Archives 2025

Final Fantasy Tactics – The Ivalice Chronicles Announced

During the June 4th PlayStation State of Play event, Square Enix officially announced a remaster of Final Fantasy Tactics, coming soon to all platforms (Switch, Xbox One, Xbox Series, PlayStation 4, PlayStation 5, and Steam) on September 30, 2025.

This modern version of the cult classic includes both an original version and an enhanced version of the game, which details new visuals, especially with the in-battle user interface and even full English and Japanese voiceovers! The game’s text dialogue is based on The War of the Lions (PSP, mobile).

For more information about the game, check out FINAL FANTASY TACTICS – The Ivalice Chronicles | Square Enix Blog, including a few additional details and how to pre-order the game, including the $200 Collector’s Edition (game not included with the CE).

Currently, there is no information about whether Melee or Rendezvous modes will be supported in The Ivalice Chronicles or any online or single-player ported offline functionality.
The JP Square Enix blog page (translation required) lists the game’s specs as Single Player, though we will need to wait for official confirmation.

Version 5 Competitive Update

Today, the Version 5 PvP Patch Beta concludes, and the official, competition-ready update is released. This concludes the final versioning of the PvP Patch since it was first conceived in December 2022. A big thank you to the community for being a part of this mod and shaping it into what it is today, and a special thank you to Tzepish of Final Fantasy Hacktics (author of WotL Tweak mod) for playing a major role in making many changes a reality.

This update includes a few minor PvP Patch changes since v5.4 Beta and will require you to replace your current save data (especially if you participated in the v5 beta). Make sure to jot down/screenshot/take notes of any team builds you have currently, as this will reset your save data (for competitions, it is mandatory to be up to date with the PvP Patch and save data changes)!

If you are curious about ALL of the changes from the original War of the Lions to the PvP Patch, read up on the https://tacticsleague.com/ruleset/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.

Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!

Changes to Rulesets to Support Generic Monsters

  • Rendezvous and Standard game formats’ rulesets have been updated to fully accommodate generic monsters in any team of five (and are allowed as reserved units in competitions)
  • Generic Monsters, except Boco, are not allowed in any team in the All-Stars format
  • Monsters must be hired from the Warriors’ Guild at Lv. 99 to adhere to the standard Lv. 99 of all other characters in the save data
  • Note that Warriors’ Guild-generated monsters generate their stat values randomly (with a floor and ceiling)

All Formats (All-Stars, Rendezvous, Standard)

  • Inventory – Sorted all items by “Type”
  • Characters
    • Valmafra
      • Increased base HP from 286 to 296
      • Increased base MP from 139 to 159
    • Balthier – Increased base MA from 11 to 13
  • Limited and Semi-Limited Gear Restriction Update – the following adjustments were made that impact All-Stars, Rendezvous, and Standard formats:
    • NEW Limited – Iga Blade, Main Gauche, Cultist Robe (added directly to save data inventory, purchasing no longer needed)
      Iga Blade and Main Gauche were limited to restrict the high-end stacking of Move for making Throw reach long range or to tone down on multiple builds running a similar setup.

All-Stars Format (SLOT 1)

  • Characters
    • Boco
      • Increased Bravery from 68 to 78
      • Increased base MA from 14 to 16
        These buffs were to bring up Boco’s loss in Magick due to the reduction to the generic Chocobo MAM stat and to ensure Choco Beak was harder hitting than Pellets since it is melee range.
    • Isilud – Increased base MA from 6 to 11
    • Elmdore – Decreased base Speed from 13 to 12

Campaign

  • Dorter Slums (Ch. 1)
    • Replaced the Archer’s Cultist Robe with Mythril Vest
      Forgot to check any battles with hard-slotted adamant vest (before it got changed) lol.

Equipment – Weapons

  • Books
    • Battle Folio – Decreased WP from 12 to 10
      The additional bonus WP was back when it casted at 35 PWR to help offset its lower damage end. Now that it casts at 40 PWR, some of the upfront damage needs to be standardized.

PvP Patch v5.4 Beta Update – Final

Version 5.4 is the last beta build of the PvP Patch Version 5 series. This update follows up on the feedback to remove the “Communicating…” pop-up from Melee mode, improved unit highlighting during Melee mode to improve the spectator experience, an important change to Haste and Slow, additional balance adjustments, and various cleanups to ensure version 5 is ready for the final send-off.

If you are already on version 5, you DO NOT need to update your save data.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!

To download this update, please visit Download.

Quality of Life Updates

Systems/Communication

  • Removed the “Communicating…” overlay from Melee mode
    This was based on feedback, specifically from past match replays and live competition, about removing the persistent pop-up that dictates that both clients are transmitting data to each other. Since WotL is sensitive on connections, I feel that getting rid of it is best overall, and the timer and disconnect/exiting melee notification tells the network state.

Systems/Unit Highlighting

  • The active unit will now highlight white during their turn at all times for multiplayer modes
  • Pressing/holding the Square button in single player will highlight the active unit in addition to normal camera panning and team/enemy highlighting
    The goal for this change is to make it visually easier to see whose turn it is in Melee to better discern between the Blue/Red teams. This should also help from the spectator/commentator standpoint when the AT icon could be hard to see, depending on the map/camera angle. 

Status Effects

  • Haste and Slow – Decreased how much these affect “effective” Speed from 50 to 25% (these still round up in values)
    • Haste example at 14 Speed:
      • v5.3 or earlier – Effective Speed of 21 (Haste added 7 Speed)
      • v5.4 – Effective Speed of 18 (Haste added 3.5 Speed, rounded up to 4)
    • Slow example at 14 Speed:
      • v5.3 or earlier – Effective Speed of 7 (Slow divided 14 in half)
      • v5.4 – Effective Speed of 10 (25% of 14 is 3.5, rounded up to 4, with the difference of 14 – 4 = 10 Speed)

        A common theme that has been echoed throughout live multiplayer is how Haste specifically affects games, especially when a player casts/upkeeps while the other does not. This nerf to these statuses is to rein in their power from vanilla, where they still have a place, but aren’t as potent in either direction. For optimal performance, you’ll still cast Haste, but there is less of an impact against slower Speed units without.

EXP/JP Awarding (Display Earned EXP/JP option)

  • General improvements
  • Modified the pop-up that alerts the player that they gained a “job level.” Instead, it will now state “unlocked a new job!” once a new job has become unlocked based on its prerequisites
    This change was made to better communicate that the unit gained a new job, rather than just posting messages that you leveled up in the job, which is a less fulfilling dialogue. Credit to Tzepish for this communication enhancement.

AI Behavior

  • Improved decision making with Take Aim

Spell Quotes and Text Updates

  • Additional improvements to select quotes 
  • Changed Bulwark’s quote 
  • General text updates and enhancements
  • Athleticks – Clarified this ability checks tiles moved, rounded up. For example, this means that completing a move of 9 will net +2 Power/Magick since the value is rounded up from 4.5 to 5.
  • Updated Broadsword’s description

Jobs

  • Archer
    • Increased HPM from 100 to 105% (approx. +14 HP)
    • Increased PAM from 110% to 115% (+1 PA to both genders)
    • Added Innate: Increase Critical Strike Chance by 5% in addition to Ignore Elevation
    • Updated the Help menus for job descriptions and requirements
      Though Archer was in an okay spot, there are some rough comparisons to Bow Samurai and Bow Onion Knight, so I wanted to look at giving them some subtle buffs to improve their viability. 

Action Abilities

  • Newly Flagged Silenceable Abilities – The following can no longer be cast while Silenced:
    • Encourage, Parley (Ramza’s Mettle)
    • Shout (Ramza’s Mettle and Luso’s Huntcraft)
    • Dragon’s Charm (Reis’s Dragon)
    • Plunder Heart (Balthier’s Piracy)
    • Taunt (Fundaments)
    • War Cry (Arts of War)
      These silence changes are to strengthen the status and to hit abilities where it makes sense that there are clear “speeches” being made, where Silence can add counterplay.
  • Mettle (Ramza)
    • Encourage, Reprisal, Parley – These abilities are now flagged for vertical tolerance
    • Parley – Increased Vert. from 2 to 3
      This ensures Ramza can only use them within their stated vert. limit.
  • Limit (Cloud)
    • Braver, Cross Slash, Omnislash – These abilities are now flagged for vertical tolerance
    • Braver and Cross Slash – Increased Vert. from 1 to 2
  • Ultima (varying characters) – Increased MP Cost from 40 to 60
  • Aim
    • Charge Weapon – Increased PWR from 16 to 17
  • Monster Abilities
    • Guardian Nymph and Shell Nymph (dryads) – Increased AoE from T-Shape to Iaido-shape

