Greater World

Greater World is an Action-RPG game that is developed and published by Gear Games, released in April 20th 2024 for the Evo-Gem. It explores an original world that is part of the Secretverse, and unlike typical RPG genres, it give little focus for RNG and make stats less important, and put more emphasis on strategy and working on a team (or leadership in a single player session). The story involve one cynical human who reluctantly goes into discovering why the giants from the Greater World had managed to enter the Earth world, recruiting allies of various species along the way.
==Story==
==Gameplay==
Greater World plays as a Real Time Roleplaying game in that the player(s) fights in an action and unlike typical RPG games, luck have little to no major factor in gameplay in general, and luck-based mechanics are minimal to avoid overwhelming strategy from the enemy side. However, strategy is emphazed much more, as although the party uses all of the playable characters, each of them have specific strong and weak points, especially in stat distribution. Each enemy type is strong against one character but weak against another, and a few of them, while strong against every characters, have multiple elemental weaknesses.
The player(s) can do one of the six following actions, given into each specified button. This control scheme assumes that you are using a single Joy-Con.
	Attack 		Move Menu		Items 		Battle Menu
	Switch Character/		Summon/ 		Guard/		Movement/Select Move
The Battle Menu involves telling someone to do something. If two characters are in a Nemesis relationship (relationship details found in the Relationship section), the one receiving orders will outright ignore it unless he or she is at 25% HP or lower.
Battle Menu Option 	Function
Wait 	Tell a teammate to wait. They can still attack and use their Moves when an enemy is on sight.
Protect Me!, Protect Him/Her! 	Tell a teammate to protect the controlled character, or if selecting an ally, this ally in question.
Attack! 	Tell a teammate to attack an enemy. When all allies are selected at once, Peseclia will still focus on healing others.
Take Cover! 	Tell a teammate to hide behind walls or other harmless obstacles. Often useful to avoid multi-target attacks such as explosions.
Help Me!, Help Him/Her! 	Tell a teammate to heal the controlled player, or if selecting an ally, this ally in question. They won't do anything if the controlled player have full HP and SP.
Distract Them!/I'm Summoning Someone!	Tell an ally to distract or attack the enemies that are near you. The "Ready to Summon!" message shows up only during the Summon animation.
Move Up! 	Move to the place indicated by the player. They will not go into or near that place that would be obviously dangerous, such as lava, spikes, poisonous gas, and other hazards.
Stay Away! 	Tell an ally stay away from an enemy. Allies that already took their distance will instead focus on dodging the selected enemy's attacks.
Go All Out! 	Unlike Attack, the selected teammate(s) will always use their strongest moves long as they have enough SPs. If they do not have enough SPs, they will use the moves that costs the most SPs they can spend. When everyone is selected, Peseclia will only attack under certain circumstances, such as when she gets Furious.
===Stats===
Each fighting character, be it playable, an enemy or a boss, have their own Stats which determine what are they good at and what are they less good into, and varies between one character to another.
Image + Name 	Function
Level 	The "experience and power" measurement of each character. All playable characters shares the same Level which is collectively called "Group Level". The player can level up by earning enough EXPs by defeating enemies, completing Requests and completing one of the Colosseum's Battles.
Health 	The vitality of the game. The more base Health, the higher the amount of Health Points (or HP for short). Shall a character runs out of health, it will be defeated, but can be revived.
Special Points	Special Points (SP for short) are used for Moves other than standard attacks. Even enemies and bosses have them, to discourage them spamming their strongest moves. However, characters gain some Special Points naturally, with the playable using items or Moves to get some back.
Attack 	Physical attacking stat. The higher the Attack, the more better physical attacks and weapons that don't usually use magic such as Swords, Axes and Bows will do more damage. If a magically enhanced weapon is used, Attack will be leaned more if this stat is higher. Standard attacks always uses this stat.
Defense 	Resilience against physical attacks. The higher it is, the less damage they will take from physical attacks. If resisting against a magically enhanced weapon, Defense will be used if the weapon is usually physical or is a Bow or Throwing weapon.
Magic 	Determine how strong magic-themed attacks will be. This include multiple elemental attacks. The higher it is, the more damaging the magical attacks will be. If using a magically enhanced weapon, Magic will be leaned more if this stat is higher or equal.
Magic Defense 	Resilience against Magic. The higher it is, the less damage they will take from magical attacks. If resisting against a magically enhanced weapon, this stat will take priority if the weapon is already magical.
Agility 	Determine how agile the character is. Higher is faster, allowing them to dodge some attacks without using Dodge and able to jump higher. There is a cost of high Agility; the character will have their Blocking much weaker as a result, while slower have much better Blocking to compensate their own slowness.
How each stats are calculated depends on the type of character and how many level (Group Level in the player's case) they have. Higher level means bigger stats as it should be obvious, but not all characters level up in the same way, and all characters do have different base stat spread, but the Playable Characters can have extra stat boost by wearing various Clothing and Weapons.
Character Role 	Stat Calculation
Playable/Bosses 	
*HP: Level x (Base Stat x 10)
*Other Stats: Level x (Base Stat x 5)
Enemies 	
*HP: Level x (Base Stat x 5)
*Other Stats: Level x (Base Stat x 2,5)
Playable Giants' True Size/Giant Bosses	
*HP: Level x (Base Stat x 100)
*Other Stats: Level x (Base Stat x 10)
Final Bosses 	
*HP: Level x (Base Stat x 250)
*Other Stats: Level x (Base Stat x 15)
The damage calculation is rather simple as the table will demonstrate as below, and there are four different, separate conditions that will determine how much damage it will cause in general, which means discounting elemental weaknesses, changed stats, and other lesser circumstances. Take note that Critical Hits never happens during Blocking, as they only occur when the character had just ended an attack and get hit in a strict timing.
Condition 	Damage Calculation
If the defender didn't blocked or received a critical hit... 	Defender's HP - (Base damage - (Defender's Defense or Magic Defense / 1.5))
If the defender did blocked... 	Defender's HP - (Base damage - (Defender's Defense or Magic Defense))
If the defender didn't blocked and a critical hit had landed... 	Defender's HP - (Base damage - (Defender's Defense or Magic Defense / 2))
If the defender did blocked but is hit by an attack that bypass blocking...	Defender's HP - (Base damage - (Defender's Defense or Magic Defense / 1.2))
===Elements===
There are multiple elements that various characters, enemies and bosses can use thorough the game, each of them having a different perk. Each element also have a strength and a weakness in clock-wise rotation.
> > > > > > > > > > > >
Image + Name	Main Perks
Fire 	
*Can inflict Burn.
*Able to burn woods, spider webs and explosive materials.
*Fire wielder can burn on contact, unless if the contact attack is Ice or Water.
Nature 	
*Can inflict Sapping.
*Able to produce a stalk for the players to climb on, or vines inside of buildings.
*Nature wielder heals themselves a bit faster than others.
Earth 	
*Can inflict Flightless or Grounded.
*Able to cover holes with flat rocks.
*Earth wielder leaves a small tremor that causes moderate damage when landing on the ground.
Wind 	
*Can pushes enemy targets back.
*Able to blow away flames, leaves, and move small objects.
*Wind wielder can freely fly.
Light 	
*Can inflict Blindness.
*Able to light up dark places and disorient overworld enemies to avoid forced or optional encounters. Also usable for mirror-based puzzles.
*Light wielder cannot be harmed by One Hit Kill mechanics, including One Hit Kill moves. It will also receive 33% resistance against the most powerful attacks.
Darkness 	
*Can inflict Fear or Sleepiness.
*Able to cover a battlefield into darkness. While it can make navigating much more difficult without a Light partner, the enemies will end up killing each other, although no EXP and rewards will be earned.
*Dark wielder can bypass the Defensive Statuses except Invincibility.
Emotion 	
*Damaging Emotion attacks can inflict Self-Hatred or Infatuation.
