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- Gameplay changes:
- General:
- -You can pick your affinities from 2 randomly rolled choices.
- -Equipment slots are 5 for everyone regardless of their CON.
- -You die when your KO counter reaches 0 and only then.
- -Gold is party shared.
- -Perform grants 2 XP.
- -Hit and Crit rolls are separated.
- -Effective Damage is x3, Crossbows are x2.
- -Poison deals 2-6 DMG and can reduce HP to 0.
- -Sleeping units always wake up when hit.
- -Supports and Terrain grant DR instead of DEF.
- -Supports that grant DMG also boost healing by the same amount.
- -People who use staves/performances autoequip a weapon if they have it in their inventory and can use it, but suffer the weight penalty of the staff/performance last used if it's greater than the weapon's.
- -Only one performer allowed in the party.
- -Each character may increase one weapon subcategory that they already have access to by a single increment at level 10 first class, and level 10 promoted class.
- Character Skills:
- -Blossom: Gives one extra prf stat of the player's choice
- -Potential: Gives +5% to all stat growths
- -Daunt: Reduces Hit, Evd, Crit by 5.
- -Disarm: Only activates on PP, now is cost
- -Gamble: halves your final hit rate, doubles your crit chance
- -Weapon Saver is free
- -Ignis: SKL+LCK% chance of adding half STR to magic attacks and half MAG to physical attacks. Free
- -Sol: SKL+LCK% chance of recovering HP equal to half damage done in an attack or counterattack. Cost
- -Luna: SKL+LCK% chance of ignoring half the respective defensive stat when making an attack or counterattack. Cost
- -Provoke, Stillness, Reinforce banned.
- Personal Skills:
- -All within 3 squares of x must instead be within 3 squares of 3 x unless x is very specific.
- Class Skills:
- Trainee:
- -All Trainee skills except Performer, Thief, and Rider do not apply
- -Mage trainee: starting weapons are Wind/Lightning/Worm.
- First class:
- -Archer: Sidearm axed cause your face.
- -Archer: Now have "Overwatch". May hold fast and attack the next enemy to come in range. Combat resolves normally.
- -Bandit: KotM is axed
- -Bard: With a Little Bit is axed, dance two vertical or two horizontal units at one range
- -Dancer: Boundless Stamina is axed, dance one unit at two range with canto
- -Fencer: Sneaking applies to all non-wilderness terrain with Cover. Lose Indoor Combat, gain Pillard Dodging from 1.2
- -Mage: Nature Spirits is 1.2 version
- -Monk: Pious Veil changed to 1.2 version and you can choose how much of your str to switch over, is not all or nothing
- -Myrm: En Passant removed cause it's dumb
- -Pegasus Rider: Magic Sink changed to +3 DMG/RES vs people with Levitation
- -Scavangers: Power of the Underdog axed
- -Shaman: Ancient Gamble: add up to STR in additional DMG but if the character misses this attack they directly suffer the bonus damage themselves and are Paralyzed until their next phase.
- -Social Knight: Reliable attack can now be used as many times as desired
- -Soldiers: Spear Wall axed, instead get Anti-Cavalry: WTA with +3 DMG vs mounted units
- -Spy: Get one weapon type at Subcat (C), Weapon (D).
- -Thief: Overdeveloped Sense of Self Preservation is axed, instead they get canto after using lockpick skill
- -Troubador: Minor Arcana bonuses halved
- -Wyvern Riders: Lose the weakness to wind, still weak to Thunder and Bows
- Promoted Class:
- -Assassin: Lose critical eye, second crit chance caps at 40%
- -Battle Mage: Jump nixed, Imbue arrow effects only happen if attack misses, targets weaker of DEF/RES but uses stats of weaker weapon
- -Berserker: Loses Berserker Barrage
- -Bishop: Sanctuary is axed
- -Dancing Blade: Choose one of Sword Storm or Sword Wall
- -Druid: Gets Hasp Memory Magic
- -Duke Knight: Hot Start axed
- -Great Knight: Momentum is axed
- -Hero: Only get and always get Lend Me Your Strength
- -Holy Guard: Aura of Vitality axed
- -Inquisitor: Critical Eye axed
- -Lore Masters: Get Hasp Memory Magic, cannot have Center
- -Mage Knight: Critical Eye removed
- -Mountain Fighter: Critical Eye removed, Mountain Fighting changed to no mov penalty when moving to Hills and reduced mov penalty by 2 when moving to Mountains. Giant Swing ratio rebalanced to 5 hit per 1 DMG.
- -Nomad Healer: Vulnerary has a cost of 100 Gold, and Elixir has a cost of 1500 Gold
- -Nomad Trooper: Untouchable axed
- -Paladin: Holy Shield axed
- -Rogue: Critical Eye axed
- -Sage: Get Hasp Memory magic
- -Samurai: Iaijustu axed
- -Sentinal: Retaliation axed
- -Sniper: Critical Eye removed
- -Summoner: Critical Eye removed
- -Swashbuckler: Grog soaked blade removed, Perfect Balance makes it so that battles that would have the Weapon Triangle against them, neither battler gets affected (enemy doesn't get WTA, Swashbuckler doesn't get WTD). Sea Fighting changed to Sea Sprint: no mov penalty when moving through water.
- -Valkyrie: Anti-Magic axed
- -Warrior: BRUSH is removed
- -Wyvern Knight: Def bonus is changed to +3
- Weapon Changes:
- -Judgement magic is effective vs Class trees:
- *Banish is effective vs Archer trainee tree except Spy tree.
- *Ray is effective vs Rider trainees
- *Thani is effective vs Soldier trainee tree except Social knight tree
- *God Hand is effective vs Performer trainee tree.
- *Leviathan is effective vs Priest trainee tree except Monk tree.
- *Sleppnir is effective vs Thief trainee tree.
- *Valaura is effective vs Mage trainee tree except Monk tree.
- *Last Breath is effective vs Fighter trainee tree.
- *Warding Seal is effective vs Swordsman trainee tree.
- *Exorcism is effective vs Monk tree.
- *White Lightning is effective vs Humans.
- *Creiddylad is effective vs Non-humans.
- -Dark Magic, Druidic subcategory:
- 'Trumps': Weapon Triangle advantage (no +1 DMG due to ->) AND Effective Damage against their specified target.
- 'Loses': Weapon Triangle penalty.
- -Problem with Hidden Blade and Hidden Gun rank solved. WT of Hidden Blade reduced to 14 and MT of Hidden Gun reduced to 20. They attack once per round.
- -Soliferrum has 1-2 range.
- -Lyrics and Instruments affect up to 2 allies in range and last for 3 turns unless noted otherwise.
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