This is a ROM hack that took me over 2 years to complete
but didn’t want to announce because it wasn’t defined when it was going to finish
and because I didn’t want to have people wait in vain or indefinitely.
This is a Remake of the original Sacred Stones game
in an effort to make the game more fun to play with new features, a new freshness
as well as new challenges and obstacles to conquer.
Took 2 months but someone finally conquered the last dungeon.
- CorEagle (17/03/2019)
General Patch Notes
Critcal DMG: x2
EffectBonus: x3 if weapon is effective against enemy
Regalia BNS: x3 if weapon is effective against enemy
Dragonstone: x3 if weapon is effective against enemy
Bows have effectiveness against Watchers and Gazers
Magic Sword: “Full attack stat (STR or MAG)” + [(Weapon might + Weapon triangle bonus) x Effective bonus]
MageWEP DEF: “Resistance” is calculated for damage reduction in both melee and range attacks
MageWEP Crt: “Critical Rate” is active for melee and ranged attacks
Staves Heal: [MAG/2 + Staff Might] (+15 if the healer is a Valkyrie)
Press “A” to move fast from the beginning
Press “Select” to view “Danger Area”
New Monster Names
New Screen and Menu Backgrounds
New Combat Frames
New Inventory Icons
New Class Animations
New Map Sprites
New Spell Animations
New BGM (ported)
Characters base stats and LV adjusted so they can be immediately usable after joining
Exception: Trainee, Recruit, Pupil
Re-balancing of base stats, growths, affinity types and potency.
EXP gain amount and pacing from kills re-adjusted
EXP gain from staves re-adjusted
Static Weapon LVs based on classes
Dragon Tear boosts growth rates by +10%
Rebirth Seals de-level units above LV10
Some new Classes for humans and monsters
Different promotional paths and trees for Trainee, Recruit, Pupil, Troubador classes
3rd promotional paths for Trainee, Recruit, Pupil are open from the beginning
Druids can only use Dark magic
Summoners can also use Anima magic
Dragon Lords can use Axes too
Buffed item durability to reduce the need to carry dublicates of the same item
Increased amount of Items and weapons with various effects
New item descriptions
Monster Weapon stats can now be viewed
Vulnerary heal amount: 20(+10)
Oracle buffs last 2 turns (except Magic Barrier buff)
Poison DMG fixed at 5HP/Turn
Poison/Sleep/Silence/Berserk/Stone Effect Duration set to 5Turns
Gold Economy Balance
Item prices re-adjusted
Shop list updates
Upgrade to skirmishes as a source of income with reduced EXP gains
New or remixed maps
Some skirmish maps will have a a bit different layout than the first time you did them during story campaign
Emphasis on terrain usage
Mid-game and beyond have some maps feature big terrain changes that can affect the course of fight
- Try to interact with every door, tree and breakable wall
Terrain Regen (All 20%[+10%]HP regen)
Terrain DEF = RES (All terrain give equal DEF/RES as show on the text)
Throne DEF/RES (DEF+2[-1], RES+2[-3])
Rain doesn’t reduce movement cost
Effort on Post-Game features, progression and player and party building
Fixed Pierce Bug
Fixed Enemy-Control Bug
===Progression and Difficulty===
Arenas are removed
Story maps give way better EXP than skirmishes
Skirmishes give way better Gold than Story maps
Skirmishes have a chance to spawn a “Mimic” monster which has increased drops and EXP*
Early and Mid Game skirmishes = 33% chance to appear
End Game skirmishes = 66% chance to appear
The Mimic enemy is stronger than the other enemies in the area. Retreat is always an option in skirmishes.
Tower of Valni opens at the same time as in the original
Valni Floor1 has weak and passive enemies. Serves as a spot for combat commands (Hammerne, Supports) as well as Skirmish respawn.
Valni Floors2~7 are adjusted as the Post-Game1 content with the according difficulty.
Of course you have the option to do the Valni Tower early, should you want to grind there and make the campaign very easy
The Ruins are currently “closed off” for a later update.
Highly recommended to do the Tower of Valni after clearing the game in order to get the post-game characters and their buffed inventory
Specific Patch Notes
A big thanks to the community of FEuniverse.us for their help and asset contribution.
Special thanks to:
- Creator of FEYggdra Hack (Kenpuhu and Aruku)
- Gabriel Knight
- The Blind Archer
- The Creator of the Generic Assassin Class portrait
Desert Area Secret Tresure
Secret Shop Locations
Same as the original. No change.
Chapter14 - Eirika - Jehanna Halls
Chapter 19 - Rausten
Tower of Valni - Floor 5
Some good to know TIPS
- While there’s a healthy amount of promotional items, if some of them aren’t enough
you can buy extra ones from the secret shop in CH14 for both routes.
