◖ patch notes ◗
◖ 0.8.00.00 (10/25/2024) ◗
• Hub Area Changes • |
• Labyrinth Changes • |
• Character Changes • |
• Class Changes • |
• Item Changes • |
• Skill Changes •
• Game Based Passive Changes • |
• Ability Changes • |
• Boon/Bane Changes • |
• Password Changes • |
• Misc Changes • |
• Bugfix •
Hub Area Changes
- New Hub Area design
- Uses a combination of Menu based traversal and FreeMovement
- 7 new selectable Hub Palettes
- Recruited units may appear around the Hub giving gifts
- Notification Flame
Spawns if there are interactable conditional events available Lets you know about all available conditional interactable events
- All facilities unlocked from the start at Lv 1 - TavernManage Labyrinth related Quests and input Passwords Passive Effect: Units that have not been recruited yet may appear next to the tavern ready to be recruited Current Quest: Review current quest if you are already on one Quest Board: Review and accept available quest Abandon Quest: Fail your current quest for a price Password: Enter a password to recruit a unit for a price (first one is free), activate special events, or modify the way the game is played Bench: Remove/return a recruited unit from/to the deployable unit pool Upgrade Facility: Spend gold to enhance facility usage Recruited units that appear in the hub will give better gifts the longer they are Benched Lv 1 + Able to choose a random Quest Lv 1 -> 2 (Cost: 250 G) (Requirement: Finish 10 Quests) + Able to choose a random Community Service Quest Lv 2 -> 3 (Cost: 500 G) (Requirement: Finish 20 Quests) + Able to choose a random Stat Check Quest Lv 3 -> 4 (Cost: 750 G) (Requirement: Finish 30 Quests) + Able to choose a random Assassination Quest Lv 4 -> MAX (Cost: 1,000 G) (Requirement: Finish 40 Quests) + Able to choose a random Progression Quest
- Achievement TentComplete feats to unlock proof of skill. Some Achievements have a reward for completion. Achievements (Labyrinth) - Achievements related to tasks done within the Labyrinth Achievements (Cumulative) - Achievements that require a certain amount of something specific to advance Achievements (Hub/Other) - Achievements related to the Hub or Bonus Stage
- TemplePurchase individual single use Skill Scrolls of specific Skills that can be consumed in the Labyrinth. The conjurer that appears depends on your actions. Conjure Skill Scrolls - Purchase individual Skill Scrolls Upgrade Facility - Spend gold to enhance facility usage Lv 1 + Able to conjure E Rank Skills Lv 1 -> 2 (Cost: 100 G) + Able to conjure D Rank Skills Lv 2 -> 3 (Cost: 150 G) + Able to conjure C Rank Skills Lv 3 -> 4 (Cost: 250 G) + Able to conjure B Rank Skills Lv 4 -> 5 (Cost: 500 G) + Able to conjure A Rank Skills Lv 5 -> MAX (Cost: 1,000 G) + Able to conjure S Rank Skills
- ArmoryChange your Class, Ability, or Boon/Bane for a price. Weapon Ranks D+ are retained through Reclass. Reclass - Change Hetja's Class, Ability, or Boon/Bane for a price Upgrade Facility - Spend gold to enhance facility usage Explain - Explains facility usage Lv 1 + Reclass Lv 1 -> 2 (Cost: 500 G) + Shop that sells infinite use weapon-rankless weapons Lv 2 -> 3 (Cost: 500) + Hetja can train any weapon type for a price Lv 3 -> 4 (Cost: 1,000) (Requirement: Beat Normal Mode with Hetja) + Reduce the cost of all customization options by half Lv 4 -> MAX (Cost: 2,000) (Requirement: Beat Hard Mode with Hetja) + All customization options are free
- Fishing HutBuy/Sell fish and review fishing accomplishments. Can also fish anywhere along the island's edge. Accessible by paying 1 G and taking the Boat. Fishing Limit resets after making an amount of progress in the Labyrinth. Shop - Buy or sell fish Convoy - Access the Convoy Largest Fish - Keep track of the largest fish you've caught so far Upgrade Facility - Spend gold to enhance facility usage Lv 1 + Fishing limit 5 fish Lv 1 -> 2 (Cost: 300 G) + Increase fishing limit from 5 -> 7 Lv 2 -> 3 (Cost: 900 G) (Requirement: Beat Normal Mode) + Increase fishing limit from 7 -> 9 Lv 3 -> MAX (Cost: 1,500 G) (Requirement: Beat Hard Mode) + Increase fishing limit from 9 -> 12
