Hetja's Quest - Patch Notes v0.8.00.00


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◖ 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

- Tavern

Manage 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 Tent
*New Facility*

Complete 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

- Temple

Purchase 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

- Armory

Change 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 Hut

Buy/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

- Garden

Plant 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)

- Necropolis

Visit the resting place of history's strongest champions (the Credits).
(Requirement: Beat Hard Mode with Hetja)



Labyrinth Changes

- Overall difficulty adjusted

- Moved position of Node 1

- Units that have already been recruited no longer appear in the "Recruited Enemies" section when defeated

- Limit of 5 recruitable units per run

- Starting inventory is given to the Convoy, not the deployed unit

- Labyrinth Pathway Separators

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 Rerolls

Increased limit 3 -> 5

- Fog

Increased minimum sight in fog 1 -> 3

- Start runs with additional gold based on the deployed unit's highest weapon rank

E 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 Shop
*New Node Event*

Always 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 Modifiers
*New Labyrinth Option*

Metronome: 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

- Randomize
*New Labyrinth Option*

Set 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 Mode

Only 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)

- Armory

Edited 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

- Village

Changed 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

- Church

Updated menu to reflect Rest heals more after Chapter 10

- Chest

Reworked 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

- Retreat

Combined "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 event

Level up by 1 each Chapter, up to Level 30

No longer edits unit inventory

- Bonus Stage

When 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)



Character Changes

- Each playable unit and their enemy counterpart has been given unique battle music

- Party

Innate Ability: None -> Grimoire

- Gilliam

Starting Inventory: Iron Lance/Horseslayer -> Iron Lance

Innate Ability: None -> Shed Armor

Battle BGM: Advance (FE8)

- Makalov

Starting Inventory: Iron Sword/Zanbato -> Iron Sword/Iron Axe

Innate Ability: None -> Coin Flip

Promotion Options: Paladin/Great Knight -> Paladin/Sentinel

Battle BGM: Laughter (FE8)

- Eirika

Starting Inventory: Rapier/Thunder -> Rapier/Fire

Innate Ability: None -> Respec

Battle BGM: Tension (FE8)

- Marcia

Starting Inventory: Slim Lance/Nimbus Boots -> Slim Lance

Innate Ability: None -> Dismount

Promotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight

Battle BGM: Tethys (FE8)

- Gonzalez

Starting Inventory: Devil Axe/Beetle Net -> Devil Axe

Innate Ability: None -> War Cry

Added new Brigand Battle Animations

Battle BGM: At the Final Dragon (FE6)

- Dorothy

Starting Inventory: Beacon Bow/Brave Bow -> Beacon Bow

Innate Ability: None -> Focus

Added new Archer Battle Animations

Battle BGM: Beyond the Sky (FE6)

- Gatrie

Starting Inventory: Iron Sword/Armorslayer -> Iron Sword

Innate Ability: None -> Shed Armor

Battle BGM: Indignation (FE8)

- Dart

Starting Inventory: Iron Axe/Battle Axe -> Iron Axe

Innate Ability: None -> Coin Flip

Battle BGM: Rise to the Challenge (FE7)

- Astrid

Starting Inventory: Iron Bow/Silver Sword -> Iron Bow

Innate Ability: None -> Makeshift Cover

Battle BGM: Lights in the Dark (FE8)

- Lilina

Starting Inventory: Fire/Dire Thunder -> Fire

Innate Ability: None -> Glass Cannon

Battle BGM: Winning Road (FE6)

- Mercedes

Starting Inventory: Lightning/Aura -> Lightning

Innate Ability: None -> Channel

Battle BGM: Legacy (FE8)

- Nephenee

Starting Inventory: Iron Lance/Killer Lance -> Iron Lance

Innate Ability: None -> Focus

Promotion Options: Halberdier/General -> Sentinel/General

Battle BGM: Bonds (FE8)

- Ephraim

Starting Inventory: Reginleif/Dragonspear -> Reginleif

Innate Ability: None -> Makeshift Cover

Battle BGM: Powerful Foe (FE8)

