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Home Games Quest Creator

Quest Creator is a program in which you can make turn-based strategy adventure games in a variety of mythical, medieval worlds. Create quests quickly using preset heroes and enemies or customize your quest by setting all the statistics of the characters.

It takes from 15 minutes to an hour to create a quest depending on the amount of customization you want to add to the quest. Quest Creator has an easy, point and click interface allowing you to make fun, challenging games with ease.

The Basics...

Getting Started

Playing the Game


Main Menu...

Create Party

Create/Edit Quest

Load Party & Play Quest

Continue Game

Information


Additional Information...

Customizing Characters

Customizing Enemies

Town

Game Control

Attack Calculations

File Types


Statistics...

Player Characters

Enemy Characters

Weapons

Armor

Items

Magic/Scrolls


Getting Started


Before you make a quest or party, you may want to play a quest that already exists with a party that already exists. By playing an existing quest with an existing party, you can get a feel of what type of adventure you will be capable of creating using Quest Creator.

To begin, select "Load Party & Play Quest" from the main menu. On the next screen, load a party and quest by selecting "Load Party" and "Load Quest." The existing parties are comprised of equipped and unequipped sets. A good general purpose party for your first time is War Party (War_UN.pty), but you can select any of the parties. The party file names which end with UN are unequipped parties and those parties which end with EQ are equipped parties. Choosing an unequipped party gives you the opportunity to build your party from the beginning. Choosing an equipped party saves you time if you want to play a quest that is designed for a more advanced party. After selecting your party, proceed to select a quest. The first quest of the provided adventure is Farina01.qst. You are now ready to begin your adventure by selecting "Play Game."

You will now appear in town. Visit each shop and buy equipment and items for your party. For details about shopping in town, see the "Town" section of this help file. When you are ready to begin the quest, select "Play Quest."

You will then see the story displayed. In the story, you will usually find out what you should do to complete the quest. After you finish reading the story, select "OK" to begin the quest.

After the game loads, it will state that it is your turn. You will always begin quests by getting the first turn. After you select "OK" to acknowledge that it is your turn, you will see your party located near a portal. Your party was automatically warped to this area from town. If you want to return to town before you complete the quest, you have to move one of your party members on top of this portal. Otherwise, you will return to town again when you complete the quest.

You will want to take a look at the entire area by scrolling the screen to see where the enemies are located so you can determine what you want to do. Then you begin your turn by selecting one of your party members which is highlighted with a white square. You will then be given the various actions that you can perform with that selected party member. Your most basic actions to perform are to move and to attack (either with a weapon or with magic). But other actions may be needed to complete the quest. See the "Playing the Game" section of this help file for details on these actions.

Select each of your remaining party members until you have performed an action with each of them. You can also select "End Turn" (located on the left side of the screen) at any time if there are party members that you do not want to perform any actions during that turn. When you have completed your turn by either performing an action with each piece or by selecting "End Turn," the enemy will take its turn.

After the enemy takes its turn, it will then be your turn again. You and the enemy will alternate taking turns until either you have completed the quest or all your party members have been defeated. You can also return to town at any time by placing one party member on the portal that leads back to town. If a particular quest is too difficult for your party, you can return to town before you finish the quest to restock on supplies, then try it again later when your party is better prepared.

When you complete a quest, you will be returned to town immediately unless there are one or more enemies and/or unopened treasure boxes remaining. If there are remaining enemies and/or unopened treasure boxes, you will be given the option to stay. This will give you the opportunity to defeat the remaining enemies and/or open the remaining unopened treasure boxes. If you decide to stay, you will be returned to town after you defeat all the remaining enemies and open all the remaining treasure boxes or you can return to town at any time by placing one of your party members on the portal.

You can continue playing the remaining quests that come with Quest Creator (Farina02.qst, etc.) or try making your own. For more information on parties and quests that are included with Quest Creator, see the "Load Party and Play Quest" section of this help file.

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Playing the Game


The game will begin with it being your turn. You then begin by selecting one of the members of your party which is highlighted with a white square. You will then be given options for actions to be performed by the party member you selected. These actions are described below.

Select each of your remaining party members until you have performed an action with each of them. You can also select "End Turn" (located on the left side of the screen) at any time if there are party members who you do not want to move or use to attack. When you have completed your turn by either performing an action with each party member or by selecting "End Turn," the enemy will take its turn.

Each side will continue taking turns until you have completed the quest or until all your party members have been defeated. You can also return to town at any time by placing one party member on the portal that leads back to town. Any time that you return to town, your entire party's HP and MP are recharged and any defeated party members are revived.

If your entire party is defeated during a quest, you begin back in town. You lose any items or gold that you collected before the defeat. At this point, you can either attempt the quest again or exit town and load a saved game by selecting "Continue" if you saved your game while playing the quest.


PLAYER ACTIONS

Move: When you select "Move," the spaces where you can move this party member to will be highlighted with white squares as determined by your movement range. Select the white square where you want to move this party member. You can then confirm this move by selecting "Stay" or cancel the move my selecting "Cancel." Or you can choose one of the other actions that are available.

Attack: When you select "Attack," the area within this party member's attacking range and line of sight will be highlighted with white squares unless there are no enemies within this party member's attacking range. Select one of the highlighted enemies and this party member will attack with the weapon that the party member currently has equipped.

Magic: When you select "Magic," a list of the party member's magic spells is displayed unless the party member is not carrying any scrolls. Select a spell and then the range of the spell you selected will be highlighted with white squares as determined by the spell range and line of sight. Select an enemy if you chose an attack spell or a party member (including yourself) if you selected a heal spell and then the spell will be cast.

Equip: Select this option to equip the party member.

Items: Select this option to use, give, or discard items in the party member's inventory. In order to give an item to another party member, the party members need to be standing beside each other.

Open: Select this option to open a treasure box. The party member must be standing beside the treasure box in order to open it.

Stay: If you select "Stay," the party member will be placed in the current location.

Cancel: If you select "Cancel," the list of player actions will be no longer be displayed.


ENEMY ACTIONS

How an enemy performs the following actions is determined by the enemy's battle behavior. See Battle Behavior under the "Customizing Enemies" section of this help file for additional information.

Move: An enemy will move within its movement range to gain a better position to attack or cast magic.

Attack: An enemy will attack a player character with its physical attack if the target is within the enemy's line of sight and attack range unless it can do more damage by casting magic.

Magic: An enemy will attack a player character or characters with a magic spell if the target is within the enemy's line of sight and spell's attack range unless it can do more damage by attacking with a physical attack.


LINE OF SIGHT

Line of sight is a computer representation of visual perception. In Quest Creator, a target is considered to be within line of sight of a player or enemy character if a line can be drawn between the character and the target without passing through an object that would obstruct the character's view. Line of sight serves the following purposes.

Enemies with either defensive or offensive behavior will only move toward and/or attack a target if the target is within the enemy's line of sight. An enemy with aggressive behavior will move toward a target that is not within the enemy's line of sight, but can only attack a target that is within the enemy's line of sight.

