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Artes This is the list for all of the Artes in game, GM May make up new artes in order to fit the story. The Artes are in two different categories, Strike and Magic. Strike and Magic Artes has 4 ranks: normal, master, arcane, and mystic. In order to learn Master Arte, you must have the required normal arte. As for arcane, you must have the master arte it requires as well. Then there is the Mystic Arte, which can be considered as the ultimate Arte. Most Mystic Arte doesn’t require other arte but rather it is being class/story based. Aside from the 4 ranks for the artes, there are 2 more: Combination and Altered Artes. Combination Artes normally requires two characters performing the required Artes at the same time. The character that starts it will need to pay extra TP equal to his/her level on top of the arte cost. The other party member must have TP for their part of the Arte in order to work. Some Combination Artes may be performed solo but the activation cost is doubled. Player may experiment different artes together to learn new Combination Arte but they cannot be performed solo. Altered Arte, by combining certain element with the artes, you are able to perform an altered arte. You must first learn the altered arte in order to perform it. Without knowing the altered arte, it will become normal arte without the extra bonus. Example damage, attacking with Demon Fang. Before doing all calculations, if any movement would be made it will come first. Then you will look at the range of the attack. If none indicated, it means the range is 1. Demon Fang has Range of 4, so any target within range 4 is valid. Now, attacker has 20 P-ATK and defender has 10 P-DEF. Normal attack will stop here as 10 damage to HP, but Demon Fang has damage multiplier of 1.2X. This means, the damage is 1.2X10, which means the damage is 12. This value can still change due to element or certain effects. After all calculations are done, the final damage for this attack is 12 so defender takes 12 damages to HP. The same calculation will be the same for magic but it is done with M- ATK and M-DEF instead.

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Lists of Artes for The Homebrew system

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  • Artes

    This is the list for all of the Artes in game, GM May make up new artes in order to fit the story. The Artes are in two different categories, Strike and Magic. Strike and Magic Artes has 4 ranks: normal, master, arcane, and mystic. In order to learn Master Arte, you must have the required normal arte. As for arcane, you must have the master arte it requires as well. Then there is the Mystic Arte, which can be considered as the ultimate Arte. Most Mystic Arte doesnt require other arte but rather it is being class/story based.

    Aside from the 4 ranks for the artes, there are 2 more: Combination and Altered Artes. Combination Artes normally requires two characters performing the required Artes at the same time. The character that starts it will need to pay extra TP equal to his/her level on top of the arte cost. The other party member must have TP for their part of the Arte in order to work. Some Combination Artes may be performed solo but the activation cost is doubled. Player may experiment different artes together to learn new Combination Arte but they cannot be performed solo. Altered Arte, by combining certain element with the artes, you are able to perform an altered arte. You must first learn the altered arte in order to perform it. Without knowing the altered arte, it will become normal arte without the extra bonus.

    Example damage, attacking with Demon Fang. Before doing all calculations, if any movement would be made it will come first. Then you will look at the range of the attack. If none indicated, it means the range is 1. Demon Fang has Range of 4, so any target within range 4 is valid.

    Now, attacker has 20 P-ATK and defender has 10 P-DEF. Normal attack will stop here as 10 damage to HP, but Demon Fang has damage multiplier of 1.2X. This means, the damage is 1.2X10, which means the damage is 12. This value can still change due to element or certain effects. After all calculations are done, the final damage for this attack is 12 so defender takes 12 damages to HP. The same calculation will be the same for magic but it is done with M-ATK and M-DEF instead.

  • Class - Swordsman: Swordsman can only perform strike artes, but that does not mean they are not able to attack target that are away.

    - Base Artes -

    Name TP Description Damage/Range Requirement

    Demon Fang 2 Launch a shock wave Range:4,1.2X Lv1

    Sonic Thrust 2 lunge forward with pure force 1.2X, Push 1 space Lv1

    Tiger Blade 3 Cut enemy up then strike down 1.4X Lv1

    Rising Spear 3 Launch enemy into the air with an upward strike.

    1.3X, Air-born, no heavy and flying enemy

    Lv2

    Sword Rain 4 Strike enemy multiple times. Do two critical checks.

    1.3X+1.2X Lv2

    Turn Strike 4 Turn your back against target and strike opponent in reverse. If target is already behind you, does extra

    damage.

    1.4X or 1.6X Lv2

    Tempest 4 Jump and swing your weapon like a wheel around you.

    1.4X, Move 2 space, can move over enemy. If on same

    space, then stop in front.

    Lv3

    Beast 5 Blast your opponent away with strong force

    1.5X, push 3 space Lv3

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Double Demon Fang 5 Two Demon Fang, two critical check

    Range:4, 1.2X+1.2X Lv3, Demon Fang

    Fierce Demon Fang 5 A Strong short range demon fang that strike from the ground

    Range:+1, 1.5X Lv3, Demon Fang

    Super Sonic Thrust 5 Sonic Thrust but with even more force

    Range:+1, 1.4X, push 2 space

    Lv3, Sonic Thrust

    Heavy Tiger Blade 5 Tiger blade but you swing your weapon at greater power

    1.7X Lv3, Tiger Blade

    Tiger Rage 6 Perform 2 Tiger Blade. 2 Critical Checks

    1.3X+1.3X, push 1 space, move forward 1 space

    Lv3, Tiger Blade

    Super Sword Rain 6 More hits than sword rain while last hit will push them back. 2

    Critical checks.

    1.5X+1.3X, push 1 space Lv3, Sword Rain

    Sword Rain: Alpha 6 Sword rain but at the end, launch enemy into the air. 2 critical

    checks.

    1.4X+1.4X, Air-born, no heavy and flying enemy

    Lv3, Sword Rain

    Impact Beast 7 Rush and hit the target to get very close in then use beast

    1.9X, push 3 space Lv3, Beast

    Fierce Beast 7 Beast with stronger blow 1.7X, push 5 space Lv3, Beast

    Reversal Strike 6 Turn Strike but hit harder 1.6X or 2X Lv3, Turn Strike

  • Turn Blast 7 Perform a turn strike but you also gain distance afterword

    1.5X or 1.8X, You move forward 1 space

    Lv3, Turn Strike

    Psi Tempest 7 Tempest but with greater power in every spin.

    1.7X, Move 2 space, can move over enemy. If on same space, stop in front. AoE line

    Lv3, Tempest

    Omega Tempest 8 First do a Tempest but just before you land, do another and bounce

    back to where you started. 2 Critical checks.

    1.4X+1.4X, Range:1, 3, 4. No range 2. Range 1 Target

    push back to rage 3 and so on, AoE Line

    Lv3, Tempest

    Light Spear 8 Make a spiral jump and take the enemy with you with several hit.

    1.8X, You move 1 space back, push 1 Space, Air-born,

    no heavy and flying enemy

    Lv3, Rising Spear

    Rising Falcon 8 Jump high and strike down on to your target.

    Range:+1, 1.9X. Move to end of range position

    Only at Lv4

    - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Demonic Chaos 14 Two demon fang with extra-large one at the end. 3 Critical checks

    Range:4, 1.3X+1.4X+1.8X Lv7, Double Demon Fang

    Demonic Circle 15 Creates several Fierce Demon Fang around you and finish with a

    large wave all around

    Range:0, AoE:1, 2.8X Lv7, Fierce Demon Fang

    Ultra Sonic Thrust 14 A stronger Super Sonic Thrust but this one you lunge yourself with it.

    Rage:3, AoE line, 2.4X, push all target till the end of dash,

    land at range limit.

    Lv7, Super Sonic Thrust

    Titan Tiger Blade 15 Stronger Heavy Tiger Blade and root target

    2.7X, Root target for 2 rounds. Rooted target cannot

    move.

    Lv7, Heavy Tiger Blade

    Tiger Fest 15 Perform 3 Tiger Blade with stronger hits.

    1.5X+1.5X+1.5X, Push 2 space, Move forward 1 Space

    Lv7, Tiger Rage

    Omega Sword Rain 15 Moving forward while performing Super Sword Rain in order to gain

    more power. 2 Critical checks

    Range:2, AoE Line, 1.8X+1.6X close in on target if there are space in between.

    Lv7, Super Sword Rain

    Sword Rain: Beta 15 Perform Sword Rain: Alpha but with extra hits and strike them

    down onto the ground as last hit. 2 Critical Checks.

    1.9X+1.8X Lv7, Sword Rain: Alpha

    Raging Beast 16 Closing in on target while making several turns to gain extra power

    to perform Beast

    3X, Push 5 space Lv7, Impact Beast

    Hunting Beast 16 Perform Beast but quickly make hit the ground for shock wave around

    you then blow them away with another Beast. 3 critical checks

    1.4X, 1.6X AoE 1, 1.4X, Push 3 space

    Lv7, Fierce Beast

    Reversal Impact 16 Reversal strike but instead of hitting only once, hit multiple times.

    2.7X or 3.4X Lv7, Reversal Strike

    Turn Blast: Giga 16 Perform Turn Blast while jumping backward and strike harder

    2.5X or 3.1X, Push 1, Move forward 1

    Lv7, Turn Blast

    Phantom Tempest 18 You perform a psi tempest and root all hit target onto the ground.

    2.9X, Move 2 space, can move over enemy. If on same

    Lv7, Psi Tempest

  • space, stop in front. AoE line. Root hit targets for 1 round.

    Delta Tempest 18 You first Omega Tempest but while in air, you perform a

    horizontal tempest and blast all target away. 3 Critical checks

    1.5X+1.5X+1.7X, Move 3 space, can move over

    enemy. All target hit by this Arte are pushed back by 3 in

    random direction.

    Lv7, Omega Tempest

    Victory Light Spear 16 Perform Light Spear and ending it with the circular combo

    2.9X, You move 1 space back, push 2 Space, Air-born,

    no heavy and flying enemy

    Lv7, Light Spear

    Light Spear Cannon 16 Perform Rising Spear then gathers up the spiral on to your weapon and strikes your target. 2 Critical

    checks

    1.5X+2.2X, push 2 space, Air-born, no heavy and flying

    enemy

    Lv7, Light Spear

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Falcons Crest 25 By using the power of eternal sword, destroying everything

    around you.

    4X+50, Magical Damage with P-ATK

    Lv13, Eternal Sword Equipped

    Radiant Dragon Fang 25 Combining the power of both Demonic Chaos and Demonic

    Circle, you shoot out several fangs in a form of a dragon, 3 critical

    check for damage multiplier

    1.8X+1.8X+2X+50, Range:+5, AoE Line, push all

    hit target by 6 space

    Lv13, Demonic Chaos, Demonic

    Circle

    Lunar Requiem 25 Rush in and attack target with several artes and ending it with a

    flashing clean cut. 2 Critical Checks for damage multiplier

    2X+2X+75, 50% Chance of target being paralyzed for 5

    turns. Root Target for 3 rounds.

    Lv13, 6 Master or Arcane Artes that does not move or air-born enemy.

