Version History

GENERAL


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

version 2.2.1

July 5, 2022

Health and Safety Warning

Always unequip your party members before

updating to a patch with new item data.


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
  • GrWORM
    • 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 2.2

April 28, 2022

ITEMS


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

version 2.1a

March 20, 2022

Health and Safety Warning

Always unequip your party members before

updating to a patch with new item data.


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
  • Azure Staff
    • removed; replaced by Source Lantern
    • 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
    • is now also lightning-elemental
  • Golem Gauntlet
    • removed; replaced by Health Bracelet
    • 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
  • GLAZE
    • renamed to BREATH; is now poison-elemental


MONSTERS


  • 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 2.1

March 16, 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 2.04

February 13, 2022

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 2.03

March 15, 2021

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 2.02

June 21, 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 2.0

April 5, 2020

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


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
  • CUM 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


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

version 1.1

May 19, 2019

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 1.06

January 2, 2018

GENERAL


  • Fixed a battle map bug


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


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


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 1.05

November 27, 2017

CLASSES


  • Added LMP3 to White Mage, replaces SOFT

version 1.04

November 25, 2017