Antidote is a rebalancing hack that attempts to give a viable use or value to as many aspects of FFT as possible while making few nerfs or flashy changes so you still feel like you're playing the same FFT, just with more options available. Both for you, and your AI adversaries. Antidote's difficulty starts out about the same as the original game, but increases steadily as you progress. Most enemies have higher job levels with more abilities, secondary skillsets that they are proficient with, and/or slightly better equipment. If the original release were to be thought of like a "Beginner" difficulty for new players, then this hack could be considered an "Intermediate" difficulty. Capable of keeping an experienced player on their toes, while still being beatable for those less skilled. Antidote is built off of the Convenience version of my FFT: Prime hack (https://www.romhacking.net/hacks/4611) and includes all the goodies like the improved WOTL translation with Sound Novels and Spell Quotes, dialog skipping, bugfixes, ability/job stats made identical to the original JP release, halved ability costs, and guaranteed rare items when using the Chemist's Treasure Hunter ability. This hack includes: GENERAL CHANGES The gamebreakingly powerful Arithmetician Job has been turned into the Sage, a mid to late game Job that uses a rebalanced "Ja-Magicks" skillset made up of Zalera's 6 -ja abilities and Ultima's Dispelja. In return for contributing their unique abilities to the player's use and having the MP costs and charge times increased, Zalera and Ultima both get innate Halve MP and Zalera gains the previously unused "CT 0" ability, making all of his spells cast instantly. Maximum Level has been reduced from 99 to 50 and Speed growths have been halved for all Jobs, including monsters, to address late game balance issues. Additionally, many Speed altering abilities and items are slightly less effective and Haste/Slow's effect has been reduced from a 50% increase/decrease to 25%. Abilities with long charge times will still be usable at the end of the game. ABILITY CHANGES Bravery/Faith changes are no longer permanent. Most abilities that alter Bravery/Faith are more effective to compensate, and the few Bravery alterations caused by choices made in dialog during the story are much larger. Learn %, which affects both the AI's chance to learn an ability and the odds of getting it from a crystal, has been doubled for all abilities. Most are at 100% now. Abilities used by human units that absorb HP/MP or damage a percentage of the target's HP (Invigoration/Gravity) are now Dark elemental. All Lucavi bosses now halve Dark damage. Odds of stealing slightly improved for all but weapons. Thieves get 2 new abilities: Steal Turn - Replaces Steal EXP - (SP+50)% chance to cancel an action while it is charging/being performed. Flee - Move+3 when critically wounded. Excluding Steel, Squire abilities that increase stats now add status effects instead: EX: Tailwind - SP+1 changed to Effect: Haste. All Swordskills, like Shadowblade, have been given MP costs. Sky/Nether Mantra abilities have their Vertical Ranges reduced from 3 to 0, making it easier to hit the spaces you want with them. MP costs added. Nether Mantras fixed to do max damage with Atheist and no damage with Faith. Cloud's Limit abilities gain +50% power, and do similar damage as the US PS1 release of the game. All 8 Range weapons/abilities reduced to 6. (Guns, Shockwave, Horizontal Jump 8, etc.) Archer's Aim skillset has been rebalanced entirely and can actually be used now. All monster skills get +10% accuracy if applicable. AI fixes for several abilities, a few of them weren't being used at all. Vanish doesn't work on performing characters, they'll keep singing/dancing and won't turn invisible. ITEM CHANGES Axes and Flails now use the same [(PA * Brave)/100] * WP formula that Katanas/Knight's Swords do. The random damage formula used only by Women's Bags now has been changed to ([PA / 2] + {1...PA}) * WP from just {1...PA) * WP. Weapon Power has been reduced to compensate, max damage is the same but they do more damage on average. Books' Ranges increased from 3 to 4. At least a 30% boost on HP for all heavy body armors. Weapons with 20% Weapon Evasion or less get a 5% increase. Earlier Cloaks/Shields have more Evasion. Weapon Power on Knives, Katanas, Crossbows, endgame Longbows, and Shuriken increased, along with others (see readme for spoilers). Genji equipment improved. Random enemies equip some items that they didn't used to, mainly accessories. Hi-Potion/X-Potion healing reduced to 60/120 HP respectively. Only 1 Excalibur is available to the player (from Midlight's Deep). Aside from the Ragnarok war trophy from Hashmal, a Defender is the only Knight's Sword given to the player for free. JOB CHANGES All negative stat growths on Jobs have been set to neutral. Mime's positive growths have been reduced to be in line with other Jobs. Using the Level Up/Down trick is nearly pointless now. Folmarv/Loffrey/Cletienne and Orran - Gained innate Defense Boost/Arcane Defense Zalbaag (Possessed) - Innate Defense Boost/Arcane Defense Belias/Adremmelech - Gained Immunity to Silence Ultima, High Seraph - Can be Immobilized, but not Disabled Ultima, Arch Seraph - Removed Weakness to Holy element All Squire classes can equip Shields, Helmets, Armor, Robes and Axes. Movement reduced from 4 to 3. The distinctions between Ramza's Squire class and the others are mostly gone, he gets better stats, Knight's Swords and a few extra abilities. Chemists can equip Crossbows. Wizard's MA multiplier from 150 to 125, Summoner's MA multiplier from 125 to 150. (Mage Jobs - ranked by new MA values: Summoner-Sage-Time-Black-Mystic-White, Summoner is slower than the rest and White Mage is slightly faster.) Thief can equip Ninja Blades. Orator can equip Crossbows, MP multiplier from 70 to 95, MA multiplier from 75 to 100. Samurai gains innate Doublehand. Sage - HP multiplier to 75, MP multiplier to 120, SP multiplier to 100, PA multiplier to 65, MA multiplier to 135, MP growth to 9 (High growth), all other growths are neutral. Bard can equip Robes, HP multiplier from 55 to 80, MP multiplier from 50 to 100, PA multiplier from 30 to 65, Speed multiplier from 100 to 110, Movement from 3 to 4, Class Evade from 5 from 10 Dancer's HP multiplier from 60 to 85, MP multiplier from 50 to 75, Speed multiplier from 100 to 110, Movement from 3 to 4, Class Evade from 5 to 20 All Lucavi gain new Reaction abilities. Orlandu's Sword Saint can't equip Hats/Clothes Mustadio's Machinist can equip Crossbows JOB LEVELING CHANGES Job Level 1 has been set from 100 JP to 50 JP, reducing the amount of starting JP a unit has. The Job system has been opened up and simplified into 3 tiers. Start with 7 Jobs and level up 1 Job to unlock the next (excluding Mime): Job Level 4 - 700 JP - to unlock 2nd tier Job Job Level 5 - 1100 JP - to unlock final tier Job Lv.4 Squire -> Lv.5 Knight -> Samurai Lv.4 Thief -> Lv.5 Dragoon -> Ninja Lv.4 Archer -> Lv.5 Monk -> Geomancer Lv.4 Chemist -> Lv.5 Orator -> Bard/Dancer Lv.4 White Mage -> Lv.5 Mystic -> Sage Lv.4 Black Mage -> Lv.5 Time Mage -> Summoner Mime SKILLSET CHANGES All Jobs' Reaction/Support/Movement abilities rearranged, many still remain with the same Job though. See readme for a list of R/S/M Ability Changes. Chant - Added to Generic Squire/Algus/Orran skillsets. Ramza gets Steel in chapter 1 and Tailwind in chapter 2 instead of the opposite. Meliadoul gains Zalbaag's 4 Blade of Ruin swordskills. Beastmaster removed, monsters acquire their Beastmaster skills for normal use. See readme for a list of Monster Skill Changes. JP Boost, Accrue JP, Move +3, Jump +3 removed. Belias gains the unused Embrace ability (5 range instant Immobilize on 1 enemy). Dycedarg can cast Ultima, giving Ramza one more opportunity to learn it. BATTLE CHANGES 10 lucky enemies get previously poachable-only items which can be stolen, see readme for spoilers. Most special characters now have a set level