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high rated
Changelog for Build 1.19o (added 05 December 2018):

* “Notorious” feat timer/cooldown increased

* “Notorious” feat now actually spawns champions, not just regular monsters
* Further adjusted pet healing behavior
* Possibly fixed bug with Item Dreams failing to spawn sometimes
* Added error correction for save files made during 11/26’s mistake patch :(
* Shadow Vulnerable should now be prevented by Emerald Plate, as intended

* Updated to Unity 2018.2 (from 5.6)

* Reduced animation timing of Radiant Starhelm’s smite

Changelog for Build 1.19n (added 05 December 2018):

* Adjusted monster AI. Now, monsters with buff or healing abilities will ONLY use those abilities if they are already within range of something that needs healing. They will not waste turns trying to move to a healable target, instead choosing to spend that turn taking a more aggressive action.
* Champion monsters should no longer appear within 5 tiles of stairs the first time you arrive in a level
* Wandering monsters should now generally spawn a bit farther from the player

* Fixed missing / wrong bush texture bug on Volcano and Future-themed levels
* Fountains now spawn again
* Added safety code to prevent rare broken saves in Item Dreams
high rated
Changelog for Build 1.20 (added 18 January 2019):

- Passive abilities can no longer be swapped in non-safe areas.
- Monsters summoned via eggs can no longer be commanded like regular pets, nor do they show up in your pet list. This means they also no longer follow you between floors.

- Fixed minor errors that occurred when returning to menu from main game scene
- Fixed bug where using Reveberate Monster during boss battles could allow you to trigger cutscenes before defeating the boss.
- Fixed Gambler’s “Lady Luck” buff disappearing sometimes
- Fixed occasional game errors related to shops and restarting the game
- Illusions should no longer drop items - ever
- Fixed various bugs with Wraith’s “Haunt” ability when used by pets or charmed enemies
- Fixed bug where you could not use your Escape Portal during Job Trials (this should be possible, it just cancels the trial)
- Fixed bug where Shield Slam would always give you improved block, even if you had no Wrath charges.

- Cat’ie the pet trainer can now help your pets forget skills (in exchange for JP, of course!)

- Fixed bug with job sprite replacements which would incorrectly use “Idle” sprites for “Walk” sprites
- Fixed bug where custom item graphics were not showing up properly on the hotbar

- During Daily/Weekly challenges, various cutscenes, callouts, and tutorial popups have been disabled. We will continue to work on this to streamline these timed challenges even more.
- Friendly creatures that use summon flame attacks will now summon blue flames to indicate they will not hurt you, as opposed to red flames that hostile enemies use.
- You can now use the search term “dream” in your inventory to display Dream-only items

- Added CT gain info in item description for Brew of Rapidity
- Added damage/status info in item description for Dread Darts
- Added exact numbers for the Mega Flavor Enhancer

Changelog for Build 1.20b (added 18 January 2019):

- Fixed bad stair connections in the 2nd boss fight room
- Fixed Shara-related log message (shhh!)
- “Aura” effects underneath monsters and the player should now draw above ground effects but below the actor’s sprite where possible. Looks better!
- Fixed bug that was multiplying your gold gains if you had any extra gold find on gear
- Fixed bug with saving/loading in Item Dreams (sometimes)

Changelog for Build 1.21 (added 18 January 2019):

- Monsters should no longer have Butler Bells on their loved / hated food table
- “Elemental King” rumors should now have a slightly larger pool of items to choose from
- Adjusted how JP spent improves pet breeding stats. Previously, you had to spend about ~93% of the max possible value of JP to get any bonus at all. Now the bonus will scale linearly with JP spent.
- “Aura of Growth” effect now significantly prioritizes tiles within view
- Slightly toned down the stat scaling of monsters in Job Trials.

- Damage is now properly capped at 9999 per hit
- Fixed missing campfires :(
- Fixed occasional error when restarting game
- Fixed display bug related to name/rarity of equipment upgraded in Dreamcaster (occurred if the gear auto-equipped upon picking it up again)
- Fixed minor display bug when quickly cycling hotbar weapons (one frame of another weapon was being shown)
- Removed certain debug key macros that were not intended to be in non-editor mode
- Fixed Wild Child tier 1 emblem adding +50% crit instead of +5% crit chance against Champions
- Attempted fix for rare bug when creating Item Dreams that ate your gold yet produced no dream
- Fixed bug that caused old/bad summon data to sometimes be saved and loaded
- Attempted fix for rare bug where multiple dialogues could be open at the monster rancher. This bug may have caused other issues with other dialogues as well (typically happened when exiting back to title and continuing a save again.)
- For rumors involving “Wild Untamed” monsters, this prefix is now shown in the initial rumor dialogue
- Fixed bug with monster food/happiness thresholds occasionally causing errors or returning incorrect values
- Fixed bug where, in pet breeding, only the 1st parent’s rarity was used to determining JP growth scaling costs
- Fixed bug that occasionally caused tier 1 job trials to not be winnable
- Fixed “Examine Mode” or mouseover hover text sometimes being cut off
- Using items while stunned will no longer consume the item
- “Dream” items assigned to hotbar will now disappear when you exit the dream

- Fixed bugs with More Earlygame Monsters and Shopping Madness not working correctly on the latest game version

- Removed AssetBundle functionality originally designed for Switch (which now has its own codebase) - loading should be much faster now

- The extended combat log in your journal is now substantially longer
- The banker now displays used / max slots in the header
- The “extra turn” popup and log text will no longer appear if you haven’t been in combat for awhile (10+ turns)
- When entering a Job Trial, you should now be healed to full even if you’re a Floramancer and had an Energy-reserving effect (i.e. Floraconda)

- Fixed “Conjuration” magic mod description (numbers were switched)
- Fixed bandit love quest text (lady bandit’s end dialogue)
- Filled in missing name of Shadow Elemental’s vanishing passive (it’s “Vanishing”)
- Clarified a few abilities that used the word “Instantly” but still took a turn to use.