A player character can only attack or cast a spell on a target within the player character's line of sight.

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Create Party


You can create a party which contains 1 to 6 members. Edit each individual member by selecting a preset character or making a custom character. After you have selected each of the party members, give this party a name and decide how much gold you would like for this party to have. The default amount of gold is 600, but this can be changed to a value up to 999,999 gold. The final step in party creation is to save and exit. When you save the party, you will need to give the file an 8 character name. This is the file name which is different than the party name.

For statistical information about party members, see the section "Player Characters" in this help file.

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Create/Edit Quest


If you choose to create a new quest, your first option will be to select a background for the quest. Each background has two types of terrain options: dense or open. There is more open space to place enemies and treasure boxes on open terrains and less space on dense terrains.


BACKGROUND CHOICES

Barren Forest
Castle (Exterior)
Castle (Interior)
Castle Prison
Cave
Dark Forest
Desert
Fire Dungeon
Forest
Graveyard
Hedge
Ice Cavern
Jungle
Mountain
Snow
Stone Wall Labyrinth
Tower (Interior)
Town
Volcano (Interior)
Water


QUEST EDITING OPTIONS

Add: Select this option to add a goal, enemy, or treasure boxes on the background. Multiple enemies of the same type and/or treasure boxes with the same contents can be placed on the background after selecting Add. You can place a goal, enemy, or treasure boxes on places where characters can walk, such as grass or floors. You cannot place them on objects such as trees, walls, and other places characters cannot walk.

Goal: Choose one of the three goals for the quest: Find Item, .Defeat Boss, or Defeat All Enemies. The quest can only have one goal. If you do not select a goal for the quest, the default goal of "Defeat All Enemies" will be the goal.

Find Item: If you want the player of the quest to find a special item as the goal of the quest, choose this option. You then select a picture to represent the item the player is to find and assign a name to this item. This is only a fictitious item to make the story of the quest more interesting, not an actual item that the party will be able to use.

Defeat Boss: If you want the player of the quest to defeat a special enemy as the goal of the quest, choose this option. You can select a preset enemy or create a custom enemy. See the "Enemy Characters" section of this help file for a list of preset enemies. See the "Customizing Enemies" section for details on how to create custom enemies, including information of battle behavior.

Defeat All Enemies: If you want the player of the quest to defeat all of the enemies as the goal of the quest, choose this option. This is the default option if no goal is selected.

Enemy: Choose this option to add enemies to the quest. Select preset enemies or create custom enemies. You can add a maximum of 50 enemies to each quest. See the "Enemy Characters" section of this help file for a list of preset enemies. See the "Customizing Enemies" section for details on how to create custom enemies, including information of battle behavior.

Treasure Box: Choose this option to add treasure boxes to the quest. You can add a maximum of 50 treasure boxes to each quest. Select one of the following items to go in the treasure box: Gold, Armor, Weapon, Item, Scroll.

Edit: Select this option to edit a goal, enemy, or treasure box on the background. After selecting this option, click the mouse pointer on the object you want to edit.

Copy: Select this option to copy an enemy or treasure box on the background. After selecting this option, click the mouse pointer on the object you want to copy, and then click again on the location where you want to place the copied object. Multiple copies of the enemy or treasure box can be placed after you select the object to be copied.

Move: Select this option to move a goal, enemy, or treasure box on the background. After selecting this option, click the mouse pointer on the object you want to move, then click again on the location where you want to move the object.

Delete: Select this option to delete a goal, enemy, or treasure box on the background. After selecting this option, click the mouse pointer on the object you want to delete. This will permanently remove the object.


QUEST OPTIONS

Story: Select this option to add a story to the quest. If you do not want to write a story, you can select the generic story as the story for the quest. If no story is written, the generic story will be used for the quest.

Difficulty: Select this option to set the difficulty and the suggested party size for the quest. This will give the player some idea as to what party is needed for the quest. If no difficulty or party size is set, they will not be displayed.

Reward: Select this option to set the reward to give to the party when the quest is completed. The items that can be offered as rewards are the same items that can be placed in treasure boxes. If no reward is selected, none will be offered to the party upon completion of the quest.

Title: Select this option to title your quest. This title will be displayed when the player loads the quest in "Load Party and Play Quest." If no title is given to the quest, no title will be displayed.


FILE OPTIONS

New: Select this option to begin creating a new quest. If you want to save the quest you are working before proceeding to create a new quest, select the Save option.

Load: Select this option to load an existing quest.

Save: Select this option to save the quest. Use 8 letters/numbers in the file names. A goal must be set before the quest can be saved.

Exit: Select this option to exit the "Create/Edit Quest" section of Quest Creator.

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Load Party & Play Quest


Selecting "Load Party & Play Quest" leads you into the main part of Quest Creator. It is here that you select the party and play the quest that you or someone else has created. Some parties and quests are included to get you started, but you can create unlimited parties and quests of your own.

One of the fun aspects of Quest Creator is to build a party from scratch. To do this, create a party with 600 gold. Then load a quest with a "1" difficulty rating. Equip your party with some weapons, armor, items, and scrolls. You can then play quests of progressing difficulty, building your party along the way. Each quest will give you gold and/or equipment that will make your party more powerful.


Existing Parties

Some existing parties are included with Quest Creator. An equipped set and an unequipped set of each party are provided. Please note that if you want to retain the original party, use a different file name when you save.

The existing parties are listed below.

Party Name Unequipped File Name Equipped File Name
Dangerous Duo Duo_UN.pty Duo_EQ.pty
Fighting Trio Trio_UN.pty Trio_EQ.pty
Undead Legion Udead_UN.pty Udead_EQ.pty
Paladin's League Palad_UN.pty Palad_EQ.pty
Elite Guard Guard_UN.pty Guard_EQ.pty
Wizard's Guild Wizar_UN.pty Wizar_EQ.pty
Sharp Shooters Shoot_UN.pty Shoot_EQ.pty
War Party War_UN.pty War_EQ.pty


Existing Quests

Four complete adventures containing 10 quests each are included with Quest Creator (only one adventure is included with the shareware version). These adventures are meant to be played in order, by playing the quest that ends with the number 01, then 02, etc. Since they all begin with a quest with a "1" difficulty, you may want to begin with a new party for each quest. Or you can use the same party or existing parties for them. The choice is yours.

The file names for these quests are listed below.

Quest Name File Names
Farina's Disappearance Farina01.qst, Farina02.qst, ... Farina10.qst
Garthur's Quest* Garth01.qst, Garth02.qst, ... Garth10.qst
Protecting the Gnome City* Pro01.qst, Pro02.qst, ... Pro10.qst
The Strange Quest* Strang01.qst, Strang02.qst, ... Strang10.qst

* Only available with the complete version of Quest Creator

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Continue Game


Select "Continue Game" if you want to continue playing a game that you saved while you were playing a quest.