    - Combination Arte -

    Name TP Description Damage/Range Requirement

    Demonic Thrust 12 Demon Fang then quickly follow up with sonic Thrust

    1.6X+1.7X, push 1 space Lv4, Demon Fang, Sonic Thrust

    Demonic Tiger Blade 12 Demon Fang then quickly follow up with

    1.6X+1.9X Lv4, Demon Fang, Tiger Blade

    Tempest Thrust 14 Tempest but at the end, you use sonic thrust

    1.5X+1.7X, Range:2, AoE line, move 2 space, push all

    hit target by 1.

    Lv4, Tempest, Sonic Thrust

    Tempest Beast 15 Tempest but at the end, you use Beast.

    1.5X+1.9X, Range:2, AoE line, move 2 space, push all hit target by 2 at landing spot

    Lv4, Tempest, Beast

    Beast Blade 14 Perform Tiger Blade but follow up with Beast

    1.6X+1.8X, Push 2 space Lv4, Tiger Blade, Beast

    Raining Tiger Blade 14 Start with Sword Rain then end with Tiger Blade

    1.8X+1.9X Lv4, Tiger Blade, Sword Rain

    Beast Sword Rain 15 Start with Sword Rain then end with Beast

    1.8X+1.9X, push 2 space Lv4, Sword Rain, Beast

  • Sword Rain Tempest 16 Start with Sword Rain then end with Tempest

    1.8X+1.5X, push target 1 space, move forward 1

    space.

    Lv4, Sword Rain, Tempest

    - Altered Arte -

    Name TP Description Damage/Range Requirement

    Lightning Blade 8 Perform Sonic Thrust while having Lightning attribute on your weapon

    Lightning, 1.8X, push 1 space Lv5, Sonic Thrust, Lightning element

    on weapon

    Lighting Tiger 8 Perform Tiger Blade while having Lightning attribute on your weapon

    Lightning, 1.9X Lv5, Tiger Blade, Lightning element

    on weapon

    Blazing Tempest 9 Perform Tempest while having Fire attribute on your weapon

    Fire, 1.8X, Move 2 space, AoE line, can move over

    enemy.

    Lv5, Tempest, Fire element on

    weapon

    Grave Blade 10 Perform Fierce Demon Fang while having Earth Attribute on your

    weapon

    Earth, 2.2X Lv5, Fierce Demon Fang, Earth element on

    weapon

    Frozen Beast 10 Perform Beast while having Ice attribute on your weapon

    Ice, 2X, push 2 space Lv5, Beast, Ice element on

    weapon

    Sword Rain Gust 9 Perform Sword Rain while having wind attribute on your weapon

    Wind, 1.9X, can dash forward 1 space before hit, push 1

    space.

    Lv5, Sword Rain, Wind element on

    weapon

    Shadow Spear 12 Perform Light Spear while having Dark attribute on your weapon

    Dark, 2.3X, push 1 space, Air-born, no heavy and flying

    enemy

    Lv7 only, Light Spear, Dark element on

    weapon

    Rising Phoenix 12 Perform Rising Falcon while having Fire attribute on your

    weapon

    Fire, Range:+1, 2.3X. Move to end of range position

    Lv7 only, Rising Falcon, Fire element on

    weapon

    - Knight: Strong front line fighters like Swordsman, but they are able to stay in much longer. They should be able to take more hit and help out teammate when in trouble.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Demon Fang 2 Launch a shock wave Range:4,1.2X Lv1

    Destruction 3 Strike your weapon on to the ground and sent rocks at enemy at

    the same time

    Move forward 1 if target is at range 2, 1.4X

    Lv1

    Power stance 3 Increase your attack power by taking the right stance.

    P-ATK increased by 2+user level for 3 turns

    Lv1

    Infliction 4 A fast full swing against your target from below

    1.4X, Air-born, no heavy and flying enemy

    Lv2

    Punishment 4 A full swing that is directly from the side instead from the front

    1.4X, push 1 Lv2

  • Devastation 4 A jump attack where you strike down with your full strength

    1.5X Lv2

    Flash Strike 5 Move in and strike enemy multiple times

    Move up to 1 space before hit, 1.3X

    Lv3

    Blank Impact 6 Attack target with a slightly unexpected movement

    1.3X, gain 1 EC against that target until next turn

    Lv3

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Double Demon Fang 5 Two Demon Fang, two critical check

    Range:4, 1.2X+1.2X Lv2, Demon Fang

    Fierce Demon Fang 5 A Strong short range demon fang that strike from the ground

    Range:+1, 1.5X Lv2, Demon Fang

    Deadly Destruction 6 Destruction with bigger wave and longer duration

    Range:2, AoE line, 1.7X Lv2, Destruction

    Fiery Destruction 6 Destruction but knock enemy into the air at close range

    1.8X, Air-born, no heavy and flying enemy

    Lv2, Destruction

    Dual Infliction 7 Do a Infliction but follow up with a second one. 2 Critical checks

    1.4X+1.3X, Air-born, no flying enemy

    Lv4, Infliction

    Resolute Infliction 7 Do two Infliction in quick session and possibly cause enemy to flinch

    1.8X, 40% chance to cause target to flinch

    Lv4, Infliction

    Dual Punishment 7 Instead of punishment with single swing, you spin around all the way

    and make a second hit.

    1.7X, AoE:1 Lv4, Punishment

    Finality Punishment 7 Punishment but with extra hit where it pushes target far away

    1.7X, push 3 space Lv4, Punishment

    Finite Devastation 7 Devastation but swing you weapon back upward and knock them into

    the air

    1.9X, Air-born, no heavy and flying enemy

    Lv4, Devastation

    Mass Devastation 7 Devastation but with much greater power that even sent rocks flying

    Earth, 1.7X, AoE:1 Lv4, Devastation

    Sharp Flash 6 Like Flash Strike but attack with greater swings

    Move up to 2 Space before hit, 1.7X

    Lv4, Flash Strike

    Flash Blade 6 Does flash Strike but follow up with a few extra strikes in split second.

    2 critical checks

    Move up to 1 space before hit, 1.3X+1.3X

    Lv4, Flash Strike

    Impact Blade 6 Instead of attacking target like Blank Impact, you attack with the

    strong short range mirage like strike in similar fashion.

    1.6X, gain 2 EC against that target until next turn

    Lv4, Blank Impact

    Blank Charge 6 Does the same as blank Impact but you strike through enemy with

    several hits. 2 Critical checks

    1.3X+1.3X, move behind target

    Lv4, Blank Impact

    Rage stance 6 Increase your attack power by taking the risky stance.

    P-ATK increased by D6+user level for 3 turns

    Lv4, Power Stance

    Shockwave Slash 9 Slash the wide range horizontal area in front of you twice. 2 Critical

    checks

    1.3X+1.3X, AoE horizontal Lv5, Demon Fang

  • - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Demonic Chaos 14 Two demon fang with extra-large one at the end. 3 Critical checks

    Range:4, 1.3X+1.4X+1.8X Lv6, Double Demon Fang

    Demonic Circle 15 Creates several Fierce Demon Fang around you and finish with a

    large wave all around

    Range:0, AoE:1, 2.8X Lv6, Fierce Demon Fang

    Infinite Destruction 13 Same as Deadly Destruction but you follow up with a second blow.

    2 critical checks

    Range:3, AoE line, 1.8X+1.8X Lv6, Deadly Destruction

    Monster Destruction 13 You do the same as Fiery Destruction but you jump and knock them right back down

    2.8X, Root target for 2 turns Lv6, Fiery Destruction

    Endless Infliction 14 Do Dual Infliction but instead of just knocking them up there, you

    strike them down then knock back up with another Infliction. 3 Critical

    checks

    1.5X+1.4X+1.6X, Air-born, no flying enemy

    Lv6, Dual Infliction

    True Infliction 14 Same as Resolute Infliction but each hit are larger than before

    AoE Horizontal 1, 2.3X, 60% chance to cause target to

    flinch

    Lv6, Resolute Infliction

    Rising Punishment 14 Dual Punishment with several more spins. 2 Critical checks

    1.8X+1.8X, AoE:1 Lv6, Dual Punishment

    Ruin Punishment 14 Finality Punishment but before they are pushed too far away, you follow up and do a final strike. 2

    critical checks

    1.9X+1.9X, Move forward 1 space, push 2 space

    Lv6, Finality Punishment

    Earthly Devastation 14 Finite Devastation with an extra Devastation hit at the end and root

    target

    3X, Root target for 1 turns Lv6, Finite Devastation

    Eternal Devastation 14 Mass Devastation but with even more power that even sent rocks

    flying longer

    Earth, 2.6X, AoE:1+AoE Cone towards target

    Lv6, Mass Devastation

    Deadly Flash 13 Same as sharp Flash but you move faster and are able to cut

    through almost anything

    Move up to 3 Space before hit, 2.6X, 25% to cause bleed

    ailment. Bleed for 1D3 damage per level

    Lv6, Sharp Flash

    Flash Waves 13 Does flash Blade but follow up with a few extra strikes in split second.

    3 critical checks

    Move up to 1 space before hit, 1.3X+1.3X

    Lv6, Flash Blade

    Cutless Blade 12 Same as Impact Blade but your attack may also stun that target

    while you barely moves

    2.5X, 30% chance to cause target to flinch, gain 2 EC

    until next turn

    Lv6, Impact Blade

    Dragon Charge 13 Blank Charge with several more slashes during the dash. 5 Critical

    Checks

    1.3X+1.3X+1.3X+1.3X+1.3X, move behind target

    Lv6, Blank Charge

    Burst stance 12 Increase your attack power by taking an original stance.

    P-ATK increased by user 4+level*2 for 3 turns

    Lv6, Rage Stance

  • Phantasm Flash 17 Similar to Shockwave Slash but you attack 3 times with more

    power. 3 Critical checks

    1.6X+1.6X+1.8X, must move one space to left or right after

    the attack

    Lv6, Shcokwave Slash

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Radiant Dragon Fang 25 Combining the power of both Demonic Chaos and Demonic Circle, you shoot out several fangs in a form of a dragon, 4

    critical check for damage multiplier

    1.8X+1.8X+2X+50, Range:+5, AoE Line, push all hit target by 6

    space

    Lv13, Demonic Chaos, Demonic

    Circle

    Crimson Devastation 25 Perform Devastation every Devastation and end with a extremely large explosion. 6

    Critical Checks

    1.4X+1.4X+1.4X+1.4X+1.6X+50, AoE:2, Last hit is AoE 3, Air-

    born, no flying enemy

    Lv13, Eternal Devastation,

    Earthly Devastation

    Dark Blade 25 Perform 3 chains of random artes you know that doesnt push target far away or root. Then you

    end with an attack that sent enemy flying.