Changelog for Build 1.21a (added 18 January 2019):

- Another fix to pet happiness threshold calculation (thanks Zhentar)
- NPCs should now be shown on minimap
- Fixed bug with “Restart Same Character” option causing game hang

- Improved loading speeds further (thanks Zhentar)

- Merchants and fungal columns now have unique minimap icons
high rated
Changelog for Build 1.22a (added 18 January 2019):

- Resistance-piercing effects obtainable by the player now apply to elemental damage dealt with weapons as well as abilities
- Lower rank gear should now appear slightly less often if you are fighting harder monsters / exploring higher level areas
- Effects that involve stealing food items now steal a random item, rather than the latest item

- The Wandering Merchant dialog should no longer appear in boss areas, potentially interfering with cutscenes
- Fixed skybox bleeding through in ultrawide resolutions (which are technically still not supported but this still looks bad)
- Fixed missing job names from emblems
- Attempted fix at FPS uncapping sometimes after patch 1.21a
- Fixed buggy log messages if you have a charmed/pet Wraith
- Gambler’s “Flush” hand and higher should no longer affect friendly creatures
- Fixed deep engine bug that incorrectly evaluated status effects if your list of statuses changed while being evaluated. For example, if Sneak Attack triggered and was consumed, other on-hit effects were not triggering properly on that turn.
- Various attempted fixes at rare bug where the menu screen could be open, but your character info could disappear
- Fixed some bugs with the JP “!” indicator showing inconsistently
- Added extra error checking for stuck damage multiplier or mitigation effects (happened rarely on the hero)
- Fixed bug with Item Dream portals not appearing.
- Fixed erroneous rarity coloring for certain items with 1 magic mod or more (i.e. Spectacles with 1 mod showed up as Magical, when it should have been Uncommon)
- Fixed rare bug that could occur with effects that randomly summon more than one actor at a time
- You should no longer disable your own Bear Traps by stepping on them
- Certain rolls were not being subject to your World (random) Seed. Now they are!
- Bottles and Brews should now be excluded from combat rumors, which were causing problems there
- Fixed major bug where, if certain map object effects triggered simultaneously, all player status effects could tick multiple times (along with a bunch of other issues!!)
- Fixed bug where, in pet breeding, inaccurate parent health was sometimes used (e.g. if a parent leveled up after its original capture)
- Fixed bug with ability targeting that prevented you from using abilities like Hail of Arrows on tiles occupied by objects like ice blocks
- Fixed bug where, if you used an item with quantity of more than 1, the sprite would not pop up
- Attempted fix for bug with targeting lines emanating from monsters out of view
- Fixed bug that rendered the Sword Dancer tier 3 emblem power of parrying abilities 100% useless!

- Four new optional Game Modifiers available! Remember, these can be accessed in the Feat Selection menu at character creation. They are as follows:
- Free Job Changes (job changes cost nothing at Percy)
- No Job Changes (you cannot change jobs anywhere)
- Fewer Powerups (BASE powerup drop chance is lower)
- Goldfrogs Anywhere (chance to find a Goldfrog anywhere on the main path)

- Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this ‘block’ could disappear without the menu closing.
- When friendly monsters are defeated, you should now see (and hear) their red fadeout effect
- Ice blocks summoned by Ice Missile now use smaller sprites that are colored like player’s Materialized Ice (etc) to differentiate from enemy blocks.
- The bandit NPC in the Bandit Enclave now has a “swap position” option
- Adjusted opacity of tornado effect to make things a bit easier to see
high rated
Changelog for Build 1.22g (added 19 February 2019):

- When an ability reserves Energy or Stamina, this is now reflected on the main HUD

- Increased drop chance of quivers, books, and shields in the master equipment loot table
- Certain champion powers like “Boost Morale” and “Regeneration” should no longer be spammed out-of-combat

- Fixed “Day 31” indicator that sometimes appeared briefly on game load
- Fists should no longer be the target of dream king rumors
- Fixed bug with calculation of Medium Armor Mastery dodge bonus (was not giving enough)
- Fixed game error that could occur after using Deafening Dream Drum
- Fixed bug where if a monster died due to one of YOUR turn-end statuses (such as Radiant Starhelm) they would linger on the map at 0 Health for one turn.
- Fix for rare bug in shops that would cause a game error when pressing page up/down with quantity selector open
- Fixed bug with ‘Haunt’ effect when used by non-Wraith creatures
- Fixed rare bug with damage text and exiting Item Dreams
- Fixed bug with monster aggro causing them to be generally less aggressive than intended
- Fixed bugs that could occur if you quickly opened your Inventory and used something before the top animation finished
- Fixed bug with difficulty display of dungeon floors when loading a save
- Fixed powerups not triggering if you used a movement ability to land on one
- It should now be possible for monsters to inherit weapon animations from their parents (this won’t help existing bred generations)
- When switching places with an NPC, you should now pick up any items in the spot where the NPC was residing
- Fixed bug where status immunity wasn’t being checked in some cases
- Fixed faces going outside of dialog boxes sometimes. Whee!
- Dirtbeak in the Bandit Library should no longer be a valid rumor target

- It is now possible to create “GAMEBALANCE” mod files in any mod. This lets you change various multipliers: hero damage, monster damage, XP gain, JP gain, gold gain, loot drop rate, magic item chance, orb drop rate, powerup drop rate, powerup healing, pet XP gain, pet damage, monster density, and monster respawn rate!

- Default Cursor Repeat Delay is higher now. Should feel better.
- When holding a direction and opening a dialog or menu, there will now be a pause before the dialog or menu keeps scrolling, until you return the keys/controller to neutral. This helps the cursor feel less ‘slippery’


Changelog for Build 1.23c (added 19 February 2019):

- Adjusted how the “Banish” champion ability works. It now reduces the summon duration of all nearby temporary player summons by 50% of max. ‘Permanent’ summons like Floraconda will take 50% of max health in damage.
- Staff-type weapons now give +1 base Spirit Power per level (before multipliers)
- The Staff mastery “Force Blast” now inherits your weapon’s element, and gains an additional +20% damage from Spirit Power (is now 40%/60% of weapon/spirit power, up from 40%/40%)
- XP/JP rewards from chopping down trees have been increased across the board. The cap on these rewards has been raised, and uncommon/rare trees give even more now.

