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Artes

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

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

TP

Description

Damage/Range

Requirement

Demon Fang

Launch a shock wave

Range:4,1.2X

Lv1

Sonic Thrust

lunge forward with pure force

1.2X, Push 1 space

Lv1

Tiger Blade

Cut enemy up then strike down

1.4X

Lv1

Rising Spear

Launch enemy into the air with an


upward strike.

1.3X, Air-born, no heavy and


flying enemy

Lv2

Sword Rain

Strike enemy multiple times. Do


two critical checks.

1.3X+1.2X

Lv2

Turn Strike

Turn your back against target and


strike opponent in reverse. If target
is already behind you, does extra
damage.

1.4X or 1.6X

Lv2

Tempest

Jump and swing your weapon like


a wheel around you.

1.4X, Move 2 space, can


move over enemy. If on same
space, then stop in front.

Lv3

Beast

Blast your opponent away with


strong force

1.5X, push 3 space

Lv3

- Master Arte Name

TP

Description

Damage/Range

Requirement

Double Demon Fang

Two Demon Fang, two critical


check

Range:4, 1.2X+1.2X

Lv3, Demon Fang

Fierce Demon Fang

A Strong short range demon fang


that strike from the ground

Range:+1, 1.5X

Lv3, Demon Fang

Super Sonic Thrust

Sonic Thrust but with even more


force

Range:+1, 1.4X, push 2


space

Lv3, Sonic Thrust

Heavy Tiger Blade

Tiger blade but you swing your


weapon at greater power

1.7X

Lv3, Tiger Blade

Tiger Rage

Perform 2 Tiger Blade. 2 Critical


Checks

1.3X+1.3X, push 1 space,


move forward 1 space

Lv3, Tiger Blade

Super Sword Rain

More hits than sword rain while


last hit will push them back. 2
Critical checks.

1.5X+1.3X, push 1 space

Lv3, Sword Rain

Sword Rain: Alpha

Sword rain but at the end, launch


enemy into the air. 2 critical
checks.

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

Lv3, Sword Rain

Impact Beast

Rush and hit the target to get very


close in then use beast

1.9X, push 3 space

Lv3, Beast

Fierce Beast

Beast with stronger blow

1.7X, push 5 space

Lv3, Beast

Reversal Strike

Turn Strike but hit harder

1.6X or 2X

Lv3, Turn Strike

Turn Blast

Perform a turn strike but you also


gain distance afterword

1.5X or 1.8X, You move


forward 1 space

Lv3, Turn Strike

Psi Tempest

Tempest but with greater power in


every spin.

1.7X, Move 2 space, can


move over enemy. If on same
space, stop in front. AoE line

Lv3, Tempest

Omega Tempest

First do a Tempest but just before


you land, do another and bounce
back to where you started. 2
Critical checks.

1.4X+1.4X, Range:1, 3, 4. No
range 2. Range 1 Target
push back to rage 3 and so
on, AoE Line

Lv3, Tempest

Light Spear

Make a spiral jump and take the


enemy with you with several hit.

1.8X, You move 1 space


back, push 1 Space, Air-born,
no heavy and flying enemy

Lv3, Rising Spear

Rising Falcon

Jump high and strike down on to


your target.

Range:+1, 1.9X. Move to end


of range position

Only at Lv4

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Demonic Chaos

14

Two demon fang with extra-large


one at the end. 3 Critical checks

Range:4, 1.3X+1.4X+1.8X

Lv7, Double
Demon Fang

Demonic Circle

15

Creates several Fierce Demon


Fang around you and finish with a
large wave all around

Range:0, AoE:1, 2.8X

Lv7, Fierce
Demon Fang

Ultra Sonic Thrust

14

A stronger Super Sonic Thrust but


this one you lunge yourself with it.

Rage:3, AoE line, 2.4X, push


all target till the end of dash,
land at range limit.

Lv7, Super Sonic


Thrust

Titan Tiger Blade

15

Stronger Heavy Tiger Blade and


root target

2.7X, Root target for 2


rounds. Rooted target cannot
move.

Lv7, Heavy Tiger


Blade

Tiger Fest

15

Perform 3 Tiger Blade with


stronger hits.

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

Lv7, Tiger Rage

Omega Sword Rain

15

Moving forward while performing


Super Sword Rain in order to gain
more power. 2 Critical checks

Range:2, AoE Line,


1.8X+1.6X close in on target
if there are space in between.

Lv7, Super Sword


Rain

Sword Rain: Beta

15

Perform Sword Rain: Alpha but


with extra hits and strike them
down onto the ground as last hit.
2 Critical Checks.

1.9X+1.8X

Lv7, Sword Rain:


Alpha

Raging Beast

16

Closing in on target while making


several turns to gain extra power
to perform Beast

3X, Push 5 space

Lv7, Impact Beast

Hunting Beast

16

Perform Beast but quickly make hit


the ground for shock wave around
you then blow them away with
another Beast. 3 critical checks

1.4X, 1.6X AoE 1, 1.4X, Push


3 space

Lv7, Fierce Beast

Reversal Impact

16

Reversal strike but instead of


hitting only once, hit multiple times.

2.7X or 3.4X

Lv7, Reversal
Strike

Turn Blast: Giga

16

Perform Turn Blast while jumping


backward and strike harder

2.5X or 3.1X, Push 1, Move


forward 1

Lv7, Turn Blast

Phantom Tempest

18

You perform a psi tempest and


root all hit target onto the ground.

2.9X, Move 2 space, can


move over enemy. If on same

Lv7, Psi Tempest

space, stop in front. AoE line.


Root hit targets for 1 round.
Delta Tempest

18

You first Omega Tempest but


while in air, you perform a
horizontal tempest and blast all
target away. 3 Critical checks

1.5X+1.5X+1.7X, Move 3
space, can move over
enemy. All target hit by this
Arte are pushed back by 3 in
random direction.

Lv7, Omega
Tempest

Victory Light Spear

16

Perform Light Spear and ending it


with the circular combo

2.9X, You move 1 space


back, push 2 Space, Air-born,
no heavy and flying enemy

Lv7, Light Spear

Light Spear Cannon

16

Perform Rising Spear then gathers


up the spiral on to your weapon
and strikes your target. 2 Critical
checks

1.5X+2.2X, push 2 space, Airborn, no heavy and flying


enemy

Lv7, Light Spear

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Falcons Crest

25

By using the power of eternal


sword, destroying everything
around you.

4X+50, Magical Damage with


P-ATK

Lv13, Eternal
Sword Equipped

Radiant Dragon Fang

25

Combining the power of both


Demonic Chaos and Demonic
Circle, you shoot out several fangs
in a form of a dragon, 3 critical
check for damage multiplier

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

Lv13, Demonic
Chaos, Demonic
Circle

Lunar Requiem

25

Rush in and attack target with


several artes and ending it with a
flashing clean cut. 2 Critical
Checks for damage multiplier

2X+2X+75, 50% Chance of


target being paralyzed for 5
turns. Root Target for 3
rounds.

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

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Demonic Thrust

12

Demon Fang then quickly follow up


with sonic Thrust

1.6X+1.7X, push 1 space

Lv4, Demon Fang,


Sonic Thrust

Demonic Tiger Blade

12

Demon Fang then quickly follow up


with

1.6X+1.9X

Lv4, Demon Fang,


Tiger Blade

Tempest Thrust

14

Tempest but at the end, you use


sonic thrust

1.5X+1.7X, Range:2, AoE


line, move 2 space, push all
hit target by 1.

Lv4, Tempest,
Sonic Thrust

Tempest Beast

15

Tempest but at the end, you use


Beast.

1.5X+1.9X, Range:2, AoE


line, move 2 space, push all
hit target by 2 at landing spot

Lv4, Tempest,
Beast

Beast Blade

14

Perform Tiger Blade but follow up


with Beast

1.6X+1.8X, Push 2 space

Lv4, Tiger Blade,


Beast

Raining Tiger Blade

14

Start with Sword Rain then end


with Tiger Blade

1.8X+1.9X

Lv4, Tiger Blade,


Sword Rain

Beast Sword Rain

15

Start with Sword Rain then end


with Beast

1.8X+1.9X, push 2 space

Lv4, Sword Rain,


Beast

Sword Rain Tempest

16

Start with Sword Rain then end


with Tempest

1.8X+1.5X, push target 1


space, move forward 1
space.

Lv4, Sword Rain,


Tempest

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Lightning Blade

Perform Sonic Thrust while having


Lightning attribute on your weapon

Lightning, 1.8X, push 1 space

Lv5, Sonic Thrust,


Lightning element
on weapon

Lighting Tiger

Perform Tiger Blade while having


Lightning attribute on your weapon

Lightning, 1.9X

Lv5, Tiger Blade,


Lightning element
on weapon

Blazing Tempest

Perform Tempest while having Fire


attribute on your weapon

Fire, 1.8X, Move 2 space,


AoE line, can move over
enemy.

Lv5, Tempest, Fire


element on
weapon

Grave Blade

10

Perform Fierce Demon Fang while


having Earth Attribute on your
weapon

Earth, 2.2X

Lv5, Fierce Demon


Fang, Earth
element on
weapon

Frozen Beast

10

Perform Beast while having Ice


attribute on your weapon

Ice, 2X, push 2 space

Lv5, Beast, Ice


element on
weapon

Sword Rain Gust

Perform Sword Rain while having


wind attribute on your weapon

Wind, 1.9X, can dash forward


1 space before hit, push 1
space.