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Information


The publisher information and music option are displayed by selecting Information.

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Customizing Characters


When creating a custom character, you set each of the attributes of the character. Below is a list of the attributes that can be edited.

Name, Race, Class: Select or type in a name, race, and class for the character.

Picture: Select a picture for the character. If you want a particular gender of pictures to be displayed before you select them, select the gender before selecting the picture.

Gender: Select the gender for the character.

Base Stats: Distribute 400 stat points among the attributes of Endurance, Strength, Dexterity, Agility, Intelligence, and Mana. Details about each of these attributes can be found under the section "Player Characters" in this help file.

Affected Stats: These stats are affected by the amount of stat points that you distribute in the base stats. The affected stats include Hit Points, Magic Points, Attack Power, Hit Percentage, and Movement. Detail of Affected Stats can be found under the section "Player Characters" in this help file.

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Customizing Enemies


When creating custom enemies (or a boss), you set each of the attributes of the enemy. Below is a list of the attributes that can be edited.

Name: Select or type in a name for the enemy.

Picture: Select a picture for the enemy. If you want a particular gender of pictures to be displayed before you select them, select the gender before selecting the picture.

Gender: Select the gender for the enemy.

Base Stats: Distribute between 1 and 250 stat points in each of the attributes of Endurance, Strength, Dexterity, Agility, Intelligence, and Mana. Details about each of these attributes can be found under the section "Enemy Characters" in this help file.

Affected Stats: These stats are affected by the amount of stat points that you distribute in the base stats. The affected stats include Hit Points, Magic Points, Attack Power, Hit Percentage, and Movement. Details of Affected Stats can be found under the section "Enemy Characters" in this help file.

Abilities: The abilities an enemy possesses is equivalent to the enemy's weapon or other physical attack. Abilities include Attack Power Modifier, Hit Percentage Modifier, (Attack) Range, Defense Power, (Magic) Resist, and Spell. Set these abilities by selecting the "Set" button. The spell can then be set by selecting the "Spell" button. Details of enemy abilities can be found under the section "Enemy Characters" in this help file.

Battle Behavior: Choose from three battle behaviors for enemies: Defensive, Offensive, Aggressive. The battle behavior you select for the enemy will determine the enemy's artificial intelligence (how the enemy behaves). An enemy, within the bounds of its battle behavior, attempts to do the maximum amount of damage to its target(s) in one turn while staying as far away from its target(s) as possible.

Defensive: A defensive enemy will defend the location where it is initially placed unless it can attack at the end of its move. It will not move more than ˝ its total movement range away from its initial placement location, returning to its initial placement location once it can no longer attack a player character. This allows for a defensive enemy to defend the area surrounding its initial placement location in one move.

Offensive: An offensive enemy will not move from its current location unless it can move and attack a player character in one turn.

Aggressive: An aggressive enemy will continually move toward the closest player character and will attack when within range.

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Town


Town is a place for the party members to shop as well as a place for the party members to manipulate their equipment and items. Keep in mind that you will need to equip any equipment or items that can be equipped if you want them to take effect. You can also save the party while in town.


SHOPS

Weapon Shop: The place to buy or sell weapons.

Armor Shop: The place to buy or sell armor.

Item Shop: The place to buy or sell potions and other miscellaneous items, such as rings, bands, stones, etc .

Magic Shop: The place to buy or sell magic scrolls.


PARTY OPTIONS

Stats: Select this option to view the entire party's statistics.

Inventory: Select this option to give or discard equipment and other items.

Equip: Select this option to equip the party members.

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Game Control


To scroll the screen in order to view different portions of the map, move your mouse cursor to the edges of the screen (where the arrows are located). The screen will move in the direction of the arrow until the edge of the map has been reached.

Left Mouse Button: Use your left mouse button to select a character to move. You have to select a character that is highlighted with a white square.

Right Mouse Button: If you right click on player characters, you can check the statistical information and view the inventories of the player characters. If you right click on enemy characters, you can check the statistical information of the enemy characters.

Map: The map located in the top left portion of the screen is a mini-map of the larger area on which your characters are located. The white square of the mini-map depicts the area that is seen on the screen. You can move around the screen my clicking on this mini-map or dragging the white square located in the mini-map.

ESC: Pressing the ESC key, will cancel the last action taken when moving or attacking a character.

Menu: Pressing the Menu button, will display the menu options: Information, Exit to Main Menu, and Return to Game.

Information: The help file, ordering information, music option, and about information are displayed by selecting Information. Note: If the music does not sound good or play properly on your computer because of your midi settings, use the music option to turn off the music. This will not affect the sound effects.

Exit to Main Menu: To exit to the main menu, select this option. Be sure to save your game (if you want to continue it later) before you quit.

Return to Game: Select this option to exit the Menu options and return to the game.

End Turn: You can end your turn at any time by selecting this option. The enemy will then take its turn.

Cancel: A cancel button will appear after various actions that are performed by the player characters. Select the Cancel option to cancel this action.

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Attack Calculations


PHYSICAL ATTACK CALCULATION

The process of physically attacking an enemy or character begins by determining if the attack was successful in hitting the targeted enemy or character. If successful, the damage is calculated. If unsuccessful, a miss is determined. The chance that the attack successfully hits the target is equal to the attacker's Hit Percentage (Hit %).
Damage is calculated by subtracting the target's Defense Power (DP) from a random number between the attacker's Attack Power (AP) and twice the attacker's Attack Power (AP). The difference is subtracted from the target's Hit Points (HP). If the target's Defense Power is greater than the damage done by the attacker, the hit still occurs but no damage is subtracted from the target.

MAGICAL ATTACK CALCULATION

A magical attack affects all targets within its Area Effect. Damage is then calculated for each target individually in the following manner.

Each spell has a specific amount of base damage that it inflicts. This base damage is multiplied by the target's Resist percentage and then subtracted from the base damage. The difference is subtracted from the target's Hit Points (HP).

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File Types


There are three types of files produced by quest creator. Parties are saved with the extension pty, quests are saved with the extension qst, and games (quests in progress) are saved with the extension gam. Knowing these file types will aid you when copying files to and from various folders.

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Player Characters


DEFINITIONS OF BASE STATS

All base stats except Intelligence, determine the player character's Affected Stats. All base stats affect what equipment the character can wear and which spells the character can cast.

Endurance: Represents how long the character can fight in battle. It is also needed to equip items that put a physical strain on the character.

Strength: Determines how hard the character hits with physical attacks. It also determines how heavy of equipment the character can use.

Dexterity: Determines the accuracy of physical attacks that the character uses. It is also needed to use equipment that requires physical dexterity.

Agility: Represents how fast the character can move. It also determines if the character can use items that require quickness.

Intelligence: Represents how intelligent the character is and thus how complicated of items the character can use.

Mana: Determines how much magical energy the character has to use spells. It is also determines how powerful of spells the character can cast and determines if the character can use certain magical equipment.


