Elona Wiki



[Changes and additions]
  • Increased the amount of experience player characters get from eating food so that they get the same amount as NPCs (i.e. it is now 5x what it was in previous versions).
    • This adjustment was made after considering the cost of increasing potentials and the difference in experience gained for doing things. After all, if there's too much of an attribute gap between [pets] and player characters, it would make more sense to leave all the fighting to them.
  • Added 1 new item and its item fusion recipe.
  • Added 4 more options to register-type items on the ranch.
  • Increased the number of produce generated on the ranch per day, and decreased the limit on maximum amount of produce so that ranches can only accumulate up to 30 days' worth of produce.
    • This makes it worth checking in once a month instead of just letting it run even if you don't micromanage the ranch animals.
    • With this, benefits of the ranch are reduced when fast-forwarding time, and it won't be exploding with produce when skipping 3 years into the future.
  • NPC sprites will now shrink when they are given cursed milk, up to a maximum of 5 times. (Won't work with animated sprites.)
    • They will appear normal-sized on their character sheet and in the conversation window.
    • When given milk while their satiety is below a certain threshold, their sprite size will recover from shrinkage by 1 size. Blessed milk recovers it by 2 sizes.
    • Sprites will not increase beyond their original size.
    • Ranch animals will have their master/servant relationship and Impress increased when their size increases, and decreased when they shrink.
    • Alchemical Rain will no longer work with milk.
  • Newborn ranch animals are now 0 years old when generated, even for NPCs like old person.
    • Their sprite will also start out shrunken by 5 sizes. This has no effect on their weight and height stats [on their character sheet].
    • Existing ranch animals from a previous version's save file will be shrunken by 5 sizes when the player character enters the ranch after updating the game.
    • Shrunken ranch animals cannot be milked by Squeezing them. There is no difference in their rate of egg and milk generation [when compared to adult ranch animals] though.
  • Throwing milk at ranch animals is no longer considered an attack on them.
  • Satiety of ranch animals will now decrease when generating animal produce. Their satiety will not decrease below a certain value.
  • The +enhance value of ranch animal corpse, skin, and milk (from Squeezing) now has a new +0 to +5 modifier dependent on their sprite size. This is on top of the existing modifier for how much they were Rubbed.
    • Decreased the random variation in +enhance value of animal produce to less than half of what it was in previous versions.
  • The conversation window will now have the NPC's current size. Will display only for those with a shrunken sprite.
  • You can now talk to ranch animals - they no longer ignore you. The conversation window for them will now also display servant-master relationship and anniversary date.
  • Live ranch animals can now be offered to god via a conversation window option.
    • Favour increase is dependent on meat quality, and Faith skill experience awarded is dependent on Impress. Animal weight has no effect, meaning that light animals are no longer less useful for increasing favour.
    • Does not increase prayer charge.
  • Ranch animals can now be taught tricks via the conversation window using any item of your choice and with some Attract.
    • Gives a slight amount of Perception experience for both the player character and the ranch animal, and increases servant-master relationship.
    • Also useful for getting rid of unwanted items.
  • Rubbing ranch animals will now increase their Impress. Impress will increase even when corpse quality has been maxed out.
    • Also removed the wait while Rubbing to make things go faster.
  • The breeder on a ranch can now be Rubbed - even if they were already recently Rubbed.
    • Animals that have been Rubbed will now sparkle until they are ready to be brushed again.
    • The higher their meat quality, the brighter the sparkling.
  • Rebalanced the selling price and weight of corpses and eggs so that the amount they fetch is roughly in a 5:1 ratio.
    • Just so that culling ranch animals for their meat is still a viable option.
    • Also reduced the variation in selling price due to weight.
    • Lighter corpses will now fetch a decent price, and heavy eggs will no longer have an anomalously high selling price.
  • Rebalanced the weight of shit and monster parts to a roughly 3:1 ratio. Both are now lighter.
    • Reduced the variation in price due to weight for shit.
  • Pets sold to slave masters will now fetch a higher price depending on their servant/master relationship and Impress.
  • Every ranch animal now has a 0.01% of getting a low-strength Sick status whenever the ranch is refreshed.
    • This chance increases by 1% for every shit left on the map, and 5% for every sick ranch animal.
    • They won't get Sick if they are under the effect of a previous disinfect, so disinfecting the ranch is important. That said, just keeping the ranch clean is enough to completely prevent the animals from getting Sick.
    • When the animals are Sick, they will become Poisoned and produce a lot more shit.
    • If you can't cure their Sickness, you may want to cull them or take them out for quarantine.
  • Updated the ranch manual.
  • Corpses obtained on a certain map in Act III will no longer have any special effects when eaten [like gaining resistances]. Human flesh will still behave as such though.
  • Bio printers will now yield corpses as well. Their price is fixed, however, and will have no special effects when eaten. Human flesh will still behave as such.
    • Greatly reduced the weight of bio printers.
  • The distance multiplier for throwing kunai is now the same as that for tomahawk.
    • Changed the intrinsic equipment attribute of kunai to improve your Stealth, Mining, Detection, and Carpentry.
    • The equipment attribute strength displays as # but the actual value is 1/4 those of other weapons.
  • High potion of soma now heals all status ailments and completely cures Sickness as well.
    • High potion of nektar now completely cures anorexia. Made a slight change to the description.
    • Nektar now resets the number of times vomited so that you can't vomit while drunk and get anorexic again.
  • Mimic-type monsters no longer have their power gauge, emoticon, and shadow beneath them displayed.
    • Those will be displayed only for mimic pets.
  • Fixed pets automatically switching themselves to Talking mode instead of Onslaught in the pet arena. Pets who were already set to Talking mode will remain in it.
  • Fixed not being able to make snow mans from handfuls of snow.
  • Fixed the hot spring tiles in The smoke and pipe so that they reduce insanity.
  • Fixed lizardman NPCs spawning in Cemetery-type instead of Fort-type random Nefia.
  • Fixed the log glitching up when a piece of equipment of lower than Miracle quality procs interlocking shooting mechanism or proximity assist weapon.
  • Bio battery will now also prevent cursed potions of slow from changing weight.

1.89: detailed changelog

[New item]
  • disinfectant
    • A potion. Can be made with an item fusion recipe of the same name, but also rarely randomly generated.
    • Reduces the strength of Sick and Poisoned status ailments. Effect is increased when blessed, and decreased when cursed. (It still won't make you Sick or Poisoned though.)
    • It will also confer a new Disinfection buff that negates the attribute debuffs from Touch of Weakness, Formless Fetter, and Aromageddon, and also prevents you from getting Poisoned.
    • The number of turns of Disinfection buff is not affected by the cursed/blessed status of the disinfectant potion.
    • It will prevent ranch animals from randomly getting sick, but it will not prevent any Sickness that spreads from within, such as from having a little tail and cursed potions.
[New options available on registers on the ranch]
  • Consume livestock feed
    • [Feed animals]. Requires livestock feed. Ranch animals will crowd around you.
    • Servant-master relationship of all ranch animals increase.
    • Weight increases by 0-5kg depending on the animal's saturation.
    • Unlike when using livestock feed directly on a ranch animal, this increase is independent of the animal's weight and the +enhance value of the livestock feed.
  • Consume disinfectant
    • [Disinfect area]. Needs the aforementioned disinfectant. Increases Impress of all ranch animals.
    • Alleviates Poisoned and Sick status of ranch animals by an amount dependent on cursed/blessed status of the potion.
    • Amount of poison/sickness recovered is half of that when using a disinfectant directly on one ranch animal, and it also lasts for 1/5 as many turns.
  • Activate breeding-prevent code
    • When active, ranch animals will no longer breed.
  • Activate production-prevent code
    • When active, no eggs, milk, and not even shit, garbage, and animal bone will be generated.



