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Genre: Role-playing (RPG)

Purgatory Dungeoneer

Patch v1.23: More bug fixing

Hello everyone! Small patch today with two fixes like last time. Thanks to those that have picked up the game recently!

-Plot Quest 10/15 which require 12/24 Remembrance Quests done only had the count of those quests completed as the check for plot progression, and not any actual previous plot switches. This meant that a large portion of the game's story could be skipped. This has been fixed (and was probably the source of the rare bug in the last patch).
-Difficulty 3 Dungeon runs now actually grant Gold. With how consistent and specific this was it seemed like something I intentionally did, but I can't find a note for a reason or think of one, so now these actually grant money.

That's it this time. Thank you all for your patience and support.

Patch v1.22: Brief bug fixing

Hello everyone! Small patch today with two fixes. Apologies for anyone affected by them.

-After doing someone's first Remembrance Quest, Dungeon Difficulty would remain set to 4 and would set the biome to one of the first four randomly, allowing people to access some biomes and difficulty settings earlier than intended. This has been fixed.
-A rare bug was resetting the progress of a player's town (in a way I couldn't replicate). Now when you leave the Guild, it checks what your current story quest is and makes sure that all quests prior to that are considered complete. If you encounter this bug or appear to have fewer places in your town after doing something, entering and exiting the Guild will fix it. If you replicate this bug, PLEASE comment here or contact me in some way.

That's all for now, and thank you all for your patience and support!

Patch v1.21: rebalancing, Egoist character buffs, and Cursed overhaul

Hello everyone! This set of changes has a couple of classes getting larger overhauls/reworks. The "Cursed" classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, & Cursed Thieves) are getting a bit of a rework so they get their own section. Other classes with significant rebalancing are Bosses and Dungeon Masters, with Jugglers and Monks getting some needed quality of life.


Cursed character change summary:
-"Cursed" classes "Legacy of" skills now also give +20% Max Hp.
-"Cursed" classes "Curse of" skills now changed from "(main stat) decreases the higher your current Hp (up to -25% at 100% Hp). Passive." to "'Curses self' skills apply -20% Max Hp, -20% (main stat), seal that skill from reuse, and grants the Expel Curses skill." This debuff doesn't go away over time but can be removed through skills. Expel Curses removes all debuffs from the user.
-"Cursed" classes "Obscene" skills now cost 6 instead of 4 base Mp, but don't take a turn to use.
-I normally keep these notes in alphabetical class name order, but this affects Accursed One's Lv.1 skills that they share with Cursed Clerics/Knights/Mages/Thieves: Gather Curses, Amplify Curses, Cursed Caster, & Steal Curses. However, instead of these skills lowering their respective stat and Max Hp, they increase it.
-Accursed One's "Fallen Force" damage ratio reduced and no longer applies DoTs but bases its damage on the average of STR, AGI, LOG, DEV, & Max Hp. The goal here is to make the damage more consistent in terms of equipment and buffs/debuffs influencing damage output, as well as giving incentive to use your other skills before using the big one. If you have no curses active this skill deals about 20% less direct damage on average; with all four active it deals just over double.

More specific Cursed changes:
-Cursed Clerics "Gather Curses" skill name changed to "Gather Curses L".
-Cursed Clerics start with an additional skill "Gather Curses D", which has the same effect as the original but instead targets and revives a KO'd ally. Both versions share the same curse effect, so using either Gather Curses skill seals both.
-Cursed Knight's "Scarmor" changed from "ARM increases the lower your current Hp (up to +60% at 1% Hp). Passive." to "Gain 50% damage reduction while below 100 Hp. Passive." This helps both when they're at low Hp for their Legacy bonus or from Obscene Strength being active, but also helps with Curses lowering their Max Hp.
-Ahti, Woad Cursed Knight has "Scarmor" replaced with "Scardening", which is the same except activates at 150 Hp.
-Cursed Mage's (and Accursed One's) "Cursed Caster" skill now affects an ally rather than just the user. The user is still the one that receives the curse after use.
-Cursed Mage's "Nether Corrosion" now costs 25 instead of 13 base Mp, but now targets all enemies.

