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Older versions[]

Versions Date range
2.21 - 12/29/2023 -
2.10 - 2.20fix1 1/30/2022 - 10/8/2023
2.00 - 2.09 9/05/2020 - 1/16/2022
1.90 - 1.995R 6/17/2019 - 6/28/2020
1.80 - 1.89 7/16/2018 - 4/20/2019
1.70 - 1.79 7/24/2017 - 7/7/2018
1.60 - 1.69 7/18/2016 - 6/25/2017
1.50 - 1.59 9/23/2015 - 6/18/2016
1.40 - 1.49 10/5/2014 - 9/6/2015
1.30 - 1.39 10/27/2013 - 8/31/2014
1.20 - 1.29 5/19/2013 - 9/29/2013
1.10 - 1.19 9/12/2012 - 4/29/2013
1.00 - 1.09
0.63 - 0.99

Instructions and notes on updating the game[]

When using save data from vanilla Elona 1.16 or prior, you will need to:

  • Save while your character is in a town, and
  • Unassign the shopkeeper in your shop, the breeder in your ranch, and so on.

Internally, the code for updating game saves works exactly the same as it does in vanilla Elona so there's no need to update older versions to vanilla Elona 1.16 first. However, before moving the save file over to the newer game version, do make a backup copy of it somewhere else.

When using a save file from Elona plus 1.18 or prior:

  • All gift items have their quality changed to "cheap".
  • All bait attached to fishing rods will be changed to "water flea".

due to a change in how item data is handled.

Save data from Elona plus 1.18fix cannot be used in versions 1.18R and later.

When using a save file from Elona plus 1.22 or prior:

  • Due to a change in how scrolls of flying work, the stats of all pieces of equipment in the inventories of the player character, pets, and adventurers will be reset. Their weight and equipment attributes stay the same, but other stats will become the highest value possible for the material that they are respectively made of.

Equipment that had ridiculous stats due to a bug in a previous version have to be fixed this way or you will not be able to equip them. Alternatively, change the material of the piece of equipment and that will also fix it.

Save data from Elona plus 1.25 cannot be used in versions 1.25R and later.

Save data from Elona plus 1.38 cannot be used in versions 1.38R and later.

When using a save file from Elona plus 1.40 and 1.40fix, some body parts added onto your character or onto your pets may disappear. Items equipped on those body parts will be unequipped. When starting the game, an item to restore body parts will be placed at your character's feet.

When using a save file from Elona plus 1.40fix2, some body parts added onto your character may disappear. Items equipped on those body parts will be unequipped. When starting the game, an item to restore body parts will be placed at your character's feet.

When using a save file from Elona plus 1.85 or prior, the contents of placed shelters will be reset. As such, a sand bag will be placed at your feet as it's a popular item to have in shelters.

When using a save file from Elona plus 1.88, 1.88R, and prior, constructed shelters will be deconstructed. One toilet will also be placed at your feet.

When using a save file from Elona plus 1.97 or prior, pets who had been marked as precious will no longer be marked as such due to changes to the variable used. Custom item sprites will also have their image height reduced and appear flattened due to a change in the default parameters for sprite dimensions. You will need to reassign both of these after updating the game.

Save data from Elona plus 1.995 cannot be used in versions 2.00 and later.

Development versions of this game are for finding bugs. Versions that are fixes will fix bugs found in development versions before that, but that doesn't mean they are bug-free.


Recommended method for updating the game:

  • The same as in vanilla Elona.
  • Copy the save_CHARACTER folder from the /save folder into the /save folder of the new version.
  • Play the new version of Elona plus.
  • Any other custom files (e.g. character portraits) should be moved individually, not by copying their containing folder.
  • You may want to have these custom files in a separate folder outside the game directory for ease of copying.

Not recommended:

  • Copying all files and folders from the new version into the older version.
  • Copying folders containing custom files and dropping them into the directory containing the new version.
  • These may cause your game folder to have unnecessary files and other issues, so the game may not work if you do this.

