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The Official Guide to the Mechanics of Sellsword
(Statistics represent Version 1.0 of the game)


Table of Contents:
-Intro
-The Structure of the Game
-Character Attributes
-List of Items and their Effects
-Important Areas & Objects
-List of States

Intro:
Welcome! If you are reading this guide, you are probably wondering what the heck this game is all about and what makes it different from the average RPG? For starters, there are no equipment items, the world map is encounter-free, characters don't have a basic "attack" command, and the list goes on! This guide is here to help you, as a player, understand the way the game works, provided that you don't have the patience to figure out everything on your own.

For the sake of familiarity to the community I'm posting this in, I'll be using a lot of jargon when it comes to talking about stats and modifiers and whatnot. If you don't know them, then here are the ones I'll be using the most:

State- Also known as "status conditions," they are modifiers that have some kind of affect on an enemy or a character in battle, of which can be negative or positive. For example, being inflicted with "Poison" will decrease HP every turn, while being inflicted with "MIND up" will double the inflicted person's spell strength and resistance.

Inf- Short for "Influence." It describes how much a party member's or enemy's offensive stat (either ATK or MIND, see below) adds on to a particular skill. The higher the influence (Max 10 points), the more the skill is affected by the user's stats. The lower the influence, the closer the skill's damage will be to its base value.


The Structure of the Game:
Sellsword is a "level-based" rpg with a similar structure to games like "Diablo" or "Dragon Quest Swords." The game primarily takes place in the overworld, or HUB world of Dejeeka Island, and it is from here that the player can travel to "levels" which either involve fighting monsters and solving puzzles, or chilling out at town to stock up on supplies. The two main types of stages are explained below:

"Normal" Stages- These are mostly towns and villages. The player does not encounter any battles in these areas, and they typically contain shops and inns to help the player prepare for the more challenging Action Stages.

"Action" Stages- These are the meat of the game. Action stages contain areas where the player will encounter enemies, solve puzzles, find chests, and more! Every action stage contains at least one Aspect of Terraia. Fairy-like creatures that completely heal the party and may offer advice on the area. You will also receive an exclusive item called the Warp Gem, which allows you to leave the action stage from any point (see "List of Items and their Effects").

Every Action Stage ends with a boss, which must be defeated to complete the stage. For the purpose of not spoiling some story information about the game, these bosses will not be listed here. Even after defeat, any action stage can be returned to, though the boss will only be available if you haven't completed the respective action stage prior to re-entering.

Battle System: For those not familiar with RPG Maker 2k3, the battle system is the default Active Timer Battle System where players and enemies act on a certain "charge time" as oppose to a standard 1:1 turn-based system. In English, every party member acts when a rising bar next to their name fills up. The rate at which they fill up is dependent on the Agility (AGI) stat, and speaking of which...

Stat Table:
The following stats are used in Sellsword:

  • Hit Points (HP)- Another name for "health." HP decreases or increases depending on the skill used. If the HP is 0, then the character will be Knocked out, and unable to battle.
  • Mana Points (MP)- Certain skill cost MP to use. When this value is 0, certain attacks cannot be used in battle or on the field.
  • Attack (ATK)- The value that determines how damage much a physical skill or basic attack will deal to a target.
  • Defense (DEF)- This value reduces the damage amount of physical attacks. The higher the Defense, the more resistant the character is to physical attacks.
  • Mind Power (MIND)- A combination of the ATK and DEF stats, only pertaining to magical attacks as opposed to physical.
  • Agility (AGI)- Determines how fast the bar fills for a character in relation to their opponents.
  • Experience Points (EXP)- After completing every battle, the player's party is awarded with EXP for their victory. Collecting enough EXP allows for party members to gain a level.
  • Level (L or Lvl)- A state on any particular party member that adds on to the base set of stats (ATK through AGI). The higher the level, the stronger your party members, and more skills and attacks may become open to them, too! The lowest level each party member starts with is 1, and the highest level any party member can go to is 10.


Note that EXP and Lvl applies to Party Members. Enemies don't have levels, because they're stupid, I suppose?

Character Attributes:
The main characters of Sellsword, Riley, Paris, and Gunnar are more than just different personalities, they all contribute to a group dynamic in battle, and it is vital that each member is kept alive in order to succeed through the encounters of the action stages.

EXP Curve- Every party member has the same rate of growth in experience: a base of 25 points, and an extra value of 150 points added on, so each level adds 150 points to each required amount of points to level up.

