Annnnnd 1.1's "done" in the sense that it's up to the "someone else needs to run through it before I'm willing to consider it clear, it could have bugs I missed or something" phase! Well, except for variations. Those'll be a bit.
Topic's updated with the current 1.1 info-thanks to everyone in chat who chipped in ideas, again.
Up to Release Candidate 5, thanks to feedback from super and Neph's runs! Assorted small changes to equipment and the new steal list were made thanks to their runs. Probably the most notable changes are to earlygame physical weaponry, which tend to suck less by and large(not a big help to anyone but earlygame Locke though.).
Edit: Well, technically those things need to be tested more than the "Scattershot savestate/saveram transfer" way, but oh well. 1.1's shipped!
http://www.romhacking.net/hacks/294/ This is probably a better way to get Eviltype than attempting to grab it off the forum, now, since from what I hear you need an account to get files off the forum. Also, that actually has the updated readme. Not that anyone should read the readme. Read the info file instead. >_>
General PC balance info for the current edition:
Powers for skills are roughly linear(2x a power=2x the damage).
Break: No longer misses if the enemy is Death protected.
Now only checks for Stone immunity.
Doom: Hit rate raised from 95% to 120%.
Demi: Now adds "Near Fatal" status(No major effect), and checks for this
instead of instant death. This allows for a check for that immunity, making it and
a few other key attacks that were otherwise uselessly obsoleted by instant death spells,
allowing them to actually hit people that Doom wouldn't. Handy. Hit rate boosted to 150%.
Quartr: Now adds "Near Fatal" status(No major effect), and checks for this
instead of instant death.
Pearl: Power raised from 108 to 138.
Flare: Power raised from 60 to 73.
Ultima: Power reduced from 150 to 102.
WWind: No longer misses if target is Death protected. Instead, checks for Seizure
immunity to see if the attack should hit or miss.
Rasp: Power raised from 10 to 12.
Osmose: Power reduced from 26 to 5.
(Osmose's drop isn't as steep as it sounds; Osmose could only
deal as much MP damage as you had lost MP, and the damage was such
so that anyone could fully heal around 1.5x their MP in one casting.)
Quick: MP Cost raised to 250(Doesn't display correctly, but oh well.).
Antdot: Now can be cast on multiple targets at once. Now cures Dark, Berserk and Slow
additionally.
Regen: Now can be cast on multiple targets at once.
Ifrit: Power raised from 51 to 71.
Shiva: Power raised from 52 to 72.
Terrato: Power raised from 93 to 128, No Split Damage flag added.
Shoat: No longer misses if Death protected, only checks for Stone immunity.
Maduin: Power raised from 55 to 60. No Split Damage flag added.
Bismark: Power raised from 58 to 84.
Palidor: Cost lowered from 61 to 38.
Tritoch: Power raised from 110 to 147, No Split Damage flag added.
Odin: Status odds raised from 110% to 120%.
Raiden: Status odds raised from 140% to 150%.
Bahamut: Power raised from 92 to 112, No Split Damage flag added.
Alexandr: Power raised from 114 to 139, No Split Damage flag added.
Crusader: Power raised to 225. Accuracy lowered from perfect rate to 150%
Kirin: Now has a 10 Power (same as Cure) healing effect, in addition to adding Regen.
Sraphim: Power raised from 18 to 54. (Just under Cure 3)
Unicorn: Now has a 22 Power (Between Cure and Cure 2) healing effect, additionally heals
Zombie, Freeze, Imp, Condemned, and Berserk statii as well as the status healed before.
Fenrir: Cost lowered from 70 to 42.
Starlet: Now randomly bestows one of: Safe, Shell, Image, or Life 3, in addition to healing.
Power raised from 34 to 70. (Somewhat over Cure 3)
Phoenix: Power raised from 4(1/4th MHP revival) to 16(Full).
Storm: Power raised from 100 to 126. Now ignores split damage against multiple enemies.
Dispatch: Power raised from 120 to 155.
Retort: Power raised from 56 to 86.
Slash: Power raised from 8(Half current enemy life) damage to 12(3/4ths). (Still checks for
instant death immunity.)
Quadra Slam: Power raised from 72 to 168.
Empowerer: Power raised from 49 to 255. (Like Osmose, still caps at amount healed.)
Stunner: Power raised from 97 to 130, adds Slow additionally to Stop.
Quadra Slash: Power raised from 70 to 177.
Cleave: No longer inflicts instant death. Inflicts Petrify and Condemned at perfect rate, though
both status are still blockable. Now is 104 base power, ignores split, ignores defense,
non-elemental magical damage additionally. No longer can miss.
Pummel: Power raised from 110 to 125.
Suplex: Power raised from 180 to 220.
Mantra: Now cures Muddle, Sleep and Slow status.
Spiraler: Learned level lowered from 42 to 32.
Harvester: Power raised from 0 to 34, now heals, additionally cures Zombie/Imp/Berserk/Freeze.
