======================
Legend Of Alon D'ar
======================

  Rovest Yakuto A.k.a. KawaiiTsunoTiger
           Tiger Of the wind
[email protected]
Version 1.6
Started 18 May, 2002
7:02 p.m. (central time)
Latest update was 24, May, 2002
6:02 am

This FAQ can be printed or seen on the internet for private and personal use
ONLY. This FAQ may not be placed in a magazine, CD, diskette, sold for a price
, copied or anything else than above. Any questions or corrections, please
e-mail me at [email protected] or ICQ me, my ICQ number is 13902804.
----------------------------------------------------------------------------
Contents
----------------------------------------------------------------------------
1. Updates
2. Controls
3. Story Walkthrough
4. Monster Listing
5. Skill Listing
6. Weapons Listing
7. Collection Items
8. Credits
----------------------------------------------------------------------------
1. Updates
----------------------------------------------------------------------------

 Updated 05-19-2002
         I have advanced in the Story section, Added in more collection items,
         Added more to the Weapons listing and started the Skill section and
         Race and Character Bio.

 Updated 05-20-2002
         Updated the Skills listing, Weapons listing, Monster listing,
         Collection Items. The Collection Item Section will be totally
         Redone after I have collected Everything in the game.

 Updated 05-21-2002
         Completed the Skill listing.

 Updated 05-22-2002
         It seems I've made an error of judgement. Once you've Masterd all five
         skills, A sixth skill appears.

 Updated 05-24-2002
         Dark Wacky has given me the right to use his Location infomation on
         The Sivler Acorn, Tree Frog, and Amber Item Collection Quest's. Which
         Are more Explaniory then my Infomation on the subject. Hopefully he will
         Provide you with More infomation on Collection quests. I have Explained what
         I can on the other Subjects. What you need to know and more has been explained
         In the other sections Also.

----------------------------------------------------------------------------
2. Controls
----------------------------------------------------------------------------

The controls are rather simple to understand but will need to be memorized for
better reflexs. So lets cover the controls and then move on.

In game controls
Circle : Toggle explore mode Heads-up Display (Hud) on or off.
X :Talk to Non-playable character/ Interact with game object.
Square : Open Main Menu.
Start : Pause menu.
Left Analog Stick : Move current character.
Right Analog Stick : Camera Movement.
Right Stick Button R3 : toggle camera zoom mode

Menu/Interface control
Circle: Get detailed info on the highlighted menu option
X: Select item or area
Triangle: Cancel/Back out of a menu
L1: Previous menu or item page
R1: Next menu of item page
L2: Next character in party
R2: Previous character in part
Directional Button Up: Previous menu item
Directional Button Down: Next menu item
Directional Button Left: Previous character in part
Directional Button Right: Next character in party


There is also the Fantastic option to play with a friend or family member. Just plug
in a second controller and press start on it. Tho it only works when there is 2 or more
in the party.
If you open the Equipment Screen you'll see Status of the current characters. Name, Hp, Mp
stats, PP, and gold.
Name :
Hp : Health points
Mep : Magic energy Points
Spirit: Magic power
Dex : Speed
Str : Strength
PP : Proficiency points
Next level : Needed EXP to level up
Gold : gold you have

Then you'll see Right hand, Left hand, wearable, and Belt items.
Your Right hand is for Magic Focal items and Weapons. Your left is for a shields.
Some level Magic Focals and weapons take 2 hands. When using these items. You cannot
have a shield durring battle. You can carry up to 8 items on your belt and use them for
quick access to need items durring battle. Wearable slots are for equiping Armor, rings,
Bracers, amulets, etc.

The Invetory Screen will show everthing you have. You can move items between your person
and Invetory by selecting them.

Skill screen is the menu to let you exchange PP for Skill levels or to buy more skills if
your at a safe haven. This will Show Stats and then Category and traits you may buy or
level up. Also will show a Grid. Current skill/level P.P and Gold. To buy a Select a skill
press X on the Category or Traits. Then to select a Skill press X. Then to buy Press X again.
There are many skills to buy. So don't just stick to one type. Save and Explore the
possiblities.

Quest Items Screen will show all the quests items your party have. Quest items are needed to
advance farther in to the game. These items will be spent threw Story events. These items
will not be shown in Inventory and cannot be equipt.

Quest Log screen will log all Quests you have started and completed. Just select one and
read what it has needed to be done. Great option for an RPG game .

Collectibles Screen keeps track of all Collection items you find and stores them here.
When you get a certain ammout or all of a collection you get a stats boost,PP boost, and
even a raise in rank.

Explore mode is just where you walk around and interact with the world, people, and other
things. You can only pick up items in this mode by walking up to it and pressing X. Other
then that you should have a easy time exploring. This game has a lovely world to explore.

Combat Mode is Like Grandia's battle where every person's attack is timed and while your
waiting for it to run down another has a go. Deppending how fast your attack is the more
you can fit in to the battle. But Now Each Character of your party has an Item belt that
can carry 8 items. You place anything from Potions, Orbs, weapon, and other items. You
can switch between your current weapon to use a deffernt weapon or to use an item. But
once that play runs out of Items. S/he is out till after battle and then you may re-fill
the belt. I suggest you keep 2 extra weapons and 4 healing items on your belt at all
times. And later you'll have Special Spells you can cast in combat Mode. You'll see them
at the bottem of the Belt Menu.

Now when you beat a monster or complete a Collection Item or a Quest you get Proficiency
points. The are to be used to level up spells. Every Character you get will be able to
level up thier Skills unless that skill is at its max. This will be better explained in
the Skill Listing section.

Now welcome to the game. You know all you need to start.

----------------------------------------------------------------------------
3. Story Walkthrough
----------------------------------------------------------------------------

Before we get started. There are places known as Safe Havens. These Safe Havens are a
Save place, Healing place, a place to spend gold to buy new skills, and are Teleports of
sorts ALL rolled in to one. And as such These places are very important Power sources.
The Sarojin had found these Translocation points first so it is under their control.
So you may only travel these Translocation points, You will need to get a Quest Item to use it.
The Sarojin also have made Translocation Nodes which can teleport items and people over
short distances. And these too can only be controlled by the Sarojin so you need one in
your party to use these too. Save Points are spread over this world. Just touch them and press
X to activate them.

Check all Plants, Pots, and Flowers to Items. Always Have one of Every Orb. Along your travels
you'll find people selling Orbs. You may have need of some later. So buy One of Every magic
type. Fire, Water, Air, Earth, Sound, White, and Absorption. You'll need  Fire, White, and
even Earth from time to time. But You shouldn't have need or use of them till after you get
Tahir. He should be your Healer and Spell caster. So make him master both the Cho Pin Tou
and Healing. Every Skill He'll have the highest HP andMEP in the game and you'll need him
Alot Later on.
Always Battle EVERY SINGLE FIEND, CREATURE, AND MONSTER you can find in EVERY AREA. Level
up while your in a area. So you will have a better time Fighting boss battles. And you'll
get a lot of PP to use to level up skills and Master some weapons. If your to weak to fight
a certain new monster try new weapon or spell AND save offen. You'll probly have hard time
in Gomira if you don't save after Every battle there. If you Have a hard time its due to the
fact that you need to change weapons or Power up the skills of your current level.
Remember To let the Evil survive invites your death. So kill all enemies you see and can find.




And as the openning scene ends you Have heard the plans of the Great Evil, Lord Grandar
plans to start war with the Dagani. You must stop him some how.

Hollow Grange Village
--------------------

Talk with everyone in the village. Walk up to the houses to get some people to come out
and talk. Check the Well for 5 pp and a Quest item Bucket of water to use on your burning
house. The chest holds 30 PP, 20 gold, items Wither potion and steel buckler.
Then learn how to fight at Daelus training arena. Fight in all three tests.
Then enter the tower and talk with a man named Haldar. He'll hint that the unlit torches
are the key to the treasure room. They hold holds 5 PP each, Quest Item Ring of passage,
2 gold, Quest Item small Iron Key. One of the torchs open a Secret pasageway. It will be
blocked with a barrier that uses a ring of passage to open. As you walk down the Passage
you will try to get the blue crystal loose. You'll find a Lump Hammer on the middle rack
south west of the crystal. Use it to get a Fragment of the crystal which is known as Cobalt
crystal and is a quest item. don't brake the Box. It contains a Health potion and will be
smashed if you brack the box. IT also holds 20 gold and a Dagger named Katar.
Make sure to check the grounds WHERE EVER you go for Wither herbs or other items.

Once this is done you'll be able to leave. Go to the bridge and after the small talk you can
enter and leave at your will.

Boarder of Lord Grandar
-----------------------

On the way threw the path you'll meet Minri. She'll ask for 30 acorns that have been hidden
throughout Orin. If and when you find them you'll need to take them to Ekue in Whitewater
Gorge. Farther on you'll meet Pia and learn of magic, and then get in to open field. Farther
on you'll meet a Deryn who is a Weapon sellsman with low level weapons. And a story about a
Sarojin, a hermit who lives in a cave who has been chased out by Skurlings. Past this bridge
is a save place. And ther are more Skurlings. Farther on you'll find the Sarojin's Cave with
3 Skurlings and the only way to battle is with all three at once. Not to easy. But with wither
Potions and a steady hand you can take'em. Once done you'll find a journal on the table.
A start of another Collection quest. I suggest you start finding the silver Acorns because
they too help your stats. Explore the cave then exit. When you exit the cave you'll meet
Deryn and Tareena. And they'll give you a Leather Jerkin. Return to the bridge and cross
it and meet with Falfar. We've come a little later then hoped. Lord Grandar passed by
already.

Boarder of lord Kort
--------------------

Here you run in to Skojin who came to pay respect to his parents graves, but their graves
were uprooted and empty. And Then he claims to see the Dead to have risen. You must carry word
to lord Kort. Man was he correct. These guys are tough. you must make your way threw the
plains to the lord of the Pilgrims hatch. The Lord will need you to destroy a nesting mound
of which the Skurlings are coming from. It should be an easy fight if you picked up a heavy
katar from the weapons shop on the edge of town. Now you can talk with everyone in the
village. Buy what you need Then talk with the Lord again. He will give you A quest item Lord
Kort's Token. Then head back threw the Plains and you find a Sarojin being attacked by
gargoyles.
And you meet a snobish Sarojin. now lets return near the entrance and fight some walking
dead. Now head back to the fork in the road and head to WhiteWater Gorge and Dagan. You'll find
a Translocation points. Use it. Just press L1 or R1 to choose Menu screens. The only place open
for you to Teleport is Dagan

South Gomira
------------

Welcome to the homeland of the Dagani. After a nice chat with a Dagani Walk forward to find
Ancient scroll. You'll also run in to Zoe Who'll ask for 30 tree frogs and to meet her in
Whitewater Gorge. You'll find a Collection item near Zoe. Pages from journal Chapter 2.
then contiue on East to the Pier but nothing is there right now. So head North And check the
waters for Chests. And save often at the Translocation point you came from and heal their too.
Work your way to the village to meet a fellow member of your party. Then get some needed armor,
weapons, Items, and save. Then consult the oracle. To do so. You need to get a Amareths heart.
If you traveled far enough you'll run in to a friend who'll give a Water orb. Then move on to
the thicker swamps.


North Gomira
------------

Hear continue forward till you meet a split in the road. To your East is the oracle. Nothing
there but 3 chests, Each with a potion and 100 gold. To your West is to the Amareth trees. Also
near the split paths is a chest. With 100 gold and 2 potions. Farther on the Amareth path
you'll find a save and a Chest near the save. Past this save is another split. One blocked by
the same fog you may have seen in the last area. That leave 2 passage ways. The south path
has a circle of stones, Amareth, and then to palash .The West has leads in to same direction
as the South. Kill the Amareth with the ChoPinTou weapon that Tahir is carrying. You'll
get the heart. Then head back to the Oracle. And now we need to find great legendary: Warrior
Charak of the Dagan, Hero drommar 9-fingers of orin, Zonra the Kemarran, and Whiptail the
Sarojin. And One of these greats are in Palash, in the the Spire of Suspicion.
First step is to kill other Amareth to find the jade scarab on the path to palash.
So lets head to Palash. But we find a sarojin who has lost her memory. Contiue on and
save. Go to the Palash route.


Road to La'shon
---------------

Here you find a Red Amareth Dead. continue on and you find A Sarojin named PearlDust.
Behind here you'll find a chest. The lurkers here are weak to the chopintou weapons and
Two handed weapons. You may be low on Healing items so turning back is fine. More exp.
Now once you've made it threw the path you meet Snailchaser. And so we find that the Amareth
hand been chased far in to the forest. To the east is La'shon. We need to get there first.
You'll find a camp and hear a story of the DarkFell. Get the weapons and items you need. Then
talk to BrambleFoot at the Shrine in the center of the camp. He will ofcourse ask for the
nearly impossibley unnecessary Quest Item The Diadem of the dreaming beast. time to head to
the DarkFell after your done saving at the Translocation points above the camp.

DarkFell
--------

Easy walk up doesn't mean it'll be that easy coming back out. As you pass the tiny camp and
enter the Cave BrokenClaw will warn you of danger. Pass the DarkFell Totems and continue on the
path. Are you collecting the Amber and Scrolls while walking down this path? Well after few of
both you'll run in to a Barrier of trees and You'll have to find another path to the spire.
Head Back to the First DarkFell totems and enter there and save. Here is the Red Amareth.
This was a hard battle. And now you have a Quest Item Jade Scarab.  Up the hill you'll find
2 chests that contain 200 gold each and 2 potions. Now head back to the Blocked path.
Soon you'll find a Sleeping Amareth near a save point. Save then head North after passing the
Amareth. You'll see a valley of which holds the Spire. A Sarojin named BrightEye will mention
a Three-fold Prophecy. And then walk up to the green statue.
After the Event you will have Gained a new form and met Drindithar. A Guardian of the balance
of energies. Yet Before we go in to this You have a hard battle to face. Two Red Armareth
is just almost too much unless you have Raised Tahir's Burn Level to 4 and have a Blaze orb on
him And have Jarid in his New form Bashing the trees in to stumps. And Now Ethereal which you
met is a legendary being of this world. Now Change to Combat mode and choose Morph at the
bottem of the options. Now you can grab the Quest Item Golden Crystal. Now leave and you'll
be graced by the presences of the Oracle. And after he leaves BrightEyes will explain that
you can get the Tattoo that Raise the Dead spirits At a camp in the Kemarran Highlands. And
then you need to get a Cure for a Curse. Get the Quest Item BronzeBell from BrableFoot and
head back to the stone ruins in North Gomira. Save first tho. The forest path is full of Lurkers
now. SO Stay in the Juggernaut form. You'll have to keep changing back to the form because it
wears off.

North Gorima
------------

Then there are Many Amareth in the Gomira swamps. But no worry. They are overwhelmed
by the Energies of the Wyrd which have been thrown out of balance. Work your way to the cursed
Sarojin and Give her the Cure and Hear her story. She'll give you a Quest Item  Ring of
Revealing. And a New Monster to slay to find the Sphere. Head back to South Gorima and to the
Pier.

South Gorima
------------

You'll find New enemies here. So Use Jarids Morph to speed threw battles. Since Jarids Morph
always starts with 1000 HP you need not worry of death as long as you keep changing to the
Juggernaut. Make your way to the Pier and take a Boat ride to WhiteWater Gorge.

Whitewater Gorge
----------------

Here you'll find a few scrolls. Have you been collecting these? Farther on you'll meet Goltir.
A Dagani who is needs you to find 30 Moorlet Eggs. You'll find a Sarojin AmberTail who will
tell you of a Hermit that has Scarab rings that can open passage to Twisted deep. Take the Path
to the Market. Along the way you'll fight A changeling to save Tuako. Then make your way to
the Market. You'll meet a story teller named Riffin who has many stories to tell. You'll also
Meet Ekue and Zoe Who both have asked for 30 Collection Items. Meet with HighCrest the read up
on Weapons. This info will be usefull later.