- You can buy promotional items again later in the CH17 (Narube River) MAP shop
without the need of Member Cards.
You are free to use them whenever you want (either on a Lv10 or Lv20 pre-promote).
Story campaign won’t punish you for using them early and the promo boosts reflect that.
- The “only” necessity is the need for 20 units for end/post game
as EXP and Gold are infinite.
=== UPDATE (1/2/2019) ===
====> V1.10 is out !!! <====
"Inside the ancient ruins south of Rausten
a dimensional rift has appeared
emanating malefic energy akin to that of the Demon King.
The remaining armies of Frelia and Rausten have already secured the area
preventing anyone and anything from entering or exiting the ruins.
The Renais Twins and their allies
in order to commence an investigation
that will take them beyond time and space
into an extremely dangerous and hostile environment".
This update includes a new 10 floor dungeon
along with many fixes
and gameplay improvements to the vanilla game based on feedback.
Without delay here is what’s updated/changed:
New Expansion Updates
Updated the Version indicator on the title screen
If you see “1.10” on the title screen, you will know that the patching was a success.
A new 10 Floor dungeon is open
Includes the Ch11A fix (duh)
Fixed faulty effectiveness of “Wind” tome (now properly affect Fliers)
Fixed Journeyman(2) faulty DEF cap (8 -> 18)
Fixed Fighter faulty stat caps
Fixed Pirate faulty stat caps
Fixed Monk faulty stat caps
Fixed Priest faulty stat caps
Shop list related:
Bethroen MAP Armoury replaced Killer Sword/ Spear/ Axe with Cleavers/ Knight Killers/ Halberds
Port Kiris MAP Armoury replaced Killer Sword/ Spear/ Axe with Cleavers/ Knight Killers/ Halberds
Narube River MAP Armoury replaced Cleavers/ Knight Killers/ Halberds with Killer Sword/ Spear/ Axe
Jehanna Halls MAP Shop now sells Light Brand and Soul Brand
Rausten’s MAP Secret Shop now sells Dragonstones (Previously only available in Valni5 secret shop)
Valni Floor 4 map layout improved to be less of a drag to traverse
Ch5X small Map fix (fixed 2 wall tiles with wrong orientation)
Ch18 shortcut Map fix (you can get down from the hill immediately without having to go back)
! The Ch18 map update will reset the map’s Tile Change. !
! As such, some player and enemy unit positions during the smkirmish are repositioned for this new change !
Generic enemies for story campaign slightly buffed
Faulty text at “Difficulty Select” screen fixed
Knight’s class description fixed
Anima spell names changed: “Arcfire”, “Arcthunder”, “Arcwind”, “Rexfrost”
Dark spell name corrected: “Hel”
Item description bug for Devil Axe fixed
Faulty item description for Angel Robe fixed
Faulty Objective Description for Prologue fixed
Faulty Objective Description Ch10B, Ch13A, Ch19 fixed (they will show the proper turn limit)
Faulty village conversations corrected to fit the reward
New descriptions and names for new items
Paladin - Crusade: Also affects zombies, skeletons, legions, mamkutes(M) and zombie dragons too
Great Knight - Sentinel: Bonus DMG (MTx2) vs Archers, Snipers and Skeleton/Legion Archers
Mage Knights - Vanguard: Now get 3 DMG reduction from all sources when equipped with a Light Brand/ Soul Brand
Oracles - now have the movement cost of mages
Druids - now +5HIT with all dark tomes
Summoner - Summon: Phantoms buffed +5 STR/SKL/SPD/LCK and +3 DEF/RES in their base stats
Barrier/ Shield Sword bonus damage reduction increase to +5(+2)
Light Brand now also reverses the weapon triangle
Soul Brand now also gets a x3 DMG mod VS other mages and magic monsters (as a weapon effect)
Steel Sword/ Lance/ Axe/ Bow +5HIT
Steel Lance -1Weight
Steel Axe -2Weight
Cleaver/ Knight Killer/ Halberd are now usable by pre-promotes (same cost and battle stats)
Knight Killer +1Weight
Killer Bow +1Weight
Great Bow -1Weight
Brave Sword/ Lance/ Axe/ Bow +1MT +5CRT
Noble Rapier +5CRT
Barrier Sword +2MT
Shield Sword +2MT
Astra Sword +5HIT
Light Brand -1Weight
Soul Brand -2Weight
Blessed Lance +1MT
Storm Spear +5CRT
Devil’s Axe +10HIT
Devil’s Axe -3Weight
Icarus Bow +5CRT
Exctinction nerf -5HIT
Hel nerf -5HIT
Promotional items give a small passive stat boost when carried
so it feels less punishing not using them early and not just be convoy items:
Hero Crest +1STR/MAG
Knight Crest +1DEF
Orion’s Bolt +1SKL
Elysian Crest +1SPD
Guiding Ring +1RES
Fell Contract +1LCK
The following bosses are buffed:
The following bosses give more EXP when defeated (Their LV remains the same)
All the monster bosses in Valni Floor 8
All the bosses in the Rift
New stat booster: Dragon Blood
Grants +5HP, +2STR, +2SKL, +2SPD, +2LCK, +2DEF, +2RES, +1MOVE when used
New Tiers for the Accessory system
(For details on effects look the “Weapon Balance” text in the new patch notes section):
Tier1 Accessories (vanilla)
Tier2 Accessories (found only in the Rift Dungeon)
Tier3 Accessories (found only in the Rift Dungeon)
- Update to the other patch notes in the patch folder to the current V1.10
and also corrected typos
What's the deal with that new Rift Dungeon?