Upcoming version: 2.22fix1[]

Last Updated: 3/11/2024

[Changes and additions]


[Fixes]
  • Fossil restoration will now also spawn the card and figure of the monster - I forgot to implement this one.


2.22[]

3/11/2024

[Changes and additions]
  • Added the fossil restoration item fusion recipe.
    • Added 11 new monsters that can be recruited as pets in this manner.
    • Added 1 new bit flag for these monsters.
  • Makeshift implementation of <Darkness evochat> for NPCs interned in a Camp.
    • With this, you no longer have to repeatedly execute NPCs to increase master/servant score.
  • Sleepiness now increases an additional +1 every hour (on top of the usual +1) between 8pm - 3am while on a local map. Note that having 14 or greater sleepiness allows you to sleep.
    • This should help prevent players from being unable to sleep for 24 or more hours.
    • Even if you miss today's sleep, it should let you sleep earlier and hopefully be able to return to a normal sleeping schedule the next day.
  • Added a new ether disease symptom that makes the +1 additional sleepiness occur during the day instead.
  • Hazard Recipe special action now taints an entire stack of food at a time. Now you'll have enough for everybody to have a taste.
  • [Panic and Challenge] town board quests now have a maximum displayed level of 6,666.
    • Party time! town board quests now have a maximum quota of 9,999.
  • Ore items that pets automatically pick up are now limited to those in the following list (they will accept other types of ores that are manually given to them):
    • worthless fake gold bar
    • junk stone
    • raw ore of diamond/rubynus/emerald/mica
    • gold bar
    • sun/mana/earth crystal
  • Changed the effect of the feat granted by secret treasure of Opatos.
    • It used to be: reduce damage received from physical attacks by 1.
    • It is now: reduce the % piercing effect of physical attacks by 3%.
  • Reduced the chance for shadows to spawn. <Getuei> and shadows will only use Shadow Hop when their target is in visual range AND their hp is at 90% or below.
    • This is because Cemetery Nefia often start with 5 - 6 shadows per floor, and when they pick a fight with a cat or something the map quickly filled up with their clones.
  • Clones spawned by the use of Shadow Hop can now be drawn towards the player only if they were summoned by the player.
  • Added an additional effect that procs when Bewitch special action succeeds - if the target's guard break gauge is 60% or lower, +20% is added to it.
  • Added an additional effect that procs when Fascination Dance special action succeeds - if the target's guard break gauge is 40% or lower, +20% is added to it.
  • vomit and urine are now more useful - these can be used to make fertilizer on a farm's compost tiles.
[Fixes]
  • Fixed some descriptions.
  • Mining the walls of Merchant and Pirate ships yielded some inappropriate items, so it will now yield garbage, wood piece, and wood material instead.
  • Fixed pets not displaying when inside Merchant and Pirate ships.
  • Fixed item weight not getting recalculating after fishing from fishing tiles on coastal maps.
  • Fixed a quasi-unique NPC being able to reproduce on the ranch.
    • Like other unique NPCs, it will now generate shadows when breeding.
  • Fixed burst ammo so that equipment attribute effects no longer apply - as originally intended.
    • Having additional damage procs that ignore the damage multiplier or having x40 times to proc an equipment attribute isn't too good for game balance.
  • Rapid ammo, unlike burst ammo, will apply equipment attribute effects to attacks. However, all of the damage done by rapid ammo will now have the same damage modifier as regular ranged attacks.
  • Fixed the flavour text issues when using Touch of Poison and Touch of Paralyze while a certain martial style is in effect.
  • Fixed float cage sprite being off by 1 pixel when a captured NPC is in it.
  • Fixed the unitdead undead fusion monsters created by the player character not being valid targets for Necro Force special action.
  • Fixed the issue where an NPC who is able to move multiple times per turn could use Jumping Drop/Diving Drill, die while using it, execute the attack anyway, and then leave their sprite behind.
  • Fixed certain attack animations having a water sound effect after the Hydro Fang spell has been used.
  • Fixed cheating in blackjack while Alert-Lv is 0 causing a crash. The minimum Alert-Lv is now 1, as it's kind of odd for the dealer to totally be off-guard.
  • Fixed getting taxed for the higher cost ship even after reading a deed for a cheaper ship.
  • Prevented NPCs from reading deeds given to them to prevent issues with turn management.
  • Fixed NPCs interned in the Camp not yielding toil-energy when the effect of a toil-energy drink prevents their Life from decreasing.
  • Fixed floating characters without the Disarm Trap skill triggering land-based traps.
  • Fixed the code that made animals on the ranch sick more frequently when there are more shit or sick animals in there as it wasn't working properly.


