A list of changes that have been officially implemented or are actively being tested in Tactics League’s official PvP Patch file. The changelog is the place to view what was changed from the original Final Fantasy Tactics: The War of the Lions version to the Tactics League-modified version of the game.
Special Thanks and Credits:
Tzepish – WotL Tweak ASMs and a one-man army
Xifanie – Smart Encounters ASM
3lric – Animist sprite sheet for Blue Mage job
Valkirst – Ashley Riot sprite sheet
Nyzer – Viewable Jump skillset fix
The PvP Patch is required for use with all Tactics League multiplayer formats.
Since there are many changes, each primary category will have its own section. Reading over all of the changes is ideal, as they will impact your prior FFT experience. The PvP Patch (PPF file) is included with the latest current save data, which can be downloaded here.
If you would like to view a spreadsheet containing ability, job, and equipment data, please visit: PvP Patch – Spreadsheet Data
The PvP Patch also has changes to Rendezvous missions, impacting their original design and creating a much more challenging, cooperative experience. To read about the changes to each affected mission, go here: Rendezvous
PvP Patch Version: 5.3.3 Competitive
ISO-patched (USA ver.) MD5 Checksum: 0e537c61a31b1941352fe31e2b5f097a
High-Level Overview (PvP Patch Version 5)
- 🌐Playable Campaign from Start to Finish
- For the first time, the Tactics League PvP Patch is now fully playable for FFT’s story. Experience or re-experience the Zodiac Brave Story now with Tactics League changes and additions.
- Always-On EXP and JP Boost make teambuilding faster than ever before.
- With the party roster expansion, you can now have a party of 28 members and even deploy Guest characters in battle! Note: to avoid complications, it is highly recommended to keep at least one unit slot open at all times during campaign progression and remember to always save often.
- Warriors’ Guild updates allow you to directly hire monsters and even rename both your generic and special character names.
- Learn some of the basics needed to help transition into Tactics League PvP if desired, such as the importance of the Protect and Shell buffs.
- 👑4 New Characters Join the Fight for Glory
- Ashley Riot from Vagrant Story
- Aerith from Final Fantasy VII and Final Fantasy Tactics
- Elidibus, Midlight’s Deep’s boss
- Fan-favorite Balthier returns to the Tactics League competitive roster
- 🔼Massive Quality of Life Updates
- For the first time, you can customize your battle team’s color based on the various enemy factions found throughout the Campaign via the Options menu!
- Party Roster Reordering!
- Spell Quotes, originally disabled in The War of the Lions, have been restored with The Ivalice Chronicles translation.
- The new Status effect, Curse, which reduces the victim’s damage done and healing received by 33%, is great for lowering the pressure of powerful adversaries.
- Limit Level System – A system that closely resembles that of the original PSX Final Fantasy VII, now gives Cloud and Aerith powerful options when pushed to their Limit.
- 13-minute Melee mode timer adjustments for all Tactics League PvP formats.
- And many more smaller, but important improvements!
- 🐲Monsters – Improved and a Future in Competitive
- Monsters you encounter in Campaign have received numerous updates to make them worthy foes – or – advocates now that you can hire them directly into your battle party via the Warriors’ Guild.
- Some important changes include the removal of their original weaknesses, ability buffs, and even the inclusion of additional abilities to lower-skilled monsters. With these updates, monsters are usable in competitive play in Tactics League’s battle-tested Standard format!
- Beastmaster support ability unlocks their hidden abilities at full range, so you always have that extra ability as long as that unit is alive or in play.
- ⭐Ability Updates
- Beowulf’s Spellblade is now faithless, and he is a great counter against a variety of enemies!
- The NEW Blue Magicks skillset is a mixture of various monster abilities! This comes alongside the Blue Mage job (a reworked Mime).
- Dragoon’s got a NEW skillset in Dragon Tech, giving them various options like the Breath attacks in addition to still having Jump!
- Black Magicks were restructured and reworked: more devastating than ever before, and include 4 NEW abilities in Scathe, Curse, Doomsday, and Bio!
- Samurai’s damaging Iaido now utilizes a combination of Power and Magick, making their skillset more versatile. This also opens up Iaido to a larger audience of users. Note that the break chance has gone up to 50% to compensate.
- A plethora of quality changes to existing Reaction and Support abilities.
- NEW Support abilities:
- Pierce – lets your attacks and magicks bypass Golem and Reflect.
- Power Throw – increases the damage of Throw by 43%!
- NEW Movement abilities:
- Tactical Shift – lets you move again if you get a kill with a normal attack.
- Athleticks – grants you +1 Power and Magick if you move at least 5 tiles at once.
- Stealth – grants you Invisibility if you move at least 5 tiles!
- 🗡Equipment Updates
- 7 NEW equipment options: Earthbreaker, Excalipoor, Adamantoise Shield, Circlet, Extension, Garment Ring, and Pearl Rouge!
- Some equipment, like Extension, grants you increased critical chance, so you can build for that extra 1.5x damage!
- Knives are back on Ninja, dual-wieldable once more, and their status chance is standardized to 50%, down from 100%.
- ⭐New Format: All-Stars
- Unique Characters only, 4v4 experience!
- Features characters found through the Campaign: Orlandeau, Orran, Zalbaag, Isilud, Elmdore, Ceila, Lettie, Boco, Byblos, and Argath, in addition to the core unique roster from Standard!
- Battle it out in small-paced, frantic fights to see which heroes or villains can claim victory in this all-new Tactics League PvP mode.
This changelog is up to date with the competitive version 5.3 changes. To read on the latest update, go here: Competitive v5.3 Update
- All generic jobs have some type of innate ability to incentivize them as a primary job in the roster.
- Squire
- Increased PA/MA multiplier from 90/85% to 100%.
- Increased Move from 4 to 5.
- Can equip all weapons and shields, except Bows, Polearms, Katanas, Guns, Ninja Blades, Cloths, Instruments, Fell Swords, and Knight’s Swords.
- Reequip ability innately.
- Chemist
- Increased HP multiplier from 80 to 110%.
- Increased PA multiplier from 75 to 80%.
- Increased SP multiplier from 100 to 110%.
- Throw Items ability and additionally increases the potency of Potion and Ether-type items by 50 innately. This also affects Auto-Potion.
- Archer
- Increased HP multiplier from 100 to 105%.
- Increased SP multiplier from 100 to 110%.
- Increased PA multiplier from 110 to 115%.
- Increased MA multiplier from 80 to 110%.
- Ignore Elevation ability and increases critical strike chance by 5% innately.
- Monk
- Increased HP multiplier from 135 to 145%.
- Increased PA multiplier from 129 to 135%.
- Increased Move from 3 to 4.
- Brawler ability innately.
- Knight
- Added Flails and Axes to equipment.
- Increased Move from 3 to 4.
- Decreased HP multiplier from 120 to 112%.
- Decreased PA multiplier from 120 to 115%.
- Increased MA multiplier from 80 to 96%.
- HP Boost ability innately.
- White Mage
- Added Rods and Flails to equipment.
- Increased HP multiplier from 80 to 90%
- Decreased MP multiplier from 120 to 110%.
- Increased PA multiplier from 90 to 105%.
- Increased MA multiplier from 110 to 115%.
- Arcane Defense ability innately.
- Black Mage
- Added Books to equipment.
- Increased HP multiplier from 75 to 85%.
- Decreased MP multiplier from 120 to 110%.
- Increased PA multiplier from 80 to 95%.
- Increased MA multiplier from 150 to 152%.
- Manafont ability innately.
- Time Mage
- Increased HP multiplier from 75 to 85%.
- Decreased MP multiplier from 120 to 110%.
- Increased PA multiplier from 50 to 90%.
- Swiftness ability innately.
- Summoner
- Increased HP multiplier from 70 to 90%.
- Increased MP multiplier from 125 to 150%.
- Increased PA multiplier from 50 to 95%.
- Increased MA multiplier from 125 to 130%.
- Increased SP multiplier from 90 to 100%.
- Halve MP ability innately.
- Mystic
- Increased HP multiplier from 75 to 90%.
- Decreased MP multiplier from 110 to 105%.
- Increased PA multiplier from 50 to 100%.
- Added Shields to equipment.
- Defense Boost ability innately.
- Thief
- Increased HP multiplier from 90 to 105%.
- Increased MA multiplier from 60 to 90%.
- Increased PA multiplier from 100 to 110%.
- Increased Speed multiplier from 110 to 119%.
- Added Crossbows to equipment.
- Concentration ability innately.
- Geomancer
- Added Poles to equipment.
- Halves: Fire, Lightning, Ice, Wind, Earth, and Water elemental damage innately.
- Orator
- Increased PA multiplier from 75 to 85%.
- Increased MA multiplier from 75 to 100%.
- Persuasive and Beast Tongue abilities innately.
- Dragoon
- Increased PA multiplier from 120 to 125%.
- Increased MA multiplier from 50 to 96%.
- Increased SP multiplier from 100 to 110%.
- Decreased HP multiplier from 120 to 110%.
- Safeguard ability innately.
- A new skillset in Dragon Tech, which additionally adds Jump as a third skillset. Check the Abilities section for more information.
- Samurai
- Increased HP multiplier from 75 to 100%.
- Increased PA multiplier from 128 to 132%.
- Increased MA multiplier from 90 to 110%.
- Increased Move from 3 to 4.
- Doublehand and Swim abilities innately.
- Ninja
- Increased HP multiplier from 70 to 90%.
- Increased PA multiplier from 122 to 125%.
- Decreased SP multiplier from 120 to 119%.
- Dual Wield and Waterwalking abilities innately.
- Bard
- Increased HP multiplier from 55 to 105%
- Increased MP multiplier from 50 to 100%.
- Increased PA multiplier from 30 to 107%
- Increased MA multiplier from 115 to 135%.
- Added Robes and Books to equipment.
- Performing Arts ability innately.
- Dancer
- Increased HP multiplier from 60 to 115%.
- Increased PA multiplier from 110 to 130%.
- Increased MA multiplier from 95 to 109%.
- Increased Move from 3 to 4.
- Added Robes and Poles to equipment.
- Performing Arts ability innately.
- Blue Mage (formerly Mime)
- Decreased HP multiplier from 140 to 126%.
- Decreased PA multiplier from 120 to 110%.
- Decreased MA multiplier from 115 to 108%.
- Decreased SP multiplier from 120 to 105%.
- Increased C-EV from 5 to 12%.
- Can equip: Knives, Rods, Swords, Shields, Clothing, Robes, Hand ats.
- Removed all mimicry functionality and any hardcoding that prohibited Mime from functioning as a normal job; Blue Mage is treated as any other generic human job.
- A new skillset in Blue Magicks, which has select monster abilities, learned from being affected by them. Check the Abilities section for more information.
- Beastmaster, Concentration, and (NEW) Status Boost abilities innately.
- [Campaign] Now requires Lv. 5 of Squire, White Mage & Black Mage Lv. 3 to unlock.
- Sage (formerly Arithmetician)
- Renamed from Arithemetician to Sage since they no longer use Arithmeticks.
- Increased Speed multiplier from 50 to 95%.
- Increased HP multiplier from 65 to 90%.
- Increased MP multiplier from 80 to 120%.
- Increased PA multiplier from 50 to 105%.
- Increased MA multiplier from 50 to 120%.
- Added Rods and Staves to equipment.
- Replaced Arithmeticks with Ja-Magicks skillset. This skillset includes Toadja, Gravija, Flareja, Blindja, Confuseja, Sleepja, Aeroja, Waterja, and Quake abilities. This skillset is also accessible in other jobs.
- Swiftness ability and Faith status innately.
- Dark Knight
- Increased HP multiplier from 80 to 110%.
- Decreased MP multiplier from 90 to 80%.
- Decreased PA multiplier from 140 to 135%.
- Increased C-EV from 0 to 10%.
- Removed Knight’s Swords, Axes, Flails, and Clothing from equipment (Fell Swords, Swords, Heavy Armor, Helms, and Robes accessible).
- Lifefont ability innately.
- [Campaign] No longer requires killing or mastering Knight and Black Mage, and now unlocks with Lv. 5 Black Mage and Lv. 5 Samurai.
- Onion Knight (base, campaign)
- Set HP, MP, PA, and MA multipliers to 100%
- Increased Move and Jump from 3/3 to 5/4 to match Onion Knight (master)
- Onion Knight (mastered)
- Decreased HP multiplier from 160 to 130%.
- Increased MA multiplier from 120 to 125%.
- Increased Move from 4 to 5.
- Added Mastery Arts skillset, which includes: Focus, Take Aim, Cura, Thundara, Rend Speed, and Revive.
- Brawler, Counter, Dual Wield, and Doublehand abilities innately.
- Heretic (Ramza)
- Uses his Chapter 2/3 Sprite; still considered the Chapter 4 variant (Tactics League save data).
- Renamed job from Squire to Heretic to fit the thematic feel of his Ch.2/3 Ramza sprite.
- Added Fell Swords to equipment.
- Monkey Grip ability innately (Ch. 2 – 4 Ramza)
- Cleric (Alma, patch exclusive)
- Base 235 HP, 146 MP, 11 PA, 16 MA, 12 SP, 18% C-EV, 4 Move, 3 Jump.
- Can Equip: Staves, Rods, Hats, Clothing, Robes.
- Arcane Defense, Defense Boost, Immune: Charm innately.
- Holy Magicks (skillset): Aegis, Dispelna, Barrier, Arise, Curaja, Holy, Chant.
- Holy Knight (Delita, patch exclusive)
- Base 372 HP, 134 MP, 16 PA, 12 MA, 12 SP, 10% C-EV, 4 Move, 3 Jump.