- GardenPlant and grow different types of consumable fruits. Each fruit has its own cost, amount of time needed to grow, and effect post consumption. All fruits' growth rates are based on chapters progressed in the labyrinth. Upgrades can be aquired by visiting the Fishing Hut. Lv 1 + Gain access to a plot to grow consumables Lv 1 -> 2 (Cost: 100 G) + Can randomly pick up various consumables in the Labyrinth Consumables can have 1/2/3 uses, uses are dependent the Luck stat of the person who picks up the fruit (0-9 0% chance to spawn, 10-19 1 use, 20-29 2 uses, 30-40 3 uses) Lv 2 -> 3 (Cost: 150 G) + Gain access to an additional plot to grow consumables (Total: 2) Lv 3 -> 4 (Cost: 250 G) (Requirement: Beat Normal Mode) + Consumables grow faster Lv 4 -> 5 (Cost: 500 G) + Gain access to an additional plot to grow consumables (Total: 3) Lv 5 -> 6 (Cost: 750 G) + Gain access to an additional plot to grow consumables (Total: 4) Lv 6 -> 7 (Cost: 1,000 G) + Gain access to an additional plot to grow consumables (Total: 5) Lv 7 -> 8 (Cost: 1,250 G) (Requirement: Beat Hard Mode) + Consumables grow even faster Lv 8 -> 9 (Cost: 1,500 G) + Gain access to an additional plot to grow consumables (Total: 6) Lv 9 -> MAX (Cost: 1,750 G) + Gain access to an additional plot to grow consumables (Total: 7)
- NecropolisVisit the resting place of history's strongest champions (the Credits). (Requirement: Beat Hard Mode with Hetja)
Chance for Nodes 4/7 to be accessible from the back New Separator between Row 2 and 3 Chance for Node 2 to have access to Nodes 6/7 Chance for Node 3 to have access to Nodes 4/5
- Grimoire Chapter RerollsIncreased limit 3 -> 5
- FogIncreased minimum sight in fog 1 -> 3
- Start runs with additional gold based on the deployed unit's highest weapon rankE Rank - 0 Bonus Gold (250 Total Starting Gold) D Rank - 50 Bonus Gold (300 Total Starting Gold) C Rank - 100 Bonus Gold (350 Total Starting Gold) B Rank - 150 Bonus Gold (400 Total Starting Gold) A Rank - 200 Bonus Gold (450 Total Starting Gold) S Rank - 250 Bonus Gold (500 Total Starting Gold)
- Anna's ShopAlways appears on Node 1 on Chapters 1/10/20 Trinket (Free): Pick 1 free item from among 3 choices Character Specific Shop: Shop with inventory that changes depending on the deployed unit Convoy: Access the Convoy Talk: Talk to Anna, learn helpful info about the Labyrinth, different info each available chapter
- Run ModifiersMetronome: Mid Bosses and Final Bosses have QTE oppertunities to increase damage dealt and reduce incoming damage Purist: Consumable fish and fruits have no effect and weapon exp is reset at the beginning and end of every run Lunatic: Consumable fish and fruits have no effect, you do not gain exp, and weapon exp is reset at the beginning and end of every run MixedUp: If Hetja is deployed, randomize their Class, Ability, Boon, and Bane and reset their weapon exp at the beginning of every run Retcon: If Hetja is deployed, start each run with a random Game Based Passive FogOfWar: At the start of each battle, apply fog with 3 tiles of vision
- RandomizeSet Ability: Deployed unit starts with a set ability Random Ability: Deployed unit starts with a random ability Set Battleground: Each battle event takes place on a predetermined battle environment Random Battleground: Battle events take place on a randomly selected battle environment Set Trinkets: Anna's Shop Chapter 1 trinket offerings are always the same (3 Vulneraries, Gaia Shield, and Iron Gloves) Random Trinkets: Anna's Shop Chapter 1 trinket offerings can include any 3 random trinket options
- Endless ModeOnly available if playing on Hard Mode Can now go up to Chapter 99 Most enemies show a low level value but internally are leveled up to the current Chapter Fatigue: At the start of each Endless Mode Chapter, the deployed unit's stats are decreased (-1 Level, -5 Max HP, -1 Strength, -1 Magic, -1 Skill, -1 Speed)
- ArmoryEdited all Armory inventory options Added new Armory inventory options Each shop now revolves around a theme and has between 5-10 items Added option to access Convoy
- VillageChanged Recruit cost Chapters 1-9 - 75 G Chapters 10-19 increased 75 -> 150 G Chapters 20+ increased 75 -> 300 G Recruited reinforcements join the party leveled to the current Chapter Recruited reinforcements come with different equipment based on the current Chapter
- ChurchUpdated menu to reflect Rest heals more after Chapter 10
- ChestReworked to call a random event from a list of events based on run progression and amount of chest events interacted with Categories Chapters 1-10 before 10 Chest Events Chapters 11-20 before 10 Chest Events Chapters 1-10 after 10 Chest Events Chapters 11-20 after 10 Chest Events Endless Mode
- RetreatCombined "Grimoire Forfeit" event and "Endless Mode Phonograph" event into a single event that can be called on your turn from the "End Turn" menu Retreating in Endless Mode counts as a Victory
- Changed Normal Mode Recruited Reinforcement level up eventLevel up by 1 each Chapter, up to Level 30 No longer edits unit inventory
- Bonus StageWhen successfully completing a run on any difficulty, you're given the option to go to a random Bonus Stage - Start the Quizmo!