based on story progression. Guests have secondary skillsets that they may make some use of in battles. A little more consistency with levels and abilities for units that leave and rejoin your party later on. Gaffgarion will be a fully equipped Fell Knight at Zeirchele Falls no matter what changes you make to him before the battle. To make the new Level cap work: no enemies will spawn over the Party's average Level in random encounters, which can make some battles (like in Midlight's Deep) easier. Anyone assigned a Level over 50 has been reduced. (Excluding Lucavi/Construct 7) Monsters in Midlight's Deep/Necrohol of Mullonde have their classes improved by 1 if not already the highest tier to offset the Level cap reduction. Human units in Midlight's Deep are all improved similar to late chapter 4 enemies. Most human bosses in mandatory encounters are improved with R/S/M abilities, stronger equipment, and/or secondary skillsets they can make use of. Slightly higher variety in enemy jobs later in the game, for both random and mandatory battles. Check the readme to see a more detailed list with additional changes. Use the "Online ROM Patcher" under Submissions on the left to apply the .ppf patch to your game. Detailed list of unmentioned changes: ABILITY CHANGES Fix?: Random enemies can appear with Fury, Magick Boost, and Adrenaline Rush equipped The various Equip X abilities can't/won't be equipped by Jobs that don't need them Fix: AI properly calculates CT with Swiftness/CT 0 Reraise - Accuracy from 140 to 160, JP cost reduced from 500 to 250 Regen - Accuracy from 170 to 190 Protectja/Shellja - Effect Area +1, Shellja costs 24 MP Wall - Accuracy from 140 to 160 Holy - 50 to 42 power Thundara - Costs 12 MP Poison - Accuracy from 160 to 180 Haste - Accuracy from 180 to 200 Hasteja - Effect Area +1, Accuracy reduced from 240 to 120 Slowja - Effect Area +1, Accuracy reduced from 240 to 100 Stop - Accuracy from 110 to 130 Float - Accuracy from 140 to 160 Reflect - Accuracy from 180 to 200 Quick - Accuracy from 140 to 160, JP cost reduced from 450 to 225 Gravity - Dark elemental Graviga - Accuracy from 120 to 180, Dark elemental Meteor - Power from 40 to 50 Empowerment/Invigoration - Accuracy from 160 to 200, Dark elemental Belief/Disbelief - Accuracy from 150 to 190 Corruption - Accuracy increased from 100 to 140 Fervor - Accuracy from 120 to 130 Trepidation - Accuracy from 140 to 180 Delirium - Accuracy increased from 130 to 170 Harmony - JP cost reduced from 400 to 200 Titan - Power from 22 to 25 Golem - AI targets allies, learn % quadrupled to 40 from 10 Salamander - Effect Area +1, Vertical Range +1 Ashura - Damage from MA*8 to MA*9 Ama-no-Murakumo - Damage from MA*14 to MA*15 Kiyomuri - Randomly casts either Protect OR Shell on each ally Kiku-ichimonji - Range reduced from 8 to 6 Masamune/Chirijiraden - AI won't use Accuracy for all Songs and Dances increased from 50 to 75% Life's Anthem - Heals (MA+20) HP from (MA+10) Rousing Melody - CT increased from 8 to 15 Battle Chant - CT increased from 8 to 10 Witch Hunt/Mincing Minuet - Formula changed to (PA+Y) from PA+[PA*Br/100], Y=20 Slow Dance - CT increased from 8 to 15 Polka - CT increased from 8 to 10 Last Waltz - Accuracy increased from 34% to 75%, matching Finale Cyclone - Vertical Range increased from 0 to 1 Shockwave - Range reduced from 8 to 6 Steal Helm - (SP+45)% chance to steal from (SP+40)% Steal Armor -(SP+40)% chance to steal from (SP+35)% Steal Shield -(SP+55)% chance to steal from (SP+35)% Steal Accessory -(SP+45)% chance to steal from (SP+40)% Steal Turn - (SP+50)% chance to cancel charging, performing. AI is capable of using Entice - Accuracy reduced from (MA+20) to (MA+10)% Praise/Preach - Accuracy increased from (MA+50)% to (MA+90)%, Bravery/Faith +20 from +4 Rend Speed - Reduces Speed by 1 instead of 2 Focus - Effect: Berserk, AI flag changed but it never uses Tailwind - Effect: Haste, AI flag changed to add status Steel - Bravery +25 from +5, 50 to 0 JP (Ramza auto-learns) Chant - 50 JP cost added (from 0) Shout - Effect: Berserk, Haste, Faith, no bravery increase Judgment Blade - Costs 8 MP Cleansing Strike - Costs 12 MP Northswain Strike - Costs 16 MP Hallowed Bolt - Costs 20 MP Divine Ruination - Costs 24 MP Crush Armor - Costs 16 MP Crush Helm - Costs 12 MP Crush Weapon - Costs 24 MP Crush Accessory - Costs 12 MP, JP cost reduced from 400 to 200 Duskblade - Costs 2 MP Shadowblade - Costs 8 MP Celestial Stasis - Costs 25 MP Heaven's Wrath - Vertical Range from 3 to 0, 15 MP cost added Ashura - Vertical Range from 3 to 0, 21 MP cost added Adamantine Blade - Power from 10 to 11, Vertical Range from 3 to 0, 27 MP cost added Maelstrom - Power from 12 to 14, Vertical Range from 3 to 0, 33 MP cost added Celestial Void - Vertical Range from 3 to 0, 39 MP cost added Divinity - Vertical Range from 3 to 0, 45 MP cost added Hell's Wrath - Vertical Range from 3 to 0, 10 MP cost added Nether Ashura - Vertical Range from 3 to 0, 14 MP cost added Nether Blade - Power from 34 to 36, Vertical Range from 3 to 0, 18 MP cost added Nether Maelstrom - Power from 40 to 45, Vertical Range from 3 to 0, 22 MP cost added Corporeal Void - Power from 20 to 21, Vertical Range from 3 to 0, 26 MP cost added Impiety - Vertical Range from 3 to 0, 30 MP cost added Petrify (Assassin) - Fixed: AI will use, Range reduced from 6 to 3 Petrify (Lucavi) - AI uses more often, Range reduced from 5 to 2 Ague - AI flag set to Add Status from Affect Stats Magicksap - 250 JP cost added Speedsap - 250 JP cost added, reduces Speed by 2 instead of 3 Powersap - 250 JP cost added Mindsap - 250 JP cost added Biora (Slow version) - Accuracy from 110 to 170 Biora (Silence version) - Accuracy from 120 to 180 Toadja - 7 CT, 20 MP, 120 accuracy, 375 JP Gravija - 12 CT, 76 MP, 425 JP, Dark elemental, fixed so AI will use Flareja - 9 CT, 99 MP, 50 power, 750 JP Blindja - 2 Effect Area, 4 CT, 8 MP, 75 JP Confuseja - 7 CT, 33 MP, 170 accuracy, 300 JP Sleepja - 2 Effect Area, 8 CT, 40 MP, 170 accuracy, 275 JP Dispelja - 68 MP, 300 JP Syphon/Drain - Dark elemental Break - Accuracy reduced from 180 to 170 Dragon's Might - Bravery +25 from +5, PA/MA/SP +1 from +2 Holy Breath - Effect Area reduced from 2 to 1 Vengeance (Beowulf) - Range reduced from 8 to 6 Brave Slash - Power from 8 to 12 (USPS1=12) Cross Slash - Power from 12 to 18 (USPS1=22) Meteorain - Power from 20 to 30 (USPS1=26) Omnislash - Fixed AI, Power from 30 to 45 (USPS1=40) Cherry Blossom - Power from 42 to 63 (USPS1=60) Bomblet - 0 to 1 Vertical Range Thunder/Water/Ice Anima - Damage from MA*2 to MA*3 Wind Anima - Damage from MA*3 to MA*4 Dread Gaze - Bravery -10 increased to -50 Beam - Fixed AI Featherbomb - Damage from MA*2 to MA*3 Peck - PA -3 from -2 Reckless Charge - 0 to 1 Vertical Range Bequeath Bacon - Removed, doesn't work with new Level cap. No good formula to replace with that works with the animation Leaf Rain & Guardian/Shell/Life/Magick Nymph - 0 to 1 Vertical Range Goo/Bad Breath - Fixed AI, both will be used now Dispose - Range reduced from 8 to 6 Ether - 150 to 75 JP Antidote - 35 to 15 JP Eye Drops - 40 to 20 JP Echo Herbs - 60 to 30 JP Maiden's Kiss - 100 to 50 JP Gold Needle - 125 to 65 JP Holy Water - 200 to 100 JP Horizontal Jump 8 reduced to 6 Aim +3 Aim +4 Aim +5 Aim +6 - 7 CT Aim +7 - 8 CT Aim +8 - 9 CT Aim +9 - 10 CT, 250 JP Aim +10 - 12 CT, 300 JP Bravery Boost - Bravery +3 increased to +15, JP cost reduced from 350 to 90 Faith Boost - Faith +3 increased to +15, JP cost reduced from 350 to 175 Adrenaline Rush - +1 Speed changed to +25 CT, JP cost reduced from 450 to 225 Vanish - JP cost reduced from 500 to 250 Critical: Quick - JP cost reduced from 400 to 100 Magick Counter - JP cost reduced from 400 to 200 Critical: Recover MP - 200 to 100 JP Auto-Potion - 200 to 400 JP Soulbind - 150 to 300 JP Earplug - 150 to 75 JP Reflexes - 200 to 400 JP Archer's Bane - 225 to 125 JP First Strike - 650 to 500 JP Equip Guns - JP cost reduced from 400 to 200 Equip Katana - 200 to 100 JP Halve MP - 500 to 250 JP EXP Boost - 175 to 350 JP Attack Boost/Defense Boost/Arcane Strength/Arcane Defense - 200 to 400 JP Concentration - 200 to 400 JP Brawler - 100 to 200 JP Throw Items - 175 to 350 JP Flee - Move+3 when critically wounded, 100 JP Move +1 - 100 to 110 JP Teleport - 325 to 500 JP Ignore Weather - 100 to 50 JP Ignore Terrain - 110 to 55 JP Waterwalking - 210 to 105 JP Swim - 150 to 75 JP Lavawalking - 75 to 40 JP Fly - 500 to 400 JP ITEM CHANGES Blind Knife - 4 to 5 WP Mage Masher - 4 to 6 WP Platinum Dagger - 5 to 7 WP Main Gauche - 6 to 8 WP Orichalcum Dirk - 7 to 9 WP, May inflict Slow Assassin's Dagger - 7 to 11 WP Air Knife - 10 to 13 WP Zwill Straightblade - 12 to 15 WP Sasuke's Blade - 14 to 15 WP Iga Blade - 15 to 16 WP Koga Blade - 15 to 16 WP Sleep Blade - Available at same time as Ancient Sword, enemy level req. from 23 to 21 Materia Blade - 10 to 15 WP Chaos Blade - 40 to 30 WP Ashura - 7 to 8 WP Kotetsu - Available after saving Agrias, 8 to 9 WP Osafune - Available at chapter 3 start, 9 to 10 WP Murasame - Available after first Zalmour fight, 10 to 11 WP Ama-no-Murakumo - Available after meeting Belias, 11 to 12 WP Kiyomori - 12 to 13 WP Battle Axe - 9 to 10 WP Poison Rod - MA+1, Price from 500 to 1000 Dragon Rod - Absorbs Fire/Ice/Lightning, Price from 12000 to 36000 White Staff - WP from 3 to 4 Healing Staff - 4 to 5 WP Golden Staff - WP from 6 to 7 Zeus Mace - MA+2 from 1, WP from 6 to 7 Staff of the Magi - WP from 7 to 8, Element: Holy, Boosts Holy element Iron Flail - 9 to 10 WP Morning Star - 16 to 14 WP Scorpion Tail - 23 to 22 WP Stoneshooter - 16 to 14 WP Knightslayer - 3 to 5 WP, Random enemies will equip Crossbow - 4 to 6 WP Poison Bow - 4 to 7 WP Hunting Bow - 6 to 8 WP Gastrophetes - 10 to 12 WP, Random enemies will equip Ice Bow - May cast Blizzard Artemis Bow - 10 to 12 WP, Available for purchase in castles after Orlandu joins Yoichi Bow - 12 to 14 WP Perseus Bow - 16 to 18 WP Bestiary - 8 to 9 WP Papyrus Codex - 9 to 10 WP Omnilex - 11 to 12 WP Obelisk - 12 to 15 WP Dragon Whisker - 17 to 18 WP Javelin (2) - 30 WP to 22 WP Croakadile Bag - 10 to 7 WP, MA+2 from 1 Fallingstar Bag - 20 to 13 WP Pantherskin Bag - 12 to 8 WP Hydrascale Bag - 14 to 9 WP Damask Cloth - Available after meeting Delacroix, 8 to 10 WP, Enemy level required: 13 Cashmere - Available after meeting Belias, 10 to 13 WP, Enemy level required: 25 Shuriken - 4 to 6 WP Fuma Shuriken - 7 to 9 WP Yagyu Darkrood - 10 to 12 WP Escutcheon - 10 to 15% Phys Evade Buckler - 13 to 18% Phys Evade Bronze Shield - 16 to 21% Phys Evade Round Shield - 19 to 24% Phys Evade Mythril Shield - 22 to 26% Phys Evade Golden Shield - 25 to 29% Phys Evade Ice Shield - 28 to 32% Phys Evade Flame Shield - 31 to 33% Phys Evade Diamond Shield - 34 to 35% Phys Evade Platinum Shield - 37 to 38% Phys Evade Genji Shield - 43 to 44% Phys Evade, 30% Magic Evade, PA+1 Kaiser Shield - 46 to 47% Phys Evade Escutcheon (2) - 75 to 50% Phys Evade Circlet - Enemy level required: 27 from 29, Available for purchase after chapter 4 start Crystal Helm - Enemy level required: 29 from 27 Genji Helm - +25 MP, MA+1, Immunity to Confusion Black Cowl - Immune: Sleep, PA+1 Thief's Cap - Speed +2 to +1 Leather Armor - 10 to 13 HP Linen Cuirass - 20 to 26 HP Bronze Armor - 30 to 39 HP Chainmail - 40 to 52 HP Mythril Armor - 50 to 65 HP Plate Mail - 60 to 78 HP Golden Armor - 70 to 91 HP Diamond Armor - 80 to 104 HP Platinum Armor - 90 to 117 HP Carabiner Mail - 100 to 130 HP Crystal Mail - 110 to 170 HP Genji Armor - 150 to 200 HP, +25 MP, MA+1, Immunity to Toad Mirror Mail - 130 to 145 HP Maximillian - 200 to 250 HP Chameleon Robe, Winged Boots, Hermes Shoes, Red Shoes, Reflect Ring, Angel Ring - Random enemies will equip Spiked Boots - Price: 1200 to 800 Rubber Boots - Random enemies will equip, Enemy level required: from 5 to 25 Genji Glove - Immunity to Disable Bracer - Enemy level required: from 60 to 50 Magick Ring - Equip: Shell Nu Khai Armband - Equip: Protect Guardian Bracelet - Negates Fire Shoulder Cape - 10/10 to 