Lv5, Sword Rain,


Wind element on
weapon

Shadow Spear

12

Perform Light Spear while having


Dark attribute on your weapon

Dark, 2.3X, push 1 space,


Air-born, no heavy and flying
enemy

Lv7 only, Light


Spear, Dark
element on
weapon

Rising Phoenix

12

Perform Rising Falcon while


having Fire attribute on your
weapon

Fire, Range:+1, 2.3X. Move


to end of range position

Lv7 only, Rising


Falcon, Fire
element on
weapon

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

TP

Description

Damage/Range

Requirement

Demon Fang

Launch a shock wave

Range:4,1.2X

Lv1

Destruction

Strike your weapon on to the


ground and sent rocks at enemy at
the same time

Move forward 1 if target is at


range 2, 1.4X

Lv1

Power stance

Increase your attack power by


taking the right stance.

P-ATK increased by 2+user


level for 3 turns

Lv1

Infliction

A fast full swing against your target


from below

1.4X, Air-born, no heavy and


flying enemy

Lv2

Punishment

A full swing that is directly from the


side instead from the front

1.4X, push 1

Lv2

Devastation

A jump attack where you strike


down with your full strength

1.5X

Lv2

Flash Strike

Move in and strike enemy multiple


times

Move up to 1 space before


hit, 1.3X

Lv3

Blank Impact

Attack target with a slightly


unexpected movement

1.3X, gain 1 EC against that


target until next turn

Lv3

- Master Arte Name

TP

Description

Damage/Range

Requirement

Double Demon Fang

Two Demon Fang, two critical


check

Range:4, 1.2X+1.2X

Lv2, Demon Fang

Fierce Demon Fang

A Strong short range demon fang


that strike from the ground

Range:+1, 1.5X

Lv2, Demon Fang

Deadly Destruction

Destruction with bigger wave and


longer duration

Range:2, AoE line, 1.7X

Lv2, Destruction

Fiery Destruction

Destruction but knock enemy into


the air at close range

1.8X, Air-born, no heavy and


flying enemy

Lv2, Destruction

Dual Infliction

Do a Infliction but follow up with a


second one. 2 Critical checks

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


enemy

Lv4, Infliction

Resolute Infliction

Do two Infliction in quick session


and possibly cause enemy to flinch

1.8X, 40% chance to cause


target to flinch

Lv4, Infliction

Dual Punishment

Instead of punishment with single


swing, you spin around all the way
and make a second hit.

1.7X, AoE:1

Lv4, Punishment

Finality Punishment

Punishment but with extra hit


where it pushes target far away

1.7X, push 3 space

Lv4, Punishment

Finite Devastation

Devastation but swing you weapon


back upward and knock them into
the air

1.9X, Air-born, no heavy and


flying enemy

Lv4, Devastation

Mass Devastation

Devastation but with much greater


power that even sent rocks flying

Earth, 1.7X, AoE:1

Lv4, Devastation

Sharp Flash

Like Flash Strike but attack with


greater swings

Move up to 2 Space before


hit, 1.7X

Lv4, Flash Strike

Flash Blade

Does flash Strike but follow up with


a few extra strikes in split second.
2 critical checks

Move up to 1 space before


hit, 1.3X+1.3X

Lv4, Flash Strike

Impact Blade

Instead of attacking target like


Blank Impact, you attack with the
strong short range mirage like
strike in similar fashion.

1.6X, gain 2 EC against that


target until next turn

Lv4, Blank Impact

Blank Charge

Does the same as blank Impact


but you strike through enemy with
several hits. 2 Critical checks

1.3X+1.3X, move behind


target

Lv4, Blank Impact

Rage stance

Increase your attack power by


taking the risky stance.

P-ATK increased by D6+user


level for 3 turns

Lv4, Power Stance

Shockwave Slash

Slash the wide range horizontal


area in front of you twice. 2 Critical
checks

1.3X+1.3X, AoE horizontal

Lv5, Demon Fang

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Demonic Chaos

14

Two demon fang with extra-large


one at the end. 3 Critical checks

Range:4, 1.3X+1.4X+1.8X

Lv6, Double
Demon Fang

Demonic Circle

15

Creates several Fierce Demon


Fang around you and finish with a
large wave all around

Range:0, AoE:1, 2.8X

Lv6, Fierce
Demon Fang

Infinite Destruction

13

Same as Deadly Destruction but


you follow up with a second blow.
2 critical checks

Range:3, AoE line, 1.8X+1.8X

Lv6, Deadly
Destruction

Monster Destruction

13

You do the same as Fiery


Destruction but you jump and
knock them right back down

2.8X, Root target for 2 turns

Lv6, Fiery
Destruction

Endless Infliction

14

Do Dual Infliction but instead of


just knocking them up there, you
strike them down then knock back
up with another Infliction. 3 Critical
checks

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

Lv6, Dual Infliction

True Infliction

14

Same as Resolute Infliction but


each hit are larger than before

AoE Horizontal 1, 2.3X, 60%


chance to cause target to
flinch

Lv6, Resolute
Infliction

Rising Punishment

14

Dual Punishment with several


more spins. 2 Critical checks

1.8X+1.8X, AoE:1

Lv6, Dual
Punishment

Ruin Punishment

14

Finality Punishment but before


they are pushed too far away, you
follow up and do a final strike. 2
critical checks

1.9X+1.9X, Move forward 1


space, push 2 space

Lv6, Finality
Punishment

Earthly Devastation

14

Finite Devastation with an extra


Devastation hit at the end and root
target

3X, Root target for 1 turns

Lv6, Finite
Devastation

Eternal Devastation

14

Mass Devastation but with even


more power that even sent rocks
flying longer

Earth, 2.6X, AoE:1+AoE


Cone towards target

Lv6, Mass
Devastation

Deadly Flash

13

Same as sharp Flash but you


move faster and are able to cut
through almost anything

Move up to 3 Space before


hit, 2.6X, 25% to cause bleed
ailment. Bleed for 1D3
damage per level

Lv6, Sharp Flash

Flash Waves

13

Does flash Blade but follow up with


a few extra strikes in split second.
3 critical checks

Move up to 1 space before


hit, 1.3X+1.3X

Lv6, Flash Blade

Cutless Blade

12

Same as Impact Blade but your


attack may also stun that target
while you barely moves

2.5X, 30% chance to cause


target to flinch, gain 2 EC
until next turn

Lv6, Impact Blade

Dragon Charge

13

Blank Charge with several more


slashes during the dash. 5 Critical
Checks

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

Lv6, Blank Charge

Burst stance

12

Increase your attack power by


taking an original stance.

P-ATK increased by user


4+level*2 for 3 turns

Lv6, Rage Stance

Phantasm Flash

17

Similar to Shockwave Slash but


you attack 3 times with more
power. 3 Critical checks

1.6X+1.6X+1.8X, must move


one space to left or right after
the attack

Lv6, Shcokwave
Slash

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Radiant Dragon Fang

25

Combining the power of both


Demonic Chaos and Demonic
Circle, you shoot out several
fangs in a form of a dragon, 4
critical check for damage
multiplier

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

Lv13, Demonic
Chaos, Demonic
Circle

Crimson Devastation

25

Perform Devastation every


Devastation and end with a
extremely large explosion. 6
Critical Checks

1.4X+1.4X+1.4X+1.4X+1.6X+50,
AoE:2, Last hit is AoE 3, Airborn, no flying enemy

Lv13, Eternal
Devastation,
Earthly
Devastation

Dark Blade

25

Perform 3 chains of random


artes you know that doesnt push
target far away or root. Then you
end with an attack that sent
enemy flying.

