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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