- Fixed bug where elemental auras on champions would not appear if you loaded the game near one
- You should no longer get double money when using a movement ability to land on a pile of coins
- Fixed somewhat broken trigger mechanism for random lightning strikes by champions
- Fixed display bug if you got 0 fountains in a dream (should say 0, not -1)
- Fixed rare game load bugs related to certain blocking objects
- Possibly fixed bug with non-rendering terrain
- Fixed another AI bug related to healing abilities and dismissed or destroyed summons
- Discipline stat should no longer extend the duration of your Escape Portal, causing it to take LONGER to go back to town!
- Fixed longstanding bug with equipment comparisons! If an item had multiple stat mods, it was only calculating as if it had one mod. e.g., A plain Spectacles (+5 Guile/Swiftness) would almost always be better than a magical one (+5 Guile/Swiftness, +2 all stats; only the second mod was counted).
- Summoned monsters like Bonecrabs can no longer be marked for quests
- Finally fixed Hergon’s Frostplate ice shard bizarre movement
- Fixed AI quirk related to corral pets with lots of abilities (some abilities would be ignored at certain angles)

- You can now hover over stairs on the minimap to see where they lead!
- In the shop UI, when buying items, hovering over a consumable item will show you how many of that item you already have in your inventory.
- Divine Smite / Holy Bolt animation (i.e. from Radiant Starhelm, Divine Fury) should execute about 250% faster now.
- Daily/Weekly challenges now have reduced or sped-up cutscenes and callouts.
- Lucid Orb Shards now display the full text for the mod they add in the item description.
- When using “Repeat Recipe” in the cooking UI, the cursor will now return to the “Repeat Recipe” button unless you change the recipe.


Changelog for Build 1.23e (added 19 February 2019):

- If you don’t defeat any Goldfrogs in an Item Dream, the results screen should now say 0 instead of -1
- Fixed mouse hover jank related to the new minimap quality of life change - the mouse hover state was not being properly released sometimes
Post edited February 19, 2019 by DeMignon
high rated
Changelog for Build 1.24h (added 09 April 2019):

- (Legend of Shara) Adjusted spawn rate of fountains in Shara’s story. You will generally not find as many now (late in the dungeon won’t be affected)
- (Legend of Shara) Flow Shield and Void Shield now grant a shield equal to 40% and 30% of your max health, respectively (down from 50% / 40%)
- (Legend of Shara) When at full health, the overflow from Fountain healing in Shara’s story is no longer a full 20% of max health, but is now ~16% of max health. Thus, fountains are slightly more beneficial if you are injured, as opposed to when your shield is already maxed out.
- (Legend of Shara) Increased loot drop + magic item chance for all monsters
- (Legend of Shara) Dominated creatures (final Shara upgrade) now lose health at half the original rate (it is now one tick per 6 turns, instead of one tick per 3 turns)
- (Legend of Shara) Adjusted “Inkstorm” skill orb which was partially bugged anyway. Damage is now increased from 150% to 175% of Weapon Power at the cost of 1 range.

- Fixed miscsettings ‘globalunlocks’ feature for real
- (Legend of Shara) Fixed another game load bug related to Riverstone Waterway
- (Legend of Shara) Fixed bugs with Vanishing Ink. Now it should work (and display) as intended: if you are at 25% health or below, you gain +50% dodge.
- (Legend of Shara) Fixed Retort visual bug
- (Legend of Shara) Another fix for weird Shara/Mirai campaign switch game data
- (Legend of Shara) Fixed bug with Glide / Combat Biography interaction (and various other abilities + Combat Biography)

- When you are Paralyzed and try to attack, you will now hear an obvious ‘error’ sound. Furthermore, the monster who has caused the paralysis (if any) will ‘jab’ toward you to show you the source of the paralysis (i.e. crab grab) (Legend of Shara) Floor difficulty indicators have been adjusted and should be a bit more accurate (visual-only change). Things were listed as being harder than they actually were, previously.

These options are modified in the “miscsettings.txt” file, in your save game directory. It is now possible to directly modify game balance from miscsettings.txt without making a Player Mod file. This is a more straightforward way of adjusting under-the-hood gameplay variables without going through the workshop. Keep in mind some of these options will not be (fully) effective without starting a new save file.

All of these new tweaks are multipliers with a base value of “1.0”. For example, if you wanted to cut XP gain in half, you would write:

xpgain 0.5

- This will multiply all XP gain by 0.5, cutting it in half. Also note that all of these tweaks multiply with any existing active player mods, so if there is a mod that doubles XP gain and you add 0.5 to your miscsettings file, the result will be 1.0 (no change.)
- monster_spawn_rate: the rate that wandering monsters spawn (higher = faster respawns)
- xp_gain: amount of XP gained
- jp_gain: amount of JP gained
- gold_gain: amount of gold gained
- loot_rate: drop rate of loot from all sources (note: loot is pre-determined on world creation / spawn, so this won’t affect most areas in an existing save file)
- magic_item_chance: chance of equipment receiving at least one magic mod (same as above)
- hero_dmg: ll damage dealt by you, the hero
- pet_dmg: ll damage dealt by your pets
- enemy_dmg: ll damage dealt by enemies to you
- pet_xp: experience gained by your corral pet
- powerup_rate: drop rate of powerup globes
- powerup_healing: % resource healing from powerups
- orb_drop_rate: drop chance of Orbs of Reverie / Lucid Orbs / Skill Orbs
- monster_density: overall density of monsters (this only works for newly-created maps/files)
high rated
Changelog for Build 1.24L (added 17 April 2019):

- Fixed bug with Job Trial map generation that would take your JP but not create the trial
- Fixed bug with feeding max-happiness monsters anything at all
- Fixed major bug with exiting Item Dreams sometimes screwing up the AI state
- Sword Dancer’s Flame Serpent riposte should no longer destroy your existing Flame Serpent
- (Legend of Shara) Fixed rare bug in Item Dreams that could softlock the game in certain memory worlds
- (Legend of Shara) Runes of Knowledge should actually cost JP now
- (Legend of Shara) Calligrapher map buffs (orbs etc) should no longer be destroyed by monsters on step. Also, Calligrapher Forbiddance runes should no longer be destroyed by the player on step.

- … Should be working on Linux now!

