Dragon Quest VI: Difference between revisions

Jump to navigation Jump to search
4 bytes added ,  08:30, 2 January 2013
no edit summary
({{DISPLAYTITLE:''Dragon Quest VI''}})
No edit summary
Line 20: Line 20:
|series = ''[[Dragon Quest]]''
|series = ''[[Dragon Quest]]''
}}
}}
'''''Dragon Quest VI: Realms of Revelation''''' (in North America, released as '''''Dragon Quest VI: Realms of Reverie''''' in Europe and Australia) (ドラゴンクエストVI 幻の大地, Dragon Quest Shikkusu Maboroshi no Daichi) is the sixth installment in the [[Dragon Quest (series)|Dragon Quest series]]. It is the final ''[[Dragon Quest]]'' series title for the Nintendo Super Famicom and the last game in the [[Zenithia trilogy]]. It was the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   
'''''Dragon Quest VI: Realms of Revelation''''' (in North America, released as '''''Dragon Quest VI: Realms of Reverie''''' in Europe and Australia) (ドラゴンクエストVI 幻の大地, Dragon Quest Shikkusu Maboroshi no Daichi) is the sixth instalment in the [[Dragon Quest (series)|Dragon Quest series]]. It is the final ''[[Dragon Quest]]'' series title for the Nintendo Super Famicom and the last game in the [[Zenithia trilogy]]. It was the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   


In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marks the first time the game will be available on another console and outside of Japan. Prior to this, it has only been available through [[fan translation|fan translations]].  Dragon Quest VI was the final game of the subseries to be released, following Dragon Quest IV in 2008 and Dragon Quest V in 2009.   
In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marks the first time the game will be available on another console and outside of Japan. Prior to this, it has only been available through [[fan translation|fan translations]].  Dragon Quest VI was the final game of the subseries to be released, following Dragon Quest IV in 2008 and Dragon Quest V in 2009.   


In January 2010, the game was re-released in Japan on the Nintendo DS. On Decomber 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing Dragon Quest VI on February 14, 2011. The subtitle has been officially named "Realms of Revelation."
In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing Dragon Quest VI on February 14, 2011. The subtitle has been officially named "Realms of Revelation."




Line 36: Line 36:
The party discovers a Somnia Castle in the “Phantom World” and learns that the prince is missing and that the Hero looks like him. They also meet General Tom, who bears a striking resemblance to Soldi. Gaining entrance to the Mirror Tower, the party meets Ashlynn, a woman who was invisible in the “Phantom World” at first, too, and together they find the Mirror of Ra.  
The party discovers a Somnia Castle in the “Phantom World” and learns that the prince is missing and that the Hero looks like him. They also meet General Tom, who bears a striking resemblance to Soldi. Gaining entrance to the Mirror Tower, the party meets Ashlynn, a woman who was invisible in the “Phantom World” at first, too, and together they find the Mirror of Ra.  


The four of them travel to Murdaw's castle, in the original world. After defeating Murdaw, the Hero uses the Mirror on him. Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the original world is in fact the Dream World and the Phantom World is the Real World. Upon traveling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to Ghent to retrieve a boat to get to Murdaw's lair. In Ghent, Nevan, a healer, joins the party and allows them to use the Ghent Clan's ship. During the fight with the real Murdaw, the Hero gets sent back to Weaver's Peak like before. However, with the Mirror of Ra, the Hero warps back into the battle and defeats Murdaw.
The four of them travel to Murdaw's castle, in the original world. After defeating Murdaw, the Hero uses the Mirror on him. Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the original world is in fact the Dream World and the Phantom World is the Real World. Upon travelling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to Ghent to retrieve a boat to get to Murdaw's lair. In Ghent, Nevan, a healer, joins the party and allows them to use the Ghent Clan's ship. During the fight with the real Murdaw, the Hero gets sent back to Weaver's Peak like before. However, with the Mirror of Ra, the Hero warps back into the battle and defeats Murdaw.


