Category Archives: Announcements

LS 1.7 Class/Abilities Update


RanksThe proportion between Ranks has changed. The difference between Rank I and Rank II is the same as it’s been since LS 1.5 (20% increase), while taking any ability to Rank III will increase its effectiveness by 25% (up from ~22.22%). So the current proportion is: 100/120/150. Players will hardly feel the difference of a ~2.28% increase, but this helped me a lot to simplify the maths involved.

  • I was considering changing this proportion once more to 100/150/200. I also thought about adding another Rank (IV, 200%). However, 1) it would be exhausting, as a player, to take all existing abilities up four Ranks, 2) Ranks would be unbalanced, and 3) if the output of any ability changed dramatically over the course of the game, it would be pointless to get a better equipment or to spend Talent Points to actually increase parameters.
  • Ranks are there for the pure purpose of balance: I don’t want players to focus too much on them.

Ranks were added to some abilities that used to have none. Taking abilities to further Ranks does not only improve their effectiveness/output: sometimes the buff they provide lasts longer, their cool-down is shorter, their cost is lowered, they affect all targets instead of one, etc.

Update: all abilities need to be used at least 20 times before they can be taken to their further Rank. Also, a general 5-level-range rule applies: for instance, if one ability is learnt at L.13, it cannot be upgraded to Rank II before L.18, and to Rank III before L.23.

As I have mentioned, all animations have been updated: please check the video below to see them live. I must thank and credit this artist for making the animation layers I used.



There are literally hundreds of abilities in the game at the moment: despite my efforts to keep all abilities useful or interesting at all levels, I do realise that some abilities will serve their purpose best in early game, while players will easily forget about them later on. However empowered in their final Rank, abilities like Hoimi or Prayer are unlikely to be used during late-game encounters. The rotation between all abilities available, while still situational, should be way simpler at that stage. Before reaching L.50, players should be confident enough experimenting with different rotations and team compositions, that they shouldn’t need to concentrate any more on the details presented below.


  • Mending (New) is now a class passive ability which can be triggered by any of the Priest’s heals and shields. It has the same chance to proc as Endurance (Passive), which is about 50%. When triggered, Mending will recover another 9% maximum health at the end of every turn. It has a 2-turn duration, but it can be refreshed continuously.
  • Endurance (Class Passive) increases the target’s maximum health by 7% for 4 turns (5 Stacks, refreshable). The new amount of HP is not automatically updated (New), which is why Priests can never fully heal their allies when applying EnduranceMending should now work as a filler.
  • Celestial Bulwark (I, II, III) (New): shields one ally/all allies, absorbing all damage taken by up to 10,284/12,341/15,426. Lasts for 2/3/4 Turns. It naturally wears off upon receiving damage equal to the absorption shield. Celestial Bulwark (I, II, III) can trigger both Endurance and Mending. While the shield is active on the target, all damage-over-time effects are automatically cancelled.
  • Redemption (No Ranks) (New): deals Holy damage scaling off 9.38 * 200% Spirit and recovers 16% of the Priest’s maximum Mana. This technique has no cost.
  • Behomazun OD (I, II, III) (New): grants Health Regeneration and 38% increased healing received from the Priest (All Allies). Further Ranks increase the spell’s direct healing.
  • Lesser Megazaru OD (No Ranks) (New): heals one ally for 3.38 * 52%  of the Priest’s current health. Also removes all Status ailments. (In the video below, Lesser Megazaru actually used 72% of the Priest’s current health, which is why its healing output turned out to be so high).
  • Purify (New): removes all Status ailments (All Allies). Does not apply either Endurance or Mending. Works exactly like Shanaku, except it targets the whole Party.
  • The Mana cost of Hoimi (I, II, III)Behoimi (I, II, III) and Behoma (I, II, III) has been increased, while the Mana cost of Lesser Behomarā (I, II, III) and Greater Behomarā (I, II, III) is now considerably lower compared to the previous Beta.


  • Holy Aegis (New) mitigates all magic damage taken by 28% (2 stacks). It is granted by all of the Acolyte’s heals. It is not triggered any more upon casting Elysian GraceSalvation or Divine Blessing OD. Also, Holy Aegis does not increase the healing received from Acolytes any more.
  • Prayer (I, II, III)Inner Light (I, II, III) and Daylight (I, II, III) had their Mana cost reduced, while Luminance (I, II, III) and Sunshine (I, II, III) are now far less Mana-efficient. Also, Prayer (I, II, III) had its internal critical chance increased (14/17/21%). All other heals have no greater critical chance than the Acolyte’s.
  • Salvation (No Ranks) (New) cuts all damage taken (–5,754) and restores 16% of the caster’s maximum ManaSalvation (Status) is applied to one ally and it lasts for 2 turns. (In the video below, Salvation still affected all allies). Obviously, all damage taken over that amount (5,754) will damage the target.
  • Divine Blessing OD (New) prevents K.O. in combat and greatly increases all healing received from the Acolyte (+48%). It wears off when absorbing fatal damage or after 4 turns. It automatically cancels Elysian Grace.
  • Divine Spirit (Passive) (New) does not increase Spirit any more. Instead, it increases the Mana recovered by Focused Mind (Passive) (+16%). While other classes recover Mana from 50% Spirit at the end of every turn, Acolytes will recover Mana scaling off 66% Spirit.
  • Replenishment (OD): grants increased Mana Regeneration (4 turns). This ability can be learnt only by Traben when handing the quest Elder Silentall (in Erene). Glowing Star: Removed: change it as I might, it still felt either over-powered or useless.


