| rdfs:comment
| - Taken from 仕様書(elonaplus).txt. May contain spoilers. [Additional main quest content]
* Placed Neres (listed below) and the informer on F27 of the Cradle of Chaos. They do not revive when killed.
* Cutscene on F28. Larnneire, Lomias, and Rianna get placed in Ulm-Leson after the event.
* Placed Shuraida and mercenary NPCs on F29. They do not revive when killed.
* F30 is inaccessible for now. [New NPCs]
* the amnesiac
* Level 2 mazin. Will rarely use Space retention.
* the amnesiac
* Level 169 imp. Temper bit flag. Shadow Step, Insult, Clash Rush, and only when in melee range, Smash Ground. Spawns equipped with the Zugaikurai listed below.
* the daydreamer
* Level 18 norland. Her class displayed is Handyman, but she's actually a thief. Ha
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| abstract
| - Taken from 仕様書(elonaplus).txt. May contain spoilers. [Additional main quest content]
* Placed Neres (listed below) and the informer on F27 of the Cradle of Chaos. They do not revive when killed.
* Cutscene on F28. Larnneire, Lomias, and Rianna get placed in Ulm-Leson after the event.
* Placed Shuraida and mercenary NPCs on F29. They do not revive when killed.
* F30 is inaccessible for now. [New NPCs]
* the amnesiac
* Level 2 mazin. Will rarely use Space retention.
* the amnesiac
* Level 169 imp. Temper bit flag. Shadow Step, Insult, Clash Rush, and only when in melee range, Smash Ground. Spawns equipped with the Zugaikurai listed below.
* the daydreamer
* Level 18 norland. Her class displayed is Handyman, but she's actually a thief. Has an extremely low chance of using Browbeat. Has a low chance of using Tag Force if gauge is 50% or above whether she's in a tag team or not.
* hellstling
* Level 150 quickling. Not suitable for riding. Nether resistance. Class displayed is assassin, but is really a thief. Mist of Darkness. Blade Strings when in melee range.
* stormbling
* Level 106 quickling. Not suitable for riding. Chaos resistance. Eye of Mana, Nether Breath. Uses Blade Turbulence if the target is not bleeding.
* grass killer
* Level 81 quickling. Not suitable for riding and has cImmune bit flag. Corpse has no effect. Prioritizes movement. Shining Wave. Occasionally uses Suicide Attack.
* grass dancer
* Level 49 quickling. Not suitable for riding and has cImmune bit flag. Corpse has no effect. Moves randomly. Eye of Illusion. Occasionally uses Fascination Dance. [New item]
*
* Precious artifact hammer. Randomly generated in high-level areas. [New special action]
* Extermination Breath
* Is basically Variable Breath, but does additional fixed damage depending on Control Magic skill, and affects a much, much larger area. It's still a breath attack though, so Charge Attack and equipment attributes that enhance breath attacks will affect it. Learned by the player during level up if the fire-breathing feat has been acquired, Constitution is 80 or above, and Control Magic is 40 or above. Uses 25 gauge. [Magic practice]
* Sorcier practice [Attack spells] (NB: sic) - gives experience to dart- and bolt-type attack spells.
* Warlock practice [Advanced attack spells] - gives experience to ball-type attack spells and to Meteor.
* Enchanter practice [Buff spells] - gives experience to buff and debuff spells.
* Healer practice [Healing spells] - gives experience to healing, resurrection, and uncurse spells.
* Shaman practice [Special spells] - gives experience to spells related to nature and to the divine, like summoning spells, spells with tile-lingering effects, Oracle, and Domination.
* Mage practice [Detection spells] - gives experience to spells related to movement and knowledge of the surroundings, such as teleport and revealing spells.
* NB: The descriptions in the [brackets] are present in the Japanese language version, but not in English.
* I've tried to have an equal number of spells in each category and to make each category make sense. Course titles are more or less flavor text for role-playing purposes. Cost depends on the level of the spells in that category with a lower limit of 5 and upper limit of 15.
* This is to make it easier to become a spell-caster in early game, as well as to alleviate the problem where spell levels don't increase unless the player spams them.
* The amount of spell experience given is fixed, so it's best to attend the practice with high potential in as many spells in that category as you can.
* There is no chance of bonus experience from Learning attribute. Of course, if you don't know the spell, then it won't have any effect.
* I considered a system where spells are leveled using an item that is randomly generated in dungeons, but that meant that physical-attack classes would master spells at the same rate as mages. That lead to the creation of this system, where spells basically compete with combat skills in resources. The cost of practices and the amount of experience given is subject to balancing. [New pregnancies]
* sunbararian -> sunbararian
* giant eater flower -> man eater flower
* heqet -> musical notadpole
* camouflaged imp -> camouflaged imp
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