Antlion: Hit rate raised from 100% to 200%. No longer checks Stamina.
Specter: Now is an 18 base power, ignores defense non-elemental spell as well as Muddling the enemy.
Will not miss if the enemy is protected from Muddle. (Not that it ignores Muddle resistance though.
Just, it'll deal damage and not confuse them if they resist Muddle.)
Sonic Boom: Now only misses if the target is immune to Near Fatal.
Cave In: Now only misses if the target is immune to Seizure.
Snowball: Hit Rate reduced from perfect to 120% base. Now inflicts ice damage. Is still 1/2
Gravity and no longer checks any other checks, meaning it will not miss based on any status
resistance. (Of course, it hits the damage cap, and it's rarer to come out of Snowman Jazz
now...) Now strikes multiple targets.
Surge: Now ignores target defense.
Cokatrice: Power raised from 50 to 60, no longer fails on those that immune Instant Death.
(Why did it do that? It made the damage totally pointless, and Petrify checks still exist.)
Wombat: Power raised from 88 to 99.
Kitty: Adds Regen, Safe and Shell in addition to Haste.
Tapir: Now cures Freeze status.
Whump: Power raised from 53 to 86, No Split Damage flag added.
Poison Frog: Power raised from 56 to 69.
Ice Rabbit: Power raised from 60 to 70, No Split Damage flag added.
Bio Blaster: Now adds Seizure and Phantasm aka "HP Leak"(small uncurable/unblockable HP drain) effects,
in addition to it's normal effects.
Flash: Instead of inflicting Blind on hit, now inflicts one of Blind, Berserk or Stop.
Air Anchor: Now hits multiple targets.
H-Bomb: Now ignores split damage among multiple enemies.
Condemned: MP cost reduced to 5. Now can hit multiple targets. Now a starting Lore.
Roulette: MP cost reduced to 3. Now removed from Lore.
CleanSweep: Power raised from 50 to 55.
Blow Fish: MP Cost halved, now heals Strago as much damage as it deals.
Revenge: MP cost reduced to 0.
Pearl Wind: Now cures Petrify, Condemned and Zombie.
L5 Doom: No longer checks for any form of status immunity. Still has the level check though.
You'd think this would make it great, but...it's way more situational than most status. Go fig.
Cost raised to 55 MP to discourage random spamming instead of just scanning people.
L4 Flare: Changed to L3 Flare.
L3 Muddle: Changed to L2 Daze. Additionally Stops the targets as well as confusing them.
L? Pearl: Power raised from 120 to 144.
Step Mine: Power lowered from 32 to 16. (Note: Lowering the power of Step Mine linearly raises
it's damage, due to it's formula.)
Reflect???: Now inflicts Confuse/Stop/Seizure additionally.
Dischord: Cost reduced from 68 to 46, Hit Rate raised from 100% to 150%. Now checks for Near Fatal
instead of instant death status.
Stone: MP cost reduced from 22 to 12.
Rippler: Cost reduced from 66 to 44.
Quasar: Cost reduced from 50 to 28. Power raised from 57 to 64.
GrandTrain: Power boosted from 84 to 108.
Exploder: Now removed from Lore.
Clear: Now toggles(ala Imp) Magitek status, defaults to hitting all allies. (How you get enemies to
*do* this is your problem. A couple of world map enemies can use Clear, but only under very weird
circumstances. It's an easter egg. Don't blame me if being Magitek at the wrong point breaks things.
Because it probably will.)
Magnitude8: Now added to Lore(Replacing Roulette). MP cost boosted to 34.
Flare Star: Now added to Lore(Replacing Exploder). MP cost boosted to 58.
Goner: Added No Split Damage flag.
Imp Song: MP cost reduced to 0(To match other Dance command moves).
Shrapnel: MP cost reduced to 0(To match other Dance command moves).
Slide: MP cost reduced to 0(To match other Dance command moves).
Desperation Attacks(All): Try them yourself. <_< Suffice it to say that they're all vastly
improved, and all still vastly unreliable, so...yeah, some mystery is fun. ^_^
Equipment:
Note: This is *changes*. So, if +1 Speed is listed, for a weapon that had +2 Speed to
start with, that would mean the equip now has +3, and so forth.
Dirk: +10% Evade.
MithrilKnife: +20 Battle Power, +2 Speed.
Guardian: +35 Battle Power, +4 Magic Power, +10% MBlock. Now enables Capture.
Air Lancet: +27 Battle Power, +6 Speed, +10% MBlock, +10% Evade. No back row
penalty.
ThiefKnife: +30 Battle Power, +3 Vigor, +3 Speed, +3 Stamina, +10% MBlock.
Now enables Capture.
Assassin: +30 Battle Power, +2 Speed, +3 Magic Power, +10% MBlock.
Man Eater: +20 Battle Power, +6 Speed, +4 Magic Power, +10% Evade.
SwordBreaker: +20% MBlock.