*Able to detect how's an NPC feels and causes enemies to either attack themselves or to follow you for one battle.
*Emotion wielder have better control on their own emotion, thus being able to get rid of emotion-based Statuses much faster than other Element wielders.
Arcane 	
*Can inflict a random Status ailment.
*Able to discover secret paths and hidden enemies.
*Arcane wielder can make rare items to appears even more often.
Strength 	
*Can inflict Stunned or Groggy.
*Able to lift heavy objects, smash cracked walls and boulders, and push off weak enemies.
*Strength wielder can use any weapon without Attacking Speed penalty while giving Melee Weapons a 25% damage boost.
Ice 	
*Can inflict Freezing.
*Able to freeze water or cool down lava, and freeze wandering enemies.
*Ice wielder can reduce non-contact damage by 25%.
Electric 	
*Can inflict Paralysis.
*Able to circulate Ancient Machinery and stun overworld enemies.
*Electric wielder's dodges are instant for the two first times before it decays.
Water 	
*Can inflict Drenched.
*Able to swim faster, turn off flames and cool down lava, and pushes away enemies and unhelpful NPCs.
*Water wielder can create an aquatic shield when blocking, bouncing back projectiles (but still take some damage from Electric attacks after they bounced off).
===Status Ailments===
During battles and sometimes outside of it, various characters can get inflicted by various status ailments (or simply statuses for short), be it helpful or unhelpful. They can be caused by almost anything; attacks, items, obstacles, and even the Perks inside Clothing and Weapons. All negative Statuses can be cured with a single Elixir (although it will not work against Embargo in this case) and by certain Moves (which can cure Embargo this way), and the negative, neutral and positive statuses will go off after one minute.
To avoid unfair advantages for either side, no more than three characters on either side will be inflicted by the same Neutral and Negative Status Ailments.
====Status Ailments====
Name 	Effects
Guarded 	
*Reduce damage from physical attacks by 50%.
*The character inflicted with Guarded cannot have its blocking condition penetrated and ignored from physical attacks.
Enchanted 	
*Reduce damage from magical attacks by 50%.
*The character inflicted with Guarded cannot have its blocking condition penetrated and ignored from magical attacks.
Invisible 	
*Cannot be seen and aimed by opponents, except those with Sharp View.
*The wielder of this status will lose its effect when affected by an attack of the Arcane element.
*The wielder may be invisible, but they can still be heard; if you are invisible, do not make too many sounds, and when your opponent is, make sure to look out for the steps they make!
Piercing 	
*Capable to make the attack to pierce through the opponent, hitting another one if there is one behind.
*Capable to pierce thorough Guarded and Enchanted statuses and other defensive perks, long as the defender is not blocking.
*This can hurt allies if used recklessly so use this status cautiously!
Sharp View 	
*Able to detect invisible opponents and have a 25% accuracy boost.
*Cannot miss a Shrunken target if near enough.
Hasty 	
*50% increased attack speed.
*Slow attacks give the user Super Armors.
*Already fast attacks will be 25% weaker.
Steady 	
*Perfect accuracy when using slow-moving or slow-charging attack, and have 30% damage bonus.
*Takes quarter damage instead of halving damage when Blocking.
*Slightly longer end-lag on standard attacks.
Regeneration	
*33% faster HP natural healing rate and 25% faster natural SP regeneration.
*Negative status ailments wears off by 15 seconds earlier.
*Repeated self-healing will shorten the effect by 5 seconds per healing.
Vampiric 	
*Absorb 20% HP from the damage done to a single enemy.
*Light-elemental attacks will shorten the effect by 5 seconds per hit. If the effect is permanent, temporarily disable it for 15 seconds after the first hit.
Enlarged 	
*Becomes 1,5x as large in size.
*Although much easier to get hit, all stats except Agility are increased by 1,5x and have extra range.
Shrunken 	
*Becomes 0,65x as small in size.
*Although much harder to get hit, all stats except Agility are modified by 0,8x and have smaller range.
*Agility itself is increased by 1,5x.
Furious 	
*Physical attacks deals twice as much damage.
*Magical attacks will only deal 50% damage.
*Unable to use Supporting Moves.
Crazed 	
*Magical attacks will deals twice as much damage.
*Physical attacks will only deal 50% damage.
*Unable to use Supporting Moves.
Noisy 	
*The user is unable to fall asleep and is immune to sound-based attacks and effects.
*Sound-based attacks the user have will deals 1,3x more damage.
*The user is unable to dodge, block and take order does to being severely distracted by their own loud voices.
Peaceful 	
*Cannot be inflicted by other emotional statuses.
*Receiving healing will be multiplied by 20%.
*The user will deal 50% less damage.
Burn 	
*Gradual damage by 5 x L (Level) per second.
*Victom's Nature attacks will deal 50% less damage.
Sapped 	
*HP draining by 3 x l(Level) per second, recovering the sapper by the same amount.
*Victim's Earth attacks will deal 50% less damage.
Flightless 	
*Unable to fly, regardless of the user's condition.
*Victim's Wind attacks will deal 50% less damage.
Grounded 	
*Buried and thus unable to move until hit or the user escapes by mashing multiple buttons.
*This can instead cause a lava, geyser or poison eruption depended on the area!
Pushed 	
*Unable to attack does to being pushed. Take 10 x l (Level) damage when hit a wall or other solid obstacle.
*Pushed back victim can be safely caught by an ally.
Clouded 	
*Reduced accuracy by 25% and slightly disoriented movement.
*Victim's Light attacks will deal 50% less damage.
Blinded 	
*Reduced accuracy by 33% and any non-magical attacks are aimed at random.
*Victim's Dark attacks will deal 50% less damage.
Fearfulness 	
*Refuse to approach any character, even an ally.
*Victim's Emotion attacks will deal 50% less damage.
Sleepiness 	
*The user is asleep, unable to move. This can be shaken off by mashing up buttons.
*Wake up when hit by non-Dark attacks.
Self-Hatred 	
*Attack oneself and refuse to heal itself.
*Victim's Arcane attacks will deal 50% less damage.
Infatuation 	
*Infatuated victim will not attack the one who caused it.
*May attack allies who is attacking the one who caused the Infatuation.
Sadness 	
*The victim will put less effort by dealing 33% damage.
*If the victim's allies is nearby, the victim may become pessimistic and reduce their attack by 15%.
Panic Attack	
*Victim goes insane in its panic and attack anyone around him/her.
*Can be stopped by getting hit by anything.
Stunned 	
*Unable to attack, and mashing up buttons will do nothing.
*Fortunately, this effects only last for 3 seconds and can be canceled earlier by healing or by getting hit.
Groggy 	
*Defense and Magic Defense are both reduced by 33%.
*Victim's Strength attacks will deal 50% less damage.
Poison 	
*Gradual damage by 7 x l (Level) per second.
*Gradual HP healing is suppressed during poisoning.
Freezing 	
*Unable to move, and gradually damage by 4 x l (Level) per second does to frostbite. Can be escaped by button mashing.
*The freezing is canceled when attacked by non-Ice attacks.
Frostbite 	
*Gradual damage by 3 x l (Level) per second and slows the user down by 25%.
*Victim's Electric attacks will deal 50% less damage.
Paralysis 	
*Unable to move for three seconds, but also take 15 x l (Level) as extra damage.
*Flying victim will fall during the effect.
Shocked 	
*Reduce attack speed by 20%.
*Victim's Water attacks will deal 50% less damage.
Drenched 	
*The victim's SP is gradually drained by 4 x l (Level) per second. If the victim's SP is infinite, it will disable Moves for the Drenched duration.
*Victim's Fire attacks will deal 50% less damage.
Confused 	
*The victim is disoriented and will use a random attack if trying to use a standard attack or a Move.
*Although a frustrating status, self-healing or standing still will shorten the confusion.
