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Priston Tale KR (Masangsoft)

Official Korean server of Masangsoft, the developer of the game.

Level cap not published · 11 classes · Open in the calculator

The quests go up to level 135 and the newest field, on the test server, requires level 137; the calculator goes up to level 180.

Character

HP

Fighter, Pikeman

2.1 × Level + 0.8 × Strength + 2.4 × Health - 10

Mechanician, Knight, Atalanta

2.1 × Level + 0.6 × Strength + 2.2 × Health - 5

Archer

1.8 × Level + 0.3 × Strength + 2.1 × Health

Priestess

1.5 × Level + 2.1 × Health

Magician

1.5 × Level + 1.9 × Health

Assassin

2.1 × Level + 0.7 × Strength + 2.4 × Health - 10 (BPT value)

Shaman

1.5 × Level + 0.5 × Spirit + 2.2 × Health - 10 (BPT value)

Martial Artist

2.1 × Level + 0.8 × Strength + 2.4 × Health - 10 (BPT value)

MP

Fighter, Archer, Pikeman

0.6 × Level + 2.2 × Spirit

Mechanician, Knight, Atalanta

0.9 × Level + 2.7 × Spirit

Priestess, Magician

1.5 × Level + 3.8 × Spirit

Assassin, Martial Artist

0.6 × Level + 2.2 × Spirit (BPT value)

Shaman

1.5 × Level + 3.8 × Spirit (BPT value)

Stamina

2.3 × Level + 0.5 × Strength + Spirit + 0.5 × Talent + 1.4 × Health + 80

Weight

3 × Level + 2 × Strength + 1.5 × Health + 60

Speed

1.4 + Level / 150 + Talent / 150 + Health / 150 (Original game value)

Regeneration

HP = Level + Strength / 2 + Health / 180 + equipment / 1.5

MP = Level + 1.2 × Spirit + Health / 2 / 115 + equipment

Fighter, Pikeman

Stamina = 3.8 + ⌊Level / 7⌋ + equipment

Mechanician, Archer, Knight, Atalanta

Stamina = 3.3 + ⌊Level / 7⌋ + equipment

Priestess, Magician

Stamina = 2.9 + ⌊Level / 7⌋ + equipment

Per second, standing still. Walking: stamina × 0.6; attacking: no stamina.

Combat

Attack power

Fighter, Pikeman, Knight

Min = 2 + ⌊Weapon min × (Strength + 130) / 130⌋ + ⌊Talent + Agility / 40⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Level / 6⌋ (class weapon)

Max = 4 + ⌊Weapon max × (Strength + 130) / 130⌋ + ⌊Talent + Agility / 40⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Level / 6⌋ (class weapon)

Mechanician

Min = 2 + ⌊Weapon min × (Strength + 150) / 150⌋ + ⌊Talent + Agility / 45⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Level / 6⌋ (class weapon)

Max = 4 + ⌊Weapon max × (Strength + 150) / 150⌋ + ⌊Talent + Agility / 45⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Level / 6⌋ (class weapon)

Archer, Atalanta

Min = 2 + ⌊Weapon min × (Agility + 130) / 130⌋ + ⌊Talent + Strength / 40⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Level / 6⌋ (class weapon)

Max = 4 + ⌊Weapon max × (Agility + 130) / 130⌋ + ⌊Talent + Strength / 40⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Level / 6⌋ (class weapon)

Priestess

Min = 2 + ⌊Weapon min × (Spirit + 170) / 170⌋ + ⌊Talent / 30⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Level / 6⌋ (class weapon)

Max = 4 + ⌊Weapon max × (Spirit + 170) / 170⌋ + ⌊Talent / 30⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Level / 6⌋ (class weapon)

Magician

Min = 2 + ⌊Weapon min × (Spirit + 150) / 150⌋ + ⌊Talent / 30⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Level / 6⌋ (class weapon)

Max = 4 + ⌊Weapon max × (Spirit + 150) / 150⌋ + ⌊Talent / 30⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Level / 6⌋ (class weapon)

Assassin, Martial Artist

Min = 2 + Weapon min + ⌊Level / 6⌋ (class weapon) + ⌊Talent + Agility / 40⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Weapon min × Strength / 130⌋

Max = 4 + Weapon max + ⌊Level / 6⌋ (class weapon) + ⌊Talent + Agility / 40⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Weapon max × Strength / 130⌋ (BPT value)

Shaman

Min = 2 + Weapon min + ⌊Level / 6⌋ (class weapon) + ⌊Talent / 30⌋ + ⌊Weapon min + Weapon max / 16⌋ + ⌊Weapon min × Spirit / 150⌋

