Hi, I'm Manall Lockhart and I run this site. 

I'm the creator of all music found on my other domain The Shyster Cave, and the game mods you find here. 

You can reach me at manalockhart@gmail.com


Current Projects

Latest News


7 / 11 / 2020

Pinned: The New Website is Online! https://manallsmods.net

This is the final update I will be making for this site. Until Google deletes it, everything shall remain as it was here. The new website contains all the juicy charts and information on each mod, but in .pdf format so you can take it with you across devices without loading a million pages. I also cleaned up and optimized the lot of them, I hope it’s helpful to you. See you on the other side!


7 / 6 / 2020

Website PSA

Short and sweet - as more details are on the other site - but I will soon be merging the content of my two websites together.


I would guess it’ll “exist” within two months. When it's time, both my current hubs will remain as they have and simply fade from use, but this particular site will be terminated by Google, in their impeccable genius, at the end of 2021.


NONE OF THE CHARTS ARE GOING AWAY! I will have a plan in place to preserve all of them - more conveniently and efficiently than before. I have a to-do list as long as my arm for updating everything across the board and making sure nothing is lost. I will be adding new things as well! For you, the reader, you may merely see less updates on this space. But everything has a place on the new website, and I am not deleting anything.


See you soon!


7 / 1 / 2020

Shyster’s ... MANALL’S D2!

I finally got rid of that outdated logo! I had to keep double taking when referring to the mod because of the artwork. That stops today. As well, an update is available for the mod in v1.6c. The only change in this version is the inclusion of the new name and logo.


6 / 23 / 2020

Submission of my FF1 mod to Romhacking.net

June 28 Update: We're in print!


June 26 Update: We’ve been accepted!!!


I can’t believe it’s come this far! I’ll have a news entry up on RHDN in the following days to reach more visitors. 


To all newcomers, please check out the charts and maps I’ve made for your viewing pleasure. Unlike the original FF1’s charts, and even lots of current FF1 fansites all the information is painstakingly accurate, explained in digestible language, and even comes with free shipping. Or something. Anyway, have fun on the site.

---


Original June 23 Post

I have submitted my mod for approval on romhacking.net’s database, and now all that’s left to do is wait! 


I managed to iron out a few kinks at the last minute, and I don’t think it gets more polished than this. I’m so excited to make a dent in that scene. I’ve worked really hard on all these mods, but I think FF1 might have been the hardest journey. Maybe. Anyway, I love this stuff, that’s why I made a separate website for it.


Which reminds me, I’m still hoping to be able to find a new website to consolidate my music and modding sites together. Not looking forward to it as I’ve already had loads of difficulty, but I’ve still got some time left. As details come up, you will find out about them here and on my other site, too, so that everyone definitely sees the news.


6 / 21 / 2020

Manall’s FF1 v2.02 v2.01 

June 22 Update: Added one more change and re-uploaded as v2.02. I have also corrected all critical rates for enemies and bosses on charts.

---


Surprise quick update! A few things have been suggested to me and I’ve gotten around to implementing them today. This patch includes a few minor niceties along with an EXP bump to make advancement a little easier as I’d intended.


These changes are retroactive, and will work with any save from version 2.0 after you update. Enjoy!


INTERFACE


  • The minimap screen now also displays flashing dots for all new areas added to the game


TOWNS


  • Pravoka NPCs that are hiding from Pirates are now located near their houses when freed


MONSTERS


  • GrIMPs no longer cast spells, but now have a 20% critical strike chance

  • Experience yield increased for ARACHNID (+20), GARLAND (+70), GrIMP (+4), KARY (+800), KRAKEN (+700), LICH (+1000), PIRATE  (+4), TIAMAT (+500), WereWOLF (+14), ZOMBIE (+4), ZomWOLF (+12)


5 / 16 / 2020

Manall’s HoMM3... v1.1

Heehee. I’ve been busy. My music departure has been delayed for a month-ish, so I thought I’d investigate making some deeper, much needed changes to this one. I’m very pleased with the results. Download link has already been refreshed! Hoo boy, what a year for mods this has been. Here’s one for the new logo! Enjoy