- The Rift Dungeon is for hardcore players that want to “go even beyond”
and want to challenge themselves while also getting stronger
- The Rift Difficulty is designed for 20 well trained units.
- Difficulty on the early floors is scaled for those who have cleared the Valni Tower at least once.
Then it gets harder and harder the deeper you go.
- While possible to clear the Rift dungeon on the first try
it’s quite hard to do so and requires planning.
Don’t be ashamed to leave and re-try again with better preparations
- There are shops in the Rift with unique stock to sell
starting from Floor4 and the last ones being on Floor8.
The first 3 floors and last 2 floors have no shops so plan carefully.
- The Curse of the Rift:
After entering the Rift (MAP2 and onwards) you will notice that the enemies have unique blessings that grant them various effects
Guide your army properly in order to overcome the enemy advantage.
- Always make a savestate at the battle preparations on each floor.
It takes over 11hours to beat the Rift.
====> V1.11 is out !!! <====
This patch adds the skill descriptions in the “Guide” menu
The skills are separated into groups to reduce scrolling time:
Skills[R] refers to R(anged) classes
Skills[K] refers to K(night) classes
Skills[M] refers to M(age) classes
Skills[F] refers to F(ootsldier) classes
The v1.11 also updates the “Weapon Effectiveness” and “Critical” tabs
in the “Combat” menu.
The patch indicator on title screen is also updated
This way you will know the patching process was a success.
Screenshots of Skill descriptions
====> V1.14 is out !!! <====
Contains graphical improvements
some background tech improvements
and various bug and glitch fixes
as well as an indirect buff on summoned Phantoms.
Otherwise, the core gameplay and balance remains the same.
What the v1.14 patch brings
New Title Background which is more fitting
as well as the updated version indicator
Fixes an obscure but gamebreaking huge bug.
No one reported it (since it was quite obscure to trigger with various conditions in order)
but in any case the v1.14 patch fixes it.
Since the v1.00, Ephraim’s Opening graphics had a visual glitch
This is fixed in v1.14 and will now properly and clearly display.
Have you ever looked at the various army banners? No?
I don’t blame you. They sucked.
V1.14 improves them and increases their variety
A new EXP Gauge that fits with the Battle Frames and that’s more clear to look at
Fixed a typo in Summoner and Necromancer skill descriptions
Summoned Phantoms had a small chance for a bug to occur.
This is fixed on v1.14
Also since no one reported it so far, it seems no one used Summoners
and don’t know about the power of Phantoms.
So along with the typo fix above
you will also find a more detailed description on Summoning Phantoms.
Improved the pool of weapons from which Phantoms draw their weapons when summoned:
Original: Iron Axe, Killer Axe, Tomahawk, Devil Axe (Couldn’t use)
Current: Steel Axe, Killer Axe, Tomahawk, Brave Axe
Improved the Phantom’s class description to match their characteristics:
Fixed the pixel bug in DMG and CRT boxes:
before and after
DMG and CRT will display clearly.
The EXP gained when Stealing and Summoning
is increased to 20(+10).
Generic Assassin enemies will now have their own class portrait:
The OST “Ties of Friendship” will play on the world map 1 chapter earlier
on Chapter 16 (while Eirika/Ephraim march back to their home capital)
Some other tech stuff that aren’t visible anyway
and will still keep the game working in the same way.
Minor fixes on the patch notes link on some notes.
====> V1.15 is out !!! <====
Patch1.15 brings back the support between L’Arachel and Dozla
with their vanilla support rate (25 +3/Turn)
while also keeping the new one in the game.
Also the version indicator on the title screen is updated to v1.15
Releasing this before the rest of the updates
so that if you find a bug with the current support system you can report it
Patch is on the link below (Use UPS patching)
Main game v1.15 (Apply to a clean FE8(U) ROM):
For everyone that has the 1.14 version and somehow can’t use the above updated patch: