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omake overhaul
Developer Seacolor
Websites Omake Wiki
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Version 2016/04/17 (04/17/2016)
Changelog

Omake overhaul is an Elona variant based on the omake variant.

Save files are compatible with omake, and can also be imported from omake. (Compatibility is guaranteed only for version 2015/06/20 of omake that this variant was based on. Using save files with or from later versions of omake may not work properly.)

Features and changes that were implemented in omake will continue to work as they did, but only those were implemented in the version of omake used (2015/06/20) or prior.

Contains features that the developer wanted to see in omake, but didn't want to place the burden of making them on the developer on omake.

An English version has been Released on the Wikia Forums.

Readme[]

[]

Purpose[]

By modifying extreme difficulty curveballs and associating each gameplay element I aim to bring to more excitement, sense of accomplishment, and immersive experience to the world of Elona.

Compatibility[]

It has been made so that there should be no compatibility issues when migrating from/to omake or vanilla. Since additional elements are maintained in a separate area of save data however, switching between omake or vanilla frequently will cause gaps in the save data information, severely increasing the chance of an error occurring. In this case there will be no guarantee on how it decides to behave. Furthermore there is also no guarantee save data will work when migrating to other variants. If done, please do so responsibly.

Changes[]

Game difficulty is now based on current degree of progress[]

Many elements which used to be based on PC's level are now based on degree of progress instead.

The following points below are no longer related to PC's level:

  • Taxes
  • Price of indulgence
  • NPCs summoned by a vortex of magic
  • Seeds earned from Kumiromi's recycle
  • Contents of suitcase
  • Contents of treasure ball
  • Equipments dropped around in town
  • NPCs appearing in Nefia
  • Level of younger sister merchant
  • Strength of guards when PC is a criminal
  • Experience received from traveling skill
  • Random Nefia difficulty
  • Money received via wish
  • Items received via wish
  • Contents of chest found from treasure map
  • Undeads summoned from cursed book of resurrection
  • NPCs appearing from New Year's gift
  • Quota of fighters' guild
  • Rewards received from the Little Sister quest
  • NPCs bought from slave master
  • Mounts sold at horse master
  • Level of adventurers
  • Level of bandits from a random event
  • Guard levels of younger sister merchant when attacking
  • NPCs summoned by the enchantment "It attracts monsters."

On the other hand, difficulty of town quests are now much more heavily dependent on PC's fame.

Elements considered to be related to the strength of PC will remain as they are.

Why?[]

Since it is possible to raise attributes, skills, and levels almost completely separately from each other, these changes were made to revise the somewhat unnatural difficulty progression determined by character levels.

This allows players to enjoy difficulty at a level they are comfortable with.

However, I understand this change influences huge portions of the game and therefore would like to hear your feedback and opinions if possible.

Translator's notes: the development of Elona omake overhaul had been finished. There are some variants based on overhaul under development like oor and SE.

Degree of Progress[]

Degree of progress is now based on PC's fame and any other parts of the game progress will be referred to this as needed.

If Fame is over 1000, PC will begin to be taxed and have stats reduced upon death[]

Why?[]

As part of the tutorial originally many penalties do not start to kick in until PC reaches level 6. However, I believe moving this boundary to fame instead solves this problem for true beginners that yet doesn't know how to select town quests.

Special Nefia spawn rate now depends on current degree of progress[]

With some exceptions, special Nefias are more likely to spawn the higher current degree of progress is.

However, spawn rate of Calm Nefias decreases with increasing degree of progress.

Why?[]

Compared to normal Nefias, special Nefias provides much more excitement and rewards. For those who can complete the toughest of quests with ease, this change should give even more fulfillment and sense of accomplishment then before.

Mini Quests[]

Knights of the Little Girls[]

Why?[]

To let other characters besides younger sisters have more presence ingame while giving thrilling content to players when town quests at highest difficulty becomes cakewalk to complete.

Party Members[]

They are composed of little girl versions of mercenary warriors, mercenary archers, and mercenary wizards. AI, level, and such are the same as their mercenary counterparts.

Naming format is as follows: "*** the mercenary warrior of knights of the little girls"

Appearing condition[]

If "You sound familiar..." title is active, when traveling around the world map there is a small chance this event will appear. Are you the {Alias}!? We are {group name} of Knights of the Little Girls! We are presently in the thick of combat against a very powerful monster! Please, lend us your strength! Is what they'll say.

Contents[]

If "Help them" is chosen[]

The quest begins with you defending Knights of the Little Girls while defeating multiple hostile NPCs with 『』 or 《》 name modifiers whose levels are based on your current fame. This is pretty much a more difficult version of an escort and hunting quests combined together.

Only NPCs that are normally hostile will appear. Gold and silver bells are an exception to this rule however.

As there are numerous powerful enemies nearby, it would likely be difficult to keep Knights of the Little Girls alive without a strategy on hand. To succeed, it is likely best to use whistles and such to keep enemies aggroed towards you instead.

Victory condition[]

Eliminate all monsters.

Failure condition[]

Escape from the map or all members of Knights of the Little Girls are eliminated.

Karma will be reduced by about 20, while fame will be reduced by about 1000.

Rewards[]

Platinum coin : 10 pieces (if fame is less than 100,000, reward will be decreased proportionally)

Ring or amulet : Around miracle quality (if fame is less than 100,000, its quality will be lowered proportionally)

It is also possible to attack the Knights of the Little Girls instead.

If "Refuse" is chosen[]

Is that so... I understand. We will at the very least try and fend out by ourselves! Is what they'll say and ends the quest.

Smiling Witch[]

Why?[]

This was added to throw a curveball in difficulty. It is done to bring about exciting new content when town quests at highest difficulty becomes too easy to complete.

Also, it is to provide characters other than just younger sisters to have more presence ingame.

Appearing condition[]

If "Black Organization Member" title is active, when walking around the world map there is a small chance this event will appear.

Title "Black Organization {Gender} Member"[]
How to acquire[]

Buy 47 pets from slave master.

This feature is implemented using Factions.

Contents[]

Are you a member of the organization? Is what she'll say.

If "Yes" is chosen[]

I'm going to kill... every last one of you. Is what she'll say and you'll be attacked by No.1 silver eyed witch along with a child. As both are considered unique, they cannot be dominated or captured.

As silver eyed witch always appears with claymore equipped, this weapon will always be dropped upon defeat.

If "No" is chosen[]

I see. Is what she says and ends the quest.

Trying Young Lady[]

Why?[]

This was made to throw a curveball in difficulty. It provides players a compelling rival they can look forward to which did not exist in vanilla.

Also, it is to provide characters other than just younger sisters to have more presence ingame.

Appearing condition[]

If fame is over 10,000, she can appear as an opponent in the arena. Looks like I have finally met you, {alias}. I am {trying younger lady's name}! Once I defeat you, my name will be known across the continent... Steel yourself! Is what she'll say before attacking the player.

Contents[]

Upon defeat she will go on a journey to train. After this event, she'll come back to live as an adventurer.

However, she is different to other normal adventurers as listed below:

  • Will not retire (with the exception of sending a pet away as an adventurer, causing other adventurers to retire)
  • Will not take bodyguard requests.
  • Cannot become an ally.
  • Will have high chance to appear in Nefias compared to other adventurers.
  • Impress will not decrease upon defeat.
  • If PC defeats young lady, impress levels will increase.
  • If impress is at Love or you are both married, you can receive a "Lunchbox made with young lady's heart and soul" when talked to.
  • When changing appearance by interacting (i), you can swap her portrait and character chip to something else.
  • Her level increases upon every death.

Although she'll be no match for you in the beginning, as she gains experience from numerous battles her fighting prowess should in time eventually surpass yours.

Her weapon of choice is a rapier which she equips on a single hand.

Rapier[]

This is an added item. It is exclusively used by the trying young lady.

As a weapon with stats between a dagger and longsword, it comes with low number of dice faces and damage modifier. However, it has exceptional hit chance and pierce value. This can be used to great effect when dual wielding.

Icon picture for this weapon is a modified version of ツヴァイハンダー.

Innocent Younger Cat Sister[]

Why?[]

There are several reasons for this.

  • To let characters other than just younger sisters to have more presence ingame.
  • To help with beginning stages of the game when food is scarce.
  • To increase chances of obtaining special steamed meat buns which are extremely rare otherwise.

Appearing condition[]

Has a low chance of appearing when entering a town, user's dungeon, or Nefia.

Contents[]

If current map takes place in a town or player's deed of dungeon[]

Younger cat sister will suddenly appear and strike a conversation. Oh, it's you oniichan! Hey! Wanna play together? Is what she says.

If "Okay" is chosen[]
              1. If current map takes place in a town

Let's play tag then! You're it! Is what she'll say which begins the quest to catch her. Younger cat sister's level is influenced by current "degree of progress".

Although for the most part she'll simply run away there's a small chance dimensional move is used instead. Chance of usage increases with higher character level.

              1. If current map takes place in player's deed of dungeon

Let's play hide and seek then! You're it! Is what she'll say which begins the quest to catch her. Younger cat sister's level is influenced by current "degree of progress".

Since innocent younger cat sister is trying her best to hide, she will not move from her spot but at the same time cannot be easily found (transparency at 100%). Her shadow however, will remain visible.

              1. Victory condition

Interact with innocent younger cat sister.

              1. Failure condition

Escape from the map or innocent younger cat sister dies.

There is no penalty for failing.

              1. Rewards

Platinum coin : 6 pieces

Special steamed meat bun : 4 pieces

If "Maybe next time" is chosen[]

Fine! You're no fun anyway! Is what she'll say and ends the quest.

If current map takes place in Nefia[]

Help me, oniichan! Younger cat sister will be crying for help somewhere on the floor waiting for you to rescue her.

Since she'll be killed by wandering monsters, it would be best to not linger around and find her as soon as possible.

Victory condition[]

Interact with the innocent younger cat sister.

Failure condition[]

Escape from the map or innocent younger cat sister dies.

There is no penalty for failing.

Rewards[]

Platinum coin : 6 pieces

Special steamed meat bun : 4 pieces

Black angel, the hustler[]

This feature is implemented using Factions.

Why?[]

To let other characters besides younger sisters have more presence ingame while giving thrilling content to players.

Also this is to increase the chance of obtaining a rare treasure ball which has a drop rate so low it may have never seen the light of day.

Appearing condition[]

After entering Maneater Nefia, there is a low chance of this event occurring. I'ma black angel, the hustler. You seem a singular swag battler. Now the time is ripe with my criminal rhyme. You must show me your ill skill and sign. Is what she'll say.

Contents[]

If "Okey-dokey" is chosen[]

Yeah, one thing we'll go is hunting. Which will beat more on this floor? Is what she'll say and a very strong Black Angel will appear challenging you to see who can defeat more NPCs on this floor.

Black Angel will always have ammo with burst ability equipped and teleports around the map while using shadow step.

Victory condition[]

Defeat more hostile NPCs on the floor than Black Angel.

Failure condition[]

Escape from the map, Black Angle dies, or defeat less hostile NPCs than Black Angel.

Rewards[]

Platinum coins : 6 pieces

Rare treasure ball : 1 piece

If "Shut up slut" is chosen[]

That's a pity. See ya, kitty. Is what she'll say and ends the quest. There is no penalty for doing this in particular.

Putit Arena[]

This feature is implemented using Factions.

Why?[]

To let other characters besides younger sisters have more presence ingame while giving thrilling content to players when town quests at highest difficulty becomes cakewalk to complete.

Original idea for this comes from Slimopolis in "Dragon Quest VI".

Appearing condition[]

Talk to the master of pet arena and select "I want to register my putit. [Duel]".

Contents[]

In this special pet duel, only putit or its derivatives are qualified for entry.

Although your opponent will also be a putit or similar, their levels will increase the higher your pet arena rank is.

If player reaches the rank of "Arena champion", your next opponent will be against the "Champ".

Victory condition[]

Defeat the "Champ".

Rewards[]

The pet who is currently the champ will have their name recorded in the traits menu.

Factions[]

Shows which faith, guild, organization, alignment, and group a character belongs to. This feature is implemented by extending filter. function. Existing filters are treated as innate factions.

Fundamentally speaking, characters belonging to same factions will become allies and characters with differing factions as enemies.

By typing showfaction in console command you can check factions of all NPCs in the current area.

Why?[]

This feature is based on "Oscuro's Oblivion Overhaul", one of the mods for "The elder scrolls series 4 : Oblivion".

Factions allows for various features to be extended while keeping compatibility with omake.

I believe addition of factions will make Elona more interesting.

System[]

Changed how pierce works[]

Why?[]

Piercing, one of the most effective elements in keeping a weapon category unique, felt quite underwhelming because of how its calculation is originally handled by the game.

With this change, weapons with high piercing should now correctly reflect their effectiveness.

Before[]

Applies all of piercing percentage after calculating for damage reduction.

After[]

Applies half of piercing percentage before calculating for damage reduction.

Lowered Price of Indulgence[]

Huge discount sale is now in effect[]

Why?[]

If handing over just 5 potions of cure corruption can turn a most wanted criminal into a good Samaritan, there would be no one in their right mind willing to purchase an indulgence priced over 1 million gp. One could say this removes some degree of freedom from players due to a certain subquest.

This change returns freedom of choice back into players hands, allowing beginners and "roleplayers" to purchase indulgence at a more reasonable price.

Indulgence now sets PC's karma to 0[]

Why?[]

Although priced much more reasonably, effect of indulgence has been minimized.

These changes should allow sister to now hold a respectable job.

While holding down shift key to move, PC will no longer swap spots with unique NPCs[]

Why?[]

So NPCs placed as bouncers to keep players out of certain areas were not robbed of their role.

Enhanced cargo trading[]

With features in cargo trading having undergone many changes, in exchange for rogue encounters being more troublesome players can now expect to trade in bigger profits.

Why?[]

Ever since cargo trading became restrained in v1.22 of vanilla, this feature had unfortunately become much less impactful. Although omake slightly helped bring cargo trading back into business, this feature was still critically hindered.

With this change I hope to illustrate the tales of reaping enormous profits from trading while bandits are scuffling with teeth and nail to the prize.

Massively increased the price of trade goods[]

In addition number of cargo goods available for purchase increases with higher fame.

In exchange, with increasing cargo weight, speed in world map decreases through set weight intervals. Also it is no longer possible to trade after reading a scroll of return (all trade goods are destroyed upon returning).

New trade goods[]

Turnip[]

This is a newly added item. Unlike other cargo goods, it is a very special in that its price changes randomly depending on the day and not by place.

These can be bought from a trading store in Yowyn.

Changed how rogue encounters work[]

Encounter rate is now dependent on higher total cargo value rather than its weight.

Furthermore, when rogue boss is defeated fame gained has been greatly increased.

In exchange, increasing cart carry limit and traveling skill level will lower the chance of being ambushed by rogue encounters.

Now possible to individually swap menu icons[]

  • Drink: menu_0.bmp
  • Zap: menu_1.bmp
  • Eat: menu_2.bmp
  • Read/Journal: menu_3.bmp
  • Open: menu_4.bmp
  • Use: menu_5.bmp
  • Blend: menu_6.bmp
  • Examine: menu_7.bmp
  • Drop: menu_8.bmp
  • Information: menu_9.bmp
  • Equipment: menu_10.bmp
  • Trait: menu_11.bmp
  • Material: menu_12.bmp
  • Spell: menu_13.bmp
  • Skill: menu_14.bmp
  • Log: menu_15.bmp
  • Chat: menu_16.bmp
  • Throw: menu_18.bmp
  • Town Chart: menu_19.bmp
  • Town Information: menu_20.bmp
  • Town Law: menu_21.bmp
  • Greater spells: menu_22.bmp

Why?[]

To provide a more immersive experience for players.

Doing this also help with keeping compatibility when adding new menu icons.

Possible to individually swap hex icons[]

  • Holy Shield: buffIcon_1.bmp
  • Mist of Silence: buffIcon_2.bmp
  • Regeneration: buffIcon_3.bmp
  • Elemental Shield: buffIcon_4.bmp
  • Speed: buffIcon_5.bmp
  • Slow: buffIcon_6.bmp
  • Hero: buffIcon_7.bmp
  • Mist of Frailness: buffIcon_8.bmp
  • Elemental Scar: buffIcon_9.bmp
  • Holy Veil: buffIcon_10.bmp
  • Nightmare: buffIcon_11.bmp
  • Divine Wisdom: buffIcon_12.bmp
  • Punishment: buffIcon_13.bmp
  • Lulwy's Trick: buffIcon_14.bmp
  • Incognito: buffIcon_15.bmp
  • Word of Death: buffIcon_16.bmp
  • Boost: buffIcon_17.bmp
  • Contingency: buffIcon_18.bmp
  • Luck: buffIcon_19.bmp
  • Grow Strength: buffIcon_20.bmp
  • Grow Endurance: buffIcon_21.bmp
  • Grow Dexterity: buffIcon_22.bmp
  • Grow Perception: buffIcon_23.bmp
  • Grow Learning: buffIcon_24.bmp
  • Grow Will: buffIcon_25.bmp
  • Grow Magic: buffIcon_26.bmp
  • Grow Charisma: buffIcon_27.bmp
  • Grow Speed: buffIcon_28.bmp
  • Concentration: buffIcon_80.bmp
  • Harvest Festival: buffIcon_81.bmp
  • Kyrie Eleison: buffIcon_82.bmp
  • Opatos's Trick: buffIcon_83.bmp
  • Force Boost: buffIcon_84.bmp
  • Ehekatl School of Lesson: buffIcon_85.bmp
  • Lightning Strike: buffIcon_96.bmp
  • Mutate Deeper: buffIcon_97.bmp
  • Risky Dice
    • Stops time: buffIcon_86.bmp
    • Definitely gets a critical hit: buffIcon_87.bmp
    • Increases Luck by 777: buffIcon_88.bmp
    • Adds extra enchantment to dropped items when PC kills enemies: buffIcon_89.bmp
    • Greatly increases all attributes and skills: buffIcon_90.bmp
    • Decreases all attributes and skills into 1: buffIcon_91.bmp
    • Receive five times more damage: buffIcon_92.bmp
    • Unable to use spells, rods, and scrolls: buffIcon_93.bmp

Why?[]

To provide a more immersive experience for players.

Doing this also help with keeping compatibility when adding new status icons.

NPCs will now gossip about changed features in omake_overhaul[]

Why?[]

To help players grasp some of the many changes that has occurred in omake overhaul.

Set July 24 as Party Day where many bards will be spawned[]

It is one of the changes from omake_baby. They were imported for use in overhaul. Thanks. Note: omake_baby is one of the Elona variants derived from omake like overhaul.

Why?[]

So save scumming for Stradivarius becomes unnecessary by increasing the number of chances to obtain this item as it revives trauma and induces nightmare for many players trying for Stradivarius with its extremely low spawn rate.

Changed explanations of certain items to better fit their actual description[]

Descriptions for the items below has been changed. (Translator's Note: The following descriptions are so far probably changed for Japanese version only)

Gift
Love potion
Engagement ring
Engagement amulet
Decorative amulet
Katana

Description for the god below has been changed.

Opatos of Earth

Detailed description for the ether disease below has been changed.

Weak Arm

Name for the place below has been changed.

Dungeon

Dialogues for the quest below has been changed.

Ambitious scientist

The above are some of the changes found in omake_baby. They were imported for use in overhaul. Thanks.

Why?[]

So new players wouldn't be confused by the somewhat confusing and contradicting descriptions.

Made it impossible to convert altars in Truce Grounds[]

Why?[]

To prevent novice adventurers from accidentally taking over an altar while at the same time giving 'Truce Ground' a more fitting name.

Now possible to equip variety of ranged weapons in "hand" and "shoot" slots[]

While a ranged weapon is equipped in the "hand" slot, melee attack with said hand will shoot instead.

When wielding multiple ranged weapons hit chance penalty can be minimized with dual wield skill.

Only one throwing weapon can be equipped at any time in any of the "hand" slots.

Same ammo is used for "hand" and "shoot" slots.

However, please note the following ranged weapons below cannot be equipped in "hand" slots.

  • Short bow
  • Long bow
  • Skull bow

Furthermore, NPCs will have ranged weapons equipped in "hand" slot instead if said ranged weapon (e.g. pistol or shotgun) is more effective at close range.

Why?[]

There are several reasons for this.

  • To make it unnecessary in spending time switching weapons mid-battle.
  • To provide an immersive experience for "role players".
  • To give pistols a more active role with this change.

Maximum attribute or skill growth at once is now capped at double its current attribute or skill value[]

If this limit is surpassed its remaining values will be used to raise potential instead.

Why?[]

This is done to adjust balance for increased growth rate.

Food blessed by gods massively enhances growth rate of pets, allowing your favorite pets to become a viable partner till the end of ends. At the same time however this unfortunately steals unique characteristics certain monsters such as bats and golems have.

With this change, I believe this helps to keep unique characteristics of each and every characters.

If buff/debuff for NPC expires, message indicating this will now be displayed[]

Why?[]

Because applying buff/debuff to NPCs with spellmaking and such is now easier than ever. This is especially true with holy rain, as it would otherwise be impossible to know if the buff has expired without a display message. Therefore the change was added for these reasons.