- Can Equip: Swords, Knight’s Swords, Helms, Clothing, Heavy Armor.
- Decreased PA multiplier from 120 to 110%.
- Uses his King sprite with Holy Knight job base.
- Knight’s Swords added as available equipment.
- Removed Knives from equipment.
- Removed Toad, Chicken, Vampire, and Charm innate immunities; Doom status immunity.
- Machinist (Mustadio)
- Added Safeguard ability innately.
- Added Safeguard ability innately.
- Divine Knight (Meliadoul)
- Decreased PA multiplier from 120 to 110%.
- Added Pierce ability innately.
- Holy Knight (Agrias)
- Increased Move from 3 to 4.
- Added Absorbs: Holy innately.
- Templar (Beowulf)
- Tactical Shift ability innately.
- Tactical Shift ability innately.
- Netherseer (Marach)
- Added Katanas, Knives, and Ninja Blades to equipment.
- Added Death Strike ability innately.
- Skyseer (Rapha)
- Added Katanas, Rods, and Knives to equipment.
- Increased Skyseer PA multiplier from 100 to 130%.
- Added +1 Move and Jump.
- Added Death Strike ability innately.
- Dragonkin (Reis)
- Removed innate Beast Tongue, Beastmaster, and Persuasive (Tame); retains only Dual Wield innately.
- Added Clothing to equipment.
- Soldier (Cloud)
- Removed Materia Blade requirement for Limit, and Limit can now be instantly cast with any weapon or unarmed, noting that Limit now functions more closely to the system used in FFVII. View the “Action Abilities” section for additional changes to Limit.
- Increased Move from 3 to 4.
- Added Katanas and Robes to equipment.
- Doublehand ability innately.
- Cloud’s Limit skillset now utilizes the Limit Level System, a damage-taken system similar to the original FFVII. Consult the Abilities section for more information.
- Ancient (Aerith, patch exclusive)
- Aerith is now playable in the PvP Patch and is recruitable as well in Campaign during the Sal Ghidos event!
- Base: 306 HP, 199 MP, 14 PA, 18 MA, 12 SP, 14% C-EV, 4 Move, 3 Jump.
- Can equip: Rods, Staves, Poles, Hats, Robes, Clothing.
- Halves: All Elements innately.
- Aerith’s Limit skillset now utilizes the Limit Level System, a damage-taken system similar to the original FFVII. Consult the Abilities section for more information.
- Automaton (Construct 8)
- Increased C-EV from 0 to 20%.
- Increased Move from 3 to 4.
- Replaced innate ability Ignore Terrain with Arcane Defense.
- Replaced innate ability Ignore Weather with Fly, enabling its jet pack.
- Construct 8 can now move on water tiles.
- Removed Lightning-element weakness, Construct 8 is now only susceptible to non-Faith Lightning and Water-elemental attacks (but does not take bonus damage).
- Replaced Destroy and Compress abilities and added Boost, Salvo, Terminate, and Transfer abilities. View the “Action Abilities” section for more information.
- Game Hunter (Luso)
- Added Axes and Bows to equipment.
- Removed Knight’s Swords from equipment.
- Removed innate Poach.
- Added various monster abilities to Huntcraft. View the “Action Abilities” section for more information.
- Added Beastmaster ability innately.
- Witch of the Coven (Valmafra, patch exclusive)
- Base 270 HP, 139 MP, 14 PA, 17 MA, 12 SP, 10% C-EV, 4 Move, 3 Jump.
- Can Equip: Swords, Knives, Rods, Staves, Hats, and Robes.
- 65 Bravery, 70 Faith.
- Swiftness innately.
- Magicks (skillset): Thunder Anima, Water Anima, Wind Anima, Empowerment, Invigoration, Holy, Gravity, Graviga, Unholy Darkness, Arise, Curaga, Death, Aeroja, Waterja, Quake, and Divine Ultima. View the “Action Abilities” section for more information.
- Riskbreaker (Ashley Riot – Vagrant Story, patch exclusive)
- Ashley is now playable in the PvP Patch and is recruitable as well in the Campaign in Midlight Deep’s Terminus.
- Base: 386 HP, 88 MP, 14 PA, 14 MA, 12 SP, 12% C-EV, 4 Move, 4 Jump.
- Can equip: Knives, Swords, Knight’s Swords, Fell Swords, Axes, Flails, Crossbows, Staves, Polearms, Shields, Hats, Clothing, Robes.
- Reequip ability innately.
- Ashley’s Break Arts are unlocked based on equipped weapon(s), recoil damage on use, and Break Arts include: Focus, Salve, Stone, Throw Dagger, and Chant abilities. Consult the Abilities section for more information.
- Serpentarius (Elidibus, patch exclusive)
- Elidibus is exclusive to the Tactics League Standard and All-Stars format and is not recruitable in the campaign.
- Base: 706 HP, 167 MP, 19 PA, 20 MA, 12 SP, 25% C-EV, 4 Move, 4 Jump.
- Innate: Bonecrusher, Instant Cast, Manafont, Dexterity (removed cannot enter water)
- Initial: Protect, Shell
- Immune: all except for Protect, Shell, Oil, Reflect
- Negates: Ice, Wind
- Consult the Abilities section for more information regarding Elidibus’s The Dark skillset.
- Sky Pirate (Balthier)
- Removed Knight’s Swords, Helms, and Armor from equipment.
- Removed Innate: Safeguard.
- Decreased SP multiplier from 120 to 110%.
- Added “Steal Equipment deals unarmed damage” innately. Damage is based off the [unarmed] calculations.
- Astrologer (Orran)
- Removed all original status immunities from the job.
- Added Arcane Defense ability innately.
- Replaced Astrology skillset with the original Arithmeticks (CT & Height only). Consult the Abilities section for more information.
- Sword Saint (Orlandeau)
- Decreased HP multiplier from 160 to 140%.
- Decreased MP multiplier from 120 to 100%.
- Added “Swordplay works with sword-types, katanas, and ninja blades” innately.
- Byblos (Byblos)
- Increased HP multiplier from 120 to 150%.
- Increased MP multiplier from 110 to 150%.
- Now has Innate: Soulbind, Dexterity, Arcane Defense, Defense Boost.
- Immune: Vampire, Curse, Doom.
- Removed Weakness: Fire.
- Byblos can now enter water tiles.
- Byblos’s skillset is now: Chant, Manaburn, Vengeance, Maim.
- Ark Knight (Zalbaag, All-Stars playable)
- Decreased HP multiplier from 168 to 158%.
- Added Lifefont and Manafont abilities innately.
- Ark Knight (Elmdore, All-Stars playable)
- Removed: Confuse, Invisible, Poison, Stop, Charm, Sleep, Immobilize, Disable, and Doom immunities for All-Stars format.
- Safeguard ability innately.
- Assassin (Celia, All-Stars playable)
- Added Knives as equipment.
- Removed: Invisible immunity.
- Added Death Strike along with Dual Wield abilities innately.
- Assassin (Lettie, All-Stars playable)
- Added Knives as equipment.
- Removed: Invisible immunity.
- Added Death Strike along with Dual Wield abilities innately.
- Deathknight (Argath, All-Stars playable)
- Added Knight’s Swords and Fell Swords innately.
- Added Equip: Undead and Monkey Grip ability innately.
- This version uses the Squire-Argath sprite to avoid complications with the campaign, however, it is still an undead “variant” of him.
- Focus – Now increases PA, MA, and Speed by 1.
- Throw Dagger (formerly Rush) – a 6-range unavoidable attack with 10 PWR using [
(1...PWR) x PA] (100% knockback when physically able). - Renamed Counter Tackle to Counter Throw due to the change to Rush.
- Stone – Set PWR from 3 to 1 and is un-evadable, useful for dealing light damage (100% knockback when physically able).
- Salve – Now also removes Immobilize, Disable, and Stop in addition to Blind, Silence, and Poison and Range increased from 1 to 2.
- NEW Frenzy – 1 range – Deals 40% HP damage and removes Haste and Reraise only if the target is currently affected by either Haste or Reraise.
- NEW Taunt – 1 range, 30 MP – Reduces target’s Bravery by 52 using [
% = MA + 36].
- Previous status recovery items were reworked to provide different single-target effects to increase the Chemist’s/Items repertoire. Potions were not considered as they can proc Auto-Potion:
- NEW Ethereal Tonic (antidote) – Adds Invisible status (one action).
- NEW Adrenaline (eye drops) – Removes Slow/Stop status.
- NEW Hermes’ Tonic (echo herbs) – Adds Float, Regen status.
- NEW Carbuncle’s Tear (maiden’s kiss) – Adds Reflect status.
- NEW Stimulant (gold needle) – Removes Disable/Immobilize status.
- Potion / Auto-Potion – Increased HP restore from 30 to 150 and removed the ability from the Items skillset. Potion will now only function for triggering Auto-Potion.
- Hi-Potion – Increased HP restore from 70 to 200 (only in Generics Premade).
- X-Potion – Increased HP restore from 150 to 250 (only in Standard).
- Hi-Ether – Increased MP restore from 50 to 100.
- Remedy – Added Removes: Berserk status.
- Holy Water – Added Removes: Curse status.
- Removed all Aim+ abilities and reworked Aim to provide usability for various specs using your Weapon’s Range (except for Sonic Boom). Take Aim is a condensed version of the original Aim+ 3:
- NEW Take Aim – 2 tick, evadable physical attack using your weapon’s formula/calculations and dealing 33% more damage. Take Aim can trigger your weapon’s ability Cast, status effect, and uses your weapon’s element.
- NEW Sonic Boom – Instant, unevadable, 4 range, single target damage using [
SP x WP]. Requires direct line of sight to target. Deals double damage if the target is floating. - NEW Beso Toxico – Instant, weapon ranged, Inflicts: Poison, Oil status using [
% = PA + 60]. - NEW Break Aim – 1 tick, weapon ranged, 100% Removes: Charging, Performing.
- NEW Aim Vitals – Instant, weapon ranged, inflict Doom status using [
% = PA + 40]. - NEW Charge Weapon – Instant, weapon ranged, evadable magic attack using [
MA x 17]. This ability does not use your weapon’s element, Casts, or status inflictions, but can critically strike. - Note the following differences in the new version of Aim:
- Swiftness does apply to Take Aim and Break Aim.
- Golem no longer blocks damage from the skillset.
- Your Move command is disabled after you start charging Take Aim or Break Aim.
- Reworked the skillset, removing Rend Armor, Rend Weapon, Rend Shield, and Rend Helm for new abilities: Bulwark, Mow Down, War Cry, and Saint Cross. Removing gear is now a focus of Thief’s Steal or using Axe attacks with a 50% chance to proc their applicable Rend ability.
- NEW Bulwark – Instant, ally-only, 1 AoE, Bestows: Defending, Protect, Shell status in the area.
- NEW Mow Down – Instant, deals unavoidable, mitigation ignored physical damage and 1/2 damage to yourself using [
PA x 19]. - NEW War Cry -Instant, single-enemy-only, 2 range, Removes: Protect, Shell.
- NEW Saint Cross – Instant, self, 3 AoE, magic holy damage using [
(PA + 20) / 2 x MA]. - Rend Speed – Increased the PWR from 50 to 60 and this ability now deals [
PA * (WP / 2)] on success. - Rend Power/Magick – Increased the PWR from 60 to 80 and these abilities now deal [
PA * (WP / 2)] on success. - Rend MP – Increased the chance and damage MP/PWR from 60 to 75.
- Removed Protect, Shell, Protectja, and Shellja abilities due to redundancy.
- NEW Barrier – Replaces Wall and is an instant, 3×4, ally-only, 64 MP protect and shell in the area.
- Cure – Increased PWR from 14 to 20.
- Cura – Increased PWR from 15 to 30.
- Curaga – Increased PWR from 25 to 40.
- Curaja – Increased PWR from 32 to 40, increased the AoE from 1 to 2, and now only affects allies.
- Esuna – Added Oil and Curse removal.
- Raise – Decreased PWR from 180 to 160.
- Arise – Decreased PWR from 160 to 130.
- Regen – Increased PWR from 170 to 180, Increased MP cost from 8 to 12 and is now instant cast.
- Reraise – Decreased PWR from 140 to 100.
- Holy – Decreased PWR from 50 to 40, decreased tick from 5 to 4, and decreased MP from 56 to 42. Has a 19% chance to Remove: Haste, Reraise, and Regen.
- MP Cost Updates:
- Cure – Increased MP cost from 6 to 16
- Cura – Increased MP cost from 10 to 24
- Curaga – Increased MP cost from 16 to 32
- Curaja – Increased MP cost from 20 to 48
- Raise – Increased MP from 10 to 24
- Arise – Increased MP cost from 20 to 40
- Reraise – Increased MP cost from 16 to 32
- Fire abilities have a 19% chance to Inflict: Poison, Blizzard abilities have a 19% chance to Inflict: Immobilize, and Thunder abilities have a 19% chance to Inflict: Blind.
- Fire/Thunder/Blizzard – Increased PWR from 14 to 25, increased the MP cost of abilities from 6 to 16, and are each now instant cast.
- Level 2 – 4 Ability Condensing and Restructuring:
- The -aja abilities (Lv. 4) are now the -aga (Lv. 3) abilities with all ability data copied.
- The -aga abilities (Lv. 3) are now the -ara (Lv. 2) abilities with all ability data copied.
- Lv. 2 Abilities – Decreased Tick from 5 to 2.
- Lv. 3 Abilities – Decreased Tick from 7 to 4.
