Category Archives: Gallery

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.

1.5 Screenshots!

Testing Screenshot

Glowing Star” (New!has 12 Turns CD (down from 20), causes +48 Aggro, and it gives the Cleric +40% Intellect (up from 24%) and +80% Spirit for all its duration (4 Turns), increasing all of the Cleric’s healing and harmful spells. “Glowing Star” will be learnt by Traben, and Traben ONLY, handing in his quest in Mirisia (“Elder Silentall”) around Lv. 27.

Elysian Grace” (Old) gives the whole active party a 280% increased Divine Affinity8-Turn CD, and duration increased from 3 Turns to 5. “Elysian Grace” will be learnt by Clerics at Lv. 29.

Healing over 38,280 with any 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.

What happened:

  • Starlight (III)” heals for 22.07 * 25% Mana Pool (which should’ve been 1,061, butGlowing Star gives an increased Mana Pool (+40%) = 5943. The Mana cost for this spell (and the real multiplier) becomes 1485.
  • So, 22.07 * 1485 =32,773 (Base Healing output)
  • + 280% Effectiveness (Old Elysian Grace) = 91,764
  • + Critical Hit Bonus (which means * 2)
  • It could virtually hit for 183,529, but there is a +/-5% variance, so the output had to be within this range: 174,352~192,704. Life-points are limited to 38,280, and this output is roughly the 480%. This all felt useless and a bit ridiculous.

Elysian Grace” (New!) gives the whole active party a +50% Divine Affinity8-Turn CDlasts for 4 Turns, and it’s obviously lost upon death. “Elysian Grace” will be learnt by Clerics at Lv. 29.

  • In the example above, “Starlight (III)” would heal for 49,159 (98,319 if @critical), but you must bear in mind that this is the most effective healing spell in the game, enhanced with two very powerful buffs at the same time, during testing, and cast by a fully-equipped Traben. It means that, having around 3~4K MP, and using one CD at a time, “Starlight (III)” would normally heal for 19,775 (not 32K), and “Elysian Grace” would take it to 29,662, while “Glowing Star” would make it heal for 27,684. Now the two buffs are decently balanced.
  • Glowing Star” and Elysian Gracecannot be active at the same time on one target.

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

Leomorn Sword 1.5ß — Major Update

stunstatus_iconOutdated Post!stunstatus_icon

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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5/27 Update: New Spells: Ryuusei, Asutoron & Megante

  • Asutoron (Guardian, level 29):

This spell replaces the old Mahokanta, which caused an annoying bug in LS 1.3: enemies under the effect of Reflect Status became immortal. Besides, even if I liked the idea of a “reflecting shield”, later on in the game it became either too powerful or useless. That is because, if Mahokanta really did cast all spells back to the enemy, bosses would be hit by their own spells, and that’d be ridiculous. On the other hand, if I made it so that Mahokanta wouldn’t work with all spells, it would have become almost useless.

Asutoron, instead, works as a very powerful magic damage reduction. The shield will last for two turns. I am thinking about turning it to “All Allies”, rather than just one: that would make much more sense. This spell comes from Dragon Quest. The name means something like “Turning into iron” and it should also cause some movement impairment. Guardians will learn the ability when reaching level 29. No other class will learn Asutoron.

  • Ryuusei (Magician, level 27):

Ryuusei, also known as “Meteor”, is possibly the most powerful and spectacular spell in the game so far. You can see the animation in the video above (0:15). Other than “Earth” and “Bagima”, there was no other skill dealing Earth damage. Ryuusei costs 34% MP*1283 vs. 29*1083 (Ionazun) and 31*1198 (Ultima). However, Ryuusei will not target all enemies: it will be cast twice and it will target randomly either once two enemies or twice the same one (Scope: “2 Random Enemies”). Magicians will learn this ability when reaching level 27.

  • Megante OD (Guardian, level 31):

You can see the animation above (1:10). This is an Overdrive Technique, damaging all enemies and cutting their HP by 100%, at the cost of the caster’s life. Since it deals elemental damage (Sacred, the same as the Cleric’s healing spells), I will make all bosses immune to it: that’s mainly because 100% means 100%: if an enemy has, say, 109,000 HP, Megante will deal the exact same damage output. In the video above, Davian is immune to Sacred, which is why Megante is uneffective. Guardians will learn this ability when reaching level 31. I will also make a spell that will lower an enemy’s resistance to Sacred, meaning that Megante would still hit bosses, but for 50% or less of its capability.

5/23 Update: Screenshots

Hi, everyone! It’s time for a few more screenshots!

  • The Quest Journal

  • Abilities and Icons: the icons for Kiariku, Zameha and Kiararu are original, the rest of them are edits.

I have replaced the old damage/healing output numbers Pup-Up with these ones. I made them myself: they may look simple, but they took me some time.

I have replaced the Talent Points Pop-Up with the one below.

  • Engon, SOUTHSTON. Leomorn’s birthplace:

I am still drawing these maps, which is why there’s almost no NPC there. I have also changed the shop tile. I know that it looks a bit unnatural, but I kind of like it more than before anyway.

5/10 Update! 1.4 Almost Ready!