Exhausted 	
*Inflict the user by very powerful moves that have no charging and no drawbacks (other than this status). One Move can also inflict this, but is difficult to land on an opponent.
*Exhausted victim is unable to run (but still walk), attack, use Moves, Blocking and Dodging.
*Even more prone to Sleepiness by 50% extra effect chance.
*Healed after thirty seconds or when using a Elixir or Status removing moves. Items that inflict self-damage will instead reset the Exhausted timer.
Endangered 	
*Victim's next receiving hit will be a guaranteed critical hit.
*Blocking while getting hit can cancel the status without receiving a critical hit. Blocking a block-penetration attack will also do it, but the victim will take normal damage instead of blocked hit.
Embargo 	
*Inability to use items, even from the others.
*Thrown items on the victim will be bounced back... for some reason.
===Battling Giant Bosses===
Giant Bosses are different from normal bosses as their much larger size, while it making them much easier to hit, are also even more resilient and powerful, thus dangerous to confront one alone, even more so without a Giant ally. However, the Giant allies will return to their True Size (if having to size down in the Earth world beforehand) in order to give the player equal footing.
After the player recruits both Evister and Anastis, the Giant Bosses will bring even more enemies, which while they can be taken down very quickly by the Giant allies, they are also as prone to take down such Giant allies if not dealt with properly, preventing the fight against Giant Bosses from becoming too easy and thus require more strategic skills.
Regular allies have their moves that will have various effectiveness against Giant Bosses (or Giant allies if the moves are supportive); the one marked as orange means that they will be stronger against Giants, but moves marked in blue will be better as crowd control and less good against Giants.
Giant Bosses and Giant allies alike can hurt both their enemies and allies by simply stepping on, falling on, or moving fast enough, but they can be easily avoided, and ranged fighters will only need to take distance. However, carelessly controlling a Giant character will more than easily damage the player's own allies.
Since Giant Bosses have always large Attack stat because of their hugeness, it is recommended to stock with healing items, some Status items and keeping Peseclia alive (with multiple revival items in case something goes wrong) as survival is as important as strategy and a good enough Group Level and equipment.
===Enemy AI===
Unlike typical RPG games, all enemies and bosses have a set intelligent AI that will act depends on the condition of itself and depending on the player. They will change behavior when something is in their favor or when something goes wrong, as well as knowing when to attack and when to avoid the upcoming attacks from the player.
While early to middle enemies are considerably dumb, bosses are much smarter and try to prioritize the most threatening member of the party, which means if a member has the most all-around stats, it will be targeted. When this happens, the enemies will focus on that threatening member until either the attackers or the member are taken out, have to retreat for various reasons, or if another member has become threatening next. Giant Bosses have a different AI functionality; instead of targeting one player at a time, they will attack as many as possible but will defend against a Giant ally if the latter is getting nearer.
Enemies and Bosses that have an attack capable to hit multiple targets will gladly use it first, thus discouraging the player from having all of its members to stick together and try to flank or overwhelm them from different directions. Take notice that most attacks that can hit multiple targets have a longer cooldown and cost more SPs, and thus avoid obnoxious spam from the part of the enemy side.
====Reacting to True Sized Giant Ally====
In Giant Battles, most enemies and even bosses will not dare to attack a Giant member under True Size, taking distance from them as much as possible. In Magnantes, this will likely happen in any Boss Battles, but the enemies and bosses will be more numerous, making the Giant members much more important tanks.
On a rare occasion, if a Giant ally's HP is at 25% HP or under, or is Paralysed, Grounded, Stunned or Asleep, the Enemies and Bosses may try to take a chance to approach them in order to finish them off or attack Peseclia or other healers if they try to heal the Giant allies. If they failed to damage the Giants or if the latter get their HP higher than 25% HP, then the Enemy Side will stay back once again.
Once around ten enemies are left and a few of them have less than 50% HP left, they will try to beg for mercy and it is the player's decision to finish them off to get items or to spare them for doubled EXPs. This never happened in Boss Battles; the Bosses will never surrender with a very few exceptions, and the Enemies sided with Bosses will end up getting slain by the Bosses themselves, and will run away in fear when the Bosses in question are defeated. That is to say, if the player stopped the Bosses from slaying their minions, then the Enemies will show gratefulness and gives their Items, and the player has tripled EXPs earned.
===Escort===
Escort are done differently compared to other game with anything escort-related; the escorted NPCs will always stay behind when enemies are on sight (or in the middle when all sides are covered), even if the escorted NPCs can fight back and/or are powerful, they can be revived (but the Enemies will try to steal the corpse and run away, resulting in a Game Over if they get away with it, although the one who carries it is slowed down) and are able to use their own perks to help out the player's party.
Escorted NPCs are more often than not targeted as prioritized targets, so protection is the highest priority. This is unless if something even more problematic had arrived, such as a stronger enemy attacking weaker enemies and that running away while the two enemy sides are distracted, unless if the player wanted more EXPs at the risk of higher difficulty of the fight.
===Relationship===
Relationship, while not having too much impact gameplay-wise, gives different interactions between characters depended on how well the group gets along. One character shares an initial relationship with another and is often than not mutual but never permanent. While keeping all members at the "Best" level seems difficult at first, it only requires patience and caring about the comrades. Even a relationship that starts with "Nemesis" will eventually become "Best" after a good frequency of care and patience.
Do notice that it is also possible to decrease the relationship either by hitting them on purpose, although this is not recommended as it will eventually instead start a fight between teammates. Continuing the infighting will eventually cause a genuine relationship decrease meant, and hitting into "Nemesis" will cause the two teammates to despise each other and may fight against each other during a battle, even if it would prove extremely detrimental. Thankfully, only an extremely few plot points will forcefully make this happens, but even so, the player has to carefully repair the relationship. If they were previously from "Great" to "Best" and dropped to "Nemesis", but one of them are defeated by their own fault or by an enemy, one of them will get remorse and rescues the fallen teammate and the relationship will returns to "Good" at worst.
The two tables below will indicate how much of an impact a relationship will have and the initial relationship with one character for another.
====Relationship Level====
Image + Name	Function
Best 	Highest relationship. When it reaches 100 (and can raise up to 999), the two characters with this relationship will go along perfectly well and one of them will always be willing to rescue the other one. And even if it falls back to Nemesis, it will returns at Good at worst scenarios (longer than three hours in playtime) upon rescuing the teammate.
Excellent 	When it reaches 75, the two characters in this relationship goes along even better, and are even more likely to rescue the other person in this relationship. The interaction in cutscenes are more lighthearted.
Great 	When it reaches 50, the two characters in this relationship goes along much better, and are much more likely to rescue the other person in this relationship. The interaction in the cutscenes are more lighthearted.
Good 	When it reaches 40, the two characters in this relationship goes along well, and are likely to rescue the other persin in this relationship. The interaction in the cutscenes doesn't change much however.
Neutral 	The default and most frequent starting relationship. Setted at 30, the two characters in this relationship remains neutral in a few cases, cautious. The interaction in the cutscenes between the two characters does not change.
Bad 	When it get lowered by 15, the two characters in this relationship starts a small feud and may try to mess with each others. It can quickly be fixed by getting them know each others better (if starting with this relationship) or let them calm down. The interaction in the cutscenes between the two characters will be quite more rough.
Nemesis 	The worst relationship possible. When it reaches the bottom 0, the two characters in such relationship starts to hate each others and even goes as far as stealing the items they held, or worse, fight against each others during a battle. The controlled player in this relationship will also not bother to help the other one in this relationship, but it will eventually calm down when the other characters will eventually talk them out of this, returning them to Bad or Neutral.
Be warned if the player had deliberately put all relationship to 0; if all active characters have this relationship with anyone else, or worse with everyone, they will start a deathly fight and all had died in the fight, causing a special (and awkward) game over cutscene, with the Sages disappointed by the heroes' uncontrolled hatred.