Path to Orin
------------
Here you'll find a few Changelings. Great place to battle since there are a few saves in this
area. You'll find a Kemarran in need of a Cure. No need to head back. Tho to head back would be
smart. To pick up items. Near her there is a 3 way fork in the road. Head North east to the
hidden Sarojin spike. Using the Juggernaut in the battle with the Boggroat will make it go
to easy. For your trouble you'll get some weapons and a Quest Item Sphere of calling. Time to
return to Orin and head to the Kemarran Highlands. Tho RazorClaw will ask for your help.
Watch out. He wasn't joshing. There are Gargoyles. Tough ones.  As you make your way threw the
canyon you'll meet a Sarojin who'll teleport you to his market.

Boarder of lord Kort
--------------------

Once here you'll find Tengu, Lurkers, and Undead. If you survive the
Blue Gargoyles, you'll hear a call for help. Answer it to Find Humanoid Changelings. You'll
be giving a Tattoo of Power from Ninnar. Then head for the GraveYard to recive a bow after
looking at the Crypt in the back. Head to Lord Korts town talk with him, get potions and leave
for Kemarr.

The Kemarran Highlands
----------------------

Vohunna will be waiting for you. You'll hear the story of a Ivory Amulet that is
in 30 pieces. And then move on. Jarik will have a vision of the Evil which has awaken. Continue
onward. Till you find a floating Island with a Jade Statue. Then you'll be able to continue
on your way to a camp. There will be a man in need of help. He'll want a box of flutes that
the Tunge have taken. Its tough battle. first thee, then four more. Have Tahir use Orb of
healing and Jarid's Juggernaut. You'll get a good 1050 PP. Carefull. Buy potions after this
for both MEP and HP. You'll be attack by herds of monsters up ahead. Huemiz will tell you
of a Fen Skurlings Infestation. Nice PP gain. Once you've killed em all. DO NOT head for the
Ruins. Strong Mining Zombies. Instead head to the two Guards. And then up the mountain to
Matron. She will send you to kill Hakar. Fighting your way to Hakar is easier then getting to
the Kemarran Highlands. The Hakar is like a cross between a Ape and Bear. Hes strong but will
attack Tahir. So give him a Orb of Healing and level up his Heal spell to 2-3 and just make him
heal himself as Jarik morphs to Juggernaut and attacks. And as always there are more enemys
after you kill the boss.  Save and then get to Matron But she's not at her throne. But at
Dragon's Maw To Charge Tylonee of Murder. as you get near the Dragons Maw you'll meet more
changelings. And after a few Changeling battles you will be able to enter Dragon's Maw. And
so see the Near death of Tylonee. Now go to Ravarti the WindSinger's tent. And get the Tattoo.
Then head back to South Gorima. And as the Gates close to Jarid, you will Gain a new Allie.

Boarder of lord Kort
--------------------

Back Here again. And head to Home. But Get to the Translocation point first and fight, fight,
fight. You'll need to become strong. I had both Jarid and Tahir at level 6 when Tylonee joinned.
We need to find her strong points. And deppending on how you leveled and skilled your fighters.
You'll have model her to fit your team. There arn't many monsters but all the Exp and PP help.
And even with Tylonee. Every enemy likes to attack Tahir. IF you collected the Crystal shards.
you would of gotten Vivana's Amulet which Regenerates 50 Health points slowly but still. All
the help you can get is welcome no? Put it on Tahir and you'll have to heal him less. Here you
will meet Nereet at the back of the village. And will then send you on the quest. To head to
The Hermit's cave and retrieve Drommar's Torc.

The Hermit's Cave
-----------------

You shouldn't have to hard a time solving the Puzzle in the cave. Then once that is done head
west to the chest on the table and read the books for some rather nice background history.
Then head in to the tunnel to Do some easy fighting and PP, Exp. You should explore as much as
possible. To find scrolls and items. Soon you should find a Room with a bed. Under the bed is
the Item box your looking for. Remember if you are hurt head back to the healing wyrd cloud
you say earlier. And save if offen if your not strong enough to fight these things. Once
your done with everything. Leave and find the Huge Oak tree near the Hermits cave. And
you'll need to walk down it to meet ANOTHER Ethereal. Just morph and hurt it. AND make Tahir
use a Healing spell or Other items to heal the others.

Boarder of lord Kort
--------------------

Like before Beat all the enemies before heading to town. Then you'll will be sent to kill the
Zombie Lord and then you may head to Gomira. But now you need to find the GraveYard. Its
not hard if you keep healing with Tahir and fight as Juggernaut. Strange tho.... Last time we
could of just used the Translocation point.. Ho well. Head back to Town and Give the Hammer to
Lord Kort. Then head to the Translocation point and head to Dagan

South Gomira
------------

Here you'll find Red Amareth have taken the Swamps And a new breed of Gretchlings.
Head to the Village. And to this you'll hear this Fantastic Warriors Death poem. And then
you'll need to save. For there are powerful changelings. Head to WhiteWater Gorge.

Whitewater Gorge
----------------

Head to the Market and talk with Brin. Then head to the Twisting Deep IN Palash. Head to the
Translocation point on the Orin Path. Then use it to get to Palash.

Palash
------
Here you have been before but Like Gomira and WhiteWater Gorge. You have yet to get to explore
the whole area. Head to the Unexplored area here. Along the way you'll meet LongTooth. He'll
tell you of bad times. And that you need to Return to Gomira. But you'll have to take the long
path to Dagan. The battles are easy if you've leveled up your skills.

North Gomira
------------
Here you should find it easy enough to do what needs done. Head for the area that was block
by green smog. You'll find a save. Use it then go east of the save point. You'll find the
Tomb but you'll be stopped by Ethereal. Anyhoo. You should have gotten a Black skull from
battling a few Changelings. Also the Smog has lifted from the other Path to if you'd like
to explore more. Then head back to Palash. On the way We spy a Sarojin morphing Changlings.

Palash
------
Here you must return to LongTooth. Then you'll brake the Barrier. Head to where you were
unable to go last time. But first clear the area of the evil. Then Find your way to the
Tomb where you got your morphing power. The Entrance to the Twisted Deep is near there.

Twisted Deep
------------

Here you'll find many changelings. Just make your way down. You should fallow the White Spider
markings from the Purple Spider marking. You'll meet SilverScales. And fight his Minions and
only to be trapped. So you will now Save SunDeep. Look hard for another way. You will find a
M'ton being attack by changelings. Save it. Then explore the Area. Once you've cleared out the
cave of Changelings you can save SunDeep. Once done Hurry to the Bridge that leads to a dead
end. Then let SunDeep Bathe in the light. Then active ALL Nodes you ever see or have seen to
get items. Then use the Green node to take you to a save point. Then head to the locked gate
your first found. Get the Quest items and then head south to the M'ton. Now follow the green
spider markings. You'll come across a nice maze puzzle. Its easy enough. Then you'll find Lord
Grandar in a new part of the Twisted Deep. Follow lord Grander till you get to a snowy area.

Snowy Mountains
---------------

Here you'll have Very tough battles. And if your not careful you'll be dead in no time. But
the Gains for Winning these battles are FANTASTIC for leveling up and getting skills. Make sure
to save. And KILL EM ALL! You WILL need the EXP. Follow Lord Gandar till you kill it. Then fight
your way back down the mountain to the way you came in. Then fight your way to a M'ton guarding
a path. You will have to leave to WhiteWater Gorge.



If there are things you want to get done. Do it now. Its not to important to kill everything but
if your looking for missing tree frogs, Ambers, Moorlet eggs, Ancient Artifacts, or other
Collection Items. You will run in to Stronger Monsters then when you first explored. But if you
could take down the K'Tik in groops of 4-6 then you can take down Lurkers and such.
IF you want to Fulfill the other Quests or Collections. Then do so now.  If you complete the
Silver Acorn collection you will get Euka ring. Nothing special. If you get all the Amber, Frogs
and Crystal shards you'l get items that are realy of no use. Explore the twisted in Mermits
Cave. To get more of the Ancient Artifacts and Koldors Item. The cave systems of Orin and Palash
do connect so you could just circle the Floating continent starting in orin to WhiteWater Gorge
to Gomira to Palash to the Twisted Deep and then back to Orin. The Caves on Orin hold A treasure
of the Dragons Fall. IT is guarded by Pazuzu. No worry tho. You will get out with no prob.
To Each of the four Dragon head Statues has a Switch. Each player need to find their switch.


WhiteWater Gorge
----------------
You should get talk to HighCrest then leave for Gomira. The place you talked to the Oracle for
the first time. Thats in North Gomira.


North Gomira
------------
When you get to the Oracle Ruins. You'll be told to rescue the Dragonet. You'll have found
a Market in this Swamp. Near it is a path to a Puzzle ruins. Its simple enough for anyone
to solve. Then you'll battle a warlord. Once dome you'll get a Emerald from the Dragonet.
Then head to the caves using the Translocation point and fallow the white spiders till you
find red spider markers. Then Pass through the 4 Crystal Barriers.

Zonra's tomb
------------

Here you will find a fer Hakar along the path to the tomb. The Tomb it self is a Maze. No
biggy. Then you'll fight the One alined with the evil. Only the Juggernaut can fight these
guys. And so you find out who the real Eternal blade is. Head back to the Twisted deep. When you
past the Red barrier you should of seen a Node. Use it. Then take the Greed Marked path till
you find the old puzzle. Use the Node to cross it. You'll find the place your looking for.
Now you may enter where Stonemover wouldn't let you before. Now your In the snow again. This
time the M'ton need you to get them a lever to control the Wyrd. Do so and Change in to
Juggernaut to pull the lever after the battle. Then Climb the hill to Stonemover. Once done
talking use the Node to get to Dagan. THere you need to get the the last tomb that had been
sealed off. After the Scene. You must head back to the Twisted Deep. To the P'gok's Caves.
So head to La'shon to use it's Translocation point to the Deep. Good EXP battles here.

The Last of the Elzar era
-------------------------

Make sure to keep the Drommars sword handy to Make the Changelings reveal their weaker forms.
Equip it to someone other then Jarik so he can Morph as soon as battle starts and someone
else makes the Changelings Revert back to normal. Or you may run in to some Orin's with some
Strong attacks. Save offen and Make sure to Heal after every battle. Take your time. Level up
now befor we fight the great evil. Get the Dragon Ordeals. Then go to the Left path and free
everyone. Once you've last Found Gandar you may leave this area. You'll find ponds. One will
have rocks near it. Turn in to Juggernaut and push them in. Then cross it to find a
Translocation point. And here you will find the city of the Chandarath.

The Lost City of Chandarath
---------------------------
Here you will find many Monsters with Great healing items like Ancient Heal and Magic Potion.
They are commen here so don't worry if your in need to use them. Now Fighting was easy if you
put Dragon Teeth weapon on Tahir, DragonStorm on Tylnee, and the DragonFall and Drommors sword
on SunDeep. Each of these weapons have usefull special attacks for battle. DragonTeeth has
Dragon Vapor that attacks all enemies with in the cloud a few times doing more damage then wait
to attack each melee. Dragon is like dragon Vapor. Dragon's Light attacks one monster longer
then Dragon Vapor.
Also you will will find 2 Saves in Good places. Use them offen. ANd Prepare for a battle
of the World. Zederarath will call forth 3 Changlings In normal form. Then 2 More but one
as a Dagani and a Sarojin. Then 2 Orin and a Changeling. Then 3 Warlords, real ones. One
of each Hakar. Then the Juggernaut. Using the Dragon Weapon Specials on it will make the
battle go fast. Then there are 2 more Juggernauts. And finally the last three statues are
Juggernauts. Then your battle against the Evil one. Tahir should ALways be healing himself and
Tylonee. It shouldn't take to long.

And then watch the end.

----------------------------------------------------------------------------
4. Monster Listing
----------------------------------------------------------------------------

This section will cover Every monster you will find.
You'll find Many monster everywhere. Some will have easy to spot weaknesses and others
that are just tough. I will write everything I find on defeating these creatures so
you will have a better time in battle.

Skurlings
25 hp, 50 PP, 50 Exp

The walking Dead
32 hp, 50 PP, 50 exp

The walking Dead with sword
43Hp, 75 PP,70 exp

Gretchlings
60 hp, 100 PP, 100 exp

Grey Amareth
500 hp, 200 PP, 200 Exp

Red Amareth
600 hp, 200 PP  200 Exp

Lurker
102 hp, 120PP, 120 Exp

DarkFell
150hp, 120 PP, 120 Exp

Changeling
500 hp, 200 PP, 200 Exp

Moorlet
300 hp, 100 PP, 100 Exp

Boggroat
1400 hp, 300 PP, 300 Exp

Gargoyle
500 PP, 150PP, 150 Exp

Tengu
600 Hp, 150 PP,150 Exp

Undead
400 Hp, 120 PP, 120 Exp

Fen Skurlings
200 Hp, 75 PP, 75 Exp

Mining Zombies
600 Hp, 100 PP, 100 Exp

Hakar
2800 HP, 500 PP, 500 Exp

Pink Gretchlings
500 Hp, 120 PP, 120 Exp

Changelings
700 Hp, 140 PP, 140 Exp

Yeti Hakar
2000 Hp, 550 PP, 550 Exp

K'Tik
3000 Hp, 550 PP, 550 Exp

P'gok
4000 Hp, 750 PP, 750 Exp


----------------------------------------------------------------------------
5. Skill Listing
----------------------------------------------------------------------------

Every playable Character can Learn and Level up skills and Magic. This section will
list every Skill and magic spell when complete. The First Skill for Every weapon and
Spell for every Magic are open to every character. The rest cost gold to buy. Then To
level Up a Skill or Spell cost a certain ammout of Proficiency Points. To earn PP you
need to Battle or finish a Collection or finish a Quest.



Weapon selction

Dagger
------

Speed
Level 1 Cost 100 PP
Weapon Speed boost: -50%
Level 2 Cost 300 PP
Weapon Speed boost: 0%
Level 3 Cost 800 PP
Weapon Speed boost: 20%
Level 4 Cost 1500 PP
Weapon Speed boost: 30%
Level 5 Cost 3000 PP
Weapon Speed boost: 40%
Level 6 Cost 6500 PP
Weapon Speed boost: 60%

Accuacy
Level 1 Cost 200 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 120%
Level 3 Cost 800 PP
Accuracy Boost: 140%
Level 4 Cost 1800 PP
Accuracy Boost: 160%
Level 5 Cost 3000 PP
Accuracy Boost: 200
Level 6 Cost 6500 PP
Accuracy Boost: 300%

Damage
Level 1 Cost 350 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1500 PP
Damage Boost: 250%
Level 5 Cost 3000 PP
Damage Boost: 300%
Level 6 Cost 6500 PP
Damage Boost: 500%

Critical hit
Level 1 Cost 400 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1500 PP
Critical Chance: 50%
Level 5 Cost 3000 PP
Critical Chance: 75%
Level 6 Cost 6500 PP
Critical Chance: 95%

Block
Level 1 Cost 550 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 120%
Level 3 Cost 800 PP
Block Boost: 140%
Level 4 Cost 1800 PP
Block Boost: 160%
Level 5 Cost 4000 PP
Damage Boost: 180%
Level 6 Cost 9000 PP
Damage Boost: 200%

GrandMaster Skill
-----------------
Deadly Cut
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 150%
Block Boost: 150%
Critical Chance: 100%
Accuracy Boost: 150%

Sword
-----
Speed
Level 1 Cost 100 PP
Weapon Speed boost: 0%
Level 2 Cost 300 PP
Weapon Speed boost: 10%
Level 3 Cost 800 PP
Weapon Speed boost: 20%
Level 4 Cost 1800 PP
Weapon Speed boost: 25%
Level 5 Cost 4000 PP
Weapon Speed boost: 50%
Level 6 Cost 8000 PP

Accuracy
Level 1 Cost 200 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 115%
Level 3 Cost 800 PP
Accuracy Boost: 130%
Level 4 Cost 1800 PP
Accuracy Boost: 150%
Level 5 Cost 4000 PP
Accuracy Boost: 180%
Level 6 Cost 8000 PP
Accuracy Boost: 250%

Damage
Level 1 Cost 350 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1800 PP
Damage Boost: 250%
Level 5 Cost 4000 PP
Damage Boost: 300%
Level 6 Cost 8000 PP
Damage Boost: 400%