Graedus: +4 Magic Power, +10% MBlock, Auto-Safe, Auto-Shell.
ValiantKnife: +30 Battle Power, +4 Speed, +4 Stamina, +4 Vigor, +10% MBlock, +25% HP.
MithrilBlade: +15 Battle Power.
RegalCutlass: +20 Battle Power.
Rune Edge: +30 Battle Power, +10% MBlock.
Flame Sabre: +1 Vigor, +1 Stamina, +1 Speed, +1 Magic Power.
Blizzard: +5 Vigor.
ThunderBlade: +4 Speed.
Epee: +4 Magic Power.
Break Blade: +1 Vigor, +1 Stamina, +1 Speed, +1 Magic Power, +10% MBlock.
Drainer: Unchanged.
Enhancer: Unchanged.
Crystal: +5 Battle Power, +5 Vigor, +5 Speed, +6 Magic Power. Same damage from back row. Hit
rate raised from 150% to 200%.
Falchion: +12 Battle Power, +4 Vigor, +2 Speed, +3 Magic Power, +10% MBlock. Atlas Armlet
effect, ignore target MBlock. Now usable by Cyan.
Soul Sabre: +5 Magic Power, +10% MBlock.
Ogre Nix: +32 Battle Power, Ignore target MBlock, +7 Vigor, Hyper Wrist effect(+50% Vigor),
Atlas Armlet effect(Boosted physical damage), +10% Evade, Auto-Berserk. Now usable by
Cyan.
Excalibur: +5 Speed, +6 Magic Power, +20% MBlock, Ignore target MBlock, uses MP for
criticals, Auto-Haste.
Scimitar: +7 Vigor, +3 Speed, +3 Stamina, +3 Magic Power, +20% MBlock, +10% Evade,
+25% MP.
Illumina: Despite attempts to persuade me to nerf it, unchanged. <_<
Ragnarok: Now usable by Cyan. Halves MP consumption(Golden Hairpin effect.).
Atma Weapon: +7 Vigor, +25% HP.
Mithril Pike: +18 Battle Power.
Trident: +30 Battle Power, +3 Magic Power.
Stout Spear: +30 Battle Power, +3 Vigor.
Partisan: +10 Battle Power, +2 Speed, +2 Magic Power. Enables Jump.
Pearl Lance: +4 Magic Power, +10% MBlock.
Gold Lance: +15 Battle Power, +5 Vigor, +3 Stamina. Gauntlet effect(Can wield
weapon two-handed).
Aura Lance: +2 Vigor, +2 Speed, +2 Stamina, +2 Magic Power, +10% MBlock. Randomly casts
Flare.
Imp Halberd: Randomly cast Imp on attack, Hyper Wrist effect, +10% Evade.
Imperial: +3 Speed, +10% MBlock, +10% Evade.
Kodachi: +3 Speed, +10% MBlock, +10% Evade.
Blossom: +4 Speed, +10% MBlock, +10% Evade.
Hardened: +5 Speed, +10% MBlock, Hyper Wrist effect, +10% Evade.
Striker: +7 Speed, +5 Magic Power, +10% MBlock, +10% Evade.
Stunner: +7 Vigor, +7 Speed, +2 Stamina, +3 Magic Power, +20% MBlock, 2x damage to
humanoid enemies(Man Eater effect.), +20% Evade, Atlas Armlet effect.
Ashura: +20 Battle Power.
Koutetsu: +20 Battle Power, +1 Vigor, +1 Magic Power.
Forged: +25 Battle Power, +2 Vigor, +1 Magic Power.
Tempest: +10 Battle Power, +2 Vigor, +3 Magic Power.
Murasame: +20 Battle Power, +3 Vigor, +2 Speed, +3 Magic Power, +10% MBlock.
Aura: +43 Battle Power, +4 Vigor, +5 Speed, +2 Stamina, +4 Magic Power, +20% MBlock,
Atlas Armlet effect, Gale Hairpin effect(Raise Pre-Emptive Strikes), Randomly Slice(Scmitar
effect.), +10% Evade, Auto-Shell.
Strato: +10 Battle Power, +7 Vigor, +3 Speed, +3 Magic Power, +10% MBlock, Auto-Float,
Auto-Safe, Vigor +50%, +20% Evade.
Sky Render: +5 Battle Power, +7 Vigor, +5 Speed, +2 Stamina, +4 Magic Power, +20%
MBlock, Auto-Regen, Auto-Haste, Auto-Image, Atlas Armlet effect, use MP for criticals.
Heal Rod: +10 Battle Power, +10% MBlock, Safe at low HP, Shell at low HP(Czarina Ring
effect), Ignore target MBlock, randomly cast Cure on attack, use as an item for Cure(Doesn't
break Rod.). Cost changed to 10000.
Mithril Rod: +30 Battle Power, +1 Magic Power, randomly cast Scan on attack,
use as an item for Scan(Doesn't break Rod.), +10% Evade.
Fire Rod: +5 Vigor.
Ice Rod: +5 Speed.