Riley
Base (Level 1) Stats:
HP: 15 (+3 Per level)
MP: 15 (+5 Per level)
ATK: 3 (+2 Per level)
DEF: 7 (+2 Per level)
MIND: 3 (+1 Per level)
AGI: 2 (+1 Per level)

Available Moves:
(Start)- Voice Crack- Riley's only primary attack. It deals 10 damage to a single target(Cost: 0 MP; 5 ATK and MIND Inf; 95% Accuracy)
(Start)- Goodwill Song I- Heals the entire party by 10 points. (Cost: 3 MP; 0 Inf)
(Start)- Divine Prayer- Revives a K.O.'d Party member with full HP. (Cost: 15 MP; 0 Inf)
(Lvl 2)- Lullaby I- Inflicts a single enemy with the Sleep state. (Cost: 5 MP; 0 Inf; 100% Success Rate <Enemy resistances apply>)
(Lvl 2)- Serenade- Inflicts a single enemy with the Enthrall state. (Cost: 5 MP; 0 Inf; 75% Success Rate)
(Lvl 4)- Call for Defense- Inflicts all allies with the DEFup state, doubling base defense. (Cost: 10 MP; 0 Inf)
(Lvl 4)- Encouraging Cheer- Inflicts a single ally with the MINDup state, increasing MIND. (Cost: 10 MP; 0 Inf)
(Lvl 6)- Lullaby II- Inflicts all enemies with the Sleep state. (Cost: 15 MP; 0 Inf; 50% Success Rate)
(Lvl 6)- Goodwill Song II- Heals all HP to a single ally, and cures harmful states. (Cost: 20 MP; 0 Inf; Something Damage)

Storywise, Riley is a joke, but in battle, he's probably one of your most vital companions. His Goodwill Song provides an easy access to heals and cures from status conditions, and he possess the only skills that can inflict the player's party with buffs. While he has a tiny window of offense with the measly Voice Crack, he can also disable his foes with Serenade and Lullaby. In short, Riley is worth keeping around in all instances.

Paris
Base (Level 1) Stats:
HP: 14 (+2 Per level)
MP: 15 (+10 Per level)
ATK: 1 (no scaling)
DEF: 6 (+2 Per level)
MIND: 4 (+2 Per level)
AGI: 4 (+1 every two levels)

Available Moves:
(Start)- Fire Wave I- Deals 8 Fire element damage to all enemies, also inflicts the Burn state.(Cost: 3 MP; 8 MIND Inf)
(Start)- Frost I- Deals 10 Ice element damage to one enemy. (Cost: 5 MP; 8 MIND Inf)
(Start)- Thunder I- Deals 15 Thunder damage to one enemy and lowers their DEF by the same amount. (Cost: 10 MP; 8 MIND Inf)
(Start)- Meditate- Restores 15 MP to the user. (Cost: 0 MP; 0 Inf)
(Lvl 4)- Fire Wave II- Deals 16 Fire element damage to all enemies. (Cost: 15 MP; 8 MIND Inf; Something Damage)
(Lvl 4)- Frost II- Deals 25 Ice element damage to one enemy. (Cost: 25 MP; 8 Inf)
(Lvl 4)- Thunder II- Deals 30 Thunder damage to one enemy; lowers their DEF by the same amount and inflicts the Paralyzed state (Cost: 30 MP; 8 Inf)
(Lvl 10)- Fire Wave III- Deals 32 Fire element damage to all enemies, also inflicts the Burn state (Cost: 100 MP; 8 MIND Inf; Something Damage)
(Lvl 10)- Frost III- Deals 50 Ice element damage to one enemy and lowers AGI by the same amount. (Cost: 100 MP; 8 MIND Inf)
(Lvl 10)- Thunder III- Inflicts the K.O. state on all enemies (Cost: 50 MP; 0 Inf; 50% success rate)

Paris the magical Swiss army knife of the party. She provides coverage with powerful element-based magic, allowing you to exploit your enemy's weaknesses. A majority of her moves also come with secondary effects that can turn the tide of just about any battle. Take care in using her, though, as all of her attacks use mana, which she has to recover using Meditate, which also costs her a turn in battle. Having low defenses, in this regard, means that she can't afford to get hit too much.

Gunnar
Base (Level 1) Stats:
HP: 20 (+3 Per level)
MP: 5 (no scaling)
ATK: 7 (+3 Per Level)
DEF: 7 (+3 Per level)
MIND: 2 (+1 Per level)
AGI: 3 (+1 every two levels after Level 2)

Available Moves:
(Start)- Pummel- Deals 5 physical damage to a single enemy. (Cost: 0 MP; 10 ATK Inf; Minor damage variance)
(Start)- Raving Roar- Inflicts all enemies with the Fear state. (Cost: 1 MP; 0 Inf; 75% Success rate)
(Start)- Tackle- Deals 15 physical damage. (Cost: 2 MP; 10 ATK Inf; 95% Success rate)
(Start)- Skull Bash- Deals 30 physical damage and inflicts Confusion on a single enemy. (Cost: 5 MP; 10 ATK Inf; 95% Success rate)

With the highest overall defenses and the best ATK stat of the group, Gunnar is an example of the classic bruiser. His varied, physical-based damage provides an extra bit of something in dealing with the slew of opponents encountered throughout the game. He has his flaws, however. His flat 5 MP means that the moves you make with Gunnar need to be pretty deliberate. Despite this, compared to his comrades, Gunnar is a survivor against most foes, and can help the team in more ways outside of his small pool of skills.