Block
Level 1 Cost 500 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 130%
Level 3 Cost 800 PP
Block Boost: 150%
Level 4 Cost 1800 PP
Block Boost: 180%
Level 5 Cost 4000 PP
Damage Boost: 200%
Level 6 Cost 8000 PP
Damage Boost: 250%

Critical Hit
Level 1 Cost 650 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1800 PP
Critical Chance: 50%
Level 5 Cost 4000 PP
Critical Chance: 75%
Level 6 Cost 9000 PP
Critical Chance: 95%

GrandMaster Skill
-----------------
Swift Blade
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 120%
Critical Chance: 120%
Accuracy Boost: 120%

Axe
---

Damage
Level 1 Cost
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1800 PP
Damage Boost: 275%
Level 5 Cost 4000 PP
Damage Boost: 350%
Level 6 Cost 8000 PP
Damage Boost: 500%

Block
Level 1 Cost 200 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 120%
Level 3 Cost 800 PP
Block Boost: 140%
Level 4 Cost 1800 PP
Block Boost: 160%
Level 5 Cost 4000 PP
Block Boost: 180%
Level 6 Cost 8000 PP
Block Boost: 200%

Accuracy
Level 1 Cost 350 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 115%
Level 3 Cost 800 PP
Accuracy Boost: 120%
Level 4 Cost 1800 PP
Accuracy Boost: 130%
Level 5 Cost 4000 PP
Accuracy Boost: 150%
Level 6 Cost 8000 PP
Accuracy Boost: 200%

Critiacl hit
Level 1 Cost 500 Gold
Critical Chance: 15%
Level 2 Cost 300 PP
Critical Chance: 25%
Level 3 Cost 800 PP
Critical Chance: 40%
Level 4 Cost 1800 PP
Critical Chance: 60%
Level 5 Cost 4000 PP
Critical Chance: 80%
Level 6 Cost 8000 PP
Critical Chance: 95%

Speed
Level 1 Cost 650 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 5%
Level 3 Cost 800 PP
weapon Speed Boost: 15%
Level 4 Cost 1800 PP
Weapon Speed Boost: 25%
Level 5 Cost 4000 PP
Weapon Speed Boost: 35%
Level 6 Cost 9000 PP
Weapon Speed Boost: 50%

GrandMaster Skill
-----------------
Deadly Hack
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Hammer
------

Damage
Level 1 Cost 100 PP
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 250%
Level 4 Cost 1800 PP
Damage Boost: 350%
Level 5 Cost 4000 PP
Damage Boost: 450%
Level 6 Cost 8000 PP
Damage Boost: 550%

Critical hit
Level 1 Cost 200 Gold
Critical Chance: 15%
Level 2 Cost 300 PP
Critical Chance: 25%
Level 3 Cost 800 PP
Critical Chance: 40%
Level 4 Cost 1800 PP
Critical Chance: 60%
Level 5 Cost 4000 PP
Critical Chance: 80%
Level 6 Cost 8000 PP
Critical Chance: 95%

Speed
Level 1 Cost 350 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 5%
Level 3 Cost 800 PP
Weapon Speed Boost: 15%
Level 4 Cost 1800 PP
Weapon Speed Boost: 25%
Level 5 Cost 4000 PP
Weapon Speed Boost: 35%
Level 6 Cost 8000 PP
Weapon Speed Boost: 50%

Accuracy
Level 1 Cost 500 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 120%
Level 3 Cost 800 PP
Accuracy Boost: 130%
Level 4 Cost 1800 PP
Accuracy Boost: 140%
Level 5 Cost 4000 PP
Accuracy Boost: 160%
Level 6 Cost 8000 PP
Accuracy Boost: 210%

Block
Level 1 Cost 650 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 125%
Level 3 Cost 800 PP
Block Boost: 140%
Level 4 Cost 1800 PP
Block Boost: 165%
Level 5 Cost 4000 PP
Block Boost: 185%
Level 6 Cost 9000 PP
Block Boost: 210%

GrandMaster Skill
-----------------
Ringing Blow
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Two hnd Sword
-------------

Damage
Level 1 Cost 100 PP
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1800 PP
Damage Boost: 275%
Level 5 Cost 4000 PP
Damage Boost: 350%
Level 6 Cost 8000 PP
Damage Boost: 500%

Speed
Level 1 Cost 250 Gold
Weapon Speed Boost: -20%
Level 2 Cost 300 PP
Weapon Speed Boost: 0%
Level 3 Cost 800 PP
Weapon Speed Boost: 5%
Level 4 Cost 1800 PP
Weapon Speed Boost: 15%
Level 5 Cost 4000 PP
Weapon Speed Boost: 30%
Level 6 Cost 9000 PP
Weapon Speed Boost: 40%

Critical
Level 1 Cost 400 Gold
Critical Chance: 15%
Level 2 Cost 300 PP
Critical Chance: 25%
Level 3 Cost 800 PP
Critical Chance: 35%
Level 4 Cost 1800 PP
Critical Chance: 50%
Level 5 Cost 4000 PP
Critical Chance: 75%
Level 6 Cost 9000 PP
Critical Chance: 95%

Accuracy
Level 1 Cost 600 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 120%
Level 3 Cost 800 PP
Accuracy Boost: 130%
Level 4 Cost 1800 PP
Accuracy Boost: 140%
Level 5 Cost 4000 PP
Accuracy Boost: 150%
Level 6 Cost 9000 PP
Accuracy Boost: 180%

Block
Level 1 Cost 750 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 120%
Level 3 Cost 800 PP
Block Boost: 130%
Level 4 Cost 1800 PP
Block Boost: 140%
Level 5 Cost 4000 PP
Block Boost: 150%
Level 6 Cost 9000 PP
Block Boost: 180%

GrandMaster Skill
-----------------
Skull Splitter
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Two hnd Axe
-----------

Damage
Level 1 Cost 200 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1800 PP
Damage Boost: 250%
Level 5 Cost 4000 PP
Damage Boost: 350%
Level 6 Cost 9000 PP
Damage Boost: 500%

Critical Hit
Level 1 Cost 250 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1800 PP
Critical Chance: 50%
Level 5 Cost 4000 PP

Speed
Level 1 Cost 350
Weapon Speed Boost: -25%
Level 2 Cost 300 PP
Weapon Speed Boost: 0%
Level 3 Cost 800 PP
Weapon Speed Boost: 5%
Level 4 Cost 1800 PP
Weapon Speed Boost: 10%
Level 5 Cost 4000 PP
Weapon Speed Boost: 25%
Level 6 Cost 9000 PP
Weapon Speed Boost: 35%

Block
Level 1 Cost 600 Gold
Block Boost: 90%
Level 2 Cost 300 PP
Block Boost: 100%
Level 3 Cost 800 PP
Block Boost: 120%
Level 4 Cost 1800 PP
Block Boost: 130%
Level 5 Cost 4000 PP
Block Boost: 140%
Level 6 Cost 9000 PP
Block Boost: 150%

Accuracy
Level 1 Cost 750 Gold
Accuracy Boost: 90%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 120%
Level 4 Cost 1800 PP
Accuracy Boost: 130%
Level 5 Cost 4000 PP
Accuracy Boost: 140%
Level 6 Cost 9000 PP
Accuracy Boost: 175%

GrandMaster Skill
-----------------
Cleave
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Two hnd Hammer
--------------

Damage
Level 1 Cost 100 PP
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1800 PP
Damage Boost: 350%
Level 5 Cost 4000 PP
Damage Boost: 425%
Level 6 Cost 9000 PP
Damage Boost: 550%

Critical Hit
Level 1 Cost 250 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1800 PP
Critical Chance: 40%
Level 5 Cost 4000 PP
Critical Chance: 60%
Level 6 Cost 9000 PP
Critical Chance: 90%

Accuracy
Level 1 Cost 400 Gold
Accuracy Boost: 90%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 120%
Level 4 Cost 1800
Accuracy Boost: 130%
Level 5 Cost 4000 PP
Accuracy Boost: 140%
Level 6 Cost 9000 PP
Accuracy Boost: 175%

Speed
Level 1 Cost 600%
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 5%
Level 3 Cost 800 PP
Weapon Speed Boost: 15%
Level 4 Cost 1800 PP
Weapon Speed Boost: 25%
Level 5 Cost 4000 PP
Weapon Speed Boost: 30%
Level 5 Cost 9000 PP
Weapon Speed Boost: 40%

Block
Level 1 Cost 750 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 110%
Level 3 Cost 800 PP
Block Boost: 125%
Level 4 Cost 1800 PP
Block Boost: 150%
Level 5 Cost 4000 PP
Block Boost: 160%
Level 5 Cost 9000 PP
Block Boost: 175%

GrandMaster Skill
-----------------
Mighty Blow
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Staff
-----

Block
Level 1 Cost 100 PP
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 150%
Level 3 Cost 800 PP
Block Boost: 175%
Level 4 Cost 1800 PP
Block Boost: 200%
Level 5 Cost 4000 PP
Block Boost: 300%
Level 6 Cost 8000 PP
Block Boost: 500%

Accuracy
Level 1 Cost 200 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 120%
Level 3 Cost 800 PP
Accuracy Boost: 150%
Level 4 Cost 1800 PP
Accuracy Boost: 175%
Level 5 Cost 4000 PP
Accuracy Boost: 200%
Level 6 Cost 8000 PP
Accuracy Boost: 300%

Speed
Level 1 Cost 200 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 5%
Level 3 Cost 800 PP
Weapon Speed Boost: 15%
Level 4 Cost 1800 PP
Weapon Speed Boost: 25%
Level 5 Cost 4000 PP
Weapon Speed Boost: 40%
Level 6 Cost 8000 PP
Weapon Speed Boost: 50%

Critical Hit
Level 1 Cost 450 Gold
Critical Chance: 5%
Level 2 Cost 300 PP
Critical Chance: 10%
Level 3 Cost 800 PP
Critical Chance: 25%
Level 4 Cost 1800 PP
Critical Chance: 45%
Level 5 Cost 4000 PP
Critical Chance: 55%
Level 5 Cost 9000 PP
Critical Chance: 75%

Damage
Level 1 Cost 650 Gold
Damage Boost: 90%
Level 2 Cost 300 PP
Damage Boost: 100%
Level 3 Cost 800 PP
Damage Boost: 150%
Level 4 Cost 1800 PP
Damage Boost: 250%
Level 5 Cost 4000 PP
Damage Boost: 400%
Level 5 Cost 9000 PP
Damage Boost: 550%

GrandMaster Skill
-----------------
Concussion
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Spear
-----

Accuracy
Level 1 Cost 100 PP
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 150%
Level 3 Cost 800 PP
Accuracy Boost: 200%
Level 4 Cost 1500 PP
Accuracy Boost: 300%
Level 5 Cost 3500 PP
Accuracy Boost: 400%
Level 6 Cost 7500 PP
Accuracy Boost: 500%

Block
Level 1 Cost 200 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 150%
Level 3 Cost 800 PP
Block Boost: 175%
Level 4 Cost 1500 PP
Block Boost: 200%
Level 5 Cost 3500 PP
Block Boost: 300%
Level 6 Cost 7500 PP
Block Boost: 500%

Speed
Level 1 Cost 300 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 15%
Level 3 Cost 800 PP
Weapon Speed Boost: 25%
Level 4 Cost 1500 PP
Weapon Speed Boost: 40%
Level 5 Cost 3500 PP
Weapon Speed Boost: 50%
Level 6 Cost 7500 PP
Weapon Speed Boost: 60%

Critical Hit
Level 1 Cost 450 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1500 PP
Critical Chance: 50%
Level 5 Cost 3500 PP
Critical Chance: 70%
Level 6 Cost 7500 PP
Critical Chance: 95%

Damage
Level 1 Cost 650 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1500 PP
Damage Boost: 250%
Level 5 Cost 3500 PP
Damage Boost: 350%
Level 6 Cost 8500 PP
Damage Boost: 500%

GrandMaster Skill
-----------------
Skewer
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 150%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Thrown Weapons
--------------

Range
Level 1 Cost 100 PP
Range Boost : 100%
Level 2 Cost 300 PP
Range Boost : 150%
Level 3 Cost 800 PP
Range Boost : 200%
Level 4 Cost 1500 PP
Range Boost : 250%
Level 5 Cost 3500 PP
Damage Boost: 300%
Level 6 Cost 6500 PP
Damage Boost: 500%

Accuracy
Level 1 Cost 200 Gold
Accuracy Boost: 100%
Level 2 Cost 300 PP
Accuracy Boost: 150%
Level 3 Cost 800 PP
Accuracy Boost: 250%
Level 4 Cost 1500 PP
Accuracy Boost: 400%
Level 5 Cost 3500 PP
Accuracy Boost: 600%
Level 5 Cost 6500 PP
Accuracy Boost: 800%

Speed
Level 1 Cost 250 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 20%
Level 3 Cost 800 PP
Weapon Speed Boost: 40%
Level 4 Cost 1500 PP
Weapon Speed Boost: 60%
Level 5 Cost 3500 PP
Weapon Speed Boost: 80%
Level 6 Cost 6500 PP
Weapon Speed Boost: 90%

Damage
Level 1 Cost 350 Gold
Damage Boost: 90%
Level 2 Cost 300 PP
Damage Boost: 120%
Level 3 Cost 800 PP
Damage Boost: 180%
Level 4 Cost 1500 PP
Damage Boost: 250%
Level 5 Cost 3500 PP
Damage Boost: 350%
Level 6 Cost 6500 PP
Damage Boost: 500%

Critical Hit
Level 1 Cost 500 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance:  30%
Level 4 Cost 1500 PP
Critical Chance: 40%
Level 5 Cost 3500 PP
Critical Chance: 50%
Level 6 Cost 7500 PP
Critical Chance: 80%

GrandMaster Skill
-----------------
Furious Blades
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 150%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Bow
---

Accuracy
Level 1 Cost 100 PP
Accuracy Boost: 80%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 250%
Level 4 Cost 1800 PP
Accuracy Boost: 500%
Level 5 Cost 4000 PP
Accuracy Boost: 750%
Level 6 Cost 9000 PP
Accuracy Boost: 1000%

Speed
Level 1 Cost 200 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 20%
Level 3 Cost 800 PP
Weapon Speed Boost: 30%
Level 4 Cost 1800 PP
Weapon Speed Boost: 40%
Level 5 Cost 4000 PP
Weapon Speed Boost: 50%
Level 6 Cost 9000 PP
Weapon Speed Boost: 70%

Damage
Level 1 Cost 350 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 120%
Level 3 Cost 800 PP
Damage Boost: 180%
Level 4 Cost 1800 PP
Damage Boost: 250%
Level 5 Cost 4000 PP
Damage Boost: 375%
Level 6 Cost 9000 PP
Damage Boost: 500%

Critical Hit
Level 1 Cost 500 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1800 PP
Critical Chance: 40%
Level 5 Cost 4000 PP
Critical Chance: 50%
Level 6 Cost 9000 PP
Critical Chance: 80%

Range
Level 1 Cost 650 Gold
Range Boost : 100%
Level 2 Cost 300
Range Boost : 120%
Level 3 Cost 800 PP
Range Boost : 150%
Level 4 Cost 1800 PP
Range Boost : 250%
Level 5 Cost 4000 PP
Range Boost : 300%
Level 6 Cost 9000 PP
Range Boost : 500%

GrandMaster Skill
-----------------
Deadeye
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Chakram
-------

Range
Level 1 Cost 100 PP
Range Boost : 75%
Level 2 Cost 300 PP
Range Boost : 100%
Level 3 Cost 800 PP
Range Boost : 125%
Level 4 Cost 1500 PP
Range Boost : 150%
Level 5 Cost 3500 PP
Range Boost : 200%
Level 6 Cost 6500 PP
Range Boost : 300%

Damage
Level 1 Cost 200 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1500 PP
Damage Boost: 250%
Level 5 Cost 3500 PP
Damage Boost: 300%
Level 5 Cost 6500 PP
Damage Boost: 400%