- Lugh

Starting Inventory: Wind/Bolting -> Wind

Innate Ability: None -> Barrier

Personal Skill: Odd Rhythm -> Quick Draw

Added new Mage Battle Animations

Battle BGM: Attack! (FE6)

- Raigh

Starting 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)

- Micaiah

Starting Inventory: Thani/Luna -> Thani

Innate Ability: None -> Sacrifice

Battle BGM: The Final Battle (FE8)

- Catherine

Starting Inventory: Iron Sword/Levin Sword -> Iron Sword

Innate Ability: None -> Blood Bond

Battle BGM: Life at Garreg Mach Monastery (FE16)

- Sophia

Innate 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)

- Mia

Starting Inventory: Slim Sword/Killing Edge -> Slim Sword

Innate Ability: None -> Focus

Battle BGM: Clash (FE9)

- Yunaka

Starting Inventory: Bronze Knife/Plate Chipper -> Bronze Knife

Innate Ability: None -> Blood Bond

Battle BGM: La Mentira (Alvaro Carrillo)

- Sain

Innate Ability: None -> Hubris

Battle BGM: Distant Travels (FE7)

- Hilda

Starting Inventory: Iron Axe/Bolt Axe -> Iron Axe

Innate Ability: None -> Stretch

Added new Fighter Battle Animations

Battle BGM: Somewhere to Belong (FE16)

- Haar

Starting Inventory: Steel Axe/Silver Axe -> Steel Axe

Innate Ability: None -> Dismount (Haar)

Battle BGM: Hatchi's Theme (AW)

- Sigurd

Starting Inventory: Atromitos/Brave Sword -> Atromitos

Innate Ability: None -> Channel

Promotion Options: Great Lord/Falcoknight -> Great Lord/Sentinel

Battle BGM: Ally Attack (FE4)

- Mist

Innate Ability: None -> Martyr

Battle BGM: Miss Misery (Elliott Smith)

- Takumi

Starting Inventory: Fujin Yumi/Bright Bow -> Fujin Yumi

Innate Ability: None -> Courage

Battle BGM: Emerald Hill Zone (Sonic 2)

- Vika

Innate 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)
*New Hetja Class*

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)
*New Hetja Class*

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)
*New Hetja Class*

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 Cavalier

Innate Ability: None -> Train

- Generic Recruit Knight

Innate Ability: None -> Train

- Generic Recruit Thief

Innate Ability: None -> Train

- Generic Recruit Mercenary

Innate Ability: None -> Train

- Generic Recruit Myrmidon

Innate Ability: None -> Train

- Generic Recruit Archer

Innate Ability: None -> Train

- Generic Recruit Wyvern Rider

Innate Ability: None -> Train

- Generic Recruit Mage

Innate Ability: None -> Study

- Generic Recruit Shaman

Innate Ability: None -> Study

- Generic Recruit Fighter

Innate Ability: None -> Train

- Generic Recruit Brigand

Innate Ability: None -> Train

- Generic Recruit Pirate

Innate Ability: None -> Train

- Generic Recruit Monk

Innate Ability: None -> Study

- Generic Recruit Pegasus Knight

Innate Ability: None -> Train

Promotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight

- Generic Recruit Soldier

Innate Ability: None -> Train

Promotion Options: General/Great Knight -> Sentinel/Malig Knight

- Generic Recruit Revenant

Innate Ability: None -> Train

- Generic Recruit Bonewalker

Innate Ability: None -> Train

- Troude
*New Playable Character*

Can 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)

- Alm
*New Playable Character*

Can 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)

- Jess
*New Playable Character*

Can 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)

- Tiki
*New Playable Character*

Can 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)

- Greil
*New Playable Character*

Can 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)

- Zelgius
*New Playable Character*

Can 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)

- Zephiel
*New Playable Character*

Can 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

- Tacita
*New Playable Character*

Can 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)

