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Tales of~ Stats
The stats will determine how well you can do in/out of combat.
Nearly all stats are important regardless your class.
HP: Hit Points, this will determine how much damage you will be
able to take until you become incapacitated. Reaching negative 20
HP means death.
EC: Evasion Class, opponent needs to have a hit that is equal to
or higher than the EC of target character in order to hit that
target.
TP: Technical Point, performing an Artes, special action, or
using item will cost certain amount of TP.
P-ATK: Physical Attack, Damages done with physical type attack
is calculated with this.
P-DEF: When being hit by a Physical Attack, this amount is
reduced before you take damage to your HP, minimum 1 damage.
M-ATK: Magical Attack, Damages done with magic or scrolls are
calculated with this stat.
M-DEF: When being hit by a Magical Attack, this amount is
reduced before you take damage to your HP, minimum 1 damage.
WILL: This stat mainly reduces the chance of opponents critical
chance against you. It is reduced by 1% for every 5 points in this
stat.
AGI: Agility, This stat will determine which characters will get
their turn during each encounter.
LUCK: This stat will be grant bonus point in rolls during
special action and critical. Every 10 point grant 1% increased
critical chance; critical attacks increase damage by 100%
Character Creation There are tons of races you can pick from.
Most of them contain some kind of hate and love from the world.
Every character has 5 base TP. Base Stats other than HP, TP, and EC
are determined by 3D6.
- Human: Human race have very little limitation to their ability
but to truly become a master of something that depends on you.
Gain: HP+2, TP+1, P-ATK+1, M-ATK+1, P-DEF+1, M-DEF+1, AGI+2
- Elf: Elven race has been around forever but their existence
are always come and go every now and then. Mainly magic and some
range combat are what they use the most.
Gain: TP+1, M-ATK+3, M-DEF+2, WIL+1, AGI+1, LUK+1
- Half-Elf: One of the most hated race that existed in some
world. Even though they are often hated, but carry some strong
magic abilities. Almost all of the Half-Elf are mage or cleric.
Gain: TP+2, M-ATK+4, M-DEF+2, WIL+2, LUK+1
- Spirit: A special existence that was born from the mana. They
are strong in their ability in defense and supports.
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Gain: HP+2, TP+1, P-DEF+2, M-DEF+3, WIL+1
- Angel: A race that was being worshipped mostly by the humans.
They are not particularly strong but they possess a trait only they
have which cause those who have human blood to have hard time
fighting them.
Gain: Divine Figure, HP+5, EC+1
- Orerines: They are also known as people of the land. They are
a race that suddenly shows up and started settle in. They are a
race that is extremely similar to Human.
Gain: TP+1, P-ATK+3, M-ATK+1, P-DEF+1, M-DEF+2, AGI+1
- Ferines: A race that lived before the arrival of Orerines.
They are a race that is similar to elf but also close to human.
They favor magic and some technology.
Gain: TP+1, P-ATK+2, M-ATK+3, WIL+2, LUK+1
- Fodran: An existence that has connection to the Fodra, they
are strong in attacks but may lack some stability. Strong with
physical and magical attacks.
Gain: EC+1, P-ATK+3, M-ATK+3, AGI+2
- Gajuma: A beast race that are all mostly strong front
combatant. They may be beast, but they are well civilized and
intelligent.
Gain: HP+6, EC+3, P-DEF+3
- Halfs: A race that is crossed breed and often carries strong
resemblance between animal and human. Strong physical stats and
they are faster than most other race.
Gain: HP+2, TP+1, P-ATK+3, P-DEF+2, AGI+2
Class
- Swordsman: A Class which uses almost all melee weapons with
good P-ATK and P-DEF while having decent amount of TP Aand
agility.
HP: 2D8+12
EC: 1D2+7
Combat Movement: 2 Space
Gain: EC+1, TP+1, P-ATK+2, P-DEF+2, AGI+1
Weapon Limit: Sword, Axe, Mace, and spear.
Armor Limit: up to heavy armor and shield.
- Knight: Similar to swordsman but this class has higher defense
ability while losing out a little bit of the offense.
HP: 3D6+12
EC: 1D4+8
Combat Movement: 2 Space
Gain: P-ATK+1, P-DEF+3, M-DEF+2, AGI+1
Weapon Limit: Two handed sword, Sword, Axe, and Spear.
Armor Limit: Light and Heavy armor.
- Mage: This class heavily relies on long range magic
combat.
HP: 4D4+10
EC: 1D2+5
Combat Movement: 2 Space
Gain: TP+1, M-ATK+3, M-DEF+2, WIL+1
Weapon Limit: Rod, staff, and mace.
Armor Limit: Cloth armor only
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- Cleric: Similar to mage but this one has more support and
healing magic than mage.