- Various small UI-related optimizations

- In the monster feeding UI, a monster’s favorite / hated foods are now marked in green/red with extra text too. You still have to experiment to discover them at least once, though.
- When feeding a monster, the cursor will automatically be placed at the last food you fed that monster when the window opens back up

- Clarified “Shadow Stalk” skill orb effect. The intended description and effect is that Shadow Stalk now requires a turn to use, but the spawned clones gain a ranged attack.
high rated
Build 1.25c (06 May 2019)

The ultimate challenge for those who have defeated even New Game+! As with NG+, this restarts the game world while keeping all of your progress. The entire game will be much harder in a variety of ways, in exchange for even greater treasure-finding prospects and the ability to upgrade equipment to ++++ in the Dreamcaster. If you can defeat this mode, you’ll have supreme bragging rights! Here is a list of key changes in Savage World:

Bonus CT gain from all sources reduced by 33%

Using any item from your inventory, unless it grants CT, now reduces your CT to 0

Parrying now blocks 66% of damage (instead of 100%)

Base powerup drop rate reduced to 25% of normal game; healing reduced 50%

Monsters recover from non-damaging statuses twice as quickly

Monsters gain additional stats, damage, defense, and aggro range

Certain easily-dodged monster abilities like Panthox’s Claw Rake and Electric Jelly’s Lightning Circle now have more challenging targeting patterns

Monster skill cooldowns reduced by 25%

Monster density and respawn rate increased

Boss fights now have extra enemies

Items can be upgraded a 4th time in the Dreamcaster (++++)

Loot quality improved throughout the game

Items can now spawn with up to +++ already added

Double legendary and Orb of Reverie drop rate compared to NG+

You can learn an additional ultimate Weapon Mastery


Non-summoned player-faction monsters should no longer combine with each other (could lead to wacky scaling)
Godspeed Strike no longer gives you a free turn automatically, instead granting +25 CT on use.
Daggers now grant +35 CT on crit (down from 50). They are just a little too strong in giving the player multiple turns.
In New Game+ (and beyond), the hidden dream boss encounter is now much harder
In New Game+ (and beyond), loot rank has been nudged up.
In New Game+ (and beyond), champions now have a chance to drop Rose Petals in addition to their other loot
In New Game+ (and beyond), shops now carry more stuff
(Legend of Shara) The “Armor Training” relic mod should no longer show up on armor (as it could potentially show up on medium/light armor, where it did nothing).


Job change scroll should no longer use stairs if you use it on top of stairs
Fixed Godspeed Strike display bug
(Legend of Shara) Hotfix for Wanderer’s Journey related bug introduced in 1.25b
Fixed issues with hero starting in the wrong position on certain maps (like the 2nd boss fight)
Sword Dancer’s gold emblem (allowing for skill parrying) should now work as intended, giving you 33% of your normal Parry chance (instead of the unintended 100% of your normal Parry)
Also fixed bug where abilities used on ANY character had a 3x multiplier on parry chance…
Fixed wonkiness allowing you to sometimes learn multiple armor masteries (quest flag was being reset)
Fixed bug with Ice Daggers sometimes not dealing triggering its effect correctly
It should no longer ever be possible to Fast Travel from within an Item Dream (caused some further bad behavior)
Hopefully fixed bug where the black fade behind the end cutscene and credits sometimes didn’t work
Fixed some bad save file issues
(Legend of Shara) ‘Factory Free-for-All’ should now properly give you 10 Camouflage Perfumes at the start
(Legend of Shara) Attempted fixes for Mirai campaign data leaking into Shara data somehow
(Legend of Shara) Fixed hang in post-final boss cutscene
(Legend of Shara) Calligrapher ground buffs (shadow, lightning, water) should now spawn on monsters, as intended
(Legend of Shara) Fixed possible bug in Shara’s second boss fight


A new challenge has been added: “Savage World”, unlocked after completing New Game+!
(Legend of Shara) After completing Shara’s story in any save slot, Mirai will now be able to do a Shara cosplay.


Save file size optimizations, particularly for Legend of Shara players with many relics
Game now saves an additional layer of backup history to help with future file corruption issues


Doubled the size of the combat log in the Journal
There are now 15 save slots available
New features for the searchbar! See below:
Searching ‘trash’ will allow you to view only items marked as trash
You can now add “or” to your searches, for example ‘sword or axe’, to get items that match at least one of those terms. You can even use multiple OR terms, for example: ‘relic or legendary or trash’
You can now search by rank by typing: rank:x, where x is the desired rank. Typing rankbelow:x will search for anything below that rank, while rankabove:x will search for that rank and higher.
The same works for rarity, for example: rarity:common, raritybelow:ancient, etc.
Negative searches can now be performed with !, for example !quiver would return anything not a quiver
Also, searches for ‘quiver’, ‘shield’, and ‘book’ should now work properly to search for those offhand types
There is now a tutorial that pops up the first time you use the searchbar (after you close the UI you were using, of course) explaining these features


Minor text fixes
high rated
Changelog Build 1.26a (04 July 2019)


*Fixed bug where HuSyn’s tier 3 emblem was not working correctly (Runic Crystal was not picking up powerups as intended)
*It’s now possible to close the Steam Leaderboards via controller
*Daggers now actually give +35 CT on crit as intended (down from +50; this change was made a few patches ago, but was not implemented correctly)
*Ice shards from Ice Tortoise should no longer be consumed when passing through friendly creatures
*(Legend of Shara) Relics that grant the ‘Deep Lake Gem’ effect of ignoring Deadly Void damage should now work properly


*New armor magic mod: Gourmand’s (upgraded version of Gluttony - increases food healing)
*New melee weapon magic mod: Immobilizing (% chance to root with basic attacks)
*New shield magic mod: Spiked (blocking attacks deals 33% of Weapon dmg back to attacker)
*New shield magic mod: Balance (not blocking an attack raises block chance by 20% until your next block)
*New 2h melee weapon mods: Weighted and Robust. Uses 15/20 CT per attack, but increases attack damage by 20/30%.
*New 2h melee weapon mod: Fury. Gain 35 CT upon defeating a non-trivial enemy.
* New 2h melee weapon mod: Sundering. Weapon attacks reduce target’s def/dmg by 5%, stacks up to 4x.
*New 2h melee weapon mod: Whirlwind. Using Physical skills also attacks nearby enemies for 20% weapon dmg
*New bow/staff weapon mod: Point-Blank. Attacks to enemies in melee range deal +25% damage.
*New armor magic mod: Determination. Reduces damage from summoned creatures by 50%
*New weapon magic mod: Anti-Summon. Increases damage against summoned creatures by 25%.
*New equipment magic mod (any slot): Loyalty. Corral pet restores 10% of its max Health when you defeat a non-trivial monster.
*Eight new legendary items, including a new Wild Child-oriented gear set!