- NEW Scathe – 6-range, 3 Vert. faith-like “Kiku-ichimonji” – line magic damage using 26 PWR and 24 MP Cost.
- NEW Curse – Status magick that Inflicts: Curse status at [
MA + 75] chance. This ability does not factor Faith and can be used even against Atheist/low-faith targets. - NEW Doomsday – Dark AoE damage based on 40% of each target’s max. HP and has a 19% chance to Inflict: Doom per target.
- NEW Bio (Poison upgrade) – 100% Inflicts: Poison and deals 50% of the target’s max. HP ONLY if the target wasn’t immune to Poison. This ability does not factor Faith and can be used even against Atheist/low-faith targets.
- Death – This ability can also revive undead units at 25% of their maxHP. Increased MP cost from 24 to 34, and increased PWR from 100 to 110.
- Flare – is no longer evadable.
- Haste and Slow – Both are now instant cast, single target, and cost 16 MP each.
- Hasteja and Slowja – Now only affect allies/enemies respectively, Increased MP cost from 30 to 48, and increased their AoE from 1 to 2.
- Float – Now instant cast.
- Quick – Decreased PWR from 140 to 120 and now adds 50 CT instead of Quick status.
- Gravity – Now instant cast and single target.
- Graviga – Set PWR to 190 to match Gravity and improve reliability.
- Meteor – Decreased MP cost from 70 to 65 and PWR from 40 to 38.
- Increased the vertical range of Cyclone, Doom Fist, Purification, Chakra, and Revive from 0 to 1 to reduce the failure to target due to half-height tile variations.
- Cyclone – Increased the PWR from 0 to 5.
- Pummel – Increased the PWR from 0 to 4, uses [
(PA + PWR) / 2 * PA] calcs and does 2x critical damage on a successful critical strike. - Aurablast – Increased PWR from 2 to 4.
- Shockwave – Decreased Range from 8 to 6 and increased PWR from 0 to 1.
- Revive – Decreased PWR from 70 to 60.
- Steal abilities hit% are no longer reduced by the target’s evasion.
- Increased the Vert of all Steal abilities from 1 to 2.
- Increased the PWR for all Steal abilities by an additional 20, since this skillset is the only way to remove gear:
- Steal Helm from 40 to 60
- Steal Armor from 35 to 55
- Steal Weapon from 30 to 50
- Steal Shield from 35 to 55
- Steal Accessory from 40 to 60
- Removed Steal Heart from the skillset due to the amount of versatility in Steal.
- Replaced Steal Gil and Steal Exp with Borrowed Time and Steal HP:
- NEW Borrowed Time – Self, instant-cast Haste status.
- NEW Steal HP – Instant, 1 Range, 2 Vert., absorb 35% HP of the target’s maxHP.
- NEW Thievery – 2 Range, unevadable, deals 200 damage times the number of open equipment slots the target has (monsters and fully equipped units unaffected).
- Moogle – Now only heals for 30% max HP as long as the target is affected by either Charm, Stone, Stop, or Doom, and those statuses are removed afterward. This ability does damage to friendly undead. Increased MP cost from 8 to 20.
- Replaced Carbuncle with Midgardsomr – Wind element, 2×2, 32 PWR, 40 MP, 4 tick.
- Ifrit/Shiva/Ramuh:
- All are now considered Lv. 2 spells and increased PWR from 20/20/20/22 to 25 PWR
- Set the tick from 7/7/7/10 to 2.
- Each ability has a 19% chance to Inflict in respective order: Poison/Immobilize/Blind.
- Each ability costs 30 MP, up from 24.
- Titan – Increased PWR from 22 to 27, decreased Tick from 10 to 3, and added 19% Inflicts: Confuse.
- Odin – Now has a chance to inflict KO and Ability Quote renamed Zantetsuken (decreased PWR from 36 to 28, decreased AoE from 3×3 to 2×2).
- Golem – Increased the MP cost from 40 to 99.
- Bahamut – Decreased PWR from 42 to 38.
- Leviathan – Increased PWR from 34 to 36.
- Salamander – Increased PWR from 34 to 38.
- Lich – Set PWR to 190 to match Gravity and improve reliability.
- Faerie – Now revives KO’d allies in a 2×2 instead of healing with 100 PWR.
- Cyclops – Decreased PWR from 44 to 40.
- Zodiark – Decreased PWR from 90 to 60.
- Added Unholy Darkness (40 PWR, 5 Range, Dark element, 42 MP, 4 Speed, reflectable) magic attack to this skillset. This ability has a 19% chance to Inflict: Curse on hit.
- Umbra, Invigoration, Empowerment – All instant cast and cost 0 MP, except Invigoration (16 MP).
- Umbra – Now single target.
- Empowerment – Increased the MP absorption from 25 to 50%.
- Invigoration – Increased the HP absorption from 25 to 33%.
- Empowerment and Invigoration – Increased PWR from 160 to 200.
- Belief and Disbelief – Increased PWR from 150 to 170 and increased MP Cost from 6 to 16.
- Corruption – Increased PWR from 100 to 130.
- Fervor – Increased PWR from 120 to 140,
- Trepidation – Increased PWR from 140 to 200.
- Delirium – Increased PWR from 130 to 185.
- Repose – Increased PWR from 170 to 190.
- Hesitation – Increased MP cost from 10 to 22 since it is AoE, and now faster.
- Entice – Now inflicts genderless Charm instead of Traitor and increased the PWR from 20 to 30.
- Praise and Preach – Now increases the +Bravery or +Faith value from 4 to 10.
- NEW Hush (formerly Beg) – [
MA + 60] chance to Inflict: Silence. - Praise and Preach – Increased PWR from 50 to 70.
- Condemn – Increased PWR from 30 to 50.
- Insult – Increased PWR from 40 to 50.
- Mimic Darlavon – Increased PWR from 40 to 50 and is single target instead of AoE
- Increased the PWR of all abilities from 2 to 6.
- Increased the Vert of all abilities from 0 to 1.
- Dragon Tech is a new skillset for Dragoon that gives them more options to play other than Jump. Dragon Tech contains the following:
- Fire/Ice/Thunder Breath (Reis Breath attacks) – 2 Range,
MA * 15damage. Each ability has a 19% chance to Inflict in respective order: Poison/Immobilize/Blind. - NEW Luna – 100% self-Berserk.
- NEW Lancet – 2 Range, Absorbs 35% of the target’s max.HP.
- NEW Tail Sweep – 2 Range Conal deals physical damage using [
(PA + 10) / 2 * PA]
- Fire/Ice/Thunder Breath (Reis Breath attacks) – 2 Range,
- Jump:
- Decreased the maximum Horizontal Jump Range from 8 to 6 and Jump is no longer a set of progression abilities (set to Hori. 6, Vert. 8).
- Decreased the Polearm bonus from 50 to 25%.
- Jump stat (below Move) now influences Jump damage by the following:
- No Polearm –
WP * (PA + Jump) - Polearm –
WP * (PA + Jump) * 1.25 - Unarmed –
PA * PA * (Jump * 4) + Bravery / 100
- No Polearm –
- All Iaido abilities have a 50% chance to break their corresponding Katana from the inventory per cast instead of being based on WeaponPower. Safeguard sets the break chance to 25% instead.
- All damaging Iaido now uses [
(MA + PWR) / 2 * PA] instead of [MA * PWR]. This is to improve Samurai viability with their skillset and opens up Iaido to physical-based jobs. This excludes Murasame and Osafune, which still use [MA * PWR]. - Ashura – 14 PWR, with a chance to Inflict: KO.
- Osafune – 16 PWR, reduces nearby enemies’ MP.
- Kotetsu – 16 PWR, with a chance to Inflict: Stop.
- Murasame – 14 PWR, area healing.
- Ama-no-Murakamo – 18 PWR, with a chance to Inflict: Curse instead of Slow.
- Kiku-ichimonji – 16 PWR, decreased Range from 8 to 6.
- Muramasa – 18 PWR, with a chance to Inflict: Confuse instead of either Doom or Confuse.
- Chirijiraden – 22 PWR, area damage.
- Masamune – Bestows: Reflect, Regen instead of Haste, Regen to reduce the accessibility of Haste.
- NEW Zanmato – Increases allies’ Bravery by 4.
- Removed all weapons, except Shuriken and Bomb, to reduce the access of high-WP items players have access to and to center the skillset around Shuriken and Bomb-type weapons.
- Throw is now unevadable and can be “evaded” via Shirahadori or Catch Projectiles reactions.
- All Throw weapons except, Shuriken and Yagyu Darkrood, can inflict a status effect 50% of the time.
- Shuriken – Increased PWR from 4 to 17 and calculates using
[WP * WP]. - Fuma Shuriken – Increased PWR from 7 to 20 and Inflicts: Poison.
- Yagyu Darkrood – Increased PWR from 10 to 22 and is now Dark element.
- Bombs – Increased the PWR of all bombs from 8 to 20.
- Flameburst Bomb – Inflicts: Oil
- Snowmelt Bomb – Inflicts: Slow
- Spark Bomb – Inflicts: Blind
- Removed the on-cast animations from Battle Chant, Magickal Refrain, Slow Dance, Polka, Heathen Frolick, Finale, and Last Waltz to speed up the overall activation/effect time for these abilities. Rousing Melody now uses Seraph’s Song’s animation.
- Bardsong abilities are now 4 range (caster counted as the first) instead of any range.
- Dance abilities are now 5 range (caster counted as the first) instead of any range.
- Seraph’s Song – Increased PWR from 20 to 50.
- Life’s Anthem – Increased PWR from 10 to 70.
- Witch Hunt and Mincing Minuet – These abilities now calculate using [
PA + PWR] instead of using the unarmed formula. - Witch Hunt – Increased PWR from 20 to 70.
- Mincing Minuet – Set PWR to 80 and the damage dealt ignores physical mitigation and can now trigger counter-reactions and Nature’s Wrath.
- Rousing Melody – Has a 40% chance to Bestow: Haste status on nearby allies instead of +1 SP.
- Nameless Song – Increased PWR from 50 to 60, removed Reraise from the applicable statuses, and this ability now Bestows all of Protect, Shell, and Regen, if successful.
- Forbidden Dance – Increased PWR from 50 to 60. Removed Sleep and Toad status improving the odds of the other statuses.
- Finale – Decreased success rate from 50 to 24% and this ability increases CT by 50 instead of bestowing Quick status.
- Last Waltz – Decreased success rate from 50 to 24% and this ability decreases CT by 50 instead of reducing it to 0.
This skillset contains various monster abilities that can be learned 100% of the time after being hit by them in the campaign. Learning requires you to either be a Blue Mage or have Beastmaster slotted:
- Goblin Rush – 2 Range,
PA * 16physical damage with 1/4 damage recoil. - Choco Pellets – 4 Range,
(PA + 8) / * PAevadable physical damage, can critically strike. - Choco Esuna – Self-1 Range AoE, Removes: Stone, Blind, Silence, Poison, Stop, Immobilize, Disable at
% = MA + 75 - Goblin Punch – 1 Range, deals damage based on your missing HP.
Hit% = MA + 75, evadable. - Dread Gaze – 3 Range, decreases target’s Bravery by 20.
- Spark – Self, Iaido-Range, deals
MA * 14fire magic damage. Damages the caster as well and has a chance to critically strike. - Vampire – 1 Range, absorbs 25% of the target’s max.HP with a 25% chance to Inflict: Vampire.
- Mind Blast – 3 Range, Inflicts: Confuse or Berserk randomly.
- Ice Anima – 4 Range (Direct), Ice magic damage with a 19% chance to Inflict: Slow using
MA * 14. - Earthsplitter – Self, Iaido-Range, deals
MA * 15earth magic damage with a 19% chance to Inflict: Immobilize. - Goo – 1 Range, randomly Inflicts: Blind, Immobilize, Slow, Stop, Oil, or Poison.
- Heave – 1 Range, deals
(PA + 10) / 2 * PAphysical damage with a chance to critically strike and 19% chance to Inflict: KO. - Tri-Breath – Deals 40% of each target’s max.HP in 3 out of 4, 2 range lines.
% = MA + 70, evadable. - Magick Nymph – Self, 1 AoE, restores MP using
MA * 8.
- Confuseja and Sleepja – Decreased MP cost from 70 to 35 to match Blindja.
- Toadja – Increased MP cost from 70 to 99 and decreased PWR from 160 to 100.
- Gravija – Decreased PWR from 160 to 130.
- NEW Aeroja – 99 MP cost, 3 Range, 3 AoE, 3 Vert., 4 tick, deals wind magic damage to enemies only and has a 19% chance to Remove: Float, Haste.
- NEW Waterja – 99 MP cost, 4 Range, 2 AoE, 3 Vert., 4 tick, deals water magic damage to enemies only and has a 19% chance to Inflict: Silence.
- Quake – 99 MP cost, 4 Range, 2 AoE, 5 Vert., 5 tick, deals earth magic damage to enemies and allies, and has a 19% chance to Inflict: Immobilize.
- Decreased the bonus PWR of all abilities to 0 so that the focus is more on range and status instead of more damage.
- Holy Sword and Darkness, except Unholy Sacrifice, now use your main hand’s weapon calculations instead of
PA * WP. This leaves the calc unchanged for sword-type weapons (since they already use that), but it differs if there’s something else in the main hand. - All Holy Sword abilities cost 20 MP.
- Darkness: Added 20 MP cost to Sanguine Sword and Crushing Blow.