Class changes:
-Archmage's "Mana Glutton" now specifies that it affects Max Mp. Functionality unchanged.
-Bosses all get a new passive ability at Level 6: Second Phase. It gives STR, AGI, LOG, DEV, SPD, & ARM +100% while below 50% Hp.
-Boss Tarek's "Tomb Curse" now costs 10 instead of 4 base Mp but deals direct damage instead of damage over time, reduces Evasion by 100% instead of 20%, and removes buffs.
-Boss Tarek's "Poison Cloud" now costs 14 instead of 8 base Mp but deals increased direct damage. 845
-Boss Taavi's "Flower Burst" now additionally makes enemies take 50% more Non damage.
-Boss Taavi's "Allergens" now costs 15 instead of 8 base Mp but also removes buffs and deals low Non damage based on your AGI.
-Boss Taavi's "Heal Spore" now correctly targets the party instead of one ally and also removes debuffs.
-Boss Jae's "Clean Tide" now costs 20 instead of 10 base Mp, but affects the whole party.
-Boss Jae's "Deep Loch" now costs 15 instead of 12 base Mp, but also removes buffs.
-Boss Jae's "Mind Crush" now costs 25 instead of 12 base Mp, but additionally lowers ARM, and the effect is increased to 60% from 40%.
-Boss Meintje's "Sticky Ooze" now costs 15 instead of 10 base Mp, but also removes buffs.
-Boss Meintje's "Velocity" now costs 15 instead of 10 base Mp, but deals more damage.
-Boss Meintje's "Metalize" now costs 20 instead of 10 base Mp, but targets one ally instead of just themself, also heals based on your LOG, affects SPD, and removes debuffs.
-Cheerleader's "Physical Elation" now costs 13 instead of 10 base Mp, but also increases Critical damage.
-Cheerleader's "Mental Elation" now costs 13 instead of 10 base Mp, but also increases Critical damage.
-Commando's "Combat Support" now costs 8 instead of 5 base Mp, but also increases Critical damage.
-Dancer's "Slow Dance" no longer reduces AGI, but reduces Critical damage by 35%.
-Dark Hunter's Lv. 1 active skill "Kozmer" changed to "Certain Cull", which "Deals low Toxic damage to one based on the user's AGI. Lowers their resistance to DoTs by 50% for 4 turns." for 7 Mp.
-Dark Knight's "Bloodbath" skill now costs 30% instead of 25% Max Hp, and does less damage based on their STR but also factors a portion of their Max Hp into the damage formula.
-Doomsayer's Hp costs rebalanced slightly.
-Druid's Level 1 heal "Nehjova" changed to "Jovaoss". They didn't have an AoE heal and there was no need for Nehjova once you got access to Wet Regeneration.
-Druid's "Stone Storms" changed from "Lowers all foes' SPD & Evasion by 30%" to "Lowers all foes' SPD, ARM, & Evasion by 25%".
-Duelist's "Nehatz" changed to "Atzval". It gives them a skill that's still useful in single combat, while giving them an AoE option and a way to deal with characters that have increased single-target damage reduction.
-Duelist's "Satisfaction" now costs 10 instead of 7 base Mp but also gives +10% Healthsteal and 40% instead of 30% Critical chance.
-Duelist's "Attack+++" skill replaced with the Sniper skill "Isolation", a passive that increases their STR, AGI, LOG, & DEV by 100% when there is only one enemy.
-Dungeon Master's Underlings get the AoE version of their starting skill at Level 3.
-Dungeon Master's Underlings gain the "Huddled Masses" passive at Level 5. This gives them +100% Critical chance while more than 3 enemies are alive.
-Dungeon Masters gain the "Gathering" active skill at Level 9, which costs 15 base Mp, heals for 20% of their Max Hp removes all debuffs from themselves, and gives them access to the "Destructive Wave" skill while preventing the use of Gathering until it's used. Destructive Wave damages all enemies based off the user's STR/AGI/LOG/DEV, removes most buffs from the targets, and can't be used again until Gathering has been reused. It also prevents using Gathering for a turn.
-Enraged Mage's "Kozene" changed to "Eneval".
-Enraged Mage's "Kozduhoss" changed to "Nehduhoss". Their Level 1 & 2 skills needed more damage to have reason to use them after learning their Level 7 & 9 skills.
-Enraged Mage's "Mage Rage" changed from "Lower your ARM by 50% but increase your Mp Regen by 7%. Lasts until KO'd." to "Take double damage but increase your LOG, Critical chance, Accuracy, & Mp Regen by 10%. Lasts until KO'd."
-Evoker's "Refresh Allies" changed from "Revives and heals Hp for the spirits based on your LOG." for 10 Mp to "Revives the party, healing them based on your LOG. Spirits get healed even if not KO'd." for 15 Mp. The healing ratio has also been increased.
-Evoker's "Empower" base Mp cost increased from 7 to 10 and bonus reduced from 30% to 25% but affects all allies.
-Evoker's Spirits now also remove a debuff with each heal.
-Geometer's "Rescript" changed from "Increases the party's Mp Regen by 5% for 4 turns." for 30% of your Max Hp to "Increases the party's Accuracy by 15% and Manasteal by 5% for 4 turns." for 50% of your Max Hp. They grant a lot of Healthsteal, so this helps solidify their role as an offensive sustain class.
-Gladiator's "Armatura" now costs 10 instead of 7 base Mp, but also increases Critical damage by 55%.
-Guard's "To Serve" changed from increasing STR by up to 30% the higher your Hp% is to increasing STR by up to 50% the lower your Hp% is.
-Guard's "To Protect" changed from increasing ARM by up to 50% the lower your Hp% is to the higher your Hp% is. This now makes you incentivized to keep them high on Hp to tank better, or help finish a fight as their Hp lowers. To Protect also had too much overlap with how Guardians and Monks function, and as they have skills that actually cost Hp they felt better to use with that type of passive ARM.
-Heretic's Level 1 skill "Jovaoss" changed to their Level 7 skill "Critical Reasoning". skill 375 to 986
-Heretic's new Level 7 skill is "Blaspheme", which "Removes all debuffs from an ally but lowers them to 1 Hp. Does not cost a turn to use; can only use once a turn." for 0 Mp. skill 965 self state 311
-High Priest's "Desperation" changed from "Greatly heals an ally based on your DEV. High priority. Stun yourself after casting." for 5 Mp to "Greatly heals the party based on your DEV. Doesn't cost a turn to use. Can't use again until you're KO'd." for 12 Mp.
-High Priest's "Brief Miracle" changed from "Recover 50% of the party's max Hp, but lowers their Recovery by 50% for 2 turns." for 6 Mp to "Doubles the party's Max Hp and Mp while healing over time based on your DEV for 2 turns." for 20 Mp.
-Hunter's Lv. 1 active skill "Meross" changed to "Certain Cull", which "Deals low Toxic damage to one based on the user's AGI. Lowers their resistance to DoTs by 50% for 4 turns." for 7 Mp.
-Juggler's "How To Juggle" bonus increased from 10% to 20%.
-Juggler's Juggle skills base Mp costs increased from 3-4 to 5.
-Juggler's "A Brick" now removes most buffs from the target.
-Juggler's "Many Balls" now lowers ARM by 50%.
-Juggler's "Three Torches" now lowers Recovery by 50%.
-Juggler's "Perfect Coordination" changed from "Lowers all foes' ARM & Recovery by 50% for 3 turns and grants the user an additional action next turn, if you use Throw! while you have 3 Juggle skills active." to "After Turn 3, gain an extra action. Passive."
-Kensei's "Kozbun" changed to "Nehbunval". They're a high Mp Regen class without much way to spend the cash and they could use the AoE.
-Kensei's "Tenrai" base Mp cost increased from 14 to 17. Just a bit too much value for its cost.
-Lancer's "Ferocious Thrusts" is now a Stance skill and costs 0 Mp.
-Magician's "Mentalist" now costs 10 instead of 7 base Mp, but now lowers ARM instead of Evasion, and removes buffs from the target.
-Medic's "Disinfect" now costs 10 instead of 4 base Mp, but changed from "Removes and protects the party from Recovery and Regen debuffs for 4 turns." to "Heals the party over time and grants immunity to DoTs for 4 turns."
-Medic's "Sanitize" wasn't working properly, and is now "Medium Hp heal to one based on your DEV. Applies 5 fake buffs that removal skills will target first."
-Medic's "Protocols" changed from "Lowers your Evasion and Accuracy by 25% but increases your DEV by 50% and Critical damage by 25% for 4 turns." as an active skill to a passive skill of "After Turn 3, gain 30% DEV, SPD, and Critical damage. Passive." Medics were too situational and cumbersome, and these skill changes helps them both fulfill their role and be easier to use.
-Mimic's "Battle Continuation" now affects all KO'd allies and costs 16 instead of 12 base Mp.
-Mimic's "Ferocious Thrusts" is now a Stance skill and costs 0 Mp.
-Mimic's "Terror" now costs 20 instead of 6 base Mp, but additionally deals heavy Profane damage.
-Monk's "Cloister" changed from "Recover 25% of one's max Hp. Increases ARM by 35% for 4 turns." to "Heals the target for 30% of your max Hp and gives them 50% single-target damage reduction for 4 turns."
-Monk's "Stigmata" now also increases the party's Max Hp by 25% for 4 turns. The healing still doesn't affect the user, but the buff does.
-Monk's "Benediction" now also gives 30% multi-target damage reduction for 4 turns and bases its healing on the Monk's Max Hp, not the target's.
-Monk's healing skills can now critically hit.
-Necromancer's "Terror" now costs 20 instead of 6 base Mp, but additionally deals heavy Profane damage.
-Onmyoji's "Lignify" changed from "Target is unable to act this and next turn, but ARM increased by 200%. Can only be affected once per battle." for 6 Mp to "Deals low Order damage based on your LOG and lowers a foe's SPD, Evasion, and DoT damage resistance by 25% for 4 turns. Undispellable." for 9 Mp.
-Onmyoji's "Minor Petrify" changed from "Target ally's Hp, ARM, and chance to be targeted increases by 200%, but they cannot act for 4 turns." for 4 Mp to "Metalize" which "Heals one based on your LOG and removes most debuffs. Increases their SPD, ARM, Critical chance, & Critical damage by 30% for 4 turns." for 20 Mp. Their unusual skill effects were interesting but awkward, and didn't let them make as good use of Spirit Refinement.
-Puppeteer's "Ransotengai" now also gives +100% SPD.
-Rune Knight's "Spellswordplay" now also gives +3% Manasteal.
-Scout's "Overactive" changed from "50% chance to gain an extra action each turn." to "While above 80% Hp, gain an extra action. Passive."
-Shadow Mage's "Gloom" LOG bonus increased from +65% to +100%.
-Throwing Master's "Empty Pockets" changed from "Applies several elemental DoTs randomly based on your AGI." for 10 Mp to "Deals low Space damage five times to random enemies. Each hit ignores ARM, Evasion, and removes a buff from the target." for 20 Mp.
-Tourist's "Oblivious" bonus increased from 25% to 30% and also increases your Aggro.
-Tourist's "Vacation" changed from recovering Mp based on 8% of the target's Max Mp to recovering Mp based on 5% of the user's Max Hp. It also not correctly affects the party rather than one ally.
-Trickster's "Puhege" changed to "Fade Away" which "Increases one's AGI & SPD by 40% and gets -50% Aggro for 4 turns."
-Valkyrie's "Decisive" now also gives +3% Manasteal.
-Valkyrie's "Battle Continuation" now affects all KO'd allies and costs 16 instead of 12 base Mp.
-Bracha Angel Valkyrie's "Unslain" now affects all KO'd allies and costs 16 instead of 12 base Mp.
-Warrior's "Attack+++" Attack count increased from 1 to 3 and now additionally increases Accuracy by 15%.

