Elona Wiki



[Changes and additions]
  • Removed all netcode for the Japanese version from the source. The input box for chat no longer appears when the tab key is pressed.
  • There is now a phenomenon that may occur on the 15th and after of months that are not a multiple of 3. This will cause all Nefia to go into fever mode. Like the etherwind, this has a high random chance of occurring. It will not last beyond the end of the month. If Extra Help is not turned off in the settings, Norne will appear and give an explanation the first time this happens. In fever-mode Nefia, a [floor danger level]-dependent number of music tickets (up to 70 tickets) will be generated on tiles on which the floor's gold pieces have been placed. There will also be more material gathering spots, less fountains, and more altars generated. Items generated on the ground will have their level increased and be identified by default. Strength of enemies remains the same.
  • Added just a bit of Act III main quest content.
  • Added 2 new special actions. One of them is for NPCs only.
  • Decreased the increase in Magic when the exile evolves, made the evolution grant Control Magic skill, and also give increased skill levels in that skill. Similarly, the evolution to witch will also give less of a Magic attribute increase, grant Control Magic skill, and more levels in that skill.
  • Added 4 new slime race NPCs and 1 new evolution.
  • Added 1 new catsister NPC.
  • Changed the chance of summoning a fox brother from a mysterious diary from 2% to once every 12 diaries.
  • The younger sister shopkeeper will start off with the Oti-Tubaki equipped. In combat, she will now fight in addition to summoning younger sisters. This will not affect younger sister shopkeepers already generated in previous versions. Regular younger sisters will no longer be randomly equipped with the Oti-Tubaki.
  • Doubled the chance of Life and Mana increase when eating a Little sister corpse, and made it affected by the rare loot trigger.
  • Monster balls crafted with item fusion no longer have a random level, and will now always depend on the deepest dungeon floor cleared. Upper limit 140.
  • Deed of heirship now lets you inherit a fixed 3 items instead of a random number of items.
  • Added a new item fusion recipe that allows you to convert items into gold pieces. The number of gold pieces is somewhat lower than if you had sold the item to a shopkeeper (the calculation and sell price cap are both 80% of a shop's). This is for when your inventory is full. The number of gold pieces you will receive is listed in the steps section. Each conversion is limited to a maximum of 9,999gp. As for items that usually cannot be sold, precious items and rotten food will fetch 1 gold piece each, and trade goods will have no region price modifier.
  • Bronze coins generate identified, uncursed and unblessed.
  • Added 3 new items that can be made from milk in item fusion.
  • Added 1 new unique artifact.
  • Pets who have the prerequisite skills for breakfast or handmade gift events but are not the target NPC for those events can now help out. When helping out, half of their relevant skill levels will be added to the target NPC's skill levels, and they will also receive half the amount of experience. They can help out even if they are holding on to a pleasant sleep blanket. This means that it's no longer a waste for multiple pets to have those skills.
  • There are now separate Carpentry and Tailoring versions of the Handmade Gift event. Made slight changes to names and descriptions to match.
  • The value to which pet satiety will decrease to over time has been decreased. This value is between where the player's status will say Hungry and where there will be no hunger status displayed. This basically means that pets can eat more times.
  • Added an option to eat together with pets who are at Friend or above if neither the player nor the pet has anorexia. This option, available in the conversation window, will select a non-rotten and non-cursed rank 5 or above cooked food item and share it with your pet. The prerequisites are somewhat troublesome, but the food item will give half the normal satiety but a full amount of all other effects. No auto-turn will occur, and the item will be considered eaten when the conversation ends. Added a new txtMeal NPC custom line for this.
  • Purchased items will have their price during purchase saved. When selling these items at your shop, their sale price will be capped at 1/3+1 of the purchase price regardless of shop type.
  • If not all pieces of equipment on a character are acid proof, then the weak point list will include acid. If the character does not have any equipment that diminishes bleeding and prevents aliens from entering the body, then the weak point list will also include bleeding and pregnancy respectively.
  • NPCs can no longer destroy walls on the world map.
  • Changed [sprites] of the cupid of love-type monsters while retaining some resemblance to the original sprite.
  • When Bewitch special action succeeds, you will now receive money even from NPCs that are currently hostile to you. It will also not increase the target's power gauge. Increased the decrease in Attract.
  • Edited the red book on managing shops.
  • Shopkeepers for your shop can now gain a feat when they have 120 and above sales exp, and another at 360 and above sales exp. For now, there are five feats available that you can choose from, and there may be more in the future if I think of some more.
  • Changed how all types of player shops except for the goods shop work. Items types that the shop type specializes in will have a 1.2x multiplier on sale price and an increased chance of selling. Item types that the shop does not specialize in will now have a 1.0x multiplier, but have a decreased chance of selling. Changing shop types no longer costs money.
  • Decreased the base price of items sold at your shop. Also, sale price of items sold at your shop is now capped at 36% of item value, which is slightly higher than the sale price of items when selling to NPC shopkeepers (30% of item value). The shop type price modifiers (1.2x) are applied after this price cap. Even after this 1.2x multiplier, item sell price will still be 43.2% of buy price at maximum Negotiation, causing a 6.8% loss when reselling purchased items. Equipment used to have an additional 1/3 multiplier, but that has been abolished.
  • Added a new floor tile and a new transparent wall tile. The default player shop map will come with these, and they also available in the tile palette for other player-owned maps. These tiles also have a special effect - placing items on these tile in your shop will stop those item from getting sold. They can be used for interior decoration.
  • Draw Charge special action can no longer be used on items marked as important.
  • Fixed Icolle's body part reset for zombie race characters causing them to have 1 less hand.
  • Fixed resistance increase from eating healer, sister, and yith corpses still being random. Removed the effect from the corpse of the unique town NPC Renai.
  • Decapitation that procs from Tactical Attack [AP feat] will no longer get affected by ranged attacks occurring right before it and will now always display the text for head lopping.
  • Fixed weight display for characters after eating livestock feed showing the old weight.
  • Fixed objet of heart listing nerve as a weakness when nether resistance is low.
  • Fixed regular attacks executed in place of Rocket Fire special action [by NPCs when Rocket fire is an invalid move] using the last weapon looked up by the game as the ranged weapon.
  • Removed hostile action check that occurred after applying Clash Rush special action damage.
  • Fixed +enhance value not getting taken into account for wild flowers sold by pets in town.
  • Fixed gauge values of 101% or more displaying as 100% for the pet on the left in a tag team.
  • Fixed quick shooting still being able to counter attacks when time is stopped.
  • Fixed pets not using rods of bubble ball when they change maps after being handed the rod. If using a save file from a previous version, you will need to take away that rod and give it to them again in order to make them use it.

1.69: detailed changelog[]

[Additional main quest content]
  • Cutscene when entering any floor of the Cradle of Chaos. Added a conversation with Leold. No new floors added.
[New special actions]
  • Formless Fetter
    • Learned during level up when Control Magic skill is level 60 or above.
    • All enemies in sight that are on any map effect (including floating enemies) will have 1 turn of Bind applied to them (Bind does not stack), and be dealt Magic attribute and Control Magic skill-dependent magic element damage.
    • Targets that are non-unique NPCs and have Dexterity that is less than half of of the user's Dexterity will also have a Control Magic skill level-dependent Dexterity debuff applied to them.
  • Melt Clinch
    • Applies 1 turn of Bind to the user and the target, and also 1 turn of Atrophy to the target. Neither of these status ailments stack.
    • It will also deal a small amount non-reducible acid-element damage to targets that is dependent on the user's Strength and Constitution attributes.
    • The slimenoid and slimeroper [evolutions] (NB: no English names?) will now use this move.
[New NPCs]
  • dragon bubble
    • Level 131 slime. Has the splitting bit flag. Uses Bubble Storm and Voracity Fang.
  • formless spawn
    • Level 81 slime. Uses Formless Fetter, Acid Ground, Eye of Insanity, and Nether Arrow.
  • living blood
    • Level 58 slime. Has the type 2 splitting bit flag. Drain Blood.
  • roper
    • Level 39 slime. Uses Squeeze and Rubbing.
  • silver fox brother
    • Secret catsister NPC. (Default level is 1, but actual level may vary.)
    • Uses Touch of Fear, Dark eye, Ice Ball, Element Scar, and Holy Shield.
    • Will also use Resolution Hand on himself when not already buffed with it.
[New evolutions]
  • Bubble and blue bubble will evolve with another heart into bobble bubble, and learn Bubble Storm. They will also learn Casting and Control Magic skills, and gain additional levels in those skills.
[New items]
  • cheese
    • Food item that does not rot.
    • When crafted via the Dairy products item fusion recipe, it will inherit the +enhance value of the milk used as the ingredient unlike the two items below.
    • NPC name will not be inherited.
  • butter
    • Food item that does not rot. Can be thrown.
    • Targets hit by it will get the Oil status ailment, and have a minor corpse seasoning effect applied to them (upper limit +2).
    • Use with soy sauce to make enemies taste like butter and soy sauce.
    • Like tomatoes, they will disappear without creating puddles when thrown at the ground.
  • yogurt
    • Food item that does not rot. Can be thrown.
    • Gives Constitution experience when eaten.
    • Applies Fury to targets hit by it. Amount of Fury is lower than for thrown tomatoes, but unlike tomatoes it will stack.
    • Like tomatoes, they will disappear without creating puddles when thrown at the ground.
  • <Assault Gold>
    • Randomly generated unique artifact. Wings.
[Shopkeeper feats]
  • TraitElegance
    • Increases Charisma by 30 when acquired.
    • Increases the amount of money that visitors to your shop carry by 75% and 2,000. This does not apply to NPCs that are generated with 0 gold.
  • TraitAestheticSense
    • When trading items, items are worth 33% + 300gp more.
  • TraitProprietarySales
    • Gold pieces equal to 5 to 10 times of Negotiation skill will be placed in the shop's safe every day. This is independent of item sale in the shop. No upper limit.
    • This sum will be capped at 1 when the player is in the Deep-sea castle.
    • This trait will have no effect if the pet with it is not the shopkeeper. Gold pieces earned in this manner will not award any sales experience, shop rank, or experience.
    • Item sale prices cap out at about 160 Negotiation, so this trait makes gaining Negotiation skill levels beyond that useful.
    • As a side note, the player's Negotiation skill effect caps out at 100 and there is currently no merit to level it beyond that, but special actions dependent on it will be added in the future.
  • TraitTie-up
    • When this pet is with the player, when [the pet] sells items, half of the player's Negotiation is added to the pet's.
    • Ores and wild flowers sell for 1.5x the usual price for pets.
    • Neither of these two effects stack when multiple pets have the trait.
  • TraitBusiness Smile
    • The shopkeeper learns Bewitch special action. This does nothing if the pet does not participate in combat, of course.
    • The pet will use Bewitch if the target still has Attract and is not currently Paralyzed.
    • Due to the nature of this move, pets with AIs that like to maintain a distance from targets will not be able to use it.
[New map tiles]
  • Rope divider floor tiles, listed after the music tiles.
  • Showcase transparent wall tiles, listed after the red flesh walls. A version that does not connect with other tiles has also been added.
  • These can be used for decorating around items in your home.
  • In the shop, items that are on top of these tiles will be marked as not for sale.
  • After mining a tile or redecorating the shop, all items that are on these tiles will be marked as not for sale, and items not on these tiles will have that marker removed.
  • Items that have been marked as not for sale will have "sample" prefixed to the item name, and will never be sold.
  • When attempting to pick up these sample items, the not-for-sale marker will be removed (even if you fail to pick them up).
  • This means that if floor tiles are destroyed or overwritten in the shop by means other than mining or redecorating, sample items will remain that way. To fix that, you will have to pick them up, go into redecorating mode, or mine something.
  • This new item marker was created because the game cannot check which items are on which tiles when the player is not on the shop map.