Speed
Level 1 Cost 300 Gold
Weapon Speed Boost: 0%
Level 2 Cost 300 PP
Weapon Speed Boost: 20%
Level 3 Cost 800 PP
Weapon Speed Boost: 40%
Level 4 Cost 1500 PP
Weapon Speed Boost: 60%
Level 5 Cost 3500 PP
Weapon Speed Boost: 80%
Level 6 Cost 7500 PP
Weapon Speed Boost: 90%

Accuracy
Level 1 Cost 450 Gold
Accuracy Boost: 90%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 200%
Level 4 Cost 1500 PP
Accuracy Boost: 500%
Level 5 Cost 3500 PP
Accuracy Boost: 750%
Level 6 Cost 7500 PP
Accuracy Boost: 1000%

Critial Hit
Level 1 Cost 650 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 25%
Level 3 Cost 800 PP
Critical Chance: 35%
Level 4 Cost 1500 PP
Critical Chance: 50%
Level 5 Cost 3500 PP
Critical Chance: 75%
Level 6 Cost 6500 PP
Critical Chance: 95%

GrandMaster Skill
-----------------
Flying Razors
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 150%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Halberd
-------

Damage
Level 1 Cost 100 PP
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 150%
Level 3 Cost 800 PP
Damage Boost: 200%
Level 4 Cost 1800 PP
Damage Boost: 300%
Level 5 Cost 4000 PP
Damage Boost: 400%
Level 6 Cost 9000 PP
Damage Boost: 500%

Block
Level 1 Cost 200 Gold
Block Boost: 90%
Level 2 Cost 300 PP
Block Boost: 120%
Level 3 Cost 800 PP
Block Boost: 175%
Level 4 Cost 1800 PP
Block Boost: 200%
Level 5 Cost 4000 PP
Block Boost: 300%
Level 6 Cost 9000 PP
Block Boost: 500%

Accuracy
Level 1 Cost 350 Gold
Accuracy Boost: 90%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 120%
Level 4 Cost 1800 PP
Accuracy Boost: 130%
Level 5 Cost 4000 PP
Accuracy Boost: 150%
Level 6 Cost 9000 PP
Accuracy Boost: 175%

Speed
Level 1 Cost 550 Gold
Weapon Speed Boost: -25%
Level 2 Cost 300 PP
Weapon Speed Boost: 0%
Level 3 Cost 800 PP
Weapon Speed Boost: 5%
Level 4 Cost 1800 PP
Weapon Speed Boost: 10%
Level 5 Cost 4000 PP
Weapon Speed Boost: 25%
Level 6 Cost 9000 PP
Weapon Speed Boost: 40%

Critical Hit
Level 1 Cost 750 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 35%
Level 4 Cost 1800 PP
Critical Chance: 50%
Level 5 Cost 4000 PP
Critical Chance: 75%
Level 6 Cost 9000 PP
Critical Chance: 90%

Arc of Death
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Petard
------

Range
Level 1 Cost 100 PP
Range Boost : 70%
Level 2 Cost 300 PP
Range Boost : 100%
Level 3 Cost 800 PP
Range Boost : 150%
Level 4 Cost 1800 PP
Range Boost : 200%
Level 5 Cost 4000 PP
Range Boost : 250%
Level 6 Cost 9000 PP
Range Boost : 300%

Accuracy
Level 1 Cost 200 Gold
Accuracy Boost: 90%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 110%
Level 4 Cost 1800 PP
Accuracy Boost: 125%
Level 5 Cost 4000 PP
Accuracy Boost: 150%
Level 6 Cost 9000 PP
Accuracy Boost: 200%

Speed
Level 1 Cost 300 Gold
Weapon Speed Boost: -25%
Level 2 Cost 300 PP
Weapon Speed Boost: 0%
Level 3 Cost 800 PP
Weapon Speed Boost: 10%
Level 4 Cost 1800 PP
Weapon Speed Boost: 20%
Level 5 Cost 4000 PP
Weapon Speed Boost: 30%
Level 6 Cost 9000 PP
Weapon Speed Boost: 45%

Damage
Level 1 Cost 500 Gold
Damage Boost: 100%
Level 2 Cost 300 PP
Damage Boost: 110%
Level 3 Cost 800 PP
Damage Boost: 120%
Level 4 Cost 1800 PP
Damage Boost: 150%
Level 5 Cost 4000 PP
Damage Boost: 200%
Level 5 Cost 9000 PP
Damage Boost: 300%

Critical Hit
Level 1 Cost 750 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 30%
Level 3 Cost 800 PP
Critical Chance: 50%
Level 4 Cost 1800 PP
Critical Chance: 70%
Level 5 Cost 4000 PP
Critical Chance: 90%
Level 5 Cost 9000 PP
Critical Chance: 100%

GrandMaster Skill
-----------------
True Strike
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 150%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Cho Pin Tou
-----------

Damage
Level 1 Cost 100 PP
Damage Boost: 75%
Level 2 Cost 300 PP
Damage Boost: 100%
Level 3 Cost 800 PP
Damage Boost: 150%
Level 4 Cost 1800 PP
Damage Boost: 250%
Level 5 Cost 4000
Damage Boost: 350%
Level 6 Cost 9000
Damage Boost: 500%

Accuracy
Level 1 Cost 200 Gold
Accuracy Boost: 90%
Level 2 Cost 300 PP
Accuracy Boost: 100%
Level 3 Cost 800 PP
Accuracy Boost: 120%
Level 4 Cost 1800 PP
Accuracy Boost: 150%
Level 5 Cost 4000 PP
Accuracy Boost: 175%
Level 5 Cost 9000 PP
Accuracy Boost: 210%

Block
Level 1 Cost 350 Gold
Block Boost: 100%
Level 2 Cost 300 PP
Block Boost: 120%
Level 3 Cost 800
Block Boost: 150%
Level 4 Cost 1800 PP
Block Boost: 200%
Level 5 Cost 4000 PP
Block Boost: 250%
Level 6 Cost 9000 PP
Block Boost: 400%

Speed
Level 1 Cost 500 Gold
Weapon Speed Boost: -50%
Level 2 Cost 300 PP
Weapon Speed Boost: 0%
Level 3 Cost 800 PP
Weapon Speed Boost: 10%
Level 4 Cost 1800 PP
Weapon Speed Boost: 20%
Level 5 Cost 4000 PP
Weapon Speed Boost: 40%
Level 6 Cost 9000 PP
Weapon Speed Boost: 55%

Critical
Level 1 Cost 750 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1800 PP
Critical Chance: 50%
Level 5 Cost 4000 PP
Critical Chance: 75%
Level 6 Cost 9000 PP
Critical Chance: 95%

GrandMaster Skill
-----------------
Scythe Strike
Skill Bonuses:
Weapon Speed Boost: 50%
Damage Boost: 120%
Block Boost: 150%
Critical Chance: 150%
Accuracy Boost: 150%

Shield
------

Tiny Shield
Level 1 Cost 100 PP
Block Boost: 100%
Dexterity: 4
Level 2 Cost 300 PP
Block Boost: 150%
Dexterity: 5
Level 3 Cost 800 PP
Block Boost: 200%
Dexterity: 6
Level 4 Cost 1500 PP
Block Boost: 400%
Dexterity: 7
Level 5 Cost 3500 PP
Block Boost: 800%
Dexterity: 8
Level 6 Cost 6500 PP
Block Boost: 1600%
Dexterity: 9

Small Shield
Level 1 Cost 200 Gold
Block Boost: 100%
Dexterity: none
Level 2 Cost 300 PP
Block Boost: 150%
Dexterity: 6
Level 3 Cost 800 PP
Block Boost: 200%
Dexterity: 7
Level 4 Cost 1500 PP
Block Boost: 400%
Dexterity: 8
Level 5 Cost 3500 PP
Block Boost: 800%
Dexterity: 9
Level 6 Cost 6500 PP
Block Boost: 1600%
Dexterity: 10

Medium Shield
Level 1 Cost 250 Gold
Block Boost: 100%
Dexterity: None
Level 2 Cost 300 PP
Block Boost: 150%
Dexterity: 8
Level 3 Cost 800 PP
Block Boost: 200%
Dexterity: 9
Level 4 Cost 1500 PP
Block Boost: 400%
Dexterity: 10
Level 5 Cost 3500 PP
Block Boost: 800%
Dexterity: 11
Level 6 Cost 6500 PP
Block Boost: 1600%
Dexterity: 12

Large Shield
Level 1 Cost 300 Gold
Block Boost: 100%
Dexterity: None
Level 2 Cost 300 PP
Block Boost: 150%
Dexterity: 12
Level 3 Cost 800 PP
Block Boost: 200%
Dexterity: 13
Level 4 Cost 1500 PP
Block Boost: 400%
Dexterity: 14
Level 5 Cost 3500%
Block Boost: 800%
Dexterity: 15
Level 6 Cost 6500%
Block Boost: 1600%
Dexterity: 16

Critical
Level 1 Cost 350 Gold
Critical Chance: 10%
Level 2 Cost 300 PP
Critical Chance: 20%
Level 3 Cost 800 PP
Critical Chance: 30%
Level 4 Cost 1500 PP
Critical Chance: 40%
Level 5 Cost 3500 PP
Critical Chance: 50%
Level 6 Cost 6500 PP
Critical Chance: 100%

GrandMaster Skill
-----------------
Protective Wall
Skill Bonuses:
Weapon Speed Boost: 0%
Damage Boost: 150%
Block Boost: 200%
Critical Chance: 150%
Accuracy Boost: 150%

Magic Spells
Since you the Hero's of the game can't use the Dark arts. They will not be listed here.
So there will only be 5 Magic Fates listed, 2 Arts, and One Magic. Each type of Magic has
6 spells.

Spell Level:

MEP Cost:
Casting Range:
Max Targets :
Spell Effects:

-----------
Water Fates
-----------

Ice Shards
----------
Level 1 Cost 100 PP
Spell Level: 1
Offensive Spell
MEP Cost: 15
Casting Range: 60
Max Targets :2 (Chained)
Spell Effects: Deal HP Damage: 25
Total HP Damage: 25

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 15
Casting Range: 60
Max Targets : 2 (Chained)
Spell Effects:
Spell Effects: Deal HP Damage: 35
Total HP Damage: 35

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 15
Casting Range: 60
Max Targets : 3 (Chained)
Spell Effects:
Spell Effects: Deal HP Damage: 45
Total HP Damage: 45

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 15
Casting Range: 60
Max Targets : 4 (Chained)
Spell Effects: Deal HP Damage: 60
Total HP Damage: 60

Level 5 4000 PP
Offensive Spell
MEP Cost: 15
Casting Range: 60
Max Targets : 4 (Chained)
Spell Effects: Deal HP Damage: 75
Total HP Damage: 75

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 15
Casting Range: 60
Max Targets : 5 (Chained)
Spell Effects: Deal HP Damage: 100
Total HP Damage: 100

Water Sprites
-------------
Level 1 Cost 200 Gold
Defensive Spell
MEP Cost: 45
Casting Range: 25
Max Targets : 1
Spell Effects: Reduce Damage:
Duration: 10
Damage Reduce: 25%


Level 2 Cost 300 PP
Defensive Spell
MEP Cost: 45
Casting Range: 25
Max Targets : 1
Spell Effects: Reduce Damage:
Duration: 10
Damage Reduce: 35%

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 45
Casting Range: 25
Max Targets :1
Spell Effects: Reduce Damage:
Duration: 15
Damage Reduce: 45%

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 45
Casting Range: 25
Max Targets : 1
Spell Effects: Reduce Damage:
Duration: 15
Damage Reduce: 55%

Level 5 4000 PP
Defensive Spell
MEP Cost: 45
Casting Range: 25
Max Targets : 1
Spell Effects: Reduce Damage:
Duration: 20
Damage Reduce: 70%

Level 6 9000 PP
Defensive Spell
MEP Cost: 45
Casting Range: 25
Max Targets : 1
Spell Effects: Reduce Damage:
Duration: 20
Damage Reduce: 90%

Wave
----

Level 1 Cost 300 Gold
Offensive Spell
MEP Cost: 30
Casting Range: 30
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 3
Deal HP Damage: 30
Total HP Damage: 30

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 30
Casting Range: 30
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 3
Deal HP Damage: 40
Total HP Damage: 40

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 30
Casting Range: 30
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 3
Deal HP Damage: 45
Total HP Damage: 45

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 30
Casting Range: 30
Max Targets : 4 (chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 55
Total HP Damage: 110

Level 5 4000 PP
Offensive Spell
MEP Cost: 30
Casting Range: 30
Max Targets : 5 (chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 75
Total HP Damage: 150

Level 6 9000 PP
Offensive Spell
MEP Cost: 30
Casting Range: 30
Max Targets : 5 (chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 90
Total HP Damage: 180

Frozen Geyser
-------------

Level 1 Cost 500 Gold
Offesive Spell
MEP Cost: 50
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 30
Disrupt:
Duration:4
Reapply time:1
Total HP Damage: 30

Level 2 Cost 300 PP
Offesive Spell
MEP Cost: 50
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 30
Disrupt:
Duration:5
Reapply time:1
Total HP Damage:30

Level 3 Cost 800 PP
Offesive Spell
MEP Cost: 50
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 30
Disrupt:
Duration:6
Reapply time:1
Total HP Damage: 30

Level 4 Cost 1800 PP
Offesive Spell
MEP Cost: 50
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 30
Disrupt:
Duration:7
Reapply time:1
Total HP Damage: 30

Level 5 4000 PP
Offesive Spell
MEP Cost: 50
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 30
Disrupt:
Duration:8
Reapply time:1
Total HP Damage: 30

Level 6 9000 PP
Offesive Spell
MEP Cost: 50
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 30
Disrupt:
Duration:10
Reapply time:1
Total HP Damage: 30

Acid Rain
---------
Level 1 Cost 750 Gold
Offensive Spell
MEP Cost: 50
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 30
Radius: 10
Total HP Damage:150

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 50
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 45
Radius: 14
Total HP Damage:225

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 50
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 60
Radius: 18
Total HP Damage:300

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 50
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 80
Radius: 22
Total HP Damage:400

Level 5 4000 PP
Offensive Spell
MEP Cost: 50
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 100
Radius: 27
Total HP Damage:500

Level 6 9000 PP
Offensive Spell
MEP Cost: 50
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 120
Radius: 30
Total HP Damage:600

GrandMaster Skill
-----------------
Water Fury
Offensive Spell
Mep Cost: 150
Casting Range: 40
Max Targets: 4
Spell Effects:
Deal HP Damage: 500
Total HP Damage: 500

----------
Fire Fates
----------

Burn
----
Level 1 Cost 100 PP
Offensive Spell
MEP Cost: 15
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 20
Total HP Damage: 40

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 15
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 30
Total HP Damage: 60

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 15
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 50
Total HP Damage: 100

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 15
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time: 2
Deal HP Damage: 75
Total HP Damage: 225

Level 5 4000 PP
Offensive Spell
MEP Cost: 15
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time: 2
Deal HP Damage: 90
Total HP Damage: 360

Level 6 9000 PP
Offensive Spell
MEP Cost: 15
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time: 2
Deal HP Damage: 120
Total HP Damage: 480

Rapid Fire
----------
Level 1 Cost 200 Gold
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage: 10
Total HP Damage: 10

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets :2 (Chained)
Spell Effects:
Deal HP Damage: 15
Total HP Damage: 15

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets :3 (Chained)
Spell Effects:
Deal HP Damage: 30
Total HP Damage: 30

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets :3 (Chained)
Spell Effects:
Deal HP Damage: 45
Total HP Damage: 45

Level 5 4000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets :4 (Chained)
Spell Effects:
Deal HP Damage: 65
Total HP Damage: 65

Level 6 9000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets :5 (Chained)
Spell Effects:
Deal HP Damage: 80
Total HP Damage: 80

Firestream
----------
Level 1 Cost 350 PP
Offensive Spell
MEP Cost: 45
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 20
Radius: 8
Total HP Damage: 20

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 45
Casting Range: 60
Max Targets :1
Spell Effects:
Deal HP Damage: 25
Radius: 10
Total HP Damage: 25

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 45
Casting Range: 60
Max Targets :2 (Chained)
Spell Effects:
Deal HP Damage: 40
Radius: 15
Total HP Damage: 40

