PvP Patch v4.0 Focused: Any Gender, Any Job

In PvP Patch version 3, many gender equality changes were made to close the gap between male and female build varieties; hair adornments, bags, perfumes, and the Tynar Rouge accessory were now accessible to males. Additionally, the reaction abilities, Fury and Magick Boost, that were gender-locked to Bard and Dancer were added so that either gender could use either ability. These improvements were well-received and opened up build diversity in a positive way. However, there is one outlier that version 4 is addressing – the gap between male magical and female physical specs.

The changes you will read more about are centered around improving the male and female Squires in both Standard and Rendezvous and have minimal impact on unique characters.

To resolve this task, this required a two-pronged approach:

  • First: Fixing the stat disparity by adjusting PA/MA values of the base Squire stats – the result is that male Squire will now have 13/12, and female Squire will now have 12/13, a +1 stat increase from version 3.
  • Second: Fixing the PA and MA multipliers (also known as PAM and MAM) marginally; most jobs received a 5% bonus to these multipliers depending on needs. For example, White Mage’s MAM was increased from 110% to 115% which resulted in generic male White Mage specifically getting an extra +1 MA.
  • Combining the base Squire stat increase and job PAM/MAM resulted in:
    Male White Mage – 11/14 (+1 MA)
    Female White Mage – 10/15
  • Lastly, to make sure being a male or female gender still played a role in the higher HP or MP spread, male Squires received +8 HP and female Squires received +9 MP.
  • The accomplished goal of these changes is that the total stat spread (between PA and MA) is no more than 1 point between either gender. You can still build “optimally” and use a female White Mage, or you can choose for whatever reason (aesthetics, sprite design, wanting to use the additional PA) and go male White Mage instead and perform well and with a bit more added bulk!

The result of these adjustments to male White Mage for example is:

Another example of these base stat and job PAM/MAM adjustments are female Monks. In version 3, running a female Monk was very much not desirable, because there was realistically little to be gained from doing so (comparing Martial Arts, a female Monk had a marginally better Doom Fist).

In version 4, this changes quite differently, as you will now see that a female Monk is viable and even plausible for running secondary Dance or Arts of War:

And lastly, to quell any worries about how these job PAM/MAM changes affect unique characters let’s compare Agrias as a Dark Knight in version 3 and version 4:

Dark Knight’s PAM was increased from 130% to 135% resulting in a +1 PA value for female Dark Knights. This ultimately sets generic female Dark Knights to 16/11 while male Dark Knights retain 17/10 and the +1 PA translates as a minimal difference here with Agrias.

In PvP Patch v4.0, you can truly play any gender, and any job and perform well competitively. I look forward to seeing new builds and creations once we enter public beta on March 12th!

PvP Patch v4.0 Focused: Status Effects

This article is focused on going over the plethora of status effect changes you will encounter in PvP Patch v4.0 Beta. Although status effect changes are considered Quality of Life, because there are some major changes, in particular, Protect and Shell, these deserve their segment, especially considering Standard and Premades set the minimum need of both buffs as a part of the damage balance.

This is a must-read especially for those currently familiar with PvP Patch version 3.0!

Protect and Shell

As Protect and Shell set the damage mitigation standard for Tactics PvP, there has been community feedback on mostly the interaction and need of either playing it safe and using gear-sourced (or Equip) versus using ability-sourced (such as Kiyomori or Barrier). There are several areas of improvement needed for the ability-sourced versions to make it viable and ultimately a better choice when considering the action spent to cast.

In version 4, to better balance both sides of gear-sourced and ability-sourced Protect and Shell, the following key changes will occur:

