F? for fabulous! Beach! I'm Fabulous!

It's been a while since the last time I randomly rants about something, let's go!

Apparently, I'm Learning Things I Didn't Want to Learn

Ever since the RPG Maker VX Ace era, there is one part of RPG Maker that I have consistently avoided touching: the UI.

By UI, I mean the whole Windows and Scenes business, the rectangles containing text, menus, selection boxes, handlers, positioning, drawing, and all the other stuff that makes RPG Maker's interface work.

If you're wondering why, the answer is simple:

I'm lazy.

Well, there's a slightly more complicated explanation.

Working with RPG Maker's UI has always felt to me like remodeling a castle.

You can't just slap a new door onto the wall and call it a day. You need to understand what kind of wood the door is made from, how the wall is structured, where the hinges are supposed to go, how the bricks are arranged, how everything connects to the floor, how the roof is supported, and probably which medieval architect originally decided that the entire thing needed to be built this way.

Meanwhile, building something from scratch feels much easier.

At least then I know where everything is because I built the stupid thing myself.

This is why, historically, I have been much more comfortable creating complicated gameplay systems from scratch than messing around with RPG Maker's UI.

Barriers? Sure.

Special counters? Fine.

Randomly cast skills? No problem.

Skill X-value stacks, attack-type weaknesses, elemental absorption, double casts, skill cancellation, and whatever other nonsense I've come up with over the years?

I'll happily write the entire system myself.

But ask me to create a proper window with a proper scene and proper handlers?

Suddenly I have the motivation of a corpse.

There was one notable exception during the Perang Cemen II era. I needed a Additional Parameters window for the ancient combat system, and rather than learning how RPG Maker's UI worked properly, I took the more traditional developer approach:

I stole someone else's homework.

More specifically, I took MOG's Skill Mastery Window Display and modified it. I replaced the parameters, changed the text drawing, and adapted it to display all the additional parameters I had crammed into the combat system—things like Unsheathe Attack, Pierce, and so on.

It worked.

And, importantly, I didn't have to learn anything.

Fast-forward to RPG Maker MZ.

By this point I had started writing my own plugins, but my general philosophy toward UI hadn't changed much. Whenever a plugin needed a window like crafting, cooking, or whatever else, I made the simplest functional UI I could get away with and moved on.

Why spend three hours making a beautiful interface when I could spend those three hours making another unnecessarily complicated gameplay mechanic?

That brings us to late August 2026.

For the first time in years, I finally decided to actually learn how RPG Maker's UI works.

And holy shit.

It was exactly as unpleasant as I remembered.

I spent a considerable amount of time going back and forth through the code trying to figure out where the rectangles were defined, where things were drawn, where the handlers lived, which scene was responsible for what, which window was calling which method, and why something that looked like it should be incredibly simple apparently required me to travel through five different classes and consult the ancient spirits of RPG Maker development.

It genuinely felt like wandering from town to town asking random laborers:

"Excuse me, sir. Do you happen to know how this castle was constructed?"

Eventually, though, I got it.

I reworked some of my plugin UIs, and while it was absolutely a pain in the neck, I did learn quite a bit from the process.

And now that I've finally experienced what it takes to properly remodel the castle...

I'm not doing it again unless I absolutely have to.

If something is functional and nobody is complaining about it, it's staying that way.

If somebody really wants me to redesign it, they can put the request in the suggestion box and I'll consider it sometime around the year 2037.


And Now I'm Learning Music

Unfortunately, apparently learning one new thing wasn't enough.

Some people have recently started playing a game I made during Game Jam 2025, and this brings us to another problem.

Because it was a Game Jam project, time was extremely limited. I needed background music, and normally I would have gone looking for some suitable tracks from one of the sites I used to borrow—I mean, legally acquire—music from.

Unfortunately, the site I relied on had disappeared.

So I had two options:

  1. Don't have music.
  2. Make the music myself.

I chose option 2.

This was, in hindsight, a terrible decision.

I had basically no idea what I was doing.

The result was... let's be generous and call it "music."

The first three bosses got some of the most questionable BGM ever committed to an audio file. By the time I reached the fourth boss, however, I was finally starting to figure out what I was doing, so that track was actually somewhat decent.

Of course, I assumed nobody would ever reach the fourth boss anyway.

So nobody would hear the decent one.

Naturally, the universe decided otherwise.

Now someone has complained about the music.

And because apparently I have chosen violence against myself, my response is:

Fine. I'll learn music.