If standing on top of a water tile at end of turn, will have wet status effect applied[]

This means characters will stay wet as long as they are on a water tile.

Also, if a character is inside a hot spring tile he/she will start recovering sanity.

Why?[]

To get rid of the rather odd tile behavior while at the same time providing more immersive experience. This change makes it unnecessary to move around in a hot spring tile to harness its effects.

When trading with adventurers, will now only trade just enough quantities to exchange for an item at its equivalent trade value[]

No longer do you have to sacrifice your entire item stack just to trade for an item you want. In exchange, you will not be able to trade if there is no more space in your inventory.

Why?[]

It was very inconvenient for many players to adjust their item stack every time trying to get the best value out of their trades.

If names of units/spells/classes/races are too long, the characters will be converted from full-width to half-width katakana (Translator note: Probably makes absolutely no difference in English)[]

Why?[]

To allow for more flexible naming system.

I hope to provide players a more immersive experience with this change.

Using special action "devour" now causes you to become insane[]

Why?[]

So as to not depreciate the usefulness of "decapitation" enchantment and scythes as part of adjusting game balance.

New mutations[]

Your stomach can digest anything[]

  • No longer goes insane when using "devour".
  • Can eat equipments and furnitures even if not raw.
    • However cannot eat custom items.
    • Fullness gained increases with higher material weight.
    • Damaged on eating a melee weapon.
    • Dimmed on eating a metal or harder material.
    • Ether disease progresses if ether material is eaten.
    • Confused on eating spirit cloth.
  • Can eat bones, eyes, and skin.
  • Can drink blood.
  • Increases damage received from starving.

This is a positive mutation which randomly occurs.

Why?[]

To introduce a new mutation as a test and as part of adjusting game balance to keep "devour" ability useful after the nerf.

Possible to read logs in Pet Arena[]

Why?[]

If speed of PC is significantly slower than the NPCs participating in the fight, grasping the flow of battle would be difficult if looking at the tiny ingame message window.

Possible to show animations of NPCs' attacks[]

Enabling "Attack animation" in "Extra Setting 2" will display attack animation of pets and all NPCs.

Why?[]

To provide a more immersive experience for players.

If PC's stamina is above a certain value, "Spry" status will be shown[]

This can be seen in the column where current status effects of the character is normally displayed.

Why?[]

It is for the sake of added convenience. This change allows players to properly manage stamina.

Possible to check number of PC deaths in journal[]

To provide a more immersive experience for players.

If no armors are worn, race specific PV/DV modifiers will be used instead[]

Race specific PV and DV of NPCs increases with higher character level. However, this only takes effect if no armors are worn.

Will also work for PC and pets as long as conditions are met.

Why?[]

To let NPCs properly show their strength using their race specific PV/DV modifier. This is also to adjust balance for the introduction of "monsters wearing powerful equipment".

With this change, combat effectiveness for enemies such as golems and bats can now be correctly evaluated.

Items[]

Ores can now have name modifiers attached similar to furnitures[]

Depending on its modifier value of ores will rapidly increase.

Modifier rank the ore spawns with depends on the level it is generated in.

Why?[]

Since effect of investing has become much more noticeable, more money is required to produce a visible effect.

This was the primary reason for the balance change.

Changed how scrolls of inferior/superior/change material works[]

Each scroll type should no longer overlap with a material it can change to.

Why?[]

There's a few reasons for this.

It was done to give the following scrolls below more spotlight which did not see much use from players besides those curious.

  • blessed scroll of inferior material
  • (not blessed) scroll of change material
  • blessed scroll of superior material

This change makes it unnecessary for many players to spend lots of time save scumming trying for a specific material.

Also, this was done to give early game materials a more useful and active role in the game.

Possible list of materials each scroll can change into are as follows:

scroll of inferior material[]

  • raw
  • paper
  • cloth
  • mica
  • leather
  • lead
  • bronze
  • iron

blessed scroll of inferior material[]

  • raw
  • scale
  • glass
  • crystal
  • chain
  • pearl
  • silver
  • steel

scroll of change material[]

  • raw
  • bone
  • silk
  • coral
  • obsidian
  • platinum
  • chrome
  • gold

blessed scroll of change material[]

  • raw
  • zylon
  • dawn cloth
  • titanium
  • mithril

scroll of superior material[]

  • raw
  • spirit cloth
  • griffon scale
  • diamond
  • emerald

blessed scroll of superior material[]

  • raw
  • dragon scale
  • rubynus
  • ether
  • adamantium

Changed effects of blessed cure mutation potion[]

Before[]

Cures 0 to 3 mutations regardless of whether they have positive or negative effect.

After[]

Cures 2 to 3 negative mutations.

Why?[]

So players don't need to spend painstaking amount of time save scumming.

Additional items[]

These items are implemented using the custom item function. Because of this, maximum amount of custom items that can be created has decreased.

If you believe these are unnecessary or wish to create more custom items, please delete the following files below found in 'user' folder.

  • rapier.item
  • wuqing.item (Used for turnips)
  • blacksmith hammer.item
  • artifacts fusion license.item

Why?[]

By setting a reasonable risk and return, I hope to being greater sense of accomplishment and fulfillment in Elona.

Possible to gain traits of monsters when their heart is eaten[]

These provide various benefits to the player.

Traits are removed upon death.

This feature is implemented using Factions.

Why?[]

To adjust for game balance since the way piercing works on every weapon has changed and martial arts has received a buff. At the same time I wanted to give items with no use a unique function of their own.

In addition PC can use shout as a special action. Conquering Tyris as a pure fighter should now be an easier task.

Slimes[]

Your body turns gelatinous! Decreases damage received from maces and martial arts.

Dragons[]

You absorb the dragon's soul! Unlocks "Raging Roar" as a special action. However, weakens "inflicts massive damage to dragons" enchantments.

Golems[]

The skin of your body hardens! Increases PV by 20. However, increases damage received from blunt weapons.

Changed price of potions depending on current their enhance value[]

For every enhance value increased by 1, price of potion increases by 50%.

Why?[]

To adjust potion balance since these are now sold from vendors and its effects become stronger with higher enhance values.

Besides, surely there's no shopkeepers nice enough to put enhanced potions for sale at the same price as their normal counterparts?

Changed how whistle works[]

Whistles may now fail to aggro an enemy to you.

Success rate decreases if enemy level is higher than player's level. Conversely, success rate increases with higher charisma.

Why?[]

Although NPC AIs have received improvements along with other various balance changes, besides cheer there was no other real use of charisma in battle.

Especially for NPCs, charisma was barely used so this change was added to have the attribute more impactful ingame.

Textbooks regarding various weapon skills will now appear[]

Why?[]

By themselves weapon skills are not too useful, but becomes more effective when paired with other skills.

For some reason shield and armor textbooks exists but there were none for weapons. Weird, eh?

Doubled expiration time for vegetables harvested on farm tiles[]

Why?[]

Besides using a cooler box which has tiny capacity, it was rather unhandy to keep food fresh as no other real way to do so exists.

With this change, I hope to give foods more presence ingame despite their eventual demise.

If enhanced love potion is used, karma will take a bigger hit the higher its enhanced value is[]

Why?[]

Effect of enhanced love potion was too strong which made the impression system in Elona rather meaningless. To make matters worse, enhanced love potions can be bought from the fence.

With this change, it should break the chains that once bound NPCs from making a freedom of choice to who they truly love.

When reading a scroll of gain attribute, can now choose which skill to receive from a list of 4 choices[]

Why?[]

So players don't need to spend painstaking amount of time save scumming.

Stacked items in storage house will now be able to display their own icon instead[]

In "Extra options 2" menu, "Normal" or "Symbols" can be chosen to display the way stacked items are shown in storage houses.

Why?[]

To make decorating in storage houses less necessary to help find the items you need while enabling players to use the property more like an actual storage house.

Changed damage calculation formula for enhanced weapons[]

Instead of using enhanced values to add to damage modifier, weapon skill levels are raised when attacking.

Formula for enhanced armors are left as is.

Why?[]

This was done to address an odd issue where very strong enemies are often more damaging when fighting without weapons. At the same time players who can easily complete the most difficult town quests should now have a more exciting time battling monsters.

In addition it was to balance out lightsabres which would become the strongest weapon class given enough upgrades. It is also to allow other equipments with high dice faces or damage modifiers to become viable endgame weapons.

Can now swap sound effects[]

In 'sound' folder please place the files similar to the format below.

machine0.wav Machine guns shot0.wav Shot guns long_sword0.wav Long swords short_sword0.wav Short swords axe0.wav Axes blunt0.wav Blunts polearm0.wav Polearms stave0.wav Staves scythe0.wav Scythes crossbow0.wav Crossbows

Why?[]

To provide players with more immersive experience.

Skull bow hit bonus modifier now increases with better item quality[]

Why?[]

Due to their extremely low hit chance, few players would ever use them besides those curious.

I hope this change makes skull bows a much more appealing weapon to use.

Slightly buffed "dragon scale" material[]

Why?[]

As a material, its stats were very jack of trades with high values overall but none that are extremely high. Therefore, it was shunned by most players except for those curious.

This change should make dragon scale a more appealing option to use.

Weapons[]

No real special changes except weapons of this material should be easier to use due to high hit chance and damage modifier.

Armors[]

Along with high PV and DV, it comes with increased resistances to fire and cold making it very useful in your adventures.

Staves and long staffs are now sold at magic shops[]

Why?[]

Why else shouldn't magic shops sell magical items?

Slightly buffed "mithril" material[]

Why?[]

Mithril had weak stats all across the board and therefore did not see much use by players besides those curious.

With this change, mithril gains valuable resistance against magic. It is sure to be extremely useful against enemy spellcasters such as Zeome.

Weapons[]

Adds resistance to magic.

Armors[]

Swapped PV with DV values and adds magic resistance.

Changed how weapons with "it is alive" enchantment works[]

  • Removed "bonus +1" option from the list since enhance value will always increase with every level.
  • Increased number of available choices from 3 to 8.
  • Damage received from "it sucks blood of the wielder." enchantment now adds to the weapons experience.
  • Enchants that does not receive additional benefits with higher power such as "it maintains XXX." or "it negates the effect of XXX." will not be listed twice.
  • Weapon experience gained now depends on damage dealt instead of the level of defeated character.

In addition, two new living weapon types has been added.

  • Justice weapon
  • Evil weapon
Why?[]

Due to living weapons taking forever to raise along with increasing risk of obtaining bloodsucking on every level, its growth had to be immaculately planned to bring it to its true potential.

With this change, living weapons should be a lot less fussy about their appetite and become a lot more reliable while adventuring.

Justice weapon[]
Appearing condition[]

Has a low chance to generate on weapons with godly or higher quality.

However, vendors will not sell living weapons which contains justice weapon attribute.

Naming scheme[]

"justice" will be prefixed to the weapons name. For example, "justice" attribute on a halberd will become "justice halberd" (or "justice steel halberd" if the name allows).

Features[]
  • It is blessed and cannot be cursed by any means.
  • Does not gain experience by defeating enemies.
  • It instead gains experience by earning fame.
  • Will not add "it sucks blood of the wielder." enchantment upon leveling up.
  • When doing actions which normally reduces karma, will lower enhance value and strength of enchantments (Feat gained from secret treasure of the wicked will not prevent this).
  • If alignment of the user is not good, weapon experience will return to 0% when karma is lowered as a result of player's action.
  • Grows quickly.
  • Cannot grow further than the level of its user.

Translator's notes: The author of overhaul says "It grows quickly", but it is a bit wrong. Normally, justice weapons grows very slowly.

Evil weapons[]
Conditions[]

Has a low chance to generate on weapons with godly or higher quality.

However, vendors will not sell living weapons which contains evil weapon attribute.

Naming scheme[]

"evil" will be prefixed to the weapons name. For example, "evil" attribute on a halberd will become "evil halberd" (or "evil steel halberd" if the name allows).

Features[]
  • It is doomed and cannot be blessed by any means.
  • Disintegrates when uncursed.
  • From the start comes with "it sucks blood of the wielder." enchantment.
  • Grows quickly (if the user's alignment is evil, grows even faster).
  • Easier to obtain more powerful enchantments.

Each weapon now deals more damage to specific enemies[]

For specific characters piercing rate is increased by 20%.

On the other hand, piercing rate is now decreased by 20% for specific characters. If piercing rate goes into the negatives, damage equal to the value of percentage in the negatives will be nullified.

Why?[]

Because most weapons felt too similar to each other besides their weight and effective range.

It is sure to bring bring more tension and sense of accomplishment when knowing which enemy your favorite weapon is effective or ineffective against.

However, the effect is tuned to avoid being too over the top. If set too high, there may be some monsters that cannot be damaged except by a weapon its weak against which in turn breaks game balance.

Firearms[]

It is ineffective against undeads.

Throwing[]

It is effective against floating enemies.

Polearms[]

It is effective against enemies slower than you. It is ineffective against enemies faster than you.

Axes[]

It is effective against enemies without any armor.

Maces[]

It is effective against enemies wearing heavy armor. It is effective against hermit crabs. It is effective against golems. It is ineffective against slimes.

Martial Arts[]

It is ineffective against slimes.

Bows[]

It is effective against enemies without a ranged weapon.

Living weapons can now speak with ctalk setting[]

Place ctalkweapon_{weapon name}.txt inside user\talk folder. When wielding you will be able to listen in to their chatter and idle complaints.

Available choices of dialogues are as follows:

  • %txtCalm,EN
  • %txtAggro,EN
  • %txtDead,EN
  • %txtKilled,EN
  • %txtswarm,EN
    • Translator's notes: be careful that "swarm"'s "s" is a lowercase.
Why?[]

To provide a more immersive experience for "role players".

Able to better correctly see enchantment strength in detailed description window[]

Replaced the extremely ambiguous notation '#####+' with another system where if enchantment strength is '######' (6 number signs) it will be shortened to '+' instead. Note that values over 6 characters will not properly be displayed.

For example, if enchantment power is equal to '#################', you will see '++####' instead.

Also, strength of "it occasionally stops time." enchantment should now behave correctly.

Translator's notes: the number of number signs # means the turns of the time stop.

Why?[]

To correct inaccurate and rather confusing description while providing more immersive experience for players.

Price of equipments now increases based on their current enhance value[]

For every increase in enhance value, price of weapons increases by 50% while armors increases by 20%.

Why?[]

Surely there's no shopkeepers nice enough to put enhanced equipments for sale at the same price as their normal counterparts?

Changed short bows to use tactics skill instead[]

Why?[]

Few players would ever use the weapon due to rather lackluster stats of short bows. With this change, short bows should be able to serve a new role as a secondary weapon for pure close range combatant.

All equipments comes with enhanced values based on their current floor generation level[]

This does not apply to items sold in shops and unique artifacts however.

Why?[]

This was done for the following reasons below:

  • To give players more confidence in finding decent treasures while traversing through Nefia.
  • To give great quality or lower equipments without strong enchantments another reason to be used by players.
  • To make it possible to obtain highly enhanced equipments without relying on Smith skill.

With this change, I hope to bring back the love of adventuring in Nefia which was long lost.

Reloading ammo at blacksmiths will also reload pets' ammo[]

Why?[]

It was very inconvenient to have to de/re-equip ammo from your pets every time just to reload their special ammo.

Combined with this change and improved AI, gunner pets should now prove to be very useful in overhaul.

Furniture[]

Bathtub restores PC's charisma on use(t)[]

Also, if PC "does it" with another character in a bathtub, charisma of both characters are restored.

Only bathtubs freshly generated in omake_overhaul can be used(t).

Why?[]

To give items which previously had no use some utility.

Can now store items in storage type furnitures[]

Similar to refrigerators, these furnitures can only be used in your home where its contents and storage space are shared with furnitures of same type.

Only furnitures freshly generated in omake_overhaul can store items.

Translator's notes: that means your furniture created in vanilla or omake cannot hold any items.

You can update all furnitures in the current area to give storage capability by typing in the console command, containerize.

Furnitures created using custom item feature cannot hold any items.

Why?[]

To give items which previously had no use some utility.

large bookshelf[]

Can store up to 15 books.

craft book shelf/bookshelf/old bookshelf[]

Can store up to 8 books.

king drawer/luxury drawer/craft rack/chest of clothes[]

Can store up to 8 clothes and robes.

show case of bread[]

Can store up to 5 pieces of bread.

rack of potions[]

Can store up to 4 potions.

cabinet[]

Can store up to 15 bottles of alcohol.

luxury cabinet[]

Can store up to 20 bottles of alcohol.

Skills[]

Changed how each equipment works[]

Depending on armor type worn, deals more damage[]

  • Light Armor: no bonus
  • Medium Armor: +10%
  • Heavy Armor: +20%

This change also applies to NPCs. However they receive only 1/3 of the bonus in comparison to the PC.

Why?[]

With speed penalty changes added, there was a need to counterbalance these negatives on heavier armors. Besides, shouldn't someone with hefty weight put greater force behind their attacks?

Will very rarely decrease damage received[]

Chance of this happening increases with higher armor skill of the respective armor type worn.

The change also applies to NPCs. However the chance for this to happen is slightly lower in comparison to the PC.

Why?[]

With speed penalty changes added, there was a need to counterbalance these negatives on heavier armors.

This effect also applies to damage received from magic, making the combination incredibly powerful.

Light Armor[]

Does not occur on this armor type.

Medium Armor[]

{character} block{s} the attack! Halves damage received.

If damage received is equal to or greater than the current HP, character will hang on with 1 HP remaining.

Heavy Armor[]

The attack glances off your armor! Nullifies damage received.

Speed penalties are now applied when wearing heavier armors[]

The change also applies to NPCs. However they receive only 1/3 of the penalty in comparison to the PC.

Why?[]

To further differentiate between weight tier of each equipment. Besides, wouldn't it be harder to move around in a full suit of heavy armor?

Also, even though there are many options to compensate for having slow speed most players simply chooses to ride. This change hopefully gives players more reason to explore other options.

For example, you can quaff potion of speed (which can be further enhanced with alchemy or investing), use Lulwy's trick, cast Speed (which is buffed in overhaul), or use other options available to the players.

With this change, PCs wearing light armor will be able to move around nimbly while casting spells in succession (meaning spell levels will comparatively level faster), resulting in consecutive attacks and making the term "The best defense is offense" into a reality.

Light Armor[]

No penalty applied.

Medium Armor[]

Reduces speed by -15%.

Increase in medium armor skill level decreases the speed penalty received. At least -5% speed penalty will be applied.

If medium armor skill is at 50 or more, the lowest possible penalty (-5%) will be applied.

Heavy Armor[]

Reduces speed by -30%.

Increase in heavy armor skill level decreases the speed penalty received. At least -10% speed penalty will be applied.

If heavy armor skill is at 50 or more, the lowest possible penalty (-10%) will be applied.

Riding[]

While riding, PC still receives speed penalty when wearing medium or heavy armor. However, riding skill will be used instead of its respective armor skills to decrease speed penalty received.

If pet being ridden has weight lifting skill of 50 or more, the lowest possible penalty will be applied.

Stamina penalty is now applied when wearing heavy armor[]

Why?[]

To further differentiate between medium and heavy armor.

However, the penalty was kept at a minimum (about 1 or 2 less special actions at full stamina). In Elona, there's very little means to increase maximum stamina despite high stamina usage of certain special actions (which is where the penalty function comes into play).

Light Armor[]

No penalty applied.

Medium Armor[]

No penalty applied.

Heavy Armor[]

Reduces stamina by -15%.

Increase in heavy armor skill level decreases the stamina penalty received. At least -5% stamina penalty will be applied.

If heavy armor skill is at 50 or more, the lowest possible penalty (-5%) will be applied.

In NPCs case, there is a 5% chance they will fail their special action.

Changed how well enemies can detect characters[]

However, it does not change the noise made when attacking. Instead, chances of being detected by an enemy decreases based on distance and "stealth skill".

Why?[]

I wanted to implement an "AI search routine" which makes a lot of sense to have as part of the ingame function. Besides, wouldn't walking around in heavy armor make a lot of noise due to the materials used and the way its made?

Light Armor[]

Compared to vanilla, becomes much less likely to be detected by enemies.

Medium Armor[]

Compared to vanilla, becomes less likely to be detected by enemies.

Heavy Armor[]

Uses the same formula as vanilla.

Made effects of investing much more noticeable[]

Why?[]

So players don't have to spend painstaking amount of time save scumming.

Blacksmith[]

Increases quality of items sold.

Also increases chance for rare items including seven league boots, lightsabre, kitchen knife, and skull bow to appear.

At 1000 shop rank, great quality goods will be frequently stocked. At 2000, rare items such as seven league boots will almost always be stocked and miracle quality items become a common sight.

General vendor[]

Increases quality of mantle and ammo sold.

Also increases chance for rare items including Vindale cloak, monster balls, and sand bags to appear.

At 1000 shop rank, great quality mantles will be frequently stocked. At 2000, rare items such as Vindale cloak will almost always be stocked along with miracle quality mantles and ammo becoming a common sight.

Magic vendor[]

Increases quality of staves and long staffs sold.

Also increases chance for rare items including scroll of flying, scroll of inferior, potion of potential, and potion of evolution to appear.

