-Base Progression is 350%, rather than 330%
-Minimum HP Progression is raised to 60% from 40%
-Maximum HP Progression is raised to 120% from 100%
-First Class HP Cap is 50, rather than 40
-Promotion to First Class does not grant bonus progression
-Promoted Class HP Cap is 80, rather than 60
-HP Bases for all classes is increased by 5
-Character Creation bonus points allotted to HP are doubled
-Promotion bonuses to HP are increased by 50%, rounded down
-The Angelic Cloth and Robe increase HP by 5/10 respectively
-Renewal restores 10% HP per turn
-Archers are restricted to the Called Shot for Specialized Training
-Bandits replace Raid with- Reckless Strike: When initiating combat, a Bandit can increase their AT by 5 for their first attack at the cost of 5 DR until the start of their next turn.
-Fencer: Sneaking may not be used if there is impassable terrain between the two pillar tiles the fencer is travelling between.
-Knights may choose between Swords, Axes, or Lances, rather than be restricted solely to Lances
-Mage: Meditate is replaced with Precision Strike: The character with this skill may choose to make an attack at -2 DAM and +20 Hit. An attack made in this way cannot follow up.
-Pirate: Raid is replaced with Rapid Strike: When initiating combat where they would only make one attack, pirates may choose to take a 15 point hit penalty. In exchange, they are granted a second attack.
-Soldiers do not gain WTA against mounted units. Other aspects of Anti-Cavalry remain.
-Troubadour bonus progression is reduced to 5%
-Assassinate is changed to: On a critical hit, the character with this skill rolls for critical again, with the chance capped at 40%. On a second critical, the enemy is reduced to zero HP. Certain enemies may be immune to this skill.
-Great Knight gains the following skill: Weapon Mastery: While the character with this skill is equipped with a weapon of a higher class than their opponent, +2 DAM and +10 hit/eva
-Heroes do not gain Charisma. Instead they gain Inspiration: +5 Hit and +5 Eva to all allies within 3 spaces of the character with this skill.
-Inquisitor: Miracle has a chance to activate before Benediction, rather than after.
-Mountain Warrior does not gain Sack.
-Nomad Healer: Medicine Man costs are changed to: Vulnerary-200, Concoction-500, Elixir-1000
-Samurai: Instead of bonus crit chance based on magic, Samurai receive +10 crit under 50% HP. Musou intervals are 15 HP instead of 10
-Sniper skill is restricted to Arc Shot.
-Summoner is replaced with Dark Rider. For Simplicity's sake they will have the same promotion bonuses, preferred stats, and weapon skills as the Summoner.
Dark Rider Class Skills are as follows: Horseback/Dismount/Canto, Walking on Air (same as Mage Knight), and Lifetaker: When the character with this skill deals damage in excess of their target's current HP, this character recovers 1/2 of the difference.
-Swashbuckler: Perfect Balance is changed to: Triangle Master: If the character with this skill suffers WTD, both combatants are treated as if using neutral weapons. If the character with this skill has WTA, resultant bonuses are doubled and the character gains +10 crit for the combat.
-Warrior: Rough and Tumble is reduced to 3 spaces of 3 enemies.
-Effective Damage bonus is x3 weapon MT for all weapon types.
-Conditionals that require on a single character making two full actions are not permitted
-To rescue an ally, your AID stat must be higher than the target's AID stat
Weapon Changes:
Rune Axe (Hack) acts as Dark and Axe, rather than Dark and Sword
Mercy (Dagger) grants +20 hit against targets with 25% HP or less instead of autohitting.
Judgement as whole is replaced by the following:
Name Type ( ) Rng Wt Mt Hit Cr Ql
Flash Jdge (E) 1-2 4 3 95 3 40
Effective against Archers and their promotions
Prelude Jdge (E) 1-2 6 4 85 3 40
Effective against Soldiers and their promotions
Thani Jdge (D) 1-2 10 5 70 8 30
Effective against Armoured and Horseback
Ray Jdge (D) 1-2 9 7 70 3 30
Effective against Thief Trainees and their promotions
Leviathan Jdge (C) 1-2 11 8 75 5 20
Effective against Wyvern
Sleppnir Jdge (C) 1-2 8 6 85 10 20
Effective against Pegasus
Valaura Jdge (B) 1-2 12 9 80 10 25
Effective against Monks, Mages, and their promotions
God Hand Jdge (B) 1-2 10 8 70 12 30
Effective against Fighter Trainees and their promotions
Avalon Jdge (A) 1-2 12 10 80 10 20
Effective against Swordsman Trainees and their promotions
Inquisition Jdge (A) 1-2 14 11 70 5 20
Effective against Shamans and their promotions
Sunbeam Jdge (S) 1-2 17 12 90 10 15
Effective against Humanoid targets
Creiddylad Jdge ( S) 1-2 16 14 80 10 15
Effective against Inhuman targets
Druidic changes:
Name Type ( ) Rng Wt Mt Hit Cr Ql
Black Fire Drud (E) 1-2 7 5 70 0 40
Trumps Fire, loses to others
Black Axe Drud (E) 1-2 8 6 75 0 45
Trumps Axes, loses to others
Black Wind Drud (D) 1-2 6 7 90 0 40
Trumps Wind, loses to others
Black Sword Drud (D) 1-2 10 9 70 0 30
Trumps Swords, loses to others
Black Thunder Drud (C) 1-2 12 12 60 10 20
Trumps Thunder, loses to others
Black Lance Drud (C) 1-2 13 10 65 0 20
Trumps Lances, loses to others
Black Arrow Drud (B) 1-2 14 11 65 0 20
Trumps Bows, loses to others
Black Light Drud (B) 1-2 16 10 60 5 20
Trumps Light, loses to others
Pure Darkness Drud (A) 1-2 16 12 65 5 20
Trumps Dark, loses to others
Black Claw Drud (A) 1-2 13 12 70 0 20
Trumps Undead and Monsters, loses to others
Black Physique Drud (S) 1-2 20 16 70 0 15
Trumps Physical weapons, loses to Magic
Old Black Magic Drud (S) 1-2 18 17 60 0 15
Trumps Magic, loses to Physical weapons
These changes have been made to performers.Performance item changes
Charming Flute heals MAG instead of 1/2 MAG.
Gentle Flute heals 1/2 MAG at beginning of phase for 3 turns.
Dragon Flute heals MAG+10.