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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.

Gain: HP+2, TP+1, P-DEF+2, M-DEF+3,


WIL+1

Gain: HP+2, TP+1, P-ATK+3, P-DEF+2,


AGI+2

- 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.

Class
- Swordsman: A Class which uses
almost all melee weapons with good PATK and P-DEF while having decent
amount of TP Aand agility.

Gain: Divine Figure, HP+5, EC+1

HP: 2D8+12

- 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.

EC: 1D2+7

Gain: TP+1, P-ATK+3, M-ATK+1, PDEF+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

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

- 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.

EC: 1D4+8

Gain: EC+1, P-ATK+3, M-ATK+3,


AGI+2

Weapon Limit: Two handed sword,


Sword, Axe, and Spear.

- Gajuma: A beast race that are all


mostly strong front combatant. They
may be beast, but they are well civilized
and intelligent.

Armor Limit: Light and Heavy armor.

Gain: HP+6, EC+3, P-DEF+3

EC: 1D2+5

- 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.

Combat Movement: 2 Space

Combat Movement: 2 Space


Gain: P-ATK+1, P-DEF+3, M-DEF+2,
AGI+1

- Mage: This class heavily relies on long


range magic combat.
HP: 4D4+10

Gain: TP+1, M-ATK+3, M-DEF+2,


WIL+1
Weapon Limit: Rod, staff, and mace.
Armor Limit: Cloth armor only

- Cleric: Similar to mage but this one


has more support and healing magic
than mage.

class is capable in summoning spirit to


fight, if they had a contract.

HP: 2D8+10

EC: 1D3+5

EC: 1D2+5

Combat Movement: 2 Space

Combat Movement: 3 Space


Gain: TP+2, M-ATK+3, AGI+2

Gain: TP+1, P-ATK+1, M-ATK+2, PDEF+1, AGI+2

Weapon Limit: Rod, staff, and mace.

Weapon Limit: Cards, Rod, and mace.

Armor Limit: Cloth armor only

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.

- 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: 5D4+9

HP: 2D8+12

EC: 1D2+7

EC: 1D3+6

Combat Movement: 2 Space

Combat Movement: 2 Space

Gain: P-ATK+2, P-DEF+1, M-ATK+2, MDEF+1

Gain: M-ATK+2, P-DEF+2, M-DEF+2,


WIL+1

Weapon Limit: Sword, rod, and mace.

Weapon Limit: Cards, rod, and staff

Armor Limit: Cloth and light armor.

Armor Limit: Cloth armor only

- 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.

- 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: 3D8+8

HP: 3D6+10

EC: 1D3+7

EC: 1D2+6

Combat Movement: 3 Space

Combat Movement: 2 Space

Gain: P-ATK+4, AGI+2, LUK+1

Gain: TP+1, P-ATK+4, M-DEF+2

Weapon Limit: Sword, axe, mace, spear.

Weapon Limit: Hand gun, shotgun, and


rifles.

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

HP: 2D10+6

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

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

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: lose 1 WIL every 2 level.

Penalty: being hit by a melee range


physical attack, take additional 1 per
level.

-Natural Assassin: Deal extra damage


equal to your level when attacking from
behind.

-Staff Mastery: Healing heals more


equal to your level. Buff and debuff last
1 additional turn every 3 level.

Penalty: Getting attacked from behind


makes you lose 2+your level of EC

Penalty: When having debuff from an


opponent, lose 1 HP per turn per level.

- Natural Support: Healing, buff, and


debuff cost 1 TP less to cast, minimum
1 TP.

- Card Mastery: When dealing damage


with an arte, gain 1 EC every 2 level for
2 interactions.

Penalty: lose 1 HP per level

Penalty: If you miss an artes with +HIT


while having friendly character nearby
target, roll for hit on the friendly.

- Natural Tank: gain 2 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

- 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.

- 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

30%. Does not apply if it turns below 30%


after self-cast

success or above. (Bonus with WILL


instead, 1% every 10 WILL)

- Merchant: selling weapons is 75% of


original price instead of 50%. Armors
are 80% of original price instead of 60%.

- Climbing: Climbing towards target or


dropping down from high places (Bonus
with WILL instead, 1% every 10 WILL)

Penalty: When in crowded area, you


have 10% of your money being robbed.
Amount equal to 1D20 Percent of your
total money.

- 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.

- 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

- 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

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

level+5. Can be cured when there is fire


nearby or fire magic casted by ally

the bag, take 4*level damage and


cannot cause HP to go below 1.

- Petrified: Unable to do anything at all


until it is cured or the number of turn of
the effect has past

- Apple Gel: Normal item, Recover 25%


of total HP

- 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

- 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.

- Magic Lens: Normal item, Show target


HP, EC, TP.

- Swordsman: Small pouch, bag,


3D10*5 money, and one Apple Gel

- Miracle Lens: Intermediate Item, Show


all target stats.

Weapon: Pick one, Iron Sword, Iron Axe,


and Iron Mace.

