Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- P3R Memento Mori Rebalance Mod 1.7.9
- https://gamebanana.com/mods/497527
- Description
- Memento Mori Rebalance Mod is a game overhaul that aims to make P3R's gameplay balance closer to P3 FES, P2 EP, or SMT Nocturne without removing Reload's new additions, to restore some elements to be more faithful to the original P3, and to add some new twists and additions. There are general polishes like overhauled Tactics AI, visible skill stats, and minor aesthetic and miscellaneous changes. The mod can be installed or disabled mid-game without starting a new save, and some changes can be disabled in the config.
- The mod is for fans experienced with Persona, not satisfied with Reload's gameplay or changes, or simply looking for a remixed second playthrough. It's both a FES restoration mod and a difficulty rebalance mod because the two goals largely overlap. Tartarus was meant to be an intimidating place to confront the reality of death, not to fulfill a power fantasy of obliterating bosses with your friends' flashy super moves. Reload was designed to be for newer Persona fans that loved the feeling of P5, and it does that well. For fans of the older games, it lacks the old-school gameplay and charm expected of a PS2-era JRPG like P3. This mod's goal is to address that, bridging the gap between old and new, while still being a fresh remake that isn't purely imitating P3 FES and P3P. Changes you should know are:
- Most aspects of combat are modified, tweaking skills, adding cut skills from FES and new ones from P2 or P1, removing level-damage-scaling, and adjusting EXP-scaling. Lower difficulty modes easier than P3 FES are removed in favor of more hard modes, but this feature may be disabled. There's no restriction on raising difficulty mid-game, and I recommend not starting on the highest ones. Skill progression and Personas are closer to FES, and party members have reworked, larger skill pools with many options for varied builds. Overpowered strategies are toned down, while others may be more viable. Theurgies reset charge before boss fights, don't all pierce, and do less damage, but charge faster and have new, varied effects. Buffs are 25%, like in FES, instead of 40%, but last longer. Enemy AI and encounters are overhauled to be more challenging or faithful to FES. (However, until v2.0, not all are changed yet.) P3R also has hidden "illusion-of-danger" safety nets, such as boss AI often avoiding targeting the protagonist, and these are also being removed.
- Please note that this mod is still actively being worked on and improved in updates. Its current state is a fun rebalance mod that's perfectly playable from start-to-finish, but as a full game overhaul, not everything is rebalanced and finalized yet. The plan is to eventually reach a 2.0 version with all major project goals completed, playtested, and polished. This mod makes a huge amount of changes, so please forgive any bugs or mistakes I haven't caught. There is a lengthy text file included that keeps track of all changes, including dev notes with explanations and reasoning for them.
- Recommended complimentary mods: Aragaki Always Available (https://gamebanana.com/mods/508463), as the mod gives him a full overhaul and new weapons. It's not unbalanced without it, but it is factored into balance. Other mods that modify any similar gameplay aspects may cause conflicts and disable parts of this mod. Putting this mod at the bottom of your mod list will give it priority and may fix some issues.
- Difficulty modes
- Hard: P3R's original Hard mode difficulty values, but with all other changes included. This mod's "Normal" mode, meant to be near the same level of difficulty as Persona 3 FES on Normal or Hard.
- Risky: Risky mode makes everyone's damage slightly lower, but critical hits and weakness hits are extra powerful. Very similar to P3R's Merciless. Kill quick or die quick.
- Lunatic: Lunatic mode makes enemies a threat for experienced players without making battles too unfair or tedious. Bosses may require planning and preparation beforehand instead of being cleared first try. Similar to P3P's Maniac difficulty values. (Has the most playtesting.)
- Suicidal: For players chasing the thrill of death. Even if you take steps to mitigate risks, there's always a chance of getting unlucky. It may feel unfair to die from things outside your control, but misfortune is still ultimately failure to earn the favor of the gods. Meditate on why that may be, and try again.
- Katabasis: "A descent into Hades, the realm of the dead." A brutal struggle that will force you to face your own mortality. Death looms over every encounter, and bosses will require all possible preparations and precise strategies. For weird masochists that want things to be as hard as possible.
- Hard Risky Lunatic Suicidal Katabasis P3R Merciless (for reference)
- Damage by enemies x1.30 x1.65 x2.00 x2.45 x3.00 x1.50
- Damage by player x0.80 x0.60 x0.70 x0.60 x0.50 x0.60
- Enemy's weak hits x1.00 x1.50 x1.00 x1.00 x1.00 x1.36
- Player's weak hits x1.00 x1.50 x1.00 x1.00 x1.00 x1.36
- Enemy's crit hits x1.00 x1.50 x1.00 x1.00 x1.00 x1.34
- Player's crit hits x1.00 x1.50 x1.00 x1.00 x1.00 x1.34
- Material sell price x1.25 x1.50 x1.50 x1.50 x1.50 x1.00
- Enemy ailment accr x1.03 x1.10 x1.05 x1.15 x1.25 x1.20
- Player ailment accr x1.03 x1.05 x1.03 x0.92 x0.80 x0.80
- Note all enemies have an innate x0.80 to ailment hit rate. Adjusting for that, the real rates are x0.82, x0.88, x0.84, x0.92, and x1.00. The small player ailment boosts are to offset the skills themselves now having 99% accuracy. The extra money from materials is
- Notes
- A few specific changes that might cause confusion coming from the normal game:
- -Some skills go by their older names from P3, such as "Concentrate" being "Mind Charge".
- -Field Shadows will notice you if you approach while sprinting. They can also see you from long-range if you're directly ahead of them, but they won't detect you from any range if you're behind them. It takes a little adjusting to.
- -Please do not try grinding Shuffle Time for every skill card available. The new drop tables heavily disincentive it. The mod does not expect you to have every skill card at the ready, and some cards can still drop later in other blocks.
- -A P3R fusion calc will still give accurate results for all Persona with these exceptions: Girimekhala, Daisoujou, Lilith, Attis, Sandalphon, and Arahabaki are special fusions again. Some special fusion recipes are slightly different. Surt no longer needs to be unlocked.
- FAQ
- 1. "Will this screw up my save game if I...?"
- It can be enabled on any save mid-game, and it can be safely disabled on any save mid-game. Even if you disable the mod and load a save that had its new skills or items, the unused or placeholder skills left in their place can be overwritten like normal, or even still used without problems. New items will do nothing and can be unequipped and sold like normal. The only issue I'm aware of is that equipping a blank weapon will cause a crash when you try to take it out in Tartarus, so don't do that. If you want party members to learn skills new to their moveset but are past the level to learn, they can be learned at Be Blue V.
- 2. "Can I disable parts of this mod I don't want?"
- As of v1.7.7, yes, there are some options in the Configure Mod menu. If there's something else you want to change that's not there, you could ask me if it's possible to add in an update, but otherwise you'd have to manually find the files you don't want and delete it. That's still not perfect customizability, but any more would require modding the mod yourself. There's a list below of what all the files in this mod do that can help you navigate under-the-hood stuff. (If you want to take any parts of this mod to reupload on their own, modify, put in your mod, you have permission to do whatever.)
- 3. "Does this mod support non-English languages?"
- Kind of. I didn't translate anything, but I tried to keep other languages in mind. Some modified text will become English, vital gameplay info like skills and items, while some less-critical messages won't be and might not be accurate to the mod's changes. Difficulty names won't be changed, for example, but they still function. If your grasp of English is good enough to understand this, then it shouldn't be a big deal. All dialogue will still be in your preferred language.
- 4. "What about Episode Aigis?"
- Right now, it's not really supported, but the difficulty modes and a few combat changes should still affect it. Besides that, they're like separate games. I'd like to rebalance it too one day, but the main game takes priority.
- 5. "Elizabeth...?"
- I'd like to have her fight fully overhauled for v2.0. I'd suggest fighting her with the mod disabled in the meantime unless you want to have a bad time.
- New Memento Mori Content
- Skills
- 10 restored cut skills from P3:
- Cleave, Mighty Swing, Kill Rush, Vicious Strike, Weary Thrust, Double Fangs, Twin Shot, Charmdi, Posumudi, Enradi
- 26 new non-P3 skills:
- Sonic Wave [P2], Lobotomy Slash, Spiral Sword [If...], Armor Splitter [PQ], Pressure Point [P2], Brain Shake [P2], Viper Smash [P1], Fang Breaker [SMT], Needle Rush [P1], Love Transfixion, Aeon Rain [PQ], Cripple [SMT], Door of Hades [PQ], Dark Slumber [P1], Deathtouch [P1], Randy Haze [If...], Balzac [P2], Diamrita [SMT], Stithi [P2], Lyre of Rebirth [PQ], Soothing Melody [P2], Dekarakarn, Tetraja [P1], Nigayomogi [DDS], Roma Fulmen [DebiSama], Fata Morgana [P2]
- 6 boss-only skills reworked into also player-obtainable skills:
- Justice Shot [P2] (Armor-Piercing Shell), Photon Cannon [P2] (High-Explosive Shell), Flash Grenade, Bolt Storm [SMT] (High-Volt Current), Absolute Zero [P1] (Ice Storm), Spring of Life
- 12 semi-new skills overwriting DLC skills:
- Twin Slash [P1], Floral Profusion [P2], Sonic Bullet [P2], Hellfire [P2], Glacial Blast [SMT], Thunder Baptism [P2], Hurricane [P2], Atomic Destruction [P2], Freikugel [SMT], Laevateinn [P5], Radiance [SMT], Eternal Black [P1]
- 5 new/restored skills unobtainable by the player:
- Wind Wall [P2], Elec Wall [P2], Fire Wall [P2], Ice Wall [P2], Moonless Gown [P3]
- (59 total)
- Weapons
- 3 restored cut weapons from P3:
- Colossus, Executioner's Axe, Staff of Wrath
- 2 new original weapons:
- Bus Stop Sign Mk. II, Shinsa Bakunetsu Sho [P2]
- Personas
- 3 newly-obtainable Personas:
- Moros, Medea, Hypnos
- Known Issues
- Problems I haven't figured out how to fix yet but am currently aware of. [If you have an idea, politely send help...]
- -Custom skills with support effects do not display support messages, and Fuuka's Attack-up Oracle effect (formerly was Heat Riser) still displays the Heat Riser message instead of "Attack up!". Fuuka's skills have their own unique messages that can be edited, but skill 272 and 275 (mistakenly?) don't use theirs (MsgNo 247), instead sharing Heat Riser's message (MsgNo 50). From what I can tell, it seems like support messages are hard-coded to specific skill ID's. The messages are in BMD_BtlJyokyoHelp, and to my understanding, when a request to draw a Jyokyo message is called, a function in BP_BtlGuiJyokyoHelp named "GetDebugJyokyoHelpID" determines which message should be drawn and stores it in a variable named "MsgNo".
- -Font used for Roman alphabet in Japanese and Chinese has no wordwrap and won't be fully displayed. Make it use a different font somehow?
- Files
- These are grouped together with files you'd probably want to keep or delete together to avoid inconsistencies. For instance, deleting skill changes without also deleting Persona changes would result in Personas learning useless or unbalanced skills. No file extension means it's just a .uasset. You can open up any .msg files (dialogue and text) or .flow files (scripting) with Notepad or something and see what's in them for yourself. Feel free to reference anything if you're a modder, but be aware I'm not good at coding. [Things are changing around every update, so this list might sometimes be missing a few files that make tiny, unremarkable changes, sorry.]
- "Astrea" refers to Episode Aigis (likely the internal dev project name), and most game assets have a separate Astrea copy of them that's used in Episode Aigis. Their filenames are identical, just in the "Astrea" folder instead of "Xrd777".
- Skill, Persona and Item changes
- Skill and item data: DatSkillNormalDataAsset, DatSkillDataAsset, DatSkillNameDataAsset, BMD_SkillHelp.msg, DT_BtlFullmoonSkillPower, DT_BtlNewmoonSkillPower, DatItemSkillcardNameDataAsset, BMD_ItemSkillcardHelp.msg, BMD_ItemCommonHelp.msg, BMD_BtlJyokyoHelp.msg, "UnrealEssentials\P3R\Content\Xrd777\Blueprints\Battle\Skills" folder, "Skill Name".expatch [Consumables are technically skills.]
- Persona data: DatPersonaAffinityDataAsset, BMD_CombineGreet.msg, SpecialSpreadDataAsset, PersonaLiftDataAsset, EvtPersonaCombineAdjustTableAsset, WordSortDataAsset, BMD_Event_Main_190_010_C.msg, BMD_Event_Cmmu_003_050_C.msg, DatShufflePersonaArcanaDataAsset, PersonaListLayoutDataAsset
- Persona and party member skillsets: DatPersonaGrowthDataAsset, DatAllyPersonaGrowthDataAsset [Without skill edits also present, will result in Personas and party members learning odd, unbalanced, or unused skills, but they can be discarded.]
- Battle changes
- General combat changes: BP_BtlCalc [This has some overlap with skill changes, mostly passives.]
- Level-scaling: DT_BtlCalcLevelDamage, DT_BtlCalcLevelDamageBoss
- EXP-scaling: DT_BtlCalcLevelExpRatio
- Theurgy charge rate: DatBtlTheurgiaBoostDataAsset, DatBtlTheurgiaBoostBossDataAsset, BMD_TheurgiaFlavorText.msg
- Reseting Theurgy charge before boss battles: BF_Fld_BossBattle
- Enemy changes [Will cause balance issues and possibly softlocks without also having skill changes.]
- Enemy data: DatEnemyDataAsset, DatEnemyAffinityDataAsset, DatEncountTableDataAsset, DatEnemyNameDataAsset
- Enemy AI: "ue-atlus-script\EnemyAI" folder, "UnrealEssentials\P3R\Content\Xrd777\Battle\Enemy\Script" folder
- Gatekeeper field models: BP_FldEmUnique_***
- Equipment changes
- Shops: DatWeaponShopLineupDataAsset, DatAntiqueShopLineupDataAsset, SimpleShopDataAsset
- Weapons: DatWeaponShopLineupDataAsset, DatItemWeaponDataAsset, DatItemWeaponNameDataAsset, BMD_ItemWeaponHelp.msg
- Armor: DatItemArmorDataAsset
- Shoes: DatItemShoesDataAsset
- Accessories: DatItemAccsDataAsset, BMD_ItemAccsHelp.msg
- Miscellaneous changes
- Shuffle Time: DatShuffleHangedmanArcanaDataAsset
- Skill card duplication wait period: BF_OBJ_106_101_003.flow, BMD_OBJ_106_101_003.msg
- Enables raising to Merciless difficullty mid-game: MercilessSelectable.expatch
- UI character name changes: BMD_BP_DOBJ_SecretFloor
- Files for each optional change are neatly organized in the "Config" folder.
- Some specific files you might be looking for:
- Disables option to revive upon death on lowest difficulty: BF_BtlEventcommon
- Atmospheric fog changes in Tartarus: Thebel is DENV_01/BF202, Arqa is DENV_02/BF203, Tziah is DENV_04/BF205, so on and so on.
- Special thanks
- Pure02, for the extremely soulful mod logo.
- ZArkadia, for expatch contributions and flowscript advice.
- Brawler, for figuring out how to set up the config options for me.
- MeovvCat, for general advice and flowscript references.
- Rirurin, for making Unreal Atlus Script and tremendously speeding up testing scripts.
- Atlus Co., Ltd., for making Reload's gameplay so braindead that I had to make fixing it a pet project of mine.
- P3R Memento Mori Rebalance Mod 1.7.9 change list
- These are more so my own personal notes for keeping track of the huge number of changes made rather than something organized for others to read, so there's summaries, explanations, and dev notes in [brackets] that are more readable (albeit excessively prolix). I'm the type of person that forms ideas by writing them down, so most of it is either me deciding what changes to make beforehand, or me simply copying things I already wrote in past discussions or responses to questions. Including this might also help other mod-makers, since looking at other mods is how I figured out how to do stuff. This documents almost all changes, but not every minute tweak like a small stat change to an enemy.
- To explain the actual project goals: P3R's difficulty curve fell off for me mid-game, and it became more fun to mod the game to suit my tastes, then playtest that. Every change is ultimately done "because I like it and think it's fun", but it helps to have some sort of direction and theme to keep the mod's changes from feeling random and inconsistent. The first one is an appeal to nostalgia, faithfulness to the original game, authenticity to the PS2-era time period it was from: "Memento", remember. The other, obviously, "Mori", death, is making the game harder. This isn't purely about being hard for the sake of people that like hard games, but because Reload's combat is genuinely at odds with the experience P3 was intended to be. Having things like bosses and skills with hidden checks to intentionally avoid killing the player could be good decisions in other games with different design goals, but definitely not in one meant to represent overcoming the harsh reality of life and death. Of course, Reload is a new game meant as a new take on P3, and P3 FES wasn't an example of flawless, perfectly-balanced gameplay. So, while this mod must also take its own liberties with new changes, I have to come up with actual comprehensible reasons for them. (Especially since I've had to revert some things before based on feedback.)
- *Tables of Contents (Use Ctrl+F *Name)
- Combat
- Miscellaneous
- Party
- Protagonist
- Yukari Takeba
- Junpei Iori
- Akihiko Sanada
- Mitsuru Kirijo
- Fuuka Yamagishi
- Aigis
- Ken Amada
- Koromaru
- Shinjiro Aragaki
- Tactics
- Skills
- Physical
- Magic
- Ailment
- Recovery
- Support
- Passive
- Unobtainable
- Items
- Consumables
- Weapons
- Armor
- Shoes
- Accessories
- Skill Cards
- Antique Store
- Personas
- Tartarus
- Enemies
- Thebel
- Arqa
- Yabbashah
- Tziah
- Harabah
- Adamah
- Major Bosses
- Aesthetics
- *Combat
- [So, a mod that "rebalances" a game to make it "balanced" doesn't describe what it actually does, without identifying problems and explaining how the mod addresses them. So, the main things this mod tries to do: First, a common theme you'll notice over the mod is almost all damage multipliers are lower. It's important to note that all damage multipliers are just that: multiplicative, not additive. Boost (+25%) and Amp (+50%) stack to result in 87.5% more damage, not 75%. Damage begins to increase exponentially the more damage boosts you have, and Reload both added more, made some stronger (Tarukaja/Rakunda, Charge/Concentrate), and made them easier to get with skill cards, manual inheritance, and buff items. The point of weakening Boost and Amp beyond where they were in FES is to produce end results more similar to FES, but without removing Reload's new skills or mechanics. It's not some attempt to artificially cap your damage and say, "there, now it's balanced." Stacking things is simply overpowered in Reload. Here's some more numbers:
- 100% phys damage x Boost = 125% x Amp = 187.5% x Target Boost = 215.6% x Tarukaja = 301.9% x Rakunda = 422.6% x Critical hit = 633.9% x Charge = 1457.9% damage.
- Using FES skills and values, that would be 445.3%. For magic, let's rewind to after Rakunda:
- 422.6% damage x Ability = 528.3% x Mastery = 792.5% x Weakness hit = 990.6% x Weak Amp = 1188.7% x Concentrate = 2733.9% damage.
- In FES, that would be 695.8%, or 869.8% in P3P. These aren't the highest possible damage bonus you can reach in P3R, and they'd also be slightly lower when applied to Theurgies since Charge/Concentrate affect them less, but let's not get carried away. The point is that if you try to measure and estimate of the power creep accumulated over almost two decades, from P4, to P3P, to P4G, to P5, to P5R, and now P3R, you're definitely much stronger at the end of Reload compared to the end of FES. This a big reason why P3R feels balanced early in the game and to casual players, but falls apart later if you try utilizing all the tools the game begins handing you. In summary, nerfing the shit out of everything isn't necessarily a bad place to start.]
- Maximum attack damage: 9,999 (from 99,999) [Just for FES consistency.]
- Maximum critical hit rate: 50% (from 100%) [I'd prefer this lower, but it would nerf ailments too much since it caps their boosts too.]
- Critical hit damage: x1.25 (from x1.5) [Same as hitting a weakness.]
- Attack accuracy minimum: 35% (from 50%)
- Escape success rate minimum: 10% (from 50%)
- Escape success rate maximum: 100% (from 99%)
- Charge/Concentrate multiplier: x2.0 (from x2.3) [Still a buff from FES' x1.9. x2.0 has utility, but any more than that is, again, multiplicative and will almost always be the optimal choice before attacking.]
- Damage to downed combatants: x1.30 (from x1.25)
- Bonus-to-downed skill damage multiplier: x1.30 (from x1.5) [These two both stack, so that's 162%.]
- Duration of support moves: 4 turns (from 3) [A mod that makes buffs weaker without giving anything in return isn't quite going to feel fun to people, even if it's how it was in the original. I already felt like refreshing buffs was annoying and discouraged me from using them more, and bosses being able to handle ]
- Damage multiplier from Tarukaja/Rakukaja: x1.25 (from x1.4)
- Damage multiplier from Tarunda/Rakunda: x0.75 (from x0.6)
- Agility multiplier from Sukukaja: x1.25 (from x1.4)
- Agility multiplier from Sukunda x0.75 (from x.7)
- Guard damage multiplier: x0.25 (from x0.4)
- Player ailment recovery rate: 50 (from 70) [These don't seem to affect anything from my testing.]
- Enemy ailment recovery rate: 50 (from 30)
- Theurgy experience bonus ratio: 1 (from 1.1) [I don't know what this is supposed to do despite testing.]
- Theurgy gauge high ratio bonus: 1.25 (from 1.5) [I also have no idea what this is. Changed it anyway. (No, it's not Soul Fortune.)]
- Critical chance boost from Distress: +100% (from +50%) [Adding a crit rate cap indirectly nerfed Distress a ton. 100% bypasses any caps.]
- Critical chance boost from Fear: +35% (from x1.2)
- Critical chance boost from Shock: +25% (from +35%)
- Critical chance boost from Down: 10% (from 15%)
- Poison max damage: 200 (from 9,999)
- Poison damage ratio: x0.25 (from x0.2)
- Accuracy decrease during Rage: x0.45 (from x0.35)
- All-out attacks: 14 power, 0% Dizzy (from 15, 40%) [It apparently still makes enemies dizzy even when the dizzy chance is 0%. I'm still documenting the edited value.]
- Chance of normal attacks inflicting Dizzy on downed targets: 75% (from 50%)
- Chance of physical skills inflicting Dizzy on downed targets: 8% (from 20%)
- Chance of magic skills inflicting Dizzy on downed targets: 5% (from 20%)
- Chance of Theurgy inflicting Dizzy on downed targets: 10% (from 70%)
- Normal attack crit rate: 8% (from 3%) [The weapon damage formula was closer to skill damage in FES, which I can't change, so I made their crit rate closer to skills instead. (I might lower this to 7% later, but I'm going to be real with you, I forgot how I raised it in the first place.)]
- New/Full Moon skill damage bonus (per days since New/Full moon): x1.50, x1.40, x1.32, x1.25, x1.19, x1.14, x1.1, x1.06, x1.03, x1.0, x0.99, x0.97, x0.94, x0.9, x0.85, x0.80, x0.85, x0.9, x0.94, x0.97, x0.99, x1.0, x1.03, x1.06, x1.1, x1.14, x1.19, x1.25, x1.32, x1.40 (from 1.75-1.0, decreasing linearly by 0.05 per day from New/Full Moon)
- *Miscellaneous
- Raised difficulty values (see readme). They're basically "1. P3R Hard, 2. P3R Merciless, 3. P3P Maniac, 4. Maniac+, 5. Maniac++".
- Tweaked curve of EXP multipliers for fighting enemies higher or lower level than you. +1 through +6 are higher than vanilla, but everything outside that range is significantly lower. [Supposed to stop overleveling while not making party members get underleveled.]
- Higher level enemies give: (+1)x1.05 (+2)x1.10 (+3)x1.20 (4+)x1.30 (5+)x1.40 (6+)x1.50 (7+)x1.65 (8+)x1.80 (9+)x2.00 (+10)x2.50
- Lower level enemies give: (-1)x0.75 (-2)x0.5 (-3)x0.35 (-4)x0.25 (-5)x0.2 (-6)x0.18 (-7)x0.16 (-8)x0.13 (-9)x0.10 (-10)x0.05
- Level differences between combatants no longer directly scales damage up or down. [Level difference is still used directly in Theurgy damage calculation separate from this. Would like to change the formula one day when possible.]
- Intelligence points required to level up: 15, 25, 35, 45, 75 (from 20, 35, 45, 55, 75)
- Courage points required to level up: 10, 15, 15, 20, 30 (from 15, 15, 15, 25, 30)
- Charm points required to level up: 10, 10, 15, 15, 20 (from 15, 15, 15, 15, 20)
- Personas can inherit 2 more skills into empty slots than normal during fusion.
- Duplicating a skill card can only be done once every 3 days. [It was 5 in Portable, so this is still generous.]
- *Party
- [Theurgy attacks are closer to the level of "Severe" skills like they say instead of massive damage nukes. You're supposed to prep for a Theurgy with buffs and multipliers in advance first instead of just opening fights with them. The extra damage to downed enemies is one more way to do that. (And to hand-hold players towards doing stuff like that.) You can still do big damage with Theurgies, but it takes a little work. Previously, putting in effort to maximize damage like this resulted in one-shotting bosses. I also tried to make them more varied and unique where possible, doing different debuffs and ailments. Everyone also has secondary Theurgy charge boost conditions and overall gains Theurgy faster to account for them being weaker, resetting for boss battles, and losing charge from dying being more likely. They technically already had hidden secondary boost conditions, but now they're either increased and noted in-game or decreased if not. The hidden ones were always things that characters would be doing anyway, like phys attackers using phys and magic attackers using magic, which really added nothing to gameplay.]