I can't promise that I'll become some professional composer who charges $200 for a two-minute battle theme.

I'm not expecting to suddenly become Yoko Shimomura or Nobuo Uematsu.

But I can learn enough to make music that doesn't sound like it was composed by a computer having a seizure.

That's the goal.

I'll keep learning until I can make BGM that is at least genuinely pleasant to listen to.


What About the Art?

This one is a little different.

I have been learning art, and I think I've improved considerably if I compare my current work to what I was capable of years ago.

But there's a difference between:

"I've gotten pretty good compared to my old self."

and

"I'm good enough to replace an actual professional artist."

I'm somewhere in the first category.

Compared to the artists I've commissioned, I'm still basically an average Joe.

So while I'll continue improving my own art—and I'll probably keep making more assets myself—I don't see myself completely abandoning commissioned artwork anytime soon.

There are simply things that are better left to people who are much better at them than I am.


So, after years of avoiding RPG Maker UI, I'm finally learning it.

After making questionable Game Jam music, I'm now learning music.

And I've been learning art for years as well.

At this rate, I'm slowly becoming the person who can do everything myself.

Which sounds great until you realize that it also means I'll have no excuse to be lazy anymore.

...Actually, forget that.

I'm still going to be lazy.

I'll just be more capable while being lazy.


Random Essay I write when I was high on Caffeine!

Despite being a simple 2D turn-based RPG, Perang Cemen games hides an absurdly layered system under its surface, so dense that most players need time just to digest it.

Yet, in its complexity lies a bizarre truth: everything is balanced.
Almost unnaturally so.
Where else can you find a game where every mechanic has a counterpart?
Even major studios struggle with this.
Konami shattered the balance of Yu-Gi-Oh! with endless waves of meta decks.
MOBA games constantly suffer from overpowered heroes that dominate until the next patch.
As for indie games, well, most of them are chaos wrapped in code.
But Perang Cemen? It’s something else entirely.
It’s a world where every advantage comes with a matching disadvantage, every strength faces a natural weakness, and every clever trick has its countermeasure waiting in the shadows.
It’s not just balanced.
It’s Perang Cemen balanced, a state of equilibrium that borders on madness.

The Layered Logic of Battle

In RPG Maker, there are four core reaction mechanics: Evasion, Magic Evasion, Counterattack, and Magic Reflection.

Evasion and Magic Evasion simply avoid attacks, physical and magical respectively.
Counterattack and Magic Reflection, on the other hand, not only avoid but also retaliate, granting both defense and offense in one.

Naturally, that made them superior, which, of course, was not fair by Perang Cemen standards.

To restore balance, the system introduces attack range restrictions:

A Knight with a sword can counter another Knight’s sword strike, but not an Archer’s arrow.

An Archer can counter another Archer’s shot, but becomes helpless against a Knight’s close-range slash.



As for Magic Reflection, its power is undeniable, most magic can be bounced back, often dealing heavy damage. It’s especially deadly against slow-casting spells.
But such strength demands weakness:
Healing and Buff spells can also be reflected, meaning a reflected Cure are also bounced back to its caster.

Certain spells like Dispel, Quake, and other special magics can bypass reflection entirely.

The Chain of Magic and Countermagic

Magic that bypasses reflection might seem unfair, but balance always finds a way.

Dispel nullifies most magical effects, stripping away buffs and enchantments. However, it deals no damage, harmless but tactical.
Quake also bypasses reflection and deals damage, yet it can be avoided by those who fly or float through magic.
Of course, those same effects can be dispelled, turning Dispel into a silent executioner of defense and resistance alike.

But even Dispel has a counter: Dispel Block, which prevents it from working.
And for that, there exists Ultimate Dispel, a costly spell that overrides Dispel Block, consuming far more resources.

In Perang Cemen, the rule is absolute:
Every power has a weakness. Every weakness has a counter. Nothing is final.

Evasion and Its True Place

Unlike Counterattack or Magic Reflection, Evasion and Magic Evasion don’t strike back, but they’re far more flexible.
Evasion can dodge any attack, from swords to arrows.
Magic Evasion can avoid harmful magic while still accepting healing and buffs.

This might seem overpowered and by Perang Cemen standards, that’s unacceptable.

To counter them, the system introduces Unavoidable Attacks.
These ignore Evasion and Magic Evasion entirely…
but that doesn’t mean they always hit.

