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Reduced Slime Prince's red glowing attack from 50% HP damage to 25%įixed a bug that gave some enemies 0% chance to hit with status ailments in trap rooms Increased Carmilla Queen's Bloody Dance from 12.5% maxHP to 33% Increased Harpy's Talon drain from 10% maxHP to 20% Increased attack strength of Bulette and Gold BuletteĪdded magic damage to a couple status inflicting specials of regular enemiesĬhanged Grell's Funky Dance from "energy ball" to self healĬhanged Kerberos' and Firedrake's fire breath from inflicting dummy state to poison knights and crawler take a lot more bonus damage than mages Grand Divina's final weapon "Ganvantein" now grants saber effects when casting elemental spells on alliesĪrchmage's final weapon "Spirit Cane" now allows spells to hit weaknesses for 200% damage instead of 150%Īdded a variable bonus to counter attack power based on the target enemy, e.g. Lord's final weapon "Sigmund" now strengthens Lv2/3 based on the target's attack power and puts the target into the counterable stateĭuelist's final weapon "Deathbringer" now increases Lv2/3 damage based on proximity to the target(s)
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Well, complete minus two of Hawk's weapons, those are still to-do. Moved 999 heal cap from before "pressure" penalty to afterwards, allowing honey to profit from stronger heal items if under the effect of this state Increased bonus from "magic up" weapons by 50%įixed one instance of Gorva casting "Evil Gate" but announcing "Dark Force"įixed some weirdness with moon elemental spells, they no longer apply the damage to the wrong party (caster and target was switched since vanilla)įixed missing damage cap for regular attacks after day of week bonusįixed enemy HP getting capped at 999 after maxHP buffs Starlancer's final weapon "Stargazer" now grants quick casting speed and a small increase to spell damage Vanadise's final weapon "True Spear" now fakes the element of non-elemental spells according to the active saber element for resistance, weakness and immunity purposes but not absorb, reflect or hp/mp heal Magus' final weapon "Dragon Rod" now allows multi-targetted damage spells to deal damage as if they were single-targetted The one or other boss "randomly" hitting for 999 is not a bug Lv1 techs aren't strictly safer to use, neither are Lv2/3 techs always superior, you may want to change those for some situations. Dolan will probably win at least once even on the easiest setting.īlack market no longer replaces party building, too expensive for 24/7 If you find yourself needing to use a buff even for random fights come Lv50+, that is par for the course. On normal I already expect you to make use of buffs and/or debuffs. In this hack, you should be able to survive two of those FSTs even on hard, at least if you've given defense some thought. Well, vanilla minus some crap with the vanilla Lv3 tech formula that had a chance to give you a gameover when two random endgame enemies decide to give their FST you know the 500+ damage to the whole team, just because, even against maxed defense. Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonusesĥ difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"Įasy is roughly where vanilla would sit, imo, and that is where I'd send a real beginner. Increased inventory capacity to 20 per item type instead of 9 Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Passive MP regeneration with high cost spells: be smart with your magicĪccelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Modified formulas that keep even high level techs usefulĮxpanded inbattle options with running, regular strong attacks and counter techs Rebalanced classes, stats and spells, almost everything is usable now Equipment offers various bonuses instead of a simple attack and defense progression