In addition, enhanced potions will start being stocked.

At 500 shop rank, +20 potions becomes more commonly stocked. At 1000, rare items such as scroll of flying will almost always be stocked along with miracle quality staves and long staffs becoming a common sight.

Goods vendor[]

Increases quality of items along with rank of cooked food sold.

At 1000 shop rank, great quality goods will be frequently stocked. At 2000, luxurious meals of highest quality will almost always be stocked along with miracle quality equipments such as mantles and ammo becoming a common sight.

Blackmarket vendor[]

Increases quality of items sold.

At 10000 shop rank, great quality goods will be frequently stocked along with miracle quality items becoming a common sight.

Baker[]

Increases rank of food along with number of lower ranked food sold.

At 25 shop rank, flour and raw noodles will always be stocked. At 500, best meals available in all of Ylva will be served here.

Food vendor[]

Increases rank of food along with number of lower ranked food sold.

In addition, increases chance for herbs which are a rare item to be sold.

At 25 shop rank, flour and raw noodles will always be stocked. At 500, best meals available in all of Ylva will be served here. At 2000, herbs being stocked on the shelves will become a common sight.

Traveling and guest merchants[]

Increases quality of items sold.

Shop of the crooked[]

Increases quality of accessories sold.

In addition, increases chance for speed rings which are a rare item to be sold.

At 1000 shop rank, great quality goods will be frequently stocked. At 2000, speed rings will almost always be stocked and miracle quality items becomes a common sight.

Fence[]

Stronger enhanced potions will start being sold.

At 500 shop rank, +20 potions becomes more commonly stocked.

Chance of invoking enchantments (such as it invokes XXX) increases with higher magic device skill[]

This however does not apply to invokes which already has high chance rate. Maximum chance to trigger is capped at 50%.

Along with this change, every invoke slightly increases experience gained to magic device skill.

Why?[]

Compared to other enchantments "It invokes grenade" has a very high chance to occur, making "it invokes XXX" enchantments seem a lot less useful.

This change allows other invoke enchantments to reliably occur more often.

Chance of being ambushed significantly decreases with higher traveling skill[]

However, this change does not apply to assassins during escort quest.

Why?[]

Many players would avoid this skill as it increases character levels faster, which in turn brings additional dangers, wasting more of players time.

Also due to the changes made in trading, hauling cargo has become a lot more dangerous.

With this change, traveling becomes a much more valuable skill to have.

Changed detection skill to be slightly more useful[]

Why?[]

Because of its rather lackluster effect, few players would ever bother to learn detection skill.

With this change, detection should now provide more utility.

Automatically detects objects[]

If PC has detection skill, when entering a new Nefia or floor for the first time they will sometimes spot objects in the current area.

Chance of occurring and its efficacy increases with higher levels of detection and perception.

Detect nearby enemies by [s]earching[]

If PC has detection skill, they will be able to detect the direction and distance of nearby NPCs using their senses.

Distance they can perceive up to increases with higher detection skill.

Smithing[]

Smithing allows you to create and upgrade equipments while training constitution.

Why?[]

There are a couple reasons. First, to give items which previously had no use some utility. In addition, to allow players to create weapons with a powerful enchantment of their choice without having to spend painstaking amount of time save scumming. Finally, to keep random artifacts still useful against static artifacts where some have inadvertently received buffs from mithril changes.

Blacksmith hammer[]

It is an added item. These are rarely caught by fishing (rank of bait doesn't matter) and can sometimes be found at general or goods stores.

Using (t) the hammer starts all smithing related actions.

Leveling up hammers[]

Hammer gains experience on every use. The more difficult a forging is, more experience the hammer receives.

As it gains experience and levels, so too does its ability to do more.

After a certain level has been reached, name of the hammer changes to reflect its current rank. It obtains the following ranks below.

  1. Novice Hammer
  2. Apprentice Hammer
  3. Journeyman Hammer
  4. Expert Hammer
  5. Master Hammer
Repairing weapons and armors[]

By using (t) hammer on weapons or armors, some negative enhance values can be removed.

Creating weapons and armors[]

Along with an anvil, for creating weapons a furnace is required and for armors a furnace is required to be present on the current map. (Translator's Note: In Japanese version the 'furnaces' actually have 2 different words but in vanilla English both items are labeled as furnace and can only be told apart by their icons)

Using (t) hammer, you can create weapons by combining broken sword with either ore, skin of dragon, or Vanilla Rock. For creating armors any skin can be used. Players can choose the type of weapon or armor to create.

However, there is a chance for smithing to fail, destroying the item used in process. Chance of failing decreases with higher hammer ranks and PC's constitution and increases when using ingredients of lower value.

Quality of created weapon or armor increases with higher hammer level and using more expensive ingredient. Godly quality items cannot be created, however.

In rare occasions, time taken to create an equipment may be prolonged. If this occurs and quality of creation is higher than great, there is a small chance it either becomes a superior equipment or a masterpiece instead. Chance of occurring increases the longer it takes to create an equipment.

If miracle quality weapon or armor is created, you can select the name of your creation similar to how a name of scroll works.

Superior equipment[]

Strengthens power of enchantments.

In addition, on its detailed information window it will display "It is created by (PC's name)".

Masterwork[]

Greatly strengthens power of enchantments.

In addition, on its detailed information window it will display "It is created by (PC's name)".

Upgrading weapons and armors[]

This is only possible with a Journeyman hammer or above. An anvil must also be present in the current map.

Using (t) hammer, equipments can be enhanced in similar fashion to reading scrolls of enchant weapon or armor.

Maximum enhance value limit increases with higher hammer rank.

Random artifacts fusion[]

This is only possible with a Journeyman hammer or above. An anvil and furnace must also be present in the current map.

By using (t) the hammer and choosing an artifact fusion license with two random artifacts, you can fuse both random artifacts together.

During the fuse process, one artifact selected as a base can obtain an enchantment from another artifact selected for extraction.

There are some limitations to this however.

  • Only enchantments marked as inheritable can be added.
  • Power of enchantments are added one # at a time.
  • Will not add enchantments hammer cannot fuse.
  • When fusing, will not add an enchantment if its strength exceeds a certain value.
  • Living weapons cannot be chosen as either the base or an extract.

As hammer increases in rank, it can fuse more types of enchantments.

Journeyman:

  • increases your XXX
  • grants your resistance to XXX
  • improves your XXX skill
  • maintains your XXX
  • deals XXX damage
  • can be loaded with XXX ammo
  • causes random teleport
  • prevents you from teleporting
  • negates the effect of XXX
  • negates the effect of being stranded by bad weather
  • floats you
  • allows you to see invisible creatures
  • sucks blood of the wielder
  • disturbs your growth
  • attracts monsters
  • prevents aliens from entering your body
  • decreases physical damage you take
  • catches signals from God
  • inflicts massive damage to dragons
  • inflicts massive damage to undeads
  • reveals religion
  • inflicts massive damage to Gods

Expert:

  • speeds up your travel progress
  • protects you from Etherwind
  • protects you from mutation
  • increases the chance of extra melee attack
  • increases the chance of extra ranged attack
  • deals cut damage to the attacker
  • diminishes bleeding

Master:

  • invokes XXX
  • absorbs stamina from an enemy
  • brings an end
  • absorbs MP from an enemy
  • gives you a chance to throw an absolute piercing attack
  • occasionally stops time
  • protects you from thieves
  • allows you to digest rotten food
  • protects you from cursing words
  • increases your chance to deliver critical hits
  • sometimes nullifies damage you take
  • enhances your spells

Maximum allowable limit of enchantment strength that can be fused increases with higher hammer level.

When receiving training from guild trainers, they will no longer ask for confirmation[]

You can now continuously train skills without being badgered by trainers if this is truly the life changing decision you want to take.

Why?[]

To let skills be trained faster while adding immersive experience for players.

Increased experience gain for skills if successful on higher difficulty[]

Why?[]

To make it unnecessary to grind boring tasks over and over again which slowly over time induces insanity on most players.

I believe this change corrects unfair ingame behaviors while rewarding players and at the same time giving a sense of accomplishment for producing difficult items and challenging dangerous enemies.

Evasion/Greater Evasion[]

Massively increased experience gain when attacker's attack skill is higher than the defender's evade skill.

Weight Lifting[]

Further increases experience gain the more severe player's burden status is.

Literacy[]

Increased experience gain when reading more difficult spellbooks.

Gene Engineering[]

Increased experience gain when high leveled character is sacrificed for gene engineering.

However, this change does not apply to splitting creatures.

Lock Picking[]

Increased experience gain when attempting locked doors and chests of high difficulty.

Dual Wield[]

Massively increased experience gain when defender's evade skill is higher than the attacker's dual wield skill.

Two Hand[]

Massively increased experience gain when defender's evade skill is higher than the attacker's two hand skill.

Riding[]

Massively increased experience gain when defender's evade skill is higher than the attacker's riding skill.

Eye of Mind/Tactics/Marksman[]

Massively increased experience gain when defender's PV and damage is higher.

Carpentry/Tailoring/Alchemy/Jeweler[]

Increased experience gain when rarer materials are consumed in process.

Fishing[]

Increased experience gain when higher rank fish are fished.

This change does not apply to fished out junk items.

Long Sword/Short Sword/Axe/Blunt/Polearm/Stave/Martial Arts/Scythe/Bow/Crossbow/Firearm/Throwing[]

Massively increased experience gain when defender's evade skill is higher than the attacker's weapon skill.

Shield[]

Massively increased experience gain when receiving more damage.

Light/Medium/Heavy Armor[]

Massively increased experience gain when receiving more damage.

These skills also slightly gains experience over time.

Changed how stealth skill works[]

Why?[]

Due to its rather lackluster effect, few players would ever bother to specifically train stealth skill.

With this change, players should find the stealth skill to be more useful.

Made its effects more apparent[]

If skill level is high enough, enemies should not be able to notice the player is taking a stroll right beside them.

In exchange, players will be more easily noticed depending on the "armor type used" and from the noise made when attacking.

PC makes less noise when stealing[]

Higher skill level decreases chance of waking up sleeping NPCs around the area, thereby increasing stealing success rate.

Also, stealth skill will gain experience upon successfully stealing.

Spells[]

Categorized spells as "Spell" and "Greater Spell"[]

Spells categorized under greater spells are as follows.

  • Crystal spear
  • Evolution
  • Magical Storm
  • Domination
  • Wish
  • Wizard's Harvest
  • Meteor
  • Healing of Jure

The default shortcut key to cast greater spells is V. However, you can copy paste the line below

key_cast_ancient.	"V"

into omake_config.txt and change V to whichever shortcut key as wished.

Why?[]

This change "removes casting success rate cap and lessens casting penalty", both of which are used to differentiate between normal and greater spells.

Removed casting success rate cap and lessens casting penalty[]

However, greater spells will still keep casting success cap and penalties just as before. This is to avoid drama between a fighter that dabbles in cantrips being much stronger than a wizard who has devoted one's life in mastering the art of magic.

Why?[]

To adjust game balance after factoring in speed penalty changes. Besides, a warrior wizard should also be able to fight with their sword. However, casting greater spells should only be reserved for pure wizards.

Replaced Mutation spell with Evolution[]

It has the same effect as a potion of evolution.

Casting difficulty rises as spell level increases.

Why?[]

Due to its rather lackluster effect, there was little reason to cast mutation besides those curious.

This change saves the one spell slot which likely never saw the light of day.

Increased maximum limit of spellbook charges[]

This change excludes spellbooks for greater spells however.

Why?[]

Due to the blinding speed spellbooks are read at, it wasn't really possible to fill these with additional charges midway.

It is the reason for this particular balance change.

Changed Cure of Jure's effect to also heal allies in surrounding area[]

Why?[]

Due to its rather inefficient cost, Cure of Eris replaced Cure of Jure in many situations.

With this change, Cure of Jure becomes an indispensable tool in party play as a precious area of effect healing spell. Players should find Cure of Jure to be much more useful with this change.

Buffed Speed spell[]

Its calculation formula becomes the same as vanilla 1.16.

However, its effect is capped to 4 times the character's base speed.

Why?[]

This is done to adjust balance. It is to provide balance for speed penalties obtained when using medium and heavy armor weight class.

Potion of speed also receives a similar buff as well.

Made it very slightly easier to cast Wish depending on its level[]

Why?[]

This is because casting Wizard's Harvest and getting a rod of wish to drop was a much safer route than casting Wish and having it fail right in front of your character's face.

With this change, I believe Wish spell will see more frequent use.

Custom spell (Spellmaking)[]

All custom spells are categorized as greater spells. Also, the effect of "enhances you spells" enchantment will have no effect on custom spells.

Why?[]

To allow wizards to conquer Tyris without having to rely on "enhances your spells" enchantment. This is also done to give a more immersive experience for "role players".

Although the original idea for this comes from "The elder scrolls series 4 : Oblivion", some changes has been made for the sake of balance. This is because Spellmaking modeled after "The elder scrolls series 4: Oblivion" has incredible flexibility which at times can massively break game balance.

The purpose of having Spellmaking in omake_overhaul is so it can be substituted against "enhances your spells" enchantment while not putting Vanilla spells out of the spotlight. In exchange, MP cost of custom spells are exceedingly high and is up to the player if they wish minimize MP cost by applying limitations when it is created.

Requirements[]

Complete the "quest assigned by mage guildmaster".

Amount of custom spells available for creation is equal to how many times you have completed the quest.

"You don't have enough MP."[]

Custom spell will not be created if MP consumption is twice bigger than PC's maximum MP.

Effects[]

Players can choose what effect the spell will have as long as a spell with that particular effect has first been learned.

MP consumption will vary depending on its chosen effect.

Power[]

A number between 1 to 100 can be chosen.

On numpad, pressing 1 or 3 increases or decreases the value by 10. Pressing 7 or 9 increases or decreases the value by 100.

Custom spells with higher power will consume more MP.

Types[]

If destruction spell effect is desired, following types below can be chosen.

  • Arrow
  • Bolt
  • Ball
  • Meteor

Otherwise, you can choose from the following types below.

  • Self
  • Adjacent target
  • Choose target
  • Area

In either case, if one or more of the above magic types has not been learned, that type cannot be selected.

MP consumption will vary depending on its type.

Elements[]

Elements can only be chosen if destruction spell effect is selected.

Only elements of the spells that has already been learned beforehand can be chosen.

MP consumption will vary depending on the element.

Limitations[]

Limitations can be added to custom spells. Although limitations makes spells more difficult to use, adding them lowers MP and stock consumption. Having more severe limitations decreases MP and stock consumed, but decreases chance to successfully cast at the same time.

Up to 3 limitations can be selected from the list below. If multiple limitations are selected, all limitation conditions must be fulfilled before it can be casted.

  • Time
    • Daytime
    • Nighttime
  • Weather
    • Rain
    • Hard rain
    • Sunny
    • Snow
  • Calendar
    • January
    • February
    • March
    • April
    • May
    • June
    • July
    • August
    • September
    • October
    • November
    • December
  • Consume pets MP
  • Consume faith
  • Consume HP
  • Consume SP
  • Consume turns
  • Bleed after cast
  • Silence after cast
  • Unsteady after cast
  • Place
    • Indoor
    • Outdoor
  • Paralyze after cast
  • Dim after cast

Penalties from limitations becomes stronger as power of custom spell increases. In other words, consumption from a limitation increases and status effects earned more harsh.

"You cannot cast now"[]

If custom spells are made with limitations, they cannot be cast until all conditions are resolved.

Furthermore, if limitations consume pets MP, faith, or something else but is insufficient, then player will not be able to cast.

Stock[]

When sleeping, player will receive spell stock enough to cast at least once.

Number of stocks gained per sleep increases with higher PC's meditation skill.

Sealing custom spells[]

Custom spells can be sealed (deleted) by talking to Revius the mage guildmaster.

Sealed spells cannot be used again.

Changed Regeneration effect[]

  • Increases natural healing rate instead of amount healed.
  • Increases amount of stamina naturally healed.

Why?[]

Regeneration was mostly ignored since its recovery was too small to be noticeable when other healing spells did that job just perfectly fine.

With this change, Regeneration should fit in its intended role much better and give a new chance to prove its worth.

Fire Wall/Web/Acid Ground/Mist of Darkness will now always have an effect at the tile its casted at[]

Why?[]

Before these spells were very inconvenient to cast as they would more often than not be cast around the area even though its important these are casted directly at its intended tile. Because of the limited utility they provided, it saw very little use from players.

With this change, these spells should prove to be much more useful than before.

Identify with high spell power now identifies all similar items belonging to the same category[]

Why?[]

Since raking in gold pieces has become easier it has become much easier to rely on the town wizard to identify your items. On the other hand, this meant Identify spell would see even less use than before due to its relatively poor cost performance.

With this change, Identify spell should see more use from players.

Nefia[]

New Special Nefias[]

Calm[]

All floors in this Nefia also spawns neutral or friendly NPCs.

A calm fort or dungeon would be a paradise for novice adventurers.

Why?[]

This is to help with tough battles in early stages of the game.

Purgatory[]

Map of this Nefia has an appearance similar to the after effects of "it brings an end".

No Etherwind will be blowing on entry however.

This Nefia will not appear if the 1st floor is 100th level or lower.

Why?[]

For players wanting to experience thrill of combat again when monsters like Yiths can be easily slayed without a second thought. Hordes of dragons with name modifiers are waiting for your arrival to get this party started.

Clear reward[]

One artifact fusion license

Artifact fusion license[]

This is a newly added item. It is used with smithing to combine random artifacts.

Illusion[]

This Nefia spawns copies of PC and their pets. Levels of the copies will match current depth of the dungeon floor.

Although the boss will be a copy of PC, it always come equipped with a godly weapon (will change to the most suitable weapon based on PC's highest base weapon and casting skill).

This Nefia will not appear if the 1st floor is under 20th level or lower and is not a forest type.

Why?[]

No matter how strong you become, a challenging enemy is always there, awaiting your arrival. Yes, its yourself. From a lowly novice adventurer to the conqueror of Tyris, they are sure to bring a thrilling battle of equal skill. This copy has been modified to imitate your favorite tactics. At the receiving end, you will be able to get a taste of how monsters on your adventures felt.

There is another reason. Based on certain play styles you may never see %txtDead,EN line for CNPCs or certain custom lines and this brings up a good chance to see them.

Clear reward[]

Godly artifact held by the boss (if highest weapon skill is martial arts a shield will dropped instead) 1 piece

Maneater[]

Monsters here will be spawned at 3 times its appropriate Nefia level. Most will also appear with name modifiers.

Many equipments long lost by past adventurers can be found littered across floors. Similarly to monsters, these items are also spawned at 3 times its appropriate Nefia level. In other words, these items are very powerful.

This Nefia will not appear if the 1st floor is 50th level or lower.

Why?[]

It is for players wanting to experience more tension and sense of accomplishment when normal Nefias have become too easy to clear.

In addition, it is done to increase the spawn rate of ores with name modifiers. Compared to save scumming in front of the general store, players should find that gathering them here a lot more thrilling and welcoming.

Clear reward[]

Bejeweled chest Spawned at 3 times its generation level.

Zealot[]

NPCs following the same god will become allies, while those differing heretics will become enemies. Pets will not turn hostile, however.

Most NPCs found here are humans. NPCs which normally don't spawn in Nefias such as villagers and cleaners will spawn in this Nefia.

Furthermore, altars can frequently be found here. Although taking over these is possible, you have a feeling that something terrible will happen. Let's leave them as is, shall we.

Boss will always be a god pet. This god pet will follow their respective god and appears with their faith maxed out.

This Nefia will only appear in towers.

Why?[]

To increase the chance of altars for custom gods to appear which are required to be initiated into their faith.

In addition, depending on certain play styles players may not have a chance to come across certain god pets and so wished to give them a spotlight where they can show their abilities.

(Type)[]

In this Nefia only certain type of monster will appear. Since this Nefia does not appear with its name modifier like other special Nefias, it would be impossible to tell the difference until it has been entered.

As its spawn rate is high, most random Nefias are likely to become this.

This feature is implemented using Factions.

Why?[]

This feature is based on "Oscuro's Oblivion Overhaul", one of the mods for "The elder scrolls series 4 : Oblivion".

Originally, this special Nefia was intended to be more exciting while attempting to keep the rules dead simple. However, attempting to fulfill either one of these conditions would have made the special Nefia too difficult.

So it was then an even simpler objective was added: "allow freedom of pacing while adventuring". From this, players will be able to search at their own leisure or test their skills in Nefias. It can either offer itself as a haven for novice adventurers or bring fearsome battles to the death with some of the strongest Tyris has to offer.

Putit Nest[]

This Nefia will only spawn putit type monsters.

All putits including their derivatives in this Nefia will appear at low levels.

This Nefia will not appear if the 1st floor is over 20th level.

Character chips for various putit monsters are used from the following authors below.

  • だったん氏
  • ヴキョ氏
  • エル兄氏
  • アーヴィ氏
  • ナスボタル氏
  • あるなとーと氏
Why?[]

There are several reasons for this.

  • To help with early game.
  • To have fun painting the Nefia in bright colors while adventuring.
  • Weak and small, putits are pretty much the game's mascot and this was a way of giving them a place to have their own spotlight.