HP: 2D8+10
EC: 1D2+5
Combat Movement: 3 Space
Gain: TP+2, M-ATK+3, AGI+2
Weapon Limit: Rod, staff, and mace.
Armor Limit: Cloth armor only
- Magic Knight: This class is a mix between swordsman and mage.
They are able to do both close and long range combat.
HP: 5D4+9
EC: 1D2+7
Combat Movement: 2 Space
Gain: P-ATK+2, P-DEF+1, M-ATK+2, M-DEF+1
Weapon Limit: Sword, rod, and mace.
Armor Limit: Cloth and light armor.
- Dual Swordsman: This is a class with really high P-ATK damage
and agility. This class highest goal is to evade and do the most
damage as possible.
HP: 3D8+8
EC: 1D3+7
Combat Movement: 3 Space
Gain: P-ATK+4, AGI+2, LUK+1
Weapon Limit: Sword, axe, mace, spear.
Armor Limit: Cloth and light armor
Note: When this class attacks, make two hit roll. Each only has
its damage reduced by 30% after all damage calculation.
- Summoner: This class uses mainly magical power to do damage
but should be able to do some melee combat. This
class is capable in summoning spirit to fight, if they had a
contract.
HP: 2D10+6
EC: 1D3+5
Combat Movement: 2 Space
Gain: TP+1, P-ATK+1, M-ATK+2, P-DEF+1, AGI+2
Weapon Limit: Cards, Rod, and mace.
Armor Limit: Cloth armor only
- Sorcerer: Somewhat like a mage and Magic knight. Sorcerer
maintains the trait of using magic for all their attack but also
has good melee combat.
HP: 2D8+12
EC: 1D3+6
Combat Movement: 2 Space
Gain: M-ATK+2, P-DEF+2, M-DEF+2, WIL+1
Weapon Limit: Cards, rod, and staff
Armor Limit: Cloth armor only
- Gunner: This class is best at middle range combat. Depends on
the gun, this class will be able to do long range combat as
well.
HP: 3D6+10
EC: 1D2+6
Combat Movement: 2 Space
Gain: TP+1, P-ATK+4, M-DEF+2
Weapon Limit: Hand gun, shotgun, and rifles.
Armor Limit: Cloth and light armor.
- Fighter: A high mobility damage class. This class is able to
move around and get in and out of characters attack range
easily.
HP: 4D6+5
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EC: 2D2+8
Combat Movement: 3 Space
Gain: TP+1, P-ATK-2, M-ATK+1, AGI+3
Weapon Limit: Combat Gauntlet and greave
Armor Limit: Cloth and Light Armor
Skills All character can pick 1D3 skills for free.
They can pick up to 5 totals, but each addition skills player
picked up, they will have to take the penalty that is stated.
- Natural Warrior: gain 1 P-ATK per level.
Penalty: lose 1 M-DEF every 2 level
- Natural Mage: gain 1 M-ATK per level.
Penalty: Lose 1 P-DEF every 2 level
- Natural Tank: gain 2 HP per level.
Penalty: lose 1 WIL every 2 level.
-Natural Assassin: Deal extra damage equal to your level when
attacking from behind.
Penalty: Getting attacked from behind makes you lose 2+your
level of EC
- Natural Support: Healing, buff, and debuff cost 1 TP less to
cast, minimum 1 TP.
Penalty: lose 1 HP per level
- Sword Mastery: Equipping swords will gain +1 P-ATK per
level
Penalty: -1 P-DEF every 2 level
- Axe Mastery: Equipping axe will gain +1 Hit per level
Penalty: If being hit with an artes, take 2 additional damage
every 3 level
- Mace Mastery: Equipping mace will gain +1 damage after
calculation every 2 level
Penalty: lose 1 EC per level when you miss an artes with
+Hit.
- Spear Mastery: When attacking target with physical arte at max
range. You do extra damage equal to 3+your level
Penalty: Attacking target at range 1 has 20% chance of breaking
common weapon
- 2 Handed Mastery: when equipping a 2 handed weapon, gain 1 EC
for each opponent alive. This bonus is increased to 2 when reaching
level 6.
Penalty: When being hit with Artes, your P-DEF and M-DEF is
reduced 3 every 2 level to your level, max 20 reduction.
- Rod Mastery: Damaging magic deals additional damage equal to
your level
Penalty: being hit by a melee range physical attack, take
additional 1 per level.
-Staff Mastery: Healing heals more equal to your level. Buff and
debuff last 1 additional turn every 3 level.
Penalty: When having debuff from an opponent, lose 1 HP per turn
per level.
- Card Mastery: When dealing damage with an arte, gain 1 EC
every 2 level for 2 interactions.
