[Changes and additions] Some more Act III main quest content. 1 new Act III map. 4 new unique NPCs in Act III. 11 new map tiles. Using the <Fixity anchor> on a character that already has the Shooting Mode buff will now remove that buff. It will also remove any Bind status that was applied by the Fixity anchor.

Items that spawn less frequently beyond a certain threshold of shop rank and dungeon danger level will now have their rarity increase more slowly, at a rate of 1/10 the value in previous versions. This means that these items will still have a chance to spawn unless shop rank and danger level are about 1000-2000. Added the ability to change the minimum skill experience received by [allied characters] in Purge mode. This minimum can be set to anywhere from 0.001 to 100 at the Devil Cape. Unlike the extra experience received from the Overdose mode multiplier, experience received in this manner is unaffected by potentials and goes directly towards skill levels.

Increased the chance for the equipment attribute that invokes Shining Wave to proc to that of the equipment attribute that invokes bolt spells. The number of hands now gives a percentage increase bonus to critical rate when wielding a two-hand weapon. (No bonus when wielder only has 1 hand; bonus maxes out at 4 hands.) Extra hands are now useful even if they are not equipped with anything. Changed the accuracy of Martial Arts attacks so that it is on par with weapon attack accuracy. However, this accuracy now also has a percentage bonus depending on the number of hands. (No bonus when user only has 1 hand; bonus maxes out at 4 hands.) Martial artists do wear protective gear, after all. Increased the base damage dice for Martial Arts and also the rate at which the dice increase with skill level. It would be too broken if the dice increase up to skill level 2000, so they cap out at skill level 550. All in all, the damage cap is lower but is reached more easily.

Increased base armour pierce for Martial Arts from 5% to 15%. Decreased the rate at which armour pierce increases with Martial Arts skill level. The cap of 50% armour pierce remains the same. This and the previous changes should make Martial Arts viable right from early game, and also stronger throughout the game until the damage cap is reached.

Armour pierce of weapons will now also increase with weapon skill levels - though at a lower rate than armour pierce from Martial Arts skill. Armour pierce of weapon skills that have a lower base armour pierce will increase more quickly with skill levels. This is so that low pierce weapons don't become irrelevant in late game where the difference in damage dice between weapon types is diminished.

Defeating an enemy with a higher Speed attribute will now award a small amount of Speed experience. This is also awarded to the tag partner if applicable, and to the player if it was a summoned undead that defeated the enemy. To make it harder to have a higher Speed attribute than enemies in the current act of the main quest that the player is in, this does not apply in the Void, nor does it apply to monsters that were summoned or split.

Food no longer give Speed experience depending on their +enhance value. Instead, they will give Speed potential depending on the +enhance value. This Speed potential is given to both the player character and the pet when sharing a meal.

Slightly increased the amount of +enhance value-dependent potential that picnic baskets give to make up for the effort required to create them. Doubled the amount of potential that is gained due to character class when sleeping. Changed the [Japanese] descriptions of special actions so that they now say "regular attack" instead of "physical attack". This is to make a distinction between special actions that execute regular attacks and those that are a completely different type of attack.

Changed some other descriptions. [Fixes] Items can no longer be thrown onto a tile that has a closed door, board, town board, or voting box. Thrown items that miss their target tile will also not land on tiles with the aforementioned objects.

Fixed equip update not properly changing war hammers into clubs.