2.22: detailed changelog[]

[New ether disease symptom]
  • You are more sleepy during the day than at night.
    • Instead of gaining additional sleepiness during 8pm-3am, gain it during 10am-5pm instead.
    • Most ether disease symptoms alter some physical aspect, but this is probably not too outlandish since vanilla also had mind-altering ones like Stupid and Desire for violence.
[New bit flag]
  • Restoration bit flag
    • Completely heal all HP once when HP falls to 1/4 or less of maximum.
    • Unlike Lay Hand, this will not proc when getting instantly killed by an attack.
    • Like Lay Hand, this recharges when the player character sleeps.
[New item fusion recipe/new NPCs]
  • fossil restoration
    • Spawns a monster listed below as a pet as well as its corresponding card and figure at the player character's feet.
    • All of these do not spawn randomly and have the aforementioned restoration bit flag.
  • restoroid KAPPA
    • Level 31 imp.
    • Spawns when a level 99 something fossil is used as an ingredient.
    • Has a bonus to Swimming skill. Uses Hydro Bolt.
  • restoroid saber tiger
    • Level 27 cat.
    • Spawns when a level 90-99 something fossil is used as an ingredient.
    • Uses Voracity Fang.
  • restoroid dire wolf
    • Level 23 dog.
    • Spawns when a level 80-89 something fossil is used as an ingredient.
    • Uses Eye of dimness.
  • restoroid giant panda
    • Level 19 bear.
    • Spawns when a level 70-79 something fossil is used as an ingredient.
    • Uses Squeeze.
  • restoroid mega kangaroo
    • Level 16 largeanimal.
    • Spawns when a level 60-69 something fossil is used as an ingredient.
    • Female-only. Uses Continuous attacks.
  • restoroid goat
    • Level 13 sheep.
    • Spawns when a level 50-59 something fossil is used as an ingredient.
    • Produces a lot of milk when on the ranch. Uses Draw Shadow.
  • restoroid sea cow
    • Level 10 largeanimal.
    • Spawns when a level 40-49 something fossil is used as an ingredient.
    • Has a bonus to Swimming skill. Has a low chance of using Bound in Blood.
  • restoroid toki
    • Level 7 bird.
    • Spawns when a level 30-39 something fossil is used as an ingredient.
    • Has the float bit flag. Uses Death Word. Does not have the Death Word-dispelling bit flag.
  • restoroid passenger pigeon
    • Level 5 bird.
    • Spawns when a level 20-29 something fossil is used as an ingredient.
    • Has the float bit flag. Uses Jumping Drop.
  • restoroid garefowl
    • Level 3 bird.
    • Spawns when a level 10-19 something fossil is used as an ingredient.
    • Has a bonus to Swimming skill. Uses Bewitch.
  • restoroid dodo
    • Level 1 bird.
    • Spawns when a [level 9 or below] something fossil is used as an ingredient.
    • Does nothing. This is because it has a 100% chance of using the Do Nothing special action, so you can forbid it from using special actions or set it to Talking stance to get it to be useful.
[Darkness evochat]
  • When the player character has Action points remaining, adds this as an option to the conversation window for an NPC interned in the Camp.
  • After finishing the evochat, master/servant score will increase depending on the amount of Surrender points gained.
    • <Whipping> - +1 Surrender. An additional +1 if after <Stick the candy in>.
    • <Stick the candy in> - +1 Surrender. An additional +1 if after <Whipping>.
    • <Give lots of love> - +1 Surrender. Player character Charisma is rolled against target Will. If the roll succeeds, give an additional +1 Surrender.
    • <<Violent>> - unimplemented.
    • <Dark tickling recording> - +1 Surrender. - +1 Surrender. Player character Dexterity is rolled against target Constitution. If the roll succeeds, give an additional +1 Surrender. The top-left corner will say "REC" until the evochat ends, but this doesn't do anything functionally.
    • <<Torture anyway>> - unimplemented.


