 6000
  • Shield Lantern
    • hit bonus: 14 → 16
  • Source Lantern
    • now also usable by Green Mage/Wizard
  • Iron Staff
    • once again available in Pravoka
  • Power Staff
    • now usable by all classes
  • Raven Staff
    • hit bonus: 25 → 28
    • critical rate: 4.5% → 5%
  • Lotus Flower
    • cost: 25 → 10
    • hit bonus: 40 → 44
    • ailment changed from Confuse to Stun
  • Willow Flower
    • hit bonus: 64 → 72
    • ailment changed from Stun to Confuse
  • Gloom Flower
    • hit bonus: 64 → 76
    • critical rate: 5.5% -> 6%
    • ailment changed from Darkness to Poison
  • Exoray Flower
    • hit bonus: 80 → 96
    • critical rate: 5.5% -> 7%
    • sell value: 2000 -> 4000
  • Sundew Flower
    • hit bonus: 96 → 120
    • added lightning-elemental
    • sell value: 5000 -> 6000
  • Venus Flower
    • hit bonus: 100 → 124
  • Hyacinth
    • hit bonus: 100 → 128
  • Lyre
    • hit bonus: 6 → 8
  • Lime Harp
    • hit bonus: 22 → 24
    • added bonus vs. lizards
  • Weaver Harp
    • hit bonus: 26 → 28
  • Elixir Harp (replaces Weaver Harp #2)
    • damage: 15
    • hit bonus: 38
    • critical rate: 60%
    • regenerative
    • strong vs. undead
    • death-elemental
  • Spark Anima
    • damage: 11 → 12
  • Ardent Anima
    • damage: 13 → 14
    • hit bonus: 11 → 12
  • Flare Candle
    • hit bonus: 21 → 22
    • ailment changed from Stun to Darkness
  • Conduit Wand
    • damage: 12 → 15
    • hit bonus: 72 → 56
ARMOR
  • removed the entry-level Cloak item
  • Copper Bracelet
    • absorb: 4 → 5
  • Mantle
    • evade bonus: 4% → 3%
  • Lapis Cloak
    • absorb: 2 → 4
  • Dark Helm
    • evade bonus: 2% → 3%
  • Moogle Suit
    • secret armor
MAGIC
  • ICE/ICE2/ICE3/BIO/BIO2 graphic swaps
  • CURE spells now add +1/2 INT to their effect
  • HEAL spells now add +1/4 INT to their effect
  • removed COIL; monsters that utilized this spell now instead cast DARK
  • lowered some Magecore spell prices
    • level 2 magic: 400G → 300G
    • level 3 magic: 1500G → 1200G
    • level 7 magic: 45000 → 40000G
  • RUNE
    • now level 6 black magic instead of level 7 green magic
    • now learned by Green Mage, Black Mage, Blue Rose, Dryad
    • no longer learned by Shield Wizard
    • strength bonus: 8 → 6
  • BLIND (replaces COIL)
    • level 7 white magic spell
    • learned by Green Wizard, White Wizard, Blue Iris, Oracle
    • inflicts Darkness and Confusion on all enemies
    • hit bonus: 64%
    • status-elemental
  • BREAK
    • hit bonus: 40% → 32%
  • XZONE
    • hit bonus: 32% → 40%
FORMATIONS
  • integrated Green Bones into areas & formations
    • removed Zombie / Ghoul from Marsh Cave B2 (they are still found in B1)
    • Earth Cave B1 and B2 (where Asps were originally found)
    • swapped out a few redundant Creep/Ogre formations outside the Marsh Cave
    • Red Bones can appear with Green Bones in the Ice Cave
  • integrated Tremors and Vixens into areas & formations
    • Mummy / Wizard Mummy / Sorcerer / Mud Golem slightly less common in Castle of Ordeal 3F
    • Nightmares occupy 1 common slot instead of 2 in Mirage Tower 1F (Tremor/Vixen)
    • removed Wizard Ogre/Shaman from Mirage Tower 3F (Tremor/Hellcat)
    • swapped out a few Monarch and Tyro formations in Mirage Desert (Tremor/Vixen & Tremor/Hellcat)
    • NOTE: the Yahnikurm desert is made of four quadrants whose formations were 100 percent identical in vanilla.
      There is simply more variety now; no formation has been completely removed from this quadrant group
  • Piranhas slightly less common in southern rivers
  • Hydra / Ocho / Gator slightly less common in northern/slightly more common in southern rivers
  • Frost Gator / Red Piranha slightly more common in northern rivers
  • Medusa / Gorgon more common in Floating Castle 1F
  • lowered possible Nightmare count in Floating Castle by 1
  • Ghosts more common in Ghost Ship
  • Healer / Zealot more common and numerous in Temple of Chaos 1F
ENEMIES
  • added sound for monster death
  • added Demon classification to Golems
  • added new enemies - Green Bone, Tremor, Vixen, Swamp Eye (replacing Asp / Tiger / White Tiger / Relic)
  • the Regenerative monster flag has returned
    • regenerative monsters persistently heal 12% of their max HP after each turn (7% in Lunarscape) before poison damage
    • list of regenerative monsters: Bone, Odd Eye, Werewolf, Green Bone, Vampire, Troll, Sphinx, Tremor, Hydra, Swamp Eye, Wizard Ogre, Red Hydra, Sauria, Vixen, Hellcat, Locust, Red Ocho, Sea Troll, Wizard Vampire, Jimera
  • Wolf
    • experience: 24 → 32
  • Creep
    • HP: 84 → 72
  • Zombie Wolf
    • HP: 108 → 100
  • Ghoul
    • gold: 50 → 64
  • Red Sahag
    • chance to cast SCORCH: 50% → 45%
  • Arachnid
    • gold: 70 → 80
  • Shaman
    • magic defense: 37% → 32%
  • Ooze
    • experience: 252 → 282
  • Werewolf
    • experience: 224 → 234
  • Jester
    • damage: 14-28 → 12-24
  • Gargoyle
    • experience: 232 → 264
  • Red Bone
    • chance to cast SCORCH: 50% → 45%
  • Cobra
    • experience: 220 → 248
  • Cockatrice
    • experience: 186 → 206
    • gold: 200 → 224
  • Wizard Ogre
    • experience: 723 → 970
  • Kary
    • magic defense: 92% → 70%
  • Tyro
    • critical rate: 1.5% → 8%
  • T Rex
    • critical rate: 15% → 20%
  • Air
    • experience: 1914 → 2264
  • Gaunt
    • absorb: 255 → 90
  • Warmech
    • experience: 60000 → 64000
    • removed lightning resistance
  • Tiamat 2
    • absorb: 95 → 90