Mysterious[]

This Nefia contains equipments with elements and powerful enchantments appropriate to its floor level.

It also has other special features in the following below:

  • Every floor is newly generated.
  • Cannot climb floors until boss is defeated.
  • Cannot return or escape.
  • Autosaves every floor.
  • Forcibly crawl up on death.

This Nefia will not appear if the 1st floor is 50th level or lower.

Why?[]

To provide players an additional layer of excitement. Also, to make it easier to find decent equipments for all of your pets.

Anomalous[]

In this Nefia ether disease progresses faster. Higher floor levels will result in faster disease progression.

Many monsters similar to those encountered while traveling in etherwind will spawn in this Nefia.

This Nefia will not appear if the 1st floor is 50th level or lower and is not a forest type.

Why?[]

It is for players looking to seek new excitement when town quests of highest difficulty becomes too easy. Its also to give all those hoarded potion of cure corruptions some use for characters in post game scenario.

Clear reward[]

Potion of cure corruption Comes with higher enhanced value the higher completed floor difficulty is.

Dark[]

In this Nefia many torches are spread around the map, but is pitch dark everywhere else.

Therefore, detection range for both friendly and hostile NPCs becomes quite restricted.

Torches can be picked up and increases PC's range of vision while held. However, torches held will eventually run out of fuel after some turns and fizzle out.

The following equipments below can be found littered throughout the floor:

  • Light saber
  • Skull bow
  • Aurora ring
  • Speed ring
  • Laser gun
  • Seven league boots
  • Vindale cloak

This Nefia will not appear if the 1st floor is 30th level or lower and is not a dungeon.

Why?[]

To provide players an additional layer of excitement. Not being able to see your friend, foe, or something you just stepped on the ground which makes a loud crunching noise across the entire dungeon. Darkness awaits you.

Thieves[]

In this Nefia numerous traps are strewn across the floor along with the appearance of many thieves and tomb robbing NPCs. While inside, players and pets will have gravity status effect applied.

In addition, the floors are quite littered with many treasure chests. Be careful however, as these are booby trapped and will poison, explode, or contain other such dangers when carelessly opened. Such traps can be avoided if your character has disarm trap skill.

This Nefia will not appear if the 1st floor is under 2nd level and is not a fort type.

Why?[]

To add an additional layer of excitement while exploring. It is also done to give a new defining role to the very underused disarm trap skill.

Nefia bosses on defeat now drops larger quantity of rewards[]

More ores, platinum coins, and small medals can be earned on completion.

Why?[]

To match the efforts of grueling expedition with more proper rewards.

Because of the changes in investing, a lot more money is required to see a massive differences. It is also needed to train the PC faster as there are now powerful named monsters along with an abundant addition of unique monsters. With this change, it heavily lessens the burden on players trying to survive in a more dangerous world.

Monsters can now have name modifiers attached[]

Strength of monsters can now be gleaned based on its name modifier.

For example, "Demigod snail" is 3 times stronger than normal while "World's strongest snail" is 4 times stronger than normal.

In addition, monsters can come equipped with higher quality items when combined with other modifiers at the same time. This means "<<World's strongest snail>>" will be far stronger than "World's strongest snail".

However, CNPCs and silver eyed witch cannot have name modifiers attached.

Why?[]

To give players a new thrill and exciting combat. Even for familiar enemies, a small misstep is all that is required for certain death. Since they are very dangerous however chances of them appearing are rather slim.

Conditions for appearing[]

If current generation level (which increases with higher quest difficulty or floor depth) is higher than the NPC level 'after' its name modifier takes effect, there is a low chance for them to appear. Chances of appearing increases with higher "degree of progress".

As an example, "World's strongest little girl" will not appear in either Nefias or quests if their generation levels are below 16.

Such monsters however will definitely make an appearance in Lesimas and Maneater Nefias. Conversely, they will never appear in either shelter or void. (Translator Note: Each of the names have their own Katakana name and for the sake of completeness these were translated to their nearest English name)

Hero (Katakana name "Hero")[]

Level is 2 times higher than normal.

Demigod (Katakana name "Demigod")[]

Level is 3 times higher than normal.

World's strongest (Katakana name "Champion of")[]

Level is 4 times higher than normal.

Great ancestral spirit of (Katakana name "Elder ancestor of")[]

Level is 5 times higher than normal.

Characters with this modifier will become transparent and lack a shadow.

Void ball[]

Allows capturing a NPC in void when thrown (t). However, will be ineffective if thrown at NPCs in higher floor than the number stated on the void ball.

These are acquired after defeating a void boss.

Why?[]

As a post game content, void does not feature many different exciting features when exploring. Therefore, it was added to 'reward' players for venturing deeper and encountering stronger enemies within.

Since this somewhat breaks the game balance, it is recommended to at least defeat the void boss normally. Doing so should make the reward more appealing after coming out on top of a difficult battle.

Increased amount of materials gained from sampling spots with higher skill level[]

Along with this change, quality of materials gained from generic and animal spots will no longer be tied to anatomy skill.

Why?[]

  • To give crafting skills from omake more use.
  • To make more use of newly implemented pet's crafting skills.
  • Since it is possible to acquire lots of materials without any skills by reading scrolls of material.

Balance changes are done for those reasons above.

Monsters appearing in Nefia will now come equipped with more powerful equipments[]

Below are the list of changes:

  • To allow rare elemental enchantments to function properly.
  • Increased chance of receiving enchantments with "deals XXX damage" and "grants your resistance to XXX".
  • Enhance values and enchantment power of worn equipments increases with higher NPC character level.
  • After midgame, NPCs becomes more likely to wear equipments with rarer enchantments.
  • Quality of worn equipment increases with higher character unit quality. (Translator's Note: Units also have quality such as great, miracle, and godly that is similar to equipments)

With this, high level NPCs should now come fully stocked with powerful weapons and armor.

Why?[]

To add excitement and sense of accomplishment while adventuring in Nefias.

From midgame and onward, human type monsters although no pushovers did not pose much of a threat at the same time. With this change they should be quite a bit more dangerous.

Human type monsters in void should now become a force to be reckoned with compared to their vanilla counterparts. Defeating them should feel much more accomplishing than searching every nook and cranny in the dungeon.

Monsters in Lesimas are more likely to appear with name modifiers[]

Why?[]

To give more excitement to the rather boring mid to endgame content.

Slightly increased monster part drop rates in shadow dungeon[]

Does not stack with the "Mad Scientist" title effect.

Why?[]

To match with its amount of risk and return.

Faith[]

If lay hand is invoked on PC who currently follows Jure of Healing and can catch signals from god, you will hear a "certain" message[]

Why?[]

Elona is a video game, and as such I believe players enjoyment is important.

Can now have food blessed by gods[]

Food blessed by a god is named as "a (name of the god) blessed (food name)". For example, "a Mani blessed corpse of beggar".

Why?[]

Because there were very few ways to raise certain stats of pet's potential. Even if they have fought by your side from the very beginning eventually the PC would have far surpassed their abilities, making it too dangerous to bring them with you to fight enemies at your appropriate level. In addition, omake overhaul contains much more powerful enemies that are unheard of in vanilla. Because of these there had to be a way for pets to become stronger.

Furthermore, it is to help with difficult to use pets that has very low life and such. No longer will you need to send away the catsister and dragon bat you cared so much for. As long as you continuously feed them with your love, they'll sure to be of greater help to you.

If you truly love your pets and wish for their success, it is recommended to follow Kumiromi of Harvest. They'll be waiting to share a cup with you in Harvest Festival.

With this change, as long as your pets are showered with love they should be able to go toe to toe with powerful enemies throughout your adventures.

Requirements[]

On top of an altar drop (d) food and pray (p) right after to have it blessed by a god. However, this does not work on foods already blessed.

Also, there is a low chance for randomly generated food to be blessed by a god. Which god it is blessed by depends on the following situations below.

If being sold by vendors[]

Depends on the shopkeeper's faith.

Otherwise[]

It is decided at random.

Effects[]

Mani of Machine[]

It is blessed by Mani. Eating will slightly increase speed and dexterity potentials. If special steamed meat bun is eaten, speed and dexterity will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Lulwy of Wind[]

It is blessed by Lulwy. Eating will slightly increase speed and perception potentials. If special steamed meat bun is eaten, speed and perception will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Jure of Healing[]

It is blessed by Jure. Eating will slightly increase life and will potentials. If special steamed meat bun is eaten, life and will will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Opatos of Earth[]

It is blessed by Opatos. Eating will slightly increase life and constitution potentials. If special steamed meat bun is eaten, life and constitution will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Itzpalt of Element[]

It is blessed by Itzpalt. Eating will slightly increase mana and magic potentials. If special steamed meat bun is eaten, mana and magic will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Ehekatl of Luck[]

It is blessed by Ehekatl. Eating will slightly increase mana and charisma potentials. If special steamed meat bun is eaten, mana and charisma will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Kumiromi of Harvest[]

It is blessed by Kumiromi. Eating will slightly increase learning potential. In addition, potentials for all other attributes will also increase very slightly. If special steamed meat bun is eaten, learning will slightly grow instead. In addition, all other attributes will also increase very slightly. If eaten when hungry or by NPCs, amount gained will be higher.

Inari of Fortune[]

It is blessed by Inari. Eating will slightly increase charisma potential. In addition, potentials for all other attributes will also increase very slightly. If special steamed meat bun is eaten, charisma will slightly grow instead. In addition, all other attributes will also increase very slightly. If eaten when hungry or by NPCs, amount gained will be higher.

Danalin of Water[]

It is blessed by Danalin. Eating will slightly increase magic and meditation potentials. If special steamed meat bun is eaten, magic and meditation will slightly grow instead. If eaten when hungry or by NPCs, amount gained will be higher.

Possible to convert NPCs by giving them a scroll of faith blessed by a god[]

On top of an altar drop (d) scroll of faith and pray (p) right after to have it blessed by a god.

Scroll of faith blessed by a god will have a name format similar to "a (god's name) blessed scroll of faith".

Why?[]

As pets now receive bonuses from faith, knowing which god NPC is following has become a very important game mechanic.

Also, since storekeepers only sell food blessed of their particular god (if a god blessed food is in stock), there needed to be a way for players to convert NPC's faith.

If character has earned lots of favor with their god, they will be able to unleash different powerful abilities depending on the god[]

Why?[]

First, it is to add a new appeal to the faith system. Before there was very little reason to continue following a god after receiving an artifact.

It also allows pure warriors to have an easier time conquering Tyris. As long as player has garnered lots of favor with their god, this change allows them to overcome powerful adversaries. Since using abilities or praying lower favor, it gives players a choice in whether to invest time raising their pets or idolizing their god. It is sure to come in handy when facing void bosses or new unique monsters.

Finally, to give godly weapons more spotlight as these are generally not the easiest tools to use since their material can't be changed using the commonly found scrolls of change material.

Usage conditions[]

  • Have lots of favor (faith skill level above 66.66).
  • Forcibly saves when used.
  • After activating, becomes unusable for a while (same as when praying to god).
  • After activating, praying is disabled for a while (same as when praying to god).
  • After praying, skill cannot be activated for a while (same as when praying to god).
  • After activating, player's favor takes a large hit (3 time less than praying to god).
  • Attack type abilities are limited to certain weapon types and can only be used on weapons of godly quality or higher.

Skill list[]

Concentration[]

Can be used when following Lulwy of Wind. Greatly increases hit and evasion for 35 turns. The amount increased depends on how high current favor is. Also if favor is high enough, number of turns increases with higher favor.

Arrow Rain[]

Can be used when following Lulwy of Wind and has a godly or higher quality bow equipped. This deals damage to all enemy NPCs in sight. Damage dealt increases with higher favor.

Full Burst[]

Can be used when following Mani of Machine along with an ammo loadable with special ammo and a godly or higher quality gun equipped. Deals massive damage to target in exchange for using all available special ammo. Damage dealt increases with number of special bullets used and higher favor.

Force Boost[]

Can be used when following Mani of Machine and has a godly or higher quality lightsabre equipped. For 35 turns pierce is fixed at 200%, completely ignoring opponents defense on hit. Damage bonus is also granted during this time period. Damage bonus increases with higher favor.

Catastrophe[]

Can be used when following Itzpalt of Element and has a godly or higher quality staff equipped enchanted with "deals XXX damage". Deals extreme damage to all NPCs in the current map in exchange for the equipped staff. However, it has a tendency to 'misfire' if control magic skill is not high enough, which can hit friendly and neutral NPCs alike and at times yourself. Damage dealt increases with higher magic, more powerful "deals XXX damage" enchantment, and higher favor.

Revival[]

Can be used when following Itzpalt of Element and has a staff equipped enchanted with "enhances your spells". Greatly recovers MP of all allies in vicinity in exchange for the staff equipped. Amount recovered and area effected increases with more powerful "enhances your spells" enchantment and higher favor.

Ehekatl School of Lesson[]

Can be used when following Ehekatl of Luck. Increases growth rate of all attributes and skill for 100 turns. Growth rate increases with higher favor. Also if favor is high enough, number of turns increases with higher favor.

Risky Dice[]

Can be used when following Ehekatl of Luck. There is a high chance PC will receive one of the very beneficial effects below for a set amount of turns.

  • Stops time
  • Always crit
  • Increases luck by 777
  • When PC kills an enemy all their drops will be blessed by Ehekatl
  • Greatly increases all attributes and skills

On the other hand, there is a low chance PC will receive one of the very harmful effects below for a set amount of turns.

  • Lowers all attributes and skills to 1
  • Magnifies damage received by 5 times
  • Unable to use spells, rods, and scrolls
  • Receive Very Sick, Hemorrhage, and Paranoia status effects

Number of turns it lasts increases with higher favor.

Kyrie Eleison[]

Can be used when following Jure of Healing. Greatly reduces damage done to PC and pets for 6 turns. Number of turns increases with higher favor.

Saint's Wrath[]

Can be used when following Jure of Healing and has a godly or higher quality spear equipped. Deals massive damage to adjacent enemy. Damage dealt increases with "larger difference between your max and current HP" and higher favor.

Earth Shatter[]

Can be used when following Opatos of Earth and has a godly or higher quality hammer equipped. Deals massive damage all enemies in the current map. Damage dealt increases with higher strength and favor.

Opatos's Trick[]

Can be used when following Opatos of Earth. Greatly increases strength for 35 turns. Amount of strength gained increases with higher favor. Also if favor is high enough, number of turns increases with higher favor.

Harvest Festival[]

Can be used when following Kumiromi of Harvest. Greatly increases experience gained from eating food for everyone in the current map that believes in Kumiromi of Harvest for 1000 turns. Amount of experience gained depends on how much favor each character has with Kumiromi. Also if favor is high enough, number of turns increases with higher favor.

Soul Harvest[]

Can be used when following Kumiromi of Harvest and has a godly or higher quality scythe or sickle equipped. Deals massive damage to all adjacent enemies and also instantly kills enemies depending on target's current HP and power of "it invokes decapitation". Damage dealt increases with higher favor. The hit effect image before it was modified for use originally comes from 替天行道. (Translator's notes: Link is dead.)

Dakinitenho[]

Can be used when following Inari of Fortune. Summons 7 doppelgangers of PC which are friendly and aids you in battle. They will disappear after certain amount of turns has passed. Number of turns increases with higher favor.

Lightning Strike[]

Can be used when following Inari of Fortune and has a godly or higher quality short sword equipped. Greatly increases damage bonus for certain amount of turns. Amount of damage bonus gained increases with higher favor. Also if favor is high enough, number of turns increases with higher favor.

Call of Cthulu[]

Can be used when following Danalin of Water and has a Necronomicon or more difficult to decipher ancient book in inventory. Deals massive cold damage to all enemies on water tiles in current map. Damage dealt increases with higher favor.

Mutate Deeper[]

Can be used when following Danalin of Water. Greatly increases speed as long as PC is on a water tile for certain amount of turns. Speed gained increases with higher favor. Also if favor is high enough, number of turns increases with higher favor.

New gods[]

They are implemented by using custom gods function.

How to become a follower[]

This can be done by praying on an altar of the new god. They have a low chance of appearing in Nefias however, so RNG can be forcibly bypassed by wishing for "altar (god's formal name)".

Inari of Fortune[]

Inari is a goddess of fortune. Those faithful to Inari obtain numerous wealth.

Why?[]

Since effect of investing has been greatly extended, earning a lot more money became a necessity.

Although rewards received from defeating Nefia bosses has been increased and cargo trading likewise received some buffs, the best way to earn money still relies on defeating lots of dangerous enemies as a top ranking adventurer or stuffing as much cargo as possible on a cart as a leading merchant.

In addition, although omake fixed a bug with performing, because of this fix it has become much harder to earn money in beginning stages of the game as it takes far longer to reach to a usable skill level.

Therefore, I prepared a solid means of helping novice adventurers and "role players" looking to get rich quick.

Offering[]
  • Corpses
  • Noodles
  • Mochis
  • Kagami mochis
Bonus[]
  • Charisma
  • Negotiation
  • Investing
  • Performer
  • Sense Quality
  • Traveling
  • Short Sword
Ability[]

Inari's Sunshower

(Passive: Raining is more likely to occur. On the flip side other weathers are less likely to occur (including hard rain))

God pet[]

White Fox

Uses Metamorphosis with low probability.

This pet is implemented by using custom NPCs function. By interacting (i), you can swap their current graphics.

Metamorphosis[]

Depending on the situation will transform into an advantageous monster for a certain amount of turns.

Types of monsters it can be transformed into increases with higher character level.

Treasure[]
Secret treasure of Inari
Gain feat: [Race]More treasures are generated around you. This item is implemented by using custom factions function.
Artifact[]
<Kogitsunemaru> (2d18+9)(4) [6,4] 1.5s
It is a dagger bestowed by goddess of fortune.
It was crafted by Inari and an ancient craftsman.
It is made of iron.
It is fireproof.
It is precious.
It can be wielded as a weapon. (2d18 Pierce 10%)
It is a light weapon.
It modifies DV by 6 and PV by 4.
It modifies hit bonus by 4 and damage bonus by 9.
It grant your resistance to fire. [#]
It protects you from cursing words. [+#####]
It negates the effect of poison.
It negates the effect of sleep.
It negates the effect of fear.
It negates the effect of confusion.
It negates the effect of paralysis.
It negates the effect of blindness.
Summon[]

Wishing for "inari" summons her to the current map.

How to become a follower[]

At Show House choose "【omake用】イナリ神社】" to enter sacred grounds of Inari.

Pray (p) on top of an altar of Inari found in the map to join her faith.

The sacred grounds in the showroom is created by みなと.

Danalin of Water[]

It is a new god. Danalin is a god of water and insanity. Those faithful to Danalin can turn insanity into magical power. It is implemented by using custom gods function.

Why?[]

This is to add a new appeal to insanity parameter which before was mostly treated as a decorative text on character sheet. For wizards, this god brings in a new charm which Itzpalt doesn't provide. They become a perfect match when used in combination with the new ether disease "You become deeply obsessed".

In addition, when following this god it becomes slightly easier to obtain those hard to find ancient books. This was added to help players.

Offering[]
  • Corpses
  • Hearts
Bonus[]
  • Insanity
  • Meditation
  • Casting
  • Literacy
  • Memorization
Ability[]

Eyes of Abyss

(Passive: The more your insanity grows, the stronger your magic becomes.)

Bonus effects from Insanity[]
Insanity is 5 or more
    Negates the effect of sleep due to Unsteady.
Insanity is 10 or more
    Reveals religion.
Insanity is 20 or more
    Negates the effect of dim due to Unsteady.
Insanity is 30 or more
    Allows you to invisible creatures.
Insanity is 50 or more
    Negates the effect of confusion due to Unsteady.
Insanity is 100 or more
    Increases success rate of casting greater spells.
God pet[]

Deep One

Becomes faster underwater.

This pet is implemented by using custom NPCs function. By interacting (i), you can swap their current graphics.

Treasure[]

Danalin's gem stone

Changes the entire map with water tiles.

Artifact[]
<Index of ancient books> (1d12)(28) 2.8s
It is a book bestowed by the god of insanity. It can be used.
It was created by a god of insanity.
It is made of paper.
It is precious.
It can be wielded as a weapon. (1d12 Pierce 0%)
It modifies hit bonus by 28 and damage bonus by 0.
It invokes eye of Insanity. [#####]
It deals mind damage. [+#####]
It attracts monsters. [#]

By using (t) it, an ancient book will appear on PC's feet. (Can be used every week.)

How to become a follower[]

In Nefias and Zealot towers, there are sometimes altars for worshiping Danalin.

Players can pray (p) on an altar of Danalin to join its faith.

No sacred grounds specific to this god exists.

Players can now check information of the god they are following[]

It it now possible to check on information of the god PC is currently following at anytime.

The default shortcut key is P. However, you can copy paste the following

`key_godinfo. "P"`

into omake_config.txt and change P to whichever shortcut key as wished.

Why?[]

To make it easier to check offerings, bonuses, and such without going through much hassle for new players and custom god followers.