Penalty: If you miss an artes with +HIT while having friendly
character nearby target, roll for hit on the friendly.
- Gun Mastery: While equipping a gun, gain +1 Hit for every
other opponent beside the target. This bonus is increased to 2 when
reaching level 6.
Penalty: When using an artes with TP cost of 5 or higher, there
is 22% chance of jamming. If jammed, refund 3 TP and attack
fails.
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- Hot Blooded: gain increase damage after calculation by 1 per
level.
Penalty: lose 1 P-ATK and M-ATK every 2 level
- Cool Headed: If no friendly near you within 3 space of range,
you gain EC equal to 1+(your level/3)
Penalty: When you take damage, increase it equal to your
level/2
- Speed cast: Magic that require turns to cast are reduce by 1
turn.
Penalty: lose 1 M-ATK every 2 level
- Coordinated: Gain 1 AGI per level
Penalty: lose 1 EC every 3 level
- Flexibility: Gain 1 EC every 2 level
Penalty: lose 1 P-DEF and 1 M-DEF every 3 level
- Intelligent: Magical Hit and effect has +2 during the rolls
every 3 level
Penalty: -3 rolls for negotiation
- Protector: When having ally with less than 10% HP but above 0,
P-DEF and M-DEF gain +3 for each opponent currently alive during
that fight
Penalty: lose 5 EC when your HP is below 20%
- Dancer: When avoid an attack, gain +1 Hit per level for your
next attack.
Penalty: When you miss an attack with an Artes, -3 EC for a
turn.
- Leadership: At the starting first turn of combat, all friendly
character gain AGI equal to their level.
Penalty: At the very same first turn of a battle, you yourself
have 30% chance to lose EC equal to your level for 2 turn.
- Crazy Looter: after combat, your character has 30% chances of
obtaining equip or item from your opponent.
Penalty: lose out 5% of the exp gain from battles if you
loot.
- Lucky Klutz: When fails a search, you have 30% chance of
finding something unexpected.
Penalty: When you successfully searched for item or equips, you
have 20% chance to break it if its breakable.
- Light footed: walking wont make any noise and wont trigger
pressure related traps.
Penalty: If being knocked back and collide with an object or
wall, take damage equal to you level.
- Undying Will: When receiving a hit where it would put your HP
to 0 or below, you have 25% chance to survive with one HP. The
chance is increased by 1 for every 10 point in WIL, round down.
Requires HP equal to or greater than your level+5 before hit to
activate.
Penalty: You die at negative 15 HP instead of negative 20
HP.
- Hostile Reading: Against physical attack, you have 35% chance
to reduce damage by 50% when your HP is above 60%
Penalty: Magical damage taken are increased by 20% if you are
below 50% health
- Ether Vision: Against magical attack, you have 35% chance to
reduce damage by 50% when your HP is above 60%
Penalty: Healing effect to you are reduced by 50% when your TP
is below
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30%. Does not apply if it turns below 30% after self-cast
- Merchant: selling weapons is 75% of original price instead of
50%. Armors are 80% of original price instead of 60%.
Penalty: When in crowded area, you have 10% of your money being
robbed. Amount equal to 1D20 Percent of your total money.
- Silver Tongue: Any negotiation results are increased equal to
your level
Penalty: When receiving fail result, they become total fail
instead
- Survivalist: Checks on search, breaking, and climbing has +5%.
Camping has +1% for every 10 points in WIL.
Penalty: Finding consumable items has 20% chance of being rotten
or expired.
Special Actions and Combat
This will be talking about different special actions and combat
rules. GM may include other special action.
Checking: During checks, all checks are done with percentage. 40
or below is a total fail, 41 to 55 is a fail, 56 to 70 is a barely
success, 71 to 85 is a success, 86 to 100 is great success, 101 or
above is a godly result. You gain more than what should be there.
Every 5 points in Luck increase 1% in the roll result unless
otherwise stated.
- Search: Searching for object or target.
- Listen: Listening check for nearby creatures or device.
- Breaking: Breaking down stander objects requires success or
above. Reinforced or hardened require great
success or above. (Bonus with WILL instead, 1% every 10
WILL)
- Climbing: Climbing towards target or dropping down from high
places (Bonus with WILL instead, 1% every 10 WILL)
- Negotiation: To bribe, ask, or other conversations. Total
fail, that person is on to you or hate you now. Fail, they say no
and may or may not leave. Barely pass, GM decide if deal pass or
NPC ask for more. Success, deal is done. Great success, deal is
done and earns something more out of it. Godly result, something
way unexpected happens.
- camping: Total fail, next battle has -5 EC on all members
rested. Fail, nothing happen. Barely success, recover 40% total HP
and TP. Success, Recover 75% of total HP and TP. Great, Recover 80%
of total HP, TP and gain +2 EC on next battle. Godly result, fully
recovered with +3 on EC and HIT for next two battles. Players can
only camp twice per event.
