Competitive v5.3 Update
The holidays are just around the corner, and the time to gather with family and friends is drawing near. Before all of the festivities come, download and check out the last update of 2025, with Mime transitioning to Blue Mage, many Quality of Life updates, a few balance passes, and even more updates to monsters to give them the last boost they need to enter the competitive arena.
The notes for the minor update v5.3.2 on January 20th can be found here.
To download the all-in-one package that includes the PPF file and save data, please visit Downloads. To learn more about how to apply the PPF patch, visit Tutorials.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!
Bug Fixes
- Fixed Aerith’s Great Gospel failing to restore HP/MP and apply Protect/Shell to others if she had Protect/Shell immunity via Nagnarok. Aerith specifically will restore HP/MP, but will not gain Protect/Shell due to the granted status immunities
Quality of Life Updates
- Campaign
- Random Encounters
- Improvements to “random units now have smarter selection of equipment choices (special thanks to @Tzepish for this from WotL Tweak)
- Improvements to “random units now have smarter selection of equipment choices (special thanks to @Tzepish for this from WotL Tweak)
- Random Encounters
- Soundtrack
- Vastly expanded the number of available soundtracks that can be heard in Melee mode! The new track list can be randomly one of:
- Unavoidable Battle, Run Past Through the Plain, Backfire, Bloody Excrement
- Decisive Battle, Night Attack, Under the Stars, Remnants
- Antipyretic, Trisection, Antidote, Tension
- Enemy Attack, Apoplexy, Battle on the Bridge
- For Single Player, this track list includes the above revised list and restores the 4 original random encounter soundtracks: Desert Land, Apoplexy, A Chapel, Random Waltz
Mods do it best! Thank you to @Tzepish for discovering the means to expand on the soundtrack list! - The Treasure Wheel screen now plays the “Treasure” soundtrack instead of “In Pursuit”
Being rewarded should sound more uplifting, not like you are being chased or chasing after something lol.
- Vastly expanded the number of available soundtracks that can be heard in Melee mode! The new track list can be randomly one of:
- Midlight’s Deep
- Completion of Terminus for the first time now grants you a one-item Treasure Wheel roll
- Subsequent completion of Midlight’s Deep stages after a full completion allows for a one-item Treasure Wheel roll at the end of the battle
- Multiplayer Items (or some Tactics League exclusive items that were using MP item space) can now be acquired in single player, such as Fell Swords. The full list of acquirable items is:
- [Weapons] Thief’s Knife, Sasuke’s Blade, Iga Blade, Spellbinder, Moonsilk Blade, Orochi, Ultima Weapon, Moonblade, Onion Sword, Flametongue, Excalipoor, Defender, Excalibur, Ragnarok, Save the Queen, Durandal, Caladbolg, Chaos Blade, Masamune, Chirijiraden, Rod of Faith, Zeus Mace, Stardust Rod, Nirvana, Dreamwaker, Crown Scepter, Staff of the Magi, Perseus Bow, Sagittarius Bow, Javelin II, Gae Bolg, Gungnir, Deathbringer, Chaosbringer, Arondight, Valhalla, Balmung, Apocalypse, Earthbreaker, Golden Axe, Francisca, Ras Algehti, Fomalhaut, Tiny Bee, Vesper
- [Shields] Escutcheon II, Kaiser Shield, Genji Shield, Venetian Shield, Reverie Shield, Adamantoise Shield, Onion Shield
- [Headgear] Genji Helm, Grand Helm, Brass Coronet, Extension, Circlet, Onion Helm, Acacia Hat, Vanguard Helm
- [Armor] Genji Armor, Maximillian, Peytral, Grand Armor, Onion Armor, Lordly Robe, Sage’s Robe, Mirage Vest, Minerva Bustier, Ever Coat, Brave Suit
- [Accessories] Brigand’s Gloves, Gaius Caligae, Bravely Armlet, Garment Ring, Invisibility Cloak, Onion Gloves, Sage’s Ring, Pearl Rouge, Empyreal Armband
A new way to earn MP items from the true end-game content in single player. A big shout-out to @Tzepish for deciphering the treasure wheel code after I came across it! Yay, teamwork 🤝
- [Weapons] Thief’s Knife, Sasuke’s Blade, Iga Blade, Spellbinder, Moonsilk Blade, Orochi, Ultima Weapon, Moonblade, Onion Sword, Flametongue, Excalipoor, Defender, Excalibur, Ragnarok, Save the Queen, Durandal, Caladbolg, Chaos Blade, Masamune, Chirijiraden, Rod of Faith, Zeus Mace, Stardust Rod, Nirvana, Dreamwaker, Crown Scepter, Staff of the Magi, Perseus Bow, Sagittarius Bow, Javelin II, Gae Bolg, Gungnir, Deathbringer, Chaosbringer, Arondight, Valhalla, Balmung, Apocalypse, Earthbreaker, Golden Axe, Francisca, Ras Algehti, Fomalhaut, Tiny Bee, Vesper
- Melee Mode
- Melee Mode no longer has a gil fee cost
- Removed the Treasure Wheel feature post-game
Removing these now means that you can load back into the Tavern faster and without the need to reload your save (though you can still always do so).
