Getting Started

The first time you start your game, you will be prompted with the **Choose your Character** screen.

You can enter your main character's name, choose your appearance and starting class.

*The name and appearance are purely aesthetic and don't influence the game.*

Classes are divided into 4 archetypes:

* **Warrior**
	+ Starting class: Fighter
	+ Has good Attack, Defense and Health, but is weak in Magic
	+ Good as either Physical Tank or DPS
	+ Warrior skills are usually Earth/Fire element, with a focus on dealing high damage through critical hits or ignoring enemy Defense
* **Rogue**
	+ Starting class: Thief
	+ Has good Speed, average Magic and Attack, but low Health and Defense
	+ Good as either Physical or Magical DPS
	+ Rogue skills involve stealing time or attacking many times before the enemy can counterattack. Their skills are usually from the Wind/Water element
* **Wizard**
	+ Starting class: Mage
	+ Good Magic and average Speed, weak in Health
	+ Good as Magical DPS or Tank (in higher tiers)
	+ Wizard skills focus on high amounts of magical damage, but also consume a lot of MP. Mages and their higher tiers have a lot of different elemental skills to cover all strengths and weaknesses
* **Priest**
	+ Starting class: Acolyte
	+ Good Magic, Defense and Health. Weaker in Speed and Attack
	+ Good as either Physical or Magical Tank
	+ Priests are Light elemental, and all of their skills are from that element too, meaning they deal high amounts of damage to Dark creatures. Some skills are Holy, and they deal even more damage to Zombies, Undead, Ghosts and Vampires.

After choosing your class, you can see a preview of how your character will look like, with your starting stats at level 1.

A quick guide of what each stat does:

**HP** (Health Points) This value tells you how long can your character survive enemy attacks without dying. Characters with high HP will be able to soak more damage, so it's wise to place them in your first slot, which is the Party member enemies will attempt to take down first. Having low HP also means less healing costs, so it may be best not to have a team full of tanks if your intention is to come back to town often.

**MP** (Magic Points) Magic works as both attack and defense for magical skills. In battle, magical damage appears as blue/purple colored. When doing damage calculations, only half the MP are used. After using a skill, some MP is used, which is later restored during battle each turn. When a character runs out of MP, only Basic Attacks will be available, so try to always have a good amount of MP before levelling up skills for more efficiency.

**ATK** (Attack) Physical attacks use this stat in damage calculations, so the higher ATK you have, the more physical damage you will do. When you have difficulty beating a boss, you can check their DEF stat, and try to have a higher ATK stat on your main Physical DPS to be able to do damage. However, levelling up your skills, even if it's more costly, is more efficient in the long run. Physical skills cost very little compared to magic, so MP shouldn't be a problem.

**DEF** (Defense) When being hit by a physical attack, the DEF stat is subtracted from damage, up to the point enemies will damage your characters -1HP provided they have enough Defense. Every DEF point will then lower damage by 1. When building tanks, it's better to focus on DEF/MP first to block most damage, then start building Health if you are tanky enough.

**SPE** (Speed) Speed is used in turn calculation mostly. The character with the highest SPE will act first during battles, then go in descending order until the slowest character. After that, "Extra Turns" will happen, and there will be another round from most fast to slowest. This means the slowest character of a team will only act once per battle turn. Extra turns are calculated in power of 10 sections, from 0-9 SPE, you have +0 ET, then from 10-99, +1 ET, and so on. Speed also determines your critical hit chance in a similar logarithmic way.

Next: Getting Started - Town