- Antidote: Normal item, Cure poison

- Knight: Pouch, Small Bag, 4D8*6


money, and one Magic Lens

- 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.

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

- Life Bottle: Intermediate Item, Recover


1 incapacitated friendly with 20% health.

- Dual Swordsman: Small pouch, small


bag, 3D10*5 money, and one eye drop

- All-Divide: Advanced Item, All damage


are reduced by 50% (always calculate
first after damage calculation) for 3 turns.

Weapon: Wooden sword x2 or wooden


spear x2

- 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.

- 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

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.

Master Arte
3

800

TP+1, M-ATK+1

+1 Base Arte, +1
Master Arte

1100

M-ATK+2, MDEF+1

+1 Base Arte,
Learn Skill:
Chanting Barrier

2000

TP+1, WILL+1,
LUK+1

+1 Arcane Arte,
+1 Altered Arte

- Swordsman, Dual Swordsman, and


Gunner leveling Chart

3700

HP+2, P-ATK+1,
M-ATK+1

+1 Master Arte,
+1 Combination
Arte

LV EXP

6000

TP+1, M-ATK+1, PDEF+1, M-DEF+1,

+1 Base Arte, +1
Arcane Arte, +1
Skill

Stats

Artes/Skill

500

P-ATK+1, P-DEF+1

+1 Base Arte

1200

TP+1, AGI+1

+1 Base Arte, +1
Master Arte

9400

EC+1, M-ATK+2,
WIL+1

+ Master Arte, +1
Combination Arte

2000

P-ATK+1, MATK+1, LUK+1

+1 Master Arte,
+1 Combination
Arte

15200

M-ATK+3, PATK+1, M-DEF+1

+1 Altered Arte,
+1 Arcane Arte

3300

EC+1, P-ATK+1,
WIL+1

+1 Base Arte, +1
Altered Arte

10

21000

HP+2, TP+1 , MATK+3

+1 Master Arte,
+1 combination
Arte

5200

HP+2, P-ATK+1, PDEF+1

+1 Skill, +1
Master Arte, +1
Arcane Arte

11

28400

TP+1, M-ATK+2, PDEF+1, M-DEF+1

+ 1 Master Arte,
+1 Arcane Arte

7800

M-ATK+2, MDEF+2, AGI+1

+1 Arcane Arte,
+1 Altered Arte

12

38000

EC+1, TP+1, MATK+1, M-DEF+2

+1 Master Arte,
+1 Mystic Arte

11300

HP+2, TP+1,
WIL+1

+! Combination
Arte, +1 Master
Arte

13

51000

M-ATK+3, MDEF+1, WIL+1,


LUK+1

+1 Base Arte, +1
Master Arte

15500

EC+1, P-ATK+2,
AGI+1

+1 Base Arte, +1
Altered Arte

14

68000

M-ATK+3, PDEF+2, M-DEF+2,


WIL+1

+1 Master Arte,
+1 Arcane Arte

10

20000

P-ATK+1, PDEF+2, LUK+2

+1 Base Arte, +1
Master Arte

15

88000

11

27000

P-ATK+2, MDEF+3

+1 Skill, +1
Arcane Arte

EC+2, TP+3, MATK+5, P-DEF+2,


M-DEF+3, WIL+2,
LUK+1

+1 Skill, +1 to all
Arte but Mystic
Arte

12

36000

HP+2, EC+1,
TP+1, P-ATK+1

+1 Master Arte,
+1 Combination
Arte

13

48000

P-ATK+3, PDEF+2, AGI+1

+1, Master Arte,


+1 Mystic Arte

14

64000

HP+3, P-ATK+2, PDEF+2, M-DEF+1

+1 Master Arte,
+1 Arcane Arte

15

85000

HP+4, P-ATK+4, PDEF+4, WIL+2,


AGI+2, LUK+2

+1 Skill, +1 to all
Arte but Mystic
Arte

- Mage, Cleric, and Sorcerer Leveling


Chart
LV EXP
2

400

Stats

Artes/Skill

M-ATK+1, AGI+1

+1 Base Arte, +1

- Magic Knight and Summoner Leveling


Chart
LV EXP

Stats

Artes/Skill

500

P-ATK+2

+1 Base Arte

1000

HP+2, AGI+1

+1 Base Arte, +1
Master Arte

1800

P-ATK+1, PDEF+1, M-ATK+1

+1 Skill, +1
combination Art,
+1 Altered Arte

2900

EC+1, M-ATK+1,
LUK+1

+1 Base Arte, +1
Master Art

4500

TP+1, M-ATK+1,
M-DEF+1, WIL+1

+1 Altered Arte,
+1 Arcane Arte

7500

P-ATK+1, P-

+1 Base Arte, +1

DEF+1, M-ATK+1,
AGI+1

Master Arte

10

21000

P-ATK+1, PDEF+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, PDEF+2, M-DEF+2

+1 Base Arte, +1
Master Arte

13

55000

P-ATK+3, PDEF+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, PATK+2, P-DEF+3,