  • Combat Stance (Status) is no longer required to successfully select Rupture (I, II, III)Punishment (I, II, III) and Arcane Volley (I, II, III)Combat Stance still increases Stamina (+15%) and Strength (+22%) at the expense of Intellect (–42%) and Spirit (–67%), but it is not a requirement any more to use class-related abilities scaling off Strength. On the other hand, all healing abilities still require Restoration Stance (Status) to become available.
  • Restoration Stance (Status) increases Intellect by 12% (down from 15%) and Spirit by 4% (down from 22%). It has no impact on Stamina, but it severely decreases Strength (–88%). I basically reviewed how Stances were working in the previous Beta: I still want Mystics to rely on their chosen Stance, but the idea of switching during combat turned out to be a waste of time. While Restoration Stance is still required to use Mystics as healers, Combat Stance (New) is now closer to a buff, and it does not persist through K.O. any more.
  • Rejuvenate (I, II, III) now targets all allies instead of just one. Its healing output has also been adjusted.
  • Consecration OD (I, II, III) (New): further Ranks now apply the corresponding healing-over-time effects. Also, its direct healing has been increased. (In the video below you will see it healing for 31,701 HP).
    • Update: The problem with Consecration OD is that its healing output is currently insane. On the one hand, it is an overdrive ability affecting one ally and it requires Restoration Stance (Status) to be cast. On the other hand, it’s basically a burst heal with three healing-over-time effects applied at once, which recover another 8,208/8,967/9,975 HP over 3 turns. That’s why I have decided to keep only the direct healing.
    • Update: Vitality (New) increases all healing received from Mystics by 16% (4 stacks): it is now a stacking passive with a 3-turn duration, refreshable. All of the Mystic’s HOTs, with the exception of Quietude, have had their duration decreased to either 1 or 2 turns, so the removal of these effects is no longer a real con: on the other hand, it takes Mystics 4 spells to build 4 stacks of Vitality, and to lose all of them for an emergency heal makes definitely more sense. Consecration OD (I, II, III) (New) now removes all of the Mystic’s HOTs Vitality.
    • Update: Even if there’s not enough room in the description field to add this piece of information, Quietude (Status) (New) will keep cancelling all of the Mystic’s HOTs for all its duration – 3 turns. It means that for the following 3 turns, after casting Quietude, Mystics will not be able to apply any of their HOTs or stacks of Contemplation (Status) on any target benefiting from Quietude (Status).
  • Raging Blows can now be learnt also by Mystics at L.18.
  • Rupture (I, II, III), Punishment (I, II, III) and Arcane Volley (I, II, III) (New) can be selected only if the Mystic has a Sword or an Axe equipped. Also, the damage output of all these abilities has been increased by ~27%. Update: I am currently trying to make these three abilities a little bit more fun.


This part will be covered at a later time. However, the video below shows the Necromancer in action.

The video below is meant to show how battles look like in the current Beta: I must have used a rather poor screen recorder, because I can tell you that it wasn’t so laggy in-game. However, I am working on a way to reduce lag anyway.

LS 1.7 Current Beta Changes


It has been very long since my last update – in fact, almost a year: this post is meant to summarise the current changes to the Beta. Most of the features highlighted in this post are currently being tested: nothing is final as of yet. Although LS 1.6 was never released, I will still refer to it as the previous Beta, as I am heading towards 1.7.

Characters, Items, Weapons:

Players can no longer increase Intellect by spending Talent Points. The only way to increase any character’s Mana Pool is to use equipment (permanent), abilities (a set number of turns) and consumables (temporary, or until out of combat).

  • The effectiveness of almost all spells depends heavily on the caster’s Intellect: that means that in LS 1.6 players could, hypothetically speaking, spend all of their Talent Points on this parameter, which ultimately resulted in ridiculous outputs of healing and damage, rather early in the game. Also, I could not predict any of these choices to keep encounters balanced and challenging at all levels.
  • It seemed unfair that casters had to spend their Talent Points on Stamina, Intellect and Spirit, while other classes could concentrate purely on Stamina and Strength.
  • By removing this possibility, casters will obviously retain a lot of unspent Talent Points, which should now converge to Spirit. This change also implies that casters will depend on their equipment more than they did before, as one of the fewer ways available to expand their Mana Pool.
  • As a consequence, Spirit curves are now slightly lower than the previous Beta.

This is how the new Status Screen looks like. Bars are larger and more colourful. Also, only the parameters that matters are shown in here – Hit Rate and Evasion: Removed.

Experience curves are now even for all characters. Just like in many other Role-Playing Games out there, all characters need the exact same amount of experience to level up.

  • Eilnys still benefits from Awareness (Passive), which doubles the experience gained from all encounters.
  • Players can still choose to skip as many quests they want, as long as they are not primary – those involving the main storyline.
  • Enemies have been given lower parameters of Spirit and Haste, so that players can successfully escape more easily.

Quest experience rewards have been adjusted so that, overall, they will allow players to advance within the level range of the current zone (5-9, 10-14, 15-19 and so forth). However, the experience gained from random encounters and Boss fights has been decreased. As long as the experience rewarded is concerned, aside from larger monsters, the rough proportion is now 10 Enemies = 1 Quest.

Potions have been removed and replaced by food. In addition to all usable items, which can be found or sometimes bought, I have recently added 32 new consumable items, 24 of which can be crafted using ingredients that will either drop after combat or be available at the shop.

  • Health Potions, Mana Potions, Apple, Cabbage, Edible Mushroom, Hot Bread, Remedy and Disperdherb: Removed.
  • Added1) Acorn Cookie, 2) Chocolate Cream Roll, 3) Sweet Rice Cake, 4) Starlight Log. These 4 items cannot be crafted.
  • Players will need to learn the corresponding Recipe in order to be able to create any of the 24 new items. Once learnt, the recipe will be available when using any Kitchen Table.

I cannot provide a comprehensive list as of yet, because this feature is being implemented right now. However, the effects granted by the new items will be fairly similar to those of the previous Beta.

Bows, Crossbows and Spears: removed. The only weapons available now include: Swords, Axes, Staves and Maces. There are currently 43 weapons increasing mainly Strength and 36 weapons increasing mainly Intellect – requiring L.4 to 50.

  • It didn’t make much sense to have many types of weapons and few actual weapons to choose from.

When choosing Heroic Mode for Boss encounters, players will always be presented with a rare-quality item, which will often be just an improved version of the one dropped in normal mode.


2 new Quests added.