- Rendezvous Mode
- Chicken Race – Replaced Revenants with Ghouls
Revenants now have Master Teleportation as of this update, and this RDV mission can already be tough with limited mobility, so these monsters are being replaced to reduce guaranteed movement with regular Teleport.
- Chicken Race – Replaced Revenants with Ghouls
- UI Updates
- The Arithmeticks menu (for Orran in All-Stars and Campaign) now displays the Reflect icon in the Ability list
- Monster’s hidden ability is now viewable (and thus Help can be used) while in the Party Roster and Warriors Guild menus
- AI Behaviors
- Units with Throw Items support will now correctly throw at 4 Range instead of their Move, as intended by this ability (credit @Tzepish)
- AI is now aware of Garment Ring functionality and can utilize it based on gender (see Accessory changes below)
- Bardsong and Dance AoE fix for AI usability
- AI improvements to unlock and use hidden abilities when an allied Beastmaster is present
- Reduced AI prioritization of Golem HP while you have an active Golem (less likely usable to “cheese” the AI now)
- Reis’s Dragon X abilities are now flagged for AI usability
- Text Updates
- Corrected Life’s Anthem’s PWR in the Help menu (70 PWR, not 90)
- Help: Remove the job list from all accessories, as all accessories are equippable by every generic job
- Help: Added Clothing job list to Minerva Bustier
- Help: Added additional flavor text to Bracer
- Help: Removed Traitor status from all items mentioned, as the status effect does not exist in the mod
- Help: Updated Beastmaster description
- Help: Added “Blue” to equipment job lists
- Help: Added doom immunity context to Undead status
- Additional text improvements and spacing
Jobs
- NEW Blue Mage (fully reworked Mime):
- Blue Mage is a fully equippable (within its limits) and ability-selectable generic job
- Mimicry and Copy Weapon are no longer accessible with this job change
- Starting generic stats (Male/Female): 359/343 HP, 50/60 MP, 14/13 PA, 13/14 MA, 11 Speed, 4 Move, 3 Jump, 12% C-EV
- Can Equip: Knives, Swords, Rods, Shields, Hats, Clothing, Robes (and all normal accessories)
- Innate: Beastmaster, Concentration, Status Boost
- Prerequisites: Squire Lv. 5, White and Black Mage Lv. 3
- Blue Magicks skillset is now selectable as a secondary skillset without the need for slotting Beastmaster and is treated in the same manner as Mastery Arts (if you have previous saves with Beastmaster + Blue Magicks equipped, you can safely unequip Beastmaster)
- New sprites using “Animist_Male” and “Animist_Female” by Elric (from Jot5 mod)
Controversial to a select few that have enjoyed the original Mime throughout the years, one of the biggest reasons this change happened was to remove the “free-actions” mimicry imposed in a PvP environment, fully flesh out the “Blue Mage” archetype that Mime was in earlier iterations, and make for a (hopefully) healthier competitive experience and improve engagements all around.
- Stat Growth Changes
- Changed the following Growth values of select jobs to improve certain stats when at Lv. 99, notably for Practice Mode. Decreasing Growth increases +Stat per level:
- Serpentarius (Elidibus, campaign variant) – PA Growth from 70 to 20
- Riskbreaker (Ashley) – HP Growth from 15 to 12
- Bard – HP Growth from 20 to 12
- Dancer – HP Growth from 20 to 12
- Changed the following Growth values of select jobs to improve certain stats when at Lv. 99, notably for Practice Mode. Decreasing Growth increases +Stat per level:
- Archer – Increased MAM from 100 to 110% (+1 MA both genders)
Small MA buff to help aid Archers using magic-based longbows/crossbows. - Bard – Increased PAM from 100 to 107% (+1 PA, starting 14 PA/16 MA generic)
Power increased to even out initial stats for hybridization usage. - Dancer:
- Increased MAM from 105 to 109% (+1 MA, starting 15 PA/15 MA generic)
- Increased Move from 3 to 4
- Added Poles as available equipment
Magic increased to solidify Dancer’s base stat potential and for better hybridization. Movement increased as Dancer’s weapons rely on melee range, and to get Dancer up to par with other popular Garment Ring bearers’ base Move. Poles..well I am sure you get the reasoning lol.