DEFINITIONS OF AFFECTED STATS

HP (Hit Points): (Calculation: HP = 3 X Endurance) The amount of damage a character can endure. This number is reduced when the character is successfully attacked. The character is dead when its Hit Points reach 0. Hit Points can be recovered by the use of potions or magic spells.

MP (Magic Points): (Calculation: MP = 3 X Mana) The amount of magic energy a character possesses. Each time a spell is cast, a certain amount of Magic Points, which is determined by the spell being cast, is deducted from the character's current Magic Points. If the character's Magic Points are less than the Magic Points required by the spell that the character is trying to cast, the character will be unable to cast that spell. Magic Points can be recovered by the use of potions.

AP (Attack Power): (Calculation: AP = ˝ Strength + AP Mod) The minimum amount of damage that a character can inflict on an enemy with the character's weapon or hands/claws before considering the enemy's defense power. The Attack Power range is between this number and twice this number.

Hit %: (Calculation: Hit % = Dexterity + Hit % Modifier) The probability that this character with this weapon (or hands/claws) has to hit its target.

Movement: (Calculation: 1 per 10 Agility) The maximum number of spaces a character can move in one turn.


DEFINITIONS OF STATS AFFECTED BY EQUIPMENT

AP Mod (Attack Power Modifier): Represents the amount of damage derived from the character's weapon. It is added together with ˝ of Strength to calculate the AP stat.

Hit % Mod (Hit Percentage Modifier): Represents the difficulty of using the character's weapon accurately. Some weapons improve the character's chance of hitting, others are more difficult to use accurately than the character's bare hands. The Hit % Mod is added to a percentage equal to the character's Dexterity to determine the character's overall Hit %.

(Attack) Range: The maximum number of spaces that a character can attack. The character may target an enemy character within this range.

DP (Defense Power): The amount of armor or magical protection against physical attacks represented in numerical form.

(Magic) Resist (%): The numerical representation of the character's ability to defend against magic spells.


PRESET PLAYER CHARACTERS

NAME, GENDER, & BASE STATS

Name Gender Race/Class End Str Dex Agi Int Mana
Arn Male Dwarven Warrior 100 100 100 40 55 5
Quain Male Elven Warrior 60 60 100 100 70 10
Izvail Male Elven Wizard 40 40 70 70 90 90
Gavak Male Gnomish Magician 100 30 30 40 100 100
Zine Male Goblin Warrior 75 75 75 100 74 1
Frederick Male Human General 60 60 60 60 100 60
Alexander Male Human Paladin 66 66 66 66 70 66
Edward Male Human Warrior 80 80 80 80 70 10
Gerald Male Human Wizard 50 50 50 50 100 100
Nicholas Male Liche Wizard 55 55 55 55 90 90
Ir Male Ogre Warrior 100 100 99 99 1 1
Gargorn Male Orcish Shaman 100 60 60 60 60 60
Garuk Male Orcish Warrior 100 80 80 80 50 10
Peter Male Skeleton Warrior 90 90 90 90 1 39
Garg Male Troll Warrior 90 100 90 90 1 29
Bram Male Vampire Count 70 70 70 70 60 60
Philip Male Zombie Warrior 100 100 50 50 1 99
Gwin Female Dwarven Warrior 100 100 100 40 55 5
Vallene Female Elven Warrior 60 60 100 100 70 10
Quin Female Elven Wizard 40 40 70 70 90 90
Vynin Female Gnomish Magician 100 30 30 40 100 100
Zolla Female Goblin Warrior 75 75 75 100 74 1
Victoria Female Human General 60 60 60 60 100 60
Jane Female Human Paladin 66 66 66 66 70 66
Ann Female Human Warrior 80 80 80 80 70 10
Maria Female Human Wizard 50 50 50 50 100 100
Elizabeth Female Liche Wizard 55 55 55 55 90 90
Ara Female Ogre Warrior 100 100 99 99 1 1
Fahna Female Orcish Shaman 100 60 60 60 60 60
Rekka Female Orcish Warrior 100 80 80 80 50 10
Joan Female Skeleton Warrior 90 90 90 90 1 39
Rokk Female Troll Warrior 90 100 90 90 1 29
Mina Female Vampire Countess 70 70 70 70 60 60
Catherine Female Zombie Warrior 100 100 50 50 1 99


AFFECTED STATS

Race/Class HP MP AP Hit % Movement
Dwarven Warrior 300 15 50 100 4
Elven Warrior 180 30 30 100 10
Elven Wizard 120 270 20 70 7
Gnomish Magician 300 300 15 30 4
Goblin Warrior 225 3 37 75 10
Human General 180 180 30 60 6
Human Paladin 198 198 33 66 6
Human Warrior 240 30 40 80 8
Human Wizard 150 300 25 50 5
Liche Wizard 165 270 27 55 5
Ogre Warrior 300 3 50 99 9
Orcish Shaman 300 180 30 60 6
Orcish Warrior 300 30 40 80 8
Skeleton Warrior 270 117 45 90 9
Troll Warrior 270 87 50 90 9
Vampire Count 210 180 35 70 7
Zombie Warrior 300 297 50 50 5
Dwarven Warrior 300 15 50 100 4
Elven Warrior 180 30 30 100 10
Elven Wizard 120 270 20 70 7
Gnomish Magician 300 300 15 30 4
Goblin Warrior 225 3 37 75 10
Human General 180 180 30 60 6
Human Paladin 198 198 33 66 6
Human Warrior 240 30 40 80 8
Human Wizard 150 300 25 50 5
Liche Wizard 165 270 27 55 5
Ogre Warrior 300 3 50 99 9
Orcish Shaman 300 180 30 60 6
Orcish Warrior 300 30 40 80 8
Skeleton Warrior 270 117 45 90 9
Troll Warrior 270 87 50 90 9
Vampire Countess 210 180 35 70 7
Zombie Warrior 300 297 50 50 5


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Enemy Characters


DEFINITIONS OF BASE STATS

All except Intelligence, determine the enemy's Affected Stats. Intelligence and Mana determine which spells an enemy can use.

Endurance: Represents how long the enemy can fight in battle.

Strength: Determines how hard the enemy hits with physical attacks.

Dexterity: Determines the accuracy of physical attacks that the enemy uses.

Agility: Represents how fast the enemy can move.

Intelligence: Represents how intelligent the enemy is and determines which spells the enemy can cast.

Mana: Determines how much magical energy the enemy has to use spells.


DEFINITIONS OF AFFECTED STATS

HP (Hit Points): (Calculation: HP = 3 X Endurance) The amount of damage an enemy can endure. This number is reduced when the enemy is successfully attacked. The enemy is dead when its Hit Points reach 0.

MP (Magic Points): (Calculation: MP = 3 X Mana) The amount of magic energy an enemy possesses. Each time a spell is cast, a certain amount of Magic Points, which is determined by the spell being cast, is deducted from the enemy's current Magic Points. If the enemy's Magic Points are less than the Magic Points required by the spell that the enemy is trying to cast, the enemy will be unable to cast that spell.