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

Lv13, 3 Arcane
Arte that doesnt
push target or root

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Demonic Infliction

12

Demon Fang then quickly knock


enemy into the Air with Infliction

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

Lv7, Demon Fang,


Infliction

Demonic Devastation

12

Demon Fang then follow up with


Devastation for massive damage

1.6X+1.9X

Lv7, Demon Fang,


Devastation

Demonic Flash

13

Demon Fang and when it hits, you


follow up and strike the enemy

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


hit target

Lv7, Demon Fang,


Flash Strike

Lunar Destruction

14

Infliction then follow up with


Destruction making look like as if
the moon has fallen on them

1.7X+1.9X, root target for 2


turn

Lv7, Infliction,
Destruction

Moon Punishment

13

Infliction then quickly using


Punishment where it cuts through
the Inflictions light

1.7X+1.6X, push 2 space

Lv7, Infliction,
Punishment

Crescent Impact

14

Infliction but behind the light of


infliction, you strike again

1.7X+1.5X, gain 3 EC until


next turn

Lv7, Infliction,
Blank Impact

Fiery Infliction

16

Perform several Infliction and


Destruction in succession then
knock target into the air

1.8X+1.8X, Air-born, Air-born,


no heavy and flying enemy

Lv8, Fiery
Destruction, Dual
Infliction

Eternal Damnation

17

You jump and perform Destruction


and Devastation at the same time
in few succession

1.9X+1.9X, Range:0, AoE1

Lv8, Deadly
Destruction, Mass
Devastation

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Decimating Storm

Devastation with Greater strike


along with a Lightning

Lightning, 1.9X

Lv3, Devastation,
Lightning attribute
on weapon

Punishing Gale

Punishment with wind power that


will go off on hit

Wind, 1.4X+1.4X, second


damage is AoE 1

Lv3, Punishment,
Wind attribute on
weapon

Burning Crecent

Inflection with strong fire along with


the swing

Fire, 1.8X, Air-born, no heavy


and flying enemy

Lv3, Inflection, Fire


attribute on
weapon

Motherly Force

10

Destruction with greater earthly


force

Earth, move forward 1 if


target is at range 2, 1.7X,
AoE cone 1

Lv3, Destruction,
Earth attribute on
weapon

Holy Blade

Flash Strike but you embody the


weapon with focused light energy

Move up to 1 space before


hit, 1.7X, 35% chance to blind
target

Lv3, Flash Strike,


Light attribute on
weapon

Shadow Contact

10

Attack target with Blank Impact


while having darkness covering
you

1.8X, gain 3 EC against that


target until next turn

Lv3, Blank Impact,


Dark attribute on
weapon

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

TP

Description

Damage/Range

Requirement

Fire Balls

Creates a few fire ball to shoot at


target

Magic, Fire, Range:4 1.3X

Lv1

Stone Blast

Makes the ground shake and blast


enemy with rocks

Magic, Earth, Range:4 1.3X

Lv1

Wind Blade

Controls the wind and cut the


enemy with shape blades of wind

Magic, Wind, Range:4 1.3X

Lv1

Aqua Edge

Creates a few water ball and shoot


at target

Magic, Water, Range:4, 1.3X

Lv1

Lightning

A bolt of energy strike the enemy


from above

Magic, Lightning, Range:4,


1.5X

Lv2

Icicle

Freeze the moisture nearby and


create ice then shoot at enemy

Magic, Ice, Range:4, 1.5X

Lv2

First Aid

Heals HP of a single party member


by a little

Range:4, Recovers 10% of


max HP+1 for every 5 M-ATK
of caster

Lv2

Photon

Gathers up light mana and makes


it explode at certain location

Magic, Light, Range:4, 1.4X,


push 1 space

Lv3

Dark Sphere

Gathers up dark mana and makes


it explode at certain location

Magic, Dark, Range:4, 1.6X,


push 1 space

Lv3

- Master Arte Name

TP

Description

Damage/Range

Requirement

Eruption

Hot flame erupts from the ground

Magic, Fire, Range:5, AoE:1,

Lv2, Fire Balls

1.7X
Flame Lance

Summons a flaming lance that


strike target area and explode

Magic, Fire, Range:5, AoE:1,


1.5X, Air-born, no heavy and
flying enemy

Lv2, Fire Balls

Stalagmite

Make the earth around certain


area to grow and forming rocks to
attack.

Magic, Earth, Range:5,


AoE:1, 1.5X, Air-born, no
heavy and flying enemy

Lv2, Stone Blast

Grave

Make solid stone to strike target in


several location

Magic, Earth, Range:5, 1.8X

Lv2, Stone Blast

Air Blade

Similar to Wind Blade but with


bigger range and damage

Magic, Wind, Range:5,


AoE:1, 1.7X

Lv2, Wind Blade

Air Thrust

Shoot out a stream of strong wind

Magic, Wind, Range:6, AoE


line, 1.4X, push 2

Lv2, Wind Blade

Spread

Creates a tower of water that


shoots up from the ground

Magic, Water, Range:5,


AoE:1, 1.5X, Air-born, no
heavy and flying enemy

Lv2, Aqua Edge

Aqua Laser

Combine all the power of aqua


edge and shootout in a stream

Magic, Water, Range:6, AoE


line, 1.4X, push 2

Lv2, Aqua Edge

Thunder Blade

Summons a lightning sword that


strike target area and explode

Magic, Lightning, Range:5,


AoE:1, 1.5X, 30% chance to
stun hit target for a turn

Lv3, Lightning

Spark Wave

Similar to shocking area but with


bigger range and damage

Magic, Lightning, Range:5,


AoE:1, 1.7X

Lv3, Lightning

Ice Tornado

Creates a tornado made out of ice

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


1.7X

Lv3, Icicle

Freeze Lancer

Creates ice piece that are larger


than Icicle

Magic, Ice, Range:6, AoE


line, 1.5X

Lv3, Icicle

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Explosion

13

Instead of Eruption, a giant fire call


falls from the sky

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


2.4X

Lv5, Eruption

Phoenix Fall

13

Turn the Flame Lance into a


phoenix that burns the area
intensely

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


2.2X, 40% chance to burn
enemy for 3 turns

Lv5, Flame Lance

Ground Dasher

13

Instead of making the ground


deform, you destroy the whole
ground at target area

Magic, Earth, Range:5,


AoE:3, 2.1X

Lv5, Stalagmite

Tomb

13

Bigger Grave with bedrock

Magic, Earth, Range:6, 2.7X

Lv5, Grave

Gale Breath

13

Similar to Air Blade but this time,


the wind creates a sphere which
covers the target completely

Magic, Wind, Range:6, 2.7X

:Lv5, Air Blade

Cyclone

13

Instead of shooting out a stream of


strong wind, it focus and rotate in
target area

Magic, Wind, Range:5,


AoE:2, 2.2X, Air-born, no
heavy enemy

Lv5, Air Thrust

Tidal Wave

13

Instead of a tower of water, you


make it circle around the target
area

Magic, Water, Range:4,


AoE:1-3, AoE:0 does not hit.
2.2X

Lv5, Spread

Purifying Drop

13

Changing the direction and shoot it


directly on to the ground

Magic, Water, Range:5,


AoE:2, 2.4X

Lv5, Aqua Laser

Indignation

17

Condensing the Thunder Blade


with more energy and then strike

Magic, Lightning, Range:5,


AoE:2, 3X

Lv7, Thunder
Blade

Magnetic Pulse

16

Creates a Spark Wave where each


spark resonant with each other
and increase its power

Magic, Lightning, Range:5,


AoE:2, 2.7X, reduce EC by 3

Lv7, Spark Wave

Frozen Pillar

16

Ice Tornado but the tornado freeze


up into a pillar

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


2.8X, 35% chance to petrify
target and become
impassible object for 1 turn

Lv7, Ice Tornado

Hailstorm

16

Cause the Freeze Lancer to


covers larger area with bigger ice

Magic, Ice, Range:4, AoE:3,


2.7X, 40% chance to cause
Freezing to target for 3 turns

Lv7, Freeze
Lancer

Note: All Arcane spells are 2 turn chant

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Indignation Judgment

25

Cast several Indignation and each


strike has Magnetic Pulse power. 3
critical checks

Magic, Lightning, Range:5,


AoE:4, 2.2X+2.5X+50

Lv12, Indignation,
Magnetic Pulse

Meteor Storm

25

Combining both Explosion and


Phoenix Fall power. Then cause
several of them fall as bits and
pieces. 5 critical checks

Magic, Fire, AoE:8,


1.4X+1.4X+1.4X+2X+75

Lv12, Explosion,
Phoenix Fall

Blue Earth

25

By borrowing everyones
memories because you are able to
connect with them. Cause the
mana around to reform

Magic, AoE:Current Battle


Field, 2.5X+75, recover
friendly health by 25% of max
HP

Lv12, Become
world known
person or with key
Item

Note: All Mystic spells are 3 turn chant

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Raging Mist

11

Turn the Spread into a geyser that


generate ultra-hot steam mist that
may even burn target

Magic, Fire, Range:4, AoE:2,


2.1X, 30% chance to burn for
2 turn

Lv6, Eruption,
Spread

Spiral Flare

11

Shoot out a shot of Flame Lance


covered with strong wind

Magic, Fire, Range:6, AoE


line, 2.1X

Lv6, Flame Lance,


Air Blade

Thunder Arrow

12

Creates an area covered with


electricity then strike it with several
lightning lance

Magic, Lightning, Range:4,


AoE:1, 2.3X, 20% chance to
cause paralysis for 3 turn

Lv6, Flame Lance,


Spark Wave

Gravity Well

12

Combining the property of both


spell and make target area filled
with strong chaotic gravity

Magic, Range:4, AoE:2, 2.4X

Lv6, Thunder
Blade, Stalagmite

Absolute

12

Directly creates a Freeze Lancer


on to the enemy like Grave

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


2.5X

Lv6, Freeze
Lancer, Grave

Atlas

11

Air Blade but each blade strike


through target while being like
Aqua Laser

Magic, Wind, Range:5, 2.5X

Lv6, Air Blade,


Aqua Laser

Earth Bite

13

Cast Spark Wave then follow with


the ground eating up the targets

Magic, Lightning and Earth,


Range:5, AoE:2, 2.1X

Lv6, Spark Wave,


Grave

Prism Sword

20

By casting both Ice spell, using the


light reflection of the ice and
creates new spell with light swords

Magic, Light, Range:5, AoE:2,


3X, 60% chance to stun
target for 1 turn

Lv8, Absolute,
Atlas

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

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Dreaded Wave

18

Ground Dasher but with much


more earthly power and
destruction to the ground

Magic, Earth, Range:5,


AoE:3, 2.8X, 35% chance to
cause targets to stun for 1
turn

Lv5, Ground
Dasher, Earth
element on
weapon

Hydra Rush

18

Purifying Drop but the drop looks


like a hydra instead with much
greater area and power

Magic, Water, Range:5,


AoE:3, 3X

Lv5, Purifying
Drop, Water
element on
weapon

Flare Bomb

18

Cast a few miniature Explosion


with extra fire power from weapon
and sent them towards the target.