15/15 Evade Leather Cloak - 15/15 to 18/18 Evade Elven Cloak - 25/25 to 24/24 Evade Vampire Cape - 28/28 to 27/27 Evade Featherweave Cape - 40 to 30 Phys Evade Chantage - Always: Reraise to Initial: Reraise Cherche - PA+1 Hi-Potion - Heals 60 from 70, Enemy level required from 2 to 6 X-Potion - Heals 120 from 150, Enemy level required from 3 to 20 Ether - Available at Eagrose in chapter 1 Hi-Ether - Available after meeting Delacroix, Enemy level required from 5 to 15 Elixir - Enemy level required from 14 to 30 Antidote - Enemy level required from 6 to 1 Eye Drops - Enemy level required from 7 to 1 Echo Herbs - Enemy level required from 8 to 4 Maiden's Kiss - Enemy level required from 9 to 4 Gold Needle - Enemy level required from 10 to 4 Holy Water - Enemy level required from 11 to 10 Remedy - Enemy level required from 12 to 15 Phoenix Down - Enemy level required from 13 to 1 JOB CHANGES Elidibus is immune to Stop Meliadoul's Divine Knight can't equip Polearms, can only fit 4 innates. (Equip Sword/Crossbow/Shield/Armor) All 6 Undead versions of Generic Jobs - Made same buffs as Generic Jobs above Wisenkin and Sekhret - 4 Move from 3 Automaton - Useless innate Ignore Weather/Terrain removed, he cannot enter water All Lucavi gain new Reaction abilities: Cuchulainn - Gains Counter Belias - Gains Fury Zalera - Gains Faith Boost Adremmelech - Gains Bonecrusher Hashmal - Gains Magick Boost Ultima 1 - Absorb MP to First Strike Ultima 2 - Faith Boost to Soulbind Elidibus - Counter to Magick Counter REACTION/SUPPORT/MOVEMENT ABILITY CHANGES Squire/Base Counter Defend Move +1 Knight Parry Vigilance Equip Heavy Armor Equip Swords Ignore Terrain Samurai Bonecrusher Shirahadori Doublehand Equip Katanas Jump +2 Thief Vanish Gil Snapper Safeguard Poach Flee Dragoon Fury Equip Polearms Equip Shields Ignore Elevation Ninja Reflexes Sticky Fingers Dual Wield Move +2 Archer Adrenaline Rush Archer's Bane Equip Crossbows Concentration Jump +1 Monk First Strike Bravery Boost Brawler Lifefont Geomancer Nature's Wrath Attack Boost Equip Axes Swim Chemist Auto-Potion Counter Tackle Throw Items Reequip Treasure Hunter Orator Mana Shield Ear Plug Equip Guns Beast Tongue Waterwalking Bard/Dancer Critical: Recover HP Tame Fly White Mage Regenerate Cup of Life Arcane Defense Ignore Weather Mystic Absorb MP Magick Boost Defense Boost Manafont Sage Soulbind EXP Boost Accrue EXP Black Mage Magick Counter Arcane Strength Lavawalking Time Mage Critical: Quick Faith Boost Swiftness Levitate Summoner Critical: Recover MP Dragonheart Halve MP Teleport MONSTER SKILL CHANGES Chocobo - Choco Beak - Choco Cure - Choco Esuna Black Chocobo - Choco Beak - Choco Cure - Choco Pellets Red Chocobo - Choco Beak - Choco Cure - Choco Meteor Goblin - Tackle - Goblin Punch - Eye Gouge Black Goblin - Tackle - Goblin Punch - Spin Punch Gobbledygook - Tackle - Goblin Punch - Bloodfeast Bomb - Bite - Self-Destruct - Bomblet Grenade - Bite - Self-Destruct - Flame Attack Exploder - Bite - Self-Destruct - Spark Red Panther - Claw - Venom Fang - Cat Scratch Coeurl - Claw - Cat Scratch - Blaster Vampire Cat - Claw - Blaster - Vampire Piscodaemon - Tentacles - Ink - Dischord Squidraken - Tentacles - Dischord - Mind Blast Mindflayer - Tentacles - Mind Blast - Level Drain Skeleton - Chop - Thunder Anima - Water Anima Bonesnatch - Chop - Water Anima - Ice Anima Skeletal Fiend - Chop - Ice Anima - Wind Anima Ghoul - Ectoplasm - Sleep Touch - Oily Touch Ghast - Ectoplasm - Oily Touch - Drain Touch Revenant - Ectoplasm - Drain Touch - Zombie Touch Floating Eye - Wing Buffet - Dread Gaze - Bewitching Gaze Ahriman - Wing Buffet - Bewitching Gaze - Doom Plague Horror - Wing Buffet - Doom - Beam Jura Aevis - Talon Dive - Glitterlust - Featherbomb Steelhawk - Talon Dive - Featherbomb - Beak Cockatrice - Talon Dive - Beak - Peck Pig - Reckless Charge - Squeal - Toot Swine - Reckless Charge - Snort - Toot Wild Boar - Reckless Charge - Snort - Squeal Dryad - Leaf Rain - Shell Nymph - Magick Nymph Treant - Leaf Rain - Guardian Nymph - Life Nymph Wisenkin - Pickaxe - Beef Up - Feral Spin Minotaur - Pickaxe - Feral Spin - Breathe Fire Sekhret - Pickaxe - Breathe Fire - Earthsplitter Malboro - Tentacles - Lick - Goo Ochu - Tentacles - Goo - Bad Breath Greater Malboro - Tentacles - Bad Breath - Malboro Spores Behemoth - Gore - Heave - Gigaflare Behemoth King - Gore - Heave - Twister Dark Behemoth - Gore - Heave - Almagest Dragon - Charge - Thunder Breath - Tail Sweep Blue Dragon - Charge - Thunder Breath - Ice Breath Red Dragon - Charge - Thunder Breath - Fire Breath Hydra - Tri-Attack - Tri-Breath - Tri-Thunder Greater Hydra - Tri-Breath - Tri-Thunder - Tri-Flame Tiamat - Tri-Thunder - Tri-Flame - Dark Whisper BATTLE CHANGES 10 lucky enemies get previously poachable-only items which can be stolen: Holy Lance - Equipped by Dragoon at Dugeura Pass mandatory encounter Wyrmweave Silk - Equipped by Dancer in Meliadoul's Bervenia encounter Zwill Straightblade - Equipped by Thief in Cloud's Sal Ghidos encounter Ivory Pole - Equipped by Zalmour (first encounter) Rubber Suit - Equipped by Cletienne (final encounter) Omnilex - Equipped by Sage in Crevasse MD encounter Fallingstar Bag - Equipped by Summoner in Hollow MD encounter Scorpion Tail - Equipped by Ninja in Oubliette MD encounter Whale Whisker - Equipped by Mystic in Crossing MD encounter Dragon Whisker - Equipped by Dragoon in Interstice MD encounter A low Level Thief in Cloud's Sal Ghidos encounter and the final boss's Ultima Demons gain 10 Levels. Zalera's Undead Knights and the Demons in possessed Zaalbag's battle have (high) set Levels instead of being based on the party's average Level. Zalera's Undead Knights are now flagged as men instead of monsters so they spawn with equipment. Dycedarg has a Save the Queen that can be stolen. Like Ultima, Alma gains Soulbind instead of Faith Boost in the Final Battle. Rooftop Riovanes battle - Set Rapha's AI to defensive like in Yardrow CHANGELOG Version 1.1 Reraise - Accuracy from 140 to 160 Regen - Accuracy from 170 to 190 Wall - Accuracy from 140 to 160 Poison - Accuracy from 160 to 180 Haste - Accuracy from 180 to 200 Hasteja - Accuracy from 100 to 120 Stop - Accuracy from 110 to 130 Float - Accuracy from 140 to 160 Reflect - Accuracy from 180 to 200 Quick - Accuracy from 140 to 160 Graviga - Accuracy from 120 to 180 Meteor - Power from 40 to 50 Empowerment - Accuracy from 160 to 200 Invigoration - Accuracy from 160 to 200 Belief - Accuracy from 150 to 190 Disbelief - Accuracy from 150 to 190 Corruption - Accuracy from 130 to 140 Fervor - Accuracy from 120 to 130 Trepidation - Accuracy from 140 to 180 Delirium - Accuracy from 175 to 170 Titan - Power from 22 to 25 Odin - Removed instant death, Effect: KO Salamander - Effect Area +1, Vertical Range +1 Accuracy for all Songs and Dances increased from 50 to 75% Entice - Accuracy reduced from (MA+20) to (MA+10)% Adamantine Blade - Power from 10 to 11 Maelstrom - Power from 12 to 14 Nether Blade - Power from 34 to 36 Nether Maelstrom - Power from 40 to 45 Corporeal Void - Power from 20 to 21 Biora (Slow version) - Accuracy from 110 to 170 Biora (Silence version) - Accuracy from 120 to 180 Gravija - Accuracy from 120 back to 160 Confuseja - Accuracy from 175 to 170 Version 1.2 Elidibus' dialog updated to match the WOTL translation, I didn't notice that it was unchanged when working on FFT Prime. Sleep Blade - Available at same time as Ancient Sword, enemy level req. from 23 to 21 Poison Rod - MA+1 White Staff - WP from 3 to 4 Golden Staff - WP from 6 to 7 Zeus Mace - MA+2 from 1, WP from 6 to 7 Staff of the Magi - WP from 7 to 8, Element: Holy Croakadile Bag - MA+2 from 1 Morning Star - 16 to 14 WP Scorpion Tail - 23 to 20 WP Bestiary - 8 to 9 WP Papyrus Codex - 9 to 10 WP Black Cowl - Immune: Sleep, PA+1 Chantage - Always: Reraise to Initial: Reraise Cherche - PA+1 Masamune/Chirijiraden - AI won't use Bomblet - 0 to 1 Vertical Range Peck - PA -3 from -2 Reckless Charge - 0 to 1 Vertical Range Leaf Rain & Guardian/Shell/Life/Magick Nymph - 0 