- Entering a Full Moon, Gatekeeper, or Monad Passage (but not Monad Door) boss fight sets current party member's Theurgy charges to about 10% (depends on character). Nyx Avatar starts everyone over half, and Justice & Chariot do not affect charge.
- Damage-piercing removed from most Theurgy.
- Damage of all Theurgy attacks significantly reduced.
- Most Theurgy attacks do extra damage to downed enemies.
- Reduced the accelerated Theurgy charge rate during Full Moon bosses to about 150% from normal. (from 200%)
- Theurgy charge rates for each character are more uniform with less hidden variation, have secondary conditions that give extra charge, and most actions give slightly more charge in general. Some noticeable global changes are: Critical weapon hits give much more charge, now more than skill crits, and recovering from knockdown gives about one-third of what it used to, except for protag and Shinji, who gain more.
- *Protagonist/Hero/Makoto Yuuki/Minato Arisato/Door-kun
- [Protag's Theurgies are kind of on the weak side, but keep in mind they're Charge-able and that he has much easier access to boost skills. He also can't be KO'd, so his charge will never decrease. His two support Theurgies are pretty damn strong now, but they need it to have equal value to the damage potential of the others. Cadenza is a little overtuned in early game, balanced in mid-game, and useless in end-game, so I think it evens out.
- Best Friends is a bit interesting. It can only be used on someone dead, meaning they can't have full charge, removing the primary purpose of this Theurgy. Now, it serves as a super-revive that helps an ally get back up stronger than before, fitting of the skill's name. Looks excessive on paper, but even in the situations where there is someone worth using it on, you have very little control over whether they're dead at the time you get Theurgy. Those situations are probably going to be desperate and annoying ones, though, so hopefully it feels satisfying when they do occur. And, it's still not completely impossible to use to boost someone else's Theurgy, but it requires a lot of setup. I didn't want to completely remove the new ability to Charge/Concentrate other party members in Reload, so this was a was to leave the mechanic in in some form. Since Wall effects are actually in the game, I'd also wanted to fit them in somehow, as a way to cover a teammate's weakness is an interesting option, and a situational Theurgy with a secondary use condition definitely stops it from being abused. Putting 4 Walls up on the protag with a phys-resistant Persona would be a bit much, but he can't be revived, so it all works out nicely.]
- Cadenza: 100% HP, cures all ailments (from 50%)
- Jack Bros.: 50 power, 50% Down, (from 80, 80%), +Matarunda, +More damage to downed enemies
- King and I: 130 power, Single-target, 80% Freeze, +Sukunda, +Effective against downed enemies (from 180, multi-target 50%)
- Best Friends: Samarecarm + Heat Riser + Power Charge + Mind Charge + Fire/Ice/Elec/Wind Wall to 1 fallen ally
- Scarlet Havoc: 100 power, 3% crit rate, +Marakunda, +Effective against downed enemies (from 250, 20%)
- Trickster: Single-target, +Fire/Ice/Elec/Wind Break, +Tetrabreak, +Makarabreak (from multi-target, 100%)
- Armageddon: Removed HP cost
- Weak Boost: x1.05 (from x1.10)
- Weak Amp: x1.10 (from x1.2)
- Gains extra Theurgy from using Persona skills, low HP, and recovering from Knockdown.
- [Restored many cut skills from P3, FES, and P3P back into party member's skill pools, along with extras that I think fit them. These do NOT replace their Reload skills unless noted otherwise. Many of these are "clutter" that may have been cut for being temporary mid-game skills or not their overall best options. You can argue it's not optimal in the longterm to, for instance, have insta-kills on Ken or Koro, so they're pointless and it's fine Reload cut Hama/Mudo Boost on them. I would argue omitting sub-optimal skills is the game forcibly hand-holding you towards the best builds that guides recommend. You need a few less-good options in a strategy game, though, otherwise there's no need to look for and decide which are the most-good ones. So, I added more options. Plus, some people will simply enjoy the extra customization.
- Many skills I added to them are ones they've never previously had, but that I thought were either fun and fitting side-grade options, or actual buffs they needed due to combat changes. For example, Reload added a bunch of new phys and crit passives, but they seemed to be aware phys was not balanced for this and did not include any of them on party members. Now that phys is balanced for the passives, it's fine to give some (limited) easier access to them. Koro now getting Debilitate at level 77 and suddenly rocketing to best Support character, able to do 1 buff and 3 debuffs in 2 turns, is a pretty big disruption to balance, but I try to avoid balancing by stripping Reload's tools away. So, there's some new, higher tier debuff skills for party members to get around the same time, buffing everyone to account for the fact P3R added Debilitate. It also makes sense when you consider every party member can easily whip out any buff or debuff they want with items in Reload.
- Instead of learning nothing after level 75, party members get a few skills afterwards, and a great "ultimate skill" at level 99. They're all pretty good ones, but I think that gives party composition more impact if they can keep up with the protagonist slightly more, as long as the enemies can keep up too. They all might look overpowered with so many skills, but you can only pick 8, and you're not going to have much time to use their level 80+ skills. A lot of them are passives you can already get from equipment, but that still frees you to use other equipment. If you're installing this mid-playthrough, you can "relearn" any of these skills you're past the level of at Be Blue V. Also, it seemed unfair in FES that only Aigis had an innate resistance to an ailment, so I added ailment affinities to the others. This adds an extra consideration into your lineup. Plus, it helps to show their characterization and growth through gameplay, which was an important element of P3.
- The intended potential damage output of everyone is: Ken < Yukari < Koro < Aigis < Aki < Junpei < Shinji < Mitsuru.]
- *Yukari Takeba
- [Yukari has a few more offensive options with phys-ailment attacks, but it's obviously only supplementary to her wind damage. I think Holy Arrow and Poison Arrow are obvious fits for her, (poison-tipped arrows make me think of Greek mythology, and Charm fits well on Io,) but I'm aware phys skill don't quite feel "right" on Yukari. She has Myriad Arrows in her Answer boss fight, so be glad I didn't go that far. An invisible buff to her is that Reload's heavy nerf to -dyne skills is reverted, which hurt Yukari as the one party member solely relying on them. I ditched Wind Amp since I felt like Yukari not getting her Amp like Aki, Mits, and Koro in FES was intentional. Feels wrong and unsatisfying no longer having to use equipment to get it on her, and I put Wind Amp on Saarnga now so there's an extra way to do it. Hurricane with Multi-Target Boost does give her an extra way to increase damage too. The Fear weakness is her fear of death and loss (and ghosts), and the Confuse resist is for when she becomes resolved from learning the truth.]
- Cyclone Arrow: 160 power, applies Tarunda, +92% Charm/Poison, +Effective against downed enemies (from 220)
- Tranquility: 100% HP restore + Dekunda + Heat Riser to all allies [It actually bugs out if you try to use Dekunda/Dekaja like this, so this is actually 2 hits of Heat Riser and 50% HP. This causes a side effect where, if not debuffed, the second hit extends the first for a total of 8 turns of buffs, assuming the enemy never uses a debuff or Dekaja. I couldn't quite convey that in the in-game description.]
- Skills: Charmdi (16), Holy Arrow (19), Poison Mist (42), Poison Arrow (46), Recarmdra (48), Love Transfixtion (60), Nigayomogi (68), Hurricane (79), Multi-Target Boost (85), Salvation (99), -Amrita Drop, -Wind Amp
- Io: Fear=Weak
- Isis: Confuse=Resist
- Gains extra Theurgy from healing and support skills. [Previously had hidden bonuses to both magic attacks and support skills. Her charge from healing is slightly lower.]
- *Junpei Iori
- [I wanted to be a bit generous to Junpei because of the global nerfs to phys and buffs to magic. Junpei's big new thing is having Chidori's Spring of Life, now edited to be Diarahan+Rebellion to self, making him more self-sufficient. Baisudi is based on his old Re Patra. It's fitting of Hermes to have some kind of healing, maybe why Junpei had Re Patra to begin with.]
- Hack 'n' Blast: 170 power, 7% crit rate, +Sukunda, +95% Confuse/Distress, +Effective against downed enemies (from 250, 20%)
- Blaze of Life: 280 power, +Fire Break, ignores resist (from 450)
- Crit Boost crit rate bonus: 3% (from 5%)
- Crit Amp crit rate bonus: 6% (from 10%)
- Skills: Cleave, Agi (4), Baisudi (7), Rakukaja (9), Power Slash (11), Double Fangs (15), Assault Dive (18), Gale Slash (20), Mabaisudi (24), Kill Rush (29), Agilao (32), Counter (35), Torrent Shot (38), Herculean Strike (40), Crit Rate Boost (42), Marakukaja (44), Counterstrike (46), Gigantic Fist (48), Blade of Fury (50), Twin Slash (54), High Counter (58), Agidyne (60), Sonic Wave (61), Regenerate 3 (63), Spring of Life (64), Vicious Strike (66), Armor Splitter (68), Brave Blade (72), Vorpal Blade (77), Amrita (81), Apt Pupil (90), Ragnarok (99), -Bash, -Shift Boost, -Fire Break, -Deathbound, -Vile Assault
- Hermes: Confuse=Weak
- Trismegistus: Charm=Resist
- Gains extra Theurgy from critical hits and using Persona skills. [Previously had a hidden bonus to landing weak hits. "Using Persona skills" really just translates to not liking using items or guarding.]
- *Akihiko Sanada
- [Buff Amp is pretty heavily nerfed. Without context, 1.3 doesn't sound crazy, but that meant with Tarukaja alone, he was doing 82% more damage. That said, it's still good, making a -kaja on him go from 25% to 40%. A big change is that he has two new phys skills and is no longer stuck with Sonic Punch from levels 14-39 and Gigantic Fist from 39-72. Shock Boost is moved back quite a bit since he learned it extremely early, probably because almost every boss was immune to Shock anyway. Late-game, Bloody Charge is a nice way for the phys and crit nerfs to hurt him less and take advantage of Buff Amp's defense boosts, while also conveying Aki as using risky strategies in fights. Aki might feel fairly average at first, but with attack up, defense up to survive Bloody Charge, and agility up to land his Strike skills, then he'll start to do some good damage. (Charge might fit him more thematically, but isn't Bloody more fun...?) There weren't any party members associated with Rage, and I thought him baiting enemies into trying to hit him fit Aki's personality and gave him more use for his Sukukaja. Polydeuces being weak to Rage himself also conveys his character flaws well, AND even gives an excuse for Raging Tiger.]
- Lightning Spike: 60 power, +Masukunda, Shock 50%, +Effective against downed enemies (from 100)
- Electric Onslaught: 150 power, 100% Shock, +Elec Break, ignores resist (from 200, 80%)
- Buff Boost: x1.06 to buffs (from x1.1)
- Buff Amp: x1.12 to buffs (from x1.3)
- Skills: Raging Tiger (17), Sukukaja (19), Provoke (21), Dodge Strike (23), Pressure Point (26), Zionga (29), Elec Break (30), Shock Boost (32), Infuriate (33), Elec Boost (37), Balzac (52), Viper Smash (56), Bloody Charge (60), Roma Fulmen (69), Strike Amp (88), Bolt Storm (99)
- Polydeuces: Rage=Weak
- Caeser: Rage=Resist
- Gains extra Theurgy from being buffed or using offensive skills. [Previously had a hidden bonus to being at low HP. Charge received from having buffs up is slightly lower]
- *Mitsuru Kirijo
- [Gave Mitsuru her healing back from FES. In exchange, while Mitsuru learned Ice Amp at level 76 in FES, I'm going to consider Ice Boost as its replacement and not give her both. Spirit Drain goes against how the game replaced fatigue with SP management, and Soul Link seems like a better replacement. I gave her more focus on Charm based off the story of Achilles and Penthesilea. Megidolaon is something she uses in her boss fight, so that's enough justification for me.]
- Blizzard Edge: 120 power, 100% Freeze, +Foul Breath, +Effective against downed enemies (from 180, 80)
- Blade of Execution: 250 power (from 350)
- Ailment Burst: 10% (from 7%)
- Skills: Diarama (25), Soul Link (30), Sexy Dance (32), Charm Boost (39), Evade Slash (42), Randy Haze (53), Diarahan (58), Lobotomy Slash (65), Fata Morgana (69), Megidolaon (77), Almighty Amp (83), Magic Ability (90), Absolute Zero (99), -Spirit Drain
- Penthesilea: Distress=Weak
- Artemisia: Distress=Resist
- Gains extra Theurgy from using support, ailment, or healing skills. [Previously had hidden bonuses to landing weakness hits and using magic attacks. She did NOT, in fact, gain any extra Theurgy from using support skills, but gained it each turn while any enemy is currently debuffed, which is severely toned down.]
- *Fuuka Yamagishi
- [Had to nerf Fuuka's huge SP restore and Luster Candy, but the effects are more consistent now. You'll always get one buff, and it will at least slightly help with HP and ailments. Note your HP and SP still influence which effect gets triggered, so low HP is Defense up, low SP is Agility up. Her skill costs are much higher, but her default accessory comes with Spell Master now. I thought Divine Grace would be a cool level 99 skill that'd make her Theurgy always heal to full, but it doesn't affect percent-based heals, sadly.]
- Skills: Sylphid Aura (44), Spell Master (78), Cool Breeze (99)
- Full Analysis: 16 SP (from 35)
- Escape Route: 64 SP
- Jamming: 32 SP (from 20), No longer affects powerful Shadows or the Reaper [The tutorial incorrectly said it doesn't affect some enemy types, but now it's correct. Despite that, Jamming is much more useful now that Shadows are no longer blind, and it can let you grab some chests you'd otherwise have to fight for.]
- Tartarus Search: 128 SP
- Sylphid Aura: 256 SP, Level 44 (from 24, 26)
- Shock Noise: 64 SP (from 30)
- Oracle:
- 270. (HP): 40% HP, +Marakukaja, 60% chance of ailment cure (from 100% HP)
- 271. (SP): 25% HP, 10% SP, +Masukukaja, 40% chance of ailment cure (from 50% SP)
- 272. (Buffs): 30% HP, +Matarukaja, 50% chance of ailment cure, -Heat Riser [This still says "ATK/DEF/AGL raised" when triggered since it shares the same message as Heat Riser itself. Appears unintentional since there is a separate identical message grouped with the other Oracle effects? I currently have no idea how to fix this, so I've changed the Heat Riser effect message to the more ambiguous "stats raised/lowered" in the meantime.]
- Revelation:
- 273. (HP/Cure): 65% HP, 3% SP, +Marakukaja, 70% chance of ailment and KO cure (from 100% HP)
- 274. (SP): 40% HP, 12% SP, +Masukukaja, 50% chance of ailment and KO cure (from 80% SP)
- 275. (Buffs): 50% HP, 5% SP, +Matarukaja, 60% chance of ailment and KO cure
- 276. (Charge): 45% HP, 7% SP, +Rebellion to all allies, 60% chance of ailment and KO cure
- 277. (HP/SP/Cure): 100% HP, 16% SP, +Tetraja to all allies, 100% chance ailment and KO cure (from 80% SP)
- Lucia: Phys=Resist Fire=Resist Light=Drain Dark=Weak [Fuuka has stats that do nothing, so also for flavor, she has fitting affinities.]
- Juno: Phys=Null Fire=Resist Light=Drain Dark=Weak
- *Aigis
- [I decided to drop Diarama from her since FES didn't give her early healing for thematic reasons, not because they forgot, and it's not like Aigis is hurting for skills. I didn't want to outright give her all 3 buffs back, so Auto-Masukukaja is supposed to be a little middle-ground that might help in mid-game. Orgia Mode is supposed to be more about the Orgia Mode now, with the initial explosion just setting the stage. Marakunda is already great by itself, and this is the only Theurgy you'd actually not really need to apply Rakunda first since the damage comes afterwards. An AoE with a huge crit rate and shock chance can immediately lead into a chain of knockdowns. This is pretty strong against multiple enemies, but it's also the only Theurgy with the extra cost of disabling you for two turns.]
- Orgia Mode: 35 power (from 100), 20% crit rate, applies Marakunda, Ignores resistances, +50% Shock
- Maximum Firepower: 200 power, 2% crit rate, +98% Distress, Ignores resistances (from 250, 15%)
- Phys Boost x1.05 damage (from x1.1)
- Phys Amp: x1.10 damage (from x1.3)
- Skills: Arrow Rain, Swift Strike, Tarukaja, Rakukaja, Dekunda, Kill Rush (29), Cruel Attack (32), Sharp Student (35), Needle Rush (37), Marakukaja (40), Fast Heal (42), Herculean Strike (44), Matarukaja (46), Shift Boost (47), Vile Assault (49), Aeon Rain (51), Heat Wave (53), Auto-Masukukaja (56), Diarahan (59), Sonic Bullet (62), Shift Amp (63), Samarecarm (65), Pierce Boost (66), Myriad Arrows (67), Cripple (69), Akasha Arts (71), Primal Force (74), Arms Master (79), Photon Cannon (84), Justice Shot (89), Insta-Heal (93), Drain Elec (99), -Null Dizzy, -Diarama, -Resist Phys
- Palladion/Athena: Poison=Null
- Gains extra Theurgy charge from using physical skills or being Shifted to. [Previously had hidden bonuses to being buffed, using support skills, and landing crits. In the Episode Aigis update, they actually buffed Aigis in the main game to also gain more Theurgy from being Shifted to (which broke the mod from the table being reformatted). Great minds think alike...?]
- *Ken Amada
- [I maintained Ken's role as being worse than Yukari at damage and healing, but even with Reload's big Support buffs to him, he still needed more to compete with her. One big advantage of Yukari's is having Me Patra and Amrita Shower, but now having Diamrita gives Ken an alternative way to deal with ailments. I noticed each -kaja has two party members with it except for Tarukaja, and putting it on Ken fits his kit and personality well enough. Pierce Amp is supposed to reference his lost Spear Master, but he learns it a bit early while it's not a complete waste of a skill slot. Endgame, he can get Resist Ailments, Evade Dark, and Vidyaraja's Blessing, which should mesh with his high Agility and offer some extra survivability despite his low HP. There's no Light Break, and his other Theurgy isn't an attack, so I let his Theurgy pierce. (By the way, the "vidya" in Vidyaraja's Blessing can mean "brightness, clarity, purity", so that's close enough to Light. Kala-nemi is Hindu, not Buddhist, but it's close enough.)]
- Divine Retribution: 170 power, +Rakunda, +Ignores resistances, +97% Insta-kill/Distress (from 230)
- Divine Intervention: +Tetraja, +Heat Riser, only affects fallen allies [Eight repels seem like they could do much more damage than his offensive Theurgy in a lot of situations, especially with Break skills, but removing them would get rid of what makes it unique from other heal/support Theurgies, so limiting the effect to dead party members was my compromise. It's extremely situational and can't even be used most of the time, but I think it's roughly balanced.]
- Skills: Cruel Attack (38), Diamrita (39), Tarukaja (40), Makouga (41), Hamaon (43), Rebellion (45), Matarukaja (49), Hama Boost (52), Pierce Amp (54), Sthiti (58), Primal Force (66), Dodge Dark (74), Samsara (80), Resist Ailments (85) Divine Blessing (90), Evade Dark (95), Vidyaraja's Blessing (99)
- Nemesis: Charm=Weak
- Kala-Nemi: Charm=Resist
- Gains extra Theurgy at low SP or using Support skills. [Previously had hidden bonuses to support, healing, magic attacks, and landing weak hits. Charge received from low SP is slightly lower.]
- *Koromaru
- [Koro's damage potential should be a bit higher now, closer to Yukari's than Ken's. Reload giving him Debilitate in the endgame and a party-wide Charge was to make up for his lack of big strengths, but he's lost one of those, and the other only applies in the endgame. I felt Koro was the weakest party member outside of those two (very strong) gimmicks, so I also tried to be a bit generous. His unique strength should be that he's versatile and adaptable in any situation. Power Howling is kind of just Best Friends applied to himself, but I think it meshes with Koro specifically. The Walls would be too useful on anyone else, but with Koro's affinities, it's not worth using just for that. Most characters couldn't take full advantage of both phys and magic Charges, but Koro's good with Slash, Fire, and Dark. Hound of Hades is definitely stronger under ideal circumstances, but Power Howling gives him a useful Theurgy in any situation. I somewhat agree with Reload removing his Counters, so I made him learn them much later.]
- Hound of Hades: 165 power, +Tarunda, 96% Fear/Rage, +Effective against downed enemies (from 220)
- Power Howling: Heat Riser + Rebellion + Power Charge + Mind Charge + Fire/Ice/Elec/Wind Wall to self
- Skills: Sukukaja (37), Evil Touch (38), Tetraja (41), Agidyne (42), Stagnant Air (48), Mighty Swing (50), Counterstrike (52), Mudo Boost (58), Deathtouch (65), Single-Target Boost (68), High Counter (75), Hellfire (82), Brave Blade (91), Angelic Grace (99)
- Fear=Resist
- Gains extra Theurgy from hitting weaknesses or landing critical hits. [Actually already gained extra Theurgy from crits.]
- *Shinjiro Aragaki
- [I wanted there to be a way to keep Shinji in this mod, but I decided to make it a separate mod. It's perfectly fine if you don't use it, no boss fights are going to require him or anything, but the mod was designed with him being around in mind, like adding more equipment for him.
- Shinji is clearly intended to be overpowered in Reload, so I rearranged his entire skillset. His Theurgy felt like the right one to make a gimmick-y thing like Jack Bros or Orgia Mode. He doesn't even really use his Persona in it, and its crit rate already felt like 100% with Bloody Charge. Neither Regen 1 or 2 are particularly interesting options by the level he learned them in FES, so I condensed them and put Regen 2 where 1 used to be. (Basically what Reload did but with Regen 3.) Debilitate was an obvious skill to cut since it goes against his shtick of being a loner that doesn't do support or healing. That said, party members that can do nothing but attack are hard to make useful in the endgame. Fortunately, PQ already solved this by giving him phys attacks that give debuffs. Recarmdra is a healing skill, but that's different since it's on him FOR thematic reasons, not despite them. Other than that, he's still all about tanking hits and hitting hard.]
- Bleeding Fury: 80 power, +Ignores resistances, +Rakunda, 100% crit rate (from 280, 30%)
- Skills: Fatal End, Blade of Fury, Heat Wave, Bloody Charge, Endure, Regenerate 2 (40), Evil Smile (41), Counterstrike (42), Brain Shake (43), Dizzy Boost (45), Evade Pierce (47), Fang Breaker (49), Power Charge (50), Deathbound (52), Recarmdra (53), Crit Rate Boost (55), Twin Slash (57), Armor Splitter (59), Vicious Strike (60), Slash Boost (62), High Counter (65), Spiral Sword (68), Enduring Soul (70), God's Hand (72), Akasha Arts (77), Absorb Pierce (80), Heaven's Blade (83), Strike Amp (86), Multi-Target Boost (89), Unshaken Will (93), Weary Thrust (96), Resist Phys (99), -Regenerate 3, -Brave Blade, -Debilitate
- Gains extra Theurgy when at low HP, recovering from knockdown, or using physical skills. [Previously gained extra Theurgy from literally almost everything, especially physical skills. He can only go from down critical hits, but he gets a very high bonus for surviving it.]
- *Tactics
- Tactics AI is overhauled to be much more functional and fleshed-out. Notably, party members will perform Shifts and use buffs more intelligently. Theurgy use conditions now reflect this mod's changes, primarily avoiding targeting immune enemies. Characters will generally try to maximize its damage as much as possible rather than immediately using Theurgies on the highest-HP enemy. They will use a Break skill if needed and available, immediately prioritize downed enemies, otherwise try to buff or debuff beforehand, and knock down enemies before using Theurgy on them if possible. Against bosses, if they have no other options, they might still use their Theurgy against something that only Resists it. They also will not attempt to get One More's off full moon boss weaknesses (or bosses like Strega that they can't reliably count on hitting), and they're able to use some skills they didn't have AI for before.
- Some specific AI quirks I'll mention are that:
- 1. When healing, Yukari and Ken will always pick Media skills over the same tier of Dia when multiple characters are under 50% HP, with an exception being if the protagonist is under 25% and needs the extra boost. They will also use Media if all characters are under 75% instead of waiting for one to go under 50%. Characters with only Dia will always heal the protagonist if he's below 50% HP, even if someone else is lower. If his health is extremely low, healing takes highest priority over all other actions for all characters. This is all to try address complaints about healing with Tactics in FES.
- 2. Characters on Act Freely give higher priority to support skills against bosses (especially full moons), then less as enemy HP gets further below 50% HP. They won't use Support skills twice in a row unless on Heal/Support, unless it's a "urgent" bad buff situation, which will also happen on any Tactic. Highest-to-lowest Support priority is: Yukari/Ken, Mitsuru/Aigis, Aki/Koro, Junpei/Shinji.
- 3. Shift conditions and priorities are to Shift for someone to hit a weakness, use Media, Recarm, Dekaja, Dekunda, then, based on RNG and factors like HP and SP, they may randomly Shift to another party member. Different characters like to Shift more or less and have different characters they prefer to Shift to, but the general trend is to go from low-damage party members to high-damage ones. (There's no AI function to check other unit's learned skills, so they assume Yukari/Ken have Media/Recarm and Ken/Aigis have Dekaja/Dekunda.)
- 4. Ken and Koro watch everything's last-used skills to try to cover weaknesses with Tetrakarn/Makarakarn/Tetraja. Ken will watch for someone that last used a phys attacks to give Rebellion, Koro will only pop Revolution when both on Heal/Support and either Junpei or Shinji are in the party or protag's last-used skill was phys. Yukari will use Recarmdra if two people are down and she's under 50% HP. Shinji doesn't give a shit and will use it regardless of his HP. Ken will also use Divine Intervention when two people are down, or one if on Heal/Support.
- 6. AI teammates use your Band-Aces (35% HP) to revive people, which at least won't eat up your Revival Beads. Unless on Heal/Support, characters without Recarm, if either Yukari or Ken are present, alive, and have no ailment, and will leave reviving to them instead. Aigis is an exception and will always revive people, Samarecarm or not, but others won't rely on her doing it.
- *Skills
- [Skills have all their numerical values in their descriptions now. The damage values are given as their square root times 10, not the raw attack value, so you don't have to calculate square roots in your head or anything. Some skills have name changes to their ones from P3, or, if new to this mod, earlier Persona games. Most skills in P3 come from P2, so if a mod trying to feel authentic to the original is going to add new skills, they should be ones that would've been considered for the original. I had to draw from other MegaTen games sometimes, but mostly games that existed in 2006, usually. Most unique skills are inheritable now, as FES only had three uninheritable skills.]
- Skill changes generally trend towards making them closer to their FES stats, including more being inheritable. FES didn't exactly have perfect game balance either, but that's why this mod aims for somewhere in-between. Some of the phys damage and crit rate nerfs look extreme, but most of them are still above FES values. FES had several skills with both 80-85% accuracy and a 3-5% crit rate, and magic was definitely the better option, but Reload over-corrected hard. Agidyne's damage went from 320 to 220, while God's Hand went from 600 to 800, can now have its damage increased to 215% with Strike Amp+Strike Boost+Single-target Boost, got +3% crit rate, can raise its crit rate higher with the new Crit Amp/Boost, and there is no crit rate cap. Even with those aspects severely toned down, phys is not in danger of being too weak. Ideally, whether phys or magic is better should depend entirely on what you're fighting.
- DLC Personas' skills are completely replaced to be non-unique skills from older games instead of only P5 skills. I am aware many of them were already Oldsona skills P5 brought back, but the name changes are to communicate they're new, distinct skills that only share the animations of the DLC skills. I could have slapped their animations onto new skill ID's and made them literally that (and did for some), but it's functionally the same.
- Most skill IDs that the game never uses in any way are titled "未使用" ("unused") and will softlock from having no animations, but there are about 50 of them that are already functional copies of normal skills and can be used like normal even without the mod. They're very convenient templates to make into custom skills, so that's what the skill ID's without names are. Inheritance tiers are used internally in Persona games for things like compendium costs and skill mutation. They usually correspond to tier 4 = level 40, tier 5.5 = level 55, but Reload is more loose and inconsistent about them. They're not very important but are nice for keeping track of skill progression, so I did adjust them. (I wrote some with decimals, but Reload has them as byte values, not floats, so it's just to keep track of their relative power.)]
- *Physical
- [There's a noticeable amount of new phys skills now. Reload cut several phys skills, leaving behind some gaps in-between that they had to fill with others. Because Cleave is cut, Power Slash is nerfed down to tier 1 instead. There's no tier 2 Slash skills anymore, so Junpei learns Gale Slash, a tier 3 AoE Slash skill, 10+ levels earlier than you could in FES. Since he can't get Double Fangs at 20 now, he gets Torrent Shot at level 25 instead of 40. Aki only ever learning Sonic Punch was an odd quirk in the original, and Reload reasonably decided to give him upgrades for it. They didn't add new skills for that purpose, though, so he still has to go straight from a tier 2 phys, to a tier 6, to a tier 8, as there are no single-target Strike skills in tiers 4, 5, or 7 to use.
- So, phys skills have been added, tweaked, and moved around to restore FES' skill progression. I'm aware some will say it's bloat, but there's my reasoning for adding old and new skills. Besides, Memento Mori tries to draw on earlier Persona games for direction, and they had plenty of unnecessary and obscure skills. These share the animations of existing skills, but Kill Rush and Swift Strike already did that originally, so, hey, it's fine.]
- Power Slash: Renamed "Cleave", 6=√36 power, 90 accuracy, 10% crit (from 50, 92%, 5%)
- 478: Named "Power Slash", 9.4=√88 power, 92% accuracy, 5% crit, 10% HP, Power Slash/Cleave animation, Inheritance tier 2 [From P3.]
- Vacuum Slash: Reverted name to "Gale Slash", 10=√100 power, 3% crit (from 85, 5%) [Not me restoring a FES mistranlation or something. In JP, it's "疾風" ("gale", "strong wind") in FES, and "真空" ("vacuum", "empty") in P3R. No idea why.]
- Zan-ei: 11=√120, 5% crit rate (from 100, 10%)
- Fatal End: 12.2=√150 power, 92% accuracy, 30% Fear, 11% HP (from 110, 95%, 35%, 10%)
- Masquerade: Renamed "Floral Profusion", 5.3=√28, 1-3 hits, +30% Charm, 1% crit rate, 15% HP, Inheritance tier 4 (from 200, 2-2, 30%, 24%)
- Getsu-ei: 6% crit, 11% HP (from 15%, 13%)
- 456: Named "Mighty Swing", 15=√225 power, 5% crit, 95% accuracy, 12% HP, Brave Blade animation, Inheritance tier 5 [From P3.]
- Neuro Slash: 12.5=√156, 91% accuracy, 2% crit (from 180, 95%, 3%)
- Blade of Fury: (14.5=x2.5=)5.8=√34 power, 2-3 hits, 82% accuracy, 7% crit, 16% HP, Inheritance tier 5 (from 42, 2-4, 80%, 10%, 17%)
- Cross Slash: Renamed "Twin Slash", (18.3=1.5x)12.2=√150, 1-2 hits, 92% accuracy, 8% crit rate, 16% HP, Inheritance tier 6 (from 200, 2-2, 99%, 13%, 18%)
- Deathbound: 16.7=√280 power, 86% accuracy, 9% crit, +20% Fear, Inheritance tier 6 (from 350, 85%, 17%, 7) [Deathbound had such a stupidly high crit rate in FES that even Reload slightly nerfed it. It's still relatively high, but I added an ailment chance to make up for much lower crit rate. Similar situation with Heat Wave.]
- Tempest Slash: 2-4 hits, 5% crit, 17% HP (from 1-4, 8%, 14%)
- 452: Named "Sonic Wave", (18=x2=)9=√81, 1-3 hits, 85% accuracy, 8% crit, 18% HP, Inheritance tier 7 [From P2, though it was Wind. Technically, this skill supposed to be 真空波, which is what Mercurius' DLC skill is, but people won't confuse them when they're translated differently.]
- Brave Blade: 23.5=√553 power, 12% crit (from 650, 20%)
- 494: Named "Spiral Sword", (20.1=x3=)6.7=√45, 2-4 hits, 88% accuracy, 7% crit, 15% Distress, 19% HP, Blade of Fury animation, Inheritance tier 8 [From SMT If...]
- Vorpal Blade: 23.5=√553 power, 5% crit, 21% HP, Inheritance tier 9 (from 580, 13%, 22%, 8) [Technically was uninheritable in FES.]
- Heaven's Blade: 22=√484 power, 94% accuracy, 15% crit, Inheritance tier 9 (from 90%, 30%)
- 458: Named "Armor Splitter", 12=√144 power, 97% accuracy, 3% crit, +Rakunda, 13% HP, Fatal End animation, Inheritance tier 6
- Bash: 6.7=√45, 89% accuracy (from 50, 90%)
- Sonic Punch: 8=√64 power, 12% crit, -35% Distress (from 70, 10%) [Restored to its high-crit, high-accuracy from FES, and moved the Distress chance to Pressure Point.]
- Assault Dive: 11=√121, 87% accuracy, 8% crit, 10% HP (from 120, 88%, 13%, 11%)
- Swift Strike: (11.7=1.5x)7.8=√61 power, 6% crit (from 60, 10%)
- 454: Named "Kill Rush", (15=x1.5=)10.0=√100 power, 85% accuracy, 5% crit, 10% HP, Swift Strike animation, Inheritance tier 4 [From P3.]
- 453: Named "Pressure Point", 13=√169 power, 90% accuracy, 9% crit, 30% Distress, 12% HP, Assault Dive animation, Inheritance tier 4.5 [From P2.]
- Herculean Strike: 14.5=√210 power, 7% crit, Inheritance tier 4 (from 230, 10%)
- Gigantic Fist: 19=√360, 82% accuracy, 10% crit, 12% HP (from 380, 85%, 15%, 16%)
- 457: Named "Brain Shake", (16.5=1.5x)11=√121 power, 1-2 hits, 91% accuracy, 6% crit, 30% Confusion, 15% HP, Sonic Punch animation, Inheritance tier 6 [From P2.]
- Heat Wave: 16.4=√270 power, 88% accuracy, 8% crit, 19% HP, +20% Distress (from 400, 10%, 20%)
- 462: Named "Viper Smash", (22.0=2.5x)88=√77 power, 2-3 hits, 88% accuracy, 8% crit, 18% HP, Herculean Strike animation, Inheritance tier 7 [From P2.]
- 495: Named "Vicious Strike" 18.4=√340 power, 90% accuracy, 7% crit, 20% HP, Virus Breath animation, Inheritance tier 7 [From P3. Virus Breath sounds like an odd choice, but Vicious Strike in P3 was some kind of blast of blue, misty energy or something.]
- God's Hand: 24.5=√600 power, 87% accuracy, 9% crit, 19% HP (from √800, 88%, 13%, 25%)
- Akasha Arts: (22.5=1.5x)15=√225 power, 84% accuracy, 9% crit, 21% HP (from √300, 88%, 12%, 22%)
- 473: Named "Weary Thrust", 25.1=√630, 99% accuracy, 10% crit, 75% HP, Vile Assault animation, Not inheritable [From P3. The damage is in-between its normal and Great damage. It's on the same Personas as FES, still uninheritable.]
- 455: Named "Fang Breaker", 12.3=√144 power, 98% accuracy, 2% crit, +Tarunda, 13% HP, Gigantic Fist animation, Inheritance tier 6
- Single Shot: 6.0=√36 power, 93% accuracy, crit 5% (from 45, 95%, 3%)
- Holy Arrow: 7.5=√56 power, 3% crit, +More damage to Charmed enemies (from 65, 5%)
- 497: Named "Double Fangs", (9=2x)4.5=√20, 2 hits, 90% accuracy, 4% crit, 9% HP, Torrent Shot animation, Inheritance tier 2 [From P3.]
- Arrow Rain: (11=2x)5.5=√30 power, 2 hits, 15% HP (from 27, 1-4 hits, 16%)
- 498: Named "Twin Shot", (12.5=1.5x)8.3=√69, 1-2 hits, 87% accuracy, 6% crit, 10% HP, One-shot Kill animation, Inheritance tier 3 [From P3.]
- Cruel Attack: 13.8=√191 power, 98% accuracy, 2% crit, 10% HP, Inheritance tier 4 (from 200, 95%, 3%, 13%, 5)
- 401. Myriad Arrows: Renamed "Needle Rush", (138=2.5x)5.5=√30 power, 1-4 hits, 88% accuracy, 5% crit, 17% HP, Inheritance tier 4 (from 40, 3-4 95%, 5%) [From P1. This was formerly some random enemy variant of Myriad Arrows.]
- Torrent Shot: (17.5=2.5x)7=√49 power, 2-3 hits, 82% accuracy, 6% crit (from 30, 85%, 10%)
- Poison Arrow: 3% crit, 45% Poison (from 5%, 50%)
- 469: Named "Aeon Rain", (17.5=3.5x)5=√25 power, 2-5 hits, 89% accuracy, 5% crit, 18% HP, Arrow Rain animation, Inheritance tier 6 [From PQ.]
- Vile Assault: 18.5=√344 power, 98% accuracy, 13% HP (from 400, 95%, 15%)
- One-shot Kill: Renamed "Sonic Bullet" 21=√441, 90% accuracy, 7% crit rate, 18% HP, Inheritance tier 7.5 (from 200, 30%, 17%)
- Myriad Arrows: (21=2.5x)8.4=√71 power, 2-3 hits, 87%, 7% crit, Inheritance tier 8 (from 88, 2-5, 88%, 5%)
- Primal Force: 6% crit, 20% HP (from 10%, 21%)
- 332. Armor-Piercing Shell: Renamed "Justice Shot", 24=√576 power, 8% crit, 92% accuracy, +Effective against downed enemies, Inheritance tier 9 (from 2500, 5%, 90%) [Justice-Chariot Tank's skill. Unique to Aigis and Metatron.]
- Pralaya: 22.4=√500 power, 87% accuracy, 10% crit, Inheritance tier 9 (from 600, 92%, 20%)
- 461: Named "Cripple", 11.7=√144 power, 99% accuracy, 1% crit, +Sukunda, 13% HP, Cruel Attack animation, Inheritance tier 6
- *Magic
- [The magic changes here make single-targets stronger and multi-targets weaker than normal, like in SMT. Generally, Ma- spells do about 70% as much damage. Any enemy dodging an attack would prevent you from getting a One More from a knockdown in FES, and that's no longer the case in Reload. Multi-targets have their accuracy raised slightly to compensate for this change, more so for Fire and Wind since they lack status ailments. Light and Dark attacks also have their accuracy slightly lower to balance their higher damage. Spells have their inheritance tier 1 rank lower because Reload raised them. I can only assume Reload thinks Agi should cost more than Bash in the compendium because of its rampant phys bias.]
- Agi/Garu 7.0=√49 power, Inheritance tier 1 (from 40, 2)
- Bufu/Zio: 7.0=√49 power, 10 Freeze/Shock, Inheritance tier 1 (from 40, 15%, 2)
- Maragi/Magaru: 5=√25 power, 97% accuracy, 6 SP, Inheritance tier 2 (from 40, 95%, 8, 3)
- Mabufu/Mazio: 5=√25 power, 96% accuracy, 8% Freeze/Shock, 8 SP, Inheritance tier 2 (from 40, 95%, 10%, from 10, 3)
- Agilao/Garula: 11.0=√122 power, Inheritance tier 3.5 (from 100, 4)
- Bufula/Zionga: 11.0=√122 power, 10% Freeze/Shock, Inheritance tier 3.5 (from 100, 15%, 4)
- Maragilao/Magarula: 8.5=√72 power, 97% accuracy, 12 SP, Inheritance tier 4 (from 100, 95%, 14, 5)
- Mabufula/Mazionga: 8.5=√72 power, 96% accuracy, 8% Freeze/Shock, Inheritance tier 4 (from 100, 95%, 10%, 5)
- Agidyne/Garudyne: 18.0=√325 power, Inheritance tier 5.5 (from 220, 6)
- Bufudyne/Ziodyne: 18.0=√325 power, 10% Freeze/Shock, 16 SP, Inheritance tier 5.5 (from 220, 15%, 14, 6)
- Maragidyne/Magarudyne: 14.0=√196 power 97% accuracy, 26 SP, Inheritance tier 6 (from 220 95%, 7)
- Mabufudyne/Maziodyne: 14.0=√196 power, 96% accuracy, 8% Freeze/Shock, 32 SP, Inheritance tier 6 (from 220, 95%, 10%, 24 SP, 7)
- Maralagidyne: 14.0=√196 power, 97% accuracy, 32 SP (from 220, 95%, 24)
- Inferno/Panta Rhei: Reverted name to "Ragnarok", 25.5=√650 power, 98% accuracy (from 600, 97%)
- Diamond Dust/Thunder Reign: Reverted name to "Niflheim", 25.5=√650 power, 97% accuracy, 16% Freeze/Shock (from 600, 97%, 60%)
- Wild Thunder: Renamed "Thunder Baptism" (150=3x)5=√25 power, 2-4 hits, 96% accuracy, 10% Shock, 36 SP, Inheritance tier 7.5 (from 450, 1, 95%, 35%, 48)
- Vacuum Wave: Renamed "Hurricane", (150=3x)5=√25 power, 2-4 hits, 97% accuracy, 30 SP, Inheritance tier 7.5 (from 500, 1, 44)
- Blazing Hell: Renamed "Hellfire", (150=3x)5=√25 power, 2-4 hits, 97% accuracy, 30 SP, Inheritance tier 7.5 (from 500, 1, 44)
- Ice Age: Renamed "Glacial Blast", (150=3x)5=√25 power, 2-4 hits, 96% accuracy, 10% Freeze, 38 SP, Inheritance tier 7.5 (from 450, 1, 95%, 35%, 48) [To be consistent with the above P2 skills, this should really be "Diamond Dust", P2's heavy AoE Ice skill, but that would be confusing.]
- Kouha/Eiha: 8.0=√64 power, 98% accuracy, Inheritance tier 1 (from 60, 99%, 2)
- Makouha/Maeiha: 6.0=√36 power, 96% accuracy, Inheritance tier 2 (from 60, 95%, 3)
- Kouga/Eiga: 12.0=√143 power, 98% accuracy, Inheritance tier 3.5 (from 140, 99%, 4)
- Makouga/Maeiga: 9.5=√90 power, 96% accuracy, 16 SP, Inheritance tier 4 (from 140, 16 SP, 5)
- Kougaon/Eigaon: 19.5=√380 power, 98% accuracy, Inheritance tier 5.5 (from 350, 99%, 6)
- Makougaon/Maeigaon: 15.5=√240 power, 96% accuracy, 26 SP, Inheritance tier 6 (from 350, 95%, 25, 7)
- Hama/Mudo: 3.5=√12 power, 40% insta-kill, 99% accuracy, Inheritance tier 1.5 (from 30%, 100%, 3)
- Mahama/Mamudo: 2.5=√6 power, 98% accuracy, Inheritance tier 3 (from 100%, 4)
- Hamaon/Mudoon: 8=√72 power, 60% insta-kill, 99% accuracy, Inheritance tier 4.5 (from 50%, 100%, 6)
- Mahamaon/Mamudoon: 6.0=√36 power, 45% insta-kill, 98% accuracy, Inheritance tier 6 (from 100%, 50%, 7)
- Samsara/Die for Me!: 9.5=√90 power, 65% insta-kill, Inheritance tier 8 (from 70%)
- Divine Judgment: 21.5=√463 power, 20% insta-kill, 99% accuracy [Now heavy/severe-ish damage+insta-kill attacks instead of weird -50% HP spells. That's what Divine Judgment already did in P2, anyway.]
- Demonic Decree: Renamed "Dark Verdict", 21.5=√463 power, 20% insta-kill, 99% accuracy
- Shining Arrows: Renamed "Radiance", 2=√4 power, 4-6 hits, 20 SP, Inheritance tier 5 (from 15, 4-8, 24)
- Magatsu Mandala: Renamed "Eternal Black", (15.4=2x)7.7=√60 power, 1-3 hits, 25% Fear/Death, Inheritance tier 7 (from 300, 95%, 50%)
- Ghastly Wail: 22.4=√500 power, 100% Knockdown, 24 SP (from 0, 100% Death, 28) [Ghastly Wail would also insta-kill bosses, which is why every one of them was immune to Fear. This is meant to be a buff in disguise.]
- Megido: 13.5=√182 power, 96% accuracy, 25 SP (from 170, 95, 20)
- Megidola: 20.5=√420 power, 96% accuracy, 35 SP (from 390, 95, 32)
- Megidolaon: 25.5=√650, 96% accuracy (from 690, 95)
- 475: Named "Door of Hades", (25.0=2.5x)10=√100 power, Almighty affinity, 2-3 hits, 40% Fear/Death, 95% accuracy, 60 SP, Ghastly Wail animation, Inheritance tier 9 [Exclusive to Thanatos. Name from PQ/P5.]
- Black Viper: 30.8=√950, 70 SP, Inheritance tier 9 (from 1000)
- Morning Star: 28.2=√800, 80 SP (from 850)
- Virus Breath: 15.5=√240 power, 25% Poison, 26 SP (from 200, 40%, 25)
- Life Drain: 45 HP drain, 10 SP, 99% accuracy (from 35, 3, 100%)
- Spirit Drain: 30 SP drain, 10 SP, 99% accuracy (from 100, 20, 3 SP)
- Sinful Shell: Renamed "Freikugel", 25.0=√625 power, Phys-Almighty affinity, 90% accuracy, 7% crit, 25% HP, Inheritance tier 9, -50% Death (from magic 700, 66 SP) [Freikugel's not from Persona, but the name basically means "magic bullet", so it fits the animation.]
- Cosmic Flare: Renamed "Atomic Destruction", 22.0=√484 power, single-target, 20% Death, 28 SP, Inheritance tier 6 (from 550, 40)
- Rebellion Blade: Renamed "Laevateinn", 20=√400 power, Phys-Almighty affinity, 4% crit, 21% HP, +Damage to downed foe, Inheritance tier 7 (from magic 700, 0%, 80 SP)
- *Ailments
- [Ailment skills all have 99% accuracy to let evasion and buffs play a small role in avoiding them. FES had no evade animation when ailment skills failed, silently communicating that you don't evade ailments the same as attacks, and Sukukaja won't help. Feels very counterintuitive that they're completely separate when P3R depicts everyone physically dodging ailments with "too slow!" voice quips. These aren't in their in-game descriptions to avoid even further confusion. I made ailment rates in the difficulty modes very slightly higher to offset this, so it shouldn't feel like the skill numbers are off.]
- All ailment skills: 99% accuracy (from 100%)
- Poisma: 65% Poison (70%)
- Poison Mist: 45% Poison (from 50%)
- Evil Touch: 65% Fear (from 60%)
- *Recovery
- [Dia and Media spells have slight power differences, too. I've found it difficult to really put the player in a bad situation if they're always one skill away from restoring everyone to full HP, which is much easier with direct control, items, and Shifting. Mediarahan is no longer a 100% heal because of this, but it's still very strong, and Divine Grace and Salvation still exist.]
- Dia: 9=√81 power, 4 SP (from 50, 3)
- Media: 6.5=√42 power, 8 SP (from 50, 7)
- Diarama: 15=√225 power (from 150)
- Mediarama: 11=√121 power (from 150)
- Mediarahan: 18=√324 power, 32 SP (from 100% HP, 44)
- Recarm: 20 SP (from 12)
- Samarecarm: 40 SP (from 35)
- Recarmdra: Revives all allies with 50% HP, reduces user HP to 1, 25 SP (from 5) [Needed buffed, and making it revive like it originally did works. Only being a heal still left it some decent use-cases in FES since party members couldn't all bust out 200-HP group-heal items. They also couldn't chain-revive each other with Revival Beads, so a multi-revive skill would have been too strong in FES.]
- Patra: -Cures Charm or Rage [Reverted cure skills to their effects in FES, including restoring Charmdi, Posumudi, and Enradi entirely.]
- Me Patra: -Cures Charm or Rage
- Baisudi: +Restores 15% HP, 6 SP (from 4) [I've honestly never felt a strong need to cure someone with Shock or Freeze instead of healing them from the attack that caused it.]
- Ma Baisudi: +Restores 5% HP, 12 SP (from 10)
- Amrita Shower: Reverted name to "Amrita"
- Amrita Drop: Renamed "Diamrita", 13.5=√182 healing power, cures all ailments, Usable out-of-battle, 18 SP [Also never felt any real need to grab Amrita Drop either. Skills that weren't in FES are more fair game to overhaul, anyway.]
- 482: Named "Sthiti", Heals 100% HP to 1 ally, cures all ailments, Soma Drop animation, Usable out-of-battle ["Diamritahan" would be a mouthful, but Vishnu conveniently had a full heal/cure skill in P2 I can use. Fits nice with "Soma" and "Amrita."]
- *Support
- [Debuffs can miss, which I think leads to more dynamic situations. I've currently yet to have anyone who's played the mod complain about this, but it seems to be the most controversial change that consistently gets pushback from other people learning about it. I'm really fond of this change, so I should add a proper defense for it here. First, on paper, yes, this has potential to be really annoying if unbalanced. From in-game experience, at 99% accuracy, it seems fine, and more to the player's benefit than the enemy's. This isn't FES where there aren't Support items everyone has, it's not SMT where a bosses can stack four Tarukaja's, and it's not even vanilla Reload where Tarukaja is +40% (+25% now). If you could manage the risk and danger of Brave Blade having a 20% chance (now 10%) to crit, doing +50% damage to you (+25% now) and letting the enemy attack you again while downed (increasing damage and crit rate further), you can also find a way to pull through taking a 25%+ damage hit from. Have some confidence.
- Anyway, the primary reason FOR debuff evasion is because I dislike how counterplay around buffs in Persona has no more depth than immediately undoing whichever effect the enemy just did. If it used Matarunda, you basically always want to Matarukaja. If Support can miss, now there's a lot more factors at play. Did any party members dodge it? How many? Which ones? Are they ones you're relying on to do damage, or do they not need Attack up? If one dodged a debuff earlier, all four of you might not have identical buffs up, so what was everyone's before? If someone had a different debuff you hadn't prioritized fixing yet, using Dekunda now could kill two birds with one stone. And, obviously, it helps make Agility less of an afterthought after attack and defense. Missing attacks no longer has any penalty in Reload, stripping utility from evasion. That's enough words, though.
- tl;dr: I was also skeptical before I tested it out, but it applies to enemies too, and it's more fun than annoying.]
- Tarunda/Rakunda/Sukunda/Matarunda/Marakunda/Masukunda: 99% accuracy (from 100)
- Heat Riser: 28 SP (from 36)
- Debilitate: 97% accuracy (from 100)
- Dekaja: 98% accuracy (from 100)
- Charge/Concentrate: Reverted name to "Power Charge/Mind Charge", x2.0 damage, 15 SP (from x2.3, 30)
- Bloody Charge: Costs 15 SP and damages user for 40% of current HP (from 40% max HP skill cost) [A buff to offset lower Charge damage. Lets you use it when under 40% HP, and rewards you with less cost the lower your HP is.]
- Tetrakarn/Makarakarn: 32 SP (from 24)
- Fire/Ice/Wind/Elec Break: 99% accuracy (from 100%)
- 459: Named "Dekarakarn", Tetra Break+Makara Break to all foes, Dekaja Animation, 5 SP, Inheritance tier 5 [Tetra/Makarabreak support effects exist in Reload but go unused.]
- 474. Named "Tetraja", nullifies one insta-kill for 1 ally, Dekunda animation, 16 SP, Inheritance tier 5 [Tetraja effect also goes unused. Feels odd Reload didn't add the skill.]
- *Passive
- Resist Ailments: x0.6 (from x0.75)
- Fire/Ice/Elec/Wind/Light/Dark/Almighty Boost: x1.2 damage (from 1.25) [To offset the increase added from -Target Boosts. Boost x Amp x Target is very close to Boost x Amp unmodified, but it's higher than before when 4+ multipliers are stacking, which includes things like buffs and crits. Seems like a fair trade-off. Skills that weren't in FES are lowered slightly more. Some people would say to remove phys ones completely, but my rule of thumb is to try to have new additions somewhere in-between FES and Reload.]
- Fire/Ice/Elec/Wind/Light/Dark/Almighty Amp: x1.4 damage (from 1.5)
- Slash/Strike/Pierce/Almighty Boost/Magic Ability: x1.15 damage (from 1.25)
- Slash/Strike/Pierce/Almighty Amp: x1.3 damage (from 1.5)
- Magic Mastery: x1.3 damage, Inheritance tier 9 (from 1.5)
- Affinity Driver skills: x1.0 damage (from 1.75) [Not obtainable without loading an existing save with them, but even if you do, now it's not cheating. Also, I thought it was funny.]
- Single/Multi-Target Boost: x1.1 damage (from 1.15)
- Ailments boosting skills: x1.35 chance (from 1.5) [Was x1.25 in FES. Should be offset by reducing boss ailment immunities instead. With the cap removed on how many party members can be inflicted by ailments, x1.5 was also a bit extreme for ailment-based bosses, especially with Stagnant Air involved, possibly why it was implemented.]
- Ailment Boost: x1.2 chance (from 1.25)
- Dizzy Boost: x1.45 chance (from x1.25)
- Freeze/Shock Boost: x1.45 chance (from x1.5) [Reload's previous Bufu/Zio's 15% turning into 22.5% from x1.5 (28% with Ailment Boost) was probably a reason why every boss had to be immune to Freeze and Shock.]
- Hama/Mudo Boost: x1.4 chance (from x1.5) [Lower than FES, but insta-kill base rate is higher in Reload.]
- Raging Tiger: x2.0 damage (from x1.5)
- Growth 1: x0.33 EXP (from x0.25)
- Growth 2: x0.66 EXP (from x0.5)
- Ali Dance: Uninheritable [Ali Dance and Firm Stance were only obtainable as equipment effects in FES, and I don't think they were intended to be balanced skills.]
- Firm Stance: Uninheritable
- Crit Rate Boost: +4% chance (from +5%)
- Crit Rate Amp: +8% chance, Inheritance tier 7 (from +15%, 4)
- Life Aid: Reverted name to "Cool Breeze"
- *Unobtainable
- [These are unobtainable enemy-only skills, some of which are now, in fact, obtainable by the player. They're renamed after other game's skills since it would be weird to learn "High Voltage Current". I was hesitant to give the player access to skills that are supposed to make the full moon bosses feel special and unique, but I thought it was okay if it was just a few ones at the very end of the game. It feels very "mod-y", but, eh, I already crossed the line of the mod giving you enemy-only skills, anyway. I had to add Spring of Life on Junpei since it used to be, and now the door's slightly open.
- A lot of these are versions of AoE ailment skills that look identical while secretly having a higher hit rate and special flag that makes it impossible for them to hit all four party members. It's a little cinematic trick the game does to make it seem like you're having close calls and narrowly avoiding everyone getting Charmed at once while, in reality, that will never happen. That flag is now removed, and they're remade into different, stronger ailment skills instead.]
- 328. Holy Arrow: Renamed "Love Transfixion", 16.5=√272 power, 3% crit, 50% Charm, 95% accuracy, 15% HP, +Damage to Charmed enemies, Inheritance tier 7 (from 150, 100%, 100%, 100%, 0%) [Since they refused to give bosses two turns, Lovers needed a 100% hit, 100% crit, 100% Charm move to have a chance to use Heartbreaker.]
- 333. High-Explosive Shell: Renamed "Photon Cannon", 20=√400 power, 14% crit, 94% accuracy, Inheritance tier 8 (from 220, 50%) [Obtainable by Aigis and Sandalphon.]
- 336. Flash Grenade: 12.0=√145 power, 60% Confuse, 95% accuracy, 24 SP, Inheritance tier 8 (from fixed 100 damage, 65%, 100% accuracy, 0 SP) [Obtainable by Moros.]
- 346. Poison Mist: Renamed "Nigayomogi", 30% Poison, +Masukunda, 100% accuracy, 32 SP, Support affinity, Inheritance tier 7
- 349. High Voltage Current: Renamed "Bolt Storm", (18.0=2x)9.0=√81, 1-3 hits, 28 SP, 20% Shock, 98% accuracy, Inheritance tier 8 (from 250, 100%, 99%) [Obtainable by Akihiko, Horus, and Thor.]
- 354. Neuro Slash: Renamed "Lobotomy Slash", 12.5=√156 power, 1-2 hits, 50% Confuse/Charm, crit 3%, 93% accuracy, 20% HP, Inheritance tier 8 [Obtainable by Mitsuru and Medea.]
- 355. Megidola: Renamed "Dark Slumber", 26.5=√700 power, 40% Charm/Fear, 95% accuracy, 60 SP, Maralagidyne animation, Inheritance tier 9 [Exclusive to Hypnos and Takaya. From Hypnos in P1's Snow Queen route, except there's no Sleep in P3R...]
- 374. Ice Storm: Renamed "Absolute Zero", 21=√441 power, 15% Freeze, 95% accuracy, 64 SP, Inheritance tier 9 (from 40%, 99%, 0) [Obtainable by Mitsuru and Lucifer. Fittingly, Mitsuru's ultimate weapon also references the Snow Queen route.]
- 403. Evil Smile: Renamed "Deathtouch", 16=√256 power, 60% Fear/Distress, 96% accuracy , 28 SP, Stagnant Air animation, Inheritance tier 7
- 404. Infuriate: Renamed "Balzac" 16=√256 power, 50% Rage, 96% accuracy , 28 SP, Inheritance tier 7
- 405. Spring of Life: +Rebellion to self, 24 SP, Inheritance tier 8 [Obtainable by Junpei and Medea. I had to make it inheritable because, well, canonically, it's inheritable. In FES, Trismegistus immediately obtains it when Medea and Hermes fuse.]
- 406. Sexy Dance: Renamed "Randy Haze", 15=√225 Almighty power, 50% Charm, 96% accuracy, +Extra damage to Charmed enemies, 28 SP, Seductive Breath animation, Inheritance tier 7 [Name from SMT If..., which is basically Persona, right?]
- 411. Ziodyne: Renamed "Roma Fulmen", 0 power, Support affinity, +Tarunda, +Rakunda, 99% accuracy, 24% Shock, 36 SP, Shock Grenade animation, Support affinity, Inheritance tier 8
- 419. Diarama: Renamed "Lyre of Rebirth", 15=√225 power, Diarama+Heat Riser to one ally, 40 SP, Recarm animation [Obtainable by Messiah and Orpheus.]
- 422. Tentarafoo: Renamed "Fata Morgana", +Rakunda, +Sukunda, 25% Confuse/Charm, 99% accuracy, 36 SP, Provoke animation, Support affinity, Inheritance tier 8
- [Enemy-only skills remaining unobtainable.]
- 322. Ice Storm: Renamed "Absolute Zero", 7=√49 power, 25% Freeze (from 80, 1%) [Shares the name of the skill of the same effect used by the last boss in the bad ending of P1's Snow Queen route where the Night Queen freezes the world. The name helps link the two Nyx's.]
- 323. Invitation to Chaos: 4=√16 power, Slash affinity (from 0, Almighty)
- 324. Doomsday Doctrine: Reverted name to "Prophecy of Ruin", 12=√144 Almighty power, 75% Fear, 97% accuracy (from 0, 60%, 100%)
- 326. Heartbreaker: 9.5=√90 power, 98% accuracy (from 60, 99%)
- 334. Frag Grenade: 18.7=√350 power, 97% accuracy (from 300, 99)
- 337. Flame Grenade: 20=√400 power
- 339. EX Flash Grenade: 14.1=√200 Almighty power, 96% accuracy, 30 SP (from fixed 200 damage, 100% accuracy, 0 SP)
- 341. Potent Stim Injection: +Power Charge/Mind Charge/Heat Riser/Rebellion/Revolution
- 353. Megidolaon: Renamed "Last Resort", 18.7=√444, 95% accuracy (from 400, 100%) [From P3 FES. Jin now uses regular Megidolaon instead of this one.]
- 370. Sweep: Name reverted to "Almighty Attack", 17.3=√300 Almighty damage, 6% crit, 97% accuracy (from Slash, 30%, 95%)
- 371. Sunder: Renamed "Almighty Sunder", 22.3=√500 Almighty damage, 14% crit, 90% accuracy, +More damage to downed enemies (From Slash, 10%, 99%)
- 372. Night Queen: 99% accuracy, 65% All ailments (from 100%, 100% Distress/Rage/Confuse) [Night Queen's Charm was iconic, how could they remove it?]
- 375. Doomsday Doctrine: Renamed "Prophecy of Ruin", 18.5=√344 Almighty power, 75% Fear, 97% accuracy, 30 SP (from 0, 100%, 100%, 0)
- 378. High Voltage Current: Renamed "Bolt Storm", 8=√64, 2-3 hits, 99% Shock, 97% accuracy (from 450, 100%, 99%)
- [Enemy/item-only custom skills.]
- 463: Named "Cocytus", 6=√36 power power, 99% Freeze, 34 SP
- 467: Named "Moonless Gown", Tetrakarn+Makarakarn to 1 ally, Makarakarn animation
- 460: Named "Wind Wall", Wind Wall to one ally, 54 SP, Wind Break animation [Wall skills themselves didn't exist, but the effects are used for the Anti-Element skills.]
- 470: Named "Elec Wall", Elec Wall to one ally, 54 SP, Elec Break animation
- 480: Named "True Debilitate", Debilitate to 1 foe, 100% accuracy, 48 SP [For the Debilitate item.]
- 483: Named "Fire Wall", Fire Wall to one ally, 54 SP, Fire Break animation
- 484: Named "Ice Wall", Ice Wall to one ally, 54 SP, Ice Break animation
- 486: Named "Luster Candy", Heat Riser to all allies, 120 SP
- 860. Named "Null Knockdown", Passive affinity [This does absolutely nothing. It's purely a name to slap on the scan screen of rare bosses immune to knockdown. If I pretend it's due to a made-up skill, suddenly it doesn't feel like they're cheating, right?]
- [These are hidden skills that exist for consumables items to trigger. Some are changed for item rebalances, and some are repurposed some into custom skills, possibly changing the items that used it to use a different skill.]
- 606. Muscle Drink: 20% Poison/Rage (from 20% Confuse)
- 607. Odd Morsel: +130 HP, +30 SP, 50% Fear/Charm (from 150, 20% Confuse)
- 608. Rancid Gravy: +250 HP, 40% Confuse/Distress (from 150, 20% Confuse)
- 609. Umugi Water: +50 HP (from 100)
- 610. Bread: Revives 1 fallen ally with 35% HP, Baisudi animation (from 20 HP restore) [Now used for Band-Ace. Bakery items formerly using this effect use 641, Mega Kudzu.]
- 611. Cutlet Sandwich: Revives 1 fallen ally with 65% HP, Baisudi animation (from 20 HP restore) [Now used for Life Ointment. Bakery item formerly using this effect uses Medical Powder's now.]
- 616. Dis-Poison: Named "Posumudi", 4 SP
- 617. Dis-Rage: Named "Enradi", 4 SP
- 618. Dis-Charm: Named "Charmdi", 4 SP
- 640. Life Stone: +35% HP (from 30%)
- 641. Mega Kudzu: +25 HP (from 20)
- 642. Value Medicine: Named "Soothing Melody", 13 SP [Used as a unique skill for Orpheus. Needs to be separate from 609's effect so it can't be used outside of battle.]
- 658. Weird Takoyaki: +200 HP, 30% Ailments/Shock/Freeze (from 150, 20% Confuse)
- 659. HP Drink: +10% HP (from +10 HP)
- 662. Group 150 HP restore: +100 HP (from 150)
- 664. Group 200 HP restore: +150 HP (from 200)
- 670. Tiny Golden Tomato: +25 HP to all allies (from +100 HP, +10 SP to one ally) [Now used by Value Medicine.]
- *Items
- *Consumables
- [Some item versions of skills are so plentiful they make getting the actual skills feel less valuable, and that's definitely true for revives and buffs. Of course, it's a goal of the mod to avoid outright removing or disabling things. The generic buff items, an unlimited resource, are now only single-target, but gardening items, a limited resource, are now all multi-target. You couldn't even get Balms of Life at the pharmacy in FES, so the Band-Ace and Life Ointment there now are slightly stronger and weaker versions of Revival Beads. Group-wide healing items are weaker, both because they didn't exist in FES and to reflect Media skills being weaker. Note that some consumables are tweaked but not listed so here if the only edit is to the item skill (see above), not from any change to the item table.]
- Umugi Water: +50 HP, Skill ID 642 (from 100, 609)
- School bakery breads: +25 HP, Skill ID: 641 (from 20, 610)
- Cutlet Sandwich: +100 HP, Skill ID: 605 (from 75, 611)
- Value Medicine/Cure Water/Autumn Beef Bowl/Imperial Sweets Set: +25 HP, Skill ID 670 (from 50, 642)
- First Aid Kit M: Renamed "First Aid Kit", +50 HP (from 100)
- Dis-Poison/Dis-Rage/Dis-Charm/Dis-Distress/Dis-Confuse/Dis-Fear: Buy price 240 (from 500)
- Soul Refresh/Vitae Gold: Buy price 400 (from 1,200)
- Band-Ace: Revives 1 ally with 33% HP, Buy price 600, Skill ID 610 (from 50%, 1,800, 165)
- Life Ointment: Revives 1 ally with 66% HP, Buy price 3,000, Skill ID 611 (from 100%, 6,400, 166)
- Chicken Sauté: +100 HP to all allies, Skill ID 662 (from +50, 609)
- Okay Coffee: +50 SP, Skill ID 612 (from 100, 613)
- Excellent Coffee: +100 SP, Skill ID 613 (from 100%, 603)
- Chilled Taiyaki: +200 HP, Skill ID 661 (from 100, 605)
- Tiny Healthy Tomato (Junpei): Renamed "Overripe Healthy Tomato", +Weird Takoyaki effect, Skill ID 658 (from +50 HP, 600) [I appreciate the joke of Junpei's gardening making your crops worse, but I'm trying to reward you for actually utilizing game mechanics, so the joke is they can inflict ailments instead.]
- Healthy Tomato EX (Aigis): +100 HP, Skill ID 662 (from +50, 642)
- Mini Soul Spinach (Junpei): +10 SP to all allies, Skill ID 665 (from 1 ally, 644)
- Tiny Golden Tomato (Junpei): Renamed "Overripe Golden Tomato", +Odd Morsel effect, Skill ID 607 (from +100 HP, +10 SP, 670)
- Sukukaja Potato (Fuuka): Renamed "Masukukaja Potato", +Masukukaja, Skill ID 187 (from 182)
- Rakukaja Potato (Junpei): Renamed "Marakukaja Potato", +Marakukaja, Skill ID 186 (from 181)
- Fierce/Protection/Agility Sutra: Attack/Defense/Agility up to 1 ally, Buy price 1300, Sell price 330, Skill ID 180/181/182 (from all allies, 2000, 500, 185/186/187)
- Debilitator Sutra: 100% accuracy, Skill ID 480 (from 198)
- Depleting/Atrophying/Lagging Sutra: Attack/Defense/Agility down to 1 foe, Buy price 1300, Sell price 330, Skill ID 190/191/192 (from all allies, 2000, 500, 195/196/197)
- Reverted Incense items to their old naming scheme based off the four minor Arcana: "Knight/Queen/King of Swords/Wands/Cups/Coins/Pentacles" [This was probably changed because there's now a separate Incense for Luck, making five, so I made Luck and Agility two different names for Coin. The change may seem trivial (and it is), but SMT calls them incenses to give a mystical and religious connotation, so I think it matters to Persona's unique identity. Which is a big appeal of the franchise. The icon for them is still a card anyway.]
- *Weapons
- [Equipment should have more pros and cons, advantages and disadvantages, to allow for more strategy instead of always just equipping what's objectively the best loadout. In the vanilla game, Armor of Light and Shoes of Light are the best armor with no downsides, and ultimate weapons have the best passive stat bonus, best passive ability, and highest weapon damage. Equipment changes aren't done yet, but I'm trying to address that. Equipment in FES could randomly have different effects, which meshed really well with Tartarus being procedurally-generated, and while I can't quite bring that back, I can make sure most pieces of equipment at least one effect they previously could have. This is ending up with equipment in general buffed, but as long as enemies are adjusted for that, it should add depth. For example, if a boss now has Fire Break, it can counter Null Fire accessories, but you can adapt with Fire damage down and Fire evasion up.
- And, to give something else interesting in exchange for the protagonist only being able to use swords in Reload, all weapons can have different phys affinities. It simply goes by the "real-world logic" of individual weapons models and descriptions, so it shouldn't feel too confusing when putting a Bladefist on Aki suddenly means his punches aren't Strike anymore. The old "game logic" no longer makes sense to begin with, anyway. Vanilla P3 only had a few of these odd exceptions, but every release muddied it more. Mitsuru's affinity is still Slash despite losing all swords made for slashing and gaining short spears and lances like Ken. So, now, weapons inflicting lacerating cuts are Slash, blunt trauma are Strike, and penetrating trauma are Pierce. Obviously, that's what they always were supposed to be, but now we're being pedantic about it. Some models are changed because of this, and some are changed simply to add visual variety.]
- 001. Shortsword: Sharp Student, 92% accuracy
- 002. Long Wakizashi: 4 Mag, 3 End
- 003. Saber: 3 Str, 3 Agl
- 004. Gladius: Pierce affinity, 2 End
- 011. Steel Pipe: Strike affinity, 120 attack, 4 Str (from 110)
- 024. Deus Xiphos: Almighty affinity, 5 End/Agl, Enduring Soul, -Ignores resist
- 025. Lucifer's Blade: 400 attack, 99 accuracy, 5 Str/Mag (from 425, 7 All stats)
- 027. Nameless Katana: Model ID 15 (Straight katana)
- 280. SEES Sword: Soul Shift
- [Yukari's infamously-low bow accuracy is now restored after Reload made her much more accurate. This means Sukukaja on her is important again against Pierce-weak enemies. I'm aware the upside of her low accuracy was lack of tripping, so I'll try to be generous adding back their old random possible effects.]
- 036. Practice Bow: 36 attack, 88 accuracy, 1 Luck, Crit rate up (low), (from 30, 98)
- 037. Short Bow: 38 attack, 88 accuracy, 1 Mag, Fear (low) (from 48, 98)
- 038. Siren's Song: 55 attack, 88 accuracy, Confuse (med) (from 65, 98)
- 039. Shigetou-yumi: 83 attack, 88 accuracy, 1 Mag, 1 Luck, Crit rate up (low) (from 80, 98)
- 040. RainBow: 37 attack, 88 accuracy, 1 Mag, 2 Luck, Distress (low) (from 35, 98)
- 044. Toy Bow: Strike affinity, 99 accuracy, -Rage (high) (from 88)
- 059. Sarnga: 400 attack, 90% accuracy, +Wind Amp, 8 Str, 4 Magic, -Ailments (high) (from 370, 98) [Was Wind Boost in FES, so that's an upgrade. Better for offense, with Quintessence for defense.]
- 060. Quintessence Bow: 420 attack, 100% accuracy, 3 All Stats, Phys evasion (high), -Auto-Concentrate (from 400, 98%)
- 281. SEES Longbow: Soul Shift
- 079. Spiked Bat: Strike affinity, 4 Luck, Sell price: 8,000
- 095. Masakado's Katana: 390 attack, 3 All stats, (from 440, 5)
- 282. SEES Greatsword: Shift Boost
- 107. Bladefist: Slash affinity, Slash Amp, Model ID 45 (Three-blade katars)
- 110. Beast Fangs: Pierce affinity
- 116. Wicked Cestus: Slash affinity
- 122. Supreme Gloves: Model ID 40 (SEES knuckles)
- 125. Dragon Fangs: Pierce affinity, Model ID 44 (Katars)
- 126. Double Ziggurat: Model ID 40 (SEES knuckles)
- 128. Evil Gloves: 400 attack, 2 All stats (from 410)
- 129. Root Cestus: Pierce affinity
- 135. Thunder Knuckles: +3 Magic, Shock weapon (med)
- 283. SEES Knuckles: Shift Boost
- 141. SEES Rapier: Shift Boost
- 142. Quarter Pike: Pierce affinity, Pierce Amp
- 147. Ga Boo: Pierce affinity, Pierce Amp
- 158. Brionac: Pierce affinity
- 159. Longinus: Pierce affinity
- 160. Kokuseki Senjin: Pierce affinity, 385 attack, 97 accuracy, 3 All stats (from 425, 95 5)
- 169. Charlotte: Pierce affinity
- 185. Rocket Punch: Strike affinity
- 189. Megido Fire: Almighty affinity, 540 attack, 99 accuracy, Reduce Light dmg (med), Buy price: 60600, Model ID 589 (Metatronius) (from 335, 93, 50500)
- 191. Metatronius: 400 attack, 2 All stats, (from 450, 5)
- 196. Pandemonium: +3 Luck
- 400. Unused: Named "Shinsa Bakunetsu Sho", Strike affinity, Strike Boost, 330 attack, 90 accuracy, 4 Str, 4 Mag, Model ID 588 (Rocket Punch), Sale Date 1/1
- 201. SEES Knife: Shift Boost
- 202. Bone: Strike affinity, 3 Str, 3 Luck, Sell price 10,000
- 215. Vajra: Magic evasion (high), 360 attack, 3 All stats (from Ali Dance, 410, 9)
- 226. SEES Longspear: Shift Boost
- 228. Glaive: Slash affinity
- 232. Scrub Brush: Strike affinity
- 236. Voulge: Slash affinity
- 237. Poison Glaive: Slash affinity
- 239. Romulus's Spear: Slash affinity
- 249. Warlock Lance: Slash affinity
- 271. Fauchard: Slash affinity
- 242. Pinaka: 390 attack (from 440)
- 251. SEES Battle-Axe: Slash affinity, Shift Boost
- 254. Bus Stop Sign: 200 attack, 93 accuracy
- 255. Guillotine Axe: Slash affinity, Slash Boost, 180 attack, 92 accuracy, 3 Agl, 2 Luck
- 263. Celtis: 210 attack, 2 Str, Model ID 102 (Giant hammer)
- 264. Golden Crusher: +50 HP, 350 attack, 99 accuracy, Model ID 105 (Mjolnir) -Strike Amp
- 409. Unused: Named "Staff of Wrath", Rage weapon (med), 335 attack, 89 accuracy, 5 Str, 2 Agl, Model ID 101 (Kanabo), Sale date 12/10
- 410. Unused: Named "Executioner's Axe", Slash affinity, 269 attack, 89 accuracy, 3 Str, 3 Luck, Fear (med), Model ID 100 (SEES Axe), Sale date 10/6
- 411. Unused: Named "Colossus", 297 attack, 88 accuracy, 5 End, Model ID 102 (Metal hammer), Sale date 11/6
- 412. Unused: Named "Bus Stop Sign Mk. II", Firm Stance, 340 attack, 85 accuracy, 2 End, Model ID 103 (Bus stop sign), Sale date 1/1
- *Armor
- Plain Shirt: 10 SP, 1 Luck
- Knit Cardigan: Wind resistance (low), 1 Mag
- Dress Shirt: Fire resistance (low), 1 Str
- Red Vest: Elec resistance (med), 1 Agl
- Ruffled Blouse: Ice resistance (med), 1 Mag
- Turtleneck: Survive Light, 1 Mag
- Aramid Semi-Shell: Pierce resistance (high), 1 End
- Zip Hoodie: Light resistance (med), 1 Agl
- Dog Suit: 2 Agl 2 Luck
- Long Pea Coat: Reduce phys damage (low), 1 Str
- Bulletproof Shirt: Reduce Pierce dmg (med)
- Bulletproof Vest: 1 Str, Reduce Pierce dmg (high) (from low)
- *Shoes
- Shoes of Light: Phys evasion (high), -Ali Dance
- *Accessories
- [Default accessories can't be switched between characters. It seemed interesting and useful for reinforcing character personalities through gameplay (a major goal of P3 FES) if everyone had their own special accessories with unusual, strong effects, but with the downside being it's limited to one character. There's literally no point in having accessories that do nothing, anyway.]