Answer multiple choice questions about the romhack For each correct answer, gain an amount of gold If you answer all three questions correctly, gain a special prize If you don't answer any questions correctly, inflicted with the Quizmo Curse (Start the next run with a usable Devil weapon + Demonic Cloak instead of usual starting inventory)
- Anna's Secret Casino
Guess what your soul will transform into For each aspect guessed correctly, gain an amount of gold If you place a Full Bet and all aspects are guessed correctly, gain a special prize If you place a Full Bet and don't answer any questions correctly, lose possession of your soul (Cannot place a Full Bet until you buy your soul back)
Innate Ability: None -> Grimoire
- GilliamStarting Inventory: Iron Lance/Horseslayer -> Iron Lance Innate Ability: None -> Shed Armor Battle BGM: Advance (FE8)
- MakalovStarting Inventory: Iron Sword/Zanbato -> Iron Sword/Iron Axe Innate Ability: None -> Coin Flip Promotion Options: Paladin/Great Knight -> Paladin/Sentinel Battle BGM: Laughter (FE8)
- EirikaStarting Inventory: Rapier/Thunder -> Rapier/Fire Innate Ability: None -> Respec Battle BGM: Tension (FE8)
- MarciaStarting Inventory: Slim Lance/Nimbus Boots -> Slim Lance Innate Ability: None -> Dismount Promotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight Battle BGM: Tethys (FE8)
- GonzalezStarting Inventory: Devil Axe/Beetle Net -> Devil Axe Innate Ability: None -> War Cry Added new Brigand Battle Animations Battle BGM: At the Final Dragon (FE6)
- DorothyStarting Inventory: Beacon Bow/Brave Bow -> Beacon Bow Innate Ability: None -> Focus Added new Archer Battle Animations Battle BGM: Beyond the Sky (FE6)
- GatrieStarting Inventory: Iron Sword/Armorslayer -> Iron Sword Innate Ability: None -> Shed Armor Battle BGM: Indignation (FE8)
- DartStarting Inventory: Iron Axe/Battle Axe -> Iron Axe Innate Ability: None -> Coin Flip Battle BGM: Rise to the Challenge (FE7)
- AstridStarting Inventory: Iron Bow/Silver Sword -> Iron Bow Innate Ability: None -> Makeshift Cover Battle BGM: Lights in the Dark (FE8)
- LilinaStarting Inventory: Fire/Dire Thunder -> Fire Innate Ability: None -> Glass Cannon Battle BGM: Winning Road (FE6)
- MercedesStarting Inventory: Lightning/Aura -> Lightning Innate Ability: None -> Channel Battle BGM: Legacy (FE8)
- NepheneeStarting Inventory: Iron Lance/Killer Lance -> Iron Lance Innate Ability: None -> Focus Promotion Options: Halberdier/General -> Sentinel/General Battle BGM: Bonds (FE8)
- EphraimStarting Inventory: Reginleif/Dragonspear -> Reginleif Innate Ability: None -> Makeshift Cover Battle BGM: Powerful Foe (FE8)
- LughStarting Inventory: Wind/Bolting -> Wind Innate Ability: None -> Barrier Personal Skill: Odd Rhythm -> Quick Draw Added new Mage Battle Animations Battle BGM: Attack! (FE6)
- RaighStarting Inventory: Flux/Edict -> Flux Innate Ability: None -> Blood Ritual Personal Skill: Even Rhythm -> Strong Riposte Added new Shaman Battle Animations Battle BGM: For the Commanders (FE6)
- MicaiahStarting Inventory: Thani/Luna -> Thani Innate Ability: None -> Sacrifice Battle BGM: The Final Battle (FE8)
- CatherineStarting Inventory: Iron Sword/Levin Sword -> Iron Sword Innate Ability: None -> Blood Bond Battle BGM: Life at Garreg Mach Monastery (FE16)
- SophiaInnate Ability: None -> Blood Tribute Phandom Inventory: Lv 1-10 - Iron Axe Lv 11-15 - Hand Axe Lv 16-20 - Battle Axe Lv 21-30 - Brave Axe 5% chance to spawn with Wolf Beil instead of regular weapon Battle BGM: Beneath a New Light (FE6)
- MiaStarting Inventory: Slim Sword/Killing Edge -> Slim Sword Innate Ability: None -> Focus Battle BGM: Clash (FE9)
- YunakaStarting Inventory: Bronze Knife/Plate Chipper -> Bronze Knife Innate Ability: None -> Blood Bond Battle BGM: La Mentira (Alvaro Carrillo)
- SainInnate Ability: None -> Hubris Battle BGM: Distant Travels (FE7)
- HildaStarting Inventory: Iron Axe/Bolt Axe -> Iron Axe Innate Ability: None -> Stretch Added new Fighter Battle Animations Battle BGM: Somewhere to Belong (FE16)
- HaarStarting Inventory: Steel Axe/Silver Axe -> Steel Axe Innate Ability: None -> Dismount (Haar) Battle BGM: Hatchi's Theme (AW)
- SigurdStarting Inventory: Atromitos/Brave Sword -> Atromitos Innate Ability: None -> Channel Promotion Options: Great Lord/Falcoknight -> Great Lord/Sentinel Battle BGM: Ally Attack (FE4)
- MistInnate Ability: None -> Martyr Battle BGM: Miss Misery (Elliott Smith)
- TakumiStarting Inventory: Fujin Yumi/Bright Bow -> Fujin Yumi Innate Ability: None -> Courage Battle BGM: Emerald Hill Zone (Sonic 2)
- VikaInnate Ability: None -> Respec Promotion Options: None -> (Super) Harpy Battle BGM: The Beginning (FE8)
