The GBA script is definitely odd in places, to say the least. I've been thinking about making changes to it actually, but that seems to fall outside the scope of this hack. Maybe it'll be a separate patch.
Alright, let's get back to it then! It's been a while and I will probably be a bit rusty.
Whoa, whoa, what? Augments Ice Magic when equipped?! I had no idea you added in FFV style rods! That's been a desire of mine to do for FFIV for a long time, good thinking!
Hah, coding this was much easier than I'd feared. Specifically, element-boosting equipment increases the base power of the appropriate element by 33% when castin. Attaching elemental boosts to the fire/ice/bolt rods makes them worth buying, since casting basic magic for free loses its lustre pretty quickly.
Hmm, Healing Staff has no Spirit boost, hah.
Hmm, the Healing Staff says it casts Cura but it's still the useless 20 HP Heal from the original.
It's a little confusing, but the Healing Staff functions like its FF5 incarnation; it casts Cura after attacking. IIRC the extended description mentions this, but the second line never shows up on the Equipment menu.
Hmm... were there always Zombies in normal fights outside of Mt. Ordeals?
Bloodbones are definitely a tougher customer with seeming resistance to Ice and Lightning and normal damage from Fire (or just high Magic Defense) and their Absorb attack can be tricky. A Decent-ish chance to drop the Venom Dagger though.
Alright, onwards to Mt. Ordeals!
...The Souls know Summon? Oh that will make this quite a bit more annoying, thankfully they can be Silenced, that doesn't stop them from using Summon however.
The enemies here are rather brutal. I may want to head back to Mysidia to buy a Crossbow and Holy Arrows for Porom. The Hand Axe can at least deal some physical damage but the Souls have high Physical Evasion so it seems almost a necessity to use a Level-2 spell to take them out.
The Zombies outside Ordeals are new, the idea is that the whole area has undead running about.
The Souls only use Summon when all other enemy types are defeated (there's a new-ish encounter that takes advantage of this, he he), so you can stop them from doing that by just killing them first. They're also vulnerable to Tellah's Stop.
Alright, went back to Mysidia and got Porom equipped with the Crossbow and 50 Holy Arrows with decent precision (thank you for making that viable option by the way) so maybe now it won't be so resource costly to defeat Bloodbones and Souls.
I can't say how useful Tellah will be with his Level 1 Spells, but his high level White Magic like Cura, Blink, and Life will definitely come in handy!
Seems like Porom can really pack a punch with those Holy Arrows and Crossbow, you've really managed to make the Twins the stars of the show here, even Tellah is support.
Bio is now quite expensive. Good. It needed balanced.
Oh... Bio deals 1 damage to Undead... reasonable enough.
Bio is now a Dark elemental spell and the undead monsters here are immune to that element, so it's not as useful as it normally is. All of the undead monsters here except for Souls are highly resistant to magic, but they're also doubly weak to Holy so Porom with Holy Arrows can sometimes OHKO Revenants. Alternatively, Palom casting Fira with the Fira Rod has enough power to punch through their magic defence, since the zombies here are also doubly weak to fire.
Instant Game Over Quake from Scarmiglione... hah.
Alright, found a bit more time to play this and I managed to beat Scarmiglione, I feel kind of stupid for not realizing it before that Bluff is key otherwise time will elapse and he will insta-kill the party.
I don't know if you never encountered this or if it's bugged somehow, but if you kill all of the Skullnants, Scarmiglione will switch to a different pattern without Quake; that spell's there to discourage leaving just one Skullnant alive while you beat on the boss.
Hmm, sort of surprised that Scarmiglione 2's Cursed Elegy doesn't really do anything but Slow still.
Few, fully Bluffed Palom (4 turns of his) and two Fira's finished the job. Overall I found the second phase easier than the first. But that may be because I wised up to the proper strategy.
I do sort of feel I wasted 8000 GP on the Knight's Armor though. The Gaia Gear's Strength of +5 seems much more preferable in most respects than the plus extra 5 defense that the Knight's Armor provides.
But this seems like a proper stopping point! I'll end it here for today.
Cursed Elegy slowing the whole party is a pretty serious debuff, it makes it harder to keep up with his offence, especially his Lightning -> Earthquake sequence...or at least that's the idea. Maybe I should make it turn your party Undead. Now that would be debilitating!
As for Gaia Gear vs. Knight's Armor, I just forgot that Cecil can equip the former. Don't forget that the Knight's Armor gives +3 Spirit - with all of his Paladin equipment Cecil has a little more Spirit than even Porom (sans a Ghouls Ring) has.