- Portable Player: Resist Dizzy, 1 End, 2 Luck
- Heart Choker: Pierce Boost, 2 Str, 1 Luck
- Silver Necklace: Weapon dmg to downed enemies, 2 Luck
- Leather Gloves: Dizzy Boost, 3 Luck
- Fancy Nails: Charm Boost, 2 Str, 3 Luck
- Bead Necklace: Spell Master [I just balanced the SP costs of her skills around already having Spell Master instead of attempting a middle-ground.]
- Red Ribbon: Weapon ignores resistance, 3 Luck
- Wristband: Shock Boost, 2 Agl, 3 Luck
- Koromaru Wings: Survive Light, 4 Agl, 4 Luck
- Beanie: Weapon critical up (med), 3 Luck [In FES, he's always in Great condition in September, and I remember him downing enemies with his axe left and right. Apt Pupil would be excessive, but this works.]
- Stat Bands: 3 Stat (from 1)
- Mega Stat Bands: 5 Stat (from 3)
- Giga Stat Bands: 10 Stat (from 5)
- Giga Master Band: 3 All stats (from 5)
- Tera Stat Bands: 15 Stat (from 10)
- Power Enhancer: 3 Str
- Guard Enhancer: 3 End
- Speed Enhancer: 3 Agl
- Frenzy Beads: 3 Str, 4 Agl
- Power Transmitter: 3 Str
- Guard Transmitter: 3 End
- Speed Transmitter: 3 Agl
- Critical Enhancer: 3 Luck
- Physical Ward: 2 Str
- Barbaric Bracers: Phys evasion (med), 4 Str, 2 Agl, -Ali Dance
- Mystic Charm: 2 Mag
- Slash Ward/Eluder: 3 Str, 3 Agl
- Strike Ward/Eluder: 3 Luck, 3 Agl
- Pierce Ward/Eluder: 3 End, 3 Agl
- Flame Charm: 2 Mag, 3 Luck
- Eye of Flame: 3 Mag, 3 Agl
- Ice Charm: 2 End, 3 Luck
- Eye of Ice: 3 End, 3 Agl
- Wind Charm: 2 Agl, 3 Luck
- Eye of Wind: 6 Agl
- Thunder Charm: 2 Str, 3 Luck
- Eye of Thunder: 3 Str, 3 Agl
- Light Charm: 5 Luck
- Eye of Light: 3 Agl, 3 Luck
- Dark Charm: 2 Mag, 3 Luck
- Eye of Darkness: 3 Mag, 3 Agl
- Ice Armlet: 4 End
- Lightning Armlet: 4 Agl
- Alicorn: 3 End
- Unbreakable Cage: 3 End
- Staunch Anklets: 3 Agl
- Narcissus Flower: 3 Mag
- Serpent's Eye: 3 Luck
- Ring of Serenity: 3 Str
- Tome of the Void: 1 Mag, 1 Luck
- Omnipotent Orb: Ali Dance, 15 All stats, Sell price 9,999,999 (from Null all affinities)
- Infrared Goggles: 5 Mag, 3 Luck
- Victory Headband: Insta-Heal, 2 Agl (from Resist Ailments)
- Incense Box: Fast Heal, 3 Agl, 3 Luck (from Insta-Heal)
- Land Badge: 3 End
- Earth Badge: 4 End
- Space Badge: 5 End
- Mage's Mark: 3 Mag
- Sorcerer's Mark: 4 Mag
- Wizard's Mark: 5 Mag
- Felt Doll: 7 Mag
- Prayer Beads/Rosary/Bracelet of Life: 3 Agl, 3 Luck
- Sigma Drive: 3 Str, 3 End
- Micro Sash: 4 Luck
- Small Sash: 3 Agl
- Life Sash: 3 End
- Energy Sash: 3 Mag
- Vitality Sash: 3 Str
- Soldier's Flag: 2 Str, 2 End
- Pixie Dust Talisman: 2 Agl, 2 Luck
- Fairy Talisman: 4 Luck
- Spirit Talisman: 3 Mag
- Spell Talisman: 3 Mag, 1 Luck
- Magic Talisman: 4 Mag, 2 Luck,
- Queen's Alice Band: 6 Mag, 2 Luck
- Alarm Watch: 3 End, 3 Agl, 3 Luck
- Defrosting Charm: 4 Mag
- Antistatic Charm: 4 Mag
- Immunity Charm: 4 End, 2 Luck
- Reason Charm: 4 Mag, 2 Luck
- Quietude Charm: 4 Agl, 2 Luck
- Ascetic Charm: 4 End, 2 Luck
- Valor Charm: 4 Str, 2 Luck
- Sangfroid Charm: 3 Str, 3 Agl
- Amulet of Perplexity/Dismay/Terror/Vertigo: 2 Agl, 2 Luck
- Cleave Earrings: 2 End/Luck
- Cleave Brooch: 3 End/Luck
- Cleave Necklace: 4 End/Luck
- Pummel Earrings: 2 Agl/Luck
- Pummel Brooch: 3 Agl/Luck
- Pummel Necklace: 4 Agl/Luck
- Stab Earrings: 2 End/Agl
- Stab Brooch: 3 End/Agl
- Stab Necklace: 4 End/Agl
- Maim Earrings: 1 Str/End
- Maim Brooch: 2 Str/End
- Maim Necklace: 3 Str/End
- Blaze/Gale Earrings: 2 End/Agl
- Blaze/Gale Brooch: 3 End/Agl
- Blaze/Gale Necklace: 4 End/Agl
- Frost/Thunder Earrings: 2 End/Luck
- Frost/Thunder Brooch: 3 End/Luck
- Frost/Thunder Necklace: 4 End/Luck
- Holy/Wicked Earrings: 2 Agl/Luck
- Holy/Wicked Brooch: 3 Agl/Luck
- Holy/Wicked Necklace: 4 Agl/Luck
- Enchanted Earrings: 1 Mag/End
- Enchanted Brooch: 2 Mag/End
- Enchanted Necklace: 3 Mag/End
- Rousing Pendant: 6 Mag
- Proto-Choker: 5 Str, 5 End
- Mega Master Band: 2 All stats (from 3)
- Amritite Necklace: Resist Ailments, 2 Agl, 2 Luck, Price 250,000 (from Null Ailments, 500,000)
- *Skill Cards
- Torrent Shot: Sort no. 746 (from 747)
- Cruel Attack: Sort no. 747 (from 746)
- Arrow Rain: Sort no. 739 (from 742)
- Myriad Arrows: Sort no. 736 (from 741)
- Virus Breath: Sort no. 910 (from 105)
- 416. Posumudi, Sort no. 677
- 417. Enradi, Sort no. 675
- 418. Charmdi, Sort no. 676
- 419. Tetraja, Sort no. 548
- 420. Dekarakarn, Sort no. 546
- 421. Sthiti, Sort no. 659
- 422. Power Slash, Sort no. 799
- 423. Mighty Swing, Sort no. 792
- 424. Sonic Wave, Sort no. 786
- 425. Spiral Sword, Sort no. 786
- 426. Armor Splitter, Sort no. 718
- 427. Kill Rush, Sort no. 777
- 428. Pressure Point, Sort no. 777
- 429. Brain Shake, Sort no. 776
- 430. Viper Smash, Sort no. 776
- 431. Vicious Strike, Sort no. 767
- 432. Weary Thrust, Sort no. 774 [I forgot Weary Thrust isn't actually inheritable. Will probably never use the card.]
- 433. Fang Breaker, Sort no. 719
- 434. Double Fangs, Sort no. 749
- 435. Twin Shot, Sort no. 748
- 436. Needle Rush, Sort no. 738
- 437. Aeon Rain, Sort no. 737
- 438. Cripple, Sort no. 717
- 439. Sonic Bullet, Sort no. 744
- 440. Twin Slash, Sort no. 791
- 441. Love Transfixion, Sort no. 745
- 442. Deathtouch, Sort no. 908
- 443. Balzac, Sort no. 909
- 444. Randy Haze, Sort no. 910
- 445. Nigayomogi, Sort no. 577
- 446. Roma Fulmen, Sort no. 576
- 447. Fata Morgana, Sort no. 575
- 448. Almighty Amp, Sort no. 280
- 449. Floral Profusion, Sort no. 789
- 450. Lobotomy Slash, Sort no. 787
- 451. Conflagrant Fury, Sort no. 993 [These skills aren't implemented yet.]
- 452. Frigid Wrath, Sort no. 983
- 453. Typhonic Rage, Sort no. 973
- 454. Galvanic Frenzy, Sort no. 963
- 455. Ragnarok, Sort no. 992 [Not sure why they drew the line at these when all other tier 8 skills have cards. They're not unique tier 9 skills anymore.]
- 456. Niflheim, Sort no. 982
- 457. Panta Rhei, Sort no. 972
- 458. Thunder Reign, Sort no. 962
- 459. Hellfire, Sort no. 993
- 460. Glacial Blast, Sort no. 983
- 461. Hurricane, Sort no. 973
- 462. Thunder Baptism, Sort no. 963
- 463. Radiance, Sort no. 944
- 464. Eternal Black, Sort no. 924
- 465. Freikugel, Sort no. 912 [Tier 9 and Persona-unique skills like these having cards feels kinda wrong, but, eh, if they were inheritable, seems fair game for super rare 1% late-endgame drops you probably won't see. Some cards are unused regardless.]
- 466. Absolute Zero, Sort no. 982
- 467. Bolt Storm, Sort no. 962
- 468. Justice Shot, Sort no. 742
- 469. Photon Cannon, Sort no. 735
- 470. Samsara, Sort no. 955
- 471. Die for Me!, Sort no. 935
- 472. Black Viper, Sort no. 915
- 473. Morning Star, Sort no. 914
- 474. Laevateinn, Sort no. 913
- 475. Atomic Destruction, Sort no. 916
- 476. Flash Grenade, Sort no. 907
- 477. Bloody Charge, Sort no. 567
- 478. Raging Tiger, Sort no. 832
- 479. Dizzy Boost, Sort no. 259
- 480. Poison Boost, Sort no. 267
- 481. Charm Boost, Sort no. 266
- 482. Distress Boost, Sort no. 265
- 483. Confuse Boost, Sort no. 264
- 484. Fear Boost, Sort no. 263
- 485. Rage Boost, Sort no. 262
- 486. Freeze Boost, Sort no. 261
- 487. Shock Boost, Sort no. 260
- 488. Resist Dizzy, Sort no. 431
- 489. Null Dizzy, Sort no. 430
- 490. Magic Ability, Sort no. 279
- 491. Magic Mastery, Sort no. 278
- 492. Heaven's Blade, Sort no. 795
- 493. Pralaya, Sort no. 734
- *Antique Store
- Removed incenses for sale. [I don't mind the idea of them working on teammates now, but not if you can buy as many as you want.]
- Removed Ali Dance and Resist Phys for sale.
- New items:
- Fire Break, Amethyst x3 + Topaz x3
- Ice Break, Amethyst x3 + Turquoise x3
- Elec Break, Onyx x3 + Topaz x3
- Wind Break, Onyx x3 + Turquoise x3
- Dekaja, Onyx x10
- Dekunda, Onyx x8
- Matarukaja, Topaz x10
- Marakukaja, Amethyst x10
- Masukukaja, Turquoise x10
- Tetraja, Turquoise x3 + Onyx x3
- Angelic Grace, Ruby x7, 12/10
- Vidyaraja's Blessing, Ruby x7 12/10
- *Personas
- [Personas in Reload often had different skills and affinities that made them more similar to their P5 versions, or just better in general. They should be closer to how you might remember them in FES and P3P now. Their skillsets are a mix between their old and new ones. For instance, Orpheus starts with Bash in FES, Agi in Reload, and both in Mori Rebalance.
- The biggest change you'll feel to them is skill progression is more gradual tier progression that rewards fusing new Personas more. Reload was very generous about putting high-tier skills on low-level Personas, especially with phys and passives. Myriad Arrows (tier 7) was obtainable from level 65-77 in FES, now 43-79 in Reload. Deathbound (tier 6.5) in FES, 52-63, now, 42-76. It's all very haphazard. The most humorous one to me is FES' earliest access to Apt Pupil being leveling Oukuninushi from 44 to 49, and in Reload, it's Archangel from 10 to 15. Gotta get that 20%-crit Sonic Punch for Arqa, right?
- It might look like I went around nerfing affinities for difficulty's sake, but that's just how they were in FES. Personas that used to have Weapon Master have a phys Boost instead. Something new to the mod is that Personas can have innate ailment resistances or weaknesses like enemies or Aigis in FES. These can be viewed in their profiles. Personas that used to be special fusions are special fusions again, and special fusions with their recipes changed from FES are changed back.]
- Level 1+
- Orpheus: Fire=Neutral Fear=Resist
- Bash, +Soothing Melody (3), Tarunda (5), +Dekaja (9), +Swift Strike (13), +Agilao (17), +Mediarama (32), +Growth 3 (36), +Enduring Soul (48), +Debilitate (60), +Megidolaon (68), +Lyre of Rebirth (74), +Almighty Amp (82), +Null Phys (90), +Magic Mastery (99) [Firstly, he immediately gets a worse version of Media as substitution for no longer having immediate and unlimited access to Cadenza. Losing Cadenza was a huge nerf Reload made to the player in the early game that forced them to make the first bossess easier. Soothing Melody is no Cadenza, just early access Value Medicine at the cost of more SP than Media, but it's just enough to help get past the new Thebel boss fights. And, for fun, he learns skills up to level 99 for people doing Orpheus-only runs.]
- Apsaras: Slash=Weak Fire=Neutral Charm=Resist Poison=Weak
- +Sukukaja (3), +Posumudi (4), Resist Freeze (5), -Baisudi, -Sukunda
- Pixie: Ice=Neutral Confuse=Weak
- Zio (3), Resist Confuse (4), Tarukaja (5)
- Nekomata: Fire=Resist Wind=Neutral Charm=Resist
- Angel: Elec=Neutral Distress=Resist, Inheritance type: 6 (Wind)
- Hama (7), Charmdi (8), Resist Charm (9)
- Silky: Charm=Resist
- Sukunda (6), Charmdi (7), Marin Karin (8)
- Ara Mitama: Fire=Neutral
- Sharp Student (9), Sukukaja (11)
- Forneus: Posumudi (11), Auto-Sukukaja (13)
- Omoikane: Enradi (9), Me Patra (13)
- Jack Frost: +Baisudi, +Sukukaja (1), Sonic Punch (2), Ice Boost (4), Mabufu (5), -Freeze Boost [Baisudi standing in for FES' Re Patra. Cut Freeze Boost for Sukukaja (he had it in P2, same reason for his Sonic Punch) since he was already great without having to be the earliest source of Mabufu, Ice Boost, AND Freeze Boost. AND, a Theurgy.]
- Onmoraki: Dark=Resist
- Lilim: Charm=Resist
- Rakukaja (10), Mudo (12)
- Chimera: Ice=Weak Dark=Neutral Poison=Weak
- Rakunda (12), -Sukunda
- Level 10's
- Archangel: Elec=Neutral Wind=Weak Light=Resist
- Mazio (13), Sharp Student (14), -Apt Pupil
- Valkyrie: Slash=Resist Pierce=Neutral Charm=Resist Distress=Weak
- Power Slash (13), Mabufu (14) -Fatal End, -Gale Slash
- Inugami: Elec=Resist Wind=Neutral Dark=Weak
- +Single Shot, Zio (13)
- Unicorn: Fire=Weak Ice=Null Light=Resist
- +Enradi (13), Dodge Pierce (16), -Patra, -Resist Rage
- Slime: Slash/Wind=Neutral Light=Resist Poison=Null
- Single Shot, Bash (13), Maragi (14), -Mudo
- Nigi Mitama: Wind=Neutral
- Posumudi (16)
- Berith Wind=Neutral
- Double Fangs, Tarukaja, Auto-Tarukaja (14), Dodge Fire (15), Maragi (16), Rebellion (17), -Single Shot, -Rakukaja, -Cleave
- Tam Lin: Fire/Elec/Light=Resist
- Sukukaja, Sharp Student (14), Power Slash (15), Auto-Rakukaja (16), -Fatal End, -Tarukaja, -Survive Dark
- Zouchouten: Fire=Resist
- Auto-Sukukaja, -Auto-Tarukaja
- Gurulu: Fire=Neutral Dark=Resist
- Power Slash, Auto-Tarukaja, -Cleave, -Auto-Sukukaja
- Jack-o'-Lantern: +Sukunda, Provoke (16), Rage Boost (18), Agilao (20), Dodge Ice (21)
- Fortuna: Fire=Weak Elec=Neutral Wind=Resist
- Tetraja (19)
- Rakshasa: Pierce=Neutral Wind=Neutral
- Power Slash, Zan-ei (16), Zionga (19), Gale Slash (20), -Fatal End, -Getsu-ei
- Pisaca: Fire/Elec=Neutral Wind=Null
- Assault Dive, Provoke (20), Gale Slash (21)
- Oberon: Charm=Weak Fear=Block
- Principality: Dodge Elec, Kouha (17), Media (18), Recarm (20)
- Naga: Strike=Neutral Light=Weak
- Double Fangs, Rakukaja, Bewilder, Mazio (19), Distress Boost (20), Dodge Pierce (21), Eerie Sound (22), -Torrent Shot, -Single Shot, -Invigorate 1
- Neko Shogun: Slash=Resist Elec=Neutral
- Double Fangs, Rebellion (19), Resist Dizzy (21), Dodge Wind (23), Counter (24)
- Mokoi: Stagnant Air (20), Kill Rush (22)
- Hua Po: Dark=Neutral
- Level 20's
- High Pixie: Confuse=Resist
- Holy Arrow, Rakukaja (23), Arrow Rain (25) -Tarukaja, -Dodge Wind
- Take-Minakata: Strike=Resist Pierce/Fire=Neutral
- Survive Light (21), Mazio (22), -Survive Dark, -Zionga
- Leanan Sidhe: Fire/Wind=Neutral Elec=Resist
- Sexy Dance (22), Charm Boost (27), -Spirit Drain
- Matador: Wind=Resist Dark=Null Rage=Null
- Double Fangs, Magaru (24), Kill Rush (27) -Torrent Shot, -Blade of Fury
- Mitra: Double Fangs
- Take-Mikazuchi: Ice=Weak Wind=Neutral
- Power Slash, Zan-ei (27), Elec Boost (28), -Mazionga, -Fatal End, -Gestu-ei
- Shiisa: Strike=Neutral Charm=Weak
- Gale Slash, Mazio (25), Fatal End (29), -Assault Dive, -Herculean Strike
- Narcissus: Charmdi (25), Dekunda (29) -Sharp Student
- Pale Rider: Dark=Resist
- Zan-ei, Counter (27), -Fatal End
- Yatagarasu: Ice=Neutral Dark=Weak
- Power: Pierce=Neutral
- Zan-ei, Arrow Rain (27), Me Patra (28), -Torrent Shot
- Lamia: Ice/Wind=Resist Elec=Neutral Dark=Null Poison=Resist Rage=Weak
- Raging Tiger (29)
- Yamata-no-Orochi: Elec=Neutral Wind=Null
- Kill Rush, Auto-Rakukaja, Swift Strike (28), Dekaja (29), Mabufu, Ice Boost (30), -Bufula, -Zio, -Marakukaja, -Single Shot, -Cruel Attack
- Legion: Slash/Strike/Pierce/Fire=Neutral Ice=Resist Dark=Null
- Bewilder (29)
- Orthrus: Fire=Null Dark=Neutral Confuse=Resist Poison=Weak
- Zan-ei, Fire Boost (30), Dodge Ice (31), Mighty Swing (32), Matarukaja (33), -Fatal End, -Eerie Sound
- Queen Medb: Slash=Weak Fire/Ice=Resist Elec=Null
- Posumudi, Dodge Wind (32), Recarm (34), -Me Patra
- Kushi Mitama: Fire=Neutral Dark=Weak
- Baisudi (30), Wind Boost (32), -Magarula, -Regenerate 2
- Sati: Enradi (31), Diarama (32), -Maragion
- Jikokuten: Fire/Ice/Light=Neutral Wind=Resist Dark=Weak
- Level 30's
- Genbu: Strike/Ice=Resist
- Bufula, Me Patra (33), Dekunda (34), Swift Strike (35), Resist Wind (36), -Anti-Ice Master
- Oni: Wind=Weak Confuse=Weak
- Assault Dive, Rebellion, Kill Rush (32), Resist Pierce (34), -Regenerate 1 -Counterstrike -Bash, -Swift Strike
- Mothman: Fire/Ice=Neutral Elec/Wind=Resist Distress=Resist
- Foul Breath, Wind Break (35), Fire Break (36), Megido (37), Ziodyne (38), -Stagnant Air
- Eligor: Elec/Dark=Neutral Ice/Light=Weak
- Twin Shot, Dodge Ice (34), -Torrent Shot
- Sarasvati: Light=Neutral Inheritance type: 4 (Ice)
- Posumudi (33), Ice Boost (37), Dekaja (38) -Dodge Elec
- Yakshini: Pierce/Ice=Neutral Fire=Resist Rage=Weak
- Gale Slash (33), Maragion (34), Floral Profusion (37), -Blade of Fury, -Deathbound
- Virtue: Wind=Neutral Light=Null
- Tarukaja, Infuriate, Survive Dark (36), Endure Dark (39) -Magaru
- Flauros: Ice=Neutral Wind=Weak
- Gale Slash, Sharp Student (35), Mighty Swing (36), Swift Strike (37), -Apt Pupil, -Herculean Strike
- Leanan Sidhe: Poison=Weak
- Loa: Poison=Null
- Matarunda (37), -Marakunda
- Saki Mitama: Elec=Neutral
- Zionga, Null Charm (40), -Mabufu
- Setanta: Twin Shot, -Torrent Shot
- Hanuman: Slash/Fire=Neutral Elec/Light=Resist
- Counter, Dekarakarn (40), Blade of Fury (42), Resist Slash (43)
- Black Frost: Fire=Resist Ice=Null Dark=Resist
- Agilao (38), Mudoon (40), Dekarakarn (41), Marakunda (44), -Agidyne, -Bufudyne, -Resist Light
- +Queen Medb in fusion recipe [That's how it was in FES.]
- Clotho: Tetraja (41), Charmdi (42), Wind Boost (43), -Samarecarm
- Incubus: Slash=Neutral Ice=Weak Charm=Resist
- Evil Smile, Fire Break (41) -Evil Touch
- Vasuki: Elec=Neutral Light=Null
- Floral Profusion, Dodge Wind (41), Resist Light (43), -Neural Slash
- Seiryu: Ice=Neutral Wind=Null Light=Resist
- Garula, Poison Mist, Magarula (39), Me Patra (40), Virus Breath (41), Diamrita (42), -Mabufula, -Tetrakarn, -Bufudyne
- Orobas: Confuse=Null
- Sharp Student (40), Dekarakarn (41), Survival Trick (42), Masukukaja (43), Wind Boost (44), Resist Ice (45)
- Girimekhala: Pierce=Neutral
- Armor Splitter, Mighty Swing (41), Endure Light (43), Null Pierce (45), -Repel Slash, -Heat Wave
- Special fusion made from Gurulu, Lamia, Ganga, Dakini.