With that, there's no further changes or updates currently planned. I've also updated the Class FAQ to be current with this patch. Please let me know if you have any issues, and thank you all for your patience and support over the past two years!

v1.2 Patch Notes

Hello everyone! October 6th marks the second anniversary of this game's release, so I felt it was time to do a bit of rebalancing. The focus is to help boost weaker classes and give more consistency to a few skills that felt too random. There's no equipment changes, but there's a lot of classes affected. I'd hoped to get more done in time but couldn't manage it (as it turns out there are limits to what one person can do at this scale and having not touched the game for a while) so the last portion of the notes are what I'm hoping to get implemented and tested this next week.

Bug fixes:
-Assassin's "Await" now properly removes and gives immunity to AGI debuffs.
-Beast Keeper's "Pack Support" had a placeholder event assigned to it at some point. That has been removed.
-Drunken Master's "Metabolic Release" description now properly says it affects the party instead of just the user.

Race changes:
-Lleoll changed from "+5% Critical chance, +40% Critical damage. Attacks can poison. Passive." to "+100% Critical damage. Passive."
-Void Children get +20% Critical damage.

Class changes:
-Accursed One's "Diabolical Excess" now also increases Max Hp.
-Archmage's "Mana Vigor" also gives 10% Healthsteal to the Attack action.
-Archmage's "Mana Withholdings" threshold increased from 10% to 50%.
-Assassin's Level 1 active skill changed from "Sav" to "Mission Missive", which costs 8 Mp and gives the user +30% Evasion, Critical chance, and Critical damage for 4 turns.
-Assassin's "Await" now consistently is a 2 turn stun rather than 2-4 turns.
-Battle Cleric's "Blasting Devotion" buff changed from "Recovery +40%" to "Healthsteal and Recovery +12%".
-Battle Cleric's "Extending Bless" Mp cost increased from 9 to 11, STR buff increased from 40% to 50%, and removes debuffs from the target.
-Battle Cleric's "Atok" replaced with the Cleric Level 3 skill "Holy Mail".
-Beast Keeper's "Pack Support" now affects the whole party.
-Beast Keeper's "Forage" bonus reduced from 75% to 50%, but now affects the whole party.
-Berserker's Berserkergang now only lasts for two turns, doubles all core stats (STR, AGI, LOG, DEV, SPD, & ARM), and grants +1 Action, but the user can only Attack.
-Berserker's "Building Wrath" passive skill changed to "Berserkergang Gang" active skill. It works like Berserkergang but costs 10 Mp and affects the whole party.
-Bishop's "Jova" replaced with "Eltapuh".
-Cheerleader's "Encouragement" now costs 10 instead of 7 base Mp, but also affects the user.
-Cleric's "Castigating Truth" now costs 18 instead of 9 base Mp, but also hits all enemies and removes buffs.
-Commando's "Grim Determination" Mp cost and damage doubled.
-Dancer's "Spotlight" description needs replacing with correct Aggro tooltip
-Doctor's "Sterilize" says it removes most debuffs for consistency among standard removal skills. Functionality unchanged.
-Doctor's "Corrective Procedure" initial heal now recovers Mp instead of Hp. The heal over time effect still affects Hp.
-Doomsayer's "Useless Warning" also removes one buff.
-Druid's "Wet Regeneration" also removes debuffs.
-Drunken Master's skill damage ratios increased one step. As a class with multiple offensive stats, a class passive that buffs none of them, no consistent damage buffs, and needing to use actions to gain access to damaging actions, they needed some added force.
-Drunken Master's "Debauch" chance increased from 40% to 50% and now also restores Mp equal to 5% of the user's Max Mp.
-Emomancer's "Discouragement" also removes one buff.
-Guard's (and Mimic's) "Patrol" Aggro increased from +200% to +400%.
-High Priest's "Desperation" now has high priority.
-Hunter's "Final Dedication" AGI buff increased from 75% to 100%.
-Illusionist's "Invisibility" now specifies it affects one ally. Functionality unchanged.
-Imperial Knight's "Pommel Pummel" now costs 18 instead of 12 base Mp, but deals increased damage.
-Inquisitor's "Proclamation" now also removes one debuff.
-Inquisitor's "Divine Valor" now also increases AGI and DEV.
-Jester's "Heartening Joke" increased from 40% to 50%.
-Monk's "Misericord" ARM bonus increased from 50% to 100%.
-Necromancer's "Horrific Return" STR bonus increased from 30% to 60%.
-Pirate's "Mutinous" bonus increased from 25% to 35%
-Pirate's "Strong Tides" bonus increased from 10% to 15%.
-Plague Doctor's "Fumigate" heals for 50% more. It's their only real heal so it ought to do more.
?Saint's "Lead Worship" bonus increased from 30 to 50%.
?Sniper's "Sure Spotter" skill renamed to "Isolation". Functionality unchanged.