-------------------------------------------------------------------------------------------------------------- -----------

Build 1.25j (04 July 2019)


*(Legend of Shara) The min & max rank of scaled relics found in Wanderer’s Journeys now varies based on the difficulty of the Journey. Easier journeys like Goldfrog’s Grand Grotto will have somewhat lower average & max relic quality than much harder ones like Temple of Elements and Tower of Ordeals.


*Fixed Chinese language selection at title screen.
*Fixed display bug with reserved Energy and dismissing Floraconda
*Fixed bug with pet trainer’s forget skill function not subtracting JP properly
*Fixed bug in evaluating game completion state for purposes of NG+ / Savage World


*Updated Japanese localization with Savage World content

-------------------------------------------------------------------------------------------------------------- --------------

Build 1.25i (04 July 2019)


*Corral pet max health has now been capped at 4000 for the regular game, 6000 for NG+, and 8000 for Savage World. The reason for this change is because, due to a bug fix also in this patch, corral pets can learn and pass on a wider range of passive traits than they could before.
*NG+ minimum monster health slightly increased
*Savage World monster health increased


*Passive monster abilities on pets/corral monsters should no longer disappear on save/load. This means passive monster skills should now be able to be passed down to children.
*Talking to NPCs should no longer trigger end-of-turn effects like gaining CT or ticking statuses (could be particularly exploitable in Wanderer’s Journeys)
*Fixed a couple item comparison bugs; comparisons should be more accurate now particularly for armor with Dodge
*Fixed bug where certain status effects granted by equipment (such as Antipode Blade’s fire/ice attack) sometimes got ‘stuck’ and were not removed
*You should now be able to enter an item in the Dreamcaster if it does not have max upgrades (+++) but does have max magic mods. You just won’t be able to get more mods on it.
*Chance of passing day in the Dreamcaster should be accurate even if you clear a Nightmare Prince
*Fixed bug where Skill Orb version of Escape Artist had the unintentional limiting property of ‘adjacent wall only’
*You should now be able to search for rarity “RARE” (threw an error before)
*Fixed bug with Overdraw magic mod not working correctly on quivers, also fixed it not working properly when auto-switching weapons
*Edge Thane’s innate “Survival” bonus should no longer persist if you change jobs
*The buff from Vanishing Ink should no longer persist if you unequip the ability
*Damage from Radiant Starhelm’s “Smite” effect should now show up correctly in the log (as “Divine Fury”)
*Fixed game error when capturing very high level monsters and trying to add them to your corral
*The new searchbar tutorial should no longer pop up more than once
*After upgrading your Monster Mallet, the correct Health threshold should be displayed when using the ability (20% instead of 15%)
*Attempted fix for rare bug with cooking UI
*Attempted fix for some weird edge cases with Blinking monster power
*Fixed bug with searchbar tutorial popping up after using a Job Change scroll
*(Legend of Shara) Fixed animation time on Energy Shield effect
*(Legend of Shara) Runes of Knowledge now actually cost JP as intended, instead of giving you JP
*(Legend of Shara) Fixed bug with stairs disappearing sometimes in Shara mode
*(Legend of Shara) Fixed map generation bug in Realm of the Gods where objects could be on inaccessible tiles
*(Legend of Shara) Fixed display error when getting multiple relics in a single Wanderer’s Journey, sometimes showing incorrect item info
*(Legend of Shara) Subtle Bonk should work correctly now
*(Legend of Shara) Another bug fix related to relics disappearing in Wanderer’s Journeys


*SPANISH language support is now available!


*Sped up the animation on Divine Fury again
*Abilities taught by Cat’ie, such as Fast Healing and Taunt, should no longer get written in Monster Letters (this was just a time-waster!)


*“Teleportation Scroll” is now “Scroll of Teleportation”, and “Job Change Scroll” is now “Scroll of Job Change”.
when will we get the new update?
high rated
Changelog Build 1.27 (13 August 2019)


*The benefits of the second Dagger Mastery have been reduced from +10% dual wielding accuracy/damage to +7.5% (per hand).
*Using a Lightweight weapon or a Claw in your offhand is now a little worse than before, by about 5%. However, if your offhand weapon is both Lightweight AND Claw, it’s still as effective as before.
*(Legend of Shara) Slightly bumped up the average monster level in Temple of Elements, along with respawn rate. Also, shops now appear a little less frequently (25% chance per floor, down from 33%)
*(Legend of Shara) The base weapon power of all Relics has been reduced by 15%, prior to any other modifiers, multipliers, flat enhancements etc. Since Relics are already pretty strong, this seems reasonable.
* (Legend of Shara) Default armor, shield, quiver, and magic mod values have also been reduced slightly for Relics.
*(Legend of Shara) The “Precise Finish” skill now grants +35% JP, gold, and XP (up from +20%) when landing a finishing blow with the skill


*You should no longer riposte while under the effects of Paladin’s Sanctuary
*“Heavy” magic mod should now correctly show the CT penalty when hovering over the item
*Fairy’s Choker (20% chance to reduce random cooldown by 1 turn when attacked) should work again
*Fixed issue with certain directional-based status effects causing game errors occasionally
*Savage World / New Game+ selection should work reliably now on main branch (was only working properly on beta, most of the time)
*Gambler’s “Wild Cards” ability should now properly test Aces valued as both “1” and max value for the purposes of Straights etc.
*Bred monsters should now have the correct Family in all cases
*Visual fix for bug w/ ending scenes/credits where gameplay leaked through
*Attempted fix for bug where portals were not always created when leaving an Item Dream
*Fixed bug with Talrose the Painter sometimes telling you to go to the wrong place
*When interacting with the food cart, you should no longer see “Sale Value: 0g”
* Fixed some garbage text in the log related to the food cart
*(Legend of Shara) Fixed game error that occurred with the “Shard” relic affix (negate magical damage, gain spirit buff)
* (Legend of Shara) Attempted fix for Obsidian Band affix on relics that was causing problems when stacked (it should not stack)
*(Legend of Shara) Attempted fix for rare bug related to Shara’s Dominate power
*(Legend of Shara) Fixed bug where Relics could be permanently lost if eaten by a Mimic, then saving+quitting
*(Legend of Shara) Fixed bug where items with the “Does not interfere with offhand fighting” mod were not working on Relics correctly


*You can now duel (roughhouse) with your corral pet, in Riverstone Grove. Just use the appropriate pet command. When dueling, you cannot actually defeat your pet (or vice versa). After the duel, you both will be cleared of all temporary negative statuses, and restored to pre-duel Health.