- Level 40's
- Thoth: Strike/Light/Dark=Neutral Wind=Weak
- Growth 2 (42), Mediarama (45), Concentrate (46)
- Cu Chulainn: Ice/Wind=Neutral Dark=Weak
- Survive Dark (42), Mazionga (44), Needle Rush (45), Vile Assault (47), -Myriad Arrows, -Magarula
- Anubis: Light/Dark=Resist
- Resist Ice (46), Resist Elec (47), -Resist Dark
- Ose: Strike/Light=Neutral Elec=Weak
- Mighty Swing, Maragion, Hurculean Strike (42), Matarunda (46), Blade of Fury (47) -Deathbound, -Tempest Slash
- Ganga: Ice=Null Pierce/Light/Dark=Neutral
- Charmdi (42), Neuro Slash (45)
- Samael: Ice/Elec/Wind=Neutral Light=Weak
- Dominion: Wind=Neutral Elec=Resist, Inheritance Type: 9 (Light)
- Mazionga (44), Resist Dark (45), -Samarecarm
- Kaiwan: Wind=Neutral Elec/Light=Weak
- Naga Raja: Fear=Resist
- Twin Shot, Null Confuse (44), Matarukaja (47), Torrent Shot (48) -Revolution, -Cruel Attack, -Null Pierce
- Lachesis: Ice=Neutral
- Recarm, Garula, Magarula (46), Mediarama (47), Marakunda (50) -Makarakarn
- Oukuninushi: Ice=Weak Elec/Wind=Neutral
- Mighty Swing, Fire Boost (48), Apt Pupil (49), -Evade Fire, -Deathbound
- Shiki-Ouji: Strike=Block Pierce=Resist Confuse=Weak
- Matarunda (48), Maeiga (50), -Evade Wind, -Null Fire
- Quetzalcoatl: Ice=Neutral
- Magarula, Heat Wave (47), Wind Boost (48), Marakukaja (49), Mahamaon (51) -Mabufula, -Bufudyne, -Ice Amp
- Kurama Tengu: Wind=Null
- Resist Elec (52)
- White Rider: Light=Resist Dark=Null
- Needle Rush, -Arrow Rain
- Hecatoncheires: Pierce/Ice/Elec=Neutral Dark=Null
- Gigantic Fist, Mamudoon (52), -Vile Assault
- Succubus: Pierce=Neutral Fire=Resist Dark=Null Charm=Resist
- Ailment Boost (48), Agidyne (49), Fire Break (50), Drain Ability (52), Null Light (53), -Maragion, -Evade Light
- Nidhoggr: Pierce/Elec=Neutral Ice=Resist Dark=Repel
- Mamudoon, Revolution, -Mudoon, -Heat Wave
- Parvati: Me Patra, Marakukaja (51), -Diarama
- Hariti: Ice=Repel Light=Neutral Dark=Resist
- Auto-Masuku (53), Bufudyne (54) -Invigorate 3
- Mishaguji: Ice=Neutral Wind/Light=Weak, Inheritance type: 13 (Elec)
- Blade of Fury, Vile Assault (51), Aeon Rain (52) -Deathbound
- Titania: Fire/Light=Neutral Ice/Wind=Resist Elec=Weak
- Mediarama (54), Ice Amp (55), -Mabufudyne
- Dionysus: Slash/Elec=Resist Fear=Null
- Mind Charge, Resist Wind (55), -Makarakarn
- Level 50's
- Rangda: Dark=Resist
- Needle Rush, Zan-ei (53), -Myriad Arrows, -High Counter
- Ganesha: Pierce=Neutral Confuse=Resist Poison=Weak
- Tetraja (53), Wind Amp (56), High Counter (57), -Repel Pierce
- Koumokuten: Pierce/Wind=Neutral Fire=Weak Elec=Resist
- Dekaja (55), Counterstrike (57), -Enduring Soul
- Throne: Strike=Neutral Fire=Resist Light=Null
- Hamaon, Resist Dak (56), -Mahama
- Nebiros: Ice=Neutral
- Decarabia: Slash=Neutral Fire=Null Ice=Weak
- Stagnant Air, Matarunda, Evade Ice (55), Marakukaja (56), Resist Ice (59)
- Siegfried: Twin Slash, Power Charge, High Counter, Auto-Rebellion (57), Arms Master (58), Sonic Wave (60), Slash Boost (61), -Deathbound, -Crit Rate Amp, -Brave Blade, -Slash Amp [Sorry I had to nerf him so much, but he's definitely still good.]
- Suzaku: Fire=Null Light=Neutral
- Jatayu: Ice=Neutral Light=Null Confuse=Null
- Masukukaja (58), Resist Ice (62)
- Atropos: Elec=Weak, Fire/Light=Neutral, Inheritance type: 6 (Wind)
- Mind Charge, Armor Splitter (60), Resist Elec (63), -Ziodyne
- Pazuzu: Ice/Elec=Neutral
- Virus Breath (58), Aeon Rain (60), Lobotomy Slash (62), -Infuriate
- Chernobog: Pierce/Fire=Neutral Wind=Weak Dark=Null Poison=Resist
- Deathbound, Null Slash, Sonic Wave (58), Virus Breath (59), Invigorate 2 (60), Null Wind (62), -Tempest Slash, -Apt Pupil, -Brave Blade, -Poison Mist
- Mada: Light/Dark=Neutral
- Recarmdra (60), Null Distress (61), Evade Strike (63), -Null Wind
- Daisoujou: Strike=Resist Confuse=Null Fear=Null, Inheritance type: 9 (Light)
- Tetraja (64)
- Special fusion made from Mithra, Ara Mitama, Nigi Mitama, Kusi Mitama, and Saki Mitama. Removed from Shuffle time.
- Uriel: Slash/Elec=Neutral, Inheritance type 9 (Light)
- Deathbound, Maragidyne (58), Fire Amp (65) -Agidyne, -Vorpal Blade
- Mot: Elec=Neutral Wind=Resist Light=Weak, Inheritance type: 8 (Dark)
- Eigaon (60), Megidola (62), Resist Light (63), -Mazionga
- Trumpeter: Fire=Weak Ice/Elec/Dark=Resist Wind=Neutral Light=Null Distress=Null
- Atomic Destruction, Garudyne, Mabufudyne (61), Tetrakarn (62), Resist Ailments (64), -Mudoon -Debilitate, -High Counter
- Level 60's
- Surt: Slash Boost, Armor Splitter (63), Hellfire (65), Tempest Slash (67), -Marakunda, -Auto-Tarukaja
- No longer locked behind Junpei's Link Episode.
- Raphael: Fire/Elec/Wind=Neutral Ice=Resist Light=Repel
- Sonic Wave, Matarukaja, Null Charm (63), Mediarahan (64), Tempest Slash (66), -Mediarama, -Heat Riser
- Bishamonten: Strike=Neutral Pierce=Null
- Diarahan, Aeon Rain (61), Pierce Boost (63), Fire Amp (64), Sonic Bullet (65), Arms Master (66), -Pierce Amp, -Primal Force
- Kikuri-Hime: Fire=Repel Ice=Weak Wind/Light=Neutral Charm=Resist
- Agidyne, Maragion, Tetraja (64), Resist Ice (66), Fire Amp (68), -Bufudyne, -Mabufula
- Kumbhanda: Wind=Weak Light=Neutral, Inheritance type: 5 (Fire)
- Agidyne, Auto-Masuku (63), Maragidyne (64), Regenerate 3 (65), Lobotomy Slash (66) Fire Amp (67), -Garudyne, -Myriad Arrows, -Magarudyne, -Insta-heal
- Gabriel: Ice=Repel
- Aeon Rain, -Ziodyne
- Barong: Wind=Neutral Dark=Weak Poison=Resist
- Virus Breath (65), Heat Wave (66), Auto-Maraku (67), Counterstrike (68), -Eerie Sound, -Auto-Masuku
- Kali: Slash=Null Fire=Neutral
- Twin Slash, Revolution (64), Charge (65), Sonic Wave (66), Apt Pupil (68), High Counter (69), -Heat Wave, -Brave Blade, -Vorpal Blad
- Byakko: Slash=Resist Elec=Drain Ice=Neutral Dark=Weak
- Mazionga, Elec Boost, Deathbound, Ziodyne (67), Maziodyne (68), -Mabufula, -Freeze Boost, -Heat Wave -Mabufudyne
- Thor: Bolt Storm (65), Auto-Mataru (67), Strike Boost (69)
- Garuda: Fire/Ice=Neutral Light=Repel
- Aeon Rain (66), Dekaja (68), Repel Wind (69), Hurricane (70), -Phanta Rei
- Norn: Fire=Neutral Ice=Neutral
- Tetraja (67), Sthiti (69), Absorb Elec (71), Hurricane (72), -Regenerate 3, -Salvation
- Hell Biker: Elec=Weak Wind/Light=Neutral Fear=Null Rage=Weak, Inheritance type: 5 (Fire)
- Agidyne, Heat Wave, Fang Breaker (67), Fire Amp (69), Absorb Fire (70), -Life Aid, -Evade Light
- Lilith: Fire/Ice=Neutral Wind/Light=Weak Dark=Repel
- Elec Break (67), Absorb Wind (71)
- Special fusion made from Lilim, Baphomet, Incubus, and Succubus.
- Melchizedek: Strike=Resist Wind=Neutral Dark=Weak
- Vicious Strike, Mediarahan (68), Repel Dark (70), Strike Amp (71), God's Hand (73), Akasha Arts (75), -Gigantic Fist
- Cybele: Ice=Neutral Elec=Resist Light=Neutral Dark=Null, Inheritance type: 9 (Light)
- Aeon Rain, Samarecarm (68), Cripple (69), Pierce Boost (70), Myriad Arrows (72), -Mediarahan, -Garudyne, -Auto-Maraku
- Qitian Dasheng: Aeon Rain, Pierce Amp (68), Viper Smash (70), Weary Thrust (72), -Revolution, -Myriad Arrows, -Akasha Arts, -Primal Force
- Horus: Light=Null
- Mediarahan (68), Bolt Storm (69), Repel Dark (73), -Samarecarm, -Evade Dark
- Skadi: Wind=Neutral
- Glacial Blast (73)
- Alice: Deathtouch, Marakunda (71), Repel Dark (72), Endure Light (73), Megidolaon (74), -Mudoon
- Arahabaki: Slash/Pierce=Neutral Fire/Light=Null Elec/Dark=Resist, Inheritance type: 29 (Ailment)
- Vicious Strike, Tetrakarn, Repel Ice (70), Vidyaraja's Blessing (73), God's Hand (75), Null Strike (76), -Herculean Strike, -Makarakarn, -Repel Dark, -Repel Strike
- Loki: Ice=Resist Charm=Resist Poison=Weak
- Apt Pupil, Stagnant Air (70), Megidola (71), Laevateinn (72), Null Fire (75), Repel Fire (77), -Agidyne, -Ziodyne, -Spell Master
- Level 70's
- Houou: Masukukaja (73), Sthiti (75), -Salvation
- Michael: Slash/Pierce/Wind=Neutral Ice/Elec=Resist Dark=Weak
- Sthiti (74), Repel Dark (77), -Drain Pierce
- Kohryu: Elec=Neutral
- Null Strike (75), Weary Thrust (76), Null Pierce (77), -Makougaon -Tetrakarn, -Spell Master
- Yurlungur: Fire/Light=Neutral Ice/Wind=Null Elec=Weak
- Growth 3, Mabufudyne (72), Mediarahan (73), Ice Amp (76), Repel Light (77), Samarecarm (78), -Evade Fire, -Maziodyne, -Evade Dark
- Atavaka: Light=Repel Dark=Weak
- Makougaon, Akasha Arts (74), -Maragidyne, -God's Hand
- Baal Zebul: Ice=Neutral
- Mamudoon, Poison Mist, Bufudyne (74), Mudo Boost (75), Tetraja (76), Hellfire (78), -Magarudyne, -Ziodyne, -Megidola, Panta Rhei
- Lakshmi: Light=Resist Charm=Null
- Ice Break, Sthiti (76), Null Dark (79), Resist Fire (80), -Diarahan, -Salvation
- Attis: Fire/Wind/Dark=Neutral
- Repel Light (75), -Endure
- Special fusion made from Inugami, Take-Minakata, Orthrus, Vasuki, and Hecatoncheires.
- Ananta: Slash/Pierce=Neutral Ice=Resist Elec=Neutral Wind=Weak
- Weary Thrust, Mediarahan, Samarecarm (76), High Counter (78), Makarakarn (79), Absorb Wind (80), -Vile Assault, -Auto-Maraku -Absorb Slash,
- Futsunushi: Confuse=Null
- Insta-Heal (81), -Unshaken Will
- Odin: Thunder Baptism, -Maziodyne
- Scathach: Pierce=Resist Ice=Resist
- Amrita (78), Hurricane (80)
- Mara: Pierce=Absorb Fire=Repel Strike/Light/Dark=Neutral
- Dekarakarn (76), Primal Force (77), Absorb Ice (83)
- Abaddon: Slash/Strike/Dark=Neutral
- Balzac, Deathtouch, Spiral Sword, Weary Thrust (79), Null Strike (80), Null Slash (81), Null Pierce (82), -Deathbound, -Vile Assault -Virus Breath, -Evil Smile, -Maragidyne
- Saturnus: Wind=Neutral Light=Null
- Growth 3 (81), Absorb Ice (82), -Repel Ice
- Susano-o: Pierce=Null Elec/Wind=Resist
- Glacial Blast (82), Regenerate 3 (83), Repel Strike (84), -Repel Light
- Special fusion made from Orpheus, Legion, Ose, Black Frost, Decarabia, and Loki.
- Mother Harlot: Strike/Wind=Neutral Elec/Dark=Repel Charm/Poison=Null
- Randy Haze, Ailment Boost (81), -Sexy Dance
- Thanatos: Slash=Repel Strike=Resist Fire/Ice/Elec/Wind=Neutral Fear=Null
- [I buffed his Slash affinity, gave him a pretty damn good skillset still inspired by his old one (1-handed Mastery into Slash Amp), plus added a unique of his own. Dark Verdict is what he uses in P1's Snow Queen route, so I had to include it. He might be a little overtuned, but he is your semi-semi-ultimate Persona. There's lots of complimentary skills, but they're divided between Slash, Dark, and Almighty.]
- Eternal Black, Tempest Slash, Mahamaon, Ghastly Wail, Dark Verdict (79), Slash Amp (80), Dark Amp (81), Crit Rate Amp (82), Door of Hades (83), Brave Blade (85), Almighty Boost (87) -Maeigaon, -Mamudoon, -Megidolaon
- Vishnu: Light=Repel
- Vidyaraja's Blessing (82), -Ali Dance
- Masakado: Slash=Resist Strike/Elec/Light=Neutral Pierce=Weak Dark=Repel, Inheritance type: 3 (Slash)
- [Since it's not an inheritable skill anymore, I thought it would be interesting to put Firm Stance exclusively on an endgame Persona without good affinities. Masakado seemed like a good fit. His body was said to be impervious to damage, save for a single weak point on his forehead, which was pierced by an arrow. That, and after reverting him to his FES state, losing Unshaken Will, he didn't really having anything very special going on despite being a special fusion. Not having a weakness isn't a big deal anymore with manual skill inheritance and skill cards, and you can get Debilitate easier from Mother Harlot or Satan.]
- Firm Stance, Magarudyne (80), Power Charge (81), Debilitate (83), Arms Master (84), Crit Rate Amp (85), -Unshaken Will
- Level 80+
- Sandalphon: Slash/Elec/Dark=Neutral Strike=Null
- Photon Cannon, Regenerate 3 (82), -Akasha Arts
- Beezlebub: Magarudyne, Deathtouch, Primal Force (83), High Counter (84), Makarakarn (85), Maziodyne (86), -Concentrate, -Evil Smile, -Megidolaon
- Shiva: Dark=Resist
- Randy Haze (85), Sthiti (86), Hellfire (87), Vidyaraja's Blessing (88) -Ali Dance, -God's Hand
- Satan: Fire=Repel Ice=Neutral Dark=Repel, Inheritance type: 27 (Magic)
- Maragidyne, Regenerate 3 (85), Invigorate 3 (87), Repel Light (88), -Diamond Dust, -Repel Wind
- Alilat: Phys=Resist Fire/Ice/Wind=Neutral
- Regenerate 3, Repel Slash (86), Repel Strike (89), -Maziodyne, -Repel Fire, -Inferno
- Asura: Strike/Wind=Neutral Light=Repel Dark=Weak, Inheritance type: 20 (Fire)
- Tetrakarn (86), Atomic Destruction (87), -Heat Riser, -Firm Stance
- Special fusion made from Yatagarasu, Thunderbird, Quetzalcoatl, Jatayu, Suparna, Vishnu. [Swapped Horus for Thunderbird since Asura would be locked by Aki's Link Episode otherwise.]
- Chi You: Crit Rate Amp (87), Invigorate 3 (90), Drain Strike (91), Bull Warrior Horns (93, Item), Null Phys (94), -Arms Master
- Metatron: Strike=Resist Fire/Ice/Elec/Wind=Neutral
- Auto-Mataru (88), Megidolaon (89), Justice Shot (90), Repel Ice (91), Repel Elec (92), Repel Fire (93) Light Amp (94), -Salvation
- Helel: Light=Null Dark=Neutral
- Absorb Slash, Primal Force (89) -Life Aid
- Lucifer: Ice=Absorb Elec=Null Light=Weak
- Maziodyne (91), Glacial Blast (92), Makarakarn (93), Spell Master (95), Absolute Zero (99), -Panta Rhei
- Messiah: Level 90, Dark=Weak Ailments=Resist
- Regenerate 3, Salvation (91), Vidyaraja's Blessing (92), Invigorate 3 (93), Lyre of Rebirth (94), Absorb Pierce (95), Enduring Soul (96), Magic Ability (97), Insta-Heal (98), Almighty Amp (99), -Null Phys [Reload buffed him pretty hard, so he's closer to his P3P state now, but still buffed. Reload nerfed Magic Ability to not include Almighty, so he has Almighty Amp to make up for it. Null Phys is moved to Chi You, which seemed balanced on him.]
- Orpheus Telos: Level 90, Ailments=Resist
- Magic Mastery (95), Dead Moon's Husk (99, Item)
- DLC
- [These guys are balanced and not cheating to fuse now. I tried to still keep them based off their P5 versions.]
- Arsene: Ice=Weak
- Power Slash, Dark Boost, Twin Shot (25), Sukunda (26), Survival Trick (27) -Fatal End, -Dark Driver, -Gale Slash, -Maeiga
- Captain Kidd: Elec Boost, -Elec Driver
- Zorro: Wind Boost, Assault Dive (25), Me Patra (27), -Wind Driver, -Divine Grace, -Magarula
- Carmen: Fire Boost, Fire Break (24), -Fire Driver, -Maragion
- Goemon: Zan-ei, Ice Boost, Sukukaja (29), Counter (30), -Ice Driver, -Gestu-ei, -Counterstrike
- Johanna: Swift Strike, Strike Boost, Rakukaja (29), Ma Baisudi (31), Pressure Point (33), -Herculean Strike, -Marakukaja, -Strike Driver -Gigantic Fist
- Milady: Pierce Boost, Arrow Rain (37), Pierce Driver, -Fast Heal
- Robin Hood: Light Boost, Poison Arrow (40), Hamaon (41), Mudoon (42), -Light Driver, -Resist Ailments, -Kougaon, -Eigaon
- Cendrillon: Floral Profusion, Null Dizzy, Evade Slash (38), Slash Boost (40), Mighty Swing (42) -Neuro Slash, -Slash Driver, -Vidyaraja's Blessing, -Tempest Slash
- Seiten Taisei: Herculean Strike, Mazionga, Rebellion (41), Pressure Point (44), Matarukaja (46), -Deathbound, -Wild Thunder, -Auto-Rebellion, -Auto-Mataru
- Mercurius: Magarula, Recarm (44), Garudyne (46), Diamrita (49), -Samarecarm, -Vacuum Wave, -Salvation
- Hecate: Maragion, Tentarafoo, Ailment Boost (43), Evade Ice (48), -Blazing Hell, -Sexy Dance, -Stagnant Air, -Drain Fire
- Kamu Susano-o: Mighty Swing, Mabufula, Blade of Fury (49), Counterstrike (50), Bufudyne (52), -Ice Age, -High Counter -Vorpal Blade, -Tempest Slash
- Anat: Marakukaja (55), Mediarama (57), Dekunda (59), Lobotomy Slash (60), -Samarecarm, -Mediarahan, -Enduring Soul
- Astarte: Fast Heal (55), Aeon Rain (60), -Insta Heal, -Myriad Arrows
- Vanadis: Vidyaraja's Blessing (64), -Masquerade, -Ali Dance
- Satanael: Light=Weak [Considered changing his recipe to use Arsene like in P5 instead of Orpheus, but I realized it's because the two are from different DLC packs. Considered changing it anyway.]
- Dark Verdict, Megidolaon (92), Pierce Amp (97), Justice Shot (99), -Maeigaon, -Almighty Boost
- Izanagi: Mighty Swing, Soul Shift (51), Twin Slash (52)
- Kaguya: Prominence, Media, Diarama, Divine Grace (35), Multi-Target Boost (37), Diamrita (38), Mediarama (39), -High Counter
- Moros, Medea, and Hypnos now have stats, affinities, skills, descriptions, proper menu UI coordinates, etc. and can be fused by the player. [This seems like a natural fit for a secret or NG+ thing, right? Like fusing Nyarylthotep after beating Kandori in P1.]
- Moros: Hermit, Level 69, 38 Str, 56 Mag, 41 End, 53 Agl, 50 Luck, 18/22/16/25/19 Stat growth
- Fire=Repel Light=Weak Dark=Repel Confuse=Null, Inheritance type: 8 (Dark)
- Eigaon, Maragidyne, Heat Riser, Balzac (70), Flash Grenade (71), Shift Amp (72), Confuse Boost (73), Dark Verdict (75), Null Light (76) Debilitate (78), Flash Grenade EX (82)
- Special fusion made from Kali, Trumpeter, Atropos, and Pale Rider. Unlocked alongside Thanatos after defeating the Hanged Man.
- Medea: Hanged, Level 74, 49 Str, 58 Mag, 44 End, 51 Agl, 49 Luck, 19/25/15/16/25 Stat growth
- Fire=Drain Ice=Weak Dark=Resist Charm=Null, Inheritance type: 5 (Fire)
- Agidyne, Mamudoon, Regenerate 3, Spring of Life, Fire Boost (73), Lobotomy Slash (74), Nigayomogi (75), Crit Rate Amp (76), Randy Haze (77), Recarmdra (78), Brave Blade (80), Enduring Soul (82)
- Special fusion made from Surt, Hariti, Clotho, Sati, and Orpheus. Unlocked instead of Surt after completing Junpei's Link Episode.
- Hypnos: Fortune, Level 78, 52 Str, 66 Mag, 53 En, 45 Agl, 40 Luck, 20/20/20/20/20 Stat growth
- Light=Repel Dark=Weak Fear=Null, Inheritance type: 31 (Almighty)
- Maeigaon, Mahamaon, Deathtouch, Dark Amp (79), Mind Charge (80), Divine Judgement (81), Primal Force (82), Dark Slumber (84), Dead Moon's Husk (85, Item), Null Dark (86), Amighty Boost (87)
- Special fusion made from Lilith, Dionysus, Lachesis, Narcissus, and Sandman. Unlocked alongside Thanatos after defeating the Hanged Man.
- *Tartarus
- Breakable object Twilight Fragment probability: 2 (from 3)
- FldHitActor_299_264_H6 location: X:3800 (from 4800) [Fixes a possible softlock in the Tartarus tutorial introduced by longer Shadow vision letting you fight one before a cutscene trigger.]
- *Shuffle Time
- Major Arcana chance boost from Strong enemy: 20% (from 15%)
- Major Arcana chance boost from Rare enemy: 25% (from 20%)
- Guaranteed Major Arcana drop after x encounters: 6 (from 8)
- Major Arcana chance: 2% (from 3%)
- Minor Arcana chance: 58% (from 57%)
- Persona level boost: 1.5 (from 1)
- Hermit Arcana: 80% chance of random Incense 1, 20% chance of random Incense 2
- [Skill cards are something new to Reload and enable multiple ways to bypass interacting with the fusion system, easily creating Personas difficult or impossible through fusion, and with none of the planning involved. Resist and Amp cards are obvious big game-changers, but even a simple Agi card allows you to put a Fire skill on a null-Ice Persona unable to inherit Fire skills through fusion, then bring it to an Ice boss weak to fire. Cards are an inexhaustible resource that can be grinded for, but it's unnecessary when you can copy a card for free every day, meaning obtaining a card once is already a permanent source of the skill.
- So, cards for specialized skills useful to get onto a specific Persona are less accessible in favor of more utility-based skills. Magic attack card drops were previously favored over phys drops, probably since they're more valuable for bypassing inheritance rules, so magic attacks are more rare for the same reason now. Cards are shuffled around to fit skill progression better, with good skills coming later and weaker ones coming earlier. Tier 1 magic, Boost, Dodge, and Evade skills are 2 or 3 Sword ranks higher, but, for example, Cruel Attack is in mid-Yabbashah instead of Harabah-Adamah, and Assault Dive and Zan-ei are in mid-Arqa instead of Yabbashah-Tziah. New cards previously unobtainable through Shuffle Time are added into the pool, including for custom skills. Also notably, cards for ailment Boosts, Resists, and Nulls, of which none were in Shuffle Time, most unobtainable entirely, and some non-existent to begin with.
- There's more skills dropped by each Sword rank, with some skills being in multiple ranks, but that means each one's drop rate is lower, some just 1 or 2 percent. Sounds like a huge disadvantage, but look at it this way: unmodified, if you pick a Sword 9 card (mid-Harabah), you get a random Ma- -kaja/unda (plus Rebellion) 62% of the time, Me Patra or Mabaisudi 16%, and the remaining 22% will be something different and useful like Endure. With this mod, it's a 14% chance of an AoE Support, 18% chance of an Evade, and 18% chance of a Boost. It is, by definition, more balanced. If you're looking up a guide to see which floors Sword 5's are on so you can quickly get Boost cards for every affinity (as they drop one 45% of the time), this system is horrible and puts you at the mercy of RNG. If you're playing the game normally, this ensures you more consistently get something new and useful. (None of this ultimately matters until I also change card rewards from chests, missing persons, and requests, though.)]
