most up to date version is available at:
http://ngplus.net/index.php?/forums/topic/62-seiken-densetsu-3-sin-of-mana-discussion/



This hack increases the overall difficulty, fixes some bugs and increases variety in gear choice. Running in battle has also been enabled.
*enabled running in battle via B button
*tech usage moved to the Y button
*regular menu is now opened with Y+B
*AT mode disabled
*enabled criticals; luck increases chance to land and decreases chance to receive criticals
*energy ball only increases chance to land critical by ~10% instead of setting to 50%
*removed 20 cap on derived luck value
*changed handling of hit & miss that should make impact of AGL more notable
*chance to hit is now increased by evade/2 instead of a flat +0
*altered damage formulas; defenses now work a bit better than a simple 1:1 damage reduction
*Lv2 & 3 techs now profit from saber spells and respect weakness, resistance and immunity
*single target and multi-target techs have different damage values
*removed the 60% / 90% bonus for using a spell on a class rank1 / rank2 target (stealth nerf to heal light!)
*altered equipment, final gear gives now x8.5 STR to attack and x8 VIT/INT/PIE to defenses instead of x15 and x14 
*edited spell values, e.g. Jutsus now use AGL instead of INT
*heal light has now always a >0 cast time
*altered HP progression; by Lv99 you'll have about 870-950 HP instead of 999 by Lv60 for some heroes
*altered final stat caps, on average +50% over normal cap, e.g. Duelist can now gain up to 33 STR
*removed the disability to rise one stat on each level up to the max; e.g. you can now rise STR on Lvs 2-7 to reach max STR instead of waiting until Lv17
*changes to which class learns what spells
*removed cap on enemy stats that limits their non-HP value to Lv55
*increased enemy level progression; last enemies before your final boss cap at lv99 now
*altered a few enemy formations; including a few early options to grind class change items when enemies surpass Lv30
*removed the 999 HP base cap for regular enemies; Lv99 enemies can now reach 2-2,5k base health depending on type
*changed enemies base stats, originally every enemy except for Heath and Koren copied Lise's stats; now more diversified over all 6 types
*adjusted a few enemy stats, including elements, money, exp and inflicted stats
*increased prices for certain items, like spell-replacements and revive
*Hawk and Kevin receive a damage penalty on their regular physical attacks, Hawk also receives a penalty on his spell damage
*some enemies have now a resistance/weakness/immunity/... to physical damage
*removed left-over status immunities on a few items, instead all final accessoires grant one resistance now
*altered attack up/down (de)buff in a way that attack bonus from saber spell and power up effect stack
*HP overflow by absorbed spells should no longer bring an enemy close to death, that means no longer dark spell on black rabites then light spell for easy kill
*fixed bug where Kevin's wolf attack bonus could be stacked to absurd levels
*fixed bug where Kevin would not get the increased attack from level up if he happened to be in wolf form at the time


known bugs that are now classified as features:
*2nd and 3rd character start with way too high def until level up or re-equip - take it as a early-game bonus


known unfixed bugs:
*suddenly empty tech bar - the game might think you did the tech when someone else attacks
*the Lv1 techs invulnerability frames may last longer than intended or not apply at all
*the AI may go numb under unknown circumstances, often caused by AT mode/AI switch abuse
*if a petrify effect hits someone they take 50% damage, this can exceed the 999 damage cap which leads to strange damage numbers like "12MP" due to the way damage display is handled
*the map before the corobokkle forest grants the def up effect upon entering the map and leaving battle; this is required for the corobokkle town event to run at all
*loading a save from the GhostShip where you're down one party member resets the game


known potentially fixed bugs:
*rarely damage result is lower or wrong - sometimes a pointer can't be allocated during damage calculation because the original space is full (potentially fixed as of v0.130)
*rarely damage is "transferred", e.g. if Hawk uses a Lv1 tech and Kevin attacks at the same time all four hits may contain a random assignment of the two damage values, e.g. all 4 do Kevin's normal damage - possibly same bug as above (potentially fixed as of v0.130)
*Duran's shields don't grant elemental resistances - seriously who would even want Moon+Tree resistance on the Paladin's final shield? (fixed as of v0.200)





v0.102
*fixed exp gain from monsters on Lv55+; before it stagnated at value of Lv55
*fixed def progress of enemy; previously capped at 255 when it shouldn't
*fixed poison bubble, unless you consider Dark Lich hitting you with 999 damage with max def, mind up&down ok


v0.110
*new attack and defense tables for enemies
*increased effect of defense against physical attacks
*some enemy element edits
*small adjustments to enemy levels in desert, snowfield and the two forest


v0.125
*increased cap for defense with buff from 300 to 360
*increased base attack for Charlie's and Angela's weapons
*minor adjustments to enemy attack and defense
*minor adjustments to spell damage data; Lv2&3 spells were to weak in low levels
*small increases to post Lv-15 experience gain
*skill set changes
*Kevin/Dervish traded Life Booster with Lunatic and Ice Saber
*Kevin/Death Hand gains Dark Saber
*Kevin/God Hand gets Life Booster
*Charlie HolyBall upgrades to multi-target at 10 PIE
*Charlie/Priestess Heal Light upgrades to multi-target at 14 PIE
*Charlie/Enchantress gains Ghost
*Charlie/Necromancer gains Gremlin
*Charlie/EvilShaman gains Ghoul, Ghost and Ghost Road
*Duran/Paladin gets Anti-Magic
*Duran/Lord gets Speed Up* and Leaf Saber
*Ghost Road displays in menu the text of Ghost summon, this is as good as it gets without breaking compatibility to translation patches...


v0.130
*Anti-Magic now affects immunities in addition to absorb and reflect; instead of simply clearing all three, they are now added to the simple resistance
*fixed issue where sell price was sometimes 30k+ for certain items; this was display only
*fixed issue with elemental sabers against enemies that resist physical where the elemental part was skipped
*fixed issue with multi-elemental spells where certain element/resistance combinations ignored a potential weakness
*upgraded weakness hitting spells; before you'd gain a +50%+38 flat damage increase, now it's strict double
*weapon attacks that hit a monster that is immune will now do 1/4 damage instead of a flat 1
*fix for "wrong" damage (issue from original); every weapon damage is temporarily saved in 9 "slots" on a per victim base,
normally they are removed once the damage gets pulled from these slots, under random conditions they get not cleared.
If all 9 are full the new damage is ignored and a lingering old damage was used instead.


v0.135
*enabled running in battle via B button
*tech usage moved to the Y button
*AT mode disabled


v0.138
*removed state change from enemies that inflict sleep, as that leads to out of memory crashs; this only affects normal attacks
*adjusted damage of items that emulate damage spells; generally about 20-25% stronger than using the spell normally
*fixed error where dealing a theoretical 2k+ damage leads to overflow, e.g. Lv99 caster with mind up throws light coin at a lv7 bat


v0.140
*Shell Hunter/chibikko'd enemies give now exp
*Shell Hunter/chibikko'd enemies have now less HP and defenses
*Kevin as God Hand now learns Saint Saber instead of Ice Saber


v0.150
*defense can now be increased past 300, above 270 growth is slowed down a bit
*further changes to hit chance routines


v0.200
*edited almost every equipment, "strictly better" equipment should now not exist outside of the starter items that are the worst in all categories
*changed calculation of attack, defense and magic damage to compensate for lack of "strictly better" gear progression
*edited enemy stat progression to fit to the new system
*added special properties to equipment, e.g. armor that boosts magic damage or weapons that calculate attack from a different stat than STR
*added resistance and weaknesses to all heroes which may change on 1st class change and be countered or added by equipment; this includes light Duran's shields
*fixed bug where physical element spells required possession of all 8 spirits
*removed Hawk's penalty for spell damage
*minor alteration to calculation of critical damage


v0.203
*fixed issue where lampflower forest's flower's would change color during night
*added Lv2/3 tech damage up effect to certain head gear