Combat: At the beginning of combat, all characters turn is
determined by the total agility of all friendly unit plus D20 by
single players roll against enemys. Single Boss character may
differ. During combat, distance should be done by Manhattan
measure. Melee attacks have 1 space. Gun and Arte range depends on
the property it has on itself.
During a characters turn, these are the options: Movement,
attack, guard, and use item. All artes, guarding, and using item
will cost TP unless otherwise stated. These actions will consume
the turn once its performed. Moving and basic attack will not cost
TP. All characters gain 1 TP at the beginning of their turn.
The characters turns can be determined by the player for who
wish to go second
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after the person who rolls the dice. When all characters in
battle had their turn, 1 round is finished.
Before combats damage calculations, element weakness/strength
will cause final damage to increase or decrease by 50%. Element on
weapon only apply to physical attacks. As for damage, there are NO
damage rolls; they are calculated by numbers and multipliers.
- Hit Roll: Players roll D20 for hit. if player has natural 20,
the player gain extra action, max 3 bonus actions.
- Critical Hit: Critical chance is determined with weapon and
bonus points from LUCK stat. This number can be reduced by
opponents WILL. The percentage are reduced by 1 for every 10 WILL
they have, then roll D100. Critical damage does 2X damage.
- Physical damage: Attacker total P-ATK minus target P-DEF.
- Magical damage: Attacker total M-ATK minus target M-DEF
The special actions and details for combat would be the
following below.
- Artes: There two different category, strike artes and magic
artes. While chanting for magic arte, your EC becomes 0. Each artes
will cost different amount of TP and damage modifier, see artes
list for detail.
- Combination Artes: Activating combination artes requires that
character to have extra TP equal to his/her level on top of the
artes cost as additional TP cost. The other character must have the
TP for the artes they will be performing. Combination Artes can do
massive damage if hit. Afterward,
refund the activation TP cost. See the Artes list for
combination list.
- Guard: Cost 1 TP, when hit, reduces the damage received after
calculation by 50% (round down) for as long as you can. Guard
status only goes away if you are knocked back or perform another
task after the round you use this.
- Item usage: There are 3 level of items, Normal, intermediate,
and advanced item. Normal item cost 1 TP, intermediate cost 2 TP,
and Advanced cost 3 unless otherwise stated.
- Escape: This action takes no TP. The escape ratio is 60% for
stander, 25% for mini-boss, and 0-5% for boss battles.
Status Ailments Below are the common ailments a character can
get. Rare ailment will have explanations.
- Poison: Poisoned target little damage over time
- Deadly Poison: Takes damage similar to Poison, but Deadly
Poison does more damage.
- Sleep: unable to do anything until is hit, after 5 turns, or
being woken up by ally.
- Blind: attacking has 50% chances to miss. Moving has 60% of
moving in wrong direction.
- Paralysis: All actions have 75% chance of being stopped by
paralysis.
- Burn: Take 1D6 damage per turn, number of dice increases by 1
every 4 level. Can be cured when water nearby or water magic casted
by ally
- Freezing: Take 1D3 damage per turn, number of dice increases
by 1 every 4 level. AGI is reduced equal to your
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level+5. Can be cured when there is fire nearby or fire magic
casted by ally
- Petrified: Unable to do anything at all until it is cured or
the number of turn of the effect has past
- Curse: Dealing damage also hurt yourself every time you hit a
target. Damage you take from curse equal to 50% of the damage you
dealt
- Terror: This character is unable to attack the character that
caused this debuff
- Confused: Then this character attacks, any character becomes
valid target and divide each character to have equal chance of
getting targeted.
Items Before items, the currency for the
system can be called anything, but do not use system that is
like coppers and
silver which need conversions. The basic items are the
following, view
extended item list for more. All percentage number is rounded
down for
items. Price varies, GM decides.
- Small Pouch: can hold up to 500$
- Pouch: can hold up to 2000$
- Large Pouch: can hold up to 5000$
- Bottomless Pouch: Limitless but each time money taken out,
lose 1% money afterward from the pouch.
- Small Bag: Hold up to 25 Item, weapon, armor.
- Bag: Hold up to 60 Item, weapon, armor.
- Large Bag: Hold up to 100 Item, weapon, armor.
- Bottomless Bag: Hold up to 200 item, weapon, armor. Every time
you access
the bag, take 4*level damage and cannot cause HP to go below
1.