  • Gear-sourced Protect and Shell will now use <Initial> instead of <Equip>. This means that Protect and Shell are no longer permanent unless the gear is broken or stolen and now exist on a duration like Kiyomori or Barrier currently does. Because you are granting these buffs via gear, the cost is now a shorter duration versus being ability-sourced, and depending on how long a game goes, you may need to reapply it mid-game.
  • Protect and Shell’s duration has been increased from 15 to 22 game clockticks. Gear-sourced Protect and Shell will expire around the 24th Act and ability-sourced around the 34th Act.
    Note that the more units that are KO’d the faster the ticks speed up just like any other status effect with a duration so the Act in which they expire is ultimately variable.
  • Protect and Shell now persist while KO’d – This change is because, in version 3, ability-sourced versions are removed when a unit dies in battle, making it even more perilous than its gear-sourced equivalent. Sourcing it either through gear or an ability, you now have one less worry to contend with but keep in mind that Protect and Shell can “fall off” since its duration runs even while dead.
  • Because of the <Initial> change to gear-sourced Protect and Shell, Protect and Shell is now interactable the same you currently can with ability-sourced. That means you can now use abilities like Rapha’s Heaven’s Wrath, Luso’s Dischord, Arts of War’s War Cry, Mystic Arts’s Harmony, and Giant’s Axe attacks to properly remove these buffs from a target. This change is to set better expectations with how these interactions work instead of “Well I can’t use these since they are using <Equip>.”
  • Additionally, Arts of War’s Bulwark now grants Protect and Shell with Defending as a new ability option, but in a “t-shape” AoE and the Sortilege accessory now grants extended Protect and Shell duration from 22 to 36 ticks (lasting 40+ Acts), as a part of a new status extension system that will come with version 4.
The updated Arts of War’s Bulwark – Now the 3rd generic ability to provide Protect and Shell.
With the changes to Initial: Protect and Shell – Sortilege now guarantees you’re mitigated for much longer.

Atheist, Charm, and Sleep Uptime Reduction

These three status effects have had their duration reduced in version 4. The changes were ultimately because they create high-impact/effect scenarios:

  • Atheist’s duration has been reduced from 20 to 16. This change was due to the fact that there isn’t a ton of sources that can directly remove it, though the Eight-Fluted Pole can now do so with a single attack on an affected target. The status duration also needs to be plentiful for builds that benefit versus Atheist, such as Marach’s Nether Mantra.
  • Sleep’s duration has also been reduced from 20 to 16 to give a bit more leniency on a well-slept target, though you are still going to want to hit them with HP damage or cleanse it as they do take 1.5x more physical damage.
  • Charm’s duration has been reduced from 18 to 12. Because of the potential that Charm has in swaying an outcome, an affected unit will now be freed from it in roughly 2 unit turns, the same as Haste. Once more, it is still usually better to HP damage or cleanse Charm to avoid a bad time!

Invisible

A few changes has happened with Invisible status, notably that NPCs can now target you whereas before they could not until you took an action. This change is mostly due to community feedback regarding “de-aggroing” enemy NPCs in Rendezvous and allowing them to position in an advantageous spot for AoE damage. Here are the gist of the changes:

  • Doubles your evasion rates while active – this functions similarly to the Defending status and Invisible and Defending can both stack on each other creating low hit windows against incoming physical damage. Invisible still ignores the evasion rates of a target both physically and magically.
  • NPCs can target you but you are de-prioritized while Invisible. With doubled evasiveness, NPCs may consider not engaging an Invisible unit in the future, but that doesn’t mean that they won’t alright if the conditions dictate you are still the best target/in range/taken prior damage.

Veil (formerly Invulnerable)

By request and as an effort to improve interactions in the game state, Veil (which was formerly Invulnerable and sourced only via Steadfast Ring) has been renamed to fit the naming convention better from other Final Fantasy games and now has a proper status pop-up when it has expired! Note that Veil will typically expire shortly after its bearer has taken an action/turn so make sure to take advantage of its short window of opportunity!

The Veil status (formerly Invulnerable) now properly displays its expiration.

PvP Patch v4.0 Beta will be released on March 12, 2024. Be sure to join the Tactics League Discord for a heads start on the update and be a part of our growing community!

PvP Patch v4.0 Focused: Practice Mode and Quality of Life Updates

The 4th version of the PvP Patch has a ton of new features and enhancements that ultimately strive to improve your Final Fantasy Tactics multiplayer and single-player experience. This focused article and future ones will hone in on certain major changes so that you can be better informed before the massive changelog is released on patch day.

Practice Mode

The new Practice Mode feature is a rewrite of all the random encounters in Araguay Woods to serve as the best place to practice your new team against NPC teams that are built in mind of the Standard format (previously known as Starter). You can encounter 8 different teams, each led by a unique character that follows the same ruleset convention used in Standard – these fights are a challenge and can down your team if you aren’t careful!

