Tales of Arcrath
RPG Series
For Windows PC
Available on Steam
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
Lombard
Barracks
Tanner
Mine
Tavern
Tailor
Guardhouse
Blacksmith
Lumberyard
Grocer
Alchemist
Shipwright
Butcher
Fletcher
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