PC II Ancient Combat Manual

 ~Tome of Guidance~

Below here are knowledge about Perang Cemen II Ancient Combat Gameplay, it's not complete but at least enough for player to graduated from being RTDM Noobs.

~About Gameplay~

The gameplay is simple, the player only need to control the mc and his party to end of the story by travel around the world, discover secrets and defeat fierce monsters along the way, should you get lost feel free to ask dev for some pointer, however don't except fast reply since our estemeed dev are busy person also make sure to chose Normal Mode (Save Point) to gain discount on a certain Magic Flask shop which located at final map or just chose Casual Mode (Save Anywhere) if you just want to beat the game or something.

~About Items~

There are various items in this game such as materials needed for crafting or consumable for recovery, teleport, etc.

Item limit in this game are 99 for each item and can't be more than that, feel free to stock as much as recovery item if needed just... don't use them redudantly in battle.


~About Equipment~

Equipment divided by Main(Weapon), Sub, Armor, Additional, and Special.
Each equipment can have 2 xstal slot excluding Sub (since it's not possible for an Arrow or Ninjutsu Scroll to have slot to begin with, and it's not fair if only shield can have slot, conclusion: all Sub can't have slot

Main Weapons decide your character combat power based on their ability stats,

if said weapon have an element, all attacks that don't have pre-defined elements will change to the weapon's element mostly like Basic Attack.

-Saber-

Swords are the most balanced weapons and have the greatest variety of all weapons.

they are relatively light and have a good balance between accuracy and power.

Swords allow you to learn Saber Skills, and also allow you to use other skill such as Berserker Skills and even Lancer Skills.

For Saber, STR and DEX raise attack power equally, resulting in a lower attack growth than other weapons, but a good balance between power and accuracy.


-Berserker-

Axe are very heavy and require your full strength, so you can't equip sub weapons.

compared to Swords, Axes are slower but also more powerful.

Axe allow you to learn Berserker Skills.

For Berserker, STR raises attack power more than DEX, resulting in high attack power but lower accuracy.


-Lancer-

Spears are the slowest of all weapons, but also the most powerful.

they allow you to learn Lancer Skills.

they require you to use both hands, so only light weapons like daggers and arrows can be equipped as sub weapon.

For Lancer, STR raises attack power more than AGI, resulting in high power and speed but low accuracy.

they can compensate their lack of accuracy with their critical hit rate boosting abilities.


-Fighter-

Gloves are the fastest of all weapons.

they allow you to learn Fighter Skills.

For Fighter, AGI raises attack power more than DEX, resulting in high speed but their initial attack power is lower compared to other weapons.

Knuckles have the half of magic power as magic weapons.


-Archer-

Bows specialize in ranged combat, they have the lowest aggro of all weapons.

they are relatively light, but still require both hands, so you can only equip arrows as sub weapon.

Bows allow you to learn Archer Skills as well allow you to use some of Sniper Skills.

For Archer, DEX raises attack power more than STR, resulting in high accuracy but low power.


-Sniper-

Guns are the most powerful shooting weapons.

compared to Bows, Guns have stronger power but doesn't have aggro reduction.

For Sniper, only DEX raises attack power, resulting in strong and accurate attacks.


-Caster-

Staffs are classic magic weapons.

wearing them increases the power of Magic.

they are available in many variations boosting magic power, hasten cast, and many more.

For Caster, INT raises magic power more than DEX. magic ignores accuracy, therefore it will never miss, graze, or evaded unless special condition is meet.


-Healer-

Book or Crystal Ball are advanced magic weapons.

they require your full attention, so you can't equip sub weapons. wearing them increases the power of Magic like staffs as well as allow you to learn Healer Skills.

compared to Staffs, Book/Crystal Ball have less power but higher speed to dodge.

For Healer, INT raises magic power more than DEX. attack power is raised by AGI, resulting in high speed and dodge.


-Foreigner-

Katanas have the lowest weapon attack, but their abilities are very powerful.

Katana allow you to learn Foreigner Skills, the special trait of Foreigner skill are their ability to Sheate their blade with blinding speed after skill is used, resulting boost the next attack or skill damage based on Unsheate Attack bonus.

For Foreigner, DEX raises attack power more than STR, resulting in high accuracy but low power.


Sub weapons can freely be equipped to all one handed weapons and some can also be used with some two-handed weapons.


-Shielder-

Shields are actually armor pieces, but are equipped in the sub slot.

they allow you to use Shielder Skills and increase the power of Guard with cost of your ASPD being reduced.

all Shields have Guard Power stats along with Physical Def and Magical Def stats.


-Hunter-

Arrows are mostly exclusive to Bows, but can also be equipped with other weapons.

their atk power is added to Bows, but Guns only get half of it. Other stats apply normally, unless restricted like atk.


-Kisma (MagicKnight/KishiMadou?)-

Mystic Daggers are the most useful and diverse sub weapon.

they come with various stats suited for almost every weapon. they allow you to use Magic Command as well as Kisma Skills.

they increase your stability and their attack only applies to Melee weapon like Swords, Spears, etc. but they don't have any negative side effects either since their attack also applies to Magic power as well as grant bonus from main weapon atk as magic power much like staffs(this bonus doesn't stacked if used together with staff/magical weapons).


-Ninja-

Ninjutsu Scrolls are likely exclusive to Katana but can also be equipped with other weapons.

They only boost magic power however if used together with Katana the boost are greatly increased.

Ninjutsu Scrolls allow you to use Ninjutsu.


-Armors-

There are 3 type of armors that is Light Armor which reduce total Pdef and Mdef of all equipment combined to boost Dodge and Speed, while Heavy Armor reduce Speed to boost Guard as well Pdef and Mdef, and lastly Normal Armor that doesn't affect anything.

-Extra-

Additional and Special are extra equipment used mostly for their special trait or effect

~About Xstal~
Xstal are monster core conta-(the spoiler has been killed)gwahk!

In the equipment there are 8 Xstal slot, the first 2 are belong to Main, the next 2 are belong to Armor and the next 2 are for Additional and last 2 for Special, these slot can't be used unless the said equipment has slot.

Xstal types
Red Xstal, for Weapon slot only
Green Xstal, for Armor slot only
Yellow Xstal, for Additonal slot only
Pink Xstal, for Special slot only
Blue Xstal, for ANY slot mentioned above

*Black Xstal, can't be used unless...

---Trivia Note, It's really TRIVIA---
Xstal can be placed or removed freely just like equipment, when removed it does not lost, break, become unusable, or anything sounds like it, instead it will returned back just like equipment.
*There are too many games does that but we don't do that here (UwU).
*There are no shady items to help remove these xstal safely either.

*Xstal does not stuck in the equipment so when the sloted equipment that has Xstals in it are removed, the Xstal will also removed.
*Xstal Drop rate for all normal enemies are fixed to 4% while varies for Boss.
*Boss Xstal Drop Rate:
-Normal (2%)
-Hard (4%)
-Nightmare (8%)
-Ultimate (33%)
-Story Boss may Varies (Mostly 50%/100%)
*If you deem the Drop Rate are kind of Unfair like those Gacha Games (Whose SSR drop chance is like 0.02% something) you can use a certain "Magic Flasks" that convert enemy to Xstal as for Bosses you can use certain "Holy Gems" to make Drop Rate fixed at 100% in boss battle but... nevermind.

~About Battle~

The battle system used are ATB (or some say Active Time Battle) where player can issue a command to the character once that character are Ready to preform an action, how fast the character to get ready are based on ASPD not AGI, AGI does affect ASPD but ASPD are generated based on equipments and other stats relates to certain types of weapons.

-Battle Command-
Battle command are divided into:
+Attack (Pick target->Instantly Attack)
+Skill (Open Sub Menu)
*Include Magic, Ninjutsu, Command, etc.
+Parry (Instantly Parry)
+Item (Open Sub Menu)
"Hidden Shortcut"
"Q/W" to switch the character command
"X" to open Fight/Escape command
*Failed to escape will waste action of the character who initiate it.
*Can't Escape during Boss/event battle

-Sub Menu-
Battle time will "stop" during this phase unless the user pick Full Active Mode at opening option, battle time will resume during Pick Target phase for both Semi or Full Active Mode.

Attack
Preform basic attack with weapon, when weapon mastery reach a certain level, a skill related to that weapon mastery will be preformed instantly when learning it.

*About Stability
Stability are minimum damage rate, should you have 75% stability mean your real damage is 100 but the enemy may take damage between 75~100 instead, Stability can't be more than 100%, should you reach 100% or more Stability mean you are no longer bound by RnG and will always dealt fixed damage.

-About Graze
Graze reduce Stability by 50%, Graze happen when the attacker DEX are lower than their target AGI, Graze only happen during physical or basic attack damage calculation.
*Magic never Graze, Missed, or Evaded unless special condition are meet.

Skill/Magic/Etc.
Preform skill, each skill has their own effect.
For elemental magic, once element mastery reach a certain level, a magic related to that element mastery will be preformed instantly when learning it, it's also applies to Recovery as well, try to learn Caster Skill "Random Cast" and cast it often to gain element mastery or learn Healer Skill "First Aid" to gain Recovery mastery.

*About Charging
A time needed to cast a magic or skill, the character may flinch if she/he took damage during charge as well as cancel the cast, charge time can be reduced by CSPD or other special method such as Quick Cast however some of Magic/Skill doesn't affected by CSPD.

-Charge Flinch does not work for enemies, but if player wish to cancel enemy charge, they need to do it manually with interrupt effect such as Flinch, Tumble, or Stun.

Parry (Not mistaken with Weapon Parry)
Preform Guard/Dodge, Guard will reduce any damage taken to 1 by consume Block Point(based on Guard Power) equal to actual damage taken, while Dodge will completly Evaded physical attack by consume user Dodge equal to attacker DEX.

-Break Guard
Break Guard happen when user Block reduced to 0 by damage(this also negate SP gained by Guard), the user won't be able to Guard again until user recover from Break.

-Trip
Trip happen when user whose Dodge took hit because their Dodge are reduced to 0 by attacker DEX, the user won't be able to Dodge again until user recover fron Trip.

*Parry effect such as Guard and Dodge will be off when user preform skill/magic or when user under effect such as Flinch, Tumble, Stun, etc.

Item

Potions, drinkable Potions mostly has Dosage, should one drink too many in short-span of time will cause Overdose, there are other types of items too such as Holy Gems and Magic Flasks but that's already explained in game.

*About Overdose
When a character used potion redundantly they will gain ailment based on potion used if their Dose above 10 when the said potion is used.

~About Enemy~
Ailment
Some Ailment has different effect for both enemy and player such as Poison, Burn, Blind, Paralysis, etc.

[Flinch] = Unable to Act (Short)

[Tumble] = Unable to Act

[Stun] = Unable to Act (Long)

[Knockback] = Disable Melee Attack

[Stop] = Halt the target time

[Stop (Boss)] = Reduce ASPD by 50%

[Bleed] = Skill Command is Sealed

[Silence] = Magic Command is Sealed

[Mana Explsion] = Upon activated dealt damage equal to MP of it's target, if the said target has HP over 2000 the damage is multiplied by 10 exclude for the enemy

[Burn (Player)] = Reduce HP by 10% each turn, this effect last for 5 turn

[Burn (Enemy)] = Reduce HP based on INT of the one who applies it

[Poison (Player)] = Reduce HP by 5% each time the player make an action such as Attack, or useing skills, etc.

[Poison (Enemy)] = Reduce HP based on DEX and some INT of the one who applies it

[Freeze] = Reduce ASPD by 50% while boost Fire Res by 50%

[Freeze (Boss)] = Reduce ASPD by 25% while boost Fire Res by 50%

[Paralysis(Player)] = Reduce ASPD by 50%

[Paralysis(Enemy)] = Delay Basic Attack for 2 charge time or 1 charge time for bosses

[Slow] = Reduce ASPD and CSPD by 50%

[Slow(Boss)] = Reduce ASPD & CSPD by 25%

[Fear] = 30% chance to cancel Basic Attack

[Fear(Boss)] = 0% chance... no effect!

[Blind(High)] = Boost Miss by 60%

[Blind(Mid)] = Bosst Miss by 40%

[Blind(Low)] = Boost Miss by 20%

[Lethargy] = Reduce Damage dealt by 30%

[Dazzle] = Reduce Sensor & Accuracy by 75%

[Dizzy] = Reduce Guard & Dodge by 50%

[Defense Crush] = Disable Parry and Guard also reduce Pdef and Mdef by 50%

[Weaken] = Boost MP cost by 100(10 for SP)

[Grudge] = Reduce Critical Rate by ????%

[Curse] = Negate Recovery Effect

[Sick] = Reduce Ailments Res by 1000%

Boss Ailment Resistance
A boss will gain resistance to certain ailment mostly Interrupt such as Flinch, Tumble, and Stun, these resistance will completely block the said ailment, the resistance duration for each ailment may varies.

Damage Prorate
There are 3 types of damage:
Basic Attack, Physical, and Magical.
When player dealt basic attack damage to enemy, the resistance agaisnt Basic Attack will increased while resistance of other two (Physical and Magical) are decreased, mobs have fixed of min/max damage taken from this effect by 50%~200% but prorate formula for each bosses may varies.
*This doesn't applies to player


~About Build~

Like I explained earlier, in Perang Cemen II Ancient Combat you DO NOT have pre-designed job classes and professions available, but instead design your very own class by combining equipments, stats and skills, each character are free to equip any combination of Weapons, Subs, and Armors to build their own combat style, however if you still had no idea what the best to equip with what then look at these example:

~The format of build~

-Name Build

Main, Sub, Armor type, best stats

*Saber = Sword, Shielder = Shield, if you still got confused over these then go see a doctor.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-Paladin

Saber, Shielder, Heavy, STR DEX VIT

The Paladin sacrifices speed for defence.

It defends itself and the party with a strong shield.


-Rogue

Saber, Hunter, Light, STR DEX AGI

The Rogue is a fast moving class which fights with blades at close and long range.

It has less defensive abilities but a greater variety of ranged attacks and status ailments.


-SpellBlade

Saber, Kisma, Heavy/Light, STR DEX INT

The Spellblade is a swordsman who uses both phgsical and magic attack.

Magic Power isn't it's only quality but it's also has strong physical and magical attacks.


-Berserker

Axe, None, Light, STR DEX AGI

The Berserker is the strongest of the melee wielding classes.

It combines raw power with the speed of the Rogue.


-AxKnight

Axe, None, Heavy, STR DEX VIT

The AxKnight is similar to the Paladin, but instead of a shield it uses Axe as a shield.

It's defensive and protective abilities are lesser than the Paladin's but it has more offensive power in exchange.


-Dragoon

Lancer, Kisma, Light/Heavy, STR AGI VIT

The Dragoon is the strongest of all melee combatants.

It combines power and speed into a deadly strike.


-Rider

Lancer, Hunter, Light, STR AGI DEX

The Rider is similar to a Dragoon, but more focused on swift performance than raw power.

It is also better at ranged combat and can use status ailments.


-Monk

Fighter, Kisma, Light, AGI DEX INT

The Monk is the fastest of all.

It can fight at any position and stop the opponents moves as well as disabling it's defences, it's also can uses magic if needed.


-Titan

Fighter, Shielder, Heavy, AGI DEX VIT

The Titan is the fastest tanker.

It can disable enemies and guard the party like the Paladin.


-Ranger

Archer, Hunter, Light, DEX STR AGI

The Ranger is the expert of long range combat.

It uses lots of status ailments to weaken enemies and buff it's own abilities at the same time.


-Assassin

Sniper, Hunter, Light, DEX STR AGI

The Assassin has excels at taking out single targets.

It uses sniper skills and poison.


-Cannoner

Sniper, Shielder, Heavy, DEX VIT MEN

The Cannoneer is the slowest of the ranged combatants but also the toughest.

It's like a stronghold and can protect the party if needed.


-Red Mage

Caster, Kisma, Light, INT DEX STR

The Red Mage is a strong attacker with magic while maintain dodge.

It is also most adept at avoiding attacks.


-White Mage

Caster, Shielder, Heavy, INT DEX VIT

The White Mage has the strongest defence of all magicians.

It supports and heals the party with recovery magic.


-Black Mage

Caster, Hunter, Light, INT DEX AGI

The Black Mage excels at elemental magic and can inflict numerous status ailments.

It has great attack power and utility but also the lowest defence of all magicians.


-Mirage Mage

Healer, None, Light, INT AGI DEX

The Mirage Mage has the strongest dodge.

It can either supports and heals the party with recovery magic or uses offensive magic to attack enemies.


-Sage

Healer, None, Heavy, INT AGI VIT

The Sage combines the offensive and defensive powers of red and white mage.

Similar to the black mage it can also fight with magic attack but more defensive.

Learning Skill, each weapon types or elemental type has 6 Skill each, all skill will be learned when mastery reach LV40.

~~~Saber~~~

-Blunt Hit

  • Single Target Damage
  • Flinch Chance (100%)
  • Melee

-War Cry

  • All Allies Buff
  • Gain War Cry Buff
  • Clear Ailment "Fear"
  • War Cry boost physical damage dealt by 30%

-Sonic Thrust

  • AoE Damage
  • User Gain Sonic Thrust Buff
  • Double Damage if used with said Buff
  • Melee
-Tempest Sword

  • AoE Wind Damage
  • Hits: 7
  • Blind Chance (25%)
  • Unsheathe Attack, Range
-Buster Sword

  • Single Target Damage
  • Critical Rate 100%
  • Hits: 3
  • Gain Buster Buff (STR + 30%)
  • Recover User HP by (1000 + VIT * 2)
-Moon Slash

  • AoE Damage
  • Instant kill target or dealt 50% of target max Hp as damage if traget isn't boss
  • Dealt normal damage if target is boss
  • Ignore Guard
  • Unsheathe Attack, Melee
  • Sheathed after skill is used

~~~Berserker~~~

-Crush
  • Single Target Damage
  • Defense Crush Chance (50%)
  • Damage increased by 50% of target Block if target in a Guard state
  • Melee
-Devil's Cut
  • Single Target Damage
  • Gain Devil Cut Buff (ASPR+5)
  • Buff remain until next skill is used
  • Melee
-Spiral Cut
  • AoE Damage
  • Can't Critical
  • Hits: 9
  • Gain Spiral Cut Buff (Critical Damage+10%)
  • Buff remain until next critical non-basic attack
  • Melee
-Rampage
  • Self Buff
  • Gain Rampage Buff
  • Change Basic Attack to Rampage Slash
  • Rampage Slash Damage (-60%)
  • Rampage Slash Hits: 4
  • Rampage Slash ASPR (-75%)
  • Gain 1 Rampage stack when Rampage Slash hit an enemy, need at least hit once out of 4 slash to count, only gain 1 stack every attack NOT every hit so even if it's hit twice or more during single attack it's still count as one stack
  • Replace Rampage Slash with Flying Dragon Slash after 10 Rampage Stack
---Flying Dragon Slash---
  • Single Target Damage
  • Hits: 3
  • Dealt Heavy Damage on 3rd hit
  • Always hit however if this skill is evaded/missed the damage become 1
  • Remove Rampage Buff after skill
  • Melee
-Berserk
  • Self Buff
  • Gain Berserk Buff 
  • STR+50% Critical Rate+25%
  • ASPD+100% PDef&Mdef-100%
-Meteor Breaker
  • AoE Damage
  • Hits: 2
  • Dealt Heavy Damage on first hit
  • Heavy Damage only to Main Target
  • Dizzy Chance (75%)

~~~Lancer~~~

-Deadly Stab
  • Single Target Damage
  • Critical Rate 50%
  • Gain Buff Deadly Stab (Half Sp Cost) if this skill dealt critical hit
  • Buff remain until next skill is used
  • Melee
-Battle Cry
  • Self Recovery
  • Instantly Recover SP by (5~30)
  • The Amount increase as Lost HP
  • Recover 5 SP when HP full
  • Recover 30 SP when HP below 12%
-Dragon Tail
  • AoE Damage
  • Hit: 2 (Combo for second hit)
  • Tumble Chance (25%)
  • Critical Rate 50% for second hit
  • Tumble Chance (75%) second hit
  • Double Damage on second hit
  • Melee
-Dive Impact
  • AoE Damage
  • Dazzle Chance (75%)
  • Dive Impact Chance (100%)
  • Dive Impact dealt fractional damage equal to user stats after some delay
  • Melee (Physical Hit only)
-Quick Aura
  • Self Damage (Buff)
  • Reduce HP by 10%
  • User will die if HP is not enough
  • Gain Quick Aura Buff
  • Quick Aura can be stacked up to 3
  • Quick Aura Greatly boost AGI
  • First Stack AGI+21%
  • Second Stack AGI+112%
  • Final Stack AGI+233%
  • Duration refresh when new stack is added, the longest is at Final Stack
  • Lost the effect when user is hit
  • This Skill doesn't consume turn
-Dragon Horn
  • Single Target Damage
  • Hits: 2
  • Damage increased by AGI
  • Ignore Defense
  • Ignore Guard
  • Melee

~~~Fighter~~~
-Smash
  • Single Target Damage
  • Flinch Chance (100%)
  • Melee
-Slam
  • Single Target Damage
  • Tumble Chance (100%)
  • Melee
-Strike
  • Single Target Damage
  • Stun Chance (100%)
  • Melee
-Guard Break
  • Single Target Damage
  • Damage increased by target Block
  • Recover SP by 30 if traget in a Guard state when attacked by this attack
  • Melee
-Fist of Ruin
  • Single Target Damage
  • Ignore Defense
  • Damage increased by target Pdef
  • Defense Crush Chance (75%)
  • Melee
-Energy Cannon
  • AoE Damage
  • Critical Rate 50%
  • Fear Chance (80%)
  • Melee

~~~Archer~~~
-Poison Shot
  • Single Target Damage
  • Poison Chance (100%)
  • Range, Archer
-Quick Draw
  • Self Buff
  • Add Additional Basic Attack Hit (+1)
  • Basic Attack Damage (-50%)
  • Gain Quick Draw Buff
  • Chance (30%) to Recover SP by 10 when a Skill is used by user with this buff, the skill must have SP cost to activate this
  • This skill doesn't consume turn
  • Can't be used together with Rampage, Kinton: Kunai, and Kinton: Shuriken
-Triple Arrow
  • Single Target Damage
  • Hit: 3
  • Damage increased each hit
  • Range, Archer
-Mark Circle
  • AoE Debuff
  • Marked Chance (100%)
  • Boost Bow/Gun basic attack Damage by 50% to Marked targets
  • Boost Archer/Sniper Skill Damage by 30% to Marked targets
-Arrow Rain
  • AoE Damage
  • Hit: 8
  • Range, Archer
-Ultima Charge-
  • Self Buff
  • Gain 1/5 Buff
  • Gain Temp. Skill Ultima Shot
  • The buff is charged overtime, the duration get longer as number goes up and will stop at 5 or when user took hit
  • The buff will stop charge even if it's not full(marked with 1/1, 2/2, etc.) and remain until the user unleash Ultima Shot Skill which consume all charge
---Ultima Shot---
  • AoE Damage
  • Dealt Heavy Damage on first hit
  • Heavy Damage to Main target only
  • This skill Damage are based on Ultima Charge Buff, the more stack charged the more damage dealt
  • Range, Archer

~~~Sniper~~~
-Power Shot
  • Single Target Damage
  • Charge : 2 (1 Sniper)
  • Tumble Chance (90%)
  • Range, Sniper
-Feint
  • Single Target Damage
  • Gain Dodge based on DEX upon Hit
  • Melee, Sniper
  • Can't be used during Trip
-Barrage
  • Single Traget Damage
  • Hit: 5
  • Damage increased each hit
  • Range, Sniper
-Blackout
  • Single Traget Damage
  • Charge: 1.5 (0.75 Sniper)
  • Blind Chance (95%)
  • Range, Sniper
-Decoy
  • Single Ally Buff
  • Gain Target Focus Buff
  • Target Focus boost AGR by 100%
-Snipe
  • Single Target Damage
  • Charge: 5 (2.5 Sniper)
  • Critical Rate 100%
  • Defense Crush Chance (100%)
  • Range, Sniper

~~~Caster~~~
-Random Cast
  • Self Buff
  • Gain Random Cast Buff
  • Random Cast Buff change next basic attack to Random Elemental First Tier Magic Attack
  • The user will took Mana Explosion if the user took hit before cast the said Magic
  • The buff last until the user preform Attack by Random Cast or until the user took hit
-Mana Exchange
  • Self Damage (Recovery)
  • Reduce HP by 30%
  • Recover MP by 200
  • User will die if HP is not enough
-Quick Cast
  • Self Buff
  • Gain Quick Cast Buff
  • Reduce Charge Time for certain Magic
  • Recovery Magic gain 25% reduction for Healer, 30% for Kisma, and 35% for Caster, while Elemental Magic gain 50% for Caster, 40% for Healer, and 45% for Kisma
  • Reduction of Caster and Kisma does not stacked, Kisma only applies if user main weapon aren't Staff
  • The buff may still applies however the effect of reduction is nulled if user does not meet condition above
-Magic Boost
  • All Allies Buff
  • Gain Magic Boost Buff
  • Clear Ailment "Weaken"
  • Magic Boost increased magic damage dealt by 30%
-Final Fallen Down
  • All Enemies Null Damage
  • Charge: 10 (3 Caster 3.5 Kisma 4 Healer)
  • Ignore CSPD
  • During Charge phase the user generate extremely High Aggro
  • Dealt Heavy Damage on first hit
  • Heavy Damage to Main target only
  • Range, Magic
-Mana Xstal
  • Single Ally Recovery
  • Charge: 3
  • CSPD reduce Charge Time
  • Quick Cast (Elemental)
  • Recover MP by 300
  • Gain 3 Crystal Shard
  • Gain 3 Crystal Dust

~~~Healer~~~
-Holy Fist
  • Single Target Light Damage
  • Melee
-Mana Charge
  • Self Recovery
  • Charge: 6 (3 Caster 3.6 Healer 3.3 Kisma)
  • Ignore CSPD
  • Recover MP by 300
-First Aid
  • Single Ally Recovery
  • Recover HP by user Magic
-Protection
  • All Allies Buff
  • Charge: 2
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • Gain Protect Buff
  • Clear "Defense Crush" Ailment
  • Protect Boost Pdef and Mdef by 30%
-Shock Barrier
  • All Allies Buff
  • Charge: 2
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • Gain Barrier(5/5) Buff
  • Barrier will negate "Flinch" from either normal flinch or charge flinch
  • Barrier will lose it's stack each time the user took hit regardless will it cause flinch or not
-Divine Charge
  • Self Recovery
  • Charge: 10
  • Ignore CSPD
  • Ignore Charge Time if this magic is used after "Mana Charge" skill
  • Recover 1000 MP
  • Bonus 200 MP for Caster
  • Bonus 400 MP for Healer

~~~Foreigner~~~
-Sudden Cruelty (alt. 居合い斬り)
  • Single Target Damage
  • Hit: 2
  • Critical Rate 50% (Both)
  • Nova Dragon Stack +1
  • Unsheathe Attack, Melee
  • Sheathed after skill is used
-Godspeed (alt. 居合抜き)
  • Single Target Damage
  • Hit: 3 (Combo for 2nd and 3rd)
  • Critical Rate 50% for 2nd Hit
  • Critical Rate 100% for 3rd Hit
  • Nova Dragon Stack +1
  • Unsheathe Attack, Melee
  • Sheathed after skill is used
-Spark (alt. 閃光)
  • Self Buff
  • Gain Clear Reflection Buff
  • Clear Reflection completly block anything(exclude items) regardless it's effect or it's form (physical, magical, and even fractional) and nullify it's effect just once
  • Blocking with Clear Reflection will recover SP by 20
  • Preform "Attack" during Clear Reflection will either unleash Divine Dragon or True Divine Dragon(if the user are under Shinryu Ransei buff) by consume Clear Reflection
  • Glitch: Player can both Blocking and Unleash Divine Dragon/True Divine Dragon at same time however the timing of when enemy does attack and the timing of player to attack must match each other or happen at SAME time which nearly impossible
---Divine Dragon (alt. 神龍)---
  • Single Target Damage
  • Nova Dragon Stack +1
  • Unsheathe Attack, Melee
  • Sheathed after skill is used
---True Divine Dragon (alt. 本物神龍)---
  • Single Target Damage
  • Damage increased based on Shinryu Ransei Stack
  • Nova Dragon Stack +1
  • Unsheathe Attack, Melee
  • Sheathed and Reset Shinryu Ransei Stack after skill is used
-Sakura Edge (alt. 発送葉っぱ)
  • AoE Damage
  • Hit: 2 (Combo for second hit)
  • Ignore Miss (Evade is still possible)
  • Nova Dragon Stack +1
  • Unsheathe Attack, Melee
  • Sheathed after skill is used
-Quadra Slash (alt. 神龍嵐聖)
  • Single Target Damage
  • Hit: 4
  • Damage increased based on Shinryu Ransei Stack
  • Gain Shinryu Ransei (1/4) buff
  • Shinryu Ransei Buff reduce this skill cost by 20 and gain 1 stack each time this skill is used
  • Duration Shinryu Ransei from this skill are short compare to Shinryu Ransei gained after True Divine Dragon is used
  • Nova Dragon Stack +1
  • Unsheathe Attack, Melee
  • Sheathed after skill is used
-Nova Dragon (alt. Exploding F.D.S.)
  • Single Target Damage
  • Damage increased by Nova Dragon Stack max at 10 that gained by useing Foreigner skill other than Nova Dragon and Spark(Blocking)
  • Unsheathe Attack, Melee
  • Sheathed after skill is used