Thunder Rod: +3 Vigor, +3 Speed, +3 Stamina.
Poison Rod: +20 Battle Power, +2 Magic Power.
Pearl Rod: +2 Magic Power.
Gravity Rod: +4 Magic Power.
Punisher: +81 Battle Power, +4 Vigor, +4 Speed, +4 Stamina, +4 Magic Power, +10%
MBlock, Hero Ring effect(Boost Physical and Magical damage), randomly casts Stop
on attack. Now allows for Runic and Sword Tech.
Magus Rod: Randomly casts Dispel on attack.
Chocobo Brsh: +20 Battle Power, +4 Speed, +1 Magic Power, +10% MBlock, Raise
Sketch Rate.
DaVinci Brsh: +20 Battle Power, +1 Speed, +3 Magic Power, Raise Sketch Rate,
+10% Evade.
Magical Brsh: +10 Battle Power, +1 Vigor, +1 Speed, +4 Magic Power, +10% MBlock,
Auto-Shell, Raise Sketch Rate, Raise Control Rate, randomly casts Rasp on attack,
same damage from back row.
Rainbow Brsh: +26 Battle Power, +1 Vigor, +4 Speed, +1 Stamina, +4 Magic Power,
+20% MBlock, Use MP for criticals, Safe at low HP, Shell at low HP, Raise Sketch
Rate, Raise Control Rate, randomly cast Osmose on attack, same damage from back row,
raises magic damage.
Shuriken: Unchanged.
Ninja Star: Unchanged.
Tack Star: +65 Battle Power.
Flail: +19 Battle Power, +3 Vigor, +2 Speed.
Full Moon: +56 Battle Power, +3 Speed, +2 Magic Power, +10% MBlock, randomly
cast Sleep on attack.
Morning Star: +27 Battle Power, +4 Vigor, +4 Speed, +1 Magic Power,
+10% Evade.
Boomerang: +65 Battle Power, +7 Speed, +10% MBlock, randomly cast Muddle on
attack.
Rising Sun: +58 Battle Power, +4 Speed, +4 Magic Power, randomly cast Fire 2 on attack,
+10% Evade. Cost changed to 6500.
Hawk Eye: +71 Battle Power, +5 Speed, +10% MBlock, randomly cast Bio on
attack.
Bone Club: +47 Battle Power, +7 Vigor, +7 Speed, +3 Stamina, +20% MBlock,
Auto-Regen, Auto-Haste, Auto-Shell, Auto-Safe, Raise physical damage, +50% HP,
allows weapons to be wielded two-handed(Gauntlet effect).
Sniper: Ignore target MBlock, allows four half-powered attacks(Offering effect).
Wing Edge: +15 Battle Power, +3 Magic Power, +20% MBlock, +10% Evade.
Cards: +30 Battle Power, +2 Vigor, +2 Speed, +2 Stamina, +2 Magic Power. Randomly dices enemies(Scimitar
effect.).
Darts: +35 Battle Power, +5 Vigor, +3 Speed, +2 Magic Power, randomly cast Poison
on attack, 2x damage to humans(Man Eater effect).
Doom Darts: +20 Battle Power, +3 Vigor, +3 Speed, +7 Stamina, +7 Magic Power,
randomly dices enemies(Scimitar effect), in addition to randomly casting Doom.
Trump: +42 Battle Power, +5 Vigor, +5 Speed, +4 Magic Power, randomly casts
Drain on attack.
Dice: +3 Vigor, +3 Speed, +3 Stamina, +3 Magic Power, +10% Evade, +10% MBlock.
Fixed Dice: +4 Vigor, +4 Speed, +4 Stamina, +4 Magic Power, +10% Evade.
(Additionally, is now available as a 100% rate boss dropped item, as well as a
item in Kefka's Tower.)
MetalKnuckle: +10 Battle Power.
Mithril Claw: +20 Battle Power.
Kaiser: +20 Battle Power, +12.5% HP.
Poison Claw: +20 Battle Power, +2 Magic Power.
Fire Knuckle: +20 Battle Power, +4 Speed.
Dragon Claw: +8 Battle Power, +1 Vigor, +5 Speed, +1 Stamina, +3 Magic Power,
+10% MBlock, doubled damage to humanoid enemies, MP +25%.
Tiger Fangs: +10 Battle Power, +1 Vigor, +5 Speed, +2 Magic Power, randomly
counter-attack(Black Belt effect), randomly slices enemies on attack.
Buckler: -4 Defense, -2 Magic Defense, +10% MBlock.
Heavy Shld: Unchanged.
Mithril Shld: Unchanged.
Gold Shld: Unchanged.
Aegis Shld: Unchanged.
Diamond Shld: +10% Evade.
Flame Shld: Unchanged.
Ice Shld: Unchanged.
Thunder Shld: Unchanged.
Crystal Shld: +10% MBlock, +20% Evade, +5 Magic Defense.
Genji Shld: +3 Defense, +3 Magic Defense.