- Hetja (All)Personal Skill: Fortune -> Timed Hits Many promoted Classes have been given new portraits Phandom Inventory: Lv 1-10 - Iron Axe Lv 11-15 - Hand Axe Lv 16-20 - Battle Axe Lv 21-30 - Brave Axe 5% chance to spawn with Wolf Beil instead of regular weapon Battle BGM: Battle in the Darkness (Paladin's Quest)
- Hetja (Cavalier)Promotion Options: Great Knight/Wyvern Knight -> Great Knight/Malig Knight
- Hetja (Thief)Base Stats: HP 16 / Str 4 / Skl 4 / Spd 9 / Def 2 / Res 0 / Luk 10 / Mag 1 / Con 6 / Sword E Starting Inventory: Bronze Dagger Promotion Options: Assassin/Rogue
- Hetja (Anima Knight)Replaced Hetja Mage + Axe Knight Base Stats: HP 21 / Str 6 / Skl 3 / Spd 1 / Def 7 / Res 3 / Luk 10 / Mag 5 / Con 13 / Axe E + Anima E Starting Inventory: Wind/Iron Axe Promotion Options: Baron/Malig Knight
- Hetja (Specter)Replaced Hetja Shaman Base Stats: HP 16 / Str 5 / Skl 5 / Spd 3 / Def 2 / Res 7 / Luk 10 / Mag 6 / Con 7 / Sword E + Harmony E Starting Inventory: Flux/Iron Sword Promotion Options: Dread Fighter/Dark Knight
- Hetja (Pegasus Knight)Promotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight
- Hetja (Soldier)New Map Sprite New Battle Animation Promotion Options: General/Great Knight -> Sentinel/Malig Knight
- Generic Recruit CavalierInnate Ability: None -> Train
- Generic Recruit KnightInnate Ability: None -> Train
- Generic Recruit ThiefInnate Ability: None -> Train
- Generic Recruit MercenaryInnate Ability: None -> Train
- Generic Recruit MyrmidonInnate Ability: None -> Train
- Generic Recruit ArcherInnate Ability: None -> Train
- Generic Recruit Wyvern RiderInnate Ability: None -> Train
- Generic Recruit MageInnate Ability: None -> Study
- Generic Recruit ShamanInnate Ability: None -> Study
- Generic Recruit FighterInnate Ability: None -> Train
- Generic Recruit BrigandInnate Ability: None -> Train
- Generic Recruit PirateInnate Ability: None -> Train
- Generic Recruit MonkInnate Ability: None -> Study
- Generic Recruit Pegasus KnightInnate Ability: None -> Train Promotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight
- Generic Recruit SoldierInnate Ability: None -> Train Promotion Options: General/Great Knight -> Sentinel/Malig Knight
- Generic Recruit RevenantInnate Ability: None -> Train
- Generic Recruit BonewalkerInnate Ability: None -> Train
- TroudeCan be unlocked by (losing 10 runs on any difficulty) Class: Myrmidon Base Stats: HP 24 / Str 6 / Skl 8 / Spd 10 / Def 3 / Res 2 / Luk 0 / Mag 4 / Con 9 / Sword E Growth Rates: HP 90 / Str 35 / Skl 45 / Spd 35 / Def 30 / Res 20 / Luk 60 / Mag 5 Innate Ability: Lucksack Personal Skill: Nihil Starting Inventory: Mani Katti Promotion Options: Swordmaster/Assassin Battle BGM: Advance (FE5)
- AlmCan be unlocked by (Alm randomly showing up next to the Tavern between runs) Class: Fighter (Alm) Base Stats: HP 24 / Str 10 / Skl 8 / Spd 6 / Def 5 / Res 4 / Luk 7 / Mag 1 / Con 8 / Sword E Growth Rates: HP 60 / Str 50 / Skl 55 / Spd 45 / Def 50 / Res 3 / Luk 35 / Mag 25 Innate Ability: Hubris Personal Skill: Crit Boost Starting Inventory:Shadowkiller Promotion Options: Hero (Alm)/Ranger Battle BGM: Defend 1 (FE2)
- JessCan be unlocked by (winning 10 runs on any difficulty) Class: Tank Base Stats: HP 26 / Str 6 / Skl 4 / Spd 1 / Def 9 / Res 4 / Luk 5 / Mag 6 / Con 16 / Bow E + Anima E Growth Rates: HP 90 / Str 60 / Skl 55 / Spd 30 / Def 65 / Res 20 / Luk 20 / Mag 40 Innate Ability: Overdrive Personal Skill: Point Blank Starting Inventory: Iron Bow Promotion Options: Medium Tank Battle BGM: Green Earth Theme (AW2)
- TikiCan be unlocked by (winning 20 runs on any difficulty) Class: Half Dragon Base Stats: HP 15 / Str 6 / Skl 10 / Spd 11 / Def 6 / Res 3 / Luk 11 / Mag 4 / Con 11 / Sword E + Anima E + Monster E Growth Rates: HP 95 / Str 60 / Skl 55 / Spd 50 / Def 60 / Res 60 / Luk 80 / Mag 10 Innate Ability: Devour Personal Skill: Aptitude Starting Inventory: Rotten Claw Promotion Options: Half Dragon Battle BGM: Defending (FE3)
- GreilCan be unlocked by (winning 10 runs on Hard Mode) Class: Mercenary Base Stats: HP 22 / Str 6 / Skl 9 / Spd 10 / Def 8 / Res 2 / Luk 0 / Mag 2 / Con 11 / Sword E + Axe E Growth Rates: HP 70 / Str 50 / Skl 80 / Spd 40 / Def 40 / Res 25 / Luk 35 / Mag 20 Innate Ability: Exert Personal Skill: Axefaire Starting Inventory: Wolf Beil Promotion Options: Hero/Berserker Battle BGM: With Us (FE9)
- ZelgiusCan be unlocked by (beating Hard Mode with all playable FE9/10 characters) Class: Sword Knight Base Stats: HP 27 / Str 6 / Skl 11 / Spd 6 / Def 9 / Res 0 / Luk 0 / Mag 1 / Con 13 / Sword E Growth Rates: HP 100 / Str 85 / Skl 75 / Spd 65 / Def 65 / Res 55 / Luk 50 / Mag 40 Innate Ability: Blessed Armor Personal Skill: Swordfaire Starting Inventory: Iron Sword Promotion Options: Paladin/Marshall Battle BGM: The Devoted (FE10)