v0.225
*changed light Hawks spell from AGL to LUCK, except poison bubble
*changed Evil Gate and Dark Force from INT to PIE
*Angela can now learn fireball with the light spirit, but still as fire element
*altered a few requirements to learn spells
*increased money gain
*added effect to one accessoire: 2x spellcost is taken from HP, no MP cost
*added effect to one weapon: steal mp from target
*fixed issue where some equippable items don't grant their intended spell power bonus


v0.250
*nerfed physical defense; damage in medium armor should be mostly unchanged, other types are less extreme than previously
*changed undead armor from medium-heavy to heavy
*increased capacity for consumable items from 9 to 20 per type
*dead heroes can now gain exp; level up is still only granted when alive
*prevent level up if hero has the necessary level to class change but not yet done so; e.g. Lvl up from 18 to 19 is only possible after class change, exp is still collected towards further levels
*increased exp gain for Lv15+
*altered prices of handaxe and dart
*fixed feature where heroes with 20 luck would get their luck maxed
*increased cap for evasion from 99 to 127
*grant bonus to evasion based on level; maximum bonus of +33% is achieved at Lv90
*capped effective evasion after attackers hit bonus at 90
*weakened wood elemental spells
*Runemaster can now correctly learn MT explode


v0.270
*certain enemies' normal attacks target a different defense than physical
*edited all shops
*all equipment -except shields- can now be used independant of chosen class path
*item shop in Deen sells (overpriced) items for class change
*small correction to enemy attack bonus
*increased potency of poison
*increased effect from HP steal
*removed random bonus of MP steal
*Lord Duran can no longer learn Leaf and Moon saber
*Bishop Charlie can now learn multi-target def-up
*various changes to Lise's spell lists
*changed attributes for alternate stat weapons
*disabled use of magic rope in three rooms of the dark castle that would otherwise lead to an unwinnable game if the player leaves before clearing them
*Oath Shield now only blocks silence+poison status
*Adamant Shield reduced from 20 to 10 evasion
*increased level of first Jewel Eater by 2
*altered stats of Lugar
*fixed level of Tzenker refight
*2nd fix for feature where heroes with 20 luck would get their luck maxed


v0.271
*fixed Lv2/3 tech bonus from certain helms


v0.274
*fixed defense calculation after level up
*minor evade fix
*nerfed high base with low str factor weapon from break even at ~25 STR to ~22 STR
*added effects to 2 helms and 1 weapon
*fixed issue where boss repel/drain attributes where randomly dropped


v0.285
*undead armor can now heal normally out of battle; heal remains damaging during battle
*Lv2/3 tech bonus from item now scales with level instead of fixed bonus
*replaced effect of duplicate "cast from HP" accessoires with bonus to accuracy and evasion
*added effect to one helm: increased crit chance and damage
*added effect to one armor: inc. attack, hitrate, critrate, can't cast
*added effect to starter armor: exp gain for party increases
*fix for wrong defense after level up in battle
*fixed power up/down not working correctly for normal attacks


v0.286
*increased the attack cap of Kevin's wolfform from 370


v0.291
*instant-kill by petrify status halves exp gain from that enemy
*increased Dangaard's exp bonus, was 0 before
*fixed issue with def/m.def buffs not working correctly
*fixed issue where standing on certain tiles at battle end doesn't clear the battle-flag for undead armor
*fixed unintended damage cap of 499 for physical attacks


v0.300
*enemies give now more experience if they are two or more levels higher than the highest hero; the bonus increases with each additional level they have
*enemies may at most give the equivalent of a level 100 enemy in experience
*enemies do not give less experience to overlevelled parties
*tripled exp gain from Godbeasts
*increased exp gain from Golems, Bill/Ben, Lugar and Gildervine by about 20%
*increased exp gain from normal enemies Lv15+; around Lv20 +10% over previous, after Lv50 +40-50%
*increased enemy levels between earth cave and before god beasts, Gildervine now reaches Lv48 instead of 44
*adjusted/increased experience factor for several enemy types
*changed Dolan to give more exp but less money, inverse of Dangaard
*removed "no experience"-flag from black rabite


v0.312
*changed duration of transshape from (25 - target's luck) to a fixed 12 time units
*fixed heal light, tinkle rain and equivalents removing HP up/down flags; this change does not affect stardust herb from removing them
*fixed issue where transshape ending removed HP up/down flags
*increased HP cost of cast from HP accessoire from x2 to x5 the original MP cost
*increased cost of Heal Light from 5 to 8
*added Power Down spell to Duelist
*added Speed Down spell to Lord
*added Power Down spell to Enchantress
*added MT Power Down to Necromancer and Evil Shaman
*changed Bishop's saber to MT and altered max stats
*changed Sage's saber to ST, added MT Mind Up and Rainbow Dust spell
*altered Bishop's and Sage's max stats
*altered most of Kevin's spell lists
*removed free power up from wolf-Kevin getting hit
*decreased damage bonus by buff for physical attacks from 33% to 25%
*increased damage bonus by buff for magic attacks from 20% to 25%
*altered Blaze Wall to inflict poison status instead of a dummy status ailment


v0.325
*Flame Breath no longer deletes target's status ailment
*Tinkle Rain and Mama Poto Oil now additionally add an effect that blocks 85% of status ailments from physical attacks; this effect lasts until the first status attack succeeds
*increased cost of Tinkle Rain from 2 to 5
*reduced cast time of Tinkle Rain
*various fixes to try and keep certain bosses from losing their resistances/weaknesses
*changes to "undead"-armor that should make it more reliably healable out of battle
*complete change of Angela's spell lists
*increased max luck of Angela's and Lise's final classes by 1
*increased max spirit of Lise's dark final classes by 1
*various adjustments to max stats of Angela's final classes
*decreased Needlion's attack value by 5%
*reduced power of most dark Hawk spells by 10~15%


v0.340
*open menu moved to Y+B
*critical damage factor and bonus is determined by LUCK instead of fixed
*Lv1 techs damage factor and bonus is determined by AGL instead of fixed
*Lv2/3 techs gain bonus damage from INT
*altered influence of tech helm
*increased influence from casting stat and defense on spell damage, reduction in base damage
*reduced attack difference between weapon classes slightly
*starter weapons grant increased Lv1 tech damage
*certain weapons (Colichemarde & Co.) grant increased critical damage
*set damage variance to 0
*minor changes to high level enemy defense
*changes to a couple enemy spells: power, used stat/targetted defense


v0.350
*fix for cast time counting down while in menu
*cast time depends on spell and relevant stat
*added effect to helm: halved cast time
*included data for all difficulty settings in the base patch, other patches are now only a selector
*Full Metal Hugger, Jewel Eater and Bigieu deal slightly less physical damage
*poison damage now varies by difficulty and victim
*altered chance of non-boss enemies to inflict status ailments with regular attacks from 100% to 15%+luck+level/2
*increased cost of Deathspell from 8 to 15
*increased cost of Turn Undead from 7 to 12
*altered max stats of final classes; before lowest cap was 24, now 27
*small decrease to effect of magic up gear


v0.355
*small improvements to cast time handling
*edited MP progression
*lowered price of Walnut from 525 to 200
*Magic Shield additionally adds maxMP up


v0.380
*changed AI and stats of Full Metal Hagger
*changed Aura Wave from max tech gauge to add 5 tech points and grant +1 tech gain buff
*AI-controlled party members receive bonus evasion against physical attacks
*regular enemies have a random chance to spawn as different monster type; e.g. Molebear may be replaced by Myconid or Poron
*changes to physical element; it now stacks with regular elements, e.g. double weakness is now possible
*enemies gain percentual damage reduction with higher level, e.g. Lv90+ takes 1/3 damage
*decreased maxHP of high level enemies accordingly
*small increase to attack difference between weapon classes
*reduced defense progression of enemies
*increased bonus from LUCK on critical hits
*increased bonus from AGL on Lv1 techs
*increased bonus from INT on Lv2/3 techs
*increased MP steal of weapons from 1/32 to 1/16; HP steal remains at 1/4
*capped HP steal at 12 and MP steal at 3
*HP steal weapons rise cap to 20
*MP steal weapons rise cap to 5
*changed Evade up/down modifier to +/-20%
*changed accuracy up/down modifier to flat +10/-15
*Hawk's Yafuku Cuirass now resists silence as intended
*minor stat changes for a few enemies and bosses