====Starting Relationship====
Characters already implied in relationship will not be mentioned again on the character's own section to avoid redundancy.
Character 	Relationship with Others	Character	Relationship with Others
Vale 	
*Peselica: Neutral
*Grousen: Neutral
*Gandie: Bad
*Galen & Vask: Good
*Kanile: Bad
*Val'tal: Neutral
*Vakamas: Good
*Evister: Bad
*Anastis: Good	Peseclia 	
*Grousen: Good
*Gandie: Neutral
*Galen & Vask: Good
*Kanile: Great
*Val'tal: Bad
*Vakamas: Great
*Evister: Good
*Anastis: Bad
Grousen 	
*Gandie: Excellent
*Galen & Vask: Best
*Kanile: Bad
*Val'tal: Good
*Vakamas: Bad
*Evister: Bad
*Anastis: Bad	Gandie 	
*Galen & Vask: Good
*Kanile: Excellent
*Val'tal: Neutral
*Vakamas: Neutral
*Evister: Best
*Anastis: Excellent
Galen & Vask	
*Kanile: Great
*Val'tal: Good
*Vakamas: Bad
*Evister: Good
*Anastis: Neutral	Kanile 	
*Val'tal: Great
*Vakamas: Great
*Evister: Bad
*Anastis: Bad
Val'tal 	
*Vakamas: Nemesis
*Evister: Good
*Anastis: Great	Vakamas 	
*Evister: Neutral
*Anastis: Neutral
Evister 	
*Anastis: Excellent 	Anastis 	
See her name in others' section.
===Difficulty===
There is a difficulty option available before starting a new save file, allowing players of any skill level to challenge themselves or to breeze through and know more about how the game works. The selected difficulty will not change once the player selected and confirms their option, so the player has to choose wisely. There is also a "New Game+" option that allows the player to restart the save file while keeping the Group Level, Equipment, Weapons, and learned Scroll Moves, but the bosses also copy the same Group Level except those with an initially higher level.
New Game	Difficulty Description	New Game+ 	Difficulty Description
Simple 	
*The player gains x2 EXP and Gold.
*Enemies and Bosses will start to have have simple AI.
*The player can find rare items as much as common items.
*Be aware; the player will also earn the bad ending and no chance of fighting the final boss!	Simple Breeze 	
*The player gains x2 EXP and Gold.
*Enemies and Bosses will have start to have simple AI.
*The player can find rare items as much as common items.
*Unlike regular Simple, the player can still have access to the final boss, as well as the ending.
Easy 	
*The player gains x1.5 EXP.
*Enemies and Bosses will start to have easy AI.
*The player can find rare items quite easier than in Normal and beyond.	Easy Rest 	
*The player gains x1.75 EXP and Gold.
*Enemies and Bosses will start with easy AI, but progresses faster.
*The player can find rare items as much as common items.
Normal 	
*The player gains EXP and Gold as normal.
*Enemies and Bosses will start with normal AI.
*Rare items are normally rare.	Encore 	
*The player gains normal EXP and 1.25x more Golds.
*Enemies and Bosses will start with normal AI.
*Rare items are normally rare, but become more common as the player beats more enemies.
*The Post-End Final Boss will have even higher stats, so be prepared.
Hard 	
*The player gains x0.85 EXP.
*Enemies and Bosses will start with advanced AI.
*Rare items start with x0.75 chance of showing up, and then normal after the second Giant Boss gets defeated.
*The Final Bosses will have x1.25 more stats.	Hard Exercise 	
*The player gains x0.85 EXP and Golds.
*Enemies and Bosses will start with advanced AI, but progresses faster.
*Rare items are normally rare.
*The Final Bosses will have even higher stats, so be prepared.
Crazy 	
*The player gains x0.5 EXP and Gold.
*Enemies and Bosses will have aggressive AI.
*All Rare Items have a 0.1% chance of being found until the final boss is defeated.
*All Bosses will have 1.25x stats boosted, and the Final Bosses will have doubled stats!	Devasta's Revenge	
*The player gains EXP and Gold as normal... but the amount of enemies per battle doubles.
*Enemies and Bosses will have aggressive AI.
*Rare items are twice as common as common items... but when they appear, Devasta might try to steal them.
*Bosses will have doubled stats, and Final Bosses will have tripled stats!
*Only do this when you have a Group Level of 30 (the maximum), with the ideal set of Equipment, Weapons, and Moves for each party members!
*To add insult to injury, the story is different; Devasta decided to go all out and try to catch and massacre you, and trying to attack her in the wrong place (i.e. rigged or small places) will only lead to a shift death. The Bosses order remains the same, and you start with all party members to compensate.
==Characters==
There are ten playable characters the player can recruit throughout the journey, eight of them being regular playable characters called Regular Heroes, with the two other being called Giant Heroes.
Each playable character have a class, which can evolve twice, and a moveset they learn thorough Group Level Ups. Moves marked with orange background means that this move works better on Giants than on regular enemies and bosses, and blue means that they are less effective on Giants.
They can also gain more moves other than from using Group Level system, called the Scrolls. Information about Scroll Moves will be explained in its own section under the Item section.
===Regular Heroes===
While they deal minimal damage to Giant Bosses, the Regular Heroes can take care of regular-sized enemies that can represent a problem to their giant allies, and can pass them healing and buffs.
Image + Name 	Info
ValeHuman Mage 	Base Stats: 3 HP / 4 SP/ 3 ATK / 2 DEF / 5 MGI / 5 MGD / 3 SPEA cynical man who always think that life is cruel but wishes the other people to shut up about their so-called drama. He tend to be selfish and lazy, hindering the others by being such. After all, selfishness and laziness are more than often not the smartest idea.
As a mage, Vale mostly uses magic to take down his foes, although his low defense means that he should stay in a safe distance.
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Move + Requirement 	Info
FlameStarter 	Attacking (5 x Magic base damage)Cast a small fireball, with a small explosion radius. Costs 4 SPs.
ShockStarter 	Attacking (7 x Magic base damage)Cast a small lightning on a single enemy. Costs 3 SPs.
Ice WaveStarter 	Attacking (3 x Magic base damage)Cast a wave of cold wind, with 45 degree circular circulation. Costs 3 SPs.
Stun LightGroup Level 3 	Status (Stun)Cast a flash of light, stunning nearby opponent. Costs 4 SPs.
Wincing ShadowGroup Level 5 	Status (Fear)Cast a shadow, influenced by Vale's hidden spite, which inflict Fear into nearby foes. Costs 7 SPs.
Reluctant BarrierGroup Level 12 	Support (Guard)Provide a barrier to Vale himself or one of his allies, granting Guarded for five minutes. Cannot stack. Costs 8 SPs.
Nerve-Wrecking BurstGroup Level 17	Attacking (10 x Magic base damage)Cast a burning explosion, with a large explosion radius. Costs 20 SPs.
Dark IcesGroup Level 19 	Attacking (12 x Magic base damage)Combination of Ice Wave and Wincing Shadow. May induce Fear into enemies. Costs 24
Blinding ShocksGroup Level 25 	Attacking (15 x Magic base damage)Swing a rod of bright lightning that is very powerful and stun an enemy, but is a bit slow to execute. Costs 22 SPs.
Self-Hatred BeamGroup Level 30 	Status (Self-Hatred + Lowered Defense)A strong beam of plasma that causes the target to lose control and hit itself out of self-hatred. It also decrease their Defense for two minutes. Costs 35 SPs.
===Giant Heroes===
The two Giant Heroes, Evister and Anastis, can switch between their two sizes; their fake size called the "Passerby Size" to deal with regular enemies and bosses, and "True Size" to deal with Giant Bosses. Their True Size have their stats to skyrocket and can instantly knock out enemies, but they should focus on dealing with the big bad bosses.