*Considerable work on DLC2!


*Up to 12 buffs/debuffs can now be displayed (up from 8/8)
high rated
CHANGELOG Build 1.28d (19 September 2019)

*Limited the max # of pets displayable in the “Pet Party” hud element, so they don’t take up the entire screen

*Paladin’s “Advanced” innate bonus (blocking empowers next damaging skill) now applies to Shield Slam too
*Spears now have a new inherent effect: basic attacks pierce 25% of target’s resistance (depending on the Spear’s damage type)
*The second Spear weapon mastery now has an additional effect: Spears will strike two targets at once in a line (so if you attack at range 2, it hits the one in between, if you attack in melee, it hits the target behind)
*An Axe in your offhand will now correctly execute the 360 degree attack that all Axes have
*Adding Skill Orbs to Legendary and Relic items now takes 2x the JP
*(Legend of Shara) Default max # of mods on relics is now 3 instead of 4. Higher rank relics can reach up to 5, rather than 6, unless you’re in the Tower of Ordeals!
*(Legend of Shara) The final boss of Tower of Ordeals now drops two relics!

*Monsters should no longer exceed the “Happiness” threshold after breeding
*Fixed bugs related to job & feat unlocks using wrong data from other save slots instead of the selected slot
*Fixed incorrect text output when Cat’ie bonks a pet on the head
*Fixed some ground effects not being flagged correctly as reducing defense
*Fixed various status effects added by gear not reading the correct originating actor as the Hero on load. This made some statuses like “increased block chance with even gold amount” not work correctly.
*Fixed mod viewer not maintaining scroll position past the first page of mods.
*When dueling your pet, your pet should no longer harass your other corral pets
*Fixed bug with Sword Dancer’s tier 2 emblem effect that was supposed to auto-attack enemies when pulled or pushed by them.
Fixed bug where trying to put a Skill Orb on an item via Dreamcaster would sometimes display a success rate of 0% regardless of JP added
*(Legend of Shara) Relic quivers should no longer use a shield icon
*(Legend of Shara) Ranged relic weapons should no longer spawn with Parry mods
*(Legend of Shara) Relics shields should now properly have physical damage reduction
*(Legend of Shara) The “Eat Weapon” ability of Mimics should no longer be inheritable
*(Legend of Shara) You should no longer be warned about failing a rumor while in a Mystery Dungeon.
*(Legend of Shara) You should no longer find Orbs of Reverie in Wanderer’s Journeys where you can’t use them or carry them out
*(Legend of Shara) Attempted fix for bug where relics would sometimes be capable of getting more magic mods via Dreamcaster than originally intended.
*(Legend of Shara) Fixed bug where Mystery Kings would sometimes not drop relics. Sorry!

*Switched to a new typewriter text function, should be much more CPU-efficient now

*Monsters will now drop all items they are carrying if hit with a Monster Mallet. This should prevent situations like your weapon being eaten by a Mimic, never to be retrieved again.
*You should no longer receive a popup about entering Savage World once you have already seen it at least once.

*(Legend of Shara) The “Armillary Mirrors” effect no longer says “Armillary Mirrors” in the log if you are using a relic with that effect
high rated
Latest Patch Notes: Build 1.29j, November 1, 2019
Build 1.29j, November 1 2019


Corral pets should no longer make so much noise, unless they’re in combat.


Fixed bug where some map objects lasted forever (introduced in the previous patch, sorry)
Fixed monster behavior bugs (also introduced in previous patch)
Fixed bug where no Orbs of Reverie worked on anything ever (same)
Fixed bug where feat selection toggle states were janky
Fixed bug where going from Shara character creation → Mirai would mess up the Mirai character creation process
Attempted fix for bug where, in some regions, all “miscsettings” values (like enemy dmg, hero dmg, etc) were cranked up to 1000% on initial load.
(Legend of Shara) Fixed broken relic names
(Legend of Shara) Tutorials should really no longer pop up during Shara’s intro scene
(Legend of Shara) Game error related to local region/language fixed
high rated
Changelog for Build 1.30b (added 26 November 2019):

Dawn of Dragons, our second expansion, has launched!

- Rebalanced/fixed how Confusion status works. Now, Confused monsters have a 50% chance to take a Confused action on their turn. This action is either: attack a random target (including possibly allies, or themselves), OR wander to a random nearby space. Overall, this should be way more useful than Confusion was previously.
- Fixed a certain harmless frog exploit. You know what it is.

- Fixed bug where the searchbar tutorial could sometimes mess with dialog box state.
- Fixed rare game crash bug
- Fixed issue where Bandages and Iron Breathing would trigger healing regardless of clearing any bleed/poison effects
- Fixed bug where getting a campfire before a boss or special map would sometimes spawn you in a weird location

- Fixed missing kanji in Japanese fonts

- When talking to Jorito about Weapon Masteries, he will tell you how much JP you currently have.
- The game now saves your combat log in your save file folder (combatlog0, 1, etc. corresponding with save game slot.) This log mirrors the content of the log in the journal UI tab.

Standalone installers updated: 1.29j ⇒ 1.30b.
high rated
Changelog for Build 1.30e (04 December 2019):

- (Dawn of Dragons) Whip masteries now have unique skill icons

- Flame Cocktail (and all higher level versions) now have an additional square of range
- Guardian Lurkers now have a 5 turn cooldown on their laser ability (up from 4)
- For rumors that have a limited step count, you no longer lose steps while in Item Dreams or Wanderer’s Journeys
- Champions generated by the “Notorious” feat now give 15% more rewards, and have a 33% chance of dropping a useful item (such as rose petals, Orb of Reverie, a healing potion, butler bell)
- (Dawn of Dragons) The “Bubble” mod now grants a shield equal to Lvl x 30, down from Lvl x 50.