[Changes and additions]
  • Renamed the following game modes:
    • Advancing -> Essential
    • Inferno -> Loss
    • No future -> Abnormal
    • Coming next is a game mode that starts with the letter P.
  • Added a bit of Act III main quest content.
  • Added 1 unique artifact for Act III.
  • Added 3 new items, and two new item fusion recipes for them.
  • Added 5 new largeanimal NPCs.
  • Decreased influence of level and increased influence of attributes on maximum HP and MP. The formula is about halfway between that in [previous versions] and vanilla Elona.
  • Meshera-type NPCs will no longer regenerate health and have their HP decreased every turn if they are outdoors and the etherwind is blowing, or when they are on certain maps. This HP decrease is not damage, so they will not die from it.
  • Talon soldiers will now have a unique ability that gives an additional +2 to their power gauge when they attack. There will be a description that pops up when talon soldiers and fin crocodiles [gain this ability].
  • NPCs are now able to destroy walls and doors when buffed with Hyper Dash.
  • Adventure Seminar has a new map sprite.
  • Using items with a cooldown time via shortcut keys after exiting the Deep-sea castle but before sleeping will now reset their cooldown time.
  • Increased the base price of items sold in your shop. Items that have a price of less than 50gp before modifiers (e.g. cooked food rank or +enhance value bonus) can now be sold in your shop.
  • Shopkeeper crows visiting your shop will now speak generic lines instead of their special lines.
  • Individual spells can now be hidden in the spell list like special actions.
  • The time display will show *debug* when in wizard mode to make it more distinguishable from regular game modes.
  • Highest damage dealt record no longer counts decapitation damage.
  • Hunting targets for the Fighters Guild will now be less than twice the player's level. It used to be less than thrice the player's level. Other than that, the level formula remains the same.
  • The uncursing service of healers now depends on fame. Lower limit is 300, upper limit 3000.
  • Item types that have been identified before (i.e. their name is known, sell price is not 1gp, but blessed/cursed status is unknown) will now cost less to identify. Equipment do not qualify for discount.
  • 1,000gp is not an insignificant sum to pay in early game, so pet investigation at the informer now costs 100gp.
  • The increase in potential decrease [in 1.67] was a little too much, so all potential increases from training and items have been increased. The potential decrease remains the same.
  • Like attribute potentials, potentials of all skills will now increase by 2% when waking up.
    • Attribute potentials will also increase even more now.
    • Characters will also gain a slight amount of attribute potentials depending on their class. This is on top of the existing feature where characters gain an amount of potential to random attributes that is proportional to the amount of gained experience.
    • Also fixed the issue that caused potential increase to be different from the amount indicated. This issue was apparently introduced the previous time this code was modified.
    • Potential increases for pets [after sleep] will also use this formula.
  • Scrolls of ally will now auto-save and can no longer be used in show room.
  • Souvenir vendors now sell scrolls of growth. This is for people who are drowning in money.
  • When earned AP causes current AP to exceed the cap of 2000, the excess AP earned will decrease total AP. (This means that AP is no longer wasted when AP is at cap.)
  • Items used for evolving pets are now affected by the rare loot trigger, and their base drop rate increased 2 to 5 times.
  • When drunk, insanity received is halved and Sanity counter will increase by 1 less.
  • Lulwy will now accept arrows and bolts as offerings.
  • Ehekatl will now accept dead fish as offerings.
  • Changed the effect of Objet of heart. It can now target an adjacent character to bring up a list of its elemental weaknesses and status ailments that it is not immune to, as well as other information such as the ability to float or see invisible monsters. It was previously used to [grant] special actions that the player was eligible to learn after leveling up.
  • Seminars at the Adventure Seminar that have been completed and their item reward given will now cost 50gp to distinguish them from seminars that haven't been completed yet.
  • Added a new item that is awarded when all item rewards at the Adventure Seminar have been given.
  • The rate of obtaining bronze coins is apparently high enough, so Garok's services now cost bronze coins.
  • Halved the number of small medals required to purchase a Garok's hammer. It will now add equipment attributes to equipment, with the attribute added depending on the equipment type. All of these attributes are ones will never be found naturally on the equipment type.
  • Increased the grand prize for small gamble chests, with the chance of winning it remaining the same. Added a chance of winning smaller prizes. Increased the amount of Lock Picking they train. A sound effect is played and a message will be displayed when winning them. However, there is no chance of winning if the rare loot trigger is off.
  • Fixed some descriptions.
  • Fixed the crash that sometimes occurred when determining the element of Variable Breath and Extermination Breath special actions.
  • Visitors to your home and Fron the tour planner are no longer marked as summoned NPCs. They now have a different bit flag that causes them to despawn after some time.
  • Fixed Over Long Throw special action not displaying what item was used to attack, except when an extra ranged attack procs, in which case the item name for the previous attack would get displayed.

1.68: detailed changelog[]

[Additional main quest content]
  • Cutscene when entering the library, right up to the part where you talk to Sophia to receive yellow gem stone of Heart of twilight.
    • The game will remember which reward you picked, and change the lines that [Sophia] speaks in the default conversation accordingly.
    • It's kind of like how Orphe said in Act I that the Origin of Vice would no longer update when it's not on the pedestal, and Elona players would probably think of taking the entire pedestal with them.
[New NPCs]
  • sin gorilla - level 155 largeanimal. MP Breath, Power Breath, Fire Breath, Homing Lazer.
  • ganesa - level 134 largeanimal. Smash Ground, Continuous attacks.
  • knightceros - level 92 largeanimal. Uses Hyper Dash.
  • electric hippopotamus - level 70 largeanimal. Suitable for riding. Voracity Fang. Has lightning resistance.
  • killing anteater - level 41 largeanimal. Swarm. Escapes when low on health.
[New items]
  • <Crown Point>
    • You receive this from the red sword after getting all 16 Adventure Seminar item rewards from Karata. This is for unlucky people who can't get fire resistance gear.
  • green tea
    • Tea recipe will produce two of these if the ingredient is blessed. Product will inherit +enhance value of tea leaf ingredient. It is also randomly generated.
    • Drinking it will reduce Fear, Poisoned, Confused, Dim, Paralyzed, and Sick status ailments by an amount dependent on the +enhance value.
    • It will also slightly reduce body weight by an amount dependent on the +enhance value. This is a healthy way of losing weight without puking.
  • black tea
    • Tea recipe will produce two of these if the ingredient is blessed. Product will inherit +enhance value of tea leaf ingredient. It is also randomly generated.
    • Drinking it will recover 5 sp and (+enhance value + 5)% max MP.
  • livestock feed
    • Craftable from mix feed recipe, and inherits the +enhance value of the food used as the ingredient. Rarely randomly generated. Eating it will increase body weight by an amount dependent on the +enhance value.
    • Body weight increases from eating livestock feed is not subjected to the character height limit.
    • You can hand these to livestock that are not fully sated, upon which they will be immediately consumed.
    • This is for recycling food items that are cheap but have an +enhance value or are unsellable and also fattening livestock. It can also help get rid of that bony figure.
  • yellow gem stone of Heart of twilight
    • Allows you to change the danger level of unentered random Nefia within range of sight to 0.5, 0.7, 0.9, 1.1, 1.3, or 1.5 times and makes them have 4 floors. This effect can be applied multiple times to a Nefia.
[Effect of etherwind on Meshera NPCs]
  • Meshera NPCs refers to the 7 bacteria NPCs and Regulus.
  • Maps where this effect will be constantly applied are the Mountain Pass and the Ancient Garden.
  • The higher the NPC's Constitution attribute, the greater the HP deduction.
[Adding equipment attributes with Garok's hammer]
  • These attributes all have effects that stack so that there is no disadvantage to having multiple pieces of equipment that have them.
    • Head: sometimes nullifies damage #
    • Neck: enhances your breath #
    • Back: enhances your spells #
    • Body: reflects magic #
    • Ring: seven leagues effect #####
    • Arm: decreases physical damage taken #
    • Waist: absolute piercing #
    • Leg: interlocking shooting mechanism #
    • Weapon: extra melee attack #
    • Shoot: extra ranged attack #
    • Shield: proximity assist weapon#
    • Ammo: critical #
[New special action]
  • Mirror
    • Learned upon leveling up when Perception is 60 or above. Applies the effect that Objet of heart formerly had.

1.67fix3 (experimental build)[]

5/5/2017 This is a version to test the new faster save file loading method. Use this only if you know what you're doing, and make a backup of save files used with this version.

[Changes and additions]
  • Implemented quicker save file loading based the guide that was given. If the game crashes after doing something in particular, or if you find that certain game data doesn't get saved, then please do let me know. I may have missed something.
  • Fixed <Dokuro-Mikaduki> being considered a junk item because of a mistake made in Excel.



[Changes and additions]
  • You can now give instruments to any pet that has the Performing skill.
  • The alternative Japanese name for robe and pope robe were both "robe", so the alternative name for the latter has been changed to "garb". (NB: does not affect the English version.)
  • Added a random Nefia generation pattern that produces Nefia of a danger level that is 0.9 to 1.1 times that of the lowest dungeon floor beaten.
  • Fixed skill selection getting skipped if a custom class name is not entered when creating a new character.
  • Fixed region price modifiers for trade goods becoming 0 if you look at the trader's shop inventory then restart the game.
  • Fixed the issue with the spell writer's shop inventory.



[Changes and additions]
  • Increased the number of seeds that the cute fairy pukes out but limited it to once a day. The seeds will also always be generated uncursed and unblessed. Fixed a mistake in the date settings.
  • The skill level and attribute reduction [service] added in 1.67 has been changed. The lower limit for Speed remains 50, but all other stats have a new lower limit of 20. The character level minimum is now 10. Luck attribute is no longer decreased.
  • The range in reduction of potentials and their lower limit when attributes get increased by a fixed value (NB: probably from things like quaffing wells) is now the same as when attributes level up due to gained experience. Fixed-value attribute increases are now able to increase attributes even when potential is 0%.
  • Unblessed potions of potential now increase 5 times the potential. There probably aren't that many people who quaff them unblessed, but just in case.
  • When the target item of a quest is a generic wild flower, the quest description will now use the term "wild flower", which is the name of the item when unidentified. They can now be sold in your shop even though they are furniture items.
  • The auto-save for the periodical shop inventory refresh has been changed to when talking to the shopkeepers. (Wizard mode is exempt from this auto-save.) Spell writers will also no longer cause an auto-save. This is because shop inventories weren't saving until players re-entered the map, and spell writers sometimes caused a crash.
  • Fixed some descriptions.
  • Fixed craft repair kit making items black. They were dyed for debug purposes and I forgot to revert it.
  • Fixed '*'s disappearing and skills displaying twice on the special action selection screen and when going back to it after selecting feats when creating a character. Special action selection has been moved so that it's after class selection.
  • Fixed wizard mode not getting exempted from new auto-saves added.
  • Fixed the auto-save for black cat equipment licking occurring before the item drops.
  • Fixed equipment attribute power not getting properly calculated for living weapons in artifact fusion.
  • Fixed items with [no value] being affected by price modifiers.
  • Fixed items with sprite ID greater than 1000 causing a frame shift in the sprites for list of heirlooms in your home.
  • Fixed an NPC added in 1.67 getting marked as non-evolving if it has not evolved yet. Also fixed a frameshift in deck sprites because of a missing check for sprite IDs greater than 1000.
  • Fixed cards for characters that have been marked as having sprite ID greater than 1000 not getting sorted by No. and just getting tacked on to the end.



[Changes and additions]
  • Added Act III main quest content up to the Tezcatlipoca battle.
  • Added 6 new beetle race NPCs. Added 1 new evolution.
  • Added 3 new NPCs and 1 unique artifact for Act III.
  • Added 2 new special actions. One of these is for NPC use only.
  • Rebalanced SP cost of some special actions based on their usefulness instead of their frequency of use.
  • Added a service in a South Tyris location that decreases the player's and pets' attributes and skill levels. INIT will be recalculated after the decrease. Use this if you want to decrease INIT of characters that were generated at high level. With this, you can decide between using strong [pets] as they are and raising weaker ones.
  • Characters will receive bonus experience for all types of experience when conditions are met. The lower their INIT, the more they will receive.
  • The game will now keep track of the number of days of experience a pet has had being shopkeeper in your shop. Days on which nothing was sold will not be counted. This counter can be viewed on the house board or a register. In the future, a feat may be conferred if this counter reaches a value.
  • Increased the decrease in potential when attributes, spells, and skills level up. Set the lower bound of potential to 0%. Increased the increase in potential caused by all types of training, sleep, potions of potential, and large picnic baskets. Potential changes from breakfast event, scrolls of growth, and bonus points remain the same.
  • Changed the special training in the Doujou from recovering 200 random potentials of one character to increasing all attribute and skill potentials of the target character by a set amount. This means that like regular training, having useless skills on your pet will not be a waste. There will also be a discount based on the number of pets currently training in the Doujou.
  • The rare loot trigger added in 1.66 will now [be turned off] if the game is loaded while less than 10 minutes have passed since the previous load. It will also not turn off after a rare drop is generated. If 10 or more minutes have passed since the previous load, then it will turn on when you load the game again or change maps. If using a save game from before 1.67, it will be off to begin with because the playtime counter won't have anything in it.
  • Wish occurrence rate from quaffing wells has been quintupled, and is also affected by the aforementioned trigger.
  • Spawn rate of living weapons has been quintupled, and is also affected by the aforementioned trigger.
  • Living weapons will now come with one Godly-class equipment attribute even if they are only of Miracle level. However, the level of the attribute will be slightly lower than that on a Godly piece of equipment.
    • The number of choices of equipment attributes displayed remains 8, but each of them will now increase [enhance] level by +4 instead of +2.
    • They are also no longer usable in artifact fusion, and significant changes have been made to the increases in equipment attribute levels.
    • There is a set pattern which will determine what equipment attribute is conferred to the weapon.
    • Furthermore, measures have been introduced to ensure that living weapons gain the bloodsucking attribute when they level up when they already have the maximum number of equipment attributes.
  • The game will now also auto-save when moving between floors of the same map.
  • Removed game loading with the F2 key (which was originally a debug mode feature). Saving with the F1 key remains, because without it players would have to close the game or trigger auto-save.
  • Changed the effect of scrolls of inferior material, change material, and superior material. These scrolls will cycle through their respective lists of material one by one.
    • If the material of the target item is not in the list of material for that particular scroll, then the scroll will start from the beginning of the list.
    • If the material of the target item is in the list, then the scroll will change the material to the next one in its list.
    • There are some materials in the list that will be skipped unless the scroll is blessed.
    • Furniture will also no longer become wooden when certain light materials are picked.
  • Quintupled the spawn rate of material kits (i.e. it is now 1/4 that of a scroll of superior material). Spawn rate is not affected by the aforementioned rare drop trigger.
  • When using a Garok's hammer to change materials, you can now pick desired material from a list of a few candidate materials. Materials available in this list changes from day to day.
  • Ammos can now be enhanced with scrolls of enchant weapon/blacksmiths.
  • Buffed the jack lantern's effect.
  • Implemented an item that can maximize the stats of a piece of equipment within its allowed range. It spawns as frequently as empty bottles and first aid kits.
  • Added a new throwing item.
  • Added a new item craftable with item fusion.
  • Added a new item that acts as a new resource. This will be used for things that would be too expensive if they cost platinum pieces or small medals, but shouldn't be buyable with gold pieces.
  • Added a new item that generates flowers in the wilderness, with the type of flower depending on the month. It is available from unknown seed crops.
  • Added an item that allows you to obtain the figure of a target without killing it. However, it will cause the target to become hostile immediately unless the target is a pet. This is useful for obtaining the figures of NPCs that don't spawn as enemies.
  • Added a new item. Rerolling [duplicates of] unique artifact equipment will turn them into this item instead of becoming a random artifact. This is to prevent the rerolling of artifacts over and over again to yield unusually good equipment that are not be normally obtainable.
  • Made the message displayed when conditions for astral light pen usage aren't met more detailed. [Astral pen copies of NPCs] will now have the same age, height, weight, and faith as the original.
  • Astral light pens are now usable on undead summoned by necromancy. This is for people who have grown really fond of their zombies. Their level relative to the player as well as ink consumption will be calculated with the level of the [original NPC found in the wild]. Necro tuning effects will not be carried over, [except for] changes to their appearance made [by Necro tuning with figures and cards]. Their level will be that of [the original NPC].
  • Astral light pens are now usable on fused undead. This is for people who want to have them as pets. The level requirement and ink consumption will use the level of the original NPC + 100. The level of the astral copy will also be that of the original NPC, but they are undeadgods so they will get weakened.
  • Trismagistus and violent skull sword are now usable as materials in their respective recipes. This means that you can upgrade low-level items that were crafted [when your skill levels were lower].
  • Added a new equipment attribute and a character bit flag that works like quick-draw, allowing characters to counter ranged attacks they receive before the actual attack [hits].
  • Statue of Yacatect now gives platinum pieces and small medals when the date changes [instead of using a cooldown].
  • Statue of Kumiromi gives 3 seeds every time. The type of seed varies depending on the day.
  • Cute fairy gives 3 seeds every time. The type of seed varies depending on the day.
  • Increased chance that the black cat adds an equipment attribute, and the game will auto-save when doing so. It's a servant of Ehekatl, so this will depend on your real-life luck.
  • The game will auto-save when opening a monster ball.
  • Halved the chance of getting attacked by assassins as well as the number of enemies that appear in those attacks during escort quests. The game will auto-save when an attack occurs.
  • Gavela now lets you add the body part of your choice instead of a random part. The amount of Life taken away depends on the body part added.
  • Added a modifier for number of items stocked and maximum number of items available in NPC shops. This modifier depends on the base number of items the shop sells and their invest level. Shop inventories no longer refresh when you talk to the shopkeeper. Instead, all shops on the map will refresh when you enter the map.
  • Quadrupled the spawn rate of flying scrolls.
  • Increased the number of items that get generated on the ground in Nefias.
  • Removed the low chance that eating an egg will give the same effect as eating the corpse of the NPC that had laid it.
  • Corpses that have a chance of granting elemental resistances when eaten now give half the resistance but 100% of the time. The message log will display the increase in resistance only for [every second corpse] eaten.
  • Halved the resistances gained from eating yith-yaki, and changed the chance of gaining resistance from 20% to 100%. The message log will display the increase in resistance only for [every second corpse] eaten. Increased the insanity that they cause as they are readily available from shops.
  • Item drop rate from defeating characters that have the summoned bit flag has been changed from 20% to 0%.
  • Equipment on enemies in Nefia will now have a chance of being +enhanced only if it is of miracle or godly quality. Miracle and godly equipment that are +enhanced will now always drop, so you no longer have to pick up all drops, nor keep farming them until they do.
  • Slightly reduced the effect of +enhance value on the price of food and equipment.
  • Cooking will now yield one more product when Cooking skill is level 100 and above, and another when level 200 and above. The effect of the ingredient will remain, but the effects of herbs mixed into the ingredient will be lost.
  • Increased the number of jerky pieces produced by 5 times. Satiety that they recover is now 60% of what the value used to be.
  • Approximate difficulty of spellbook reading is now displayed in the description of spellbooks. This is just a ballpark figure so that you can roughly know which ones you can read instead of getting surprised by their difficulty.
  • When you do not have any pet slots free, the game will tell you that when offering the choice of whether you want to take a certain puppy or extraterrestrial with you. That means you no longer have to wonder why you can't bring them with you even after talking to them.
  • Redesigning your home and moving stayers will now take 1 turn.
  • Adventurers will no longer be hostile to you when they return [from the hospital] after getting defeated in a duel.
  • You can now hand over instrument-type items to pets who have performer-type AIs.
  • Changed some descriptions.
  • Fixed gold pieces for defeating Nefia bosses getting spawned at a random coordinate on the same map.
  • Fixed the "Loyter or vanity" Party Time! spawning rule not working.
  • Fixed Ensemble effect ending when an NPC's performance ends while Ensemble is ongoing.
  • Fixed the AIs of several characters who were supposed to use regular attacks in combination with their other moves but didn't use them at all.

1.67: detailed changelog[]

[Additional main quest content]
  • Talking to Leold on F39 of the Cradle and selecting the option will bring you to the Tezcatlipoca battle. Two talon soldiers will also spawn, but they will disappear when Tezcatlipoca is defeated. There is a conversation with Leold after you win. Next update will add a cutscene after moving to another map.
[New NPCs]
  • <Tezcatlipoca>
    • Level 200 god. Floats.
    • Uses Distant Attack, Dimensional Move, Eye of Illusion, and Attribute.
    • Has the special ability to nullify smokescreens during its turn.
    • NB: Japanese name lit. Night Smoke Tezatlipoca.
  • fin crocodile
    • Level 8 servant. Floats.
    • Uses Water Bolt and Alchemical Rain. Voracity Fang on low health.
    • Comes with Swimming skill. Has the special ability that multiplies the speed bonus from Swimming by 1.5 times. Sprite is the same for males and females. Will be able to evolve in future versions.
  • talon soldier
    • Level 8 servant. Floats.
    • Uses Hero, Regeneration, and Provoke.
    • Has the special ability to nullify smokescreens during its turn. Sprite is the same for males and females. Will be able to evolve in future versions.
  • black hopper X
    • Level 157 beetle. Forms swarms, floats, and has temper bit flag.
    • Uses Power Breath, Scavenge, and Voracity Fang.
  • assault red dragonfly
    • Level 136 beetle. Forms swarms and floats. Uses Clash Rush.
  • battle hopper
    • Level 115 beetle. Uses Body Blow. Uses ZinlaiKyaku on low health.
  • magic hawk moth
    • Level 105 beetle. Floats. Magic resistant.
    • Lightning Bolt, Fascination Dance, Eye of dimness, and Eye of Illusion.
  • nursing moth
    • Level 50 beetle. Non-hostile. Weak to cold. Touch of Sleep and Healing Rain.
  • caterpillar sniper
    • Level 16 beetle. Melee wait.
[New evolution]
  • caterpillar sniper evolves with god heart into god moth. Will use Draw Shadow if its target is not adjacent to it. Gains ability to use Punishment. Glows. Does not gain float bit flag.
[New special actions]
  • Curtain of Smoke
    • Learned during level up when Stealth skill is level 20 or above. A wide-area skill.
    • It generates a smokescreen map effect centered around the user.
    • Tiles with smoke on them will reduce range of sight. Smoke disappears with the passage of turns. Like other map effects, they can be overwritten.
    • Ball and bolt spell areas of effect will also be reduced by the smoke, but they will be able to clear the smoke effect within that AoE even if they are not water-type spells.
    • Breath-type attacks will not be affected at all, and will [also be able to remove the smoke effect].
    • Sense Object will make it transparent.
    • Use this when you want to run away or put some distance between you and your target, as it hinders attacks that depend on range of sight like spells, ranged attacks, and Shadow Step. This will not prevent enemies from chasing you down though.
    • The following existing NPCs will gain this special action: red ninja, new citizen, and <Eila>the fugitive Kunoichi. They will have a chance of using it if their target is 2 or more tiles away and there is no smoke on the tile they are standing on.
  • Smoke Mirror
    • Gauge attack for Tezcatlipoca. Will not be used when recruited as a pet.
    • Places 200 (which is the limit) smokescreen map effects on the map.
    • Will also buff the user with Black Mirror, a new buff. This will cause each of the user's attributes ranging from Strength to Magic to become the average of their original values and the player's corresponding attributes. This means that the user will become weakened in most cases. You can also deliberately lower your attributes when fighting Tezcatlipoca. If the player is way too strong, this will help make it a bit of a challenge.
    • Based on its usefulness relative to the attacks of other gods and its cosmetic purpose, gauge consumption has been set to 50%. This gauge attack will be used most of the time, leaving little to no chance of weapon gauge usage.
[New items]
  • <Yohualli Tezcatl>
    • Small shield unique artifact equipped by Tezcatlipoca. Will drop.
  • craft repair kit
    • Randomly generated consumable. Use it on a target piece of equipment (will work on ammos but not unique artifacts) to change their stats to the upper limit for their material.
    • Will also set negative accuracy penalty to the minimum.
    • High spawn rate so that you can use these on pet equipment as well.
  • ohuda
    • Randomly generated junk item.
    • When thrown at a target, will deal magic damage dependent on Throwing and Magic Device skill levels. Will also remove buffs, so there's only one difference between this and Megid Flame.
    • It's not a rod/spellbook/scroll, but magic shops will stock these.
    • NB: paper talisman.
  • lovely bouquet
    • Not randomly generated, but craftable with item fusion.
    • Increases impress when given to targets that are at Fellow or above. Targets below Fellow will still accept the bouquet, but there will be no increase in impress.
  • bio printer
    • Randomly generated consumable. Yields the figure of the target NPC without killing it.
  • stardust
    • Extra copies of unique artifacts will turn into this. Not randomly generated. Consumable.
    • Use it to enhance artifacts (unique and otherwise) up to +15.
    • Will also work on ammos.
[New resource]
  • bronze coin
    • Randomly generated. (Shops will never stock these.) Is not a type of ore.
    • Given as a bonus for Harvest Time quests, and is sometimes generated on the ground in towns.
    • Salary will pay 1 of these if your taxes are not in arrears.
    • Quartermaster feats will give an additional 1 whether your taxes are in arrears or not, even for Apprentice Quartermaster.
    • Will not be given as salary when in the Deep-sea castle.
    • Has the following uses:
      • Upgrading your cart. It had been changed from small medals to platinum pieces but it was still too expensive.
      • Training the shopkeeper in your shop. It used to cost money, but it was kind of weird that you spent money to earn money in the shop.
      • Ordering the special dish at inns. Gives an attribute growth buff to the player and all pets in sight who are able to not incapacitated (NB: not asleep, etc). Will become Satisfied if satiety is below Satisfied.
    • Will have more uses and ways of obtaining these in the future.
[Flowers that bloom in the wilderness]
  • Name and appearance will change with the month in which they are generated.
    • January - daffodil
    • February - margaret
    • March - dandelion
    • April - tulip - default color will be picked at random from 3 colors.
    • May - rose - default color will be picked at random from 3 colors.
    • June - hydrangea - default color will be picked at random from 3 colors.
    • July - lily
    • August - sunflower
    • September - marigold
    • October - cosmos
    • November - chrysanthemum
    • December - primula
    • Like fishes obtained from fishing, these will all [have the same item ID].
    • They are a type of furniture, will come with prefixes, and their material can be changed.
    • They have a high chance of getting generated. They will not display as rawwork when made of raw.
    • They sell for a decent price, and when handed to pets they will sell them just like ores.
    • Pets will not pick up flowers and can be asked to return them to you.
    • They may have an +enhance value when harvested from unknown seed crops that will increase their price, so you could probably roleplay a florist or a flower selling girl.
    • Throwing roses will not deal weight-dependent damage, but will instead cause bleed damage dependent on their +enhance value, so you can have fun with these.
    • And of course, you can use these to decorate your properties.
[New equipment attribute]
  • It allows quick shooting.
    • Ranged weapons will rarely come with this. Pistols and short bows have a higher chance of having it.
    • When hit by regular ranged attacks (including throwing ones), the wielder will deal a small amount of unmitigable damage dependent on Marksman skill on the attacker before the attack hits. 2 turns of Wince will also be afflicted on the attacker.
    • Will not activate when affected by Blind, Sleep, Paralyzed, Unconscious, or time stop, and also when sandbagged.
    • Will not work against Zero shoot and Fire a volley.
    • Will work only against the first attack of extra ranged attacks, rapid ammos, and burst ammos.
    • Characters that will have this as a bit flag are gunfish, archayeek gunner, <Milis> the soldier, requiem, and chaos hunter. (Will also work for existing characters after their stats are recalculated.)
[Bonus experience]
  • If the parameter that gains experience is equal to or greater than the Speed part of INIT + 100, then it will gain bonus experience. The lower the attribute + Life/Mana part of INIT, the greater the bonus.
    • This bonus is added before the reduction based on the current value of the parameter and the various multipliers.
    • The idea here is to prevent characters from growing extremely quickly when starting off, and to alleviate the stagnation in growth in late-game.
    • This will also help out character that have low starting speed and relatively fewer chances to level attributes and skills.
[Somewhere in South Tyris...]
  • Added an option to the conversation with Maile in the Oblivion Palace.
    • This will halve attributes and skill levels of the target character that are 50 or above. (Minimum is 50.) If level is 50 or above, then it will also be halved.
    • This is repeatable, so you can lower stats until you're satisfied. Be careful though, as characters that start off with stats that are below 50 may have their INIT increased instead.
    • This can mess things up, so unlike the other options, selecting this option will not auto-save the game.
    • Like the other options, the error message is purely cosmetic.
[Adding body parts with Gavela]
  • Cost for pets is a lot lower than for the player, except for torso parts as they are unobtainable from regular gene engineering.
[Additional notes about rare item spawning]
  • If a new month or year starts after loading a game, then the rare drop trigger will [also] be turned on on the 1st of the month at 0:10am.
    • It's set this way because a day can be defined as 1440 minutes, but months and years have variations that make them impossible to be defined as a constant.
    • Another idea I had was to disable the trigger for 10 minutes after every game save, which would also work against [item farming] using backups of save files. However, that wasn't implemented and this trigger will turn off only when loading saves the regular way [after exiting the game without playing more than 10 minutes the last time]. After all, people who tinker with the save data outside the game would probably find it faster to just edit the game memory.



[Changes and additions]
  • The armor equipped by NPCs will now be +enhanced depending on their starting level like their weapon currently is. This will not apply to summoned NPCs and NPCs outside Nefias though.
  • Equipment increase in price with their +enhance value. Enhanced equipment have the same chance of dropping [from kills] as miracle-quality equipment. The chance for enhanced miracle equipment to drop is even higher. Be sure to leave some space in your inventory so that you can pick these equipment up.
  • Reduced the multiplier on sales at player shops specialized in equipment from 2 times to 1.5 times.
  • Greatly reduced the delay between refresh ticks for generating fertilizer on farms and well as the Rubbing and milking cooldowns on the ranch from 120 hours to 24 hours. For existing saves, the new cooldown will take effect after the next fertilizer generation/Rubbing/milking. There is still the minimum 24 hours delay between crop growth [ticks] and generation/breeding of ranch animals. However, the number of chances that crops get to grow over a period of a few days has been doubled, and the chance of ranch animal breeding/produce spawning has been quadrupled.
  • Amount of money rewarded for clearing Nefias (and their individual floors) was way too much, so it has been significantly reduced.
  • Added just a few pieces of info that the tutorial facility was lacking.
  • Added 1 new unique NPC in the tutorial facility who will give you an item if you meet the requirement.
  • Slightly reduced the fee for attending the Seminar. This is as low as it will go so that players will pay attention to the content.
  • Changed the portraits of 4 unique NPCs added in 1.65. Middle-age wizards are kind of hard to draw...
  • Added 2 new red books.
  • Made categories of instruments produce different "♪" [speech bubbles]. Some of them were kind of hard to illustrate as text, so these might change in the future.
  • Performing and harvesting quests will now automatically end if you leave the map. (The quests will be cleared if you meet the quotas.) Added an exit for the Party Time! map at the bottom.
  • Changed appearance rates and added more unique NPCs to the list that will appear in Party Time!. There is now a difference between North and South Tyris in terms of the NPCs that will appear, and people who shouldn't be together will no longer appear at the same location.
  • Greatly increased the chance of satisfying the audience when Fascination Dance succeeds.
  • Preaching special action will now please the audience and award points.
  • When characters with the spell multi-casting bit flag defeat an enemy with dart-type spells, they will no longer immediately search for the next target and shoot the remaining dart spells at it.
  • Disturbance special action no longer activates when used on a target that does not use gauge attacks. The animation has also been sped up, and the log will describe who used Disturbance on which target.
  • Made some South Tyris towns have more/less of certain types of quests.
  • Digging town walls will yield gold bars as well as gold pieces.
  • Reduce the amount of nutrition that the goose needs to lay platinum pieces. Yacatect's gem stone now gives 10-25pp (depending on Faith skill level).
  • Increased the limit on number of handmade chocolate that you can make [per year] from 3 to 10. However, they no longer heal, and their effect on Impress has been reduced.
  • Pets being ridden will now have their HP bar color change when they are not hungry.
  • Rod of alchemy and energy crystal of matrix no longer work on items marked as important.
  • When NPCs attempt to use Shadow Step, Run Wildly, ZinlaiKyaku, or Clash Rush on a target out of sight, it will now become a regular movement instead of attack.
  • Changed the color of some wall tiles in the Act III main dungeon.
  • The log now displays if bomb rocks are idling or in combat, so keep an eye on it. Cluster bomb rock also no longer uses Draw Shadow, and will approach its target with regular movement. As such, they are no longer something that you have to prepare for in advance and are now quite avoidable.
  • Eye of brainwashing special action now has a visual effect only when the target fails to resist. If the target is the player, the attribute used to resist is now Will instead of Charisma. If the target is an NPC, (Impress + player's Charisma) will be rolled against (50 + attacker's Charisma) to resist.
  • There is a feature in vanilla Elona where breath attacks do not work on tiles outside a radius centered on the player. This means that all breath attacks outside used to be just a wasted [turn]. This has been changed so that breath attacks will work outside that radius.
  • The equipment that NPCs spawn with and rare drops that have a 1/100 chance of getting generated or less now have 5-20 times the rate of getting generated. However, there is a trigger that decides if they will get generated, and this has a 1/4 chance of being turned on at the start of each day. Once [a rare piece of artifact equipment or rare drop] spawns, this trigger is turned off. These items will never drop/spawn when the trigger is off.
  • <Oti-Tubaki>, <Hero's cloak>, plank of Carneades, and <Nightmare> will now get randomly generated. They are unaffected by the aforementioned trigger.
  • The <Stradivarius> is now available for purchase with music tickets.
  • Fixed some descriptions.
  • Fixed the log not describing who used a breath attack for breath attacks used within sight.
  • Fixed an NPC added in 1.65 not being marked as unique, causing it to get randomly generated and not speak its unique NPC lines. If this NPC is already generated in a save file from a previous version, the game will automatically mark it as unique when you enter the border map.
  • Fixed the deck image of an NPC added in 1.65 (not the aforementioned).
  • Fixed sprites for female chickens not getting used.
  • Fixed exchange items (NB: music tickets/small medals?) in player shops not getting categorized as sellable items.
  • Fixed vomiting when Alchemical Rain is use and generating a vomit causing the current Alchemical Rain to apply the blessed/cursed status of the vomit [to the remaining hits].
  • Fixed getting hit by cut damage counter when using Distant Attack adjacent to the target.
  • Fixed custom dungeon deed map name getting reset to the default when you exit the map by walking off the map edges.
  • Fixed challenge-type hunting quests not getting cleared after defeating the quest target if the same type of monster has been summoned (by necromancy or otherwise) on the map.

1.66: detailed changelog[]

[New NPC]
  • <Karata> the seminar mascot
    • Level 45 metal. Not suitable for riding, metal, immune to elemental attacks.
    • Voracity Fang on low health.
    • [Ask him] 4 questions based on the current seminar (3 questions if [one of the questions is a joke]) and he will give you an item. (And only one [per seminar], even if the day changes.)
[Party Time! unique NPC appearances]
  • North Tyris
    • Either Loyter or Whom dwell in the vanity (Loyter will appear 100% of the time at certain points in the main quest).
    • Mia, Shena, and Gilbert are guaranteed to appear.
    • One of the following groups will appear:
      • <Part time worker> the red sword + Karata
      • Mito + Ajetalio
      • Cresce
    • Each of the following has a 20% chance of appearing:
      • Raphael, Renton, Strance scientist, Lomias, and Larnneire
      • Marka joins the list in mid-Act III.
  • South Tyris
    • One of Lomias, Larnneire, or vanity is guaranteed to appear. (Whom dwell in vanity becomes Vessel during the main quest, and will not appear in the beginning of Act III).
    • One of Stoke, Mefan, or Zisilion is guaranteed to appear.
    • New citizen (NB: Laie the citizen) is guaranteed to appear after the corresponding sub quest is completed.
    • Each of the following has a 20% chance of appearing:
      • Caim, Zernard, The leopard warrior, Silvia, and Arma.
      • Melget joins the list in mid-Act III.
[Bias in South Tyris town board quests]
  • Kurualm has a high chance of generating delivery quests.
  • Ludus has a high chance of generating harvest quests, but not as high as Yowyn.
  • Arcbelc has a high chance of generating performing quests.



[Changes and additions]
  • Added a bit of Act III main quest content.
  • When the informer NPC has been informed of your birthday and that day is today, a birthday event will occur when changing maps. (It will only occur once a year.) It's nothing much, so please don't be too eager to see it.
  • Added a tutorial facility and 6 new NPCs a short distance south of Vernis. This is to guide players through the early game where it is easy to mess up. It will appear after a diastrophism if you're using a save from a previous version. This is oriented towards totally new players. If beginners find themselves getting stuck in the game even after following the hints given, then I might want to add more tutorial content or change game balance.
  • Changed the chicken NPC's sprite because it's the year of the rooster. Also made a different sprite for female chickens.
  • Placed a new unique NPC at the South Tyris north border.
  • Added 2 new spirit NPCs and evolution patterns.
  • 2 new red books. Placed one of them permanently on a map.
  • Livestock can now be milked by using Squeeze special action on them.
    • Milk obtained this way will have an +enhance value on them that depends on how much they were brushed and the player's Dexterity.
    • Milk sells for the same amount for all monsters, so with some Rubbing you could have a dairy farm even on a ranch with low level monsters.
  • To make PV less important and accuracy less unimportant, DV now has 1.75 times the effect on evasion compared to previous versions.
  • Nerfed Violent Garden - its bind has been reduced to 1 turn.
  • Some random Nefia will now be generated with their danger level dependent on the lowest floor cleared plus the level modifier of the respective areas.
  • Slicing animation for bladed weapons now play rotated to a random angle.
  • Gauge attacks will no longer proc while Continuous attacks special action is in use. Also made the latter's animation faster, and if the attack is a blunt force the animation will be played at random coordinates. Increased the damage multiplier from 17/15 to 17/6. However, there is now a 70% chance that no experience will be gained when attacking.
  • Accuracy is now halved when attacking with Shadow Step special action. Shadow Step will now become a regular attack when used by NPCs on a target adjacent to them.
  • Users of Distant Attack will no longer get hit by things like cut damage counter when using that attack from a distance.
  • Doubled the effectiveness of "increases your chance/decreases enemy chance to deliver critical hits" equipment attributes and Eye of Mind skill. Halved the critical chance penalty of heavy weapons.
  • Desert regions no longer confuse the player, and will instead cause mild Dim and deal low amounts of damage.
  • Pets can now be made to stay on a certain floor at your home. They will no longer attempt to follow you to other floors, and their default position will be fixed at the coordinate designated. After updating the game, you will have to redesignate pets as stayers at your home.
  • Onigiri now takes 2 turns to eat. (Note that other foods take 9 turns.) This means that if they have an +enhance value on them they can be used to recover SP even while in combat.
  • Added the cooked food rank to item names.
  • Added bed rank to the descriptions of beds.
  • Reduced identification fee. Investigating pets still costs the same.
  • When neutral NPCs in random Nefia trigger a randomly-generated wire trap that they will no longer behave as if the player had attacked them.
  • Fixed Silent Ocean special action not changing some tiles. (Music tiles will [still] be unchanged by it.)
  • Fixed an oversight in BGM assigning for F10 and onward in the Cradle of Chaos.
  • Fixed the 16th adventurer getting recognized as a pet by certain game functions such as duel gloves and red soul spindle.
  • Starvation damage will no longer occur while a picnic basket is in use.
  • Fixed Misteltein special action not being considered a hostile action.
  • Made Graviton Buster not proc from Gravity Sphere equipment attribute.
  • Reduced [multiplier on] MP-dependent portion of MP Breath from 50% to 25%.

1.65: detailed changelog[]

[Additional main quest content]

Cutscene on F39 of Cradle of Chaos and placed Leold there. Ends with the conversation for now.

[Tutorial facility]
  • the Adventure Seminar
    • [NPCs on this map] will resurrect naturally with time and map will refresh periodically. The Classroom map accessible from here will refresh whenever you enter it. The courses overlap in content, but another way of looking at it is that there is continuity across the courses.
[New NPCs]
  • novice
    • Level 6 norland. Not randomly generated. Uses Dark eye, as well as Heal Light on low health.
  • <Part time worker> the red sword
    • Level 55 karune. Drain Blood, Squeeze, Draw Shadow.
  • <Mito> the seminar lecturer
    • Level 65 juere. Uses Shadow Step and Gravity Accel.
  • <Iduru> the seminar lecturer
    • Level 65 norland. Uses Shadow Step and Continuous attacks.
  • <Cresce> the seminar lecturer
    • Level 65 zanan. Uses Rocket Fire and Potion throwing 1.
  • <Ajetalio> the seminar lecturer
    • Level 65 yerles. Uses Blade Strings, Dancing Wire, and Vindalian Jiu-jitsu.
  • <Zisilion> the mine king
    • Uses ranged attacks only. Will give platinum pieces once a day for doing town board quests. This reward does not expire over time [and you can claim it whenever you like]. This NPC also serves as a reason for players to visit towns in South Tyris.
  • chaos serpent
    • Level 190 spirit. Floats. Resists chaos. Uses collected power, Homing Lazer, Nether Wave, Shadow Step, Eye of brainwashing, Abyss in the eye, and Megid Flame. On low health, uses MP Breath.
  • chaos seed
    • Level 30 spirit. Floats. Resists chaos. Uses Squeeze and Eye of Mana.
[New evolutions]
  • Chaos spirit evolves into chaos sprout with evolution heart. Male and female sprites differ.
  • Using a god heart on chaos sprout will then make it evolve into chaos plant and learn Extermination Breath.
[Birthday event]
  • Up to 16 NPCs out of all the pet and non-pet NPCs on the current map will now be selected (pets will have priority) and they will celebrate your birthday.
  • They will celebrate it even if they were out of sight, have low impress, or are hostile, but not if they are asleep, unconscious, or have 0 Attract.
  • Lines spoken by them will be affected by their respective styles of speech.
  • The number of NPCs there and the options [you pick] will determine whether they will cheer and applaud.
  • The worst thing that can happen is that there is no one on the current map. In that case, the wish goddess will celebrate your birthday.
  • A blessed present will be generated at your feet when the event ends.
[Milking livestock]
  • The +enhance value of milk produced by livestock will be higher if they are good at producing milk. Being inept at producing milk will have no effect on the resulting +enhance value.
  • Milking has the same cooldown as Rubbing them with a brush. However, livestocks' Life will be halved every time they are milked.
  • Attempting to milk livestock with less than 2 Life will kill them. Livestock will still spawn milk on the ranch even when their Life has been lowered, so you can choose whether you want to milk them all you can then let them live or turn them into pieces of meat afterwards.



[Changes and additions]
  • Added 2 floors of content to the main quest.
  • Added an item that is available for a limited time only. If you update the game while it is still 2016 and load a save file, it will be generated at your feet.
  • Made some changes to moon gates and runes because of the server shutdown.
  • Added 6 high-level ent race NPCs.
  • Ent race NPCs will start with Gardening skill.
  • Added 2 new evolutions.
  • Added 3 new special actions. Added 1 new feat that grants them.
  • The number of gold pieces awarded for clearing random Nefia is now approximately 1/4 of what it was. Floors other than the first one will have roughly the same amount of gold placed on the ground. This change was made because dungeons gave the same reward no matter how many floors there were in there, and players looking to get the gold reward at the end were basically making a beeline for the last floor. This should increase the amount of money Nefias award if they have 5 floors or more.
  • Tiles in the random floors of the Act III main quest dungeon are now of a certain type. This does not affect floors that already have been generated.
  • Decreased the spawn rate of Nefias that have a danger level that depends on the lowest floor cleared.
  • The player can now use Pregnant special action when pregnant. Now you can get that girl/guy you like knocked up. The kid isn't going to be yours though! (Talk about high-level NTR shenanigans.)
  • NPCs born from pregnancy will have a level of at most 200.
  • Increased amount of exp gained by students at the Doujou when the player stops by.
  • Changed the power of Gravity Sphere special action. Its power was previously balanced with end-game Constitution in mind, so this time it should be balanced when Constitution is still low. Floor number also has a lower effect on its power now.
  • Converge Breath gauge attack will now increase current HP by 1/3. This increases HP, but is not a healing move. It may increase HP beyond the maximum until HP gets recalculated. HP will not be increased if current HP already exceeds maximum HP.
  • Items made from item fusion will be identified when created.
  • Increased the base price of items created from wood craft and stone craft item fusion recipes. Carpentry and Jeweler skills modifier on item quality has been adjusted so that they make it easier to craft better items. The material of the resulting item is also no longer fixed and is now random, so items may sell for even more due to the material modifier on their prices. However, the game will auto-save after crafting an item.
  • Decreased the skill level required for emerald tablet, brilliant rubynus, and brilliant diamond item fusion recipes. Increased the sell price of those items. Number of items consumed when crafting remains the same.
  • Fixed some descriptions.
  • Fixed and added content to help_npc.txt.
  • Changed now CNPCs act when they select a move from their routine which CNPCs are not supposed to use. They will now use a physical attack instead.
  • Fixed the color mix-up for the archayeek and lunatyeek monsters.
  • Fixed cancelling item fusion after the ingredients have already been selected then using another item fusion recipe consuming the ingredients from the cancelled recipe.
  • Fixed gender displaying twice on the conversation windows.
  • Fixed the issue with trismagistus attack range.
  • Fixed being able to use Fire a volley even if gauge is below 50%.
  • Fixed Converge Breath stopping time even when gauge is 100%.
  • Fixed Giga Gravitation affecting targets out of sight. Also fixed the debug sound effect getting played; it was used for checking when Magic Capacity experience was obtained. Also fixed 10% of maximum HP getting consumed instead of 10% of maximum MP.
  • Fixed Effect Speed option in the in-game config glitching when restarting the game.

1.64: detailed changelog[]

[Additional main quest content]
  • Event on F37. Placed Vessel on F38. F39 is inaccessible for now.
[New item]
  • Present
    • If thrown at a hostile NPC or the player, it deals chaos damage dependent on the player's Will and Magic Device.
    • Throwing it will deal no weight-dependent damage.
    • If thrown at a non-hostile NPC, it will heal an amount of HP that is dependent on the target's and the player's Will attributes.
    • Is not consumed by throwing. Can be obtained by updating the game, or by wishing.
[New feat]
  • Knowledge of magical plants
    • Grants Misteltein special action.
    • Grants Violent Garden special action upon level up when Gardening is 30 or above.
    • Grants Aromageddon special action upon level up when Gardening is 60 or above.
[New special action]
  • Misteltein
    • Deals Throwing skill-dependent damage to the target's mana.
    • There are a couple of things that make this different from other mana damage-dealing special actions.
    • If the target is not a unique NPC and Strength is half or more than the user's base Strength, then a Strength debuff dependent on Gardening skill will be applied.
    • If the target is a god-type NPC, then Throwing and Gardening skill-dependent non-elemental damage will be dealt. (Reduced by the target's Gardening skill.)
    • Gives a little Throwing and Gardening skill experience to the user.
    • Replaces Nether Arrow in Kumiromi's repertoire of moves.
  • Violent Garden
    • Wide special action. Deals Gardening and Learning-dependent poison-element damage to hostile characters in sight.
    • The strength of the status ailment dealt is fixed.
    • Targets that are not already afflicted by Bind will have 3 turns of Bind applied to them.
    • Gives Gardening skill experience to the user.
    • Replaces Nether Arrow in Insane Kumiromi's repertoire of moves.
  • Aromageddon
    • Wide special action. Activation will expend 1 essential oil in the inventory.
    • Affects all hostile and allied characters in sight including the user.
    • Gauge of affected allies will be increased by 15% and their MP will be recovered by an amount dependent on the user's Gardening's skill.
    • A Gardening skill-dependent speed debuff will be applied on hostile targets that are non-unique NPCs and have a Speed attribute that is half of the user's Speed or more.
[New NPCs]
  • curse wood king
    • Level 153 ent. Curse, Violent Garden. Uncontroll on low health.
  • dragon tree
    • Level 131 ent. Float bit flag. Power Breath, Poison Breath.
  • tree incarnation
    • Level 114 ent. Temper bit flag. Misteltein, Lightning Bolt. Heal Critical on low health.
  • erlkonig
    • Level 96 ent. Eye of Illusion, Mist of Darkness, Darkness Bolt.
  • banyan monster
    • Level 44 ent. Squeeze, Drain Blood.
  • skogsra
    • Level 29 ent. Bewitch, Draw Shadow, Touch of Weakness.
[New evolutions]
  • Fire ent evolves into maple dragon tree with another heart. Ice ent evolves into snow dragon tree with another heart. Both of these evolutions will grant the float bit flag. The attributes that are increased by evolution will differ for them.



[Changes and additions]
  • 3 additional floors of main quest content.
  • Added 1 unique NPC and 1 unique artifact for Act III.
  • Added 6 new high-level behicle race NPCs.
  • Added 1 new evolution and changed an existing one.
  • Removed the DV halving effect of Mist of Frailness spell. Added an [armor] skill reduction effect that works separately from the PV halving effect. Armor skill reduction amount scales with spell level to a maximum of 300. The spell will also reduce the bonuses from armor skill. This is to make the spell useful for players and allies and not just for enemies.
  • The Gravity status ailment now goes away when changing maps.
  • Changed the damage calculation for Gravity Sphere special action. Base damage is now higher, floor number has less of an effect, and it is also no longer reduced by the target's Strength. It can still be reduced by magic resistance and Feather. It will now also roll to cause a short duration of Slow (can be resisted); duration of Slow depends on the user's Constitution. The probability that its corresponding equipment attribute will proc this special action has been reduced to 60%.
  • Added a gauge attack that is activated by Gravity Sphere special action.
  • Added 2 'W'ide special actions that work well with the Gravity spell. The Tough feats have been swapped for a feat that grants these. This should make it possible to roleplay as a character with gravity powers.
  • Added a special action that allows you to run over enemies while riding.
  • Added 1 learnable feat (i.e. not bought with AP) that reduces the accuracy penalty for riding.
  • Minimum damage for Smash Ground and Blade Strings special actions after damage reduction now depends on the user's Strength and Tactics.
  • Changed the counter for stacks of sox and panties [in the Japanese version] to pairs.
  • Fixed some descriptions.
  • Fixed the following unique artifact melee weapons not triggering gauge attacks: Blood rod, Sasanqua Sickle, Zugaikurai, and Necromantis.
  • Fixed using love potions with Alchemical Rain dripping hot wax from Candle of Luluwy on to targets.
  • Fixed a turn getting expended if you use the Directive special action but cancel before selecting a target even if you have a Very pistol of Mani.
  • Fixed there not being an accuracy penalty due to the weight for a ranged weapon equipped in a hand slot.
  • Fixed there being an accuracy penalty due to weight for a melee weapon equipped in the ranged slot.
  • Fixed having an extra sox taken from you when turning in sox at a particular Act III sub quest if you have 31 or more sox. (For example, if you had 60 sox when turning them in, you will end up with only 29.)
  • All NPCs except ranch animals that have had a seasoning item used on them will no longer attempt to follow the player around.
  • Fixed harvesting unknown seeds causing the artifact seed auto-save and their crops gaining +enchant value reserved for fruits and vegetables.
  • Fixed Icolle's body part reset service not resetting largeanimal and seamonster race characters to their default set of parts.
  • Fixed the crash that occurred when attempting to read more than a certain number of sprites within the deck. As a result of this change, user sprites (for custom NPCs) are now permanently set to their default.
  • Fixed the freeze that occurred when using Golden Storm when there are no targets within range of the special action due to the continual searching for a valid target. As a precaution against this bug, the number of times targets will be attacked is now more random. To make up for that, 1 turn of irresistible Blind status ailment will be applied. Blind enemies with bling!

1.63: detailed changelog[]

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Additional main quest content]
  • Placed the below mentioned Alfred on F34. Generates with half health and is Unconscious by default. If Lankata was killed, he will automatically recover from unconsciousness and you can talk to him. Otherwise, you will have to bash him to talk to him. You will be able to progress in the main quest even if you ignore him.
    • The main quest branches are as follows:
      1. If you talk to Alfred with Lankata killed -> Alfred will be placed in Amur-Cage after the conversation.
      2. If you talk to Alfred without killing Lankata and without killing all 4 of the undead bosses -> Alfred will be placed in Amur-Cage after the conversation. Lankata will be moved from F25 to F34 if not dead, and will naturally resurrect with time on F34 when killed.
      3. If you talk to Alfred without killing Lankata but have killed all 4 of the undead bosses -> Alfred and Lankata both move to the Shrine of Guardian after the conversation.
      4. If you go to the next floor without talking to Alfred -> Alfred dies when you use the stairs, and will be placed in Amur-Cage. When reentering F34, Lankata will be moved to that floor from F25 if not dead, and will naturally resurrect with time on F34 when killed.
      5. If Alfred dies before the conversation -> when reentering F34, Lankata will be moved to that floor from F25 if not dead, and will naturally resurrect with time on F34 when killed.
  1. 3 is the only scenario where both of them get to live, but no matter which you pick there won't be any difference in the items that you can obtain or anything. Just pick the one that suits your character the best.
  • Cutscene on F35.
  • Placed <Aile> the attendant on F36.
  • F37 is inaccessible for now.
  • The Cradle of Chaos has 40 floors in total.
[New NPCs]
  • <Alfred> the cangnan wind
    • Level 174 elea. Cure of Jua on low health. Shadow Step, Feather, Shield Parry, Magic Storm.
  • konigs katze
    • Level 151 behicle. AI prioritizes movement. Rocket Fire.
  • zoibo
    • Level 121 behicle. Shadow Step, Voracity Fang. Is a warrior, but is equipped with claws and has Marksman skill.
  • buildion
    • Level 106 behicle. Draw Shadow, Smash Ground, Hero, Attribution Shield. Is a warmage, but comes with claws equipped.
  • ride cleric
    • Level 66 behicle. Suitable for riding. Crystal Spear, Holy Shield.
  • Xeren auto tank
    • Level 35 behicle. Doesn't have any special actions.
  • large bike
    • Level 16 behicle. Neutral. Suitable for riding. Doesn't have any special actions.
[New item]
  • <Guliwelzen>
    • Unique battle axe artifact. Is equipped by the aforementioned Alfred.
[New feats]
  • Zin-ba
    • NB: pun on "one with the steed".
    • With this, accuracy penalty for weapons weighing 4s or more is reduced from
      • (Weapon weight - 3.6) * 1000 / (10 + Riding skill / 5) to
      • (Weapon weight up to 10s - 3.9) * 1000 / (100 + Riding skill * 2).
    • In addition to the above, the negative accuracy modifier while riding will also be reduced from
      • 100 / (150 - Riding / 2, min. 115, max. 150) to
      • 100 / (150 - Riding / 2, min. 105, max. 125).
    • The accuracy penalty for weapons weighing 4s or more equipped on the steed is also reduced from
      • (Weapon weight - 3.6) * 1000 / (10 + Strength / 10) to
      • (Weapon weight up to 10s - 3.9) * 1000 / (100 + Strength).
    • The negative accuracy modifier for the steed while riding will be reduced from
      • 100 / (150 - Strength / 2, min. 115, max. 150) to
      • 100 / (150 - Strength / 2, min. 105, max. 125).
  • Sexy Dance
    • NB: Reads "Gravity Control" in Japanese.
    • Replaces the Tough feats. Gives the Gravity Accel special action.
    • Will give Gravity Sphere special action when leveling up with 60 or more Constitution.
    • Will also give the Giga Gravitation special action when leveling up with 100 or more Constitution.
[New special actions]
  • Gravity Accel
    • Applies a buff of the same name to all allies (including the user) in visual range. When activated, targets will gain +20 turns of Gravity status ailment. While active, affected targets will not activate traps, nor step into puddles, nor fall into wells even though they are afflicted by Gravity. Physical damage dealt is increased by 10%, and physical damage received is reduced by 5%.
    • Speed increases with the number of turns of Gravity status ailment, capped at 1/2 of the target's original speed or 300, whichever is lower.
    • While the buff is active, the "you generate gravity" ether disease symptom is negated.
    • Gravity status ailment from Gravity special action lasts for +50 to 99 turns which is longer, so you may find Gravity Accel better when used in conjunction with the [Gravity special action].
    • In essence, this reduces the negative effects of Gravity on allies and also applies positive effects to it.
    • Gravity status ailment will still completely negate Greater Evasion though.
  • Giga Gravitation
    • Applies +30 turns of Gravity status ailment to all enemies in visual range and +1 turn of Bind.
    • Deals magic-element damage dependent on the user's Constitution and Magic Capacity skill level.
    • Damage is multiplied by 1.5x if the target's Gravity status ailment has 50-99 turns remaining.
    • Damage is multiplied by 2x if the target's Gravity status ailment has 100-149 turns remaining.
    • Damage is multiplied by 2.5x if the target's Gravity status ailment has 150-199 turns remaining.
    • Damage is multiplied by 3x if the target's Gravity status ailment has 200 or more turns remaining.
    • This special action is a lot more powerful when used in conjunction with the Gravity special action.
    • Gives Magic Capacity experience after using.
  • Hyper Dash
    • Learned during level up if Riding skill is 80 or above.
    • Nothing happens if used while not riding/being ridden.
    • Effect is applied to the player if used by the steed the player is riding, or if used by the pet riding the player.
    • If used by the player when the player is not riding, the below mentioned effects do not occur.
    • The character controlling movement (or the tag partner of an NPC) will be able to displace enemies from their tile with this buff.
    • When the player is under the effect of this buff, a melee attack will not occur when moving in the direction of an enemy and the enemy will get displaced.
    • Shadow Step and Distance Attack can still be used. Select the appropriate option from the 'i'nteract menu to use melee attacks.
    • Be aware that NPCs will not attempt to push away an enemy standing between them and their target.
    • Inflicts 1 turn of Wince. Damage is reduced by the average of the target's PV + DV + Dexterity.
    • The character controlling movement will gain Riding skill experience. (Also given to the player's steed/rider, and to tag partners of NPCs.)
    • This is basically a hit-and-run attack.
    • Divine cattle and unicorn NPCs from evolution will now have this special action.
[New gauge attack]
  • Graviton Buster
    • Activated by Gravity Sphere. Destroys wall and floor tiles in a breath area of effect.
    • Targets will gain +50 turns of Gravity status ailment and a Slow debuff that is stronger than that of Gravity Sphere. Damage is not reduced by Feather.
    • Power depends on the average of the user's Constitution and the floor number (max of 2000).
[New evolution]
  • Large bike will evolve with machine heart into machine storm and learn Hyper Dash.
[Changes to an existing evolution]
  • Xeren electric tank which was already strong to begin with will no longer evolve. Xeren auto tank added in this version will evolve into Xeren humanoid tank. Attribute increased by evolution has been changed from Magic to Strength. Fire a volley will also be learned.



[Changes and additions]
  • Overhauled character sprite drawing to make it possible to accommodate 1000+ sprites. Mostly affects custom NPCs and disguised summoned undead. As far as I can tell, everything should still work the same.
  • If the move that an NPC picks from its AI routine is Hero, Holy Shield, Regeneration, Attribution Shield, Speed. Holy Veil, Divine Wisdom, Lulwy's Trick, Boost, Contingency, Clear Mind, Feather, Charge Attack, Attribute, AutoGuard (aka Absolute Protect), Retention (aka Space Retention), Concentration, Element Scar, Mist of Silence, Slow, [Mist of] Frailness, Nightmare, Punishment, or Death Word, and its target is already afflicted with the buff/debuff, it will attempt to pick another move out of the routine up to two times. For example, a move that has a 20% chance of getting used will now only have a 0.8% chance of getting wasted.
  • Added a new gauge attack that procs from touch-type special actions.
  • Added a 'W'ide special action that throws money. Money thrown cannot be recovered.
  • Added 2 new special actions for NPC use only.
  • Added 1 new 'W'ide special action available from the shield bash feat.
  • Sacks of sugar and bottles of salt are now usable items. Added pepper and soy sauce items; these fall in the same category of items as the former two. Using these on any NPC will marinate them and increase the quality of the corpse they drop (up to +4). Now you can enjoy little Gwen with salt and pepper or have your bosses with soy sauce.
  • Unknown seed crops no longer yield junk- and ore-type items.
  • Tentatively added 4 new items. All of them are obtainable from unknown seeds.
  • Added 3 new item fusion recipes. Relaxed item requirements for instant ale recipe and increased the number of products it yields.
  • Summoned undead no longer contribute to performing score.
  • Only one each of every type of fused undead can be created at a time.
  • Coffins of necromancy of summoned undead used in necro fusion will now have a cooldown of 24 hours.
  • Kaneda Bike's sprite is now a mix of the original bike that it references and a normal motorcycle.
  • Using Alchemical Rain with love potions no longer causes impress to increase (it will still cause Dim though).
  • Changed the damage calculation for Blade Strings. Tactics skill now has a greater effect on damage, and damage is now reduced by the target's armor skill.
  • The "change attack to arrow magic" feat now gives Casting experience. Special actions that proc regular attacks will now also change those attacks to dart-type spells.
  • The portion of the extra melee attack bonus chance that depends on the number of hands is now 0 when number of hands is 2 or fewer. (NB: see equipment attributes page on English wiki for more info.)
  • I've always felt that Confused and Dim are too similar in terms of their effects, and there are also several ways of applying Dim to targets that are immune to it. Thus, to make the distinction between them greater, Confused now causes only spellcasting failure and random movement of the player's character, and also reduced ability to give commands to the player's character. Dim, on the other hand, causes reduced accuracy, reduced evade, and an increased chance of receiving critical attacks.
  • Body weight of 100kg and above no longer grants immunity to spider webs.
  • The portion of body weight that depends on height has a minimum of 0. Characters with 0 weight now no longer gains weight when eating. Cursed Slow potions and that soup item will still have an effect.
  • Fixed some descriptions.
  • Fixed tobacco not getting consumed in the tobacco processing recipe.
  • Fixed damage reduction due to distance multipliers getting applied twice when rock throwing equipment attribute is in effect.
  • Fixed regular investing (i.e. not investing 50) attempting to increase shop rank twice.
  • Fixed portrait, name, and atmosphere of characters that do not have a walking animation set not returning to their normal state when the effect of a shift core ends.
  • Fixed log messages sometimes not getting displayed when more than one message attempts to display when changing maps.

1.62: detailed changelog[]

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[New items]

All of these can be harvested from unknown seeds. They also have a low chance of getting randomly generated. If harvested, they will gain a +enchant value from Gardening skill or from the fertilizer bonus.

  • tea leaf
    • Will be used in item fusion to craft black tea or green tea in the future.
  • coffee beans
    • When used in item fusion, yields 4 x cups of coffees that are all guaranteed to be blessed and inherit the +enchant value of the coffee beans. The +enchant value increases its sell value. You can use this to roleplay coffeeshop.
  • rice
    • When used in item fusion, yields 10 x rice balls that are unblessed but inherit the +enchant value of the rice. It's an early game food that will not train attributes, but the +enchant value will recover SP.
  • bannou mugi
    • (NB: multi-purpose wheat)
    • When used in item fusion, yields 2 x bottles of beer and 2 x bottles of whiskey, all of which a guaranteed to be blessed, as well as 2 x sacks of flour and 2 x raw noodles that are unblessed but inherit the +enchant value of the bannou mugi.
[New special actions]
  • Shield Parry
    • Learned upon level up if Shield skill is 35 or above and shield bash feat has been acquired.
    • Applies a buff of the same name to all allies in sight who have a shield equipped in a hand when used.
    • Will give a (DV total of shields equipped in hands + 5, does not include tonfas/claws)% chance of evading physical attacks. Is calculated separately from the normal evasion. This % chance has a minimum of 0, and maximum of 15. (This means that the lighter shields are better than heavy shields in this respect, and there will be no need to use multiple shields as 1 will suffice.)
    • If a melee attack is evaded with the above calculation or with a regular evade/greater evasion while the buff is active, 2 turns of Invert status ailment (NB: "stagger") will be applied to the attacker.
    • (Remote attacking opponents will be Inverted, but ranged attackers will not and will only be evaded.)
    • Physical damage on characters affected by Invert will be multiplied by 1.75 times.
    • High DV shield-wielding characters can now be damage support.
  • Golden Storm
    • Learned upon level up if Investing skill is 50 or above. (Is a 'W'ide special action.)
    • An attack that tosses 200gp at each enemy in sight. Tosses up to 10 times. Gold pieces cannot be retrieved.
    • Gold amount cannot be adjusted because that would make balancing this special action difficult. Too bad, really.
    • Damage depends on Investing and Throwing skill levels. This really is a spike damage special action for Throwing characters.
    • Damage is reduced by target's PV, equipment skill, and Dexterity. Won't work well against opponents that have a lot of defense.
    • Yacatect will use this for both of her forms when her health is down to 50% or less, with the probability of her using it depending on the amount of gold [that she has].
    • More literal bang for your bucks.
  • Rocket Fire
    • Same effect as the Panzerfaust X item, except damage is reduced by the target's PV, DV, Constitution, and armor skill. If gauge is insufficient, it turns into a regular ranged attack.
  • Nuclear Fire
    • Same effect as the atomic launcher item, except damage is reduced by the target's PV, DV, Constitution, and armor skill. If gauge is insufficient, it turns into a regular ranged attack.
[New gauge attack]
    • (NB: expends 100% gauge.)
    • Power depends on the average value of Will and Magic. Has no effect other than damage, but damage is easy to scale up.
    • Hand-type special action -> (Resolution Hand if you have it; NB: it actually says Palm of Derangement?) -> GHAND would be how attacks are usually chained, but if the Blue Spirit is equipped, only GHAND will be used after selecting the hand-type special action. This increases damage dealt and also allows you to attack distant enemies.
[Seasoning for prepping food]
  • Any of the seasoning items will increase corpse quality by +1. It uses the same variable as the counter for rubbing livestock on the ranch, so the number of seasoning items used on them is the number of times you won't have to rub them. There might not be a point in doing that though.
  • All of them will deal a large amount of damage to snail race characters.



[Changes and additions]
  • Four floors' worth of content in Act III main quest.
  • Added 2 new items.
  • Added 1 new precious artifact. It will cause summoned undead to fuse with one another.
  • Added 4 new low-level undeadgod NPCs. They do not spawn naturally.
  • Added 1 new unique NPC for Act III.
  • Increased the volume of the growling sound effect when entering a floor with a Big Daddy.
  • The effect of changing physical attacks to dart spells is no longer solely applied to actions in the NPC's AI routine. It will now also work even if the target is out of range for that particular action in the routine to activate and the NPC ends up doing a regular attack.
  • Added 2 new 'W'ide special actions obtainable from the Gentle Face feat.
  • Added 1 new 'W'ide special action obtainable from the Magic Eye feat.
  • Number of turns that targets are boosted by Rubbing special action is now 3 and 5 respectively for Fellow impress and for Soul Mate and above.
  • Changed the name of Resolution Hand special action, and also made slight changes to its cost and effect.
  • Sound effect for Blade Turbulence special action no longer plays when the user is out of the player's sight.
  • Fixed some descriptions.
  • Added code to dissolve a tag team if a tag member has been handed over for a sub quest or placed in the Doujou. This is to prevent the remaining member of the team from temporarily vanishing.
  • Fixed experience getting rewarded for using Blade Strings on NPCs resulting from splitting or on a sandbag.
  • Fixed the conversation continuing normally and the game crashing sometimes if a pet is selected from the list pets to change martial style for at the Doujou, and then cancelled.

1.61: detailed changelog[]

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Additional main quest content]
  • Mid-boss battle in F30 of the Cradle of Chaos, but you can ignore it and go down the stairs if it's too much trouble. Future events will change a lot depending on whether you killed all four unitdead NPCs (NB: see below) on the floor.
  • Cutscene on F31. Halion and Miros will get placed in Ruoza after that. Miros will disappear from Kurualm.
  • Arma on F32.
  • Cutscene on F33. F34 is inaccessible for now.
[New items]
  • b-jerky
    • Part two of eating legendary monsters is the jerky of the Byakhee!
    • Dropped occasionally by the king in yellow. Gives speed experience when eaten. Will not cause insanity.
    • What's great about this is that unlike raw shoes, you can feed them to your pets.
    • Part three will be roast Shantaks.
  • hanabi
    • A purely aesthetic item that is rarely randomly generated. One is guaranteed to be at the Ludus summer festival.
    • Color of the effect and where it occurs is random. Can be used on the world map or indoors (consider remodeling your home before that).
    • This is for the people who had work or are forever alone and couldn't go to a fireworks display - enjoy the fireworks in Irva with your pets, at least?
    • Let me know if you find a better sound effect for it.
  • Necromantis
    • Unique scythe artifact. Using it causes undead to fuse. Music tickets can be exchanged for it in Act II.
[Undead fusion]
  • Use the Necromantis, select the type of fusion desired, expend 25% gauge, and the undead gets summoned.
  • Undead that were subject to fusion will become coffins with 1 hour cooldown.
  • The various Necro Force powers will have an effect, but the [fused undead] cannot be put into a coffin.
  • Fused undead cannot leave the map they are created in, so it's a good idea to use them only when fighting a strong enemy.
  • Undeadgod race NPCs have high attributes and have no weakness to fire so they should prove useful. Remember that they don't have the usual resistance bonuses that undead have though.
[New NPCs]
  • <Halion> the extremist
    • Level 20 elea. Has temper bit flag. Potion throwing 1, Nether Arrow, Rampage. On low health, Heal Critical.

The following characters do not spawn naturally. They are either created by the Necromantis, or spawn in an Act III mid-boss battle. Keep that in mind if you're looking to raise them as pets. In the future, they will appear in the Void after clearing Act III.

  • unitdead-king
    • Undeadgod. Unaffected by equipment attribute that deals massive damage to gods. Rotten corpse. Super Regene on low health. Uses Shadow Step, Squeeze, Boost.
  • unitdead-queen
    • Undeadgod. Unaffected by equipment attribute that deals massive damage to gods. Rotten corpse. Super Regene on low health. Psychic Wave, Gravity Sphere.
  • unitdead-jack
    • Undeadgod. Unaffected by equipment attribute that deals massive damage to gods. MP Breath on low health. Nether Breath, Voracity Fang, Draw Shadow, Swarm, Megid Flame.
  • unitdead-joker
    • Undeadgod. Unaffected by equipment attribute that deals massive damage to gods. Rotten corpse. Cure of Jua on low health. Provoke, Short Teleport, Alchemical Rain, Ice Bolt, Lightning Bolt, Slow. Over-Ray when gauge is sufficient. (When NPCs use Alchemical Rain, it will only make targets wet, but they will remain wet for longer.)
[New special actions]
  • Abyss in the eye
    • Gained during level up if the Magic Eye feat has been acquired and Magic is 60 or above.
    • Gives the user and all pets in sight with a buff of the same name.
    • Gauge absorption is fixed at 2%, and HP, MP absorption will depend on the user's Magic.
  • Cowering Smile
    • Gained during level up if Gentle Face feat has been acquired and Will is 80 or above.
    • All characters excluding the user in sight will get afflicted by 3 turns of Atrophy and Chills. (Which works out to 0.45 times damage dealt for the afflicted characters.)
    • Has no effect on characters already affected by Atrophy or Chills.
  • Smile Field
    • Gained during level up if Gentle Face feat has been acquired and Will is 40 or above.
    • Uses Space Retention on the user, and all targets in sight will get buffed with Concentration.
    • Strength of buffs will depend on the number of targets and the user's Will.
    • If there are no enemies around that use physical attacks then it may be worth using it even if enemies are in sight.
    • It makes enemies proc criticals more often so it works well in combination with Emergency Evasion.



  • Fixed the crash that sometimes occurs when selling items or depositing items while affected by buffs or debuffs.
  • Fixed level 0 spells getting displayed on the character sheet's list.



[Changes and additions]
  • Added 6 high-level yeek race NPCs.
  • Added 1 item fusion recipe.
  • Reduced the SP cost of "Touch of..."-type special actions. Added a Wide-area support special action for those.
  • While Sense Objects is active, you will be able to see invisible NPCs as well now.
  • Individual spells can now be tracked, the decimal values of their spell levels can be seen, and bonus points can now be spent on them on the character sheet after the resistances section. (Some debug mode functions have been enabled to allow this.)
  • Added an AP feat for pet use only (listed under Change battle style). When they attempt to use a regular physical attack (melee or ranged), it will become a dart-type spell of the element that they have the highest resistance against.
  • Reduced the cost of magic practice to 3-10 pp.
  • The goose now lays 2 pp at a time.
  • The Elements Eyes artifact no longer affects all allied characters in visual range, and is now targeted in the 4 cardinal directions. Its effects also no longer wear off during sleep. By targeting the desired character and selecting the Cancel option, the Elements Eyes' effect will wear off on that character.
  • There is now a confirmation dialogue when handing over town child NPCs at an Act II sub quest. Pets marked as important can no longer be handed over.
  • Pets' Investing skill now has some effect when the player is investing shop (the sum of 1/5 of each of their Investing skill capped at the player's Investing skill level). They will also receive experience to the skill.
  • Rare herbs now recover 20 times as much potential. The amount of potential recovered by food infused with herb remains the same. This is to buff the option of eating herbs as they are.
  • Magic practice experience now increases with Learning attribute instead of being a fixed value.
  • Added scroll of escape to rewards given for defeating the random boss in dungeons.
  • The speed at which effect animations play at can now be adjusted in the in-game settings.
  • You can now tell the informer your birthday once. There may be a birthday event in future versions that will occur on the real-life date.
  • Made it possible to have even more physical intimacy with your pet:
    • It is now possible to access a special conversation screen with pets who are at Friend impress or above. Choosing which action to take will expend action points.
    • TxtDialogB, TxtDialogE, TxtDialogF, and TxtDialogH from the pet's custom spoken line file will be used by depending on which action you choose to take, and they will also change their full-body portrait (NB: AKA 'atmosphere') to match.
    • Their happiness will increase depending on the actions taken up to a maximum of 10. Sleeping will reset your action points to 10, but all happiness points of all pets will also be reset.
    • Pets' gauges will increase by their happiness points every time they take a turn.
  • Fixed some descriptions.
  • Fixed the crash that occurred if you enter a number less than 0 or a number for which no picture file exists when changing the atmosphere (the full-body portrait). To prevent this, numbers that do not match any picture file can no longer be selected. (This also means that you will be unable to select pictures if their file numbers are not contiguous.)
  • Fixed the enhances your spells modifier only being 1.1 times at most for magic devices due to a typo.
  • Fixed the massive reduction in healing effect on characters with cMetal and cArmour bit flags.
  • Fixed being able to repatriate inner gods recruited as pets, causing them to disappear.
  • Added more measures to prevent sell price overflow.
  • Fixed Time Stop special action having an effect even when time has already been stopped. Also fixed some characters not getting their gauge reduced when they use it.

1.60: detailed changelog[]

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[More physical intimacy]
  • If a pet is at Friend status or above, the player has Action points remaining, and Happiness is not at max, then the [evochat] option will appear in the conversation window.
    • When that option is selected, the ambient SFXs like the chattering in town will temporarily be turned off.
    • Picking 'Be kind': +1. Chance of an additional +1 depends on impress.
    • Picking 'To embarrass': no change. But if they tend to be passive/obedient due to use of the tamer's whip, then there is a chance of gaining +2, [with the chance dependent on the servant/master relationship].
    • Give 100,000gp: +1. Roll for random number up to the target's current gold amount - if result is below 100,000, give an additional +1.
    • Every action taken other than ending it will reduce Action points by 1. And to be honest, it's going to be very boring if the pet does not have their atmosphere (full body portraits) set. Evochat is short for evolved chat.
[New NPCs]
  • heroyeek
    • Level 155 yeek. Uses Draw Shadow, Hero, Slow.
  • lunatyeek
    • Level 131 yeek. Eye of Insanity, Insult, Mind Bolt.
  • master archayeek
    • Level 106 yeek. Water Bolt, Dark Eye, Summon Yeek, Bound in Blood. On low health, Cure of Jua.
  • archayeek gunner
    • Level 78 yeek. Homing Lazer, Provoke.
  • archayeek
    • Level 56 yeek. Shadow Step, Smash Ground.
  • yeek hard worker
    • Level 30 yeek. Has a high chance of using collected power, Disturbance.
[New items] - Purely for roleplaying smoking characters
  • In the future, they may be targetable in the 4 cardinal directions to cause a gauge increase or come with withdrawal symptoms.
  • suigara - [NB: cigarette butt] Generated at your feet after using a cigarette.
  • kiseru - Generated randomly.
  • tobacco pipe - Generated randomly.
  • hamaki - [NB: cigar] Generated randomly.
  • cigarette - Generated randomly.
  • tobacco - Generated randomly. Also harvestable from unknown seed crops.
[New item fusion recipes]
  • tobacco processing - crafts cigarette, hamaki, tobacco pipe, and kiseru.
[New 'W'ide' special action]
  • Resolution Hand
    • Gained during level up if Touch of Poison or Touch of Sleep feat has been acquired and Alchemy skill is 20 or above.
    • When used, it gives a buff to all allies (including the user) in sight that has the same name.
    • [With the buff,] Touch of Weakness, Touch of Hunger, Touch of Poison, Touch of Nerve, Touch of Fear, and Touch of Sleep will now deal damage to the target, with amount of damage depending on Alchemy skill and Magic attribute. Damage is reduced by the target's Constitution.
    • If the target's health is determined to be less than 1/8 of maximum (this does not include the farmer's bonus), then it will invoke something similar to decapitation and deal lethal damage and give the user a small amount of a random material. Targets on a sandbag do not yield materials.
[New spell page on the character sheet]
  • The spells are basically the same as skills. However, they don't recover much potential when bonus points are spent on them because potential will recover if you do nothing anyway. It's also because not much potential is recovered at high potential. You would probably want to use this to bring spell levels to the point where they are just about to level up before attending magic practice.
[New AP feat for pets]
  • Change attack to arrow magic
    • For when you want to make pets with melee/ranged AI attack with only spells instead. (And also if you like dart-type spells.)