- Meriette
*New Playable Character*

Can 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



Class Changes

- Promoted Classes are now treated like Promoted Classes in the EXP formula

- Promoted Classes stat cap increased 40 -> 60

- Class level cap increased 20 -> 30

- Transporter

Renamed Carriage

Move increased 10 -> 20

- Sword Cavalier

Promotion 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 Knight

Promotion Options: Falcoknight/Wyvern Knight -> Falcoknight/Malig Knight

- Soldier

Promotion 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 Sage

Renamed Anima Rogue
Usable Weapon Types Sword/Anima/Harmony -> Sword/Dagger/Anima

- Cleric (Mist)

Class Skill: None -> Paragon

- Journeyman

Mov increased 4 -> 5

- Super Journeyman

Removed innate Crit boost

- Pupil

Mov increased 4 -> 5

- Super Pupil

Removed innate Crit boost

- King (Zephiel)

New map sprite
Class Skill: None -> Rightful King

- King Daein

Class Skill: None -> Canto+

- Demon King

Class Skill: None -> Nihil



Item Changes

- Gave normally 1 range Monster weapons an indirect animation so that they play nicer with Arcane Range +1

- Some item descriptions have been simplified to increase readability

- Item descriptions of most effective items have been updated to include icons of what they are effective against

- Weapon Triangle

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 Dagger

WEXP increased 2 -> 3

- Icicle
*New Item*

Thief 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 Chipper

Cost increased 100 -> 160

- Killing Knife
*New Item*

Thief only.

Type: Sword
Rank: C
Uses: 20
POW: 4
Hit: 80
Weight: 3
Critical: 25
Range: 1-2
WEXP: 2
Cost: 120 G

- Mage Masher
*New Item*

Thief 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 Sword
*New Item*

Replaced 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 Edge
*New Item*

Magic. 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 Blade
*New Item*

Replaced 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 Lance
*New Item*

Replaced 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 Lance

Gained Skill% chance to halve enemy Resistance

Cost increased 280 -> 400

- Dandelion
*New Item*

+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 Spear
*New Item*

Effective 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 Lance
*New Item*

Replaced 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 Axe
*New Item*

Replaced 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

- Executioner
*New Item*

Syphons enemy HP

Type: Axe
Rank: B
Uses: 10
POW: 14
Hit: 65
Weight: 17
Critical: 5
Range: 1
WEXP: 1
Cost: 500 G

- Expert Axe
*New Item*

Replaced 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 Bow
*New Item*

Replaced 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 Gun
*New Item*

Renamed Pistol

Uses: Inf -> 15
Cost: 160 -> 180 G
Effective: Flying -> Unpromoted

- Trueshot Bow
*New Item*

Replaced 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

- Meteor
*New Item*

Replaced 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

- Jörmungandr
*New Item*

Replaced 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 Dragonstone
*New Item*

Deals 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 Gaze
*New Item*

Effective 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 Claw
*New Item*

Type: Monster
Rank: B
Uses: -
POW: 16
Hit: 70
Weight: 14
Critical: 0
Range: 1
WEXP: -
Cost: 150 G

- Black Fang
*New Item*

Syphons enemy HP.

Type: Monster
Rank: A
Uses: 10
POW: 10
Hit: 70
Weight: 9
Critical: 0
Range: 1
WEXP: 1
Cost: 500 G

- Bad Breath
*New Item*

Replaced 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

- Obstruct
*New Item*

Conjures 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 Scroll

Removed Resourseful, Skybreaker, Blossom, Counter, and Magic Counter from random Skill pool

- Guardian Idol
*New Item*

Replaced Fili Shield

Protects owner from all Effective Damage

Cost increased 500 -> 750 G

- Gaia Shield
*New Item*

Replaced Leather Shield

+1 Con, -3 damage taken when on terrain with effects

- Thieving Glove

Stat Adjustment: +3 Speed -> None

Growth Adjustment: -10 Speed -> +5 Speed

- War Helmet

Stat Adjustment: -2 Defense -> None

Growth Adjustment: +10 Strength -> +5 Strength/+5 Magic

- Wizard Hat

Stat Adjustment: -2 Strength -> None

Growth Adjustment: None -> +5 Resistance

- King's Ring

Growth Adjustment: None -> +5 Skill

- Iron Glove

Growth Adjustment: None -> +5 Defense

Cost increased 150 -> 300

- Lunar Brace

Stat Adjustment: -2 Skill -> +2 Skill

Growth Adjustment: +5 HP/+5 Defense -> None

- Solar Brace

Stat Adjustment: -2 Skill -> +2 Skill

Growth Adjustment: +5 Strength/+5 Magic -> None

- Growth Ring

Cost increased 500 -> 750

- Guiding Flame
*New Item*

-10 Avoid to all enemies with 2 tiles. Increases vision in fog.