- Abyssal Blade – Increased recoil damage from 20 to 40% and changed the damage calculations per row:
- 1st row –
(Weapon) + 2 PWR - 2nd row –
(Weapon) + 1 PWR - 3rd row –
(Weapon) / 2
- 1st row –
- Unholy Sacrifice – Increased recoil damage from 30 to 40% and now calculates using [
MA + (0.50 * maxHP)]. This ability is still dark magic damage. - All Holy Sword and Darkness abilities (except Unholy Sacrifice) can also proc counter-based reactions: Counter, Counter Throw, Bonecrusher, Dragonheart, Bravery Boost, and Vanish.
- Now scales only with Magick Attack (no longer uses standard Faith calculation), using [
MA x PWR]. - Increased PWR from 23 to 25
- MP Cost increased from 10 to 60.
- Changed the effect animation from Ultima Lv.1 to Ultima Lv.2.
- Reworked some of his abilities to improve his viability as a unique. Replaced Focus, Rush, Stone, and Chant. Salve, Tailwind, Steel, Shout, and Ultima abilities are still available.
- NEW Encourage – Instant, 2 Range, ally revive with 25% HP restored.
- NEW Reprisal – Instant, 3 Range, deals HP damage equal to the target’s missing HP.
- NEW Parley – Instant, 4 Range, cancel charging/performing/defending status on the target.
- NEW Maim – Instant, 5 Range, non-elemental attack using [
(PA + 9) / 2 x MA] with a 35% chance to remove Protect/Shell/Haste/Regen/Reraise statuses from the target - Steel – Increased the +Bravery from 4 to 10.
- Added Barrier, Arise, and Holy to Holy Magicks.
- Dispelna – Added Charm, Oil, Blind, Berserk, Doom, and Curse removal.
- NEW Added Overload – Instant, Weapon Ranged, ignores mitigation attack using [
PA x 14] and deals [(PA x 14) / 3] damage to himself afterward. - NEW Added Recharge – Instant, Weapon Ranged, Restores HP and MP to the target using Chakra/Martial Arts [
HealHP = PA x 8, HealMP = PA x 8/ 2]. - NEW Added Disassemble – [
MA + 70]% chance to -2 PA and MA the target at weapon range. This ability deals [PA * (MA / 2)] damage on success. - Leg Shot and Arm Shot – Increased PWR from 50 to 60.
- Seal Evil – Increased PWR from 50 to 65 and can additionally target Vampire and Curse-statused units.
- Renamed from Unyielding Blade since these abilities work with any weapon (excluding unarmed).
- Abilities renamed to their PSX equivalents and reordered according to the equipment list (Hellcry Punch, Omen Fang (for Shield), Blastar Punch, Shellbust Stab, and Icewolf Bite).
- Abilities still use their Range of 3 and are not weapon-ranged.
- Removed the PWR bonus from all of Unyielding Blade abilities and added a 30 MP cost to each. Abilities can also proc counter-based reactions.
- NEW Crush Shield – 100% destroys the target’s equipped shield.
- Dragon abilities can now apply to anyone instead of only dragon-type monsters.
- Dragon’s Charm – Chance to inflict genderless Charm status on the target using [
chance% = MA + 30]. - Dragon’s Gift – Restores HP using 2/5 of Reis’s HP and recoils 1/5 as damage and Removes: Blind, Confuse, Silence, Oil, Berserk, Toad, Poison, Stop, Sleep, Immobilize, and Disable statuses. Doubles the restored amount to 4/5 if the target is a Dragon or Hydra monster.
- Dragon’s Might – Increases the target’s Bravery by 5 and PA/MA/SP by 1. Doubles the values if the target is a Dragon or Hydra monster. Reis cannot target herself.
- Dragon’s Speed – 30 MP cost, 50% chance to increase the target’s CT by 50.
- Holy Breath – Decreased PWR from 20 to 14, decreased AoE from 2 to 1, can randomly hit 1 to 5 times in the AoE, and is positioned with the other Breath attacks.
- Fire, Ice, Lightning Breath – Each deals damage to the entire line where targeted and set each’s PWR to 15.
- Spellblade is now faithless, allowing abilities to be usable regardless of Beowulf or the target being affected by Faith or Atheism. Abilities are still subject to magic evasion.
- All Spellblade abilities, except for Syphon, cost 20 MP as added counter-play.
- Reworked the PWR of all abilities (except Vengeance) to compensate for the switch to [
% = MA + PWR] formula (with an exception to Syphon and Drain):- Blind – 80
- Faith & Doubt – 70
- Zombie – 65
- Silence – 80
- Berserk – 60
- Chicken – 55
- Confuse – 55
- Dispel – 80
- Disable – 50
- Sleep – 60
- Break – 45
- Syphon & Drain:
- Both now drain MP/HP at 70% of the damage dealt using [
(Weapon’s) * .70] for MP/HP absorption instead of 33% of the target’s max.HP and are no longer evadable (damage is still mitigated) - Because [
Weapon] influences these abilities, they can scale higher with PA and WP (since all swords calculate with these stats) - These abilities are considered physical damage and can now trigger Counter-Reactions, Shirahadori, and Nature’s Wrath
- Both now drain MP/HP at 70% of the damage dealt using [
- Vengeance – Decreased Range from 8 to 4, and damage is capped at 80% of your missing HP.
- Changes were made to Nether Mantra to improve consistency; all abilities are now instant, single target, and cost 20 MP each. Each ability hits starting at 2 up to 5 times per cast using the original low Faith formula; Atheist-affected targets will take maximum damage and Faith-affected targets will take 0 damage (status effects can still happen). Each ability has a 19% chance to proc a status effect per hit:
- Hell’s Wrath – Lightning magic damage, inflicts Silence
- Nether Ashura – Fire magic damage, inflicts Berserk
- Nether Blade – Wind magic damage, inflicts Poison
- Nether Maelstrom- Water magic damage, inflicts Disable
- Corporeal Void – Non-elemental magic damage, 19% to Remove: Protect, Shell, Haste, Reraise, Regen
- Impiety – Earth magic damage, inflicts Immobilize
- Changes were made to Sky Mantra to improve consistency; all abilities are now instant, single target, and cost 20 MP each. Each ability only hits 1 time and 100% removes one or both of its listed status effect(s), dealing 50% mitigation ignored, max HP damage ONLY if the target is affected by at least 1 of the ability-sourced positive or neutral status effects. All Sky Mantra abilities are now considered non-elemental:
- Heaven’s Wrath – Removes: Protect, Shell with 40% max.HP damage instead of 50%
- Ashura – Removes: Regen, Reflect
- Adamantine Blade – Removes: Reraise, Invisible
- Maelstrom – Removes: Float, Haste
- Celestial Void – Deals 50% of the target’s max HP if one of the following statuses successfully inflicts at 25% chance each: Blind, Confuse, Silence, Poison, Slow, Immobilize
- Divinity – Removes: Performing, Charging
- Limit can now be cast with or without any weapon(s) and no longer requires Materia Blade.
- Reworked Limit abilities to adhere to the new Limit Level System, making them more accurate to their Final Fantasy VII counterparts (as plausible as possible) as well as providing avenues for both physical and magic variants instead of all being strictly magic-based. Limit abilities unlock based on enemy HP damage taken, and cannot damage allies:
- Braver (formerly Brave Slash) (initially unlocked, 20% HP damage taken) – Now deals 5% more damage with your [
weapon] can Cast/Inflict: [weapon], and is evadable. - Cross Slash (initially unlocked, 20% HP damage taken) – Calculates using [
(Weapon) +1 PWR] with a 25% chance to Inflict: Stop. - Blade Beam (30% HP damage taken) – Deals conal area damage with your [
weapon] using Abyssal Blade’s row scaling (but with no recoil damage). - Climhazzard (30% HP damage taken) – Deals damage equal to 70% of the target’s max. HP.
- Meteorain (40% HP damage taken) – Deals 3×3 area magic damage using [
MA * 18]. - Finishing Touch (40% HP damage taken) – Now Inflicts all of: KO, Stone, and Stop statuses at 100% instead of randomly one (KO takes priority). This ability is now single target.
- Omnislash (60% HP damage taken) – Deals 50% less damage with your [
weapon] but strikes 5 times in a 2-radius AoE. Each strike can Cast/Inflict: [weapon], evadable. - Cherry Blossom (60% HP damage taken) – This ability is considered all 3 of Fire/Lightning/Ice elements using [
MA x 20]. Each target affected has a 25% chance each of being Inflicted with: Poison, Blind, or Immobilize. (Note: because this ability has multiple elements, one modifier of Boost/Halve/Weak/Negate affects the entire damage).
- Braver (formerly Brave Slash) (initially unlocked, 20% HP damage taken) – Now deals 5% more damage with your [
- Limit can now be cast with or without any weapon(s) and no longer requires Materia Blade.
- Aerith’s Limit abilities adhere to the new Limit Level System, unlocking abilities based on enemy HP damage taken:
- Healing Wind (initially unlocked, 20% HP damage taken) – Iaido-range, Restores allies’ HP (including undead) using [
MA * 14]. - Seal Evil (initially unlocked, 20% HP damage taken) – 2 Range, single target, Inflicts: Silence, Stop (100%).
- Breath of the Earth (30% HP damage taken) – Iaido-range, Removes: Stone, Blind, Confuse, Silence, Oil, Undead, Berserk, Toad, Poison, Stop, Charm, Sleep, Immobilize, Disable, Doom, Slow, Vampire, Curse from allies.
- Fury Brand (30% HP damage taken) – Iaido-range, increases allies’ Power and Magick by 2.
- Planet Protector (40% HP damage taken) – 3 Range, single target, Bestows: Veil, Protect, Shell.
- Pulse of Life (40% HP damage taken) – Iaido-range, revives KO’d allies using [
PA + 70]. - Great Gospel (60% HP damage taken) – Iaido-range, fully restores HP and MP (including undead) and Bestows: Protect, Shell to nearby allies.
- Healing Wind (initially unlocked, 20% HP damage taken) – Iaido-range, Restores allies’ HP (including undead) using [
- Dispose – Increased recoil from 1/4 to 1/3 of the damage dealt and decreased the Range from 8 to 6.
- Pulverize – Increased Range from 1 to 2 (direct), Vert. from 0 to 2, and increased recoil from 1/4 to 1/3 the damage dealt.
- Removed Destroy and Compress and added new abilities: Boost, Salvo, Terminate, and Transfer:
- NEW Boost – Instant, Self, 1 MP, adds +2 SP.
- NEW Salvo – Instant, 4 Range, 2 AoE, [
PA x 6] ignores damage mitigation attack. Construct 8 deals [(PA x 6) / 2] recoil damage to itself afterward. - NEW Terminate – Instant, 2 AoE (self), 3 Vert., Construct 8 KO’s itself, dealing missing HP damage to all within range.
- NEW Transfer – Instant, 3 Range, 2 Vert., restore the target’s HP by 2/5ths of Construct 8’s HP and damage Construct 8 by 1/5 of its max HP afterward (Chant formula).
- Reworked most of his abilities to resemble a Blue Mage-like skillset to better fit the theme and name of Huntcraft. Replaced Focus, Rush, Stone, Chant, Tailwind, and Steel. Shout and Ultima abilities are still available.
- Mighty Guard – Instant, Self, 3 Range, Protect/Shell status in an area.
- Spin Punch – Instant, Self, 1 Range, unavoidable area physical attack using [
(PA + 15) / 2 x PA]. - Choco Cure – Instant, Self, 1 Range, restore HP in an area using [
MA x 15]. - Bad Breath – Instant, 3 Range, 1 Vert, 25% chance each to inflict Blind, Poison, Immobilize, Silence, Oil, Confuse, Slow, Sleep statuses.
- Self-Destruct – Instant, 1 AoE, 3 Vert, self-KO and deals damage in an area based on prior missing HP. Inflicts Oil status in the area.
- Dischord – Instant, Self, 1 AoE, 1 Vert, remove Float, Reraise, Invisible, Regen, Protect, Shell, Haste, Faith, and Reflect statuses.
- Earthsplitter – Instant, Self, 3 Range, 1 Vert, earth magic damage in the area using [
MA x 15].
- This new caster, inspired by the concept of both Red Mage and Elementalist, is loaded with powerful elemental magicks in her arsenal and is considered a faith-based damage dealer.
- Magicks (skillset):
- Thunder Anima, Water Anima, Wind Anima, Gigaflare, Invigoration, Manaburn, Holy, Graviga, Unholy Darkness, Arise, Curaga, Death, Aeroja, Waterja, Quake, and Divine Ultima
- Important notes about Anima abilities:
- Each ability is 14 PWR and calculates using [
MA * 14] - 4 Range, single-target
- No MP cost, unevadable, can trigger Magick Counter, direct line of sight, and can be cast while silenced
- Each ability is 14 PWR and calculates using [
- Thunder Anima – Lightning magic damage with a 19% chance to Inflict: Blind
- Water Anima – Water magic damage with a 19% chance to Inflict: Doom
- Wind Anima – Wind magic damage with a 19% chance to Inflict: Confuse
- Manaburn (REWORKED) – 4 Range, deals mitigation ignored damage based on your current MP, using your current MP as a cost.
- Divine Ultima:
- Non-Elemental
- Faithless, calculates using [
MA * 28] - 99 MP, 28 PWR, 4 tick
- 2 Range Self-AoE (Iaido-like), 3 Vert
- Non-reflectable, Non-evadable
- Enemy targeting only
- Break Art abilities are unlocked based on your equipped weapon(s). Break Arts skillset includes: Focus, Salve, Stone, Throw Dagger, and Chant.