  • Some Coal”: Rune Milner in the village of Nossa asked you to collect some coal from Dorcliff Ridge. The cave lies to the NORTH-EAST of Northmill. This mineral substance can be easily found on the rocky ground of the southern part of the cavern (L.5-9).
  • Old Magic”: As your daily task, Belgeon asked you to read the draft of a chapter from his upcoming dissertation: “The Old Magic”. Chapter 4 is about NORTHDELL’s civil unrest, nearly 20 years ago. For the past century, the people of NORTHDELL had grown less and less devoted to the Gladomain family, and pressured the Council to achieve secularism, meaning that Eilmorel, the immortal child of Laenai, could not rule for ever. Having sworn a commitment of allegiance and protection to the Gladomain family, and to its last descendant Eilmorel, the Northdell Guardians were caught in a dilemma when some Council members formally asked Eimorel to appoint them as the true rulers of NORTHDELL… Because of the secrecy of its contents, you may read this chapter only inside Belgeon’s house, in Molenor (L. 10-14).


All enemies’ parameters have been adjusted. The experience rewarded by enemies has been lowered, the rough proportion is now 10 Enemies = 1 Quest. Even if Bosses have different growth rates, by default all enemies’ parameters increase by level as displayed below:

  • Stamina: +58 per Level; Intellect: +19 per Level; Strength: (Database Value+1%)+7 per Level; Defense: (Database Value+1%)+6 per Level; Spirit: (Database Value+5%)+5 per Level; Haste: (Database Value+10%)+6 per Level; Gold: (Database Value+10%)+6 per Level.
  • This means that, even if given “1” for every parameter in the Database, L.50 enemies will still start off with 350 Strength (1,400 Physical Damage), 300 Defense, 250 Spirit, 300 Haste. Of course, enemies will have their parameters set to somewhat higher than “1”.

All enemies will drop more than 2 items – usually around 3/4 each. These items will be mainly materials for cooking. However, some enemies will also drop uncommon items, like cooking recipes, or weapons and pieces of armour – obviously, the latter will have a rather low chance of dropping.

Classes, Abilities, Combat:

This section will be covered more thoroughly at a later time, possibly next week.

  • However, I will say that all existing classes have been reviewed – new abilities have been added, both active and passive.
  • The Necromancer Class is currently being tested.
  • 8 classes are now available. However, Mystic, Warrior and Necromancer remain secondary, as they are meant to provide only variety and utility – the respective characters, Daruvial, Davian and Rudrin are also meant to be secondary.
  • Lauron will be able to choose from primary classes onlyGuardian, Priest, Acolyte and Thaumaturge, when reaching L.30 (no change here, same as the previous Beta).

The Aggro/Grudge System has been removed. It sometimes made the game crash unexpectedly and it didn’t add anything valuable to the encounters, especially in late game or against foes that would use mainly AOE abilities. Also, 1) it didn’t make sense to have an “Aggro System” in a game without proper Tanks (Davian is currently the only one, and he’s a secondary character), and 2) you cannot have proper Tanks in a game where Magic damage scales off the caster’s Intellect and thus cannot be avoided.

  • As a consequence, Vanish has been removed.
  • The Warrior’s core abilities now scale off Defense and – secondarily – StrengthTaunt and Escalation were both removed and replaced by Selfless Protector and Supplication: the former is a powerful damage-suppressor, which can only be applied to the Warrior’s allies, not to the Warriors themselves, while the latter is self-cast and increases all healing received by 12%.

Almost all animations have been redrawn – they are currently ~127.


New BGS and BGM according to zones: all villages and cities now have the same background music as long as they are in the same kingdom. The battle theme will only change for Boss fights and stay the same for all other encounters.

All maps are currently being redrawn, so that they will look more alike throughout the whole game. I am also adding specific features unique to each kingdom (NORTHDELL, ERIDEN, SOUTHSTON), so that players might “feel” they are in a different place, especially when moving from one kingdom to another – which should be rather common from L.30 onwards.

  • Some places have been renamed. “Mallowley Crag” is now “Dorcliff Ridge”, “Aldlea Forest” is now “Lochway Wood”, “Esteredge Crags” is now “Highwynne Ridge”; etc.
  • A new map feature has been added, called “Light’s Echo”. Health Regeneration stops at night, so that is when “Light’s Echo” will become available: sometimes, players will see a few sparks on the ground: by interacting with them, the whole party will be healed by 25% of their maximum HP. “Light’s Echoes” will disappear after healing the party, and each spark will only be usable once.

All Tiles have been upgraded: if you like, you may browse the gallery below.

That’s all for now. Thank you!

General Update & Known Bugs

Hi, everyone!

This update is meant to show some of the recent changes in Leomorn Sword (1.6). A few of these changes are just visual upgrades, while others involve Classes, Abilities, combat mechanics, new cut-scenes, Characters and the Story Background.

Visual Upgrades: Output Numbers (Combat)

Output Numbers. This is how they currently look like: HP Gain|HP Loss|MP Gain|MP Loss.


Environment. The maps for the following zones have been redrawn:

  • Lochbrook Edge;
  • Virannum Gardens;
  • Virannum Dungeon;
  • Virannum Prison;
  • Mal-Weng Silver Woods;
  • Interiors;
  • Teleport Stations. The whole feature has been updated, it should now feel a lot simpler than before. Players do not have to interact with the Portal Keeper any more, all they have to do is step on the portal and select their destination. If they possess the corresponding Pass and can afford travelling, they are automatically teleported to their chosen destination. Otherwise they will take a step back. Players can still interact with the Portal Keeper, but only to buy the Pass corresponding to their current location: Passes are still needed in order to successfully select any destination when using the Teleport Service.
    • To move from one island to another (e.g. from NORTHDELL to ERIDEN), players will have to use the portals located in the three capital cities, because all capital cities (Panador, Mirisia, Dalonur) will be linked through a different set of portals. Moving from one capital city to another will always be free of charge and it will not require any Pass.


