TL:DR or the List of Changes Battles: • Enemy levels in story battles scale alongside the player. Mindless grind wouldn’t pave your way to victory. • Enemy units in story battles are better prepared, more likely to use advanced equipment, spells and/or classes. • Some enemies may have a different starting position. • AI was altered in many ways to be less predictable & more aggressive. Story, Graphics & Characters • Fixed blatant mistake in dialogue with Berevra, where she mentioned that she’s found newborn Eleanor 10 years before the current events. This can’t be farther from the truth, as Eleanor was orphaned during the Reformation which took place 15 years ago. Not to mention she’s clearly older than 10-11 years old. • All semi-generics now have their own unique colour palette to better differentiate themselves from others. For example, Justin & Lara (two soldiers under Rictor’s command) appears in quite a number of scenes throughout the game. Now they can be identified among the crowd by their light-blue armor. • Alphonse’s starting class changed from a soldier to a knight. • Eleanor’s starting class changed from a soldier to a cleric. She also starts with “Arbitration” Emblem unlocked. • Unique story characters (Ivanna, Shiven, Orson etc.) & semi-generics (enemy leaders & named units) received higher base stats compared to generic units. • Glycinia has the same set of equipment in all of her appearances. No need to wait until the very end of the game, to win the best prizes from this tiny fairy. • Enemy-only zombie units now have a proper bane element like all other undead, instead of wind/fire/earth/water they used to have. Shops: • Multiplayer & Route A/B exclusive spells and equipment can be found in the main campaign regardless of chosen scenario. • Permanent stat boosters have disappeared as trophies in story battles (with a couple exceptions) & the Quest Mode. The player can still find them in Random Battles. • Story battles yield more gold. • Starting from the 3rd chapter shops will be selling Heavy Armors. • Fluid Magic is no longer available for sale. The only instance of this spell can be obtained as a trophy from the witch during a story battle in Naja Forest. • After the battle in Sotavento (Chapter 2) magic shops will start selling Enfeeble spell. • Instead of Orbs Deneb’s shop will be selling Spirit Fruits. The reason for this change is simple - now that the player has more gold in their hands, the ability to purchase unlimited amounts of items that cause massive damage to all enemies on the battlefield would destroy any semblance of balance. Orbs can still be obtained as a random reward in the Quest Mode. • The price of following consumables has been doubled: Magic Leaf – from 150 to 300G Magic Seed - from 300 to 600G Magic Salve – from 600 to 1200G • Fixed description of an Angel Fruit, that misspelled the name of Mizal, a character from Ogre Battle: March of the Black Queen, as “Mizar”. • The price of Firecrest has been doubled as well, and the protections it provides has been reduced by a factor of three (it is still ridiculously good). At the same time Frecrest now bestows complete status immunity upon its wielder. Firecrest is much harder to get now, as there are only six Glass Pumpkins exists in the entire game. Two of which player can get from secret characters, one as an enemy drop in the optional battle & others as a buried treasure. Quest Mode • Quest Mode rewards were modified. All stat boosters, Deneb’s Shop exclusive wares & Glass Pumpkins were removed, so does Dowsing Rods (it’s now a guaranteed drop from one early battles). Instead, many rare types of equipment & missing breakables were added in their place. Full list of available items by rank: Rank A Angel Fruit Orb Ripplie’s Staff Oracion Sanscion Southern Cross Answerer Fragarach Rank B Kerykeiron Saint’s Shield Holy Crown Freude Helm Brionac Tathlum Balmung Sherwood Bow Rank C Pure-White Dress Grincer Coat Warp Shoes Ring of Flight Warp Ring Firedrake Sword Rune Plate Black Armor Rank D Yomogi-u Yu-giri Dark Shield Earth Dragon Axe Thunder Shield Flame Shield Earth Shield Ice Shield Rank E Prox Holy Comet Rapture Rose Peridot Sword Needle of Light Flame Flail Hammer of Tears Caldia Rank F Peregrine Mail Phoenix Mail Nathalork Mail Leviathan Mail Volcaetus Dragon Gem Sword Flame Bow Sandstorm Bow Rank G Tundra Bow Ice Wand Brigandine Earth Leather Flame Leather Cloak of Oath Hyacinth Fan Earth Wand Rank H Thunder Chain Ice Chain Wind Garb Fire Garb Earth Garb Wind Wand Robe of Abyss Fire Wand Rank I Water Garb Wind Ring Firedrake Ring Earth Ring Water Ring Sacred Ring Dark Ring Pointy Hat Rank J Ring of Flotation Wisdom Fruit Reincarnation Healing Essence Magic Essence Tome of Discipline Urn of Chaos Mirror of the Gods Weapons: • All fans have reduced weight. Anbicion – damage of the sword's special ability has been increased, turning it into a slightly weaker version of Clotho. Levateinn damage increased to 62 Notos – damage increased to 66 • Improved katanas. Agility bonus of all katanas increased from +4 to +8. Their attack rating is now loosely on par with one-handed elemental swords: Matsukaze – unchanged (52) Kagari Bi - damage increased to 54 Yu Giri - damage increased to 56 Yomogi U - damage increased to 58 Needle of Light - damage increased to 64. Making it a superior weapon compared to Peridot Sword. In vanilla, both blades had the same damage rating. • A similar change has also been made into a pair of elemental hammers that previously did not differ in damage: Euros – damage increased to 68 Mystic Hammer – damage increased to 64, wielder can use Heal Plus spell. • Endgame axes received a slight buff. Just because 😊 Bloody Cleaver – damage increased to 74 Boreas – damage increased to 72 • All crossbows have become one-handed, freeing up the second hand for a shield or another weapon. Composite Bow – attack range increased from 7 to 8. Tathlum – in vanilla Tathlum was the only unique crossbow, yet has the same stats as Composite Bow. However, in this hack its damage has