Cost 500 G

- Dragon Fang
*New Item*

Skill% chance for attacks to do 1.5x damage.

Cost 500 G

- First Aid Kit
*New Item*

-1 Mov. Cures bad status effects at the beginning of each turn.

Cost 500 G

- Watchful Eye
*New Item*

Cannot be stolen from while in your inventory.

Cost 500 G

- Conquest Flag
*New Item*

+1 Mov. Debuff enemy's Speed by 6 after combat.

Cost 500 G

- Echoing Mirror
*New Item*

Skill% chance to attack five time at half damage.

Cost 750 G

- Horn of Valor
*New Item*

+5 HP Growth. Gain +1 damage and +5% Hit per 10 levels unit has.

Cost 750 G

- Lucky Clover
*New Item*

+5 Luck Growth. Add weapon weight to critical chance.

Cost 750 G

- Spirit Dust
*New Item*

Replaced Pheonix Feather

Same effect

- Mage Tears
*New Item*

Gain 1 Magic, then heal HP equal to half of user's Magic (max 30 HP healed)

Event Reward only

Cost 500 G

- Ex Proposito
*New Item*

Change user's current Ability to a random Ability

Event Reward only

Cost 2,000 G

- Gorpfruit Pit

Removed from the game

- Vahnberry Seed

Removed from the game

- Noaberry Seed

Removed from the game

- Galaberry Seed

Removed from the game

- Jermato Pit

Removed from the game

- Basic Lure

Removed from the game

- Super Lure

Removed from the game

- Premium Lure

Removed from the game

- Grimoire

Removed from the game

- Phonograph

Removed from the game



Skill Changes

- Blossom

Removed from all places it could be acquired, effectively removing availability

- Rightful Arch

Renamed Gameshark

Cost increased 5,000 -> 20,000 G

Changed icon

- Holy Aura

Renamed Enlightened

Changed icon

- Adept

Added in-battle animation

- Aegis

Added in-battle animation

- Aether

Added in-battle animation

- Astra

Added in-battle animation

- Bane

Added in-battle animation

- Black Magic

Added in-battle animation

- Dragon Fang

Added in-battle animation

- Great Shield

Added in-battle animation

- Ignis

Added in-battle animation

- Impale

Added in-battle animation

- Luna

Added in-battle animation

- Pavise

Added in-battle animation

- Sol

Added in-battle animation

- Vengance

Added in-battle animation

- Watchful

Prevents the Loot Goblin from robbing you, also prevents being captured

- Timed Hits
*New Skill*

Press "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



Game Based Passive Changes

Game Based Passives are bonuses applied at the beginning of a run based on the game the deployed unit is from

- Shadow Dragon Passive
*New Passive*

Get a random stat booster

- Gaiden Passive
*New Passive*

Learn a weapon range boosting skill based on the unit's available weapon types

- Genealogy of the Holy War Passive
*New Passive*

Gain stats based on the unit's Holy Blood

- Thracia 776 Passive
*New Passive*

Learn Capture and start with 0 Gold
Forces Random Growths Mode

- Binding Blade Passive
*New Passive*

Get a Vulnerary

- Blazing Sword Passive
*New Passive*

Get a Vulnerary

- Sacred Stones Passive
*New Passive*

Get a Vulnerary

- Path of Radiance Passive
*New Passive*

Learn Shove

- Radiant Dawn Passive
*New Passive*

Learn Shove

- Fates Passive
*New Passive*

Learn Armsthrift

- Three Houses Passive
*New Passive*

Learn Discipline

- Engage Passive
*New Passive*

Get a Bond Ring

- Advance Wars 2 Passive
*New Passive*

Get an additional 25 Gold for each generated Village Node

- Illusory Dungeon Passive
*New Passive*

Get a random Recruit

- Embrace of the Fog Passive
*New Passive*

Get a random Recruit



Ability Changes

Abilities are special character specific events that can be activated from individual unit's "Interact" menu
Activating an Ability consumes your turn
If you do not meet the requirements to use an ability, trying to activate it does not consume your turn
If you select an ability and choose not to activate it, it does not consume your turn