NPC[]

Changed classes of younger sister rogue archer and wizard to gunner and priest[]

Why?[]

To balance out some unfairness now that Knights of the Little Girls exists. These characters should match well against rogue encounters.

With this change, rogue younger sisters now receives initial class based skill bonuses, making them more dangerous and at the same time more useful.

Depending on their personality, type, alignment, and religion, NPCs will now become hostile to other NPCs[]

All NPCs comes with their own personality, type, alignment, and religion. Depending on how compatible (or incompatible) they are with other NPCs, their hatred may cause them to fight each other.

However, pets and NPCs summoned (by means of summon monster spells and such) will not become hostile to their master. In addition, monsters in user maps or quests taking place at Nefias will not become hostile to each other.

PC's alignment will switch to neutral evil if PC has the feat "You don't feel guilty" and step towards neutral good if PC has the feat "You are a good man." Without either one of those feats, the character will be treated as true neutral.

This feature is implemented using Factions.

Why?[]

This is added to help players tactically avoid fights or even outright defeat enemies far stronger than they are (and vanilla monsters by extension).

In vanilla all types of monsters imaginable gathers in a single commune, coexisting peacefully without problems. This is not the case in overhaul as each group fight for their clans to try and secure their territory. Those on their own ultimately fights for their survival.

Let's take an example. You encounter a powerful undead monster. There is no way for you to defeat it with your current skills or abilities. However, for whatever reason you must pass the path blocked by the monster. So, you cast summon wild. Monsters summoned ignores you and instead charges head on against the undead. During the ensuing chaos you quietly slip past and make it safely to the stairs.

This is just one such example out of many. Against certain types monsters may become hostile to each other and depending on the situation many different outcomes are possible.

To prevent main quest from becoming easier however, monsters in Lesimas will not fight against one another.

Which monsters belong to which type has purposely not been written in. However, it should be fairly easy enough to guess who belong to where based on their appearances for the most part.

Personality[]

Personalities can be checked in the [F]eat screen

  • Determined
  • Careless
  • Timid
  • Calm
  • Quiet
  • Obedient
  • Diligent
  • Quirky
  • Lonesome
  • Careful
  • Meek
  • Bold
  • Impatient
  • Shy
  • Sassy
  • Easygoing
  • Relaxed
  • Modest
  • Serious
  • Innocent
  • Frivolous
  • Brave
  • Jolly
  • Composed
  • Impish
  • Hot headed
  • Honest
  • Foxy
  • Twisted
  • Spoiled
  • Delusional
  • Idle
  • Courteous
  • Rough
  • Stubborn
  • Insensitive
  • Noble

Each character can have up to 3 personalities at most.

Although personalities are chosen at random, for pets this can be change via [i]nteracting.

Types[]

This is a classification of characters species.

  • Human
  • God
  • Dragon
  • Undead
  • Amorphous
  • Plant
  • Arcana
  • Wildlife
  • Demi-human
  • Yeek
  • Goblin
  • Demon
  • Spirit
  • Minotaur
  • Machine
  • Orc

Normally most characters belong to one type, but there are some who belongs to several types at once.

Alignments[]

Represents a character's temperament and moral compass.

These are separated into 2 matching categories below.

  • Lawful
  • Neutral
  • Chaotic
  • Good
  • Neutral
  • Evil

This is implemented by extending the relation feature.

Translator's notes: the specification is not cleared and Japanese players also don't known it well.

Lawful good[]

Normally hates all evil alignments and are hostile to them except for those who believes in the same god.

This is the default alignment for gods.

Lawful neutral[]

Normally not hostile against others, but sometimes becomes hostile to those believing in a different god.

Lawful evil[]

Hates and turns hostile to all others who believes in a different god.

Neutral good[]

Normally hates evil alignments and hostile against chaotic evil.

This is the default alignment for town NPCs.

True neutral[]

Will not become hostile against any other alignments.

This is the default alignment of most characters.

Neutral evil[]

Normally hates good alignments and hostile against lawful good.

Chaotic good[]

Normally hates all evil and will become hostile in most cases except for those of the same type.

Chaotic neutral[]

Normally not hostile against others, but sometimes becomes hostile to different types.

This is the default alignment for cats, stray cats, and silver cats.

Chaotic evil[]

Hates all other alignments and will become hostile in most cases.

This is the default alignment for more monsters.

If Younger Sister Day occurs while in Void, only giant younger sisters spawned will follow Void level calculation formula[]

Why?[]

This is done to adjust balance since void balls have been added to the game.

Improved NPC's AI[]

Why?[]

Although most battles are fought in groups in Elona, NPC AIs were not suited for fighting in such conditions.

In addition NPCs never used rods, which meant "Magic device" skill was wasted on them.

This change makes group battles much more exciting and grants utility to several previously unused skills.

Non pet NPCs[]

They will normally target enemies close by.

If Detection skill is available[]

The higher their Detection skill is, the farther they can find their enemies.

If opponent can counterattack[]

They will attack with ranged weapon even if the counterattack doesn't deal cut damage.

If NPC can cast offensive spells[]

If one of the below conditions are met, they will with high chance attack with either melee or ranged weapon instead.

  • Surrounded by hazy mist.
  • In Might Nefia.
  • Current MP is less than 1/7 of maximum MP.

In addition, if NPC's current MP is less than 1/7 of their maximum MP they will now with low chance actively attempt to heal MP instead of letting it automatically refill. This allows players to tactically use this to their advantage by letting their MP run dry.

Nurse[]

They will now also use healing touch on their allies.

This feature is implemented using Factions.

If NPC can heal[]

If a critically wounded ally is nearby, they will stop attacking and heal their ally instead.

If the character is told to "Heal immediately" via Strategy menu, they will heal once an ally's HP falls below 50%.

This feature is implemented using Factions.

Healing Rain and Cure of Jure[]

If there are 2 or more critically wounded allies, the character will use these spells with priority.

Healing Touch[]

Used if no other healing options are suitable for current situation.

If ranged weapon and an ammo equipped with special ammo is used[]

Pets will use relevant special ammo to attack only when told to use a certain strategy. Long as a certain strategy is not set, special ammo will not be used. In pet arena however, their behavior defaults to the same as any other NPCs on the field.

NPCs (besides pets) uses the following behaviors for each ammo below.

Rapid ammo[]

Used when there is no need to use any other special ammo.

Explosive ammo[]

Used when there are 5 or more enemies and are 5 or more tiles away from the character.

Piercing ammo[]

Used when enemy level is higher than their own level.

Burst ammo[]

Used when there are 5 or more enemies.

Magic ammo[]

Used when enemy is not afflicted with a bad status effect.

Time stop ammo[]

Used with very low probability.

If NPC has rods and Magic Device skill[]

NPCs (except for pets) will sometimes spawn with rods. However, this does not happen if "degree of progress" is too low.

Also, if NPC can use Fill Charge and remaining number of rod charges is 1 or less, they will attempt to charge rods with their own MP.

Arrow and bolt type rods[]

Will use with priority if enemy is 2 or more tiles away.

Rod of mana[]

Will use with priority if current MP is 1/4 of maximum MP.

Rod of cure minor wound/healing hands/cure/heal[]

If a critically wounded ally is nearby, the character will stop attacking to zap one of the following rods instead.

Rod of slow and silence[]

Used with certain chance rate if enemy does not have the corresponding hex applied.

Rod of speed[]

During battle, if an ally does not have speed buff applied the NPC will stop attacking to zap the rod to buff their comrade instead.

Rod of holy light[]

Used if an ally is currently suffering from hex.

If whistle is in inventory[]

Used with certain chance rate to pull enemy's aggro to them instead.

If swarm can be used[]

Used only if 2 or more enemies are in range.

If NPC believes in a god and their faith in them is very deep[]

Itzpalt of Element[]

Uses absorb mana if current MP is less than 1/4 of maximum MP.

Lulwy of Wind[]

Uses Lulwy's trick with low chance.

Jure of Healing[]

Uses Prayer of Jure when critically wounded.

Mani of Machine[]

Uses Rapid shot if gun is equipped and there are 3 or more enemies in vicinity.

Custom gods[]

Will be used if a custom god's special ability is a skill. Chance of skill being used decreases the higher its stamina consumption is.

If appearing while guarding a target[]

Strategy is set to "Defend me". NPCs ordered as such will search for enemies around their master. This feature is implemented using Factions.

Specifically speaking this applies to the following NPCs below.

  • Monsters summoned by Summon Monster
  • Monsters summoned by Summon Fire
  • Monsters summoned by Summon Yeek
  • Monsters summoned by Summon Cat
  • Monsters summoned by Summon Wild
  • Monsters summoned by Summon Pawn
  • Monsters summoned by Summon Servant
  • Rogue member NPCs
  • Merchant escorts
  • Younger sister rogue member NPCs

In addition, NPCs below will have their "formation" set to forward.

  • Monsters summoned by Summon Monster
  • Monsters summoned by Summon Fire
  • Monsters summoned by Summon Yeek
  • Monsters summoned by Summon Cat
  • Monsters summoned by Summon Wild
  • Monsters summoned by Summon Pawn
  • Monsters summoned by Summon Servant
  • Rogue archers appearing as members of rogue encounters
  • Rogue warriors appearing from as members of encounters
  • Mercenary archers escorting a merchant
  • Mercenary warriors escorting a merchant
  • Younger sister rogue archer as members of younger sister rogue encounters
  • Younger sister rogue warriors as members of younger sister rogue encounters

If NPC has spellbooks with Literacy and Memorization skills[]

If spellbook is in inventory, NPC will now be able cast spell of that particular book. Usage chance is 10%.

However, spells are only cast if Literacy skill is higher than the spellbook's deciphering difficulty.

Spells casted this way normally consumes a spellbook charge but sometimes with certain chance rate a charge will remain unused. This chance increases with higher Memorization skill and decreases with increasing spellbook deciphering difficulty.

In addition, if remaining charges on the spellbook is 1 and NPC can use Fill Charge they will attempt to charge it with their own MP.

Furthermore, NPCs will not cast spells from the following spellbooks below even if present in inventory.

  • Domination
  • Wish
  • Wizard's Harvest
  • Identify
  • Oracle
  • Return
  • Magical map
  • Detect objects
  • Wall Creation
  • Door Creation
  • Incognito
  • 4-Dimensional Pocket

NPCs (besides pets) will sometimes spawn with spellbooks. However, they will not carry spellbooks if in shelter or "degree of progress" is too low.

If NPC's class is gunner[]

NPCs (besides pets) will sometimes spawn with guns in hand slots as melee weapons.

If ball spell can be cast at a target[]

If ball spell of their respective element is cast, it will be done so at center of an enemy from a distance.

Added more custom dialogue options[]

These can be defined in either ctalk.txt or the following CNPC templates below.

%txtactbefore(skill ID),EN[]

This message will appear just before a specific skill is used. For a list of skill ID, please refer to the appendix. As an example, if you wish to have a message displayed when Eye of Insanity is used, this should be written as %txtactbefore636,EN.

%txtactafter(skill id),EN[]

This message will appear after a specific skill is used. For a list of skill ID, please refer to the appendix. As an example, if you wish to have a message displayed after Eye of Insanity is used, this should be written as %txtactafter636,EN.

%txtuzimushi,EN[]

Message for "Eye of Insanity" (the part where "maggots breed in the rent stomach" message appears). Note: "uzimushi" means maggot in Japanese.

%txtcaststyle,EN[]

Message when a spell is cast (the part where "XXX casts a spell." message appears). By writing {spell} in the dialogue, this part in the displayed messages will use name of the spell cast.

%txtcaststyle2,EN[]

Message when self healing/buff spells are cast (the part where "XXX casts a spell." message appears). By writing {spell} in the dialogue, this part in the displayed messages will use name of the spell cast.

%txtswarm,EN[]

Message for "Swarm" (the part where "Swarm!" message appears).

%txtkisei,EN[]

Message used when a character makes another "Pregnant" (referring to the part where "XXX puts something into XXX's body!" message appears). Note: "kisei" means pregnant in Japanese.

%txtmilk,EN[]

Message when a character drinks milk.

%txtmilkcurse,EN[]

Message when a character drinks cursed milk.

%txtsake,EN[]

Message when a character drinks alcohol. Note: "sake" means alcohol in Japanese.

%txtsakecurse,EN[]

Message when a character drinks cursed alcohol.

%txtyopparai,EN[]

Message when a character is drunk. Note: "yopparai" means drunker in Japanese.

The above are some of the changes found in omake_baby. They were imported for use in overhaul. Thanks.

Example[]

%txtactbefore000,EN
TODO
%txtactafter000,EN
TODO
%txtuzimushi,EN
TODO
%txtcaststyle,EN
TODO
%txtcaststyle2,EN
TODO
%txtswarm,EN
Swarm!
%txtkisei,EN
TODO
%txtmilk,EN
"Yummy!"
%txtmilkcurse,EN
"Argh, the milk is cursed!"
%txtsake,EN
*Hic*
"Ah, good booze."
"La-la-la-la.""
"I'm going to heaven."
"Whew!"
I'm revived!",
Awesome."
%txtsakecurse,EN
*Hic*
"Ah, bad booze."
"Ugh..."
"Bah, smells like rotten milk."
%txtyopparai,EN
"Have a drink baby."
"What are you looking at?"
"I ain't drunk."
"Let's have fun."
%end

Why?[]

To provide an immersive experience for "role players".

New unique monsters[]

Character chip graphics are taken from "Elona@JP Forum".

These are implemented by extending function of custom NPCs.

Why?[]

To make adventuring an even more fascinating experience. Nefias no longer hosts just familiar monsters. Numerous adversaries with variety of characteristics and ancient horrors never seen before 'til now are expecting your arrival.

As they are based on vanilla unique monster counterparts, it is possible to read scroll of ally and obtain unique monsters as pets. However, unique monsters normally carrying special items (randomly spawned unique artifacts) cannot be obtained this way. Since these unique monsters have not been tuned for use as pets, they may be rather difficulty to use. If you still wish to use them however, it is recommended to defeat them in combat at least once.

Many of these new unique monsters were able to spring to life thanks to amazing illustrations posted in the official Elona forums. I am very thankful for all authors involved in making this possible.

Mechanical Cock[]
It often appears around the 1st floor and moves at normal speed.
It can self-destruct.
It can cry to call for its allies.
It resists sleep.
It claws with 100 power.
Cyborg Putit[]
It often appears around the 16th floor and moves at normal speed.
It is enveloped in electrical aura.
It can use Swarm.
It can cast Lightning Bolt.
It resists lightning and teleporting.
It resists dim and paralysis.
It can carry up to 1 special item.
It hits with 100 paralysis power.
Pyrolisk[]
It often appears around the 20th floor and moves quickly.
It resists fire.
It floats.
It can carry up to 2 special items.
It gazes with 500 fire power.
The Unicorn of Order[]
It often appears around the 99th floor and moves unbelievably quickly.
It is enveloped in electrical aura.
It can cry to call for its allies.
It breathes sound and lightning. It can also cast Speed, Cure Critical, Short Teleport, Teleport, Teleport Other, Summon Powerful Dragon and Summon Unique Monster.
It is suitable for riding.
It resists acid, lightning, fire, cold, poison, nether, sound, and teleporting.
It resists dim, fear, confusion, and sleep.
It can carry up to 9 special items.
It bites with 150 acid power and touches with rotten hooves.
Appearing condition[]

Receive "Monster Hunter" title and have it enabled.

To obtain "Monster Hunter", defeat at least 20 unique monsters.

Reward[]

"Devourer of Ends" title.

Unique monsters will appear again after defeat.

Thoth Amon[]
It often appears around the 81th floor and moves extremely quickly.
It can cast Ice Ball, Crystal Spear, Chaos Ball, Cure of Eris, Short Teleport, Teleport, Teleport Other, Summon Monster, Divine Wisdom, Element Scar, and Magic Storm.
It resists acid, lightning, fire, cold, and poison.
It resists confusion and sleep.
It can carry up to 8 special items.
It hits with 100 power.
Tiamat[]
She often appears around the 70th floor and moves very quickly.
She is enveloped in fire aura.
She will call for guards.
She breathes lightning, fire, cold, and poison.
She casts Dark Eye, Chaos Eye, Acid Ground, and Summon Powerful Dragon.
She is suitable for riding.
She resists acid, lightning, fire, cold, and poison.
She resists confusion and sleep.
She claws with 100 power.
She can carry up to 7 special items.
Gelugon[]
It often appears around the 69th floor and moves very quickly.
It breathes cold. It can also cast Ice Ball, Slow, Nerve Arrow, and Summon Monster.
It resists cold.
It resists confusion and sleep.
It can carry up to 6 special items.
It hits with 150 cold power.
Byakko[]
He often appears around the 54th floor and moves very quickly.
He breathes sound. He can also cast Raging Roar, Holy Shield, and Regeneration.
He is suitable for riding.
He resists sound.
He floats.
He resists blind, fear and confusion.
He can carry up to 5 special items.
He claws with 100 power.
Qilin[]
It often appears around the 76th floor and moves very quickly.
It is enveloped in electrical aura.
It can cry to call for its allies.
It can cast Darkness Bolt, Holy Shield, Vanquish Hex, and Summon Monster.
It is suitable for riding.
It resists acid, lightning, fire, cold, poison, nether, and teleporting.
It floats.
It resists dim, confusion, and sleep.
It can carry up to 7 special items.
It bites with 100 power, bites with its rotten fangs, and gazes at you to drain your mana.
Merman[]
It often appears around the 28th floor and moves quickly.
It can cry to call for its allies.
It resists fire, cold, poison, and teleporting.
It moves faster in water.
It resists poison and paralysis.
It can carry up to 2 special items.
It claws with 150 poison power and claws with poisonous nails.
God of Nightmares[]
He often appears around the 67th floor and moves very quickly.
He will call for guards.
He can cast Chaos Ball, Mind Bolt, Nightmare, Slow, Nerve Arrow, Cure of Eris, Teleport, Teleport Other, and Summon Monster.
He resists acid, fire, cold, poison, chaos, and mind.
He floats.
He resists dim, confusion, and sleep.
He can carry up to 6 special items.
He touches with 300 mind power, touches with rotten hands, and mutates others with his demented gaze.
Younger turtle[]
She often appears around the 24th floor and moves at normal speed.
She can cry to call for its allies.
She resists fire and cold.
She is suitable for riding.
She moves faster in water.
She can carry up to 2 special items.
She hits with 100 power.
Cyaegha[]
It often appears around the 80th floor and moves very quickly.
It breathes nether and darkness. It can also cast Death Word, Chaos Eye, Darkness Bolt, Lightning Bolt, Teleport Other, and Summon Monster.
It is enveloped in dark aura.
It resists acid, lightning, cold, poison, darkness, mind, and teleporting.
It resists confusion and sleep.
It can carry up to 8 special items.
It touches with 200 dark power and gazes at you to turn you insane.
Aqua Dragon[]
It often appears around the 32nd floor and moves quickly.
It breathes fire and darkness. It can also cast Acid Ground, Mind Bolt, Heal Critical, Darkness Bolt, and Summon Dragon.
It is suitable for riding.
It floats.
It resists acid, fire, cold, poison, and darkness.
It resists fear, confusion, and sleep.
It can carry up to 3 special items.
It bites with 150 fire power.
Storm Dragon[]
It often appears around the 80th floor and moves very quickly.
It is enveloped in sound aura.
It breathes cold and sound. It can also cast Draw Shadow, Acid Ground, Raging Roar, and Cure of Eris.
It is suitable for riding.
It floats.
It resists acid, cold, poison, darkness, and sound.
It resists fear, confusion, and sleep.
It can carry up to 8 special items.
It bites with 300 sound power.
Eternal Adventurer[]
She often appears around the 260th floor and moves extremely quickly.
She cheers her allies.
She is suitable for riding.
She resists fear.
She can carry up to 26 special items.
She hits with her weapon.

She is modeled after a character from "Random Dungeon".

Thanks to Tr for the awesome graphics.

The Great Hammer Fairy[]
She often appears around the 129th floor and moves extremely quickly.
She casts Divine Wisdom and Healing Hand.
She floats.
She can carry up to 12 special items.
She hits with her weapon.

She is modeled after a character from "Random Dungeon".

Thanks to Tr for the awesome graphics.

Novice Adventurer[]
She often appears around the 220th floor and moves extremely quickly.
She can cast Lightning Bolt, Fire Bolt, Ice Bolt, Chaos Eye, Death Word, Divine Wisdom, and Hero.
She resists poison, darkness, lightning, and magic.
She resists blind, paralysis, and curse.
She can carry up to 22 special items.
She slashes with her weapon.

She is modeled after a character from "Random Dungeon".

Thanks to jolyne for the awesome graphics.

Vampire Lord[]
He often appears around the 39th floor and moves quickly.
He can cast Nether Arrow, Chaos Eye, and Darkness Eye.
He sentences Death Words.
He curses you.
He resists cold, poison, darkness, nether, and teleporting.
He resists confusion and sleep.
He can carry up to 3 special items.
He bites with 100 power, paralyzes you with his fangs, draws your life with his fangs, gazes at you to drain your mana, and insults and dims you.

Thanks to jolyne for the awesome graphics.