to 1 Vertical Range Orlandu's Sword Saint can't equip Hats/Clothes Mustadio's Machinist can equip Crossbows Zalbaag (Possessed) - Innate Defense Boost/Arcane Defense Wisenkin and Sekhret - 4 Move from 3 Squidraken - Tentacles/Dischord/Mind Blast Mindflayer - Tentacles/Mind Blast/Level Drain Pig - Reckless Charge/Squeal/Toot Wild Boar - Reckless Charge/Snort/Squeal Version 1.3 Steel = 50 to 0 JP (Ramza auto-learns) Chant - 10 to 50 JP Ether - 150 to 75 JP Antidote - 35 to 15 JP Eye Drops - 40 to 20 JP Echo Herbs - 60 to 30 JP Maiden's Kiss - 100 to 50 JP Gold Needle - 125 to 65 JP Holy Water - 200 to 100 JP Bravery Boost - 175 to 90 JP Critical: Recover MP - 200 to 100 JP Critical: Quick - 200 to 100 JP Auto-Potion - 200 to 400 JP Soulbind - 150 to 300 JP Earplug - 150 to 75 JP Reflexes - 200 to 400 JP Archer's Bane - 225 to 125 JP First Strike - 650 to 500 JP Equip Katana - 200 to 100 JP Halve MP - 500 to 250 JP EXP Boost - 175 to 350 JP Attack Boost/Defense Boost/Arcane Strength/Arcane Defense - 200 to 400 JP Concentration - 200 to 400 JP Brawler - 100 to 200 JP Throw Items - 175 to 350 JP Move +1 - 100 to 110 JP Teleport - 325 to 500 JP Ignore Weather - 100 to 50 JP Ignore Terrain - 110 to 55 JP Waterwalking - 210 to 105 JP Swim - 150 to 75 JP Lavawalking - 75 to 40 JP Fly - 500 to 400 JP Orichalcum Dirk - May inflict Slow Assassin's Dagger - 10 to 11 WP Air Knife - 12 to 13 WP Zwill Straightblade - 14 to 15 WP Sasuke's Blade - 14 to 15 WP Iga Blade - 15 to 16 WP Koga Blade - 15 to 16 WP Materia Blade - 10 to 15 WP Poison Rod - Price from 500 to 1000 Dragon Rod - Price from 12000 to 36000 Healing Staff - 4 to 5 WP Scorpion Tail - 20 to 22 WP Stoneshooter - 16 to 14 WP Ice Bow - May cast Blizzard Omnilex - 13 to 12 WP Javelin 2 - 25 to 22 WP Bard - Speed multiplier to 110 from 100, Movement to 4 from 3, Class Evade to 10 from 5 Dancer - Speed multiplier to 110 from 100, Movement to 4 from 3, Class Evade to 20 from 5 Vampire Cat - Claw/Blaster/Vampire Construct 7 back to Level 66 from 50, Nelveska Temple's Greater Hydras back to Hydras. Zalera's undead knights and the demons in possessed Zaalbag's battle have (high) set Levels instead of being based on the party's average Level. Minor battle adjustments. Version 1.4 Rooftop Riovanes battle - Set Rapha's AI to defensive like in Yardrow, and swapped the Assassins' accessories to ensure that Rapha survives the first round. Dragon Whisker - 17 to 18 WP Elidibus is immune to Stop Version 1.41 - Final The minorist of minor updates - Samurai's innate Doublehand ability is properly mentioned in the help text for the Job's Requirements. No other issues reported or found by myself since 1.4, so this should be the final version. ASM HACK CREDITS: Emmy - Instant skills blink red if unusable due to silence/out of mp FFMaster/Raijinili - Silent Walk becomes Flee Raijinili - Un-Truth Faith/Innocent bugfix (Un-Truth does max damage with Innocent and no damage with Faith) Glain - Equippable R/S/M only limited by job innates (Prevents Player/AI from equipping Doublehand on Samurai or various "Equip X" abilities on jobs that don't need them) nates1984 - Weapon XA Rewrite (This hack changes Axes and Flails to use the same [(PA * Brave)/100] * WP formula that Katanas/Knight's swords use, it also automatically fixes FFT's random damage formula (that only Women's Bags now use) to vary between 0.5x - 1.5x expected damage. A side effect is that Wiznaibus and Witch Hunt now do PA + Y rather than PA + [PA * Brave / 100]) pokeytax - Brave/Faith Up gives +15 instead of +3, CT Save (Changes Speed Save's +1 Speed to +25 CT) Pride - AI CT Charge Supports (Fixes minor bug where the AI didn't correctly know Short Charge and Non-charge saved them CT), Random enemies can appear with PA Save, MA Save, and Speed Save RavenOfRazgriz - Haste, Slow Edits Xifanie - Maximum levelup (=50), Remove forced slowdown for Math Skill (Skillset ID 0x15), Removes permanent brave alteration. (version 2.0), Removes permanent faith alteration. (version 2.0)