TortoiseShld: Casts Imp when used as an item, and breaks. Teaches Imp at 1x rate
+5 Speed.
Cursed Shld: Auto-Slow, Auto-Wall, protect weak allies(True Knight effect.).
Paladin Shld: Unchanged.
Force Shld: Unchanged.
Leather Hat: Unchanged.
Hair Band: +1 Magic Power.
Plumed Hat: Unchanged.
Beret: +2 Magic Power, +7 Defense, +7 Magic Defense.
Magus Hat: Unchanged.
Bandana: +2 Vigor.
Iron Helmet: Unchanged.
Coronet: +3 Magic Power, +20% MBlock, Raise Sketch Rate, Raise Steal
Rate, +10% Evade.
Bard's Hat: Unchanged.
Green Beret: Unchanged.
Head Band: +5 Magic Defense, +2 Magic Power.
Mithril Helm: +4 Defense, +6 Magic Defense.
Tiara: +7 Magic Defense.
Gold Helmet: +4 Defense, +3 Magic Defense
Tiger Mask: +2 Vigor, +3 Speed, +2 Stamina, +4 Magic Defense.
Red Cap: Unchanged.
Mystery Veil: Unchanged.
Circlet: Unchanged.
Regal Crown: +2 Defense, +2 Magic Defense, +2 Vigor, +2 Speed, +2 Stamina,
+2 Magic Power, +12.5% HP, +12.5% MP.
Diamond Helm: +4 Defense, +4 Magic Defense.
Dark Hood: +6 Vigor, +6 Speed, +3 Stamina, +10% Evade.
Crystal Helm: +6 Defense, +7 Magic Defense.
Oath Veil: +3 Magic Power.
Cat Hood: Unchanged.
Genji Helm: +3 Defense.
Thornlet: Auto-Haste, Auto-Shell, +10% Evade.
Titanium: +3 Vigor, +3 Speed, +3 Stamina, +10% MBlock. Teaches Imp at 1x rate.
LeatherArmor: Unchanged.
Cotton Robe: +1 Magic Power.
Kung Fu Suit: +1 Speed, +10% Evade.
Iron Armor: Unchanged.
Silk Robe: Unchanged.
Mithril Vest: +6 Magic Defense.
Ninja Gear: Unchanged.
White Dress: Unchanged.
Mithril Mail: +4 Defense.
Gaia Gear: +10% Evade.
Mirage Vest: +6 Defense, +8 Magic Defense, +1 Speed, +10% MBlock, Halve Fire,
Halve Ice, Halve Thunder.
Gold Armor: +3 Defense.
Power Sash: Unchanged.
Light Robe: Resists Pearl, Wind, Earth and Water elements. +20 Magic Defense.
Diamond Vest: +5 Magic Defense.
Red Jacket: +10% Evade, +25% HP.
Force Armor: Unchanged.
DiamondArmor: +4 Defense. Mog added to the list of characters that can use it.
Dark Gear: +6 Magic Defense, +6 Vigor.
Tao Robe: +1 Magic Power.
Crystal Mail: +5 Defense, +5 Magic Defense.
Czarina Gown: +9 Magic Defense, +2 Vigor, +2 Speed, +2 Magic Power, +10% MBlock,
Safe and Shell at low life, null Blind, Poison, Mute, Petrify, Muddle, Sleep,
Berserk, and Seizure, +25% MP, +10% Evade.
Genji Armor: Unchanged.
Imp's Armor: +5 Vigor, +5 Stamina, +10% MBlock. Teaches Imp at 1x rate.
Minerva: Unchanged.
Tabby Suit: Auto-Shell. Gogo added to list of characters that can use it.
Chocobo Suit: +10% MBlock, +10% Evade, Auto-Haste. Gogo added to list of characters
that can use it.
Moogle Suit: +15 Defense, +10% MBlock, +10% Evade, Auto-Safe. Gogo added to list of
characters that can use it.
Nutkin Suit: +10% Evade, Auto-Regen. Now blocks Instant Death and Petrify.
Gogo added to list of characters that can use it.
BehemothSuit: Unchanged.
Snow Muffler: Unchanged.
All Tools: Unchanged(As items, see above for ability changes).
Throwing Skeans: Unchanged.
Goggles: +5 Defense, +5 Magic Defense.
Star Pendant: Unchanged.
Peace Ring: Unchanged.
Amulet: Now blocks Zombie, Imp and Muddle instead of Zombie, Poison and Dark.
White Cape: Unchanged.
Jewel Ring: Unchanged.
Fairy Ring: Now blocks Sleep instead of Poison.
Barrier Ring: +2 Magic Defense.
MithrilGlove: +4 Defense.
Guard Ring: Unchanged.
RunningShoes: Unchanged.
Wall Ring: Unchanged.
Cherub Down: +12.5% MP. Now resists Wind element.
Cure Ring: +12.5% HP. Now resists Pearl element.