- Sword 1 drops (2F-23F, Thebel)
- Added: +Posumudi/Charmdi/Enradi (7%), Patra (6%), +Resist [All 9 Ailments] (3%), +Raging Tiger (6%)
- Adjusted: >Baisudi -4% (6%), >Cleave/Bash/Single Shot -12% (8%)
- Removed: -Holy Arrow (20%)
- Sword 2 drops (12F-41F, Thebel-Arqa)
- Added: +Holy Arrow (8%), +Double Fangs (9%), +Power Slash (9%), +Sonic Punch (8%), +Raging Tiger (8%), +Tarukaja/Rakukaja/Sukukaja (3%), +Posumudi/Charmdi/Enradi/Patra/Baisudi (4%), +Poisma/Marin Karin/Bewilder/Pulinpa/Evil Touch/Provoke (2%), +Resist [All 9 Ailments] (1%)
- Adjusted: >Dia -12% (8%)
- Removed: -Agi/Bufu/Zio/Garu (-16%), -Kouha/Eiha (-8%)
- Sword 3 drops (29F-68F, Arqa)
- Added: +Zan-ei (6%), +Assault Dive (6%)
- Adjusted: >Poisma/Marin Karin/Bewilder/Pulinpa/Evil Touch/Provoke -1% (5%), >Life Drain -1% (4%), Spirit Drain -1% (2%), >Drain Ability -2% (1%), >Counter -1% (2%), >Stagnant Air -1% (2%)
- Sword 4 drops (51F-89F, Arqa-Yabb)
- Added: +Sharp Student (7%), +Tarunda/Rakunda/Sukunda (4%), +Tetraja (6%), +Survive Light/Dark (4%), +Foul Breath (2%), +Stagnant Air (2%)
- Adjusted: >Dodge Fire/Ice/Elec/Wind -1% (1%), >Dodge Light/Dodge Dark -2% (1%), >Fire/Ice/Elec/Wind Break -3% (5%)
- Removed: -Patra (-7%), -Baisudi (-4%), -Hama Boost/Mudo Boost (-3%)
- Sword 5 drops (78F-116F, Yabbashah)
- Added: +Twin Shot (7%), +Kill Rush (7%), +Me Patra (6%), +Mabaisudi (6%), +Shift Boost (8%), +Poison Mist/Sexy Dance/Eerie Sound/Tentarafoo/Evil Smile/Infuriate (3%), +Resist [All 9 Ailments] (2%), +Recarm (4%), +Agi/Bufu/Zio/Garu/Kouha/Eiha/Hama/Mudo (3%)
- Removed: -[All 6 Magic] Boost (-5%), -Slash/Strike/Pierce Boost (-6%) -Ailment Boost (-4%), -Maragi/Mabufu/Mazio/Magaru/Makouha/Maeiha (-6%), Mahama/Mamudo (-5%)
- Sword 6 drops (106F-142F, Yabb-Tziah)
- Added: +Pressure Point (6%), +Tetraja (6%), +Dekaja/Dekunda (3%), +[All 9 Ailments] Boost (2%), +Crit Rate Boost (2%), +Regenerate 2 (3%), Invigorate 2 (2%), +Dekarakarn (3%), +Maragi/Mabufu/Mazio/Magaru/Makouha/Maeiha (2%)
- Adjusted: >Agilao/Bufula/Zionga/Garula/Kouga/Eiga -5% (1%), >Anti-Fire/Ice/Elec/Wind Master -1% (3%)
- Removed: -Zan-ei (-4%), -Assault Dive (-5%), -Apt Pupil (-2%), -Amrita Drop (-2%), -Hamaon/Mudoon (-3%), -Torrent Shot (-5%)
- Sword 7 drops (127F-168F, Tziah)
- Added: +Dodge Slash/Strike/Pierce (2%), +Dodge [All 6 Magic] (1%), +[All 9 Ailments] Boost (1%), +Recarmdra (5%), +Diamrita (4%), +Hamaon/Mudoon (3%), +Cruel Attack (4%), +Torrent Shot (4%), +Getsu-ei (4%), +Needle Rush (4%), +Herculean Strike (4%), +Ghastly Wail (3%), +Floral Profusion (1%), +Endure Light/Dark (2%)
- Adjusted: >[All 6 Magic] Boost -2% (1%), >Single-Target Boost -4% (1%), >Multi-Target Boost -4% (1%), >Apt Pupil -3% (1%), >Auto-Tarukaja/Rakukaja/Sukukaja/Rebellion -3% (2%), Divine Grace -2% (3%)
- Removed: -Evade [All 6 Magic] (-2%), -Evade Slash/Strike/Pierce (-5%)
- Sword 8 drops (156F-197F, Tziah-Harab)
- Added: +Evade [All 9 Affinities] (1%), +[All 9 Affinities] Boost (1%), +Aeon Rain (4%), +Brainshake (4%), +Gigantic Fist (3%), +Mighty Swing (4%), +Heat Wave (2%), +Neuro Slash (3%), +Apt Pupil (2%), +Crit Rate Boost (2%), +Shift Amp (5%), +Hama/Mudo Boost (2%), +Tetrakarn/Makarakarn (3%), +Power/Mind Charge (3%), +Null [All 9 Ailments] (1%)
- Adjusted: >Maragion/Mabufula/Mazionga/Magarula -5% (2%), >Makouga/Maeiga -4% (2%), >Dekaja/Dekunda -2% (2%), >Herculean Strike -2% (3%), >Blade of Fury -2% (3%), >Poison Arrow -1% (3%)
- Removed: -Resist [All 9 Affinities] (-1%), -Myriad Arrows (-5%), -Poison Mist/Sexy Dance/Eerie Sound/Tentarafoo/Evil Smile/Infuriate (-3%)
- Sword 9 drops (189F-224F, Harabah)
- Added: +Null [All 9 Ailments] (1%), +[All 9 Affinities] Boost (2%), +Evade [All 9 Affinities] (1%), +Single-Target Boost (2%), +Multi-Target Boost (2%), +Apt Pupil (1%), Ailment Boost (2%), +Rebellion (2%), Dekarakarn (2%), +Freeze/Shock Boost (1%), +Deathbound (4%), +Twin Slash (5%), +Vile Assault (4%),
- Adjusted: >Matarukaja/Marakukaja/Masukukaja/Matarunda/Marakunda/Masukunda -6% (3%), >Mediarama -3% (3%), >Revolution -4% (2%), <Survival Trick +2% (4%)
- Removed: -Me Patra (-8%), -Mabaisudi (-8%), -High Counter (-5%)
- Sword 10 drops (213F-249F, Harab-Adam)
- Added: +Sonic Wave (4%), +Viper Smash (4%), +Vicious Strike (4%), +Love Transfixion (4%), +Sonic Bullet (4%), +Fang Breaker/Armor Splitter/Cripple (3%), +Atomic Destruction (3%), +Samarecarm (4%), +Deathtouch/Balzac/Randy Haze (3%), +Freeze/Shock Boost (2%), +Crit Rate Amp (1%), +Auto-Mataru/Maraku/Masuku (2%), +Evade (All 9 affinities) (1%)
- Adjusted: >Agidyne/Bufudyne/Ziodyne/Garudyne -5% (3%), >Kougaon/Eigaon -3% (3%), >Diarahan -4% (4%), >Single-Target Boost -4% (1%), >Multi-Target Boost -4% (1%),
- Removed: -Cruel Attack (-5%), -Tempest Slash (-5%), -Gigantic Fist (-5%), -Tetrakarn (-5%), -Makarakarn (-5%), -Ghastly Wail (-2%)
- Sword J drops (237F-252F, Adamah)
- Added: +Tempest Slash (5%), +Lobotomy Slash (4%), +Spiral Sword (5%), +Nigayomogi/Roma Fulmen/Fata Morgana (4%), +Crit Rate Amp (2%), +Mediarahan (4%), +Amrita (4%), +High Counter (4%), +Bloody Charge (4%), +Fang Breaker/Armor Splitter/Cripple (2%), +Single-Target Boost (2%), +Multi-Target Boost (2%), +Apt Pupil (1%), Eternal Black (2%), +Ailment Boost (3%), +Resist [All 9 Affinities] (1%), +[All 9 Affinities] Boost (1%),
- Adjusted: >Maragidyne/Mabufudyne/Maziodyne/Magarudyne/Makougaon/Meigaon -5% (3%), >Auto-Mataru/Maraku/Masuku -3% (2%)
- Removed: -Insta-Heal (-2%), -Vidyaraja's Blessing (-4%), -Angelic Grace (-4%), -Null Light/Dark (-2%), -Divine Judgement/Demonic Decree (-5%), -Heat Wave (-5%), -Deathbound (-5%), -Vile Assault (-5%)
- Sword Q drops (257F+)
- Added: +Angelic Grace/Vidyaraja's Blessing/Enduring Soul (2%), +Heat Riser/Debilitate (3%), +Arms/Spell Master (1%), +Resist Ailments (3%), +Crit Rate Amp (4%), +Hellfire/Glacial Blast/Hurricane/Thunder Baptism (2%), +Inferno/Niflheim/Panta Rhei/Thunder Reign/Divine Judgement/Dark Verdict (2%), +Myriad Arrows (3%), +Bolt Storm (1%), +Sthiti (1%), +Resist [All 9 Affinities] (1%), +Null [All 9 Affinities] (1%)
- Adjusted: >[All 9 Affinities] Amp -3% (2%), >Brave Blade/God's Hand/Primal Force -2% (3%), Vorpal Blade/Akasha Arts -1% (3%)
- Removed: -Repel Slash/Strike/Pierce (-2%), -Amrita Shower (-8%), -Mediarahan (-3%), -Charge/Concentrate (-6%)
- Sword K drops total change
- Added: Angelic Grace/Vidyaraja's Blessing (3%), +Crit Rate Amp (3%), Null [All 9 Affinities] (1%), Absorb Strike/Slash/Pierce/Light/Dark (1%), Repel [All 9 Affinities] (1%), [All 9 Affinities] Amp (3%), Inferno/Niflheim/Panta Rhei/Thunder Reign/Divine Judgement/Dark Verdict (1%), Brave Blade/God's Hand/Primal Force (1%), Justice Shot (1%), Photon Cannon (1%), Heaven's Blade (1%), Samsara (1%), Die for Me! (1%), Insta-Heal (1%), Unshaken Will (1%), Almighty Boost (1%), Almighty Amp (1%), Magic Ability (1%), Magic Mastery (1%), Resist Phys (1%), Salvation (1%), Absolute Zero (1%), Freikugel (1%)
- Adjusted: >Enduring Soul -6% (4%), >Arms/Spell Master -6% (4%), >Absorb Fire/Ice/Elec/Wind -7% (1%)
- Removed: -Charge (-13%), -Concentrate (-13%), -Mediarahan (-12%)
- *Field player
- [You'll want to be dashing less since it draws Shadows now, so you're overall slightly faster to offset that slowing down Tartarus exploration. You'll start to go REALLY fast when you're prepared to use the assault attack. That was purely because I thought it was fun, but let's say it's a buff to offset it taking much longer to trigger, and the purpose is easily outrunning enemies.]
- Walk speed: 320 units (from 445)
- Run speed: 940 units (from 890)
- Dash speed: 1280 units (from 1180)
- Assault speed: 1600 units (from 1180)
- Assault start time: 7.5 (from 2) [It doesn't have to be in a straight line or anything, just without stopping.]
- Assault upgraded start time: 6 (from 0.5)
- [It was mainly just for fun, but these makes swinging the sword feel more satisfying to me. I often didn't bother breaking things in Tartarus because attacking slowed you down, so recovery time on swings is slightly faster. You've also got a little A -> B -> A -> Dash combo loop if you keep swinging instead of abruptly stopping after two swings. It's a coincidence, but I guess it helps fend off the faster Shadows charging at you.]
- Walking attack: ID 20 (from 10)
- Attack to move blend time: 0.3 (from 0.28)
- Attack A blend time: 0.15 (from 0.1)
- Attack A run/walk/stand end input window: 0.41 (from 0.58/0.59)
- Attack A walk/run/stand next attack time: 0.35 (from 2.5)
- Attack A run/walk/stand locked movement time: 0.42 (from 0.591)
- Attack A walk next attack: ID 30 (from 2)
- Attack B begin input window: 0.15 (from 0.5)
- Attack B end input window: 0.42
- Attack B next attack time: 0.43 (from 0.25)
- Attack B locked movement time: 0.45 (from 0.61)
- Attack B next attack: ID 10
- Assault locked movement time: 1 (from 1.1)
- Assault slide scale: 1.5 (from 1)
- Dash attack end input window: 0.48 (from 0.6)
- Dash attack next attack time: 0.5 (from 0.25)
- Dash attack locked movement time: 0.51 (from 0.61)
- Dash attack slide scale time: 0.5 (from 0)
- Dash attack slide scale: 5 (from 1)
- *Field party members
- [Purely aesthetic. Party members will try to stay close and move as a unit instead of following behind in a trail off-screen. Feels closer to the original game and lets you see them more, though it's a little janky.]
- Tracking begin distance: 400 units (from 600) [Distance from player needed to look for a new position to move to.]
- Tracking near distance: 115 units (from 150) [Closeness to player needed to decide their current destination will be close enough and stop changing it.]
- Tracking update distance: 65 (from 500) [Frequency of checking the player's position and updating their current desired position.]
- Avoid player distance: 100 units (from 150) [Closeness to player where they will step away from you.]
- *Field Shadows
- [In the original Tartarus, you usually had to look at where a Shadow's standing and facing to see whether or not you can sneak up on it, outrun it, or be forced to fight or wait for it to move. Tartarus is a lot bigger in Reload, and there's plenty of room to not get close to Shadows. To deal with this, their detection radius now leans much more towards field of vision instead of proximity. Basically, they'll now notice you if you're in front of them, but not see you if you're behind them. The sprinting tutorial says it causes Shadows to notice you easier, but it actually only affected Treasure Shadows. Now, normal Shadows will detect you if you're nearby and sprinting behind them. It will not increase the distance they can detect you from the front. With the right positioning and timing, it's still possible to sprint up to them and get an ambush before they fully turn around, but it's not guaranteed anymore. It's still not hard to avoid Shadows, but, as in the original, it takes conscious effect, and there will be rare situations you're forced to fight.]
- Detection range: 3200 (from 855)
- Detection angle: 80 (from 270)
- Detection range (nearby): 2300 (from 370)
- Detection angle (nearby): 140 (from 352)
- Detection range (dash): 1400 (from 855)
- Detection angle (dash): 360 (from 270)
- Detection range (alert): 6400
- Detection radius (alert): 360
- Loiter curve speed: 120 (from 240)
- Loiter curve scale: 0.25 (from 0.5)
- Loiter wait time: 4 (from 3.3)
- Tracking speed: 1160 (from 950)
- Detection wait time: 0.66 (from 0.8) [I checked FES footage, and it was 20 frames. They'll begin turning to face you sooner, but how fast they turn is slower, ]
- Treasure hand detection angle: 240 (from 280)
- Trasure hand detection range (nearby): 340 (from 500)
- Treasure hand escape speed: 1200 (from 850)
- Treasure hand escape time: 10 seconds (from 15)
- Reaper tracking speed: 800 (from 400)
- Reaper attack start distance: 300 (from 175) [His attack hitbox is actually 400 Unreal units. Because it's a gun, I guess.]
- *Enemies
- [One major goal with boss redesign is to simply give many of them two actions per turn like most P5 and SMT bosses have. I don't want to add difficulty by simply inflating enemy stats, and they may actually be deflated or have less damage-passives to adjust for more turns and smarter AI. I'm also adding in more random chance and variation, as it's very common for Reload bosses to always cycle the same skills in a fixed pattern. Bosses that had equivalents in the original game are made more faithful to their original fights, restoring cut skills, keeping some of Reload's additions, and adding some new skills.
- A very common quirk of Reload's battles is that they often try to create the illusion of danger with hidden safety nets. Most bosses use special variants of ailment skills that can never hit all party members at once, and these skills have now been changed to be stronger versions of themselves instead. In their AI, bosses usually have at least one attack they'll avoid targeting the protagonist with unless he's the only one alive. They sometimes specifically target the party member with the most health to minimize the chances of killing someone. They can intentionally target weaknesses sometimes, but other times are programmed to do the opposite and deliberately avoid hitting someone's weakness. These things are all obviously being changed.
- Most bosses are (or will be once I edit them) more vulnerable to ailments in general, but I'm not always documenting every value for every ailment on every enemy. Freeze and Shock were too strong in FES, but Reload's solution of making almost everything immune to them is a little overkill. In vanilla, enemies vulnerable to certain ailments are considered as Neutral-extra-damage, not as Weak. It's not implemented on many bosses yet, but I've been marking enemies "Weak" to their least-resisted ailment, although "weak" is relative and is usually still under x1.00 for bosses. This gives you a way to know if an ailment can actually work on a boss, even if it may need Foul Breath and a couple tries to get it. Ailments don't show up on the scan screen, but they are apparently known by default and "weak" will always appear on the skill menu. This feels odd and confusing to see before you've even gotten the ability to scan weaknesses, so I'm not doing it for enemies before Arqa 2. Hopefully, that makes it seem like it's a new perk you gained from recruiting Fuuka instead of a weird glitch.
- Excluding the 13 Major Arcana, modified bosses can be fully analyzed, so you can see their stats and passives, then maybe think of some counter-play. It's a little unfair to not be able to know when random odds are currently rigged against you. Or, you know, trying to Freeze something that secretly has Null Freeze. Finally, all bosses weak to Light or Dark could previously be insta-killed, and that's no longer the case. (I wonder if it's even intentional. Easy mistake. I made it on Takaya in an old version, and he'd insta-kill himself with his reflected Hamaons.)]
- *Thebel (2F-22F) [EN1]
- In the tutorial battle when Junpei first summons his Persona, if his attack doesn't kill the Tiara and Yukari gets a turn, her AI will finish it off with her bow instead of awkwardly guarding.
- Cowardly Maya (ID 240): Strike=Weak [In case you use Bash in the One-More tutorial.]
- 32 Exp (from 14)
- Wealth Hand: Level 8 (from 5)
- 5F Boss
- [Restored the fight back to how it was in FES. I didn't want to nerf the fight just because Reload nerfed the player by not giving access to Cadenza here, so hopefully Orpheus' healing is enough to let you deal with the original version of the battle.]
- Field enemy 101 model: 31 000 (from 91 002)
- Ruthless Ice Raven x3: Switched to enemy ID 229, renamed "Venus Eagle", added third enemy to encounter
- Level 6, HP 150, 8 Str, 5 Mag, 4 End, 12 Agl, 5 Luck, 160 Exp
- Pierce=Weak Fire=Drain Ice=Neutral Wind=Null Distress/Rage=Weak(x1.75)
- Skills: Slash Attack, Garu, Magaru
- 11F Boss
- Barbaric Beast Wheel: Fear=Weak(x1.00)
- Passives: Resist Dizzy
- Magic Hand (ID 224) x2: Reverted name to "Dancing Hand"
- Strike=Weak Fire/Ice/Elec/Wind=Resist Confuse=Weak Insta-kill=Block
- Skills: Strike Attack, Agi, Bufu, Zio, Magaru, Tentarafoo, Bewilder, Dia, Rakunda
- 17F Boss
- [He's immune to all phys and only has a neutral-elec weakness in the original, so he was impossible to knock down, immune or not. Making him Elec weak and immune to knockdown is the same end result but more communicated to the player.]
- Enemy 225 & field enemy 103 model: 72 003 (from 72 000)
- Swift Axle: Reverted name to "Rampage Drive", Immune to knockdown
- Level 10, 450 HP, 8 Str, 7 Mag, 1 Agl, 1 Luck, 1600 Exp (from 8, 422, 10, 10, 6, 4, 1260)
- Slash/Pierce=Null Strike=Repel Fire=Resist(x0.75) Elec=Weak(x1.50) Confuse=Neutral(x1.00)
- Skills: Cleave, Assault Dive, Mazio, Tarukaja; One More: Zio
- Passives: Fast Heal, Null Knockdown
- *Arqa 1 (23F-43F)
- Treasure Hand: Level 15, 384 EXP (from 12, 842)
- 28F Boss
- Will O' Wisp Raven: +Fast Heal, +Single-Target Boost, -Fire Boost, -Slash Boost
- Lightning Eagle: Switched to enemy ID 222, renamed "Soul Raven", HP 330 (from 200) [Since they use Ice, Aki isn't a big help here, so it's still balanced whether you wait on him or not.]
- Pierce=Neutral Fire=Weak Ice=Drain
- Skills: Bufu, Mabufu, Cleave
- 36F Boss
- Slaughter Twins x2: Insta-kill=Block
- 42F Boss
- [Pretty strong as the final Arqa 1 boss, but take advantage of its warm-up phase, and knock it down with Rebellion, Shock, or Distress.]
- Clairvoyant Relic: Reverted to "Change Relic"
- 850 HP, 500 SP, 14 Str, 22 Mag, 20 End, 10 Luck, 6000 EXP (from 1090, 999, 10, 20, 16, 9, 4500)
- Wind=Null, Dark=Neutral Charm=Resist(x0.15), Poison=Null, Distress=Neutral(x0.40), Confuse/Fear=Resist(x0.20), Rage=Resist(x0.10)
- Skills: Garula, Magarula, Poison Mist, Rakukaja, Dekunda; Second phase: Pierce Attack (Atk 35, 92 Acr), Agi, Bufu, Zio, (Situational: Magaru, Poisma); 60% HP: Rakunda; 35% HP: Wind Break
- Passives: Dizzy Boost, Crit Rate Boost, Resist Dizzy, Fast Heal
- AI: Starts identical to FES' Change Relic moveset. Enters second phase with two turns and some moves based on P3R's version of the fight after a few turns pass. Won't use Magarula twice in one round, will choose Garu, Pierce Attack, or Magaru instead if it tries to, and has a small chance to intentionally target weaknesses (but not during One More's). If it wants to use Poison Mist but some (not all) are already poisoned, will instead Poisma someone not poisoned.
- *Arqa 2
- Precious Hand: Level 22, 512 EXP (from 19, 2011)
- 47F Boss
- Servant Tower: Insta-kill=Block
- +Fast Heal
- *Yabbashah 1 (70F-92F)
- Supreme Hand: 1024 EXP (from 3831)
- *Yabbashah 2 (93F-118F)
- Invaluable Hand: 2048 EXP (from 6059)
- 99F Boss
- Five Fingers of Blight x2: Insta-kill=Block
- 117F Monad Passage Boss 1
- Muttering Tiara (ID 311): Insta-kill=Block
- 117F Monad Passage Boss 2
- Silent Book (ID 313): Insta-kill=Block
- 117F Monad Passage Boss 3
- Muttering Tiara (ID 315) : Insta-kill=Block
- Silent Book (ID 316): Insta-kill=Block
- *Tziah 1 (119F-144F)
- Opulent Hand: 3072 EXP (from 8220)
- Ethereal Hand: 4096 EXP (from 10567)
- Minotaur III (Monad): +10 End, +5 Agl, +2 Luck, +Regenerate 1, +Fast Heal
- 125F Boss
- Heartless Relic: +15 Mag, +9 End, +Wind Boost
- Rampaging Sand x2: +10 Agl, +10 Luck, +Ailment Boost
- 132F Boss
- Terminal Table: Renamed "Sleeping Table"
- 1700 HP, 24 Str, 50 Mag, 20 End, 40 Agl, 32 Luck
- Slash/Pierce=Resist Fire=Resist(x0.25) Strike/Light=Null
- Skills: Maragidyne, Hamaon, Megidola, Evil Touch, Ghastly Wail, Evil Smile, Kougaon, Atomic Destruction, Tarukaja, Rakunda
- Passsives: Resist Dizzy, Fast Heal, Fear Boost
- AI: Has 2 turns. Changes attack pattern at 35% HP.
- *Tziah 2 (145F-172F)
- 136F Boss
- Jotun of Authority: Wind=Repel
- Purging Right Hand: Ice=Repel
- Subservient Left Hand: Pierce=Repel Elec=Drain
- 143F Boss
- Isolated Castle: Has 2 turns.
- 143F Monad Passage Boss 1
- Immoral Snake (ID 317) x2: Insta-kill=Block
- -Almighty Boost
- 151F Boss
- Tome of Persecution x2: Insta-kill=Block
- 161F Boss
- Demented Knight x2: Added third enemy to encounter
- Pierce=Neutral Fire/Ice/Wind=Resist Elec=Drain Light=Weak Dark=Block
- 170F Boss
- Cruel Greatsword: Insta-kill=Block
- *Harabah 1 (173F-198F)
- Luxury Hand: 5120 EXP (from 14027)
- 179F Boss
- Cultist of the Storm: Insta-kill=Block
- 225F Monad Passage Boss 2
- White Hand: Insta-kill=Block
- *Harabah 2 (199-226F)
- Miracle Hand: 6144 EXP (from 16207)
- *Adamah (227F-256F)
- Devious Maya: +Mediarahan, -Recarmdra
- Glorious Hand: Level 75, 8192 EXP (from 70, 18443)
- *Major Bosses
- [Added weaknesses to the full moon bosses, but made more immune to knockdown. Reload already made most of them immune to knockdown anyway, so I just made it a uniform gimmick that they all have non-knockdown weaknesses. They got the most HP bloat to survive Theurgy, plus your Theurgy charged twice as fast against them, so it's much-needed to have a traditional way to hurt them.]