GENERAL


  • Month of the Plague has been removed


CASTLES


  • Griffin Tower: no longer requires Barracks

  • Upg. Wolf Pen: no longer requires Upg. Goblin Barracks

  • Mystic Pond: clarified tooltip, gold cost raised to 4000, up from 2000, other resource costs reduced to 1, down from 2


CREATURES


  • Wight/Wraith: gold cost reduced to 180/200, down from 200/240

  • Faerie Dragon: tooltip now correctly states this unit is innately equipped with Magic Mirror

  • First Aid Tent: gold cost raised to 1000, up from 750. Now always heals 25 health points instead of random value between 1-25


SECONDARY SKILLS


  • Eagle Eye: chance raised to a static 60% at all levels of the skill, up from 40/50/60%

  • Estates: income bonus raised to 200/350/500, up from 125/250/500

  • First Aid: tooltip clarified to reflect updates to the First Aid Tent

  • Learning: experience bonus raised to 10/20/30%, up from 5/10/15%

  • Mysticism: recovery bonus raised to 2/3/4, up from 1/2/3

  • Resistance: resist chance raised to 10/15/20%, up from 5/10/20%

  • Scouting: radius raised to 2/3/4, up from 1/2/3

  • Sorcery: damage bonus raised to 10/15/20%, up from 5/10/15%


SPELLS


  • Slayer: The default tooltip now also correctly displays the attack skill bonus

  • Prot. from Fire: now correctly states that it affect all units

  • Prot. from Water: now correctly states that it affect all units

  • Prot. from Air: now correctly states that it affect all units

  • Prot. from Earth: now correctly states that it affect all units


4 / 11 / 2020

...AND HoMM3 v1.05

Okay, I lied. ONE MORE - for my HoMM3 mod! This update focuses mostly on improving underused spells.


CREATURES


  • Obsidian Gargoyles: +1 speed

  • Pit Lords: +1 attack, +1 defense, +1 speed

  • Trolls: -100 gold

  • Black Dragons: Now properly display they hate Titans.


SPELLS


  • Slayer: now displays ingame that it increases attack skill by 8.

  • Land Mine: power multiplier raised from 15 to 25. Advanced & expert bonuses both increased by 25.

  • Fire Wall: power multiplier raised from 10 to 20. Initial bonus increased by 20, advanced bonus increased by 40.

  • Hypnotize: power multiplier raised from 25 to 50. Initial bonus increased by 50, advanced bonus increased by 120, expert bonus increased by 150.


4 / 8 / 2020

D2 Mod Update - v1.6b

Some extra good news - I am pushing out the update I mentioned some six months ago for D2 TODAY! That’s two mod updates at once!


This new minor update features auto gold pickup and improved ease of installation through D2SE (downloaded separately). This is all thanks to a fan who contributed freely to the project back in October. THANK YOU!!! I have also revised the guide for this mod to correct typos, improve formatting, legibility and presentation. I also fixed a necromancer skill typo in-game. The rest of the mod remains as is.


Happy demon slaying!


(That’s it for me and the modding scene for a while - I’m going to return to the music dungeon for the foreseeable future. I hope you enjoy these efforts!)


4 / 5 / 2020

Manall’s FF1 v2.0

Well well...it’s that time boys, girls, aliens...whatever you call yourselves. 2.0 IS HERE! We’ve come a long way since the start in 2017.


This patch is huge! It completely reshapes the face of the mod, and is the largest and final major update for this game.


Development of 2.0 began as a small patch (originally planned as 1.2) but I switched gears when the ideas kept coming. I had to push back release three times! Organizing a list this size was not easy. I think you’ll agree however - the wait was worth it. Keep in mind that while almost every change is included here, some details are unlisted. If you want to delve deeper, pay a visit to the website’s all-new charts, which I have made to be your resource while playing.


But before I get to the big list...this would not be possible without a fellow enthusiast over at romhacking.net who I absolutely must mention…thank you Jiggers for your patience, willingness, dedication and detail! I simply couldn’t have done this without you.