Action Abilities
- Dragon (Reis)
- Dragon’s Gift:
- This ability’s healing has been reverted to its vanilla version, which functions like Chant, healing the target for ⅖ of your max. HP and recoiling ⅕ damage to Reis
- This ability can now restore HP even if the target was not under an applicable status effect
- The healing from this ability doubles to ⅘ of your max. HP instead if the target is a Dragon or Hydra-type monster
- No longer damages undead
- Dragon’s Might:
- This ability now doubles the Bravery and Power/Magick/Speed granted if the target is a Dragon or Hydra-type monster (to +10 Bravery, +2 Power/Magick/Speed)
These changes are to improve Reis’s Dragonkin (or Dragoner) side of herself, allowing her to strengthen her capabilities among Dragons and Hydras while still keeping these abilities usable with non-Dragon/Hydra units.
- This ability now doubles the Bravery and Power/Magick/Speed granted if the target is a Dragon or Hydra-type monster (to +10 Bravery, +2 Power/Magick/Speed)
- Dragon’s Gift:
- Piracy (Balthier)
- Steal Heart (renamed from Plunder Heart) – Renamed as it sounds better lol
- Steal Heart (renamed from Plunder Heart) – Renamed as it sounds better lol
- Black Magicks
- Curse:
- This ability is now faithless and calculates using [
MA + 75] - Increased MP cost from 24 to 32
- This ability is still magic evadable
Similar to Bio, this change is to give Black Magicks options versus Atheist or low-faith targets. Keep in mind that with this change, this ability can no longer reach a base 100% hit rate unless certain thresholds are met.
- This ability is now faithless and calculates using [
- Curse:
- Arts of War
- War Cry – Flagged for Vertical Tolerance and increased Vert. from 1 to 2
This ability went under the radar of being able to remove Protect/Shell from a far vertical distance, and now has limitations imposed.
- War Cry – Flagged for Vertical Tolerance and increased Vert. from 1 to 2
- Aim
- Charge Weapon – This magic ability can now critically strike
The first generically accessible spell crit ability is now available on the job that has enhanced crit chance.
- Charge Weapon – This magic ability can now critically strike
- Martial Arts
- Aurablast – Increased PWR from 2 to 4
- Shockwave – Increased Range from 5 to 6
Though Shockwave’s Range was reduced to compensate for Monk’s increased Move, based on more recent trends, Shockwave’s Range will be restored to its prior state (and not the vanilla 8 range).
- Steal
- NEW Thievery (replaces Steal Limelight):
- A new ability that rewards you for successive Stealing/Renting equipment
- 2 Range, 2 Vert.
- Deals unevadable, mitigation-ignored [
200 * number of empty equipment slots] damage - Can trigger counter-reactions, Nature’s Wrath, and Shirahadori
- Does not work against monsters or fully equipped (all 5 equipment slots occupied) units
- 700 JP Cost
- NOTE: Forced two-handing weapons still treats the opposite off/main hand as “empty”
This skill is inspired by FFIX. Though Steal Limelight by design wasn’t problematic, I felt that Thief needed access to a damage skill, but more so unique in a way that fits their theme. Thievery has the highest damage potential suitable for mid/late game finishes and caters towards teams that build more for Stealing and Renting equipment.
- NEW Thievery (replaces Steal Limelight):
- Summon
- Titan – Added a 19% Inflicts: Confuse
- Titan – Added a 19% Inflicts: Confuse
- Bardsong
- Rousing Melody – Uses Seraph Song effect to display “Haste” bestowal per target
This change is to improve messaging for which units gained Haste instead of needing to check the status screen or faster marching.
- Rousing Melody – Uses Seraph Song effect to display “Haste” bestowal per target
- Dance
- Mincing Minuet – This ability can additionally trigger Nature’s Wrath since it is considered physical damage
- Mincing Minuet – This ability can additionally trigger Nature’s Wrath since it is considered physical damage
- Darkness
- Unholy Sacrifice:
- This ability now calculates using [
MA + (0.5 * maxHP)] instead of [(MA * MA) + (0.13 * maxHP)] - Reduced the Recoil from 60 to 40%
This nerf to this skill is to push its use case more towards bulkier units and less MA-stacking. This directly benefits female DK, which the original changes were meant to target.