Magic, Fire, Range:5, AoE:1,


1.6X+1.6X

Lv5, Explosion,
Fire element on
weapon

Twister Storm

18

Cyclone gain more speed for its


rotation and deal more damage
while sending everything flying

Magic, Wind, Range:5,


AoE:1, 2.6X, Air-born all

Lv5, Cyclone,
Wind element on
weapon

Note: All Altered spells are 2 turn chant

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

TP

Description

Damage/Range

Requirement

Mana Bolt

Fires a condensed mana shot

Range:4, 1.2X, push 1 space

Lv1

First Aid

Heals HP of a single party member


by a little

Range:4, Target recovers


10% of max HP+1 for every 4
M-ATK of caster

Lv1

Photon

Gathers up light mana and makes


it explode at certain location

Magic, Light, Range:4, 1.4X,


push 1 space

Lv1

Barrier

Increase a friendly defense by


small amount

Range:4, P-DEF and M-DEF


increase by 10% for 3 turns

Lv2

Recover

Cure all physical ailments

Range:4, Cure poison, burn,


freezing, blind, and paralysis

Lv2

Dispel

Cure all magical ailments

Range:4, Cure petrify, curse,


and seal

Lv2

Sharpness

Increase the physical attack of one


friendly

Range:4, P-ATK increased by


10% for 3 turns

Lv2

Magic enchant

Increase the magical attack of one


friendly

Range:4, M-ATK increased


by 10% for 3 turns

Lv2

Charge

Recover one friendlys TP

Range:4, Target recovers TP


equal to 2D4+caster level

Lv3

Inspect

Display target stats

Range:7, Show HP, Strength


and Weakness

Lv3

- Master Arte Name

TP

Description

Damage/Range

Requirement

Magic Missile

Fires several Mana missile


towards target

Range:5, 1.5X, push 2 space

Lv3, Mana Bolt

Mana Trap

Place a mana based explosive on


target location

Range:3, 1.7X

Lv3, Mana Bolt

Nurse

Heals HP to all friendly near you

AoE:2, target recovers 20%


of max HP+1 for every 4 MATK of caster

Lv3, First Aid

Heal

Heals decent amount of HP to one


friendly target

Range:4, target recovers 35%


of max HP+1 for every 4 MATK of caster

Lv3, First Aid

Ray

Shoots rays of light in target area

Magic, light, Range:5, AoE:1,


1.6X

Lv3, Photon

Holy Lance

Make several light lance made out


of mana and strike target

Magic, light, Range:5, 1.9X

Lv3, Photon

Field Barrier

Cast Barrier to all friendly near you

AoE:3, P-DEF and M-DEF


increase by 10% for 3 turns

Lv3, Barrier

Perma Guard

Cast a stronger Barrier to a friendly


target

Range:4, P-DEF and M-DEF


increase by 15% for 4 turns

Lv3, Barrier

Purify

Recover effects on target area


instead of one target

Range:4, AoE:2, Cure poison,


burn, freezing, blind, and
paralysis

Lv3, Recover

Restore

Cast recover to one target but also


gain a short physical ailment guard

Range:4, Cure poison, burn,


freezing, blind, and paralysis

Lv3, Recover

Anti-Magic

Cast Dispel to one target but also


gain a short magical ailment guard

Range:4, Cure petrify, curse,


and seal

Lv3, Dispel

Acuteness

Increase the physical attack of all


friendly near by

AoE:3, P-ATK increased by


10% for 3 turns

Lv3, Sharpness

Keenness

Increase the physical attack of one


friendly by good amount

Range:4, P-ATK increased by


15% for 3 turns

Lv3, Sharpness

Enchanting field

Increase the magical attack of


nearby friendly

AoE:3, M-ATK increased by


10% for 3 turns

Lv3, Magic
Enchant

Spirit Enchant

Increase the magical attack of one


friendly by good amount

Range:4, P-ATK increased by


15% for 3 turns

Lv3, Magic
Enchant

Rested Charge

Recover one friendlys TP by a lot

Range:4, Target recovers TP


equal to 3D6+(caster level*2)

Lv5, Charge

Insight Inspect

Display Target Stats

Range:6, Show TP, EC, Crit,


Hit bonus, and max hit range

Lv5, Inspect

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Spirit Missle

12

Magic Missile but with more mana


and destructive power

Magic, Range:6, 2.6X, push 2


space

Lv5, Magic Missile

Mana Mine

10

Mana Trap but this mine floats and


move 1 space per turn from
casting position while being nearly

Magic, Range:2, AoE:1, 2.6X,


move forward 1 space per
turn, caster may detonate the

Lv5, Mana Trap

invisible. Roll hit during detonation.

mine by consuming their turn

Healing Circle

14

Heals HP to all friendly near target


area

Range:4, AoE:2, targets


recovers 15% max HP+1 for
every 4 M-ATK of caster for 3
turns

Lv5, Nurse

Cure

14

Heals Large amount of HP to one


friendly target

Range:6, target recovers 75%


of max HP+1 for every 3 MATK of caster

Lv5, Heal

Gospel

16

Shines holy crosses on to target


area multiple times

Magic, Light, Range:5, AoE:1,


2.5X, 35% blind

Lv5, Ray

Gungnir

16

Strike target area in front of you


with a focused Holy Lance as one
powerful blow

Magic, Light, Range:3,


horizontal AoE at range 1, hit
all in range, 2.6X, push 2
space

Lv5, Holy Lance

Mass Barrier

16

Cast Field Barrier to all friendly


near you with more defense

AoE:3, P-DEF and M-DEF


increase by 15% for 3 turns

Lv5, Field Barrier

Perma Defense

16

Cast a super strong Perma Barrier


to a friendly target

Range:4, P-DEF and M-DEF


increase by 25% for 4 turns

Lv5, Perma Guard

Acuteness

16

Increase the physical attack by


good amount to all nearby friendly

AoE:3, P-ATK increased by


15% for 3 turns

Lv5, Sharpness

Keenness

16

Increase the physical attack


greatly to one friendly

Range:4, P-ATK increased by


25% for 4 turns

Lv5, Sharpness

Magical field

16

Increase the magical attack of one


friendly moderately

AoE:3, M-ATK increased by


15% for 3 turns

Lv5, Enchanting
field

Spirit Bestow

16

Increase the magical attack greatly


to one friendly

Range:4, P-ATK increased by


25% for 4 turns

Lv5, Spirit
Enchant

Spirit Charge

14

Recover one friendlys TP by a


very large amount

Range:5, Target recovers TP


equal to 6D4+(caster level*3)

Lv7, Rested
Charge

Sixth Sense

18

Display all Stats

AoE:8, Show all Stats

Lv7, Insight
Inspect

Revitalize

20

Heals HP to all friendly in close


sight

AoE:5, targets recovers 30%


max HP+2 for every 5 M-ATK
of caster, last 2 turns

Lv7, Healing
Circle or Cure

Revive

20

If targeted friendly would be


knocked out, they are healed and
recovered

Range:4, Restore target


friendly health to 50% if they
would passed out, last 2 turn
or consumed

Lv7, Restore, AntiMagic, and 1


Arcane HP healing
Arte

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

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Sacred Shine

25

Covers nearly the whole combat


area with blinding light and destroy
enemies

Magic, Light, AoE:7, 3.5X+50,

Lv12, Indignation,
Magnetic Pulse

Fairy World

25

Fusing the mana and all healing


and status artes into one and
creates a fairy like field

All friendly recovers 75% max


HP and increase ATK, DEF,
and AGI by 10%

Lv12, Explosion,
Phoenix Fall

Blue Earth

25

By borrowing everyones
memories because you are able to
connect with them. Cause the
mana around to reform

Magic, AoE:Current Battle


Field, 2.5X+75, recover
friendly health by 25% of max
HP

Lv12, Become
world known
person or with key
Item

Note: All Mystic Arte are 3 turn chant

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Dual Infusion

12

Cast both Sharpness and Magic


Enchant on one friendly

Range:5, P-ATK and M-ATK


increased by 15% for 3 turns

Lv6, Sharpness,
Magic Enchant

Release

12

Cast both Recover and Dispel on


to friend at the same time

Range:4, Cure poison, burn,


freezing, blind, paralysis,
petrify, curse, and seal

Lv6, Recover,
Dispel

Field Infusion

16

All nearby friendly gain a boost in


physical and magical attack power

AoE:4, P-ATK and M-ATK


increased by 15% for 3 turns

Lv6, Acuteness,
Enchanting field

Raise Dead

17

Recover health to friendly or


knocked out friendly

AoE:4, restore target friendly


health to/by 35%, may
recovery knocked out friendly
HP to above 0%

Lv8, Revitalize,
Revive

Judgment

20

Combine both Way and Holy


Lance to strike the field in large
area. Up to 2 critical checks.

Magic, Light, AoE:7, 2.2X, hit


target has 30% chance to get
hit by another Judgment

Lv8, Ray, Holy


Lance

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

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Dark Sphere

Gathers up dark mana and makes


it explode at certain location

Magic, Dark, Range:4, 1.6X,


push 1 space

Lv5, Photon, Dark


element on
weapon

Bloody Lance

11

Cast Holy Lance with corrupted


mana and strong dark element

Magic, Dark, Range:5, 2.5X,


30% chance to curse enemy
for 3 turns

Lv5, Holy Lance,


Dark element on
weapon

Magma Mine

14

Mana Mine infused with strong fire

Magic, Fire, Range:2, AoE:2,


3X, move forward 1 space
per turn, caster may detonate
the mine by consuming a turn

Lv5, Mana Mine,


Fire element on
weapon

Holy Judgment

26

Judgment with more power on


each ray of light. Up to 2 critical
checks.

Magic, Light, AoE:7, 2.7X, hit


target has 35% chance to get
hit by another Judgment

Lv9 only,
Judgment, Light
element on
weapon

Note: Holy Judgment is a 3 turn chant

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

TP

Description

Damage/Range

Requirement

Demon Fang

Launch a shock wave

Range:4,1.2X

Lv1

Sonic Thrust

lunge forward with pure force

1.2X, Push 1 space

Lv1

Fire Balls

Creates a few fire ball to shoot at


target

Magic, Fire, Range:4, 1.3X

Lv1

Aqua Edge

Creates a few water ball and shoot


at target

Magic, Water, Range:4, 1.3X

Lv1

Stone Blast

Makes the ground shake and blast


enemy with rocks

Magic, Earth, Range:4 1.3X

Lv1

Wind Blade

Controls the wind and cut the


enemy with shape blades of wind

Magic, Wind, Range:4 1.3X

Lv1

First Aid

Heals HP of a single party member


by a little

Range:4, Target recovers


10% of max HP+1 for every 5
M-ATK of caster

Lv2

Tiger Blade

Cut enemy up then strike down

1.4X

Lv2

Rising Spear

Launch enemy into the air with an


upward strike.