- ZephielCan be unlocked by (beating Hard Mode with all playable FE6/7 characters) Class: Prince Base Stats: HP 20 / Str 7 / Skl 7 / Spd 8 / Def 8 / Res 13 / Luk 5 / Mag 3 / Con 7 / Sword E + Harmony E Growth Rates: HP 80 / Str 40 / Skl 50 / Spd 40 / Def 25 / Res 40 / Luk 60 / Mag 40 Innate Ability: Play Dead Personal Skill: Arcanefaire Starting Inventory: Iron Sword + Lightning Promotion Options: King
- TacitaCan be unlocked by (input "THESCALE" as a Password at the Tavern) Class: Manakete Base Stats: HP 17 / Str 4 / Skl 5 / Spd 5 / Def 5 / Res 7 / Luk 6 / Mag 6 / Con 7 / Monster E Growth Rates: HP 65 / Str 35 / Skl 40 / Spd 35 / Def 25 / Res 40 / Luk 35 / Mag 50 Innate Ability: Patchwork Personal Skill: Boon Starting Inventory: LT's Dragonstone Promotion Options: Dragonslayer Battle BGM: Boys (DDR)
- MerietteCan be unlocked by (input "ILLUSION" as a Password at the Tavern) Class: Thief (Meriette) Base Stats: HP 21 / Str 4 / Skl 8 / Spd 10 / Def 3 / Res 3 / Luk 5 / Mag 1 / Con 8 / Move 7 / Sword E Growth Rates: HP 55 / Str 30 / Skl 35 / Spd 35 / Def 25 / Res 20 / Luk 40 / Mag 0 Innate Ability: Seance Personal Skill: Steal+ Starting Inventory: Bronze Dagger Promotion Options: Rogue/Assassin
Renamed Carriage Move increased 10 -> 20
- Sword CavalierPromotion Options: Paladin/Great Knight -> Paladin/Sentinel
- Cavalier (Hetja)Promotion Options: Great Knight/Wyvern Knight -> Great Knight/Malig Knight
- Fighter (M)Promotion Options: Warrior/Hero -> Warrior/War Cleric
- Pirate (F)Promotion Options: Warrior/Berserker -> Hero/Berserker
- Pegasus KnightPromotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight
- SoldierPromotion Options: General/Great Knight -> Sentinel/Malig Knight
- Lord (Sigurd)Promotion Options: Great Lord/Falcoknight -> Great Lord/Sentinel
- Great Lord (Eirika)Anima/Harmony tomes now use Bow animations
- Great Lord (Infantry) (Ephraim)Renamed Sentinel (Ephraim)
- Battle SageRenamed Anima Rogue Usable Weapon Types Sword/Anima/Harmony -> Sword/Dagger/Anima
- Cleric (Mist)Class Skill: None -> Paragon
- JourneymanMov increased 4 -> 5
- Super JourneymanRemoved innate Crit boost
- PupilMov increased 4 -> 5
- Super PupilRemoved innate Crit boost
- King (Zephiel)New map sprite Class Skill: None -> Rightful King
- King DaeinClass Skill: None -> Canto+
- Demon KingClass Skill: None -> Nihil
Anima Magic is now strong against Harmony Magic Harmony Magic is now strong against Bows Bows are now strong against Anima Magic Monster is now neutral against all weapon types
- Bronze DaggerWEXP increased 2 -> 3
- IcicleThief only. Magic. Cannot Crit. Luck% chance to not expend uses on attack. Type: Sword Rank: D Uses: 7 POW: 7 Hit: 77 Weight: 2 Critical: - Range: 1-2 WEXP: 2 Cost: 210 G
- Plate ChipperCost increased 100 -> 160
- Killing KnifeThief only. Type: Sword Rank: C Uses: 20 POW: 4 Hit: 80 Weight: 3 Critical: 25 Range: 1-2 WEXP: 2 Cost: 120 G
- Mage MasherThief only. Cannot Crit. Silences on hit. Type: Sword Rank: C Uses: 15 POW: 6 Hit: 85 Weight: 4 Critical: - Range: 1 WEXP: 2 Cost: 225 G
- Blessed SwordReplaced Shadowkiller Use to heal 3 HP. Effective against undead. Type: Sword Rank: E Uses: 14 POW: 6 Hit: 90 Weight: 5 Critical: 5 Range: 1 WEXP: 1 Cost: 168 G
- Burning EdgeMagic. Skill% chance to halve enemy Resistance. Type: Sword Rank: C Uses: 20 POW: 8 Hit: 80 Weight: 7 Critical: 5 Range: 1-2 WEXP: 2 Cost: 500 G
- Goading BladeReplaced Adamant Blade Weapon Rankless. Retained between runs. Cannot Crit. Skill% chance to inflict Berserk on hit. Type: Sword Rank: - Uses: - POW: 5 Hit: 90 Weight: 5 Critical: - Range: 1 WEXP: - Cost: 5,000 G
- Blessed LanceReplaced Bright Lance Use to heal 3 HP. Effective against undead. Type: Lance Rank: E Uses: 14 POW: 8 Hit: 80 Weight: 8 Critical: 5 Range: 1 WEXP: 1 Cost: 168 G
- Flame LanceGained Skill% chance to halve enemy Resistance Cost increased 280 -> 400
- Dandelion+6 Speed. Strike Consecutively. Effective against armored. Type: Lance Rank: B Uses: 15 POW: 10 Hit: 80 Weight: 6 Critical: 5 Range: 1 WEXP: 3 Cost: 600 G
- Trinity's SpearEffective against Final Bosses. Type: Lance Rank: A Uses: 10 POW: 13 Hit: 80 Weight: 11 Critical: 0 Range: 1-2 WEXP: 1 Cost: 750 G
- Lunge LanceReplaced Adamant Lance Weapon Rankless. Retained between runs. Cannot Crit. Swap places with the enemy post combat. Type: Lance Rank: - Uses: - POW: 7 Hit: 80 Weight: 8 Critical: - Range: 1 WEXP: - Cost: 5,000 G
- Blessed AxeReplaced Fiendcleaver Use to heal 3 HP. Effective against undead. Type: Axe Rank: E Uses: 14 POW: 9 Hit: 75 Weight: 10 Critical: 5 Range: 1 WEXP: 1 Cost: 168 G