version 3.3

December 30, 2024
+January 1-3, 2025 Hotfix

GENERAL
  • updated maps folder
  • updated credits
  • updated seasons patch
  • added a reference image for battle interface colors
  • this version marks the end of support for “Caustic Aliens”
  • added display for multiple critical hits
  • simplified tooltip for Softs
  • updated an npc dialogue
  • battle sprite updates for Fighter, Knight, Archer, Ranger & Green Mage
  • mapmen sprite updates for Blue Rose & Blue Iris
  • edited response rate frame delays for easier fine tuning and more reasonable low end
    • old: 45, 30, 20, 15, 10, 5, 3, 1
    • new: 30, 20, 15, 12, 8, 4, 2, 1
FIXES
  • crash when entering submaps on Cattail versions
  • crash when DISPL is resisted
  • bug with 3.0’s change to magic defense interactions with monster ailments
  • Dryad magic charge distribution on mid-late levelups
  • Green Worm HP typo on Lunarscape difficulty
  • AGI+LUCK overflow when calculating ambush/first strike for very high level Ninja party leaders
  • class palette ordering on all versions (mostly internal)
  • Cattail equip permissions (again)
  • tiling issue with Tiamat’s bridge
  • corrected some guide typos
  • (JAN 1 HOTFIX) Blue Rose/Iris L6 black magic permissions
  • mohawk guy
LOCATIONS
  • updated a treasure in Marsh Cave, Earth Cave, Volcano & Castle of Ordeal
  • removed a minor treasure from Titan’s Tunnel
  • Castle of Ordeal
    • neutralized the warp pillars in the southeast tower
    • a sound now plays when touching a “correct” warp pillar
    • exiting the castle now places you closer to the river
    • added another secret
CLASSES
  • the INT stat has returned
    • each point increases a character’s base spell hit chance by +0.5% (odd numbers count)
    • weapons and armor which cast spells are also affected
    • INT progresses less often than other main stats
  • Cattail
    • guaranteed STR bonuses: 26 → 22
    • slightly rearranged some high level STR bonuses
ARMOR
  • Gauntlet / Cloak / Helmet redesign
    • gauntlets are redesigned as cloaks and can be used by all classes
    • cloaks primarily focus on providing evasion
    • rolled the attributes of gauntlets into equivalent helmets
    • cloaks and helmets cost more for higher overall stats
  • Cloth
    • evade penalty: 1.5% → 1%
  • Chain Armor
    • evade penalty: 7.5% → 8%
  • Iron Armor
    • evade penalty: 11.5% → 12%
  • Copper, Silver, Gold, Opal Bracelet
    • removed 0.5% evade penalty
  • Cloak
    • evade bonus: 2%
    • cost: 100
  • Mantle
    • evade bonus: 4%
    • cost: 300
  • Wind Cloak
    • absorb: 1
    • evade bonus: 6%
    • cost: 4000
  • Blink Cloak
    • evade bonus: 10%
    • spellcast: INVIS
  • Lapis Cloak
    • absorb: 2
    • evade bonus: 4%
    • resists Death-elemental
  • Aura Cloak
    • absorb: 2
    • evade bonus: 10%
  • Cap
    • absorb: 1 → 2
    • removed 0.5% evade penalty
  • Wooden Helmet
    • absorb: 3 → 4
    • evade penalty: 1.5% → 3%
    • cost: 100 → 125
  • Iron Helmet
    • absorb: 5 → 7
    • evade penalty: 2.5% → 5%
    • cost: 450 → 500
    • now usable by Ninja
  • Silver Helmet
    • absorb: 6 → 10
    • evade penalty: 1.5% → 3%
    • cost: 2500 → 3000
    • now usable by Ninja
  • Dark Helmet (renamed from Cloak)
    • absorb: 4 → 5
    • evade bonus: 2.5% → 2%
  • Gold Helmet
    • absorb: 10 → 20
    • evade penalty: 1.5% → 7%
    • sell value: 2500 → 5000
    • now usable by Ninja
  • Force Helmet
    • absorb: 1 → 2
    • removed 0.5% evade penalty
WEAPONS
  • added new Razor Arrow in Pravoka
  • added two Dryad-unique treasure weapons - Gaia Bell & Rune Chime
  • swapped palette / graphics
    • Iron Lantern, Iron Staff, Ice Sword, Ivory Arrow, Earth Harp, Seraph Harp, Fairy Bell, Marvel Staff, Gamma Sword
  • Rune Sword
    • hit bonus: 16 → 19
    • critical rate: 9% → 10%
  • Were Sword
    • received Dragon Sword’s bonus vs. reptiles
  • Dragon Sword
    • removed
  • Flame Sword
    • hit bonus: 25 → 28
  • Gamma Sword
    • critical rate: 5.5% → 6%
  • Razor Arrow (new)
    • damage: 12
    • hit bonus: 10
    • critical rate: 30%
    • cost: 300
  • Poison Arrow
    • hit bonus: 12 → 13
    • cost: 2000 → 1500
  • Ice Arrow (renamed from Viper Arrow)
    • added Ice-elemental
  • Ivory Arrow (renamed from Dark Arrow)
    • hit bonus: 25 → 27
  • Sprite Lantern
    • critical rate: 4% → 7%
  • Iron Staff
    • added Ice-elemental
    • now sold only in Elfland
  • Wizard Staff
    • damage: 15 → 16
  • Pure Staff
    • damage: 15 → 16
    • added Poison-elemental
  • Marvel Staff
    • hit bonus: 24 → 34
    • critical rate: 5% → 2%
  • Lyre, Elven, Lime, Weaver, Earth, Seraph Harp
    • critical rate: 64% → 60%
  • Ghost Harp
    • critical rate: 76% → 70%
MAGIC
  • BREATH
    • damage: 10-40 → 12-48
  • AURORA
    • damage: 20-80 → 24-96
FORMATIONS
  • Giant / Sauria
    • more common/numerous near Castle of Ordeal
    • Saurias now accompany Giants on the Giant Plains
  • Hydra / Ocho
    • less common near Castle of Ordeal
ENEMIES
  • Pirate
    • experience yield: 56 → 64
    • gold yield: 50 → 100
  • Green Ogre
    • absorb: 15 → 14
  • Shaman
    • absorb: 12 → 9
  • Crawl
    • added weakness to poison-elemental
  • Red Gargoyle
    • HP: 141 → 241
    • gold yield: 387 → 437
    • chance to cast from magic script: 50% → 36%
    • magic script edited
      • old: FIRE2, STUN, FIRE, FIRE
      • new: FIRE
    • added new special script (27% chance): GAZE, CREMATE
  • Red Hydra
    • gold yield: 500 → 741
  • Sauria
    • experience yield: 1977 → 2177
    • gold yield: 658 → 1058
  • Ire
    • absorb: 32 → 12
    • evade: 32% → 22%
    • magic script edited
      • old: FAST2, LIT3, HEAL3, FOG2
      • new: FOG, FAST2, LIT3, HEAL3
  • Rakshasa
    • experience yield: 1003 → 1453
  • Locust
    • HP: 301 → 178
    • absorb: 38 → 20
    • gold yield: 350 → 400
  • Wizard Giant
    • experience yield: 1826 → 2026
    • gold yield: 1281 → 1381
  • Grey Naga
    • experience yield: 3489 → 4489
  • Phantom (because Melo asked for it)
    • experience yield: 1 → 32
    • gold yield: 1 → 8
  • Shaman, Jester, White Tiger
    • chance to cast: 58% → 52%
  • Lich, Wizard Mummy, Naga, Wizard Sahag, Grey Naga, Lich 2
    • chance to cast: 75% → 70%

version 3.2

November 15, 2024

GENERAL
  • updates and fixes for the guide
  • updated maps folder
  • added Lunarscape mode alongside Magecore unlock
  • added the Dryad, a new Magecore class
  • status effects
    • regeneration: 5.5% → 6%
    • poison (vs. monsters): 16.4% → 20%
  • ship minigame
    • reduced number of presses to activate from 55 → 20
    • instead of a static 100, now gives dynamic gold: 256 * (party leader’s level - 1)
LOCATIONS
  • improved an Earth Cave treasure
  • small edits to Castle of Ordeal first floor
  • simplified Bahamut’s chambers
  • rotated Tiamat’s room and bridge
INTERFACE & VISUALS
  • added a palette fix patch for Delta Emulator users
  • title screen palette now changes with game version
  • blinking spell animations are now disabled by default
  • shops now confirm purchases in one button press instead of two
  • levelups now display amount of HP gained instead of new maximum
  • status menu now displays magic defense as a percentage
  • updated battle message for regeneration
FIXES
  • Archer, White Wizard, Blue Iris, Catlash sprites
  • Leather/Silver Whips now correctly inflict Darkness on all modes
  • Cattail equip permissions on some versions
CLASSES
  • Fighter
    • starting HP: 35 → 40
  • Thief
    • base hit: 7 → 8
ITEMS
  • updated robe/harp icons
  • added a Pixie Robe for the Dryad
  • Health Bracelet
    • absorb: 10 → 12
    • evasion bonus: 1% → 4%
  • Silver Armor
    • evasion penalty: 5% → 4%
    • can now be used by Thieves
  • Force Shield
    • evasion penalty: 1% → 0%
  • Rapier
    • hit bonus: 5 → 6
  • Long Sword
    • hit bonus: 10 → 11
    • critical rate: 7% → 8%
  • Rune Sword
    • hit bonus: 15 → 16
  • Were Sword
    • damage: 18 → 19
    • hit bonus: 15 → 16
  • Wooden Arrow
    • hit bonus: 5 → 6
  • Viper Arrow (changed from Fire Arrow)
    • hit bonus: 19 → 21
    • Fire-elemental changed to Time-elemental
    • now inflicts Stun
  • Dark Arrow
    • ailment switched to Silence
  • Ivy Whip
    • critical rate: 7% → 8%
  • Sundew Flower
    • ailment switched to Silence
  • Venus Flower
    • hit bonus: 120 → 100 (corrects an overflow issue at lv 50)
  • Hyacinth Flower
    • hit bonus: 104 → 100 (corrects an overflow issue at lv 50)
  • Lime Harp
    • hit bonus: 20 → 22
  • Seraph Harp
    • hit bonus: 35 → 42
    • added Lightning-elemental
  • Ghost Harp
    • hit bonus: 48 → 50
  • Warden Anima
    • critical rate: 8% → 5.5%
  • Censor Anima
    • damage: 12 → 13
    • critical rate: 5.5% → 8%
  • Shock Lantern (changed from Pearl Candle)
    • usable by White Wizard
    • damage: 17
    • hit bonus: 20
    • critical rate: 8%
    • Lightning and Death-elemental
  • Lich Candle
    • hit bonus: 17 → 18
SPELLS
  • QUAKE
    • hit bonus: 16% → 20%
  • COIL
    • damage: 80-320 → 100-400
  • DISPL
    • now also lowers absorb by 25 (does not stack with FRAME)
ENEMIES
  • ARACHNID
    • absorb: 10 → 5
  • BULL
    • now correctly weak vs. Poison-elemental
  • GREAT PEDE
    • experience yield: 3044 → 3582
  • RED OCHO
    • experience yield: 3589 → 4072
  • JIMERA
    • experience yield: 5584 → 8192

version 3.1d

June 15, 2024

GENERAL
  • the whirlpool & dragon isle have moved to the center of the world map
  • five encounters near Matoya's Cave have been toned down for sanity
  • adjustments to a few Catlash sprites
FIXES
  • crit display for Fairy Sword/Bell
  • a typo in Cattail class patch
  • a dungeon palette in Cattail class patch
  • an overworld marsh subtile
  • cleaned up some minimap stuff
SPELLS
  • COIL
    • hit chance: 54% -> 80%
ENEMIES
  • Archon Dragon
    • experience yield: 60000 -> 55855 (fixes overflow from v3.1)

version 3.1b/c

May 23/27, 2024

FIXES
  • fixed two treasure bugs in Magecore
EQUIPMENT
  • Leather Whip
    • can now inflict Darkness
  • Silver Whip
    • can now inflict Darkness
  • Ardent Anima
    • critical rate raised from 8% to 9%

version 3.1a

February 18, 2024

FIXES
  • fixed a class permission bug with the Shield Lantern

version 3.1

January 23, 2024

GENERAL
  • updated maps & settings folders
  • added a road leading through the mountain pass west of Elfland
  • fixed Scorpion erroneously still inflicting Poison in the default classes version
  • properly reordered Elfland item shop
  • updated guide regarding HIT/EVADE/CRIT scores
  • corrected a critical overworld issue that spawned in 3.0a
INTERFACE
  • properly recalculated critical rate display formula - all weapon/monster critical rates were higher than displayed
    • this is only a display correction; no balance changes have been made
  • properly recalculated dodge chance formulas - all armor/magic/monsters with evade modifiers have been updated on the guide
    • this is only a display correction; no balance changes have been made
  • evade now displays as a 0-100 percentage on the status menu
  • edited an interface prompt
  • reordered the item menu to place consumables at the top
GRAPHICS
  • minor update to the custom palette file - these will henceforth be labeled by the last version they were updated by
  • revision to a Knight, Thief and Ninja battle sprite
  • revision to Green Wizard appearance
  • fixed issues with Caustic White Mage and Black Wizard battle sprites
  • fixed issues with Caustic Knight, Ninja and Caustic Green Wizard overworld sprites
  • renamed PEARL back to FADE and reverted graphic
  • updated some palettes in Castle Coneria and Astos's Castle
  • updated palette for Marsh Cave battleback
CLASSES
  • Catlash now receives up to five L1-4 magic charges between levels 16-24
ITEMS
  • A new TONIC replaces the old TENT item slot
    • rare potion that cannot be purchased
    • recovers 100 HP for the entire party out of battle
  • CABIN renamed to TENT
    • shops which previously sold the (original) TENT now sell the new one
  • HOUSE renamed to CABIN
  • Reverted to the vanilla naming scheme for several bracelets - from Iron > Silver > Gold to Silver > Gold > Opal
  • Earth Harp
    • SLEEP ability removed
  • Ghost Harp
    • SLEP2 ability removed
DUNGEONS
  • changed several treasures to award the new TONIC potion
  • treasures which previously awarded the (original) TENT item now award a TONIC instead
  • traded a treasure from the Floating Castle to the Marsh Cave
  • traded a treasure from the Floating Castle to the Ice Cave
MAGIC
  • SLEEP
    • can now be learned by Catlash
  • INVIS
    • evade bonus raised from 10% to 12%
    • can now be learned by Catlash
  • HEAL
    • can now be learned by Catlash
  • SLEP2
    • can now be learned by Catlash
  • COIL (renamed from RUB)
    • no longer inflicts Death
    • now deals 80-320 Death-elemental damage on a target
    • graphic update
    • can no longer be used by Green Mage/Wizard
ENEMIES
  • a new formation has been added; replacing the ambush-laden Grey Imp/Werewolf combo is a gold-rich opportunity vs. Green Ogres and Crawls! They can be found deep in the Elven forest, near Melmond and south of/within the Earth Cave
  • Creep/Ogre & Werewolf/Zombie Wolf formations replace a majority of the original Grey Imp/Werewolf formations
  • Ghoul
    • absorb lowered from 6 to 4
  • Green Ogre
    • gold yield raised from 350 to 400
  • Ire
    • experience yield raised from 1204 to 2420
  • Lich
    • experience yield raised from 4000 to 8000
  • Kary
    • experience yield raised from 5000 to 12000
  • Kraken
    • experience yield raised from 6000 to 16000
  • Tiamat
    • experience yield raised from 7000 to 20000