M-DEF+3, WIL+2,
AGI+1

+1 Skill, +1 to all
Arte but Mystic
Arte

11500

HP+2, M-ATK+2,
LUK+1

+1 Combination
Arte, +1 Altered
Arte, +1 Arcane
Arte

16800

EC+1, P-ATK+1,
M-ATK+1, AGI+1

+1 Base Arte, +1
Master Arte

10

24000

P-ATK+2, PDEF+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, MDEF+1, WIL+2,


LUK+2

+1 Base Arte, +1
Master Arte, +1
Arcane Arte

13

60000

EC+1, P-ATK+2,
M-ATK+2, MDEF+1

+1 Master Arte,
+1 arcane Arte,
+1 Combination
Arte

14

74000

P-ATK+3, MATK+3, AGI+1,


LUK+1

+1 Skill, + Altered
Art, +1 Mystic
Arte

15

87000

TP+2, P-ATK+3, PDEF+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

600

HP+3, P-ATK+1

+1 Base Arte, +1
Master Arte

1400

P-ATK+1, P-DEF+1

+1 Base Arte, +1
Altered Arte

2300

EC+1, P-DEF+1,
AGI+1

+1 Master Arte,
+1 Altered Arte

3500

P-ATK+1, PDEF+1, M-DEF+1

+1 Skill, +1
Master Arte

5100

HP+2, WIL+2,
LUK+1

+1 Master Arte,
+1 Arcane Arte

8000

P-ATK+2, PDEF+1, WIL+1

+1 Altered Arte,
+1 Combination
Arte

11900

EC+1, P-ATK+1, PDEF+1, M-DEF+1,


AGI+1

+1 Base Arte, +1
Arcane Arte, +1
Combination Arte

16200

P-ATK+2, PDEF+2, WIL+1

+1 Skill, +1
Master 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, PATK+1, Crit+4%

- Rusty Rifle: 70$, Range:3-5,


ATK+2, Crit+1%

P-

- Iron Gauntlet: 65$, P-ATK+2, AGI+1

- Big Barrel: Shotgun, 250$, Range:1-3,


P-ATK+10, Crit+8%

- Iron Greaves: 65$, P-ATK+1, AGI+2

- Flintlock Rifle: 250$, Range 3-5, PATK+11, Crit+5%

- Bookmark: Card, Cost 60$, P-ATK+1,


M-ATK+2

- Iron Sight: Rifle, Range 4-7, 260$, PATK+7, Crit+13%

- Steel Sword: Cost 140$, P-ATK+7,


HIT+2

- First Guard: Gauntlet, 240$, P-ATK+12,


AGI+4

- Steel Axe: 145$, P-ATK+10

- Ground Guard: Greaves, 240$, PATK+10, AGI+6

- Steel Mace: 135$, P-ATK+6, Crit+4%


- Steel Spear: 160$, Range:1-2, PATK+6, AGI+1
- Steel Great sword: 200$, 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, PATK+6, Crit+10%
- Steel Gauntlet: 150$, P-ATK+6, AGI+3
- Steel Greaves: 150$, P-ATK+4, AGI+5
- Playing Card: 145$, P-ATK+3, MATK+5, Crit+3%
- Bastard Sword: 240$, P-ATK+13,
HIT+3
- War Axe: 230$, P-ATK+16
- Spike Mace: 245$, P-ATK+11, Crit+6%
- Long Spear: 260$, Range:1-2, PATK+11, AGI+1
- Broad Great Sword: 300$, P-ATK+19,
P-DEF+1
- Loose Trigger: Handgun, 240$,
Range:2-4, P-ATK+11, Crit+6%

- 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$, P-DEF+1, MDEF+2
- Soft Leather: Light Armor, 60$, PDEF+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$, PDEF+5, M-DEF+3
- Splint Mail: Heavy Armor, 170$, 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, PDEF+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, PDEF+4

- 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

- Leather Guard: Other, 50$, P-DEF+1

- Guardians Ring: Accessory, 300$,


Increase M-DEF by 5

- Iron Guard: Other, 130$, P-ATK+2, PDEF+2

- Tankers Ring: Accessory, 350$,


Increase HP by 6

- Chain Guard: Other, 230$, P-ATK+5,


P-DEF+3

- Spirits Ring: Accessory, 350$,


Increase TP by 6

- Scale Guard: Other, 120$, M-ATK+2,


P-DEF+2

- Ring of Blood: Accessory, 500%,


Regenerate 2 HP per turn if HP falls
below 20%

- 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%

- Ring of Breath: Increase TP gain per


turn by 1
- Warriors Proof: Accessory, 750$,
Increase P-ATK by 12

- Cure Bracelet: Accessory, 250$,


Reduce the chance of Curse by 25%

- Magicians Proof: Accessory, 750$,


Increase M-ATK by 12

- Freezing Charm: Accessory, 250$,


Reduce the chance of freezing from
enemy by 25%

- Defenders Proof: Accessory, 750$,


Increase P-DEF by 5

- 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%

- 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

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