1.3X, Air-born, no heavy and


flying enemy

Lv2

Beast

Blast your opponent away with


strong force

1.5X, push 3 space

Lv3

- Master Arte Name

TP

Description

Damage/Range

Requirement

Double Demon Fang

Two Demon Fang, two critical


check

Range:4, 1.2X+1.2X

Lv3, Demon Fang

Fierce Demon Fang

A Strong short range demon fang


that strike from the ground

Range:+1, 1.5X

Lv3, Demon Fang

Super Sonic Thrust

Sonic Thrust but with even more


force

Range:+1, 1.4X, push 2


space

Lv3, Sonic Thrust

Heavy Tiger Blade

Tiger blade but you swing your


weapon at greater power

1.7X

Lv3, Tiger Blade

Tiger Rage

Perform 2 Tiger Blade. 2 Critical


Checks

1.3X+1.3X, push 1 space,


move forward 1 space

Lv3, Tiger Blade

Impact Beast

Rush and hit the target to get very


close in then use beast

1.9X, push 3 space

Lv3, Beast

Fierce Beast

Beast with stronger blow

1.7X, push 5 space

Lv3, Beast

Light Spear

Make a spiral jump and take the


enemy with you with several hit.

1.8X, You move 1 space


back, push 1 Space, Air-born,
no heavy and flying enemy

Lv3, Rising Spear

Eruption

Hot flame erupts from the ground

Magic, Fire, Range:5, AoE:1,


1.7X

Lv3, Fire Balls

Flame Lance

Summons a flaming lance that


strike target area and explode

Magic, Fire, Range:5, AoE:1,


1.5X, Air-born, no heavy and
flying enemy

Lv3, Fire Balls

Stalagmite

Make the earth around certain


area to grow and forming rocks to
attack.

Magic, Earth, Range:5,


AoE:1, 1.5X, Air-born, no
heavy and flying enemy

Lv3, Stone Blast

Grave

Make solid stone to strike target in


several location

Magic, Earth, Range:5, 1.9X

Lv3, Stone Blast

Air Blade

Similar to Wind Blade but with


bigger range and damage at target
area

Magic, Wind, Range:5,


AoE:1, 1.7X

Lv3, Wind Blade

Air Thrust

Shoot out a stream of strong wind

Magic, Wind, Range:6, AoE


line, 1.4X, push 2

Lv3, Wind Blade

Spread

Creates a tower of water that


shoots up from the ground

Magic, Water, Range:5,


AoE:1, 1.5X, Air-born, no

Lv3, Aqua Edge

heavy and flying enemy


Aqua Laser

Combine all the power of aqua


edge and shootout as a stream of
water

Magic, Water, Range:6, AoE


line, 1.4X, push 2

Lv3, Aqua Edge

Healing Wind

Heals decent amount of HP over a


short time

Range:5, AoE:1, Recover


10% of max HP+1 every 5 MATK of caster for 3 turn

Lv4, First Aid

Healing Stream

Heals good amount of HP over a


some time

Range:5, AoE:1, Recover 7%


of max HP+1 for every 5 MATK of caster for 5 turn

Lv4, First Aid

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Demonic Chaos

14

Two demon fang with extra-large


one at the end. 3 Critical checks

Range:4, 1.3X+1.4X+1.8X

Lv6, Double
Demon Fang

Demonic Circle

15

Creates several Fierce Demon


Fang around you and finish with a
large wave all around

Range:0, AoE:1, 2.8X

Lv6, Fierce
Demon Fang

Ultra Sonic Thrust

14

A stronger Super Sonic Thrust but


this one you lunge yourself with it.

Rage:3, AoE line, 2.4X, push


all target till the end of dash,
land at range limit.

Lv6, Super Sonic


Thrust

Titan Tiger Blade

15

Stronger Heavy Tiger Blade and


root target

2.7X, Root target for 2


rounds. Rooted target cannot
move.

Lv6, Heavy Tiger


Blade

Tiger Fest

15

Perform 3 Tiger Blade with


stronger hits.

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

Lv6, Tiger Rage

Raging Beast

16

Closing in on target while making


several turns to gain extra power
to perform Beast

3X, Push 5 space

Lv6, Impact Beast

Hunting Beast

16

Perform Beast but quickly make hit


the ground for shock wave around
you then blow them away with
another Beast. 3 critical checks

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


3 space

Lv6, Fierce Beast

Victory Light Spear

16

Light Spear but do a mid-air


combo then push target even
farther away. 2 critical checks.

1.8X+1.8X, You move 1


space back, push 2 Space,
Air-born, no heavy enemy

Lv6, Light Spear

Light Spear

16

Perform a small Light Spear but


you quickly drop then gather all of
the power build up then shoot
upward at target

1.8X+2X, push 2 Space, Airborn, no flying enemy

Lv6, Light Spear

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Shining Bind

25

Casting a magic that focus on all


element and pure mana. 3 Critical
Checks

Magic, Light, AoE:6,


2X+2X+75, 75% chance to
blind hit targets for 3 turns.

Lv13, Base P-ATK


and M-ATK is 50+

Radiant Dragon Fang

25

Combining the power of both


Demonic Chaos and Demonic
Circle, you shoot out several fangs

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

Lv13, Demonic
Chaos, Demonic

Heavenly Wraith

25

in a form of a dragon, 3 critical


check for damage multiplier

hit target by 6 space

Circle

Combining several different artes,


both magic and physical in perfect
synergy to destroy target with
barrage of attack. 6 critical checks

Range:3

Lv13, 3 Physical
arte that moves
you or air-born, 3
magical arte that
push or air-born

-Magic, 1.5X+1.7X+25
- Physical, 1.5X+1.7X+25
Apply any element weakness

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Demonic Thrust

12

Demon Fang then quickly follow up


with sonic Thrust

1.6X+1.7X, push 1 space

Lv4, Demon Fang,


Sonic Thrust

Demonic Tiger Blade

12

Demon Fang then quickly follow up


with

1.6X+1.9X

Lv4, Demon Fang,


Tiger Blade

Beast Blade

14

Perform Tiger Blade but follow up


with Beast

1.6X+1.8X, Push 2 space

Lv4, Tiger Blade,


Beast

Raging Mist

11

Turn the Spread into a geyser that


generate ultra-hot steam mist that
may even burn target

Magic, Fire, Range:4, AoE:2,


2.1X, 30% chance to burn for
2 turn

Lv6, Eruption,
Spread

Spiral Flare

11

Shoot out a shot of Flame Lance


covered with strong wind

Magic, Fire, Range:6, AoE


line, 2.1X

Lv6, Flame Lance,


Air Blade

Thunder Arrow

12

Creates an area covered with


electricity then strike it with several
lightning lance

Magic, Lightning, Range:4,


AoE:1, 2.3X, 20% chance to
cause paralysis for 3 turn

Lv6, Flame Lance,


Spark Wave

Gravity Well

12

Combining the property of both


spell and make target area filled
with strong chaotic gravity

Magic, Range:4, AoE:2, 2.4X

Lv6, Thunder
Blade, Stalagmite

Absolute

12

Directly creates a Freeze Lancer


on to the enemy like Grave

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


2.5X

Lv6, Freeze
Lancer, Grave

Atlas

11

Air Blade but each blade strike


through target while being like
Aqua Laser

Magic, Wind, Range:5, 2.5X

Lv6, Air Blade,


Aqua Laser

Earth Bite

13

Cast Spark Wave then follow with


the ground eating up the targets

Magic, Lightning and Earth,


Range:5, AoE:2, 2.1X

Lv6, Spark Wave,


Grave

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Lightning Blade

Perform Sonic Thrust while having


Lightning attribute on your weapon

Lightning, 1.8X, push 1 space

Lv4, Sonic Thrust,


Lightning attribute
on weapon

Lighting Tiger

Perform Tiger Blade while having


Lightning attribute on your weapon

Lightning, 1.9X

Lv4, Tiger Blade,


Lightning attribute
on weapon

Grave Blade

10

Perform Fierce Demon Fang while


having Earth Attribute on your
weapon

Earth, 2.2X

Lv4, Fierce Demon


Fang, Earth
element on
weapon

Frozen Beast

10

Perform Beast while having Ice


attribute on your weapon

Ice, 2X, push 2 space

Lv4, Beast, Ice


element on
weapon

Shadow Spear

12

Perform Light Spear while having


Dark attribute on your weapon

Dark, 2.3X, push 1 space,


Air-born, no heavy and flying
enemy

Lv8 only, Light


Spear, Dark
element on
weapon

Super Lightning Blade

12

Perform Lightning Blade but with


greater power and stronger
lightning

Lightning, Move forward 1


space before hit, 2.5X, push 1
space

Lv8, Lightning
Blade, Lightning

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

TP

Description

Damage/Range

Requirement

Demon Fang

Launch a shock wave

Range:4,1.2X

Lv1

Tiger Blade

Cut enemy up then strike down

1.4X

Lv1

Sword Rain

Strike enemy multiple times. Do


two critical checks.

1.3X+1.2X

Lv1

Tempest

Jump and swing your weapon like


a wheel around you.

1.4X, Move 2 space, can


move over enemy. If on same
space, then stop in front.

Lv2

Beast

Blast your opponent away with


strong force

1.5X, push 3 space

Lv2

Slasher

Combine the two blade and attack


enemy with full power

1.6X

Lv2

Tornado Blade

You Spin around several times at


high speed and attack all nearby
target

AoE 1, 1.4X

Lv3 only

Power Blade

Swing the swords many times and


sent out tiny sword waves

Range:2, AoE cone, 1.4X

Lv3 only

- Master Arte Name

TP

Description

Damage/Range

Requirement

Double Demon Fang

Two Demon Fang, two critical


check

Range:4, 1.2X+1.2X

Lv3, Demon Fang

Fierce Demon Fang

A Strong short range demon fang


that strike from the ground

Range:+1, 1.5X

Lv3, Demon Fang

Heavy Tiger Blade

Tiger blade but you swing your


weapon at greater power

1.7X

Lv3, Tiger Blade

Tiger Rage

Perform 2 Tiger Blade. 2 Critical


Checks

1.3X+1.3X, push 1 space,


move forward 1 space

Lv3, Tiger Blade

Super Sword Rain

More hits than sword rain while


last hit will push them back. 2
Critical checks.