2.21fix2[]

1/2/2024

[Changes and additions]
  • The condition for NPCs to use Rain of sanity used to be "when player character or self insanity is 10 or above". This threshold has been increased to 11 and above.
    • This is because when <Mind unlock> is active, base insanity is 10.
[Fixes]
  • Fixed ranged attack dealing lot more damage than they were supposed to because I read the ranged modifier wrongly and added an additional digit.
  • Fixed the crash that occurred when attacking while weapons with 1 damage die were equipped on different slots.
  • Fixed the enemy that was supposed to be exclusive to pitfall town board quests spawning outside of the quest map.


2.21fix[]

12/30/2023

[Changes and additions]
  • When an NPC is...
    • currently afflicted with Immobility status ailment, is currently being ridden, or is the right-side of a tag team, AND
    • it picks one of the following special actions to use: Diving Drill, Jumping Drop, Shadow Step, Shadow Jump, ZinlaiKyaku, Dimensional Move, Teleport, or Short Teleport,
    • it will use a melee attack instead.
[Fixes]
  • Diving Drill and Jumping Drop special actions are no longer usable when the user is afflicted with Immobility, is being ridden, or is the right-side of a tag team. (Like how other special actions that move the user are also disabled under these conditions.)
    • This is to prevent the graphical glitch where the user appears to be where it isn't.
  • Fixed the use of yellow gem stone of Heart of twilight causing random Nefia to not have a final floor.


2.21[]

12/29/2023

[Changes and additions]
  • Added 2 new special actions for NPCs to use.
  • Trap disarming town board quests are now point-based and have a 500 turn time limit.
    • Various items are also scattered across the map.
    • Trap disarm difficulty will now vary with quest difficulty.
    • There will also be high difficulty traps that award a lot of points.
    • As such, you may have to carefully consider which traps you want to disarm and in which order.
    • Added 1 new NPC that spawns only in the pitfall quest type, and 4 new NPCs that spawn only in the landmine type.
  • Added 5 new worm race NPCs on top of the aforementioned ones.
  • The modifiers at every range now add up to the same number for all types of ranged weapons. (This table can also be viewed using the in-game help).
    • Laser guns are no longer the strongest weapons, though if you think adjusting into optimal range is too much effort you might still prefer those.
    • Also, the effect of range modifier on damage has also been rebalanced so that there is a greater distinction between them.
    •  shot gun 20-20-10-05-05-05-05
    •  crossbow 15-15-10-10-10-05-05
    •  short bow 10-15-15-10-10-05-05
    •  machine gun 10-10-15-15-10-05-05
    •  skull bow 05-10-10-15-15-10-05
    •  laser gun 10-10-10-10-10-10-10
    •  pistol 15-15-15-10-05-05-05
    •  throwing 10-15-15-15-05-05-05
    •  long bow 05-05-15-15-15-10-05
    •  sniper rifle 05-05-10-15-15-15-05
  • [Ranged attacks] using shields and melee weapons [equipped in the Shoot slot] no longer have a special distance modifier applied. Instead, they [will act like regular ranged attacks] except with their attack dice halved.
    • kunai and tomahawks (and the unique artifact weapons that are of these types) are well-suited for throwing, and hence the above rule does not apply to these.
    • Equipping ranged weapons in melee slots also no longer give those weapons a lower damage modifier.
  • Added 2 new items, available for exchange at a Camp with Toil-Energy.
    • These also have a low chance of spawning randomly.
    • One of these is also set as a reward item received when completing Garziem's side quest.
  • The amount of trade occurring at a shop, "Activity", is now displayed beside Shop Rank in the conversation window for shopkeepers.
    • This basically displays how many extra items are up for sale in the shop.
    • This number is recalculated only when the shop inventory gets refreshed.
    • It starts out at 50 + the number of times that type of shop will attempt to generate an item.
    • Selling trade goods that are from other regions AND have the effect of increasing the number of items sold can bring it up another +20.
    • When the latter effect is triggered (i.e. the trade good had an effect on number of items sold) there will now be a message displayed in the log.
  • Removed the "make random Nefia have exactly 4 floors" effect from the yellow gem stone of Heart of twilight item.
  • MP cost while worshipping Ehekatl used to be between 1 and (base cost) * 1.4.
    • It is now between (base cost) * 0.1 and (base cost) * 1.1.
  • The Adv-Cast buff had a side-effect that tripled casting difficulty (NB: buff is from using Advanced Casting), but by mid-game or so this effect may as well not be there.
    • As such, it now affects not only the player character but also pets.
    • The buff's effects have been revamped and are as such: casting MP cost is increased, spell potency is increased, and [spell] and Casting skill base experience received are increased.
    • The Japanese name of the special action has been changed (NB: English name is unaffected) and it is now a 'W'ide-area special action.
  • Floating characters who move onto a tile with a trap that does not get triggered by floating targets will now roll to disarm that trap immediately instead of having a delay.
  • The potency of the player character's spells is now calculated using the average of that spell's level and Casting skill level.
    • This means the player no longer has to level every single spell from scratch, and that leveling Casting skill no longer becomes pointless after a certain point.
  • In light of the above change, the player character and NPCs now earn the same amount of spell and Casting skill experience when casting spells.
  • Containers that aren't gamble boxes will now also display the level of their lock in their name if they are locked.
    • It will say "Lock-Lv" instead of just "Lv" so that it's clearer what that number is referring to.
  • Rebalanced enemy NPC attack range.
  • Blessed pieces of equipment can no longer be cursed by the Curse special action. Scrolls of curse will still work on them though.
  • Nerve element was changed to inflict Sleep, and that caused the Eye of Stiffen special action to not live up to its name.
    • As such, said special action now inflicts Bind as well if the target is afflicted by fewer than 3 turns of Bind.
  • Increased the guard break gauge increase for characters who have received damage from 2% to 3%.
    • If the attack was dodged, guard break will not increase - this remains unchanged.
  • PV/DV element attacks increase the target's guard break gauge by 6 points now, down from 10 points.
  • Changed the HP absorption calculation for nether element damage to prevent overflow.
    • The highest achievable amount has been decreased but the randomness has been greatly reduced.
    • If damage display is turned on, the log message will now display the amount of HP absorbed.
  • When damage received is reduced to 0 or below (such as with the Barrier feat), guard break and power gauges no longer increase multiple times.
  • In previous versions, the Gravity spell added anywhere from 50 to 99 turns of Gravity status ailment to every target hit. The number of turns was independent of spell potency and was rolled separately for each target.
    • Now, it inflicts a base +30 turns, and can increase up to +100 depending on spell potency. The resulting amount is applied to all targets hit.
    • The log will also display the number of additional turns of Gravity status ailment that were inflicted.
  • Gravity status ailment now has an upper limit of 1,000 turns.
  • Added some English translations provided.
[Fixes]
  • Fixed the upper limit for the Speed buff from Gravity Accel special action; it is now 300 instead of 200.
  • The damage reduction calculation for Jiu-jitsu status has been updated.
  • Fixed Suicide Attack having the same visual effect as Bubble Storm.
  • Fixed NPCs who died in the Camp taking up a Camp slot.
    • House board and similar items will now display the number of NPCs currently interned.


