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Tales of Arcrath

RPG Series

For Windows PC

Available on Steam

Yrmont

W S A D movement

Shift = Sprint

F = Toggle HUD

J = Action

I = Menu/Back

P = Party Switch

1 = Health Potion

2 = Energy Potion

H = Ship Scene

L = Language Select

~ = Help Page

M = Maps

You may change the keys through options.

Occupations

Occupations are not set

You may have however many as you like

Occupation class is a Sub-Class which gives skills that effect the world.  Primarily how much you get and from what.

Farmer, Hunter, Miner, Fisher, Soldier, Mercenary, Merchant

Sea Dog

The party leaders' occupational skills are applied

Party leader is whoever is in slot 1

Jobs are means to gain coin in the world as coin is essential to every day living.

Survival

Fatigue, Hunger and Thirst drain throughout the day

Rice automatically keeps Hunger and Hit Points full

Water keeps Thirst and Energy full

If Fatigue gets too low

The screen will fade in and out until you rest or the game forces you to collapse

You receive negative states if Fatigue, Hunger and Thirst are too low.  These states effect your abilities in combat.

Certain food will also automatically keep health full

The game does it for you

Town Management
Inn.png

Inn

Lombard.png

Lombard

Barracks.png

Barracks

Tanner.png

Tanner

Mine.png

Mine

Tavern.png

Tavern

Tailer.png

Tailor

Guardhouse.png

Guardhouse

Armory.png

Blacksmith

Lumberyard.png

Lumberyard

Grocer.png

Grocer

Alchemist.png

Alchemist

Shipwright.png

Shipwright

Forge.png

Butcher

Fletcher.png

Fletcher

Butcher.png
Temple.png

Temple

Forge

Most buildings have a development. 

Development = Increase income

Taxes also determines income

Tavern = Produces Ale

Ale helps with Happiness

Fisher and Butcher = Produce food all year

Farm = Produce food during harvest

Lumberyard = Produces Lumber

Fletcher = Produces Arrows

Mine = Produces Ore

Forge = Uses Ore to produce Arms

Happiness = Increase/decrease population

* Low Happiness increases rebels

* Rebels determine random encounter

     * 1 Rebel = Random encounter

     * Rebels determine if a town gets attacked

Security = Random encounter rate

     * Low security = Random encounter in town

Guard = Increase security

Military and Field Warfare

If rebels get too high, the town can go under War State

During war state, the buildings are locked and random encounters occur at a rapid pace until victory or defeat.

Rebels and the town have Infantry, Archers and Cavalry

every 15 seconds, the game will calculate casualties

casualties also are calculated after you have a random encounter

Infantry is the base HP

Archers and Cavalry provide additional damage

Cavalry more than Archers 

Military also have an upkeep for the town.  Therefore, income is also determined by military.

As soon as Infantry = 0

The battle will conclude

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