AP (Attack Power): (Calculation: AP = ˝ Strength + AP Mod) The minimum amount of damage that an enemy can inflict on a character with the enemy's physical attack before considering the character's defense power. The Attack Power range is between this number and twice this number.

Hit %: (Calculation: Hit % = Dexterity + Hit % Modifier) The probability that this enemy with this physical attack has to hit its target.

Movement: (Calculation: 1 per 10 Agility) The maximum number of spaces an enemy can move in one turn.


DEFINITIONS OF ABILITIES

AP Mod (Attack Power Modifier): Represents the amount of damage derived from the enemy's physical attack. It is added together with ˝ of Strength to calculate the AP stat.

Hit % Mod (Hit Percentage Modifier): Represents the accuracy of the enemy's physical attack. By modifying the enemy's Hit % Mod, the enemy's chances of hitting are either increased or decreased. The Hit % Mod is added to a percentage equal to the enemy's Dexterity to determine the enemy's overall Hit %.

(Attack) Range: The maximum number of spaces that an enemy can attack. The enemy may target a character within this range.

DP (Defense Power): The amount of armor, skin toughness, or magical protection against physical attacks represented in numerical form.

(Magic) Resist (%): The numerical representation of the enemy's ability to defend against magic spells.

Spell: The spell which the enemy can use.


PRESET ENEMY CHARACTERS

BASE STATS

Enemy Characters End Str Dex Agi Int Mana
Slime 20 20 20 20 1 1
Giant Rat 35 35 35 35 1 1
Serpent 20 20 50 50 1 1
Fire Slime 20 20 20 20 25 25
Ice Slime 20 20 20 20 25 25
Orc Soldier 50 50 40 40 10 10
Orc Warrior 100 80 80 80 10 10
Orc Shaman 50 50 40 40 80 80
Orc Commander 50 50 40 40 100 10
Goblin Scout 40 40 100 100 10 10
Goblin Archer 40 40 100 100 10 10
Troll Warrior 90 90 90 90 10 10
Troll Soldier 90 90 90 90 10 10
Ogre Barbarian 100 100 100 100 1 1
Ogre Warrior 100 100 100 100 1 1
Ogre Mage 100 100 100 100 50 50
Earth Elemental 200 200 200 200 65 65
Water Elemental 150 150 150 150 100 100
Air Elemental 150 150 250 250 80 80
Fire Elemental 150 150 150 150 250 250
Green Dragon 200 200 200 200 200 200
White Dragon 250 200 200 200 200 200
Black Dragon 200 250 200 200 200 200
Red Dragon 200 200 250 200 200 200
Blue Dragon 200 200 200 250 200 200
Skeleton Dragon 200 200 200 200 250 200
Gold Dragon 200 200 200 200 200 250
Human Warrior 50 50 50 50 50 50
Human Rogue 60 60 60 60 60 60
Human Knight 100 100 100 100 50 50
Elven Rogue 60 60 100 100 70 10
Dwarven Bandit 100 100 100 25 70 5
Gnomish Mage 100 34 33 33 100 100
Magician 50 50 50 50 250 250
Mage 50 50 50 50 250 250
Warlock 50 50 50 50 250 250
Elementalist 50 50 50 50 250 250
Sorcerer 50 50 50 50 250 250
Archmage 50 50 50 50 250 250
Wizard 50 50 50 50 250 250
Sage 50 50 50 50 250 250
Seer 50 50 50 50 250 250
Grandwizard 50 50 50 50 250 250
Skeleton 90 90 90 90 1 39
Skeleton Archer 90 90 90 90 1 39
Zombie 100 100 50 50 1 99
Liche 55 55 55 55 90 90
Vampire 70 70 70 70 60 60
Chimera 150 150 150 150 150 150
Griffin 150 150 200 150 150 150
Harpy 150 150 150 200 150 150
Golem 200 150 150 150 150 150
Gargoyle 150 200 150 150 150 150
Demon 250 250 250 250 250 250
Demon Warrior 250 250 250 250 250 250


AFFECTED STATS & GOLD DROPPED

Enemy Characters HP MP AP Hit % Movement Dropped
Slime 60 3 20 50 2 10 Gold
Giant Rat 105 3 32 65 3 20 Gold
Serpent 60 3 30 90 5 40 Gold
Fire Slime 60 75 20 65 2 50 Gold
Ice Slime 60 75 20 65 2 50 Gold
Orc Soldier 150 30 50 65 4 80 Gold
Orc Warrior 300 30 90 100 8 150 Gold
Orc Shaman 150 240 30 40 4 100 Gold
Orc Commander 150 30 90 70 4 150 Gold
Goblin Scout 120 30 40 100 10 100 Gold
Goblin Archer 120 30 70 80 10 110 Gold
Troll Warrior 270 30 105 100 9 175 Gold
Troll Soldier 270 30 65 100 9 150 Gold
Ogre Barbarian 300 3 65 100 10 100 Gold
Ogre Warrior 300 3 90 100 10 150 Gold
Ogre Mage 300 150 75 100 10 200 Gold
Earth Elemental 600 195 150 100 20 1500 Gold
Water Elemental 450 300 125 100 15 1500 Gold
Air Elemental 450 240 125 100 25 1500 Gold
Fire Elemental 450 750 125 100 15 1500 Gold
Green Dragon 600 600 180 100 20 2000 Gold
White Dragon 750 600 180 100 20 2000 Gold
Black Dragon 600 600 205 100 20 2000 Gold
Red Dragon 600 600 180 100 20 2000 Gold
Blue Dragon 600 600 180 100 25 2000 Gold
Skeleton Dragon 600 600 180 100 20 2000 Gold
Gold Dragon 600 750 180 100 20 5000 Gold
Human Warrior 150 150 50 75 5 70 Gold
Human Rogue 180 180 60 55 6 70 Gold
Human Knight 300 150 100 100 10 150 Gold
Elven Rogue 180 30 80 80 10 120 Gold
Dwarven Bandit 300 15 80 100 2 140 Gold
Gnomish Mage 300 300 27 33 3 1250 Gold
Magician 150 750 26 50 5 700 Gold
Mage 150 750 26 50 5 900 Gold
Warlock 150 750 26 50 5 1100 Gold
Elementalist 150 750 26 50 5 1300 Gold
Sorcerer 150 750 26 50 5 1500 Gold
Archmage 150 750 26 50 5 1700 Gold
Wizard 150 750 26 50 5 1900 Gold
Sage 150 750 26 50 5 2100 Gold
Seer 150 750 26 50 5 2300 Gold
Grandwizard 150 750 26 50 5 2500 Gold
Skeleton 270 117 80 100 9 140 Gold
Skeleton Archer 270 117 80 70 9 140 Gold
Zombie 300 297 70 60 5 100 Gold
Liche 165 270 77 55 5 1000 Gold
Vampire 210 180 85 95 7 800 Gold
Chimera 450 450 115 100 15 800 Gold
Griffin 450 450 115 100 15 800 Gold
Harpy 450 450 115 100 20 800 Gold
Golem 600 450 115 100 15 800 Gold
Gargoyle 450 450 140 100 15 800 Gold
Demon 750 750 200 100 25 4000 Gold
Demon Warrior 750 750 225 100 25 2500 Gold