v0.382
*removed evade skip of enemies with 32k+ current HP
*fixed unintended swap of HP and MP steal weapons


v0.400
*changes to crit mechanics
*increased max luck of Angela's first classes by 2
*enemies gain bonus crit rate and resistance by creature type, independant from luck; e.g. Wizards can be crit more easily while Golems shrug more crits off
*minor increase to critical damage
*minor decrease to Lv1 tech damage
*changed crit rates of weapons
*changed crit rate bonuses of appropriate armor and helms
*added minor crit damage increase to "no tech gain" weapons
*armors now offer non-uniform crit resistances
*added weapons with evasion bonus
*minor increase to hero's defense progression; VIT/INT/PIE has ~5% more influence
*changes to hitrate mechanics that should fix a random low damage bug, only observed against Tzenker


v0.410
*reclassified shields as accessoires
*changed shield slot to a second accessoire slot
*changed Wendel's armor shop to include two helms
*turned two NPCs into trader for later
*fixed bug where crit helms didn't grant increased critical damage anymore
*slight increase to critical damage bonus from applicable weapons
*moved Genova's boss room
*small decrease to enemy defense


v0.411
*fixed bug that made the game reset when a transformed shadow zero attacks


v0.420
*set all accessoires to be equippable by everyone
*changed shops' inventories
*changed effects of accessoires
*all shields grant now a minor bonus to evasion
*implemented death resistance property for items, 0 damage from death spell no matter what
*shapeshifter now retain their current health when transforming
*changed sorting of timer lists which hopefully fixes a rare game crash
*fixed bug where physical-elemental spells were reflected


v0.434
*speed up/down effects now affect cast time
*exp bonuses now stack, formerly only applied once per character
*implemented accessoires that manipulate enemy level
*implemented item effect: upgrade spell targetting
*added small passive MP regeneration
*upgraded Kevin's weapons to normal attack values
*decreased Kevin's wolfform bonus from 1/7 to 1/20
*removed old, crash-happy cast time fix and added a new, hopefully more stable one
*fixed bug that prevented non-Lise buyers from buying Earth Bracelet


v0.437
*fixed selling the regeneration timer
*fixed spell upgrade not applying to enemy targetting spells
*disabled edit for cast time


v0.455
*MP is completely refilled on map transfer
*altered maxMP calculation to small level based constant plus spirit
*increased MP regeneration
*altered cost of several spells
*elemental spells now receive a damage bonus if a saber of the same element is active
*altered way spell damage is calculated
*Evil Shaman now learns Ghost Road as multi-target
*Necromancer gained Black Rain and Half Vanish skills
*absorption has now priority over HP or MP steal
*fixed the lower limit of HP/MP steal
*cut Lugar's tech damage in half
*altered stats and status immunities of most regular enemies
*early game money gain is increased, late game decreased
*may or not have fixed cast/menu bug this time


v0.460
*another edit to timer handling
*increase to evade helms
*increased def gain by stats
*reduced base defense by level to 25% its old value
*increased influence of defense against enemy magic spells


v0.470
*fixed a bug that caused game crashes
*minor alterations to a few enemy stats
*lowered enemy defense progression and increased HP progression
*altered spell damage calculation; minor damage bonus similar to Lv2/3 techs, stat used depends on character
*removed out of battle instant-cast
*Duran/Swordmaster now learns Speed Up and Energy Ball, both cast on self only
*Duran/Duelist replaces Energy Ball&Power Down with Leaf Saber&Anti-Magic
*Kevin/Dervish now learns Leaf Saber
*Hawk/Wanderer now upgrades Spikes into Anti-Magic
*Hawk/Rogue now upgrades Arrows and Spikes into Speed Up and Deadly Weapon
*Hawk/NinjaMaster now learns Analyse
*Charlie (base) no longer learns MT holy ball, only ST
*Charlie/Priestess no longer learns MT heal light, only ST (MT accessoire is on the ghost ship, so it shouldn't even matter)
*Angela now learns Ice Smash with the earth spirit
*Angela/Grand Divina no longer learns MT Sleep Flower or Tinkle Rain, both only ST
*Angela/Grand Divina replaces Mind Up with Speed Up
*Angela/Archmage no longer learns MT Body Change, only ST
*Angela/Magus replaces Turn Undead with Power Up
*Lise/Vanadise additionally learns ST Tinkle Rain
*Lise/DragonMaster no longer learns any saber spell, instead learns MT Sleep Flower
*Lise/FenrirKnight no longer learns Black Curse, Leaf Saber, Half Vanish or Body Change, instead learns Transshape


v0.475
*fixed another infinite loop from the original game
*techs now deal 25% more damage if targetting a single enemy
*MT techs now distinguish in damage between ST and MT; ST form still deals less damage than a proper ST tech
*reduced cast time reduction helm from -50% to -25%
*decreased Landmine and Cutter Missile from Lv1.5 to Lv1 and added debuffs, speed down and (all) def down respectively
*reduced damage on weaknesses to 150% instead of 200%
*simple physical resistance now takes 75% damage instead of 50%


v0.485
*fixed yet another infinite loop from the original game
*fixed bug where quick cast helms did not work as intended
*Angela/base now only learns ST spells
*Charlie/Necromancer no longer learns MT Tinkle Rain
*increased health and defenses of final bosses, reduced for Black Rabite
*reduced damage of Lv2/3 techs
*reduced attack of alternate stat weapons from light-medium/medium-heavy to light/light-medium
*reduced rate of MP regeneration by 30%
*Sleep Flower and Body Change can now be learned with air and shadow spirit respectively


v0.486
*yet another fix against game crashes


v0.487
*corrected debuff flag of Cutter Missile


v0.490
*edited AI of Jewel Eater


v0.510
*health is fully restored on victory if anyone in the party knows the heal light spell
*altered resistances and weaknesses of most heroes
*accordingly changed resistances or weakness-removal of certain armors
*body armor that removed the base weakness now removes all weaknesses and offers only light defense now instead of light-medium
*LUCK no longer removes all traps from the trap wheel of treasure chests
*lowered the bonus chance for rare drops from ~LUCKĠ/10 to ~1.15*LUCK
*bonuses to the exp gain level, e.g. underlevelled, now cap at 127 instead of 100
*edited AI&stats of Tzenker
*edited AI&stats of Genova


v0.525
*Lord now learns Energy Ball
*God Hand no longer learns Aura Wave
*God Hand now learns Moon Saber, Mind Down, Magic Shield and Life Booster
*Warrior Monk now learns Speed Down and Body Change
*Dervish now learns Dark Saber and Poison Breath
*Sage now learns Dark Force and upgrades Holy Ball to Saint Beam
*Necromancer now learns Great Demon; Black Curse replaces Power Down
*Evil Shaman no longer learns Gremlin or Great Demon
*Evil Shaman now learns Lunatic, Def Up, Transshape and Sleep Flower; Ghost upgrades to Ghost Road and Power Down to Demon Breath
*Great Demon spell increased from Lv2.5 to Lv3, additionally inflicts now chibbiko
*Ghost Road now inflicts power down
*Ghoul'n'Ghost can now already be learned with the air spirit
*power of Heal Light is now modified by magic defense (de)buffs instead of magic attack (de)buffs
*added an additional difficulty between normal and hard
*Tinkle Rain casts only needs 25% of the usual time
*spells are instantly casted if no enemy is present on the screen
*minor alterations to cast time overall
*decreased level of Jewel Eater from 14 to 13
*decreased level of Bill/Ben2 from 35 to 34
*increased exp yield of the Werewolf family by ~10-15%
*increased exp yield of Bill/Ben by ~15%
*Chibikko Hammer no longer works when the target is under a different status ailment than the chibikko state
*certain bosses get a bonus to their level for their Death Spell calculations
*increased magic attack power of most bosses from godbeasts on and later