- Using a Break Art weapon ability uses your HP afterward as a cost in either 30 or 60% recoil damage. Break Arts deal damage to enemies and allies in the target area where applicable:
- Shadoweave (30% recoil – requires knives) – Dark physical damage and 100% Inflicts: Stop using [
PA * (WP + 4)]. - Vile Scar (30% recoil – requires swords) – 2-Radius AoE physical damage with a 25% chance each to Inflict: Poison, Slow per target using [
PA * (WP + 3)] - Advent Sign (60% recoil – requires knight’s swords) – 2 Radius AoE holy physical damage using [
PA * (WP + 3)]. - Sunder (30% recoil – requires fell swords) – Deals physical damage to a single target using [
PA * (WP + 6)] and 100% Casts: Crush Armor. - Accursed Umbra (30% recoil – requires axes) – Deals mitigation-ignored physical damage to a single target using [PA * (WP + 1)] and 100% Inflicts: Curse.
- Gravis Aether (30% recoil – requires staves) – Deals 2-Radius AoE earth magic damage using [
(PA + 18) / 2 * MA] and has a 19% chance to Inflict: KO. - Ignis Wheel (30% recoil – requires flails) – Deals Iaido-ranged fire magic damage using [
MA * 18] with a 33% chance to Inflict: Oil per target. - Scythe Wind (60% recoil – requires polearms) – Deals 3-range conal wind physical damage using [
PA * (WP + 2)] with a 19% chance to Inflict: Immobilize per target. - Sanctus Flare (30% recoil – requires crossbows) – Deals weapon-ranged water and holy magic damage using [
(PA + 18) / 2 * MA] with a 50% chance to Inflict: Blind and Silence. - Retribution (30% recoil – requires unarmed) – Deals 3-range dark physical damage using [
(PA + 18) / 2 * PA] with a 19% chance to Inflict: Doom to a single target.
- Shadoweave (30% recoil – requires knives) – Dark physical damage and 100% Inflicts: Stop using [
- The version used in Tactics League PvP has some stat adjustments made for balance purposes. Notably, the Zodiark in this skillset cannot be used to learn Zodiark from Summons because it is a different version of it.
- Snakecharm – 2 Range, single target, deals physical unevadable damage using [
(PA + 29) / 2 * PA]. - Poisonous Frog – 3 Range, 1 AoE, [
MA + 30]% chance to Inflict: Poison, Toad. - Zodiark – This ability functions the same as Summon’s Zodiark with the exception that it is 46 PWR instead of 60 due to Elidibus’s innate Instant Cast and is not mimickable.
- Midgardsomr (Summon)
- Blizzaga (Black Magicks)
- Vengeance – 4 Range, single target, deals damage based on 80% of your missing HP.
- Replaced all Plunder abilities with their Steal versions instead due to redundancy.
- Retained Steal Heart (was named Plunder Heart), using [
MA + 30], and is now a genderless Charm. - Added Borrowed Time, Thievery, and Steal HP.
- Barrage – Now only strikes 2 times instead of 4, costs 60 MP, and is subject to evasion depending on the weapon used. Deals 40% less damage than a normal attack would but can still Cast/Inflict: [
weapon]. This ability will strike 4 times if dual-wielding. - NEW Element (Elem.) of Treachery – 4 Range, 2-Radius AoE, 40 MP Cost, deals [
random 1...22 * PA] unevadable physical damage. Will 100% knockback if only 1 target is hit. - NEW Fires of War – Iaido-ranged, 20 MP Cost, deals fire magic damage using [
(PA + 14) / 2 * MA], unevadable. - NEW Tides of Fate – 3-Range Conal water magic damage, 30 MP Cost, using
[MA * 17] and can critically strike as a magic ability.
- These are abilities not presently used in a skillset, but rather can be triggered from weapon attacks at 50% chance per hit:
- Rend Helm/Rend Shield/Rend Armor/Rend Weapon (various Axes and Yoichi Bow) – Set PWR to 255 so they are guaranteed to rent as long as its corresponding weapon attack successfully triggers it.
- Tornado (Windslash Bow) – This ability cast uses [
MA * 16] for damage calcs. - Speedsap (Lunar Harp) – Increased PWR from 250 to 255 to ensure this ability hits when triggered and is no longer calculated using the standard Faith formula (uses Rend Speed instead). This ability cast deals [
PA * (WP / 2)] damage on success. - NEW Mug (Thief’s Knife) – Randomly casts a Steal Equipment ability on trigger (smartly checks available equipment slots).
- NEW Holy Breath (Dragon Rod) – Deals holy magic damage using [
(MA + 14) / 2 * MA]. This ability does not multi-hit like Reis’s version.
- The standard 48 monsters were adjusted in various ways for balance purposes, in addition to being usable in competitive play in Standard format and hireable via Warriors’ Guild.
- All generic monster elemental weaknesses from the original game were removed to improve their viability for competitive play; the majority still are reliant on Protect/Shell to be cast by others.
- Monster’s C-EV uniquely also reduces the hit rates of evadable magic abilities from all sides.
- Chocobo Family:
- Chocobo:
- 108% HP > 112% HP, 94% MA > 40% MA
- 8 HP Growth > 6 HP Growth (higher base HP per level)
- Added Choco Pellets to skillset (for faster Blue Magicks learning)
- Black Chocobo:
- 80% HP > 95% HP, 105% MA > 38% MA, 150% PA > 140% PA, 98% SP > 115% SP
- 7 HP Growth > 4 HP Growth (higher base HP per level)
- Red Chocobo:
- 99% MA > 44% MA, 136% SP > 120% SP
- 4 HP Growth > 5 HP Growth (slightly less base HP per level)
- Decreased Move from 6 to 5
- Chocobo:
- Goblin Family:
- Goblin, Black Goblin, Gobbledygook:
- Added Blind, Sleep, and Stop immunities.
- Now use a [
PA * 17] Charge instead of Tackle - NEW Goblin Rush (replaces Goblin and Gobbledygook’s Eye Gouge):
- 2 Range, 2 Vert.,
- Deals mitigation-ignored
[PA * 16]damage with ¼ of the damage being self-inflicted (similar to Mow Down), - Unevadable, Direct, and triggers Counter-Reactions and Nature’s Wrath
- Goblin:
- 117% HP > 124% HP, 85% MA > 55% MA, 85% SP > 115% SP
- Increased Move from 3 to 4
- Black Goblin:
- Replaced Counter with First Strike
- 86% HP > 114% HP, 103% PA > 120% PA, 87% MA > 65% MA
- Increased Move from 3 to 5
- Gobbledygook:
- Replaced Counter with Fury
- 98% HP > 118% HP, 92% MA > 72% MA
- Increased Move from 3 to 4
- Goblin, Black Goblin, Gobbledygook:
- Bomb Family:
- Bomb, Grenade, Exploder:
- Replaced Counter with Critical: Quick
- Increased Move from 3 to 4
- Added Poison immunity in addition to Oil
- Bite – Now has a 50% chance to Inflict: Oil
- Bomb:
- 85% HP > 116% HP, 100% PA > 120% PA, 93% MA > 43% MA, 104% SP > 130% SP
- Grenade:
- 87% HP > 127% HP, 98% MA > 47% MA
- Exploder:
- 124% HP > 134% HP, 96% MA > 46% MA, 110% SP > 115% SP
- 124% HP > 134% HP, 96% MA > 46% MA, 110% SP > 115% SP
- Bomb, Grenade, Exploder:
- Cat Family:
- Red Panther, Coeurl, Vampire Cat:
- Replaced Ignore Elevation with Dexterity
- Replaced Counter with Catch Projectiles
- Added Disable immunity
- Ambush (formerly Claw) – Now uses [
PA * 16] instead of unarmed and prevents the target’s reaction ability. - Venom Fang – Does damage based on 30% of the target’s Max. HP and 100% Inflicts: Poison, Slow on hit.
- Cat Scratch – No longer deals random damage and now uses [
(PA + 4) / 2 * PA] damage with a 19% chance to Inflict: Berserk, Doom.
- Red Panther:
- Added Innate: Brawler
- 98% PA > 114% PA, 91% MA > 52% MA, 116% SP > 140% SP
- Coeurl:
- Added Innate: Brawler
- 91% HP > 102% HP, 116% PA > 112% PA, 105% MA > 34% MA
- Increased Move from 4 to 5.
- Vampire Cat:
- Added Innate: Nimble
- 99% HP > 108% HP, 85% MA > 39% MA, 136% SP > 122% SP
- Increased Move from 3 to 5.
- Red Panther, Coeurl, Vampire Cat:
- Squid Family:
- Piscodaemon, Squidkraken, Mindflayer:
- Replaced Counter with Magick Counter
- Replaced Tentacles action ability with Water Anima
- Added Blind and Oil immunities
- Piscodaemon:
- Added Mind Blast as a 2nd ability
- Increased Move from 3 to 4, Jump from 3 to 4
- 120% MP > 180% MP, 96% MA > 39% MA, 111% SP > 132% SP
- Squidkraken:
- 115% HP > 131% HP, 115% MP > 155% MP, 96% MA > 46% MA
- Mindflayer:
- 92% HP > 124% HP, 92% MA > 49% MA
- 92% HP > 124% HP, 92% MA > 49% MA
- Piscodaemon, Squidkraken, Mindflayer:
- Skeleton Family:
- Skeleton, Bonesnatch, Skeletal Fiend:
- Replaced Counter with Counter Throw
- NEW Dark Slash (replaces Chop):
- Dark elemental physical damage using
[(PA + 16) / 2 * PA], - 19% Inflicts: Doom,
- Physically evadable, triggers counter-reactions and Nature’s Wrath
- Dark elemental physical damage using
- Skeleton:
- Added Innate: Lifefont and Brawler
- 85% MA > 46% MA
- Bonesnatch:
- Added Innate: Defense Boost
- Increased Move from 3 to 4
- 90% HP > 100% HP, 87% MA > 51% MA, 106% > 110% SP
- Skeletal Fiend:
- Added Innate: Arcane Defense
- 101% HP > 109% HP, 88% MA > 54% MA, 102% SP > 112% SP
- Skeleton, Bonesnatch, Skeletal Fiend:
- Ghost Family:
- Ghoul:
- Replaced Counter with Mana Shield
- 83% HP > 89% HP, 90% PA > 110% PA, 105% MA > 65% MA, 103% SP > 123% SP
- 30 MP Growth > 5 MP Growth (massively higher base MP per level)
- Added Drain Touch as a 3rd ability
- Ghast:
- Replaced Counter with Soulbind
- 82% HP > 102% HP, 93% PA > 103% PA, 106% MA > 66% MA, 110% SP > 120% SP
- 7 HP Growth > 5 HP Growth (slightly higher base HP per level)
- Switched Drain Touch to 3rd ability and added Death Touch as a hidden ability
- Revenant:
- Replaced Counter with Mana Shield and Teleport with Master Teleportation
- 93% HP > 98% HP, 64% MP > 84% MP, 110% MA > 70% MA, 121% SP > 125% SP
- 30 MP Growth > 5 MP Growth (massively higher base MP per level)
- Added Sleep Touch as a 3rd ability
- Ghoul:
- Eye Family:
- Floating Eye, Ahriman, Plague Horror:
- Added Halves: All Elements
- Added Curse and Doom immunities
- Floating Eye:
- 80% HP > 98% HP, 90% PA > 120% PA, 89% MA > 36% MA, 104% SP > 122% SP
- Ahriman:
- 75% HP > 105% HP, 95% MA > 46% MA, 95% SP > 110% SP
- Plague Horror:
- 77% HP > 117% HP, 120% MA > 51% MA
- 77% HP > 117% HP, 120% MA > 51% MA
- Floating Eye, Ahriman, Plague Horror:
- Bird Family:
- Jura Aevis, Steelhawk, Cockatrice:
- Replaced Counter with Adrenaline Rush
- Added Blind and Stone immunities
- Jura Aevis:
- Added Innate: Dexterity
- Added Peck as a 3rd ability
- 90% HP > 120% HP, 115% PA > 129% PA, 85% MA > 52% MA
- Steelhawk:
- Added Innate: Brawler
- Changed Glitterlust to reset CT to zero on target instead of Steal Gil and increased Range from 1 to 2
- 85% HP > 108% HP, 122% PA > 130% PA, 90% MA > 32% MA
- Cockatrice:
- Replaced Peck with Glitterlust
- 101% HP > 114% HP, 100% MA > 50% MA, 135% SP, 129% SP
- Jura Aevis, Steelhawk, Cockatrice:
- Swine Family:
- Pig, Swine, Wild Boar:
- Replaced Reckless Charge ability with a [
PA * 17] Charge - Added Confuse and Sleep immunities
- Increased Move from 3 to 4
- Replaced Reckless Charge ability with a [
- Pig:
- Added Innate: Defense Boost and replaced Counter with Ward
- Added Snort as a 2nd ability
- 69% HP > 140% HP, 110% MA > 55% MA
- Swine:
- Added Innate: Brawler and replaced Counter with Bonecrusher
- 83% HP > 152% HP, 80% PA > 120% PA, 110% MA > 70% MA
- Wild Boar:
- Added Toot as a Hidden Ability
- Added Innate: Brawler
- 77% HP > 164% HP, 134% SP > 118% SP
- Pig, Swine, Wild Boar:
- Dryad Family:
- Dryad, Treant, Elder Treant:
- Replaced Counter with Cup of Life
- Added Stone and Immobilize immunities
- Increased Move from 3 to 4
- Dryad:
- Added Innate: Defense Boost
- Added Shell Nymph as a 2nd ability and Life Nymph as the 3rd ability
- 160% MP > 200% MP, 100% MA > 57% MA, 99% SP > 135% SP
- Treant:
- Added Innate: Lifefont and Status Boost
- Replaced 3rd ability Magick Nymph with Earthsplitter
- 130% HP > 165% HP, 95% MA > 50% MA, 96% SP > 124% SP
- Elder Treant:
- Added Innate: Arcane Defense and Defense Boost
- 175% HP > 180% HP, 99% MA > 66% MA, 94% SP > 100% SP
- Dryad, Treant, Elder Treant:
- Minotaur Family:
- Wisenkin, Minotaur, Sekhret:
- Added Slow immunity
- Pickaxe – Now uses [
PA * 20] instead of unarmed
- Wisenkin:
- Added Innate: Pierce and replaced Counter with Shirahadori
- Increased Jump from 3 to 4
- Added Breathe Fire as a 2nd ability
- 100% MA > 52% MA, 112% SP > 118% SP
- Minotaur:
- Replaced Counter with Shirahadori
- 100% MA > 59% MA
- Sekhret:
- Replaced Counter with Nature’s Wrath and added Instant Cast
- Replaced hidden ability, Breathe Fire, with Summon’s Titan (no MP cost and instant)
- Increased Jump from 3 to 4
- 173% PA > 143% PA, 100% MA > 50% MA
- Wisenkin, Minotaur, Sekhret:
- Malboro Family:
- Malboro, Ochu, Greater Malboro:
- Increased Move from 3 to 4
- Added Black Magick’s Bio ability as a 3rd ability to all (no MP cost, still has cast time).