2.21: detailed changelog[]

[New special actions]
  • Jumping Drop
  • A 'W'ide-area special action. Not usable by the player character. Causes 5 auto-turns.
  • Upon finishing the auto-turns, move adjacent to target and deal Perception and Weight Lifting skill and character level-dependent PV/DV element damage.
  • This does about 4 times as much damage as other PV/DV element special actions.
  • This will fail if there are no targets on the map when the auto-turns finish. Otherwise, any enemy - even those out of sight - can be attacked.
  • Characters in the process of using Jumping drop can be hit by this attack; those who are currently using Diving Drill cannot.
  • speed hack cheatah, black hopper X, flight fish, flying leech, suzaku, strike eagle (including those spawned in earlier versions of the game) will use this special action when not Poisoned, Bleeding, or Choked. They will also receive a slight bonus to Weight Lifting skill when spawned.
  • Diving Drill
  • A 'W'ide-area special action. Not usable by the player character. Causes 10 auto-turns.
  • Upon finishing the auto-turns, move adjacent to target and deal Constitution and Mining skill and character level-dependent PV/DV element damage.
  • This does about 9 times as much damage as other PV/DV element special actions.
  • This will fail if there are no targets on the map when the auto-turns finish. Otherwise, any enemy - even those out of sight - can be attacked.
  • Characters in the process of using Diving Drill can be hit by this attack; those who are currently using Jumping Drop cannot.
  • wall hack cheatah, sand worm, <Bamboo Sprout>, <Buildup Opatos>, and <Opatos> (including those spawned in earlier versions of the game) will use this special action when not Poisoned, Bleeding, or Choked. They will also receive a slight bonus to Mining skill when spawned.
  • I considered adding this move to the two types of moles, but those are already unique enough with their ability to destroy wall tiles.
  • NPCs currently in auto-turn for the above two special actions will be invisible and cannot be seen even with the "see invisible creatures" equipment attribute. They can, however, be detected with Sense Object.
    • When the player character moves into the tile the NPC currently occupies they will trade places. Hyper Dash will also not work against them.
    • They cannot be targeted with special actions that targets adjacent characters.
    • Area of effects attacks that are not centred on a particular target will hit them, while the area of effect of breath attacks and bolt spells will not hit them.
    • When they receive damage or an effect (e.g. they get bashed or splashed by a potion) the special action will be interrupted.
    • These are basically the 'jump' or 'fly' or 'dig' attacks that you commonly see in games.
    • They don't do as much damage on a per turn basis, but they make the character much harder to hit and will also hit enemies that tend to run away.
    • The long auto-turn wind up is to ensure that enemies will have 1 or 2 chances to stop the attack even if their Speed is a lot lower than the character using the special action.
[Changes to the trap removal town board quests]
  • All 't'ools that can spawn naturally have a chance of spawning on the quest maps.
    • The higher the quest difficulty, the greater the number of times the game will attempt to spawn an item.
    • This means that material kits and gene machines have a chance to spawn.
    • Discovered traps will have a special minesweeper-like flag sprite on these maps.
    • The red flag traps have a 1/10 chance to spawn, are far more difficult to disarm, cannot be evaded when they activate, deal 10 times as much damage, and give 10 times as many points when disarmed.
    • That said, these traps won't activate when floating characters fail to disarm them...
[New NPCs]
  • bamboo spear spirit
    • spirit race NPC with a base level of 70.
    • Spawns exclusively in the pitfall-type town board quests.
    • Has a chance of spawning when a pitfall trap is activated or disarmed on the quest map.