Eilmorel Gladomain

I wasn’t quite satisfied with how the character of Eilmorel looked like. This is just a visual upgrade of her character, although most dialogues have been rewritten. As an in-game feature, I have also added a “Relationship” meter. Depending on the players’ choices, the relationship between Eilmorel and Lauron will either increase or decrease, having a significant impact as the game progresses. Their Relationship can go from -100 to +100. It will start being very low (currently -97). Most changes will occur automatically, but they will not be as significant as those depending on the players’ choices. Here’s an example of how the Relationship meter will display in-game, usually after cut-scenes.

RelationshipUpdateThe idea was to make Eilmorel look younger and more fragile, in a way, while during cut-scenes she is going to be a little more arrogant and self-aware, at least at the beginning. I’ll post a few screenshots of the new Eilmorel in-game soon.


Generally speaking, the Critical Hit formula has been re-written. Critical Hits will now deal 50% more damage or healing with spells, while physical attacks and all abilities scaling off Strength will deal 100% more damage.


  • (mystic_newclassicon)od_single_iconRebirth OD: the Mystic will rise again once incapacitated (The User; no cost). Under this Status the Mystic will be automatically revived at 53% HP upon receiving fatal damage. The Status naturally wears off after 5 Turns, or when leaving combat. Removed. Not only was it bugged, but it did not make much sense as an Overdrive ability. Being revived upon receiving lethal damage would have been useful only under certain circumstances, while a general cool-down refresh for all allies (works like a multiple-target meditation_iconMeditation) was much more desirable at all levels. (See below).
  • (mystic_newclassiconod_all_iconTime Relapse OD (New!) Immediately refreshes all Cool-downs. Also increases Haste (+7%) (All Allies). Haste is increased for the whole duration of the fight, and the effect does not fade after a set number of turns.
  • (mystic_newclassiconquietude_newiconQuietude (I, II, III) (Updated!) Heals all allies for 3.51/4.39/5.61 * 24/23/23% Mana. It benefits both from vitality_iconVitality and quietudestatus_newiconQuietude (Status). The amount healed at L. 50 (with 4,000 MP) is: 3,368/4,042/4,940 HP. This ability has 5/5/6 Turns CD. It will still remove all of the Mystic’s buffs from the targets, including vitality_iconVitalityquietudestatus_newiconQuietude (Status) will be applied by all of the Mystic’s healing spells (namely rejuvenate_iconRejuvenaterenewal_iconRenewal and unleashfury_iconArcane Remedy, regardless of their current Rank). quietudestatus_newiconQuietude (Status) has now a 5-Turn duration (up from 3).
    • The reason why I wanted quietude_newiconQuietude (I, II III) to benefit from vitality_iconVitality as well as from its own buff (quietudestatus_newicon), is that I didn’t want players to be forced to cast any other healing spell to increase quietude_newiconQuietude’s healing output. Besides, vitality_iconVitality can only be applied on the targets upon casting rejuvenate_iconRejuvenaterenewal_iconRenewal and unleashfury_iconArcane Remedy. With 2 stacks of vitality_iconVitality and 3 stacks of quietudestatus_newiconQuietude (Status), quietude_newiconQuietude (I, II, III) can virtually heal all allies for 6,321/7,586/9,271 HP (if not critical) but that’s not so easy to achieve, especially because the two buffs (vitality_icon/quietudestatus_newicon) have different durations. By giving Mystics one multiple-target healing spell, I aimed at making them able to heal the Party by themselves, and not as off-healers: if the healing output of quietude_newiconQuietude (I, II, III) was too low compared to other healing classes, players wouldn’t see the benefit of building Mystics as healers. On the other hand, quietude_newiconQuietude (I, II, III) should not depend too heavily on vitality_iconVitality and quietudestatus_newiconQuietude (Status).
  • (mystic_newclassiconunleashfury_iconArcane Remedy (I) is now learnt at L. 22. It can be considered one of the most powerful healing spells for this class, and it seemed unfair to other healing classes that Mystics would learn it sooner than L. 22introspection_iconBehoma (I) and daylight_newiconDaylight (I) are also learnt at L. 22. (lesserbehomara_iconLesser Behomarā and luminance_newiconLuminance are both learnt at L. 13, while  quietude_newiconQuietude is learnt at L. 16. However, I consider quietude_newiconQuietude to be more powerful, at least early game, compared to lesserbehomara_iconLesser Behomarā and luminance_newiconLuminance).
  • (mystic_newclassicon) Furthermore, the healing over-time provided by the Mystic’s healing spells is not a percentage of maximum HP any more: it is now a flat amount, that scales with level. All descriptions have been updatedrejuvenate_iconRejuvenate (I, II, III) will heal another 419/504/616*3 (1,257/1,512/1,848) HP over time; renewal_iconRenewal (I, II, III) will heal another 839/1,007/1,231*3 (2,517/3,021/3,693) HP over timeunleashfury_iconArcane Remedy (No Ranks) will heal another 1,478*3 (4,434) HP over time; quietude_newiconQuietude (I, II, III) will heal another 447/536/655*3 (1,341/1,608/1,965) HP over time. Since these are flat amounts, they do not depend on the unit’s Mana pool. If players built Mystics to be damage dealers, increasing their Strength and equipping them with the appropriate gear, Mystics will still be able to rely on the healing over-time provided by these healing spells under restorationstance_newiconRestoration Stance, even if the direct healing (scaling off Intellect) would be very low.
    • Obviously, if players wanted Mystics to be healers, they should choose to massively increase their Intellect and Spirit: in this way, the direct healing of all these spells would increase. Regardless of the players’ choices, restorationstance_newiconRestoration Stance will increase the unit’s Mana pool by 15%: if the unit has, say, 4,000 MP at L. 50, under this Stance (restorationstance_newicon) the Mystic would reach 4,600 MP, and all direct healing done would also increase by 15%.
    • All spells applying healing-over-time effects will cancel all damage-over-time taken for all their duration. This feature, however, does not seem to work as I was hoping. Sometimes the healing-over-time stops after one turn, especially when overriding a damage-over-time debuff.
  • (priestclass_newiconlesserbehomara_iconLesser and greaterbehomara_iconGreater Behomarā (I, II, III) (Updated!) now heal the Priest as well, but not like they used to. The amount healed scales off Spirit and has no additional Mana cost (the amount healed depends on the spell’s Rank514/616/752 and 616/740/904). While lesserbehomara_iconLesser Behomarā (I, II, III) does not apply endurance_iconEndurance on its targets, and has no effect on the Priest, both self-heals will have a chance to apply endurance_iconEndurance on the Priest. These self-heals can deal a critical hit. At L. 50, with roughly 500 SPI, these spells would heal the Priest for 2,570/3,080/3,760 HP (lesserbehomara_icon), and for 3,080/3,700/4,520 HP (greaterbehomara_icon).
  • (priestclass_newiconhoimi_iconHoimi (I, II, III) (Updated!) will have a chance to apply Mending (I, II, III). hoimi_icon/behoimi_icon/introspection_iconMending (Status) (Updated!) does not heal for a percentage of maximum HP any more. Just like the Mystics buffs, it now heals for a flat amount (over 2/3 Turns), depending on the spell’s Rank. hoimi_iconMending (I): 629*2 Turns; behoimi_iconMending (II): 756*2 Turns; introspection_iconMending (III): 924*3 Turns.
  • (acolytes_newiconprayer_newiconPrayer (I, II, III)innrelight_newiconInner Light (I, II, III)daylight_newiconDaylight (I, II, III)luminance_newiconLuminance (I, II, III) and sunshine_newiconSunshine (I, II, III) (Updated!) have now an increased critical hit chance (between 8 and 12%, depending on their current Rank). The icons for these abilities have also been updated.
  • (acolytes_newiconinnrelight_newiconInner Light (I, II, III) (Updated!) has been substantially redesigned: it now heals the Acolyte as well as the target (can be self-cast): the amount healed has no additional Mana cost and it scales off Spirit (754/904/1,106), resulting in 3,770/4,520/5,530 HP healed (if SPI=500). This self-heal can deal a critical hit, but it has no greater chance than the Acolyte’s own Critical Chance. Even when healing themselves, Acolytes can apply holyaegis_newiconHoly Aegis.
  • (acolytes_newicon)glowingstar_newiconGlowing Star (Updated!): reduces Cool-downs over time while gaining 18% of the unit’s Mana pool and increasing Spirit by 30% (it lasts for 4 Turns). Because of the cool-down reduction over time, the cool-down for this ability is now 18 Turns (up from 12). Here’s why: if given 3 points of cool-down reduction through equipment, glowingstar_newiconGlowing Star will decrease its own cool-down by 4+(3*4=12) Turns=16, so a 16-Turn CD reduction overall before it wears off. It really has only a 2-Turn cool-down instead. The idea was to give Traben, and Trabel only, a way to cast continuously while keeping his Mana pool almost unchanged. With 4,000 MP, 18% means 720 MP restored at the end of every turn, in addition to the Mana regenerated by Spirit, which should be around 325 MP, if SPI=500(+30%)=650: that would be roughly 1,045 MP regenerated at the end of every turn (for 4 Turns). With the only exception of sunshine_newiconSunshine (I, II, III), no ability will cost more than 1,045 MP at its maximum Rank: it means that Traben will be able to cast everything for almost no Mana expenditure. Any Status affecting Mana regeneration will stack with glowingstar_newiconGlowing Star.
  • (acolytes_newiconod_all_iconMana Profusion OD has been changed to: od_all_iconMana Overflow OD (Updated!). The amount of Mana restored scales off 304% Spirit (up from 204%).
  • All buffs (e.g. piora_iconPiorapiorim_iconPiorim’) will cost a percentage of current Mana, instead of a percentage of total Mana, to be less expensive, especially for Acolytes. Also, different buffs (and debuffs) involving Strength, Defense, Spirit and Haste cannot stack together. The last to be applied will be the only one present on the target. The same buff, on the other hand, can usually stack twice.
  • elementalperfection_newiconMana Well (II) (Updated!) now affects all allies, instead of just one target, just like elementalperfection_newiconMana Well (III). elementalperfection_newiconMana Well (I) will still affect one target. I wanted elementalperfection_newiconMana Well (II) to be more attractive to players, even before its maximum Rank.
  • General Physical and Magic Resistance have been added to the game, even if they can only be increased or decreased through equipment. All magic damage taken now depends on the unit’s general Magic Resistance and the corresponding, specific Elemental Resistance, e.g. merazoma_iconMerazoma (I, II, III) will deal Fire damage scaling off the unit’s Intellect, but the damage dealt changes depending on the target’s general Magic Resistance and specific Fire Resistance.
  • When affected by Sleep, Paralyse or Stun Status, all units will take 50/100% increased damage from all sources. Also, in order to reduce inequality, bosses are no longer immune to these effects, but they have a very low chance of being successfully put to Sleep, Paralysed or Stunned. In some cases, later on, they just can’t. It’s quite unusual, bosses are usually immune to all crowd-control effects, I’ll see if it works.