1.5X+1.3X, push 1 space

Lv3, Sword Rain

Sword Rain: Alpha

Sword rain but at the end, launch

1.4X+1.4X, Air-born, no

Lv3, Sword Rain

enemy into the air. 2 critical


checks.

heavy and flying enemy

Psi Tempest

Tempest but with greater power in


every spin.

1.7X, Move 2 space, can


move over enemy. If on same
space, stop in front. AoE line

Lv3, Tempest

Omega Tempest

First do a Tempest but just before


you land, do another and bounce
back to where you started. 2
Critical checks.

1.4X+1.4X, Range:1, 3, 4. No
range 2. Range 1 Target
push back to rage 3 and so
on, AoE Line

Lv3, Tempest

Impact Beast

Rush and hit the target to get very


close in then use beast

1.9X, push 3 space

Lv3, Beast

Fierce Beast

Beast with stronger blow

1.7X, push 5 space

Lv3, Beast

Mega Slasher

Slasher but with greater power

2X

Lv3, Slasher

Slasher Tempo

Slasher but you move forward and


possibly go over

Range:2, AoE line, 1.8X, if


target is at range 1, move
behind it

Lv3, Slasher

Tornado Strike

10

Tornado Blade but swing the


sword with more power

AoE 1, 1.9X

Lv4, Tornado
Blade

Tornado Spin

10

Tornado Blade but with more hits.


2 Critical checks

AoE 1, 1.4X+1.4X

Lv4, Tornado
Blade

Illusionary Blade

10

Similar to Power Blade but they


extend farther out with wider range

Range:3, AoE cone, 1.8X

Lv4, Power Blade

Force Blade

10

Same as Power Blade and they


are stronger as well as more hit

Range:2, AoE cone,


1.4X+1.3X

Lv4, Power Blade

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Demonic Chaos

14

Two demon fang with extra-large


one at the end. 3 Critical checks

Range:4, 1.3X+1.4X+1.8X

Lv7, Double
Demon Fang

Demonic Circle

15

Creates several Fierce Demon


Fang around you and finish with a
large wave all around

Range:0, AoE:1, 2.8X

Lv7, Fierce
Demon Fang

Titan Tiger Blade

15

Stronger Heavy Tiger Blade and


root target

2.7X, Root target for 2


rounds. Rooted target cannot
move.

Lv7, Heavy Tiger


Blade

Tiger Fest

15

Perform 3 Tiger Blade with


stronger hits.

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

Lv7, Tiger Rage

Omega Sword Rain

15

Moving forward while performing


Super Sword Rain in order to gain
more power. 2 Critical checks

Range:2, AoE Line,


1.8X+1.6X close in on target
if there are space in between.

Lv7, Super Sword


Rain

Sword Rain: Beta

15

Perform Sword Rain: Alpha but


with extra hits and strike them
down onto the ground as last hit.
2 Critical Checks.

1.9X+1.8X

Lv7, Sword Rain:


Alpha

Raging Beast

16

Closing in on target while making


several turns to gain extra power
to perform Beast

3X, Push 5 space

Lv7, Impact Beast

Hunting Beast

16

Perform Beast but quickly make hit


the ground for shock wave around

1.4X, 1.6X AoE 1, 1.6X, Push


3 space

Lv7, Fierce Beast

you then blow them away with


another Beast. 3 critical checks
Giga Slasher

16

Mega Slasher but with even more


power

3.3X

Lv3, Mega Slasher

Eternal Slasher

16

Similar to Slasher Tempo but you


move in to attack and then move
back to start spot at superfast
speed

Range:2-4, AoE:1, 2.8X

Lv3, Slasher
Tempo

Tornado Sting

18

Similar Tornado Strike but each


strike is a stab instead

AoE:1, 2.6X, 40% chance to


flinch

Lv4, Tornado
Strike

Tornado Blossom

18

Tornado Sping but spin with more


speed. 3 Critical checks

AoE:1, 1.5X+1.5X+1.5X

Lv4, Tornado Spin

Distortion Blade

18

Creates a strong force and blast it


on to the ground then focus all
Illusionary Blade power into one. 2
Critical Checks

AoE:2, 1.8X

Lv4, Illusionary
Blade

Chaos Blade

18

Range:3, AoE:line, 1.8X

Same as Power Blade and they


are stronger as well as more hit. 3
Critical checks.

Range:3, AoE cone,


1.6X+1.5X+1.4X

Lv4, Force Blade

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Radiant Dragon Fang

25

Combining the power of both


Demonic Chaos and Demonic
Circle, you shoot out several fangs
in a form of a dragon, 3 critical
check for damage multiplier

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

Lv13, Demonic
Chaos, Demonic
Circle

Lunar Requiem

25

Rush in and attack target with


several artes and ending it with a
flashing clean cut. 2 Critical
Checks for damage multiplier

2X+2X+75, 50% Chance of


target being paralyzed for 5
turns. Root Target for 3
rounds.

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

Finality Dance

25

You spin and move on to targets at


lightning speed while causing great
area damage at each target.
Critical check apply to each target.

2X+25 to 5 targets, each


enemy can only be targeted
twice, each hit target has
AoE:2 damage to nearby
enemy

Lv13, Eternal
Slasher , Tornado
Sting or Tornado
Blossom,
Distortion Blade or
Chaos Blade

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Demonic Tiger Blade

12

Demon Fang then quickly follow up


with

1.6X+1.9X

Lv4, Demon Fang,


Tiger Blade

Beast Blade

14

Perform Tiger Blade but follow up


with Beast

1.6X+1.8X, Push 2 space

Lv4, Tiger Blade,


Beast

Tempest Beast

15

Tempest but at the end, you use


Beast.

1.5X+1.9X, Range:2, AoE


line, move 2 space, push all
hit target by 2 at landing spot

Lv4, Tempest,
Beast

Raining Tiger Blade

14

Start with Sword Rain then end


with Tiger Blade

1.8X+1.9X

Lv4, Tiger Blade,


Sword Rain

Beast Sword Rain

15

Start with Sword Rain then end


with Beast

1.8X+1.9X, push 2 space

Lv4, Sword Rain,


Beast

Sword Rain Tempest

16

Start with Sword Rain then end


with Tempest

1.8X+1.5X, push target 1


space, move forward 1
space.

Lv4, Sword Rain,


Tempest

Slashing Beast

16

Combine Slasher and Beast into


one powerful strike that may even
turn target into mice meat

2.8X, Push 5 space, each


collision damage is caster
level*2

Lv4, Beast,
Slasher

Powered Twister

18

While spinning doing Tornado


Blade, you also making quick
slashes that sent out sword waves.
5 critical checks

1.4X+1.4X+1.4X+1.4X+1.4X,
push 1 space, 10% chance to
flinch per hit

Lv4, Tornado
Blade, Power
Blade

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Lighting Tiger

Perform Tiger Blade while having


Lightning attribute on your weapon

Lightning, 1.9X

Lv5, Tiger Blade,


Lightning element
on weapon

Blazing Tempest

Perform Tempest while having Fire


attribute on your weapon

Fire, 1.8X, Move 2 space,


AoE line, can move over
enemy.

Lv5, Tempest, Fire


element on
weapon

Grave Blade

10

Perform Fierce Demon Fang while


having Earth Attribute on your
weapon

Earth, 2.2X

Lv5, Fierce Demon


Fang, Earth
element on
weapon

Frozen Beast

10

Perform Beast while having Ice


attribute on your weapon

Ice, 2X, push 2 space

Lv5, Beast, Ice


element on
weapon

Sword Rain Gust

Perform Sword Rain while having


wind attribute on your weapon

Wind, 1.9X, can dash forward


1 space before hit, push 1
space.

Lv5, Sword Rain,


Wind element on
weapon

Shadow Slasher

12

Slasher but with strong dark


element that also explodes on hit

Dark, 2.5X, push 1 space

Lv5, Slasher, Dark


element on
weapon

Holy Force

12

Power Blade but the sword waves


are larger and carries light mana

Light, Range:3, AoE cone,


1.9X

Lv5, Power Blade,


Light element on
weapon

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

TP

Description

Damage/Range

Requirement

Fire Balls

Creates a few fire ball to shoot at


target

Magic, Fire, Range:4, 1.3X

Lv1

Aqua Edge

Creates a few water ball and shoot


at target

Magic, Water, Range:4, 1.3X

Lv1

Mana Hand

You can normal attack enemy from


far away and it becomes magical

Normal attack is now magic,


normal attack range:2, can
attack after cast, last 3 turns

Lv1

Lightning

A bolt of energy strike the enemy


from above

Magic, Lightning, Range:4,


1.5X

Lv2

First Aid

Heals HP of a single party member


by a little

Range:4, Target recovers


10% of max HP+1 for every 5
M-ATK of caster

Lv2

Requiem

Dash in and strike enemy with


strong mana then use the force to
jump back out at the same time

Magic, 1.3X, Move up to 2


space before attack, move
backward 2 space after

Lv2

Flash Bolt

Creates a light that is so strong


that will hurt the enemy

Magic, Light, 1.4X , Range 4

Lv2

Wave

Sent out a small barrage of tiny


mana swords at enemy

Magic, Light, 1.3X, Range:2,


AoE line

Lv2

Remedy

Recover Freeze, petrify, and seal

Range:4

Lv2

- Master Arte Name

TP

Description

Damage/Range

Requirement

Eruption

Hot flame erupts from the ground

Magic, Fire, Range:5, AoE:1,


1.7X

Lv3, Fire Balls

Flame Lance

Summons a flaming lance that


strike target area and explode

Magic, Fire, Range:5, AoE:1,


1.5X, Air-born, no heavy and
flying enemy

Lv3, Fire Balls

Spread

Creates a tower of water that


shoots up from the ground

Magic, Water, Range:5,


AoE:1, 1.5X, Air-born, no
heavy and flying enemy

Lv3, Aqua Edge

Aqua Laser

Combine all the power of aqua


edge and shootout in a stream

Magic, Water, Range:6, AoE


line, 1.4X, push 2

Lv3, Aqua Edge

Thunder Bolt

Similar to lightning but it strikes


your target and the ones beside it

Magic, Lightning, Range:5,


AoE horizontal 2, 1.6X

Lv3, Lightning

Mana Blade

Similar to Mana Hand but instead


of gaining range, you gain extra
damage

Normal attack is now magic,


normal attack damage is now
1.3X, can attack after cast,
last 3 turns

Lv3, Mana Hand

Magic Hand

Same as Mana Hand but you are


able to control it easier

Normal attack is now magic,


normal attack range:2, HIT+3
to normal attack only, can
attack after cast, last 3 turns