Let’s take a look at each enemy team and how you can encounter them:

  • West (from Dorter)
    • Rapha – Chemist, Archer, Thief, Geomancer
    • Delita – Dragoon, Onion Knight, Chemist, Archer
    • Agrias – Time Mage, Knight, Dragoon, Summoner
    • Mustadio – Dark Knight, Samurai, White Mage, Mime
  • East (from Fort Besselat)
    • Construct 8 – Bard, Dancer, Dragoon, Monk
    • Cloud – Geomancer, Squire, Archer, Black Mage
    • Valmafra – Orator, Dark Knight, Mystic, Thief
    • Meliadoul – Archer, Geomancer, Ninja, Bard
  • Special Encounter (regardless of direction)
    • Alma, Marach, Reis, Beowulf, and Luso
Araguay Woods is the new home of Practice Mode, 8 different, guaranteed encounters based on Standard

Quality of Life Updates

There are several new additions to the game systems and combat improvements to help with the general “feel” and interaction of Final Fantasy Tactics. A huge shout-out to Tzepish for many of these new changes being integrated into the PvP Patch! Let’s take a deeper dive into each key change:

Unique Characters can now be Renamed at the Warrior’s Guild

In PvP Patch version 3, the feature of being able to rename your generic characters, Ramza, and Construct 8 was well received and added an extra uniqueness to your team. This is being expanded in version 4, where you can now rename any character, including unique characters. Let your imagination run wild, but keep in mind to not be offensive!

Iaido Abilities and Unholy Sacrifice Now Display Their Damage and Status in the Damage Preview

One new addition is that Iaido’s damaging abilities and Darkness’s Unholy Sacrifice will now display their damage and status infliction instead of previously displaying a “00%” hit rate. Note that while this now does show the damage dealt, this value is based on the caster’s mitigation sources and modifiers and their status immunities, so this isn’t 100% reflective of what type of damage or status that can be dealt. As a reminder, always use the Help menu and the “Calc” field to properly figure out how much damage your unit can deal for accuracy.

Muramasa now has a 19% chance to inflict Confuse where it previously had a chance to inflict Doom.

Midlight’s Deep’s Maps Brightness Improved!

Yes, you can venture forth into the Midlight’s Deep maps (also known as Deep Dungeon from PSX FFT) against another player with some lighting! This is still a work in progress, and one of the hopeful goals in the future is to have the brightness at maximum or near it. For now, these maps are now playable in Melee mode. Note, that this change does not affect the campaign’s Midlight’s Deep maps – this solely affects Melee currently.

You can now see Midlight’s Deep’s multiplayer maps – though this is still a WIP

Campaign’s First Encounter, Orbonne Monastery – Improved

Though the Tactics League PvP Patch is designed in mind for multiplayer content, the enemies in the first story battle now have their equipment set to Random, meaning that the game will now decide the best options based on the gear’s “level.” This change was made because of feedback where people were interested in the PvP Patch but wanted to try it in the campaign, but came across the first battle’s enemies with endgame gear! As a reminder, this change is to help the prospect of playing with the PvP Patch in the story, but the patch is still not balanced for campaign, so progress at your own risk.

PvP Patch v4.0 Beta will be released on March 12, 2024. Be sure to join the Tactics League Discord for a heads start on the update and be a part of our growing community!

Update 4 Exhibition and Public Beta

This month, we have two major, upcoming events: the Update 4 Exhibition live stream featuring WngMan vs. Pista, the 1st and 2nd runner-up of the 2024 Starter – Winter Cup #1, and the public release of PvP Patch v4.0 Beta!

Update 4 Exhibition – March 11, 2024 @ 9 PM EST

The date is set and locked in. WngMan and Pista’s prize from the 2024 Starter – Winter Cup #1 competition is early access to the PvP Patch v4.0 Beta one day before the public release. Additionally, they will live stream a best-of-3 series at both the Tactics League Discord and https://www.twitch.tv/tacticsleague

This isn’t a sanctioned competition, but a friendly, chat-and-hangout session, while we go over some of the new changes coming in the 4th version of the PvP Patch.

PvP Patch v4.0 Beta – Public Release – March 12, 2024

The longly anticipated version 4 update is scheduled to be released the next day after the Update 4 Exhibition, with patch notes going live first on the Tactics League Discord starting at 1 PM EST and the PvP Patch + save data bundle becoming available to download shortly after the changelog.

This update is massive in scope; by far the biggest update that has been worked on, with many quality-of-life enhancements, new gear, new abilities, new characters, and more! To view the high-level overview, visit PvP Patch v4.0 Beta – Overview.

PvP Patch v4.0 Beta – Overview

Greetings and cheers! It has been an exciting time here at Tactics League; we just completed our first-ever cup, and back in October 2023, our first-ever tournament. With it, a growing community has reached new landmarks in competition, and people are eager to come check out what Tactics PvP is all about.

Now the future of the Tactics League’s PvP Patch is almost here! Today, I want to share a high-level overview of what to expect in the upcoming version 4.0 beta update. This isn’t everything, but you will see more focused articles about certain changes to follow as well leading up to the public beta release.

🤩 Meet Our New Uniques: Alma and Valmafra

  • This hefty update adds both Alma Beoulve and Valmafra Lenande to the uniques roster, replacing Ovelia and Balthier respectively!
  • Alma – A glorified Cleric, uses her supportive Holy Magicks to provide powerful status effects to allies and additionally has access to some high-level White Magicks as well. With her base 87 Faith and innate Arcane Defense, Defense Boost, and Charm immunity, Alma is ready to provide aid and comfort on the battlefield.
  • Vamlafra – A Witch of the Coven, has learned the trades of White, Black, Time, Mystic Arts, and Ja-Magicks and is likened to that of both a Red Mage and Elementalist. With her Magicks using a blend of all 5 skill sets, she can cast damaging magicks quickly thanks to her innate Swiftness.
  • Both of these new characters will be available in both Standard and Rendezvous formats.

⏫ Quality of Life Updates and Practice Mode

  • The Starter format (the competitive/slot 3 save) has been renamed to Standard to follow other naming conventions used in other competitive games and to set the tone that this is the main competitive format; it is still the Esports-driven format you have come to expect!
  • Araguay Woods is the new home of Practice Mode – where all 8 encounters (depending on how you enter Araguay Woods) are a team of 5 led by a unique character each, tailored similarly to popular and niche setups from Standard. This is the perfect place to practice and test your new squad offline before venturing out into Melee! You might even come across a rare 5 unique character team encounter…
  • You can now rename your unique characters at the Warriors Guild!
  • Iaido and Unholy Sacrifice now properly show their damage/status in the damage preview.
  • Night-time conditions no longer penalizes Bows and Crossbow attacks.
  • Improved AI behaviors, such as better decision-making with casting Protect/Shell.

💤 Status Effect Updates

  • Protect & Shell:
    • All equipment that provides Equip: Protect/Shell now all provide Initial: Protect/Shell, meaning that gear provides Protect/Shell in a duration the same way Kiyomori or Barrier does.
    • This also means that gear-sourced Protect/Shell is now interactable with abilities or attacks; such as War Cry, Harmony, and Giant’s Axe.
    • The duration of Protect/Shell has been increased.
    • Protect/Shell now persists while KO’d so you can return to the fight with it intact (but they are still on a duration).
  • Veil (formerly Invulnerable) – Renamed to fit the theme better and it now has a status pop-up when it has expired from Steadfast Ring (rejoice!)
  • Invisible – Doubles your evasion rates while active (until you take an action or get hit) and NPCs can now target you but at a lower priority to do so.
  • Atheist, Sleep, and Charm have had their status durations reduced to lessen the duration they have over a single game, but are still impactful and worthwhile to inflict.

👥 Base Stats and Gender Equality Updates

  • The base HP, MP, PA, and MA of all generic squires in all Tactics League formats have been increased to improve their stat spread transition to other jobs.
  • Almost all generic jobs have also received a slight increase in their MA/PA, resulting in better viability of male magical or female physical setups with the total stat spread being no more than 2 points between either gender; you can play any job on any gender and they all can now perform well!

🧙‍♂️ Jobs Updates

  • Many jobs received a slight boost in their PA/MA multipliers to better offset the disparity between male magical and female physical setups. Note that while these are stat increases, these don’t “add” any further power to any job.
  • Chemist received a hefty boost to their HP and now innately increase Potions and Ethers HP/MP restore by an additional 50.
  • Summoner received a boost to their maximum MP and now boasts the highest MP out of all caster jobs.
  • Sage’s base Speed has been increased from 10 to 11.
  • Mimes can now equip a limited set of gear and gain a new functionality in “copy weapon,” allowing them to slot the previous acting ally’s weapon temporarily; there’s a lot more potential and tricks with Mimes!
  • Dark Knight now has innate Lifefont instead of Immune: Faith to reduce highly situational passives.

✨ Abilities Updates

  • Meliadoul’s Unyielding Blade has been renamed to Unyielding Strike and now works with any weapon!
  • All 8-range abilities have been reduced to 6-range: Dispose, Shockwave, and Kiku-ichimonji. This change is to promote engagement.
  • New Ja-Magicks and further additions to Wind, Water, and Earth abilities: Aeroja, Waterja, and Quake!
  • Ninja’s Throw is no longer evadable and the quantity of shuriken-type items have been reduced in Standard.
  • Fixed the unarmed attack calculation and buffed the damage potential via Brawler.
  • New Reaction/Support/Movement abilities: CT Boost, Critical: Flee, Replenish, Monkey Grip, Nimble, and Dexterity!
  • Shirahadori has returned but has been reworked – it no longer affects normal attacks, but it now sets the hit rate of unevadable physical abilities to 60%.
  • MANY improvements to underutilized abilities, such as Magick Counter now being able to trigger off of unique magic abilities, Bravery Boost and Faith Boost being guaranteed to trigger, and Lifefont and Manafont now being stackable.

🗡️ Equipment Updates

  • A plethora of new weapons have been added: Apocalypse, Caladbolg, Tiny Bee, Zanmato, Kunai, Thief’s Knife, Zephyr Pole, Crown Scepter, Nirvana, and Flametongue!
  • Many existing weapons have received updates to improve their viability, such as Nagnarok functioning like Ribbon but with positive status immunities included, or all Poles now scaling with the greater of your PA or MA * WeaponPower.
  • Ringmail (clothing) and Peytral (heavy armor) are new additions that provide Initial: Protect/Shell as options; this greatly expands on gear-sourced selections, especially for jobs that need it!
  • New additional gear as well, such as Chaos Helm and Cursed Garb.
  • All “Boosts” or “Halves” element equipment that previously affected Fire, Lightning, Ice, and Wind now affect all elements, except Holy and Dark.
  • New accessories to deck out your team, such as the guaranteed weapon cast/status effect with Chantage, increase your Bravery over time with the Bravely Armlet, and some evasiveness while gaining +1 Speed with the Elven Cloak. Also, look out for several reworked or improvements to existing accessories.

📝Addressing Community Feedback

  • This update’s long-term goals are: to further expand theorycrafting, improve game or match resolution in competitions, and improve many underutilized abilities/jobs/gear.
  • The Protect/Shell changes are from feedback about the typical desire to need always gear-slot Protect/Shell. The <Initial> change, increased uptime, and persistence on death are all about improving these vital buffs as a whole. Additionally, Ringmail and Peytral (alongside Lordly Robe) provide all jobs access to gear-sourced Protect/Shell so you can further your theorycrafting without making sacrifices.
  • Addressing revivals or chain-resurrection: The potency of Ramza’s Encourage, Martial Art’s Revive, and Summon’s Faerie have all seen a slight reduction to create a margin of error to reduce chain-resurrection and to demote the push for draw games. Phoenix Down has also been reduced to 3 in Standard, but now restores 20% of your maxHP to compensate. Reraise’s spell speed has been reduced slightly to incentive pushing towards bestowing the reraise status but with more counter-plays.
  • Bardsong’s Life Anthem has received a slight potency reduction to reduce total healing done in situations where you get back-to-back casts.
  • Forbidden Dance and Nameless Song’s hit rate increased significantly, though Forbidden Dance is slower now but more consistent. Nameless is also more consistent, but Protect or Shell has been re-added to reduce the opportunity for constant Reraise or Haste rolls.
  • With changes to incentivize weapon attacking and the reworked Chantage accessory, evasiveness will play a more important role in the future.

Save Data v3.0 Official Update

As the fall season approaches, the work, playtesting, and iterating of the 3.0 Beta builds are complete and today we are releasing the official update that we have been testing over the course of the past few months.

As stated in the v3.0 beta update article, this update includes Tactics League’s first-ever software modifications for Final Fantasy Tactics: The War of the Lions (PSP), focusing on improving both Melee and Rendezvous modes for a complete multiplayer experience.

Since much time has passed from v3.0 to v3.6 Beta, we won’t go over all that has been changed here but instead provide the changelog for what this official update brings. If you are curious about the work done, please head to the PvP Patch – Changelog.

To download the all-in-one package that includes the PPF file and save data, please visit Downloads. To learn more about how to apply the PPF patch, visit Tutorials.

Table of Contents

PvP Patch v3.0 Official Changelog

Our beta testing period is over, and with it comes a very jam-packed update. Not much has changed at the closure, but there is still a few tidying up to be done, and one quality change to make your battles even more intense!

Quality of Life Updates

  • Soundtrack
    • 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:
      • Trisection
      • Back Fire
      • Decisive Battle
      • Antipyretic

Jobs

  • Holy Knight (Agrias)
    • Reverted the temporary HP multiplier from 160 to 140% now that her base HP has been increased to better transition it between jobs
    • Reverted the temporary PA multiplier from 120 to 100% now that her base PA has been increased to better transition it between jobs
  • Samurai
    • Increased Move from 3 to 4
    • Increased HP multiplier from 85 to 100%
      A buff to Samurai to help it perform better; especially since they require to be up-close for both weapon attacks and Iaido. Samurai is now decently bulky with a higher base HP can be increased further with their access to heavy armor.

Abilities

  • Tasks (Construct 8)
    • Dispose and Pulverize – Increased the recoil damage from ¼ to ⅓
      Recoil damage increased to increase the penalty Construct 8 receives from using its primary damaging abilities.
  • Vengeance and Blade Beam (Beowulf/Cloud)
    • Increased the damage cap from 70 to 80% of your missing HP
      This should give these abilities more room but still restrict abuse where a player lowers their HP through team damage.
  • Time Magicks
    • Gravity – This ability is now single target and instant cast
      This gives Time Mages an instant damaging spell if necessary, still subject to evasion/reflect, but potentially devastating against high HP targets.
  • Bardsong
    • Nameless Song – Removed Bestows: Protect or Shell chance from this ability, improving the odds of Haste, Reraise, and Regen
      Since this ability doesn’t bestow both Protect and Shell together and this ability isn’t usually cast for these buffs that can be obtained via gear or Barrier/Kiyomori/Ward, this ability will no longer provide Protect or Shell improving its viability for the other buffs.

Equipment – Gear

  • Cursed Robe – Increased MP from 100 to 150
    Since Wizard’s Robe had an increase in overall bulk due to the recent MP buff, Cursed Robe also needs a bit more, but its bearers should consider Mana Shield since they gain 0 HP from this item.

Competitive Starter v4.0 (Slot 3)

  • All Characters
    • Learned Unholy Darkness (Mystic Arts)
  • Agrias
    • Increased HP from 401 to 481 (+20% HP)
    • Increased PA from 13 to 15
      These changes are to adjust her stats as it was previously stated in v3.5.1B. The end result is that Agrias has a net gain of HP and 2 more PA that will transition to other jobs rather than being forced on Holy Knight if desired.

Rendezvous 2.0 (Slot 2)

  • Luso – Set PA/MA to 15/15 to match Starter
  • All Competitive Starter changes, including Unholy Darkness, have been applied to this slot
  • Gear Restriction Update
    • NEW Banned – Invisibility Cloak
      Because the AI retains its vanilla functionality of not targeting invisible units, this item permanently removes such targeting allowing players to bypass aggression. Items that provide temporary/Initial: Invisible will remain as is since they wear off after action.

Generics Premade (Slot 1)

  • Inventory
    • Removed Faerie Harp as an equipment choice for Armiger since squires can no longer equip instruments
  • Replaced Movement abilities for most builds since Move/Jump +1 is no longer accessible. This will mostly improve mobility for most builds. This affects the following:
    • Ramza – Move +1 > Manafont
    • Delita – Move +1 > Lifefont
    • Balthier – Jump +1 > Fly
    • Beowulf – Move +1 > Lifefont
    • Shadow – Move +1 > Move +2
    • Hunter – Move +1 > Move +2
    • Parivir – Move +1 > Manafont
    • Armiger – Move +1 > Fly
    • Bouncer – Move +1 > Move +2
    • Sentinel – Move +1 > Move +2
    • Guardian – Move +1 > Move +2
    • Cleric – Move +1 > Manafont
    • Apothecary – Move +1 > Levitate
  • Ramza
    • Replaced Resilient (Parry) with Soulbind
  • Shadow (Damage)
    • Replaced Assassin’s Dagger with Chaos Mace since knives can no longer be dual-wield
    • Replaced Headgear with Green Beret
    • Reduced SP from 15 to 14
  • Lancer (Damage)
    • Reduced SP from 15 to 14
  • Sentinel (Tank)
    • Reduced MA from 20 to 12
  • Specter (Tank)
    • Replaced Sage’s Robe with Cursed Robe to give back his original undead theme
    • Reduced MA from 25 to 19
    • Added Delirium and Unholy Darkness
    • Added Venetian Shield since Mystics can now equip shields innately
  • Distractor (Support)
    • Replaced Parry with Reflexes
    • Reduced PA from 20 to 15