version 3.0a

December 17, 2023

GUIDE
  • corrected elemental data for Kary
  • fixed the info for Patch 2 (including on the readme)
  • corrected weapon resistance data for Astos
  • updated Shield Mage description
  • enemy and boss sections now display precise percentages for casting magic/special skills
  • clarified confusion damage effect/hit bonus
  • corrected Aurora Arrow hit bonus display
  • finally fixed Google’s obnoxious feathering of tiny images and icons
  • the class section now shows all of a class’s total guaranteed attribute bonuses from levels 2-50
FIXES
  • updated maps folder
  • fixed a Green Mage sprite issue in Magecore that had already been fixed in other versions
  • fixed the clinics in Onrac/Lefein in Magecore mode
  • fixed wrap value for Magecore class selection when using the new left D pad control
  • minor update to an npc’s dialogue
  • Bane Whip details corrected in Magecore section of the guide + fixed a graphical error in-game
GRAPHICS
  • fixed issues with Knight/Ninja sprites
  • revisions to White & Black Mage appearance
  • revision to Blue Rose/Iris overworld sprites
  • palette changes for Fairy Dragon, Hellcat, Kraken, Piranha, Wizard Giant, Zealot
  • palette changes for Fire Arrow, Ivy Whip, Gloom Flower, Ardent Anima
  • updated tiles in Melmond
  • updated the Seasons patch
COMBAT
  • Darkness & Sleep statuses can now be inflicted by weapons
    • these new, rarer weapon ailments can only be resisted by Fiends/Chaos
    • sleep weapons work exactly like monster sleep attacks - they will not wake sleeping targets
CLASSES
  • Blue Rose
    • now receives additional guaranteed AGI on levels 2, 4, 6
    • no longer receives guaranteed LUCK on levels 24, 28, 32
  • Cattail
    • no longer receives guaranteed STR on levels 19, 21, 23
    • no longer receives guaranteed LUCK on levels 24, 26, 28
SPELLS
  • ZONA
    • reflect charges granted raised from 3 to 5
EQUIPMENT
  • added Darkness ailment to Coral Sword, Raven Staff, Solar Lantern & Cavern Candle
  • added Sleep ailment to Sage Candle, Lyre, Earth Harp, Fairy Sword & Sprite Lantern
  • Rune Sword
    • ailment changed from Stun to Mute
  • Ice Sword
    • critical rate raised from 9% to 10%
  • Flame Sword
    • critical rate raised from 7% to 8%
  • Fire Arrow (renamed from Golden Arrow)
    • added Fire-elemental
    • removed Confusion ailment
  • Dark Arrow
    • added bonus vs. Demons
  • Aurora Arrow
    • hit raised from 42 to 45
    • ailment changed from Mute to Sleep
  • Ivy Whip (renamed from Thorn Whip)
    • added Poison-elemental
  • Sprite Lantern
    • ailment changed from Poison to Sleep
  • Raven Staff (renamed from Skull Staff)
    • hit raised from 15 to 25
    • ailment changed from Poison to Darkness
  • Wizard Staff
    • hit raised from 15 to 18
  • Pure Staff
    • hit raised from 18 to 20
  • Lotus
    • added Status-elemental
  • Gloom Rose (renamed from Bane Flower)
    • ailment changed from Poison to Sleep
  • Sundew
    • ailment changed from Stun to Darkness
  • Hyacinth
    • ailment changed from Mute to Sleep
  • Elven Harp
    • damage lowered from 7 to 6
    • hit raised from 14 to 16
  • Lime Harp (renamed from Forest Harp)
    • damage raised from 9 to 10
    • hit raised from 18 to 20
  • Weaver Harp
    • critical rate reduced from 60% to 50%
  • Earth Harp
    • critical rate reduced from 70% to 50%
  • Seraph Harp
    • critical rate reduced from 70% to 50%
  • Ghost Harp
    • ailment changed from Poison to Sleep
    • critical rate reduced from 70% to 60%
  • Guard Anima
    • hit raised from 1 to 3
  • Spark Anima
    • hit raised from 4 to 6
  • Ardent Anima
    • hit raised from 9 to 11
  • White Robe
    • traded Death-elemental for Earth-elemental
ENEMIES
  • added Death-elemental weaknesses: Ooze, Scum, Frost Gator, Badman
  • minor updates to name display for Green Ogre, Green Worm, Zombie Dragon, Fairy Dragon
  • Air
    • now weak vs. Earth-elemental
  • Chaos
    • BREAK cast changed to RUB
  • Frost Gator
    • now more common in greater numbers
  • Gator
    • experience yield raised from 816 to 856
  • Green Worm
    • experience yield raised from 1671 to 1971
  • Hydra
    • experience yield raised from 915 to 1085
  • Iguana
    • defense lowered from 12 to 10
  • Ire
    • defense lowered from 48 to 32
  • Jimera
    • can now also appear on the first floor of Temple of Chaos
  • Mage
    • spell script has been split in two + added new spells
      • old: RUB, LIT3, FIRE3, DISPL, BIO2, ICE3, DARK, RUB; 63% chance to cast
      • new magic: FRAME, DARK, BIO2, DISPL; 23% chance to cast
      • new special: SQUINT, THUNDER, BLAZE, BLIZZARD, 45% chance to cast
  • Nightmare
    • can now appear in formations with Mage/Badman (these formations can no longer be fled)
  • Piranha
    • gold yield raised from 20 to 200
  • Red Ocho
    • experience yield raised from 3389 to 3589
  • Red Piranha
    • now more common in greater numbers
  • Scorpion
    • strength lowered from 20 to 14
    • no longer inflicts Poison; now inflicts Darkness and Mute
  • Sea Snake
    • now weak vs. Ice-elemental
  • Wizard Giant renamed from Blue Giant (this is an homage)
  • Wizard Mummy
    • gold yield raised from 1000 to 1288

