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  1. Hi there, Here's the link for my new mod: rebalanced classes, weapons, some late game shops have new content, characters are all worth investing into them, ennemies have better bases and/or growths (direct/indirect Seth nerf). https://www.dropbox.com/s/2nibar2d3lpvl14/FE8 rebalanced and stronger ennemies.ips?dl=0 L'Arachel is a prepromote (no more staff farming to level her up to 20). Iron/base weapons/magics give 5 weapon exp instead of 1 (faster weapon exp) and base weapon level for the majority of the classes is C (nerf on cavaliers who start at D). Bows have +4 MT and 150/145/140 base acc except longbow (acc +10) and killer/hero which would be OP if too accurate or powerful. Silver weapons have 3 MT more than steel instead of 4 (or 5 for swords), weight is iron base, +2 steel, steel +1 silver. accuracy is iron base, -5 steel, -5 silver. Silver weapons are B (so are Fimbulvetr, Aura and Fenrir). Shamshir (unique to swordlocked classes except mercenary) is a 1-2 range weapon with 10 crit% to help swordlocked classes staying relevant in chapters with many ranged units (notably chapter 17, Narube River which is a pain in the a_s to deal with as a swordlocked unit in vanilla). Mage Knight = Dark knight, Wyvern Lord = Haar (but 7 move like Great knights), Wyvern Knight = Jill but with better design (Jill's green sprite in RD was a pukemachine while Haar's black dragon knight sprite was godlike), Great knights have less max res (it's not like any of them will cap it anyway), but 1 more movement, valkyria has +1 mov, less def more mag and skill and speed. Falcon knight is bulkier. Sage seems more like Awakening's sages (faster and more skilled) and have less mag cap. Druid = sorcerer. SUMMONER HAS INSTANT S STAVES WITH HIGH MAG AND SKL (Knoll isn't shit anymore). Assassins are stronger and have more def than swordmasters, SMs have more res and crit +15, rogues have 7 move and more res than assassins but 20 str cap. Knights and archers have the fastest exp gains, then the others have a little buff to exp gains. Secret shop in Rausten has been updated (in-game AND post-game), go look for the new elements (they're totally worth it). Myrrh has more base stats and rebalanced growths (nothing game-breaking for her join time but she's easier to train). Sleep and berserk staves -5 acc but staff users have more skill. Now everyone has luck (past level 1-2 where growths don't show). I recommend to try the game on HM and don't hesitate to give feedback. This is a sort of Beta so any feedback is helpful (I have no time and patience for 20 playthroughs to test anything on average). If a specific part of the game feels too hard, we can discuss on how to improve the mod to make it less mad. If it's too easy I can buff ennemies' growths a bit more.
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