Known Bugs:

  •  The party_iconParty system is bugged. Whenever the leading actor reaches 0 HP, the system tries to replace him/her with the next alive character as soon as leaving combat, but if the next actor happens to be incapacitatedstatus_iconIncapacitated as well, the game freezes. I haven’t been able to fix this bug yet, so I would recommend players to resurrect incapacitatedstatus_iconIncapacitated actors as soon as possible, and to build their Party so that the first actor is alive.
  • zameha_newiconZameha (No Ranks) and kiariku_newiconKiariku (No Ranks) dispel Sleep and Paralyse/Stun: since I didn’t want enemies to use crowd-control abilities continuously, keeping the Party permanently either sleeping or paralysed/stunned, these abilities will also make the targets immune to these effects (Sleep, Paralyse, Stun) for 3 Turns. However, there is no way to check if the target is affected by these crowd-control effects, meaning that players will be able to cast these spells regardless, not being able to dispel anything in some cases, but always making the targeted allies immune to Sleep, Paralyse and Stun for 3 Turns. I would say this is a glitch more than a bug, but it is still quite annoying.
  • All damage-over-time debuffs and all healing-over-time effects will nullify one another, depending on which effect is applied last. That means that all spells applying any healing-over-time effect will dispel those debuffsreplacing DoTs with HoTs and vice-versa.
    • So, for instance, if someone is affected by Poison (Status), and Mystics apply any of their HoTs on the target (rejuvenate_icon/renewal_icon/unleashfury_icon/quietude_newicon), Poison (Status) will be dispelled immediately, and the healing-over-time will be applied instead. I do not mind this glitch so much, but it does make dispelling a bit useless. The only reason I may not want to fix this, is that it works the other way too. In the example above, Poison (Status), if applied afterwards, will cancel any HoT present on the target.