- Grimoire
*New Ability*

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)

- Dismount
*New Ability*

Can get on and off mount
Cannot promote while dismounted

- Dismount (Haar)
*New Ability*

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)
*New Ability*

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)
*New Ability*

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)
*New Ability*

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)
*New Ability*

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 Flip
*New Ability*

Call a coin flip, if correct +2 Str, if incorrect -1 Def
Cannot be activated if user does not have any Defense

- Exert
*New Ability*

Gain 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

- Stretch
*New Ability*

Increase Avoid by 10 until your next turn
Cannot be activated if under the effects of any status

(Requirement: Defeat 6 Generic Enemies)

- Focus
*New Ability*

Increase Crit by 10 until your next turn
Cannot be activated if under the effects of any status

(Requirement: Defeat 6 Generic Enemies)

- Courage
*New Ability*

Increase Defense/Resistance by 10 until your next turn
Cannot be activated if under the effects of any status

(Requirement: Defeat 6 Generic Enemies)

- Hubris
*New Ability*

Increase Strength/Magic by 10 until your next turn
Cannot be activated if under the effects of any status

(Requirement: Defeat 6 Generic Enemies)

- Overdrive
*New Ability*

Increases 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 Armor
*New Ability*

Restore HP equal to user's current Level

(Requirement: Defeat 6 Generic Enemies)

- Shed Armor
*New Ability*

Spend 1 Defense to increase Speed by 2
Cannot be activated if user does not have any Defense

- War Cry
*New Ability*

Spend 1 Defense to increase Strength by 2
Cannot be activated if user does not have any Defense

- Lucksack
*New Ability*

Spend 1 Luck to restore 5 HP
Cannot be activated if user does not have any Luck

- Channel
*New Ability*

Spend 1 Resistance to restore 5 HP
Cannot be activated if user does not have any Resistance

- Respec
*New Ability*

Spend 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 Cannon
*New Ability*

Spend 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 Cover
*New Ability*

Spend 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

- Barrier
*New Ability*

Spend 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

- Martyr
*New Ability*

Spend 5 HP to level up deployed ally without actually increasing their level value
10% chance to increase ally's Constitution by 1

- Sacrifice
*New Ability*

Spend 5 HP to heal deployed ally by 10 HP and cure their bad status
Cannot be activated if user does not have enough HP

- Devour
*New Ability*

Deal 10 damage to deployed ally to restore 5 HP
If fatal gain stats (+3 Max HP, +1 Con, +2 Class Specific Stat)

- Blood Bond
*New Ability*

Spend 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 Ritual
*New Ability*

Spend 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 Shield
*New Ability*

Spend 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 Tribute
*New Ability*

Spend 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

- Patchwork
*New Ability*

Recover 6 HP
Can only be used twice per Chapter

- Seance
*New Ability*

Summon an allied ghost soul to fight alongside you for one battle
Can only be used once per Chapter

- Play Dead
*New Ability*

Change 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

- Ambush
*New Ability*

Return 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



Boon/Bane Changes

- Nobody
*New Boon*

No Effect

- Stalwart
*New Boon*

Start each run with +3 Strength

- Bookwork
*New Boon*

Start each run with +3 Magic

- Disciplined
*New Boon*

Start each run with +3 Skill

- Nimble
*New Boon*

Start each run with +3 Speed

- Prodigy
*New Boon*

Start each run with +1 Level

- Artificer
*New Boon*

Start each run with a Skill Scroll

- Gambler
*New Boon*

Learn Gamble Skill at the start of each run

- Cautious
*New Boon*

Learn Watchful Skill at the start of each run

- Third Eye
*New Boon*

Learn Insight Skill at the start of each run

- Scholar
*New Boon*

Learn Discipline Skill at the start of each run

- Blessed
*New Boon*

Learn Fortune Skill at the start of each run

- Plot Armor
*New Boon*

Learn Miracle Skill at the start of each run

- Non Corporeal
*New Boon*

Learn Pass Skill at the start of each run

- Enlightened
*New Boon*

Learn Enlightened Skill at the start of each run

(Requirement: Beat Hard Mode with Hetja)