    1.5X+1.5X+1.8X+75, Air-born, no flying enemy, each damage is increased by 30% for each

    down friendly

    Lv13, 3 Arcane Arte that doesnt

    push target or root

    - Combination Arte -

    Name TP Description Damage/Range Requirement

    Demonic Infliction 12 Demon Fang then quickly knock enemy into the Air with Infliction

    1.6X+1.7X, Air-born, no heavy and flying enemy

    Lv7, Demon Fang, Infliction

    Demonic Devastation 12 Demon Fang then follow up with Devastation for massive damage

    1.6X+1.9X Lv7, Demon Fang, Devastation

    Demonic Flash 13 Demon Fang and when it hits, you follow up and strike the enemy

    Range:3, 1.6X+1.8X, Move to hit target

    Lv7, Demon Fang, Flash Strike

    Lunar Destruction 14 Infliction then follow up with Destruction making look like as if

    the moon has fallen on them

    1.7X+1.9X, root target for 2 turn

    Lv7, Infliction, Destruction

    Moon Punishment 13 Infliction then quickly using Punishment where it cuts through

    the Inflictions light

    1.7X+1.6X, push 2 space Lv7, Infliction, Punishment

    Crescent Impact 14 Infliction but behind the light of infliction, you strike again

    1.7X+1.5X, gain 3 EC until next turn

    Lv7, Infliction, Blank Impact

    Fiery Infliction 16 Perform several Infliction and Destruction in succession then

    knock target into the air

    1.8X+1.8X, Air-born, Air-born, no heavy and flying enemy

    Lv8, Fiery Destruction, Dual

    Infliction

    Eternal Damnation 17 You jump and perform Destruction and Devastation at the same time

    in few succession

    1.9X+1.9X, Range:0, AoE1 Lv8, Deadly Destruction, Mass

    Devastation

    - Altered Arte -

    Name TP Description Damage/Range Requirement

  • Decimating Storm 8 Devastation with Greater strike along with a Lightning

    Lightning, 1.9X Lv3, Devastation, Lightning attribute

    on weapon

    Punishing Gale 9 Punishment with wind power that will go off on hit

    Wind, 1.4X+1.4X, second damage is AoE 1

    Lv3, Punishment, Wind attribute on

    weapon

    Burning Crecent 8 Inflection with strong fire along with the swing

    Fire, 1.8X, Air-born, no heavy and flying enemy

    Lv3, Inflection, Fire attribute on

    weapon

    Motherly Force 10 Destruction with greater earthly force

    Earth, move forward 1 if target is at range 2, 1.7X,

    AoE cone 1

    Lv3, Destruction, Earth attribute on

    weapon

    Holy Blade 9 Flash Strike but you embody the weapon with focused light energy

    Move up to 1 space before hit, 1.7X, 35% chance to blind

    target

    Lv3, Flash Strike, Light attribute on

    weapon

    Shadow Contact 10 Attack target with Blank Impact while having darkness covering

    you

    1.8X, gain 3 EC against that target until next turn

    Lv3, Blank Impact, Dark attribute on

    weapon

    - Mage: Staying back and damaging enemy with strong spells. Mage can easily destroy their target if they know its elemental weakness, if they had any.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Fire Balls 2 Creates a few fire ball to shoot at target

    Magic, Fire, Range:4 1.3X Lv1

    Stone Blast 2 Makes the ground shake and blast enemy with rocks

    Magic, Earth, Range:4 1.3X Lv1

    Wind Blade 2 Controls the wind and cut the enemy with shape blades of wind

    Magic, Wind, Range:4 1.3X Lv1

    Aqua Edge 2 Creates a few water ball and shoot at target

    Magic, Water, Range:4, 1.3X Lv1

    Lightning 3 A bolt of energy strike the enemy from above

    Magic, Lightning, Range:4, 1.5X

    Lv2

    Icicle 3 Freeze the moisture nearby and create ice then shoot at enemy

    Magic, Ice, Range:4, 1.5X Lv2

    First Aid 3 Heals HP of a single party member by a little

    Range:4, Recovers 10% of max HP+1 for every 5 M-ATK

    of caster

    Lv2

    Photon 4 Gathers up light mana and makes it explode at certain location

    Magic, Light, Range:4, 1.4X, push 1 space

    Lv3

    Dark Sphere 5 Gathers up dark mana and makes it explode at certain location

    Magic, Dark, Range:4, 1.6X, push 1 space

    Lv3

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Eruption 6 Hot flame erupts from the ground Magic, Fire, Range:5, AoE:1, Lv2, Fire Balls

  • 1.7X

    Flame Lance 6 Summons a flaming lance that strike target area and explode

    Magic, Fire, Range:5, AoE:1, 1.5X, Air-born, no heavy and

    flying enemy

    Lv2, Fire Balls

    Stalagmite 6 Make the earth around certain area to grow and forming rocks to

    attack.

    Magic, Earth, Range:5, AoE:1, 1.5X, Air-born, no heavy and flying enemy

    Lv2, Stone Blast

    Grave 6 Make solid stone to strike target in several location

    Magic, Earth, Range:5, 1.8X Lv2, Stone Blast

    Air Blade 6 Similar to Wind Blade but with bigger range and damage

    Magic, Wind, Range:5, AoE:1, 1.7X

    Lv2, Wind Blade

    Air Thrust 6 Shoot out a stream of strong wind Magic, Wind, Range:6, AoE line, 1.4X, push 2

    Lv2, Wind Blade

    Spread 6 Creates a tower of water that shoots up from the ground

    Magic, Water, Range:5, AoE:1, 1.5X, Air-born, no heavy and flying enemy

    Lv2, Aqua Edge

    Aqua Laser 6 Combine all the power of aqua edge and shootout in a stream

    Magic, Water, Range:6, AoE line, 1.4X, push 2

    Lv2, Aqua Edge

    Thunder Blade 7 Summons a lightning sword that strike target area and explode

    Magic, Lightning, Range:5, AoE:1, 1.5X, 30% chance to

    stun hit target for a turn

    Lv3, Lightning

    Spark Wave 7 Similar to shocking area but with bigger range and damage

    Magic, Lightning, Range:5, AoE:1, 1.7X

    Lv3, Lightning

    Ice Tornado 7 Creates a tornado made out of ice Magic, Ice, Range:5, AoE:1, 1.7X

    Lv3, Icicle

    Freeze Lancer 7 Creates ice piece that are larger than Icicle

    Magic, Ice, Range:6, AoE line, 1.5X

    Lv3, Icicle

    - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Explosion 13 Instead of Eruption, a giant fire call falls from the sky

    Magic, Fire, Range:5, AoE:2, 2.4X

    Lv5, Eruption

    Phoenix Fall 13 Turn the Flame Lance into a phoenix that burns the area

    intensely

    Magic, Fire, Range:5, AoE:2, 2.2X, 40% chance to burn

    enemy for 3 turns

    Lv5, Flame Lance

    Ground Dasher 13 Instead of making the ground deform, you destroy the whole

    ground at target area

    Magic, Earth, Range:5, AoE:3, 2.1X

    Lv5, Stalagmite

    Tomb 13 Bigger Grave with bedrock Magic, Earth, Range:6, 2.7X Lv5, Grave

    Gale Breath 13 Similar to Air Blade but this time, the wind creates a sphere which

    covers the target completely

    Magic, Wind, Range:6, 2.7X :Lv5, Air Blade

    Cyclone 13 Instead of shooting out a stream of strong wind, it focus and rotate in

    target area

    Magic, Wind, Range:5, AoE:2, 2.2X, Air-born, no

    heavy enemy

    Lv5, Air Thrust

    Tidal Wave 13 Instead of a tower of water, you make it circle around the target

    area

    Magic, Water, Range:4, AoE:1-3, AoE:0 does not hit.

    2.2X

    Lv5, Spread

  • Purifying Drop 13 Changing the direction and shoot it directly on to the ground

    Magic, Water, Range:5, AoE:2, 2.4X

    Lv5, Aqua Laser

    Indignation 17 Condensing the Thunder Blade with more energy and then strike

    Magic, Lightning, Range:5, AoE:2, 3X

    Lv7, Thunder Blade

    Magnetic Pulse 16 Creates a Spark Wave where each spark resonant with each other

    and increase its power

    Magic, Lightning, Range:5, AoE:2, 2.7X, reduce EC by 3

    Lv7, Spark Wave

    Frozen Pillar 16 Ice Tornado but the tornado freeze up into a pillar

    Magic, Ice, Range:5, AoE:1, 2.8X, 35% chance to petrify

    target and become impassible object for 1 turn

    Lv7, Ice Tornado

    Hailstorm 16 Cause the Freeze Lancer to covers larger area with bigger ice

    Magic, Ice, Range:4, AoE:3, 2.7X, 40% chance to cause Freezing to target for 3 turns

    Lv7, Freeze Lancer

    Note: All Arcane spells are 2 turn chant

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Indignation Judgment 25 Cast several Indignation and each strike has Magnetic Pulse power. 3

    critical checks

    Magic, Lightning, Range:5, AoE:4, 2.2X+2.5X+50

    Lv12, Indignation, Magnetic Pulse

    Meteor Storm 25 Combining both Explosion and Phoenix Fall power. Then cause several of them fall as bits and

    pieces. 5 critical checks

    Magic, Fire, AoE:8, 1.4X+1.4X+1.4X+2X+75

    Lv12, Explosion, Phoenix Fall

    Blue Earth 25 By borrowing everyones memories because you are able to

    connect with them. Cause the mana around to reform

    Magic, AoE:Current Battle Field, 2.5X+75, recover

    friendly health by 25% of max HP

    Lv12, Become world known

    person or with key Item

    Note: All Mystic spells are 3 turn chant

    - Combination Arte -

    Name TP Description Damage/Range Requirement

    Raging Mist 11 Turn the Spread into a geyser that generate ultra-hot steam mist that

    may even burn target

    Magic, Fire, Range:4, AoE:2, 2.1X, 30% chance to burn for

    2 turn

    Lv6, Eruption, Spread

    Spiral Flare 11 Shoot out a shot of Flame Lance covered with strong wind

    Magic, Fire, Range:6, AoE line, 2.1X

    Lv6, Flame Lance, Air Blade

    Thunder Arrow 12 Creates an area covered with electricity then strike it with several

    lightning lance

    Magic, Lightning, Range:4, AoE:1, 2.3X, 20% chance to

    cause paralysis for 3 turn

    Lv6, Flame Lance, Spark Wave

    Gravity Well 12 Combining the property of both spell and make target area filled

    with strong chaotic gravity

    Magic, Range:4, AoE:2, 2.4X Lv6, Thunder Blade, Stalagmite

    Absolute 12 Directly creates a Freeze Lancer on to the enemy like Grave

    Magic, Ice, Range:5, AoE:1, 2.5X

    Lv6, Freeze Lancer, Grave

    Atlas 11 Air Blade but each blade strike through target while being like

    Aqua Laser

    Magic, Wind, Range:5, 2.5X Lv6, Air Blade, Aqua Laser

    Earth Bite 13 Cast Spark Wave then follow with the ground eating up the targets

    Magic, Lightning and Earth, Range:5, AoE:2, 2.1X

    Lv6, Spark Wave, Grave

  • Prism Sword 20 By casting both Ice spell, using the light reflection of the ice and

    creates new spell with light swords

    Magic, Light, Range:5, AoE:2, 3X, 60% chance to stun

    target for 1 turn

    Lv8, Absolute, Atlas

    Note: All Combination spells are 2 turns chant but Prism Sword with 3 turns chant

    - Altered Arte -

    Name TP Description Damage/Range Requirement

    Dreaded Wave 18 Ground Dasher but with much more earthly power and

    destruction to the ground

    Magic, Earth, Range:5, AoE:3, 2.8X, 35% chance to cause targets to stun for 1

    turn

    Lv5, Ground Dasher, Earth

    element on weapon

    Hydra Rush 18 Purifying Drop but the drop looks like a hydra instead with much

    greater area and power

    Magic, Water, Range:5, AoE:3, 3X

    Lv5, Purifying Drop, Water element on

    weapon

    Flare Bomb 18 Cast a few miniature Explosion with extra fire power from weapon and sent them towards the target.