- Malboro:
- Replaced Counter with Replenish
- 97% SP > 110% SP
- Ochu:
- Replaced Counter with Ward
- 95% SP > 121% SP
- Greater Malboro:
- Replaced Counter with Magick Counter
- 10% MP > 145% MP, 98% PA > 125% PA, 93% SP > 100% SP
- Decreased MP Growth from 30 to 8 (increases MP gained per level)
- Malboro, Ochu, Greater Malboro:
- Behemoth Family:
- Behemoth, Behemoth King, and Dark Behemoth:
- Added Mighty Guard as a 3rd Monster Skill
- Added KO, Doom, Stone, and Stop immunities
- Gore – Now uses
[PA * 20]instead of unarmed
- Behemoth:
- Replaced Counter with Bonecrusher
- 105% MA > 65% MA, 117% SP > 125% SP
- Behemoth King:
- Added Innate: Concentration
- 100% MA > 44% MA, 123% SP, 113% SP
- Dark Behemoth:
- Replaced Counter with Nature’s Wrath
- 161% HP > 138% HP, 200% PA > 152% PA, 95% MA > 38% MA, 125% SP > 115% SP
- Behemoth, Behemoth King, and Dark Behemoth:
- Dragon Family:
- Dragon, Blue Dragon, Red Dragon:
- Replaced Counter with Dragonheart
- Charge – Now uses
[PA * 17]instead of unarmed
- Dragon:
- Added Thunder Breath as a 2nd ability
- Added Luna as a 3rd ability
- Added Blind immunity and Absorbs: Lightning
- 136% PA > 147% PA, 100% MA > 40% MA, 118% SP > 132% SP
- Blue Dragon:
- Added Thunder Breath as a hidden ability
- Added Lancet as a 3rd ability
- Added Immobilize immunity
- 105% MA > 51% MA
- Red Dragon:
- Added Fire Breath and Thunder Breath as a hidden ability
- Added Lancet as a 3rd ability
- Added Poison immunity
- 100% MA > 35% MA, 132% SP > 124% SP to match Blue Dragon
- Dragon, Blue Dragon, Red Dragon:
- Hydra Family:
- Hydra:
- Added Innate: Brawler and replaced Counter with Fury
- Added Tail Sweep as a 2nd ability
- 100% MA > 80% MA
- Greater Hydra:
- Replaced Counter with Dragonheart
- 133% SP > 119% SP
- Tiamat:
- Replaced Counter with First Strike
- 112% HP > 88% HP, 120% MA > 110% MA, 137% SP > 117% SP
- Hydra:
- Choco Cure – Increased PWR from 3 to 15 for Huntcraft.
- Earthsplitter – Increased PWR from 3 to 15 for Huntcraft.
- Spin Punch – Increased PWR from 4 to 15 for Huntcraft.
- Choco Beak – Now uses
[(PA + 10) / 2 * PA]instead of unarmed. - Dark Slash (formerly Chop) – Dark element physical damage using [
(PA + 16) / 2 * PA] with a 19% chance to Inflict: Doom. - Thunder Anima – 14 PWR, Lightning magic damage with a 19% chance to Inflict: Blind.
- Water Anima – 14 PWR, Water magic damage with a 19% chance to Inflict: Doom.
- Wind Anima – 14 PWR, Wind magic damage with a 19% chance to Inflict: Confuse.
- Goblin Rush (formerly Eye Gouge) – 2 range, [
PA * 16] mitigation-ignored damage and damages the caster for 1/4th of the damage done. - Bloodfeast – Increased PWR from 30 to 50.
- Bomblet – Increased PWR from 0 to 18, Increased Range from 1 to 2, Increased Vert. from 0 to 1
- Flame Attack – Increased PWR from 3 to 20 and added 19% Inflict: Oil.
- Venom Fang – Increased PWR from 40 to 60, Inflicts: Poison and Slow.
- Blaster – Increased PWR from 30 to 70.
- Ink – Inflicts: Blind and Oil and increased PWR from 50 to 70.
- Skill Drain (formerly Level Drain) – Now reduces the target’s PA/MA/SP by 2 using [
% = MA + 45] in addition to dealing [PA * (MA / 2)] damage on success. - Ectoplasm – Now uses
[MA * 7]instead of unarmed. - Sleep Touch and Cursed Touch – All use 55 PWR instead of variable amounts.
- Cursed Touch (formerly Oily Touch) – Inflicts: Curse status instead of Oil.
- Death Touch (formerly Zombie Touch) – Functions as Black Magicks’ Death ability with no MP cost, non-reflectable, and can be cast while silenced. This ability is calculated using [
MA + 25]. - Wing Buffet – Now uses [
PA * 14, increased Range from 1 to 2, and flagged Direct. - Bewitching Gaze – Increased PWR from 35 to 70, removed Blind infliction, and added Curse to the list of inflictions.
- Beam – Reduces PA and MA instead of only MA by 3.
- Talon Dive – Now has a 50% chance to Remove: Protect, Shell, Reflect.
- Beak – Increased Vert. from 0 to 2.
- Doom – Increased PWR from 40 to 45.
- Snort – Increased range from 1 to 2 and is now a [
MA + 10] chance to Inflict: Charm. - Toot – Increased Range from 1 to 2.
- Bequeath Bacon – Permanently removes the caster and 100% Creates: Crystal.
- Featherbomb – Increased PWR from 2 to 12 and added 19% Inflict: Berserk.
- Leaf Rain – Increased PWR from 3 to 9 and Vert. from 0 to 2, and added 19% Inflict: Sleep.
- Guardian Nymph – Now Bestows: Reraise, Regen instead of only Protect at [
MA + 20] chance to do so, and is now 1 range, single target. - Shell Nymph Bestows: Protect and Shell (instead of only Shell), Increased PWR from 45 to 75, Increased Vert. from 0 to 2, and now uses Iaido-shape AoE.
- Life Nymph – Increased PWR from 2 to 7, Increased Vert. from 0 to 1.
- Magick Nymph – Increased PWR from 1 to 8, Increased Vert. from 0 to 1.
- Feral Spin – Increased PWR from 1 to 4.
- Breathe Fire – Increased PWR from 4 to 12 and added 19% Inflict: Poison.
- Tentacles (Malboro only) – Now absorbs HP on hit.
- Lick – Additionally Bestows: Protect, Shell, along with Reflect (100%), Increased Vert. from 0 to 3.
- Malboro Spores – Increased PWR from 5 to 25.
- Gore – Now uses
[PA * 20]instead of unarmed. - Gigaflare – Increased PWR from 7 to 11, reduced AoE from 2 to 1, and increased Vert. from 0 to 2.
- Almagest (Dark Behemoth) – Decreased AoE from 2 to 1.
- Tri-Attack – Now uses
[PA * 17]instead of unarmed. - Tri-Thunder – Increased PWR from 12 to 24 to match Tri-Flame.
- Equip Swords – Swords and Katanas
- Equip Bludgeon (formerly Equip Katana) – Rods, Staves, Books, Flails, and Knives
- Equip All Armor (formerly Equip Heavy Armor) – Equip heavy armor, clothing, robes, helms, and hats
- Equip Two-Handed (formerly Equip Axes) – Axes, Knight’s Swords, and Fell Swords
- Equip Bows (formerly Equip Crossbows) – Bows, Crossbows, and Harps
- Equip Lunging – Polearms, Poles, and Cloths
maxHP / 2] instead of your entire maxHP. Counterattack damage cannot be evaded and ignores damage mitigation.- Abilities are no longer job-locked; they are acquired via Bard and Dancer.
- Fury and Magick Boost – +2 PA/MA instead of +1.
- Bravery Boost and Faith Boost – Each adds +10 Br/Fa automatically for slotting it, +20 Br/Fa instead of +3 on activation, and is 100% guaranteed to trigger based on their conditions.
Most cast-time abilities have had their clock tick rates reduced by half, rounded up or down, based on the effectiveness or utility of the ability.
- Level 1 (Cure, Fire, Thunder, Blizzard) – from 4 to instant
- Cura – from 5 to 2
- Curaga – from 7 to 3
- Curaja – from 10 to 5
- Level 2 Black Magicks (Fira, Thundara, Blizzara) – from 5 to 2
- Level 3 Black Magicks (Firaga, Thundaga, Blizzaga) – from 7 to 4
- Esuna – from 4 to 2
- Regen – from 4 to instant
- Raise – from 4 to 3
- Arise – from 10 to 5
- Reraise – from 7 to 6
- Holy – from 6 to 4
- Toad – from 5 to 3
- Death – from 10 to 4
- Flare – from 7 to 4
- Haste/Slow – from 2 to instant
- Hasteja/Slowja – from 7 to 4
- Stop – from 7 to 4
- Immobilize – from 3 to 2
- Float – from 2 to instant
- Reflect – from 2 to instant
- Quick – Unchanged (4)
- Gravity – from 6 to instant
- Graviga – from 10 to 3
- Meteor – from 20 to 6
- Moogle – from 3 to 2
- Shiva/Ifrit/Ramuh – from 7/7/7 to 2
- Titan – from 10 to 3
- Bahamut – from 15 to 7
- Odin/Leviathan/Salamander – from 13 to 6
- Sylph – from 7 to 3
- Faerie – from 7 to 5
- Lich – from 10 to 5
- Cyclops – from 12 to 6
- Zodiark – from 17 to 12
- Umbra/Empowerment/Invigoration – from 2 to instant
- Belief/Disbelief – from 4 to 2
- Corruption (undead) – from 5 to 2
- Quiescence (silence) – from 3 to 2
- Fervor (berserk) – from 5 to 2
- Trepidation (-30 Br) – from 4 to 2
- Delirium (confuse) – from 5 to 2
- Harmony (removes positive statuses) – from 3 to 1
- Hesitation (disable) – from 5 to 3
- Repose (sleep) – from 6 to 3
- Induration (stone) – from 10 to 3
- Unholy Darkness – from 7 to 4
- Seraph Song and Life’s Anthem – from 6 to 3
- Witch Hunt/Mincing Minuet – from 6 to 3
- Rousing Melody – from 8 to 3
- Slow Dance – from 8 to 4
- Polka/Heathen Frolick/Battle Chant/Magickal Refrain – from 8 to 3
- Nameless Song – from 10 to 4
- Forbidden Dance – from 10 to 5
- Finale – from 20 to 6
- Last Waltz – from 20 to 5
- Gravija, Toadja – from 4 to 5
- Flareja – from 5 to 3
- Blindja, Confuseja, Sleepja – from 5 to 3
- All abilities are instant cast and require enemy HP damage taken to progress your Limit Level.
- Ultima – from 5 to 3
- Aegis – from 4 to 3
- Dispelna – from 4 to 2
- All abilities are instant cast
Standardized weapon block rate guidelines due to all characters having Parry innately active at all times with specific weapon exceptions. In general, the guidelines are considered High Block = 20, mid = 6 – 10, and low = 0 – 5:
- Axes – 10
- Bags – 0
- Books – 3
- Bows – 8
- Cloths – 20
- Crossbows – 5
- Knight’s Swords/Fell Swords – 20
- Flails – 5
- Guns – 5
- Instruments – 6 (w/ the exception of Muse’s Harp at 20)
- Katanas – 10
- Knives – 5 (w/ the exception of Main Gauche at 20)
- Ninja Blades – 5
- Polearms – 10
- Poles – 10 (w/ the exception of Eight-Fluted Pole at 20)
- Rods – 4
- Staves – 8 (w/ the exception of Nirvana at 20)
- Swords – 10 (w/ the exception of Onion Sword at 15)
- Axes
- Changed the damage calculation from
[(1...PA) x WP]to[PA x WP]and is no longer random damage. - Now ignores the target’s physical mitigation (Protect, Defense Boost) on hit.
- Standardized all Axes to 18 WP, except Slasher, at 19 WP.
- Golden Axe – Holy element, Casts: Rend Weapon
- Francisca – 12 WP, 2 Range, Casts: Crush Helm
- Slasher – Shatter (randomly either Rend Weapon/Helm/Shield/Armor/Accessory)
- Giant’s Axe – 100% Removes: Protect, Shell
- Battle Axe – Rend Armor
- NEW Earthbreaker – 17 WP, Earth element, add +2 MA, Increases your critical chance by 10%, and uses [
MA * WP] for attacks.