Since they can switch between their Passerby Size and True Size, none of their moves have specific effectiveness against other Giants; they are all effective, but some moves from their allies works a little bit better on those Giants.
Image + Name 	Info
EvisterGiant Assassin 	Base Stats: 3 HP / 3 SP/ 5 ATK / 3 DEF / 1 MGI / 5 MGD / 3 SPEEvister is an easygoing prankster who is not above telling jokes, mostly good-hearted. But be warned, he is a skilled assassin, and eliminating the Banished Giants is his biggest aim.
As an assassin, Evister is both swift and hard-hitting, but have low Health (at least when not giant); his Backstab can deal tremendous damage on unaware enemies, which is very helpful against bosses who have a lot of health.
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Move + Requirement 	Info
Knife ThrowStarter 	Attacking (4 x Attack base damage)A ranged knife attack that can hurt a distant foe. Costs 2 SPs.
BackstabStarter 	Attacking (15 x Attack base damage)A very powerful technique that cost few SPs, but hitting an enemy in the front will deal a 1/3 damage, but still inflict full damage on enemies if the user is Giant. Costs 4 SPs.
BackdropGroup Level 3 	Attacking (9 x Attack base damage)Backdrop an enemy and potentially put them into groggy, but it will not work on spiky enemies unless if the user have a Weapon or Clothing with Non-Contact property. Costs 9 SPs.
StealthGroup Level 8 	Self-Boosting (Invisible)Make the user Invisible. Can be effective with Backstab when used carefully. Costs 12 SPs.
Front FlipGroup Level 12 	Attacking (12 x Attack base damage)Perform a frontal flip that can make an enemy Grounded. If used by a Giant, this can cause a non-Giant enemy to be squashed flat and put them into Groggy. Costs 14 SPs.
Pin DownGroup Level 17 	Attacking (10 x Attack base damage)Leap high and stomp on an enemy. If that enemy is airborne, make it Flightless. If the user is Giant, the landing will cause an earthquake that will deal (4 x Attack base damage) on nearby enemies not hit by this attack. Costs 13 SPs.
Up and GoGroup Level 21 	Support (Lift)Do an upward throw, helping an ally striking an airborne enemy. When the user is Giant, they simply lift the smaller ally and do a softer throw. Costs 8 SPs.
Daredevil ThinkingGroup Level 25	Self-Boost (Attack, Speed and Attack Speed boost)Boost Attack, Speed and attacking speed, at the cost of 20% of Defense and Magic Defense. Costs 16 SPs
Assassin's PrideGroup Level 27 	Self-Heal (SP Healing and Status Healing)Heal back 50% of total SPs and get rid of negative Statuses. Costs no SPs, but have a cooldown of a minute.
Blade StreakGroup Level 30 	Attacking (5 x Attack base damage per one blade)Full-out assault on enemies with his knifes, but this will leave him Exhausted. Fifteen blades are thrown in this attack, making a potential whopping base 75 if connected well. Costs 25 SPs.
===Supporting NPCs===
Image + Name 	Info
MirkieGuidance Mirkon 	Support Function: Guidance, Place-to-Place Teleportation, RemindMirkie is an odd fellow, often saying nonsensical words when woke up. Unlike your everyday "companion fairy", Mirkie never interrupts and only reminds you about your current task when you asked him to do so. He also able to teleport the heroes from already visited places to places, as well as telling what place it is.
SagesEight Old Heroes 	Support Function: Each Sage will teach an important advice to the player.
ClaraiChampion Knight 	Support Function: Hailed from the faraway Shainia region, this busy but amiable woman in a heavy yet floating armor will occasionally help the player party when there is a story part that goes really bleak for the heroes. She is very powerful on her own, and is a specialist of the Light element, giving her a large advantage against Dark opponents but makes her vulnerable to Air attacks.
Princess GrandielleLovely Princess of Giants	Support Function: The kind-hearted but heavily studious princess of Magnantes, and daughter of King Harteon and Queen Azurialla. As her parents are busy tracking the Banished Giants with the help of the Foresighter Orc, Princess Grandielle gives instructions on how to find rare items with ease and gives the fact that not all Monsters works in harmony with each others and that some will always attack another type of Monster.
===Antagonists===
Image + Name 	Info
Demisa DevastaNature Freak 	A proud, highly egoistical woman who always aim for her own goal, even at the detrimental of others' she allied with. Her goal? Reinforce the natural order of both worlds by making the strong ones stronger and the weak ones weaker. She allies with the Banished Giants in order to bring down the Earth World, and then once she gets strong enough, the Greater World.
She more often than not use her power of nature to trap the heroes or to slow them down, but she always thought that they are weak and prone to disaster, which is not a smart thought from her. On the other hand, she seems to have a backup plan in case that the heroes proved themselves more threatening than she thinks...
Banished GiantsExtra Large Troubles	Four Giants banished from the Earth World does to their violent action, and the Giant Royalties will make sure they will be captured and be put into jail. Each of them have different motivations and abilities, but they got two things in common; they work with Demisa and they all wanted to dominate the Earth World for revenge.
Each of them have a distinct ability and personality; Rackmash the grumpy beanstalk-using Giant, Staranna the sadistic space-powered witch, Aerbos the eagle-winged showoff, and Teneon the shadow vampire.
"Light Titan"Dreaded God 	Only seen in the final post-end quest, this rumored god had been looking on both Earth World and Greater World, making sure that the chaos will not take over both worlds... lest he will destroy either of them, or even both.
We do not know much about this guy... but the only viable information is that he's tremendously powerful... but he's also even bigger humanoid than even the biggest Giants we had seen!
===Special Summons===
==Worlds==
There are two major worlds, in which the player starts in Paxvietur (the Earth of the game) and once the Great Gate is opened, they can switch between Paxvietur and Magnantes (latter that is also known by outsider as the titular "Greater World"). Exploring in both worlds have their own advantages and disadvantages that the players should take note.
*Paxvietur: The starting planet and the map covered all of the world, although it does not locate hidden placements until discovered by the player. It is harder to find all of the places, especially in late-game, and enemies are more common, but they are generally easier to deal and rarely grouped, and thus allow for more relaxed traveling. It is also where only very few Giant Battles take place, but are generally harder does to the more strained space for the playable Giants, the latter whom only using their True Size when a Giant Battle is about to occur.
**Golds and items are also more common, especially in mines and dungeons, but it is not suggested to go into the "Forbidden Zones", very dangerous places that are difficult to go thorough but are very rewarding, until you reached the recommended Group Level.
*Magnantes: The secondary world that is actually a small region, as the planet itself is even more vast than Paxvietur. This is where most of the Giants (and the much rarer variants) lives, and most other various species, while not nonexistent, are rather sparse in term of presence. However, this means that enemies found there are tougher and are very often fought together, but with the help of the playable Giants that are always on their True Size in this world, this is not a major problem. That is to say, most of the Giant Battles take place here, so be prepared to confront the Giant Bosses.
**Golds and items are much less frequent... rare items are even more common and there are even items and weapons that you cannot find in Paxvietur, all of which are more effective than the stock weapons. Be sure to get them while you see them.
Enemies in italic indicate them as Bosses, while enemies in bold indicate those as Giant Bosses. Places that are not bolded means that they are not required to explore to advance the story, but all required places can be visited in any order, with the exception of going from Salutem Village to the Elven Woods and then to the Orc Fields, which requires the recruitment of Peseclia and Grousen before being able to freely move to any routes.