The Queen of Somnia tells the Hero to discover who he really is. The quest leads the party to Arkbolt, where a terrible monster is blocking a nearby cave. The reward for defeating the monster is the famed Sword of Thunder, but before the party can strike the final blow, a warrior by the name of Terry kills the monster, winning the sword. After traveling both worlds, the party learns that Murdaw was not the only evil in the world, having fought several other monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
The Queen of Somnia tells the Hero to discover who he really is. The quest leads the party to Arkbolt, where a terrible monster is blocking a nearby cave. The reward for defeating the monster is the famed Sword of Thunder, but before the party can strike the final blow, a warrior by the name of Terry kills the monster, winning the sword. After travelling both worlds, the party learns that Murdaw was not the only evil in the world, having fought several other monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]


In Sorceria, the party learns that this is Ashlynn's home. The elders tell Ashlynn that the Demon Lord is watching her and give her the powerful spell Madante to fight him. The party also learns that the only way to get to the Demon Lord is through Zenith Tower, but to activate the tower, they need to collect the sword, armor, shield, and helmet of legend. While doing so, the Hero meets his double in Real Weaver's Peak, who gets spooked, and speaks 'Y-You. Y-You're m-m-me!', and says that he must prove himself to be faithful to his family if he is to join powers. Returning to Real Somnia, the King and Queen tell the Hero that he is indeed the prince. When he fused with his clone, the Hero gained his memory back, much like Milly and Carver had done.
In Sorceria, the party learns that this is Ashlynn's home. The elders tell Ashlynn that the Demon Lord is watching her and give her the powerful spell Madante to fight him. The party also learns that the only way to get to the Demon Lord is through Zenith Tower, but to activate the tower, they need to collect the sword, armour, shield, and helmet of legend. While doing so, the Hero meets his double in Real Weaver's Peak, who gets spooked, and speaks 'Y-You. Y-You're m-m-me!', and says that he must prove himself to be faithful to his family if he is to join powers. Returning to Real Somnia, the King and Queen tell the Hero that he is indeed the prince. When he fused with his clone, the Hero gained his memory back, much like Milly and Carver had done.


The party reaches Cloud Castle and meets [[Dhuran]], who claims to have taken over the castle. He summons Terry to fight the party and then fights the party himself. Dhuran then reveals that all the enemies the party has faced were just pawns of Mortamor, the Demon Emperor. Milly reveals that Terry is her brother and Terry decides to join the party and fight against Mortamor.
The party reaches Cloud Castle and meets [[Dhuran]], who claims to have taken over the castle. He summons Terry to fight the party and then fights the party himself. Dhuran then reveals that all the enemies the party has faced were just pawns of Mortamor, the Demon Emperor. Milly reveals that Terry is her brother and Terry decides to join the party and fight against Mortamor.
Line 46: Line 46:
Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Krimut and Masarl, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Masarl reveals that the Dark World is falling apart and Pegasus helps them escape.
Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Krimut and Masarl, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Masarl reveals that the Dark World is falling apart and Pegasus helps them escape.


In a similar fashion to ''Dragon Quest III'', the hero's weapons and armor were renamed for this installment in the [[Zenithia Trilogy]].  They are known as the [[Sword of Ramias]], [[Armour of Orgo]], [[Shield of Valora]] and [[Helm of Sebath]].  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian equipment]] and are renamed as such.
In a similar fashion to ''Dragon Quest III'', the hero's weapons and armour were renamed for this instalment in the [[Zenithia Trilogy]].  They are known as the [[Sword of Ramias]], [[Armour of Orgo]], [[Shield of Valora]] and [[Helm of Sebath]].  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian equipment]] and are renamed as such.
{{spoiler|end}}
{{spoiler|end}}


Line 57: Line 57:


==Gameplay==
==Gameplay==
As the sixth installment to the ''Dragon Quest'' series, the graphics and gameplay remain close to the other games, with minor additions and upgrades. The graphics were improved from ''[[Dragon Quest V]]'', which was also for the SNES, but had only a 16-megabit cartridge. ''Dragon Quest VI'' uses a 32-megabit cartridge instead. Navigation remains largely unchanged from the previous games and the turn-based battles are still only in first-person. The vocation system from ''Dragon Quest III'' returns, with minor adjustments.
As the sixth instalment to the ''Dragon Quest'' series, the graphics and gameplay remain close to the other games, with minor additions and upgrades. The graphics were improved from ''[[Dragon Quest V]]'', which was also for the SNES, but had only a 16-megabit cartridge. ''Dragon Quest VI'' uses a 32-megabit cartridge instead. Navigation remains largely unchanged from the previous games and the turn-based battles are still only in first-person. The vocation system from ''Dragon Quest III'' returns, with minor adjustments.