- Apple Gel: Normal item, Recover 25% of total HP
- Lemon Gel: Normal item, Recover 40% of total HP
- Peach Gel: Intermediate Item, Recover 60% of total HP
- Grape Gel: Advanced Item, Recover 80% of total HP
- Orange Gel: Normal item, Recover 25% of total TP
- Pineapple Gel: Intermediate Item, Recover 50% of total TP
- Melange Gel: Normal item, Recover 20% of total HP and 20 % of
total TP
- Scallop Gel: Intermediate Item, Recover 50% of total HP and
25% of total TP
- Miracle Gel: Advanced Item, Recover 60% of total HP and 40% of
total TP
- Porkchop Gel: Advanced Item, Recover 50% of total HP and 40%
TP, clear any normal debuff.
- Special Gel: Special Item (4 TP), Recover All
- Tuna Gel: Intermediate Item, Recover 10% total HP for 3 turns
and gain 2 EC during the effect.
- Energy Tablet: Intermediate Item, Recover 25% HP for all party
members.
- Energy Pill: Advanced Item, Recover 50% HP for all party
members.
- Spirit Tablet: Intermediate Item, Recover 20% TP for all party
members.
- Spirit Pill: Advanced Item, recover 40% TP for all party
members.
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- Magic Lens: Normal item, Show target HP, EC, TP.
- Miracle Lens: Intermediate Item, Show all target stats.
- Antidote: Normal item, Cure poison
- Eye drop: Normal item, Cure Blind
- Relaxing powder: Normal item, Cure Paralysis
- Holy Water: Normal item, cure curse
- Recovery Bottle: Normal item, Cure one random debuff
- Panacea Bottle: Intermediate Item, Cure poison, blind,
paralysis, confused, and petrified.
- Miracle Bottle: Advanced Item, Cure all debuff.
- Life Bottle: Intermediate Item, Recover 1 incapacitated
friendly with 20% health.
- All-Divide: Advanced Item, All damage are reduced by 50%
(always calculate first after damage calculation) for 3 turns.
- Hourglass: Special Item (10 TP), Prevent opponents from
moving, attacking, and use of item for 2 turn.
- Revival Doll: Special Item (5 TP), must be used within a short
time after the death, revive the dead character with 30% HP.
(cannot be used in combat)
- Sacrificial Doll: Special Item (5 TP), this doll as 0 EC, HP
equal party total level, take 50% reduce damage from physical
attack, and has monster aggro.
Starting Game At the start of the game, depends on the class you
picked. Your weapons will be different as well as your starting
amount of money and supply. All character starts with 1D2 Base
Arte.
- Swordsman: Small pouch, bag, 3D10*5 money, and one Apple
Gel
Weapon: Pick one, Iron Sword, Iron Axe, and Iron Mace.
- Knight: Pouch, Small Bag, 4D8*6 money, and one Magic Lens
Weapon: Iron sword or iron spear
- Mage: Small pouch, small bag, 4D6*5 money, and one Scroll of
Fire Ball
Weapon: Wooden Rod or wooden staff
- Cleric: Pouch, small bag, 4D6*7 money, and one energy
tablet
Weapon: Wooden Rod or Wooden Staff
- Magic Knight: Small pouch, small bag, 5D4*5 money, and one
recovery bottle.
Weapon: Iron sword or wooden rod
- Dual Swordsman: Small pouch, small bag, 3D10*5 money, and one
eye drop
Weapon: Wooden sword x2 or wooden spear x2
- Summoner: Small pouch, bag, 4D12 *2 money, and a contracted
lesser spirit
Weapon: Wooden Rod or Paper
- Sorcerer: Small pouch, bag, 3D10*6 money, and one Orange
Gel
Weapon: Wooden Rod or Wooden Staff
- Gunner: pouch, bag, 1D20*6 money, and one antidote
Weapon: Rusty Handgun or Rusty Rifle
- Fighter: Pouch, small bag, 4D12*4 money, and one relaxing
powder.
Weapon: Iron Gauntlet or Iron Greaves
Leveling All character can level up to 15, each level gain will
fully recover HP and TP. When level up, roll 1D6+new level as
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bonus points. 1 Point in HP will increase HP by 2. Player cannot
add point to EC. Obtaining skill by level doesnt not have penalty.
Also, each level gain 1 max TP. Combination Arte learned here are
solo. Altered Artes has to be an arte that can be performed solo or
with teammate.