    • Its actual level depends on quest difficulty.
    • Cannot be Dominated but can be captured with monster balls.
    • Melee attacks deal bleed-element damage but have half the potency of what blade NPCs have.
    • Uses Distant Attack 7. Has a chance of using Venotrate when power gauge is 25-80%.
    • Has a decent chance of using Diving Drill when not Poisoned, Bleeding, or Choked.
  • anti-tank landmine girl
    • karune race NPC with a base level of 95.
    • Appears exclusively in the landmine-type town board quests.
    • Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
    • Its actual level depends on quest difficulty.
    • Cannot be Dominated but can be captured with monster balls.
    • Defeating one counts as removing a landmine.
    • Does not trigger landmines.
    • On low health, uses Close Suicide.
    • Will always spawn with a sniper rifle equipped.
    • Uses Rocket Fire, Love Crafting, and Gravity.
  • jump landmine girl
    • karune race NPC with a base level of 85.
    • Appears exclusively in the landmine-type town board quests.
    • Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
    • Its actual level depends on quest difficulty.
    • Cannot be Dominated but can be captured with monster balls.
    • Defeating one counts as removing a landmine.
    • Does not trigger landmines.
    • On low health, uses Close Suicide.
    • Uses Shadow Step and Teleport.
    • Has a decent chance of using Jumping Drop when not Poisoned, Bleeding, or Choked.
  • scatter landmine girl
    • karune race NPC with a base level of 75.
    • Appears exclusively in the landmine-type town board quests.
    • Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
    • Its actual level depends on quest difficulty.
    • Cannot be Dominated but can be captured with monster balls.
    • Defeating one counts as removing a landmine.
    • Does not trigger landmines.
    • On low health, uses Close Suicide.
    • Will always spawn with a shot gun equipped.
    • Uses Clash Rush and Sand Cannon.
  • landmine girl
    • karune race NPC with a base level of 65.
    • Appears exclusively in the landmine-type town board quests.
    • Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
    • Its actual level depends on quest difficulty.
    • Cannot be Dominated but can be captured with monster balls.
    • Defeating one counts as removing a landmine.
    • Does not trigger landmines.
    • On low health, uses Close Suicide.
    • Uses Cowering Smile, Chaos Eye, Nerve Needle, Mist of Silence, and Nightmare.
  • worm holer
    • Level 191 worm.
    • Draw Shadow, Melt Clinch, Smash Ground, Chaos Vortex, Slow.
  • vindalian deathworm
    • Level 172 worm.
    • Has a bonus to Mining skill.
    • Vindalian Jiu-jitsu, Squeeze, and Voracity Fang.
    • Has a decent chance of using Diving Drill when not Poisoned, Bleeding, or Choked.
  • death wordm
    • Level 110 worm.
    • Dispels Death Word upon death.
    • Death Word, Insult, and Curse.
  • heal worm
    • Level 72 worm.
    • Eating its corpse ameliorates the Sick status ailment (equivalent to a +5 green tea).
    • On low health, use Cure of Jua. Voracity Fang and Healing Rain.
  • mega gordian worm
    • Level 43 worm.
    • Rubbing and Pregnant (target will give birth to mega gordian worm).
[New items]
  • splendid chain
    • Junk item that randomly spawns.
    • May be exchanged for Toil-Energy in Camps.
    • Giving it to NPCs who have 150 or greater master/servant relationship will increase their Impress and master/servant score.
    • You can also use it for the Set mark feature to decorate sprites.
  • toil-energy drink
    • A drink that randomly spawns.
    • May be exchanged for Toil-Energy in Camps.
    • Completing Garziem's side quest will also reward you with 1.
    • Applies 10 turns of a new Energy MAX buff that prevents SP from decreasing for 10 turns.
    • This will apply a bit flag that prevents the next Life decrease of non-pet NPCs due to working in the camp or getting milked on the ranch.
    • Can be spread with Alchemical Rain.
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