===Vocation system===
===Vocation system===
This Dragon Quest, like ''[[Dragon Quest III]]'' and ''[[Dragon Quest VII]]'', fatures an extensive class system, refered to as vocations in games. The way vocations affect characters differs from those of Dragon Quest III and IX; once the party gets to [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]], they have the option of becoming one of nine base vocation. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To gain new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. If a character masters two or three of these occupations by increasing their rank to the maximum of eight, they may upgrade to a second tier vocation. For example, mastering the warrior and the martial artist vocations allows a character to become a gladiator. Once certain hybrid classes are mastered, an attribute relating to that class will permanently increase.  
This Dragon Quest, like ''[[Dragon Quest III]]'' and ''[[Dragon Quest VII]]'', features an extensive class system, referred to as vocations in games. The way vocations affect characters differs from those of Dragon Quest III and IX; once the party gets to [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]], they have the option of becoming one of nine base vocation. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To gain new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. If a character masters two or three of these occupations by increasing their rank to the maximum of eight, they may upgrade to a second tier vocation. For example, mastering the warrior and the martial artist vocations allows a character to become a gladiator. Once certain hybrid classes are mastered, an attribute relating to that class will permanently increase.  


After fighting a certain number of battles in a given class, the PC will be promoted to the next rank in the class, gaining a new title and some new spells and abilities associated with the class. Ranks within a class are indicated by a number of stars (★) in the status screen. Experience in a class is retained when the PC changes their trade, and can be further increased by returning to the vocation. Battles with weak monsters do not increase a vocation's rank; the monsters must be higher level than the character in question. But in the some of the later dungeons in the game, this rule is overturned and all battles will increase the party's experience.
After fighting a certain number of battles in a given class, the PC will be promoted to the next rank in the class, gaining a new title and some new spells and abilities associated with the class. Ranks within a class are indicated by a number of stars (★) in the status screen. Experience in a class is retained when the PC changes their trade, and can be further increased by returning to the vocation. Battles with weak monsters do not increase a vocation's rank; the monsters must be higher level than the character in question. But in the some of the later dungeons in the game, this rule is overturned and all battles will increase the party's experience.
Line 70: Line 70:
====Initial Vocations====
====Initial Vocations====
*[[Warrior]]: Strength and [[Hit Points|HP]] go up while agility, wisdom and magic points drop. Several basic fencing skills are learned.
*[[Warrior]]: Strength and [[Hit Points|HP]] go up while agility, wisdom and magic points drop. Several basic fencing skills are learned.
*[[Martial Artist]]: Agility increases at the cost of magic points, and melee skills are aquired. Additionally, the character's critical hit ratio improves signifigantly, by up to three times.
*[[Martial Artist]]: Agility increases at the cost of magic points, and melee skills are acquired. Additionally, the character's critical hit ratio improves significantly, by up to three times.
*[[Mage]]: Most attributes go down, except wisdom and [[Magic points|MP]]. Attack and status spells are learned.
*[[Mage]]: Most attributes go down, except wisdom and [[Magic points|MP]]. Attack and status spells are learned.
*[[Priest]]: Many attributes decrease, but the priest is less frail than the mage. Restorative, status, and woosh spells are learned.
*[[Priest]]: Many attributes decrease, but the priest is less frail than the mage. Restorative, status, and woosh spells are learned.
*[[Dancer]]:  All attributes save for style ang agility drop signifigantly, and a variety of status inducing dances are learned
*[[Dancer]]:  All attributes save for style ang agility drop significantly, and a variety of status inducing dances are learned
*[[Thief]]: Agility goes up, but most other stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle.
*[[Thief]]: Agility goes up, but most other stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle.
*[[Monster Master]]: All stats go down except for agility, isdom and style. bSeveral reath skills are learned, as well as the puff spell. In the original SFC version, monsters may join the party when there is a monster master present.
*[[Monster Master]]: All stats go down except for agility, isdom and style. Several breath skills are learned, as well as the puff spell. In the original SFC version, monsters may join the party when there is a monster master present.
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random. Smetimes, instead of doing nothing, the gadaboute will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.