version 3.0

October 1, 2023

GENERAL
  • added a changelog link to the download folder
  • all class/skin patches now apply to a vanilla FF1 rom (instead of the base version of the mod)
  • updated entire maps folder & revised listed monster encounter rates
  • added Magecore, a new mode unlocked after defeating Chaos which grants access to a new class, the Shield Mage
  • Matoya now has a special broom that relays multiple gameplay hints
  • fixed three npc typos
  • updated a few npcs’ dialogues
  • moved a Cardia dragon out of the wall, and nudged another further away from a door
  • the party now appears outside shop doors when exiting instead of in the doorway
  • clarified on the guide how monster status ailment attacks are applied and influenced
  • corrected the guide’s display of Archer starting evasion
  • added display of total “strong HP” levels to classes on the guide
CLASSES
  • Archer
    • base AGI raised from 20 to 25
    • base hit raised from 7 to 12
    • can no longer use certain swords/staves
  • corrected Blue Iris hit per lvl on the “Default Blue Rose + Cattail” variant from 2 to 3
  • corrected Catlash hit per lvl on the “Caustic Blue Rose + Cattail” variant from 2 to 1
INTERFACE
  • enabled backing out of New Game party selection
  • the D pad now also navigates backwards through choosing New Game’s character classes
  • the character status menu is now navigated forwards or backwards using the D pad, instead of only forwards via Select
  • spells can now be rearranged on their respective levels by pressing Select in the magic menu (confirmed with either A or Select)
  • spells can now be forgotten by pressing Start in the magic menu (confirmed with A)
  • HEAL spells now display the party HP window before casting, instead of after
  • WARP and EXIT spells now allow you to back out of casting them, and display A/B prompts like other similar spells
  • the status menu display of critical rate now uses a 0-100 percentage instead of a 0-255 value
  • the cursor now remembers the last position when casting spells out of combat
  • characters now only cheer or kneel in shops based on their ability to equip an item
  • outlined the equip triangle to create standout effect
  • shop price strings now always start in the same location regardless of length
GRAPHICS
  • added a custom color palette to the download folder to apply to emulators — apply this to make the game look as good as possible
  • added the logo to the title screen
  • class change now introduces new sprites and mapmen for all classes
  • polished some Fighter, Archer, Green Mage & Ranger sprites / mapmen
  • major revision to Green Mage appearance
  • fixed a few sprite & palette bugs related to weapons & classes in bonus content
  • the alt-black mage skin has been removed
  • the sea is now animated
  • characters now blend into forests more naturally on the world map
  • fixed a tile palette bug with the Seasons patch
  • significantly polished the entire world map
  • Matoya’s Cave is now found in a forest instead of a mountain range
  • corrected a world map tile error
  • fixed a minor Onrac tile oversight
  • enemy palette changes
    • Grey Imp, Wolf, Zombie, Garland, Zombie Wolf, Pirate, Kyzoku, Asp, Gargoyle, Scum, Cobra, Red Dragon, Medusa, Rakshasa, Nightmare, Zombie Bull, Zombie Dragon, Locust, Guard, Badman, Warmech, Phantom, Archon Dragon
  • sprite and palette edits for nearly all swords, whips, lanterns and staves
    • further edits for Leather Whip, Storm Whip, Bane Whip (new), Iron Lantern, Shield Lantern, Source Lantern, Solar Lantern (new), Skull Staff
  • adjusted height of a few Blue Rose weapons
  • edited element symbol for time-elemental magic
  • updated icon for potions
  • updated ‘glowing ball’ spell art in-game
  • updated icon for poison-elemental magic
  • updated icon for time-elemental magic
  • updated icon for non-elemental magic
  • updated spell graphics/palettes for SABRE, BIO, BIO2, LIT2, LIT3, STUN, BREAK, RUNE
  • Chaos has a new sprite
  • removed 2.3’s “ghostly” display of dead characters in menus
    • they will still appear to confirm equip permissions in shops
LOCATIONS & DUNGEONS
  • edited a battle group inside the Temple of Fiends and two more groups outside the temple
  • edited battle groups in the plains northwest of Onrac
  • edited battle groups for the new Songweb Forest
  • removed a useless door in Gurgu Volcano
  • improved a locked treasure in Marsh Cave
  • improved a treasure in the Ghost Ship
  • removed a triggered battle in the Ghost Ship
  • added a new tavern west of Elfland & a small road in the forest leading to it
  • tavern inn cost raised from 10 to 20
  • adjusted width of Coneria entrance
COMBAT
  • each monster now visually indicates they are taking their turn
  • removed now-redundant attacker/defender name display for faster battle speed
    • still displays for certain status condition updates
  • party-wide player magic spells no longer attempt to target petrified or dead party members
  • the optional removal of “Terminated”, “Slain…” and regen-related “HP up!” messages has been rolled into the base game (Slain still appears for physical attacks)
  • fixed the overly-lengthy attack graphic on small enemies in mixed large-small formations
  • removed display of “Monsters Perished”
  • silenced enemies will now attack instead of wasting their turns
  • Darkness
    • has a new added effect: increases physical damage taken by 3 per hit
    • defender base hit penalty & attacker base hit bonus raised from 51 to 85 (20% -> 33%)
  • updated the guide to clarify effects for Sleep and Paralysis
  • a new message now displays to distinguish breaking Paralysis and Confusion:
    • Paralysis: “Cured!” -> “Broke stun”
    • Confusion: “Cured!” -> “Came to senses”
  • changed the message for curing Mute from “Break the silence” to “Recovered voice”
  • Response Rate frame delays are now more reasonable & useful (as a result of the changes to combat, some players may no longer wish to play on speed 8)
    • old: 120, 80, 60, 45, 30, 15, 1
    • new: 45, 30, 20, 15, 10, 5, 3, 1
  • characters attacking with fists will now correctly use the white palette instead of the palette of their last swung weapon
  • offensive spells cast by a character’s weapon or armor will now match the palette of the spell cast, instead of the palette of their last spell
  • monsters casting spells on each other will now use the correct palette relative to the spell they cast
  • added palette data for monster magic attacks (this data is identical to what is used on the guide)
  • only 50% of a character’s magic defense works to stave off enemy status ailment attacks, down from 100%
  • chance for monsters to inflict status ailments lowered from 50% per hit to 40%
EQUIPMENT
  • clarified on the guide that Cattails can use Whips
  • prior to 3.0, a vast number of weapons had slightly less than the advertised critical rate due to rounding. The following items have been adjusted -
    • Swords: Rapier, Long, Dragon, Ice, Coral, Lazuli, Gamma
    • Arrows: all of them
    • Whips: Chain, Silver, Thorn, Ivy
    • Lanterns: Source, Solar (previously Beacon)
    • Staves: Wooden, Power, Wizard, Pure, Marvel
    • Flowers: Willow, Bane, Exoray, Sundew, Venus, Hyacin
    • Harps: Earth, Seraph, Ghost
  • Cloth
    • absorb raised from 1 to 2
    • evade penalty raised from 2 to 3
  • Copper Bracelet
    • cost lowered from 1000 to 500
  • Elven Harp
    • damage raised from 6 to 7
    • hit raised from 12 to 14
  • Golden Arrow
    • added Confusion ailment
  • Storm Whip
    • no longer ice-elemental
    • now casts STATIC instead of LIT
  • Warp Shield
    • absorb lowered from 8 to 2
    • now additionally provides a +10 evade bonus
    • now usable by all classes
  • Bane Whip (renamed from Ivy Whip)
    • lizard bonus exchanged for bonus vs. large
    • no longer casts BIO
  • Solar Lantern (renamed from Beacon Lantern)
    • now also casts VIOLET, a new spell
    • bonuses vs. lizard & large removed
    • lightning-elemental removed
    • added poison- and status-elemental
  • Earth Harp
    • damage lowered from 18 to 17
  • Gold Helmet
    • absorb raised from 8 to 10
  • Gold Gauntlet
    • absorb raised from 8 to 10
  • Aurora Arrow
    • hit raised from 34 to 42
  • Ghost Harp
    • damage raised from 18 to 20
    • hit raised from 40 to 48
    • poison-elemental removed
  • Health Bracelet
    • no longer subtracts 1 evade; now raises evade by 2
SPELLS
  • status ailment spells now always fail vs. Archon Dragon, Warmech, Fiends and Chaos
  • SAP
    • now considered a black magic spell
    • can additionally be learned by Ninja, Black Mage/Wizard; still usable by Green Mage/Wizard
    • now ignores magic defense, thereby doubling its base damage from 16 to 32
  • LAMP (replaces PURE)
    • targets all party members
    • cures Sleep and Darkness
  • RMEDY
    • no longer cures Sleep or Darkness
    • no longer cures Stone out of battle
    • now cures Poison for all party members both in and out of battle
  • DRAIN (renamed from RASP)
    • can now also be learned by Green Mage/Wizard
    • now ignores magic defense, thereby doubling its base damage from 25 to 50
  • BIO2
    • hit bonus raised from 72 to 80
  • RUB
    • corrected guide display of hit bonus
  • ZONA (replaces COIL)
    • grants 3 charges of the new Reflect status on one party member
    • reflective characters automatically retaliate to damaging spells cast on them (including area effect)
    • reflective characters cannot take spell damage
    • reflect charges do not expire over time
    • ZONA can kill & thereby interrupt enemies before they have finished casting at the party
    • base charge damage is 50% of the character’s magic defense as non-elemental magic damage; hit bonus is 50
    • ZONA charges can be refreshed
  • GAMMA
    • is now non-elemental instead of status-elemental
  • XXXX
    • renamed to XZONE
  • HAVEN
    • hit bonus lowered from 160 to 64
ENEMY SPELLS
  • BREATH
    • damage raised from 7-28 to 10-40
  • VIOLET (replaces HEAT)
    • inflicts Darkness & Stun on one target
    • 40 hit bonus
    • non-elemental
  • CONDUIT (replaces TOXIC)
    • deals 50-200 time-elemental damage to one target
  • ALMAGEST
    • renamed to ULTIMA
ENEMIES
  • base critical rate for enemies and bosses is now 1.1%, up from 0.78%
  • Agama
    • now instead casts SCORCH
    • added weakness to poison
  • Asp
    • experience yield raised from 130 to 148
  • Big Eye
    • critical rate raised from base to 10%
  • Crawl
    • gold yield raised from 200 to 270
  • Earth/Fire
    • no longer weak vs. earth-elemental
  • Evilman
    • critical rate raised from base to 8%
  • Frost Dragon
    • HP raised from 300 to 324
    • absorb raised from 15 to 22
    • evade raised from 120 to 130
  • Frost Wolf
    • gold yield raised from 200 to 300
  • Gaunt
    • hit raised from 50 to 68
    • magic defense raised from 94 to 134
  • Giant
    • found more commonly/widely on the world map
  • Great Pede
    • found more commonly/widely on the world map
  • Green Ogre
    • gold yield raised from 300 to 350
    • found more commonly west of Elfland
  • Gorgon
    • HP raised from 172 to 252
  • Healer
    • now casts RMEDY twice; old PURE cast removed
  • Hydra
    • strength lowered from 30 to 28
  • IMP
    • no longer erroneously resists status-based weapon ailments
  • Iron Golem
    • hit raised from 76 to 104
  • Jester
    • now inflicts Darkness
  • Kary
    • now also casts VIOLET
    • weakness changed from status-elemental to ice-elemental
  • Kary 2
    • hit raised from 65 to 82
    • spell 3 is now FOG
  • Kiily/Phantom
    • spell 3 is now RUNE
  • Kyzoku
    • HP raised from 75 to 84
    • hit raised from 13 to 18
    • critical rate raised from base to 4%
    • experience yield lowered from 60 to 32
    • gold yield raised from 120 to 150
  • Mage
    • spell 7 replaced with DARK
  • Medusa
    • status-elemental weakness removed
  • Nightmare
    • HP raised from 286 to 312
    • defense partly restored from 20 to 25
    • evade restored from 102 to 132
    • hit raised from 50 to 128
    • magic defense raised from 94 to 98
    • now inflicts Darkness
    • cannot be fled
    • has a new spell script
      • fair: DARK, FIRE2, FIRE3
      • low: DAZZLE
  • Ooze
    • strength lowered from 30 to 24
  • Pirate
    • HP raised from 9 to 12
  • Purple/Sand Worm
    • now only uses QUAKE/CRACK
  • Rakshasa
    • chance to cast lowered by 9%
    • spell script changed
      • old: LIT2, FIRE2, ICE2, SLEEP, HEAL2, DISPL, CURE3, HEAL3
      • new script 1: SLEEP, HEAL, DISPL, CURE2, HEAL2
      • new script 2: FLASH, CREMATE, FROST
      • script 2 has a slightly higher use chance
  • Red Bone
    • HP lowered from 206 to 196
  • Red Gargoyle
    • added weakness to poison
  • Red Hydra
    • added weakness to poison
  • Red Sahag
    • added weakness to poison
  • Relic (replaces Manticore)
    • has two possible appearances
    • skeletal mage with a complex array of spells
    • can be found in the Ghost Ship, Temple of Chaos and Floating Castle
  • Sand Worm
    • found more commonly/widely on the world map
  • Sauria
    • found more commonly/widely on the world map
  • Scum
    • can now appear with Arachnids in an additional formation
  • Shaman
    • experience yield raised from 300 to 360
    • now has a chance of accompanying Wizard Ogres
  • Sphinx
    • added weakness to lightning
    • found more commonly/widely on the world map
  • Tiamat 2
    • hit raised from 85 to 95
  • T Rex
    • HP raised from 1000 to 1500
    • now resists poison, status, time and death-elemental
  • Violin (replaces Spider)
    • found in the new Songweb Forest
    • easily startled, but has a deadly bite; very hardy
    • the monster density patch adds only +1 to this creature type
  • Wizard Ogre
    • spell script changed
      • old: RUSE, SLEP2, BIO, ICE2, RMEDY
      • new: RUSE, SLEP2, RMEDY, ICE2
  • Zombie Dragon
    • evade raised from 48 to 56