- ExecutionerSyphons enemy HP Type: Axe Rank: B Uses: 10 POW: 14 Hit: 65 Weight: 17 Critical: 5 Range: 1 WEXP: 1 Cost: 500 G
- Expert AxeReplaced Adamant Axe Weapon Rankless. Retained between runs. Cannot Crit. Reduce damage from enemy criticals. Type: Axe Rank: - Uses: - POW: 8 Hit: 75 Weight: 10 Critical: - Range: 1 WEXP: - Cost: 5,000 G
- Blessed BowReplaced Beacon Bow Use to heal 3 HP. Effective against undead. Type: Bow Rank: E Uses: 14 POW: 7 Hit: 85 Weight: 5 Critical: 5 Range: 1 WEXP: 1 Cost: 168 G
- Silver GunRenamed Pistol Uses: Inf -> 15 Cost: 160 -> 180 G Effective: Flying -> Unpromoted
- Trueshot BowReplaced Adamant Bow Weapon Rankless. Retained between runs. Cannot Crit. 100% Hit chance. Type: Bow Rank: - Uses: - POW: 6 Hit: Always Weight: 5 Critical: - Range: 2 WEXP: - Cost: 5,000 G
- MeteorReplaced Glacies Weapon Rankless. Retained between runs. Cannot Crit. Skill% chance to halve enemy Resistance. Type: Anima Rank: - Uses: - POW: 4 Hit: 85 Weight: 4 Critical: - Range: 2-3 WEXP: - Cost: 5,000 G
- JörmungandrReplaced Solar Flare Poisons on contact, seals Resistance. Type: Harmony Rank: C Uses: 20 POW: 14 Hit: 70 Weight: 12 Critical: 10 Range: 2 WEXP: 1 Cost: 220 G
- LT's DragonstoneDeals Magic damage. Negates enemy defenses. Type: Monster Rank: E Uses: 30 POW: 6 Hit: 85 Weight: 8 Critical: 0 Range: 1 WEXP: 3 Cost: 150 G
- Starved GazeEffective against horse-mounted. Type: Monster Rank: D Uses: 20 POW: 7 Hit: 80 Weight: 0 Critical: 5 Range: 1-2 WEXP: 2 Cost: 140 G
- Sharp ClawType: Monster Rank: B Uses: - POW: 16 Hit: 70 Weight: 14 Critical: 0 Range: 1 WEXP: - Cost: 150 G
- Black FangSyphons enemy HP. Type: Monster Rank: A Uses: 10 POW: 10 Hit: 70 Weight: 9 Critical: 0 Range: 1 WEXP: 1 Cost: 500 G
- Bad BreathReplaced Demoralize Weapon Rankless. Retained between runs. Cannot Crit. Skill% chance to inflict random status on the enemy. Type: Monster Rank: - Uses: - POW: 6 Hit: 85 Weight: 0 Critical: - Range: 1 WEXP: - Cost: 5,000 G
- ObstructConjures a light rune to block an area for 1 turn. Does not grant EXP. Type: Staff Rank: B Uses: 3 Range: 1-3 WEXP: 1 Cost: 345 G
- Skill ScrollRemoved Resourseful, Skybreaker, Blossom, Counter, and Magic Counter from random Skill pool
- Guardian IdolReplaced Fili Shield Protects owner from all Effective Damage Cost increased 500 -> 750 G
- Gaia ShieldReplaced Leather Shield +1 Con, -3 damage taken when on terrain with effects
- Thieving GloveStat Adjustment: +3 Speed -> None Growth Adjustment: -10 Speed -> +5 Speed
- War HelmetStat Adjustment: -2 Defense -> None Growth Adjustment: +10 Strength -> +5 Strength/+5 Magic
- Wizard HatStat Adjustment: -2 Strength -> None Growth Adjustment: None -> +5 Resistance
- King's RingGrowth Adjustment: None -> +5 Skill
- Iron GloveGrowth Adjustment: None -> +5 Defense Cost increased 150 -> 300
- Lunar BraceStat Adjustment: -2 Skill -> +2 Skill Growth Adjustment: +5 HP/+5 Defense -> None
- Solar BraceStat Adjustment: -2 Skill -> +2 Skill Growth Adjustment: +5 Strength/+5 Magic -> None
- Growth RingCost increased 500 -> 750
- Guiding Flame-10 Avoid to all enemies with 2 tiles. Increases vision in fog. Cost 500 G
- Dragon FangSkill% chance for attacks to do 1.5x damage. Cost 500 G
- First Aid Kit-1 Mov. Cures bad status effects at the beginning of each turn. Cost 500 G
- Watchful EyeCannot be stolen from while in your inventory. Cost 500 G
- Conquest Flag+1 Mov. Debuff enemy's Speed by 6 after combat. Cost 500 G
- Echoing MirrorSkill% chance to attack five time at half damage. Cost 750 G
- Horn of Valor+5 HP Growth. Gain +1 damage and +5% Hit per 10 levels unit has. Cost 750 G
- Lucky Clover+5 Luck Growth. Add weapon weight to critical chance. Cost 750 G
- Spirit DustReplaced Pheonix Feather Same effect
- Mage TearsGain 1 Magic, then heal HP equal to half of user's Magic (max 30 HP healed) Event Reward only Cost 500 G
- Ex PropositoChange user's current Ability to a random Ability Event Reward only Cost 2,000 G
- Gorpfruit PitRemoved from the game
- Vahnberry SeedRemoved from the game
- Noaberry SeedRemoved from the game
- Galaberry SeedRemoved from the game
- Jermato PitRemoved from the game
- Basic LureRemoved from the game
- Super LureRemoved from the game
- Premium LureRemoved from the game
- GrimoireRemoved from the game
- PhonographRemoved from the game
Removed from all places it could be acquired, effectively removing availability
- Rightful ArchRenamed Gameshark Cost increased 5,000 -> 20,000 G Changed icon
- Holy AuraRenamed Enlightened Changed icon
- AdeptAdded in-battle animation
- AegisAdded in-battle animation
- AetherAdded in-battle animation
- AstraAdded in-battle animation