Final Defense System[]
It often appears around the 50th floor and moves quickly.
It can shoot.
It breathes lightning. It can also cast Lightning Bolt.
It resists poison.
It resists fear, confusion, poison, and sleep.
It can carry up to 5 special items.

Thanks to jolyne for the awesome graphics.

Killing Machine[]
It often appears around the 77th floor and moves quickly.
It can shoot.
It resists sound, poison, mind, and teleporting.
It resists confusion, sleep, paralysis, poison, and curse.
It can carry up to 7 special items.
It hits with its weapon, and hits with its weapon. (Translator's Note: As odd as it sounds, this is pretty much what it says)

Thanks to jolyne for the awesome graphics.

Invisible Pink Unicorn[]
She often appears around the 67th floor and moves unbelievably quickly.
She can cry to call for its allies.
She can cast Nightmare, Chaos Eye, Darkness Eye, Mind Bolt, Cure of Eris, and Short Teleport.
She is invisible.
She is suitable for riding.
She resists acid, lightning, fire, cold, poison, darkness, nether, and chaos.
She resists confusion and sleep.
She can carry up to 6 special items.
She kicks with 100 mind power, gazes and dims you, and insults and dims you.
A Plain Gold Ring[]
It often appears around the 110th floor and moves unbelievably quickly. It will not follow after intruders.
It is enveloped in fire aura.
It breathes nether. It can also cast Magic Storm, Crystal Spear, Cure of Eris, Summon Monster, and Summon Powerful Dragon.
It is invisible.
It resists acid, lightning, fire, cold, poison, darkness, nether, sound, chaos, and teleporting.
It resists dim, fear, confusion, and sleep.
It can carry up to 11 special items.
It gazes with 200 dark power, gazes at you with its rotten eyes, and gazes at you to draw mana.
Angel of Death[]
She often appears around the 80th floor and moves very quickly.
She is enveloped in cold aura.
She breathes cold, nether, and non-elemental. She can also cast Nether Ball, Crystal Spear, Darkness Bolt, Cure of Eris, Draw Shadow, and Summon Monster.
She resists acid, lightning, fire, cold, poison, darkness, nether, and teleporting.
She resists fear, confusion, and sleep.
She can carry up to 8 special items.
She hits with 150 dark power and bites to draw your life.

Thanks to mysid for the awesome graphics.

Zombified Behemoth[]
It often appears around the 76th floor and moves quite quickly.
It breathes nether.
It is suitable for riding.
It resists acid, nether, cold, and poison.
It resists fear, confusion, and sleep.
It bites with 200 nether power.
Ipiup Inua[]
It often appears around the 6th floor and moves at normal speed.
It can cast Draw Shadow.
It may have some money.
It hits with 100 mind power.

Thanks to 風切快夢, Kazakiri for the awesome graphics.

Elenoin[]
She often appears around the 25th floor and moves at normal speed.
She can summon allies.
She can carry up to 2 special items.
She hits with her weapon.

Thanks to 風切快夢, Kazakiri for the awesome graphics.

Peryton[]
It often appears around the 20th floor and moves at normal speed.
It can summon allies.
It is suitable for riding.
It resists cut.
It can carry up to 2 special items.
It kicks with 100 power.

Thanks to 風切快夢, Kazakiri for the awesome graphics.

Flying Spaghetti Monster[]
It often appears around the 70th floor and, in a slightly erratic path, moves quite quickly.
It breathes mind. It can also cast Ice Ball, Slow, Short Teleport, Teleport, Teleport Other, and Summon Monster.
It resists acid, lightning, fire, cold, poison, nether, chaos, and mind.
It resists dim, confusion, and sleep.
It floats.
It can carry up to 7 special items.
It hits with 150 lightning power and gazes to dim you.

Thanks to Tr for the awesome graphics.

Omega[]
She often appears around the 119th floor and moves quickly.
She can shoot.
She breathes fire. She can also consecutively cast Wave Motion Gun, Chaos Eye, Fire Bolt, Death Word.
She resists fire, cold, poison, darkness, mind, nether, chaos, nerve, magic, landmine, cut, and teleporting.
She resists dim, blind, paralysis, fear, confusion, poison, sleep, and curse.
She can carry up to 11 special items.

Thanks to jolyne for the awesome graphics.

Deviljho[]
It often appears around the 90th floor and moves very quickly.
It breathes nether.
It resists fire and cold.
It resists fear.
It can digest rotten foods.
It may get furious.
It can carry up to 9 special items.
It bites with 100 power and devours you.
Healing Bunny[]
It often appears around the 30th floor and moves at normal speed.
It can cast Healing Hand.
It can carry up to 3 special items.
It bites with 100 power.
Vorpal Bunny[]
It often appears around the 11th floor and moves quickly.
It can cast Short Teleport.
It can carry up to 1 special item.
It bites with 100 power and can decapitate.
Mother Bomb Rock[]
It often appears around the 50th floor and, in a slightly erratic path, moves somewhat quickly.
It can cast Short Teleport.
It can summon allies.
It can self-destruct.
It can carry up to 5 special items.
King of Worms[]
He often appears around the 90th floor and moves very quickly.
He can cast Ice Ball, Nether Arrow, Nightmare, Slow, Element Scar, Cure of Eris, Teleport, Teleport Other, and Summon Powerful Undead.
He resists nether, nerve, darkness, and magic.
He floats.
He resists confusion, paralysis, and sleep.
He can carry up to 9 special items.
He hits with his weapon and hits using arms flowing with electrical current to paralyze you.

He is modeled after a character in "Mannimarco Revisited", one of the mods of "The elder scrolls series 4 : Oblivion".

Ebony Warrior[]
He often appears around the 80th floor and moves very quickly.
He is enveloped in cold aura.
He can cast Shout, Cure of Eris, and Holy Shield.
He heals quickly.
He resists lightning, fire, cold, magic, and teleporting.
He resists paralysis.
He can carry up to 8 special items.
He hits with his weapon and hits using arms flowing with electrical current to paralyze you.

He is modeled after one of the "Dragonborn" expansion character, which is from "The elder scrolls series 5 : Skyrim"

Lord of the Great Abyss[]
He often appears around the 92nd floor and moves very quickly.
He can cast Magic Storm, Crystal Spear, Speed, Cure of Eris, Short Teleport, Draw Shadow, Summon Monster and Summon Unique Monster.
He heals quickly.
He resists acid, lightning, fire, cold, poison, and nether.
He resists confusion and sleep.
He can carry up to 9 special items.
He slashes with his shining sword.

Younger sisters harvested from fields will now have their class set to farmer[]

In addition to this, harvested unknown seeds will always yield a younger sister during Younger Sisters Day.

Why?[]

To make it easier to obtain a pet that can tend to the fields. Furthermore, I wanted to add a special characteristic for younger sisters plucked from the fields.

NPCs now also receives benefits from faith based on their religion[]

NPCs will be bestowed bonuses and special abilities based on their god. For information on how NPCs will use special abilities please refer to "improved NPC AI" section.

Why?[]

In making faith skill useful for NPCs, I hope to lessen the gap of strength between NPCs and at the same time widen available strategies in combat.

Changed the way adventurers adventure[]

Adventurers now gains platinum coins on quest completion. With these coins, they can acquire new skills or train existing ones.

Their attributes and skills no longer increases upon leveling up. Instead, over passage of time they now grow attributes and skills, acquire feats albeit with low chance, and see gains to their speed.

Why?[]

By making them feel more like real adventurers, they will be able to become powerful rivals or good partners to the PC.

Copies of splitting monsters will now have current HP copied over from the previous split[]

Why?[]

Splitting ability was too powerful in that it could severely hinder game progress if for some reason the monster population exponentially explodes and only gets worse with more powerful splitters.

With this change, players should no longer experience a sudden surge in difficulty spike which are often out of their control.

Silver eyed witch can now awaken[]

When silver eyed witch boosts, she may awaken and transform into a different monster. The monster's name, gender, level, and quality remains the same as silver eyed witch before awakening.

Probability of awakening increases with less current HP.

Silver eyed witch as pets do not awaken.

Why?[]

This was done to make them feel closer to the original characters in "CLAYMORE", turning them into more dramatic characters.

Translator's notes: "CLAYMORE" is Japanese dark fantasy manga or anime, and female warriors in this series are called "silver eyed witches" or "claymores".

Pets[]

Changed how "Singing" works[]

Changed displayed name to "Singing", and singing pets no longer will have stones thrown at them.

Instead, if singing skill level is higher than the PC's performer skill, when singing its level will be lowered to match PC's performer skill level.

Note that "Singing" is just a display name which still uses Performer skill. Therefore, items with "improves/decreases one's performer skill" enchantments still apply.

Why?[]

If pet's Performer skill is too low, it will suddenly be pelted with stones from the crowd preventing you from listening to their songs.

On the other hand if pet's performer skill is too high, you'll be robbed blind from all receiving tips (doubly so if in extravagant party).

This change allows you to enjoy listening to your lovely pets voice with less frustration.

Healers can now revive dead pets[]

If revived at a healer, pets will come back with HP/MP/SP all maxed out. However, this costs 30% more to do so compared to using a bartender.

Why?[]

Because of how easy it is to obtain blessed restore body/spirit potions (not to mention being more effective), few players would ever use healer's services.

Also, it was intuitively difficult to understand why out of everyone it is the bartender that is in charge of reviving dead party members.

With this change, healers should be able to maintain a more reasonable position befitting their name.

Pets now has uses for previously worthless skills which could be learned[]

Why?[]

Most NPCs were not kept as pets since they were outclassed by handful of NPCs for few specific roles. This change lets underused pets more chance in the spotlight in proving their worth.

In addition, this change saves players from spending painstaking amount of time save scumming.

Alchemy/Tailoring/Carpentry/Jeweler[]

By giving pets crafting tools and leaving them to work at home via [i]nteract, they will automatically create corresponding items over time.

What they decide to create is picked at random. However, they will not make items whose difficulty exceeds their skill level. Also if the item created can be worn as an equipment, the item is more likely to be of lower quality compared to what PC can make.

If they run out of materials or inventory becomes full they will stop manufacturing items.

Faith[]

"Pets now also receive benefits from having faith."

Furthermore, favor and Faith skill slightly grows over time and these can also be trained by reading scroll of faith.

Fishing[]

By giving pets a fishing pole and leaving them to work at home via [i]nteract, they will automatically fish over time.

If they run out of fishing baits or inventory becomes full they will stop fishing.

Cooking[]

By giving pets ingredients and leaving them to work at home via [i]nteract, they will automatically cook over time as long as cooking tools exists on the map.

The type of dish created depends on current skill level of the character. If the pet is married and is very much in love with PC, they will occasionally make boxed lunch.

For example, if little girl happens to create a boxed lunch, it will be named "a little girl's love fueled lunch". The effect when eaten is the same as a lunch box made by younger sisters.

If they run out of ingredients or inventory becomes full they will stop cooking.

Gardening[]

If pets are left to work where farm plots are available via [i]nteract, crops become less likely to wilt while increasing quality of crops harvested.

For example, herbs harvested from herb seeds will be of higher rank.

Its effect increases with higher skill level of the pet.

In addition, if the pet gardening believes in a god, crops may occasionally be blessed by the particular god they believe in.

As pets stay on the field after being assigned, use (t) the house board if you wish to take them with you.

Mining[]

By giving pets a pick and leaving them to work in Vernis via [i]nteract, they will automatically mine ore type materials automatically.

Material quality increases with higher "degree of progress" while more materials are gained with higher character skill level.

As pets stays in Vernis after being assigned, talk to the bartender if you wish to take them with you.

Magic device[]

Pets can now zap magic rods as long as it is in their inventory. Furthermore, the chance of activating "invokes XXX" enchantment increases with higher Magic device skill.

For more details please refer to "Improved NPC's AI" and "Increased chance of invokes on enchants (it invokes XXX) proportional to magic device skill".

Investing[]

By giving pets a sum of money and leaving them to work in Yowyn via [i]nteract, they will automatically earn additional money trading turnips over time.

Half of the earned money will be kept by the pet and the other half will be transferred to PC's salary box. Number of turnips a pet can handle at a time depends on their skill level.

As pets stays in Yowyn after being assigned, talk to the bartender if you wish to take them with you.

Literacy/Memorization[]

Pets can now cast spells as long as they have spellbooks in their inventory.

For more details please refer to "Improved NPC's AI".

By using spells from spellbooks, pets will gain experience in both Literacy and Memorization.

Gene engineering[]

By prostituting, both body and spirit of the pet will be restored. Furthermore, there is a rare chance one or both of body and spirit will restore and strengthen attributes at the same time.

Chance of attributes being strengthened depends on skill level of the character.

Pickpocket[]

By giving pets a lockpick and leaving them to work in Derphy via [i]nteract, they will automatically earn general type materials over time.

Material quality increases with higher "degree of progress" while more materials are gained with higher character skill level.

As pets stays in Derphy after being assigned, talk to the bartender if you wish to take them with you.

Detection[]

By leaving them to work at home via [i]nteract, they will automatically earn liquid, plant, and animal type materials over time.

Material quality increases with higher "degree of progress" while more materials are gained with higher character skill level.

As pets travels around North Tyris after being assigned, talk to the bartender if you wish to take them with you.

Riding[]

By ordering pets to ride via [i]nteract, they can ride on top of other pets.

If they exceed PC's speed however, they will match their speed with the PC instead.

New commands[]

Hold back[]

Slightly decreases attack frequency. Besides that this command is essentially the same as "Act as you wish".

Why?[]

To make it easier to train weaker pets while taking strong pets with you. This was also done to give an immersive experience for "role players" and pet breeders.

Formation[]

You can order "Front" or "Back" to your pets.

Pets ordered to the 'front' will push aside pets ordered 'back' unless the pet ordered 'back' is in the middle of an action.

Pets ordered to the front will not push each other.

Why?[]

To further define roles of each pet and in the process make group battles a lot more exciting.

Textbooks stored in pets inventory now has uses[]

They will train from one of the randomly chosen textbooks in their inventory.

Why?[]

Because melee skills by themselves have little use but become more powerful when paired with related melee skills.

Younger sisters will now be able to call you "Oniisan"[]

By [i]nteracting, in tactics menu they can be told to call you "Oniisan"

Why?[]

To provide an immersive experience for "role players".

The higher the skill level, the lower the amount of potential gained for respective skill when trained[]

Low level skills that are trained will see much greater gains in potential.

Why?[]

To make it easier to keep comrades that have spent a long time adventuring by your side.

When pets sell ores and are not in your vision, the deed done will still display their name[]

Why?[]

To make it unnecessary for players to waste time standing around because they don't know the pets already sold off their treasured belongings.

Pets working as shopkeepers or another job will also sell ores in inventory and visit a trainer[]

If you hand over money or ore, they will automatically do these by end of the day.

Why?[]

So players do not have to spend more time walking pets to town for training.

Changed how "Let's make a child" works[]

The born child will carry over tile distance, move chance, and actions of the parent NPC. As the child also takes character specific actions from their parent similar to aliens, you cannot directly command them in how they should use these actions.

In addition, the born child will sometimes become a different character chosen at random from their parents but of the same race.

For example, with silver eyed witch you can give birth to a little girl who can also use insult.

Why?[]

Although "Make a child" change from omake is a wonderful feature, the type of born child's character could only be selected from a list of suitable characters and therefore did not have much usefulness.

With this change, I hope to have newborns showered with more love from players than before.

Pets placed as sentries will now behave as close as possible to other pets[]

Why?[]
  • Nerfed potion of descent which became way too effective in omake, causing many players to grind continuously for the potions. This change makes it unnecessary to spend painstaking amount of time save scumming for the desired result.
  • Sentries can no longer be tied to a sandbag. This is to prevent receiving very expensive skins very easily which are used to level up hammers.
  • Pets should no longer be able to make huge gains as easily for purposes of adjusting balance.
  • Because numerous aspects of pet training has been buffed (simplifying some processes along with spending less time save scumming), I thought changing the way blessed potions of descent works was rather unnecessary.

Pets can now sell ore and receive training from other places besides just towns[]

Why?[]

This is so players no longer have to spend unnecessary amount of time standing on the same spot in town waiting for their pets to raise their potential.

Little sister pets that are killed no longer adds to the little sister kill counter[]

Why?[]

I wanted to let all pets fulfill their roles and not close any opportunities they have.

When pet gains a skill level, same skill of other pets also slightly grows[]

Amount of experience gained depends on their Learning attribute.

Why?[]

Because skill training methods for PC and pets were nearly the same, it took much longer time to train pets. This only became worse when more pets are added to your party.

This change speeds up pet training and makes organizing squad much easier, allowing players to enjoy large scale battles. Also by separating how PC and pets train, players can focus more on training their PC instead.

By [i]nteracting, you can tell which specific equipments your pets wear[]

Why?[]

As ranged weapons can now be equipped in the hand slot, there needed to be a way to tell pets which equipments are worn on what slot.

Even if attributes/skills of pets increases or decreases outside your vision, the message will still be displayed[]

Why?[]

So players no longer have to constantly stalk their own pets who are trying to eat their food and want some privacy.

Pets can now acquire feats[]

Pets can also acquire [F]eats from their screen. Use z/x key to switch pages.

Your pet gains one feat every 5 levels.

They can keep earning feats this way until level 50.

Why?[]

So pets raised from low level can stand against and even overcome pets that by default comes with high character level.

Guild[]

Guild wars[]

It's a raid! When PC enters guild hall with a rank of journeyman or higher, there is a low chance the guild may come under attack from other rival guilds.

Normally, the guild will be attacked by one of the two rival guilds. There is a small possibility however for two guilds to attack at once. The guilds in that case will engage in a free for all.

Higher guild rank of the PC will result in more invaders showing up. Also, if your guild rank is above a certain rank guild master will join in the battle.

This feature is implemented using Factions.

Why?[]

To add additional excitement in game and adjust balance of various advantages each guild has.

Failure condition[]

Escape from the map.

This will lower PC's guild rank.

If current guild rank is above official member, guild trainer will be able to upgrade pets actions[]

However, you cannot increase available actions and upgrade unrelated actions.

For example, little girls cannot learn how to cast spells. Furthermore, wizard of Elea cannot use ball type spells.

In addition, if pet's actions are upgraded you will no longer be able to command how character specific actions shall be used.

Why?[]

To give a new attraction to the hardly used guild facilities.

This is also done to adjust balance since AIs have improved, increasing combat difficulty.

Fighters guild[]

Upgrades melee to ranged attack or vice versa.

Mages guild[]

Upgrades arrow, ball, and healing spells to more powerful counterparts.

Thieves guild[]

Upgrades various special actions of melee and ranged attacks.

If you have joined the fighters guild, a guild member can be borrowed[]

Talk to the fighter watchman and select "I want to borrow a member." An NPC from fighters guild will travel with you for certain period of time for free.

Strength and name of members borrowed depends on current guild rank of the PC.

  1. Rookie of fighters guild
  2. Novice of fighters guild
  3. Apprentice of fighters guild
  4. Warrior of fighters guild
  5. Defender of fighters guild
  6. Veteran of fighters guild
  7. Elite of fighters guild
  8. Guardian of fighters guild
  9. Champion of fighters guild

Character level of members increases the lower on the list you go.

Why?[]

To give a new charm to fighters guild which lacked much appeal in comparison to available mages guild facilities.

Also, this was added to help with difficult battles in early game and to provide new ways of enjoying adventures after conquering Lesimas.

Guild master quests[]

When currently part of one of the guilds with a guild rank of journeyman or above, PC can receive special quests directly from the guild master.

After accepting the request, you can check its details from the journal.

Why?[]

To give players a sense of accomplishment and give a new appeal to being a part of the guild.

the mage guildmaster[]

Requirement[]

Deliver a set amount of particular remains of a specified monster.

Number of remains requested for donation decreases with higher guild rank.

Choose another job[]

When chosen, he will select a different monster and remains to be delivered.

However, doing so increases the number of items to be delivered.

Number of remains requested decreases with higher guild rank.

Rewards[]

Enables "custom spell (spellmaking)".

the fighter guildmaster[]

Requirement[]

Deliver a set amount of specified weapon with a particular enchantment attached.

Number of weapons requested decreases with higher guild rank.

Rewards[]

She will repair an equipped evil weapon into a hero weapon.

This will only be done on evil weapons at level 16 or greater.

Hero's weapon[]
                1. Name

"hero's" will be prefixed to the weapons name. For example, if attached to a claymore this will be named as "hero's claymore".

                1. Features
  • Uncursed.
  • Replaces "It sucks blood of the wielder" with "It attracts monsters".
  • Removes "It is alive" attribute and the weapon never grows.
  • Cannot be used as a base or extract for artifact fusion.

the thief guildmaster[]

Requirement[]

Deliver a set amount of particular jewels with a specific name modifier.

Number of jewels requested decreases with higher guild rank.

Rewards[]

3 material kits

Can now change guild interiors using a house board[]

If guild rank is journeyman or higher, you can use (t) the house board to redesign guild hall.

Why?[]

To make guild hall feel similar to PC's home. With this change it is possible to make guild hall a more comfortable place to visit and at the same time helps with reconstruction of the area after it is ravaged from a guild war.

