Ulysses: High base damage and Str, low accuracyīismark: Boasts the highest Str bonus, but its normal attack is weak Middling Str and Mag, low defensive stats, high Spd and LuckĮach of Irvine's guns have unique properties instead of being straight upgrades like other characters' weapons additionally, each gun requires only one item to make, all of which can be bought in shops.
She has a chance to cast the following spells during Angel Wing, grouped in order from most to least likely: Angel Wing's damage multiplier is x2 instead of x5 and now uses JWP's Angel Wing Patch, which makes Rinoa cast only certain spells regardless of whether they're in her inventory. Angelo Search has been removed, but all other Angelo passives remain.
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Usable spells: All spells included in the WHT-RF series of abilities, ApocalypseĪngelo's attacks are Str-based, Angelo Strike inflicts Confusion, and Invincible Moon now grants Regen and is the only source of Invincibility in the mod. White Mage archetype with high Mag and Spr, middling Str and Spd and low Vit Selphie's weapons now deal magic-based damage. Additionally, healing/defensive options have been removed from Slot in favor of more offensive ones. The End now deals massive damage instead of inflicting Death. Usable spells: All spells included in the BLK-RF series of abilities + Dispel, Meteor, Ultima, Apocalypseįull-cure is no longer in Slot, but Percent has been added to Slot and deals 50% HP damage to all enemies. Black Mage archetype with a hint of Red Mage Most of Zell's Duel attacks now have an elemental property:īasic Duel attacks, Different Beat, and My Final Heaven remain non-elemental. The button combinations for Duel attacks have been changed, the timer has been shortened, and the move sequences are simpler. Monk archetype with High HP and Str, weak defenses, high Spd Degenerator has been removed and some Blue Magic spells have had their properties changed with the aim of making as many of them useful as possible. Blue Mage with solid stats all around, but low Spdīlue Magic is generally weaker in order to balance it around regular usage. New finishers are now gained according to blade type, so the Cutting Trigger is the first gunblade to give Fated Circle and Twin Lance is the first to give Blasting Zone. Squall's Limit Break damage has been lowered and all finishers but Lion Heart now inflict a status effect. Usable spells: All spells included in the WHT-RF 1 ability (Cure, Esuna, Dia, Water, Scan, Float, Blind, Confuse, Sleep, Silence, Berserk) + Regen and Zombie High Vit and solid physical damage, low Spr and Spd
Knight archetype that borrows from the Paladin and Dark Knight classes
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This information is provided below as well as in the in-game Information section, but as it is not hard-coded into the gameplay, you can ignore this aspect of the mod if you wish.
This mod is designed around limiting which spells can be used by characters who possess the Magic command. Additionally, each character joins the party with a GF tailored to their abilities. Junctions for Elem-Atk, Elem-Def, Status-Atk, and Status-Def are still available, and the values that spells add to each have been adjusted. It attempts to make each character more distinct, dial back some of the overtuned mechanics and abilities of FFVIII, and make the game more challenging while keeping the "flavor" of the original game.This mod is intended for the English 2013 Steam release of FFVIII and is playable from start to finish.īasic stat junctions have been removed in favor of more meaningful gains through leveling. For the FFVIII Remastered port, click here.įFVIII Crystal is a rebalancing mod for FFVIII that began as a self-imposed class-based challenge playthrough roughly 10 years ago and still retains some of its features.