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 45
Casting Range: 60
Max Targets :2 (Chained)
Spell Effects:
Deal HP Damage: 40
Radius: 20
Total HP Damage: 40

Level 5 4000 PP
Offensive Spell
MEP Cost: 45
Casting Range: 60
Max Targets :3 (Chained)
Spell Effects:
Deal HP Damage: 50
Radius: 25
Total HP Damage: 50

Level 6 9000 PP
Offensive Spell
MEP Cost: 45
Casting Range: 60
Max Targets :4 (Chained)
Spell Effects:
Deal HP Damage: 75
Radius: 25
Total HP Damage: 75

Incinerate
----------
Level 1 Cost 500 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 48
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 3
Deal HP Damage: 30
Total Damage: 30

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 35
Casting Range: 48
Max Targets : 2
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 3
Deal HP Damage: 40
Total Damage: 40

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 48
Max Targets : 3
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 45
Total Damage: 90

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 48
Max Targets : 4
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 55
Total Damage: 110

Level 5 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 48
Max Targets : 5
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 75
Total Damage: 150

Level 6 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 48
Max Targets : 6
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 90
Total Damage: 180

Inferno
--------
Level 1 Cost 750 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 3
Deal HP Damage: 20
Radius: 6
Total Damage: 60

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 35
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 25
Radius: 6
Total Damage: 125

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 36
Radius: 9
Total Damage: 180

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 50
Radius: 9
Total Damage: 250

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 60
Radius: 12
Total Damage: 300

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 40
Max Targets :1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 80
Radius: 12
Total Damage: 400

GrandMaster Skill
-----------------
Hell Fury
Offensive Spell
Mep Cost: 180
Casting Range: 40
Max Targets: 4
Spell Effects:
Deal HP Damage:
Duration: 5
Reappy Time:1
Deal HP Damage: 100
Total HP Damage: 500

-----------
Earth Fates
-----------

Sunder
------
Level 1 Cost 100 PP
Offensive Spell
MEP Cost: 10
Casting Range:60
Max Targets :1
Spell Effects:
Deal HP Damage:10
Stun:
Duration:4
Total HP Damage:10

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 10
Casting Range:60
Max Targets :1
Spell Effects:
Deal HP Damage:20
Stun:
Duration:4
Total HP Damage:20

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 10
Casting Range:60
Max Targets :1
Spell Effects:
Deal HP Damage:30
Stun:
Duration:5
Total HP Damage:30

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 10
Casting Range:60
Max Targets :2
Spell Effects:
Deal HP Damage:30
Stun:
Duration:5
Total HP Damage:30

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 10
Casting Range:60
Max Targets :3
Spell Effects:
Deal HP Damage:50
Stun:
Duration:5
Total HP Damage:50

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 10
Casting Range:60
Max Targets :4
Spell Effects:
Deal HP Damage:50
Stun:
Duration:5
Total HP Damage:50

SandStorm
---------

Level 1 Cost 200 Gold
Offensive Spell
MEP Cost: 25
Casting Range: 50
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration:
Reapply Time:
Deal HP Damage:15
Radius:4
Total HP Damage:

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 25
Casting Range: 50
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 20
Radius:5
Total HP Damage: 40

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 25
Casting Range: 50
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage:
Duration:5
Reapply Time:2
Deal HP Damage:20
Radius:7
Total HP Damage: 40

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 25
Casting Range: 50
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 30
Radius:7
Total HP Damage: 60

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 25
Casting Range: 50
Max Targets : 4 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 35
Radius:9
Total HP Damage: 70

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 25
Casting Range: 50
Max Targets : 4 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 2
Deal HP Damage: 45
Radius:11
Total HP Damage: 90

BrimStone
---------

Level 1 Cost 350 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 3
Deal HP Damage: 20
Radius:4
Total HP Damage: 20

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time:3
Deal HP Damage:30
Radius:4
Total HP Damage: 60

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time: 3
Deal HP Damage:40
Radius:10
Total HP Damage: 80

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration:7
Reapply Time:3
Deal HP Damage:50
Radius:10
Total HP Damage: 100

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration:7
Reapply Time:2
Deal HP Damage:55
Radius:15
Total HP Damage: 165

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration:8
Reapply Time:2
Deal HP Damage:70
Radius:15
Total HP Damage: 280

Venom Cloud
-----------

Level 1 Cost 500 Gold
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:25
Radius:10
Total HP Damage: 75

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:40
Radius:12
Total HP Damage: 120

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:50
Radius:15
Total HP Damage: 150

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:65
Radius:17
Total HP Damage: 195

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:75
Radius:20
Total HP Damage: 225

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time:2
Deal HP Damage:90
Radius:20
Total HP Damage: 360

Nature's Curse
------------
Level 1 Cost 750 Gold
Offensive Spell
MEP Cost: 40
Casting Range: 80
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:25
Total HP Damage: 50

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 40
Casting Range: 80
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:25
Total HP Damage: 50

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 80
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:25
Total HP Damage: 50

Level 4 Cost 1800
Offensive Spell
MEP Cost: 40
Casting Range: 80
Max Targets : 4 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:25
Total HP Damage: 50

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 40
Casting Range: 80
Max Targets : 5 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:25
Total HP Damage: 75

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 40
Casting Range: 80
Max Targets : 5 (Chained)
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:45
Total HP Damage: 135

GrandMaster Skill
-----------------
Pile Driver
Offensive Spell
Mep Cost: 150
Casting Range: 80
Max Targets: 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time: 1
Deal HP Damage: 100
Radius: 20
Total HP Damage: 500

---------
Air Fates
---------

Sparks
------

Level 1 Cost 100 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:20
Radius: 12
Total HP Damage: 60

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 7
Reapply Time:2
Deal HP Damage:20
Radius: 15
Total HP Damage: 60

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time:2
Deal HP Damage:20
Radius: 20
Total HP Damage: 80

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time:2
Deal HP Damage:20
Radius: 25
Total HP Damage: 80

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time:2
Deal HP Damage:25
Radius: 30
Total HP Damage: 100

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 40
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 9
Reapply Time:2
Deal HP Damage:30
Radius: 35
Total HP Damage: 120

Blind
-----

Level 1 Cost 200 Gold
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Stun:
Duration: 5
Deal HP Damage:15
Total HP Damage: 15

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 1
Spell Effects:
Stun:
Duration: 8
Deal HP Damage:15
Total HP Damage: 15

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 2
Spell Effects:
Stun:
Duration: 5

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 2
Spell Effects:
Stun:
Duration: 8
Deal HP Damage:15
Total HP Damage: 15

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 3
Spell Effects:
Stun:
Duration: 5
Deal HP Damage:15
Total HP Damage: 15

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 40
Casting Range: 60
Max Targets : 3
Spell Effects:
Stun:
Duration: 8
Deal HP Damage:15
Total HP Damage: 15

Spiral Twister
--------------

Level 1 Cost 350 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:16
Total HP Damage: 32

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 2
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:20
Total HP Damage: 40

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 2
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:25
Total HP Damage: 50

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 3
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:30
Total HP Damage: 60

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 3
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:2
Deal HP Damage:40
Total HP Damage: 80

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 4
Spell Effects:
Deal HP Damage:
Duration: 5
Reapply Time:1
Deal HP Damage:80
Total HP Damage: 400

Energize
--------

Level 1 Cost 500 Gold
Defensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Weapon Speed Boost: 85%
Duration: 15

Level 2 Cost 300 PP
Defensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Weapon Speed Boost: 80%
Duration: 15

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 2
Spell Effects:
Weapon Speed Boost: 80%
Duration: 15

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 2
Spell Effects:
Weapon Speed Boost: 80%
Duration: 20

Level 5 Cost 4000 PP
Defensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 2
Spell Effects:
Weapon Speed Boost: 80%
Duration: 25

Level 6 Cost 9000 PP
Defensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 2
Spell Effects:
Weapon Speed Boost: 80%
Duration: 30

Current Spears
--------------

Level 1 Cost 750 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 20
Total HP Damage: 20

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage: 30
Total HP Damage: 30

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage: 40
Total HP Damage: 40

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 4 (Chained)
Spell Effects:
Deal HP Damage: 50
Total HP Damage: 50

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 5 (Chained)
Spell Effects:
Deal HP Damage: 75
Total HP Damage: 75

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 60
Max Targets : 5 (Chained)
Spell Effects:
Deal HP Damage: 100
Total HP Damage: 100

GrandMaster Skill
-----------------
Storm Fury
Offensive Spell
Mep Cost: 150
Casting Range: 60
Max Targets: 5
Spell Effects:
Duration: 5
Reapply Time: 1
Deal HP Damage: 100
Radius: 20
Total HP Damage: 500

-----------
Sound Fates
-----------

Sonic Blast
-----------

Level 1 Cost 100 PP
Offensive Spell
MEP Cost: 20
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 20
Total HP Damage: 20

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 20
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 30
Total HP Damage: 30

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 50
Total HP Damage: 50

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 65
Total HP Damage: 65

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 120
Total HP Damage: 120

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 60
Max Targets : 1
Spell Effects:
Deal HP Damage: 150
Total HP Damage: 150

Dizzy
-----

Level 1 Cost 200 Gold
Offensive Spell
MEP Cost: 45
Casting Range: 40
Max Targets : 1
Spell Effects:
Stun:
Duration: 5

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 45
Casting Range: 40
Max Targets : 1
Spell Effects:
Stun:
Duration: 8

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 45
Casting Range: 40
Max Targets : 2
Spell Effects:
Stun:
Duration: 12

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 45
Casting Range: 40
Max Targets : 2
Spell Effects:
Stun:
Duration: 16

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 45
Casting Range: 40
Max Targets : 3
Spell Effects:
Stun:
Duration: 20

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 45
Casting Range: 40
Max Targets : 4
Spell Effects:
Stun:
Duration: 30

Oscillation
-----------

Level 1 Cost 350 Gold
Offensive Spell
MEP Cost: 20
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 10
Total HP Damage 10

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 20
Casting Range: 20
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage: 10
Total HP Damage 10

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 20
Max Targets : 2 (Chained)
Spell Effects:
Deal HP Damage: 20
Total HP Damage 20

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 20
Casting Range: 20
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage: 10
Total HP Damage 10

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 20
Max Targets : 3 (Chained)
Spell Effects:
Deal HP Damage: 30
Total HP Damage 30

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 20
Casting Range: 20
Max Targets : 34 (Chained)
Spell Effects:
Deal HP Damage: 45
Total HP Damage 45

Arpeggio
--------

Level 1 Cost 500 Gold
Defensive Spell
MEP Cost: 25
Casting Range: 6
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 5
Reapply Time: 5
Heal HP: 25
Total HP Healed 25

Level 2 Cost 300 PP
Defensive Spell
MEP Cost: 25
Casting Range: 6
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 5
Heal HP: 30
Total HP Healed: 60

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 25
Casting Range: 6
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 15
Reapply Time: 5
Heal HP: 30
Total HP Healed: 90

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 25
Casting Range: 6
Max Targets : 2
Spell Effects:
Heal HP:
Duration: 20
Reapply Time: 5
Heal HP: 40
Total HP Healed: 160

Level 5 Cost 4000 PP
Defensive Spell
MEP Cost: 25
Casting Range: 6
Max Targets : 3
Spell Effects:
Heal HP:
Duration: 30
Reapply Time: 5
Heal HP: 50
Total HP Healed: 300

Level 6 Cost 9000 PP
Defensive Spell
MEP Cost: 25
Casting Range: 6
Max Targets : 3
Spell Effects:
Heal HP:
Duration: 35
Reapply Time: 5
Heal HP: 75
Total HP Healed: 525

Shatter
-------

Level 1 Cost 750 Gold
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 25
Total HP Damage: 125

Level 2 Cost 300 PP
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 25
Total HP Damage: 125

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 35
Total HP Damage: 175

Level 4 Cost 1800 Gold
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 45
Total HP Damage: 225

Level 5 Cost 4000
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 75
Total HP Damage: 375

Level 6 Cost 9000
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 10
Reapply Time: 2
Deal HP Damage: 100
Total HP Damage: 500

GrandMaster Skill
-----------------
Crescendo
Offensive Spell
Mep Cost: 150
Casting Range: 40
Max Targets: 4
Spell Effects:
Duration: 5
Reapply Time: 1
Deal HP Damage: 75
Stun:
Duration: 15
Total HP Damage: 375

------------
Barrier Arts
------------


Weapon Barrier
--------------
Level 1 Cost 300 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Absorb Weapon Damage: 120

Level 2 Cost 500 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Absorb Weapon Damage: 180

Level 3 Cost 1000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 2
Spell Effects:
Absorb Weapon Damage: 300

Level 4 Cost 2000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 2
Spell Effects:
Absorb Weapon Damage: 550

Level 5 Cost 5000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 3
Spell Effects:
Absorb Weapon Damage: 750

Level 6 Cost 10000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 4
Spell Effects:
Absorb Weapon Damage: 1000

Magic Barrier
-------------

Level 1 Cost 500 Gold
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Absorb Magic Damage: 60

Level 2 Cost 500 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Absorb Magic Damage: 90

Level 3 Cost 1000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 2
Spell Effects:
Absorb Magic Damage: 150

Level 4 Cost 2000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 2
Spell Effects:
Absorb Magic Damage: 300

Level 5 Cost 5000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 3
Spell Effects:
Absorb Magic Damage: 550

Level 6 Cost 10000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 4
Spell Effects:
Absorb Magic Damage: 800

Multi-Barrier
-------------

Level 1 Cost 750 Gold
Defensive Spell
MEP Cost: 75
Casting Range: 10
Max Targets : 1
Spell Effects:
Absorb All Damage: 100

Level 2 Cost 500 PP
Defensive Spell
MEP Cost: 75
Casting Range: 10
Max Targets : 1
Spell Effects:
Absorb All Damage: 150

Level 3 Cost 1000 PP
Defensive Spell
MEP Cost: 75
Casting Range: 10
Max Targets : 2
Spell Effects:
Absorb All Damage: 250

Level 4 Cost 2000 PP
Defensive Spell
MEP Cost: 75
Casting Range: 10
Max Targets : 2
Spell Effects:
Absorb All Damage: 475

Level 5 Cost 5000 PP
Defensive Spell
MEP Cost: 75
Casting Range: 10
Max Targets : 3
Spell Effects:
Absorb All Damage: 550

Level 6 Cost 10000 PP
Defensive Spell
MEP Cost: 75
Casting Range: 10
Max Targets : 4
Spell Effects:
Absorb All Damage: 800

Reflect Barrier
---------------

Level 1 Cost 1000 Gold
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 1
Spell Effects:
Reflect Weapon Damage: 30

Level 2 Cost 800 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 1
Spell Effects:
Reflect Weapon Damage: 60

Level 3 Cost 1200 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 2
Spell Effects:
Reflect Weapon Damage: 90

Level 4 Cost 2500 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 2
Spell Effects:
Reflect Weapon Damage: 125

Level 5 Cost 6000 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 3
Spell Effects:
Reflect Weapon Damage: 225

Level 6 Cost 10000 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 4
Spell Effects:
Reflect Weapon Damage: 275

RainBow Barrier
---------------

Level 1 Cost 1200 Gold
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 1
Spell Effects:
Reflect Magic Damage: 30

Level 2 Cost 800 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 1
Spell Effects:
Reflect Magic Damage: 60

Level 3 Cost 1200 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 2
Spell Effects:
Reflect Magic Damage: 90

Level 4 Cost 2500 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 2
Spell Effects:
Reflect Magic Damage: 150

Level 5 Cost 6000 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 3
Spell Effects:
Reflect Magic Damage: 225

Level 6 Cost 10000 PP
Defensive Spell
MEP Cost: 100
Casting Range: 10
Max Targets : 4
Spell Effects:
Reflect Magic Damage: 275

GrandMaster Skill
-----------------
Elemental Barrier
Defensive Spell
Mep Cost: 375
Casting Range: 10
Max Targets: 4
Spell Effects:
Reflect Magic Damage: 1000
Reflect Weapon Damage: 1000

---------------
Absorption Arts
---------------

Life Eater
----------
Level 1 Cost 150 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 60
Total HP Damage: 60

