ok, how does the game go?
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How do you play??


Well, for those of you avid strategy gamers, playing this game will be a stroll through the park, but for some newcomers or, um, yea..they will need a walkthrough of this game. Well, you can also look in the instruction manual for help if further needed.

The idea of the game is to try to build an "army" and conquer the enemy's territory, seems familiar, eh? Meanwhile, by doing so, you can sort of enhance your army, giving them better weaponry, personal traits, acquisition of magic spells, and etc..( much like Final Fantasy games ).

There are some classes in the game that can be subdivided into different classes:

A Healer
A Soldier
An Archer
A Paragon
A Mage

And each of these classes are categorized into a another group pertaining to their own abilities, and their ranks/status that they could achieve.

In the first class..

An Archer - Bowman - Sniper - Sky Knight - Sky Master
A Mage - Wizard - Enchanter - Evil One - Lich
A Soldier - Ninja - Ninja Master - Guard - Dragoon - Knight - Paladdin
A Healer - Bishop - Archbishop - Monk - Master Monk
A Paragon - Master - Hero


Now, here is a list of the class description listed above....

A SoldierTough, strong, and has an intolerably high hit point, but there are some disadvantages to a Soldier. He can't use magic, has a low intellect, only capable to upgrade to only 3 higher ranks, although he has the choice of weaponry.
A NinjaThe Ninjas can use magic, more specifically, black magic which is very inflicting, much different from that of a mage whose black magic is the opposite.
A DragoonSoldier-like and has an medieval axe to accompany him plus he also has some usable powers
PaladdinHave use of white magic and healing spells and their powers can be treacherous to the enemy, usually evil enemies.
HealerRetains much of the traits from above. Has very hight intellects and magic points with good healing and defensive spells
ArchbishopHealers which can get more magic power by using physical power, i.e., hitting
Paragoncan't do much in terms of power and usefulness, but they can do practically anything with some black and white magic, although they don't usually don't accompany enough magic points to use them
MonkNot very good fighters, but very good healers
ArcherCapable of long range shooting, but very little skills
Sky NightBasically a flying soldier with a weak defense, but strong and agile
Lichbad, bad mages!
MageVERY weak, but has strong black magic

Here is another list of what weaponry each class starts out with...

A Paragon - Wood Katana - 2 to 12 damage points
A Soldier - Wood Sword - 5 to 14 damage points
                  Wood Pike - Attack in 8 directions - 2 to 12 damage points
                 Wood Club - 5 percent chance of destroying the enemies armor - 2 to 13 damage points
Archer - Wooden Bow - 4 to 8 damage points
                 Wood Knife - 1 to 6 damage points
Mage and Healer - Wood Staff - 1 to 8 damage points

In a turn there are 3 things: Active actions, Passive actions, and Movement

Passive action - Push (may try to push an object, not player) a push takes only
one movement point (see below) and you may move before or after the push(or
both)
Active actions - Magic, Attack, Terrain Modification, and Finish (give a direction to face and end turn) These actions end the players turn.
Movement - A player starts out with 3 movement points. Each square moved take a certain amount of point such as -

Castle/Town/Road:.75
Grass/Tall Grass:1.5
Forest:2
Mountain:3


Terrain Modification

If a player is on a specific terrain, they may modify it as follows:

grass, tall grass - If 2 turns are spent on it, the grass will become a road
castle - nothing
forest - chop wood- takes 1 turn. Space becomes a log wall. A log wall is the same
as a forest except players in it get a +3 bonus to dodge.
log wall - build turret- takes 3 turns. An archer on a turret gets a +2
bonus to range and a +5 bonus to damage.
also on a log wall - build palisade- It takes 4 turns. This wall has 30 H.P.
No one can move past it until it is destroyed. Only archers may fire past it.
road: dig trench- 3 turns. Player in trench gets:
1)+5 to dodge arrows
2)-3 range to shoot arrows
3)+2 to armor

Battle

- The only rules (for you to know) are that archers may only fire north, west,east, and south.
- All other weapons (besides pikes, which can hit things diagonaly also) can only hit things that are only one space north, west, east, or south.
- Also, if the hit player's weapon can hit you, he will automaticly strike back. If you can use magic, the spells you can use will have been explained to you.

Spoils of War

From each map, a player can gain items, gold and experience. Items are special and not described here.
Here is the chart that determines when you will get gold.

If you....(below) = You will gain the amount of gold listed next to it

win the map (person who accomplishes the last goal - 50g (gold)
win the map (on the winning team) - 25g
kill an enemy - 10g
lose or however you want to call it (die) - lose half the gold you won since the start of that map
level up - 50g

Here is the chart that determines how much experience you gain

If you....(below) = You will gain experience points

kill an enemy 3+ levels higher than you - 100 EXP
kill an enemy 2 levels higher than you - 49 EXP
kill an enemy 1 level higher than you - 30 EXP
kill an enemy of equal level - 25 EXP
kill an enemy 1 level lower then you: 25 EXP
kill an enemy 2 levels lower than you - 20 EXP
kill an enemy 3+ levels lower than you - 10 EXP
hit an enemy 3+ levels higher then you: 15 EXP
hit an enemy 1,2 level(s) higher than you - 7 EXP
hit an enemy of equal level - 5 EXP
hit an enemy 1+ levels less then you - 2 EXP
find some treasure - 10 EXP
kill a teammate -100 EXP
heal anyone - 10 EXP

Extra Note -

The experience system works like this - If, at the end of a battle, you have 100 or more experience points, your experience drops to 0 and you level up. That means that you have gained new spells and your stats had increased.