[Changes and additions]
  • Added 5 wide-area special actions that will resolve conflicts with speech.
    • The Negotiator feats will now grant these instead.
    • Makes roleplaying as a character who resolves problems peacefully via conversation, jokes, and song possible.
    • Flavour text displayed when used can be customized by altering %txtBtalk.
    • A completely pacifist playthrough will be difficult, so you may have to pick your enemies carefully or just settle for playing support [for your pets].
  • Added Talking mode to Directive and command flag.
    • Like in Intercept mode, NPCs in Negotiation mode will try to remain within your range of sight.
    • Out of the aforementioned Negotiator wide-area special actions, they will repeatedly use the one that they have the highest attribute for.
    • For creating support characters and non-combat personnel pets.
  • Collected Power special action now also recovers 5% SP.
  • Added 4 new items.
  • Added 15 new weapons types.
    • Gauge attacks will work with these, but the ability to craft them and use equip update on them has yet to be implemented.
    • Added 2 more rows to item.bmp for their sprites and for future content.
  • Changed the description of some existing weapon types.
  • [Reduced] the spawn rate and selling price of some existing weapon types. Weapons that were generated in previous versions of the game will not be affected.
  • Changed the <Beast Sickle>'s sprite. Does not affect copies of the artifact that were generated in previous versions of the game.
  • <Frisia's Tail> is now a stave instead of a scythe. Does not affect copies of the artifact that were generated in previous versions of the game.
    • It procs Decapitation, but it looks like a staff and the description also says it's one. Just so that it's not too similar to the Beast Sickle.
  • Buffed the distance modifier for all throwing weapons except for <Nightmare> to 09-10-08-07.
  • Added 1 new item fusion recipe.
  • Kills by non-pet NPCs no longer contribute to the kill counter.
  • Damage dealt by juice made with Hazard Recipe will now be considered an attack by the player even if the NPC drinks it of his own volition.
  • Deaths by Psychic Wave, getting gouged out by chestnuts, and getting hit by the hard edge of a block of tofu are now considered kills, not accidents. They will now award AP accordingly just like other kills.
  • When chestnuts hit a target, they will now deal a random amount of Throwing skill-dependent non-elemental damage before dealing cut-element damage.
    • Reduced the cut-element damage dealt by about half.
  • The accuracy multiplier is now 2x regardless of distance for characters buffed by Shooting Mode.
  • The power gauge is now displayed albeit greyed out for NPCs who are unable to use gauge attacks.
  • NPCs who use Pressure special action in their default combat mode and NPCs who use Disturbance when in Defense mode will no longer waste it on enemies who can't use gauge attacks.
  • Added some alternative texts to objet of heart and made them usable on non-pet NPCs. For determining the weak point of enemies and such.
  • Equipment that weighs less than 0.1s can now be lightened at the blacksmith.
    • If the resulting weight is less than 0.01s, it will be rounded off to 0.01s. (It will display as 0.0s.)
    • This is because the critical chance multiplier for weapon and ammo lightness maxes out at 0.01s.
  • Inn shops now have a low chance of stocking coffee, cola, mugi tea, green tea, black tea, and juice.
  • Choosing to decrease stats at the Oblivion Palace will no longer decrease the selected character's level.
  • When entering a map after updating the game from a previous version [to this version], all constructed shelters on all maps will be deconstructed. This will happen only once.
    • Apparently there are people who leave toilets in shelters, so one toilet will be provided when updating the game.
  • Players can now choose to continue playing when dead in Purge mode. Use of this feature is completely optional.
    • The number of remaining lives you get can be changed at the Devil Cape. The choices available are 0 (default), 3, 9, 20, and 99 lives.
    • When dying with at least 1 remaining life, the player character will revive on the spot and recover from all status ailments.
    • In addition to that, the player character will also become invulnerable for 3 turns. This should be enough for the player character to pull himself together and continue the fight, as long as there isn't too much of a power difference.
    • Number of remaining lives is displayed on the character sheet beside the portrait.
    • Changing the [maximum] number of remaining lives will set the number of remaining lives to that number, no matter how many remaining lives there were.
    • For players who don't want to be kept on their toes by accidental deaths and are fine with zombie-attacking enemies.
  • Lowered the default experience multiplier for overdose mode to 3x. This is adjustable at the Devil Cape. Pick from a list that ranges from a modest value to an extreme one - 3x, 5x, 10x, 20x, and 30x.
  • Set potential decreases in overdose and purge modes to a fixed -5%, i.e. independent of current potential. Now you can level up even faster. Yay.
  • None.