    Magic, Fire, Range:5, AoE:1, 1.6X+1.6X

    Lv5, Explosion, Fire element on

    weapon

    Twister Storm 18 Cyclone gain more speed for its rotation and deal more damage while sending everything flying

    Magic, Wind, Range:5, AoE:1, 2.6X, Air-born all

    Lv5, Cyclone, Wind element on

    weapon

    Note: All Altered spells are 2 turn chant

    - Cleric: A full magic assist type class. They are able to enchant the characters ability to do well in combat. They possess few offense spells but they are quite rare.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Mana Bolt 2 Fires a condensed mana shot Range:4, 1.2X, push 1 space Lv1

    First Aid 3 Heals HP of a single party member by a little

    Range:4, Target recovers 10% of max HP+1 for every 4

    M-ATK of caster

    Lv1

    Photon 4 Gathers up light mana and makes it explode at certain location

    Magic, Light, Range:4, 1.4X, push 1 space

    Lv1

    Barrier 4 Increase a friendly defense by small amount

    Range:4, P-DEF and M-DEF increase by 10% for 3 turns

    Lv2

    Recover 5 Cure all physical ailments Range:4, Cure poison, burn, freezing, blind, and paralysis

    Lv2

    Dispel 5 Cure all magical ailments Range:4, Cure petrify, curse, and seal

    Lv2

    Sharpness 5 Increase the physical attack of one friendly

    Range:4, P-ATK increased by 10% for 3 turns

    Lv2

    Magic enchant 5 Increase the magical attack of one friendly

    Range:4, M-ATK increased by 10% for 3 turns

    Lv2

    Charge 6 Recover one friendlys TP Range:4, Target recovers TP equal to 2D4+caster level

    Lv3

    Inspect 6 Display target stats Range:7, Show HP, Strength and Weakness

    Lv3

  • - Master Arte -

    Name TP Description Damage/Range Requirement

    Magic Missile 5 Fires several Mana missile towards target

    Range:5, 1.5X, push 2 space Lv3, Mana Bolt

    Mana Trap 4 Place a mana based explosive on target location

    Range:3, 1.7X Lv3, Mana Bolt

    Nurse 6 Heals HP to all friendly near you AoE:2, target recovers 20% of max HP+1 for every 4 M-

    ATK of caster

    Lv3, First Aid

    Heal 6 Heals decent amount of HP to one friendly target

    Range:4, target recovers 35% of max HP+1 for every 4 M-

    ATK of caster

    Lv3, First Aid

    Ray 7 Shoots rays of light in target area Magic, light, Range:5, AoE:1, 1.6X

    Lv3, Photon

    Holy Lance 7 Make several light lance made out of mana and strike target

    Magic, light, Range:5, 1.9X Lv3, Photon

    Field Barrier 8 Cast Barrier to all friendly near you AoE:3, P-DEF and M-DEF increase by 10% for 3 turns

    Lv3, Barrier

    Perma Guard 8 Cast a stronger Barrier to a friendly target

    Range:4, P-DEF and M-DEF increase by 15% for 4 turns

    Lv3, Barrier

    Purify 9 Recover effects on target area instead of one target

    Range:4, AoE:2, Cure poison, burn, freezing, blind, and

    paralysis

    Lv3, Recover

    Restore 8 Cast recover to one target but also gain a short physical ailment guard

    Range:4, Cure poison, burn, freezing, blind, and paralysis

    Lv3, Recover

    Anti-Magic 8 Cast Dispel to one target but also gain a short magical ailment guard

    Range:4, Cure petrify, curse, and seal

    Lv3, Dispel

    Acuteness 8 Increase the physical attack of all friendly near by

    AoE:3, P-ATK increased by 10% for 3 turns

    Lv3, Sharpness

    Keenness 8 Increase the physical attack of one friendly by good amount

    Range:4, P-ATK increased by 15% for 3 turns

    Lv3, Sharpness

    Enchanting field 8 Increase the magical attack of nearby friendly

    AoE:3, M-ATK increased by 10% for 3 turns

    Lv3, Magic Enchant

    Spirit Enchant 8 Increase the magical attack of one friendly by good amount

    Range:4, P-ATK increased by 15% for 3 turns

    Lv3, Magic Enchant

    Rested Charge 8 Recover one friendlys TP by a lot Range:4, Target recovers TP equal to 3D6+(caster level*2)

    Lv5, Charge

    Insight Inspect 9 Display Target Stats Range:6, Show TP, EC, Crit, Hit bonus, and max hit range

    Lv5, Inspect

    - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Spirit Missle 12 Magic Missile but with more mana and destructive power

    Magic, Range:6, 2.6X, push 2 space

    Lv5, Magic Missile

    Mana Mine 10 Mana Trap but this mine floats and move 1 space per turn from

    casting position while being nearly

    Magic, Range:2, AoE:1, 2.6X, move forward 1 space per

    turn, caster may detonate the

    Lv5, Mana Trap

  • invisible. Roll hit during detonation. mine by consuming their turn

    Healing Circle 14 Heals HP to all friendly near target area

    Range:4, AoE:2, targets recovers 15% max HP+1 for every 4 M-ATK of caster for 3

    turns

    Lv5, Nurse

    Cure 14 Heals Large amount of HP to one friendly target

    Range:6, target recovers 75% of max HP+1 for every 3 M-

    ATK of caster

    Lv5, Heal

    Gospel 16 Shines holy crosses on to target area multiple times

    Magic, Light, Range:5, AoE:1, 2.5X, 35% blind

    Lv5, Ray

    Gungnir 16 Strike target area in front of you with a focused Holy Lance as one

    powerful blow

    Magic, Light, Range:3, horizontal AoE at range 1, hit

    all in range, 2.6X, push 2 space

    Lv5, Holy Lance

    Mass Barrier 16 Cast Field Barrier to all friendly near you with more defense

    AoE:3, P-DEF and M-DEF increase by 15% for 3 turns

    Lv5, Field Barrier

    Perma Defense 16 Cast a super strong Perma Barrier to a friendly target

    Range:4, P-DEF and M-DEF increase by 25% for 4 turns

    Lv5, Perma Guard

    Acuteness 16 Increase the physical attack by good amount to all nearby friendly

    AoE:3, P-ATK increased by 15% for 3 turns

    Lv5, Sharpness

    Keenness 16 Increase the physical attack greatly to one friendly

    Range:4, P-ATK increased by 25% for 4 turns

    Lv5, Sharpness

    Magical field 16 Increase the magical attack of one friendly moderately

    AoE:3, M-ATK increased by 15% for 3 turns

    Lv5, Enchanting field

    Spirit Bestow 16 Increase the magical attack greatly to one friendly

    Range:4, P-ATK increased by 25% for 4 turns

    Lv5, Spirit Enchant

    Spirit Charge 14 Recover one friendlys TP by a very large amount

    Range:5, Target recovers TP equal to 6D4+(caster level*3)

    Lv7, Rested Charge

    Sixth Sense 18 Display all Stats AoE:8, Show all Stats Lv7, Insight Inspect

    Revitalize 20 Heals HP to all friendly in close sight

    AoE:5, targets recovers 30% max HP+2 for every 5 M-ATK

    of caster, last 2 turns

    Lv7, Healing Circle or Cure

    Revive 20 If targeted friendly would be knocked out, they are healed and

    recovered

    Range:4, Restore target friendly health to 50% if they would passed out, last 2 turn

    or consumed

    Lv7, Restore, Anti-Magic, and 1

    Arcane HP healing Arte

    Note: All Arcane Arte are 2 turn chant except Spirit Missile and Mana Mine

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Sacred Shine 25 Covers nearly the whole combat area with blinding light and destroy

    enemies

    Magic, Light, AoE:7, 3.5X+50, Lv12, Indignation, Magnetic Pulse

    Fairy World 25 Fusing the mana and all healing and status artes into one and

    creates a fairy like field

    All friendly recovers 75% max HP and increase ATK, DEF,

    and AGI by 10%

    Lv12, Explosion, Phoenix Fall

    Blue Earth 25 By borrowing everyones memories because you are able to

    connect with them. Cause the mana around to reform

    Magic, AoE:Current Battle Field, 2.5X+75, recover

    friendly health by 25% of max HP

    Lv12, Become world known

    person or with key Item

  • Note: All Mystic Arte are 3 turn chant

    - Combination Arte -

    Name TP Description Damage/Range Requirement

    Dual Infusion 12 Cast both Sharpness and Magic Enchant on one friendly

    Range:5, P-ATK and M-ATK increased by 15% for 3 turns

    Lv6, Sharpness, Magic Enchant

    Release 12 Cast both Recover and Dispel on to friend at the same time

    Range:4, Cure poison, burn, freezing, blind, paralysis, petrify, curse, and seal

    Lv6, Recover, Dispel

    Field Infusion 16 All nearby friendly gain a boost in physical and magical attack power

    AoE:4, P-ATK and M-ATK increased by 15% for 3 turns

    Lv6, Acuteness, Enchanting field

    Raise Dead 17 Recover health to friendly or knocked out friendly

    AoE:4, restore target friendly health to/by 35%, may

    recovery knocked out friendly HP to above 0%

    Lv8, Revitalize, Revive

    Judgment 20 Combine both Way and Holy Lance to strike the field in large

    area. Up to 2 critical checks.