Lv3, Mana Hand

Nurse

Heals HP to all friendly near you

AoE:2, target recovers 20%


of max HP+1 for every 4 MATK of caster

Lv3, First Aid

Heal

Heals decent amount of HP to one


friendly target

Range:4, target recovers 35%


of max HP+1 for every 4 MATK of caster

Lv3, First Aid

Fierce Requiem

Same as Requiem but make the


attack explode at the same time

Magic, Move up to 2 space,


1.7X, push 1, move back 2
space

Lv3, Requiem

Majestic Salvo

Instead of going strike like


Requiem at close range, you shoot

Magic, Range:3, 1.6X, may


move one space forward

Lv3, Requiem

out the mana instead

before attack, move


backward 1 space

Flash Drop

Similar to Flash Bolt but this one


creates a small area where it strike
enemies from below

Magic, Light, Range:4, 1.7X,


AoE:1

Lv2, Flash Bolt

Flash Bomb

Same as Flash Bolt but the bolt is


closer to a bomb instead

Magic, Light, Range:4, 1.9X

Lv3, Flash Bolt

Homing Blades

Similar to wave but the mana


sword is now flying homing blade

Magic, Range:4, 1.5X,


HIT+10 during this attack

Lv3, Wave

Power Wave

Same as wave but it sends out


more swords. 2 critical checks

Magic, AoE line, Range:2,


1.3X+1.3X, AoE line

Lv3, Wave

Recovery

Cure any one random ailments

Cure 1 random ailment


regardless of type

Lv3, Remedy

Insight

Increase HIT bonus of one friendly

Target friendly gain HIT


Bonus equal to caster level
for 3 turns.

Lv3, Remedy

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

TP

Description

Damage/Range

Requirement

Fire Round

Load a Fire Bullet that can load up


to 4 times. Only 1 type of round at
a time. Only available during battle

Gain Fire attribute on weapon


for the battle, each load will
deal 2 extra damage

Lv1

Ice Round

Load an Ice Bullet that can load up


to 4 times. Only 1 type of round at
a time. Only available during battle

Gain Fire attribute on weapon


for the battle, each load will
deal 2 extra damage

Lv1

Twin Bullet

Shoot two bullets at once.

1.4X

Lv1

Large Round

Load a large round of bullet that


will improve non elemental attacks
up to 3 times. Only 1 type of round
at a time.

non-elemental damage is
increased by 16% per round

Lv2

Burning Bullet

Shoot a bullet that is on fire

Fire, 1.3X, with Fire Round,


+5% chance to burn target
per round

Lv2

Freezing Bullet

Shoot a bullet that is frozen

Ice, 1.3X, with Ice Round,


+5% chance to freezing the
target per round

Lv2

Acro Bullet

Shoot a bullet that carries strong


wind when it flies

Wind, 1.3X, Air-born, no flying


enemy

Lv2

Healer

Heal a nearby target, effect are


reduced with distance.

Recovery, Range 3, recover


HP equal to target level +
2D4 at range 1, 1D4 at range
2, and no dice at range 3

Lv2

- Master Arte Name

TP

Description

Damage/Range

Requirement

Wind Round

Load a Wind Bullet that can load


up to 4 times. Only 1 type of round
at a time. Only available during
battle

Gain Wind attribute on


weapon for the battle, each
load will deal 2 extra damage

Lv3

Stone Round

Load a Stone Bullet that can load


up to 4 times. Only 1 type of round
at a time. Only available during
battle

Gain Earth attribute on


weapon for the battle, each
load will deal 2 extra damage

Lv3

Magic Round

Load a Magic Bullet that will turn


physical damage into magical up
to 3 times. Only 1 type of round at
a time.

Physical damage are now


magical, damage are P-ATK
minus M-DEF. Each round
increase HIT equal to your
level/2

Lv3 Only

Magnum Bullet

Similar to Twin Bullet but this one


shoots in closer session with
second one faster

1.7X

Lv3, Twin Bullet

Quad Bullet

You quickly fires two Twin Bullet in


rapid succession. 2 Critical Checks

1.3X+1.3X

Lv3, Twin Bullet

Fire shot

Burning Bullet but with strong


flame and much larger

Fire, AoE line, 1.6X, with Fire


Round, +5% chance to burn
target per round

Lv3, Burning Bullet

Blazing Bullet

Fires a Burning Bullet but the fire is


stronger

Fire, 1.7X, 15% to burn, with


Fire Round, +5% chance to
burn target per round

Lv3, Burning Bullet

Ice Shot

Freezing Bullet but with a sharper


ice and much larger

Ice, AoE line, 1.6X, with Fire


Round, +5% chance to burn
target per round

Lv3, Freezing
Bullet

Frozen Bullet

Fires a Freezing Bullet but the


iciness is stronger

Ice, 1.7X, 15% to burn, with


Fire Round, +5% chance to
burn target per round

Lv3, Freezing
Bullet

Wind Shot

Wind Bullet but with strong wind


and much larger

Ice, AoE line, 1.6X, with Fire


Round, +5% chance to burn
target per round

Lv3, Acro Bullet

Aero Bullet

Fires a Freezing Bullet but the


iciness is stronger

Ice, 1.7X, 15% to burn, with


Fire Round, +5% chance to
burn target per round

Lv3, Acro Bullet

Chi Healer

Heal a nearby target

Recovery, Range 3, recover


HP equal to target
level*2+2D4, gain 1D3+1 TP

Lv4, Healer

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

TP

Description

Damage/Range

Requirement

Triple Strike

Quickly Attack the target 3 times


with strong punches

1.4X

Lv1

Spin Kick

A perfect round house kick and


knock them back

1.2X, push 2 space

Lv1

Healer

Heal a nearby target, effect are


reduced with distance.

Recovery, Range 3, recover


HP equal to target level +

Lv1

2D4 at range 1, 1D4 at range


2, and no dice at range 3
Crescent Moon

A back flip jump that also kick the


target into the air

1.4X, Air-born, no heavy and


flying enemy

Lv2

Eagle Dive

While in air, or jump and quickly


drop down on to the ground and hit
the enemy

1.4X, root air-born enemy for


1 turn

Lv2

Triple Kick

Kick enemy 3 times and gain


distance afterward

1.4X, move 1 space


backward, push 1 space

Lv2

Chi Gathering

You gather up strength and make


your next attack much more
powerful

Next Arte gain extra multiplier


equal to 25% of your level

Lv2

Swallow Kick

Jump onto the enemy and kick


them with great power to gain
distance after ward at the same
time.

1.3X, Range:2, move to


range 1 to attack range 2
target. Push 1 space, move
backward 1 space.

Lv2

- Master Arte Name

TP

Description

Damage/Range

Requirement

Rushing Strike

Quickly Attack the target countless


times

1.8X

Lv2, Triple Strike

Rising Dragon

Do a kick similar to spin kick but


this one kick more towards upward
and knock them in the air.

1.6X, push 1 space, air-born,


no heavy and flying enemy

Lv2, Spin Kick

Chi Healer

Heal a nearby target

Recovery, Range 3, recover


HP equal to target
level*2+2D4, gain 1D3+1 TP

Lv2, Healer

Chi Control

Target player recover TP faster for


a while

Range:2, target recover extra


TP per round equal to
1D4+level for 2 turn.

Lv2, Chi Gathering

Double Moon

Perform Crescent Moon twice, 2


critical checks.

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

Lv4, Crescent
Moon

Lucent Palisade

Perform Crescent Moon then spin


backward then create a shock
wave that also push you back

1.7X, push 1, you move


backward by 1

Lv4, Crescent
Moon

Eagle Fall

Eagle Dive but with extreme speed


and more power

1.6X, root air-born enemy for


1 turn

Lv4, Eagle Dive

Demolition Kick

Does several Spin Kick to damage


the enemy before pushing the
target back

1.6X, push 3 space

Lv4, Spin Kick

Swallow Dance

Do a Swallow Kick and then follow


up with a short combo in the air to
gain distance after ward at the
same time.

1.7X, Range:2, move to


range 1 to attack range 2
target. Push 1 space, move
backward 1 space.

Lv4, Swallow Kick

Mirage

When attacked by enemy, attack


target while dodging it. This attack
only last one turn.

Do not attack until being


attacked by enemy, 2X, move
behind target enemy, push 2

Lv4

Beast

Blast your opponent away with


strong force

1.5X, push 3 space

Lv4

- Arcane Arte Name

TP

Description

Damage/Range

Requirement

Spirit Rush

Similar to Rushing Strike but you


move in and hit several more times
with each hit being stronger

Move forward 2 space before


hit, 2.7X

Lv6, Rushing
Strike

Ascending Dragon

Same as Rising Kick but this one


had more hits and sent them flying
higher than ever

2.5X, push 1 space, air-born


for 2 turn.

Lv6, Rising
Dragon

Master Chi Healer

11

Heal a nearby target by a lot

Recovery, Range 3, recover


HP equal to target
level*3+3D4, gain 2D3+3TP

Lv6, Chi Healer

Chi Burst

11

Target player damage dealt is


increased for a while

Range:2, target deals extra


damage equal to his/her
level*2+1 for 5 turns

Lv6, Chi Control

Triple Moon

11

Perform Crescent Moon 3 times, 3


critical checks.

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

Lv6, Double Moon

Lunar Palisade

11

Similar to Lucent Palisade but the


palisade is larger and every hit is
stronger

2X+1.4X, second hit at


Range:3, AoE:line, push 1,
you move backward by 1

Lv6, Lucent
Palisade

Eagle Drop

11

Eagle Fall but the speed is at near


sonic speed

2.5X, root enemy for 1 turn

Lv6, Eagle Fall

Demolition Drive

11

Strike the target very hard with a


gathered chi in your hand then
make it explode and kick enemy at
the same time. 2 critical checks.

2X+1.5X, push 3 space

Lv6, Demolition
Kick

Phantom Dance

12

Similar to Swallow Dance but you


kick everything near you

Range:2, 2.4X, AoE:1, move


to range 1 to attack range 2
target. Push 1 space, move
backward 1 space.

Lv6, Swallow
Dance

Aurora Mirage

Same as Mirage but you leave an


after image and then make a
explosive strike from a blind spot
with bright light.

Do not attack until being


attacked by enemy, 4X, move
behind target enemy, push 2

Lv6, Mirage

- Mystic Arte Name

TP

Description

Damage/Range

Requirement

Zero Dissolver

25

Strike enemy with a lot of chi


energy and then follow up with
many attacks at near sonic speed.
2 critical checks.

2.5X+3X+50, Critical deals


3X damage

Lv13, Demolition
Drive, Lunar
Palisade, with Chi
Burst Active

Shadow Moment

25

Push target far away and make


them flinch. Follow up with several
Arte that connects through
movement in split second. 2 critical
checks

2.5X+2.8X+50, target will


flinch

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

Fanged Finality

25

Connect several different Arte and


with each strike, you gather up chi
and then release all up in last
strike. 3 critical checks.

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

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

- Combination Arte Name

TP

Description

Damage/Range

Requirement

Lunar Fall

10

Does a strong Crescent Moon then


perform Eagle Fall with the after
image of the crescent

1.5X+1.7X, root target for 1


turn

Lv7, Crescent
Moon, Eagle Fall

Chi Mirage

14

Creates a close of after image


while controlling your chi

Create a close with 1 HP and


0 EC, you move back 1 space
and recover 3D4+level*2 TP

Lv7, Chi Control,


Mirage

Sundering Fury

16

Perform a Double Moon then


creatures a large palisade at the
end. 3 critical checks.

1.4X+1.4X+1.8X, last hit is


range:3, AoE:line, push 2
space, you move back 1
space

Lv7, Double Moon,


Lucent Palisade

Angelic Ascent

16

Knock target into the air the focus


the Lucent Palisade in once place
and damage enemy as if you grew
wing. 2 critical checks

1.8X+1.9X, second hit has


AoE:1, push 1 space

Lv7, Rising
Dragon, Lucent
Palisade

Phantom Drive

20

Does Phantom Dance towards a


target while each spin does
Demolition Drive hits. 3 critical
checks

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

Lv7, Demolition
Drive, Phantom
Dance

- Altered Arte Name

TP

Description

Damage/Range

Requirement

Freezing Dragon

Same as Rising Dragon but with


Ice element and possibly apply
freezing ailment to target

Ice, 1.8X, push 1 space, airborn, no heavy enemy, 35%


chance to apply freezing to
target

Lv3, Rising
Dragon, Ice
element on
weapon

Phoenix Fall

Eagle Dive but with fire element


that makes it looks like a phoenix
and possibly burn target

Fire, 1.8X, root enemy for 1


turn, 40% chance to burn
target

Lv3, Eagle Fall,


fire element on
weapon

Blessing Healer

10

Heal a nearby target and give


immunity to status ailment for a
turn

Recovery, Range 3, recover


HP equal to target
level*2+2D4, gain 2D3 TP,
target cannot have bad status
apply to him/her for a turn

Lv3, Chi Healer,


Light element on
weapon

Demolition Break

10

Do Demolition Kick but the kick


has rocks flying at target at the
same time

Earth, 2X, push 3 space, 30%


chance to flinch

Lv3, Demolition
Kick, Earth
element on
weapon

Storm Dance

11

Do a Swallow Dance but each hit


has super strong wind

Wind, 2X, Range:2, move to


range 1 to attack range 2
target. Push 3 space, move
backward 2 space.

Lv3, Swallow
Dance, Wind
element on
weapon

Hydra

12

Similar to beast but this one is


more like a hydra instead

1.8X, push 3 space, target


will be weak to lightning for 2
turns

Lv7 only, Beast

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

TP

Description

Damage/Range

Requirement

Power

Summons a mana of power and


make it run into the enemy

Magic, Range:3, 1.3X

Lv1

Mirage

Creates an area what can disrupt


enemies sight

Range:3, AoE:2, Enemy


HIT-2+user level. Last 2
turn.

Lv1

Serpent

Gathers up mana and inject enemy


with it.

Magic, Range:2, 1.2X,


20% poison of 2+user
level damage, last 3 turn.

Lv1

Fire summon

Summons a fire mana and burn


targets

Magic, Range:4, AoE:1,


Fire, 0.8X, set hit targets
on fire for 1D4+caster
level for 3 rounds.

Lv2

Earth Summon

Summon an earth mana and


creates an impassable space.

Magic, Range:4, Earth,


Creates an impassable
space. If enemy were on
that space, push 1 space.

Lv2

Aqua Summon

Summons a water mana and heals


nearly allies

Magic, Range:4, AoE:1,


heals 1D6+(1 for every 8
M-ATK)

Lv2

Wind Summon

Summons a Wind mana to


damage and restrict target
movement

Magic, Range:3, 1.2X,


Root Target for 1 turn

Lv2

Mana Summon

Summons a pure mana and attack


target

Magic, Range:5. 1.4X

Lv2

First Aid

Heals HP of a single party member


by a little

Range:4, Target recovers


10% of max HP+1 for
every 5 M-ATK of caster

Lv2

Pixie Touch

Summons a Pixie that will attach to


a character and allow it to take
more damage.

Range:4, Target gain max


HP equal to caster levelx2
for 5 turns

Lv3 only

- Master Arte Name

TP

Description

Damage/Range

Requirement

Life Power

Channels the mana link between it


and absorbed life energy from it

1.6X, 15% of damage dealt


will recover your HP

Lv3 Only

Energy Power

Channels the mana link between it


and absorbed sprit energy from it

1.6X, Steal TP equal to


1D3+(caster level/3)

Lv3 Only

Pinion Power

Cast power with greater strength


with some chance to decrease
target defense

1.6X, chance to decrease


target defense equal to caster
level. Chance are 4*caster
level

Lv3, Power

Absolute Power

Cast power with greater strength


and decrease target defense

1.6X, decrease target


defense equal to target EC/2

Lv3, Power

Mirage Pinion

Creates an area greater than

Range:3, AoE:3, Enemy HIT-

Lv3, Mirage

Mirage

3+user level. Last 2 turn.

Absolute Mirage

Single target Mirage but with


increased chance and accuracy

Range:3, HIT+5, Enemy HIT2+(user level*2). Last 2 turn

Lv3, Mirage

Serpent Pinion

Similar to Serpent but with more


power and inject stronger poison

Magic, Range:2, 1.5X, 20%


poison of 4+user level
damage, last 3 turn.

Lv3, Serpent

Absolute Serpent

Same as Serpent but hurts slightly


more with increased chance of
poison

Magic, Range:2, 1.4X, 45%


poison of 2+user level
damage, last 3 turn.

Lv3, Serpent

Flame Summon

Summons an stronger fire mana


than Fire Summon

Magic, Range:4, AoE:2, Fire,


X, set hit targets on fire for
1D4+caster level for 3
rounds.

Lv3, Fire Summon

Stone Summon

Summon an stronger earth mana


than Earth Summon

Magic, Range:4, Earth,


Creates an impassable AoE 1
space. If enemy were on that
space, push 1 space.

Lv3, Earth
Summon

Tidal Summon

Summons an stronger water mana


than Water Summon

Magic, Range:4, AoE:1, heals


2D4+(1 for every 6 M-ATK)

Lv3, Water
Summon

Tornado Summon

Summons an Stronger wind mana


than Wind Summon

Magic, Range:4, 1.5X, Root


Target for 2 turn

Lv3, Wind
Summon

Healing Wind

Heals decent amount of HP over a


short time

Range:5, AoE:1, Recover


10% of max HP+1 for every 5
M-ATK of caster for 3 turn

Lv4, First Aid

Healing Stream

Heals good amount of HP over a


some time

Range:5, AoE:1, Recover 7%


of max HP+1 for every 5 MATK of caster for 5 turn

Lv4, First Aid

Healing Touch

Summons a Pixie that heals and


increase death HP count

Range:4, target recovers HP


equal to caster M-ATK/2.
Death HP limit increased by
10

Lv4, Pixie Touch

Pixie Circle

Summons few Pixie that will attach


to a character and allow it to take
more damage.

Range:4, AoE:1, Targets gain


max HP equal to caster
3+(levelx2) for 5 turns

Lv4, Pixie Touch

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