1.88R: detailed changelog

[Replaced feats]
  • Empathy
    • Replaces the Negotiator feats.
    • Grants the Persuasion and Peculiar joke 'W'ide-area special actions, described below.
    • Also grants Blended lie when leveling up with 20 or greater Negotiation,
    • Intimidation when leveling up with 30 or greater Negotiation, and
    • Mysterious song when leveling up with 40 or greater Negotiation.
[New special actions]
  • All of these are 'W'ide-area special actions that cause 5 turns of auto-turn.
  • They will also roll against every single every enemy in sight, every turn.
  • Persuasion
    • Rolls the sum of the user's Will and Negotiation against each target's Will.
    • For rolls that succeed, it deals Will and Negotiation-dependent SP damage (reduced by target's Will) and reduces that target's power gauge by 10%.
    • The lower the target's SP, the greater the damage, capping out at 5x.
    • When the roll succeeds, there is a 5% chance of applying 1 turn of confusion regardless of resistance to that status ailment.
  • Peculiar joke
    • Rolls the sum of the user's Perception and Negotiation against each target's Perception.
    • For rolls that succeed, it deals Perception and Negotiation-dependent SP damage (reduced by target's Perception) and reduces that target's power gauge by 10%.
    • The lower the target's power gauge, the greater the damage, capping out at 2x.
    • When the roll succeeds, there is a 2% chance of applying 1 turn of paralysis regardless of resistance to that status ailment.
  • Blended lie
    • Rolls the sum of the user's Dexterity and Negotiation against each target's Dexterity.
    • For rolls that succeed, it deals Dexterity and Negotiation-dependent SP damage (reduced by the target's Dexterity) and reduces that target's power gauge by 10%.
    • The lower the target's MP, the greater the damage, capping out at 10x.
    • When the roll succeeds, there is a 5% chance of applying 1 turn of atrophy regardless of resistance to that status ailment.
  • Intimidation
    • Rolls the sum of the user's Strength and Negotiation against each target's Strength.
    • For rolls that succeed, it deals Strength and Negotiation-dependent SP damage (reduced by the target's Strength) and reduces that target's power gauge by 10%.
    • The lower the target's HP, the greater the damage, capping out at 10x.
    • When the roll succeeds, there is a 2% chance of applying 1 turn of fear regardless of resistance to that status ailment.
  • Mysterious song
    • Rolls the sum of the user's Magic and Negotiation against each target's Magic.
    • For rolls that succeed, it deals Magic and Negotiation-dependent SP damage (reduced by the target's Magic) and reduces that target's power gauge by 10%.
    • The higher the target's power gauge, the higher the damage, capping out at 4x.
    • When the roll succeeds, there is a 2% chance of applying 1 turn of paralysis regardless of resistance to that status ailment.
  • None of these special actions will work while time is stopped.
  • Targets will wake up if they were asleep or unconscious whether the roll succeeds or not.
  • When a roll succeeds, a "!" bubble will be displayed, and a small amount of experience will be awarded to the Negotiation skill and the relevant attribute.
  • When it fails, it'll display "?".
  • SP damage is multiplied by 1/5 when used on uniques and bosses.
  • Unlike the SP damage of Drain Blood, it can damage targets' SP even if it is already below 50.
  • When lowering a target's SP to -100 or below (except for a target that is sandbagged) it will drop items and withdraw from battle if it is a regular NPC. No monster parts (NB: bone, blood, etc), corpse, and figure will be dropped.
  • Because there is no karma reduction, NPCs like tourists won't drop wallets and ores.
  • If the target is the player, a pet, a unique NPC, or [an NPC with a special conversation window like a shopkeeper], it will commit suicide, dropping monster parts, corpse, and figures.
  • In all of the above cases, a smaller-than-usual amount of AP will be awarded to the user and the tag partner when appropriate.
[New items]
  • twig
    • Not randomly generated except in South Raskilis valley.
    • Using it will create a campfire at your feet.
  • fane
    • Not randomly generated except in South Raskilis valley.
    • Is a type of vegetable seed, but cannot be offered to Kumiromi.
  • chicury
    • Not randomly generated except in South Raskilis valley.
    • Is a type of vegetable seed, but cannot be offered to Kumiromi.
    • Can be used in item fusion to make first aid kits in place of healthy leaf.
  • cure crystal
    • Food item, not randomly generated.
    • When eaten by the player, removes the most recent ether disease regardless of whether it is blessed or cursed.
    • For maintaining ether disease progression and symptoms.
    • It's a food item so it's not affected by addiction to potions and poison dripping from your hands, but it can be eaten by Scavenge.
  • kunai
    • Short sword category, sharp weapon.
    • Intrinsic equipment attribute: it increases your Dexterity.
  • fleure
    • Long sword category, sharp weapon.
    • Intrinsic equipment attribute: it deals lightning damage.
    • Japanese flavour text for attacks are stabs, despite it being a long sword.
    • Gauge attacks are Issen, as with other long swords.
  • drill
    • Polearm category, hard weapon.
    • Intrinsic equipment attribute: it improves your Mining.
  • lance
    • Polearm category, sharp weapon.
    • Intrinsic equipment attribute: it improves your Riding.
  • tomahawk
    • Axe category, sharp weapon.
    • Intrinsic equipment attribute: it improves your Throwing.
    • Unlike other melee weapons, [when equipped in the ranged slot,] the distance multipliers for throwing weapons (e.g. stone) will apply.
  • chain saw
    • Axe category, sharp weapon.
    • Intrinsic equipment attribute: it gives you a chance to throw an absolute piercing attak.
    • Enables the use of Cut Tree special action.
  • scissors
    • Scythe category, sharp weapon.
    • Intrinsic equipment attribute: it increases your Strength.
  • bone scythe
    • Scythe category, sharp weapon.
    • Intrinsic equipment attribute: it invokes Decapitation.
  • war hammer
    • Blunt category, hard weapon.
    • Intrinsic equipment attribute: it improves your Tactics.
  • star hammer
    • Blunt category, hard weapon.
    • Intrinsic equipment attribute: it make possible to remote blow.
  • shakujo
    • Stave category, hard weapon.
    • Intrinsic equipment attribute: it improves your Faith.
  • nunchaku
    • Stave category, hard weapon.
    • Intrinsic equipment attribute: it increases the chance of extra melee attack.
  • blade bow
    • Bow category, sharp weapon.
    • Intrinsic equipment attribute: it provides a proximity assist weapon.
    • Can be offered to Lulwy.
  • crossfire
    • Crossbow category, sharp weapon.
    • Intrinsic equipment attribute: it deals fire damage.
  • gun pair
    • Firearm category, hard weapon.
    • Intrinsic equipment attribute: it provides an interlocking shooting mechanism.
    • Cannot use magnum ammo.
  • (Details of how they will change when used in equip update has been added under the 1.71 detailed changelog.)
  • (NB: Instead of editing 1.71, the new list has been placed here:)
    • bullet -> magnum -> energy cell -> bullet -> [loop]
    • arrow -> bolt -> arrow -> [loop]
    • engagement amulet -> bejeweled amulet -> neck guard -> peridot -> engagement amulet -> [loop]
    • charm -> talisman -> decorative amulet -> charm -> [loop]
    • breastplate -> banded mail -> ring mail -> chain mail -> plate mail -> breastplate -> [loop]
    • robe -> light mail -> coat -> composite mail -> breast plate -> bulletproof jacket -> pope robe -> robe -> [loop]
    • shoes -> boots -> heavy boots -> composite boots -> tight boots -> armored boots -> seven league boots -> shoes -> [loop]
    • light cloak -> cloak -> armored cloak -> wing -> feather -> vindale cloak -> light cloak -> [loop]
    • girdle -> composite girdle -> plate girdle -> girdle -> [loop]
    • light gloves -> gloves -> decorated gloves -> light gloves -> [loop]
    • thick gauntlets -> composite gauntlets -> plate gauntlets -> thick gauntlets -> [loop]
    • helm -> knight helm -> heavy helm -> composite helm -> helm -> [loop]
    • feather hat -> magic hat -> fairy hat -> feather hat -> [loop]
    • decorative ring -> engagement ring -> ring -> armored ring -> composite ring -> aurora ring -> speed ring -> decorative ring -> [loop]
    • small shield -> round shield -> shield -> knight shield -> large shield -> claw -> kite shield -> tower shield -> small shield -> [loop]
    • short bow -> (blade bow) -> long bow -> skull bow -> short bow -> [loop]
    • repeating bow -> (crossfire) -> crossbow -> ballista -> repeating bow -> [loop]
    • pistol -> (gun pair) -> machine gun -> shot gun -> sniper rifle -> laser gun -> pistol -> [loop]
    • stone -> rock -> grenade -> shuriken -> panty -> stone -> [loop]
    • hand axe -> (tomahawk) -> (chainsaw) -> battle axe -> bardish -> hand axe -> [loop]
    • sox -> club
    • club -> (star hammer) -> hammer -> (war hammer) -> club -> [loop]
    • katana -> lightsabre -> (fleure) -> long sword -> claymore -> katana -> [loop]
    • spear -> trident -> halberd -> (lance) -> (drill) -> spear -> [loop]
    • kitchen knife -> dagger -> scimitar -> (kunai) -> wakizashi -> kitchen knife -> [loop]
    • chainsickle -> sickle -> (bone scythe) -> scythe -> (scissors) -> chainsickle -> [loop]
    • staff -> (shakujo) -> long staff -> (nunchaku) -> whip -> staff -> [loop]
  • Note: there are several instances of equipment changing into a different hard/soft/sharp type.
  • The weapon types listed in (brackets) were added in 1.88R.
[New item fusion recipe]
  • Cure crystal
    • Crafts 1 empty bottle with the aforementioned cure crystal.
    • (NB: Cure crystal from a potion of cure corruption and earth crystal.)


3/18/2019 NB: Above changelog for 1.88R was the same as this version.

1.88: detailed changelog

NB: Above changelog for 1.88R was the same as this version except for the note in brackets about the additional info added to the 1.71 section.



[Changes and additions]
  • 1 new location for Act III.
  • 41 new map tiles.
  • 3 new unique NPCs for Act III.
  • Added a repeatable hunting side-quest, available from black gauntlet <Leold>.
    • The difficulty will increase in very small increments for you to push your limits, try out different tactics, and get measurably better at the game.
    • Summoned monsters will also count towards the quota, so you can actually grind out the quest beside him.
  • Added a "highest enemy level defeated" to pets' character sheet. It's like the deepest dungeon floor cleared stat, but separate for each of your pets.
    • For use as a reference in determining how strong your pets are.
  • 1 new unique artifact available for exchange with music tickets.
  • When sleeping without a bed, spell potential recovery will be postponed to the next time the player character sleeps in a bed instead of losing out on it.
    • It can be postponed up to 9 times, and sleeping in a bed will recover all of the spell potential accrued at once.
  • Added 1 new special action.
  • Thread of Innervation special action will now give Gene engineer skill experience when used.
  • NPCs that use the Pressure special action will no longer use it when their MP is 0 or lower.
  • Changed the player's spawning location when entering Zaile from the top or right.
  • Buffed the attribute experience from the various forms of tobacco items so that they give 1.5 times as much as rare herbs like morgia.
    • At +15 enhance, they will train 3 times as much as the rare herbs.
    • This is to balance out the fact that "herb in" food from item fusion trains 9 attributes at a go, while tobacco products have a drawback even though you can make 4 at a time.
  • Removed sleepiness reduction from coffee and tobacco products.
    • Made them prevent the player character from taking a nap on the world map a certain number of times instead (15 to 25 for coffee, 3 to 5 for tobacco).
    • The nap-preventing counter has no effect on regular sleep whatsoever, and will be set to 0 when waking up.
  • Changed the mechanic where NPCs had their power gauge increased by 15% if they did nothing during their turn while in combat.
    • Enemy and friendly NPCs will now have their power gauge increased only if their target is in their sight.
    • This means that they will no longer build up their power gauge out of your sight before engaging you.
  • Fixed some code for resetting shopkeeper feats.
  • Using an encount canceller as a 't'ool will no longer pour it onto you like for other potions.
  • Added measures to prevent the player character's coordinates from becoming incorrect when spawning on top of certain tiles in tile group 3.

1.87: detailed changelog

[New sub quest]
  • Started by choosing the option from the conversation window with black gauntlet <Leold>.
    • Can be started in Act I.
    • Will be cleared even if a pet defeats the enemy.
    • Completed upon clearing level 2,000.
    • The number of music tickets received as part of the reward depend on the difficulty (capped at 3,000).
[New NPCs]
  • <Toni> the angler
    • Level 25 norland. No moves whatsoever.
  • <Nancy> the wanderlust
    • Level 30 zanan. (Race displayed is "dole".)
    • Occasionally moves in a random direction.
  • <Carter> the skilled foot
    • Level 45 norland. Uses Continuous attacks.
    • Flavor text for Martial Arts attacks are kicks by default.
[New item]
  • Fixity anchor
    • Unique artifact that can be bought with music tickets from rich person <Stoke>.
    • Does not disappear when used.
    • Can only be targeted at allies, and will apply the new Shooting Mode buff.
    • Targets with that buff will be affected by Bind/Immobility, cannot move, and their SP will constantly decrease.
    • However, their ranged attack damage calculations will now also take into account their equipment skill level, making it on par with wielding a heavy weapon two-hand.
[New special action]
  • Venotrate
    • Learned upon level up when the player character has the researching poisons feat, Gene engineer skill level 50 or above, and Tactics skill level 20 or above.
    • Does damage in a bolt spell AOE but will not hit friendly NPCs.
    • Deals Gene engineer and Tactics-dependent damage, and poisons target even if they are immune to poison.
    • Damage is reduced by the average of the target's PV and DV and not by poison resistance.
    • If the target is a unique NPC, the poison status ailment afflicted is a fixed 2 turns. If not, it is 10 turns stacked upon the current number of turns remaining.



[Changes and additions]
  • Added more than 100 new map tiles as part of recreating [Etherwind's] content and maps. Placeholder tiles in Zaile have been replaced. (For save files from previous versions, the change will be applied the next time the map gets refreshed.)
  • Added a new feature to house boards and [registers] that allows you to "Change tile group" for your properties.
    • With this, you can make your properties look like the world map or mansion of younger sister.
    • The selection of tiles available in design mode has also been changed.
    • Hot springs can now be placed, but they will now only have an effect in Larna and Arcbelc.
  • Added a new item that lets you move your constructed deeds to another tile with their interior intact. With a bit of effort, they can also move properties to another continent. These can be bought at places like the embassy for cheap.
  • Danger level of shelter maps, which depends on their serial number, will now loop from 5 to 50. This affects existing shelter maps. When the danger level loops, the newly constructed shelter map will get reset [as well as any other shelter map that shares that danger level]. This means that you can have up to 46 different shelters, but upon exceeding that by constructing and removing more shelters, their contents will start disappearing.
  • Added the option to remove all shopkeeper feats from a character. Available at a certain character in South Tyris. Sales exp doesn't get reset, so feats can be re-learned easily.
  • Added the option to remove all equipment attributes and Exp from a living weapon. Available at a certain character in South Tyris.
    • If that weapon has any +enhance value that is 1 or greater, that value is also reset to 0.
    • Acidproofing and fireproofing are not equipment attributes, so those will not get removed.
    • Be careful, because ALL equipment attributes will get removed, including those that were generated based on your luck, those inherent to the weapon type, and those inherent to the weapon's material.
  • When interacting with your player character while riding, you can now choose between interacting with the player character or with the steed. You no longer have to get off and get on your horse to do things.
  • Changed the damage calculation for Unison Impact special action.
    • It no longer adds the skill levels for your entire party then uses the sum to calculate damage.
    • Instead, it calculates the damage for every individual member, then sums that damage and applies it.
    • This reduces the difference in amount of damage you can deal with Unison Impact and with Gauge Release attacks at maximum power gauge for all members.
  • Quaffing juice made from food modified by the Hazard Recipe will now deal mind damage dependent on the player's Gene engineer skill level.
    • Unlike eating (Danger!) food, juice made this way will also retain their original effects [such as giving attribute experience]. One special blend, coming right up!
  • Made it possible to use potions as a 't'ool aside from 'q'uaffing them. This will throw the potion on yourself, skipping the need to target the tile you are standing on. This is for when you want to increase your hydration level by just a bit.
  • Added potion of weakness to type II potion throwing.
  • Implemented a maximum and minimum cap on the amount of time passed per turn.
  • Made it possible to use items set as no-drop as an item mark.
  • Doubled the player character's resistance to brainwashing.
  • Increased the resistance to insanity conferred by drunk status and the unique NPC bonuses.
  • Made dark fragments awarded from town board quests generate unblessed and uncursed.
  • The gum remnant generated after eating chewing gum or gum remnant will now go directly into a character's inventory if there is sufficient space in it.
  • NPCs will no longer eat food thrown at them when they are asleep or unconscious.
  • Made audience members with the escort bit flag in an Act III sub quest immune to domination. Enemies in this sub quest can still be dominated.
  • Fixed some descriptions.
  • Fixed the crash that occurred when selecting the item mark option in the English version.
  • Fixed the Tag Force buff's brainwash resistance not working for the player.
  • Fixed the pet arena counter not getting reset after every match, causing it to keep counting until a loss or until [the player] moves a step.
  • Fixed the crash from vanilla Elona that occurred when the game window is set to 1152 x 864, the cursor is placed on the top right corner of the window in Design mode, and then the left cursor key is pressed to cause the view to scroll to the side.
  • Fixed the AP cost for increasing life not getting calculated properly sometimes.
  • Fixed characters buffed by Concentration not being immune to confusion.
  • Fixed freshness and value of items not getting set properly sometimes when stacking items with the 'I' key.