List of Items and their Effects:

Healing Items:
Health Tonic - A magically infused soda pop that restores HP to a single party member. It comes in small (S), medium (M), and large (L), each with a greater effect than the other, with the (L) size restoring HP completely.
Mana Meal - A package of ground-up manna seeds notable for both restoring MP and tasting quite bland. It comes in small (S), medium (M), and large (L), each with a greater effect than the other, with the (L) size restoring MP completely.
Antidote Herb - A plant-based medicinal herb used to remove the Poison status.
Peppermint - It's not just for candies and drinks! It removes the Confusion, Sleep, and Beserk states in battle.
Ginger - It's good in cookies, but root itself is pretty nasty. It removes Stun, Paralysis, Fear and Poison statuses, though.
Black Seed Oil - It's been used since ancient times to cure diseases, and to this day it's still beneficial to your health, if you can get past the taste! It removes any negative state from a single party member.
Pheonix Wing - A feather from the mythical bird itself. It revives a single K.O.'d party member with full HP.
Uber Potion - Take everything mentioned above, apply it to the entire party, and you have a healing item of the gods. Where do you find such a thing, though?

Battle/Augment Items:
Bomb - Comes in small, medium, and large sizes, each doing 10, 25, and 40 non-elemental damage to an entire enemy party respectively. Good if you want an extra hand in battle.
Honey Mead - A bottle of honey-wine that only Gunnar can use. It inflicts him with a Drunk state and doubles his ATK and DEF.
Wine - A bottle of red wine that only Gunnar can use. It inflicts him with a Drunk state and doubles his ATK and MIND.
Whiskey - A flask of whiskey that only Gunnar can use. It inflicts him with a Drunk state and doubles his ATK and AGI.

Quest/Other Items:
Behemaut Claw - The claw of the legendary dragon, Behemaut, that you need to retrieve for your client.
Behemaut Wing - A bone of the wing of the legendary dragon, Behemaut, that you need to retrieve for your client.
Behemaut Skull - The skull of the legendary dragon, Behemaut, that you need to retrieve for your client.
Threed Key - Used to open the locked gate within the entrance to the Tower of Threed, an Action stage within the game.
Warp Gem - This is available every time you enter an Action Stage. It will warp you out of the stage outside of battle, at the cost of losing 50% of your party's gold. In spite of this, this item is handy for getting out of no-win situations where your party is too weak to survive the next battle.

Important Areas & Objects:
Aspects of Terraia: Legend has it that these fairy-like spirits are the embodiment of the Sellsword world: Terraia. Talking to them will completely recover your party members at no cost, though they disappear after use. They can be found in any Action Stage.

Inns: Two inns are available in the game's towns. They'll allow you to completely recover your party at no cost. Unlike the Aspects of Terraia, Inns are not in action stages and are more conveniently located.

Shop: These are outlets where you can purchase all the goods you need to prepare for Action Stages... But why not stick around a bit more? You can ask the shopkeepers about their business, listen to the town's local rumors to gain tips on future battles, and so on. Just don't get behind their counters, you'll tick them off.

Pub: This is a good place to buy Gunnar the drinks he thrives on, not much else.

List of States:
All states end after battle.

Ailments:
Poison - Decreases 5% of Max HP per turn.
Blind - Changes accuracy for physical attacks to 20%. Removes itself after 4 turns.
Beserk - Restricts the victim's commands, forcing them to use only basic attacks. May remove itself after three turns
Confuse - The target may attack itself or its allies. May removes itself after 3 turns
Sleep - The target cannot take action. May remove itself after 1 turn, or by being attacked (50% chance).
Paralyze - The target cannot take action. May remove itself after 3 turns.
Stun - The target cannot take action. Removes only if the target is hit.
Enthrall - The target cannot take action. Removes after 3 turns or if the target has been hit. Halves the DEF stat.
Burn - The target takes 5% HP damage per turn. Removes after 2 turns.
Fear - Halves the MIND and ATK stat. Removes itself after 3 turns.
K.O. - The target cannot move. Occurs when a party member's HP reaches 0.

Buffs:
ATK up - Doubles the target's ATK. Removes after 5 turns.
DEF up - Doubles the target's DEF. Removes after 5 turns.
MIND up - Doubles the target's MIND. Removes after 5 turns.
AGI up - Doubles the target's AGI. Removes after 5 turns.