It is with great pride that I release 2.0 today. I demand you enjoy it.


The difficulty curve has been overhauled. You are expected to utilize your options in order to prevail.


  • Improved world aesthetic

  • Sprite & graphic improvements

  • New parties start with 1 HEAL potion

  • Added lone item shops throughout the world

  • Added dirt roads, which protect you from battles

  • The airship can land on roads

  • The boat can now stop at any shoreline

  • Removed ports from the game

  • Enabled B button dashing in towns, castles, dungeons 

  • Enabled B button braking while flying the airship

  • Encounters in the starting area have more variety

  • Encounters on the way to Pravoka & Matoya’s Cave are generally more forgiving

  • The airship can no longer land on the oasis


The item, magic and status screens now display additional helpful information!


  • Spell names have been extended from 4 to 5 characters

  • Spells now display icons which indicate their element or otherwise dominant function

  • Usage of HEAL/PURE/SOFT potions is faster

  • Resetting the game after using a HOUSE correctly restores magic points

  • Quest items and Rest items now have icons

  • Weapon/armor icons improved

  • Weapon/armor icons show on the left for better visual organization

  • Removed frame clutter from the battle screen

  • Added magic defense display to the status screen

  • Added critical strike chance display to the status screen

  • Hit and magic defense are now shown to increase at each level up

  • Removed INT from the status screen; this stat was useless

  • Strength/weapon damage calculation bug fixed

  • Status screen “AGL” is now “AGI” to match other references

  • Status screen “EXP.POINTS” is now “EXPERIENCE”

  • Status screen “FOR LEV UP” is now “NEXT LEVEL”

  • Removed “%” from “EVADE” and “HIT” displays; these stats are not percentages but rather scores from 0-255

  • Characters now display “Poison” or “Stone” in the status menus instead of “PO” or “ST”

  • Spell levels no longer show in battle

    • Similar to character stats, these values aren’t necessary while fighting. Spell charges are still displayed

  • The canoe now appears in the inventory; rewrote descriptor text


The new battle system has arrived!


  • Each actor now takes their turn one at a time

  • Players can now attempt to recover from stun and sleep at the same time

  • MUTE no longer prevents the use of potions

  • Regeneration status added. When active, restores 5% of max HP per turn

  • Poison now deals 16% of max HP per turn

  • Poison now correctly affects enemies

  • Added sound, graphics and amount display for player & monster poison damage

  • Spells which add armor, evade or resistance now display the amount

  • Instead of casting FIRE, confused monsters now deal half their attack damage

  • Darkness (ailment) is now 25% more potent

  • Removed automatic party sorting

  • Rare battles are now twice as likely to occur

  • Dead and stoned party members still receive EXP

  • Sleep status redesigned

    • Sleepers no longer always wake up after one turn

    • Sleepers have a 30% chance per turn to wake up

    • Physical attacks (but not spells) automatically wake the target*

*Monsters who cause sleep with their physical attacks will not wake their targets when attacking

  • Muted characters can no longer choose MAGIC or ITEM on the menu

  • Poison damage (and regen healing) are now dealt to actors at the end of their turn

  • If an actor wins a battle while affected by regen/poison, they will forego the effects

  • Canceling a battle command no longer walks the character backward

  • Fixed ‘confused enemy suicide skip’ bug

  • Hit calculation corrected for sleeping/stunned actors

  • The bottom-most character no longer has an inherent running disadvantage

  • Squashed a bug in 1.1 which made running from battle exceedingly difficult


As part of this release I have created several optional patches to customize the experience.

These patches all come with specific initial settings which you may wish to toggle between.


       Patch 1 (Default: ON)

    • Enable/disable experience gain for characters regardless of status. “Challenge” parties are still supported! The new material is set up to ensure this play style is as relevant as before, even in the face of new difficulty

       Patch 2 (Default: ON)

    • Enable/disable display of all non-essential spell messages for faster combat. Don’t want to read “HP up!” anymore? Then don’t. Damage and status-related messages still display. I recommend memorizing all spell effects before using this patch

       Patch 3 (Default: Blue)

    • This patch is divided into a group of four window color skin options which specifically affect the battle screen

       Patch 4 (Default: OFF)

    • Still not hard enough? Try Patch 4. While enabled, all monster formations are huge. Small groups increase by +3, small-large mixes increase by +2, and large monster groups increase by +1


Say hello to the new Archer class!