- Pathfinder
*New Boon*

Learn Acrobat Skill at the start of each run

(Requirement: Beat Hard Mode with Hetja)

- Optimistic Nihilist
*New Boon*

Learn Nihil Skill at the start of each run

(Requirement: Beat Hard Mode with Hetja)

- Thick Skinned
*New Boon*

Learn Nullify Skill at the start of each run

(Requirement: Beat Hard Mode with Hetja)

- Fractured Personality
*New Boon*

Learn Summon Skill at the start of each run

(Requirement: Beat Hard Mode with Hetja)

- Underdog
*New Boon*

Learn Resolve Skill at the start of each run

(Requirement: Beat Hard Mode with Hetja)

- Bounty Hunter
*New Boon*

Learn Capture Skill at the start of each run
Forces Random Growths Mode

(Requirement: Recruit Zephiel)

- Patient
*New Boon*

Learn Paragon Skill at the start of each run

(Requirement: Recruit Zephiel)

- Gifted
*New Boon*

Learn Aptitude Skill at the start of each run

(Requirement: Recruit Zephiel)

- Nothing
*New Bane*

No Effect

(Requirement: Must have Nobody Boon)

- Unlucky
*New Bane*

Start each run with -5 Luck

- Brain Worms
*New Bane*

Start each run with -5 Max HP

- Jelly Bones
*New Bane*

Start each run with -2 Defense

- Frail Mettle
*New Bane*

Start each run with -2 Resistance

- Self Sabotage
*New Bane*

At the start of each Chapter, Level/30 chance to self inflict Poison

- Napping Fits
*New Bane*

At the start of each Chapter, Level/30 chance to self inflict Sleep

- Cowardly
*New Bane*

At the start of each Chapter, Level/30 chance to self inflict Stone

- Hole In Pocket
*New Bane*

At the start of each Chapter, lose between 1-75 Gold

- Gutless
*New Bane*

Do not receive any benefits from consuming food (fruit, fish)

- Unyielding
*New Bane*

Do not gain experience

- Amnesia
*New Bane*

Weapon experience gained during a run is lost at the end of the run

- Reckless
*New Bane*

Learn Fury Skill at the start of each run

- Damaged Nerves
*New Bane*

Learn Bane Skill at the start of each run



Password Changes

- "THESCALE"
*New Password*

Access crossover with Embrace of the Fog

- "ILLUSION"
*New Password*

Access crossover with Illusory Dungeon



Misc Changes

- Changed Title Screen

- Replaced build time on title screen with version number

- Changed File Select background

- Changed Game Time UI

- Added Win/Loss tracking

- Moved over growth adjustments on the Character Status menu

- Removed forced critical animation when killing a Boss

- Entering Passwords now occurs at the Tavern, not during Character Creation


Bugfix

- Fixed typos

- Fixed certain enemies incorrectly displaying lightable torch tendencies

- Fixed Angelic Robe description saying it increases hp by the wrong amount

- Fixed Thani animation softlocking when missing attack

- Fixed glitched UI when healing from a Church if the Event Node is far enough away from the deployed unit

- Fixed fog not clearing after battles featuring fog of war if torches were destroyed

- Fixed level cap breaking under certain conditions

- Fixed certain songs having incorrect sound priority

- Fixed generic enemy summoners with monster weapon ranks

- Fixed enemy Tiki palette

- Fixed "But... My Build!!" achievement activation requirements



~ * ~ {RPG Club} ~ * ~

Hetja's Quest is a labor of love from the team known as RPG Club Games