Update: MP and Summon Stats/Leveling
Sup nerds! I, Mod Nat, come to you all with a couple of new updates.
Magic Points (MP)
First off: MP! I’ve been deliberating on what do to with this underutilized (and tricky) stat for a while now, and instead of removing it entirely, I have decided to simplify it! Much like what was done with HP a while back, MP will now remain at a constant of 10 for all characters! Hopefully that makes it much easier to manage.
Because of this, it will be removed from the lines for level ups, to give other stats more room to shine. This also means that any muses that currently have a MP value may keep 10 of those points, and distribute the remaining ones amongst the rest of their stats!
Now that this change has come into effect, please edit your menus, character abilities and the like accordingly! If you need help on changing MP values in relation to the new MP rule, feel free to give me a holler!
Also, the new effects of the Ether items are as follows:
Ether - Heals 2 MP.
Hi-Ether - Heals 6 MP.
Turbo Ether - Heals 10 MP.
So if you have these items or sell them in your establishments, please keep the new effects in mind, and/or update them accordingly!
Summon Stats and Leveling
The second update? Summons! It was already established in a previous update post that summon spirits may level up alongside the summoner they’re contracted to. But! Instead of that summon taking on the exact same stat boosts as their summoner, we have decided to change things up a little.
Now, when summon spirits level up, their stat boosts will be solely determined by the Summoner’s M.ATK, due to the magical link both spirit and summoner share. The Summoner will take their current M.ATK (whatever it is at the time of level up), and halve it, applying that number to all of their spirit’s stats!
Example: Summoner Violet advances to Level 6, and has an M.ATK of 20. She would halve that into 10, and apply a +10 boost to all of Undine’s stats, except for HP and MP of course.
Every single spirit bound to the summoner will level the same time as them, so the stat boosting would apply to all of them. If a Summoner is dropped from the group, or releases a spirit from their pact, that spirit will revert back to their base stats.
Also, a few changes have been made to how summon spirits work as a whole! Check their individual pages (found via the Summons page) to see what they are in-depth, but to summarize:
Summons are no longer a one-and-done deal. Once summoned, they can remain on the field --- safely --- for a max of three turns! Any longer than that, and the Summoner will have 4 HP subtracted from their current AND max HP total, for the remainder of the battle/voyage. That’s what happens when you overuse magic, folks.
While a summon is out on the field, the summoner will fight using that summon’s specific set of stats, instead of their own. Once the spirit is called back, the Summoner will go back to using their own set.
Instead of having to roll for which attack the summon will use, you can choose it yourself, depending on what you feel is best for the situation. Things like hits, misses and ultimates still have to be rolled for, though.
That should be about it! If you have any further questions, please do not hesitate to contact me, Mod Nat, or the main! Shout outs to Tay and Rach for their helpful suggestions! Have a nice day/evening, everyone~

