Level 2 Cost 350 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 80
Total HP Damage: 80

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 100
Total HP Damage: 100

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 120
Total HP Damage: 120

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 140
Total HP Damage: 140

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 160
Total HP Damage: 160

Spirit Siphon
-------------

Level 1 Cost 200 Gold
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal MEP Damage: 30

Level 2 Cost 350 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal MEP Damage: 40

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal MEP Damage: 50

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal MEP Damage: 60

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal MEP Damage: 75

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 30
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal MEP Damage: 100

Soul Drain
----------

Level 1 Cost 350 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 40
Deal MEP Damage: 20
Total HP Damage: 40

Level 2 Cost 350 PP
Offensive Spell
MEP Cost: 35
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 50
Deal MEP Damage: 25
Total HP Damage: 50

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 60
Deal MEP Damage: 30
Total HP Damage: 60

Level 4 Cost 1800 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 70
Deal MEP Damage: 35
Total HP Damage: 70

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 80
Deal MEP Damage: 50
Total HP Damage: 80

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 8
Max Targets : 1
Spell Effects:
Deal HP Damage: 120
Deal MEP Damage: 75
Total HP Damage:120

Life Steal
----------

Level 1 Cost 500 Gold
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 40
Transfer HP: 15
Total HP Damage: 55
Total HP Healed: 15

Level 2 Cost 350 PP
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 45
Transfer HP: 20
Total HP Damage: 65
Total HP Healed: 20

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 55
Transfer HP: 25
Total HP Damage: 80
Total HP Healed: 25

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 60
Transfer HP: 30
Total HP Damage: 90
Total HP Healed: 30

Level 5 Cost 4000
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 75
Transfer HP: 40
Total HP Damage: 115
Total HP Healed: 40

Level 6 Cost 9000
Offensive Spell
MEP Cost: 40
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal HP Damage: 90
Transfer HP: 50
Total HP Damage: 140
Total HP Healed: 50

Spirit Steal
------------

Level 1 Cost 650 Gold
Offensive Spell
MEP Cost: 45
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal MEP Damage:
Duration: 10
Reapply Time:2
Deal MEP Damage: 10
Transfer MEP: 5

Level 2 Cost 350 PP
Offensive Spell
MEP Cost: 45
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal MEP Damage: 15
Transfer MEP: 10

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 45
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal MEP Damage: 20
Transfer MEP: 15

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 45
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal MEP Damage: 20
Transfer MEP: 20

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 45
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal MEP Damage: 30
Transfer MEP: 30

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 45
Casting Range: 20
Max Targets : 1
Spell Effects:
Deal MEP Damage: 40
Transfer MEP: 40

GrandMaster Skill
-----------------
Karmic Force
Offensive Spell
Mep Cost: 150
Casting Range: 40
Max Targets: 4
Spell Effects:
Transfer HP:
Duration: 4
Reapply Time:1
Transfer HP: 50
Transfer MEP:
Duration: 4
Reapply Time: 1
Transfer MEP: 50
Total HP Damage: 200
Total HP Healed: 200

-----------
White Magic
-----------

Heal
----

Level 1 Cost 100 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP: 100
Total HP Healed: 100

Level 2 Cost 300 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP: 200
Total HP Healed: 200

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP: 250
Total HP Healed: 250

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP: 400
Total HP Healed: 400

Level 5 Cost 4000 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP: 600
Total HP Healed: 600

Level 6 Cost 9000 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP: 800
Total HP Healed: 800

Healing Mist
------------

Level 1 Cost 200 Gold
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 1
Heal HP: 5
Radius: 10
Total HP Healed: 50

Level 2 Cost 300 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 1
Heal HP: 8
Radius: 10
Total HP Healed: 80

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 1
Heal HP: 20
Radius: 15
Total HP Healed: 200

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 1
Heal HP: 30
Radius: 15
Total HP Healed: 300

Level 5 Cost 4000 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 1
Heal HP: 50
Radius: 20
Total HP Healed: 500

Level 6 Cost 9000 PP
Defensive Spell
MEP Cost: 20
Casting Range: 10
Max Targets : 1
Spell Effects:
Heal HP:
Duration: 10
Reapply Time: 1
Heal HP: 70
Radius: 20
Total HP Healed: 700

White Fire
----------

Level 1 Cost 350 Gold
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time: 4
Deal HP Damage : 20
Total HP Damage: 20

Level 2 Cost 350 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time: 4
Deal HP Damage : 25
Total HP Damage: 25

Level 3 Cost 800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time: 4
Deal HP Damage : 45
Total HP Damage: 45

Level 4 Cost 1800 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time: 4
Deal HP Damage : 60
Total HP Damage: 60

Level 5 Cost 4000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time: 3
Deal HP Damage : 80
Total HP Damage: 160

Level 6 Cost 9000 PP
Offensive Spell
MEP Cost: 35
Casting Range: 30
Max Targets : 1
Spell Effects:
Deal HP Damage:
Duration: 6
Reapply Time: 3
Deal HP Damage : 120
Total HP Damage: 240

Revive
------

Level 1 Cost 500 Gold
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Revive Incapacitated: 10%

Level 2 Cost 400 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Revive Incapacitated: 25%

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 2 (Chained)
Spell Effects:
Revive Incapacitated: 40%

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 2 (Chained)
Spell Effects:
Revive Incapacitated: 55%

Level 5 Cost 4000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 3 (Chained)
Spell Effects:
Revive Incapacitated: 70%

Level 6 Cost 9000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 3 (Chained)
Spell Effects:
Revive Incapacitated: 90%

Transfer Mana
-------------

Level 1 Cost 650 Gold
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Heals MEP:20

Level 2 Cost 350 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Heals MEP:25

Level 3 Cost 800 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Heals MEP:30

Level 4 Cost 1800 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Heals MEP:35

Level 5 Cost 4000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Heals MEP:45

Level 6 Cost 9000 PP
Defensive Spell
MEP Cost: 50
Casting Range: 10
Max Targets : 1
Spell Effects:
Heals MEP:50

GrandMaster Skill
-----------------
Rejuvenation
Offensive Spell
Mep Cost: 175
Casting Range: 20
Max Targets: 4
Spell Effects:
Revive Incapacitated : 100%
Total HP Healed: 500

----------------------------------------------------------------------------
6. Weapons Listing
----------------------------------------------------------------------------

Here I will list Weapons and Magic Focal items. First Weapons then Magic Focal items.
All Weapons have 5 Skills associated with them.
Accuracy: How easy it is to hit an enemy.
Damage: How much damage is inflicted if you hit.
block: How well you may block your opponents attacks.
Speed: How quickly you may attack.
Critical:Which determines what chance you have of inflicting special damage on an enemy.

There are special critical hits too.
Bleeding: the target continues to lose hit points over a period of time even if you never
hit it again.
Stun: the target's recovery Period for all actions is increased.
Crack Bones: The target's ability to block attacks is reduced.
Impaling: The target's Dexterity is reduced.
Grivous wound: A combination of bleeding and stun.
Block Reduced: The target's block ability is reduced.
Disrupt & Block: The target's Recovery Bar is reset.
Fire: The Target catches fire and takes Fire damage for a period of time.

I will list the items like so

Name:
Base Melee Damage:
Base Range Damage:
Base Accuracy:
Block:
Recovery Time:
Critical Attack:


DAGGERS
-------------------
Name:Katar
Base Melee Damage: 6
Base Range Damage: 0
Base Accuracy: 45
Block: 12
Recovery Time: 3
Critical Attack: Bleeding

Name: Heavy Katar
Base Melee Damage: 18
Base Range Damage: 0
Base Accuracy: 50
Block: 22
Recovery Time: 3
Critical Attack: Bleeding
Combo bonus: Sunder
Magic class: Earth Fates

Name: Dagani Katar
Base Melee Damage: 22
Base Range Damage: 0
Base Accuracy: 50
Block: 10
Recovery Time: 4
Critical Attack: Bleeding
Critital Attack: Crack bones
Combo Bonus: Ice Shards
Magic Class: water Fates
Attunement: STR

Name: Dagani Dagger
Base Melee Damage: 10
Base Range Damage: 0
Base Accuracy: 50
Block: 20
Recovery Time: 2
Critical Attack: Bleeding
Combo bonus: Ice shards
Magic Class: Water fates

Name: Orin Katar
Base Melee Damage:14
Base Range Damage: 0
Base Accuracy: 50
Block: 20
Recovery Time: 2
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates

Name: Ice Dagger
Base Melee Damage:20
Base Range Damage: 0
Base Accuracy: 60
Block: 20
Recovery Time: 2
Critical Attack: Bleeding

Name: Pronged Katar
Base Melee Damage: 8
Base Range Damage: 0
Base Accuracy: 55
Block: 30
Recovery Time: 3
Critical Attack: Bleeding
Combo Bonus: Soul Drain
Magic Class: Absorption Arts
Attunement: DEX

Name: Kemarran Dagger
Base Melee Damage: 8
Base Range Damage: 0
Base Accuracy: 60
Block: 20
Recovery Time: 2
Critical Attack: Impale
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: DEX

Name: Hunters Katar
Base Melee Damage: 12
Base Range Damage: 0
Base Accuracy: 50
Block: 15
Recovery Time: 2
Critical Attack: Bleeding
Combo Bonus: Air blast
Magic Class: Air Fates

Name: Light Katar
Base Melee Damage: 6
Base Range Damage: 0
Base Accuracy: 60
Block: 10
Recovery Time: 2
Critical Attack: Bleeding
Combo Bonus: Air blast
Magic Class: Air Fates

Swords
-------------------

Name:Short sword
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 50
Block: 25
Recovery Time: 3
Critical Attack: Bleeding

Name: Long sword
Base Melee Damage: 24
Base Range Damage: 0
Base Accuracy: 45
Block: 30
Recovery Time:4
Critical Attack: Bleeding
Combo Bonus: Flaming Sword
Magic class: Fire Fates

Name: Sarojin Blade
Base Melee Damage: 24
Base Range Damage: 0
Base Accuracy: 45
Block: 30
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus: Singing Sword
Magic Class: Sound Fates
Atttunement: STR

Name: Sarojin Sword
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 50
Block: 25
Recovery Time: 3
Critical Attack: Bleeding
Combo Bonus: Wind of death
Magic Class: Air Fates.

Name: Ornate Sword
Base Melee Damage: 300
Base Range Damage: 0
Base Accuracy: 50
Block: 40
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus: Flaming Sword
Magic Class: Fire Fates
Attunement: STR

Name: Great Sword
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 30
Block: 25
Recovery Time: 5
Critical Attack: Crack Bones
Combo Bonus: Earth Storm
Magic Class: Earth Fates

Name: Pelted Blade
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 30
Block: 35
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus: White Fire
Magic Class: White Magic
Attunement: SPI

Name: Light Sword
Base Melee Damage: 15
Base Range Damage: 0
Base Accuracy: 45
Block: 20
Recovery Time: 3
Critical Attack: Bleeding
Combo Bonus: Wind of Death
Magic Class: Air Fates
Attunement: DEX

Axe
-----------------
Name: Hand Axe
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 35
Block: 20
Recovery Time:5
Critical Attack: Grivous wounds

Name: Dagani Hand axe
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 35
Block: 20
Recovery Time: 4
Critical Attack: Grievous wounds

Name: Sarojin Axe
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 40
Block: 25
Recovery Time: 5
Critical Attack: Grievous Wound
Combo Bonus: Burn
Magic Class: Fire Fates

Name: Swamp Axe
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 45
Block: 20
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Burn
Magic Class: Fire Fates
Attunement: STR

Name: Orin Axe
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 35
Block: 20
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Militiaman's Axe
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 30
Block: 20
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Earth Axe
Magic Class: Earth Fates

Name: Ornate Axe
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 45
Block: 30
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Flash Fire
Magic Class: Fire Fates
Attunement: STR

Name: Blazing Axe
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 45
Block: 30
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Incinerate
Magic Class: Fire Fates

Name: Palash Axe
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 45
Block: 25
Recovery Time: 5
Critical Attack: Grievous Wounds
Attunement: SPI

Name: Palash Axe
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 40
Block: 25
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Geyser
Magic Class: Water Fates

Name: Bardiche
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 40
Block: 25
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Wave
Magic Class: Water Fates
Attunement: STR

Name: Hunters Axe
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 40
Block: 25
Recovery Time: 5
Critical Attack: Grievous Wounds
Combo Bonus: Spiral Twist
Magic Class: Air Fates

Name: Dagani Hand Axe
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 35
Block: 20
Recovery Time: 4
Critical Attack: Grievous Wounds



Hammer
-----------------
Name: Hammer
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 35
Block: 20
Recovery Time: 4
Critical Attack: Stun

Name: Pick-axe
Base Melee Damage:24
Base Range Damage: 0
Base Accuracy: 50
Block: 20
Recovery Time:5
Critical Attack: Bleeding
Critical Attack: Grievous Wounds

Name: Sarojin Hammer
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 35
Block: 20
Recovery Time: 3
Critical Attack: Stun
Combo Bonus: Burn
Magic Class: Fire Fates

Name: Sarojin Mace
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 50
Block: 15
Recovery Time: 2
Critical Attack: Bleeding
Combo bonus: Burn
Magic class: Fire Fates

Name: Mace
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 50
Block: 15
Recovery Time: 3
Critical Attack: Stun
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: War Hammer
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 45
Block: 25
Recovery Time: 3
Critical Attack:Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement:DEX

Name: Great Hammer
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 35
Block: 25
Recovery Time: 5
Critical Attack: Stun
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name:Tall Hammer
Base Melee Damage: 55
Base Range Damage: 0
Base Accuracy: 40
Block: 25
Recovery Time: 7
Critical Attack: Crack Bones
Combo Bonus: Sandstorm
Magic Class: Earth Fates

Name: Orin Hammer
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 4
Critical Attack: Stun
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Icepick
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 50
Block: 20
Recovery Time: 3
Critical Attack:  Bleeding
Combo Bonus: Life eater
Magic Class: Absorption Arts
Attunement: SPI

Name: Pick
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 50
Block: 20
Recovery Time: 3
Critical Attack:  Bleeding
Combo Bonus: Sonic Blast
Magic Class: Sound Fates

Name: Light Mace
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 50
Block: 15
Recovery Time: 3
Critical Attack: Stun
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: STR

Two Hand Sword
-----------------
Name:Two-hnd sword
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 30
Block: 20
Recovery Time: 5
Critical Attack: Bleeding

Name:Zukuri
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 45
Block: 35
Recovery Time: 5
Critical Attack: Bleeding
Critical Attack: Block Reduce
Combo Bonus: Rapid Fire
Magic Class: Fire Fates
Attunement: SPI

Name: Saijin
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 20
Recovery Time: 5
Critical Attack: Bleeding
Combo Bonus: Burn
Magic Class: Fire Fates
Attunement: SPI

Name: Shamshir
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 20
Recovery Time: 5
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Moroha
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 20
Recovery Time: 5
Critical Attack: Bleeding
Combo Bonus: White Fire
Magic Class: White Magic
Attunement: SPI

Name: Daito
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 20
Recovery Time: 5
Critical Attack: Bleeding
Critical Attack: Grievous Wounds
Combo Bonus: Sonic Blast
Magic Class: Sound Fates
Attunement: STR

Name: Tachi
Magical Focal item
Magic Class: Fire Fates
Base Melee Damage: 45
Base Range Damage: 0
Base Accuracy: 35
Block: 15
Recovery Time: 4
Critical Attack: Disrupt and Block

Name: Kaskara
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 20
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus : Sparks
Magic Class: Air Fates
Attunement: Dex

Name: Shirasaya
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 35
Block: 30
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus : Sparks
Magic Class: Air Fates
Attunement: Dex

Two Hand Axe
-----------------
Name: Woodcutters Axe
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 30
Block: 15
Recovery Time: 6
Critical Attack: Grievous Wounds

Name: Settler's Axe
Base Melee Damage: 45
Base Range Damage: 0
Base Accuracy: 30
Block: 25
Recovery Time: 7
Critical Attack:Grievous wounds

Name: Large Orin Axe
Base Melee Damage:40
Base Range Damage: 0
Base Accuracy: 30
Block: 20
Recovery Time: 7
Critical Attack: Grievous wounds