Skills (special actions)[]

Breath damage is now dependent on constitution and current HP[]

Why?[]

To buff special actions which were nowhere near as useful as spells.

This change makes dragons an even more fearsome enemy. The most effective strategy against them would be to go in for a quick kill (such as using a powerful god skill), or raise character level to increase max HP (which can be done by traveling and such).

This change also effects breath from pets and feat ability. That fire you once snorted as a street performer now incinerates all enemies caught in the blast into cinders. Compared to vanilla a dragon rider would be unbelievably powerful.

New skills[]

Why?[]

To make classes more meaningful.

This is also done to further clarify roles for each class while providing immersive experience for "role players".

Second Wind[]

Completely heals stamina.

It can only be used once per sleep. After use, it can be recharged by sleeping.

Singing[]

Earn coin by singing in front of an audience. In other words, this is basically the equivalent of Performer without instruments.

When PC begins singing, bards, custom NPCs with bard AI, and pets that can also sing will join you and perform for the crowd.

Unlike pets, PC will be stoned if performer level is too low.

Throw tomato[]

Throws rotten tomato at your target.

On successful hit the target becomes furious.

Quests (jobs)[]

Amount of reward received is now properly reflected based on quest difficulty[]

Regardless of PC's level, reward received increases the more difficult a quest is upon completion (for example, the type of monsters to exterminate).

Why?[]

Because players received chump change upon completion, town quests were primarily not completed for the sake of rewards.

This change lets quests become another way to appropriately source money.

Monsters found in "Hunting" quests are now of the same type[]

Monsters appearing in hunting quests will now normally be limited to the same type.

As only single monster type now appears, quest description will display the type of "monster" that will show up in the area. If the description just says "monster" instead, hunting quests reverts back to how vanilla originally handled it.

This feature is implemented using Factions.

Why?[]

This feature is based on "Oscuro's Oblivion Overhaul", one of the mods for "The elder scrolls series 4 : Oblivion".

Reasons for the change are as follows:

  • To help against tough battles in early game.
  • To bring new exciting challenge for players that can complete the toughest of quests with ease.
  • To increase immersive experience by correcting the rather unnatural behavior of various monsters fighting side by side as brothers in arms regardless of faction differences.

Races and Classes[]

New classes[]

  • Fighter: Comes with Tactics, Eye of Mind, and Greater Evasion.
  • Guard: Basically a warrior using ranged attacks.
  • Samurai: Sushi!
  • Rogue: Thief variation.
  • Barbarian: Thief variation.
  • Pirate: Thief variation.
  • Ninja: Speed bonus. AIEEEEEEEE! NINJA!?
  • Scientist: +20 to Gene Engineering
  • Librarian: No casting, but comes with absurdly high Literacy and Memorization.
  • Gunslinger: Standard gunner class.
  • Valkyrie: Has its merits and shortcomings.
  • Cultist: Similar to claymore class with faith.
  • Dancer: Speed bonus. Thief variation.
  • Guide: Comes with lots of useful skills and Traveling.
  • Idol: Power in numbers. Able to herd about 10 pets willing to fight for you.
  • Prostitute: Charisma bonus. Comes with high Negotiation making it easier to have steady income.
  • Noble: Comes with variety of useful skills.
  • Merchant: Comes with high Negotiation and Investing.
  • Blacksmith: Receives similar constitution bonus to Warriors. Get even tougher through digging.
  • Swashbuckler: Comes with Eye of Mind and high Charisma.

Besides Swashbuckler, all other classes were imported from "Custom class pack for omake ver1.3" by wamekukyouzin, 喚く狂人.

Why?[]

To provide more immersive experience for "role players".

Changing classes now costs money instead of guild rank[]

Why?[]

It made little sense why players guild rank is lowered for using guild services.

Now possible to change classes at Cyber Dome[]

You can change class by talking to .

She can change the character to either gunner or scientist class.

Why?[]

To properly associate classes with relatable areas and at the same time give Cyber Dome a new use.

Characters now receives class specific feats when newly generated with said class[]

Each class now comes with feats appropriate for their roles. When an adventurer is created in the beginning, PC automatically acquires feat specific to that class.

These feats cannot be obtained by changing jobs.

Why?[]

To make classes more meaningful.

This is also done to further clarify roles for each class while providing immersive experience for "role players".

Added class skills[]

Several classes now comes with special actions relatable to their roles.

Class specific skills and use chance by NPCs are shown in the list below.

Wizard[]

Draw Charge: 0% Fill Charge: 5% Note: NPC never uses Draw Charge on one's rods.

Fighter[]

Second Wind: 0% Note: NPC does not consume stamina.

Rogue[]

Suspicious Hand: 5%

Scientist[]

Throw potions: 10%

Valkyrie[]

Hero: 5%

Idol[]

Singing: 0% Note: it is not a combat skill.

Samurai[]

Decapitation: 2%

Farmer[]

Throw tomato: 10%

Claymore[]

Boost: 3%

Non-unique NPCs now has a low chance to spawn with a different class than usual[]

When appearing as a different class, NPCs will receive equipments and skills specific to that class.

To change, these classes must be a class that can normally be chosen and comes from the same guild (i.e. being in the same guild list of classes that can be changed to when asking for class change). Classless NPCs will not spawn with a different class.

This change does not occur if your "degree of progress" is too low.

Why?[]

To make more use of the newly introduced classes. This change is aimed to make wandering in Nefias much more exciting.

Properties (Deeds)[]

You can now order a maid to send invitations[]

By paying 100,000gp to your maid, more people may be invited to your home after 3 days.

Number of people invited may exceed the maximum limit of visitors.

Note however that only few or no visitors at all may be invited.

Why?[]

To increase available roles for maids and to make it easier to meet the mysterious producer who very rarely appears.

Increased the number of recruitable servants when hiring[]

Why?[]

This is to fix an issue where some NPCs couldn't be hired.

Ether Diseases[]

New ether diseases[]

This feature is implemented using Factions.

Why?[]

There are a couple reasons.

  • To make it possible for pure fighters or archers in conquering North Tyris.
  • To help with early stages of the game when there aren't many ways to stop ether disease from getting worse.
  • To make sure pure wizards who devoted their entire life to magic doesn't receive the short end of the stick.
  • To provide more immersive experience for "role players".

Your body suddenly turns closer to that of a beast.[]

  1. You have ears of an animal.
    • Can't equip on Head slot
    • PER+
    • RES Sound-
  2. You have ears and tail of an animal.
    • Can't equip on Head and Waist slots
    • PER+
    • RES Sound--

You grow large tough claws from your hand.[]

You have grown large claws.

  • Can't equip on Hand slot
  • Unarmed attack deals cut damage

Your blood boils from contact with mana.[]

Your blood agitates mana into steam.

  • Healing+++
  • -50% MP
  • cannot use spells

You drain mana from your surroundings.[]

  1. You drain mana around you.
    • Meditation+
    • Drains mana from others
  2. You drain significant amount of mana around you.
    • Meditation+
    • Drains mana from others
  3. Your endless thirst drains mana sources dry.
    • Meditation+
    • Drains mana from others

Randomly absorbs MP from NPCs in your view. Its frequency increases as symptoms grow worse.

If your current MP is lower than maximum MP, you will recover MP equivalent to how much was drained.

If you drain MP from NPCs that are friendly, it lowers karma and their impress of you as if you had attacked them. If they die from mana reaction, it lowers karma as if you had killed them.

You are gripped with constant fear.[]

You suffer from severe anxiety.

  • DV+
  • Periodically struck by Fear

Amount of DV increased is lower than the amount decreased from 'desire for violence' ether disease, so if both are obtained at the same time overall DV will slightly decrease.

Changed damage bonus calculation for ether disease "Desire for violence arises with in you."[]

If PC level exceeds 2000, further damage bonus will be increased in smaller increments.

Why?[]

To adjust balance for "damage calculation formula on enhanced weapons being changed". This also acts as a countermeasure against buffer overflow.

Feats[]

Changed feat effects[]

This feature is implemented using Factions.

Why?[]

Although only few out of many feats can be chosen, most were pretty much treated as an enchantment substitute.

With this change, I hope to make Feats more useful than before.

You learn to fight with your bare hands by street fighting.[]

  1. Arm Wrestler : You have a powerful arm. [Unarmed Dmg +5%]
  2. Street Fighter : You don't lose your fights. [Unarmed Dmg +15%]
  3. Martial Artist : You have refined your technique with bare hands. [Unarmed Dmg +35%]
  4. Martial Arts Expert : You have mastered the art of close combat. [Unarmed Dmg +70%]
  5. Holy Fist : Your skills with bare fists are legendary. [Unarmed Dmg +100%]

Mastery with shields improves your chances to shield bash.[]

  1. Shield Bash : You bash with your shield more frequently.
  2. Shield Attack : You have a chance to make an extra shield bash.
  3. Shield Rush : You have even more chance to make an extra shield bash.

Years of training hones your two weapons fighting skill.[]

  1. Duel Wield Apprentice : You can wield a weapon up to 2.0s with one hand.
  2. Ambidextrous : You can wield a weapon up to 2.5s with one hand.
  3. Skilled Ambidextrous : You can wield a weapon up to 3.0s with one hand.
  4. Improved Ambidextrous : You can wield a weapon up to 3.5s with one hand.
  5. Amphisbaena : You can wield a weapon up to 4.0s with one hand.

You carefully dodge attacks by observing incoming blows.[]

  1. Dodge : You can dodge enemy attacks. [Greater Evasion potential +40%]
  2. Improved Dodge : You can really dodge enemy attacks. [Greater Evasion potential +80%]
  3. Greater Dodge : You sense incoming blows. [Greater Evasion potential +120%]

You tread carefully, making it easier to spot traps.[]

  1. Careful : You are cautious about traps. [Detection potential +30%]
  2. Very Careful : You are constantly vigilant about traps. [Detection potential +60%]

Daily meditation increases your casting skill.[]

  1. Focus : You are very focused. [Casting potential +40%]
  2. Deep Focus : You do not break focus while concentrating. [Casting potential +80%]

Working under a trader improves your negotiation skill.[]

  1. Negotiator : You are a good negotiator. [Negotiation potential +40%]
  2. Seasoned Negotiator : You are silver tongued. [Negotiation potential +80%]

Training under a priest deepens your faith.[]

  1. Believer : Your faith is unshakable. [Faith potential +40%]
  2. Zealot : You are a zealot. [Faith potential +80%]

You improve your evasion skill.[]

  1. Evade : You can somewhat evade enemy attacks. [Evasion potential +20%]
  2. Improved Evade : You can evade enemy attacks. [Evasion potential +40%]
  3. Greater Evade : You can really evade enemy attacks. [Evasion potential +60%]

New feats[]

Why?[]

To give feats more meaning than before.

Combat experience teaches you to ably use (Long swords / Short swords / Axe / Blunt weapons / Polearms / Staves / Scythes / Bows / Crossbows / Firearms / Throwing weapons).[]

  1. (Weapon) Novice : You know how to wield (weapon). [(Weapon) DMG +5%]
  2. (Weapon) Apprentice : You know your way around with (weapon). [(Weapon) DMG +15%]
  3. (Weapon) Journeyman : You are skilled with (weapon). [(Weapon) DMG +35%]
  4. (Weapon) Expert : You are an expert with (weapon). [(Weapon) DMG +70%]
  5. (Weapon) Master : You have achieved mastery with (weapon). [(Weapon) DMG +100%]

Experience from battles helps you escape a fatal blow.[]

  1. Guts : Once per rest, you will survive a fatal blow and recover small amount of HP.
  2. Fighting Spirit : Once per rest, you will survive a fatal blow and recover HP.
  3. Steadfast : Once per rest, you will survive a fatal blow and recover large amount of HP.
  4. Reaper's Favor : Once per rest, you will survive a fatal blow and completely recover all HP.

It can only be used once per sleep. After use, it is recharged upon sleeping.

You increase damage dealt in exchange for defense.[]

  1. Heat Up : You become furious.
  2. Berserker : You don't hold back against your enemies. [Fury on enemy detection]
  3. God of War : You are a brutal killing machine. [Fury on enemy detection. Upgrades Fury]

You hone your hunting skills living in the mountains.[]

  1. Hunter : You deal more damage against wildlife.
  2. Predator : You deal even more damage against wildlife.

You've stolen exorcist's technique for banishing demons.[]

  1. Demon Hunter : You deal more damage against demons.
  2. Enemy of Hell : You deal even more damage against demons.

You learn of noble deeds from a band of knights.[]

  1. Guardian : You protect wounded allies.

When a critically wounded ally is attacked with either melee or ranged, you instantly move next to them and tank the hit instead.

Under a master you learn how to fight while dual wielding.[]

  1. Dual Flurry : You are studying the art of dual wield. [For dual wield, Evasion + (Sqrt Dual Wield + 10% of Dual Wield)]
  2. Dual Savagery : You are a dual wield expert. [For dual wield, Evasion + (Sqrt Dual Wield + 30% of Dual Wield)]
  3. Two Heavens as One : Your mastery with dual wield is unparalleled. [For dual wield, Evasion + (Sqrt Dual Wield + 50% of Dual Wield)]

You can cleave enemies apart with an axe.[]

  1. Sharpened Axe : You have a chance to make shallow cuts with your axe.
  2. Bloody Axe : You have a chance to make cuts with your axe.
  3. Hack and Slash : You have a chance to make deep cuts with your axe.

Swinging blunt weapons daily increases your lethal power.[]

  1. Hard Hit : You have a chance to Dim opponents with blunts very rarely.
  2. Hard Strike : You have a chance to Dim opponents with blunts rarely.
  3. Hard Smash : You have a chance to Dim opponents with blunts.

You train in meadows shooting arrows from long distances.[]

  1. Skilled Shot : You can shoot distant enemies with a bow.
  2. Sharpshooter : You can shoot distant enemies accurately with a bow.
  3. Bow Master : Your shots with a bow to distant enemies always finds their target.

Taking command, you bolster your allies abilities.[]

  1. Commander : Your command is just. [Allies' Healing + (Sqrt Healing + 10% of Healing), Allies' Meditation + (Sqrt Meditation + 10% of Meditation)]
  2. Famed Commander : Your command is exceptional. [Allies' Healing + (Sqrt Healing + 30% of Healing), Allies' Meditation + (Sqrt Meditation + 30% of Meditation)]
  3. Legendary Commander : Your command is legendary. [Allies' Healing + (Sqrt Healing + 50% of Healing), Allies' Meditation + (Sqrt Meditation + 50% of Meditation)]

You endure harsh close combat training under a master.[]

  1. Close Combat Apprentice : Weapon <1.5s equipped complements close combat [For two hand, weapon + 5% of Martial Arts DMG]
  2. Close Combat Fighter : Weapon <1.5s equipped complements close combat [For two hand, weapon + 15% of Martial Arts DMG]
  3. Close Combat Expert : Weapon <1.5s equipped complements close combat [For two hand, weapon + 35% of Martial Arts DMG]
  4. Close Combat Master : Weapon <1.5s equipped complements close combat [For two hand, weapon + 70% of Martial Arts DMG]
  5. Weaponized Body : Weapon <1.5s equipped complements close combat [For two hand, weapon + 100% of Martial Arts DMG]

Repeatedly punching a tree has hardened your knuckles.[]

  1. Hardened Fist : Your fists hardens through intense training. [Rarely Dims, +5% pierce on crit]
  2. Iron Fist : Your fists shatters rocks. [Rarely Dims, +15% pierce on crit]
  3. Steel Fist : Your fists are strong enough to bend iron. [Rarely Dims, +35% pierce on crit]
  4. Strong Fist : Your fists punches through iron plates. [Rarely Dims, +70% pierce on crit]
  5. God Hand : Your fists are the answer to any obstacle. [Rarely Dims, +100% pierce on crit]

This feat only takes effect when nothing is equipped in the hand slots.

You learn smithing techniques in another continent.[]

  1. Apprentice Blacksmith : You are more likely to create a masterpiece when smithing.
  2. Blacksmith : You are even more likely to create a masterpiece when smithing.
  3. Charismatic Blacksmith : You are much more likely to create a masterpiece when smithing.

Experience dancing allows you to evade and attack at once.[]

  1. Battle Dancer : You can counter when skillfully evading a melee attack. [10%]
  2. Dueling Dancer : You can counter when skillfully evading a melee attack. [30%]
  3. Charismatic Dueler : You can counter when skillfully evading a melee attack. [50%]

Experience singing in the bar has developed your skill.[]

  1. Newcomer : Your singing is charming.
  2. Pop Star : Your singing is very charming.
  3. Super Idol : Your singing captivates every audience.

You learn to mesmerize others in the high society.[]

  1. Good Communication : Your tales are interesting. [Attract+, Maximum Impress+]
  2. Great Communication : Your tales are very interesting. [Attract++, Maximum Impress++]
  3. Perfect Communication : Your raw charisma captivates others. [Attract+++, Maximum Impress+++]

Only this or "You have no worldly wisdom and incur odium." feat can be obtained.

You enhance your technique from your stays at brothels.[]

  1. Harlot : You have a reputation for delivering good service.
  2. Brothel's Star : You are masterful at giving an excellent experience.
  3. Charismatic Whore : Your technique has reached its apex in giving others a time of their life.

Only this or "Morals prohibit you from sexual intercourse." feat can be obtained.

Sword mastery allows you to parry and eviscerate enemies.[]

  1. Fencer : You can parry attacks. [Rarely nullifies damage]
  2. Duelist : You have mastered swordsmanship. [Rarely nullifies damage, extra melee attack+]
  3. Sword Master : You are a legendary swordsman. [Rarely nullifies damage, extra melee attack++]

This feat only takes effect when long or short sword between 1.5s to 4.0s is equipped as Two Handed.

You gain experience in front lines as a heavy shock trooper.[]

  1. Power Fighter : You can wield a weapon weighing up to 11.0s. [Enhances critical damage]
  2. Skull Crusher : You can wield a weapon weighing up to 13.0s. [Enhances critical damage]
  3. Destroyer : You can wield a weapon weighing up to 17.0s. [Enhances critical damage]
  4. War Master : You can wield a weapon weighing up to 24.0s. [Enhances critical damage]
  5. Juggernaut : You can wield a weapon weighing up to 30.0s. [Enhances critical damage]

You learn how to conserve ammunition from a military friend.[]

  1. Frugal : You rarely conserve special ammo on use.
  2. Recycler : You sometimes conserve special ammo on use.
  3. Walking Ammunition Depot : You have gained mastery in conserving special ammo.

Reading myriad books allows you to skim rapidly.[]

  1. Bibliophile : You can read a spellbook rapidly.

If Literacy skill is much higher than difficulty of the spellbook, Piece of cake. message will be displayed and the character reads all remaining number of spellbook charges in a single stroke.

However, spellbooks containing greater spells cannot be read rapidly.

Studying under a wizard increases your magical prowess.[]

  1. Novice Mage : You have a chance to maximize power of casted spell. [1%, Stock consumption+]
  2. Magician : You have a chance to maximize power of casted spell. [3%, Stock consumption+]
  3. Traveling Magician : You have a chance to maximize power of casted spell. [5%, Stock consumption+]
  4. Wizard : You have a chance to maximize power of casted spell. [7%, Stock consumption+]
  5. Archmage : You have a chance to maximize power of casted spell. [10%, Stock consumption+]

If spell power is maximized due to the effect of this feat, Full power release! message will be displayed on use.

Only the following spell types below can have their power maximized.

  • Arrow
  • Bolt
  • Ball
  • Meteor

Stock consumption is increased only when spell power is maximized.

Effect of this feat also works on "custom spells".

You learned how to efficiently study in the academia.[]

  1. Honor Student : You are well learned. [Increases spell potential recovery+]
  2. Teacher : You are ingenious. [Increases spell potential recovery++]
  3. Professor : Your knowledge is a national treasure. [Increases spell potential recovery+++]

Experience as a farmer conscript increases your tactics.[]

  1. Farmer Conscript : You wield a weapon as if it were a hoe. [Tactics + (Sqrt Gardening + 5% of Gardening)]
  2. Foot Soldier : You are a common foot soldier. [Tactics + (Sqrt Gardening + 15% of Gardening)]
  3. Agrarian Troop Commander : You are a distinguished leader. [Tactics + (Sqrt Gardening + 35% of Gardening)]

Continuous struggles for your life increases your tactics.[]

  1. Battle Ready : You are a veteran fighter. [Tactics potential +40%]
  2. Warlord : You are a fearsome sight on the battlefield. [Tactics potential +80%]

You learn various ways to concoct powerful brews.[]

  1. Apprentice Alchemist : You can mix different potions. [Success rate +10%]
  2. Alchemist : You are skilled at infusing potions. [Success rate +30%]
  3. Charismatic Alchemist : Your concoctions are famed throughout the lands. [Success rate +50%]

You learn medicinal knowledge under a magician.[]

  1. Apprentice Herbalist : You understand how to effectively use potions. [Potion effectiveness +10%]
  2. Herbalist : You are knowledgeable on potions effects. [Potion effectiveness +30%]
  3. Charismatic Herbalist : You hold an encyclopedic knowledge of potions. [Potion effectiveness +50%]

This feat is also effective for potions thrown.

You learn to accurately shoot your targets with a bow.[]

  1. Archer : Your bow shots are accurate. [Bow hit chance + (Sqrt Bow + 10% of Bow)]
  2. Master Archer : Your bow shots are remarkably accurate. [Bow hit chance + (Sqrt Bow + 30% of Bow)]
  3. Bullseye : Your bow shots do not miss its mark. [Bow hit chance + (Sqrt Bow + 50% of Bow)]

You go on a journey to learn various cooking techniques.[]

  1. Apprentice Cook : You are an apprentice cook. [Cooking SP consumption -10%]
  2. Chef : You are a chef. [Cooking SP consumption -30%]
  3. Charismatic Chef : You are a culinary master. [Cooking SP consumption -50%]

Nonstop throwing practice improves your power and accuracy.[]

  1. Slinger : You are a good long distance thrower.
  2. Pitcher : You are a remarkable long distance thrower.
  3. Ace : Your throwing skills are legendary.

You have command over flames, improving fire spells.[]

Control Magic must be learned as a prerequisite before obtaining this feat.

  1. Apprentice Fire Mage : Your fire spells are amplified. [+10%]
  2. Fire Mage : Your fire spells are amplified. [+30% Can target ball spells]
  3. Greater Fire Mage : Your fire spells are amplified. [+50% Can target ball spells]

You have command over ice, improving cold spells.[]

Control Magic must be learned as a prerequisite before obtaining this feat.

  1. Apprentice Cold Mage : Your cold spells are amplified. [+10%]
  2. Cold Mage : Your cold spells are amplified. [+30% Can target ball spells]
  3. Greater Cold Mage : Your cold spells are amplified. [+50% Can target ball spells]

You have command over thunder, improving lightning spells.[]

Control Magic must be learned as a prerequisite before obtaining this feat.

  1. Apprentice Lightning Mage : Your lightning spells are amplified. [+10%]
  2. Lightning Mage : Your lightning spells are amplified. [+30% Can target ball spells]
  3. Greater Lightning Mage : Your lightning spells are amplified. [+50% Can target ball spells]

You have command over shadows, improving darkness spells.[]

Control Magic must be learned as a prerequisite before obtaining this feat.

  1. Apprentice Dark Mage : Your darkness spells are amplified. [+10%]
  2. Dark Mage : Your darkness spells are amplified. [+30% Can target ball spells]
  3. Greater Dark Mage : Your darkness spells are amplified. [+50% Can target ball spells]

You have command over nightmares, improving mind spells.[]

Control Magic must be learned as a prerequisite before obtaining this feat.

  1. Apprentice Mind Mage : Your mind spells are amplified. [+10%]
  2. Mind Mage : Your mind spells are amplified. [+30% Can target ball spells]
  3. Greater Mind Mage : Your mind spells are amplified. [+50% Can target ball spells]

You have command over sound, improving sound spells.[]

Control Magic must be learned as a prerequisite before obtaining this feat.

  1. Apprentice Sound Mage : Your sound spells are amplified. [+10%]
  2. Sound Mage : Your sound spells are amplified. [+30% Can target ball spells]
  3. Greater Sound Mage : Your sound spells are amplified. [+50% Can target ball spells]

Minus feats[]

These are disadvantageous feats.

Any number of these feats can be obtained as needed.

Each minus feat obtained increases the number of other obtainable feats by 1.

These feats can only be obtained when creating a new adventurer.

This feature is implemented using Factions.

Why?[]

To provide more immersive experience for "role players".

You lose magical talent.[]

  1. Nil Magic : You can't use spells.

Your weak constitution saps your endurance.[]

  1. Flimsy : You are weak. [HP-25%]
  2. Frail : You are very weak. [HP-50%]
  3. Decrepit : You look as if you'll die at a moment's notice. [HP-75%]

You lack clear judgement and hesitate to act.[]

  1. Indecisiveness : You are indecisive. [Sometimes cancels action]

You don't acknowledge other gods.[]

  1. Monotheist : You can't convert to another god.

Only this or "Atheist" feat can be obtained.

You don't acknowledge existence of gods.[]

  1. Atheist : You don't believe in gods.

Only this or "Monotheist" feat can be obtained.

Your abnormal appetite hungers for endless sustenance.[]

  1. Bulimia : You suddenly crave for your next meal. [Eats irregularly]

You have no worldly wisdom and incur odium.[]

  1. Bad Communication : You tend to create conflict in relationships. [Impress-]

Only this or "You learn to mesmerize others with just words in the high society." feat can be obtained.

Morals prohibit you from sexual intercourse.[]

  1. Chaste : You refuse to copulate.

However, a gene can be created. This is to prevent not being able to do multiple playthroughs.

Only this or "You enhance your technique from your stays at brothels." feat can be obtained.

You have declared to be a lifetime bachelor.[]

  1. Lifelong Vow : You won't marry.

Your peculiar moral sense sees murder as a fearsome act.[]

  1. Pacifist : You resist murdering other people. [Every murder decreases karma]

Your social class forbids you to learn how to read or write.[]

  1. Illiterate : You can't read.

PC cannot read anything except treasure maps.

For some reason you are despised by animals.[]

  1. Animal Discord : You are hated by animals.

Friendly animals such as cats will also become hostile.

Your incompatible mentality prevents you from having allies.[]

  1. Lonely : You can't have pets.

PC can no longer have permanent allies.

This means escort and sub quests can still be finished without problems.

You have made an oath to never spill blood.[]

  1. Innocent : You cannot attack with either melee or ranged.

Compulsive feats[]

If a specific action is not taken for a while, status effect "Frustration" will occur.

"Frustration" causes STR / CON / DEX / PER / LER / WIL / MAG / CHR attributes to be lowered.

"Frustration" has three stages from black, yellow, and red and worsens with time.

"Frustration" can be relieved by performing a certain action. The amount relieved with one action varies depending on the feat.

Only one compulsive feat can be obtained at any time.

You have twitchy fingers.[]
  1. Trigger Happy : You are a compulsive shooter.
You spend your days in debauchery.[]
  1. Hypersexual Disorder : You are a sex addict.
You spend your days binge drinking.[]
  1. Alcoholism : You are an alcoholic.
You are entrapped by the thrills of gambling.[]
  1. Gambling Addiction : You are a gambling addict.

Custom Contents[]

Changed how custom NPC works[]

  • Eggs, milk, corpses, remains, figures, cards, shit, vomit, lunch box, and pornographic books will now be able to contain names of custom NPCs.
  • Name of CNPCs can now be displayed in hunting and panic quests which spawns only these specific CNPCs.
  • If CNPC is captured with a monster ball, name of the CNPC will displayed on the item and will spawn said CNPC on use.
  • It is now possible to change character chip graphics of CNPCs.
  • By adding the following line below to CNPC template,
randomName.	"1"

CNPC will generate with random names.

  • {nnpc} and {nsnpc} functions should now work correctly.
  • Name of CNPC will be displayed in arena and will also appear in arena fights.
  • spawnType. designations should now work correctly.
  • fixLv. now goes through a stringent checklist. For example, a great quality custom NPC should no longer appear in higher ranking panic quest monster or as a Nefia boss. (Translator's Note: Qualities for NPCs are treated in the same way as item qualities, with names enclosed in <> treated as a miracle monster and so forth.)
  • You can specify which equipments CNPC will initially spawn with by adding the line below to CNPC template:
initEqiup. "CItemName,10011,0,633,,24030,,,,,,,,,"

From left to right these are slots for head, hand1, shield, shoot, ammo, hand2, body, arms, legs, back, waist, ring, ring, neck, and neck. The values that can be used are either item ID, category, subcategory, or the English name of custom item. If value is set to 0 that slot will come with nothing equipped initially.

  • By adding the following line below to CNPC template,
chipref. "1"
colref. "1"

you will be able to specify which 'character.bmp' graphic will be used. Values for 'chipref.' refers to ID of character chip image and 'colref.' refers to ID of color used. Note that to use this function the images will have to be embedded for compatibility.

Why?[]

To make CNPCs feel closer to NPC behavior found in vanilla.

Custom item[]

Changed how special quality custom items works[]

Special quality custom items can now be rerolled with a scroll of superior material.

If custom items are equipments of special quality and duplicates are found, they will transform into a different equipment. However, changed equipments will be of bad quality.

Why?[]

To make custom items behave similarly to vanilla items.

You can now set sound effects to custom items[]

When creating a weapon using custom item function, value for 'isnd.' in custom item template can be defined. By doing so said custom weapon will play the designated sound effect during attacks.

For example if the following line is added,

isnd.		"fish_cast"

'fish_cast.wav' file will be played from the sound folder.

Why?[]

This is because it is now possible to "replace various sound effects". With this, custom items can feel one step closer to vanilla items.

If "Reload custom files" (in EX Setting 1) is enabled, pressing F2 key while in showroom reloads custom files.[]

Why?[]

To make it possible to enjoy showrooms more safely.

Pet teams and showrooms will now always load as long as they are placed anywhere inside user folder[]

Why?[]

To make it easier to manage pet teams, showrooms, and custom gods.

Custom race/class[]

Created a fix in case custom race definition fails to load, causing save file corruption[]

You can initialize melee and casting styles of NPCs in the current map by typing fixcorrupt2 in console.

Why?[]

So there is no need to cast away and delete your favorite character.

Now possible to change custom classes in Cyber Dome.[]

Setting 'guild' to '4' enables changing to custom classes in Cyber Dome.

Why?[]

To make custom classes feel closer to built-in classes.

Can now add feats to custom classes[]

By defining custom class 'trait', feats can be obtained upon changing to said class.

Written format for 'trait' is the same as custom races.

Why?[]

To make custom classes feel closer to built-in classes.

Custom god[]

This is implemented using functions of custom NPC, custom items, and factions.

Why?[]

To provide more immersive experience for players.

How to create a custom god[]

  1. F8 > Create custom god
  2. Select files in the below order: a. Custom god template b. Template and graphics of the custom NPC that is gifted as a servant c. Template and graphics of the custom item that is gifted as a secret treasure d. Template and graphics of the custom item that is gifted as an artifact e. If you want to have the god summoned via wish, add template and graphics of the custom NPC as a god f. If you want to have a sacred grounds, add showroom file containing altars and such
  3. If the steps were correctly finished a 'XXX.god' file should be created under user folder and altar of custom god will appear in front of you
Custom god template[]
%Elona Custom God

Declares that there is a custom god template.

author.

Author of the custom god.

Example:

author.	"Noa"
name.

The name displayed in either English or Japanese. This is the normal name that is shown in-game.

Example:

name.	"Ehekatl of Luck,幸運のエヘカトル"
shortname.

The name displayed in either English or Japanese. This is the name used in places such as blessed foods and is used as an identifier for the god.

Example:

shortname.	"ehekatl,エヘカトル"
give.

Favored offerings. You can define up to 10 different offerings. The following items below can be designated for this purpose. Please refer to the appendix for item values.

  • Item category
  • Item subcategory
  • Item ID (Includes spellbooks, herbs, rods, scrolls, cooking tools, foods, weapons, and equipments)

Example:

give.	"TODO"
bonus.

Faith bonuses. You can define up to 10 different bonuses. Each bonus requires both skill ID and degree of bonus obtained.

  • First 2-3 digits refers to skill or attribute ID. Please refer to the appendix for these values.
  • Last 4 digits refers to the degree of bonus which can be set from 0 to 19. Please refer to the numbers below for explanations.
    • 9-12 Slight bonus
    • 13-15 Average bonus
    • 16-18 Very high bonus even for existing gods
    • 19 Extremely high bonus (There is only one other god with this bonus value)

Example:

bonus.	"TODO"
specialpower.

These are for special abilities.

  1. In the list below are skills, enchantment effects, or trait IDs that can or cannot be used when following a god. Please refer to the appendix for ID values. - Skills. The following spells and skills are not available:
    • Domination
    • Wish
    • Wizard's Harvest
    • Mewmewmew!
    • Mani's Disassembly - Enchantments. To define enchantments, add 1000 plus its enchantment ID. For example, if you wish to add "negates the effect of blindness." its number would be 1023. The following enchantments are not available:
    • Enhances your spells.
    • Absorbs stamina from an enemy.
    • Brings an end.
    • Absorbs MP from an enemy.
    • Occasionally stops time.
    • Increases the quality of reward.
    • Inflicts massive damage to dragons.
    • Inflicts massive damage to undeads.
    • Makes audience drunk with haunting tones.
    • Inflicts massive damage to Gods. - Traits. To define traits, add 2000 plus its trait ID. For example, if you wish to add "negates the effect of blindness." its number would be 2009. The following traits are not available:
    • Incognito
    • Lay Hand
    • Splits
    • Equipping particular enchantments
    • Elemental damage resistance except for magic
    • Splits (cube)
    • Metal In addition, the trait "It is suitable for riding." will not take effect if target is unsuitable for riding due to being too weak.
  1. The following below are related to the power of skill or enchantment. Traits are ignored in this section. Calculation formula can be used as is or can be altered using the variables below. - {attb}: Current values of related attributes. - {faith}: Current piety.

Example:

specialpower.	"TODO"
foodbonus.

This is the amount of potentials increased when eating food blessed by a god. You can define up to 8 different skills or attributes. Each definition requires both skill ID and degree of bonus obtained.

  • First 2-3 digits are for skill or attribute IDs.
  • Last 2 digits are reserved for degree of bonus obtained. For reference, existing gods has 3 set as its value.

Example:

foodbonus.	"TODO"
specialfoodbonus.

This is the amount of potentials increased when eating special steamed meat bun blessed by a god. You can define up to 8 different skills or attributes. Each definition requires both skill ID and degree of bonus obtained.

  • First 2-3 digits are for skill or attribute IDs.
  • Last 4 digits are reserved for degree of bonus obtained. For reference, existing gods has 150 set for basic attributes and 1600 set for special attributes such as speed or mana.

Example:

specialfoodbonus.	"TODO"
miracle0.
miracle1.

These are the special abilities granted to a character when piety is extremely high with their chosen god. You can define up to 2 abilities. This field does not have to be defined if not needed. Furthermore, only 1 ability can be set if wished.

  1. Name of the ability in English.
  2. Name of the ability in Japanese.
  3. Related attributes. Value between 10-17 should be set for this field. Please refer to the "Skill ID/Attribute ID/Element ID" section of appendix for more information.
  4. Type: 1. Bolt 2. Arrow 3. Ball 4. Heal 11. Meteor 1001. Holy Shield 1002. Mist of Silence 1003. Regeneration 1004. Elemental Shield 1005. Speed 1006. Slow 1007. Hero 1008. Mist of Frailness 1009. Element Scar 1010. Holy Veil 1011. Nightmare 1012. Divine Wisdom 1018. Contingency
  5. Amount of SP consumed.
  6. Target and range: - For bolt, set to 9006. - For arrow, set to 2006. - For ball, set to 3000 in addition to its effective radius. For example, if radius is 2 the number becomes 3002. - For meteor, set to 10000. - Others:
    • For targeting yourself, set to 3000.
    • For targeting in a direction, set to 8000.
    • For targeting a character, set to 2006.
    • For targeting an area, set to 3000 in addition to effective range covered. For example, if range is 2 the number becomes 3002.
  7. Skill power. Calculation formula can be used as is or altered using the variables below. - {attb}: Current values of related attributes. - {faith}: Current piety.
  8. Number of dice. Will be ignored if type used is a buff, debuff, or meteor. Calculation formula can be used as is or altered using the variables below. - {efp}: Skill power. - {attb}: Current values of related attributes. - {faith}: Current piety.
  9. Number of faces on a die. Will be ignored if type used is a buff, debuff, or meteor. Calculation formula can be used as is or altered using the variables below. - {efp}: Skill power. - {attb}: Current values of related attributes. - {faith}: Current piety.
  10. Damage bonus. Will be ignored if type used is buff, a debuff, or meteor. Calculation formula can be used as is or altered using the variables below. - {efp}: Skill power. - {attb}: Current values of related attributes. - {faith}: Current piety.
  11. Element. Will be ignored if type used is a buff or debuff.
  12. Power of element. Will be ignored if type used is a buff, debuff, or meteor. Calculation formula can be used as is or altered using the variables below. - {efp}: Skill power. - {attb}: Current values of related attributes. - {faith}: Current piety.

Example:

miracle0.	"TODO"
miracle1.	"TODO"
specialpoweralias.

This is the alias for the special ability, 'specialpower'. The alias will only be displayed if skill ID for the special ability has been set.

Example:

specialpoweralias.	"TODO"
%txtdescription0,EN / %txtdescription1,EN / %txtdescription2,EN / %txtdescription3,EN

Description of the god. These messages are displayed in a window when being prompted to join a religion.

Example:

%txtdescription0,EN
Ehekatl is a goddess of luck. Those faithful to Ehekatl are really lucky.
%txtdescription1,EN
Offering: Corpses/Fish
%txtdescription2,EN
Bonus   : CHR/LUCK/Evasion/Magic Capacity/Fishing/Lockpick
%txtdescription3,EN
Ability : Ehekatl school of magic (Passive: randomize casting mana cost.)
%END
%txtBelieve,EN

The message displayed when joining a religion.

Example:

%txtBelieve,EN
Weee! You really have faith in me? Do you really?
%END
%txtBetrayal,EN

The message displayed when religion to another god.

Example:

%txtBetrayal,EN
Mewmewmew! Really betray me? Really betray me?
%END
%txtGive,EN

The message displayed when offering something.

Example:

%txtGive,EN
Mew mew mew meow!
%END
%txtMission,EN

The message displayed when you take over an altar of another god.

Example:

%txtMission,EN
Weeee! I'm so happy. I like you! I like you!
%END
%txtResist,EN

The message displayed when you fail to take over an altar of the god.

Example:

%txtResist,EN
Stupid stupid! Stupid!
%END
%txtPresent,EN

The message displayed when you receive a gift from your god.

Example:

%txtPresent,EN
Here's a gift! For you! Mewmew!
%END
%txtLike,EN

The message displayed when you are ready to be gifted something from your god.

Example:

%txtLike,EN
My heart aches! I think I like you...I guess!
%END
%txtLove,EN

The message displayed when you are ready to be gifted an artifact from your god.

Example:

%txtLove,EN
I love you! Love you! You will be with me forever...promise!
%END
%txtWhisper,EN

Randomly displayed message if you can catch signals from your god.

Example:

%txtWhisper,EN
Coconut crab!
%END
%txtWelcome,EN

Welcome message displayed on loading your save if you can catch signals from your god.

Example:

%txtWelcome,EN
Weeee♪ You are back? You are back!
%END
%txtNight,EN

Goodnight message when going to sleep if you can catch signals from your god.

Example:

%txtNight,EN
Are you going to sleep? Really sleepy? Good night!
%END
%txtKilled,EN

The message displayed when you kill a character if you can catch signals from your god.

Example:

%txtKilled,EN
More! More!
It's dead! Dead!
Meoow mew mew.
%END
%txtAdvent,EN

The message displayed on the advent of god (i.e. being summoned).

Example:

%txtAdvent,EN
Meeewmew!
%END
%txtMiracle1,EN

The message displayed when miracle0 special ability is used.

Example:

%txtMiracle1,EN
Thump thump thump. Did you win? Did you?
%END
%txtMiracle2,EN

The message displayed when miracle1 special ability is used.

Example:

%txtMiracle2,EN
I can tell you... It's a secret. A secret!
%END
%txtServantDescription,EN

The message displayed when you receive a servant from your god.

Example:

%txtServantDescription,EN
Weapons and armor licked by this cat receive a blessing of Ehekatl which adds an extra enchantment.
%END
Treasure[]
ieffect.	30

Please set this value to 30.

isub1.

ID of invoked skill. Refer to the appendix for its ID. Note that "Mewmewmew!" special action cannot be used.

If Wish or Wizard's Harvest is used, cooldown time is forcibly set to 1 year before they can be used again.

isub2.

Strength of invoked skill for isub1..

isub3.

The cooldown time until it can be used again.

Summoned custom NPCs[]

In template the following needs to be defined:

spawnType.	3

Please set the value to 3.

Unlike others, summoned CNPCs are not restricted to the 100 level limit.

How to load[]

Place *.god file inside user folder. As the god's servant and their artifact are included in the *.god, these will be automatically opened when loading.

Afterwards, altar for the custom god will begin appearing in Nefias.

You can also obtain altar of the custom god by wishing "{full name of god} altar".

How to summon[]

By wishing "{short name of god}".

How to enter sacred grounds[]

While in house dome select the appropriate showroom to enter.

If wizard mode is enabled, typing "gain_faith" in console will greatly increase PC's favor with god[]

This command adds 10,000 to your current piety.

Why?[]

To make it easier to test special god abilities that are obtained when having very high piety.

Afterword[]

There are so many things to write about. However, I will keep it short.

Starting from the tiniest of change in start of development, I have received continued support from many others, which has led to conceiving a creation beyond my wildest dreams.

Opening up paths to countless play styles. This was the most important aspect to me.

If there is a play style that has not yet been challenged, then I want to have it challenged. This is where many hours of enjoyment awaits.

To what has been an exciting journey for me, it is my wish that this will also be an exciting journey for you.

Thank you, and farewell!


See Also[]

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