- Changed the damage calculation from
- Bags
- Changed the damage calculation from
[(1...PA) x WP]to[PA x WP]and is no longer random damage. - Standardized all Bags to 10 WP.
- Croakadile Bag – Now adds +1 PA/MA instead of +1 MA.
- Pantherskin Bag – Bestows: Protect, Shell instead of Regen.
- Fallingstar Bag – Now adds +1 Move/Jump instead of higher WP.
- Changed the damage calculation from
- Books
- Omnilex/Battle Folio/Papyrus Codex – These books uniquely Cast a faith-based ability at 100% with successful normal attacks:
- Battle Folio – Thundaga
- Papyrus Codex – Unholy Darkness
- Omnilex – Flareja
- Standardized all Books to 10 WP, except Veil of Wiyu at 18 WP.
- NEW Veil of Wiyu (formerly Bestiary) – 18 WP, Boosts: Fire, Lightning, Ice, Wind, Water and Earth. Adds +1 MA and is uniquely dual-wieldable.
- Omnilex/Battle Folio/Papyrus Codex – These books uniquely Cast a faith-based ability at 100% with successful normal attacks:
- Bows
- Standardized all Bows to 20 WP.
- Lightning Bow – Chance to cast Thundaga and +1 PA.
- Windslash Bow – Chance to cast Tornado and +1 Move.
- Ice Bow – Casts: Blizzaga and add +1 PA.
- Sagittarius Bow – Decreased WP from 24 to 22 and Range set to 6 instead of the standard 5.
- Perseus Bow – Chance to Inflict: Slow and +1 Move.
- Artemis Bow – Set WP to 19, add +1 Speed, and increase your critical chance by 10%.
- Yoichi Bow – Set WP to 20 and a chance to cast Rend Weapon.
- NEW Arbalest – Set WP to 20, Earth element, add +1 PA/MA, and a chance to Cast: Tremor (Geomancy).
- Cloths
- Standardized all Cloths to 15 WP.
- Damask Cloth – 20 WP with Immobilize, Disable, Sleep, Slow, and Stop immunity.
- Cashmere – Adds +2 PA and has a chance to Inflict: Immobilize and Disable.
- Wyrmweave Silk – Adds +1 Move and Speed, Initial: Protect, Shell, and Casts: Sinkhole (Geomancy).
- Crossbows
- The Range of all crossbows was increased from 4 to 6.
- NEW Hunter’s Mark – 7 WP, 4 Range, adds +1 MA, and is the only crossbow that can be dual wield.
- NEW Flame Bow/Glacial Bow/Boltsnipe – 14 WP Fire/Ice/Lighting element and each with a chance to Cast: Fira/Ice Anima/Thunder Anima respectively.
- Knightslayer – Removed Blind infliction, set WP to 77, decreased Range from 6 to 3, and ignores the target’s damage mitigation.
- Poison Bow – Added Inflicts: Blind in addition to Poison.
- Gastrophetes – WP from 10 to 16.
- Fell Swords
- Changed the damage calculation from
[(100-Faith)/100 x WP]to[PA x WP]. - Standardized all Fell Swords to 22 WP.
- 100% infliction of their status effect in addition to damage on hit.
- Increased all Fell Sword’s Block from 0 to 20.
- Removed Dark-element from all weapons except Chaosbringer and Valhalla.
- Chaosbringer – Added Equip: Atheist and Negates: Holy.
- Arondight – Added +1 Move in addition to 100% Slow on hit.
- Deathbringer – Added +1 PA, KO, Curse, and Doom immunity, and 100% Doom on hit.
- Balmung – Removed Stop infliction and is now +1 SP, Absorbs: Dark, Boosts: Dark.
- Valhalla – Changed infliction from KO to 100% Undead and added +1 PA/MA.
- NEW Apocalypse – 20 WP, Dark element, has a chance to Cast: Celestial Void (Rapha’s Sky Mantra) and +1 MA/SP.
- Changed the damage calculation from
- Flails
- Changed the damage calculation from
[(1...PA) x WP]to[WP x WP]. - Flails deal unevadable damage and ignore the target’s physical damage mitigation (Protect, Defense Boost, Resilient)
- Flails strike at 2 Range, in the same manner as Polearms.
- Scorpion Tail – WP from 23 to 14.
- Flame Mace – WP from 11 to 13 and Casts: Fira.
- Morning Star – 13 WP, Boosts: Holy, adds +1 MA, and Inflicts: Blind.
- Vesper – 13 WP, adds +1 PA, absorbs HP on hit, and Inflicts: Slow.
- Changed the damage calculation from
- Guns
- Standardized all magick guns to 19 WP.
- Magick Guns now cast Lv. 2 spells at the highest chance (50%), with Lv. 1 and Lv. 3 at 25% each.
- Fomalhaut – WP from 18 to 16.
- Stoneshooter – WP from 15 to 19. Range decreased from 8 to 3. Removed Equip: Stone.
- Romandan Pistol – Increased WP from 6 to 8.
- Mythril Gun – Increased WP from 8 to 12. This weapon is only accessible for NPC use in RDV.
- Ras Algethi – Increased WP from 12 to 15 and increases your critical chance by 10%.
- NEW Tiny Bee – 13 WP, adds +1 PA, non-magick gun that is uniquely dual-wieldable.
- Note: slotting this weapon in the main hand enables the off-hand to strike at a Range of 3.
- Note: slotting this weapon in the main hand enables the off-hand to strike at a Range of 3.
- Harps (formerly Instruments)
- Standardized all Harps to 15 WP.
- Muse’s Harp (formerly Bloodstring Harp) – 20 WP, Initial: Protect, Shell, and 20 Block.
- Faerie Harp – Has a chance to inflict Charm and provides +2 MA.
- Lunar Harp (formerly Lamia Harp) – Has a chance to Cast: Speedsap and provides +1 Move and Speed.
- Katanas
- Standardized all Katanas to 25 WP.
- Changed calculations from [
PA * WP * (Br / 100)] to [PA * WP * ((Br + 2) / 100)]. - All katanas provide additional stats while equipped, depending on their Iaido-equivalent ability or power. Note: equipping a limited katana in Standard will remove its Iaido version from use:
- Chirijiraden: +1 SP/MA
- Kiku-ichimonji, Osafune, Masamune: +2 MA
- Kiyomori and Murasame: +1 PA/MA
- Kotetsu, Ama-no-Murakamo, Muramasa: each +1 MA, and each provides immunity to Stop (Kotetsu), Undead (Ama-no-Murakamo), Confuse (Muramasa) (each prevents their Iaido-inflict-able status)
- Ashura – +1 SP and KO and Doom immunities
- Murasame – Adds +1 PA and SP, but weapon attacks now heal instead of damaging the target.
- Osafune – Absorbs MP on attacks instead of dealing HP damage.
- NEW Zanmato – 25 WP, adds +2 MA and has a chance to Cast: Intimidate (Speechcraft)
- Knight’s Swords
- Changed the damage calculation from
[PA x WP x Bravery/100]to[PA x WP]. - Knight’s Swords are all forced two-handed (like Fell Swords).
- Standardized all Knight’s Swords to 20 WP.
- Excalibur – +2 Speed instead of Equip: Haste.
- Durandal – Removed Equip: Protect, Shell. Now has Equip: Faith and Negate: Dark.
- Save the Queen – Holy element and added Initial: Protect, Shell, and Equip: Regen.
- Defender – Added Equip: Defending and Slow, Stop, and Sleep immunities.
- Ragnarok – Removed Equip: Protect and is now +2 PA/MA.
- Chaos Blade – 22 WP, Removed Inflicts: Stone, retains Equip: Regen. Added +1 Move and uses
[casterMaxHP - casterCurrHP]calculation for normal attacks; damage ignores mitigation and is unevadable. - NEW Caladbolg – 20 WP, Water element, Adds +1 MA and +1 Speed, and has a chance to Cast: Leviathan using [
MA * 18] (faithless version of Summon’s Leviathan)
- Changed the damage calculation from
- Knives
- Changed damage calculation from [
(PA + SP) / 2 x WP] to [PA x WP]. - Standardized all Knives to 16 WP.
- NEW Tiptaptwo – Inflicts: Oil status.
- NEW Cinquedea – Inflicts: Stop status.
- NEW Thief’s Knife – 16 WP and has a chance to Cast: Mug (a random Steal Equipment ability on activation).
- Mage Masher – 16 WP, Inflicts: Silence, and Absorbs MP instead of dealing HP damage.
- Main Gauche – Added +1 Move.
- Air Knife – 16 WP, Wind element, added +1 Speed.
- Changed damage calculation from [
- Ninja Blades
- Standardized all Ninja Blades to 18 WP.
- Moonsilk Blade – 20 WP.
- Sasuke’s Blade – Adds +1 PA.
- Orochi – Absorbs HP on attacks and a chance to Inflict: Poison.
- Iga Blade – Adds +1 Move.
- REWORKED Kunai – 16 WP, 3 Ranged weapon that checks line of sight on attacks.
- Note: slotting this weapon in the main hand enables the off-hand to strike at a Range of 3.
- Note: slotting this weapon in the main hand enables the off-hand to strike at a Range of 3.
- Poles
- Changed damage calculation from [
MA x WP] to [greater of your PA or MA x WP]. - Battle Bamboo – 14 WP, adds +1 SP.
- Musk Pole – 16 WP, Inflicts: Confuse.
- Whale Whisker – 19 WP.
- Gokuu Pole – 13 WP, no longer deals damage but 100% Effect: Atheist on hit.
- Eight-Fluted Pole – 16 WP, no longer deals damage but has a 100% chance to remove eligible debuffs: [Blind, Silence, Oil, Toad, Poison, Slow, Stop, Immobilize, Disable, Doom, Curse, Atheist, Berserk, Undead, Vampire, Confuse, Charm, Sleep, and Stone] on hit (still considered an attack).
- NEW Zephyr Pole – 16 WP, Wind element, forced two-handed, Adds +2 PA/MA, and Casts: Wind Blast (Geomancy).
- Changed damage calculation from [
- Polearms
- All Polearms add +1 Jump on equip.
- Dragon Whisker – 20 WP, Fire element, chance to Cast: Salamander.
- Wind Spear – 20 WP, Wind element, chance to Cast: Wind Slash (Geomancy).
- Gungnir – Chance to Cast: Thunder Breath (Reis’s Dragon).
- Renamed Javelin (strong) to Javelin II to distinguish the variants.
- Gae Bolg – Added +1 SP.
- Rescaled WP from the top end down:
- – Javelin II – 22 WP
- – Holy Lance/Gungnir/Dragon Whisker/Wind Spear – 20 WP
- – Gae Bolg – 19
- Rods
- Changed damage calculations from [
PA x WP] to [MA x WP]. - Standardized all Rods to 14 WP, except Rod of Faith and Crown Scepter, which are at 8 WP.
- Set Ice, Flame, and Thunder Rod to cast their Lv. 2/-ara variant instead of their Lv. 1.
- Dragon’s Rod – Now Holy element, adds +1 PA/MA, and has a 50% chance to Cast: Holy Breath (Reis). The proc from this ability does not multi-hit.
- REWORKED Crown Scepter – 8 WP, Removed +4 MA, and treats your Faith as zero at all times when you cast magicks and reverses the faith calculations of your magicks to use [
(100 - 0)/100 * (100 - targetFaith)/100] instead of [Faith/100 * targetFaith/100].- Note: effectively Crown Scepter allows for “Atheist casting” and magicks can now hit Marach or even Construct 8 with ease due to their low Faith/Atheist status.
- NEW Toadsong – Chance to Inflict: Toad on hit, Initial: Slow at battle start.
- Stardust Rod – Removed +3 MA and now Casts: Graviga instead of Gravity.
- Changed damage calculations from [
- Shields
- NEW Cursed Shield – 60 P-EV, Equip: Atheist, Undead, Immune: Haste, Sleep.
- Ice Shield and Flame Shield – Set Physical Evasion from 28/31 to 30, swapped Halves for Boosts: element, and removed Elemental Weaknesses.
- NEW Lightning Shield – Increased Physical Evasion from 25 to 30. Added Absorb: Lightning, and Boosts: Lightning
- NEW Adamantoise Shield – Initial: Slow, reduces all damage taken by 12% at all times (this reduction affects mitigation-ignored sources as well).
- Renamed Escutcheon (strong) to Escutcheon II to distinguish the variants and reduced P-EV from 75 to 50%.
- Reverie Shield – Decreased P-EV from 50 to 20%.
- Genji Shield – +1 PA/MA and P/M-EV 25%.
- Crystal Shield – Decreased P-EV from 40 to 20% and added Initial: Protect, Shell.
- Venetian Shield – Decreased P-EV from 50 to 30% and added Halves: Wind, Water, Earth.
- Kaiser Shield – Decreased P-EV from 46 to 30 and added Boosts: Wind, Water, Earth.
- Onion Shield – Decreased P-EV from 80 to 60%.
- Staves
- Standardized all Staves to 12 WP.
- Mage’s Staff – Increased the +MA from 1 to 2.
- Staff of the Magi – 14 WP, Holy element, adds +1 MA, and Boosts: Holy
- Zeus Mace – Now forced two-handed, and adds +3 PA/MA.
- White Staff – No longer deals damage but has a 100% chance to remove eligible debuffs: [Stop, Oil, Poison, Doom, Undead, Slow, Charm, Sleep, Confuse, Vampire, Curse, Blind, and Silence] on hit and restores 30% of the target’s max. HP if a status was removed (still considered an attack).