Name: Large Ornate Axe
Base Melee Damage: 50
Base Range Damage: 0
Base Accuracy: 50
Block: 30
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Sarojin Great Axe
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 45
Block: 30
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Inferno
Magic Class: Fire Fates
Attunement: SPI


Two Hand Hammer
-----------------
Name: Sledge Hammer
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 20
Block: 20
Recovery Time: 6
Critical Attack: Crack bones
Critical Attack: Stun

Name: Large Ornate Axe
Base Melee Damage: 50
Base Range Damage: 0
Base Accuracy: 30
Block: 30
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Palash Hammer
Base Melee Damage: 50
Base Range Damage: 0
Base Accuracy: 40
Block: 25
Recovery Time: 5
Critical Attack: Crack Bones
Combo Bonus: Rapid Fire
Magic Class: Fire Fates
Attunement: SPI

Name: Blessed Axe
Base Melee Damage: 50
Base Range Damage: 0
Base Accuracy: 50
Block: 30
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: White Fire
Magic Class: White Magic
Attunement: SPI

Name: Hero's Axe
Base Melee Damage: 50
Base Range Damage: 0
Base Accuracy: 50
Block: 30
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Shatter
Magic Class: Sound Fates
Attunement: STR

Name: Dao Axe
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 40
Block: 10
Recovery Time: 6
Critical Attack: Grievous Wounds
Combo Bonus: Sonic Blast
Magic Class: Sound Fates
Attunement: SPI

Staff
-----------------
Name:Shortstaff
Base Melee Damage:10
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time:3
Critical Attack:Stun

Name:Quarterstaff
Base Melee Damage:15
Base Range Damage: 0
Base Accuracy: 45
Block: 50
Recovery Time:6
Critical Attack:Disrupt and block
Attunement: DEX

Name: Plainstaff
Base Melee Damage: 12
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 5
Critical Attack: Stun
Attunement: DEX

Name:Charged Staff
Base Melee Damage: 10
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 5
Critical Attack: Disrupt and block

Name: Wet Staff
Magical Focal Item
Magic class: Water Fates
Base Melee Damage: 10
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 5
Critical Attack: Disrupt and Block

Name: Bending Staff
Base Melee Damage: 10
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 5
Critical Attack: Stun
Attunement: DEX

Name: Stave
Base Melee Damage: 20
Base Range Damage: 0
Base Accuracy: 40
Block: 30
Recovery Time: 4
Critical Attack: Stun

Name: Tipstaff
Base Melee Damage: 25
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 4
Critical Attack: Crack Bones

Name: Staff of Atmos
Magical Focal Item
Magic Class: Air Fates
Base Melee Damage: 10
Base Range Damage: 0
Base Accuracy: 40
Block: 40
Recovery Time: 5
Critical Attack: Disrupt and Block


Spear
-----------------
Name:Short Spear
Base Melee Damage: 12
Base Range Damage: 12
Base Accuracy: 40
Block: 5
Recovery Time:3
Critical Attack:Impale

Name:Javelins
Base Melee Damage: 6
Base Range Damage: 30
Base Accuracy: 48
Block: 10
Recovery Time:4
Critical Attack: Impale

Name:Farmer's Darts
Base Melee Damage: 4
Base Range Damage: 15
Base Accuracy: 52
Block: 5
Recovery Time:3
Critical Attack:Impale

Name:Commen Spear
Base Melee Damage: 8
Base Range Damage: 16
Base Accuracy: 40
Block: 8
Recovery Time: 4
Critical Attack: Bleeding

Name: Dagani Spears
Base Melee Damage: 20
Base Range Damage: 12
Base Accuracy: 45
Block: 10
Recovery Time: 2
Critical Attack: Impale
Attunment: STR

Name: Sarojin Spears
Base Melee Damage: 16
Base Range Damage: 18
Base Accuracy: 45
Block: 15
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus: Burn
Magic Class: Fire Fates
Attunement:SPI

Name: Soldier's Darts
Base Melee Damage: 6
Base Range Damage: 20
Base Accuracy: 58
Block: 5
Recovery Time: 3
Critical Attack: Impale
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: DEX

Name: Boggroat Spears
Base Melee Damage: 16
Base Range Damage: 16
Base Accuracy: 45
Block: 10
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus: Air Blast
Magic Class: Air Fates

Name: Thin Spears
Base Melee Damage: 6
Base Range Damage: 16
Base Accuracy: 45
Block: 0
Recovery Time: 4
Critical Attack: Impale
Combo Bonus: Sonic Blast
Magic Class: Sound Fates
Attunement: SPI

Name: Serrated Spears
Base Melee Damage: 25
Base Range Damage: 16
Base Accuracy: 40
Block: 10
Recovery Time: 4
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Kemarran Spears
Base Melee Damage: 12
Base Range Damage: 20
Base Accuracy: 50
Block: 8
Recovery Time: 3
Critical Attack: Bleeding
Combo Bonus: Sparks
Magic Class: Air Fates

Name: Kemarran Darts
Base Melee Damage: 6
Base Range Damage: 18
Base Accuracy: 62
Block: 3
Recovery Time: 3
Critical Attack: Impaled
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: DEX

Thrown weapons
-----------------
Name:Sticking Knives
Base Melee Damage: 2
Base Range Damage: 6
Base Accuracy: 40
Block: 2
Recovery Time: 2
Critical Attack: Bleeding

Name: Dagani Knives
Base Melee Damage: 10
Base Range Damage: 15
Base Accuracy: 40
Block: 10
Recovery Time: 3
Critical Attack: Bleeding
Combo Bonus: Ice shards
Magic class: Water Fates
Attunement: DEX

Name: Sarojin Knives
Base Melee Damage: 4
Base Range Damage: 10
Base Accuracy: 40
Block: 8
Recovery Time: 3
Critical Attack: Impale
Combo bonus: Burn
Magic Class: Fire Fates
Attunements: DEX

Name: Green Rivers
Base Melee Damage: 4
Base Range Damage: 10
Base Accuracy: 45
Block: 5
Recovery Time: 3
Critical Attack: Impale
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement : STR

Name: Target Knives
Base Melee Damage: 10
Base Range Damage: 25
Base Accuracy: 50
Block: 10
Recovery Time: 3
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Talon Knives
Base Melee Damage: 6
Base Range Damage: 20
Base Accuracy: 50
Block: 8
Recovery Time: 3
Critical Attack: Impale
Critical Attack: Bleeding
Combo Bonus: Sonic
Magic Class: Sound Fates
Attunement: SPI

Name: Kemar Knives
Base Melee Damage: 2
Base Range Damage: 12
Base Accuracy: 50
Block: 3
Recovery Time: 3
Critical Attack: Impale
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: DEX

Bow
-----------------
Name: Hunters Bow
Base Melee Damage: 2
Base Range Damage: 16
Base Accuracy: 50
Block: 5
Recovery Time: 4
Critical Attack: Impale

Name:Orin Bow
Base Melee Damage: 2
Base Range Damage: 14
Base Accuracy: 40
Block: 5
Recovery Time:3
Critical Attack:Impale

Name: Dagani Bow
Base Melee Damage: 2
Base Range Damage: 24
Base Accuracy: 45
Block: 5
Recovery Time: 4
Critical Attack: Impale
Combo bonus : Ice shard
Magic class: Water fates
Attunement:

Name:Sarojin Bow
Base Melee Damage: 2
Base Range Damage: 18
Base Accuracy: 50
Block: 5
Recovery Time: 3
Critical Attack: Impaled
Combo Bonus: Burn
Magic Class: Fire Fates

Name: Archers bow
Base Melee Damage: 2
Base Range Damage: 20
Base Accuracy: 50
Block: 5
Recovery Time:
Critical Attack: Impale
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: DEX

Name: Long Bow
Base Melee Damage: 2
Base Range Damage: 20
Base Accuracy: 45
Block: 5
Recovery Time: 4
Critical Attack: Impale
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates

Name: Choking Bow
Base Melee Damage: 10
Base Range Damage: 20
Base Accuracy: 45
Block: 5
Recovery Time: 3
Critical Attack: Stun
Combo Bonus: Venom Cloud
Magic Class: Earth Fates

Name: Daggers Bow
Base Melee Damage: 2
Base Range Damage: 22
Base Accuracy: 60
Block: 5
Recovery Time: 3
Critical Attack: Impale
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: SPI

Name: Kemarran Bow
Base Melee Damage: 2
Base Range Damage: 22
Base Accuracy: 60
Block: 5
Recovery Time: 3
Critical Attack: Impale
Combo Bonus: Air Blast
Magic Class: Air Fates


Chakram
-----------------
Name:Basic Chakram
Base Melee Damage: 2
Base Range Damage: 10
Base Accuracy: 45
Block: 0
Recovery Time: 2
Critical Attack: Block reduce

Name: Orin Chakram
Base Melee Damage: 2
Base Range Damage: 18
Base Accuracy: 50
Block: 0
Recovery Time:2
Critical Attack:Block Reduce

Name:Hunters Chakram
Base Melee Damage: 2
Base Range Damage: 8
Base Accuracy: 50
Block: 0
Recovery Time:2
Critical Attack: stun

Name:Dagani Chakram
Base Melee Damage: 4
Base Range Damage: 15
Base Accuracy: 40
Block: 5
Recovery Time: 3
Critical Attack: Block Reduce
Combo Bonus: Ice shards
Magic class: Water fates

Name:Sarojin Chakram
Base Melee Damage: 2
Base Range Damage: 10
Base Accuracy: 45
Block: 5
Recovery Time: 3
Critical Attack: Block Reduce
Combo Bonus: Torch
Magic Class: Fire Fates

Name: Heavy Chakram
Base Melee Damage: 3
Base Range Damage: 15
Base Accuracy: 45
Block: 3
Recovery Time: 3
Critical Attack: Block Reduce
Combo Magic: Sunder
Magic Class: Earth Fates

Name: Long Chakram
Base Melee Damage: 2
Base Range Damage: 12
Base Accuracy: 45
Block: 10
Recovery Time: 3
Critical Attack: Block Reduce
Critical Attack: Bleeding
Combo Bonus: Sunder
Magic Class: Earth Fates.

Name: War Chakram
Base Melee Damage:3
Base Range Damage: 30
Base Accuracy: 45
Block: 5
Recovery Time: 3
Critical Attack: Block Reduce
Critical Attack: Stun
Combo Bonus: Sunder
Magic Class: Earth Fates

Name: Old Chakram
Base Melee Damage: 2
Base Range Damage: 8
Base Accuracy: 40
Block: 0
Recovery Time: 3
Critical Attack: Block Reduce
Combo Bonus: Sunder
Magic Class: Earth Fates

Halberd
-----------------
Name: Warrior's Halberd
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 45
Block: 40
Recovery Time: 7
Critical Attack: Disrupt and Block
Combo Bonus: Sunder
Magic Class: Earth Fates
Attunement: STR

Name: Orin Halberd
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 35
Block: 45
Recovery Time: 7
Critical Attack: Disrupt and Block
Combo Magic: Sunder
Magic Class: Earth Fates

Name: Sarojin Halberd
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 45
Block: 45
Recovery Time: 6
Critical Attack: Disrupt and Block
Combo Magic: Torch
Magic Class: Fire Fates
Attunement: SPI

Name: Short Halberd
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 55
Block: 40
Recovery Time: 5
Critical Attack: Disrupt and Block
Combo Magic: Dizzy
Magic Class: Sound Fates

Name: Tracker's Halberd
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 50
Block: 45
Recovery Time: 6
Critical Attack: Stun

Name: Cheap Halberd
Base Melee Damage: 27
Base Range Damage: 0
Base Accuracy: 30
Block: 40
Recovery Time: 7
Critical Attack: Disrupt and Block

Name: Great Halberd
Base Melee Damage: 45
Base Range Damage: 0
Base Accuracy: 35
Block: 40
Recovery Time: 6
Critical Attack: Disrupt and Block
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: DEX

Name: Daggers Halberd
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 50
Block: 50
Recovery Time: 6
Critical Attack: Disrupt and Block
Combo Bonus: Blind
Magic Class: Air Fates
Attunement: DEX

Name: Standard Halberd
Base Melee Damage: 30
Base Range Damage: 0
Base Accuracy: 45
Block: 45
Recovery Time: 7
Critical Attack: Disrupt and Block
Combo Bonus: Sparks
Magic Class: Air Fates

Name: Heavy Halberd
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 35
Block: 45
Recovery Time: 7
Critical Attack: Disrupt and Block
Combo Bonus: Sparks
Magic Class: Air Fates
Attunement: DEX

Petard
-----------------

Name: Carpetsweepers
Base Melee Damage: 2
Base Range Damage: 30
Base Accuracy: 20
Block: 0
Recovery Time: 5
Critical Attack: Fire

Name: Sarojin Petards
Base Melee Damage: 2
Base Range Damage: 24
Base Accuracy: 35
Block: 0
Recovery Time: 4
Critical Attack: Fire

Name: Charged Grenades
Base Melee Damage: 2
Base Range Damage: 20
Base Accuracy: 30
Block: 0
Recovery Time: 3
Critical Attack: Stun

Name: Fiery Petards
Base Melee Damage: 2
Base Range Damage: 25
Base Accuracy: 35
Block: 0
Recovery Time: 4
Critical Attack: Fire

Name: Sarojin Grenades
Base Melee Damage: 2
Base Range Damage: 10
Base Accuracy: 55
Block: 0
Recovery Time: 4
Critical Attack: Fire
Critical Attack: Stun

Name: Brimstone Bottles
Base Melee Damage: 2
Base Range Damage: 20
Base Accuracy: 30
Block: 0
Recovery Time: 4
Critical Attack: Fire

Name: Small Petards
Base Melee Damage: 2
Base Range Damage: 15
Base Accuracy: 40
Block: 0
Recovery Time: 3
Critical Attack: Fire

Name: Boggroat Petards
Base Melee Damage: 2
Base Range Damage: 25
Base Accuracy: 30
Block: 0
Recovery Time: 4
Critical Attack: Fire

Cho Pin Tou
-----------------

Name: ChoPinTou
Base Melee Damage: 45
Base Range Damage: 0
Base Accuracy: 50
Block: 40
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Water Sprites
Magic Class: Water Fates

Name: Gold ChoPinTou
Base Melee Damage: 35
Base Range Damage: 0
Base Accuracy: 55
Block: 40
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Incinerate
Magic Class: Fire Fates

Name: Gold ChoPinTou
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 45
Block: 35
Recovery Time: 7
Critical Attack: Grievous Wounds
Combo Bonus: Brimstones
Magic Class: Earth Fates

Name: Small ChoPinTou
Base Melee Damage: 40
Base Range Damage: 0
Base Accuracy: 50
Block: 40
Recovery Time: 6
Critical Attack: Grievous Wounds
Combo Bonus: Spiral twist
Magic Class: Air Fates

Shield
-----------------

Name: Target Shield
Class:Small
Type: Wood and Iron
Defense Value: 4
DEX cost: 2
Special Defense: Crippled
Special Defense value: 5

Name: Kemarran Shield
Class:Wood and Iron
Type: Medium
Defense Value: 16
DEX cost:4
Bonus from: STR
Special Defense: Crippled
Special Defense value: 5

Name: Mage's Buckler
Class: Tiny
Type: Steel
Defense Value: 2
DEX cost:1
Bonus from: DEX
Special Defense: Wounded
Special Defense value: 5


Name: Stump Shield
Class: Small
Type: Wood
Defense Value: 4
DEX cost: 2
Bonus from: DEX
Special Defense: Stunned
Special Defense value: 5

Name: Bark Shield
Class: Medium
Type: Wood
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Stunned
Special Defense value: 5

Name: Oak Shield
Class: Large
Type: Wood
Defense Value: 32
DEX cost: 6
Bonus from: STR
Special Defense: Stunned
Special Defense value: 5

Name: Soldier's Shield
Class: Small
Type: Hide
Defense Value: 4
DEX cost: 1
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Shining Shield
Class: Small
Type: Steel
Defense Value: 4
DEX cost: 2
Bonus from: DEX
Special Defense: Wounded
Special Defense value: 5