been increased from 44 to 54. Its agility bonus scaled from +1 to +5. But the main change is the attack range, in the manner of the firearms from the original LUCT, Tathlum has no range limit and can hit any target regardless of distance. Longicolnis undergone a significant overhaul. The sacred spear is weightless now, its damage has been increased from 74 up to 78, it improves strength, intelligence and agility by 15, increases all types of resistances by 10%, and grants its wielder immunity to fear. • All Snapdragon swords are two-handed now. Spells & talents: • Range of all summoning spells has been reduced from 5 to 3 tiles & their damage reduced from 55 to 50 • Heal Plus, potency reduced from 35 to 25 • Full Heal, range increased from 1 to 5 tiles • Cheer, SP cost decreased from 22 to 15 • Fairy Kiss, SP cost decreased from 15 to 10 • Magic Missile SP cost decreased from 15 to 8, damage increased from 45 to 55 • Fairy Embrace, SP cost decreased from 25 to 15 • “Fairy” Kiss, SP cost decreased from 15 to 12 • ”Fairy” Embrace, SP cost decreased from 25 to 18 • Thunder Breath, damage decreased from 55 to 50 • Poison Breath, damage increased from 55 to 60 • Rotten Breath, damage increased from 55 to 65 • Strangling Tentacles, SP cost decreased from 25 to 20 • Barren Soul, MP cost decreased from 25 to 20, damage increased from 60 to 70 • Pelting Fury, damage increased from 30 to 35 • Shuriken Barrage, damage increased from 25 to 35 • Energy Transfer, now costs 2 MP • Temptation, MP cost increased from 15 to 20 • Summon Golem, damage increased from 60 to 70 Some classes have gained access to new spells. Classes: Soldier The basic class where all characters begin. With evenly distributed abilities, these characters are quite versatile. Requirements: None. Weapon Specialization: None Base Movement: 5 Magic: None Spell Slots: None Talents: None Passive Perks: Damage increases as HP drops HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 5 AGI Growth: 5 Physical Attack Modifier: 100% Magical Attack Modifier: 50% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): None Recruitment Bonus (Minor): Soldier Fitting for the starting class, soldiers have balanced stat growths in all areas. Dispossessed of any special talents, they have to rely on might of their steel alone. And that's when their passive perk comes into play, as the more damage soldiers receive the greater their damage will be. Archer Skilled rear support characters who excel at shooting arrows. Useful in many situations. Requirements: AGI 37. Weapon Specialization: Bow Base Movement: 6 Magic: None Spell Slots: None Talents: None Passive Perks: Improved damage against beasts & dragons HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 3 AGI Growth: 7 Physical Attack Modifier: 110% Magical Attack Modifier: 80% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): Soldier Recruitment Bonus (Minor): Archer, Ninja Ranged specialists. Archers have better STR & AGI then they use to and can deal a respectable amount of damage, especially against larger targets, such as beasts & dragons. Beast Tamer Beast Tamers are among the few humans that magic beasts such as Griffins will open their hearts to. These male warriors enhance magic beasts' power when they are in close proximity. Requirements: HP 142, STR 34, Less than 5 beasts killed. Weapon Specialization: Whip Base Movement: 6 Magic: None Spell Slots: None Talents: None Passive Perks: +1 Morale to all beast allies in 3 tiles around unit Beasts & dragons deal less damage HP Growth: 6 MP Growth: 4 STR Growth: 6 INT Growth: 3 AGI Growth: 6 Physical Attack Modifier: 100% Magical Attack Modifier: 70% Wind Resistance: 5% Fire Resistance: 5% Earth Resistance: 5% Water Resistance: 5% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): Griffin, Cerberus, Cockatrice, Octopus Recruitment Bonus (Minor): Giant Beast Tamers possess impressive physical stats all around, good mobility & defences (they especially resilient against dragons & beasts). Last but not least, beast tamers strengthen all allied beasts near them. Requirements for this class became less restrictive, as for the unit to lose access to this class, he needs to slay more than 4 beasts instead of 1. Dragon Tamer Dragon Tamers handle dragons gently and will enhance the power of any dragons within the range of 3 panels. This female class can cast missile type magic and are unforgiving to those that would hurt a dragon. Requirements: HP 140, MP 14, Less than 5 dragons killed. Weapon Specialization: Rapier Base Movement: 6 Magic: Basic Spellset Spell Slots: 1 Talents: None Passive Perks: +1 Morale to all dragon allies in 3 tiles around unit Beasts & dragons deal less damage HP Growth: 6 MP Growth: 4 STR Growth: 5 INT Growth: 4 AGI Growth: 6 Physical Attack Modifier: 110% Magical Attack Modifier: 95% Wind Resistance: 5% Fire Resistance: 5% Earth Resistance: 5% Water Resistance: 5% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): Thunder Dragon, Red Dragon, Earth Dragon, Blue Dragon, Mushus, Naga, Vrtra Recruitment Bonus (Minor): Dragon Zombie Beast Tamer female counterpart, whose abilities centred around dragons. They are great fencers sporting high attack and agility, as well as limited spell usage. Like in case of beast tamer, female unit can’t be turned into member of this class if she kills more than 4 dragons. Ninja Highly trained spies who act under a veil of secrecy. Ninjas are experts in martial arts and can cast low level spells. They can move up to 3 steps up or 4 steps down and can walk unrestricted on water. Requirements: STR 36, AGI 37. Weapon Specialization: Katana Base Movement: 7 Magic: Wizard Spellset Spell Slots: 1 Talents: Shuriken Barrage (LV 5) Passive Perks: None HP Growth: 5 MP Growth: 5 STR Growth: 4 INT Growth: 4 AGI Growth: 7 Physical Attack Modifier: 115% Magical Attack Modifier: 90% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: -5% Bane Resistance: +5% Recruitment Bonus (Major): Soldier Recruitment Bonus (Minor): Archer, Ninja To compensate for the lack of dual wielding in this game, ninjas deal significantly more damage with their physical attacks. This, and improved katanas, should prevent them to fall off during later parts of the game. Shuriken Barrage attack rating has been upgraded as well. But they learn it couple levels later. Otherwise, it would make early game ranged weapons obsolete. Wizard Wizards typically attack from a distance using magic and are not very good at hand-to-hand combat. They are most effective at the rear, supporting the troops and using lower level attack spells. Requirements: MP 16, INT 26, Alignment - N/C. Weapon Specialization: None Base Movement: 4 Magic: Wizard Spellset Spell Slots: 3 Talents: None Passive Perks: None HP Growth: 4 MP Growth: 6 STR Growth: 4 INT Growth: 7 AGI Growth: 4 Physical Attack Modifier: 65% Magical Attack Modifier: 110% Wind Resistance: 5% Fire Resistance: 5% Earth Resistance: 5% Water Resistance: 5% Virtue Resistance: 0% Bane Resistance: +10% Recruitment Bonus (Major): Soldier Recruitment Bonus (Minor): Wizard Good old wizards, now with better INT growth to make them stay relevant even after more advanced caster classes become available. Cleric Clerics rely on God for strength, miraculously healing comrades and helping lost souls return to heaven. One of the few classes that can use healing spells. Requirements: MP 18, INT 28, Alignment - L/N. Weapon Specialization: None Base Movement: 4 Magic: Cleric Spellset Spell Slots: 3 Talents: None Passive Perks: None HP Growth: 5 MP Growth: 5 STR Growth: 4 INT Growth: 6 AGI Growth: 5 Physical Attack Modifier: 75% Magical Attack Modifier: 110% Wind Resistance: 5% Fire Resistance: 5% Earth Resistance: 5% Water Resistance: 5% Virtue Resistance: +10% Bane Resistance: 0% Recruitment Bonus (Major): Soldier Recruitment Bonus (Minor): Cleric, Knight Some things work just fine the way they are, and TKOL clerics are one of these things. Essential support units, they have better physical stats, but lower INT & MP growths compared to wizards. Knight Knights display unwavering courage and value courtesy, honor, and pride. They surpass normal soldiers in ability and can cast certain spells of virtue. Requirements: STR 51, AGI 53, Alignment – L/N, “Knight's Certificate” Emblem. Weapon Specialization: Sword, Rapier Base Movement: 5 Magic: Knight Spellset Spell Slots: 1 Talents: None Passive Perks: Fear immunity HP Growth: 6 MP Growth: 4 STR Growth: 6 INT Growth: 4 AGI Growth: 5 Physical Attack Modifier: 105% Magical Attack Modifier: 90% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: +10% Bane Resistance: -5% Recruitment Bonus (Major): Soldier Recruitment Bonus (Minor): Cleric, Knight Being a great class as they are, knights receive little to no changes compared to original. Their ability to resist fear gives these warriors extra boon against many dangerous foes during later parts of the game. Swordmaster Swordmasters can swiftly strike down opponents with blindingly fast sword-handling, and they can also use support spells. Requirements: STR 95, AGI 111, “Book of Initiation” Emblem. Weapon Specialization: Sword, Katana Base Movement: 6 Magic: Support Spellset Spell Slots: 1 Talents: Pelting Fury (LV 1), Swallow Daze (LV 15) Passive Perks: None HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 4 AGI Growth: 6 Physical Attack Modifier: 115% Magical Attack Modifier: 90% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: +15% Bane Resistance: 0% Recruitment Bonus (Major): Archer, Ninja Recruitment Bonus (Minor): Swordmaster, Dragoon, Beast Tamer As pretty much the best iteration of this class in the «Ogre» series, swordmasters needs only slight buffs in certain areas to really shine. Swordmasters INT growth has been increased to be on par with knights & ninjas & their special talents deal more damage. Valkyrie Valkyries are versatile female warriors who fight well both on land and water. They supplement their physical abilities with low level attack magic. Their gallant attitudes give comrades courage. Requirements: STR 48, INT 41, Alignment – L/N, “Lancer” Emblem. Weapon Specialization: Spear Base Movement: 6 Magic: Wizard Spellset Spell Slots: 2 Talents: None Passive Perks: +1 Morale to all male allies in 3 tiles around unit HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 5 AGI Growth: 5 Physical Attack Modifier: 100% Magical Attack Modifier: 100% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: +5% Bane Resistance: -5% Recruitment Bonus (Major): Swordmaster, Dragoon, Beast Tamer Recruitment Bonus (Minor): Valkyrie, Siren, Dragon Tamer Valkyries received a slight increase in their attack, but overall stays the same. Proficient in both close combat & spell slinging, these well-rounded fighters provide a morale buff to their male allies. Dragoon Also known as dragon slayers, these powerful male warriors can overwhelm dragons, or any creature, for that matter. They can only use missile type spells. Requirements: HP 215, STR 109, AGI 94, Alignment – N/C, “Dragon's Scale” Emblem. Weapon Specialization: Sword, Spear Base Movement: 5 Stat Growth Magic: Basic Spellset Spell Slots: 1 Talents: None Passive Perks: Improved damage against dragons Chance to instantly slay a dragon HP Growth: 6 MP Growth: 4 STR Growth: 7 INT Growth: 3 AGI Growth: 5 Physical Attack Modifier: 110% Magical Attack Modifier: 75% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: +5% Bane Resistance: -5% Recruitment Bonus (Major): Soldier Recruitment Bonus (Minor): Swordmaster, Dragoon, Beast Tamer Ultimate melee class. Dragoons trade versatility for unmatched strength. Their ability to easily dispatch enemy dragons and limited magic usage is just an icing on the cake. Siren A stunningly beautiful spellcaster that is well acquainted with all kinds of powerful attack spells, including devastating summon magic. Requirements: MP 60, INT 60, AGI 60, “Philosopher's Stone” Emblem. Weapon Specialization: Fan Base Movement: 4 Magic: Siren Spellset Spell Slots: 3 Talents: None Passive Perks: None HP Growth: 4 MP Growth: 6 STR Growth: 4 INT Growth: 7 AGI Growth: 4 