Upcoming changes:
?Bosses all get a new passive ability at Level 6: Second Phase. It gives +100% STR, AGI, LOG, DEV, SPD, and ARM while below 50% Hp.
?Boss Tarek's "Tomb Curse" now costs 10 instead of 4 base Mp but also deals direct damage, reduces Evasion by 100% instead of 20%, and removes buffs.
?Boss Tarek's "Poison Cloud" now costs 14 instead of 8 base Mp but deals increased damage.
?Boss Taavi's "Flower Burst" now additionally makes enemies take 50% more Non damage.
?Boss Taavi's "Allergens" now costs 15 instead of 8 base Mp but also removes buffs and deals low damage based on your AGI.
?Boss Taavi's "Heal Spore" now also removes debuffs.
?Boss Jae's "Clean Tide" now costs 20 instead of 10 base Mp, but affects the whole party.
?Boss Jae's "Deep Loch" now costs 15 instead of 10 base Mp, but also removes buffs.
?Boss Jae's "Mind Crush" now costs 25 instead of 10 base Mp, but additionally lowers ARM, and the effect is increased to 60% from 40%.
?Boss Meintje's "Sticky Ooze" now costs 15 instead of 10 base Mp, but also removes buffs.
?Boss Meintje's "Velocity" now costs 15 instead of 10 base Mp, but deals more damage.
?Boss Meintje's "Metalize" now costs 20 instead of 10 base Mp, but also heals based on your LOG, affects SPD, is increased to 50% from 30%, and removes debuffs.
?Cheerleader's "Physical Elation" now costs 13 instead of 10 base Mp, but also increases Critical damage.
?Cheerleader's "Mental Elation" now costs 13 instead of 10 base Mp, but also increases Critical damage.
?Commando's "Combat Support" now also increases Critical damage.
?"Cursed" classes "Legacy of" skills now also give +20% Max Hp.
?"Cursed" classes "Curse of" skills now changed to "Using unique class skills inflicts a curse on the user that gives -20% to their main stat, -20% Max Hp, can't use this skill, can use Purge Curses." This debuff doesn't go away over time. Purge Curses removes all debuffs from the user.
?"Cursed" classes "Obscene" skills now cost 6 instead of 4 base Mp, but don't take a turn to use.
?"Cursed" classes unique skills now include a Max Hp portion of their damage/healing formula.
?Cursed Clerics "Gather Curses" skill name changed to "Gather Curses L".
?Cursed Clerics start with an additional skill "Gather Curses D", which has the same effect as the original but instead targets and revives a KO'd ally. Both versions share the same curse effect, so using either Gather Curses skill seals both.
?Cursed Knight's "Scarmor" improved: either a better damage reduction ratio due to lack of sustain, or have it give damage reduction when below X (100?) current Hp to benefit both when at low Hp% and when multiple curses are active.
?Cursed Mage's "Nether Corrosion" now costs 25 instead of 13 base Mp, but now targets all enemies.
?Dancer's "Slow Dance" no longer reduces AGI, but reduces Critical damage by 35%.
?Dark Hunter's Lv. 1 active skill changed to "Certain Cull", which deals low Toxic damage to one based on the user's AGI and applies a debuff that makes the target take 50% more damage from DoTs for 4 turns.
?Dark Knight's "Bloodbath" skill now does less damage based on their STR but also factors a portion of their Max Hp into the damage formula.
?Doomsayer's Hp costs rebalanced and modified.
?Druid's Level 1 heal Nehjova maybe changed to a weaker AoE one
?Druid's "Stone Storms" changed from "Lowers all foes' SPD & Evasion by 30%" to "Lowers all foes' SPD, ARM, & Evasion by 25%".
?Duelist's "Nehatz" changed to "Atzval". It gives them a skill that's still useful in single combat, while giving them an AoE option and a way to deal with characters that have increased single-target damage reduction.
?Duelist's "Satisfaction" now costs 10 instead of 7 base Mp but also gives +10% Healthsteal and 40% instead of 30% Critical chance. Needs some oomph to be an alternative to running Commander & Bear the Banner.
?Duelist's "Attack+++" skill replaced with the Sniper skill "Isolation", a passive that increases their STR, AGI, LOG, & DEV by 100% when there is only one enemy.
?Dungeon Master's Underlings get the AoE version of their starting skill at Level 5.
?Dungeon Master's Underlings gain the "Huddled Masses" passive at Level X. This gives them +100% Critical chance while more than 3 enemies are alive.
?Dungeon Masters gain the "Gathering" active skill at Level 9, which costs 15 base Mp, heals for 20% of their Max Hp removes all debuffs from themselves, and gives them access to the "Destructive Wave" skill while preventing the use of Gathering until it's used. Destructive Wave damages all enemies for 20% of the user's Max Hp, removes most buffs from the targets, and can't be used again until Gathering has been reused.
?Emomancer's Custom Paranoia: is it worth it and is it actually a strong DoT?
?Enraged Mage's "Kozene" changed to higher power version
?Enraged Mage's "Kozduhoss" changed to higher power version
?Enraged Mage's "Mage Rage" changed from "Lower your ARM by 50% but increase your Mp Regen by 7%." to "Lower your ARM by 75% but increase your LOG by 50% and Mp Regen by 10%."
?Geometer's "Rescript" now also increases Accuracy by 15%.
?Gladiator's "Armatura" now costs 10 instead of 7 base Mp, but also increases Critical damage by 55%.
?High Priest's "Brief Miracle" changed from "Recover 50% of the party's max Hp, but lowers their Recovery by 50% for 2 turns." for 6 Mp to "Greatly heals the party based on your DEV and prevents them from being KO'd this turn. High priority. Can't use again until you're KO'd." for 30 Mp.
?Hunter's Lv. 1 active skill changed to "Certain Cull", which deals low Toxic damage to one based on the user's AGI and applies a debuff that makes the target take 50% more damage from DoTs for 4 turns.
?Juggler's Juggle skills base Mp costs increased from 3-4 to 5.
?Juggler's "A Brick" now removes most buffs from the target.
?Juggler's "Many Balls" now lowers ARM by 50%.
?Juggler's "Three Torches" now lowers Recovery by 50%.
?Juggler's "Perfect Coordination" changed from "Lowers all foes' ARM & Recovery by 50% for 3 turns and grants the user an additional action next turn, if you use Throw! while you have 3 Juggle skills active." to "After Turn 3, gain an extra action. Passive."
?Kensei's "Kozbun" changed to "Kozbunval". They're a high Mp Regen class without much way to spend the cash and they could use the AoE.
?Lancer's "Ferocious Thrusts" is now a Stance skill. Or at least something different than it is, currently feels too clunky, especially for a dual stat class
?Magician's "Mentalist" now costs 10 instead of 7 base Mp, but now lowers ARM instead of Evasion, and removes buffs from the target.
?Medic's "Protocols" changed from "Lowers your Evasion and Accuracy by 25% but increases your DEV by 50% and Critical damage by 25% for 4 turns." as an active skill to a passive skill of "After Turn 3, gain 30% DEV, SPD, and Critical damage. Passive."
?Monk's "Cloister" changed from "Recover 25% of one's max Hp. Increases ARM by 35% for 4 turns." to "Heals the target for 30% of your max Hp and gives them 50% single-target damage reduction for 4 turns."
?Monk's "Stigmata" changed from "Heals all other allies for 20% of your Max Hp." to "Heals all other allies for 50% of your Max Hp. Applies a DoT equal to 5% of your Max Hp for 4 turns."
?Monk's "Benediction" now also gives 30% multi-target damage reduction for 4 turns and bases its healing on the Monk's Max Hp, not the target's.
?Necromancer's "Terror" now costs 20 instead of 6 base Mp, but additionally deals heavy Profane damage.
?Onmyoji's "Lignify" changed from "Target is unable to act this and next turn, but ARM increased by 200%. Can only be affected once per battle." to "Lowers a foe's SPD by 99% and increases the damage they take from DoTs by 25% for 4 turns."
?Onmyoji's "Minor Petrify" changed from "Target ally's Hp, ARM, and chance to be targeted increases by 200%, but they cannot act for 4 turns." for 4 Mp to "Target ally's Max Hp, ARM, and Aggro +100%, but SPD, Evasion, and Accuracy -50% for 4 turns." for 10 Mp.
?Puppeteer's "Ransotengai" now also gives immunity to SPD debuffs.
?Rune Knight's "Spellswordplay" now also gives 5% Mp Regen.
?Scout's "Overactive" changed from "50% chance to gain an extra action each turn." to "While above 80% Hp, gain an extra action. Passive."
?Throwing Master's "Empty Pockets" changed from "Applies several elemental DoTs randomly based on your AGI." to "Deals damage five times to random enemies. Each hit ignores ARM and removes a buff from the target."
?Tourist's "Oblivious" bonus increased from 25% to 30% and also increases your Aggro.
?Tourist's "Vacation" changed from recovering Mp based on 8% of the target's Max Mp to recovering Mp based on 5% of the user's Max Hp.
?Trickster's "Puhege" changed to "Fade Away" which "Increases one's AGI & SPD by 40% and gets -50% Aggro for 4 turns."
?Warrior's "Attack+++" Attack count increased from 1 to 3 and now additionally increases Accuracy by 15%.

It's a lot to read so if you got through it, thank you. If you're new to the game I hope you enjoy playing and that this warns you about how far things can go. If you're not new, I hope you enjoy the changes! Thank you all as always for your patience and support.

Patch 1.12 Notes - Fixes and a Cheat Code

Hello everyone! A brief patch to fix some issues as well as give access to the late-game for the less-patient players. The reason for the cheat code below is because ahead of the two year anniversary of this game in a couple of months I want to make a tier list of all the characters and do some balancing to help any especially weak characters. If I'm using this kind of cheat myself, maybe others who've played enough of the game will want to too.

Bug Fixes:
-Dancer's Minor Carnival now correctly applies its debuff to the enemy party.
-Lancer's "Ward Accord" now correctly activates during the final boss of the main game and the final boss of the randomizer.
-Shadow Mage's "Shadow Cloak" now correctly applies the status effect to the user, not the target.
-Liches now correctly always stunned on Turn 1, and does not apply during boss fights.

Gameplay Adjustment:
-The two story quests that require an amount of first Remembrance Missions completed reduced from 15 & 25 to 12 & 24.
-Several battles started with an enemy using a skill in order to add variety and balance out certain compositions. However, when enemies were using a skill in this way it was incrementing the turn count by 1 for status effects, making some gameplay effects inconsistent. Dungeon and Arena battles that didn't have enemies use skills to start now use a "taunt" at the beginning to make things stable, and most effects have internally had their duration increased by 1 if they would apply at the start of combat to maintain expected balance/effectiveness.
-All Cloister fights and the fifth fights in an Arena run ignore both Difficulty ratings and modes (these are just as hard if you're set to "Difficulty 1 - Normal" as "Difficulty 10 - No Future"). These are meant to be a post-game challenge for players, and making players have to go through and change around options between things isn't the kind of frustration we want players to experience.

Cheat Code:
-In the starting room of a new game, when facing up in the upper-left corner of the room, it will prompt you for a code. If you input the code 10062022 (the release date of this game), it sets all characters at the maximum level, gives 500 of most equipment items, and sets all Story and Rememberance Quests as complete to move the player directly to the post-game. Characters will only have as much current Hp/Mp as their maximum was at Level 1 if you haven't used them, and while they fully heal when entering the Dungeon, it will look strange and I'd rather not implement something to individually heal each of the characters for the sake of something most players won't use and that doesn't actually impact gameplay. If you're someone that just wants to experiment with characters and builds without the required grinding, this is for you. This also moves you past all tutorials and explanations, so if you use this, please don't leave a review complaining about how things weren't clear because you skipped the main game.