Name: Sturdy Shield
Class: Small
Type: Steel
Defense Value: 4
DEX cost: 2
Bonus from: DEX
Special Defense: Wounded
Special Defense value: 5

Name: War Shield
Class: Small
Type: Wood and Iron
Defense Value: 4
DEX cost:2
Bonus from: DEX
Special Defense: Crippled
Special Defense value: 5

Name: Stone Shield
Class: Medium
Type: Hide
Defense Value: 16
DEX cost: 2
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Fire Shield
Class: Medium
Type: Hide
Defense Value: 16
DEX cost: 2
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Steel Shield
Class: Medium
Type: Wood snd Iron
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Crippled
Special Defense value: 5

Name: Daggers Shield
Class:Medium
Type: Steel
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Wounded
Special Defense value: 5

Name: Knight's Shield
Class: Medium
Type: Steel
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Wounded
Special Defense value: 5

Name: Amareth Shield
Class:Medium
Type: Wood
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Stunned
Special Defense value: 5

Name: Blazing Shield
Class: Medium
Type: Wood
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Stunned
Special Defense value: 5

Name: Brin's Body Shield
Class: Large
Type: Wood and Iron
Defense Value: 32
DEX cost: 6
Bonus from: STR
Special Defense: Crippled
Special Defense value: 5

Name: Scaled Shield
Class: Large
Type: Hide
Defense Value: 32
DEX cost: 4
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Swamp Shield
Class: Large
Type: Hide
Defense Value: 32
DEX cost: 4
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Arrowturner
Class: Large
Type: Wood
Defense Value: 32
DEX cost: 6
Bonus from: STR
Special Defense: Stunned
Special Defense value: 5

Name: White Shield
Class: Large
Type: Wood
Defense Value: 32
DEX cost: 6
Bonus from: STR
Special Defense: Stunned
Special Defense value: 5

Name: Steel Buckler
Class: Tiny
Type: Steel
Defense Value: 3
DEX cost: 2
Bonus from: DEX
Special Defense: Wounded
Special Defense value: 5

Name: Hard Shield
Class: Small
Type: Steel
Defense Value: 4
DEX cost: 2
Bonus from: DEX
Special Defense: Wounded
Special Defense value: 5

Name: Steel Sectum Shield
Class: Medium
Type: Steel
Defense Value: 16
DEX cost: 4
Bonus from: STR
Special Defense: Wounded
Special Defense value: 5

Name: Steel Body Shield
Class: Large
Type: Steel
Defense Value: 32
DEX cost:4
Bonus from: STR
Special Defense: Wounded
Special Defense value: 5

Name: Soldier's Buckler
Class:Tiny
Type: Woodand Iron
Defense Value: 3
DEX cost: 2
Bonus from: DEX
Special Defense: Crippled
Special Defense value: 5

Name: Bronze Shield
Class: Large
Type: Steel
Defense Value: 32
DEX cost: 4
Bonus from: STR
Special Defense: Wounded
Special Defense value: 5

Name: Ice Shield
Class: Large
Type: Steel
Defense Value: 32
DEX cost:4
Bonus from: STR
Special Defense: Wounded
Special Defense value: 5

Name: Hide Shield
Class: Medium
Type: Hide
Defense Value: 16
DEX cost:2
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Hide Body Shield
Class: Large
Type: Hide
Defense Value: 32
DEX cost:4
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Kemarran Buckler
Class: Tiny
Type: Hide
Defense Value: 2
DEX cost:1
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Highland Shield
Class: Small
Type: Wood and Iron
Defense Value: 4
DEX cost:2
Bonus from: DEX
Special Defense: Crippled
Special Defense value: 5

Name: Wooden Buckler
Class: Tiny
Type: Wood
Defense Value: 2
DEX cost:2
Bonus from: DEX
Special Defense: Stunned
Special Defense value: 5

Name: Hide Buckler
Class: Tiny
Type: Hide
Defense Value: 1
DEX cost:o
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Buckler
Class: Tiny
Type: Wood and Iron
Defense Value: 2
DEX cost:2
Bonus from: DEX
Special Defense: Crippled
Special Defense value: 5

Name: Hide Target Shield
Class: Small
Type: Hide
Defense Value: 4
DEX cost:1
Bonus from: DEX
Special Defense: Impaled
Special Defense value: 5

Name: Charged Buckler
Class: Tiny
Type: Steel
Defense Value: 2
DEX cost:1
Bonus from: DEX
Special Defense: Wounded
Special Defense value: 5

Name: Orin Buckler
Class: Tiny
Type: Wood
Defense Value: 2
DEX cost:1
Bonus from: DEX
Special Defense: Stunned
Special Defense value: 5

Magic
------------------
Tattoo

White Ward
Resist Bleeding:15

Sword Ward
Damage Reduce: 20
Resist Bleeding:15

Voodoo Charm
Resistance: Voodoo Arts
Resistance:15

Venom Ward
Resist Poison: 20

Fire Ward
Resist Fire: 15

Health Charm
Resist Wounding: 15

Mind Ward
Resist Stun: 15

Dark Defender
Resistance: Black Arts
Resistance:15



Wearable
------------------

Name:Armored Bracers
Dex cost: 2
Effect: Block boost : 20

Name: White Bracers
Dex cost: 0
Effect: Resist Bleeding : 15

Name: Bracers of power
Dex cost: 0
Effect: Dexterity:10 Spirit: 10 Strength: 5

Name: Strength Bracers
Dex cost: 0
Effect: Strength: 5

Name: Fire Bracers
Dex cost: 0
Effect: Resist Fire: 15

Name: Bone Bracers
Dex cost: 0
Effect: Resist Cripple: 15

Name: Mind Bracers
Dex cost:
Effect: Resist Stun: 15

Name: Evil Bracers
Dex cost: 0
Effect: Resistacne: Voodoo arts Resistance: 15

Name: Death Bracers
Dex cost: 0
Effect: Resistacne: Black arts Resistance: 15

Name: Hauberk
Dex cost: 2
Effect: Block Boost: 20 Resistance: Thrown Weapons  Resistance: 10

Name: Chain Hauberk
Dex cost: 0
Effect: Block Boost: 20  Resist Bleeding: 8

Name: Plate Armor
Dex cost: 0
Effect: Block Boost: 35 Resist Bleeding: 10 Resist Stun: 5

Name: Hide Hauberk
Dex cost: 0
Effect: Block Boost: 15 Resistance: Thrown Weapons: Resistance: 8 Resist Poison:8

Name: Leather Hauberk
Dex cost: 0
Effect: Block Boost: 12 Resist Bleeding: 12

Name: Bar Mail
Dex cost: 0
Effect: Block Boost: 18 Resist Bleeding: 10 Resistance: Thrown Weapons Resistance: 8

Name: Brigandine Armor
Dex cost: 0
Effect: Block Boost:18 Resist Bleeding: 10,Resistance: Thrown Weapons Resistance: 8

Name: Studden Armor
Dex cost: 0
Effect: Block Boost: 20 Resistance: Thrown Weapons Resistance: 8 Resist Stun: 10

Name: Breastplate
Dex cost: 0
Effect: Block Boost: 18 Resistance: Thrown Weapons Resistance: 5

Name: Steel Breastplate
Dex cost: 0
Effect: Block Boost: 25 Resistance: Thrown Weapons Resistance: 5

Name: Studded Coat
Dex cost: 0
Effect: Block Boost: 20 Resistance: Sword Resistance: 5

Name: Hakar Hide
Dex cost: 0
Effect: Block Boost: 12 Resistance: Thrown Weapons Resistance: 5 Resist Poison:5

Name: Chain Coat
Dex cost: 0
Effect: Block Boost:25 Resist Poison:10

Name: Gambeson
Dex cost: 0
Effect: Block Boost:5 Resist Bleeding: 5

Name:
Dex cost:
Effect:

Name:
Dex cost:
Effect:

Name:
Dex cost:
Effect:

wil be continued

----------------------------------------------------------------------------
7. Collection Items
----------------------------------------------------------------------------
This area is for the Colletion of items you will can find for stuff in the world of
Chandar. I will list the section like so
Name of item hunt  How many of the item
Where to find them and whst you get for finding them.


Drinking Horns 5
A man named Riley will as for 5 drinking horns. One is south of the Village near
the wall. Another to the east of the Village next to a Huge boulder. Another near Daelus
behind a boulder. Another to the east of a house outside of the village. And the last
west of the sheep herd, between 2 boulders you'll find the horn. You just got 30 PP. Then
then return to Riley. He'll give 30 gold.

Silver Acorns 30
You can get all 30 Acorns before going on to the next area. In fact I recommend it.
Some of the descriptions are vague but here goes.

(12) In Lord grandar's Lands
(3) On the Path to lord Korts Lands
(15) In Lord Korts Lands

(12)
Near the first rock you see.
Near the first flock of sheep you encounter
Under the tree NW of the bridge
Under the tree SW of the bridge
Under the tree SE of the bridge
Under the tree just outside of the Hermits cave
Behind the barells in the Hermits cave
On the elevated path in the Hermits cave
Under a tree W of the Large Oak Tree
Under a tree N of the Large Oak Tree
Under a tree near the mouth of the M'ton's cave
Under a tree near the waterfall

(3)No good landmarks but these are easy to spot
2 on the left side of the pass
1 on the right side.

(15)
Under a tree S of the Portal
Under a tree SW of the Portal
SW of Pilgrims Hatch
From a townsperson in Pilgrims Hatch
On the woodpile outside the blacksmiths house
Under a tree NE of the blacksmiths house
On the sandy ground on the way to Whitewater gorge under a tree
Near the save point on the path to Whitewater gorge
Under a tree within sight of a sheep herd NW side of Land
S of the translocation node near the cemetary
In the cemetary
Under a tree S of Drommar's Door
Sw side of the land near where you came in between a rock and a tree
Near the sign NE of the portal
Down the path W of the Portal.

You will get a Ring of no real value.


Moorlet Eggs
You'll find your first A little farther then Goltir near a tree. You find a Sarojin Ambertail
near a 4 way split path, South of him you'll find a Egg between a Cactus and a rock.
You'll find a Moorlet Egg in a Treasure chest. Another under a Cart behind a shop.
Another Near a sign post "To Orin.". To the North-East Translocation points is another egg.
Another Near 4 barrels in a square. One near Gymal. Another Past Koldor. Another behind a line
of barrels. Another Past the Bridge near the line of barrels. one On the path to a dead end.
And one at the end of the Dead end by a chest. And another At the Last split in the path heading
to Orin and a deadend Near a Kemarren,you'll find two stone sarojin head statues, you'll find
a row of barrels, the egg is behind them. South of the four way split are 2 eggs. Annd farther
up this paasage is another egg. And another past 6 changelings by ruins. Another At a Dead end
with a stone Ruins with two chests, behind the ruins is a egg. Another on the path to Orin on
a ridge. Next to OnyxEyes shop. ON the path to the Twisting Deeps you'll find a egg in a Big
weed bush. Take the left path that winds and you'll find another egg. Another by a rock
father up the Right path.
You'll get a ring that really doesn't do anything helpful.


Tree Frogs 30
(24) You can get these right off.

(15) Before the Raft
On the rock near the lady that wants the frogs
On a rock near the Dagani that flee
Through the first gas cloud (Only Tahir can get this)
On a log on the right just past the gas cloud
On the 3rd Bridge
On a log to the right just past the 3rd bridge
On a rock just after the 4th bridge
On the right side of the ramp into Dagan
On a rock S of the Magic dealer in Dagan
On a Rock W of the Potions dealer in Dagan
On the Wall of Dagan on the way to the raft
On a rock W of the Dagan exit ramp
On a rock SE of the first bridge
On a rock in the first stone circle
On a log to the right of the first bridge

(9) After the Raft - before The Sarjoin Highlands
On a log to the right just past the 1st bridge
On the other side of the rock at the fork
On the wall behind the Dagani Oracle
On a rock to the N of the ruined building
On the platform of the ruined building
On a Rock W of the Gas cloud
On the totem before the dead Amareth
On a rock near the dead Amareth
On a rock on the left past the dead Amereth

(6) That you can only get after the gas clouds shift
On a log NE of Charaks tomb
On the platform of the ruins
On the wreckage just past the merchants
On the stump right where the gas cloud was.
On the rock Se of the 2 chests in the darkfell cave
On a rock on the island just outside the darkfell cave

You will get a Shield for completing this quest.
Zoe's Shield
Class: Tiny
Type: Steel
Def: 10
DEX Cost :0
Bonus from Dex
Special Def : Bleeding
Special Def Value : 10
Absorb all Damage : 750


Pieces of Amber
It was hard to come up with descriptions for some of these pieces so I put them in order of how you should find them.

(7) On the way to La'Shon
Right near the first save point
On the winding path down
Just past the first broken archway on the right
N of the 3rd broken archway
Between two of the tents on the way into La'shon
SW of the blue alter in La'shon
NE of the blue alter in La'shon

(19) Between La'shon and Whiptail's Tomb
Behind a rock just before the Sarojin camp
On the right side of the path beyond Broken Claw
Near the fish pond
Before the broken archway by the fish pond
After the broken archway near the fish pond
On the Right side after the broken archway near the fish pond
On the left side after the left fork
On the right near a rock just after the sharp turn
Just before the trail marker
Just behind the next trail marker
Begining of the path the goes up on the left side
Next to the save point near the sleeping Amareth
Down the dead end path past the Sleeping Amareth
On the W side of the trees W of the green barrier
On the left side of the path on the way toward the waterfall
Near the waterfall
At the end of the path with the waterfall
Near the 6 Darkfell
Near the Marker to Twisting Deeps.

(4) In the darkfell camps
(You cannot get these until after you bring down the wall of Unlife)
Before the water gate I think on the left
Behind the tents S of the watergate
S of the save point in the second darkfell camp
In front of the fire gate on the right

For Completing this quest you get a wearable item.
Rushogon
Current MEP : 30


Pages from Journal Chapter 1
You'll find the first in the hermit's cave.

Pages from Journal Chapter 2
You'll find the first near Zoe in Dagan. Next one on the first Bridge you find. Another on a
small island surounded by Dagan Lizard men near a totem. North a Circle of stones. Near 6 tall
trees on a thin passage way. 6th on is found south east of a Dagani Chalux. 2nd save point
srtaight west by a bridge.
Passage in the second split in the north gomira. Near a dead Red Amareth is another one.
Another on the path down to La'shon.  And another one hidden between a tree and the wall
Another by a statue of a robed Sarojin. And another on the path near the camp. If you go
East-South Past CopperCrest's shop up a hill and then
North you find a Chapter in the shadow of a tree.
Darkfell
your first Deadend you'll find a chapter. And another near that one by a wall. And another
near there in a open plain by a rock. And Another near the last one by a stone gate ruins
and the DarkFell totem. Then past the area where the Barrier was is another scroll by a stone
and wall.



Pages from Journal chapter 3
You'll find one back at the pier after you get Tahir. Second one near the WhiteWater Gorge
boat entrance. And another a little farther. And another North from the last. South
of Tuako is another. You'll find one East of the Market near a rock. Another on the Path to
Orin. One near Gymal. And another alittle farther off. ON the Path east of the Save point. And
another Next to the Save point. East-south of the Save point is one in a corner of the wall.
Another On the path to a dead end. You'll find a Scroll by a Gargoyle on a ridge. Next to
BlackTails shop. North of SwiftBite. Next on on the West Path.


Pages from Journal Chapter 4
You'll find your first two at the Spire of suspicion.


Ancient Scrolls 5

You find the first one next to a Translocation points in Dagan.
DarkFell
After you find a save near a sleeping Amareth you should head up the hill to find
another scroll.
The Third after you get To WhiteWater Gorge from the Boat Ride from South Gorima

Kordor's Item
You'll find most of them in the Sarojin sealed Caves. There is one in Orin. That Node in
the Lands of Lord Kort. All the items will be in chests.

----------------------------------------------------------------------------
8. Credits
----------------------------------------------------------------------------

Written by Rovest Yakuto and hosted by Gamefaqs.com
Silver Acorn Quest, Tree Frog Quest, and Amber Quest was written by DarkWacky.