v0.535
*increased hidden AI bonus for evasion
*magic defense is now solely determined by PIE; no more hidden, second magic defense stat
*maxMP is now determined by INT
*Gladiator, Swordmaster, Duelist, Death Hand and Dervish now use INT to learn spells instead of PIE
*Protect Earrings now strengthen Heal Light and heal items; item seeds only gain half the bonus because of MT
*changed duplicate magic increase weapon to also strengthen Heal Light and heal items
*added a minor stronger Heal Light and items effect to Wendel armor
*changed the weakness removal body armor back to light-medium


v0.555
*altered enemy magic damage values
*nerfed/buffed/changed handling for (magic) defense (de)buffs; before +/- 20% defense, now +/-5% defense and additional +/-20% damage multiplier
*fixed issue where magic defense (de)buffs were used against physical spells
*exp bonus for being underlevelled is now already granted with just 1 level behind instead of 2 as before
*changed Bill/Ben's AI to more closely mirror Ninja-Hawk's abilities at this point, i.e. no longer know fire or water jutsu
*edited Gorva's stats and AI
*edited Gildervine's stats, AI and summon level
*disabled the save point on the ghost ship to prevent save game loss
*added misc patch to re-enable the save point for those who know what they are doing
*fixed error where Duelist learned Energy Ball instead of Leaf Saber
*fixed level of two rooms in Castle Rolante
*increased duration of Sleep and Transshape from 12 to 15
*evasion of sleeping targets is treated as 0


v0.575
*added effect to Ninja Master's Analyze spell: reduce crit rate&dmg resistance of target
*small increase to effect of Energy Ball
*edited prices of equipment
*added effect to Protect Ring: removes all resistances and weaknesses, can't be unequipped
*resist element X accessoires no longer prevent healing but now lower defenses
*fixed Blackshade Ring not correctly adding the "heal hurts" property
*fixed level underflow for enemies under the effect of Red Moon Horn
*removed half MP cost and double MP cost "ailments"
*Sage Stone now adds "spell upgrade: sudden" but all spells deplete all MP
*Mist Pendant, in addition to preventing silence, now bypasses the "can't cast" penalty
*added accessoire effect that provides an element for weapon attacks; this gets overwritten by a proper saber spell. Only one such accessoire can be active at a time.
*Gyralhorne: earth element for weapons
*Knight Crest: air element for weapons
*Steel Gauntlet: fire element for weapons
*Snow Crystal: ice element for weapons
*Yadorigi Armlet: light element for weapons
*Bunny Egg: shadow element for weapons


v0.576
*fixed interaction between "cast from HP" and "deplete all MP"


v0.603
*altered gold gain for regular monster; early game increased by up to 40%, late decreased by up to 40% over previous values, unchanged around Lv15
*increased boss gold drop rate; gold drop cap is now already reached at Lv88 instead of Lv99
*Beastman Colar now increases gold gain instead of its previous attack&accuracy bonus
*included spell effect "pressure": healing cut by 75%
*included spell effect "curse": 20% chance to suffer bonus damage for element of the day on any day even if normally not possible
*Cardinal Eye now adds "Spell upgrade: pressure"
*Magatama now adds "Spell upgrade: curse"
*extended spell effects to also improve spell coins&statues
*changed Mistscreen Charm from auto-buff tech gain to regular tech gain increase; it does now stack with aura wave but not with itself
*edited AI and stats of Lightgazer
*reduced power of Jewel Eater's spit attack and rock throw
*increased Genova'S average delay between attacks by 60%
*fixed various underflow issues with element of day bonus
*regular physical attacks now use their own element instead of the saber status of the target for determining element of day bonus
*added element of day handling for Lv2/3 techs
*added pseudo saber handling for element of day
*non-elemental spells deal increased damage on mana day
*fixed incorrect max INT of Swordmaster
*added "super_happy_funtimes" misc patch


v0.617
*Half Vanish now affects bosses, but only at 1/8 the usual strength
*enemy's fraction damage spells are now affected by difficulty setting
*fraction damage is now capped at 999
*max HP is now influenced by body armor
*max HP gets a small bonus based on STR
*Mad Beast's Fang increases maxHP by 60 instead giving an auto-buff weapon damage
*Fireblaze now gives auto-buff weapon AND magic damage
*first status resistance armor (e.g. Pegasus Armor) now grants two status resistances
*second status resistance armor  (e.g. Gold Armor) now grants a huge HP increase instead
*removed Lunatic from Genova's AI
*changed Genova's adds; every 1st, 5th, 9th... summon is Shadowzero&Shapeshifter, otherwise Firedrake&Shapeshifter
*Genova's Heatwave should now be correctly shown as such instead of Bodychange
*Shadowzero's wave attack now deals 25% maxHP damage instead of lowering all stats
*minor change to Lightgazer's AI


v0.642
*can now invert spell targetting by holding Y or select while selecting a spell (before targetting) unless the spell is naturally self-targetted (e.g. Speed Up on Swordmaster can NEVER be inverted)
*by necessity, 3 player patch is included by default
*fixed maxHP (de)buff, now again changes by 25% instead of 5%
*changed maxMP (de)buff from +/-25% to flat +/-10
*maxMP (de)buffs now affect MP regeneration speed
*halved damage of Half Vanish vs bosses once more (1/16 -> 1/32)
*removed unintended maxMP up buff from Lise's summons
*increased cost for Magic Shield from 6 to 10
*Magic Shield and Pakkun Oil now also inflict Def Up
*Counter Magic and Matango Oil changed to M.Def Up
*Kevin/God Hand learns now Counter Magic instead of Magic Shield
*death resistance no longer protects against Turn Undead
*healing effects will now also hurt undead enemies
*monster can no longer hurt their allies with Heal Light
*Lightgazer, Xan Bie and Dark Lich now inflict maxHP damage with each spell
*added earth as weakness to Genova
*Genova now counters earth instead of ice
*reduced level of first Genova by 1
*edited AI&stats of Xan Bie


v0.680
*enemies can now have up to 6 rare items and 3 common based on their level
*common drops now have equal chances to appear instead of 80%/15%/5%
*edited drop table for all enemies
*chest spawn rate increased from 33% to 33-100% depending on difficulty (higher for higher difficulty)
*chest trap rate increased from 33% to 33-100% depending on difficulty (higher for higher difficulty)
*chance for rare items from chests now gets a bonus for playing on higher difficulties (lowest: 0% -> highest: 10%)
*chance for rare items is adjusted by relative level of the chest opener
*Beastman Collar now also increases chance for rare items
*increased bonus chance from luck from 2~38% to 5~45%
*trap wheel now needs 6 more AGL to reach minimum speed
*altered power of chest traps; before flat % of maxHP, now % maxHP + value based on level
*chest trap power is no longer dependant on difficulty
*dead people/monster/chests can now still inflict a status ailment prepared before "death" - this includes the poison status of the poison trap
*increased the amount healed by seeds above regular item seed
*consumable damage items (except class change items) now deal main damage based on level instead of AGL/INT/PIE; this caps at Lv85 with the equivalent of 27 AGL/INT/PIE
*allowed Counter Magic to profit from "sudden" spell upgrade
*allowed repel element attributes to work vs regular weapon attacks - attacker and defender will take equal damage
*added thorns effect to Platinum Armor tier, attacker takes 175% of damage dealt with regular weapon attacks
*spells leave some residue that might affect damage reflected via thorns affect
*fixed Jewel Eater's diamond missile sometimes being wrongly called speeddown
*fixed spell bonus damage often using wrong stats
*fixed a bug where existing status effects were erased when a new status would be applied that you are immune to
*fixed a bug where reflected weapon attacks would heal the attacker
*edited Xan Bie's stats and Heatbeam
*edited stats, AI and specials of Mispolm
*removed Mispolm's periods of magic&tech immunity
*spell effect "curse" now also makes the victim take 100% of damage dealt with his regular attacks
*healing effects on undead show now in damage colors instead of healing colors