- This ability now calculates using [
- Unholy Sacrifice:
R/S/M Abilities
- NEW Status Boost (formerly Halve MP, assigned to Summon skillset and innate to Blue Mage):
- Increases the 19% status chance of applicable abilities by 8% (increases the 19 to 27%)
- This includes abilities like Nether Mantra, Animas, “Lv. 1” Summons and Odin, Geomancy, Iaido, or even the proc from abilities like poison status from Black Magicks’s Fire or Dragon Tech’s Fire Breath; abilities that have an auxiliary status proc chance to hit
- This excludes abilities that are focused on status chance, such as Spellblade, Mystic Arts, Doom Fist, Beso Toxico, etc.
- 300 JP Cost
A new support ability to those who enjoy Geomancy, Iaido, or just want to gamble with chance to get more status capabilities off and turn the tides of battle.
- Halve MP – Now hardcoded to Summoner job and replaced by Status Boost above
Though hardcoding Halve MP gets rid of future accessible slotting, the decision to do away with Halve MP comes with the simple question of “how often would you ever slot this in Support if not already a Summoner?” - Dragonheart, Fury, Magick Boost, and Adrenaline Rush – These reactions can no longer trigger from allied damage (this also includes from original allies, even if under charm/confuse)
This update addresses some commonly used Reactions that can no longer benefit from team-damage to ensure triggering only on opposition interaction and reduce some “gray areas” where these were used before. - First Strike:
- No longer cancels the applicable attack or ability entirely and resumes it second after your “first strike” occurs. Your counterattacks this way are unevadable
- Added Throw context to Help since this command is weapon-ranged
This change could be considered a nerf to functionality, but it is ultimately to get this reaction to its verbose intention; you strike first, and the attacker goes second instead of never even having a chance to do so, while now enabling unevadable counterattacks by you, giving space to finish them off before they follow up.
- Shirahadori – Updated the hit rate and forecast context to “set to 40%” instead of “set to 60%” to improve the accuracy of the math behind determining how this ability functions (it does 100 – 60 = 40%).
Thank you for the suggestion @guitarmanager. - Nature’s Wrath – This ability no longer targets allies within the AoE
A small quality of life change to this reaction to avoid potentially statusing/damaging them if they were near the offender. Don’t sleep on it! - Concentration – Additionally increases the magical hit rate of abilities by 50% of the target’s total magic evasion additively
Concentration works for all hit rate types now, both offensive and status magicks, and evadable physical attacks and abilities too. - Safeguard – Additionally, fully prevents CT loss from abilities like Stall or Last Waltz
- Catch Projectiles – Successful evasion of arrows, guns, or harps will now display as “Caught” and not “Missed” (and to note this does not add those items to the inventory magically)
Blue Magicks, Monsters, and Monster Abilities
- Monster Class-Evasion (C-EV) Updates
- All Monsters’ C-EV now also affects evadable magic hit rates
This buff to monsters is to treat their C-EV as a means to allow the ability to passively dodge incoming evadable magicks from all sides (physical still only from the front unless they have Dexterity) due to their shortcomings of non-equipment. - Treant Family:
- Added 10% C-EV to all members
- Added 10% C-EV to all members
- Malboro Family:
- Added 8% C-EV to Malboro and Greater Malboro
- Added 12% C-EV to Ochu
- Hydra Family:
- Added 8% C-EV to Hydra
- Added 6% C-EV to Greater Hydra
- Added 5% C-EV to Tiamat
- All Monsters’ C-EV now also affects evadable magic hit rates
- 👺Goblin Family:
- Black Goblin – Increased HPM from 94 to 114%
- Gobbledygook – Increased HPM from 98 to 118%
- Added Blind, Stop, and Sleep immunities
This family had no prior elemental mitigation or immunities, unlike others, so this is overdue.
- 😼Cat Family:
- Coeurl
- Increased Move from 4 to 5
- Increased HPM from 91% to 102%
- Vampire Cat:
- Increased Move from 3 to 5
- Increased HPM from 99% to 108%
- REWORKED Ambush (formerly Claw – Cat family):
- This ability now prevents the target’s reactions when used
- Uses [
PA * 16] and physically evadable - This excludes Reflexes as the evasion increase is “an applied stat at battle start.”