That's all for this one. Next patch won't likely be for a while, and will primarily focus on both character balance and some small changes to door effect balance.

Patch 1.11 Notes - Guild and Evoker QoL

Hello everyone!

It's been a while since the last update for the game, but I've had enough time away from this to begin playing it for enjoyment again, so I've made a couple changes to things that were bothering me.

Quality of Life changes:
-Guild members now show their level and class in the dialogue box just before the "Recruit" option, rather than having to select Guild Card to see when they aren't in the active party.

Class changes:
-Mimic's Vandal stance "Extra Ruin" skill description updated to match the one for Academy Wizards from when their version of the skill was patched (instead of buffing self with +1 Attack and +5% Manasteal for 4 turns after use, gain 5% Mp Regen and 30% damage reduction until you take damage after use). Tooltip fixed, functionality unchanged.
-Tempest's "Tailwind" Attack Count buff increased from 1 to 2.

Class Adjustment - Evoker:
-"Elevation" description changed to fit what's on their Spirit's passive skill description.
-"Elevation" and "Order: Attack" changed from giving an extra hit from Attack to an extra Action.

-Evoker's spirits Attack and Targeting AI changed from functioning as an Attack and targeting allies randomly to functioning as a Skill and targeting the ally with the lowest Hp dynamically. Other Evoker skills and Spirit passives that grant Attack Count instead add Action Count. This means that certain effects like the Tempest's "Tailwind" don't add to their healing and because each of their actions is now handled as a separate action, their turns take a bit longer.

However, each time they take an action to heal an ally, they'll heal whoever has the lowest percentage of current Hp compared to their maximum Hp, If everyone is at full Hp, they will then target party members randomly. Also, since their healing is no longer an Attack, they now are guaranteed to hit (they had horribly high accuracy anyway but now it's a certainty) and it doesn't count as single-target damage for the purposes of damage reduction & counters (Gorgon & Minos party members rejoice). Additionally, the healing formula has been changed. Current concern is this whole change might make the class a bit strong, but as it's an extremely support-focused class that takes up two party slots and has an uncommon equipment prioritization, it needs to be in a better place than it was.


That's it for this time. There will likely be some further adjustments in the next month, so if you have any input on things you'd like to have looked at please comment below. As always, thank you for your patience and support.

Patch 1.1 Notes - Post-Game Arena and Cloister added!

Hello everyone!

This past Friday marked the one year anniversary of Purgatory Dungeoneer's release! With that we have two new areas you can access after beating the game: the Arena, and the Cloister. After completing most of the game, small flower tiles make the entrance of the Guild and Dungeon, and after finishing it the other two markings at the now-accessible doors appear. While some may have changed their difficulty to a harder one with Tatienne at the Guild, it's recommended to bring it back down (or at least don't forget that you have the option).



Arena: This area is similar to the Dungeon in that it's a series of five battles, and that you gain penalties after each run. The core differences are:
-Rather than getting to choose the penalties, you get two effects, as if you had taken both available doors.
-There's no stopping between fights, so no healing or changing equipment.
-The fifth battle is against enemies with much higher stats and some have unique skills.
-Characters can't level up from completing Arena runs.
-You gain Entertainment after each run where you win at least one battle.

Entertainment is a resource that can be exchanged for any other Crafting Material at a 1:1 ratio. You can't exchange them the other way, so make sure you're certain when you use it! You can gain up to 250 Entertainment from a completed run, so this should make it easier for those who want to get one of every item in the game.



Cloister: This area is a 69 fight boss rush. There's some familiar faces, as well as some characters that only existed in item lore and a few that aren't at all mentioned. While you can save and change equipment between fights, you can't heal outside of combat, or retreat from battles. There's no ongoing door penalties here, but can you sustain through all the battles and the various opponents? To be clear, there is no reward for this, outside of being able to say that you did so, and to put your favorite/optimal party to the test.

Also, the Cloister's Difficulty level is set like the Dungeon's, but at the Dungeon. If you go from an Arena run to here, the Difficulty tracker is at 10, so be aware of that going in to the Cloister. Since it's post-game content that has no reward, I wanted to make sure people had the option to really tweak it to their level of comfort (and to catch people who don't read the patch notes off-guard).



Remembrance Missions: Some dialogue from each character's second mission has been added to their first, partly to personalize it more, and partly because a lot of time can pass between doing one's first and second Remembrance, so this should help how this whole system feels.

Bug Fixes:
-Certain conditions caused the first turn of battle as "Turn 0", which was causing issues with some passive effects. This has been fixed.
-Fixed a weird text formatting issue in Nanuk's last Remembrance.
-Blackguard's "Daunting Presence" status effect is now correctly set as a debuff and not a buff skill for the purposes of status removal and targeting.
-Commander's "Bear the Banner" Aggro effect now wears off after four turns.
-Dancer's "Minor Carnival" skill wasn't working properly; it was just applying the debuff to enemies. Targeting for the first part of the skill now targets the player's party for the buff, then hits the enemies with the debuff.
-Hunter's "Mark Weakness" status effect is now correctly set as a debuff and not a buff for the purposes of status removal.
-Gambler's "Raise" status effect dialogue on gaining/losing the buff mentions the target's critical damage is increased/normalized instead of STR. It also is now undispellable.


That's the end of today's patch! It's a lot of stuff, so if you've beaten the game there's some things to give a try, and if you haven't (or just bought it because it's on sale for 25% off this week) there's stuff to look forward to!

As always, thank you all so much for your patience and support.

Patch 1.041 Notes

Hello everyone! A lot of crafted equipment changes again, mostly in the Weapon, Chest, and Legs slots. Other slots were all roughly appropriate for their Gold equipment power level, but these slots (and Offhands in the last patch) just didn't feel worthwhile.

This time we're just noting crafted equipment with changed functionality; there's 328 items adjusted and most of them are weapons that just had numbers tuned up. Effects that activate when there are many enemies in the current battle alive/KO'd, ones that grant resistance to single/multi-target damage, accuracy, and added critical damage saw the largest increases.

Several weapons were granting negative Healthsteal and have been changed to negative Hp Regen. This helps give characters that function best at low Hp more safety and keep them from accidentally KO'ing themselves while still maintaining a level of risk; just a more consistent risk.


Changed Weapons:
-"Durandal" changed from "STR +8% & Hp Regen +2%." to "Max Hp & Hp Regen +15%; Mp Regen -5%". Makes a character much more durable if you have Mp Regen buffs/don't care if they don't use abilities.
-"The Countess" changed from "STR +8% & Healthsteal +4%." to "STR, AGI, LOG, DEV, SPD, ARM, & Healthsteal +8%.".
-"Uahi's Rapier" changed from "STR +8% & Mp Regen +1%." to "STR +30% & Mp Regen +10%. Max Mp -30%.". This and a few other weapons follow this template. Meant as an option for sustained, low-burst damage.
-"Eon's Slinger" changed from "ARM +8% & Healthsteal +4%." to "Max Hp, ARM, & Healthsteal +10%.".
-"Forgotten Book" changed from "LOG +8% & Mp Regen +1%." to "LOG +30% & Mp Regen +10%. Max Mp -30%.".
-"Valeria's Bible" changed from "DEV +8% & Healthsteal +4%." to "DEV, Critical chance, Critical damage, & Healthsteal +9%". Was essentially a worse Scythe, so made it a bit more specific.
-"Master's Lance" changed from "+35% STR, AGI, LOG, DEV, SPD, & ARM; +100% Mp costs." to "+60% STR, AGI, LOG, & DEV; +100% Mp costs.".
-"Soul Chain" changed from "Recovery -50%. When more than 3 enemies remain, Hp Regen +6%. Else, +13% Healthsteal." to "Recovery +100%.". Was too clumsy to use before; this adjustment makes it consistent to use and gives an interesting choice for a support that you want to give double Hp/Mp healing to.
-"Denominator" changed from "AGI & Max Mp +8%." to "AGI +30% & Mp Regen +10%. Max Mp -30%.".
-"Saloon Censer" changed from "When more than 3 enemies remain, DEV +20% & Evasion +4%." to "DEV +30% & Mp Regen +10%. Max Mp -30%.".
-"Legacy of Dracule" changed from "Lifesteal +15%; ARM -20%." to "Max Hp, Critical chance, & Healthsteal +15%; ARM -60%.". Now gives some extra damage and survivability changes that certain characters/classes can make better use of.
-"Itdan Hunting Gun" changed from "AGI +8% & Hp Regen +2%." to "AGI +30% & Hp Regen +10%. Max Hp -30%.".
-"Iron Maiden" changed from "When more than 3 enemies remain, -10% Healthsteal. Else, +25% STR, AGI, LOG, DEV." to "-20% Hp Regen; +50% STR, AGI, LOG, & DEV.".

Changed Weapons that can only be used by Cursed classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, & Cursed Thieves):
-"Barrow's Spear" changed from "DEV increases the lower your current Hp (up to +100% at 1% Hp)." to "-10% Hp Regen. DEV increases the lower your current Hp (up to +120% at 1% Hp).".
-"Selm's Greatsword" changed from "STR increases the lower your current Hp (up to +100% at 1% Hp)." to "-10% Hp Regen. STR increases the lower your current Hp (up to +120% at 1% Hp).".
-"Orpha's Grimoire" changed from "LOG increases the lower your current Hp (up to +100% at 1% Hp)." to "-10% Hp Regen. LOG increases the lower your current Hp (up to +120% at 1% Hp).".
-"Portem's Knife" changed from "AGI increases the lower your current Hp (up to +100% at 1% Hp)." to "-10% Hp Regen. AGI increases the lower your current Hp (up to +120% at 1% Hp).".
-"Staff of Y'mera" changed from "Critical chance & Critical damage +20%; Hp & Mp -20%." to "Max Hp & Mp -30%; Critical damage +250%.".
-"The Akilos" changed from "SPD increases the lower your current Hp (up to +100% at 1% Hp)." to "-10% Hp Regen. SPD increases the lower your current Hp (up to +120% at 1% Hp).".
-"The Misguided" changed from "ARM increases the lower your current Hp (up to +100% at 1% Hp)." to "-10% Hp Regen. ARM increases the lower your current Hp (up to +120% at 1% Hp).".
-"Carnage of Zetojebopo" changed from "-20% STR, AGI, LOG, DEV. When 2 enemies have been KO'd, +30% Critical chance & damage. Doubled at 4 KO'd." to "-20% Hp Regen. When 2 enemies have been KO'd, +50% Critical chance & damage. Doubled at 4 KO'd.".

Other Equipment changes:
-"Vitus Milae" additionally grants "If below 10% Hp, Hp Regen +20%.".
-"Tatterdemalion" additionally grants "If below 10% Hp, Mp Regen +10%.".
-"Casual Robe" changed from "Max Hp +8% & Hp Regen +2%." to "Max Hp +50 & Hp Regen +4%. ARM -20.".
-"Yuliana's Tunic" changed from "Max Hp +8% & Accuracy +5%." to "Max Hp +40 & Accuracy +10%.".
-"Teteaian Kilt" changed from "ARM & Max Hp +10%." to "Max Hp, ARM, Accuracy, Recovery, & healing from HoTs +8%.".
-"Decorum's Thorn" changed from "Before Turn 4 in battle, ARM +30% & single-target damage taken -6%." to "Before Turn 4 in battle, ARM +30% & Counter chance +10%.".
-"Teteaian Pants" changed from "ARM & Max Mp +10%." to "Max Mp, ARM, Accuracy, Recovery, & healing from HoTs +8%.".
-"Die Pants" changed from "When Mp is above 50%, LOG +20% & Accuracy +6%." to "STR, AGI, LOG, & DEV +25%; Critical chance -6%.".
-"Teteaian Cargos" changed from "Max Hp & Mp +10%." to "Max Hp, Max Mp, Accuracy, Recovery, & healing from HoTs +8%.".
-"Petrified Greaves" changed from "Max Hp +8% & Evasion +4%." to "Max Hp & Critical damage +11%.".
-"Quuwuuriak's Vital Steel" changed from "When your Hp is under 50%, LOG +30% & single-target damage taken -6%." to "Can't be critically hit.".
-"Emphatic Heels" changed from "Max Mp +8% & multi-target damage taken -4%." to "Max Mp +10% & DoT damage taken -10%.".


Next patch will be coming next month, so stay tuned! Feel free to give feedback, and thank you all for your patience and support.

Patch v1.04 Notes

Hello everyone! A larger balance patch this time around. Some larger alterations to some classes to help them fit their niche/role better, as well as Offhand equipment changes to make them more competitive with other choices. "Egoist" classes have also been buffed to make their taking two slots in a party more worthwhile.

I want to note a change to the "cursed" classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, and Cursed Thieves). They all had an effect that gave themselves negative Healthsteal, meant to make them more risky and able to KO themselves if not played properly, but it ended up feeling too clunky. These have been changed to Hp Regen penalties. The old penalty meant it was hard to get initial damage on themself for the stat bonuses and attacking at somewhat low health could KO themself. Now their current damage output doesn't affect it, and negative Hp Regen can't get themself KO'd, so risk can be afforded better. Also while most classes got buffed Shielders took a bit of a nerf, but their ARM bonuses were just stacking too high on top of their versatility.

Last note is out of the 80 craftable Offhand equipment items, only 3 were unchanged. Most buffed, a couple altered, a couple nerfed. On to the actual details!


General Changes:
-A run's Difficulty no longer gives enemies +2% reduction to damage from Attack per rank. Initially did this to make skills more valuable in terms of damage because they could feel too similar on characters they really shouldn't, but as individual stats have scaled higher it's now a good time to get rid of this.
-Skills that say things like "more/less likely to be targeted" now specify how much it affects their Aggro.