Equipment – Weapons

  • Books
    • Omnilex, Battle Folio, and Papyrus Codex no longer erroneously Boost: Fire/Lightning/Ice, respectively (improper bonuses from their previous version)
  • Bows
    • Perseus Bow – Added +1 Move
  • Fell Swords
    • Apocalypse – Added +1 Speed and Magick
  • Polearms
    • Decreased the +Jump bonus on all polearms from 2 to 1
      This is to lower the upper limit marginally while still making Polearms the best choice for Jump builds. 
  • Shields
    • Adamantoise Shield – Increased the damage reduction from 10 to 12%
      This slight nudge helps offset any loss value based on stacking mitigation, as well as a bit more improvement, even with just Protect/Shell.
  • Staves
    • Dreamwaker – Added +1 Speed

Equipment – Gear

  • NEW Cultist Robe (replaces Adamant Vest due to needed space):
    • +85 HP, +100 MP, Equip: Atheist
    • Purchasable in Dorter (Ch. 4) for 30000 gil – if you are using SLOT 3 as a template, please update this and any other save files as needed 
    • Limited item across all formats in a future save data update; please only equip one in your party of five during live multiplayer (ruleset is updated to this restriction. The bundled v5.4B save data package WILL NOT include this item until the official version is released)
      This new item addressed limitations when trying to build using Crown Scepter. I believe the main issue with trying to utilize Crown in teams is a lack of atheist itemization, in that there is only one item that didn’t have a drawback to use: Chaosbringer, but that required Dark/Onion Knight. This item helps to ease building towards this archetype while still keeping in mind that though this playstyle is warranted, I am also trying to be mindful of the impact it can have in games where Faith-based spells are used, which is why it is limited.

Practice Mode

  • Agrias Team (West):
    • Agrias – Swapped Safeguard for Attack Boost and replaced Shirahadori with First Strike
  • Construct 8 Team (East):
    • Monk – Set Br/Fa from Random to 60/60 as intended (starts at 70 Bravery due to Bravery Boost)
    • Bard – Swapped secondary from Items to Iaido, replaced Lambent Hat with Headband, and replaced Defense Boost with Arcane Strength
    • Dancer – Replaced Lordly Robe with Ringmail
  • Special Encounter Team (random):
    • Beowulf – Swapped Safeguard to Doublehand since First Strike provides pseudo-safeguard coverage and to better enable Tactical Shift plays

PvP Patch v5.3 Beta Update

The third major beta update of version 5 is now released, sporting a few new system-related enhancements and other combat changes.

If you are already on version 5, you DO NOT need to update your save data.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!

To download this update, please visit Download.

Bug Fixes

  • Fixed an issue where Steal Limelight/Glitterlust/Snort would sometimes display -20 CT instead of -30 CT in the forecast (visual bug fix)

Quality of Life Updates

  • Melee Mode
    • Midlight’s Deep multiplayer map variants now have their lighting fully restored, while ensuring campaign variants still require crystals for brightness
    • Increased the Timer from 12 to 13 minutes (this affects all Tactics League competitive rulesets)
      Based on feedback, I want to compromise in the middle by adding an extra minute, but am still wanting to have a slightly shortened timer due to improved time-per-game. I will be monitoring both replay and spoken feedback in the future.
  • Systems/Limit Level System (Cloud & Aerith)
    • Cloud and Aerith now start battles with Limit Level 1 unlocked. Some changes occurred to Level 1 abilities now that they are no longer initially locked:
      • Braver – Decreased damage bonus from 10 to 5%, still evadable
      • Seal Evil – Decreased Range from 3 to 2
        This is a change to the LLS I want to explore. Going into v5, I suspected that players would try to “not go after” either of these characters to avoid triggering their limit (and rightfully so), which ends up making their unique effectiveness a bit less than I would like. Weary of this and currently seeing these results happening, the goal is to test both of these uniques with their Level 1 abilities unlocked at battle start, still giving you merit to preserve Limit Level if so (and reaching lv. 4 faster too as a result), but also they can use their initial skills right a way as well.
  • Systems/Traps
    • Improved the traps found on tiles for both campaign and melee formats. Thank you to Tzepish for this hack and improvement. Here are the following changes:
      • Degenerator – No change, still -1 Lv.
      • Death – Inflicts: KO instead of Doom
      • Hypnogas – No change, Inflicts: Sleep
      • Sten Needle – Inflicts: Immobilize & 25% max. HP damage instead of only 20% max. HP damage
      • Mine – Inflicts: Oil & 50% max. HP damage instead of random minor damage & Oil
      • Mossfungus – Inflicts: Poison and 25% max. HP damage instead of only Poison (will not deal damage if poison immune)
      • Cursed Stone – Inflicts: Curse instead of Undead
      • Updated the Help menus for each trap during the Trap Placement screen (melee) with these changes
        These improvements to traps should make them a bit more impactful and dangerous during encounters, especially for melee when played for fun.
  • Systems/Mechanics
    • Bow Arrow Animations
      • Improved the animation queuing with abilities that have an effect assigned. Abilities with an effect will no longer display the “arrow” and will only play the effect on target one time (to continue to remove double damage display/effects). Abilities with no effect, such as Attack, Take Aim, or Barrage, will still display its arrow visually en route to the target
    • Added missing status text for Veil and Curse in the Reequip – View List screen