True Knight: +10 Defense, +10% Evade.
DragoonBoots: Unchanged.
Zephyr Cape: +5 Speed.
Czarina Ring: +3 Vigor, +3 Magic Power. Now blocks Poison element and status. Cost
lowered to 2000.
Cursed Ring: I think I'll throw up the effects, just for this topic. In addition to it's old effects
(including inflicting Condemned, remember), it now has the following changes:
-3 Vigor, -3 Speed, -3 Stamina, -3 Magic Power, +10% Evade, +10% MBlock, +10 Defense, +10 Magic Defense,
can be used as an item to cast Merton(and breaks), halves all elements but Earth and Pearl, weak to Earth
and Pearl, Auto-Float, Auto-Seizure, blocks Near Fatal, Raises Pre-Emptive Attack rate, prevents back attacks,
enables GP Rain and Control, enhances Jump(Dragon Horn effect), raises Steal, Sketch and Control rates,
ignores target MBlock(Sniper Sight effect), protect weak allies(True Knight effect), Safe/Shell/Reflect at low HP,
raises fight and magic damage(Hero Ring effect), and enables faster walking on the map(Sprint Shoes effect).
Earrings: Unchanged.
Atlas Armlet: Unchanged.
Blizzard Orb: +7 Speed, +2 Magic Power, +20% MBlock, Raise Magic Damage(Earrings
effect.), null Death, null Sleep, resist Pearl, resist Water, +20 Magic Defense.
Rage Ring: +2 Vigor, +20% MBlock, Auto-Berserk*, randomly counter-attack,
Hyper Wrist effect, null Poison, null Seizure, resist Poison element, +10 Defense,
+40% Evade.
(Note: Berserk's only effect on Umaro is to raise damage dealt.)
Sneak Ring: Unchanged.
Pod Bracelet: Unchanged.
Hero Ring: Unchanged.
Ribbon: Unchanged.
Muscle Belt: +7 Vigor, +7 Speed, +7 Stamina, +10 Defense.
Crystal Orb: +7 Magic Power, +10 Magic Defense.
Gold Hairpin: Unchanged.
Economizer: Unchanged.
Thief Glove: +5 Defense, +3 Speed, +10% Evade.
Gauntlet: +10 Defense.
Genji Glove: +5 Defense.
Hyper Wrist: Unchanged.
Offering: Unchanged.
Beads: +7 Stamina, +12.5% MP, +12.5% HP, Walk Faster (Sprint Shoes effect),
null Blind.
Black Belt: +4 Vigor, +4 Stamina, +12.5% HP.
Coin Toss: +7 Vigor, +3 Stamina, +5 Speed, +1 Magic Power, +10% MBlock, randomly
counter-attack, Gale Hairpin effect, Back Guard effect, Atlas Armlet effect.
FakeMustache: +3 Vigor, +3 Stamina, +12.5% HP, +10% Evade, randomly counter-attack,
+50% Vigor.
Gem Box: Unchanged.
Dragon Horn: Unchanged.
Merit Award: Unchanged.
Memento Ring: Resist Fire, Resist Ice, Resist Thunder. Now blocks Near Fatal
and Seizure status(in order to maintain full Gravity damage blocking).
Safety Bit: Now blocks Near Fatal and Seizure status(in order to maintain
full Gravity damage blocking).
Relic Ring: +2 Vigor, +2 Speed, +2 Stamina, +2 Magic Power, +10% MBlock,
Null Ice, Null Wind, Absorb Poison damage, +25% HP, +25% MP, +10% Evade.
Moogle Charm: Can be used as an item out of battle to cast Warp without breaking.
Charm Bangle: +10% Evade, +10% MBlock.
Marvel Shoes: Unchanged.
Back Guard: +4 Speed, +4 Defense, +10% Evade.
Gale Hairpin: +7 Speed, +10% Evade.
Sniper Sight: +2 Defense, +2 Vigor, +2 Speed, +12.5% MP.
Exp. Egg: Unchanged.
Tintinabar: +1 Speed, +1 Vigor, +1 Stamina, +1 Magic Power, +10% Evade.
Sprint Shoes: +3 Defense, +3 Magic Defense, +1 Speed.
All items: Unchanged.
Espers spells/stat boosts:
Ramuh: Safe and Shell added at 4x rate.
Ifrit: Drain raised to 3x.
Shiva: Unchanged.
Siren: Teaches Rasp at 3x.
Terrato: WWind raised to 3x, Quartr raised to 10x. HP bonus raised to 50%.
Shoat: Doom raised to 3x. Now adds +30% HP on level instead of 10%.
Maduin: Unchanged.
Bismark: Teaches Poison at 20x. Life raised to 8x.
Stray: Muddle/Imp teach rates rased by 1x each. Float raised to 4x. Teaches Berserk at 4x.
Teaches Demi at 2x.
Palidor: Slow/Haste 2 raised to 5x. Float raised to 15x. Now adds +1 Speed on level.
Tritoch: Unchanged.