A little change to make our felines more fierce.
- Venom Fang (Red Panther and Coeurl):
- This ability now deals 30% of the target’s max. HP in damage in addition to Slow and Poison infliction
- This ability is now magically evadable instead of physically evadable
- This ability will still not trigger counter-reactions, even with this change
- Cat Scratch (Cat family):
- Change calc from [
1…15 * PWR] to martial arts [(PA + PWR) / 2 * PA] - Decreased PWR from 15 to 3
- Added a 19% Chance to Inflict: Berserk, Doom
- This ability can now 10% critically strike due to the change to martial arts calc
Having a pseudo Throw Dagger ultimately did not measure up to this ability’s potential, so I changed it to lean more towards what a cat scratch could cause: either you getting rabies or a serious open wound that will lead to your demise.
- Change calc from [
- Coeurl
- 🦅Bird Family:
- Jura Aevis:
- Increased HPM from 114 to 120%
- Increased PAM from 115 to 129% (approx. +4 PA)
- Steelhawk:
- Increased HPM from 98 to 108%
- Increased PAM from 122 to 130%
- Replaced Attack Boost with Brawler (Talon Dive damage increase)
- Cockatrice – Increased HPM from 101 to 114%
- Glitterlust – Now fully reduces CT to zero instead of 30, and increased the Range from 1 to 2
- Jura Aevis:
- 👻Ghost Family:
- Ghast – Increased HPM from 96 to 102% (approx. +40 HP)
- Ghoul – Added Drain Touch as a 3rd ability
- Revenant:
- Added Sleep Touch as a 3rd ability
- Replaced Teleport with Master Teleportation (only one in family capable)
- Ahriman Family:
- Bewitching Gaze (Ahriman and Plague Horror):
- Increased PWR from 45 to 70 to ensure this ability has a 100% base chance based on the monster’s average MA. This ability is still physically evadable
- Removed Blind infliction to increase the eligibility of a better negative effect rolled
- Corrected the Help menu for this ability so that it is 1 out of 5 debuffs at random
- Bewitching Gaze (Ahriman and Plague Horror):
- 🐷Swine Family:
- Wild Boar – Increased HPM from 132 to 164% (approx. +110 HP)
- Wild Boar – Increased HPM from 132 to 164% (approx. +110 HP)
- 🐂Minotaur Family:
- Wisenkin and Minotaur – Replaced Counter with Shirahadori
- Sekhret:
- Added innate Instant Cast
- Replaced hidden ability Breathe Fire with Titan (Summon)
- Replaced Counter with Nature’s Wrath
- 🌳Treant Family:
- Added Immobilize immunity to all members
- Treant:
- Decreased MAM from 64 to 50% (approx. -5 MA)
- Added innate Status Boost (now Cup of Life, Status Boost, Lifefont)
- Replaced 3rd ability, Magick Nymph with Earthsplitter
- Elder Treant – Added innate Defense Boost (now Cup of Life, Arcane Defense, Defense Boost)
- Leaf Rain – Added 19% Inflict: Sleep per target
- Guardian Nymph – Increased PWR from 10 to 20
- 🥗Malboro Family:
- Added Bio (Black Magicks) to all as a 3rd ability. Note that monsters are excluded from MP costs when cast from self. This ability still has a cast time.
- Malboro – Replaced Bonecrusher with Replenish
- Greater Malboro:
- Decreased MP Growth from 30 to 8 (requires rehiring)
- Increased MPM from 10 to 145% (approx. starting 145 MP)
- Replaced Replenish with Magick Counter
- 🐲Hydra Family:
- Tiamat – Decreased MAM from 120 to 110% (approx. -2 average MA)
This is to reduce some of the damage potential its skillset has, also factoring that it has the best MA growth out of the family, which in turn means it was always going to be the strongest magically.
- Tiamat – Decreased MAM from 120 to 110% (approx. -2 average MA)
- Blue Magicks
- Replaced Cat Scratch with Goblin Rush. The ability will automatically appear as automatically learned for campaign progression if you had it formerly acquired.
- Earthsplitter – Added 19% Inflict: Immobilize and increased Vert. from 1 to 2
- Vampire – Increased Vert. from 1 to 2
- Spark – This ability can now critically strike and added Help text that specifies it damages the caster
Equipment – Weapons
- Crossbows
- Glacial Bow – Now Casts: Ice Anima instead of Blizzara
- Boltsnipe – Now Casts: Thunder Anima instead of Thundara
- Poles
- Eight-Fluted Pole – Additionally Removes: Undead, Vampire, Confuse, Charm, and Sleep
Attacks with this weapon now remove any negative effect except KO and Chicken, making it a prime choice for spot removal if the opportunity arises.
- Eight-Fluted Pole – Additionally Removes: Undead, Vampire, Confuse, Charm, and Sleep
- Rods
- Dragon Rod:
- Changed Element from Dark to Holy
- Replaced Casts: Dark Whisper with Casts: Holy Breath (Reis) at
[(MA + PWR) / 2 * MA], note this ability does not multi-hit - Updated the palette
- Dragon Rod:
- Staves
- White Staff:
- Now restores 30% of the target’s max. HP if an applicable status was found and removed (similar to the old version of Dragon’s Gift)
- Additionally Removes: Confuse, Vampire, Curse, Blind, and Silence (note that this weapon does not cleanse as many statuses as Eight-Fluted Pole)
- This attack will zero out if no applicable statuses are found
- The healing from this attack deals damage to the undead
- Nirvana – Additionally Bestows: Haste on hit
This weapon grants a unique way to get guaranteed, instant Haste on to others without fail, in addition to Protect and Shell. With Haste’s effective Speed being lowered to 25%, this weapon can now provide the means to do so.
- White Staff:
Equipment – Gear
- [Rare] Item Flagging – Cursed Shield, Cursed Armor, Cursed Garb, and Cursed Robe are flagged as Rare, removing the ability for these gear options to appear on randomly generated units
- Heavy Armor
- Platinum Armor (campaign only) – Increased +HP from 150 to 160 and added Initial: Protect, Shell
This change is so that there is both an option of heavy armor protect/shell for solo play (after saving Rapha in Ch. 3), and so that I can generate AI units with it since Peytral is considered an MP item.
- Platinum Armor (campaign only) – Increased +HP from 150 to 160 and added Initial: Protect, Shell
- Accessories
- Garment Ring:
- No longer grants Perform command, which contained all of Bardsong and Dance
- Now adds Bardsong if female gender, Dance if male gender, or Perform (both Bardsong and Dance) if Onion Knight job as a quaternary command (note that to avoid learned skillset issues, Mincing Minuet and Life’s Anthem are in the first ability slot and not the second)
- Increases the chance of primary (skillset) Bardsong or Dance by 5% if Bard or Dancer job
This major rework of this accessory is based on feedback regarding Bard and Dancer jobs since the original version was released. The ring intended to enable cross-gender performances, after a very thorough (and lengthy lol) discussion with @acook10 @wngman @guitarmanager, they helped address Garment Ring’s pain points regarding Bard and Dancer jobs, notably full access to both skillsets and creating redundancy for Bard or Dancer to utilize.
This now grants the opposite gender’s Bardsong or Dance, so the original intention is still in effect, but now requires you to either be a Bard or Dancer to get the full ability list – or – slot Bardsong or Dance as a secondary to do so. This change also gives Bards and Dancers a buff and a reason to use the ring, as they have even further hit rates, factoring in their innate Performing Arts.
- Jade Armlet – Replaced Undead immunity with Curse immunity
- Cherche – Decreased the MP restored from 20 to 18%
This slight nerf is to bring Cherche a bit closer to Manafont and increase demand a bit more towards max. MP to make up for it. - Tynar Rouge – Decreased +Power and Magick from 2 to 1
This is to claw back some of the damage potential this accessory provides while still being a staple item due to the volume of buffs it provides. Notably, this does hit certain “even numbers” checkpoints, which may require some re-assessing or Genji Gloves, for example, to make up for it.
- Garment Ring:
Practice Mode
- This update introduces The Yuguewood as an additional Practice Mode location, purposeful for testing your teams against pre-configured AI comps, but on more neutral terrain
- Araguay Woods is now called “Practice – One” and The Yuguewood “Practice – Two” on the World Map
- Practice Mode teams specifically now have previously inaccessible multiplayer gear equipped, allowing for more diverse teams. Some gear updates to Practice One teams also happened with this new addition, such as Agrias now having Tynar Rouge instead of Bracer
- Practice-Two – West Team (from Riovannes Castle)
- Delita – Dancer or Ninja, Orator, White Mage, Geomancer, or Mystic
- Beowulf – Dragoon, Thief, Time Mage or Archer, Bard or Samurai
- Balthier – Bard or Thief, Squire, Chemist, Blue Mage, or Knight
- Rapha – Dark Knight or Monk, Archer, Black Mage, Sage, or Knight
- Practice-Two – East Team (From Yardrow)
- Marach – White Mage, Geomancer, Dark Knight or Knight, Chemist or Bard
- Reis – Bard, Dancer, Onion Knight or Ninja, Monk or Summoner
- Luso – Behemoth, Blue Mage, Thief + 1 randomly of: Red Chocobo, Black Chocobo, Sekhret, Mindflayer, Tiamat, Red Panther, Gobbledygook, Grenade, Pig, Floating Eye, Dryad, or Dragon
- Alma – Dark Knight, Onion Knight, Thief or Archer, Dragoon or Dancer
- Practice-Two – Special Encounter Team (only from Yardrow)
- Agrias, Aerith, Mustadio, Construct 8 or Elidibus, Cloud or Ashley
- Cloud’s weapon is randomized, and Ashley’s weapon and shield are randomized as well
- Cloud’s weapon is randomized, and Ashley’s weapon and shield are randomized as well
- Agrias, Aerith, Mustadio, Construct 8 or Elidibus, Cloud or Ashley
- Practice-One Updates
- Gear adjustments to various units take advantage of multiplayer items
- Cloud Team (East) – Replaced Squire (M) with Blue Mage (M)
- Aerith Team (East) – Replaced Monk (F) with Blue Mage (F)
- Meliadoul Team (East) – Fixed Meliadoul not being able to use Jump
Incremental Update v5.3.1
And we’re back! This incremental update resolves known issues with v5.3, adds some Mustadio and Balthier buffs, and updates/improves select Help menu text.
Bug Fixes
- Resolved the Melee Mode War Funds gil lost post-melee issue. You may safely continue a Melee without loss of Gil as intended, allowing for quicker in-between games (and as a reminder, inventory losses or changes are restored post-melee)
- Pierce support ability no longer increases the damage done by Gravija or any ability that uses its formula
- Added break chance bypass for Iaido with Magick Counter to fix a bug that could cause a “__shattered!” because the game was unable to fetch the proper Item ID this way
Quality of Life Updates
- UI Updates
- Monsters’ hidden abilities are now also viewable while in the Deployment screen
- Monsters’ hidden abilities are now also viewable while in the Deployment screen
- Text Updates
- Renamed all of Meliadoul’s Unyielding Strike abilities to their PSX equivalents (and renamed Crush Shield to Omen Fang, ty for the suggestion @tzepish)
- Help: Added critical chance labels to Rend Power/Magick/Speed, Beam, Skill Drain, and Disassemble since the damage they could deal also had a chance to strike critically
- Help: Corrected Cat Scratch Help PWR from 3 to 4
- Help: Corrected Cloths showing that Blue Mage can equip (they cannot innately)
- Help: Added “Radius: 1” to abilities that use Weapon Range
- Help: Added missing “Curse” text to White Staff’s list of cleanses
- Help: Determined and updated the accurate Dark Whisper status chance as 5% each instead of 25%. This ability adheres to the normal 19% proc rate, which then determines the infliction rate at 25% of the base 19% value, rounding up to 5 (from 4.75).
Action Abilities
- Aimed Shot (Mustadio)
- Leg Shot and Arm Shot – Increased PWR from 50 to 60
Mitigation lowers their hit%, so this is to compensate for that, plus a marginal buff to mustard’s staple skills. - Seal Evil:
- Decreased PWR from 70 to 65
- Additionally can stone Vampire and Curse-affected units
- Recharge – Is now Weapon Ranged instead of 3 Range (this also means it can strike twice with dual wield)
These buffs to Aimed Shot are to bring them a bit more up to snuff and to improve Mustadio’s viability with his abilities, as well as providing better use-cases for his abilities that see rarer play.
- Leg Shot and Arm Shot – Increased PWR from 50 to 60
- Piracy (Balthier)
- Elem. of Treachery:
- Elem. of Treachery can no longer target allies
- Increased PWR from 20 to 22
- Fires of War:
- Fires of War can no longer target allies
- Changed calculations from Martial Arts [
(PA + PWR) / 2 * PA] to Geomancy [(PA + PWR) / 2 * MA] - Increased PWR from 12 to 14
- This ability is no longer weapon ranged and is instead Iaido-like at 2 Range, 2 Vert.
- Since it is now classified as magic damage, it can no longer trigger counter-reactions but can now trigger Magick Counter (including Nature’s Wrath)
- This ability can no longer critically strike
- Tides of Fate:
- Can no longer target allies
- Increased PWR from 15 to 17 to better justify the higher MP cost
- Elem. of Treachery:
- Fundaments
- Taunt – Changed the effect to White Talk Skill for better smack-talking accuracy
Monsters
- Behemoth – Fixed Move from 3 to 4; this was supposed to have been 4, so it might have been a patch save issue prior
- Sekhret – Decreased PAM from 173 to 143% (approx. -5 Power)
This was helping to enable a high amount of Nature’s Wrath potential – still factoring that it has access to Beef Up without Beastmaster.
Incremental Update v5.3.2
This second incremental update to v5.3 addresses a few more minor, but important fixes and changes, adds a requested feature of the Jump ability showing the number of turns until you land from the menu, and some buffs to our favorite robot, Construct 8. This is the last update to v5.3 as focus shifts towards For Glory! and other community endeavors.
Bug Fixes
- Fixed the visual text bug with status Iaido stating “Osafune Shattered!” if its corresponding katana broke upon cast
- Fixed a softlock from the original game that revolved around having Fly movement ability + Float status while mounting a chocobo (credit to @Tzepish for this fix)
Quality of Life Updates
- UI Updates
- Jump (from slotting Dragon Tech) is now treated as a skillset instead of strictly a command, providing the number of turns before the Jump lands and allowing for the use of the Left/Right D-Pad Turn List window as well (credit to @Nyzer for the PSX version and @Tzepish for assisting me in this hack)
Another QoL request from the original game, being able to view the number of turns before a Jump lands instead of mathing out the Jump Time and Speeds between the jumper and target.
- Jump (from slotting Dragon Tech) is now treated as a skillset instead of strictly a command, providing the number of turns before the Jump lands and allowing for the use of the Left/Right D-Pad Turn List window as well (credit to @Nyzer for the PSX version and @Tzepish for assisting me in this hack)
- Text Updates
- Additional improvements in Help menus and spacing
- Corrected Nether Mantra’s PWR in calcs, it is 4 PWR, not 3
Jobs
- Automaton (Construct 8)
- Increased Move from 3 to 4
C8’s limited 3 Move made it harder to generally engage with its melee capabilities. Keeping in mind its former range reduction of Dispose in consideration, this increased Move is to help it get around easier and allow it to get better positioning for attacks or Pulverize in later game situations.
- Increased Move from 3 to 4
Action Abilities
- Unyielding Strike (Meliadoul)
- Reordered the ability list so that it matches the normal Equipment List, making it (hopefully) easier to determine which ability destroys which slot, while retaining the community-voted change of the PSX naming. This may take some time to adjust to if you are used to the original order:
- Hellcry Punch (weapon)
- Omen Fang (shield)
- Blastar Punch (head)
- Shellbust Stab (armor)
- Icewolf Bite (accessory)
- Reordered the ability list so that it matches the normal Equipment List, making it (hopefully) easier to determine which ability destroys which slot, while retaining the community-voted change of the PSX naming. This may take some time to adjust to if you are used to the original order:
- Tasks (Construct 8)
- Salvo – Construct 8 can no longer target itself for this ability to fix an issue with recoil sometimes not being applied
- Pulverize – Increased Range from 1 to 2, Vert. from 1 to 2, flagged Linear Range (remains t-shaped) and Direct
Pulverize deals less damage versus unmitigated normal attacks at the cost of recoil, but undodgeable, so this gives more options for C8 to use when in melee range of a threat.
- Salvo – Construct 8 can no longer target itself for this ability to fix an issue with recoil sometimes not being applied
Equipment – Weapons
- Shields
- Genji Shield:
- Changed the palette to match it closer to Genji Armor & Gloves
- Additionally, updated the flavor text as it is no longer “pitch-black” but now “vermillion”
A set of Genji gear can now be fully fashionably attired.
- Genji Shield:
Incremental Update v5.3.3
The third incremental update to v5.3 addresses an issue with inventories restoring to their original state after a multiplayer game has ended. This fix is part of efforts to no longer need to restart the emulator/save data after every game and should be the last “bug” associated with this QoL.
Bug Fixes
- Fixed the inventory failing to restore its prior backup after Melee mode. Consumables, item breaks/steals, katana breaks, etc., all restore to their prior state and quantity as originally intended