- BaneAdded in-battle animation
- Black MagicAdded in-battle animation
- Dragon FangAdded in-battle animation
- Great ShieldAdded in-battle animation
- IgnisAdded in-battle animation
- ImpaleAdded in-battle animation
- LunaAdded in-battle animation
- PaviseAdded in-battle animation
- SolAdded in-battle animation
- VenganceAdded in-battle animation
- WatchfulPrevents the Loot Goblin from robbing you, also prevents being captured
- Timed HitsPress "A" just as attacks connect to increase damage dealt to enemies by 1.25x and reduce incoming damage by 0.75x Effect also applies to any deployed recruited reinforcements
Get a random stat booster
- Gaiden PassiveLearn a weapon range boosting skill based on the unit's available weapon types
- Genealogy of the Holy War PassiveGain stats based on the unit's Holy Blood
- Thracia 776 PassiveLearn Capture and start with 0 Gold Forces Random Growths Mode
- Binding Blade PassiveGet a Vulnerary
- Blazing Sword PassiveGet a Vulnerary
- Sacred Stones PassiveGet a Vulnerary
- Path of Radiance PassiveLearn Shove
- Radiant Dawn PassiveLearn Shove
- Fates PassiveLearn Armsthrift
- Three Houses PassiveLearn Discipline
- Engage PassiveGet a Bond Ring
- Advance Wars 2 PassiveGet an additional 25 Gold for each generated Village Node
- Illusory Dungeon PassiveGet a random Recruit
- Embrace of the Fog PassiveGet a random Recruit
Current Chapter: Displays the current Chapter Current Quest: Displays the current Quest, if on one Self Healing AI: Set the thresholds in which the deployed unit will heal themselves with Vulneraries while not in battle, if possible Options: Set whether items in Party's inventory are sent to the Convoy at the end of their turns Reroll Chapter: If used before interacting with Node 1, rerolls all of the events in the current Chapter (Reroll uses increase by 1 per run for each fully upgraded facility)
- DismountCan get on and off mount Cannot promote while dismounted
- Dismount (Haar)Can get on and off mount When Mounting/Dismounting cannot counterattack until your next turn Cannot be activated if under the effects of any status Cannot promote while dismounted
- Train (Named Units)Spend 25 G to increase Strength by 1 but cannot counterattack until your next turn One use per chapter Cannot be activated if under the effects of any status
- Study (Named Units)Spend 25 G to increase Magic by 1 but cannot counterattack until your next turn One use per chapter Cannot be activated if under the effects of any status
- Train (Generic Units)Spend 25 G to increase Strength by 1 but cannot counterattack until your next turn Cannot be activated if under the effects of any status
- Study (Generic Units)Spend 25 G to increase Magic by 1 but cannot counterattack until your next turn Cannot be activated if under the effects of any status
- Coin FlipCall a coin flip, if correct +2 Str, if incorrect -1 Def Cannot be activated if user does not have any Defense
- ExertGain 10 Strength/Magic until your next turn + 25% chance to lose 2 Defense / 25% chance to learn Bane Skill Cannot be activated if under the effects of any status Cannot be activated if user does not have enough Defense Cannot be activated if user knows the Bane Skill
- StretchIncrease Avoid by 10 until your next turn Cannot be activated if under the effects of any status (Requirement: Defeat 6 Generic Enemies)
- FocusIncrease Crit by 10 until your next turn Cannot be activated if under the effects of any status (Requirement: Defeat 6 Generic Enemies)
- CourageIncrease Defense/Resistance by 10 until your next turn Cannot be activated if under the effects of any status (Requirement: Defeat 6 Generic Enemies)
- HubrisIncrease Strength/Magic by 10 until your next turn Cannot be activated if under the effects of any status (Requirement: Defeat 6 Generic Enemies)
- OverdriveIncreases Defense by 1 then increases Strength/Magic by 10 until your next turn Cannot be activated if under the effects of any status (Requirement: Defeat 6 Generic Enemies)
- Blessed ArmorRestore HP equal to user's current Level (Requirement: Defeat 6 Generic Enemies)
- Shed ArmorSpend 1 Defense to increase Speed by 2 Cannot be activated if user does not have any Defense
- War CrySpend 1 Defense to increase Strength by 2 Cannot be activated if user does not have any Defense
- LucksackSpend 1 Luck to restore 5 HP Cannot be activated if user does not have any Luck
- ChannelSpend 1 Resistance to restore 5 HP Cannot be activated if user does not have any Resistance
- RespecSpend 2 Strength to increase Magic by 2 or spend 2 Magic to increase Strength by 2 Cannot be activated if user does not have enough Strength/Magic