If the attacker is Blinded or suffers from low accuracy, their Unavoidable Attack can still miss.
It’s a perfect example of the game’s logic: Nothing is absolute.

The Freedom of Play is Why There Are No Achievements

There are no in-game achievements in Perang Cemen games deliberately so.
Because this world values freedom above all.

Players are encouraged to find their own way to victory, whether by exploiting elemental weaknesses, overgearing, or inventing clever tactics with ailments.
Every journey is different because every player thinks differently.

In Perang Cemen, it’s not about how far you’ve gone,
it’s about how you got there.

Beating the game itself is already the greatest achievement.
If players want to chase goals, they can create their own, completing the bestiary, collecting every weapon, mastering every class, their choice, their path.

Because once achievements like “Defeat a boss in under X turns” exist, the illusion of freedom collapses.
Players will discover one optimized strategy, others will copy it, and soon everyone’s playing by the same script.
That’s not creativity, that’s conformity.

And in Perang Cemen, there is no “correct” way to play.
Only your way.

Perang Cemen isn’t just a game, it’s a philosophy of design built on obsession and fairness.
Every mechanic exists to challenge, counter, and complete another.
Every path is valid, and every victory is personal.

In a world full of “meta,” “tier lists,” and “optimal builds,”
Perang Cemen dares to ask:
What if balance itself became the ultimate chaos?

Perang Cemen II Gameplay Time (Rough)

 Average Gameplay Time


The total playtime for Perang Cemen II can vary greatly depending on the player’s preferred battle strategy:


High Risk, High Reward Strategy (Fast)

This approach focuses on having a caster unleash the strongest spell in the game, comparable to Ultima in Final Fantasy, but several times stronger. These spells can obliterate bosses in seconds, but come with extreme aggro buildup, making the caster the prime target for enemies. If the caster is hit or suffers a disabling ailment (like Silence or Sleep), the spell is cancelled.


⚔️ Estimated Clear Time: ~25–30 hours (for skilled players who can protect their caster effectively).



Slow and Steady Strategy (Safe)

This traditional method balances offense and defense. Players take time to build SP, rotate between skills, spells, and basic attacks, and carefully manage resources for consistent but slower progress.


🛡️ Estimated Clear Time: ~45–60 hours (for beginners or cautious players who prioritize stability).



The Legend Continues...

Perang Cemen I

The most beginner-friendly entry. You start with an overpowered sword that can instantly kill mobs (except bosses), and allies join with predefined roles like Support, DPS, or Tank. The game gradually teaches mechanics stage by stage, charging skills, turn-based damage, barrier points, enemies immune to physical attacks, etc. Difficulty ramps up but always provides exploitable weaknesses in bosses. Great for learning the fundamentals.


Perang Cemen II

Not tutorial-based, instead following a Final Fantasy VI approach where NPCs (mostly in the Adventurer Guild) provide hints. Combat is more technical: spellcasting can be interrupted by attacks (flinching), repeated use of the same attack type reduces its effectiveness (damage proration), and efficient play requires balancing attack types.


The stat and equipment system is more complex: instead of flat ATK/MAG, damage is calculated using Power and Magic, which depend heavily on equipment. A frail mage can outscale a warrior with the right weapon. Characters can equip anything, which open possibilities of various builds.


Skills aren’t gained by leveling, but by weapon/magic mastery, using attacks to unlock new abilities. Beyond level 40 there are no new skills, but mastery scaling keeps weapons relevant. Because of this, specializing each character is more efficient than making everyone a jack-of-all-trades, though certain universal skills (like Quick Draw from bows) are worth picking up.


Perang Cemen III (in development)

By far the most punishing entry. Stats are randomized at the start, encouraging rerolls for survivability. Multiple visible and hidden parameters: Food, Action, Luck, Alignment, Fame, Crime, Diet Balance, govern gameplay.


The game drops you in the wilderness with no money, weak, and surrounded by predators. Every action costs Action points, which are recovered by resting. Resting consumes Food, fail to eat, and you die. Nighttime drastically reduces vision, making survival even riskier.


Enemies don’t drop money; instead, you must dismantle loot into scraps and trade with merchants. Many additional systems (dice rolls, durability, dosage limits on medicine, branching skill trees) layer on top, creating a brutal survival experience with no tutorials, no hand-holding, and no NPC hints. Definitely not for beginners.

DnD Update ver 0.1.4

https://www.patreon.com/posts/dnd-special-v0-1-137808570?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Download can be found above:
Hello Adventurers!

This month’s build is packed with brand new systems and fresh areas to explore. Thank you so much for supporting me, your encouragement keeps the project alive! 🙏

🏞️ New Areas


A new connecting path between Plusroad and Erusido.

New passive creatures: 🐿️ Squirrel & 🦌 Deer (they flee when approached).


A lively town with:

🏨 INN (discounts possible via negotiations).

🛍️ Shop (negotiations possible, but taxes block most discounts).

🔮 Witch House / Magic Shop (discounts possible, but fail and the price goes up!).

🏰 Guild Building (WIP — system coming soon).

🏘️ Two villager houses.

📌 Notes

INN and Shop negotiation now use Fame, Morale, Nature, INT and other parameters.

The Guild System is still WIP but the building is placed in Erusido.


A full crime & punishment system is now in place!

Guards will catch players who commit crimes (or are framed).

You can:

Negotiate if your talking skills are high enough.

Bribe guards if you’re wealthy.

Fight back (risky do or die battle!).

Surrender and face prison time.

From prison you can:

Hire a lawyer → increases chance of winning trial.

Attempt an escape → but you’ll stay a fugitive.

At the Court you can:

Bribes the judges, sway the Judge Master, chat with your Lawyer if you hire any or provoked the Prosecutor.

Accept the Trial → win/lose, but at least your record is cleared.

> ⚠️ Losing in court means years skipped in-game.

PC 2 Update

 

Update V 4.5

  • Fixed minor bugs
  • Better TL patch
  • High Difficulty Secret Boss Battle added!
  • New Weapons and Xstal added!
  • Adjustment on High Difficulty Boss Battle Kara.
  • Adjustment on Carbuncle Edge (Weapon)
  • Adjustment on Charging Time for all Tier 6 Elemental Magic.

Fixed Bugs

  • Description on Ring of Lust
  • CO-OP Command Skill
To Fix the CO-OP Command Skill, simply interact with the opened chest at the depth of abandoned mine deepest floor where the skill is obtained, new players will not affected with such bug as it's already fixed.

New Translation Patch

Fixed various grammar errors and improve the quality of the characters dialogue to another level.

New High Difficulty Secret Boss



P. Arum
P. Arum has a habit of using Magic: Impact on early, it's not dealing lot of damage but knock back upon hit, you can interrupt P. Arum with Flinch, Tumble, or Stun while she is charging Magic: Impact if you deem it necessary to cancel her Magic: Impact.
P. Arum has three phases, on first phase the maximum damage she can take is capped at 200K/hit meaning any damage she took will not exceed 200K, on the second phase which occurs when her HP is below 50%, the maximum damage she can take is capped at 10K/hit, she also begin to use more powerful skill such as Dragon Horn, Meteor Breaker, and so on, lastly during the last phase which occurs when her HP is below 25%, the maximum damage she can take is capped at 2K/hit also she can begin to Parry which allows her to Guard and Dodge attacks.
If you knock back P. Arum she will either using a Magic: Impact or using Tier 2 Elemental Magic or Parry if magic is unavailable, additionally because characteristics of player skill is being too overpower to be used by enemy, some of P. Arum skills are given charging time such as Nova Dragon and Dive Impact, in return Rampage gain a boost in ASPD but the final strike of Flying Dragon Slash are reduced to 2/3 of its original power, while the rest of the skills are left as is.
P. Arum Dive Impact has been nerfed with charging time and second hit miss chance by 50% because the second hit which is a delayed damage are true damage which ignoring all defenses, making it possible to devastate the whole party unnoticed as the damage is same as the Dive Impact used by players, it's highly recommend to interrupt when she's charging this skill as even tanker will take damage when they're hit with delayed damage regardless Guard status.

New Weapon and Xstal

Embezzledar (Berserker) a Greatsword.
Remarkable Greatsword known for its HP boost that increasing Max HP by 10000 breaking the previous cap of 5000 in boosting flat Max HP.
Intoleracistar (Lancer) a Spear.
Abnormal Spear that known for boosting CSPD which is rare for non-mage weapon, opening up a more potential for Magic Knight / Kisma builds.
Modusliar (Foreigner) a Katana.
Ridiculous Katana known for its cheat like 100% Critical Rate, it's base attack may be lower but each strike is guaranteed critical is overwhelming.
P. Arum (Normal) a Xstal.
Not so impressive Xstal other than having a little EXP Boost which has no use for Max Level parties or little resistance boost.

Adjustment

High Difficulty Boss Battle Kara is now having two type of fight, the Ultimate difficulty will now become easy version while refusing/cancel while selecting difficulty will now become the hard version.
The Easy Version will no longer dropping Carbuncle Edge in return but still unlocking the Crafting Recipe for Carbuncle Edge, the hard version will still dropping Carbuncle Edge.
Carbuncle Edge previously treated as (Saber) weapon is now treated as (Berserker) weapon, Greatsword is now under (Berserker) domain.
Charging Spell for Tier 6 Elemental Magic is reduced.

New Game?

 Yeeeeeeeeeeeeeeeeeeeaaaaaaahhhhhh!

Destiny and Dice Released!



It's still in early development so spare me any lecture!
Go check the game list or click here.

The gameplay?

I planned to make it something like open world RPG thingy, the players will not be bound by the story, well yes they did in early but at some point they're free to do whatever they wanna do, they can be goody two shoes hero who helped people in need or they can be villains who rob merchants, raid people house, etc.
That's pretty much the draft, I have roughly over 100+ recruitable characters so I'll need funds to pay an artist to make me those character graphics which is why I'll open a Patreon tomorrow or a day after.


Of course whoever support the development of the game will get some privilege and I'm currently testing the privilege balance, the purpose of my game is challenging, I want the game remains challenging even with privilege to keep the game fun and not boring! and of course I'll listen to the request of my patrons if they had a great idea and want it to be added into the game.
Yeah! let's do this!

DnD Late Release

Sorry for the delay, but during the last test play a critical error bug were found, and I don't think it can be fixed in a day, sorry for the inconvenience but I'd rather release the game late than release it early but filled with many critical bugs which may ruined my players experience, please for your understanding.


Expected Release Date:

07/08/2025 (03:00~04:00 UTC+9)

Update only when the Developer feels like it

Re-Release DnD?!


Yippie! Finally after a decade this rusty blog is getting an update! and the good news is NEW PC III DnD will be available next month or in just few days! It's newly made with MZ so yeah... it may be a lot different than the previous versions which technically I abandoned (boo... hoo... hoo...), also I plan to open a Patreon to gather supporter for the sake of development, I have too many projects that if I worked everything myself, I don't think I can done it myself tbh, maybe I can do but for how many decades will it be done?

Updated Manual/Guide

It's nothing fancy but I assign somebody to make a Devil Boy Quest Guide if you found any mistake or something wrong in it let me know.
Also, Ancient Combat Manual is now have a navigation link, I know it's nothing fancy but it can help you scroll instantly to the information section you seek.

What about 3rd Monster Lord 's Quest?

Oh, right! for those who already make the donations, doesn't matter how much it is, make sure to send me an email along with the proofs (like SS) if you have any, if you don't or forgot just state how much you donate and when (date) you did so I can send you a link to access the special edition of the game when it's finished, or better yet be my patron to monitor the development of the game itself!

Devil Boy Quest Next Update?

Probably starting next year, I'll add omake which includes the removed endings along with additional CGs and after clear mode, unlike Ancient Combat, Devil Boy Quest doesn't have proper after clear mode so feel free to demand some extra contents while you got the chance!

Ancient Combat Better TL patch when?

Apparently the current Ancient Combat is mostly MTL, I already get the better translated TXT file, this one is made by HUMAN, the problem is... it's in TXT format so yeah... just give me some time! I need to copy each line while searching which map, which events, which text box to paste the text and wrap it up so yeah just gimme some time! don't pressure me!

What about PerangCemenPlugins?

It's for fellow RPG Maker MZ developer, don't concern yourself with it unless you are game developer who using RPG Maker MZ.

New Game appears!

 3rd Monster Lord's Quest

3rd Monster Lord's Quest is a action rpg that's being developed for bossrushjam something, anyway it's an challenging action game just check the video out!


PC III Reworked gameplay

 First things first, this great me can make script/code without much of a trouble but in reality it's pain in the neck so this great me with power of money hire few so called-coders/scripters team who spewing bullshi* being pro or something, well... the script I demand is rather simple one but hell of a work since there are lots to define, call, etc.

After few weeks of waiting what I got was a script that makes the game screen goes white... and when I check... there is a script call that call an ONLINE LIBRARY yes! I scream WHAT?! continued with when-where-why?!, I already mention that I'm making offline game and they're just ignore me, anyway due to that there is major changes so please excuse me, I am indeed to be blamed.

~Intro~

The game begin with character creation, not really character creation, it's just chose the character gender and roll the die to decide the said character ability stats, while at it a few questions is given with 3 set answer to pick, these answer affect the change of the stats include Alignment and Moral.

~About Ability Stats~

There are 6, STR, CON, INT, WIS, AGI, and DEX, each stats affect +/- effrot, for example roll a STR ability check of 10, the result of the base roll will be from 1 up to 24 and then +/- the STR effrot, if the final result after modifier are above 10 the said action will be executed and vice versa.

~About Effrot Stats~

Amount of +/- will be added after base roll, the formula of effort are:

"(Stat - 100) / 20"

 or for example you have 180 DEX: 180 - 100 = 80 / 20 = 4, therefore the effrot will be increased by 4, vice versa if you have 60 INT: 60 - 100 = -40 / 20 = -2, therefore the effrot will be decreased by 2.

~About Alignment, Moral, and Fame~

Alignment, Moral, and Fame affect your character relations with other or group of factions in the game, Alignment are based on Evil/Good, Moral are Chaotic/Lawful, while Fame are your reputation, these parameters changes based on your choices of actions.


~About Food, Metal, and Wood~

Food are food... Do I need to explain this? Anyway each time you do an action based on level of the said action, a Food is consumed, if there are no food left, your HP will be reduced, should your HP drop to 0 you will die of hunger and Game Over, to prevent that you have to keep consume a Food.

Metal and Wood are material scraped from either raw material of Wood and Metal, they can be used in various way such as to make a fake money, or to create bridge, etc.

~About the Battle~

The battle are Turn Based, defeat all enemies by attacking them and drop their HP to 0 to win the battle, and vice versa, the player will lose if everyone in the party HP is reduced to 0 will lead to Game Over unless it's certain event battle.

~About the Items~

Item such as Potions or Equipments like Armor and Weapon can be created from the menu command only if the player has recipe and materials needed to make the said item, the info of the said item will be unlocked once the player make it for the first time.

Equipment with Durability may broke when their durability drop to 0 so make sure to repair them before Long Battle (like a boss battle, etc.) since you can't change the equipment in the mid of a battle, Weapon durability may decrease when you use them to attack enemy while Armors may decrease when you took damage unless the said piece of equipment are unbreakable.

~About the Field/Dungeon~

Still thinking about it...

~Quick Q&A~

Q: Can I reroll my character?

A: Yes, you just need to reset the game.

Q: I don't like to gamble, can I have a pre-defined character with clear stats?

A: That's cheating! But I'll allow it only if you support me~

Q: Can stats increase or decrease permanently?

A: Probably...

Q: What about weapon or armor types? Can everyone equip any kind of weapon like in Perang Cemen II?

A: Yes, equip whatever weapons or armors you like.

Q: Why can't change equipment in mid of a battle?

A: Then what the point of making durability in the first place if the player can just stock weapons like potions or repair them mid-battle.

Q: Will there be cool magic or skill?

A: I already added that but not for MC unless you uses a pre-defined.

*If you have question to include here feel free to leave comment below or DM Perang Cemen Twitter at @Perang_Cemen

~Thanks for your attention~

PC III Gameplay intro something

These are rough idea for Perang Cemen III, Dice and Destiny.

~Intro~

The game begin with character creation, not really character creation, it's just chose the character gender and roll the die to decide the said character ability stats, while at it a few questions is given with 3 set answer to pick, these answer affect the change of the stats include Alignment and Moral.

~About Ability Stats~

There are 6, STR, CON, INT, WIS, AGI, and DEX, each stats affect +/- final result of ability check roll, for example roll a STR ability check of 10, the result of the base roll will be from 1 up to 24 and then +/- the STR modifier, if the final result after modifier are above 10 the said action will be executed and vice versa.

~About Modifier Stats~

Amount of +/- will be added after base roll, the formula of modifier are:

"(Stat - 10) / 2"

 or for example you have 18 DEX: 18 - 10 = 8 / 2 = 4, therefore the final roll will be increased by 4, vice versa if you have 6 INT: 6 - 10 = -4 / 2 = -2, therefore the final roll will be decreased by 2.

~About Alignment, Moral, and Fame~

Alignment, Moral, and Fame affect your character relations with other or group of factions in the game, Alignment are based on Evil/Good, Moral are Chaotic/Lawful, while Fame are your reputation.

Alignment changes depend on your behavior and decide whatever your action are Evil or Good, doing something bad to Evil people are consider as Good and do something bad to good or neutral people are consider as Evil even if what you did is legal in the eyes of law such as killing a Thief whose stole from the corrupt officer to give it to the poor, etc.

Moral changes depend on your behavior and decide whatever your action are agaisnt a law or not for example killing wanted criminals or stealing their stuff are legal while stealing stuff from innocent are crime, the lower the moral the closer you get to chaotic and the more severe punishment you will get if you got caught by the authorities.

Fame are people opinion about you, it's like a reputation so if it's get too low, people may treat you like a trash or wanted criminal even the authorities who chase you will not bother to question and jump straight to summary execution so make sure to avoid such behavior that will lower your Fame because even being Lawful Good with low Fame won't save you.

~About Food, Metal, and Wood~

Food are food... Do I need to explain this? Anyway each time you do an action based on level of the said action, a Food is consumed, if there are no food left, your HP will be reduced, should your HP drop to 0 you will die of hunger and Game Over, to prevent that you have to keep consume a Food.

Metal and Wood are material scraped from either raw material of Wood and Metal, they can be used in various way such as to make a fake money, or to create bridge, etc.

~About the Battle~

The battle are Turn Based, defeat all enemies by attacking them and drop their HP to 0 to win the battle, and vice versa, the player will lose if everyone in the party HP is reduced to 0 will lead to Game Over unless it's certain event battle.

Basic attack require certain amount of SP for each weapons to be executed, the said SP can be gained by either Charge command or by Parry, Block, Dodge, or Roll from Somatic Command that gained from Equipment such as Weapon and Armor, the said SP can also be gained when the character is damaged but it's quite risky, the other method to gain SP is by useing certain item.

Magic or Verbal Action mostly require MP but not all of them really uses MP, unlike SP, MP does not increase if the character is damaged or when character does Charge, Parry, Dodge, Block, or Roll.

There are various types of Attack such as Slash, Stab, Strike, Shot, and More, There also a way to negate them such as Parry that negate Slash, Block that negate Stab, Dodge that evade Melee Attack (such as Slash, Stab, and Strike) as well as Roll that evade Projectiles (Shot or long ranged attack), all of them are based on Equipment worn, like Sword allow Slash, Stab, and Parry, Shield allow Block, etc.

~About the Items~

Item such as Potions or Equipments like Armor and Weapon can be created from the menu command only if the player has recipe and materials needed to make the said item, the info of the said item will be unlocked once the player make it for the first time.

Equipment with Durability may broke when their durability drop to 0 so make sure to repair them before Long Battle (like a boss battle, etc.) since you can't change the equipment in the mid of a battle, Weapon durability may decrease when you use them to attack enemy while Armors may decrease when you took damage unless the said piece of equipment are unbreakable.

~About Status Conditions~

Some status conditions that remain after battle such as Poison, Blind, Silence, etc. may affect your actions like Silence will render you to unable to answer people, etc.

~About the Field/Dungeon~

Still thinking about it...

~Quick Q&A~

Q: Can I reroll my character?

A: Yes, you just need to reset the game.

Q: Is there any Class like Wizard or Warrior?

A: Nope, I'm too lazy to make them, anyone can be a Wizard or Warrior as long as their stats fit it but stats didn't affect much in battle to be honest.

Q: Can stats increase or decrease permanently?

A: Probably...

Q: What about weapon or armor types? Can everyone equip any kind of weapon like in Perang Cemen II?

A: Yes, there are no class so equip whatever weapons or armors you like.

Q: Why can't change equipment in mid of a battle?

A: Then what the point of making durability in the first place if the player can just stock weapons like potions.

Q: Will there be cool magic or skill?

A: I'll think about it.

*If you have question to include here feel free to leave comment below or DM Perang Cemen Twitter at @Perang_Cemen

~Thanks for your attention~

PC1 Special Events

 


At Ipara Village, there are many special event for characters, by doing those event, the player can get various extra items such as Materials, Tokens, and and even Gacha Box.

But there's a set of conditions placed such as Timing, Bond, and Items.

Bond and Item may be easy but for timing might be a little vague as day, week, and month in this game are hidden.

Then how to know the event time? Easy, ask the Cat nicknamed Frey at her base, she will answer based on question asked but you need to befriend with her first if you haven't.

Here are the list of rewards for special event:

-Lexar (Token, Gacha Box)

-Karen (Materials like Wood, Flowers, etc.)

-Karin (Token, Gacha Box)

-Otama (Token, Gacha Box)

-Rosen (Rare Materials)

-Sphinx (Love Potions)

-Mira (Materials like Fur, Feather, etc.)

-Rirurira (Materials like Ores, etc.)

-Mai (Token, Gacha Box)

*The amount or whatever the item will be gained or not may be varies/based on result.

You can check the video for example of Otama event where the player only get some token when they lose but get tokens and gacha box as well if they win.

PC1 Other Abilities

 


Every character in the Game has useful ability that work outside of battle such as detecting trap and create fire to cook and more, however some condition are placed for those abilities to work, mostly require the said person to be the leader of the party.

PC1 Ropes

Ropes, a handy tools for adventurer, however most of noo- er... I mean beginer had no idea where is this magical item come from, and so they missed a lot stuffs.
As mentioned above, Ropes allow one to unlock secret passage in certain areas, it's also sometime needed for other purposes.
Ropes are not only one, there also other tools such as lockpick, shovel, etc. but let's leave those for another time~
No more beating around the bush, you can craft Ropes once Otama join, go to crafting table at Tsugi City Blacksmith and make sure Otama are party leader.
Don't ask obvious thing about how to get those materials, it's dropped by mobs but the rate are quite low, the easy way is just buy it from NPC, money make world go round after all.
I guess that's all, oh btw this is secret area at Rock Hill, only few chosen one who carry Ropes may reach it.

PC1 Recruit Dauna?!

 Recurit Dauna?!

Dauna is an optional recruit only if player meet the condition, the first occasion was at the Cave inside Rock Mountain before the party reach Fon Fon.

She only appear there if party carry at least one Cure Potion XL, she won't be there if condition stated above doesn't meet.

Getting Cure Potion XL early was hard since most of potion shop only sell as high as Cure Potion L and who know where to find this item to begin with, the easiest way is to buy it from Anywhere Cat Frey, note that Frey goods changed based on her current location and sometime... never mind.

Talk to Dauna and she will consume the Cure Potion XL, letting her join or not are optional to the player, she not much of a DPS at early however she might be able to one-shot some bosses with her summons once she reach a certain level.

Not only that, she can also affect a certain event in a mostly for good way... probably.

It's advised to recruit her on next occasions as well~


PC1 Guild ID

 Guild ID

Guild ID are extremely important Key Item needed to take rewarding quest from Guilds such as Mercenary and Adventurer.
You can't access Guilds without Guild ID.
You need to reach Mizu City first to get the Guild ID.
Then talk to Frey while she's negotiate, she will remain there until either you help her or until Leviathan is defeated.
If you missed her, you can still get the Guild ID from her later at Ipara Village.
Once you get the Guild ID from Frey, you can go to any Guilds.
Excluding Guilds in Mizu until Leviathan is defeated.

To take a quest you just need to pick Quest Paper at the table and then talk to the coach at outside to carry you to quest location.












PC1 Sub Quest: Mizu City Inn

Mizu City INN Sub Quest

Another simple sub quest, you just need to talk to the girl at frontdesk at the Inn in Mizu City to accept the quest.
The quest was to find her friend who will give you the item needed to clear the quest, once you get the quest item, go back to Inn and talk to her again to het the reward.
The reward are based on your ANSWER when you send the quest item to her.






PC 1 Flash Spear

The Flash Spear

To get the Flash Spear blueprint, you have to bother a certain NPC.
Keep bother her over and over.

Just keep doing it.

Until she give you the blueprint.
Once you get the blueprint, go back to the Blacksmith at Tsugi City.
For Wood and Iron Ore already mentioned before and for the Thunder Xstals can be found just like Earth Xstals.
Should you don't have enough Thunder Xstal, you can make them yourself there.
You can make it as long as you have at least 1 Thunder Xstal as example, and the rest of material needed.
Don't forget to level up your blacksmith level to 4 incase you forget.
Finally you can make the Flash Spear.























PC1 Early Fishing Rod

Secret of Early Fishing Rod
Once Karen joined, don't go straight to Mizu City right away, instead go back to Tsugi City and introduce her to Mai, you need to do this because once you reach Mizu, Mai will not in Tsugi City anymore.
You will get the Fishing Rod after advance the story if you do intoduce Karen to her, if not she will just forget.