- Fixed game error with Ramirel’s Dismantler if an attack was reflected back to you
- Fixed mapping bugs with Xbox One controllers
- Effects that reduce healing should now work correctly on monsters
- Quivers should no longer grant CT when using a staff or other non-bow weapon
- The Food Cart should no longer ever use Butler’s Bells as a demanded item
- When completing the Beastlake Park bandit pet quest, the pet should now be permanently removed from you as intended. (Remember, you can also simply hand in a knocked out bandit. It doesn’t have to be a tamed pet.)
- Porting out of a job trial on the 2nd floor no longer leaves an open portal back into the trial area!
- (Legend of Shara) While in Hall of Champions or Temple of the Elements, you should no longer keep equipped gear found in the dungeon
- (Legend of Shara) Fixed very strange bug with relic names sometimes being saved/loaded wrong.
- (Dawn of Dragons) Fixed bug with “the Wolf” mod’s defense being way too high, and also sometimes triggering (or not triggering) incorrectly after dismissing summons
- (Dawn of Dragons) Fixed bug where some monsters in dragon dungeons were set to 0% xp/gold/jp rewards
- (Dawn of Dragons) The “explosions” mod should no longer work on regular abilities, only items
- (Dawn of Dragons) The second Whip mastery should no longer trigger with non-Whip weapon types
- (Legend of Shara/Dawn of Dragons) Removed some monster sprites that were not supposed to show up in Journeys
- (Legend of Shara/Dawn of Dragons) Fixed issue where Shara could encounter game errors with Dawn of Dragons installed, in some areas (like Frog Bog)

- (Legend of Shara/Dawn of Dragons) If you own both expansions, you will now be able to find relic Whips and handwraps

- Various small optimizations

- Reorganized the Fast Travel/waypoint dialogue to show floors in a consistent order
- (Dawn of Dragons) Langdon now has a dialog option reminding you where to go to continue the dragon questline.

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Changelog for Build 1.30g (05 December 2019):

- Fixed some game load bugs caused by last patch, sorry
- (Dawn of Dragons) Verminespers should no longer be able to charm the vines in the Tyrant Dragon dungeon
- (Dawn of Dragons) You should no longer see the portal reveal animation to the Spirit Sanctuary if you’ve cleared it
- (Dawn of Dragons) Fixed bug in the 3rd floor of Bandit Waterworks where every switch would unlock the final gate.

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Changelog for Build 1.30j (09 December 2019):

- Reduced the gold cost to use non-Lucid / non-Skill orbs by 33%
- Reduced the efficacy of monster healing in NG+ and Savage World by 16/32% (this helps the player!)
- (Dawn of Dragons) In NG+ and Savage World, the Vinelings in the Ancient Jungle gain increased health and substantially more defense to make up for the increased monster power.

- Fixed certain inconsistencies with attack calculations when dual-wielding weapons. For example, Sharktooth Axe in offhand was not getting an accuracy penalty, and the third Whip Mastery was triggering off both hands
- (Legend of Shara) Fix to Relic loading from meta progress, which was causing serious errors w/ Hand Wraps & Whips
- (Dawn of Dragons) Fixed the “1 Gem + 1 Lucid Orb = Random Lucid Orb” frogcrafting recipe, as well as “2 Gems + Accessory = Random Accessory”
- (Dawn of Dragons) Offhand attacks with Hand Wraps should work again.

- (Legend of Shara) Spanish support added.

- You can now search for “gem” in the searchbar of various inventory UIs to filter all your gems.

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Changelog for Build 1.30l (12 December 2019):

- Fixed rare save corruption bug that made the game unloadable
- (Dawn of Dragons) Fixed Spirit Sanctuary stair routing issues that made it impossible to get back to your Item Dream once you explored deeper in. Also fixed bug where an Item Dream portal would not appear if you were knocked out there for any reason.