That’s about it for now! I’ll keep you posted and I hope to release the new Demo soon.

DISCLAIMER: All of the icons published within this post were either drawn or edited by me. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

EXP & TP Balance

Among other rewards, the amount of EXP gained upon handing in quests now depends on the total EXP required to advance within one level range. All characters’ stats have been taken into account, then divided by 11. Most of these changes are already present in LS 1.5.

  • Level Range 5-9 (8.2% & 19.5%):

    • Calculating EXP: (La_2898 + Eiln_3631 + P_2594 + Dar_2846 + Eilm_3290 + Leov_2889 + T_2322 + Dav_3470 + Leom_2774 + Tr_3027 + R_3553) /11 == 3,026 (average EXP required within this range)
    • EXP: Normal Quests: 248 (8.2% average EXP required); Primary Quests: 590 (19.5% average EXP required); Hybrid: 419. TP Rewarded: 3/ 6/ 4.
  • Level Range 10-14:

    • Calculating EXP: (La_14711 + Eiln_17666 + P_13162 + Dar_13657 + Eilm_15558 + Leov_13959 + T_11867 + Dav_15949 + Leom_13783 + Tr_14625 + R_15981) /11 == 14,628
    • EXP: Normal Quests: 1,199; Primary Quests: 2,852; Hybrid: 2,025. TP Rewarded: 4/ 8/ 6.
  • Level Range 15-19:

    • Calculating EXP: (La_41839 + Eiln_48809 + P_37433 + Dar_37368 + Eilm_42157 + Leov_38383 + T_33914 + Dav_42379 + Leom_38638 + Tr_40210 + R_41848) /11 == 40,270
    • EXP: Normal Quests: 3,302; Primary Quests: 7,852; Hybrid: 5,577. TP Rewarded: 5/ 10/ 7.
  • Level Range 20-24 (7.2% & 16.2%):

  • From this level range on, 8.2% and 19.5% felt a little too generous, so they have been reduced respectively to 7.2% and 16.2%.
    • Calculating EXP: (La_80494 + Eiln_92133 + P_72022 + Dar_70084 + Eilm_78565 + Leov_72218 + T_65456 + Dav_77972 + Leom_73634 + Tr_75659 + R_76258) /11 == 75,863
    • EXP: Normal Quests: 5,462 (7.2% average EXP required); Primary Quests: 12,289 (16.2% average EXP required); Hybrid: 8,875. TP Rewarded: 6/ 12/ 9.
  • Level Range 25-29:

    • Calculating EXP: (La_120238 + Eiln_135967 + P_107580 + Dar_103014 + Eilm_115011 + Leov_106366 + T_97972 + Dav_113220 + Leom_109327 + Tr_111430 + R_110058) /11 == 111,834
    • EXP: Normal Quests: 8,052; Primary Quests: 18,117; Hybrid: 13,084. TP Rewarded: 7/ 14/ 10.
  • Level Range 30-34:

    • Calculating EXP: (La_153253 + Eiln_172011 + P_137121 + Dar_129996 + Eilm_144772 + Leov_134392 + T_125030 + Dav_141808 + Leom_138827 + Tr_140792 + R_137330 /11 == 141,393
    • EXP: Normal Quests: 10,180; Primary Quests: 22,905; Hybrid: 16,542. TP Rewarded: 8/ 16/ 12.
  • Level Range 35-39:

    • Calculating EXP: (La_177229 + Eiln_198018 + P_158573 + Dar_149424 + Eilm_166156 + Leov_154594 + T_144698 + Dav_162261 + Leom_160179 + Tr_161957 + R_156780) /11 == 162,715
    • EXP: Normal Quests: 11,715; Primary Quests: 26,359; Hybrid: 19,037. TP Rewarded: 9/ 18/ 13.
  • Level Range 40-44:

    • Calculating EXP: (La_193254 + Eiln_215337 + P_172911 + Dar_162344 + Eilm_180359 + Leov_168039 + T_157856 + Dav_175811 + Leom_174428 + Tr_176041 + R_169641) /11 == 176,911
    • EXP: Normal Quests: 12,737; Primary Quests; 28,659; Hybrid: 20,698. TP Rewarded: 10/ 20/ 15.
  • Level Range 45-50:

    • Calculating EXP: (La_244985 + Eiln_272504 + P_219196 + Dar_205322 + Eilm_227975 + Leov_212590 + T_200168 + Dav_221969 + Leom_220924 + Tr_222711 + R_213992) /11 == 223,848
    • EXP: Normal Quests: 16,117; Primary Quests: 36,263; Hybrid: 26,190. TP Rewarded: 11/ 22/ 16.

New Download Link!

I decided to upload “Leomorn Sword” Demo 1.5 on Google Drive.

New Download Link!

LS 1.5 Demo

RPG Maker VX needs to be installed.

Please remember that this game is still being beta-tested and may present bugs. I would really appreciate any feedback you could give me.

Even if I personally recommend playing the Demo from the beginning, I understand that some of you have already played it: for those who are familiar with Leomorn Sword, just load the only Save file you will find, selecting Continue.

1.5 Screenshots!

New E-mail (Official)

I deactivated my previous e-mail address. Please use this new address from now on:

Also, I have closed my YouTube account as well, and started a new one (you will find the link on the right).

Leomorn Sword 1.5ß — Major Update

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I know it has been really long. So many things have changed I had to keep track of them! This post is meant to give a commented fix list of Leomorn Sword 1.5(ß). First of all, the maximum level has been set to 50.

