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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