- Swordsman, Dual Swordsman, and Gunner leveling Chart
LV EXP Stats Artes/Skill
2 500 P-ATK+1, P-DEF+1 +1 Base Arte
3 1200 TP+1, AGI+1 +1 Base Arte, +1 Master Arte
4 2000 P-ATK+1, M-ATK+1, LUK+1
+1 Master Arte, +1 Combination
Arte
5 3300 EC+1, P-ATK+1, WIL+1
+1 Base Arte, +1 Altered Arte
6 5200 HP+2, P-ATK+1, P-DEF+1
+1 Skill, +1 Master Arte, +1
Arcane Arte
7 7800 M-ATK+2, M-DEF+2, AGI+1
+1 Arcane Arte, +1 Altered Arte
8 11300 HP+2, TP+1, WIL+1
+! Combination Arte, +1 Master
Arte
9 15500 EC+1, P-ATK+2, AGI+1
+1 Base Arte, +1 Altered Arte
10 20000 P-ATK+1, P-DEF+2, LUK+2
+1 Base Arte, +1 Master Arte
11 27000 P-ATK+2, M-DEF+3
+1 Skill, +1 Arcane Arte
12 36000 HP+2, EC+1, TP+1, P-ATK+1
+1 Master Arte, +1 Combination
Arte
13 48000 P-ATK+3, P-DEF+2, AGI+1
+1, Master Arte, +1 Mystic Arte
14 64000 HP+3, P-ATK+2, P-DEF+2, M-DEF+1
+1 Master Arte, +1 Arcane Arte
15 85000 HP+4, P-ATK+4, P-DEF+4, WIL+2, AGI+2, LUK+2
+1 Skill, +1 to all Arte but Mystic
Arte
- Mage, Cleric, and Sorcerer Leveling Chart
LV EXP Stats Artes/Skill
2 400 M-ATK+1, AGI+1 +1 Base Arte, +1
Master Arte
3 800 TP+1, M-ATK+1 +1 Base Arte, +1 Master Arte
4 1100 M-ATK+2, M-DEF+1
+1 Base Arte, Learn Skill:
Chanting Barrier
5 2000 TP+1, WILL+1, LUK+1
+1 Arcane Arte, +1 Altered Arte
6 3700 HP+2, P-ATK+1, M-ATK+1
+1 Master Arte, +1 Combination
Arte
7 6000 TP+1, M-ATK+1, P-DEF+1, M-DEF+1,
+1 Base Arte, +1 Arcane Arte, +1
Skill
8 9400 EC+1, M-ATK+2, WIL+1
+ Master Arte, +1 Combination Arte
9 15200 M-ATK+3, P-ATK+1, M-DEF+1
+1 Altered Arte, +1 Arcane Arte
10 21000 HP+2, TP+1 , M-ATK+3
+1 Master Arte, +1 combination
Arte
11 28400 TP+1, M-ATK+2, P-DEF+1, M-DEF+1
+ 1 Master Arte, +1 Arcane Arte
12 38000 EC+1, TP+1, M-ATK+1, M-DEF+2
+1 Master Arte, +1 Mystic Arte
13 51000 M-ATK+3, M-DEF+1, WIL+1,
LUK+1
+1 Base Arte, +1 Master Arte
14 68000 M-ATK+3, P-DEF+2, M-DEF+2,
WIL+1
+1 Master Arte, +1 Arcane Arte
15 88000 EC+2, TP+3, M-ATK+5, P-DEF+2, M-DEF+3, WIL+2,
LUK+1
+1 Skill, +1 to all Arte but Mystic
Arte
- Magic Knight and Summoner Leveling Chart
LV EXP Stats Artes/Skill
2 500 P-ATK+2 +1 Base Arte
3 1000 HP+2, AGI+1 +1 Base Arte, +1 Master Arte
4 1800 P-ATK+1, P-DEF+1, M-ATK+1
+1 Skill, +1 combination Art, +1 Altered Arte
5 2900 EC+1, M-ATK+1, LUK+1
+1 Base Arte, +1 Master Art
6 4500 TP+1, M-ATK+1, M-DEF+1, WIL+1
+1 Altered Arte, +1 Arcane Arte
7 7500 P-ATK+1, P- +1 Base Arte, +1
-
DEF+1, M-ATK+1, AGI+1
Master Arte
8 11500 HP+2, M-ATK+2, LUK+1
+1 Combination Arte, +1 Altered Arte, +1 Arcane
Arte
9 16800 EC+1, P-ATK+1, M-ATK+1, AGI+1
+1 Base Arte, +1 Master Arte
10 24000 P-ATK+2, P-DEF+1, M-ATK+2
+1 Base Arte, +1 Arcane Arte, +1
Altered Arte
11 33500 TP+1, P-DEF+1, M-ATK+2, AGI+1
+1 Skill, +1 Base Arte, +1 Master
Arte
12 44000 P-DEF+1, M-DEF+1, WIL+2,
LUK+2
+1 Base Arte, +1 Master Arte, +1
Arcane Arte
13 60000 EC+1, P-ATK+2, M-ATK+2, M-
DEF+1
+1 Master Arte, +1 arcane Arte, +1 Combination
Arte
14 74000 P-ATK+3, M-ATK+3, AGI+1,
LUK+1
+1 Skill, + Altered Art, +1 Mystic
Arte
15 87000 TP+2, P-ATK+3, P-DEF+2, M-ATK+3, M-DEF+2, WIL+1,
AGI+2, LUK+1
+1 Skill, +1 to all Arte but Mystic
Arte
Note: Magic Knights number of Arte difference between magic and
strike cannot be greater than 3.