1.86: detailed changelog

[New item]
  • deed of property transfer deed
    • Read it inside the property that you want to move, then read it again on the world map at where you want to move it to.
    • After reading a deed inside a property, you can read it again in another property to overwrite the property linked to it.



[Changes and additions]
  • Added "Item mark set/adjust/move/delete" to the 'i'nteract menu for characters.
    • Select an item from your inventory to place a smaller version of that item's sprite at the lower left corner of that character's sprite (except when on the world map).
    • It supports item hue and items that have had their sprites customized via Garokk. It will also work on the player character [if you 'i'nteract with yourself].
    • You can customize their position, size, and rotation to an extent, as well as whether they appear in front or behind that character.
    • Simplicity was a priority, so if you want to have multiple sprites or flip the image or something you'll have to create your own sprites.
    • You can use this to remember which pet is holding which item or to differentiate between pets that look really similar, or just as decoration.
  • Combined weapon and armor hardening at the blacksmith into equipment hardening.
    • Also added new options to make equipment lighter or heavier. (Works only for >0.1s and <100s items respectively.)
    • The weight modifications are expensive and are also not subject to the Fighters Guild's 50% discount.
    • This lets you fine-tune item weights in 0.1s increments/decrements, which was not possible with flying scrolls that added or subtracted a percentage of item weight.
  • Added an event dialogue that happens on anniversaries. It triggers when waking up on the day of an anniversary for a pet who is at Fellow or above, and one or more year has passed since that anniversary. Will happen for only one pet's anniversary [every time you wake up]. If you don't wake up on anniversary day, it won't trigger.
  • Added 2 new special actions, both of which can be learned by the player.
  • Added 6 new kobolt and 1 new bacteria NPCs.
  • Added 1 new evolution.
  • Added 1 new item.
  • Implemented 2 item fusion recipes.
  • Set the upper limit of the quota for trap removal quests to 200. There are at least 325 traps on the map, so getting 1.5 times the quota is still possible.
  • The mine version of trap removal quests will now generate only above 15,000 fame and will now give 1 bronze coin even if you don't reach 1.5 times the quota.
  • Danger level of shelter maps no longer go up as their No increase. This is to curtail their abuse for danger level-dependent things and the need for repeatedly constructing and removing shelters.
  • Summoned NPCs will now have the summoned bit flag even if they are neither hostile nor spirits. Non-hostile NPCs with the summoned bit flag will not despawn from the map upon reentering the map after some time.
  • Buffed the effect of MP recovery on MPoison. It now halves MPoison strength then subtracts 10, instead of only subtracting 10. This means that pets who can't use rods will be fine with just a few scrolls of mana in their inventory.
  • Removed the auto-save from drinking blessed potions of potential because potentials increased are not random.
  • Added wait to the auto-save when encountering assassins during an escort quest. Prevented user input for movement from registering before the wait comes into effect.
  • Decreased the regular damage part of decapitation and also made it reduced by the target's PV.
  • Made necromancy undead immune to Group Hypnosis (like they are to Eye of brainwashing) including its sleep effect.
  • Prevented poisoned food items from getting used in "Let's have a meal together.".
  • Fixed Tag Force that was supposed to be used by <Rianna> the daydreamer getting used by zanan old soldier instead.
  • Fixed Killing Dance special action sometimes buffing the user's target instead of the user himself.
  • Fixed not receiving skill experience for disarming pitfalls on quest maps.
  • Fixed disarming traps by standing on top of them and pressing the enter key not counting towards the quest quota. Manually disarming them while floating is safer but remember that it takes twice as many turns.
  • Fixed some food items turning invisible on the ground instead of getting destroyed after being thrown.
  • Fixed some cases in which pet names don't change after evolution.
  • Fixed happy apples not being in the list of items available for purchase with music tickets.

1.85: detailed changelog

[New anniversary event]
  • Making the pet happy increases Happiness by 10. Making it unhappy decreases Happiness by 5.
  • No change if exasperated, and -10 if sad.
  • The aforementioned are pretty inconsequential, but there is another option that triggers a special type of ragnarok where only universe invaders will spawn.
  • All options except for ragnarok will generate a present at your character's feet.
[New NPCs]
  • kobold blaster
    • Level 153 kobolt. Equipped with magnum ammo. Will occasionally use Collected Power.
  • duke kobold
    • Level 122 kobolt. Male only. Uses Group Hypnosis, Shadow Step, and Distant Attack.
  • lightning kobold
    • Level 101 kobolt. Strong lightning resistance. Uses Continuous attack and Element Scar.
  • kobold saber
    • Level 90 kobolt. Equipped with magnum ammo. Will rarely use Boost.
  • kobold blue
    • Level 27 kobolt. Strong poison resistance. Out of all the new NPCs in this version, only this NPC's corpse is poisonous. Uses Touch of Poison and Anaphylaxis.
  • kobolina
    • Level 15 kobolt. Female only. Heal Critical on low health. Yses Mist of Darkness and Feather.
  • universe invader
    • Level 70 bacterial. Forms swarms with other universe invaders. Uses Speed, Voracity Fang, and Squeeze.
[New evolution]
  • kobold evolves with king heart into king kobold and learns Browbeat.
[New special actions]
  • Hazard Recipe
    • Learned upon level up by the player with the "researching poisons" feat acquired and at least 20 in the Gene engineer skill.
    • Select a food item and it will gain a bit flag and the (Danger!) prefix. The item sprite will become jet-black, its item price will be reduced greatly, and it can no longer be used for having a meal together with a pet.
    • It will still train attributes the same way the original food item did, but special effects [like gaining resistances and impregnation] will no longer work.
    • Eating this item will cause the target to receive Gene engineer skill level-dependent non-elemental damage. If the target survives the damage, it will also get hit by one of the following:
      • vomit twice in a row,
      • have its gauge decreased by 30%,
      • receive additional poison damage,
      • receive chaos damage,
      • roll for insanity,
      • roll to get dimmed, or
      • receive 2 turns of Invert status ailment.
    • The epitome of lacing food with poison or a terminal inability to cook? You decide.
  • Anaphylaxis
    • 'W'ide special action.
    • Learned upon level up by the player with the "researching poisons" feat acquired and at least 40 in the Gene engineer skill.
    • Deals poison-element damage dependent on the user's Constitution attribute and Gene engineer skill, as well as the strength of the target's Poisoned status ailment.
    • The target will receive damage even when not poisoned, but the damage multiplier will be low.
    • Using this special action alone to poison a target will be difficult as the strength of the poison status ailment applied is low.
    • If the target is poisoned, it inflicts Dyspnea status ailment. (Does not add additional turns of Dypsnea if the target is already afflicted by it.). It also rolls to dim the target and will cause vomiting.
    • This special action works well with means of inflicting strong poison status ailment on targets such as Touch of Poison and bottles of poison.
    • Won't work well on targets immune to poison status ailment.
[New item]
  • bomb barrel
    • Made via item fusion. Not randomly generated and is a junk item.
    • It explodes when destroyed by fire.
    • Only up to 3 will explode/get destroyed by fire at a time even when stacked.
    • Consumable item. Damage dealt by explosion depends on the player's Disarm Trap and Gene engineer skills.



[Changes and additions]
  • The new Act III area is now called Aimwell as per [Noa's Etherwind] to prevent confusion. Changed some text to reflect this change.
  • Added 4 new evolutions.
  • Added 1 new NPC.
  • Added 8 new items.
  • Added 1 new special action.
  • Group Hypnosis special action now has an additional roll which will inflict low strength Nightmare if it succeeds. This roll is independent of the first roll that determines whether the target is put to sleep or not.
  • Decapitation special action was basically a wasted turn if the target was not at low health, so it will now deal a small amount of Dexterity-dependent damage before rolling to decapitate the target.
    • If target HP is not low enough for Decapitation to proc and target is afflicted by less than 10 turns of Dyspnea, it will now also inflict 3 turns of Dyspnea.
    • [These changes only affect the special action.] Other special actions that have a chance of decapitating their target and the equipment attribute remain the same.
  • Characters afflicted by Gravity status ailment can no longer evade traps. Trap disarming is still possible as the roll to disarm occurs before trap evasion.
  • Added pitfall traps to Nefia.
    • Characters that are not floating will be dealt danger level-dependent damage (reduced by DV) when they get caught in it. 2 turns of Invert status ailment is them applied to them if they are currently afflicted by less than 2 turns of Invert. The pitfall trap disappears after it triggers.
  • Pitfall traps can now be created by 'D'igging at your feet (except on the world map). Disarming pitfalls you created yield no experience.
  • New town board quest for defusing traps. There are variations of it that require filling in pitfalls and defusing land mines.
  • Fixed length getting inappropriately appended to some item names.
  • Fixed race spawning rules for Nefia getting ignored for extremely low danger levels, causing NPCs that are around level 10 to spawn.
  • Fixed hiring an adventurer, taking on an escort quest, getting caught by assassins, [saving the game], then loading it undoing the adventurer's placement on the map and crashing the game during the adventurer's turn. When updating the game from a previous version, the game will attempt to place [hired] adventurers somewhere on the current map during the first turn.
  • The unique NPC modifier no longer shortens the countdown for Death Word for pets.
  • Fixed hunting quests not getting cleared if the target monster's time has been stopped, and rendering the quest impossible to clear if the player exits the map while time is stopped. Time now will automatically start to run again after all targets have been defeated.

1.84: detailed changelog

[New town board quest]
  • Trap removing
    • Comes up frequently in Derphy and Ludus.
    • They are named "Clean up mischief" and "Reasonable reason".
    • The former is to remove pitfalls and the latter for land mines.
    • You can either use Disarm Trap or plow through them to trigger them all (or even let NPCs do the triggering for you) - all these will count towards the quota.
    • Disarming pitfalls and mines you set will not count.
    • Strength of mines and pitfalls on the quest map will depend on quest difficulty.
    • Determination of whether the quota was met or not and thus if the quest is cleared happens when exiting the map.
    • The reward is a fame-dependent number of platinum pieces and a point-dependent number of dark fragments (capped at 30).
    • Exceeding 1.5 times the quota will also award a bronze coin.
    • These numbers are tentative and may be subject to further balancing and changes.
[New items]
  • mugi tea
    • Potion that has a low chance of getting randomly generated.
    • The "barley and wheat" recipe will produce 2 of these each time.
    • (Number of beer and whiskey produced by the recipe reduced from 3 to 2.)
    • Drinking it grants Healing skill experience.
  • cola
    • Potion that has a low chance of getting randomly generated.
    • Recovers 15sp when quaffed. Has a 1/2 chance of increasing weight by 1kg.
  • chewing gum
    • Food item that has a low chance of getting randomly generated.
    • Gangster NPCs may generate with it these in their inventory.
    • Recovers satiety by 1/20 of the default value.
  • gum remnant
    • Food item that never gets randomly generated. Generated after eating chewing gum or gum remnant, unblessed and uncursed.
    • Recovers satiety by 1/25 of the default value, i.e. infinite food.
  • ancient pottery
    • Furniture item available only through the clay craft recipe.
  • decorative pottery
    • Furniture item available only through the clay craft recipe.
  • bisque doll
    • Furniture item available only through the clay craft recipe.
    • Using it will cause a bisque doll to join you as a pet.
  • dark fragment
    • Low chance of getting randomly generated. Is a tool, not an ore.
    • In the future, a number of these can be used to learn stuff like special actions that activate traps.
    • For now, it's only good for selling off.
[New NPC]
  • bisque doll
    • Level 5 golem. Not randomly generated. Always female.
    • Uses Dancing Wire and Mist of Frailness.
[New evolutions]
  • little boy evolves with evolution heart into scout boy.
    • scout boy then evolves with another heart into battle boy, learning Killing Dance.
  • butler evolves with magic heart into sheep butler, learning Group Hypnosis.
  • bisque doll evolves with another evolution into bique dolls, learning Shadow rush.
[New special action]
  • Killing Dance
    • Learned upon level up if the Sexy Dance feat has been acquired and Evasion skill is 60 or greater.
    • Applies a buff of the same name. When attacked, the roll to dodge (dependent on Evasion) is applied an additional time.
    • If evasion succeeds (whether by Evasion or Greater Evasion), it deals a low amount of Evasion skill-dependent damage to the attacker.
    • It procs regardless of the distance between the attacker and the target. It also procs for every single hit of muti-hit attacks like Continuous attacks, but if the attacker dies before all hits are over, the target will take damage from the remaining hits.
    • Now used by romanesque (evolved from zombie girl), last dancer, grim reaper, and <Alsapia> the murderer mask.



[Changes and additions]
  • Added 4 new types of random Nefia.
  • Made the types of monsters that spawn within random Nefia dependent on their type. Human, metal, god-types and random unique NPCs can spawn in every type.
  • Life attribute can now be raised with AP. 10 Life costs base Life x 2 + 300 AP. It costs an additional 300 AP for characters with the cArmour bit flag, and an additional 800 AP for cMetal. It cannot be raised when base Life is 300 or greater.
  • Added 6 new bird NPCs.
  • Added another 2 new NPCs.
  • Added 4 new items.
  • Added 1 new item fusion recipe.
  • Most food items no longer disappear when thrown if they don't get eaten by the target. This holds true even if they miss their target. Tofu and soybean, which are primarily attack items, are now reusable. Natto, butter, and yoghurt are exceptions, and will disappear when thrown.
  • Breakfast event will now recover hydration.
  • Instead of activating when the player's HP is less than half, Tactical Heal's Healing Rain will now activate when any character in the player's party has less than half HP left.
  • Characters other than the player will no longer change their target for 3 turns when Provoked, even if they get attacked. Unless, of course, that target is no longer on the map.
  • Pets no longer eat off the ground during Party Time!.
  • Fixed some descriptions.
  • Fixed throwing a stack of food items reducing that stack by 2.
  • Fixed the crash that occurred when attempting to draw an undead that has been remodeled with <Part time worker> the red sword's figure.
  • Fixed purge mode not actually having a 1% minimum for all potentials.

1.83: detailed changelog

[New types of random Nefia]
  • Nest
    • Mining will yield shit, egg, jerky, and rarely something fossil.
    • Harvesting will yield animal-type materials more often.
  • Cemetery
    • Mining will yield large bouquet, rag doll, coffin, and rarely book of resurrection.
    • Harvesting will yield plant-type materials more often.
  • Mine
    • Mining will yield clay, sulfur, black crystal, and rarely stardust.
    • Harvesting will yield ore-type materials more often.
  • Lake
    • Mining will yield ores.
    • Harvesting will yield liquid materials more often.
[Races that spawn in random Nefia]
  • The NPCs that spawn are determined by race. They were split up so that each type of Nefia has a roughly equal number of races in it; whether it felt like they belonged or not was secondary to that.
  • Cave: 8 races
    • beast, yeek, kobold, orc, goblin, bear, bacteria, medusa
  • Forest: 8 races
    • horse, bird, beetle, mandrake, sheep, ent, dinosaur, fairy
  • Tower: 7 races
    • drake, cupid, armor, mazin, eye, hand, asura
  • Fort: 7 races
    • giant, machine, behicle, lizardman, quickling, mutant, piece
  • Nest: 8 races
    • dragon, wasp, spider, snake, worm, largeanimal, minotaur, rabbit
  • Cemetery: 7 races
    • wisp, imp, ghost, skeleton, zombie, lich, cat
  • Mine: 7 races
    • golem, rock, bat, slime, rat, dog, harpy
  • Lake: 7 races
    • seamonster, shell, frog, yith, snail, mushroom, spirit
[New items]
  • butler's diary
    • Low chance of getting randomly generated and purchasable with music tickets.
  • something fossil
    • Obtained only by mining. Lv and thus sell price increases with danger level.
    • In the future, you will be able to regenerate NPCs from the fossils [with their level] dependent on the fossil's Lv, and fossils will count towards a museum's score.
  • sulfur
    • Obtained only by mining in mine Nefia. Used in item fusion.
  • clay
    • Obtained only by mining in mine Nefia. Used in item fusion.
[New item fusion recipes]
  • sulfuric
    • Creates 8 blessed bottles of sulfuric.
  • Under development
    • NB: Japanese name is Regenerate Creature (unimplemented).
    • Not yet implemented. Nothing will happen.
  • Under development
    • NB: Japanese name is Pottery (under development).
    • Not finished yet. Wood craft/stone craft, but for clay. Stove does not get consumed.
    • The repertoire of items producible and their sell price increases with skill level.
    • Will only produce 4 types of items for now, and will only produce open pots early on. Their sell price will increase with skill level though.
    • Will make things like bisque dolls and haniwa in the future.
  • Under development
    • NB: Japanese name is Barrel bomb (unimplemented)
    • Not yet implemented. Nothing will happen.
[New NPCs]
  • butler
    • Level 10 mazin. Not randomly generated. Joins you as a pet after reading butler's diary. Suitable for riding.
    • Healing Rain on low health. Uses Concentration, Regeneration, and when the enemy's power gauge is 90% or above, Pressure.
  • old butler
    • mazin with a base level of 1. Secret character. No cHorse bit flag. Clash Rush on low health.
    • Uses Dancing Wire, Zero shoot, Speed, and Feather.
  • inconeet
    • Level 15 bird. Uses Incognito and idle during its turn.
  • arrow duck
    • Level 44 bird. Floats. Uses Eye of Insanity and Insult.
  • yokoshima enaga
    • Level 71 bird. Floats. Cure of Eris on low health.
    • Magic Dart, Darkness Bolt, Eye of brainwashing, and Bewitch.
  • forest assassin
    • Level 128 bird. Floats. Shadow Step, Eye of Illusion, Space retention, decapitation.
  • fallen bird
    • Level 142 bird. Bonus to Riding skill. Hyper Dash, Continuous attacks.
  • peace maker
    • Level 163 bird. Floats. Nuclear Fire, Cowering Smile.



[Changes and Additions]
  • Added 1 new map for Act III.
  • Added 1 new Act III sub quest.
  • Added 4 new NPCs.
  • Managed to get permission, so restored the art on the ground of the mansion of younger sister.
  • Added 3 new special actions. 1 of them can be learned by the player.
  • Using Resolution Hand will now give a small amount of Alchemy experience.
    • When using it after Touch of Sleep, there is now another chance to put the target to sleep after applying the additional damage from this move.
    • When using it after Touch of Weakness on a unique NPC, the additional damage will now get applied instead of getting negated.
  • Made it possible to throw all food items.
    • When food items that don't have special effects are thrown and hit hungry characters, they will get eaten within that turn.
    • When this happens, there is a chance that 10 turns of Dyspnea will be applied to that character. When throwing mochi at characters other than the player character, this effect will take precedence over the chance of applying Choked.
    • If the food item hits a character who isn't hungry, it will deal weight-dependent damage.
    • Like natto, food items thrown will disappear whether they hit their target or not. Chestnuts are the only exception to this rule.
    • This feature can be used to feed NPCs cursed or poisoned food, or to shove food down the throats of pets who are slow to eat.
    • Or you could pretend to be a certain plumber and defeat enemies by throwing turtles and vegetables at them.
    • You can also change the sex of non-pet NPCs by throwing forbidden meat at them.
  • Added Dyspnea status ailment as a milder version of Choked. Made the status ailment display for the Japanese version slightly wider to accommodate the longer name.
    • Dyspnea will not disable actions, but the character will stagger while moving and also take damage over time.
    • Choked will now disable all actions and also do damage over time.
  • Fixed the (Need sleep) item attribute.
  • Fixed Choked status ailment not going away even when the status ailment's strength has decreased naturally with time to the point that the character is able to breathe.

1.82: detailed changelog

[New Act III sub quest]
  • <Karavika>
    • NB: Mission from Karavika Lv150.
    • Can be done once on the 30th of every month at any time of the day.
    • BGM on the quest map is picked out of a list of 5.
    • Number of types of enemies and their spawning patterns increase with the number of turns passed.
    • Clearing it for the first time will award the player with the <Melodyus>.
    • The reward for the second time onwards is a jewel of tear of god. 4 possible equipment attributes.
[New Act III map]
    • Southwest of Zaile.
    • Has a large number of enemies and not much else. 3 small medals.
    • Might add a minor event here in the future.
[New NPCs]
  • oblivion beast
    • Level 188 servant. Not randomly generated. Floats. Heal Critical on low health.
    • Uses Eye of dimness, Shadow Step, and Memory Poison.
  • vestiges
    • Level 1 ghost. Not randomly generated. Does nothing.
  • S boy
    • Base level 1, karune. Secret character. Suitable for riding.
    • Heal Critical on low health.
    • Uses Eye of dimness, Blame Pain, and Thread of Innervation.
  • little boy
    • Level 6 karune. Randomly generated neutral NPC. Suitable for riding.
    • Will have evolutions in the future. No special actions.
    • The counterpart of the little girl, but cannot be chosen as the starting pet as that might take away the shock factor of that option.
[New special actions]
  • Memory Poison
    • Deals poison damage to the target. (Strength of poison status ailment inflicted is low and of a fixed value.)
    • Temporarily decreases the target's attributes by 50 each. Does not decrease the attributes of unique NPCs.
    • Does not deal much damage, but lowering Speed and maximum HP (due to the decrease in Constitution) makes it a deadly one-two punch.
    • Maile and Nagarew will now use this instead of Data Delete.
  • Data Delete
    • Used to be a temporary special action, but is now a gauge attack that procs off Memory Poison. Does not deal damage.
    • Permanently decreases the attributes of the target by 1, and sets power gauge to 0 if it is 1 or above. Cannot be avoided by any means.
  • Send throw
    • Learned when leveling up and Throwing skill is 40 or above and Dexterity is 60 or above. Also learned when leveling up when Jiu-jitsu feat has been acquired and Dexterity is 60 or above.
    • Teleports the target but will work even if the target is prevented from teleportation. Will fail, however, if the target is afflicted with Immobility status ailment.
    • If the target NPC is currently targeting a character, the NPC will get moved to a tile that is the NPC's preferred distance from its target.
    • If the target NPC is not targeting another character, the NPC will get moved a tile so that its distance from the player is its preferred distance from targets.
    • The NPC will get placed on nearby tile if there is already another character on it.
    • Does not deal damage to the target. Resets the chain counter to 0.
    • You can use this to reset combos to remove the damage penalty, send slow pets to their targets, or toss aside NPCs in your way.



[Changes and additions]
  • Added 6 new Act III NPCs. They spawn only in the wilderness of the new world map.
  • Doubled the [number] of potions that can be quaffed before reaching the satiety limit and vomiting.
  • Items with a cooldown of 24 hours and longer will now require the player to sleep at least once before they can be reused.
    • Also, [items] that require the player to sleep once before they can be used again after visiting the Deep-sea castle will now display (Need Sleep) in their name.
  • Decreased the base power and SP cost of Violent Garden.
  • Increased the base size of goldfish, as the smaller ones were weighing 0.0s and had a size of 0cm.
  • Added a new door sprite - a single door. They are available as an option on the house board's "Change door type".
  • Fixed the code for extending the expiry date of fish on water tiles not being able to handle fish in the player's inventory, causing a crash. A couple of ways to avoid this in 1.80 is to put fish in the 4-dimensional pocket, cook them, or let them rot.
  • Fixed not obtaining the lump sum of money, bonus skill points, and special actions when switching the game mode to purge.
    • Updating the game will award these bonuses to all existing purge mode save files - this applies to games that were purge mode to begin with and those that were switched to purge mode during gameplay.
  • Fixed [astral light pen copies of] a certain unique NPC getting rendered unconscious by a story event every turn.

1.81: detailed changelog

[New NPCs]
  • rabbit
    • Level 27 rabbit. Non-hostile. No special actions.
  • fox
    • Level 28 dog. Non-hostile. No special actions.
  • rat
    • Level 20 rat. Non-hostile. No special actions. Is a different NPC from an existing monster.
  • boar
    • Level 49 largeanimal. Non-hostile. No special actions.
  • wolf
    • Level 55 dog. Homing AI. No special actions.
  • lion
    • Level 60 cat. Homing AI. No special actions. Is a different NPC from an existing monster.



[Changes and additions]
  • Made slight changes to the sprites of some NPCs.
  • Made it possible to irreversibly switch the game mode of an existing save to an easier one. Added a new map and new unique NPC to southern edge of North Tyris.
  • Added 1 new item. Added the item fusion recipe to make it.
  • Made strength of Choked status ailment [have a chance of] decreasing every turn.
    • When it reaches 0 or below and the character is still alive, then the status ailment is cured.
    • NPCs will bash only if the strength of Choke is above a certain threshold. Decreased base damage for bash.
    • Characters will now take Choke damage only if the strength of Choke is above a certain threshold. The damage is no longer a fixed value, and is now Constitution-dependent.
    • Groundwork for a Choke attack.
  • When getting doused in a potion or stepping into a puddle made by one, it now increases satiety and hydration by only 1/5 of the original values. This should be useful in some situations.
  • Decreased the amount of hydration gained from drinking water sources like fountains. The hydration gain is now the same as that for potions.
  • Hydration now decreases to the point where there is no status indicator when producing urine, no matter how high the hydration was before that.
  • Added an option in the settings to turn off waste matter generation.
    • NB: "Block dust generation".
    • When off, it stops the generation of vomit when vomiting, ranch animals no longer produce shit, and urine is no longer produced when Marking is used or a character wets himself.
    • This is for people who found it too gross even as a game.
    • It does not turn off their random generation, so guards will still want other people's shit by fair means or foul sometimes.
  • Fixed the crash that sometimes occurred when leaving the current map.
  • Fixed the shop's item sale limit and the experience bonus earned by setting the limit not working when the player character is not in the shop.
  • Fixed not being able to use the Resurrection spell on the dead even after changing maps.
  • Fixed the sound effect for attacking getting played for slip damage like poison and bleed when the options under Attack Animation have been turned on.

1.80: detailed changelog

[New Act I map]
  • Devil Cape
    • Located east of the North Tyris south border checkpoint, in an area that was previously empty.
    • No background music here, only ambient sound effects.
    • Talk to Bysymlha to change your game mode.
    • The following game mode changes are possible:
    • Abnormal -> Loss -> Natural -> Essential -> Overdose -> Purge
    • Intermediate game modes can be skipped, but game modes on the right can not be switched to a more difficult one on the left.
    • There is no auto-save for this so you can still [close the game without saving then] load if you picked the wrong choice, but do note that if the original game mode had a game loading penalty it will get applied.
[New unique NPC]
  • <Bysymlha> the amber eyes
    • Level 66 imp. Float bit flag.
    • Uses Abyss in the eye, Eye of Illusion, Eye of brainwashing, and Nether Breath.
[New item]
  • encount canceller
    • A potion that is not randomly generated. Can be made with item fusion.
    • Using it as a 't'ool will prevent monster ambushes on the world map.
    • It will not prevent other encounters like rogue attacks and wandering vendors.
    • Using another encount canceller while one is already in effect will not add their remaining number of turns; it will be set to 100 again.
    • Is a poison when quaffed.