ABILITIES

Enemy Characters AP Mod Hit % Mod Range DP Resist Spell
Slime 10 30 1 1 0 NONE
Giant Rat 15 30 1 5 0 NONE
Serpent 20 40 1 1 0 NONE
Fire Slime 10 45 1 1 0 Fireball
Ice Slime 10 45 1 1 0 Freeze
Orc Soldier 25 25 1 10 0 NONE
Orc Warrior 50 25 1 25 0 NONE
Orc Shaman 5 0 1 10 25 Shock
Orc Commander 65 30 1 30 10 NONE
Goblin Scout 20 20 1 1 0 NONE
Goblin Archer 50 -20 4 1 0 NONE
Troll Warrior 60 25 1 25 0 NONE
Troll Soldier 20 25 3 25 0 NONE
Ogre Barbarian 15 25 1 1 0 NONE
Ogre Warrior 40 25 1 35 0 NONE
Ogre Mage 25 0 1 25 10 Wildfire
Earth Elemental 50 0 1 50 25 Earthquake
Water Elemental 50 0 1 50 25 Flood
Air Elemental 50 0 1 50 25 Tornado
Fire Elemental 50 0 1 50 50 Explode
Green Dragon 80 0 3 45 50 NONE
White Dragon 80 0 3 45 50 NONE
Black Dragon 80 0 3 45 50 NONE
Red Dragon 80 0 3 45 50 NONE
Blue Dragon 80 0 3 45 50 NONE
Skeleton Dragon 80 0 3 45 50 Decimate
Gold Dragon 80 0 3 45 50 Blitz
Human Warrior 25 25 1 10 0 NONE
Human Rogue 30 -5 4 20 0 NONE
Human Knight 50 30 1 40 10 NONE
Elven Rogue 50 -20 4 10 0 NONE
Dwarven Bandit 30 20 1 50 0 NONE
Gnomish Mage 10 0 1 10 25 Plague
Magician 1 0 1 1 40 Boulder
Mage 1 0 1 1 40 Lightning
Warlock 1 0 1 1 40 Poison
Elementalist 1 0 1 1 40 Explode
Sorcerer 1 0 1 1 40 Tornado
Archmage 1 0 1 1 40 Blizzard
Wizard 1 0 1 1 40 Flood
Sage 1 0 1 1 70 Plague
Seer 1 0 1 1 70 Meteorite
Grandwizard 1 0 1 1 100 Meteor Shower
Skeleton 35 25 1 10 10 NONE
Skeleton Archer 35 -20 4 10 0 NONE
Zombie 20 10 1 10 10 NONE
Liche 50 0 1 10 30 Poison
Vampire 50 25 1 10 30 Lightning
Chimera 40 0 1 40 20 NONE
Griffin 40 0 1 40 20 NONE
Harpy 40 0 1 40 20 NONE
Golem 40 0 1 40 20 NONE
Gargoyle 40 0 1 40 20 NONE
Demon 75 0 1 100 50 Void
Demon Warrior 100 25 1 120 20 NONE


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Weapons


Stats that weapons can affect: AP Mod, Hit % Mod, Range

To equip a weapon, the character must have the Base Stats which the weapon requires. The character may not equip a two-handed (2H) weapon if the character has a shield equipped. The equipped weapon determines the character's Attack Power Modifier (AP Mod), Hit Percentage Modifier (Hit % Mod), and (Attack) Range.

WEAPON STATISTICS

Weapons Price # Hands Req AP Mod Hit % Mod Range
Dagger 50 Gold 1 5 65 1
Club 100 Gold 1 10 55 1
Whip 150 Gold 1 10 55 2
Hatchet 200 Gold 1 15 55 1
Hammer 400 Gold 1 20 55 1
Short Sword 400 Gold 1 20 55 1
Flaming Blade 500 Gold 1 25 55 1
Sling 500 Gold 1 25 -5 4
Stones (2H) 500 Gold 2 20 30 3
Wood Spear (2H) 500 Gold 2 25 55 1
Metal Spear (2H) 550 Gold 2 30 55 1
Flail 700 Gold 1 25 25 2
Scimitar 700 Gold 1 30 55 1
Mace 750 Gold 1 35 30 1
Throwing Daggers 850 Gold 1 30 0 4
Long Sword 1000 Gold 1 40 30 1
Throwing Stars 1000 Gold 1 35 0 4
Throwing Spears 1250 Gold 1 40 -5 3
War Axe 1500 Gold 1 45 30 1
Berdishe (2H) 2250 Gold 2 55 35 1
Large Mace (2H) 2500 Gold 2 60 30 1
Halberd (2H) 3000 Gold 2 65 30 1
Claymore (2H) 3500 Gold 2 70 30 1
Magic Axe 3500 Gold 1 75 30 1
Bow (2H) 3500 Gold 2 50 -15 6
Mjollnir (Hammer) 4500 Gold 1 70 55 2
Battle Axe 5000 Gold 1 80 30 1
Long Bow (2H) 5000 Gold 2 75 -15 8
Mana Sword 5000 Gold 1 75 35 1
Glass Sword 6000 Gold 1 80 35 1
Titan Hammer (2H) 6000 Gold 2 90 30 1
Nova Flail 6500 Gold 1 75 30 2
Chaos Sword (2H) 7000 Gold 2 85 30 1
Dragon Slayer (2H) 7500 Gold 2 100 35 1
Crossbow (2H) 8000 Gold 2 100 -10 8
Odin's Spear 10000 Gold 1 100 55 2


MINIMUM REQUIREMENTS TO USE WEAPONS

Weapons End Str Dex Agi Int Mana
Dagger 0 0 0 0 0 0
Club 25 25 0 0 0 0
Whip 10 10 25 25 10 0
Hatchet 10 10 0 0 0 0
Hammer 40 40 0 0 10 0
Short Sword 20 20 10 10 10 0
Flaming Blade 15 15 15 15 15 0
Sling 0 0 25 25 10 0
Stones (2H) 80 80 10 10 0 0
Wood Spear (2H) 25 25 10 10 0 0
Metal Spear (2H) 35 35 20 20 0 0
Flail 25 25 25 25 40 0
Scimitar 20 20 20 20 20 0
Mace 60 60 0 0 0 0
Throwing Daggers 0 0 30 30 20 0
Long Sword 50 50 40 40 40 0
Throwing Stars 0 0 50 50 50 0
Throwing Spears 25 25 30 30 40 0
War Axe 50 50 25 25 0 0
Berdishe (2H) 40 40 20 20 35 0
Large Mace (2H) 90 90 10 10 0 0
Halberd (2H) 50 50 25 25 50 0
Claymore (2H) 60 60 55 55 50 0
Magic Axe 50 50 25 25 0 50
Bow (2H) 0 0 40 20 40 0
Mjollnir (Hammer) 0 0 100 100 0 0
Battle Axe 80 80 10 10 0 0
Long Bow (2H) 0 10 65 30 50 0
Mana Sword 0 0 0 0 0 100
Glass Sword 0 0 50 50 50 0
Titan Hammer (2H) 100 100 0 0 0 0
Nova Flail 30 30 50 50 40 0
Chaos Sword (2H) 50 50 50 50 50 0
Dragon Slayer (2H) 90 90 90 90 0 0
Crossbow (2H) 0 25 80 40 60 0
Odin's Spear 0 0 0 0 100 0