- Knight and Fighter Leveling Chart
LV EXP Stats Artes/Skill
2 600 HP+3, P-ATK+1 +1 Base Arte, +1 Master Arte
3 1400 P-ATK+1, P-DEF+1 +1 Base Arte, +1 Altered Arte
4 2300 EC+1, P-DEF+1, AGI+1
+1 Master Arte, +1 Altered Arte
5 3500 P-ATK+1, P-DEF+1, M-DEF+1
+1 Skill, +1 Master Arte
6 5100 HP+2, WIL+2, LUK+1
+1 Master Arte, +1 Arcane Arte
7 8000 P-ATK+2, P-DEF+1, WIL+1
+1 Altered Arte, +1 Combination
Arte
8 11900 EC+1, P-ATK+1, P-DEF+1, M-DEF+1,
AGI+1
+1 Base Arte, +1 Arcane Arte, +1
Combination Arte
9 16200 P-ATK+2, P-DEF+2, WIL+1
+1 Skill, +1 Master Arte
10 21000 P-ATK+1, P-DEF+2, M-DEF+2
+1 Master Arte, +1 Arcane Arte
11 29000 TP+2, WIL+2, AGI+1
+1 Arcane Arte, +1 Combination
Arte
12 41000 HP+3, P-ATK+1, P-DEF+2, M-DEF+2
+1 Base Arte, +1 Master Arte
13 55000 P-ATK+3, P-DEF+1, WIL+2
+1 Mystic Arte, +1 Altered Arte
14 69000 EC+1, P-DEF+2, M-DEF+2, WIL+3
+1 Base Arte, +1 Arcane Arte
15 86000 HP+5, EC+3, P-ATK+2, P-DEF+3, M-DEF+3, WIL+2,
AGI+1
+1 Skill, +1 to all Arte but Mystic
Arte
Weapons Each class has their limited weapon they are allowed to
use. If the character has weapon mastery, it may turn out to be
completely amazing. On average, weapons are sold to NPC with 50% of
its original price. The following are common weapons at early stage
of games, see weapon list for more.
- Wooden Sword: Cost 30$, P-ATK+2
- Wooden Club: Mace, 20$, P-ATK+1
- Wooden Rod: 35$, M-ATK+2
- Wooden Staff: 35$, TP+1, M-ATK+1
- Paper: Card, 25$, M-ATK+1, 1% Critical Hit
- Iron Sword: 60$, P-ATK+3, HIT+1
- Iron Axe: 55$, P-ATK+4
- Iron Mace: 55$, P-ATK+2, Crit+2%.
- Iron Spear: 75$, Range:1-2, P-ATK+3
- Iron Great sword: 90$, P-ATK+5, WIL+1
- Rusty Handgun: 65$, Range:2-4
P-ATK+2, Crit+2%
- Rusty Shotgun: 75$, Range:1-3, P-ATK+1, Crit+4%
-
- Rusty Rifle: 70$, Range:3-5, P-ATK+2, Crit+1%
- Iron Gauntlet: 65$, P-ATK+2, AGI+1
- Iron Greaves: 65$, P-ATK+1, AGI+2
- Bookmark: Card, Cost 60$, P-ATK+1, M-ATK+2
- Steel Sword: Cost 140$, P-ATK+7, HIT+2
- Steel Axe: 145$, P-ATK+10
- Steel Mace: 135$, P-ATK+6, Crit+4%
- Steel Spear: 160$, Range:1-2, P-ATK+6, AGI+1
- Steel Great sword: 200$, P-ATK+11, WIL+2
- Handgun: 130$, Range:2-4, P-ATK+6, Crit+4%
- Shotgun: 155$, Range:1-3, P-ATK+6, Crit+5%
- Rifle:150$, Range:3-5, P-ATK+7, Crit+2%
- Sniper Rifle: 170$, Range:4-7, P-ATK+6, Crit+10%
- Steel Gauntlet: 150$, P-ATK+6, AGI+3
- Steel Greaves: 150$, P-ATK+4, AGI+5
- Playing Card: 145$, P-ATK+3, M-ATK+5, Crit+3%
- Bastard Sword: 240$, P-ATK+13, HIT+3
- War Axe: 230$, P-ATK+16
- Spike Mace: 245$, P-ATK+11, Crit+6%
- Long Spear: 260$, Range:1-2, P-ATK+11, AGI+1
- Broad Great Sword: 300$, P-ATK+19, P-DEF+1
- Loose Trigger: Handgun, 240$, Range:2-4, P-ATK+11, Crit+6%
- Big Barrel: Shotgun, 250$, Range:1-3, P-ATK+10, Crit+8%
- Flintlock Rifle: 250$, Range 3-5, P-ATK+11, Crit+5%
- Iron Sight: Rifle, Range 4-7, 260$, P-ATK+7, Crit+13%
- First Guard: Gauntlet, 240$, P-ATK+12, AGI+4
- Ground Guard: Greaves, 240$, P-ATK+10, AGI+6
- Spell Card: 250$, P-ATK+5, M-ATK+9, Crit+5%
Armor Each class has the armor they can wear. On average, armors
are sold to NPC with 60% of its original price. Each character can
wear 1 armor, 2 other and 3 accessories. The following are common
armors at early stage of games, see armor list for more.
