
Most low-level damaging magic (e.g. Detonate, Stone Spike) will now scale better with level. Most will deal similar damage at lower levels and a bit more damage at higher levels. Some skills were further adjusted individually, as listed below.
Threat (the likelihood of a character being attacked) now has its own manual page. Changes to threat are now explicitly named and quantified in skill descriptions.
The damage types manual page now explains shields.
Fleeing from a random encounter will slightly reduce the time before the next random encounter.
Simplified language relating to KO ("shattered") status.
Skills that do not consume the user's turn are now simply tagged "(Free Action)" in the description.
Various minor clarifications to skill text.
Minor tweaks to some status icons.
The enemy status display option now defaults to pips, the same as for players, to avoid confusion about effect stacking. This only affects the default setting and does not change any functionality.
Slightly increased the random encounter rate in the emergency room.
Revised one of the gargoyle hints in the metalworks to (hopefully) be more helpful.
Item descriptions now use the same color-coding as skills.
Lavawalker Drape - stats slightly increased.
Crystal Flare/Brilliance - healing increased.
Crystallize - healing increased.
Drill Claw - new skill. Destroys and punishes the target's shield, plus additional weapon damage.
Bullseye - now gains +30 to hit per Hunt effect (three or more should virtually guarantee a critical hit). Damage bonus reduced to 25% per effect. Base damage and MP cost slightly reduced.
Sacred Horn - MP cost reduced.
Vital Spark - healing increased.
Eternal Bond - healing increased.
Silver Ray - damage slightly reduced.
Gliding Prow - DEF bonus increased to +40. Does not stack with the +20 bonus from Ocean Breeze, but using Ocean Breeze will refresh Gliding Prow. Also adds a small shield.
Phantom Blade - MP cost slightly reduced.
Tsunami - damage increased.
Darklock - now targets a row.
Fold Space - is now removable and is affected by Darklock. Certain boss phase change skills have been updated to ignore this effect.
Lightlock - now targets a row. MP cost increased.
All damage-over-time effects now have a shorter base duration, but deal significantly more damage per turn.
Chain Lightning - now randomly forks to half of other available targets (in addition to the primary target) instead of 0-3 random targets. Also gets +10% damage against targets with Windstorm or Thunderstorm. MP cost slightly increased.
Electrify - initial damage increased. MP cost slightly reduced.
Gigavolt - initial damage increased.
Thunderstorm - now always hits. MP cost reduced.
Windstorm - now always hits.
Destroyer - is now a free action.
Dispatch - initial damage slightly increased.
Whirling Steel - damage increased.
Unyielding - new skill. Self-heal (split from Champion) and refreshes Champion.
Champion - now adds Cr. Defense and a minor shield instead of self-healing. MP cost reduced.
Flashing Blade - damage increased.
Shining Cleave - damage increased.
Swordbreaker - MP cost slightly reduced.
Fixed a rare issue where false walls would display on the automap despite not yet being discovered (passed through). Note that when loading an existing save, false walls in certain specific spots may have the wrong icon; this is because the passthrough data was saved incorrectly in the first place. This is harmless and passing through them again will correct the issue.
Fixed status effect refreshes (e.g. Heroic Ballad) incorrectly adding an additional turn in some cases.
Fixed "CRIT" text not displaying on critical damage popups in rare instances.
Fixed a minor graphical error in the smelting chamber.