  • Introducing Credits:

In order to make secondary quests even more useful, I have decided to add a new feature, Credits. At first, I began working on a rather different feature, like a Reputation System, but it turned out to be too invasive, and I couldn’t afford adding any more Scripts. This might look simple, but it does the trick. Basically, when completing quests you will receive a standard amount of Credits (50), that work as an independent currency, called after the village/town you are in. So, for instance, Nossa secondary quests will reward “Nossa Credits”, etc.

You will be able to spend these Credits purchasing items at the local Credit Shop. Usually, you will be able to choose between two or more items, depending on the parameters that you’re more interested in improving.

The names for these icons are coloured in Yellow. As you can see above, for example, the Erenian Red Helm will be perfect for melee characters, while the Erenian Veteran Robe will increase Intellect and Spirit. Both these items require level 19, but they are considerably more powerful than common level 19 equipment. (During testing, for instance, Lauron kept his Nossa Woolen Garb, Lv. 9, until level 21).

Primary quests will reward a different kind of Credits, named after one of the three islands, depending on the region of the world: Northdell Credits, Eriden Credits and Southston Credits will be added up and used to purchase level 60 items, before the end of the game, in one of the three capital cities (Panador, Mirisia or Dalonur).

As you can see, I have also updated the Quest Journal. The EXP gain is now a fixed amount. Here’s the formula I have used to determine the EXP: Adding up all the EXP within one level range8.2% (secondary quests) 19.5% (primary quests). These percentages can lower to help me create more quests without exceeding the level range.

Here is a complete list: Level Range, Total EXP (Secondary Quests EXP Reward, Primary Quests EXP Reward, Sub-Primary Quests EXP Reward) Secondary Quests GoldPrimary Quests Gold.

  • Lv. 5-9: 2,858 (234, 557/396) Gold 4798
  • Lv. 10-14: 14,395 (1,180, 2,807/1,994) Gold 65137
  • Lv. 15-19: 40,745 (3,341, 7,945/5,643) Gold 91192
  • Lv. 20-24: 78,143 (5,626, 12,659/9,142) Gold 127268
  • Lv. 25-29: 116,492 (9, 552, 22,715/16,133) Gold 177376
  • Lv. 30-34: 148,292 (12,159, 28,916/20,537) Gold 247527
  • Lv. 35-39: 171,361 (14,051, 33,415/23,733) Gold 345737
  • Lv. 40-44: 186,722 (15,311, 36,410/25,860) Gold 4831,033
  • Lv. 45-49: 196,568 (16,118, 38,330/27,224) Gold 6761,446
  • Lv. 50-54: 202,612 (16,614, 39,509/28,061) Gold 9462,024
  • Lv. 55-59+1: 247,826 (20,321, 48,326/34,324) Gold 1,3242,834
  • Lv. 60: Gold 1,8533,967 (or just 2,910)

Here’s some screenshots to show a few other changes.

That’s all for now!

1.4 Some Screenshots!

Just a few pictures taken from LS 1.4 Test Mode. Click to open in a new window! (full size).

11/13 Update: Still Working

  • Iconset redone:

The Iconset has been redone: you can see in the pictures below some of the icons that have changed.

I was not completely satisfied with how these icons looked: some of them were far too complex for my taste, while others were simply impossible to decipher. So I changed the icons for “Fight!”, “Run”, “Party”, “Arrange Party” and more. I wanted them to look a little bit simpler and closer to the action or feature that they stand for.

I changed the icons for the Quest Journal next. It now looks far better, and you can actually tell that they belong to the same Menu feature, without making the journal look too decorative. First icon, blue, Active Quests, or Pending, second one: Completed Quests, bringing back the question mark — yay! Third, red: Failed Quests — besides: have you ever failed any quest so far? I don’t think so: you cannot fail quests involving killing or gathering. I am not going to change that for now, but I am going to make Secondary Quests, later on, that can also be failed. Last category, Primary Quests, with the icon of a golden locket.

  • New spells: Doruma, Dorukuma, Dorumooa.

Introducing Warlocks in LS 1.3 was only half of the work: although Warlocks could already count some unholy spells among their abilities, I still wanted to add a few more, so here are 3 new spells, all cutting the enemy’s life by a specific percentage: Doruma 33%, Dorukuma 41% and Dorumooa 54%: except, while Doruma and Dorukuma affect the target’s remaining HP, Dorumooa will cut the target’s maximum HP by 54%. These spells can all produce a critical hit, but Dorumooa is the only one that can kill the enemy in a single blow.

  • States:

I renamed some States to be more coherent with the parameters. “Enhanced” has been renamed into “+ Attack Power”, whereas “Unguarded” is now “– Defense”. Also, speaking of States, Disperdherb, Shanaku and Shanaku Scrolls now correctly dispel Mini, Exposed, Doomed, Trouble and Delay Status, that could not be dispelled before.

  • More Quests:

I never liked wandering around for hours just to grow up a few more levels before continuing with the game content, so I have decided to increase the amount ofEXP earned after battle; furthermore, I am going to add a few more Quests in Molenor, Meusa and Erene, so that it will be a little easier for all characters to reach Lv. 19 when entering the portal in Watermoor.

  • Dungeon: Virannum.

VIRANNUM is the first dungeon in “Leomorn Sword”. I am still drawing the maps of the different floors. Here are some pictures to show what the entrance and first couple of rooms will look like. Since I am old-fashioned, I am including locked doors, dungeon keys, mummies, puzzles and a few bosses — which means at least one before the end of it. a final boss.