- Pet monsters should no longer use self-buffing abilities if outside of combat.

~~~~ ~~~~ ~~~~

Changelog for Build 1.30n (30 December 2019):

- During Gold job trials, you can now use 6 consumables (up from 5)

- Fixed rare save corruption bug that made the game unloadable
- Fixed bug where your corral pet would become ‘disconnected’ from the corral, and you would be unable to return it (among other potential issues)
- Fixed soft lock if you leveled up while returning to town at the same time of the Riverstone Grove frog callout
- Bosses that can potentially spawn illusions for any reason should no longer cause script/cutscene glitches when you destroy the illusions
- Friendly bombs, like the kind generated by Brigand’s advanced job trait, should now always have a green aura (indicating they will not harm you)
- The minimap size will now dynamically adjust if it’s open while changing zones
- Fixed bug where Medium Armor Mastery was not giving you enough Dodge (8% of Swiftness, instead of 12.5%)
- (Legend of Shara) Fixed soft lock related to bringing some gear in or out of the dungeon
- (Legend of Shara) Items upgraded in Mini Dreamcasters should now have correct names
- (Legend of Shara) Fixed bug where some items found in Journeys could disappear when brought into Hall of Champions
- (Dawn of Dragons) When using a hand wrap in your main hand, random offhands should now stop being auto-equipped
- (Dawn of Dragons) A friendly Bandit Wrangler should no longer summon hostile monsters
- (Dawn of Dragons) Fixed Spirit Sanctuary stair routing issues that made it impossible to get back to your Item Dream once you explored deeper in. Also fixed bug where an Item Dream portal would not appear if you were knocked out there for any reason.
- (Dawn of Dragons) Fixed bugs with various crafting recipes sometimes not using all required input items.

- Fixed potential issues in mod loading and icons on some systems

- Various optimizations during gameplay

- Pet monsters should no longer use self-buffing abilities if outside of combat.
- The game now shows what DLC you have installed on the title screen
- Bringing a tamed (not knocked out) bandit to the Beastlake Park quest no longer removes it

- Block, parry, and dodge descriptions on the Character screen now indicate that not all special attacks can be avoided, and that chance to dodge special attacks is halved.

Standalone installers not updated.
high rated
Changelog for Build 1.31c (12 January 2020):

- The “Steadfast” shield magic mod now reduces basic attack damage from the shield’s direction by 50% (up from 33%), while damage from other angles is only increased by 10% (down from 15%).
- The “Arrow-Dampening” armor magic mod now decreases ranged attack damage taken by 30% (up from 25%)
- The “Phalanx” armor magic mod now decreases melee damage taken by 20% (up from 15%), while the extra damage from ranged attacks is now 5% (down from 15%)
- Weapon and quiver mods that deal extra damage to certain monster families (Frog Slaying, Bandit Slaying, etc) now all deal +30% (up from +20%), with the exception of Rust-Biting, as it has an upgraded version (Chrome-Shredding)
- The “Emergency” shield magic mod now reduces damage from basic attacks by 50% while under 33% health (up from 25%)
- The “Toxicity” magic mod now has a 6% chance to drop acid pools, up from 5%, per step
- The ice shot ability used by “Icedaggers” champions now deals less damage (110% of normal dmg, down from 135%) and has a slightly longer cooldown.
- Adjusted how Resist-Piercing champions work. Rather than constantly piercing 50% of all resistances, they now add a stacking debuff when they damage their target, which lowers its resists by 10%. This can stack 4 times.
- Buffed the stats of the following monsters: Mottled Sandjaw, Heated Sandjaw, Electric Jelly, Cave Lion, Guardian Corsair
- Decreased the cooldown (20 -> 16t) and increased the damage (25% -> 35% attack dmg) of the toxic cloud used by Toxic champions
- Increased the cooldown of Conjurer / Frogmaster summons from 13 to 16 turns
- Unstable Magic (Spellshaper ability) now costs 5 Energy (down from 15) and has a cooldown of 6 turns (down from 8)
- In Savage World, monster resistance to status effects now halves the duration rounded up instead of down.
- (Legend of Shara/Dawn of Dragons) The monster ability Black Hole now lasts 5 turns, down from 7
- (Legend of Shara/Dawn of Dragons) The monster ability Energy Shield now has a 16 turn cooldown (up from 14)
- (Legend of Shara) In Tower of Ordeals, chance to find shopkeepers per floor is now 25% (up from 20%)
- (Legend of Shara) In Wanderer’s Journeys, champion monsters now give +15% rewards per champion mod, which should make them feel more worthwhile to fight
- (Legend of Shara) Adjusted difficulty curve of Tower of Ordeals. The first 20 floors now become harder more quickly (more monster power/level gained per floor), however the following 30 floors grow harder more slowly, particularly the final 20 floors. The overall end point of the dungeon is the same. This should make for a more even playthrough.
- (Legend of Shara) In all Wanderer’s Journeys, there are now guaranteed Scroll of Job Change scroll spawns every 10 floors (e.g. floor 10, 20, 30…) in chests, somewhere. Gotta explore to find them!
- (Dawn of Dragons) During the Ancient Jungle dungeon monster waves, monsters will no longer only focus on the vines. Instead, they add Vine aggro every turn, which can potentially be overridden by other sources of aggro.
- (Dawn of Dragons) Ancient Jungle now has at least 2 more friendly monster crystals/eggs per map

- Fixed bug where monsters with the “Hundred Fists” abilities were dealing about twice as much damage as intended.
- Fixed bug where abilities could sometimes lose their Energy or Stamina cost if a monster had the same ability
- Fixed bug where Brigand’s Silver Job Emblem affecting Smoke Cloud was not affecting cooldown
- Poison Evocation and Unstable Magic should now be properly processed by Spellshaping mods (including costs)
- The searchbar now correctly filters by favorited items if you use “favorite” as a search term.
- Monsters Letters should correctly stack more often now (they will not stack unless all the underlying info is the same, though - who caught the monster, who released it, and the skill transferred)
- Sword Dancer’s gold emblem that allows you to parry skills (with 1/3 of normal chance) no longer reduces your regular chance to parry to 1/3 normal. Oops!
- Fixed bug with Gambler’s Skill Orb version of Double Down inconsistently triggering its effects. Also, fixed Double Down not always hitting all targets
- Fixed bug where toggling monster health bars via keyboard binding (“M” by default) would briefly flash them on the screen, even in fog of war
- Fixed bug where monsters with the “Monster Pull / Haul” ability (e.g. Puller/Hauler champs) could use this ability on themselves to do instant damage. This was not intended. It should only be usable on other allied monsters.
- Fixed bug that could bork pet duels. Also, added more safeguards to ensure that helpless corral pets wandering outside their pen won’t get caught in the crossfire and injured.
- Fixed visual bug when Sword Dancers parry and create Flame Serpents from their Advanced innate job trait
- If you try to equip an item in the dungeon, and you cannot equip it for whatever reason, you should no longer lose a turn
- (Dawn of Dragons) The Frog Dragon Break ability now pans the camera while using it
- (Dawn of Dragons) The final dragon dungeon event will now trigger as long as you’ve ever cleared the final boss on the current save slot (meta progress)
- (Dawn of Dragons) Fixed Orb of Reverie + Scroll of Job Change recipe working incorrectly
- (Dawn of Dragons) The “Arcane” Quiver mod now triggers 25% of the time as intended (instead of 100%...)
- (Dawn of Dragons) Fixed Spectral Crab / Enemy Jelly Trooper not showing up in the Monsterpedia (note: you will have to defeat more of them starting with this patch for them to show up)
- (Legend of Shara) Fixed various bugs with Glide resetting (or not resetting) its cooldown when it was not supposed to.
- (Legend of Shara) Fixed bugs where, in dream versions of certain maps, you could unintentionally trigger certain events

- Further save file size optimizations, trimmed out some garbage data

- (Legend of Shara) In longer Wanderer’s Journeys, the special music tracks now play for more floors in the middle and towards the end
- (Legend of Shara) Mini Dreamcasters now have a “Swap Places” option

- Minor writing adjustments in the final battle dialogue

Standalone installers, and those of all its DLC, updated (1.30h ⇒ 1.31d): 21 January 2020.
(typo in the update or installers versioning, or installers just ahead of the changelog?)