Physical Attack Modifier: 70% Magical Attack Modifier: 120% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +50% Virtue Resistance: +10% Bane Resistance: +10% Recruitment Bonus (Major): Wizard Recruitment Bonus (Minor): Valkyrie, Siren, Dragon Tamer Identical to wizards in terms of stat growths, sirens surpass their lower counterparts in attack and defence. Members of this class can cast all attack spells in the game, including summons and (previously inaccessible for them) Fiend’s Grip. Warlock A male spellcaster, deceivingly harmless in appearance, who in reality manipulates awesome magical power. A Warlock can fight bravely at the front lines or sustain the troops with support spells from the rear. Requirements: MP 78, STR 90, INT 76, Alignment – L/N, “The Pen and the Sword” Emblem. Weapon Specialization: Sword Base Movement: 5 Magic: Support Spellset Spell Slots: 2 Talents: Barren Soul (LV 1) Passive Perks: Charm immunity HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 5 AGI Growth: 5 Physical Attack Modifier: 100% Magical Attack Modifier: 120% Wind Resistance: +10% Fire Resistance: +10% Earth Resistance: +10% Water Resistance: +10% Virtue Resistance: +10% Bane Resistance: +10% Recruitment Bonus (Major): Swordmaster, Dragoon, Beast Tamer Recruitment Bonus (Minor): Valkyrie, Siren, Dragon Tamer Vanilla warlocks lacked two important things to be considered a proper fighter-caster hybrid: mobility and sufficient melee capabilities. To rectify this, their mobility was increased to be on par with other melee classes. And their signature ability Barren Soul has been substantially buffed (increased power, decreased MP cost). This should help warlocks to better accommodate to the role of all-purpose warmages they’re supposed to be. Witch Witches specialize in using supportive spells such as Ray of Paralysis. They do not have strong attack spells and make poor fighters. A Witch's beauty may be her strongest weapon. Requirements: MP 28, INT 35, Alignment – N/C, “Vixen's Whisper” Emblem. Weapon Specialization: None Base Movement: 5 Magic: Witch Spellset Spell Slots: 2 Talents: Fascination (LV 1) Passive Perks: +1 Morale to all male allies in 3 tiles around unit Charm immunity HP Growth: 5 MP Growth: 5 STR Growth: 4 INT Growth: 5 AGI Growth: 6 Physical Attack Modifier: 95% Magical Attack Modifier: 120% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: 0% Bane Resistance: +10% Recruitment Bonus (Major): Swordmaster, Dragoon, Beast Tamer Recruitment Bonus (Minor): Wizard Witches received numerous improvements to help them stand out among other classes. Requirements for this class has been lowered. Witches deals more physical damage than before and can become decent bow & crossbow users. Their spell set has been expanded with a variety of bane spells unavailable to swordmasters or warlocks. Like Valkyries, witches also boost morale of all male allies around. And they still can charm their foes. Priest Priests are trained in the use of higher level spells of virtue. Only this class can cast Resurrection, a spell that retrieves the souls of the dead and revives their flesh. Requirements: MP 76, INT 96, Alignment – L/N, “Heavenly Spirit” Emblem, under 25 killings. Weapon Specialization: None Base Movement: 4 Magic: Priest Spellset Spell Slots: 3 Talents: None Passive Perks: Instant death immunity HP Growth: 5 MP Growth: 5 STR Growth: 4 INT Growth: 6 AGI Growth: 5 Physical Attack Modifier: 75% Magical Attack Modifier: 115% Wind Resistance: +10% Fire Resistance: +10% Earth Resistance: +10% Water Resistance: +10% Virtue Resistance: +30% Bane Resistance: -15% Recruitment Bonus (Major): Cleric, Knight Recruitment Bonus (Minor): Priest, Angel Knight Advanced clerics with better resistances and expanded spell list. Invaluable in the late-game, priests command high level virtue magic to bring back the dead, expel fear from the hearts of their comrades, or to smite enemies with the holy light. Their ability to ward instant death attacks helps priests to withstand devastating abilities such as Titan Crush & Hell’s Gate. Unit who committed 25 or more kills and received “Reign of Terror” emblem can no longer be ordained as a priest. Angel Knight Only a seasoned warrior with a pure heart can transmigrate to become an Angel Knight. These flying characters have the ability to cast spells of virtue. Requirements: HP 215, MP 66, STR 89, INT 81, AGI 88, Alignment – L, “Archangel's Feather” Emblem. Weapon Specialization: Rapier Base Movement: 6 Magic: Angel Spellset Spell Slots: 1 Talents: Poignant Memories (LV 10), Banish (LV 20) Passive Perks: +1 Morale to all allies in 3 tiles around unit HP Growth: 6 MP Growth: 5 STR Growth: 5 INT Growth: 5 AGI Growth: 6 Physical Attack Modifier: 110% Magical Attack Modifier: 110% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: +50% Bane Resistance: -25% Recruitment Bonus (Major): Cleric, Knight Recruitment Bonus (Minor): Priest, Angel Knight With each game after SNES version of LUCT these holy warriors become more and more disappointing. It’s high time to restore their former glory. With great stats, unique skills, ability to fly and increase morale to all allies around, as well as access to a variety of curative and offensive virtue spells, these heavenly champions became extremely powerful and versatile characters, worthy all the hoops player needs to jump through to obtain them. Lich A Lich is a wizard resurrected using a Ring of the Dead. Liches are more powerful than wizards and have strong defences against magical and physical attacks. They can use all spells except virtue and summon spells. Requirements: MP 118, INT 134, Alignment – C. Weapon Specialization: None Base Movement: 4 Magic: Lich Spellset Spell Slots: 3 Talents: None Passive Perks: +1 Morale to all undead allies in 3 tiles around unit HP Growth: 5 MP Growth: 6 STR Growth: 4 INT Growth: 7 AGI Growth: 4 Physical Attack Modifier: 65% Magical Attack Modifier: 120% Wind Resistance: +30% Fire Resistance: +30% Earth Resistance: +30% Water Resistance: +30% Virtue Resistance: +15% Bane