   Fighter

    • Base LUCK raised by 3

    • Base AGI reduced to 1

    • Gains less AGI levels

    • Gains 2 MDEF/level, down from 3

    • Updated sprites

   Thief

    • Can use almost all weapons

    • Base HIT raised by 2

    • Base STR raised by 2

    • Base AGI raised by 5

    • Base LUCK raised by 35

    • Gains more STR levels

    • Gains AGI at every level up

    • Ninjas can wear all armor except mage robes & heavy helmets

    • Thieves can now use Wooden Shields & Wooden Helmets

    • Updated sprites

   Archer

    • Can equip arrows & light armor

    • Specializes vs. armored targets

    • Archers gain 1 hit per level

    • Rangers gain 2 hit per level

    • Archers gain 1 MDEF/level

    • Rangers gain 3 MDEF/level

   Green Mage

    • Can now equip shields

    • Can no longer equip heavy armor or heavy gauntlets

    • Gains 3 MDEF/level, up from 2

    • Updated sprites

   White Mage

    • Gains 3 MDEF/level, up from 2

    • Updated sprites

   Black Mage

    • Base LUCK reduced to 1

    • Gains 3 MDEF/level, up from 2

    • Updated sprites


Don't forget to visit all the chests...and secrets.


  • Treasure chests display their contents if inventory is full

  • Added secret areas and items

  • Castle of Ordeal puzzles are now more challenging

  • Fixed the exit portals in the Temple of Chaos

  • Improved chest loot

    • Includes several infamous chests with 'ha-ha' items

    • Removed redundant “linked” treasure chests

    • Added new treasure to the Marsh Cave

    • Flame/Ice Armor & Flame/Ice Shields have swapped dungeons to be more useful

  • Removed pointless doors in the Marsh Cave, Earth Cave, Volcano & Sea Shrine

  • Marsh Cave, Ice Cave, Cardia, Sea Shrine design altered slightly

  • Lava has erupted in B5 of the volcano, conveniently sealing off paths that definitely weren’t useless

  • Monsters can now be encountered on Chaos’s floor

  • Moved several bats on the Vampire’s floor away from narrow hallways

  • Fixed fire/air altar text display


This section consists mainly of quality of life improvements.


  • Added weapon & armor shops to Onrac

  • Added inn, item shop and clinic to Lefein

  • Magic shops which teach green magic now also display a green magic symbol

  • Improved shop symbols

  • Small adds to dialogue which coincide with the update. Talk to people!

  • Coneria clinic cost cut by half

  • Elfland, Melmond, Gaia, Onrac, Lefein design altered slightly

  • Switched Onrac entrance to the south side of town

  • Gaia & Onrac item shop menus now show potions at the top

  • Green magic spells are always at the bottom in shop menus

  • Edited inventory for weapon & armor shops in Pravoka, Elfland, Melmond, Crescent Lake & Gaia

  • Fixed the invisible lady in Coneria Castle

  • Moved Coneria & Elfland NPCs further from the exits (!)

  • Moved Onrac NPCs further away from key areas

  • Rewrote Inn text

  • Fixed Gaia spring text

  • Fixed Onrac sage text update

  • Fixed Crescent Lake sage text update


Weapon diversity has increased. There are numerous small changes undocumented - see the Equipment Chart for details.


For greater challenge, the Ribbon’s resistances have been split between two items. One resists the primary elements and the other resists secondary elements.


CABINs are now mathematically worth purchasing, and HEALs have a sharper role.