- Spurious Book (ID 236): Level 12, 145 HP, 4 Mag, 6 End, 6 Agl, 6 Luck, 400 Exp (from 9, 100, 4, 5, 5, 5, 20) [The three fights leading up to the Priestess are harder now (all the enemies had before was one single attack) since Reload doesn't have the timer going during them. They were non-threats wasting the player's time in the original too, but that was the point.]
- +Strike Attack, +Makouha, +Tarukaja, +Magaru, +Garu
- Dancing Hand (ID 237): Level 12, 160 HP, 4 Mag, 7 End, 6 Agl, 7 Luck, 400 Exp (from 9, 100, 5, 5, 5, 5, 20)
- +Strike Attack, +Mabufu, +Pulinpa
- Heat Balance (ID 238): Level 13, 130 HP, 4 Mag, 6 End, 6 Agl, 300 Exp (from 9 100, 5, 5, 5, 20)
- +Pierce Attack, +Maragi, +Mabufu, +Assault Dive, +Pulinpa, +Marin Karin, -Null Shock
- Skeptical Tiara: 70 HP (from 100)
- +Bufu, -Null Freeze, -Null Shock, -Null Dizzy
- Despairing Tiara: 70 HP (from 100)
- +Agi, -Kouha, -Null Freeze, -Null Shock, -Null Dizzy
- Loathsome Tiara: 70 HP (from 100)
- +Zio, -Null Freeze, -Null Shock, -Null Dizzy
- Arcana Priestess: Level 14, HP 600, Mag 9, 2000 Exp (from 14, 700, 11, 1500)
- Fire=Weak(x1.50), Ice=Repel, Shock=Neutral
- +Pulinpa, +Marin Karin, +Assault Dive
- [Changed her neutral x2.00 damage from fire to a regular weakness. I disliked how her speeding up the train was effectively just giving you a breather by not attacking, so I made it double as a Slash attack. Its animation already looked like one.]
- Arcana Empress & Arcana Emperor: Immune to knockdown, but all Weak are x1.75
- Arcana Hierophant: 15 Agl, 20 Luck (from 10, 50)
- Wind=Weak(x1.35) Elec=Repel Light=Drain Dark=Neutral, Charm/Distress/Confuse=Resist, Immune to knockdown
- Skills: Prophecy of Ruin, Assault Dive, Swift Strike, Kouga, Makouga, Mazio, Zionga, Mazionga, Sukunda, Dekaja, Dekunda; Low HP: Tarukaja
- Passives: Fear Boost, Dizzy Boost, Fast Heal, Resist Freeze, Ailment Surge, Light Boost, Apt Pupil, Shock Boost, -Null Freeze
- AI: Has 2 turns.
- Arcana Lovers: 4000 HP, 11 Str, 16 Mag, 18 End, 22 Agl, 25 Luck (from 4500, 25, 37, 8, 20, 70)
- Pierce=Resist Fire=Drain Ice=Weak(x1.35) Dark=Resist, Distress/Confuse/Fear/Rage=Resist, Immune to knockdown
- Skills: Strike Attack (100 Atk, 99% Acr), Marin Karin, Sexy Dance, Maragi, Agilao, Pulinpa, Fata Morgana, Holy Arrow, Heatbreaker; 80% HP: Seductive Mist, Dekunda, Sukukaja, Fire Break, Randy Haze; 60% HP: Love Transfixtion; 35% HP: Matarunda, Life Drain, Spirit Drain, Agidyne
- Passives: Insta-Heal, Fire Boost, Ailment Boost, Unshaken Will, Crit Rate Amp, Ailment Surge, Critical Rate Boost, Dizzy Boost, -Insta-Heal -Null Freeze, -Null Shock
- AI: Has 2 turns. Has an opening phase where he gradually-more-desperately will try to Charm someone and demonstrate Heartbreaker's effect, but if he's somehow unable to after five rounds, then he'll just give up and use it with nobody charmed. After that, phase 1 is a warm-up, phase 2 at 80% gets serious, and the next two phases get increasingly desperate, beginning to use Agidyne, drain skills and less ailments.]
- Tank-Form Shadow: All=Resist
- Arcana Chariot: Phys=Resist, Elec=Weak(x1.50)
- Arcana Justice: Strike=Weak(x1.50) Pierce=Neutral(x1.15)
- Arcana Hermit: 5000 HP, 38 Str, 46 Mag, 82 End, 30 Agl (from 8000, 55, 90, 25, 10)
- Slash=Weak(x1.35), Strike=Resist(x0.75), Wind=Neutral, Light=Weak [I guess Reload added Drain Wind to him to say, "don't bring Yukari," but if you give her elec evasion and use Sukunda, she seems fine, so I got rid of it. Weak to Slash because you're cutting his wires.]
- Normal: Elec Break, Dekunda, Dekaja, Matarunda, Marakunda, Zionga, Mazionga, Mamudo, Maeiha; Low HP: Ziodyne, -Zio, -Mazio
- Charging Up: Rakukaja, Sukukaja, Mazio, Maeigaon, Makarakarn; Low HP: Heat Riser, Tetrakarn, Matarunda
- Failed Charge: Bolt Storm, -Mazio
- Charged: Bolt Storm, Mega Spark, Giga Spark, Myriad Arrows, Primal Force; Final Charge: Maziodyne, Tera Spark -God's Hand, -Swift Strike
- Passives: Null Shock, Null Dizzy, Shock Boost, Elec Boost, Resist Freeze, Fast Heal, -Null Freeze
- AI: Has 2 turns when not charged. During normal or charging state, has a chance to delay a turn of his Normal->Charging->Charged cycle and attack from his normal skill pool.
- [This guy took a lot of tweaking to get the balance right. It's harder to knock him out of a charge, and his charge is more dangerous, but you might get extra time to if he decides to attack instead mid-charge.]
- Arcana Hanged Man: Pierce=Weak(x1.35), Light=Weak [Weak to pierce because he's hanged to a cross like Jesus.]
- Reaper: Level 99, 4444 HP, 99 End, 100000 EXP (from 66) (from 90, 8000, 66, 175820)
- All=Neutral(-50%) Almighty=Neutral(-25%)
- Passives: Magic Mastery, Null Dizzy, Apt Pupil, Ailment Boost, Sharp Student, Hama Boost, Mudo Boost, Insta-Heal
- BGM: Shadow [Felt like he could use a unique theme.]
- [Strega have weaknesses and can be knocked down, but they have Evade passives to make that harder. I think it's important it feels like you're fighting other Persona-users instead of generic enemies, so their Personas should have similar weaknesses they're also trying to guard. Otherwise, it feels arbitrary and "video game"-y. (In P5R, for example, the five times in total you either use or fight Robin Hood or Loki, they have different affinities all five times.)
- Medea literally holds a goblet of fire, so Ice for her, and Moros would obviously be weak to Light. Every boss had to Null Light and Dark in P3 at minimum, so you have to use your own interpretation of what they'd actually be. Originally, Jin was Repel Dark and only Null Light, and Takaya was Repel Light and only Null Dark, implying those were their more "true" affinities. Moros and Thanatos are feared gods associated with death (Dark), but Hypnos is a relatively benevolent and peaceful god of sleep. It's because Takaya wants to be eased into a gentle, restful death, as he's not able to face the dark, painful reality of living with death. Unlike the protagonist, who's able to use Thanatos.]
- Takaya (10/31): Dark=Weak Almighty=Neutral(x0.85)
- Passives: Null Dizzy, Hama Boost, Shift Boost, Shift Amp, Crit Rate Amp, Sharp Student, Evade Dark, Critical Amp
- Jin (10/31): Light=Weak Almighty=Neutral(x0.85)
- Passives: Null Dizzy, Ailment Boost, Confuse Boost, Vidyaraja's Blessing, Shift Boost, Shift Amp, Sharp Student, Evade Light
- Chidori: 1200 HP, 3 Str, 45 Mag, 86 End, 45 Agl, 52 Luck
- Fire=Drain Ice=Weak(x1.15) Dark=Resist Almighty=Neutral(x0.70)
- Skills: Spring of Life, Lobotomy Slash, Agilao, Agidyne, Maragidyne, Mudoon, Mamudoon, Poisma, Marin Karin, Sexy Dance, Matarunda, Marakunda, Masukunda, Dekunda, Mind Charge, Tetrakarn; Phase 2: Eigaon, Maeigaon, Evil Smile, Eerie Sound, Tentarafoo, Infuriate, Nigayomogi; Phase 3: Fire Break, Makarakarn, Deathtouch, Virus Breath, Fata Morgana, Randy Haze, Balzac; Phase 4: Ragnarok
- Passives: Null Dizzy, Resist Freeze, Dizzy Boost, Regenerate 3, Regenerate 1, Ailment Surge, Ailment Boost, Evade Ice
- AI: Reworked from scratch as an actual boss fight. When she gets under 35% HP, she will advance the scene's script, use Spring of Life, and advance her phase. After lowering her HP three times, the fight will end. Phase 1 uses her FES skills, phase 2 likes Dark, phase 3 likes ailment-Almighty, and phase 4 goes all-out with Fire. Whenever a party member has an ailment, she'll usually try to get a crit off them with her axe.
- [Some quirks: Junpei can appear in all-out attack animations against Chidori. I guess he's technically considered in the battle. She has Almighty resist to discourage AoA's anyway, so hit her while she's down instead. She still cannot go under 1 HP, and that's intentional. (They did recreate her dying animation if spawned into a different encounter, and I did want to find a way to use it, but if killed in her actual fight, there's no battle end scene and transition.) You'll have to focus on buffing, charging, and healing until you see a chance to go all-out in one turn, otherwise the fight will never end. You also can't use Theurgy in this fight, but that's part of the original game, not a change from the mod. And, to be faithful to the original, her HP is actually the same as in FES.]
- Jin (1/31): Level 98, 50 End (from 80, 60)
- Light=Weak Almighty=Neutral(x0.85)
- Passives: Null Dizzy, Magic Ability, Ailment Boost, Vidyaraja's Blessing, Resist Poison, Evade Light, Sharp Student, Angelic Grace
- Takaya (1/31): Level 99 (from 81)
- Dark=Weak Almighty=Neutral(x0.85)
- +Dark Slumber, Pierce Attack (550 power, 92% acr)
- Passives: Null Dizzy, Magic Ability, Almighty Amp, Evade Dark, Hama Boost, Sharp Student, Almighty Boost, Ailment Boost
- [Takaya's co-op fight is still un-losable, as it's pretty hardcoded, but it's now less scripted and requires you both whittle down to low HP before Takaya will finish it off. Most notably, the Shadow will actually attack Takaya too, though it obviously can't kill him. It's tanky and regenerates HP, so you're supposed to combine your damage outputs to be able to kill it. Takaya still does enough damage to kill it all by himself, but since he's considered an enemy, his damage scales with difficulty. He'll kill it very quickly on Katabasis, but if you're on Hard and won't even spare him a Rakunda, he'll resort to Megidolaon spam eventually. That shouldn't happen unless you're deliberately trying to stall, though. To help disguise the fact you can't die, the Shadow will only regular attack you if you're at low HP, and, while it's maybe not in-character, if you still don't heal, Takaya will give a mocking look and Diarama you out of pity. (I imagine he's only helping as a gesture to make fun of you.) This is all unnecessary and aesthetic, but, hey, what's the point of it being a battle instead of a cutscene if there's no attempt to make it feel like a battle?]
- Shadow of the Abyss: 2500 HP, 8 Str, 7 Mag, 50 End, 1 Agl, 1 Luck
- Skills: Strike Attack, Eigaon, Gigantic Fist, Mighty Swing, Pressure Point
- Passives: Null Dizzy, Null Freeze, Regenerate 1
- Takaya (8/14): Dark=Weak
- AI: Normal attack pattern: Pierce Attack -> Pierce Attack -> (Crit) Pierce Attack -> (One More) Vile Assault -> Eigaon -> Kougaon -> Megidola -> Sonic Bullet -> Kougaon -> Megidola -> Divine Judgement -> Primal Force -> (Repeating) Megidolaon; Takaya or protag low HP: Diarama; Enemy 45% HP: Debilitate; Enemy 35% HP: Mind Charge -> (Repeating) Dark Slumber
- Passives: Null Dizzy, Light Amp, Divine Grace, Evade Dark, Almighty Amp, Dark Amp, Pierce Amp, Sharp Student
- [Like most bosses, Nyx is a mixture of its original version, its Reload version (altered to also reflect the mod's full moon boss changes), and some original design. His Sweep is turned back into "Almighty Attack", which sounds a bit less cool, but that's the point. I always thought in the original, "damn, THIS is his regular attack, not even a skill?"]
- ***Nyx Hanged Man and Death still under construction!!!***
- Nyx Avatar (All but Death/Fool): Level 86-99, 2500 HP (from 81, 1500/300/800), Minimum stat value unless noted otherwise: 75 (from 50)
- (All but Death) Freeze/Shock=Neutral
- AI: (All but Fool, Hermit, Death): Has two turns.
- (Emperor and beyond): Regular attack affinity changed to Almighty. [This was just a cool cosmetic detail for back when I let Nyx be scanned, but it's invisible now... Nyx in Reload has no actual regular attack animation.]
- 396. Nyx Avatar (Fool): 15 End, 30 Luck, Cannot evade
- Passives: Null Shock/Freeze
- 397. Nyx Avatar (Magician): Fire=Drain Ice=Weak(x1.40) [This phase is kind of funny since the actual Arcana Magician is killed by Thanatos in a cutscene, but I imagined he'd just be Magician-y version of the Priestess he was fought. (Sad since he has cool concept art showing him standing up by linking all his arms together and forming a big knife-wielding humanoid shape...)]
- Skills: Fire Break, Agidyne, Maragidyne, Ragnarok, Hellfire
- Passives: Fire Boost, Fire Amp, Resist Shock, Resist Freeze
- 398. Nyx Avatar (Priestess): Fire=Weak(x1.40) Ice=Repel
- Skills: Ice Break, Bufudyne, Mabufudyne, Absolute Zero, Niflheim, Hellfire
- Passives: Ice Boost, Ice Amp, Freeze Boost, Resist Shock, Null Freeze
- 399. Nyx Avatar (Empress): Wind=Block
- Skills: Wind Break, Garudyne, Magarudyne, Panta Rhei, Hurricane, Eerie Sound, Absolute Zero, Hellfire, Matarunda, Marakunda, Masukunda, Dekaja
- Passives: Wind Boost, Wind Amp, Vidyaraja's Blessing, Resist Freeze, Resist Shock, Ailment Boost, Distress Boost
- 400. Nyx Avatar (Emperor): 95 Str, 65 End, 60 Agl
- Fire/Ice/Electric/Wind=Weak(x1.40) Light/Dark=Neutral
- Skills: Almighty Sunder, Almighty Attack, Fire Wall, Ice Wall, Elec Wall, Ziodyne, Maziodyne, Thunder Reign, Thunder Baptism, Absolute Zero, Hellfire, Panta Rhei,
- Passives: Almighty Amp, Almighty Boost, Critical Rate Amp, Critical Rate Boost, Apt Pupil, Single-Target Boost, Multi-Target Boost, Critical Amp
- 401. Nyx Avatar (Hierophant): 80 Str, 80 Mag, 99 End, 80 Luck
- Elec=Block, Wind=Weak(x1.40), Light=Repel, Dark=Neutral
- Skills: Prophecy of Ruin, Almighty Sunder, Almighty Attack, Thunder Reign, Makougaon, Kougaon, Revolution, Rebellion, Ghastly Wail, God's Hand, Akasha Arts, Matarunda, Marakunda, Masukunda, Dekaja
- Passives: Ailment Surge, Strike Amp, Strike Boost, Light Amp, Crit Rate Boost, Almighty Boost, Apt Pupil, Ailment Boost
- AI: Combines the strategies of the old Hierophant Nyx and the new Arcana Hierophant, going for fear crits.
- 402. Nyx Avatar (Lovers): Pierce=Resist, Fire=Drain, Ice=Weak(x1.40), Dark=Resist
- Skills: Randy Haze, Tentarafoo, Fata Morgana, Lobotomy Slash, Spiral Sword, Agidyne, Maragidyne, Hellfire, Ragnarok, Fire Break, Matarunda, Marakunda, Masukunda, Dekaja
- Passives: Fire Amp, Almighty Boost, Ailment Boost, Resist Shock, Resist Freeze, Ailment Surge, Slash Amp, Distress Boost
- 403. Nyx Avatar (Chariot): Elec=Weak(x1.40), 95 Str, 75 Mag, 80 End, 80 Agl, 75 Luck
- Skills: Photon Cannon, Brave Blade, Vorpal Blade, God's Hand, Akasha Arts, Primal Force, Power Charge
- Passives: Slash/Strike/Pierce/Almighty Boost, Slash/Strike/Pierce Amp, Apt Pupil
- 404. Nyx Avatar (Justice): Strike=Weak(x1.40), Light=Repel, 85 Str, 70 End, 80 Agl
- Skills: Justice Shot, Photon Cannon, Kougaon, Makougaon, Divine Judgement, Mahamaon, Hamaon, Almighty Attack, Almighty Sunder, Matarunda, Marakunda, Masukunda, Dekaja; Low HP: Samsara
- Passives: Light Boost, Light Amp, Pierce Boost, Pierce Amp, Resist Shock, Resist Freeze, Hama Boost, Almighty Boost
- 405. Nyx Avatar (Hermit): 85 End, 85 Luck
- Slash=Weak(x1.40), Strike=Resist, Elec=Drain, Wind=Resist, Light=Weak, Dark=Null
- Skills: Bolt Storm, Thunder Reign, Tera Spark, Ziodyne, Maziodyne, Eigaon, Maeigaon, Mudoon, Mamudoon, Almighty Attack, Almighty Sunder, Hellfire, Absolute Zero, Matarunda, Marakunda, Maskunda, Dekaja
- Passives: Elec Boost, Elec Amp, Dark Boost, Dark Amp, Resist Freeze, Mudo Boost, Shock Boost, Apt Pupil
- 406. Nyx Avatar (Fortune): 95 Mag, 65 End
- Strike=Weak(x1.40) Fire/Ice/Elec/Wind=Null Light=Neutral
- Skills: Turn 1: Agi/Bufu/Zio/Garu-dyne, Ma-Agi/Bufu/Zio/Garu-dyne, Mind Charge; Turn 2: Ragnarok, Niflheim, Panta Rhei, Thunder Reign, Hellfire, Glacial Blast, Thunder Baptism, Hurricane; One More: Almighty Sunder, Almighty Attack, Matarunda, Marakunda, Masukunda, Dekaja, Heat Riser, Ma-Agi/Bufu/Zio/Garu-dyne
- Passives: Magic Mastery, Magic Ability, Dizzy Boost, Vidyaraja's Blessing, Single-Target Boost, Multi-Target Boost, Almighty Boost, Crit Rate Amp
- 407. Nyx Avatar (Strength): 99 Str, 75 Mag, 85 Luck (from 80, 90, 80)
- Slash/Strike/Pierce=Null
- Skills: Turn 1: Marakunda, Fang Breaker, Cripple, Almighty Attack, Almighty Sunder, Spiral Sword, Brave Blade, God's Hand, Sonic Bullet, Primal Force, Myriad Arrows, Vicious Strike, Lobotomy Slash, Eerie Sound, Love Transfixion, Rebellion; Turn 2: Mobius Rondo, Weary Thrust, Vorpal Blade, Heaven's Blade, Justice Shot, Photon Cannon, Almighty Attack, Power Charge; One More: Heat Riser, Stagnant Air, Fang Breaker, Cripple, Brain Shake, Fatal End, Poison Arrow, Tempest Slash, Heat Wave, Deathbound, Aeon Rain
- Passives: Slash/Strike/Pierce Amp, Slash/Strike/Pierce Boost, Apt Pupil, Ailment Boost
- 408. Nyx Avatar (Hanged Man): Strike/Slash=Resist(x0.75), Pierce=Weak(x1.40), Light=Weak, Dark=Repel
- Skills: Grim Transcendence, God's Hand, Akasha Arts, Maeigaon, Mamudoon, Eternal Black, Virus Breath, Balzac, Deathtouch, Megidolaon, Fang Breaker, Armor Splitter, Ghastly Wail; Last turn only: Power Charge, Mind Charge One More: Gigantic Fist, Heat Wave, Megido, Dekunda, Dekaja; Transcendence turns: Megidola, Revolution, Tetrakarn, Makarakarn, Debilitate, Heat Riser, Mudoon
- Passives: Dark Boost, Dark Amp, Ailment Boost, Strike Amp, Strike Boost, Slash Amp, Slash Boost, Almighty Boost
- 409. Nyx Avatar (Death): HP=6000 (from 7000), 99 Agl (from 50)
- All=Neutral(x0.50) Almighty=Weak(x0.75) Freeze/Shock=Null [Used to have 6-7K HP and invisible 50% resist to everything but Almighty, lost the resists in Reload, cutting his effective HP in half. Restored those, but, since an effectively x2.0 weakness from Almighty is excessive, I made Death Weak to Almighty with the resist, so effectively x1.50. Ironically, making her Weak to Almighty makes her less weak to Almighty. Despite technically being "weak" to Almighty before, a Weak Almighty affinity is obviously weird and feels mod-y, but it's the final boss, literally Death. Final bosses are allowed to bend game's expected rules.]
- Passives: Magic Mastery, Slash/Strike/Pierce Amp, Almighty Boost, Ailment Boost, Single-Target Boost, Multi-Target Boost
- Nyx Core: Reverted name to "Nyx"
- Unused Laughing Table (239) is being used in encounter 370 as a testing dummy.
- *Aesthetics
- Low-HP animation threshold: 35% (from 25%)
- Most Personas have their action animation in the status screen changed, usually from phys to magic. [For instance, Orpheus plays his harp upon leveling up again instead of awkwardly bashing it at nothing. This is a little thing you probably would only notice subconsciously, but it makes it look a lot more polished.]
- Cleaned and rewrote skill descriptions to be more accurate, and added exact skill values and stats. Notably, Sylphid Aura's description is no longer incorrect.
- Some tutorials have updated or additional information.
- "Drain" affinity name reverted to "Absorb".
- Reworded usages of "Accuracy/Evasion" to simply "Agility". [No buffs ever affect one without the other.]
- Reworded "Dark insta-kill" and "Light insta-kill" to "Death" and "Exorcism". [Shorter, more natural, and it gives the correct impression of them being separate status ailments that can be on skills of other affinities, like Sinful Shell being Almighty/Death, not a third Almighty insta-kill. Also, it sounds more Oldsona-y.]
- Hyphen added back in to "Auto-" skills.
- Reverted the wording of Nyx's Fool phase to "smiling arrogantly" as in FES.
- [The Fog (trademark of Unreal Engine) that saturates everything in one color and blocks your field of vision in certain blocks is toned down, partially for gameplay, and partially for aesthetics. It can be disabled in the config, though. The larger Shadow detection radius feels better in blocks like Tziah, but then it becomes annoying in the ones with opaque fog, and this solves that. I'm assuming it's for gameplay purposes, but the stairs are visible even through the fog, and I don't see the need to completely obscure anything else. Dead ends don't have traps or ambushes hidden in them. Maybe it's to hide pop-in. I had to disable the LOD on some models because their low LOD versions were meant to be 100% invisible in The Fog and caused visual issues. Sorry, I hope your computer is okay.]
- Thebel dungeon
- Fog max density: 0.85 (from 1)
- Filter 1 color: R:0.15 G:0.9 B:0.35 (from R:0 G:0 B:1) [Not sure why the dungeon is so blue when the battle backgrounds aren't.]
- Thebel boss
- Filter 1 color: G:0.4 B:0.8 A:0.2 (from G:0 B:1 A:1)
- Background fog color: A:0.25 (from 0.9)
- Arqa dungeon [The glowing purple "pillar inside" aura visibly pop outside the pillars they're in at low LOD. With that fixed, they actually look pretty cool now visible through the darkness.]
- Fog max density: 0.9 (from 1)
- Fog start distance: 450 (from 350)
- Model LOD disabled/lowered on: S_F203_01_01, S_F203_02_01, S_F203_02_31, S_F203_05_01, S_F203_Wall01, S_F203_101_pCylinder87
- Yabbashah dungeon
- Fog max density: 0.9 (from 1)
- Tziah dungeon/battle/boss/Monad/Monad battle [This is much more about the aesthetics of the green fog than gameplay. It's fair-game for the mod since it wasn't in FES.]
- Fog max density: 0.4 (from 1)
- Character rimlight color: R:0.12 G:0.09 B:0.04 (from R:0.043472 G:0.2 B:0.129808)
- Cloud darkness: 1 (from 0)
- Filter 1 strength: 0.15 (from 0.3)
- Filter 1 alpha: 0.7 (from 1)
- Filter 2 strength: 0.15 (from 0.3)
- Filter 2 alpha: 0.8 (from 0.2)
- Fog color 2 alpha: 0.5 (from 0.2)
- MI_F205_*** lighting environment dependency: 0 (from 1.0) [Removed the lime green highlights that was on most materials.]
- Harabah dungeon/battle/boss
- Fog max density: 0 (from 1)
- Fog start distance: 1000 (from 350)
- Fog colors: R:1 G:0 B:0 (from varied pink-ish)
- Fog 1 alpha: 0.02 (from 0.1)
- Fog 2 alpha: 0.03 (from 0.1)
- Fog 3 alpha: 0.05 (from 0.15)
Add Comment
Please, Sign In to add comment