- Glass CannonSpend 1 Resistance to increase Magic by 2 or spend 1 Defense to increase Strength by 2 Cannot be activated if user does not have enough Resistance/Defense
- Makeshift CoverSpend 2 Defense to increase Defense/Resistance by 10 until your next turn Cannot be activated if under the effects of any status Cannot be activated if user does not have enough Defense
- BarrierSpend 2 Resistance to increase Defense/Resistance by 10 until your next turn Cannot be activated if under the effects of any status Cannot be activated if user does not have enough Resistance
- MartyrSpend 5 HP to level up deployed ally without actually increasing their level value 10% chance to increase ally's Constitution by 1
- SacrificeSpend 5 HP to heal deployed ally by 10 HP and cure their bad status Cannot be activated if user does not have enough HP
- DevourDeal 10 damage to deployed ally to restore 5 HP If fatal gain stats (+3 Max HP, +1 Con, +2 Class Specific Stat)
- Blood BondSpend 5 HP to increase Strength by 1 but cannot counterattack until your next turn Cannot be activated if user does not have enough HP Cannot be activated if under the effects of any status
- Blood RitualSpend 5 HP to increase Magic by 1 but cannot counterattack until your next turn Cannot be activated if user does not have enough HP Cannot be activated if under the effects of any status
- Blood ShieldSpend 5 HP to increase Defense/Resistance by 10 until your next turn Cannot be activated if user does not have enough HP Cannot be activated if under the effects of any status
- Blood TributeSpend 5 HP to receive 25 G but cannot counterattack until your next turn Cannot be activated if user does not have enough HP Cannot be activated if under the effects of any status
- PatchworkRecover 6 HP Can only be used twice per Chapter
- SeanceSummon an allied ghost soul to fight alongside you for one battle Can only be used once per Chapter
- Play DeadChange Class Skill to Vigilance (+20 Avoid) Reduce Move to 1 and cannot attack until your next turn Set ability to Ambush Cannot be activated if under the effects of any status
- AmbushReturn Avoid and Move to normal +10 Crit until your next turn Set ability to Play Dead Cannot be activated if under the effects of any status
No Effect
- StalwartStart each run with +3 Strength
- BookworkStart each run with +3 Magic
- DisciplinedStart each run with +3 Skill
- NimbleStart each run with +3 Speed
- ProdigyStart each run with +1 Level
- ArtificerStart each run with a Skill Scroll
- GamblerLearn Gamble Skill at the start of each run
- CautiousLearn Watchful Skill at the start of each run
- Third EyeLearn Insight Skill at the start of each run
- ScholarLearn Discipline Skill at the start of each run
- BlessedLearn Fortune Skill at the start of each run
- Plot ArmorLearn Miracle Skill at the start of each run
- Non CorporealLearn Pass Skill at the start of each run
- EnlightenedLearn Enlightened Skill at the start of each run (Requirement: Beat Hard Mode with Hetja)
- PathfinderLearn Acrobat Skill at the start of each run (Requirement: Beat Hard Mode with Hetja)
- Optimistic NihilistLearn Nihil Skill at the start of each run (Requirement: Beat Hard Mode with Hetja)
- Thick SkinnedLearn Nullify Skill at the start of each run (Requirement: Beat Hard Mode with Hetja)
- Fractured PersonalityLearn Summon Skill at the start of each run (Requirement: Beat Hard Mode with Hetja)
- UnderdogLearn Resolve Skill at the start of each run (Requirement: Beat Hard Mode with Hetja)
- Bounty HunterLearn Capture Skill at the start of each run Forces Random Growths Mode (Requirement: Recruit Zephiel)
- PatientLearn Paragon Skill at the start of each run (Requirement: Recruit Zephiel)
- GiftedLearn Aptitude Skill at the start of each run (Requirement: Recruit Zephiel)
- NothingNo Effect (Requirement: Must have Nobody Boon)
- UnluckyStart each run with -5 Luck
- Brain WormsStart each run with -5 Max HP
- Jelly BonesStart each run with -2 Defense
- Frail MettleStart each run with -2 Resistance
- Self SabotageAt the start of each Chapter, Level/30 chance to self inflict Poison
- Napping FitsAt the start of each Chapter, Level/30 chance to self inflict Sleep
- CowardlyAt the start of each Chapter, Level/30 chance to self inflict Stone
- Hole In PocketAt the start of each Chapter, lose between 1-75 Gold
- GutlessDo not receive any benefits from consuming food (fruit, fish)
- UnyieldingDo not gain experience
- AmnesiaWeapon experience gained during a run is lost at the end of the run
- RecklessLearn Fury Skill at the start of each run
- Damaged NervesLearn Bane Skill at the start of each run
Access crossover with Embrace of the Fog
- "ILLUSION"Access crossover with Illusory Dungeon