Class Balance Changes:
-The Academy Wizard's "Cautious Casting" skill now also lowers their Aggro by 50%.
-The Academy Wizard's "Extra Ruin" skill changed from "Deals medium Space damage to a foe based on your LOG. Increase your Attack Count by 1 & the Attack action gains 5% Manasteal for 4 turns." to "Deals medium Space damage to a foe based on your LOG. Grants yourself 5% Mp Regen and 30% damage reduction until you take damage.". The class is meant to reward risk mitigation and safety, and this change is meant to help fit the role better.
-Accursed One's "Vile Strength" skill stat bonus increased from 65% to 75%.
-Accursed One's "Favor of Weakness" skill stat penalty reduced from -30% to -25%.
-Accursed One's "Surpass" skill penalty changed from "-10% Healthsteal" to "-12% Hp Regen".
-Adventurer's "Revolution" skill description has been edited for clarity.
-Archmage's "Audacity" skill changed from "LOG increases the lower your current Hp (up to +65% at 1% Hp). Passive." to "While above 99% Hp, gain 30% LOG and Critical chance. Passive.". There was a bit of anti-synergy with how the passive originally was, and there's enough characters that want to operate at low health for greater power. This establishes the class as one that wants both meters full to be at their best.
Beast Keeper's "Forage" skill Max Hp & Mp bonus increased from 50% to 75%.
-Beast Keeper's "Caretaker" skill now additionally grants +100% Aggro when above 80% Hp.
-Beast's "Beast" skill now grants 10% Healthsteal.
-Beast's "Domestication" skill now additionally grants +100% Aggro.
-Beast's "Feeding Frenzy" skill changed from "+10% Healthsteal and AGI increases the higher their Hp (up to +70% at 100% Hp)" to "STR, AGI, LOG, DEV, ARM, & SPD increase the lower their current Hp (up to +100% at 1% Hp)".
-Cursed Cleric/Knight/Mage/Thief's "Obscene Devotion/Strength/Logic/Agility" skills now last until KO'd instead of 4 turns, and the penalty has been changed from -15% Healthsteal to -15% Hp Regen.
-Dancer's "Footwork" skill now also grants +100% Aggro.
-Dungeon Master's "Tutelage" skill now affects the party, and is undispellable.
-Entropomancer's "Avatar of Riot" skill changed from "Lose 13% of your Hp per turn but increase your LOG by 80%. Lasts until KO'd." for 4 Mp to "Increases your LOG by 80% for this turn. Does not cost a turn to use; can only use once a turn." for 30% max Hp.
-Fighter's "Surpass Limit" skill changed from "Increases your STR and SPD by 70%. Lasts until KO'd." for 30% of max Hp to "While above 50% Mp, STR and SPD are doubled, as well as Mp costs. Passive.". They're meant to be an easy to use class with their Mp Regen buffs, but with just a little help in cost reduction from equipment it becomes too easy. Likewise the skill's original cost was meant to give them a little more build variety and risk, but this change should make them more interesting to both use in a party as Mp Regen/Crit chance/STR support, and as a class to build around.
-Gambler's "Bluff" skill description wording is less vague.
-Guard's "Patrol" skill Aggro increased from +100% to +200%.
-Healer's "Mental Therapy" skill changed from "Increases one's LOG by 40% & Mp Regen by 5% for 4 turns." for 7 Mp to "Increases one's LOG and Critical damage by 30% & Mp Regen by 3% for 4 turns." for 9 Mp.
-Healer's "Physical Therapy" skill changed from "Increases one's STR by 50% & Hp Regen by 5% for 4 turns." for 7 Mp to "Increases one's STR and Critical damage by 30% & Mp Regen by 3% for 4 turns." for 9 Mp. The Hp Regen buff on a character that has so many direct heals and a HoT already felt like a bit much, and makes them more useful for STR/multistat party support/sustain.
-Hero's "Occult Charging" Mp heal effect reduced from 10% to 8%, but can now critically hit.
-Illusionist's "Disillusion" now states its buff lasts for 4 turns. Functionality unchanged, description fixed.
-Imperial Knight's "Heavy Saunter" skill changed from "Lower your SPD by 60%; increase your STR by 75%. Stance." to "Lower your SPD and Evasion by 50%; increase your STR and Aggro by 100%. Stance."
Kensei's "Unstoppable" changed from "Immune to SPD, Accuracy, and Attack sealing debuffs. Passive." to "After Turn 3, gain 30% STR, SPD, and Accuracy. Passive.". The theming worked for the class, but the effect didn't reliably come into play and didn't prevent Door effects. Their Mp Regen makes them suited to longer fights, so this should help the class feel better about going for a High Mp/Turn Count build.
-Maid's "Inspection" skill changed from "Removes debuffs from the party. Does not cost a turn to use." for 10 Mp to "Removes two debuffs from the party. Does not cost a turn to use; can only use once a turn." for 6 Mp. As it was and on top of the Mp Regen of Leisure, it just trivialized debuffs. Now Maids should be more in the place of "can get rid of debuffs fast without stopping their healing, but not as fully as other healers".
-Maid's "Leisure" skill's Mp Regen reduced from 8% to 5%. Was just too strong.
-Pirate's "Mutinous" skill changed from "Lose 13% of your Hp per turn; increase your Critical chance & Critical damage by 20%. Stance." to "Lower your ARM by 95%; increase your Aggro, Critical chance, and Critical damage by 25%. Stance." Having the Hp penalty didn't synergize well with being both a uncertain damage buff (due to its own critical buffs) and a certain damage debuff (due to Flow being weakened with the loss of Hp). This change now makes it an appropriately risky skill.
-Pirate's "Shanty" skill heal changed from being based on their AGI to their SPD. Gives more reason to build SPD on them, and means that as they get more injured they heal for more. The stat ratio on the heal remains the same, but this is something that might be changed if it proves too strong/weak.
-Shielder's "Sturdy Bless" ARM buff decreased from 50% to 30%.
-Shielder's "Enduring Repairs" ARM buff decreased from 50% to 30%.
-Shielder's "Forbear" changed from "Lower your SPD, Evasion, and Critical chance by 30% but increase your ARM by 70%. Lasts until KO'd." to "After Turn 3, gain 30% ARM and +100% Aggro. Passive.". Using Forbear on Turn 1 was just too strong an advantage, especially as a tank that's geared toward buffing up themself/the party. This gives them less upfront and overall power (which needed toning down) but gives them extra targeting from enemies to make use of their ARM for its core purpose better.
-Sniper's "Guerilla" now mentions it reduces SPD to 0, and Aggro effect changed from -50% to -100%.
-Spellbow's "Magic Provisions" Healthsteal reduced from 20% to 12%.
-Taboo User's "Engorge" having an Mp cost was a bug and has been removed.
-Taboo User's "Engorge" changed from "Damages the active party based on your LOG, but increases most of your stats by 100% for 4 turns." to "KO's the selected ally, but increases most of your stats by 100% for 4 turns.". Their buff was pretty strong for the cost, so this change fits both thematically and for giving a reviver something to do while the damage dealer prepares for further combat.
-Tempest's "Momentum" skill stat penalty reduced from 35% to 25%. Sage's Fastcast skill is reasonable to have so penalized with their versatility, but Tempests don't have so many options to justify that much of a penalty.
-Thief's "Fade Away" skill changed from "Increases your AGI & SPD by 50% for 4 turns. Makes you less likely to be targeted." for 4 Mp to "Increases one's AGI & SPD by 40% and gets -50% Aggro for 4 turns." for 8 Mp.
-Tourist's "Oblivious" skill changed from "Lower your STR, AGI, LOG, DEV, and SPD by 25%; increase your ARM by 50%. Stance." to "Lower your STR, AGI, LOG, DEV, and SPD by 30%; increase your Max Hp and ARM by 25%. Stance."