~~~Magic: Recovery~~~
-Mend
  • Single Ally Recovery
  • Recover HP based on Ally MaxHp
  • Bonus Heal based on user Magic
  • Charge: 1
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • Lower Dosage by 1
-Esna
  • Single Ally Recovery
  • Clear Ally Ailments
  • Cure Ailment Chance may Varies
  • Charge: 1
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • User MP + 100 When Cure's Success 
  • Lower Dosage by 3
-Heal
  • Single Ally Recovery
  • Recover HP based on Ally MaxHp
  • Bonus Heal based on user Magic
  • Charge: 2
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • Lower Dosage by 2
-Hial
  • AoE Ally Recovery
  • Recover HP based on Ally MaxHp
  • Bonus Heal based on user Magic
  • Charge: 3
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • Lower Dosage by 3
-Rise
  • Revive Single Died Ally
  • Recover HP based on Ally MaxHp
  • Bonus Heal based on user Magic
  • Charge: 4
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
-Hael
  • Single Ally Recovery
  • Recover HP based on Ally MaxHp
  • Bonus Heal based on user Magic
  • Clear Ally Ailments
  • Cure Ailment Chance may Varies
  • Charge: 2
  • CSPD reduce Charge Time
  • Quick Cast (Recovery)
  • Lower Dosage by 5

~~~Magic: Elemental~~~
-Projectile
-Instant Cast
-Low AoE
-High AoE
-Instant Low AoE
-Heavy High AoE
*All magic has a same format it's just the element and ailment which is different, something else like MP cost, range, etc. all are same for all elemental magics.

~~~Command~~~
-Spirit Change
-Shining Wave
-Radiant Sword
-Bitter End
-Oversoul
-Spin Attack
-Brotherhood Attack
-Double Attack
-Triple Fang
-Blizt Ball
-Carnage Scene
-Tornado Tower

~~~Nefiri~~~
-Energy Drain
-Darkness Beam
-Heavenly Illumination
-Death Reaper
-Heart Breaker
-Devil Claw
-Queen of Undead
-Endless Shadow

~~~Bayu~~~
-Playful Wind
-Wall of Wind
-Wind Serenade
-Phantom Gale

~~~Bantolo~~~
-Earth Defense
-Will of Earth
-Reverse Earth
-Ground Swap

~~~Tirta~~~
-Water Purification
-Water of Life
-Water Prison
-Aqua Rage

~~~Agni~~~
-Fire Power
-Fire of Rebirth
-Blazing Fire
-Omega Blaze


~Last Words~

Thanks for reading these and sorry if these guide or manual sounds too cringey for your taste, leave that aside, the game was finished but this manual might never be finished as you know that the dev might add new stuff on a whim.

Feel free to leave feedback, I will listen as long as it doesn't sounds annoying.

*I may late reply for any reason I can make.

*Also I'll update this again later...

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