- Healing Staff – 14 WP, and no longer checks the attacker or target’s damage modifiers or mitigation
- Note: this means that this weapon cannot be buffed by Attack Boost/Doublehand/Vehemence, Berserk status, or have its damage reduced by Protect/Defense Boost, or an increase in damage by targeting a sleeping/toad/chickened target.
- REWORKED Nirvana – 12 WP, 20 Block, no longer Holy element, now 100% Bestows: Protect, Shell, Haste (no damage but treated as an attack), adds +1 PA/MA, and Atheist and Doom immunities.
- REWORKED Dreamwaker – 12 WP, 8 Block, Removed +4 MA, adds +1 Speed, and now deals 70% max. HP damage to a sleeping target and removes the Sleep status afterwards. This weapon does not normally deal damage with attacks.
- Swords
- Standardized all Swords to 18 WP.
- NEW Ultima Weapon (REWORKED Materia Blade) – Renamed to dissuade Materia Blade’s requirement for Limit. 19 WP and has a chance to Cast: Ultima at 18 PWR (as opposed to Ramza/Luso’s 25).
- NEW Excalipoor – 1 WP, 10 Block, Initial: Slow. Deals mitigated ignored [
PA * (100 - Br) / 2] damage (lower Bravery increases damage). - REWORKED Nagnarok – Absorbs MP on hit and added KO, Undead, Stone, Traitor, Blind, Confuse, Silence, Vampire, Berserk, Toad, Poison, Slow, Stop, Charm, Sleep, Immobilize, Disable, Doom, Curse, Reraise, Regen, Protect, Shell, Haste, and Invisible immunities.
- Moonblade – +1 SP instead of Equip: Haste.
- Diamond Sword – Added +2 PA.
- Coral Sword – Now Water element instead of Lightning, adds +1 MA, and Casts: a 9 PWR version of Quicksand (Geomancy) instead of Thundara.
- Icebrand- Now Casts: Ice Breath (Reis’s Dragon) instead of Blizzara.
- Ancient Sword – added Initial: Protect/Shell.
- Sleep Blade – added Sleep, Berserk immunities.
- Onion Sword – 32 WP instead of 50 and is doublehand-able (but not dual-wieldable).
- NEW Ebon Blade – Dark element, Casts: Unholy Darkness.
- NEW Vitanova – Holy element, Casts: Holy.
- NEW Flametongue – Fire element, Casts: Fire Breath (Reis’s Dragon)
- NEW Cursed Armor – +200 HP, Initial: Protect, Shell, Equip: Undead, and Haste and Regen immunities.
- NEW Peytral – +160 HP, Initial: Protect, Shell.
- Maximillian – Added Immune: Poison, Stone.
- Carabineer Mail – +160 HP, added +1 PA.
- Platinum Armor (campaign only) – +160 HP, Initial: Protect, Shell.
- Mirror Mail – +160 HP.
- Genji Armor – +160 HP, added 100 MP.
- Grand Armor – +160 HP, removed Equip: Reraise.
- Onion Armor – Removed Equip: Reraise.
- NEW Escort Guard – +175 HP and Halves: Lightning, Water, Earth.
- NEW Ever Coat – +120 HP, Boosts: Fire, Lightning, Ice, Wind, Water, Earth.
- NEW Cursed Garb – +100 HP, +2 PA, +1 SP, Equip: Undead, Poison, and Regen, Haste immunities.
- Ringmail – +120 HP, Initial: Protect, Shell.
- Wizard’s Clothing – +120 HP, +80 MP, added +1 Magick Attack.
- Jujitsu Gi – +100 HP, added Doom and Curse immunity.
- Black Garb – +120 HP, added Slow immunity.
- Power Garb – +100 HP.
- Gaia Gear – +120 HP, +50 MP.
- Mirage Vest – +70 HP.
- Rubber Suit – +120 HP, +80 MP, added Negate: Water and added Oil and Poison immunities.
- Brave Suit – +120 HP, removed Equip: Reraise.
- Minerva Bustier – +110 HP.
- NEW Cursed Robe – +0 HP, +150 MP, +3 MA, Equip: Undead, Immune: Haste.
- NEW Samite Coat – +140 HP, +40 MP.
- NEW Cultist Robe – +85 HP, +100 MP, Equip: Atheist.
- Silken Robe – +85 HP, +22 MP, added +1 SP, and additionally extends the duration of Haste from 10 to 16 ticks.
- Wizard’s Robe – +85 HP; +102 MP; added Silence immunity.
- Chameleon Robe – +85 HP; +40 MP, added Absorb: Dark, added Boosts: Holy, Dark, and added Doom immunity.
- White Robe – +85 HP, +120 MP, added Halves: Wind, Water, Earth, and Initial: Protect.
- Black Robe – +85 HP, +80 MP, added Boosts: Wind, Water, Earth, and +1 MA.
- Lordly Robe – +85 HP, decreased +PA from 2 to 1
- Sage’s Robe – +85 HP, +130 MP.
- Luminous Robe – +85 HP, added Equip: Faith.
- NEW Cursed Helm – +100 HP, +1 SP, Equip: Regen, Undead, and Haste and Stop immunities.
- NEW Chaos Helm – +150 HP, Boosts: Holy, Dark.
- Grand Helm – +200 HP.
- Genji Helm – +150 HP, +50 MP, added +1 PA/MA.
- Close Helmet – +150 HP, added +1 Move.
- Vanguard Helm – +150 HP, removed 20 MP; added +2 PA.
- Crystal Helm – +150 HP; added Halves: Fire, Lightning, Ice, Wind, Water, Earth.
- Onion Helm – Added +1 SP.
- Acacia Hat – +60 HP, +1 SP.
- Thief’s Cap – +70 HP, +1 SP.
- Lambent Hat – +70 HP.
- Headband – +100 HP.
- Celebrant’s Miter – +100 HP, +120 MP.
- Black Cowl – +100 HP, added Initial: Protect, Invisible, and +1 Move.
- Gold Hairpin – +90 HP, added Oil, Toad, Chicken, and Doom immunities.
- Green Beret – +70 HP, and added +1 PA.
- Red Hood – +80 HP, +44 MP, added Initial: Shell, and +1 SP.
- NEW Circlet – +100 HP, +100 MP, Initial: Protect, Shell, and Equip: Regen.
- NEW Extension – +50 HP, +50 MP, and increases your critical chance by 20%.
- Ribbon – +30 HP instead of 10
- Barette – +50 HP instead of 20, added Doom and Curse immunity.
- Cachusha – +50 HP instead of 20, added Oil and Curse immunity.
- NOTE: This item does not cause 100% status effects caused by abilities (such as Wind Slash being cast from Wind Spear) as those use their separate status chance.
- The party capacity has been increased from 24 to 28 units, using the previously reserved Guest slots.
- Guest characters are now deployable in battle. Take caution, as this may cause duplicate Guest characters depending on the mission.
- All units, including Guests, are dismissible. Take caution and save often. This shouldn’t interfere with the mission progression of specific units.
- Reorder your party roster numbering using the L/R buttons.
- This excludes Ramza for Campaign playthrough reasons.
- You can now customize your team’s generic unit sprite color during battle.
- This change does not impact unique characters.
- This option can be found in Options > Battle Palettes. Note that changing the option mid-battle does not change palettes on the fly but rather for the next encounter.
- Palette changes update uniquely per player for all multiplayer modes.
- Replaced the Cursor Repeat Rate for this option and forced it to “Normal.”
- Uses the official ability quotes from Final Fantasy Tactics – The Ivalice Chronicles.
- All units have a 35% chance when casting an ability to briefly message prompt a quote prior to casting it. The message prompt is fairly quick to keep it from being invasive but to also add a bit of “flavor” in mid-battle
- Invisible, chicken, or toad-status units cannot quote
- Some generic abilities, such as Steal and Speechcraft, do not have quotes set.
- To turn off quotes, go to Options and set Ability Names and Quotes = OFF.
- Quotes can trigger for each client in Melee mode, but trigger for both simultaneously in Rendezvous.
- Players may now change the name of either any unique or generic characters (max. 14 chars). Please refrain from using inappropriate names.
- The Hire Male and Female Soldier options are now combined into Hire Squire, randomly generated.
- Added Hire Monster, which randomly generates one of the 48 standard monsters.
- Hired units this way generate at your highest party level.
- Removed the equipment fee costs.
- Hiring costs a flat 3,000 Gil.
- The random battles background music has been refreshed and will now randomly play one of the following nostalgic battle themes, fitting the theme of PvP much better than ever before. Note that this change also affects random encounters in the world:
- 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
- This system is disabled as Tactics League uses Serpentarius for its formats to ensure neutral compatibility and to set expectations that this system does not influence this mod.
- Removed the weather and nighttime penalties affecting Bows/Crossbows.
- Removed the “Communicating…” UI from Melee mode.
- The active unit will now always highlight white in both Melee and Rendezvous modes to improve visuals and spectator experiences.
- Renamed “Special Controls” option to “Clash” and improved the Help menu to better provide context on what this feature enables.
- 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
- [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
- Tailored enemy team encounters that feature builds designed in the same way as the Standard format. You can encounter these teams to practice your roster offline, depending on how you enter the following locations.
- Araguay Woods (Practice-One):
- Elidibus (W) – Orator, Dragoon, Ninja, and Blue Mage
- Ashley (W) – Samurai, Onion Knight, Squire, Chemist
- Agrias (W) – Black Mage, Knight, Dragoon, Summoner
- Mustadio (W) – Knight, Samurai, White Mage, Blue Mage
- Construct 8 (E) – Bard, Dancer, Dragoon, Monk
- Cloud (E) – Geomancer, Squire, Archer, Black Mage
- Aerith (E) – Orator, Dark Knight, Mystic, Thief
- Meliadoul (E) – Archer, Geomancer, Ninja, Bard
- Special Random Encounter (from any direction) – Alma, Valmafra, Balthier, Beowulf, Luso
- The Yuguewood (Practice-Two):
- Delita (W) – Dancer or Ninja, Orator, White Mage, Geomancer, or Mystic
- Beowulf (W) – Dragoon, Thief, Time Mage or Archer, Bard or Samurai
- Balthier (W) – Bard or Thief, Squire, Chemist, Blue Mage, or Knight
- Rapha (W) – Dark Knight or Monk, Archer, Black Mage, Sage, or Knight
- Marach (E) – White Mage, Geomancer, Dark Knight or Knight, Chemist or Bard
- Reis (E) – Bard, Dancer, Onion Knight or Ninja, Monk or Summoner
- Luso (E) – 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 (E) – Dark Knight, Onion Knight, Thief or Archer, Dragoon or Dancer
- Special Encounter Team (only from East/Yardrow) – Agrias, Aerith, Mustadio, Construct 8 or Elidibus, Cloud or Ashley
- Protect and Shell
- Protect and Shell status now persists while KO’d. Note that their duration still decreases while dead.
- Stop, Slow, and Haste
- Stop and Haste now cancel each other.
- Slow and Haste’s now affect “effective Speed” from 50 to 25%.
- Doom and Reraise
- Doom – Reduced the tick/countdown from 3 to 2.
- Doom and Reraise now cancel each other.
- Faith and Atheist
- Faith and Atheist status now persists while KO’d. Note that their duration still decreases while dead.
- Silence
- KO now cancels Silence status so a unit may return no longer affected.
- Undead
- Decreased the KO counter while Undead from 3 to 2 resulting in faster self-resurrection.
- Increased the self-revive chance from 50 to 60%.
- Invisible
- Doubles your evasion rates while active and NPCs are less likely to target you with actions.
- Oil
- This status’s bonus damage now applies to Fire, Lightning, Ice, Wind, Earth, and Water elemental abilities instead of only Fire and is a means to apply a “pseudo-weakness.”
- This status is now removed when KO’d.
- Float
- Float treats your Height by an additional 4 instead of 2. This may zero out attacks depending on .5 Height differences or more. This further extends the bow range by 1, depending on the targeted tile’s Height.
- Reflect
- Now has a status bubble.
- Vampire and Poison
- Removed their status bubbles for Curse and Reflect as they already use a status palette.
- NEW Veil
- Grants the unit damage and status effect immunities (except recoil damage) for the duration, but cannot activate their Reaction ability. Appear yellow and invisible-like while affected.
- NEW Curse
- Reduces the unit’s damage done and healing received by 33%. This status effect is permanent and persists through KO until cleansed via Holy Water or Esuna.
- Reduces the unit’s damage done and healing received by 33%. This status effect is permanent and persists through KO until cleansed via Holy Water or Esuna.
- Changes were made to reduce uptime on status effects in PvP due to the 40 Action Limit imposed in general settings.
- Positive Status Effects
- Protect/Shell/Wall – from 32 to 22
- Haste – from 32 to 10
- Regen – from 36 to 17
- Veil – set to 8 (Sourced only via Steadfast Ring)
- Negative Status Effects
- Immobilize/Disable – from 24 to 12
- Stop – from 20 to 12
- Poison – from 36 to 22
- Slow – from 24 to 10
- Charm – from 32 to 12
- Sleep – from 60 to 16
- Neutral Status Effects
- Faith – from 32 to 20
- Atheist – from 32 to 16
- Reflect – from 32 to 20
- The AI can now target Invisible-status units.
- Removed the decision-making to only Bestow: Protect, Shell, or Regen when an ally/self is HP Critical.
- General improvements to AI decision-making; expect some smarter and deadlier plays!
- Random encounter units can now have Fury/Magick Boost/Adrenaline Rush/Vanish assigned.
- Units in random battles now have better equipment selection.
- Bomb monsters no longer act “cowardly” while critical, allowing for improved chances to Self-Destruct or Spark instead of running away.
- 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.