===Paxvietur===
====Human Region, Mobinity====
Name + Place Type 	Description 	Enemies
Salutem VillageVillage 	The starting place for the player, in which Vale, a skilled but cynical to the point of dismissing bright side as nonexistant, often to the detrimental of himself and the others. This village have generally nice people (with a few grumpy people who agreed with Vale), and shortly after a sight of an unknown giant, Vale decided to move on, tired of the people of his region being worried about the rogue giants coming after them and even the other species (even if it would be true).	Skeletons (Only Enemies)
Scorched ForestForest 	This forest is ravaged by a dragon who let hatred and anger the best of it. It serves as a pathway between Mobinity and Aciesorc, but it is also have a few Goblins trying to mess with the player. Searching the woods quite deeply allows the player to get some golds and a few usable items. 	Goblins (95%), Golden Goblins (5%)
Tall ForestForest 	Tall trees are everywhere, making exploration a bit difficult, but thankfully the main path is obvious and straightforward. It have a few Praefaes that will try to mess up with the player. 	Praefaes (95%), Deluxe Praefaes (5%)
Stronghold of the DwarvesStronghold	Constructed to keep Dwarves from danger while they are away from their territory, it contains a good amount of potions made by the Dwarves... for a good price. Although the stronghold is protected by strong and skilled Dwarf Guards, there are a few mischievous goblins waiting to make a mess. 	Goblins (Only Enemies)
Stampeded FieldField 	After recruiting Evister, the player will go here to track and defeat the first Banished Giant, Rackmash. This field is stampeded by Giants a long time ago and the gigantic footprints are still there, with Baron Birds and Spider Knights trying to hinder the heroes' effort. 	Baron Birds (30%), Spider Knights (30%), Stratos Cloud (20%), Crazy Dragons (20%), Rackmash (Single)
Cemetery of the SagesCemetery 	Sages of various species had died from either old age or does to going too rogue, and are buried during their funeral. Although you can communicate with the Sages' Spirit, some Rogue Spirits will attempt to kill the heroes out of thirst of revenge or hatred. 	Skeletons (50%), Rogue Spirits (35%), Skeleton King (15%)
Mobinitian CastleCastle 	Home of the rightful King Barthos and the Princess Mellidi, this squeaky clean castle have a ballroom, a large hall, a meeting room, a long dinner room, and a nice royal room for the king, and another for the princess. Of course, only member of the royalty, invited people and trusted people are allowed to go inside. 	TBA
Fallen FountainField 	It was used to be the Miracle Fountain until one rogue had stole all of the magical water, and thus cause the First Wide War does to paranoia from mass panic. Nowadays, while it is still able to flow magical water, it can only sprout a few at a time does to severe damage. 	Crazy Devils (Only)
Scope FortressFortress 	A fortress that had surrounded a short tower where a scope awaits at the top of the tower. A popular place for tourists, but be sure to stay in the safe zone; monsters are lurking around the riskier zones, ready to strike. 	Lazy Gnomes (25%), Mushroomans (25%), Lizardarts (25%), Floating Blades (20%), Golden Goblins (5%)
Abandoned MinesDungeon 	Humans used to mine by themselves before the monsters overwhelm the mines and forcing the Dwarves to make class it as "Condemned", thus forbidden for access. Only those who are skilled warriors are allowed to enter, but the guards who guard the entrance warns you about the threatening beasts that reside inside those abandoned mines. 	Blobs (30%), Big Blobs (25%), Bombnacks (20%), Reapers (5%), Golden Goblins (5%)
Mountain of False HopeDungeon 	Some disillusioned devils had gone insane and cursed the mountain to the point that even the strongest warrior didn't came out without being injured does to the vicious beasts being powered up. That is to say, the curse also produces a great amount of golds, but would you risk it in the end? 	Harpies (33%), Succubi (33%), Wild Minotaurs (33%), Skeleton Lord (1%)
Temple of WisdomDungeon 	This is where the player can confront the Champion Knight, Clarai, outside of the temple in the post-game, but only in a one-on-one situation to make it fair and square. Because of that, support-oriented characters such as Peseclia are not recommended to use. 	Clarai (Spar)
====Elf Region, Silvadalis====
Name + Place Type 	Description 	Enemies
Diuturnus ForestForest/Village	This long-living forest with a large village inhibited by elves. They won't let the player since they don't trust Vale, and stay on their stance until Vale is proven worthy by defeating Goblin thieves. Afterward Vale can recruit Peseclia, the Healer Elf, albeit the elves remains quite skeptical and may give more tasks for the player, this time with Gold reward.	Goblins (Only)
Forest of the SagesForest 	This is where the player party find the Sages, retired warriors of various species who protected the land from the rogues and the Banished Giants long ago. Having already put their bigotry aside, and aside of some big debates, they get along well and have no problem with giving a mission to any goodhearted warriors, regardless of their species. 	None
Deformis CaveCave 	This cave is practically the dark secret of the ancient elves; they had experienced with their own abilities until they realized that they had gone too far, and created monsters that would otherwise not likely to exist. Even Peseclia had known the story, but she refuse to talk about it out of pure shame. 	Elementals (25%), Skeletons (25%), Living Armors (20%), Floating Swords (20%), Golden Armors (5%), Golden Swords (5%), Mega Rat (Single)
Aqua FloatsSky 	This amazing sky with small, flying water bubbles that shines in the sky, allowing for great view in both day and night. A side-quest involves getting rid of the Water Beetles that are trying to steal the water bubbles away, with a larger one called Splash Beetle leading the horde. 	Water Beetles (75%), Gullseas (15%), Sparklers (10%), Splash Beetle (Side-Quest Boss)
Overgrown VinesBrambles 	Two years earlier, a Giant who is a trusted friend with the Elves had given them large seeds that not only make larger than average plants, but also an excellent fertilizer. Looks like it worked too well, as although the Elves themselves liked the result, the other species find it rather over-the-top and is difficult to navigate. 	Mutant Berries (35%), Howler Lillies (15%), Thorn Roses, Fanged Petunias, Sunray Flowers, Sleepy Bells, Chaotic Tulips (10% each)
Pure RiverRiver 	Even the grumpiest Orcs were unable to resist picking up the water does to its purifying effect capable to slowly but surely heal even the incurable ills. The problem is that it is protected by the Water Queen, who will only give it for those who are either honest or had defeated her. The fight ensues thanks to Vale's reckless insult... 	Mutant Berries (55%), Darted Frogs (25%), Crazy Devils (10%), Golden Goblins (5%), Water Queen (Single)
Crushed TreesDesert 	An unaware Giant had stepped into the trees, and even innocently took all of the water which ended up making the forest into a barren desert as time passes. It can be recovered into the "Recovered Trees" in a side-quest with a Restoration Beets... but those beets are stolen by Goblins. 	Goblins (35%), Goblin Thieves (25%), Burglar Rats (20%), Scorching Scorpion (15%), Golden Goblins (5%)
====Orc Region, Aciesorc====
Name + Place Type 	Description 	Enemies
Garcelon VillageVillage 	A rugged village that went destroyed by an angry orge years ago, and the angry orge in question might come back into his rampage. The orcs are pretty prideful on their skill, but will never attack anyone they deemed weak (unless if the "weakling" proved dangerous). 	Goblins (35%), Bloodthirsty Dragons (25%), Screems (25%), Orges (15%)
Deadly CanyonCanyon 	This canyon is home of Bloodthirsty Dragons, banished dragons who sacrificed their intellectual sentience in favor of hatred and becoming feral. It is also home of multiple rare jewels such as Rhabors. 	Bloodthirsty Dragons (50%), Camoflame (25%), Camocold (25%)
Dardos' CoveCove 	Believe it or not, Dardos the Rough Orge claimed this beautiful cove hence the name. It is also served as a relaxing hideout of violent orgres that put fellow orgres to shame. 	Orgres (40%), Eye-Waves (25%), Thundelocks (25%), Golden Goblins (10%), Dardos (Single)
Unsafe DesertVillage 	This desert is full of traps and danger, which is not a good idea to travel without being prepared. Be on the lookout for Wind Thieves who can steal money away! 	Scorch Scorpions (50%), Sand Moles (20%), Wind Thieves (20%), Golden Swords (5%), Golden Shields (5%)
Goblins' HideoutMineral Cave 	Those pesky goblins under the service of an unseen evil being are working on their dangerous project, hoping to be able to go hand-to-hand with Giants. This hideout is full of traps so keep on your toes. 	Goblins (30%), Goblin Guards (20%), Goblin Archers (20%), Tough Goblins (15%), Whistling Goblins (15%), Gobliniac Mech (Single)