Resistance: +20% Recruitment Bonus (Major): Ghost Recruitment Bonus (Minor): Dragon Zombie Liches lost a good chunk of their former defenses yet still reigns supreme as the sturdiest unit in the game. Ghost An undead character whose soul exists outside of a physical body. Ghosts are unaffected by physical attacks. They can use low level bane spells, and though they may run out of HP, they will resurrect after a certain amount of time. Requirements: Rise from the dead by Necromancy. Weapon Specialization: None Base Movement: 6 Magic: Ghost Spellset Spell Slots: 3 Talents: None Passive Perks: None HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 5 AGI Growth: 5 Physical Attack Modifier: 95% Magical Attack Modifier: 105% Wind Resistance: -10% Fire Resistance: -10% Earth Resistance: -10% Water Resistance: -10% Virtue Resistance: -35% Bane Resistance: +15% Recruitment Bonus (Major): Recruitment Bonus (Minor): Ghost Ghosts can be compared to a soldier who trade some of their attack power for greater defense, ability to teleport, self-revival, access to a small pool of bane spells & negative status immunity. Sorceress An elite spellcaster, more powerful than other spell users. Beautiful, solitary, and wise, a Sorceress is experienced in casting all elemental, as well as high level bane spells. Requirements: MP 118, INT 134, Alignment – N/C, “Philosopher's Stone” Emblem, Eleanor and Cybil only. Weapon Specialization: Fan Base Movement: 5 Magic: Sorceress Spellset Spell Slots: 3 Talents: None Passive Perks: None HP Growth: 4 MP Growth: 6 STR Growth: 4 INT Growth: 7 AGI Growth: 5 Physical Attack Modifier: 100% Magical Attack Modifier: 130% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: +20% Bane Resistance: +20% Recruitment Bonus (Major): Valkyrie, Siren, Dragon Tamer Recruitment Bonus (Minor): Wizard Ultimate mage. No caster in the game can match sorceress in terms of spell might. Previously Cybil's personal class, now Eleanor can also become one if she meets certain requirements. Prelate A faithful and pious disciple of the god, Filarhh. This high-ranking priest is an adept fencer, capable of casting all spells of virtue. Requirements: MP 86, STR 89, INT 81, AGI 88, Alignment – L/N, “Heavenly Spirit” Emblem, Alphonse and Rictor only. Weapon Specialization: Rapier Base Movement: 5 Magic: Prelate Spellset Spell Slots: 3 Talents: None Passive Perks: Instant death immunity HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 6 AGI Growth: 5 Physical Attack Modifier: 105% Magical Attack Modifier: 110% Wind Resistance: +10% Fire Resistance: +10% Earth Resistance: +10% Water Resistance: +10% Virtue Resistance: +30% Bane Resistance: -15% Recruitment Bonus (Major): Cleric, Knight Recruitment Bonus (Minor): Priest, Angel Knight Prelate (formerly High Priest) serves the role of a full-fledged mage-knight now, supporting his allies on the front lines with spells & steel. Like other priests, prelate have immunity toward instant death attacks. No longer this is Rictor’s personal class, as Alphonse can also become one if he meets the necessary requirements. Summoner By meticulously researching spells, Summoners can call on the power of many entities, including spirits and demons. They can use all elemental and summon spells. Requirements: MP 63, STR 100, INT 80, “The Pen and the Sword” Emblem, Elrik only. Weapon Specialization: None Base Movement: 4 Magic: Shaman Spellset Spell Slots: 2 Talents: Summon Golem (LV 1) Passive Perks: Charm immunity HP Growth: 5 MP Growth: 5 STR Growth: 5 INT Growth: 7 AGI Growth: 4 Physical Attack Modifier: 90% Magical Attack Modifier: 120% Wind Resistance: +10% Fire Resistance: +10% Earth Resistance: +10% Water Resistance: +10% Virtue Resistance: -15% Bane Resistance: +30% Recruitment Bonus (Major): Lesser Daemon, Gremlin, Gorgon Recruitment Bonus (Minor): Ghost Compared to vanilla, Elric’s unique class gets higher INT but lower AGI growths. He also becomes resistant to charm. The summoner commands considerable magical talent to lay waste upon foes with low resistance, & the Summon Golem ability to dominate enemy mages and other squishy targets. Shaman One who can hear the voices of spirits that dwell in nature. Shaman are born with the ability to use elemental and summon spells. Requirements: MP 54, INT 70, “Philosopher's Stone” Emblem, Euphaire only. Weapon Specialization: None Base Movement: 4 Magic: Shaman Spellset Spell Slots: 2 Talents: Energy Transfer (LV 1) Passive Perks: +1 Morale to all undead allies in 3 tiles around unit HP Growth: 4 MP Growth: 6 STR Growth: 4 INT Growth: 7 AGI Growth: 5 Physical Attack Modifier: 80% Magical Attack Modifier: 125% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: -10% Bane Resistance: +25% Recruitment Bonus (Major): Dragon Zombie Recruitment Bonus (Minor): Ghost Outside of her new ability to strengthen her undead allies Euphare’s special class stays the same as before. But because MP restoration is much harder now, her Energy Transfer becomes truly invaluable as the most reliable mana-regeneration ability in the game. Wicce A Witch and THE Witch, Deneb, are totally different, as different as a pumpkin and a squash! Do you understand how different they are? Don't get confused! Requirements: MP 28, INT 35, Alignment – N/C, “Vixen's Whisper” Emblem, female character named “Deneb”. Weapon Specialization: None Base Movement: 5 Magic: Wicce Spellset Spell Slots: 2 Talents: Temptation (LV 1) Passive Perks: +1 Morale to all male allies in 3 tiles around unit Charm immunity HP Growth: 5 MP Growth: 5 STR Growth: 4 INT Growth: 6 AGI Growth: 6 Physical Attack Modifier: 85% Magical Attack Modifier: 125% Wind Resistance: +10% Fire Resistance: +10% Earth Resistance: +10% Water Resistance: +10% Virtue Resistance: 0% Bane Resistance: +15% Recruitment Bonus (Major): Swordmaster, Dragoon, Beast Tamer Recruitment Bonus (Minor): Lesser Daemon, Gremlin, Gorgon Super witch! Deneb enjoys all perks normal witch have plus all summons & a couple of non-curative, non-offensive virtue spells. And of course she’s still have her