Odin: Meteor raised to 5x. Merton added at 1x rate. Now adds +2 Speed on level.
Raiden: Meteor added at 2x rate.
Bahamut: Fire 2, Ice 2 and Bolt 2 added at 10x rate. Doom added at 15x rate.
HP bonus raised to 100%.
Alexandr: Now adds +1 Magic Power on level.
Crusader: Merton raised from 1x to 3x. Teaches Flare at 3x rate. Teaches Pearl at 3x rate.
Ragnarok: Now adds +2 Speed on level.
Kirin: Cure 2 raised to 2x. Scan raised to 20x. Now adds +10% HP on level.
Zoneseek: Unchanged.
Carbunkl: All teach rates are doubled. Now adds +1 Magic Power on level.
Phantom: All teach rates are doubled.
Sraphim: Unchanged.
Golem: Now teaches Antdot at 20x.
Unicorn: Safe/Shell boosted to 10x, Cure 2/Remedy/Dispel raised by 1x each. Now adds +1 Magic Power
on level.
Fenrir: Warp boosted to 20x. Drain added at 10x rate. Quartr added at 5x rate.
Starlet: Unchanged.
Phoenix: Unchanged.
Dance:
Desert Aria: Antlion is now the fourth most common result, while Wind Slash is now the second.
Kitty is now the third most common result.
Love Sonata: Imp Song replaces Snare. Shrapnel replaces Elf Fire. Order from most commonly used
to rarest is now Imp Song/Specter/Shrapnel/Tapir.
Earth Blues: Sonic Boom is now the third most common result, while Sun Bath is now the second.
Dusk Requiem: Snare removed, replaced with Slide(75 power multiple target Earth damage), moved
to the third rarest slot. Elf Fire moved to second most common slot.
Snowman Jazz: Surge is now the most common result, with Snare being second, Snowball being
third and Ice Rabbit still being rarest.
Runic:
The following abilities now cause Runic to block them: Lullaby, Acid Rain, Confusion, Mute,
Delta Hit, Cyclonic, Fire Ball, Raid, Absolute 0, Flash Rain, Mind Blast, Love Token,
S. Cross, Cold Dust, Dread, Blaze, Soul Out, Lifeshaver, TekBarrier.
Natural Magic:
Most naturally learned(by levels) magic now has much earlier times, and the lists have been
somewhat shuffled in order.
One spell(Pearl) was removed from Celes' list, as it was both horrifyingly, uselessly late
(So no one will miss it), on Celes' list and Terra's lists both, and could be replaced by
another more thematically-consistent spell(Which is to say, Celes gets a *lot* of positive
status magic. So, Life 3.).
Also, Antdot was removed from both lists,as it's a massive waste of earlygame space that
could be put to more interesting magic (Antidotes are cheap enough. Why trivialize poor Poison
this much? I did improve Antdot, but considering both characters get three spells only for a fair
deal of time, Antdot's just a waste.).
Otherwise, the actual content of the lists is the same.
Terra:
L1: Cure (Same learning point.)
L3: Fire (Same)
L6: Remedy (Replaces Antdot)
L12: Drain (Same)
L14: Life
L16: Fire 2
L17: Cure 2
L19: Break
L21: Slow 2
L24: Quartr
L26: Dispel
L30: Fire 3
L34: Life 2
L38: Pearl
L44: Merton
L50: Ultima
Celes:
L1: Ice (Same)
L4: Cure (Same)
L8: Shell (Replaces Antdot)
L12: Scan
L13: Imp(Same)
L14: Muddle
L15: Safe
L15: Haste
L16: Ice 2
L17: Bserk
L20: Vanish
L24: Haste2
L30: Ice 3
L35: Flare
L40: Meteor
L44: Life 3(Replaces Pearl)
Shop changes:
South Figaro(WoB): Barrier Ring and MithrilGlove added to Relic shop.
Mobliz(WoB): Czarina Ring added to Relic store.
Nikeah(WoB): Czarina Ring added to Relic store.
Tzen(WoB): Rising Sun added to weapon shop.
Alrook(WoB): Forged replaced with Boomerang.
Maranda(WoB): Forged added to shop. (Forged is available in Vector and Jidoor as well;
this is mostly to make Boomerangs more easily accessed.) Dice added to shop.
Thamasa(WoR): X-Potions and Ethers added to item shop, item shop contents generally changed.
Note: This shop has a 2x modifier on all costs now, and both items now have base costs;
as such, the buying price for these are 2500 for X-Potions and 7500 for Ethers, from this
shop. (The 2x is to lower selling worth, as said items are somewhat easier to come by early
in the game now.)
Jidoor(WoR): Heal Rod added to weapon shop.
Formations:
-CzarDragon appears at 1/16 rate in the Tyrannosaur Forest.
-Colossus appears at 1/16 rate in the World of Balance, in the forest near the Phantom Forest.
The one with the Grenades.