Crushed CastleCastle 	An angry Giant had it thorough with a tyranic Orc king, and smashed the castle out of spite, making a default victory for the nicer Orc king Garleon. 	Midnight Spirits (35%), Vampifairies (25%), Gorrilems (25%), Arcanephants (15%)
Orcs' ColosseumBattle Amusement	A thousand years ago, a very wide colosseum was built by the Giants in order to have the primal, violent and stupid orcs to be entertained by having their strongest warriors to fight each others to death. Nowadays, it is often held exhibition battles and spars to entertain the Orc King.	None
Mud FarmCountry 	Orcs in this world are known for bathing into mud, thinking that it will help them to be stronger and better control on their anger. This farm is here to make sure they will have enough mud for many, many centuries. 	Ogres (30%), Barbaflies (25%), Mud Blobs (15%), Lava Blobs (15%), Sylaxes (15%)
Jail SwampJail/Swamp 	A jail that resides in a swamp. Traveling in that swamp is very difficult does to the muddy water and struggling vines, less so straight up escaping from the jail. Even clever criminals have hard time to get out of this secured jail indeed. 	Skeletons (25%), Tough Goblins (15%), Wind Thieves (15%), Succubi (15%), Crazy Devils (10%), Golden Goblins (5%)
====Golem Region, Tundralem====
Name + Place Type 	Description 	Enemies
Thunder TundraTundra 	This tundra had frequent thunderstorms that ended up flooding the lowest area and have chuck of ices does to the cold during nights. Ice attacks will freeze the rest of the area for easier traveling. 	Storm Thieves (35%), Iceberg Mites (25%), Snow Snakes (20%), Camocolds (20%)
Golirda CityCanyon 	A large "city" that is basically a circular canyon full of holes on the walls, which the Golems uses them as their own home. The Golem Guards protect the people from monsters of the outside. 	Camocolds (50%), Iceberg Mites (25%), Yetis (25%)
Cold Ice CaveCave 	There is a big ice-breathing dragon who seems to be controlled by something, and because of that "something" the Golems are often attacked by this beast. The player have to investigate the problem quickly. 	Storm Thieves (35%), Yetis (25%), Snowmen (20%), Tornadusts (15%), Iceberg Dragon (Single), Devas Spider (Single)
Blizzard of DeathMountain	The perpetual blizzard in the mountainous region of Tundralem makes it difficult for even the Golems to escalate this deadly mountain. However, it also home for valuable of many, many Ice Crystals out there. 	Snowmen (35%), Yetis (25%), Driplings (15%), Mammothmen (15%), Crystal Eyes (10%)
War-Scarred RouteRoute 	A route that is scarred by the vicious war between the Yetis and the Mammothmen. Nowadays, it is one of the warmer places of the Golem Region, and thus snow become scarce, only once per three months. 	Goblins (25%), Yetis (20%), Skeletons (15%), Mammothmen (15%), Insane Ghosts (15%), Golden Goblins (5%), Skeleton King (5%)
Reunion TowerTower 	This tower is for emergency reunion, and is fully secured as not even the strongest monsters are able to enter. Sadly, some horridly bigoted people refused to cooperate with others species, even if it means the world falling out does to lack of interspecies cooperation.	Goblins (50%), Snowmen (40%), Megalith (10%)
Frozen SeaSea 	This section of the sea is frozen solid, although there are several cracks that might make you fall into the frostbite water... and becoming frozen food for the Sharkmen. Treasures buried in a snow island awaits for those who is willing to risk. 	Sharkmen (25%), Snowmen (20%), Screeching Seagulls (20%), Masked Mermaids (15%), Viking Mermen (15%), Golden Goblins (5%), Arcane Kraken (Single)
====Dwarf Region, Vaporani====
Name + Place Type 	Description 	Enemies
SteamopolisCity 	A steam-powered city where multiple Dwarves worked hard in order to keep electricity current runs thorought the whole Dwarf Region. They had to keep an eye on the Thundertyls that try to steal their electric currents.	Thundertyls (45%), Shock Bugs (35%), Pterolightnings (15%), Golden Blobs (5%)
Rangar RiverRiverside 	A very wide river that requires riding on the steamboats for safe traveling. Minotaurs, who are allies of the Dwarves, want to make sure that no intruders will pass thorough. 	Rogones the Minotaur (Single), Piratrolls (35%), Piranfrogs (25%), Floating Swords (15%), Floating Shields (15%), Golden Armors (10%)
Branched BeachTundra 	A beach that branched for three separate oceans. Great for vacation, but not so much for fishing far away does to monsters being able to catch unprepared fishers. 	Masked Mermaids (25%), Viking Mermen (25%), Piranfrogs (15%), Sharkmen (15%), Screeching Seagulls (15%), Gold Fishship (5%)
Palace of the BansheesTemple 	Banshees resides in this temple, trying to pleasing their Banshee Master who is actually a Piratroll Captain... who is just deaf. Proceed carefully; the Banshees are not known to be friendly to intruders. 	Banshees (40%), Piratrolls (25%), Camoshocks (25%), Golden Swords (5%), Golden Shields (5%)
Aereas AirportAirport 	This airport allows people of various species that lacked flight capacity to travel into other regions. Be aware of Thundertyls and Pterolightnings. 	Pterothunders (30%), Thundertyls (25%), Shadow Clouds (25%), Wild Hippogriffs (15%), Gold Showers (5%)
Fortified WoodsMilitary Base 	A military base that allows combat Dwarves to train their battle skills and their own mounts. Relatively safe, only clever Thundertyls and Pterolightnings had managed to get in. 	Pterothunders (50%), Thundertyls (45%), Gold Showers (5%)
Merchants' ParadiseBazaar 	This long street of multiple shops allows the player to find many, many different kind of items, weapons and equipment, as well as a few minigames to win more Golds. 	Goblin Thieves (35%), Piratrolls (35%), Storm Thieves (25%), Golden Goblins (5%)
Dwarves' GoldUnderground Cave	Dwarves had to respect the eventual price inflation, so they had to make golden coins out of the seemingly endless gold in this cave. Be on the look out of thieves. 	Goblin Thieves (15%), Storm Thieves (15%), Wind Thieves (15%), Toxic Thieves (15%), Piratrolls (15%), Shock Bugs (15%), Golden Goblins (10%)
====Werewolf Region, Nocteino====
Name + Place Type 	Description 	Enemies
Night ManeSavanna 	You found it odd that werewolves are found in the savanna, do you? Well, this is actually their main base where they could see enemies from distance. Be aware of Feral Werewolves. 	Feral Werewolves (35%), Nightmare Bats (20%), Crazy Devils (15%), Werehares (15%), Lantern Maidens (10%), Golden Bats (5%)
Hopeless WoodsForest 	It is not just the unprepared travelers who get hopeless, but also the forest itself. Mother Nature had forgotten this forest and the animals had taken over it, turning it into a savage dystonia. 	Feral Werewolves (30%), Axe-Hogs (25%), Lizardruids (15%), Lantern Maidens (15%), Golden Armors (5%), Golden Swords (5%), Golden Shields (5%)
Broken Down EnginesStreet	Strangely, there were used to have futuristic engines before being accidentally taken down by Mother Nature Silvees. That said, the sentient robots got their sentience back... and become vengeful toward Mother Nature. 	Robo-Servant (25%), Nightmare Bats (20%), Electro-Guards (15%), Magnet Drones (15%), Golem Drones (15%), Robotic Treasures (5%)
Feral FactoryFactory 	Sub-Location of Broken Down Engines.A factory that had been taken over by vengeful robots. There are plentiful of loots over there, but be aware of rogues robots that get more numerous. 	Robo-Servant (20%), Naga-Drones (20%), Electro-Guards (20%), Magnet Drones (15%), Golem Drones (15%), Robotic Treasures (5%)
Misfortune MansionMansion	This mansion was constructed by ancestors of the vampires, but nowadays they had it enough with the werewolves' racket and moved to somewhere else. While a few vampires lives in this mansion, it is more inhibited by Monsters who have better self-control and thus much friendlier. For the most part.	Only in the exterior. Nightmare Bats (20%), Tough Goblins (20%), Lantern Maidens (20%), Vampifairies (20%), Foul Ghouls (15%), Golden Goblins (5%)
Midnight DungeonDungeon 	A curse had caused this dungeon with opened roof to always have the illusion of the night, which causes nocturne enemies to be more active regardless of day or night outside of the dungeon. 	Lantern Maidens (25%), Nightmare Bats (15%), Vampifairies (15%), Foul Ghouls (15%), Giant Wasp-o-Wills (15%), Golden Skeletons (10%), Lantern Mothers (5%)
====Demon Region, Vocemons====
Name + Place Type 	Description 	Enemies
BurngateGateway 	The Demons had built this gate to protect themselves from land invaders, while having elite snipers to take care of aerial threats. It will only open for trusted allies.	Feral Werewolves (55%), Burning Skeletons (45%), Skeleton Kings (5%)
VicospolisMetropolis	This large city is home to all noble demons, with some rogues being taken cares by Demon Guards. 	Crazy Devils (30%), Feral Harpies (25%), Negative Nagas (25%), Shadow Thieves (15%), Golden Feathers (5%)
====Dragon Territories====
====Lesser Regions====
===Magnantes===
====Northern Section====
====Southern Section====
====Abandoned Center====
==Enemies==
===Monsters===
Image + Name 	Info
Skeleton 	Base Stats: 2 HP / 2 SP/ 3 ATK / 2 DEF / 3 MGI / 2 MGD / 3 SPESkeletons that become sentient does to vengeful spirits, attacking anyone who crosses with them, including other monsters.