ever-broken exclusive charm spell. Lord Through great deeds in battle, this knight has proven himself worthy of bearing the mantle of leadership. Unparalleled lancer, he excels in melee combat and spellcasting. Lord can use every type of spells. Requirements: HP 215, STR 109, INT 76, AGI 111, “Centurion” Emblem, Alphonse only. Weapon Specialization: Spear Base Movement: 5 Magic: Lord Spellset Spell Slots: 3 Talents: None Passive Perks: Fear immunity HP Growth: 6 MP Growth: 4 STR Growth: 6 INT Growth: 5 AGI Growth: 5 Physical Attack Modifier: 105% Magical Attack Modifier: 100% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): Cleric, Knight Recruitment Bonus (Minor): Swordmaster, Dragoon, Beast Tamer Exclusive for this hack Alphonse, receives his own unique class. A knight of the highest caliber, lord sports high attack & defence, resistance to fear & is the only playable class who can use every spell in the game. Hawkman These violent, winged fighters crave battle. They live much longer than humans, but maintain a youthful appearance. Because of their wings, terrain is not a factor. Requirements: None. Weapon Specialization: Hammer Base Movement: 6 Magic: None Spell Slots: None Talents: Thunder Arrow (LV 10) Passive Perks: None HP Growth: 6 MP Growth: 4 STR Growth: 6 INT Growth: 3 AGI Growth: 6 Physical Attack Modifier: 105% Magical Attack Modifier: 90% Wind Resistance: +10% Fire Resistance: 0% Earth Resistance: -10% Water Resistance: 0% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): Hawkman Recruitment Bonus (Minor): Mermaid Hawkmen are strong and nimble combatants with great mobility. Although their defense isn’t the greatest, thanks to their wings, they are unimpeded by terrain and can traverse throughout the battlefield with little difficulties. One of the most useful & easily accessible units in the game. Mermaid A demi-human whose upper body is human and lower body is fish. Mermaids live in the sea and can swim competently. Echoing from craggy shorelines, their voices can revitalize listeners. Requirements: None. Weapon Specialization: Spear Base Movement: 5 Magic: None Spell Slots: None Talents: Summon Tempest (LV 5), Lullaby (LV 10), Cheer (LV 15) Passive Perks: None HP Growth: 6 MP Growth: 4 STR Growth: 5 INT Growth: 4 AGI Growth: 6 Physical Attack Modifier: 110% Magical Attack Modifier: 100% Wind Resistance: +5% Fire Resistance: -10% Earth Resistance: 0% Water Resistance: +10% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): Mermaid Recruitment Bonus (Minor): Hawkman After their underwhelming performance in vanilla mermaids find themselves in dire need of improvement. Now they have stats befitting their role of a spearfighters, increased attack & defense, but most importantly, better mobility. Their ability “Cheer” is more cost-effective now. Mermaids also get an additional ability “Summon Tempest”, which hampers indirect attacks & can cause flooding on certain maps (from which mermaids benefits greatly). Fairy Tiny, flying demi-humans. Though they are not very impressive at fighting, Fairies make cute mascots on the battlefield. Requirements: None. Weapon Specialization: None Base Movement: 7 Magic: None Spell Slots: None Talents: Fairy's Kiss (LV 5), Magic Missile (LV 10), Fairy's Embrace (LV 15) Passive Perks: Improved Critical Hits HP Growth: 4 MP Growth: 5 STR Growth: 3 INT Growth: 5 AGI Growth: 8 Physical Attack Modifier: 90% Magical Attack Modifier: 115% Wind Resistance: +10% Fire Resistance: +10% Earth Resistance: +10% Water Resistance: +10% Virtue Resistance: +10% Bane Resistance: +10% Recruitment Bonus (Major): Giant Recruitment Bonus (Minor): Fairy Fairies learns their abilities faster than before. And abilities themselves became much better. Their mobility has been upgraded as well. Treat them akin to dancers from the Fire Emblem series, and these little pixies may find a permanent spot in your squad. Giant Giants, while not intelligent enough to equip weapons, can swing their arms like logs and their fists like rocks to wreck havoc among the enemy. Requirements: None. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Titan Crush (LV 15) Passive Perks: None HP Growth: 9 MP Growth: 2 STR Growth: 10 INT Growth: 2 AGI Growth: 4 Physical Attack Modifier: 110% Magical Attack Modifier: 50% Wind Resistance: -10% Fire Resistance: -10% Earth Resistance: -10% Water Resistance: -10% Virtue Resistance: -10% Bane Resistance: -10% Recruitment Bonus (Major): Giant Recruitment Bonus (Minor): Griffin, Cerberus, Cockatrice, Octopus There was one major flaw that renders vanilla giants almost useless — their atrocious agility. That flaw has been somewhat fixed, and they land their hits slightly more accurate now. At the same time giants are still highly vulnerable to magic. This remained unaltered. Gremlin Small flying demons with evil blood flowing through their veins. Contrary to their appearance, they are friendly and playful, just like mischievous little kids. Requirements: None. Weapon Specialization: None Base Movement: 7 Magic: None Spell Slots: None Talents: “Fairy's” Kiss (LV 10), “Fairy's” Embrace (LV 15) Passive Perks: Improved Critical Hits HP Growth: 4 MP Growth: 5 STR Growth: 4 INT Growth: 4 AGI Growth: 8 Physical Attack Modifier: 120% Magical Attack Modifier: 95% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: -25% Bane Resistance: +25% Recruitment Bonus (Major): Fairy Recruitment Bonus (Minor): Lesser Daemon, Gremlin, Gorgon What can I say, these annoying little imps strike harder, flies faster, and their improved abilities bring even more mayhem than before. Gorgon A monster with a snake-like body and snakes protruding from its head. Gorgons have the power to petrify enemies. Don't forget to equip a shield when facing them. Requirements: None. Weapon Specialization: None Base Movement: 5 Magic: None Spell Slots: None Talents: Evil Eye (LV 10) Passive Perks: Petrification Immunity HP Growth: 5 MP Growth: 4 STR Growth: 5 INT Growth: 6 AGI Growth: 5 Physical Attack Modifier: 110% Magical Attack Modifier: 115% Wind Resistance: 