v0.681
*Heal Light now uses PIE again instead of INT
*might have fixed an UI bug


v0.687
*prevented double infliction of status ailments, e.g. can no longer poison someone who is already poisoned
*same for (de)buffs, only prevents unnecessary message boxes, nothing else
*removed a couple unnecessary function calls from physical attack calculation, saved about 1k bytes of operations per attack
*fixed a bug that made most enemy spells deal 0 damage


v0.705
*Dragon's Mail tier armor now change buff effects into debuffs and vice versa, e.g. Power Up inflicts Power Down and Black Curse buffs all stats; armor's HP bonus increased from 100% to 103%
*Hero's Armor tier armor now has a high chance to deny hostile counter attacks; evade bonus dropped from 5 to 0
*Lamellar Armor tier armor now has a low chance to deny hostile counter attacks in addition to high evasion
*Skeleton Mail tier armor increases level of damage spell by 1 (max 3.5), spells are treated as neutral for resistance/weakness purposes; def dropped from medium/medium to light/light
*chance to deny counter is increased by luck but drops with repeated successes against the same enemy
*increased magic bonus of Lunula Mail tier armor
*edited stats, AI and specials of Dolan
*fixed non-working HP/MP steal accessoires
*fixed issue where under certain circumstances saber effects were given
*fixed damage calculation for element of day bonus for regular weapon attacks
*added and fixed a dozen more bugs, maybe even the same dozen
*minor code optimizations
*the camera should no longer flee in terror from the player on accurate emulators and real hardware


v0.720
*implemented a first version of death penalty, refer to the manual for details
*Duran's gold shield has gained a aggro mechanic; for random target selection he takes the place of the original target and for distance based selection he is calculated as being a good bit closer
*aggro bonus is negated by death, petrification, snowman and sleep
*Death Spell and Exorcism can now be countered by some enemies
*Dragon's Mail tier armor no longer dummies Transshape and Analyze
*shields are no longer tied to the light side; Duran can buy and equip them in any class
*fixed HP steal AGAIN
*reduced the Bound Wolf Kevin fights in his intro from 65k health to 300, so that every main character has a chance to finish their intro deathless
*added info to readme about "3 player", "vanilla savegames", "Death Penalty"
*Bishop's final weapon "Judgmentes" now calculates attack by PIE, has medium attack rating and gets a bonus to Lv1 tech damage


v0.742
*un-dummied item Demon Statue: available from certain bosses, heals death penalty, sellable for 2k
*death score per death is increased from 2 to 4
*defense is now recalculated on map transition and victory
*replaced Muramasa tier weapons: now increase attack and magic power based on current death score
*replaced Krau-Soles tier weapons: now increase attack and defenses while deathless
*undead armor and Blackshade Ring reduce effective penalty from death
*glass armor and Dragon's Bone grow stronger with higher death score
*added optional patch "hardcore_death_penalty": death that is not removed via Angel Grail now also permanently reduces one random stat.
*fixed bug that allowed to equip death score as body armor
*increased exp bonus for beating higher levelled enemies and introduced penalty for bullying weaker ones
*added same bonus/penalty system also for money
*heroes that are lower level than the main character get 30 exp extra per kill
*added info to readme about "experience gain"
*added cryptic hints about bosses to xls sheets


v0.757
*Pedan's armor trader now visits Byzel after defeating 3 godbeasts and leaves after the 7th GB kill
*Pedan's weapon trader now visits Wendel after defeating 4 godbeasts and leaves after the 7th GB kill
*edited AI of Gildervine
*edited AI and stats of Lugar; def reduced and HP almost cut in half
*edited AI and stats for Golems (alpha and 2.0 version), both versions have vastly different AI from each other
*reduced crit resistance of enemies slightly, max level will be 6% more likely to take a crit
*reduced progression of enemy crit rate, though lacking investment in luck will still lead to 100% received crit rate
*increased money gain from most bosses between 20% and 50%
*being silenced prevents the tech gauge from increasing
*HP steal percentage is now based on difficulty instead of fixed 25%
*HP steal weapons/accessoire now increase the final HP restore by 50% instead of only raising the cap
*fixed bonus chance for rare items not working properly on lower difficulties
*regular death penalty now requires at least normal difficulty OR applied hardcore_death_penalty misc. patch
*death penalty for failed trap chest now requires at least tough difficulty


v0.800
*Protect Armor tier armor now provides 120% HP and tries to prevent death by damage; uses remaining MP to restore health (requires at least 15 MP)
*wolf form now increases attack by 3% and +VIT
*Dervish's wolf form gets an additional attack bonus based on level; +20 at max (Lv85)
*Dervish's final weapon "Gigas Glove" modifies wolf form to grant even more attack but reduced defense
*Rune Master's final weapon "Rune Staff" now allows multi-targetting of Stun Wind, Blaze Wall and Cold Blaze (NOT Stone Cloud!!), Lv2 spells bypass resistance and immunity
*Sage's final weapon "Gigas Flail" now has a passive Heal Aura that restores party HP, more with higher PIE (max 12/s), not affected by other modifiers
*Evil Shaman's final weapon "Juggernaut" now has a passive effect that reduces all enemies' maxHP by 1/8 and stats by 2
*Mad Beast Fang now additionally provides health regeneration, more with higher INT (max 5/s), not affected by other modifiers
*edited AI and stats of Dangaard
*edited AI and stats of Landumber
*edited AI and stats of Fiegmund
*changed weakness/resistances of Mispolm
*added a proper visual signal for Mispolm's weakness
*cut Lugar's tech power in half
*some bosses are now vulnerable to one status ailment (out of sleep, poison and silence; others would only cause game crashes)
*fixed issue where status infliction rate for regular weapons was calculated incorrectly after map transition
*fixed issue where bosses enacted counter moves for any heal or buff they used on themselves
*those counter moves often targetted the bosses themselves, so they shouldn't hurt themselves (as often) anymore
*decreased scaling of enemy damage reduction
*increased scaling of boss health to compensate
*MT'd Stun Wind uses Rust Hurricane animation
*MT'd Blaze Wall uses Gigaburn animation
*MT'd Cold Blaze uses Icicle animation
*edited hero HP progression; more HP early on, mostly same as before around level ~85, max level loses about 10 HP
*Fire Jutsu and Bullseye Dye now apply M.Def down as intended instead of only M.Power down
*items based on "physical" spells now can get properly reflected
*Lv1 techs now consume TP when "connecting" to an enemy instead of (potentially several frames later) when the damage pops up; this should fix issues where the wrong/every character loses TP when multiple attack close together


v0.813
*altered AI mode "attack distant enemy" (the option in the top right): character will NOT move towards any enemy at the start of battle but will still engage if an enemy gets too close or after casting him-/herself
*edited AI and stats of Zable Fahr
*speed of trap chest wheels now increases with level and decreases with AGL
*Paladin's final weapon "Brave Blade" allows Turn Undead to deal non-elemental spell damage in case it would deal 0 damage
*Half Plate tier armor and Headgear and Horned Helm tier helms now additionally protects against knockback from regular attacks
*fixed a bug that can wipe out multiple of 50k experience from characters
*minor code optimizations


v0.815
*Inns now heal death penalty
*increased death penalty increase from deaths and failed traps
*maxHP decreases now by ~10% per death to a maximum of -50%


v0.850
*changed enemy counter/hate logic; each attack, miss, spell, etc. builds hate, counter moves are executed once a certain threshold is passed
*can now perform a strong version of the regular attack by holding the attack button but no direction; AI never uses this
*strong attack deals more damage, misses less, has reduced chance to crit and increased delay before next attack
*can now perform counter attacks by hitting enemies with a Lv1 tech shortly after they start their attack or cast a spell
*counterattacks deal increased damage for most weapons and reduce enemy hate
*changed heal color for enemies from yellow to green
*changed color for Lv1 techs and criticals hits from red/purple to yellow
*cooldown between weapon swings is now modified by equipped weapon instead of a flat 60 frames
*changed/added bonus for crit damage and Lv1 tech damage to all weapons as a variable value instant of only a fixed yes/no for the two weapons that had this bonus
*changed Balmunk tier weapons to best counter damage bonus
*Swordmaster's final weapon "Ragnarok" now only deals 1 damage unless it was a yellow hit
*Wanderer's final weapon "Orihalcon" now enables Half Vanish to deal damage based on the target's maxHP instead of current HP
*Rogue's final weapon "Manslaughter" now has a Luck-based chance to deal double spell damage and can MT Landmine
*Necromancer's final weapon "Maul of the Dead" now increases spell damage relative to lost HP
*changed Fireblaze from auto-buff to permanent defense reduction on successful counter attack
*Horned Helm tier now additionally increases counter damage
*can no longer heal characters that are sitting at 0~1 HP and should be dead but aren't yet
*chance for a rare item is now halved after failing a trap wheel
*chance to get a trap wheel is greatly reduced when the previous chest contained a trap which was triggered
*changed damage and effect of traps
*reduced incurred death penalty for failing a trap wheel
*changed heal power of Poto Oil from x10+10 to x9+20
*changed heal power of Lord's Proof from x11+10 to x13+30
*changed heal power of Holy Water Vial from x11+10 to x15


v0.851
*fixed a bug in enemy "open to counterattack" logic that had undefined consequences, from glitches to crashes
*fixed spell damage underflow


v0.853
*changed AI and stats of Heath, he now only uses spells Charlie can actually learn
*fixed a crash related to dead enemies wanting to execute a counter action


v0.870
*changed AI and stats of Dark Lich
*changed AI and stats of Deathjester
*changed AI and stats of Black Rabite
*Kevin/Death Hand now learns MT Lunatic
*changed Levatein tier weapons to ignore physical resistances
*God Hand's final weapon "Spiral Claw" now prolongs the counterattack window on a successful counterattack
*Warrior Monk's final weapon "Holy Claw" now healing power based on current TP (does not consume them)
*Death Hand's final weapon "Skull Disect" now disables throw chance and makes Lv3 techs consume target's stat debuffs to increase damage dealt
*Fenrir Knight's final weapon "Giant's Spear" now heals the party on a successful counterattack
*gave more final class weapons non-zero values for Lv1 tech bonus and counter bonus
*slightly increased Lightgazer's and Fiegmund's magic power
*added resistance to Ice to Mispolm
*increased levels of enemies on the Landumber landing platform from 13 to 50
*changed enemy saber heal color from yellow to green
*fixed levels of enemies in Shangri La final dungeon, most were half as high as they should have been
*fixed a grey save statue in Shangri La that played a boss victory event instead of the save prompt
*fixed a crash caused by Lv1 techs attacking a target with more defense than the attacker has attack power
*MT'd Lunatic uses Spiral Moon animation


v0.880
*can now take out 20 items from storage at once when 0 are in current inventory instead of only 9
*uglified storage gibberish display counts: 2 digits, 20 (max) shows green, but no gap between max length item names and item count
*changed all 9 shields: all grant increased aggro (formerly only Gold Shield) and grant one status resistance, evasion or one increased defense stat
*Dragon Master's final weapon "Dragon Lance" now improves Anti-Magic 
*fixed a "ghost mode" bug when dieing while casting and not properly reviving
*minor changes to a few stats


v0.900
*changed AI and stats of Jagan
*changed AI and stats of Bigieu
*changed AI and stats of Archdemon
*Magus' final weapon "Dragon Rod" now allows multi-targetted damage spells to deal damage as if they were single-targetted
*Vanadise's final weapon "True Spear" now fakes the element of non-elemental spells according to the active saber element for resistance, weakness and immunity purposes but not absorb, reflect or hp/mp heal
*Starlancer's final weapon "Stargazer" now grants quick casting speed and a small increase to spell damage
*minor adjustment to defense calculation
*increased bonus from "magic up" weapons by 50%
*doubled heal bonus from Wendel armors
*fixed one instance of Gorva casting "Evil Gate" but announcing "Dark Force"
*fixed some weirdness with moon elemental spells, they no longer apply the damage to the wrong party (caster and target was switched since vanilla)
*fixed missing damage cap for regular attacks after day of week bonus
*fixed enemy HP getting capped at 999 after maxHP buffs
*moved 999 heal cap from before "pressure" penalty to afterwards, allowing honey to profit from stronger heal items if under the effect of this state


v0.925
*changed AI and stats of Darkshine Knight
*changed AI and stats of Koren
*Lord's final weapon "Sigmund" now strengthens Lv2/3 based on the target's attack power and puts the target into the counterable state
*Duelist's final weapon "Deathbringer" now increases Lv2/3 damage based on proximity to the target(s)
*Grand Divina's final weapon "Ganvantein" now grants saber effects when casting elemental spells on allies
*Archmage's final weapon "Spirit Cane" now allows spells to hit weaknesses for 200% damage instead of 150%
*added a variable bonus to counter attack power based on the target enemy, e.g. knights and crawler take a lot more bonus damage than mages
*increased attack strength of Bulette and Gold Bulette
*added magic damage to a couple status inflicting specials of regular enemies
*changed Grell's Funky Dance from "energy ball" to self heal
*changed Kerberos' and Firedrake's fire breath from inflicting dummy state to poison
*increased Harpy's Talon drain from 10% maxHP to 20%
*increased Carmilla Queen's Bloody Dance from 12.5% maxHP to 33%
*reduced Slime Prince's red glowing attack from 50% HP damage to 25%
*fixed a bug in counterattack timing
*fixed a bug that gave some enemies 0% chance to hit with status ailments in trap rooms


v1.029
*added optional patch "skippable_spell_animation": skip spell animations via holding X before the animation starts
*adjusted Xan Bie's stats
*adjusted Lightgazer's stats
*adjusted Landumber's stats and specials
*adjusted Fiegmund's stats and specials
*Ninja Master's final weapon "Kongo Rakan" now forces targets into counterable state if a spell hits a weakness
*Nightblade's final weapon "Deathstroke" now increases Lv2/3 tech damage while below 300 HP
*Grand Divina's final weapon "Ganvantein" now adds saber effect for elemental spells cast at allies
*altered maxMP by level slightly
*added diminishing returns for maxMP, values below 20 stay as is, former 38 max MP gets reduced to 25
*reduced handaxe item from Lv2.5 to Lv1.5; same as cost-identical darts
*fixed a bug that made Lv2/3 techs drain all MP if a Sage Stone is equipped
*on easy difficulty and below enemies have halved chance to land status effects with their regular attacks


v1.032
*increased monster level on Golden Road where you only need to go later from 10 to 13
*fixed bug that allowed to "sell death penalty"
*fixed bug that added armors when selling with a character that has death penalty
*reduced cost of Stone Cloud, Stun Wind, Cold Blaze and Blaze Wall from 10 to 9


v1.035
*excluded a few cinematic and boss death animations from being skippable via optional patch
*fixed light-Angela having wrong weakness to fire instead of ice
*fixed bug that made spell power armor not turn spells non elemental
*replaced "magic up" with "increases generic magic and damage item power" in documentation for greater clarity


v1.042
*high AGL reduces weapon cooldown
*added effect to headgear tier helms to reduce weapon cooldown
*added effect to hero's crown tier helms to resist death effects
*added cap of 320 damage (400 with day bonus) for fraction damage spells like Half Vanish, Slime Prince special, etc.
*change a few regular enemies to resist snowman status effect
*fixed defense stats on Wind Demon Mail and Silverwolf Pelt
*corrected displayed name for Dark Lich's Anti Magic


v1.050
*allowed Lise to equip Red Heat, Thunder God and Gold Shield, buyable in Byzel with her in party
*Vanadise-Lise no longer learns her buffs MT, only ST
*increased crit damage factor by luck stat from 110-140 to 115-150
*increased attack bonus from gear
*reduced gain from castspeed stat by 7%
*lowered Gorva's HP and physical defense
*added a small randomizer program


v1.051
*bug fix for randomized version


v1.060
*Kevin's Holy Claw additionally increases heal power by 2
*increased Lightgazer's maxHP reduction from 5 to 8
*Dolan's AI lost one instance of body change to make the shortest energy ball to spiral moon instance more bearable
*Archdemon phase2 gets one extra cast of heal light per AI loop


v1.200
*corpses of allies no longer block enemies
*reworked castspeed to affect spells with long cast times more
*castspeed is now instant if only NPCs are near
*added misc. patch that makes all enemies scale to player level
*counterattacks now ignore physical resistance/immunity
*knight type mobs take increased damage from counter attacks, physical resistant mobs in general take slightly more damage from counters
*critical hits have now priority over misses
*Byzel's black market adds some items to their inventory after defeating 4 godbeasts
*Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4
*enemies that deal non-physical damage with their base attack ignore thorn/curse damage reflect properties
*added a mini-boss fight to Seashore Cave
*reduced damage modifier of strong attack from (127+STR)/117+6 to (135+STR)/128+6
*weapon/armor seeds should now produce final class weapons ~70% of the time if all 3 party members have their final class
*fixed rune staff, it now properly ignores immunity on Lv2 spells again
*fixed/clarified that Ancient Coat and variants should NOT pierce reflect and absorb, only resistance, weakness and immunity
*altered AI of Jewel Eater, less prone to back to back skill spam
*altered AI, stats and gimmick of Gildervine
*reordered AI of Lightgazer in hopes of it despawning less
*flagged Gorva as undead, i.e. heal light harms him
*Gorva now uses dark force instead of death spell
*changed which monster Genova summons and his AI
*fixed Bill/Ben's weakness element
*Xan Bie now cancels Life Booster with his attacks
*increased gold drops from regular monster
*switched price of Bunny Egg and Thief's Armband
*switched Kerberos Claw and Moon Coin in drop table for Bound Wolf
*reduced Lv scaling for attack items
*halved damage bonus for elements by day
*increased base crit rate by 3-4%
*increased flat crit damage bonus by luck by about 50%
*increased Giga Flail heal aura max from 12 to 15
*old x2 tech gain weapons instead now grant increased Lv2/3 tech damage (not stacking with helm)
*old x3 tech gain weapons now only grant x2 tech gain
*reduced Dragon Lance from medium to light attack
*reduced bonus effect of Sigmund from 25% to 18.75%
*increased HP cost of Rune Earrings from MP cost x5 to (maxHP x MP cost)/32
*Ironsword type weapons can perform strong attacks without increased cooldown by consuming 5 MP
*Broadsword type weapons heal some HP on dealing yellow damage, amount increases with luck stat
*increased Flamberg type weapons' crit damage from 20 to 40
*Colichimarde type weapons gain additional crit rate based on TP x3
*increased Ragnarok's crit damage from 17 to 25 and crit rate from 12 to 18
*increased accuracy increase from Leather Neckband (x2) and Thief's Armband (x5)
*Lamellar type armors additionally grant +2 TP on evasion
*Reflex type armors additionally grant +1 MP regen
*Fencer's Armband crit rate reduced from 5 to 3, added 15% crit damage
*changed effect of Beastman Collar to spells using TP to reduce cast time (4 = 30%, ..., 7 = 70%, ..., 9 = 100%)
*changed effect of Red Moon Horn to spell casting generates 2 TP; does not stack with itself
*changed effect of Earth Bracelet to "spell upgrade: leaf coat"
*changed effect from Skull Disect to can't throw and lowers target's p.def&m.def after Lv2/3 techs
*Kevin/God Hand learns Def Down instead of Saint Saber
*Kevin/Warrior Monk learns Mind Down instead of Mind Up and can also learn Analyse
*Kevin/Death Hand replaces his old spell list with: MT Dark Saber, MT Speed Up, Magic Shield, MT Body Change, Aura Wave and MT Lunatic
*Kevin/Death Hand has no longer stronger damage on his Lv3 tech
*Kevin/Dervish learns Power Up and Firebreath instead of Dark and Leaf Saber and can also learn Anti-Magic
*Hawk/Wanderer learns Magic Shield instead of Mind Up
*Hawk/Ninja Master can additionally learn Transshape
*Hawk/Nightblade can additionally learn Silver Dart
*Charlie/Bishop learns MT Power Up instead of MT Def Up
*Lise/Starlancer now learns Saint and Dark Saber
*Lise/Fenrir Knight now learns Leaf Saber
*changed minimum spell attack power after defense from 0 to 10
*despawned one exploitable enemy pack in the Molebear Highlands until at least one godbeast is beaten
*code optimizations


v2.000
*added Lv60 capstones
*inbattle item use now costs 4 TP
*changed damage color logic:
	*red = regular attack damage
	*purple = tech damage, spell damage
	*yellow = critical attack damage, counter tech damage
	*green = healing
*characters can now only have 10 spells instead of 12
*changed spell loadouts of all classes (all classes have 12 spell options)
*increased variety of needed stats for spell learning
*prepatched with english translation to cut down on patching error related issues
*renamed some spells and items to better reflect their effects
*added misc. patch that disables messages for status ailments and (de)buffs
*added initial inventory of 5 candies and 2 puipui grass
*increased damage of critical regular player attacks and Lv1 techs by 28%
*reduced damage of non-critical regular player attacks by 8%
*increased damage modifier of strong attack from (atk x (135+STR)/128)+6 to ((atk+AGL) x (150+STR)/128)+4+STR/2
*can now only gain TP once per weapon swing (in case of lag the TP gain may only happen after the weapon is ready again so it blocks the TP gain for that 2nd swing)
*as long as a helm is equipped, evade/4 reduces Lv1 tech damage%
*made the monster scaling patch work even before getting the 3rd party member
*sign posts no longer count as monster for the sake of cast time calculation
*some bosses can now land critical hits with their spells and have 25% less base damage; crit rate and damage adjustment identical to regular attacks
*enemies no longer try to perform extra actions when their hate value reaches 100% instead they receive a small heal (relative to total damage taken, capped at 300) and deal ~32% more damage for a short duration
*reduced HP curve growth for monster&bosses (~20% at max)
*reduced damage reduction of high level enemies (~20% more damage against lv90+ enemies)
*reduced monster crit rate with high luck advantage (most extreme: 200% -> 150%)
*reduced monster expected luck curve slightly (at Lv90: 29 -> 28)
*reduced attack spread for regular mobs by type (strong mobs a bit weaker, weak mobs a bit stronger)
*physical resistant enemies now take +25% damage from counters, was +20%
*high level enemies deal a bit more damage; higher multiplier after defense making defense more worthwhile
*made needlebirds and cockabirds immune to snowman status as removing the status from them crashes the game
*increased HP of Bill/Ben slightly
*increased defensive stats of Tzenker
*increased HP and defense of Gorva
*increased attack and defense of Lugar, reduced HP and aggro limit
*added one aspect of Fiegmund to DarkLich to complete the set of godbeast based powers on him
*Dark Lich now uses Ghost Road instead of Geyseblast
*increased strength of Gildervine's gimmick
*Frost Dragons no longer inflict snowman with their attacks, instead get slightly increased attack power
*Sea Dragon's breath attack no longer inflicts snowman
*Death Machine's laser attack no longer inflicts snowman
*Full Metal Hagger no longer inflicts poison with his default attack
*Dangaard now gives 0 exp (level up lag of phase change can crash the game) but double the previous money reward
*buffed Dolan AI, replaced Energy Ball with Focus Charge
*Spiral Moon now pierces defense
*Zable Fahrs left head inflicts now poison instead of snowman
*Archdemon's Jutsus can no longer be reflected via thorns armor or curse
*reduced INT based bonus monster get on L2/3 techs
*reduced HP of seashore cave miniboss by 25%
*when enemies use buffs they are now subject to counters just like with damage spells
*fixed a bug that made the "not affected by thorns" property check on the wrong character
*fixed a bug that made attacks in mini status have unpredictable results, including crashes
*increased base exp gain rate
*increased HP gain for the first 15 level ups, decreased post Lv50
*adjusted maxMP by INT curve
*cursed items can no longer be equipped on characters of Lv61 or higher, equipped cursed items still stay equipped
*added some armor set bonuses
*reduced flat +atk bonus from countering
*Gladius tier weapons now draw aggro (only melee) and penalize defense
*Molebear Claw and Roundel Dagger heal (maxHP x (luck+10)/512 + (luck+1)/2) HP instead of (maxHP x (luck+10)/256 + (luck+1)/2) HP
*Bastard Sword type weapons are now regular heavy attack instead of low scaling; additionally they grant super armor during power attack cooldown
*Colichimarde type weapons now gain additional crit rate based on TP x2 instead of x3
*Defender type weapons now increase p.def and set p.atk = p.def instead of inflicting chibikko status
*Dragonbane type weapons no longer inflict petrification, instead they make Lv2/3 techs deal damage like non-elemental INT-based spells and spell casting generate 2 TP; does not stack with same effect
*increased crit rate bonus of Flamberge type weapon from 7 to 18
*decreased crit rate bonus of Gladius type weapon from 0 to -100 and increased their hitrate from 10 to 20
*cut damage from Orihalcon improved Half Vanish in half
*Leather Visor tier helms now are pure physical defense instead of mixed
*Protection Helm tier helms now give x1.25 p.def but defenselessness against L3 techs
*Hero's Crown tier helms now allow MP regen ticks during casting and spell animation but provide 1 MP less per MP regen tick
*Visored Helm tier helms now resist chibikko, moogle and silence instead of having 2 resistances that vary by character
*weakness cancelling helm for base class weakness now removes all weaknesses
*increased damage bonus from counter helm from +25% to +35%
*Pegasus tier armors now resists petrify, sleep, poison instead of having 2 resistances that vary by character
*Swordsman Armor tier armors are now medium level defense instead of light-medium; bonus changed to spell dodge for half damage
*the spell power increase from Skeleton tier armors is no longer capped at Lv 3.5
*Hero's armor tier armor now empowers the power up buff for standard, critical and L1 tech attacks to x2 instead of x1.25 and disables counter
*fixed Lammelar tier armor breaking techs if too much TP is gained before the user lands his first real hit
*Knight armor tier armor now provides auto-buff spell upgrade instead of its previous effect
*Dragon Ring now gives immunity to standard debuffs instead of HP steal
*Protect Ring freezes death score at 1 (no HP loss but disqualified for deathless) on battle victory
*Ancient Talisman and Marble Ring now teach a spell when equipped instead of their previous effects
*Leather Neckband now gives HP steal instead of 5 accuracy&evade
*increased base defense increase from Blackshade Ring from 7 to 10
*the elemental resistance accessoires now also cancel weakness to the same element
*increased regeneration of Mad Beast Fang but made it non-stacking
*effect of healing items now scales with user level
*some more item changes that were forgotten by time...
*helms can now give up to +4 maxMP
*added the six primary L1 spells to the list of spells affected by Whitelight Ring
*switched order of Death Hand and Dervish in Bashkar class preview (D/L <-> D/D)
*changed Puipui Grass to work like Tinkle Rain
*changed healing items and heal spells to scale with level
*changed dummy skill Regeneration to a heal spell that also adds same regeneration effect as Mad Beast Fang
*Regeneration also sufficies to qualify for victory healing
*Replaced Countermagic spell with Resistance which removes weaknesses
*fixed cast time in menu again
*adjusted cast time values
*Charlie's elemental summons are now based on INT
*increased cost of Black Rain from 8 to 11
*increased cost of Aura Wave from 10 to 16, made it cast much faster
*Deathspell behaves like a Lv4 dark spell against mobs; against player it now ignores level difference
*Turn Undead no longer checks for level, cost increased from 15 to 17
*increased duration of sleep status on player
*can now again gain TP while silenced, instead tech damage is drastically reduced
*if somehow a spell is cast while silenced (e.g. Magitech weapon), damage is halved
*casting state no longer protects against status effects


v2.006
*fixed monster hate value not getting reset when getting the heal
*reduced strength of poison to 25% while below level 10
*removed random 0..3 damage bonus on poison ticks
*reduced stats of pre-lv10 monster
*nerfed Full Metal Hagger AI again
*Bubble Breath now inflicts MP Down instead of Poison


v2.021
*missing now generates 1 TP if the equipped weapon can generate TP by itself
*pressure now affects enemies' revenge healing
*decreased revenge threshold for Bill/Ben and Fiegmund
*nerfed Landumber's gimmick damage increase
*fixed damage table for hard melee damage from monster being 2x tough damage instead of 2x normal damage
*fixed bug that allowed some bosses to profit from your auto-buffs
*fixed the yellow damage heal weapon not working
*fixed the HP up shield bonus not being applied
*excluded MP up from auto-buff compatible effect list
*fixed spell learning of Evil Shaman
*reduced Dolan's frequency of casting his instantkill combo
*reduced Mispolm's magic damage by 25%


v2.030
*fixed a pointer bug related to opening the menu and weapon cooldown that could overwrite random values (e.g. reduces magic defense)
*fixed a graphical bug affecting e.g. wrong layer for jewel eater's leg
*lowered damage bonus of status damage capstone from 100/134 to 30/40; was intended to only proc if the status chance succeeds but does always
*fixed duration of enemy's revenge mode now no longer getting stuck for some bosses
*Debuff Guard now also protects against maxHP down debuff
*reduced power of Dolan's spiral moon
*changed the status effect inflicted by Tzenker's Supersonic from moogle to chibikko


v2.040
*prevented starting inventory check if above lv1 (maybe fix item dupe bug?)
*disabled revenge mechanic for genova (caused hitbox disappearance), increased HP to compensate
*DarkLich now starts with light weakness instead of only gaining it when cycling back to the same background, increased his defenses slightly
*fixed the check for cursed item when equipping, checked vs first item instead of selected item
*changed paladin's speed up from single target to multi target
*deathbringer armor HP% changed from 108 to 130, also lessens penalty from deathscore
*increased high health armor HP% from 142 to 155
*actually updated the version number on the main screen this time


v2.060
*changed castspeed stat for all characters to AGL
*changed spell bonus damage stat for all characters to LUCK
*aura wave restores 4 TP instead of 5, cost increased from 16 to 19
*increased cast time of airblast, diamond missile, ice splash, fireball, evil gate and holy ball by 10
*reduced cast time of Stun Wind, Coldblaze and Blaze Wall by 10
*reduced cast time of Unicorn Head, Machine Golem, Ghoul and Ghost by 10
*reduced cast time of Rainbow Dust from 150 to 125
*changed Freya, Marduke, Jormungand and Lamian Naga from PIE to INT and their cast time to 150
*changed Deadly Weapon and Blow Needle from AGL to LUCK
*changed Jutsus and Fire/Poison Breath from AGL to INT, still deal physical damage
*changed Shuriken from Lv1.5 to Lv1
*changed Black Rain from Lv2 to Lv1.5, increased cost from 11 to 13
*increased MP cost of arrow, axe bomber, spike, rockfall, landmine, rocket launcher, silver dart, crescent, grenade bomb, cutter missile and flame breath
*increased revenge threshold for Bill/Ben from 65 to 110
*increased revenge threshold for Lugar from 60 to 90
*increased revenge threshold for Black Rabite from 111 to 130
*Bill/Ben and Lugar can perform their tech again when triggering revenge
*Fiegmund can perform an extra spell when triggering revenge
*Dark Lich can perform an extra spell when triggering revenge once per battle
*fixed HP/MP granting capstones
*fixed exorcism damage