version 2.3

April 7, 2023

GENERAL
  • added more images to the gif slideshows
  • updated custom patch folder - previous versions of it will not work right for 2.3!
  • added a new patch that restores original effect of basic FIRE/LIT/ICE spells (see below)
  • integrated removal of ‘Terminated’, ‘Slain..’ and regen-related HP messages into the spell message patch to further increase battle speed (this patch is now called Combat Text Reduction)
  • updated a few files in the maps folder
  • Thief has a completely new look
  • polished some Fighter, Archer, Green Mage, White Mage, Blue Rose and Cat Tail sprites
  • fixed spacing for the capital I
  • six new battle frame color options - orange, mint, pink, cyan, purple and grey
  • simplified battle frames
  • finally re-fixed the running bug
  • Matoya now bestows a helpful hint about magic elements after her quest is completed
  • while on the Status menu, pressing Select now cycles between characters
  • the party flees from battles 25% faster
  • menu transitions occur twice as fast
  • rearranging party members occurs twice as fast
  • “Buy 10” is now an option in item shops (yes, finally!)
  • mountains & roads now appear brown on the world map
  • rivers now appear blue on the world map
  • dead party members now appear ghostly (black & white) out of battle
  • party members now change to indicative poses in weapon & armor shops—
    • cheer for usable/stronger items
    • stand for equivalent items
    • kneel for unusable/weaker items
    • (as in any FF, you might not always agree with the 'optimum' assessment of closely-matched equipment)
CLASSES
  • lowered experience required across levels 5 to 8 by 50/150/150/100 (a total of 450)
  • Archer
    • starting Strength raised from 5 to 6
    • starting Agility raised from 10 to 20
ITEMS
  • fixed a bug w/ Fighter & Green Mage lantern equip options on the default patch
  • Scepter weapon type removed
  • visual update to some swords & whips
  • Wooden Arrow
    • hit raised from 4 to 5
  • Poison Arrow
    • hit raised from 10 to 12
  • Golden Arrow
    • hit raised from 18 to 19
  • Mage Plate (redesigned from Ankh Necklace)
    • usable by Mages & Blue Roses
    • 20 absorb; +40 evade bonus
    • resists Earth, Status and Time-elemental
    • casts SABRE when used as an item
    • only one of this item may be obtained per game, down from two
  • Elven Harp (renamed from Silver Harp)
    • hit raised from 11 to 12
    • now inflicts Confusion instead of Stun
    • now status-elemental instead of specializing vs. undead
  • Forest Harp
    • now inflicts Confusion instead of Mute
  • Weaver Harp (renamed from Puzzle Harp)
    • damage reduced from 16 to 14
    • demon bonus removed
    • now fire & ice-elemental
    • now inflicts Mute instead of Confusion
  • Seraph Harp
    • now inflicts Confusion instead of Mute
  • Ghost Harp
    • no longer specializes vs. undead
    • now Poison and Time-elemental in addition to Death
  • Cloak
    • cost raised from 5000 to 6000
    • now grants a +5 evade bonus
  • Astral Whip
    • now instead casts FAST (effectively unchanged)
  • Gamma Sword (redesigned from Archon Scepter)
    • usable by Fighter, Knight, Thief, Ninja
    • 56 damage; 24 hit; 4% critical rate
    • Lightning, Poison, Status and Death-elemental
    • inflicts Poison
    • casts GAMMA when used as an item
  • Sprite Lantern
    • re-classified from the old Scepter category
    • visual update
SPELLS
  • truncated battle text involving absorb/evade/strength
  • visual update to magic ‘shield’ graphic
  • Regeneration effect raised from 5% to 5.5%
  • FIRE/LIT/ICE
    • effectivity reduced by 50%
    • now target all enemies
  • SABRE (redesigned from HASTE)
    • previous effect removed
    • increases strength by 4 with each cast
    • can now be cast on any party member
    • now target all enemies
  • DARK
    • hit chance raised from 107 to 128
  • FRAME (redesigned from SCAR)
    • previous effect removed
    • reduces a target’s absorb by 25 (does not stack)
    • 107 hit chance
    • Time-elemental
  • SLEP2
    • hit chance raised from 72 to 80
  • STUN
    • hit chance raised from 40 to 48
  • WARP
    • hit chance raised from 107 to 128
  • RUB
    • now properly affected by the spell message patch
  • COIL
    • now properly affected by the spell message patch
    • hit chance raised from 48 to 64
  • HAVEN
    • changed from Poison-elemental to non-elemental
    • hit chance lowered from 200 to 160
    • visual update
ENEMY SPELLS
  • HEAT
    • damage raised from 12-48 to 14-56
ENEMIES
  • magic defense has been adjusted for a wide range of non-bosses to be more reasonable, depending on their original amount
    • 80-100: -6
    • 101-140: -12
    • 141-160: -16
    • 161+: -20
  • corrected documentation errors for Wizard & Astos
  • visual update for Odd Eye, Healer, Gas Dragon
  • all battles with Ooze now correctly have an ambush bonus
  • reduced the ambush bonus in Ooze+Arachnid fights from 41 to 27
  • reduced the ambush bonus in Hellcat & White Tiger battles from 27 to 14
  • reduced the ambush bonus in Wizard battles from 33 to 27
  • Garland
    • experience yield raised from 200 to 300
  • Pirate
    • experience yield raised from 44 to 56
  • Shaman
    • chance to cast lowered by 7.5%
  • Jester
    • evade lowered from 36 to 30
  • Wizard
    • HP lowered from 126 to 120
    • defense lowered from 16 to 15
  • Astos
    • experience yield raised from 2250 to 4500
  • Lich
    • experience yield raised from 3200 to 4000
  • Kary
    • experience yield raised from 4000 to 5000
  • White Tiger
    • chance to cast lowered by 7.5%
  • Ire
    • magic defense lowered further to 179
  • Nightmare
    • evade lowered from 132 to 102
  • Kraken
    • experience yield raised from 4945 to 6000
  • Blue Giant
    • fifth cast slot changed to FAST
  • Tiamat
    • experience yield raised from 5996 to 7000
  • Jimera
    • can again be fled, due to coding necessity
  • Chaos
    • fifth cast slot changed to FAST (effectively unchanged)

version 2.2.2

January 24, 2023

GENERAL
  • polished multiple character sprites
  • a new patch is now included which toggles flashing colors while spellcasting
CLASSES
  • Fighter
    • added guaranteed STR bonuses at levels 19, 24 and 29 (they now gain STR at every level)
ITEMS
  • Fairy Sword
    • damage lowered from 11 to 10
  • Flash Arrow
    • can now inflict Confusion
  • Lamp
    • can now be used by Fighters and Green Mages
  • Iron Lantern
    • can now be used by Fighters and Green Mages
  • Silver Lantern
    • can now be used by Fighters and Green Mages
ENEMIES
  • ASTOS
    • absorb lowered from 40 to 38
    • magic defense lowered from 170 to 160
    • swapped SLEP2 for SLEEP
    • swapped spells 2&3 (BIO2 & RUNE)
  • LICH
    • absorb lowered from 50 to 48
  • LOCUST
    • absorb lowered from 40 to 38
  • PurpWORM
    • absorb lowered from 50 to 48

version 2.2.1

July 5, 2022

GENERAL
  • Fixed a critical mapping / tiling error that affected the previous version's base patch

version 2.2

April 28, 2022

GENERAL
  • The Mystery Box has not one, not two, but three new surprises - meet the Blue Rose, Cat Tail and Caustic Aliens!
  • Added cosmetic river delta tiles to the overworld
    • slightly reshaped Mirror Forest in order to do so (make sure to leave this area before updating)
  • Marsh tiles are now brown instead of light blue
  • Corrected minor overworld tile errors
  • Updated external maps folder
  • Corrected a minor interface error
  • In-game display of LUCK now allows for three digits
CLASSES
  • Adjusted a few sprites for Thief and Green Mage
  • Restored Fighter's guaranteed STR for level 9
  • Correctly reduced Fighter's starting EVADE by 4
  • Thief starting LUCK raised by 75
ITEMS
  • Updated Rapier, Dragon Sword and Lazuli Sword visuals
  • Coral Sword
    • critical rate raised from 7% to 8%
  • Fairy Sword
    • now usable by Ninja
  • Lazuli Sword
    • now casts REGEN when used in battle
    • critical rate raised from 11% to 15%
  • Wooden Arrow
    • cost lowered from 50G to 10G
  • Warp Shield
    • can now be used by Thief before class change
  • Ankh Necklace (replaces Mortal Stone)
    • usable by all classes
    • equips in the Helmet slot
    • absorb raised from 0 to 4
    • now protects vs. Death-elemental
    • still casts SCAR in battle
SPELLS
  • Color change for CURE, CURE2, FIRE3, ICE3
  • SLEP2
    • now also inflicts Darkness
  • RMEDY
    • now cures Stone out of battle
  • COIL (replaces DELTA)
    • set number of hits for all enemies to 1; has no effect on enemies with only 1 attack
    • counters the effects HASTE/FAST first; to set hits to 1 afterward, COIL must be cast again
    • non-elemental; 48 bonus hit chance
  • HAVEN
    • hit bonus reduced from 255 to 200
MONSTERS
  • BigEYE
    • HP raised from 456 to 516
    • now attacks w/ Stun
  • BONE
    • experience yield raised from 12 to 14
    • gold yield raised from 3 to 5
  • GARGOYLE
    • now classified as a Demon
  • GrPEDE
    • HP raised from 480 to 520
    • experience yield raised from 2744 to 3044
  • GrnWORM
    • now attacks w/ Poison
  • IRE
    • HP raised from 324 to 342
    • damage raised from 22-44 to 28-56
    • defense raised from 38 to 48
    • AGI raised from 48 to 64
  • JIMERA
    • experience yield raised from 4584 to 5584
    • now attacks w/ Stone
  • KARY
    • defense lowered from 60 to 55
  • KRAKEN 1/2
    • now attacks w/ Darkness and Mute
  • LOBSTER
    • HP raised from 148 to 168
    • defense raised from 18 to 24
  • MANTICOR
    • HP raised from 246 to 446
    • damage raised from 22-44 to 32-64
    • # of hits raised from 3 to 4
    • experience yield raised from 1317 to 2317
    • defense raised from 25 to 45
  • NITEMARE
    • HP lowered from 300 to 286
    • experience yield raised from 1272 to 2072
  • PERILISK
    • HP raised from 66 to 80
  • R.BONE
    • HP lowered from 216 to 206
  • R.GOYLE
    • now classified as a Demon
  • R.HYDRA
    • HP raised from 273 to 333
    • gold yield raised from 400 to 500
  • R.OCHO
    • HP raised from 516 to 576
    • experience yield raised from 3189 to 3389
  • SCORPION
    • damage lowered from 22-44 to 20-40
  • SeaTROLL
    • HP raised from 324 to 364
  • WRAITH
    • HP raised from 171 to 187