    Magic, Light, AoE:7, 2.2X, hit target has 30% chance to get

    hit by another Judgment

    Lv8, Ray, Holy Lance

    Note: Raise Dead is 2 turn chant and Judgment is 3 turn chant

    - Altered Arte -

    Name TP Description Damage/Range Requirement

    Dark Sphere 5 Gathers up dark mana and makes it explode at certain location

    Magic, Dark, Range:4, 1.6X, push 1 space

    Lv5, Photon, Dark element on

    weapon

    Bloody Lance 11 Cast Holy Lance with corrupted mana and strong dark element

    Magic, Dark, Range:5, 2.5X, 30% chance to curse enemy

    for 3 turns

    Lv5, Holy Lance, Dark element on

    weapon

    Magma Mine 14 Mana Mine infused with strong fire Magic, Fire, Range:2, AoE:2, 3X, move forward 1 space

    per turn, caster may detonate the mine by consuming a turn

    Lv5, Mana Mine, Fire element on

    weapon

    Holy Judgment 26 Judgment with more power on each ray of light. Up to 2 critical

    checks.

    Magic, Light, AoE:7, 2.7X, hit target has 35% chance to get

    hit by another Judgment

    Lv9 only, Judgment, Light

    element on weapon

    Note: Holy Judgment is a 3 turn chant

    - Magic Knight: Ability to perform Strike Artes as well as Magic Artes is what Magic Knight do. They are proficient at nearly any type of roles.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Demon Fang 2 Launch a shock wave Range:4,1.2X Lv1

    Sonic Thrust 2 lunge forward with pure force 1.2X, Push 1 space Lv1

    Fire Balls 2 Creates a few fire ball to shoot at target

    Magic, Fire, Range:4, 1.3X Lv1

    Aqua Edge 2 Creates a few water ball and shoot at target

    Magic, Water, Range:4, 1.3X Lv1

  • Stone Blast 2 Makes the ground shake and blast enemy with rocks

    Magic, Earth, Range:4 1.3X Lv1

    Wind Blade 2 Controls the wind and cut the enemy with shape blades of wind

    Magic, Wind, Range:4 1.3X Lv1

    First Aid 3 Heals HP of a single party member by a little

    Range:4, Target recovers 10% of max HP+1 for every 5

    M-ATK of caster

    Lv2

    Tiger Blade 3 Cut enemy up then strike down 1.4X Lv2

    Rising Spear 3 Launch enemy into the air with an upward strike.

    1.3X, Air-born, no heavy and flying enemy

    Lv2

    Beast 5 Blast your opponent away with strong force

    1.5X, push 3 space Lv3

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Double Demon Fang 5 Two Demon Fang, two critical check

    Range:4, 1.2X+1.2X Lv3, Demon Fang

    Fierce Demon Fang 5 A Strong short range demon fang that strike from the ground

    Range:+1, 1.5X Lv3, Demon Fang

    Super Sonic Thrust 5 Sonic Thrust but with even more force

    Range:+1, 1.4X, push 2 space

    Lv3, Sonic Thrust

    Heavy Tiger Blade 5 Tiger blade but you swing your weapon at greater power

    1.7X Lv3, Tiger Blade

    Tiger Rage 6 Perform 2 Tiger Blade. 2 Critical Checks

    1.3X+1.3X, push 1 space, move forward 1 space

    Lv3, Tiger Blade

    Impact Beast 7 Rush and hit the target to get very close in then use beast

    1.9X, push 3 space Lv3, Beast

    Fierce Beast 7 Beast with stronger blow 1.7X, push 5 space Lv3, Beast

    Light Spear 8 Make a spiral jump and take the enemy with you with several hit.

    1.8X, You move 1 space back, push 1 Space, Air-born,

    no heavy and flying enemy

    Lv3, Rising Spear

    Eruption 6 Hot flame erupts from the ground Magic, Fire, Range:5, AoE:1, 1.7X

    Lv3, Fire Balls

    Flame Lance 6 Summons a flaming lance that strike target area and explode

    Magic, Fire, Range:5, AoE:1, 1.5X, Air-born, no heavy and

    flying enemy

    Lv3, Fire Balls

    Stalagmite 6 Make the earth around certain area to grow and forming rocks to

    attack.

    Magic, Earth, Range:5, AoE:1, 1.5X, Air-born, no heavy and flying enemy

    Lv3, Stone Blast

    Grave 6 Make solid stone to strike target in several location

    Magic, Earth, Range:5, 1.9X Lv3, Stone Blast

    Air Blade 6 Similar to Wind Blade but with bigger range and damage at target

    area

    Magic, Wind, Range:5, AoE:1, 1.7X

    Lv3, Wind Blade

    Air Thrust 6 Shoot out a stream of strong wind Magic, Wind, Range:6, AoE line, 1.4X, push 2

    Lv3, Wind Blade

    Spread 6 Creates a tower of water that shoots up from the ground

    Magic, Water, Range:5, AoE:1, 1.5X, Air-born, no

    Lv3, Aqua Edge

  • heavy and flying enemy

    Aqua Laser 6 Combine all the power of aqua edge and shootout as a stream of

    water

    Magic, Water, Range:6, AoE line, 1.4X, push 2

    Lv3, Aqua Edge

    Healing Wind 7 Heals decent amount of HP over a short time

    Range:5, AoE:1, Recover 10% of max HP+1 every 5 M-

    ATK of caster for 3 turn

    Lv4, First Aid

    Healing Stream 7 Heals good amount of HP over a some time

    Range:5, AoE:1, Recover 7% of max HP+1 for every 5 M-

    ATK of caster for 5 turn

    Lv4, First Aid

    - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Demonic Chaos 14 Two demon fang with extra-large one at the end. 3 Critical checks

    Range:4, 1.3X+1.4X+1.8X Lv6, Double Demon Fang

    Demonic Circle 15 Creates several Fierce Demon Fang around you and finish with a

    large wave all around

    Range:0, AoE:1, 2.8X Lv6, Fierce Demon Fang

    Ultra Sonic Thrust 14 A stronger Super Sonic Thrust but this one you lunge yourself with it.

    Rage:3, AoE line, 2.4X, push all target till the end of dash,

    land at range limit.

    Lv6, Super Sonic Thrust

    Titan Tiger Blade 15 Stronger Heavy Tiger Blade and root target

    2.7X, Root target for 2 rounds. Rooted target cannot

    move.

    Lv6, Heavy Tiger Blade

    Tiger Fest 15 Perform 3 Tiger Blade with stronger hits.

    1.5X+1.5X+1.5X, Push 2 space, Move forward 1 Space

    Lv6, Tiger Rage

    Raging Beast 16 Closing in on target while making several turns to gain extra power

    to perform Beast

    3X, Push 5 space Lv6, Impact Beast

    Hunting Beast 16 Perform Beast but quickly make hit the ground for shock wave around

    you then blow them away with another Beast. 3 critical checks

    1.4X+1.6X AoE 1, 1.4X, Push 3 space

    Lv6, Fierce Beast

    Victory Light Spear 16 Light Spear but do a mid-air combo then push target even farther away. 2 critical checks.

    1.8X+1.8X, You move 1 space back, push 2 Space, Air-born, no heavy enemy

    Lv6, Light Spear

    Light Spear 16 Perform a small Light Spear but you quickly drop then gather all of

    the power build up then shoot upward at target

    1.8X+2X, push 2 Space, Air-born, no flying enemy

    Lv6, Light Spear

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Shining Bind 25 Casting a magic that focus on all element and pure mana. 3 Critical

    Checks

    Magic, Light, AoE:6, 2X+2X+75, 75% chance to blind hit targets for 3 turns.

    Lv13, Base P-ATK and M-ATK is 50+

    Radiant Dragon Fang 25 Combining the power of both Demonic Chaos and Demonic

    Circle, you shoot out several fangs

    1.8X+1.8X+2X+50, Range:+5, AoE Line, push all

    Lv13, Demonic Chaos, Demonic

  • in a form of a dragon, 3 critical check for damage multiplier

    hit target by 6 space Circle

    Heavenly Wraith 25 Combining several different artes, both magic and physical in perfect

    synergy to destroy target with barrage of attack. 6 critical checks

    Range:3

    -Magic, 1.5X+1.7X+25

    - Physical, 1.5X+1.7X+25

    Apply any element weakness

    Lv13, 3 Physical arte that moves

    you or air-born, 3 magical arte that push or air-born

    - Combination Arte -

    Name TP Description Damage/Range Requirement

    Demonic Thrust 12 Demon Fang then quickly follow up with sonic Thrust

    1.6X+1.7X, push 1 space Lv4, Demon Fang, Sonic Thrust

    Demonic Tiger Blade 12 Demon Fang then quickly follow up with

    1.6X+1.9X Lv4, Demon Fang, Tiger Blade

    Beast Blade 14 Perform Tiger Blade but follow up with Beast

    1.6X+1.8X, Push 2 space Lv4, Tiger Blade, Beast

    Raging Mist 11 Turn the Spread into a geyser that generate ultra-hot steam mist that

    may even burn target

    Magic, Fire, Range:4, AoE:2, 2.1X, 30% chance to burn for

    2 turn

    Lv6, Eruption, Spread

    Spiral Flare 11 Shoot out a shot of Flame Lance covered with strong wind

    Magic, Fire, Range:6, AoE line, 2.1X

    Lv6, Flame Lance, Air Blade

    Thunder Arrow 12 Creates an area covered with electricity then strike it with several

    lightning lance

    Magic, Lightning, Range:4, AoE:1, 2.3X, 20% chance to

    cause paralysis for 3 turn

    Lv6, Flame Lance, Spark Wave

    Gravity Well 12 Combining the property of both spell and make target area filled

    with strong chaotic gravity

    Magic, Range:4, AoE:2, 2.4X Lv6, Thunder Blade, Stalagmite

    Absolute 12 Directly creates a Freeze Lancer on to the enemy like Grave

    Magic, Ice, Range:5, AoE:1, 2.5X

    Lv6, Freeze Lancer, Grave

    Atlas 11 Air Blade but each blade strike through target while being like

    Aqua Laser

    Magic, Wind, Range:5, 2.5X Lv6, Air Blade, Aqua Laser

    Earth Bite 13 Cast Spark Wave then follow with the ground eating up the targets

    Magic, Lightning and Earth, Range:5, AoE:2, 2.1X

    Lv6, Spark Wave, Grave

    - Altered Arte -

    Name TP Description Damage/Range Requirement

    Lightning Blade 8 Perform Sonic Thrust while having Lightning attribute on your weapon

    Lightning, 1.8X, push 1 space Lv4, Sonic Thrust, Lightning attribute

    on weapon

    Lighting Tiger 8 Perform Tiger Blade while having Lightning attribute on your weapon

    Lightning, 1.9X Lv4, Tiger Blade, Lightning attribute

    on weapon

    Grave Blade 10 Perform Fierce Demon Fang while having Earth Attribute on your

    weapon

    Earth, 2.2X Lv4, Fierce Demon Fang, Earth element on

    weapon

  • Frozen Beast 10 Perform Beast while having Ice attribute on your weapon

    Ice, 2X, push 2 space Lv4, Beast, Ice element on

    weapon

    Shadow Spear 12 Perform Light Spear while having Dark attribute on your weapon

    Dark, 2.3X, push 1 space, Air-born, no heavy and flying

    enemy

    Lv8 only, Light Spear, Dark element on

    weapon

    Super Lightning Blade 12 Perform Lightning Blade but with greater power and stronger

    lightning

    Lightning, Move forward 1 space before hit, 2.5X, push 1

    space

    Lv8, Lightning Blade, Lightning

    - Dual Swordsman: Similar to swordsman but they have the ability to hit multiple targets. They do have better total damage output but their defense is a bit lacking.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Demon Fang 2 Launch a shock wave Range:4,1.2X Lv1

    Tiger Blade 3 Cut enemy up then strike down 1.4X Lv1

    Sword Rain 4 Strike enemy multiple times. Do two critical checks.

    1.3X+1.2X Lv1

    Tempest 4 Jump and swing your weapon like a wheel around you.

    1.4X, Move 2 space, can move over enemy. If on same

    space, then stop in front.

    Lv2

    Beast 5 Blast your opponent away with strong force

    1.5X, push 3 space Lv2

    Slasher 5 Combine the two blade and attack enemy with full power

    1.6X Lv2

    Tornado Blade 6 You Spin around several times at high speed and attack all nearby

    target

    AoE 1, 1.4X Lv3 only

    Power Blade 6 Swing the swords many times and sent out tiny sword waves

    Range:2, AoE cone, 1.4X Lv3 only

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Double Demon Fang 5 Two Demon Fang, two critical check

    Range:4, 1.2X+1.2X Lv3, Demon Fang

    Fierce Demon Fang 5 A Strong short range demon fang that strike from the ground

    Range:+1, 1.5X Lv3, Demon Fang

    Heavy Tiger Blade 5 Tiger blade but you swing your weapon at greater power

    1.7X Lv3, Tiger Blade

    Tiger Rage 6 Perform 2 Tiger Blade. 2 Critical Checks

    1.3X+1.3X, push 1 space, move forward 1 space

    Lv3, Tiger Blade

    Super Sword Rain 6 More hits than sword rain while last hit will push them back. 2

    Critical checks.

    1.5X+1.3X, push 1 space Lv3, Sword Rain

    Sword Rain: Alpha 6 Sword rain but at the end, launch 1.4X+1.4X, Air-born, no Lv3, Sword Rain

  • enemy into the air. 2 critical checks.

    heavy and flying enemy

    Psi Tempest 7 Tempest but with greater power in every spin.

    1.7X, Move 2 space, can move over enemy. If on same space, stop in front. AoE line

    Lv3, Tempest

    Omega Tempest 8 First do a Tempest but just before you land, do another and bounce

    back to where you started. 2 Critical checks.

    1.4X+1.4X, Range:1, 3, 4. No range 2. Range 1 Target

    push back to rage 3 and so on, AoE Line

    Lv3, Tempest

    Impact Beast 7 Rush and hit the target to get very close in then use beast

    1.9X, push 3 space Lv3, Beast

    Fierce Beast 7 Beast with stronger blow 1.7X, push 5 space Lv3, Beast

    Mega Slasher 8 Slasher but with greater power 2X Lv3, Slasher

    Slasher Tempo 8 Slasher but you move forward and possibly go over

    Range:2, AoE line, 1.8X, if target is at range 1, move

    behind it

    Lv3, Slasher

    Tornado Strike 10 Tornado Blade but swing the sword with more power

    AoE 1, 1.9X Lv4, Tornado Blade

    Tornado Spin 10 Tornado Blade but with more hits. 2 Critical checks

    AoE 1, 1.4X+1.4X Lv4, Tornado Blade

    Illusionary Blade 10 Similar to Power Blade but they extend farther out with wider range

    Range:3, AoE cone, 1.8X Lv4, Power Blade

    Force Blade 10 Same as Power Blade and they are stronger as well as more hit

    Range:2, AoE cone, 1.4X+1.3X

    Lv4, Power Blade

    - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Demonic Chaos 14 Two demon fang with extra-large one at the end. 3 Critical checks

    Range:4, 1.3X+1.4X+1.8X Lv7, Double Demon Fang

    Demonic Circle 15 Creates several Fierce Demon Fang around you and finish with a

    large wave all around

    Range:0, AoE:1, 2.8X Lv7, Fierce Demon Fang

    Titan Tiger Blade 15 Stronger Heavy Tiger Blade and root target

    2.7X, Root target for 2 rounds. Rooted target cannot

    move.

    Lv7, Heavy Tiger Blade

    Tiger Fest 15 Perform 3 Tiger Blade with stronger hits.

    1.5X+1.5X+1.5X, Push 2 space, Move forward 1 Space

    Lv7, Tiger Rage

    Omega Sword Rain 15 Moving forward while performing Super Sword Rain in order to gain

    more power. 2 Critical checks

    Range:2, AoE Line, 1.8X+1.6X close in on target if there are space in between.

    Lv7, Super Sword Rain

    Sword Rain: Beta 15 Perform Sword Rain: Alpha but with extra hits and strike them

    down onto the ground as last hit. 2 Critical Checks.

    1.9X+1.8X Lv7, Sword Rain: Alpha

    Raging Beast 16 Closing in on target while making several turns to gain extra power

    to perform Beast

    3X, Push 5 space Lv7, Impact Beast

    Hunting Beast 16 Perform Beast but quickly make hit the ground for shock wave around

    1.4X, 1.6X AoE 1, 1.6X, Push 3 space

    Lv7, Fierce Beast

  • you then blow them away with another Beast. 3 critical checks

    Giga Slasher 16 Mega Slasher but with even more power

    3.3X Lv3, Mega Slasher

    Eternal Slasher 16 Similar to Slasher Tempo but you move in to attack and then move

    back to start spot at superfast speed

    Range:2-4, AoE:1, 2.8X Lv3, Slasher Tempo

    Tornado Sting 18 Similar Tornado Strike but each strike is a stab instead

    AoE:1, 2.6X, 40% chance to flinch

    Lv4, Tornado Strike

    Tornado Blossom 18 Tornado Sping but spin with more speed. 3 Critical checks

    AoE:1, 1.5X+1.5X+1.5X Lv4, Tornado Spin

    Distortion Blade 18 Creates a strong force and blast it on to the ground then focus all

    Illusionary Blade power into one. 2 Critical Checks

    AoE:2, 1.8X

    Range:3, AoE:line, 1.8X

    Lv4, Illusionary Blade

    Chaos Blade 18 Same as Power Blade and they are stronger as well as more hit. 3

    Critical checks.

    Range:3, AoE cone, 1.6X+1.5X+1.4X

    Lv4, Force Blade

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Radiant Dragon Fang 25 Combining the power of both Demonic Chaos and Demonic

    Circle, you shoot out several fangs in a form of a dragon, 3 critical

    check for damage multiplier

    1.8X+1.8X+2X+50, Range:+5, AoE Line, push all

    hit target by 6 space

    Lv13, Demonic Chaos, Demonic

    Circle

    Lunar Requiem 25 Rush in and attack target with several artes and ending it with a

    flashing clean cut. 2 Critical Checks for damage multiplier

    2X+2X+75, 50% Chance of target being paralyzed for 5

    turns. Root Target for 3 rounds.

    Lv13, 6 Master or Arcane Artes that does not move or air-born enemy.

    Finality Dance 25 You spin and move on to targets at lightning speed while causing great

    area damage at each target. Critical check apply to each target.

    2X+25 to 5 targets, each enemy can only be targeted

    twice, each hit target has AoE:2 damage to nearby

    enemy

    Lv13, Eternal Slasher , Tornado Sting or Tornado

    Blossom, Distortion Blade or

    Chaos Blade

    - Combination Arte -

    Name TP Description Damage/Range Requirement

    Demonic Tiger Blade 12 Demon Fang then quickly follow up with

    1.6X+1.9X Lv4, Demon Fang, Tiger Blade

    Beast Blade 14 Perform Tiger Blade but follow up with Beast

    1.6X+1.8X, Push 2 space Lv4, Tiger Blade, Beast

    Tempest Beast 15 Tempest but at the end, you use Beast.

    1.5X+1.9X, Range:2, AoE line, move 2 space, push all hit target by 2 at landing spot

    Lv4, Tempest, Beast

    Raining Tiger Blade 14 Start with Sword Rain then end with Tiger Blade

    1.8X+1.9X Lv4, Tiger Blade, Sword Rain

  • Beast Sword Rain 15 Start with Sword Rain then end with Beast

    1.8X+1.9X, push 2 space Lv4, Sword Rain, Beast

    Sword Rain Tempest 16 Start with Sword Rain then end with Tempest

    1.8X+1.5X, push target 1 space, move forward 1

    space.

    Lv4, Sword Rain, Tempest

    Slashing Beast 16 Combine Slasher and Beast into one powerful strike that may even

    turn target into mice meat

    2.8X, Push 5 space, each collision damage is caster

    level*2

    Lv4, Beast, Slasher

    Powered Twister 18 While spinning doing Tornado Blade, you also making quick

    slashes that sent out sword waves. 5 critical checks

    1.4X+1.4X+1.4X+1.4X+1.4X, push 1 space, 10% chance to

    flinch per hit

    Lv4, Tornado Blade, Power

    Blade

    - Altered Arte -

    Name TP Description Damage/Range Requirement

    Lighting Tiger 8 Perform Tiger Blade while having Lightning attribute on your weapon

    Lightning, 1.9X Lv5, Tiger Blade, Lightning element

    on weapon

    Blazing Tempest 9 Perform Tempest while having Fire attribute on your weapon

    Fire, 1.8X, Move 2 space, AoE line, can move over

    enemy.

    Lv5, Tempest, Fire element on

    weapon

    Grave Blade 10 Perform Fierce Demon Fang while having Earth Attribute on your

    weapon

    Earth, 2.2X Lv5, Fierce Demon Fang, Earth element on

    weapon

    Frozen Beast 10 Perform Beast while having Ice attribute on your weapon

    Ice, 2X, push 2 space Lv5, Beast, Ice element on

    weapon

    Sword Rain Gust 9 Perform Sword Rain while having wind attribute on your weapon

    Wind, 1.9X, can dash forward 1 space before hit, push 1

    space.

    Lv5, Sword Rain, Wind element on

    weapon

    Shadow Slasher 12 Slasher but with strong dark element that also explodes on hit

    Dark, 2.5X, push 1 space Lv5, Slasher, Dark element on

    weapon

    Holy Force 12 Power Blade but the sword waves are larger and carries light mana

    Light, Range:3, AoE cone, 1.9X

    Lv5, Power Blade, Light element on

    weapon

    - Sorcerer: They are similar to a mage and cleric. At the same time, they can do a little bit of non-magic attacks. They can be considered as the best utility class.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Fire Balls 2 Creates a few fire ball to shoot at target

    Magic, Fire, Range:4, 1.3X Lv1

    Aqua Edge 2 Creates a few water ball and shoot at target

    Magic, Water, Range:4, 1.3X Lv1

  • Mana Hand 3 You can normal attack enemy from far away and it becomes magical

    Normal attack is now magic, normal attack range:2, can

    attack after cast, last 3 turns

    Lv1

    Lightning 3 A bolt of energy strike the enemy from above

    Magic, Lightning, Range:4, 1.5X

    Lv2

    First Aid 3 Heals HP of a single party member by a little

    Range:4, Target recovers 10% of max HP+1 for every 5

    M-ATK of caster

    Lv2

    Requiem 3 Dash in and strike enemy with strong mana then use the force to jump back out at the same time

    Magic, 1.3X, Move up to 2 space before attack, move

    backward 2 space after

    Lv2

    Flash Bolt 4 Creates a light that is so strong that will hurt the enemy

    Magic, Light, 1.4X , Range 4 Lv2

    Wave 4 Sent out a small barrage of tiny mana swords at enemy

    Magic, Light, 1.3X, Range:2, AoE line

    Lv2

    Remedy 5 Recover Freeze, petrify, and seal Range:4 Lv2

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Eruption 6 Hot flame erupts from the ground Magic, Fire, Range:5, AoE:1, 1.7X

    Lv3, Fire Balls

    Flame Lance 6 Summons a flaming lance that strike target area and explode

    Magic, Fire, Range:5, AoE:1, 1.5X, Air-born, no heavy and

    flying enemy

    Lv3, Fire Balls

    Spread 6 Creates a tower of water that shoots up from the ground

    Magic, Water, Range:5, AoE:1, 1.5X, Air-born, no heavy and flying enemy

    Lv3, Aqua Edge

    Aqua Laser 6 Combine all the power of aqua edge and shootout in a stream

    Magic, Water, Range:6, AoE line, 1.4X, push 2

    Lv3, Aqua Edge

    Thunder Bolt 7 Similar to lightning but it strikes your target and the ones beside it

    Magic, Lightning, Range:5, AoE horizontal 2, 1.6X

    Lv3, Lightning

    Mana Blade 6 Similar to Mana Hand but instead of gaining range, you gain extra

    damage

    Normal attack is now magic, normal attack damage is now

    1.3X, can attack after cast, last 3 turns

    Lv3, Mana Hand

    Magic Hand 6 Same as Mana Hand but you are able to control it easier

    Normal attack is now magic, normal attack range:2, HIT+3

    to normal attack only, can attack after cast, last 3 turns

    Lv3, Mana Hand

    Nurse 7 Heals HP to all friendly near you AoE:2, target recovers 20% of max HP+1 for every 4 M-

    ATK of caster

    Lv3, First Aid

    Heal 7 Heals decent amount of HP to one friendly target

    Range:4, target recovers 35% of max HP+1 for every 4 M-

    ATK of caster

    Lv3, First Aid

    Fierce Requiem 7 Same as Requiem but make the attack explode at the same time

    Magic, Move up to 2 space, 1.7X, push 1, move back 2

    space

    Lv3, Requiem

    Majestic Salvo 7 Instead of going strike like Requiem at close range, you shoot

    Magic, Range:3, 1.6X, may move one space forward

    Lv3, Requiem

  • out the mana instead before attack, move backward 1 space

    Flash Drop 8 Similar to Flash Bolt but this one creates a small area where it strike

    enemies from below

    Magic, Light, Range:4, 1.7X, AoE:1

    Lv2, Flash Bolt

    Flash Bomb 8 Same as Flash Bolt but the bolt is closer to a bomb instead

    Magic, Light, Range:4, 1.9X Lv3, Flash Bolt

    Homing Blades 8 Similar to wave but the mana sword is now flying homing blade

    Magic, Range:4, 1.5X, HIT+10 during this attack

    Lv3, Wave

    Power Wave 8 Same as wave but it sends out more swords. 2 critical checks

    Magic, AoE line, Range:2, 1.3X+1.3X, AoE line

    Lv3, Wave

    Recovery 8 Cure any one random ailments Cure 1 random ailment regardless of type

    Lv3, Remedy

    Insight 8 Increase HIT bonus of one friendly Target friendly gain HIT Bonus equal to caster level

    for 3 turns.

    Lv3, Remedy

    - Gunner: Dealing damage from far away while having the ability to apply extra attribute to each hit for effective damage is the gunners specialty.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Fire Round 3 Load a Fire Bullet that can load up to 4 times. Only 1 type of round at a time. Only available during battle

    Gain Fire attribute on weapon for the battle, each load will

    deal 2 extra damage

    Lv1

    Ice Round 3 Load an Ice Bullet that can load up to 4 times. Only 1 type of round at a time. Only available during battle

    Gain Fire attribute on weapon for the battle, each load will

    deal 2 extra damage

    Lv1

    Twin Bullet 3 Shoot two bullets at once. 1.4X Lv1

    Large Round 3 Load a large round of bullet that will improve non elemental attacks up to 3 times. Only 1 type of round

    at a time.

    non-elemental damage is increased by 16% per round

    Lv2

    Burning Bullet 4 Shoot a bullet that is on fire Fire, 1.3X, with Fire Round, +5% chance to burn target

    per round

    Lv2

    Freezing Bullet 4 Shoot a bullet that is frozen Ice, 1.3X, with Ice Round, +5% chance to freezing the

    target per round

    Lv2

    Acro Bullet 4 Shoot a bullet that carries strong wind when it flies

    Wind, 1.3X, Air-born, no flying enemy

    Lv2

    Healer 3 Heal a nearby target, effect are reduced with distance.

    Recovery, Range 3, recover HP equal to target level +

    2D4 at range 1, 1D4 at range 2, and no dice at range 3

    Lv2

    - Master Arte -

    Name TP Description Damage/Range Requirement

  • Wind Round 3 Load a Wind Bullet that can load up to 4 times. Only 1 type of round

    at a time. Only available during battle

    Gain Wind attribute on weapon for the battle, each

    load will deal 2 extra damage

    Lv3

    Stone Round 3 Load a Stone Bullet that can load up to 4 times. Only 1 type of round

    at a time. Only available during battle

    Gain Earth attribute on weapon for the battle, each

    load will deal 2 extra damage

    Lv3

    Magic Round 4 Load a Magic Bullet that will turn physical damage into magical up to 3 times. Only 1 type of round at

    a time.

    Physical damage are now magical, damage are P-ATK minus M-DEF. Each round increase HIT equal to your

    level/2

    Lv3 Only

    Magnum Bullet 6 Similar to Twin Bullet but this one shoots in closer session with

    second one faster

    1.7X Lv3, Twin Bullet

    Quad Bullet 6 You quickly fires two Twin Bullet in rapid succession. 2 Critical Checks

    1.3X+1.3X Lv3, Twin Bullet

    Fire shot 8 Burning Bullet but with strong flame and much larger

    Fire, AoE line, 1.6X, with Fire Round, +5% chance to burn

    target per round

    Lv3, Burning Bullet

    Blazing Bullet 8 Fires a Burning Bullet but the fire is stronger

    Fire, 1.7X, 15% to burn, with Fire Round, +5% chance to

    burn target per round

    Lv3, Burning Bullet

    Ice Shot 8 Freezing Bullet but with a sharper ice and much larger

    Ice, AoE line, 1.6X, with Fire Round, +5% chance to burn

    target per round

    Lv3, Freezing Bullet

    Frozen Bullet 8 Fires a Freezing Bullet but the iciness is stronger

    Ice, 1.7X, 15% to burn, with Fire Round, +5% chance to

    burn target per round

    Lv3, Freezing Bullet

    Wind Shot 8 Wind Bullet but with strong wind and much larger

    Ice, AoE line, 1.6X, with Fire Round, +5% chance to burn

    target per round

    Lv3, Acro Bullet

    Aero Bullet 8 Fires a Freezing Bullet but the iciness is stronger

    Ice, 1.7X, 15% to burn, with Fire Round, +5% chance to

    burn target per round

    Lv3, Acro Bullet

    Chi Healer 6 Heal a nearby target Recovery, Range 3, recover HP equal to target

    level*2+2D4, gain 1D3+1 TP

    Lv4, Healer

    - Fighter: Fighters can easily deal high damage while managing distance. They are able fight well at close combat but they are best at dealing combat when surrounded.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Triple Strike 2 Quickly Attack the target 3 times with strong punches

    1.4X Lv1

    Spin Kick 2 A perfect round house kick and knock them back

    1.2X, push 2 space Lv1

    Healer 3 Heal a nearby target, effect are reduced with distance.

    Recovery, Range 3, recover HP equal to target level +

    Lv1

  • 2D4 at range 1, 1D4 at range 2, and no dice at range 3

    Crescent Moon 3 A back flip jump that also kick the target into the air

    1.4X, Air-born, no heavy and flying enemy

    Lv2

    Eagle Dive 3 While in air, or jump and quickly drop down on to the ground and hit

    the enemy

    1.4X, root air-born enemy for 1 turn

    Lv2

    Triple Kick 3 Kick enemy 3 times and gain distance afterward

    1.4X, move 1 space backward, push 1 space

    Lv2

    Chi Gathering 3 You gather up strength and make your next attack much more

    powerful

    Next Arte gain extra multiplier equal to 25% of your level

    Lv2

    Swallow Kick 3 Jump onto the enemy and kick them with great power to gain

    distance after ward at the same time.

    1.3X, Range:2, move to range 1 to attack range 2

    target. Push 1 space, move backward 1 space.

    Lv2

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Rushing Strike 5 Quickly Attack the target countless times

    1.8X Lv2, Triple Strike

    Rising Dragon 5 Do a kick similar to spin kick but this one kick more towards upward

    and knock them in the air.

    1.6X, push 1 space, air-born, no heavy and flying enemy

    Lv2, Spin Kick

    Chi Healer 6 Heal a nearby target Recovery, Range 3, recover HP equal to target

    level*2+2D4, gain 1D3+1 TP

    Lv2, Healer

    Chi Control 6 Target player recover TP faster for a while

    Range:2, target recover extra TP per round equal to 1D4+level for 2 turn.

    Lv2, Chi Gathering

    Double Moon 6 Perform Crescent Moon twice, 2 critical checks.

    1.3X+1.3X, Air-born, no heavy and flying enemy

    Lv4, Crescent Moon

    Lucent Palisade 6 Perform Crescent Moon then spin backward then create a shock wave that also push you back

    1.7X, push 1, you move backward by 1

    Lv4, Crescent Moon

    Eagle Fall 6 Eagle Dive but with extreme speed and more power

    1.6X, root air-born enemy for 1 turn

    Lv4, Eagle Dive

    Demolition Kick 6 Does several Spin Kick to damage the enemy before pushing the

    target back

    1.6X, push 3 space Lv4, Spin Kick

    Swallow Dance 7 Do a Swallow Kick and then follow up with a short combo in the air to

    gain distance after ward at the same time.

    1.7X, Range:2, move to range 1 to attack range 2

    target. Push 1 space, move backward 1 space.

    Lv4, Swallow Kick

    Mirage 5 When attacked by enemy, attack target while dodging it. This attack

    only last one turn.

    Do not attack until being attacked by enemy, 2X, move behind target enemy, push 2

    Lv4

    Beast 5 Blast your opponent away with strong force

    1.5X, push 3 space Lv4

  • - Arcane Arte -

    Name TP Description Damage/Range Requirement

    Spirit Rush 9 Similar to Rushing Strike but you move in and hit several more times

    with each hit being stronger

    Move forward 2 space before hit, 2.7X

    Lv6, Rushing Strike

    Ascending Dragon 9 Same as Rising Kick but this one had more hits and sent them flying

    higher than ever

    2.5X, push 1 space, air-born for 2 turn.

    Lv6, Rising Dragon

    Master Chi Healer 11 Heal a nearby target by a lot Recovery, Range 3, recover HP equal to target

    level*3+3D4, gain 2D3+3TP

    Lv6, Chi Healer

    Chi Burst 11 Target player damage dealt is increased for a while

    Range:2, target deals extra damage equal to his/her

    level*2+1 for 5 turns

    Lv6, Chi Control

    Triple Moon 11 Perform Crescent Moon 3 times, 3 critical checks.

    1.5X+1.5X+1.5X, Air-born, no flying enemy

    Lv6, Double Moon

    Lunar Palisade 11 Similar to Lucent Palisade but the palisade is larger and every hit is

    stronger

    2X+1.4X, second hit at Range:3, AoE:line, push 1, you move backward by 1

    Lv6, Lucent Palisade

    Eagle Drop 11 Eagle Fall but the speed is at near sonic speed

    2.5X, root enemy for 1 turn Lv6, Eagle Fall

    Demolition Drive 11 Strike the target very hard with a gathered chi in your hand then

    make it explode and kick enemy at the same time. 2 critical checks.

    2X+1.5X, push 3 space Lv6, Demolition Kick

    Phantom Dance 12 Similar to Swallow Dance but you kick everything near you

    Range:2, 2.4X, AoE:1, move to range 1 to attack range 2 target. Push 1 space, move

    backward 1 space.

    Lv6, Swallow Dance

    Aurora Mirage 9 Same as Mirage but you leave an after image and then make a

    explosive strike from a blind spot with bright light.

    Do not attack until being attacked by enemy, 4X, move behind target enemy, push 2

    Lv6, Mirage

    - Mystic Arte -

    Name TP Description Damage/Range Requirement

    Zero Dissolver 25 Strike enemy with a lot of chi energy and then follow up with

    many attacks at near sonic speed. 2 critical checks.

    2.5X+3X+50, Critical deals 3X damage

    Lv13, Demolition Drive, Lunar

    Palisade, with Chi Burst Active

    Shadow Moment 25 Push target far away and make them flinch. Follow up with several

    Arte that connects through movement in split second. 2 critical

    checks

    2.5X+2.8X+50, target will flinch

    Lv13, 5 Master Arte or above that push or move you

    towards target

    Fanged Finality 25 Connect several different Arte and with each strike, you gather up chi

    and then release all up in last strike. 3 critical checks.

    1.9X+1.9X+2.5X+50, root enemy for a turn

    Lv13, 5 Master Arte or above that does not push or move you away

  • - Combination Arte -

    Name TP Description Damage/Range Requirement

    Lunar Fall 10 Does a strong Crescent Moon then perform Eagle Fall with the after

    image of the crescent

    1.5X+1.7X, root target for 1 turn

    Lv7, Crescent Moon, Eagle Fall

    Chi Mirage 14 Creates a close of after image while controlling your chi

    Create a close with 1 HP and 0 EC, you move back 1 space and recover 3D4+level*2 TP

    Lv7, Chi Control, Mirage

    Sundering Fury 16 Perform a Double Moon then creatures a large palisade at the

    end. 3 critical checks.

    1.4X+1.4X+1.8X, last hit is range:3, AoE:line, push 2 space, you move back 1

    space

    Lv7, Double Moon, Lucent Palisade

    Angelic Ascent 16 Knock target into the air the focus the Lucent Palisade in once place and damage enemy as if you grew

    wing. 2 critical checks

    1.8X+1.9X, second hit has AoE:1, push 1 space

    Lv7, Rising Dragon, Lucent

    Palisade

    Phantom Drive 20 Does Phantom Dance towards a target while each spin does

    Demolition Drive hits. 3 critical checks

    1.8X+1.8X+2.2X, push 1 space and move forward one every hit, each hit is AoE:1

    Lv7, Demolition Drive, Phantom

    Dance

    - Altered Arte -

    Name TP Description Damage/Range Requirement

    Freezing Dragon 8 Same as Rising Dragon but with Ice element and possibly apply

    freezing ailment to target

    Ice, 1.8X, push 1 space, air-born, no heavy enemy, 35% chance to apply freezing to

    target

    Lv3, Rising Dragon, Ice element on

    weapon

    Phoenix Fall 9 Eagle Dive but with fire element that makes it looks like a phoenix

    and possibly burn target

    Fire, 1.8X, root enemy for 1 turn, 40% chance to burn

    target

    Lv3, Eagle Fall, fire element on

    weapon

    Blessing Healer 10 Heal a nearby target and give immunity to status ailment for a

    turn

    Recovery, Range 3, recover HP equal to target

    level*2+2D4, gain 2D3 TP, target cannot have bad status

    apply to him/her for a turn

    Lv3, Chi Healer, Light element on

    weapon

    Demolition Break 10 Do Demolition Kick but the kick has rocks flying at target at the

    same time

    Earth, 2X, push 3 space, 30% chance to flinch

    Lv3, Demolition Kick, Earth element on

    weapon

    Storm Dance 11 Do a Swallow Dance but each hit has super strong wind

    Wind, 2X, Range:2, move to range 1 to attack range 2

    target. Push 3 space, move backward 2 space.

    Lv3, Swallow Dance, Wind element on

    weapon

    Hydra 12 Similar to beast but this one is more like a hydra instead

    1.8X, push 3 space, target will be weak to lightning for 2

    turns

    Lv7 only, Beast

  • - Summoner: By using the power of mana as well as spirits, summoners often fight around mid-range so they can summon different spirit for different situations.

    - Base Arte -

    Name TP Description Damage/Range Requirement

    Power 2 Summons a mana of power and make it run into the enemy

    Magic, Range:3, 1.3X Lv1

    Mirage 3 Creates an area what can disrupt enemies sight

    Range:3, AoE:2, Enemy HIT-2+user level. Last 2

    turn.

    Lv1

    Serpent 3 Gathers up mana and inject enemy with it.

    Magic, Range:2, 1.2X, 20% poison of 2+user

    level damage, last 3 turn.

    Lv1

    Fire summon 3 Summons a fire mana and burn targets

    Magic, Range:4, AoE:1, Fire, 0.8X, set hit targets

    on fire for 1D4+caster level for 3 rounds.

    Lv2

    Earth Summon 3 Summon an earth mana and creates an impassable space.

    Magic, Range:4, Earth, Creates an impassable

    space. If enemy were on that space, push 1 space.

    Lv2

    Aqua Summon 3 Summons a water mana and heals nearly allies

    Magic, Range:4, AoE:1, heals 1D6+(1 for every 8

    M-ATK)

    Lv2

    Wind Summon 3 Summons a Wind mana to damage and restrict target

    movement

    Magic, Range:3, 1.2X, Root Target for 1 turn

    Lv2

    Mana Summon 3 Summons a pure mana and attack target

    Magic, Range:5. 1.4X Lv2

    First Aid 3 Heals HP of a single party member by a little

    Range:4, Target recovers 10% of max HP+1 for

    every 5 M-ATK of caster

    Lv2

    Pixie Touch 4 Summons a Pixie that will attach to a character and allow it to take

    more damage.

    Range:4, Target gain max HP equal to caster levelx2

    for 5 turns

    Lv3 only

    - Master Arte -

    Name TP Description Damage/Range Requirement

    Life Power 5 Channels the mana link between it and absorbed life energy from it

    1.6X, 15% of damage dealt will recover your HP

    Lv3 Only

    Energy Power 5 Channels the mana link between it and absorbed sprit energy from it

    1.6X, Steal TP equal to 1D3+(caster level/3)

    Lv3 Only

    Pinion Power 6 Cast power with greater strength with some chance to decrease

    target defense

    1.6X, chance to decrease target defense equal to caster

    level. Chance are 4*caster level

    Lv3, Power

    Absolute Power 6 Cast power with greater strength and decrease target defense

    1.6X, decrease target defense equal to target EC/2

    Lv3, Power

    Mirage Pinion 6 Creates an area greater than Range:3, AoE:3, Enemy HIT- Lv3, Mirage

  • Mirage 3+user level. Last 2 turn.

    Absolute Mirage 6 Single target Mirage but with increased chance and accuracy

    Range:3, HIT+5, Enemy HIT-2+(user level*2). Last 2 turn

    Lv3, Mirage

    Serpent Pinion 6 Similar to Serpent but with more power and inject stronger poison

    Magic, Range:2, 1.5X, 20% poison of 4+user level damage, last 3 turn.

    Lv3, Serpent

    Absolute Serpent 6 Same as Serpent but hurts slightly more with increased chance of

    poison

    Magic, Range:2, 1.4X, 45% poison of 2+user level damage, last 3 turn.

    Lv3, Serpent

    Flame Summon 7 Summons an stronger fire mana than Fire Summon

    Magic, Range:4, AoE:2, Fire, X, set hit targets on fire for

    1D4+caster level for 3 rounds.

    Lv3, Fire Summon

    Stone Summon 7 Summon an stronger earth mana than Earth Summon

    Magic, Range:4, Earth, Creates an impassable AoE 1 space. If enemy were on that

    space, push 1 space.

    Lv3, Earth Summon

    Tidal Summon 7 Summons an stronger water mana than Water Summon

    Magic, Range:4, AoE:1, heals 2D4+(1 for every 6 M-ATK)

    Lv3, Water Summon

    Tornado Summon 7 Summons an Stronger wind mana than Wind Summon

    Magic, Range:4, 1.5X, Root Target for 2 turn

    Lv3, Wind Summon

    Healing Wind 7 Heals decent amount of HP over a short time

    Range:5, AoE:1, Recover 10% of max HP+1 for every 5

    M-ATK of caster for 3 turn

    Lv4, First Aid

    Healing Stream 7 Heals good amount of HP over a some time

    Range:5, AoE:1, Recover 7% of max HP+1 for every 5 M-

    ATK of caster for 5 turn

    Lv4, First Aid

    Healing Touch 8 Summons a Pixie that heals and increase death HP count

    Range:4, target recovers HP equal to caster M-ATK/2.

    Death HP limit increased by 10

    Lv4, Pixie Touch

    Pixie Circle 8 Summons few Pixie that will attach to a character and allow it to take

    more damage.

    Range:4, AoE:1, Targets gain max HP equal to caster 3+(levelx2) for 5 turns

    Lv4, Pixie Touch