  • Weapons can now have elemental & creature bonuses (see Equipment Chart)

  • Certain weapons can now inflict status ailments (see Equipment Chart)

  • All weapons have rewritten critical rates (see Equipment Chart)

  • New weapon type - Arrows: primary Archer weapon

  • New weapon type - Whips: primary Green Mage weapon

  • Changed Hammers to Flails

  • Added 27 new items

  • HEALs now cost 100G, up from 60

  • HEALs now restore 50 HP out of battle, up from 30

  • HEALs now restore 27-54 HP in battle, up from 16-32

  • CABIN cost reduced to 225G, down from 250

  • CABINs now restore 90 HP, up from 60

  • Items which cast single-target spells can now target enemies other than those in adjacent party slots

  • Ribbon renamed to Force Helm, resists Fire, Lit, Ice and Earth

  • ProCape renamed to Force Shield, resists Poison, Time, Status and Death

  • ProRing renamed to P-Ring

  • ‘Opal’ items renamed to ‘Gold’ since many resist lightning


Four out of eight magic elements were not properly utilized (or even heard of) in the original FF1. 

As of 2.0 I have created resistance/weakness themes for all of the secondary elements and polished the primaries’.


Spells’ elements are in general more varied, more useful, and their effects are more likely to land. 

In the original game, it was common to avoid effect magic. You will need it in 2.0!


  • Sharpened elemental themes for all eight elements

    • Fire - strong vs. undead and ice-types, weak vs. fire- & water-types

    • Lit - strong vs. flying, mechanical & water-types, weak vs. earth-types

    • Ice - strong vs. fire-types & some lizard/earth-types, weak vs. ice-types, undead

    • Earth - strong vs. large-types, weak vs. flying, water- & earth-types

    • Poison - strong vs. poison-types & humanoids, weak vs. undead

    • Time - well-rounded, strong vs. undead, humanoids & mechanical

    • Status - strong vs. green monsters, weak vs. undead

    • Death - strong vs. small-types, weak vs. undead

  • White Magic

    • INVIS - now targets the whole party; evade bonus decreased from 40 to 20

    • REGEN - grants regeneration to one ally

    • FIRE Shield - is now L2, renamed from AFIR

    • LIT Shield - is now L3, renamed from ALIT

    • HARM2 - hit chance increased slightly

    • SCAR - inflicts death on one enemy if their HP is at or below 100

    • ICE Shield - renamed from AICE

    • HARM3 - hit chance increased slightly

    • REGN2 - grants regeneration to the party

    • FOG2 - absorb bonus increased from 16 to 20

    • CURE4 - does not remove Regeneration status

    • DISPL - removes elemental resistances from all enemies

    • PURE2 (item only) - neutralizes poison for the party

  • Green Magic

    • POIS Shield - resists poison & stone ailments and halves magical poison damage taken

    • SAP - drains 16-64 HP from one enemy and gives it to the caster

    • RMEDY - cures darkness, sleep, stun and mute for the party

    • DELTA - inflicts stone on one enemy, cures stone out of combat

    • RUNE - raises strength by 8 for one ally

    • HAVEN - inflicts poison, mute and sleep on all enemies

  • Black Magic

    • SLEEP - hit chance reduced to original value

    • BIO - inflicts poison on one enemy

    • DARK - hit chance greatly increased, and is again status-elemental

    • CNFUS - is now L3 

    • SLEP2 - is again Status-elemental, hit chance increased

    • STUN - inflicts stun on all enemies

    • FIRE3 - hit chance increased slightly

    • BIO2 - inflicts poison on all enemies

    • RASP - drains 25-100 HP from one enemy and gives it to the caster

    • WARP (now also usable in battle) - lowers evade of all enemies by 50

    • LIT3 - hit chance increased slightly

    • ICE3 - hit chance increased slightly

    • BREAK - hit chance increased

    • GAMMA - inflicts poison, stun and darkness on one enemy

    • XXXX - removed target-HP restriction

    • QUASR - renamed from ZAP!, hit chance increased

    • NUKE - damage reduced by 20%

  • Monster Magic

    • GLAZE - deals 7-28 Ice-elemental damage to all party members

    • AURORA - deals 20-80 Status-elemental damage to all party members

    • TRANCE - is now Status-elemental instead of non-elemental

    • FLASH - damage raised from 12-48 to 24-96

    • STARE - damage raised from 17-68 to 35-140

    • GAS - damage raised from 68-272 to 78-312

  • Numerous other minor changes (see Magic & Monster Magic Charts)