version 2.1a

March 20, 2022

ITEMS
  • Marvel Staff graphic fixed (mouse wheel must've slipped by accident)

version 2.1

March 16, 2022

GENERAL
  • The .ips patch for the mod once again correctly starts with bonus monster density turned off (leftover bug from v2.04)
  • Documentation now shows monster/boss chance to cast from spell & ability lists
  • Documentation now highlights monsters with a higher chance to ambush
  • Documentation now displays more accurate information regarding AGI and LUCK
  • Minor tile corrections
  • Improved Fighter, Thief, Archer and White Mage map sprites
  • A new bonus has been added to the mystery box
  • Maps have been updated to reflect item changes
CLASSES
  • Thief starts with +25 LUCK (requires starting a new game)
    • this value will display oddly in-game at values higher than 99
DUNGEONS
  • The lone chest on Castle of Ordeal 3F is now guarded on all sides
ITEMS
  • Arrow visuals updated
  • Wooden Arrow
    • hit raised from 3 to 4
  • Poison Arrow
    • hit raised from 9 to 10
  • Golden Arrow
    • hit raised from 17 to 18
  • Dragon Sword
    • this item is now acquired in the Earth Cave, replacing the Long Sword chest reward
    • a CABIN now replaces its original position in the Dwarf Cave
  • Flails have changed to Lanterns
    • all lanterns are fire-elemental
    • can only be used by Thief/Ninja/White Mage/White Wizard
  • Iron Lantern (previously Light Flail)
    • hit raised from 1 to 2
    • price reduced from 200G to 100G
  • Silver Lantern (previously Silver Flail)
    • hit raised from 5 to 6
  • Shield Lantern (previously Shield Flail)
    • hit raised from 12 to 14
  • Skull Staff
    • hit raised from 10 to 15
    • critical rate lowered from 4% to 3%
    • is no longer poison-elemental
  • Marvel Staff
    • critical rate lowered from 5% to 4%
    • can no longer be used by White Wizards
  • Source Lantern (replaces Azure Staff)
    • 0 damage, 128 hit, 4% critical rate
    • casts REGEN, attacks w/ Confuse, fire/ice-elemental
  • Beacon Lantern (previously Grand Flail)
    • critical rate raised from 7% to 9%
    • now specializes vs. all four major creature types
  • Health Bracelet (replaces Golem Gauntlet)
    • 10 absorb, 0 evade penalty
    • resists poison/status-elemental
    • can now also be found in the Earth Cave
  • Warp Shield
    • absorb raised from 6 to 8
SPELLS
  • HAVEN
    • hit bonus raised from 160 to 255
  • BREATH (renamed from GLAZE)
    • now poison-elemental
ENEMIES
  • HELLCAT/MANTICOR/MONARCH/GRNWORM
    • ability script now alternates between STINGER and BREATH
  • WzOGRE
    • HP raised from 250 to 280
    • AGI raised from 54 to 72
    • spell script changed from RUSE/ICE/ICE2/SLEP2
    • new spell script is RUSE/SLEP2/BIO/ICE2/RMEDY
    • chance to cast ability raised from 4.5% to 19%
  • KARY
    • experience yield raised from 3275 to 4000
    • defense raised from 50 to 60
    • spell script changed from FIRE2/CURE2/FIRE2/CURE2/FIRE3/STUN/FIRE3/FAST
    • new spell script is STUN/CURE3/INVIS/FIRE3/FAST
    • chance to cast from spellbook lowered from 38% to 30%
    • now has a 30% chance to cast CREMATE from the ability slot
  • KRAKEN
    • HP raised from 2000 to 2250
  • TIAMAT
    • HP raised from 2250 to 2750
  • KARY 2
    • spell script changed from FIRE3/QUAKE/FIRE3/DELTA/FIRE3/RUSE/FIRE3/CURE3
    • new spell script is RUSE/FAST/DELTA/CURE3/RUNE
    • chance to cast from spellbook lowered from 38% to 30%
    • now has a 25% chance to cast from a new ability script - BLAZE/CRACK

version 2.04

February 13, 2022

GENERAL
  • Documentation for this mod has been condensed and re-animated. It is now accessible directly from the mod page
  • The maps that come with the mod now also display enemy encounter/treasure data
  • A bug with the Onrac weapon shop has been fixed
  • The password to the Mystery Box has changed to be more intuitive
ITEMS
  • Wooden Arrow critical rate raised from 16% to 20%
  • Updated Whip visuals
  • Thorn Whip replaces Drake Whip - can poison enemies
  • Storm Whip is now also fire-elemental

version 2.03

March 15, 2021

GENERAL
  • Corrected a world map tile error
  • Updated sea tiles
  • Corrected typos in documentation
CLASSES
  • Raised starting L1 magic charges for all mages from 2 to 3
  • Mages no longer receive a L1 magic charge for reaching level 2
TOWNS
  • Rest stops scattered throughout the world now also have an inn, which charges merely 10G per night
ITEMS
  • Raised Short Sword critical rate from 3% to 6%
  • Raised Storm Whip critical rate from 5% to 6%
SPELLS
  • FIRE bonus hit chance raised from 24 to 32
  • LIT bonus hit chance raised from 24 to 32
  • NUKE bonus hit chance raised from 107 to 128
MONSTERS
  • GrIMP damage reduced from 8-16 to 6-12
  • NITEMARE defense reduced from 30 to 20
  • Experience yield raised for the following monsters -
    • MADPONY +16
    • OddEYE +4
    • SAHAG +4

version 2.02

June 21, 2020

INTERFACE
  • The minimap screen now also displays flashing dots for all new areas added to the game
TOWNS
  • Pravoka NPCs that are hiding from Pirates are now located near their houses when freed
MONSTERS
  • GrIMPs no longer cast spells, but now have a 20% critical strike chance
  • Experience yield increased for ARACHNID (+20), GARLAND (+70), GrIMP (+4), KARY (+800), KRAKEN (+700), LICH (+1000), PIRATE (+4), TIAMAT (+500), WereWOLF (+14), ZOMBIE (+4), ZomWOLF (+12)

version 2.0

April 5, 2020

GENERAL

The difficulty curve has been overhauled. You are expected to utilize your options in order to prevail.

  • Improved world aesthetic
  • Sprite & graphic improvements
  • New parties start with 1 HEAL potion
  • Added lone item shops throughout the world
  • Added dirt roads, which protect you from battles
  • The airship can land on roads
  • The boat can now stop at any shoreline
  • Removed ports from the game
  • Enabled B button dashing in towns, castles, dungeons
  • Enabled B button braking while flying the airship
  • Encounters in the starting area have more variety
  • Encounters on the way to Pravoka & Matoya’s Cave are generally more forgiving
  • The airship can no longer land on the oasis
INTERFACE

The item, magic and status screens now display additional helpful information!

  • Spell names have been extended from 4 to 5 characters
  • Spells now display icons which indicate their element or otherwise dominant function
  • Usage of HEAL/PURE/SOFT potions is faster
  • Resetting the game after using a HOUSE correctly restores magic points
  • Quest items and Rest items now have icons
  • Weapon/armor icons improved
  • Weapon/armor icons show on the left for better visual organization
  • Removed frame clutter from the battle screen
  • Added magic defense display to the status screen
  • Added critical strike chance display to the status screen
  • Hit and magic defense are now shown to increase at each level up
  • Removed INT from the status screen; this stat was useless
  • Strength/weapon damage calculation bug fixed
  • Status screen “AGL” is now “AGI” to match other references
  • Status screen “EXP.POINTS” is now “EXPERIENCE”
  • Status screen “FOR LEV UP” is now “NEXT LEVEL”
  • Removed “%” from “EVADE” and “HIT” displays; these stats are not percentages but rather scores from 0-255
  • Characters now display “Poison” or “Stone” in the status menus instead of “PO” or “ST”
  • Spell levels no longer show in battle
    • Similar to character stats, these values aren’t necessary while fighting. Spell charges are still displayed
  • The canoe now appears in the inventory; rewrote descriptor text
COMBAT

The new battle system has arrived!

  • Each actor now takes their turn one at a time
  • Players can now attempt to recover from stun and sleep at the same time
  • MUTE no longer prevents the use of potions
  • Regeneration status added. When active, restores 5% of max HP per turn
  • Poison now deals 16% of max HP per turn
  • Poison now correctly affects enemies
  • Added sound, graphics and amount display for player & monster poison damage
  • Spells which add armor, evade or resistance now display the amount
  • Instead of casting FIRE, confused monsters now deal half their attack damage
  • Darkness (ailment) is now 25% more potent
  • Removed automatic party sorting
  • Rare battles are now twice as likely to occur
  • Dead and stoned party members still receive EXP
  • Sleep status redesigned
    • Sleepers no longer always wake up after one turn
    • Sleepers have a 30% chance per turn to wake up
    • Physical attacks (but not spells) automatically wake the target (Monsters who cause sleep with their physical attacks will not wake their targets when attacking)
  • Muted characters can no longer choose MAGIC or ITEM on the menu
  • Poison damage (and regen healing) are now dealt to actors at the end of their turn
  • If an actor wins a battle while affected by regen/poison, they will forego the effects
  • Canceling a battle command no longer walks the character backward
  • Fixed ‘confused enemy suicide skip’ bug
  • Hit calculation corrected for sleeping/stunned actors
  • The bottom-most character no longer has an inherent running disadvantage
  • Squashed a bug in 1.1 which made running from battle exceedingly difficult
OPTIONAL

As part of this release I have created several optional patches to customize the experience.