All Parameter Curves have been nerfed slightly, particularly those of Intellect and Spirit. This is because Mana Regeneration has been set to 50% up from 25% SPI, and also because Intellect remains a rather cheap parameter to increase spending Talent Points in the “Status” Screen. I have tried to give players all freedom possible, while keeping all encounters still challenging. However, during testing, in early game, 25% SPI was too low compared to Mana Cost, which is why I decided to increase it to 50% (Clerics and Sages do not have bonuses like they used to). Intellect and Spirit need to be balanced at a core level, which means I cannot expect players to keep them balanced by themselves. Players are given a choice between increasing Intellect and run out of Mana sooner, and increasing Spirit, with higher Mana Regeneration, but less powerful spells. All classes have been given a new Passive Ability, called Focused Mind”, explaining that 50% SPI is converted to Mana at the end of every turn.

It is also crucial to set the damage output and Stamina of enemies: although Healers (both Clerics and Sages) have been given some harmful spells and Mana Regeneration abilities, so that they would not stand idle when the Party is fully healed, the amount of HP restored by healing spells scales ONLY from Intellect. It means that (if Intellect is too high compared to level) both Clerics and Sages can heal the whole Party with one of their AOE heals, without running out of Mana and being idle for the next few turns. Healers can very easily turn out to be overpowered just by increasing IntellectI cannot prevent players from doing so.

I have added Threat, so that Healers will be targeted more as they heal the Party: they should now be in need to protect, heal or dispel themselves more often. However, the whole balance depends on how players will spend their Talent Points, and this is something I cannot and shall not predict. On the one hand, ATD Actors are given a choice between increasing Stamina or Damage/Defense; on the other hand, SPI Actors are given a choice between increasing Intellect or Mana Regeneration/Spirit.

1 TP spent on Intellect now increases MP by 19, down from 29. Also, the Parameter Curves for Intellect and Spirit have been nerfed. This should prevent Traben, Eilnys and Marlynn to reach 2000 MP at level 20 as easily as before. Healing spells will generate a decent amount of Threat and, with reduced Spirit, they should have some issues with Mana as well. These adjustments do NOT guarantee that all encounters will be balanced  because that depends only on the player’s choices, and I am not willing to change that.

Boss encounters will be the real test. Not only because bosses deal far more damage than normal encounters, but also because they have a lot more health and can enrage after a set number of turns. As bosses enrage, they slightly heal themselves and their Stats increase significantly: in some cases the fight is automatically lost.

I want all encounters to be decently balanced, and not a simple repetition of Auto-Attacks or AOE spells. However, I also changed the way Status ailments work. Healers should SUPPORT the party, so their abilities basically heal, dispel, empower or protect. As damage dealers, all other Actors (namely, Guardians and Magicians) should be in need of that support.

Overdrive Points (ODP) have been set to 950 down from 1000: also, the amount of ODP gained per action has been increased. You can now reach 100% ODP in only 4 or 5 turns, depending on the actions you will take. However, ODP are automatically lost at the beginning of every encounter for the active party. In mid game, I found out that beginning boss encounters with full ODP could give the party too much of advantage. ODP are also lost if one Actor passes out, but players can still keep out of the party those Actors who have reached 100% ODP. So, on the one hand, it’s now easier to reach 100% ODP, but you cannot use Overdrive Abilities as early as 4-5 turns into the encounter. Since players will use OD Abilities more often, now, these skills have been slightly nerfed.

Database: Abilities:

All healing and harmful spells whose damage scales off Intellect have had their description updated, now showing the Base Damage and the Mana Cost (%). Players can now calculate the damage or healing output of all spells.

Almost all spells have 3 Ranks. The effectiveness of all ranked spells goes from 75% (Rank I) to 110% (Rank III). Magicians are given the passive ability called ElementalPerfection_Icon“Elemental Perfection”: they are the only class that can access the highest-level incantations (such as Mera III, Hyadain III, etc.)

The only way to learn the higher-ranked spell is practice and level. If players use Mera (I)” ten times, they learn Mera (II)” (Lv 11). If Magicians cast Mera (II)” twenty times, they can learn Mera (III)” (Lv. 15). No matter how long players use Mera (III)”, they will not learn Merami (I)” like they used to. While the Mana Cost remains the same (9% of Mana Pool), the damage output increases (3.99/4.79/5.32) and sometimes the spell’s cooldown decreases slightly (cannot go below 2 Turns). Healing spells work exactly the same. Because of these changes, Eilnys’s “Ability Tutorial” has been removed.

  • Update: While talking about Magicians:
  • “Greater Intellect” has been redesigned: it temporarily increases Intellect by 15% (up from 14%), but the effect will only last for 3 Turns (it used to be permanent for the duration of the fight). Magicians can only cast the buff on themselves. Cooldown set to 7 up from 6. Keep in mind that 15% increased Intellect means 15% increased effectiveness of all harmful spells.

Database: Abilities: Trainers:

In LS 1.5 I added trainers in every village, town and city of the game. Ranked spells will be learnt automatically – also for practical difficulties. Ranked spells are still shown in the Trainer’s skill shop, they appear as free but cannot be bought. I wanted players to get familiar with all abilities present in LS (most of which are the same of Dragon Quest). I used Shanghai Simple Script – Skill Shop. Abilities are shown in the order that they will be learnt, so, in a way, I like to think that players will sometimes be eager to level up. Trainers will not teach new abilities past Lv. 30: that means that all core abilities will be learnt by Lv. 30, and players will be able to concentrate on something else, like improving the abilities they have learnt, getting better equipment, or farming TP.

Database: Abilities: Healing:

The Mana Restoration bonus from Spirit has been removed. Clerics and Sages are not automatically stronger than their melee counterparts, they will convert 50% Spirit to Mana at the end of every turn, like every other class. The amount of Mana restored from “Mana Profusion”, “Mana Restoration” and “Mana Well”, instead of a fixed percentage, now scales directly from Spirit (at the moment, respectively 191%, 144% and 73%). This all means that Spirit is much more valuable to casters than it used to. Intellect and Spirit are still their priority stats, followed by Cooldown Reduction, Haste and Critical Chance.