Offhand Equipment Balance Changes:
-"The Observer" Accuracy bonus increased from +6% to +15%.
-"Renatt's Pyramid" LOG & DEV bonus increased from +20% to +25%.
-"Unhealthy Orb" Critical chance increased from 4% to 10%.
-"Fiho Yinu" Recovery increased from 15% to 35%.
-"Breaker's Orb" changed from "When your Hp is under 50%, AGI +30% & Accuracy +9%" to "STR, AGI, LOG, & DEV +50%; Accuracy -30%". Only Archers and AGI Cyclops really cared about this item and other options often proved better, so just reworked it. This is something that will hopefully be done sparingly, but might happen in the future to items that just are not good for both their slot and use case.
-"Orb of Solemn Roy" stats increased from "SPD +30% & Mp costs -6%" to "SPD +40% & Mp costs -10%".
-"Dissonant Sphere" baseline Max Mp changed from 5% to a flat 10.
-"Orb of Questions" stats increased from "SPD +20% & Evasion +4%" to "SPD +30% & Evasion +10%".
-"Convection Sphere" changed from "After Turn 9 in battle, LOG +250%." to "After Turn 8 in battle, LOG +125%."
-"Smith's Sidearm" stats increased from "Max Hp +8% & Manasteal +2%" to "Max Hp +10% & Manasteal +3%".
-"Cem's Arms" LOG increased from 20% to 25%.
-"Skillet of Akiko" stat bonus increased from 15% to 20%.
-"The Zawd" AGI & ARM increased from 20% to 25%.
-"The Poor Sap" stats increased from "STR +20% & Critical chance +4%." to "STR +30% & Critical chance +10%.".
-"Yasbu's Backup" Critical chance increased from 6% to 10%.
-"Arcturus's Arms" Critical damage increased from 15% to 25%.
-"Heavy Sidearm" STR & Critical damage increased from 50% to 60%.
-"The Confidant" changed from "On Turn 1 in battle, Attack count +3" to "On Turn 1 in battle, Attack count +5, and Accuracy & Critical damage +40%".
-"Bathroom Sidearm" changed from "After Turn 9 in battle, STR +250%." to "After Turn 8 in battle, STR +125%."
-"Folz" stats increased from "Max Hp +8% & single-target damage taken -4%." to "Max Hp +10% & single-target damage taken -5%.".
-"Runestone Pouch" Mp cost reduction increased from -4% to -8%.
-"Iion Ammo" stats increased from "Max Mp +8% & Manasteal +2%" to "Max Mp +10% & Manasteal +3%".
-"The Backup Plan" AGI & LOG increased from 30% to 40%.
-"Expired Ammo" AGI & SPD increased from 30% to 40%.
-"Ignited Rain" stats increased from "LOG +20% & Evasion +4%" to "LOG +25% & Evasion +10%".
-"Flasks of Mateus" Mp cost reduction increased from -6% to -10%.
-"Viable Munitions" STR & LOG increased from 30% to 40%.
-"Delicate Ammunition" AGI & Critical damage increased from 50% to 60%.
-"Cishda's Munitions" changed from "After Turn 9 in battle, AGI +250%." to "After Turn 8 in battle, AGI +125%."
-"Ancient Constitution" LOG & Max Mp increased from 8% to 11%.
-"Grave Tablet" LOG & DEV increased from 30% to 40%.
-"Battlefield Memoriam" single-target damage reduction increased from 6% to 12%.
-"Relaxing Tablet" stats increased from "LOG +20% & Evasion +4%" to "LOG +25% & Evasion +10%".
-"Slab of Butchery" AGI & ARM increased from 20% to 33%.
-"Htehko's Ward" stats increased from "SPD +30% & single-target damage taken -6%" to "SPD +40% & single-target damage taken -10%"
-"Wilma's Stiff Sign" stats increased from "ARM +30% & Accuracy +9%" to "ARM +40% & Accuracy +10%".
-"Memorial of Ne" LOG & Critical damage increased from 50% to 60%.
-"Piedra de Luna" Mp cost reduction lowered from 90% to 65%.
-"Grail of Tariffs" Mp cost reduction increased from -4% to -10%.
-"Pulsing Chalice" SPD & ARM increased from 20% to 30%.
-"Holy Relic" stats increased from "DEV +20% & Critical chance +4%" to "DEV +25% & Critical chance +10%".
-"Shira's Cleansing" stats increased from "SPD +20% & single-target damage taken -4%" to "SPD +30% & single-target damage taken -10%"
-"Grail of the Keep" Recovery increased from 10% to 25%.
-"Ippwidden Chapel Chalice" DEV & ARM increased from 30% to 35%.
-"Kwittnmot's Conceit" stats increased from "AGI +30% & Accuracy +9%" to "AGI +35% & Accuracy +15%".
-"Cup of Starlight" Recovery increased from 15% to 25%.
-"Chapel Grail" DEV & Critical damage increased from 50% to 60%.
-"Setettep's Cup" changed from "After Turn 9 in battle, DEV +250%." to "After Turn 8 in battle, DEV +125%."
-"Waver" stats increased from "SPD +8% & Manasteal +2%" to "SPD +11% & Manasteal +3%".
-"Field Projector" multi-target damage reduction increased from 4% to 12%.
-"Thunderous Guard" stats increased from "ARM +20% & Critical damage +10%" to "ARM & Critical damage +25%".
-"Denatured Buckler" Mp cost reduction increased from -6% to -10%.
-"Buckler of Crisping" Accuracy increased from 9% to 15%.
-"Steel Rosemary" changed from "AGI +30% & Critical damage +15%" to "AGI +30%, Critical damage +25%, & +100% Aggro".
-"Uahi's Guard" Critical damage increased from 15% to 25%.
-"Remica's Devotion" SPD & Critical damage increased from 50% to 60%.
-"Kaa's Reflections" changed from "After Turn 9 in battle, ARM +250%." to "After Turn 8 in battle, ARM +125%."
-"Ealoc" changed from "STR & Max Hp +8%" to "STR & Max Hp +10%. +100% Aggro".
-"Iaat's Shield" changed from "DEV +8% & Mp Regen +1%" to "Max Hp, Max Mp, & DEV +9%".
-"Shield of Authority" Accuracy increased from 6% to 15%.
-"Divine Aegis" stats increased from "AGI +20% & Mp costs -4%" to "AGI +25% & Mp costs -10%".
-"Meteoric Shield" multi-target damage reduction increased from 4% to 12%.
-"Scarred Guard" stats increased from "ARM +30% & Mp costs -6%" to "ARM +40% & Mp costs -10%".
-"World of Achilles" single-target damage reduction increased from 6% to 15%.
-"Stone Shield" Mp cost reduction increased from -6% to -12%.
-"Stricken Shield" Recovery increased from 15% to 30%.
-"Rusted Legacy" ARM & Critical damage increased from 50% to 60%.
-"The Red Wall" stats increased from "Max Hp +8% & Critical chance +3%" to "Max Hp +20 & Critical chance +5%".
-"Wall of Dreams" DEV and Max Hp increased from 8% to 10%.
-"Rotogoan Shield" stats increased from "ARM +20% & Accuracy +6%" to "ARM +25% & Accuracy +10%".
-"Meat Shield" Max Hp changed from 5% to a flat 16.
-"Iron Subtlety" stats increased from "ARM +20% & Mp costs -4%" to ARM +25% & Mp costs -15%".
-"Riotous Shield" stats increased from "ARM +20% & multi-target damage taken -4%" to "ARM +30% & multi-target damage taken -10%".
-"Tower of Boosting" multi-target damage reduction increased from 6% to 10%.
-"Door to Yavazimu" changed from "On Turn 1 in battle, take 90% reduced damage" to "On Turn 1 in battle, gain 90% damage reduction, 30% Evasion, and death immunity". It's meant to be an item that for sure gets you through the first turn, and now it really should.
-"Aerrl's Insult" changed from "After Turn 9 in battle, SPD +250%." to "After Turn 8 in battle, SPD +125%."
-"Legion's Shield" Attack count bonus increased from +1 to +3.



A really long patch, and next one might be similar. More equipment rebalancing to increase viability of options, and other adjustments that need testing. Feel free to leave a comment and let us know if there's any classes/characters that you think need a little extra love.

As always, thank you for your patience and support.

Patch 1.033 Notes

Hello everyone! Some small adjustments this time. Tooltips and a mission bug, two classes that needed to fit their playstyle slightly better, and two niche items that were underperforming.

Bug & Tooltip Fixes:
-After failing a Remembrance Mission, party members weren't healing afterward, meaning you could start a new mission with an unintentionally injured ally. This has been fixed.
-Juggler's "Perfect Coordination" skill now mentions it also grants the user an extra action on the following turn. Functionality unchanged, description fixed.
-Most Equipment that had in their description they affected stats "Before Turn 3" gave them as long as the battle hadn't reached Turn 4, so wording has been changed to "Before Turn 4". Functionality unchanged, description fixed.

Balance Changes:
-Cultist's "Sacrificial Energy" skill changed from "Deals Profane damage over time to a foe based on your DEV. Decreases your Mp costs by 25% for 4 turns." for 7 Mp to "Deals low Profane damage to one based on your DEV. Decreases your Mp costs by 25% for 4 turns." for 8 Mp. Cultists were intended to be a class that could use their crit chance buffs to benefit their healing, but their Healthsteal wasn't very useful.
-Dark Hunter's "Daredevil" skill changed from "Lower your ARM by 50% but increase your AGI by 80%. Lasts until KO'd." for 4 Mp to "Increases your AGI by 80% for this turn. Does not cost a turn to use; can only use once a turn." for 30% max Hp. They have direct healing, Healthsteal, and Health Regen effects but no way to keep Hp low to make use of their "AGI increases as Hp lowers" passive without ally damaging skills or RNG. This hopefully helps address that.
-The off-hand item "Dissonant Sphere" effect changed from "When Mp is below 60%, Max Mp +40%." to "+5% Max Mp. When Mp is below 60%, Max Mp +50%."
-The off-hand item "Meat Shield" effect changed from "When Hp is below 60%, Max Hp +40%." to "+5% Max Hp. When Hp is below 60%, Max Hp +50%."

The target of a patch later this month will focus on equipment and class balancing. The focus is less about making sure things are "balanced" and more that everything and everyone has a use case. There's a few things (like Piedra de Luna) that are strong enough in many situations that too many other options are obsolete. A few things will get nerfed, but for the most part it's just about making the underperformers or too niche cases more competitive choices.

Thank you all for your patience and support, and we hope you continue to enjoy the game.