They tend to stick together and gang up on their target, which can be dangerous on a single person, but leaves them vulnerable to crowd control attacks and traps.
Goblin 	Base Stats: 2 HP / 5 SP/ 3 ATK / 2 DEF / 3 MGI / 2 MGD / 3 SPESlightly smarter than Skeletons, Goblins does have poor teamwork but have very high SP to compensate, making them difficult to stall.
Goblins are still pushovers compared to other monsters, as they tend to be low-leveled. However, they are the first monsters who can properly dodge, which gives a surprise to first-time players.
Golden Goblin 	Base Stats: 2 HP / 5 SP/ 3 ATK / 2 DEF / 3 MGI / 2 MGD / 4 SPEMuch smarter than normal Goblins and able to put up a fight despite their middling power does to their decently swift speed. They are also very rare, and drop a lot of golds when defeated.
They prefer to take a distance and do a hit-and-run tactic, making them a bunch of pests, but slowing them down make their strategy pretty more predictable thus easier to deal with.
Praefae 	Base Stats: 2 HP / 3 SP/ 2 ATK / 1 DEF / 4 MGI / 4 MGD / 3 SPEPredatory fairies that hunt on beings that relies on magic. Although they are small, they are deceptively strong with their magic and can soak Magic attacks fairly well.
However, they do not like to get hit by physical attacks, and Vale, despite being a mage, can knock them out in one or two sweeps does to their terrible Defense stat.
Deluxe Praefae	Base Stats: 5 HP / 3 SP/ 2 ATK / 1 DEF / 5 MGI / 5 MGD / 2 SPEBigger Praefae who can soak up Magic Attacks even better, and still have enough HP to survive a hit from physical strikes. Thankfully for Vale and Peseclia, they are very rare.
And their Defense is not any better than their smaller counterpart either. Although their high Magic power can hurt Grousen, they are slower than the surprisingly quick Grousen, allowing him to strike them out before they could react. They can heal themselves by sapping SP away.
Baron Bird 	Base Stats: 2 HP / 4 SP/ 4 ATK / 2 DEF / 1 MGI / 2 MGD / 4 SPEBaron Birds are predatory birds that aim at any prey by recklessly bombing beak-first into them. This is in fact their favorite method of aggression.
Their defenses are poor and become stunned and hurt when they miss their target and hit the ground, so dodging properly will make them bite the dust.
Spider Knight 	Base Stats: 3 HP / 2 SP/ 4 ATK / 4 DEF / 2 MGI / 2 MGD / 3 SPEA Spider Knight is half-human, half-spider, using their armor to protect themselves against enemies while ready to feast on their prey.
Their scythe can deal severe damage against physically weak preys, but they cannot take magical attacks well, making them easy target to Magic-oriented heroes like Vale.
Stratos Cloud 	Base Stats: 5 HP / 1 SP/ 2 ATK / 5 DEF / 2 MGI / 5 MGD / 1 SPEClouds that gain sentience in the stratosphere, following order to a certain Demisa. The poor saps cannot produce thunders which is good news to our heroes.
The real problem is their ludicrous overall defense, making them difficult to take down, and can heal fellow monsters. However, they have very few SP to spend, and they take double damage from Wind and Ice attack.
Crazy Dragons 	Base Stats: 4 HP / 2 SP/ 4 ATK / 4 DEF / 4 MGI / 4 MGD / 3 SPEA Crazy Dragon is infamous among dragons does to seeing everybody as their next target, and they have high stats to boot.
But the high stats comes at the cost of them being vulnerable to all elemental attacks, so spamming them against them will do the trick.
===Bosses===
====Regular Bosses====
====Giant Bosses====
==Weapons==
===Vale's Scepters===
===Peseclia's Staffs===
===Grousen's Sword===
===Gandie's Shields===
===Galen's Axes===
===Kanile's Claws===
===Val'tal's Bows===
===Vakamas's Gauntlets===
===Evister's Daggers===
===Anastis's Amulets===
==Wearables==
===Head===
===Body===
===Arms===
===Hands===
===Legs===
===Feet===
===Capes===
===Miscellaneous===
==Other Objects==
===Collectibles===
===Key Items===
===Battle Objects===
===Heal Objects===
==Side-Quests==
===Pre-End===
===Post-End===
==Colosseum==
When the player enter the Orcs' Colosseum by the door entry, they participate in a marathon of dealing with waves of various monsters (trained and well fed by Orcs), and they cannot bring in items of any sort, as they can only rent items. Each Rank have an endboss who is much stronger than average monster and can prove a challenge.
How much Golds will be earned depended on the player's team performance, how quick they defeated their enemies or how much damage they had done depended on the wave.
Rank 	Description 	Minimum
Superb 	The performance was done exceptionally well. 	100 to 80% HP overall, less than a minute, 200% damage of enemy's overall HP
Astonishing	The performance was done remarkably well. 	79 to 70% HP overall, 1:01 to 1:59, 175% damage of enemy's overall HP
Bellisimo 	The performance was done surprisingly well. 	69 to 50% HP overall, 2:00 to 2:59, 150% damage of enemy's overall HP
Capable 	The performance was done moderately well. 	49 to 30% HP overall, 3:00 to 3:59, 125% damage of enemy's overall HP
Decent 	The performance was done decently well. 	Less than 30% HP overall, 4:00 or more, 100% damage of enemy's overall HP or less
Failure 	You simply failed. Go get better equipment, weapons and grind your Group Level, would you?	Having all of the teammates defeated.
===Rank 1===
===Rank 2===
===Rank 3===
===Rank 4===
===Rank 5===
===Rank DX===
===Player vs Player===
===Giant vs Giant===
==Gallery==
==Trivia==
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