-Allo Ver appears at 1/16 rate in Kefka's Tower in some zones.(To allow it to be learned
as a Rage).
-Chupon appears at a 1/16 rate in Kefka's Tower in some zones.(To allow it to be learned
as a Rage).
-Siegfried appears at a 1/16 rate in Kefka's Tower in some zones(To allow it to be learned
as a Rage).
Assorted:
-Boosted Wedge and Vicks' HP by 9. This should make the intro sequence have a bit more leeway.
As the only healing is in battle at that stage, it wasn't completely impossible to take some damage,
get into the scripted Pincer attack and have offense focused onto the same character, killing them.
This was avoidable(and five minutes from the start of the game, so easily remedied by a restart),
but irritating, and this should give a reasonable buffer against it happening.
(Why 9? Blame Meeple.)
-Colosseum has been redone. This is...largely a cosmetic effect-there are almost no really incredible
new gains to be made, but half the Colosseum is no longer SUDDENLY, CHUPON wastes of time-you'll
often get something better, even if you're betting something like a MithrilBlade. Just, don't expect
to get a Graedus or anything from that. (There's still some Chupon fights, but it's mostly consumable
items.)
-Metamorph packs redone. Generally speaking, they don't get you anything you couldn't get anyways,
with about as much ease. Of course, you can use it to get more of them than usual in some cases.
Or more easily. It should be more useful now, but not very major still. I don't want the sword vs
Esper choice to be much more balanced against the sword.
-Sketch, Steal and Rage lists tweaked. In Sketch and Steal's case this is a 1.1 exclusive thing,
while in the case of Rage I actually went back and skimmed it again, tweaking a few Rages here and
there. And removing the ID Special Rage. I shouldn't have had that in there. >_>
As a note; there's no fast way that I know of to dump the Sketch, Steal and Rage lists. Steal generally
is oriented towards giving you equipment from the next town or so, as a rule of thumb, though sometimes
it's way better(There are actually cases of WoR weaker armor pieces being stealable rarely from bosses),
while sometimes it's just decent items like Potions(early), Tents, Sleeping Bags, etc.
Sketch, meanwhile, is basically oriented towards being a kind of damaging help system, intelligently exploiting
elemental or status weaknesses when it would be remotely in character for the caster to be using them on
themselves, and mostly just using the strongest attacks when not. I haven't tested this yet-not far enough
in the beta run-but it should work out a lot better than it used to.
Edit: Having completed the run, I can genuinely say that it is a crapshoot and pretty much only good when it's using status that hits the thing it's sketching or non-stat-based damage, even against heavy damage hitter enemies. It does that decently often, at least. It's probably better than using her physical, which reasonably is all you can ask.
Rage, like it was in 1.07, is basically oriented towards people who don't recall what the good Rages are. Big
improvements to off Rages, thanks to converting Battle(normal physical) on many of them into a second skill,
while the original skill is almost always left untouched for those that did know the Rage list well.
Known Issues:
-Quick's cost isn't displayed properly in battle. Neither is Step Mine's, but that was a base
flaw and Quick's my fault. All attacks over 100 MP don't display their MP costs right.
Edit: Actually I think it's displayed properly some of the time. I need to check exactly when it looks right and when it doesn't.
-Clear-or, rather, Magitek status outside of the times you should normally have it-is a buggy
mess, screwing up one character's palette if you have four people in the party and replacing
enemies with garbled Magitek armor sprites, after even cursory testing. I can't guarantee
it doesn't do worse.
Magitek's also kinda overpowered, but never mind that.
As such, if you *do* find a Clear-casting enemy, I suggest you just mess with it for a while,
and make them cast it on you again to lift the Magitek status, or load from a save. It's
intended as a novelty, not something to use seriously, and casual play should never, ever
see it. So this is all fine with me.
-An interesting quirk of changing Demi, Quartr, Sonic Boom and Dischord over to a Near Fatal
check is that any equip that adds Safe/Shell at low HP will trigger their effects upon being
hit by these spells. This is a an odd quirk, and one that minorly improves all of the
equips with this trait.
As this trait is largely pretty minor anyways on base(as many enemies will blow right past
critical life in Eviltype), and as Demi/Quartr/Sonic Boom triggering critical life to start
with was fairly common, I'm actually pretty okay with this. Think of it as a feature.
A really weird one. Besides, I couldn't think of any simple fix to it, besides ditching
the improvement to basic gravity attacks.
-Cleave doesn't have the nifty cut people apart animation anymore. The animation is basically the same except that you just get damage numbers and deaths after that. Blame FF6 for this one; Turns out FF6 hardcodes that animation to dice apart the sprite of any enemy hit by the attack in any way. You'll have to use a weapon with the "dices enemy" effect to get your cutting apart critters kicks, I'm afraid. Making Cleave actually worth something seems like a worthwhile tradeoff.
(Small edit: Added etinfo11 as an attachment. Doesn't say anything this post does not, though. Just handy if you want to keep it on the HD rather than look this up.)