  • Fixed creature type/element bugs associated with attacks and weapons

  • Monster base critical rate doubled from 0.39% to 0.78%

  • Missed attacks made by monsters with multiple hits no longer have a chance to inflict status ailments

  • Added 7 new monsters

  • Monsters’ group spells now correctly affect the monster who cast them

  • Monster spell script overhaul (refer to Monster Charts)

  • Added new monster magic sequences

  • Adjusted many monsters’ chance to use both magic/abilities

  • All monsters who attack with status ailments now correctly use the matching element

    • i.e. status ailments inflicted by attacks can be resisted with the right equipment

  • Added creature types for monsters. Not all monsters have a type. The four types are:

    • Undead

    • Large

    • Lizard

    • Demon

  • Removed Monsters

    • MUCK

    • HYENA

    • CERBERUS

    • Saber T

    • ANKYLO

    • R.ANKYLO

    • RockGOL

  • Renamed

    • ANIMAGE -> RAKSHASA

    • BIOCAT -> HELLCAT

    • GrMEDUSA -> GORGON

    • NACHO -> R.OCHO

    • Sand W -> SandWORM

    • WORM -> PurpWORM

    • WrWOLF -> WereWOLF


Due to the elemental magic overhaul, many monsters have new elemental properties.

Some monsters have the ability to resist weaponized forms of status ailments.


A big goal with 2.0 was to enhance reward, difficulty & battle dynamics while reducing the need to grind.

Monsters get harder, not easier - while still allowing players to feel the impact of new items.


  • Monster Stats

    • HP increased for ASTOS (+51), GORGON (+28), IronGOL (+300), JIMERA (+50), KARY (+600), KARY 2 (+450), KRAKEN (+800), KRAKEN 2 (+650), LICH (+400), LICH 2 (+250), OddEYE (+7), TIAMAT (+775), TIAMAT 2 (+625), ZombieD (+66)

    • Defense changed for JIMERA (+30), LOCUST (-10), MONARCH (-5) OOZE (-6), R.GOYLE (-15), TIAMAT (-5), TIAMAT 2 (-5), T REX (+10)

    • Magic defense changed for GrSHARK (-14), IronGOL (+112)

    • Agility reduced for OddEYE (-20), R.SAHAG (-10), SAHAG (-62) WIZARD (-12), ZomWOLF (-10)

    • Damage increased for AIR (+10-20), FIRE (+20-40)

    • Hit raised for AIR (+8), KARY (+9), KRAKEN (+13), LICH (+7), MANTICOR (+30), TIAMAT (+12)

    • Hit reduced by 2% for ARACHNID, ASP, WereWOLF

    • Attack w/ Darkness: EYE, Gas D, PHANTOM, PIRANHA

    • Attack w/ Poison: Gas D

    • Attack w/ Mute: R.PIRANA

    • Attack w/ Stone: RAKSHASA

    • Attack w/ Death: IronGOL

    • Critical rate further increased for ASP, FrGATOR, GrSHARK, SeaSNAKE, ZombieD

    • Can’t be fled: AIR, Frost D, JIMERA, Red D, R.GIANT, WarMECH

    • Less likely to be ambushed by: GIANT, GrIMP, JESTER, WereWOLF (50%), ARACHNID, SCUM, SPIDER, OOZE (25%)

    • More common: HELLCAT, OddEYE, OOZE, RAKSHASA, Red D, SPECTER, WOLF, WzVAMP

    • Less common: GEIST, MANTICOR, SHARK, ZomBULL

    • In greater numbers: AIR, BigEYE, GrOGRE, JIMERA, LOBSTER, OGRE, SeaSNAKE

    • In lesser numbers: IMP, MudGOL

    • OddEYE can now appear with R.SAHAG

    • MEDUSA can now appear with GORGON

    • WarMECH can no longer ambush your party

    • Morale of all monsters increased by 25%

    • Numerous other minor changes (see Monster and Boss Charts)

  • Experience Yield

    • AIR (+300), ASP (+7), BigEYE (-1000), BONE (+3), COBRA (+55), CREEP (+20), FIRE (+400), GARGOYLE (+100), GrPEDE (+500), IronGOL (+12000), JESTER (+50), MADPONY (+17), NAGA (+1000), R.PIRANA (+200), OddEYE (+16), RAKSHASA (+400), SCORPION (+150), SCUM (+416), TIGER (+200), T REX (+32800), WarMECH (+28000), WereWOLF (+75), ZomWOLF (+15)

  • Gold Yield

    • ARACHNID (+20), BigEYE (-1000), GARGOYLE (+18), IGUANA (+20), JESTER (+25), MADPONY (+7), NAGA (+1000), OddEYE (+14), PIRATE (+10), R.SAHAG (+15), R. PIRANA (+816), T REX (+14400), WereWOLF (+10)

  • Resistances

    • Fire - R.OCHO, R.PIRANA

    • Lit - CRAWL, CREEP, GrPEDE, GrWORM, IronGOL, PEDE, PurpWORM, SandWORM

    • Ice - FrGATOR

    • Earth - BigEYE, CRAWL, CREEP, GrSHARK, GrPEDE, GrWORM, IronGOL, MudGOL, NAGA, OddEYE, PEDE, PurpWORM, SandWORM, SeaTROLL, SHARK

    • Poison - Gas D, KRAKEN, KRAKEN 2, TIAMAT 2

    • Time - AIR, EARTH, FIRE, GARGOYLE, IronGOL, R.GOYLE, WATER, W.TIGER

    • Death - KARY, KARY 2, KRAKEN, KRAKEN 2, TIAMAT, TIAMAT 2

  • Weaknesses

    • Lit - COCTRICE, GARGOYLE, LOCUST, PERILISK, R.GOYLE

    • Ice - ASP, COBRA, IGUANA, OCHO, PEDE, PIRANHA, R.GOYLE, R.OCHO, R.PIRANA, R.SAHAG, SandWORM, SAURIA

    • Poison - ARACHNID, ASP, BADMAN, COBRA, GIANT, GrIMP, GrNAGA, GrOGRE, HELLCAT, IMP, JESTER, KYZOKU, LOBSTER, MANTICOR, MEDUSA, MONARCH, NAGA, OCHO, OGRE, PEDE, PIRANHA, R. GIANT, R.OCHO, R. PIRANHA, SCORPION, SeaSNAKE, SeaTROLL, SHAMAN, SPHINX, SPIDER, TIGER, TROLL, WOLF, WereWOLF, W.TIGER, WzOGRE

    • Time - BADMAN, BigEYE, BONE, BULL, COCTRICE, EVILMAN, FrWOLF, GEIST, GHOST, GHOUL, GrIMP, GrOGRE, GUARD, IMAGE, IMP, JESTER, KYZOKU, MUMMY, OGRE, PERILISK, R.BONE, SeaTROLL, SENTRY, SHAMAN, SPECTER, TROLL, TYRO, WRAITH, WzMUMMY, WzOGRE, WzSAHAG, ZOMBIE, ZomBULL, ZomWOLF

    • Status - ARACHNID, COBRA, GATOR, GIANT, GORGON, GrWORM, GrOGRE, IGUANA, IMP, JESTER, JIMERA, MEDUSA, MONARCH, OCHO, OddEYE, SAURIA, SCORPION, SCUM, SPHINX, TYRO, WereWOLF, WzSAHAG

    • Death - ARACHNID, ASP, COBRA, COCTRICE, CRAWL, CREEP, FrWOLF, GARGOYLE, GATOR, GORGON, GOYLE, GrIMP, HELLCAT, IMP, JESTER, KYZOKU, LOBSTER, MEDUSA, PERILISK, PIRANHA, R.GOYLE, SAHAG, SCORPION, SeaSNAKE, SORCERER, SPIDER, R.PIRANHA, R.SAHAG, WIZARD, WOLF, WereWOLF

  • Removed Herobrine