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Armor


Stats that armor can affect: DP, Resist

There are three types of armor: helmets, body armor, and shields. The character may have one of each of these types of armor equipped (in order to have a shield equipped, the character must not have a two-handed weapon equipped). Collectively, these three types of armor determine the character's Defense Power (DP) and (Magic) Resist.

HELMET STATISTICS

Helmet Price DP Resist
Hood 10 Gold 1 0
Leather Mask 20 Gold 2 0
Steel Cap 40 Gold 4 0
Chain Coif 100 Gold 6 0
Steel Helmet 200 Gold 8 0
Plate Helmet 500 Gold 10 0
Magic Plate Helmet 750 Gold 14 10
Titanium Helmet 1000 Gold 16 0
Wizard Hat 1500 Gold 16 15
Dragon Skull 2000 Gold 20 10


MINIMUM REQUIREMENTS TO USE HELMETS

Helmets End Str Dex Agi Int Mana
Hood 0 0 0 0 0 0
Leather Mask 10 10 0 0 0 0
Steel Cap 25 25 10 10 0 0
Chain Coif 25 25 10 10 0 0
Steel Helmet 40 40 25 25 0 0
Plate Helmet 80 80 25 25 0 0
Magic Plate Helmet 80 80 25 25 0 0
Titanium Helmet 50 50 5 5 0 0
Wizard Hat 0 0 0 0 0 80
Dragon Skull 25 25 10 10 0 0


BODY ARMOR STATISTICS

Body Armor Price DP Resist
Robe 50 Gold 5 0
Leather 100 Gold 10 0
Scale Mail 200 Gold 15 0
Chain Mail 500 Gold 25 0
Mail and Plate 1000 Gold 40 0
Plate Mail 2500 Gold 55 0
Magic Plate 4000 Gold 75 20
Titanium Plate Mail 5500 Gold 90 0
Magic Robe 8000 Gold 90 75
Dragon Scale 8000 Gold 100 40


MINIMUM REQUIREMENTS TO USE BODY ARMOR

Body Armor End Str Dex Agi Int Mana
Robe 0 0 0 0 0 0
Leather 10 10 0 0 0 0
Scale Mail 25 25 10 10 0 0
Chain Mail 25 25 10 10 0 0
Mail and Plate 40 40 25 25 0 0
Plate Mail 80 80 40 40 0 0
Magic Plate 80 80 40 40 0 0
Titanium Plate Mail 50 50 25 25 0 0
Magic Robe 0 0 0 0 0 80
Dragon Scale 25 25 10 10 0 0


SHIELD STATISTICS

Shields Price DP Resist
Wooden Shield 50 Gold 5 0
Buckler 150 Gold 10 0
Round Shield 500 Gold 15 0
Kite Shield 1000 Gold 20 0
Magic Shield 2500 Gold 30 10


MINIMUM REQUIREMENTS TO USE SHIELDS

Shields End Str Dex Agi Int Mana
Wooden Shield 10 0 0 10 0 0
Buckler 10 0 0 10 0 0
Round Shield 20 10 0 20 10 0
Kite Shield 25 10 0 25 10 0
Magic Shield 15 10 0 15 10 0


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Items


Stats that items can affect: All

There are two categories of items that can be purchased at the Item Shop: Potions and Miscellaneous Items which can be equipped in the miscellaneous slot when equipping player characters.

Potions recharge Hit Points and Magic Points. Both heal potions and magic potions are one-time use and are available in various strengths.

Items which can be equipped in the miscellaneous slot are items that can be worn by, attached to, or carried by the character in some way. The character can only equip one of these items at a time. Each of these items raises one or more character stats including some which raise Base Stats.

POTION PRICES & EFFECTS

Potions Price HP MP
Minor Heal Potion 25 Gold + 50 0
Heal Potion 75 Gold + 100 0
Major Heal Potion 150 Gold + 200 0
Mega Heal Potion 300 Gold + 400 0
Minor Magic Potion 25 Gold 0 + 50
Magic Potion 75 Gold 0 + 100
Major Magic Potion 150 Gold 0 + 200
Mega Magic Potion 300 Gold 0 + 400


MISCELLANEOUS ITEM PRICES & STATS THAT ARE AFFECTED

Items Price END STR DEX AGI INT MAN DP RES APM RAN
Health Amulet 1000 Gold + 10 0 0 0 0 0 0 0 0 0
Power Bracelet 1000 Gold 0 + 10 0 0 0 0 0 0 0 0
Skill Pendant 1000 Gold 0 0 + 10 0 0 0 0 0 0 0
Speed Charm 1000 Gold 0 0 0 + 10 0 0 0 0 0 0
Magic Necklace 1000 Gold 0 0 0 0 0 + 10 0 0 0 0
Wisdom Ring 1000 Gold 0 0 0 0 + 10 0 0 0 0 0
Barrier Ring 2500 Gold 0 0 0 0 0 0 + 10 0 0 0
Warrior's Ring 2500 Gold 0 0 0 0 0 0 0 0 + 10 0
Pluto's Stone 6000 Gold 0 0 0 0 0 0 0 0 + 20 0
Apollo's Stone 6000 Gold 0 0 0 0 0 0 + 20 0 0 0
Demeter's Stone 5000 Gold + 20 0 0 0 0 0 0 0 0 0
Atlas's Stone 5000 Gold 0 + 20 0 0 0 0 0 0 0 0
Artemis's Stone 5000 Gold 0 0 + 20 0 0 0 0 0 0 0
Athene's Stone 5000 Gold 0 0 0 + 20 0 0 0 0 0 0
Hermes's Stone 5000 Gold 0 0 0 0 + 20 0 0 0 0 0
Zeus's Stone 5000 Gold 0 0 0 0 0 + 20 0 0 0 0
Ares' Stone 6000 Gold 0 0 0 0 0 0 0 0 0 + 1
Hestia's Stone 6000 Gold 0 0 0 0 0 0 0 + 25 0 0
Fighter's Band 5500 Gold + 10 + 10 0 0 0 0 0 0 0 0
Archer's Band 5500 Gold 0 0 + 10 + 10 0 0 0 0 0 0
Wizard's Band 5500 Gold 0 0 0 0 + 10 + 10 0 0 0 0
Band of Mastery 7500 Gold + 5 + 5 + 5 + 5 + 5 + 5 0 0 0 0

Key to Stats affected by Miscellaneous Items: END = Endurance; STR = Strength; DEX = Dexterity; AGI = Agility; INT = Intelligence; MAN = Mana; DP = Defense Power; RES = (Magic) Resist; APM = Attack Power Modifier; RAN = (Attack) Range


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Magic/Scrolls


Stats that magic/scrolls can affect: None

Each magic scroll represents a magic spell. Having a magic scroll in a character’s inventory allows the character to cast the spell that the scroll represents. Casting a spell does not destroy or damage the scroll. Scrolls are multiple-use items. Any character may carry a magic scroll but only a character with the appropriate Intelligence and Mana requirements may cast the spell that the scroll represents.