Clerics will be best in single-target heals. Their single-target spells have shorter CD and heal for much more than Sages’, although they are all direct healing spells, and do not leave any HoT on the target. AOE heals have been nerfed significantly (5.09 * 26% MP and 5.62 *32% MP; 5 to 4 Turns CD: with roughly 4000 Mana, these numbers mean roughly 5294 and 7194). Sages, on the other hand, will have weaker single-target abilities and much stronger AOE heals (8.46 * 21% MP and 8.67 * 26% MP; 4 to 3 Turns CD; again, these numbers mean 7106 and 9017).

Both “Behoma (III)” and “Greater Behomaraa (III)” grant “Damage Shield” Status for one turn (refreshable), that can stack up to 2 times, and grants up to 34% damage reduction on one target (17% for the rest of the team). The damage reduction is purely a percentage, so the damage cut virtually has no limit.

Also, “Hoimi (III)” not only grants “Mending” Status for 2 Turns (9% Maximum HP every Turn), but it also increases Stamina by 2% for the whole duration of the fight. With 27,200 HP at Lv. 50, 2% Stamina means roughly 544 HP gained every time “Hoimi” is cast on someone: with the Cooldown Reduction provided by equipment, Sages can cast “Hoimi” every turn.

Obviously, the HP limit is still 38,280. The same buff has been given to “Lesser Behomaraa”, Rank I and II (there is no Rank III), 2% Stamina, 3% Stamina: that is, respectively, 544 and 816. Having so many HP in normal encounters would be useless at all levels, while relying too much on these benefits during Boss encounters would be too much of a risk – because of “Enrage”. So, basically, players should still face the end content of the game with at least 22-24,000 HP.

Since I still wanted Clerics to be fun, I gave them a few abilities, all a bit over-powered. Here’s two of them.

“Glowing Star” has been redesigned. It now has 12 Turns CD (down from 20), causes +48 Aggro, and it gives the Cleric 200% 140% Intellect (up from 24%) for all its duration (5 4 Turns), doubling increasing all of the Cleric’s healing and harmful spells.

  • Update: had to nerf that. 200% Intellect means that 4000 MP become 8000 for 5 Turns: “Starlight (III)” would heal for about 44,134 HP. If cast on a target affected by “Elysian Grace”, the output reaches 132,400 HP. Maybe that was a bit too much! Now, 40% increased effectiveness (down from 100%) will still turn into over-healing, but for less ridiculous amounts.
  • ElysianGrace” works exactly like before, by giving the whole active party a 300% increased Divine affinity: 8-Turn CD, and duration increased from 3 Turns to 5, to match the duration of “Glowing Star”. “Glowing Star” will be learnt by Traben, and Traben only, by handing in his quest in Mirisia (“Elder Silentall”), while “Elysian Grace” will be learnt at Lv. 29.

Healing over 38K with any healing spell means over-healing, so Traben is just given two abilities with long duration instead of one: using both abilities together is possible, but it would be a waste of time and Mana. Of course, I did try it for fun, especially now that healing and damage output can be in 6 digits instead of 5.

Since I didn’t want to give Sages the exact same ability that Clerics had (“Elysian Grace”), I decided to modify the equipment. Some pieces of gear (mostly before Lv. 50) increase either Nature or Divine affinities. Affinities can stack, so Sages can heal that target constantly for 20%, 25% or 45% more. Some pieces of gear provide Divine affinity instead, but only a few, and with less benefit. Only one epic ring gives both affinities at the same time (15%). In this way, players can decide who should be healed the most, just by changing one character’s equipment. If Sages keep targeting those who are weaker in Stamina, they will increase their total HP. Characters with many HP could receive the healing bonus gear.

Update: the healing received can also be lowered.

  • Mortal Wound” (Enemies Only). Reduces all healing received by 50% (3 Turns), healing potions included. It does not ignore other beneficial effects. If the target affected by “Mortal Wound” has increased Nature (or Divine) affinity, the 50% cut will not change the bonus (instead of a +20%, the target would be healed for -30%).

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Please refer to newer contents on this site.

12/20 Update: Classes, Abilities, States.

Hi, everyone.

Since the changes are proving to be rather comprehensive, I might say that this is “Leomorn Sword” 1.4 (codename: Yellow Green). This post contains a few links to previous improvements and a quick summary of some new changes.

  • Classes & Abilities:

I am not planning to add any more classes, so they are still 6: Apprentice, Guardian, Healer, Warrior, Mage and Warlock. Guardian, Healer and Mage are the three primary classes to which Lauron will be able to upgrade as soon as he reaches Lv. 30. Later on in the game, when Lauron and his party should be around that level, I will make a Quest to be handed in to one of the three class trainers present in Mirisia, Panador or Dalonur. By handing in the Quest, Lauron will learn all the abilities belonging to that class, and – depending on which class players will choose – he will forget some of those he already knew. I will also create Tutorials showing what are the pros and cons of the three eligible classes. Players will be able to choose a class that is under-represented in their optimal party, or simply because they find it attractive.

Instead of giving each class some special ability, I have partially changed that, making some abilities unique rewards obtainable only by completing Quests. So, for instance, Eilmorel will learn Madante, Lauron will learn Raidein (Quest: Back to Northdell) Traben will learn Monkey Form (Quest: Elder Silentall), etc. Obviously, all classes will retain other abilities: so, for instance, Mages will still learn Ruura (Lv. 15); Healers will learn Ranaruuta (Lv. 23) and Megazaru (Lv. 31); Guardians will learn Iron-Cutting Sword (Lv. 33) and a new special ability, Heroism (Lv. 35).

  • Heroism will give the whole party 1000 Overdrive Points. Basically, the whole Party will be able to use their Overdrive abilities twice in 3 turns (using Meditation).
  • States:

Added Burning, Damage Over Time (DoT) afflicted when casting Merami, and Drowning (DoT related to Water Drop). Raidein can Stun, and Kiarii now also dispels Blind.