- Cloak: Cloth Armor, 50$, P-DEF+1, M-DEF+2
- Soft Leather: Light Armor, 60$, P-DEF+2, M-DEF+1
- Hard Leather: Heavy Armor, 70$, EC+1, P-DEF+2
- Mage Cloak: Cloth Armor, 140$, EC+1, P-DEF+3, M-DEF+5
- Chain Mail: Light Armor, 160$, P-DEF+5, M-DEF+3
- Splint Mail: Heavy Armor, 170$, HP+3, P-DEF+7
- Silk Cloak: Cloth Armor, 270$, EC+2, P-DEF+4, M-DEF+7
- Iron Mail: Light Armor, 280$, EC+1, P-DEF+8, M-DEF+4
- Steel Mail: Heavy Armor, 290$, HP+5, P-DEF+11
-
- Cloth Hood: Other, 40$, M-DEF+1
- Mage Hood: Other, 90$, M-DEF+3
- Silk Hood: Other, 190$, M-DEF+5
- Leather Helm: Other, 50$, P-DEF+1
- Iron Helm: Other, 120$, P-DEF+3
- Chain Helm: Other, 200, P-DEF+5
- Leather boots: Other, 40$, AGI+1
- Swift Boots: Other, 100$, EC+1, AGI+2
- Elven Boots: Other, 270$, EC+1, AGI+2, Movement+1
- Iron Boots: Other, 110$, EC+1, AGI+1, P-DEF+1
- Chain Boots: Other, 210$, EC+1, P-DEF+4
- Leather Guard: Other, 50$, P-DEF+1
- Iron Guard: Other, 130$, P-ATK+2, P-DEF+2
- Chain Guard: Other, 230$, P-ATK+5, P-DEF+3
- Scale Guard: Other, 120$, M-ATK+2, P-DEF+2
- Rune Glove: Other, 240$, M-ATK+5, P-DEF+2, M-DEF+1
- Amulet: Accessory, 400$, Reduce the chance of getting common
status ailments from enemy by 10%
- Cure Bracelet: Accessory, 250$, Reduce the chance of Curse by
25%
- Freezing Charm: Accessory, 250$, Reduce the chance of freezing
from enemy by 25%
- Fire Bracelet: Accessory, 250$, Reduce the chance of burn from
enemy by 25%
- Paralysis Bracelet: Accessory, 250$, Reduce the chance of
Paralysis from enemy by 25%
- Petrified Bracelet: Accessory, 250$, Reduce the chance of
Petrify from enemy by 25%
- Poison Bracelet: Accessory, 250$, Reduce the chance of Poison
from enemy by 25$
- Warm Bracelet: Accessory, 250$, Reduce the chance of Fear from
enemy by 25%
- Warriors Ring: Accessory, 300$, Increase P-ATK by 5
- Magicians Ring: Accessory, 300$, Increase M-ATK by 5
- Defenders Ring: Accessory, 300$, Increase P-DEF by 5
- Guardians Ring: Accessory, 300$, Increase M-DEF by 5
- Tankers Ring: Accessory, 350$, Increase HP by 6
- Spirits Ring: Accessory, 350$, Increase TP by 6
- Ring of Blood: Accessory, 500%, Regenerate 2 HP per turn if HP
falls below 20%
- Ring of Breath: Increase TP gain per turn by 1
- Warriors Proof: Accessory, 750$, Increase P-ATK by 12
- Magicians Proof: Accessory, 750$, Increase M-ATK by 12
- Defenders Proof: Accessory, 750$, Increase P-DEF by 5
- Guardians Proof: Accessory, 750$, Increase M-DEF by 5
- Tankers Proof: Accessory, 1000$, Increase HP by 15
- Spirits Proof: Accessory, 1000$, Increase TP by 15