Jobs

  • Bard
    • Increased HPM from 100 to 105% (generic 285 to 299 HP)
    • Increased MPM from 50 to 100% (generic 50 to 101 MP)
      These stat adjustments to Bard are to ensure that the job can better compete against the recent Garment Knight builds to provide better “stat” options on job choices. The intention is that though Bard is less bulky than Knight, they have Performing Arts innately, so they can build more into HP Boost or any other support option than Garment Knight can. This also puts Bard in a better position for spellcasting. 

Action Abilities

  • Break Arts
    • Sunder:
      • Increased PWR from 4 to 6
      • Increased Range from 2 to 3
      • Updated the spell quote
        During Alpha, Sunder was originally 6 PWR, but it was scaled down due to the +HP armor difference change that is no longer active in crush abilities, so I am reverting the PWR to its original state to enforce this as the hardest “hitting” single-target Break Art. The range buff is to get it up to standard with other bladed weapons’ range, especially with recoil.
  • Piracy
    • Tides of Fate – Changed animation to use Waterja’s effect
      This was changed due to not getting proper hit reactions when it hit multiple targets in the cone.
  • White Magicks
    • Regen – Increased PWR from 170 to 180 (approx. 3% increased hit rate)
  • Black Magicks
    • Bio – Decreased MP cost from 60 to 48
  • Time Magicks
    • Hasteja and Slowja – Increased MP cost from 30 to 48
      Ability cost increases to justify their wide-area impact, excellent hit rate even without Faith, and ally/enemy only targeting capabilities. This also puts pressure on non-caster jobs to build a bit more for MP.

R/S/M Abilities

  • Reflexes – Additionally increases your Class Evasion (C-EV) by 8% while slotted
    With Reflexes being half the value than vanilla, this buff is to fit the theme of improving your endurance by strengthening your class evasion automatically which in turn is also factored into the increased evasion rates. This is the only method that can enhance class evasion.
  • Bravery and Faith Boost – Both abilities additionally now increase your Bravery or Faith by 10 while slotted
    This is to improve these abilities and provide an option to augment your Bravery or Faith stat pre-battle as the only means of doing so.
  • Celerity – This ability now grants Initial: Invisible
    This was added to give it a “passive” effect like Ward and Earplug, albeit this isn’t an immunity.

Equipment – Weapons

  • Magick Guns – Decreased WP standardization from 20 to 19
    Mag guns are overperforming slightly, so I am going to dial down the WP a tad and re-assess from there, keeping in mind they are still stronger due to Black Magicks.
  • Staves
    • Nirvana – Added +1 Power and Magick

Practice Mode

  • Ashley Team (West)
    • Improved Ashley’s decision making to use more of his abilities and not focus mostly on Items

PvP Patch v5.2 Beta Update

The second incremental update during the version 5 beta phase hopefully addresses a KO bug that causes failure to revive fallen members, monster improvements, some human job adjustments, and ability balancing.

If you are already on version 5, you DO NOT need to update your save data.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!

To download this update, please visit Download.

Bug Fixes

  • Might have resolved the “false KO” bug that would affect reviving KO’d units
    I was unable to replicate this bug but several code adjustments were made that may have resulted in fixing the issue. As always, please record beta gameplay to help with leading towards replication/reporting. 
  • Fixed the Warriors Guild “Max.” value from 24 to 28 as intended

Text Updates

  • Added damage calc to Beam’s Help text
  • Added an exception to Lv. 3 Black Magicks for Magick Counter (they aren’t counterable or reflectable, but evadable) Help text
  • Added Agrias’s innate to the job wheel
  • Fixed Delita’s job wheel text
  • Added text to Critical: Flee’s Help that the Move bonus persists even outside Critical

Learn on Hit Functionality

  • Removed the Yes/No prompts and force set it to Yes instead. The prompt will now state “Learned (ability)!” and proceed. Note that this prompt still does not activate under certain statuses but the ability is still being learned (Mind Blast or Goo for example)
    This change is to speed up Learn on Hit and to remove any possibility that you misclicked on No causing an event to be missed not only with Blue Magicks but also Zodiark or Ultima. 

Spell Quotes

  • Increased the text delay if a quote is active from 1 to 2s
    Based on feedback, quotes are going away a bit too fast, so I am upping the delay time by an additional second, with the caveat of avoiding having quotes slow down an active multiplayer game. 

Melee Mode

  • Clash (formerly Special Controls):
    • Renamed to put more emphasis on what this setting does
    • Significantly updated the Help menu for this Melee Option to improve the messaging on what this feature does
      Note: This setting is to be set to OFF in Tactics League multiplayer formats.

Jobs

  • Netherseer/Marach – Increased job HPM from 100 to 112% (+37 HP)
  • Skyseer/Rapha – Increased job HPM from 100 to 110% (+29 HP)
    These job HP adjustments are to help them survive a bit better for melee builds.
  • Witch of the Coven/Valmafra – Increased job HPM from 100 to 106% (+16 HP)
  • Knight – Increased MAM from 96 to 103% (+1 MA to most uniques, no change for Generic Male, +1 MA for Generic Female 14/14)
    This MA increase is due to the PWR reduction of Saint Cross to offset some of the difference (and emboldens the job with better magic-speccing).
  • Geomancer – Increased MAM from 105 to 112% (+1 MA to all)
    This increase in MA is to improve starting Geomancy potential on the job and to ensure a better stat difference compared to similar jobs.

Monsters and Monster Abilities

  • Squid Family:
    • Piscodaemon
      • Increased PAM from 90 to 105% (avg. +4 PA)
    • Squidkraken
      • Increased SPM from 101 to 114% (+2 Speed)
  • Bird Family:
    • Jura Aevis
      • Increased PAM from 105 to 115% (+1 avg. PA)
    • Steelhawk
      • Increased PAM from 108 to 122% (+2 avg. PA)
  • Ahriman Family:
    • Floating Eye – Added Beam as a 2nd ability
  • Pig Family:
    • Pig
      • Increased HPM from 120 to 140% (avg. +93 HP)
      • Increased PAM from 70 to 105% (avg. +7 PA)
      • Squeal (hidden ability) – Increased Range from 1 to 2
    • Swine
      • Increased HPM from 110 to 152% (avg. +176 HP)
      • Increased Move from 4 to 5
    • Wild Boar
      • Increased HPM from 102 to 132% (avg. +114 HP)
  • Dryad Family:
    • Elder Treant
      • Increased SPM from 100 to 112% (+1 Speed)
  • Malboro Family:
    • Added Blind, Oil, and Poison immunities to all
    • Malboro – Replaced Counter with Bonecrusher
    • Ochu – Replaced Counter with Ward
    • Greater Malboro:
      • Increased SPM from 100 to 111% (+1 Speed)
      • Replaced Counter with Replenish
      • Malboro Spores – This ability is no longer evadable

Abilities

  • Break Arts (Ashley)
    • Shadoweave – Increased Range from 2 to 3
    • Sunder – Decreased Recoil from 60 to 40%
    • Ignis Wheel – Increased status chance of Oil from 19 to 30%
      These are subtle buffs to specific abilities. With Crush Armor no longer dealing the +HP gear difference and Sunder being single-target, the recoil damage can be less. Ignis status chance was increased to entice it, especially as a recoil ability. Oil’em up 😉
  • Arts of War
    • Saint Cross – Decreased PWR from 20 to 18
      Some PWR was lowered from this ability to increase MA demand notably. Note that female Knight did get 1 more MA that directly helps offset this PWR loss. Saint Cross is still performant when pushed to its upper potential.
  • Darkness
    • Unholy Sacrifice – Decreased the HP percentage scaling from 29 to 3%. To provide contextual differences between earlier versions and this one with the v5.2 female Knight (which got a +1 MA increase):
      • v5.1 – 617 HP + 21 MA + Boost: Dark w/ Arc Strength = 986/638
      • v5.2 – 617 HP + 22 MA + Boost: Dark w/ Arc Strength = 864/576
        This ability has been on my radar for quite some time but I wanted to carefully assess where its upper potential lies and even though the percentage difference is a drastic drop in scope, the damage difference isn’t a massive nerf but rather to bring this ability more in-line with the caveat that it can be boosted with a 19% Slow chance.
  • Steal Limelight, Glitterlust, Snort – Increased the -CT from 20 to 30
    These bump in CT reduction further entice these abilities in the need to gain ahead of the target when the opportunity comes.
     