====Hybrid Classes====
====Hybrid Classes====
*[[Gladiator]] (Warrior+Martial Artist): Strength, HP, speed, and defense go up, making this a strong class. Most skills are super effective against one type of enemy, such as Dragon Slash.  
*[[Gladiator]] (Warrior+Martial Artist): Strength, HP, speed, and defence go up, making this a strong class. Most skills are super effective against one type of enemy, such as Dragon Slash.  
*[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned.  
*[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned.  
*[[Paladin]] (Martial Artist+Priest): Strength, speed, and wisdom go up and a mixture of Priest and Martial Artist skills are learned.  
*[[Paladin]] (Martial Artist+Priest): Strength, speed, and wisdom go up and a mixture of Priest and Martial Artist skills are learned.  
*[[Sage]] (Mage+Priest): Wisdom and HP go up and high level attack and healing spells are learned.  
*[[Sage]] (Mage+Priest): Wisdom and HP go up and high level attack and healing spells are learned.  
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned.  
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned.  
*[[Ranger]] (Merchant+Thief+Monster Master): Speed and wisdom go up and an assortment of explorative and deffensive skills are learned.
*[[Ranger]] (Merchant+Thief+Monster Master): Speed and wisdom go up and an assortment of exploration and defensive skills are learned.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate class and all stats go up. Several attack spells/skills are learned. The [[Hero (Dragon Quest VI)|Hero of Dragon Quest VI]] only has to master one of those classes for Hero class to become available.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate class and all stats go up. Several attack spells/skills are learned. The [[Hero (Dragon Quest VI)|Hero of Dragon Quest VI]] only has to master one of those classes for Hero class to become available.


Line 119: Line 119:
* Combat arenas now cover the whole screen, and the monsters are animated when they attack (although only the final boss has sound effects). <!--  In addition, each individual character of each command "We JUMON pep talk and how to nail and I immediately BOUGYO" (no particular order) and a six. また、各キャラクターごとの個別コマンドが「こうげき・じゅもん・とくぎ・どうぐ・そうび・ぼうぎょ」(順不同)の6つとなった。 -->
* Combat arenas now cover the whole screen, and the monsters are animated when they attack (although only the final boss has sound effects). <!--  In addition, each individual character of each command "We JUMON pep talk and how to nail and I immediately BOUGYO" (no particular order) and a six. また、各キャラクターごとの個別コマンドが「こうげき・じゅもん・とくぎ・どうぐ・そうび・ぼうぎょ」(順不同)の6つとなった。 -->
   
   
* There are two full worlds once more, as in [[Dragon Quest III]], but there is no longer a day/night cycle; it will however become nighttime during certain plot events.
* There are two full worlds once more, as in [[Dragon Quest III]], but there is no longer a day/night cycle; it will however become night-time during certain plot events.


* For the first time, there is a [[bag]] to store excess items. As a result, the [[Item Vault]] shop was replaced with a [[Bank]] that only stores gold. Items in the bag cannot be used in battle, but characters can add or remove its contents at any other time. In the original version of the game, it is not possible to use items in the bag at all; but this is changed in later games, including the remakes from [[Dragon Quest III]] onward.
* For the first time, there is a [[bag]] to store excess items. As a result, the [[Item Vault]] shop was replaced with a [[Bank]] that only stores gold. Items in the bag cannot be used in battle, but characters can add or remove its contents at any other time. In the original version of the game, it is not possible to use items in the bag at all; but this is changed in later games, including the remakes from [[Dragon Quest III]] onward.
Line 126: Line 126:


===Charisma and the Best Dresser Contest===
===Charisma and the Best Dresser Contest===
A "KAKKOYOSA" (かっこよさ, effectively Charisma, known as [[Style]] in English localizations) stat makes its debut, allowing the PCs to compete in a [[Best Dresser Contest]]. <!-- The "うんのよさ" stat was removed to make room for it. --> [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly-looking ones. Various weapons and armor can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashionable Forge]]. A matching set of equipment will increase the stat further.  
A "KAKKOYOSA" (かっこよさ, effectively Charisma, known as [[Style]] in English localizations) stat makes its debut, allowing the PCs to compete in a [[Best Dresser Contest]]. <!-- The "うんのよさ" stat was removed to make room for it. --> [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly-looking ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashionable Forge]]. A matching set of equipment will increase the stat further.  


The Best Dresser Contest has eight ranks, which the player enters in order. The contestant with the highest charisma will win the prize. Depending on rank, the contest may be limited to men, women, or monsters. To win a given rank, the player must enter a party member whose charisma (modified by items) exceeds a certain value; otherwise another contestant will win the rank and the party will have to replay that rank. The contest is one of the [[mini-game]]s in Dragon Quest VI; the party must win the third rank of the contest because its prize is an important item.
The Best Dresser Contest has eight ranks, which the player enters in order. The contestant with the highest charisma will win the prize. Depending on rank, the contest may be limited to men, women, or monsters. To win a given rank, the player must enter a party member whose charisma (modified by items) exceeds a certain value; otherwise another contestant will win the rank and the party will have to replay that rank. The contest is one of the [[mini-game]]s in Dragon Quest VI; the party must win the third rank of the contest because its prize is an important item.
Line 153: Line 153:
===Nintendo DS Remake===
===Nintendo DS Remake===
[[Image:DQ6dsOriginalSElogo.jpg|right|thumb|The original Square Enix logo for ''Dragon Quest VI'', when the planned subtitle was ''Realms of Reverie''.]]
[[Image:DQ6dsOriginalSElogo.jpg|right|thumb|The original Square Enix logo for ''Dragon Quest VI'', when the planned subtitle was ''Realms of Reverie''.]]
''Dragon Quest VI'' did not receive an enhanced remake on a console until the Nintendo DS. The ''Dragon Quest VI'' enhanced remake for the Nintendo DS was announced in late 2007 by Square Enix and was developped by [[ArtePiazza]].  
''Dragon Quest VI'' did not receive an enhanced remake on a console until the Nintendo DS. The ''Dragon Quest VI'' enhanced remake for the Nintendo DS was announced in late 2007 by Square Enix and was developed by [[ArtePiazza]].  


On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark "The Realms of Reverie" at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging ''Realms of Reverie'' as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as ''Dragon Quest: Realms of Reverie''.
On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark "The Realms of Reverie" at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging ''Realms of Reverie'' as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as ''Dragon Quest: Realms of Reverie''.
Line 167: Line 167:
*A new mini-game called [[Slippin' Slime]] can be played, utilizing the DS stylus.
*A new mini-game called [[Slippin' Slime]] can be played, utilizing the DS stylus.
*Enemies generally have 80% HP and give 120% EXP compared to the SFC version. Some enemy groups have been increased in number to compensate for this.
*Enemies generally have 80% HP and give 120% EXP compared to the SFC version. Some enemy groups have been increased in number to compensate for this.
*[[Magic Burst]]'s damage multiplier is reduced to 2x MP (similar to later installments), instead of 3x MP.
*[[Magic Burst]]'s damage multiplier is reduced to 2x MP (similar to later instalments), instead of 3x MP.
*The hero's conversational memory spells have been removed.
*The hero's conversational memory spells have been removed.
*Party members' natural resistances are now gone. However, [[Lizzie]] and slime companions retain the native resistances of their monster counterparts.
*Party members' natural resistances are now gone. However, [[Lizzie]] and slime companions retain the native resistances of their monster counterparts.
*Reequipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*The layout of some towns and dungeons have been slightly altered.
*The layout of some towns and dungeons have been slightly altered.
*[[Amos]] now has a unique sprite model.
*[[Amos]] now has a unique sprite model.
498

edits

Navigation menu