These patches all come with specific initial settings which you may wish to toggle between.

  • Patch 1 (Default: ON)
    • Enable/disable experience gain for characters regardless of status. “Challenge” parties are still supported! The new material is set up to ensure this play style is as relevant as before, even in the face of new difficulty
  • Patch 2 (Default: ON)
    • Enable/disable display of all non-essential spell messages for faster combat. Don’t want to read “HP up!” anymore? Then don’t. Damage and status-related messages still display. I recommend memorizing all spell effects before using this patch
  • Patch 3 (Default: Blue)
    • This patch is divided into a group of four window color skin options which specifically affect the battle screen
  • Patch 4 (Default: OFF)
    • Still not hard enough? Try Patch 4. While enabled, all monster formations are huge. Small groups increase by +3, small-large mixes increase by +2, and large monster groups increase by +1
CLASSES

Say hello to the new Archer class!

  • Fighter
    • Base LUCK raised by 3
    • Base AGI reduced to 1
    • Gains less AGI levels
    • Gains 2 MDEF/level, down from 3
    • Updated sprites
  • Thief
    • Can use almost all weapons
    • Base HIT raised by 2
    • Base STR raised by 2
    • Base AGI raised by 5
    • Base LUCK raised by 35
    • Gains more STR levels
    • Gains AGI at every level up
    • Ninjas can wear all armor except mage robes & heavy helmets
    • Thieves can now use Wooden Shields & Wooden Helmets
    • Updated sprites
  • Archer
    • Can equip arrows & light armor
    • Specializes vs. armored targets
    • Archers gain 1 hit per level
    • Rangers gain 2 hit per level
    • Archers gain 1 MDEF/level
    • Rangers gain 3 MDEF/level
  • Green Mage
    • Can now equip shields
    • Can no longer equip heavy armor or heavy gauntlets
    • Gains 3 MDEF/level, up from 2
    • Updated sprites
  • White Mage
    • Gains 3 MDEF/level, up from 2
    • Updated sprites
  • Black Mage
    • Base LUCK reduced to 1
    • Gains 3 MDEF/level, up from 2
    • Updated sprites
DUNGEONS

Don't forget to visit all the chests...and secrets.

  • Treasure chests display their contents if inventory is full
  • Added secret areas and items
  • Castle of Ordeal puzzles are now more challenging
  • Fixed the exit portals in the Temple of Chaos
  • Improved chest loot
    • Includes several infamous chests with 'ha-ha' items
    • Removed redundant “linked” treasure chests
    • Added new treasure to the Marsh Cave
    • Flame/Ice Armor & Flame/Ice Shields have swapped dungeons to be more useful
  • Removed pointless doors in the Marsh Cave, Earth Cave, Volcano & Sea Shrine
  • Marsh Cave, Ice Cave, Cardia, Sea Shrine design altered slightly
  • Lava has erupted in B5 of the volcano, conveniently sealing off paths that definitely weren’t useless
  • Monsters can now be encountered on Chaos’s floor
  • Moved several bats on the Vampire’s floor away from narrow hallways
  • Fixed fire/air altar text display
TOWNS

This section consists mainly of quality of life improvements.

  • Added weapon & armor shops to Onrac
  • Added inn, item shop and clinic to Lefein
  • Magic shops which teach green magic now also display a green magic symbol
  • Improved shop symbols
  • Small adds to dialogue which coincide with the update. Talk to people!
  • Coneria clinic cost cut by half
  • Elfland, Melmond, Gaia, Onrac, Lefein design altered slightly
  • Switched Onrac entrance to the south side of town
  • Gaia & Onrac item shop menus now show potions at the top
  • Green magic spells are always at the bottom in shop menus
  • Edited inventory for weapon & armor shops in Pravoka, Elfland, Melmond, Crescent Lake & Gaia
  • Fixed the invisible lady in Coneria Castle
  • Moved Coneria & Elfland NPCs further from the exits (!)
  • Moved Onrac NPCs further away from key areas
  • Rewrote Inn text
  • Fixed Gaia spring text
  • Fixed Onrac sage text update
  • Fixed Crescent Lake sage text update
ITEMS

Weapon diversity has increased. There are numerous small changes undocumented - see the Equipment Chart for details.

For greater challenge, the Ribbon’s resistances have been split between two items. One resists the primary elements and the other resists secondary elements.

CABINs are now mathematically worth purchasing, and HEALs have a sharper role.

  • Weapons can now have elemental & creature bonuses (see Equipment Chart)
  • Certain weapons can now inflict status ailments (see Equipment Chart)
  • All weapons have rewritten critical rates (see Equipment Chart)
  • New weapon type - Arrows: primary Archer weapon
  • New weapon type - Whips: primary Green Mage weapon
  • Changed Hammers to Flails
  • Added 27 new items
  • HEALs now cost 100G, up from 60
  • HEALs now restore 50 HP out of battle, up from 30
  • HEALs now restore 27-54 HP in battle, up from 16-32
  • CABIN cost reduced to 225G, down from 250
  • CABINs now restore 90 HP, up from 60
  • Items which cast single-target spells can now target enemies other than those in adjacent party slots
  • Ribbon renamed to Force Helm, resists Fire, Lit, Ice and Earth
  • ProCape renamed to Force Shield, resists Poison, Time, Status and Death
  • ProRing renamed to P-Ring
  • ‘Opal’ items renamed to ‘Gold’ since many resist lightning
SPELLS

Four out of eight magic elements were not properly utilized (or even heard of) in the original FF1.

As of 2.0 I have created resistance/weakness themes for all of the secondary elements and polished the primaries’.

Spells’ elements are in general more varied, more useful, and their effects are more likely to land.

In the original game, it was common to avoid effect magic. You will need it in 2.0!

  • Sharpened elemental themes for all eight elements
    • Fire - strong vs. undead and ice-types, weak vs. fire- & water-types
    • Lit - strong vs. flying, mechanical & water-types, weak vs. earth-types
    • Ice - strong vs. fire-types, plants & some lizard/earth-types, weak vs. ice-types, undead
    • Earth - strong vs. large-types, weak vs. flying, water- & earth-types
    • Poison - strong vs. poison-types & humanoids, weak vs. undead
    • Status - strong vs. green monsters, weak vs. undead
    • Time - well-rounded, strong vs. undead, humanoids & mechanical
    • Death - strong vs. small-types, weak vs. undead
  • White Magic
    • INVIS - now targets the whole party; evade bonus decreased from 40 to 20
    • REGEN - grants regeneration to one ally
    • FIRE Shield - is now L2, renamed from AFIR
    • LIT Shield - is now L3, renamed from ALIT
    • HARM2 - hit chance increased slightly
    • SCAR - inflicts death on one enemy if their HP is at or below 100
    • ICE Shield - renamed from AICE
    • HARM3 - hit chance increased slightly
    • REGN2 - grants regeneration to the party
    • FOG2 - absorb bonus increased from 16 to 20
    • CURE4 - does not remove Regeneration status
    • DISPL - removes elemental resistances from all enemies
    • PURE2 (item only) - neutralizes poison for the party
  • Green Magic
    • POIS Shield - resists poison & stone ailments and halves magical poison damage taken
    • SAP - drains 16-64 HP from one enemy and gives it to the caster
    • RMEDY - cures darkness, sleep, stun and mute for the party
    • DELTA - inflicts stone on one enemy, cures stone out of combat
    • RUNE - raises strength by 8 for one ally
    • HAVEN - inflicts poison, mute and sleep on all enemies
  • Black Magic
    • SLEEP - hit chance reduced to original value
    • BIO - inflicts poison on one enemy
    • DARK - hit chance greatly increased, and is again status-elemental
    • CNFUS - is now L3
    • SLEP2 - is again Status-elemental, hit chance increased
    • STUN - inflicts stun on all enemies
    • FIRE3 - hit chance increased slightly
    • BIO2 - inflicts poison on all enemies
    • RASP - drains 25-100 HP from one enemy and gives it to the caster
    • WARP (now also usable in battle) - lowers evade of all enemies by 50
    • LIT3 - hit chance increased slightly
    • ICE3 - hit chance increased slightly
    • BREAK - hit chance increased
    • GAMMA - inflicts poison, stun and darkness on one enemy
    • XXXX - removed target-HP restriction
    • QUASR - renamed from ZAP!, hit chance increased
    • NUKE - damage reduced by 20%
  • Monster Magic
    • GLAZE - deals 7-28 Ice-elemental damage to all party members
    • AURORA - deals 20-80 Status-elemental damage to all party members
    • TRANCE - is now Status-elemental instead of non-elemental
    • FLASH - damage raised from 12-48 to 24-96
    • STARE - damage raised from 17-68 to 35-140
    • GAS - damage raised from 68-272 to 78-312
    • Numerous other minor changes (see Magic & Monster Magic Charts)
MONSTER OVERVIEW
  • Fixed creature type/element bugs associated with attacks and weapons
  • Monster base critical rate doubled from 0.39% to 0.78%
  • Missed attacks made by monsters with multiple hits no longer have a chance to inflict status ailments
  • Added 7 new monsters
  • Monsters’ group spells now correctly affect the monster who cast them
  • Monster spell script overhaul (refer to Monster Charts)
  • Added new monster magic sequences
  • Adjusted many monsters’ chance to use both magic/abilities
  • All monsters who attack with status ailments now correctly use the matching element
    • i.e. status ailments inflicted by attacks can be resisted with the right equipment
  • Added creature types for monsters. Not all monsters have a type. The four types are:
    • Undead
    • Large
    • Lizard
    • Demon
  • Removed Monsters
    • MUCK
    • HYENA
    • CERBERUS
    • Saber T
    • ANKYLO
    • R.ANKYLO
    • RockGOL
  • Renamed
    • ANIMAGE -> RAKSHASA
    • BIOCAT -> HELLCAT
    • GrMEDUSA -> GORGON
    • NACHO -> R.OCHO
    • Sand W -> SandWORM
    • WORM -> PurpWORM
    • WrWOLF -> WereWOLF
MONSTER STATS

Due to the elemental magic overhaul, many monsters have new elemental properties.