  • Shirahadori – This reaction no longer reduces the hit rate of Monster “basic attack” abilities like Charge, Talon Dive, Tentacles, etc. as they are already subject to physical evasion

Equipment – Gear

  • Mirage Vest – Increased +HP from 70 to 80
  • Ninja Gear – Increased +HP from 20 to 40
    With Ninja Gear being limited in Standard, and the overall need for better bulk in demand, this item has a slight HP bump though limited due to +2 Speed and Invisible.

PvP Patch v5.1 Beta Update

This incremental update addresses most bugs reported with v5.0, removes the bonus +HP gear damage from Crush Helm/Armor, and some monster buffs.

If you are already on version 5, you DO NOT need to update your save data.
Make sure to patch using an unmodified, USA-region backup of your FFT WotL ISO!

To download this update, please visit Download.

Bug Fixes

  • Fixed Invisible status not applying doubled evasion rates
  • Fixed Silence status prohibiting Iaido
  • Fixed Purification cleansing Curse status (only Esuna and Holy Water are able)
  • Removed % text from Steal Helm
  • Corrected Ultima’s Speed text
  • [Campaign] Fixed Mustadio and others wanting to join the party while your party is full, giving you a join request instead of outright not prompting the opportunity to dismiss units instead to make room

Learn on Hit Functionality

  • Learn on hit now ignores your status except if considered KO’d to make for an easier time triggering learn prompts, from abilities like Mind Blast
    Note: the “Learn?” prompt doesn’t display if under a disabling status (such as Vampire or Confuse) but the ability is still being automatically learned in Blue Magicks
  • “Learn (ability)?” prompt should always display regardless if Battle Prompt is ON or OFF

Abilities

  • Crush Helm/Crush Armor – Removed the equipment +HP damage difference when targeting helms or armor for this update
    When this was changed, this was primarily to buff Meli from feedback in v4 on her damage performance. However, Meli also isn’t the only one with access to these skills or the ability to Cast them (like Orlandeau or Ashley) so for this iteration, this change is being removed to tone down on the overperformance of using these skills with these units combined in All-Stars. I’ll reassess if it is worth re-adding in a later update.

Equipment

  • Thief’s Cap – Increased +HP from 60 to 70
  • Acacia Hat – Increased +HP from 50 to 60

Monsters and Monster Abilities

Goblin family

  • Black Goblin:
    • Increased HPM from 86 to 94%
    • Replaced Counter with First Strike
  • Gobbledygook – Replaced Counter with Fury

Bird family

  • Beak – Increased Vert. from 0 to 2
  • Jura Aevis – Increased HPM from 90 to 114%
  • Steelhawk:
    • Increased HPM from 85 to 94%
    • Replaced Innate: Pierce with Attack Boost
      Monster abilities don’t get blocked by Golem so this is to give them a bit more usable innate, buffing Talon Dive specifically.

Ghost family

  • Replaced Counter with Shirahadori for each monster
  • Ghoul – Increased PAM from 90 to 110%
  • Ghast – Increased PAM from 93 to 103%

Dryad family

  • Dryad:
    • Increased MPM from 160 to 200%
    • Increased SPM from 120 to 135%
    • Replaced Counter with Mana Shield
  • Elder Treant – Replaced Innate: Counter with Resilience
  • Leaf Rain – Increased Vert. from 1 to 2
  • Guardian Nymph and Shell Nymph – These abilities now hits the caster as well

Squid family

  • Mindflayer:
    • Increased HPM from 105 to 124%
  • Skill Drain (formerly Level Drain):
    • No longer lowers the target’s Level by 1 and instead lowers the target’s PA/MA/SP by 2.
    • Deals PA * (MA / 2) damage on success.
    • Decreased PWR from 60 to 45, using MA + 45
    • This ability is unevadable
  • Squidkraken – Increased HPM from 115 to 131%

Swine family

  • Snort and Toot – Increased Range from 1 to 2
  • Pig:
    • Increased HPM from 110 to 120%
    • Added Snort as a 2nd ability
    • Replaced Counter with CT Boost
  • Swine – Increased PAM from 80 to 120%

Ahriman family

  • Beam – Increased -PA/MA from 2 to 3