There are two major categories of magic spells, heal spells and attack spells. Additionally, there are three magic spells that do not fall clearly into these categories: Regenerate, Resurrect, and Decimate.

Heal spells can be used to heal any player character. Each heal spell recharges the character’s Hit Points by a certain amount unless this amount is greater than the character’s maximum Hit Points (3 times Endurance), in which case it recharges the character’s Hit Points to maximum. Enemy characters may not use heal spells.

Attack spells are used to inflict damage upon targeted characters. The amount of damage done is determined by the spell being cast and the target’s (Magic) Resist percentage. To determine the amount subtracted from the target’s Hit Points (the amount of damage done), the spells damage is multiplied by the target’s Resist percentage and then subtracted from the spell’s damage. This difference is subtracted from the target’s Hit Points.

Regenerate is a spell which allows characters to turn their Magic Points into Hit Points. When cast, the Regenerate spell either recharges the character’s Hit Points to maximum at a cost of Magic Points equal to Hit Points restored or recharges the character’s Hit Points at a 3 to 1 ratio until all Magic Points are used. Enemy characters may not use the Regenerate spell.

The spell of Resurrect allows a character to bring another character, who has died, back to life. The resurrected character appears in a spot beside the caster with 1 Hit Point and no Magic Points. Enemy characters may not use the Resurrect spell.

The spell of Decimate drains any target who has less than 50 (Magic) Resist to 1 Hit Point. Targets with greater than or equal to 50 (Magic) Resist are immune to the spell.


DEFINITION OF MAGIC STATS

MP Req (Magic Points Requirement): MP Req is the number of Magic Points deducted from the caster’s Magic Points when the spell is cast.

HP Eff (Hit Points Effect): HP Eff is the effect of the spell on the target’s Hit Points. All heal spells, except Revive, will have their HP Eff represented by numbers preceded by a plus sign (+) which is the amount of Hit Points recharged by the spell. Attack spells will have their HP Eff represented by numbers preceded by a minus sign (-) which is the amount of damage done by the spell. The spells of Regenerate, Revive, Resurrect, and Decimate have special HP Eff. Regenerate exchanges HP for MP and its HP Eff is represented by +MP. Revive recharges the character’s HP to maximum and its HP Eff is represented by MAX. Resurrect brings a character back to life with its HP at 1 and its HP Eff is represented by 0 to 1. Decimate drops a target’s HP to 1 and its HP Eff is represented by 1.

Range: Range is the maximum number of spaces a target can be from the caster.

Area (Effect): Area Effect is the radius of the area affected by the spell being cast. Any target within this area will receive the full effect of the spell cast. An Area Effect of 1 means that the spell only effects the target.

MAGIC SCROLL PRICES & EFFECTS

Magic Scrolls Price MP Req HP Eff Range Area
Heal Scroll 100 Gold 15 + 50 5 1
Fireball Scroll 100 Gold 10 - 60 4 1
Freeze Scroll 150 Gold 15 - 70 4 1
Wildfire Scroll 200 Gold 25 - 60 4 3
Regenerate Scroll 250 Gold 1+ XChg Self 1
Shock Scroll 300 Gold 20 - 90 1 1
Cure Scroll 400 Gold 30 + 90 5 1
Blizzard Scroll 400 Gold 30 - 70 4 3
Wave Scroll 500 Gold 25 - 100 3 1
Flood Scroll 1000 Gold 40 - 100 3 4
Recover Scroll 1000 Gold 40 + 150 5 1
Boulder Scroll 1000 Gold 35 - 130 3 1
Lightning Scroll 1500 Gold 50 - 150 6 1
Earthquake Scroll 1600 Gold 75 - 130 3 6
Heal Wave Scroll 2000 Gold 60 + 100 5 3
Revive Scroll 2500 Gold 75 MAX 5 1
Poison Scroll 2500 Gold 60 - 175 4 1
Blitz Scroll 3200 Gold 100 - 150 6 3
Explode Scroll 4000 Gold 75 - 200 4 1
Plague Scroll 4300 Gold 120 - 175 4 4
Resurrect Scroll 5000 Gold 100 0 to 1 N/A N/A
Tornado Scroll 5000 Gold 90 - 225 4 1
Meteor Shower Scroll 6500 Gold 150 - 250 5 5
Meteorite Scroll 6000 Gold 120 - 250 5 1
Void Scroll 7000 Gold 150 - 300 10 1
Decimate Scroll 7500 Gold 300 to 1 2 1


MINIMUM REQUIREMENTS TO USE MAGIC SCROLLS

Magic Scrolls End Str Dex Agi Int Mana
Heal Scroll 0 0 0 0 10 5
Fireball Scroll 0 0 0 0 25 4
Freeze Scroll 0 0 0 0 25 5
Wildfire Scroll 0 0 0 0 35 9
Regenerate Scroll 0 0 0 0 0 1
Shock Scroll 0 0 0 0 40 7
Cure Scroll 0 0 0 0 25 10
Blizzard Scroll 0 0 0 0 45 10
Wave Scroll 0 0 0 0 45 9
Flood Scroll 0 0 0 0 55 14
Recover Scroll 0 0 0 0 50 14
Boulder Scroll 0 0 0 0 50 12
Lightning Scroll 0 0 0 0 60 17
Earthquake Scroll 0 0 0 0 65 25
Heal Wave Scroll 0 0 0 0 75 20
Revive Scroll 0 0 0 0 80 25
Poison Scroll 0 0 0 0 65 20
Blitz Scroll 0 0 0 0 70 34
Explode Scroll 0 0 0 0 75 25
Plague Scroll 0 0 0 0 85 40
Resurrect Scroll 0 0 0 0 100 34
Tornado Scroll 0 0 0 0 80 30
Meteor Shower Scroll 0 0 0 0 90 50
Meteorite Scroll 0 0 0 0 90 40
Void Scroll 0 0 0 0 100 50
Decimate Scroll 0 0 0 0 100 100


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