0% Fire Resistance: 0% Earth Resistance: 0% Water Resistance: 0% Virtue Resistance: -10% Bane Resistance: +10% Recruitment Bonus (Major): Lesser Daemon, Gremlin, Gorgon Recruitment Bonus (Minor): Thunder Dragon, Red Dragon, Earth Dragon, Blue Dragon, Mushus, Naga, Vrtra Similar to mermaids, gorgons received increased attack, AGI & mobility, making these snake-woman much more competent fighters. Although their true strength lies in their unique ability. One cast of Evil Eye can turn the tide of battle. Though it shan’t come as a surprise that gorgons are immune to all effects of petrification themselves. Lesser Daemon Evil warriors that are loyal only to their own desires. Lesser Daemons are not as powerful as other daemons and can only use lower level bane spells. They are about as intelligent as humans. Requirements: None. Weapon Specialization: Axe, Hammer Base Movement: 6 Magic: Ghost Spellset Spell Slots: 2 Talents: None Passive Perks: -1 Morale to all enemies in 3 tiles around unit HP Growth: 6 MP Growth: 4 STR Growth: 6 INT Growth: 4 AGI Growth: 5 Physical Attack Modifier: 105% Magical Attack Modifier: 95% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: -10% Bane Resistance: +10% Recruitment Bonus (Major): Ghost Recruitment Bonus (Minor): Lesser Daemon, Gremlin, Gorgon Lesser daemons become something akin to a Terror Knight of this game and gain the ability to instill fear in their foes. Additionally, these denizens of the Netherworld boast surprisingly high mobility, especially compared to other heavy armored front liners. Which is an allusion to other LUCT class – a Goblin. Lesser daemon is no longer a unique class, as various lesser daemons can be found (and recruited) during the course of the story, or in random battles in Charadrius & Rebanada. Thunder Dragon A dragon with the wind element. Thunder Dragons paralyze foes with their Thunder Breath and have no equals in physical battle. Their STR and HP increase at an astounding rate. Requirements: Wind elemental dragon. Weapon Specialization: None Base Movement: 3 Magic: None Spell Slots: None Talents: Thunder Breath (LV 5) Passive Perks: None HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 5 Physical Attack Modifier: 105% Magical Attack Modifier: 80% Wind Resistance: +25% Fire Resistance: -5% Earth Resistance: -5% Water Resistance: -5% Virtue Resistance: -5% Bane Resistance: -5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Wind elemental dragons have the highest initial agility of all dragons but lowest strength. Thunder Breath has a chance to paralyze target, but deal less damage. Thunder Dragons are greatly resistant to wind, but weak to other elements. Red Dragon A dragon with the fire element. Fire Dragons confuse enemies with their Fire Breath and have no equals in physical battle. Their STR and HP increase at an astounding rate. Requirements: Fire elemental dragon. Weapon Specialization: None Base Movement: 3 Magic: None Spell Slots: None Talents: Fire Breath (LV 5) Passive Perks: None HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 105% Magical Attack Modifier: 80% Wind Resistance: -5% Fire Resistance: +25% Earth Resistance: -5% Water Resistance: -5% Virtue Resistance: -5% Bane Resistance: -5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Fire elemental dragons have balanced initial stats. Fire Breath have a chance to confuse target. Fire Dragons are greatly resistant to fire, but weak to other elements. Earth Dragon A dragon with the earth element. Earth Dragons poison enemies with their Poison Breath and have no equals in physical battle. Their STR and HP increase at an astounding rate. Requirements: Earth elemental dragon. Weapon Specialization: None Base Movement: 3 Magic: None Spell Slots: None Talents: Poison Breath (LV 5) Passive Perks: None HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 105% Magical Attack Modifier: 80% Wind Resistance: -5% Fire Resistance: -5% Earth Resistance: +25% Water Resistance: -5% Virtue Resistance: -5% Bane Resistance: -5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Earth elemental dragons have the highest initial HP of all dragons but lowest intelligence. Poison Breath have a chance to envenom target and deal more damage.Earth Dragons are greatly resistant to earth, but weak to other elements. Blue Dragon Relying on the water element, Blue Dragons use their Cold Breath to put enemies to sleep. Their strength is unmatched and their HP increase at an astounding rate. Requirements: Water elemental dragon. Weapon Specialization: None Base Movement: 3 Magic: None Spell Slots: None Talents: Cold Breath (LV 5) Passive Perks: None HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 105% Magical Attack Modifier: 80% Wind Resistance: -5% Fire Resistance: -5% Earth Resistance: -5% Water Resistance: +25% Virtue Resistance: -5% Bane Resistance: -5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Water elemental dragons have the highest initial strength of all dragons but lowest agility. Cold Breath have a chance to put target to sleep. Blue Dragons are greatly resistant to water, but weak to other elements. Mushus A dragon with silver-white scales. On the snowy plains, Mushus inspires awe with its dignified bearing. Its breath has the power of its element. Requirements: HP 259, STR 130, AGI 69, Alignment – L. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Elemental Breath (LV 5) Passive Perks: +1 Morale to all allies in 3 tiles around unit HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 115% Magical Attack Modifier: 95% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: +25% Bane Resistance: -10% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None These holy dragons have the second highest attack & defence of their kin, can move unhindered through snow-clad plains of Ovis & boost allies morale with their glorious presence. Mushuses are resistant to wind, fire, earth, water & especially virtue, but weak to bane. Naga A dragon with golden scales, Naga parades its distinctive appearances most often near the waterfront, its preferred surroundings. Its breath has the power of its element. Requirements: HP 259, STR 130, AGI 69, Alignment – N. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Elemental Breath (LV 5) Passive Perks: Improved damage against beasts & dragons Beasts & dragons deal less damage HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 120% Magical Attack Modifier: 90% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: +5% Bane Resistance: +5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Having the highest attack & defence of all dragon species, few can match Naga in direct confrontation. They are especially efficient in combat against magical beasts & other dragons. These sea serpents are resistant to all elements. Vrtra An evil dragon with pitch black scales, Vrtra inspires fear with its daunting wings. Its breath has the power of its element. Requirements: HP 259, STR 130, AGI 69, Alignment – C. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Elemental Breath (LV 5) Passive Perks: -1 Morale to all enemies in 3 tiles around unit HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 110% Magical Attack Modifier: 90% Wind Resistance: +5% Fire Resistance: +5% Earth Resistance: +5% Water Resistance: +5% Virtue Resistance: -10% Bane Resistance: +25% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None The 3rd strongest dragon species in terms of physical prowess. Vritras gain the ability to intimidate their foes, lowering their morale. These flying dragons are resistant to wind, fire, earth, water & especially bane, but weak to virtue. Dragon Zombie A dragon that's been revived after death. Terrifying and violent, Dragon Zombies attack using venom. They will also resurrect after being slain in battle. Requirements: Rise from the dead by Necromancy. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Rotten Breath (LV 5) Passive Perks: -1 Morale to all enemies in 3 tiles around unit HP Growth: 9 MP Growth: 3 STR Growth: 9 INT Growth: 3 AGI Growth: 4 Physical Attack Modifier: 105% Magical Attack Modifier: 85% Wind Resistance: -5% Fire Resistance: -5% Earth Resistance: -5% Water Resistance: -5% Virtue Resistance: -50% Bane Resistance: +25% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Similarly to ghosts, dragon zombies are immune to negative statuses & can revive themselves after death. Like vritras this undead monstrosity spreads fear among their foes. Their Rotten Breath is much stronger than the rest abilities of its kind. Undead dragons are greatly resistant to bane, but weak to other elements, especially virtue. Griffin A magical winged beast with the body of a lion and the head of an eagle. Though Griffins' s attack power is not high, they have a unique attack, Windstorm, that draws on the power of their wings. They are unaffected by terrain type. Requirements: None. Weapon Specialization: None Base Movement: 5 Magic: None Spell Slots: None Talents: Windstorm (LV 10) Passive Perks: None HP Growth: 8 MP Growth: 3 STR Growth: 7 INT Growth: 4 AGI Growth: 5 Physical Attack Modifier: 110% Magical Attack Modifier: 100% Wind Resistance: +10% Fire Resistance: 0% Earth Resistance: -10% Water Resistance: 0% Virtue Resistance: +5% Bane Resistance: -5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Magical beast with average (by monsters’ standards) stats. With their mobility increased, these skyborne creatures can utilize hit & run tactics with little effort. Griffins are resistant to wind & virtue, but weak to earth & bane. Cockatrice A magical beast with the body of a chicken, a snake's tail, and scales. Since Cockatrices can fly, they're unaffected by terrain type. Their Petrifying Breath turns foes into stone. Requirements: None. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Petrifying Breath (LV 10) Passive Perks: None HP Growth: 7 MP Growth: 3 STR Growth: 7 INT Growth: 4 AGI Growth: 6 Physical Attack Modifier: 110% Magical Attack Modifier: 90% Wind Resistance: -10% Fire Resistance: 0% Earth Resistance: +10% Water Resistance: 0% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Sturdier than cerberuses, more agile than griffins, average strength & mobility. These giant chickens can fly & turn their foes into statues. Cockatrices are resistant to earth, but weak to wind. Cerberus A mythical, two-headed, four-legged canine whose Breath can put foes to sleep. Requirements: None. Weapon Specialization: None Base Movement: 6 Magic: None Spell Slots: None Talents: Mesmerize (LV 10) Passive Perks: None HP Growth: 7 MP Growth: 3 STR Growth: 7 INT Growth: 3 AGI Growth: 7 Physical Attack Modifier: 120% Magical Attack Modifier: 95% Wind Resistance: 0% Fire Resistance: +10% Earth Resistance: 0% Water Resistance: -10% Virtue Resistance: -5% Bane Resistance: +5% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Extremely fast & mobile fire breathing, two-headed hellhounds. Consider them a monster equivalent of ninjas. Cerberuses are resistant to fire & bane, but weak to water & virtue. Octopus A gigantic Octopus that is extremely powerful in water, but less effective on land. It's difficult to dodge their 8-legged assault. Requirements: None. Weapon Specialization: None Base Movement: 4 Magic: None Spell Slots: None Talents: Strangling Tentacles (LV 10) Passive Perks: None HP Growth: 10 MP Growth: 2 STR Growth: 8 INT Growth: 2 AGI Growth: 5 Physical Attack Modifier: 115% Magical Attack Modifier: 80% Wind Resistance: 0% Fire Resistance: -10% Earth Resistance: 0% Water Resistance: +10% Virtue Resistance: 0% Bane Resistance: 0% Recruitment Bonus (Major): None Recruitment Bonus (Minor): None Improved in pretty much every way (HP, STR, AGI, Mobility) to become viable on land & unmatched in water. Highest HP of all classes, almost nonexistant INT & magic defence. Octopuses are resistant to water, but weak to fire. Special Thanks & Credits Eldritch Abomination, the creator of KOTL Nightmare Modules. SorenKanzaki, the autor of Character Hacking Guide. Vampok, whose discoveries on Datacrystal helped me in editing shop’s wares & Quest Mode rewards.