Some monsters have the ability to resist weaponized forms of status ailments.

A big goal with 2.0 was to enhance reward, difficulty & battle dynamics while reducing the need to grind.

Monsters get harder, not easier - while still allowing players to feel the impact of new items.

  • Monster Stats
    • HP increased for ASTOS (+51), GORGON (+28), IronGOL (+300), JIMERA (+50), KARY (+600), KARY 2 (+450), KRAKEN (+800), KRAKEN 2 (+650), LICH (+400), LICH 2 (+250), OddEYE (+7), TIAMAT (+775), TIAMAT 2 (+625), ZombieD (+66)
    • Defense changed for JIMERA (+30), LOCUST (-10), MONARCH (-5) OOZE (-6), R.GOYLE (-15), TIAMAT (-5), TIAMAT 2 (-5), T REX (+10)
    • Magic defense changed for GrSHARK (-14), IronGOL (+112)
    • Agility reduced for OddEYE (-20), R.SAHAG (-10), SAHAG (-62) WIZARD (-12), ZomWOLF (-10)
    • Damage increased for AIR (+10-20), FIRE (+20-40)
    • Hit raised for AIR (+8), KARY (+9), KRAKEN (+13), LICH (+7), MANTICOR (+30), TIAMAT (+12)
    • Hit reduced by 2% for ARACHNID, ASP, WereWOLF
    • Attack w/ Darkness: EYE, Gas D, PHANTOM, PIRANHA
    • Attack w/ Poison: Gas D
    • Attack w/ Mute: R.PIRANA
    • Attack w/ Stone: RAKSHASA
    • Attack w/ Death: IronGOL
    • Critical rate further increased for ASP, FrGATOR, GrSHARK, SeaSNAKE, ZombieD
    • Can’t be fled: AIR, Frost D, JIMERA, Red D, R.GIANT, WarMECH
    • Less likely to be ambushed by: GIANT, GrIMP, JESTER, WereWOLF (50%), ARACHNID, SCUM, SPIDER, OOZE (25%)
    • More common: HELLCAT, OddEYE, OOZE, RAKSHASA, Red D, SPECTER, WOLF, WzVAMP
    • Less common: GEIST, MANTICOR, SHARK, ZomBULL
    • In greater numbers: AIR, BigEYE, GrOGRE, JIMERA, LOBSTER, OGRE, SeaSNAKE
    • In lesser numbers: IMP, MudGOL
    • OddEYE can now appear with R.SAHAG
    • MEDUSA can now appear with GORGON
    • WarMECH can no longer ambush your party
    • Morale of all monsters increased by 25%
    • Numerous other minor changes (see Monster and Boss Charts)
  • Experience Yield
    • AIR (+300), ASP (+7), BigEYE (-1000), BONE (+3), COBRA (+55), CREEP (+20), FIRE (+400), GARGOYLE (+100), GrPEDE (+500), IronGOL (+12000), JESTER (+50), MADPONY (+17), NAGA (+1000), R.PIRANA (+200), OddEYE (+16), RAKSHASA (+400), SCORPION (+150), SCUM (+416), TIGER (+200), T REX (+32800), WarMECH (+28000), WereWOLF (+75), ZomWOLF (+15)
  • Gold Yield
    • ARACHNID (+20), BigEYE (-1000), GARGOYLE (+18), IGUANA (+20), JESTER (+25), MADPONY (+7), NAGA (+1000), OddEYE (+14), PIRATE (+10), R.SAHAG (+15), R. PIRANA (+816), T REX (+14400), WereWOLF (+10)
  • Resistances
    • Fire - R.OCHO, R.PIRANA
    • Lit - CRAWL, CREEP, GrPEDE, GrWORM, IronGOL, PEDE, PurpWORM, SandWORM
    • Ice - FrGATOR
    • Earth - BigEYE, CRAWL, CREEP, GrSHARK, GrPEDE, GrWORM, IronGOL, MudGOL, NAGA, OddEYE, PEDE, PurpWORM, SandWORM, SeaTROLL, SHARK
    • Poison - Gas D, KRAKEN, KRAKEN 2, TIAMAT 2
    • Time - AIR, EARTH, FIRE, GARGOYLE, IronGOL, R.GOYLE, WATER, W.TIGER
    • Death - KARY, KARY 2, KRAKEN, KRAKEN 2, TIAMAT, TIAMAT 2
  • Weaknesses
    • Lit - COCTRICE, GARGOYLE, LOCUST, PERILISK, R.GOYLE
    • Ice - ASP, COBRA, IGUANA, OCHO, PEDE, PIRANHA, R.GOYLE, R.OCHO, R.PIRANA, R.SAHAG, SandWORM, SAURIA
    • Poison - ARACHNID, ASP, BADMAN, COBRA, GIANT, GrIMP, GrNAGA, GrOGRE, HELLCAT, IMP, JESTER, KYZOKU, LOBSTER, MANTICOR, MEDUSA, MONARCH, NAGA, OCHO, OGRE, PEDE, PIRANHA, R. GIANT, R.OCHO, R. PIRANHA, SCORPION, SeaSNAKE, SeaTROLL, SHAMAN, SPHINX, SPIDER, TIGER, TROLL, WOLF, WereWOLF, W.TIGER, WzOGRE
    • Status - ARACHNID, COBRA, GATOR, GIANT, GORGON, GrWORM, GrOGRE, IGUANA, IMP, JESTER, JIMERA, MEDUSA, MONARCH, OCHO, OddEYE, SAURIA, SCORPION, SCUM, SPHINX, TYRO, WereWOLF, WzSAHAG
    • Time - BADMAN, BigEYE, BONE, BULL, COCTRICE, EVILMAN, FrWOLF, GEIST, GHOST, GHOUL, GrIMP, GrOGRE, GUARD, IMAGE, IMP, JESTER, KYZOKU, MUMMY, OGRE, PERILISK, R.BONE, SeaTROLL, SENTRY, SHAMAN, SPECTER, TROLL, TYRO, WRAITH, WzMUMMY, WzOGRE, WzSAHAG, ZOMBIE, ZomBULL, ZomWOLF
    • Death - ARACHNID, ASP, COBRA, COCTRICE, CRAWL, CREEP, FrWOLF, GARGOYLE, GATOR, GORGON, GOYLE, GrIMP, HELLCAT, IMP, JESTER, KYZOKU, LOBSTER, MEDUSA, PERILISK, PIRANHA, R.GOYLE, SAHAG, SCORPION, SeaSNAKE, SORCERER, SPIDER, R.PIRANHA, R.SAHAG, WIZARD, WOLF, WereWOLF
  • Removed Herobrine

version 1.1

May 19, 2019

GENERAL
  • Added some graphical updates & fixes
  • Added some minor text updates
  • A few high end weapon graphic/name changes
  • Fixed the invisible lady in Coneria Castle
  • Fixed the bug with HOUSE not recovering magic after resetting the game
  • Automatic party sorting has been eliminated
  • Chests display contents when inventory is full
  • Enabled the Earth and Water floor exit portals in The Temple of Fiends Revisited
  • Enemy group spells now affect the caster
CLASSES
  • Thieves and Ninjas can now use all weapons
  • From levels 1-15, Thieves gain an added +5 agility
  • From levels 18-30, Ninjas gain an added +5 agility
ITEMS
  • Power Staff +2 hit
  • Nimbus Staff +1 damage
  • Cure Staff +3 damage, +1 hit
  • Dream Staff renamed to Sage Staff
  • Sage Staff casts NUL2 when used
  • Lantern defense bonus raised by 3
SPELLS
  • HLD2 replaced with BIO2
  • SLOW replaced with NULL
  • SLO2 replaced with NUL2
  • WALL replaced with PHNX
  • STUN replaced with CNF2
  • STOP replaced with CRYO
ENEMIES
  • BONE experience reward raised by 3
  • WrWOLF experience reward raised by 35
  • JESTER experience reward raised by 50
  • JESTER gold reward raised by 25
  • GOYLEs are now weak vs. lightning
  • R. GOYLEs are now weak vs. lightning
  • SCUM experience reward raised by 106
  • ARACHNID gold reward raised by 20
  • R. PIRANA gold reward raised by 216
  • CHAOS's Spell 3 is now SLP2

version 1.06

January 2, 2018

CLASSES
  • Ninja sprite colors redone to match that of the Thief's
ITEMS
  • Silver Armor - Absorb raised to 22, evade penalty raised to 10
ENEMIES
  • "GENERIC" spell 4 is now CUR2 instead of HEAL
  • AGAMA - less likely to appear in Temple of Fiends fire floor
  • Red D - more likely to appear in Temple of Fiends fire floor
  • ASTOS - spells updated, now receives +50% health like all other enemies (up from +25%)
  • EYE - spells updated
  • OOZE - strength reduced to 30
  • MANTICOR - # of hits raised to 3
  • CHAOS - chance of magic / chance of ability both reduced by 25%

version 1.05

November 27, 2017

GENERAL
  • Fixed a battle map bug
ITEMS
  • Silver Staff - cost raised to 2500, hit reduced by 2
  • Byrna Staff - hit raised by 1
  • Cure Staff - hit raised by 1
  • Elder Staff - removed
  • Pure Staff - now usable by White Mage/Wizard
  • Master Nunchuck - replaces Elder Staff
SPELLS
  • SLOW - now uses Time element, Stun element removed
  • DARK - element removed
  • STUN - renamed to HLD2 - now casts the HOLD spell on all enemies
  • HLD2 - renamed to STUN - guaranteed stun on all enemies below 300 HP
  • FOG2 - absorb bonus raised to 16, up from 15
  • STOP - re-added Time element, hit chance increased
  • XXXX - now attempts to instantly kill all enemies below 300 HP
ENEMIES
  • LOCUST - various improvements
  • MAGE - various improvements
  • HEALER - various improvements
  • EYE - Can now be encountered in greater numbers
  • PHANTOM - Can now be encountered in greater numbers
  • FairyD - Experience reward increased

version 1.04

November 25, 2017

CLASSES
  • Added LMP3 to White Mage, replaces SOFT