Max = 4 + Weapon max + ⌊Level / 6⌋ (class weapon) + ⌊Talent / 30⌋ + ⌊Level / x⌋ (spec item LV/x) + ⌊Weapon max × Spirit / 150⌋ (BPT value)

Attack rating

⌊1.9 × Level + 1.5 × Talent + 3.1 × Agility⌋ + equipment + ⌊Level / x⌋ (spec item LV/x)

Hit chance

Table(1.4 × (Attack rating - Monster defense)) - 28 × (Monster level - Level) / 100 (min 30, max 95)

Accuracy table

Gap below -190: 50%; above 2,100: 95%. A gap between two rows takes the next row.

Gap up toChance
-38050%
-36051%
-34052%
-32053%
-30054%
-28055%
-26056%
-24057%
-22058%
-20059%
-18060%
-16061%
-14062%
-12063%
-10064%
-8065%
-6066%
-4067%
-2068%
069%
1070%
2071%
3072%
4073%
5074%
6075%
7076%
8077%
9078%
10079%
11080%
12081%
15082%
19083%
24084%
30085%
37086%
45087%
54088%
64089%
75090%
95091%
1,30092%
1,60093%
2,00094%
2,50095%

Defense

1.4 × Level + 0.25 × Talent + 0.5 × Agility

A monster hits you

Table(2 × (Monster attack rating - Defense)) - 50 × (Level - Monster level) / 100 (min 30, max 95)

Defense only decides whether a monster’s hit lands; it never lowers the damage. A monster’s special attack always lands.

Absorption

⌊Defense / 100 + Level / 10 + equipment + Strength + Talent / 40⌋ + 1 + ⌊items with absorption / 2⌋ (max 2)

Damage to a monster

Damage = Hit - ⌊Hit × Monster absorption / 100⌋

Against a higher-level monster, a hit above 1/4 of its HP drops to between 1/8 and 1/4 of its HP.

Critical

equipment (max 50)

Critical hits: +70% damage

Against a monster

Critical + ⌊25 × (Level - Monster level) / 100⌋ (max 70)

Normal attacks with a wand or staff, magic and most area skills never deal a critical hit.

Block

equipment

Against a monster

Block + 25 × (Level - Monster level) / 100 (max 50)

A blocked hit deals no damage; the 50% cap applies with a shield. A monster’s special attack cannot be blocked.

Evasion

No evasion from stats: each evasion skill (Evasion Mastery, Vague, Hall of Valhalla, Summon Muspell) and each scroll rolls on its own.

Elemental resistance

Damage = Elemental part - ⌊Elemental part × Resistance / 100⌋

Resistance counts from -100 to 100.

Applied before the monster’s absorption.

Area skills: on the whole hit, and Meteor counts half the resistance. A negative resistance raises the damage.

PvP

Damage = Hit / 5 - ⌊30 × Target absorption / 100⌋

Only between players above level 20.

Experience

Level gap

  • 0 to 10 levels: 100%
  • 11 to 20 levels: 85%
  • 21 to 30 levels: 70%
  • More than 30 levels: 55%

In a party, the gap counts from the party’s average level, before the party share.

Party

MembersParty XPEach
1100%100%
2130%65%
3150%50%
4180%45%
5200%40%
6222%37%

Only members near the player who kills the monster get a share.

XP and drops go to the first attacker if they dealt 40% of the monster’s HP.

Death

  • From level 11: 3% of the level’s XP back in town, 4% when reviving on the field
  • After the level 85 quest: 2% of the level’s XP back in town, 3% when reviving on the field
  • Carried gold: 3%, 2% after the level 85 quest

Never below the start of the level. Nothing is lost during the siege, on the Rival Ground or with a resurrection scroll.

Starting stats

Every class starts with 99 points.

ClassSTRSPITALAGIHEA
Fighter286211727
Mechanician248251824
Archer1711212723
Pikeman269201925
Knight2613171924
Atalanta2315191923
Priestess1528211520
Magician1629191421
Assassin2510222022
Shaman1527201522
Martial Artist269202024

Stat points

Skill points: 1 at level 10, then 1 every 2 levels, plus quests. (Original game value) Special skill points (EP) come from quests only.

Quests

LevelQuestReward
30For Her+5 stat points
40Tier 3 rank-up+15 HP
55The Cave+1 skill point
70Friendship with Michelle+5 stat points, +1 skill point
80Sealed Fury+5 stat points, +2 skill points
80Test of Kingdom+2 stat points per level (7 per level)
90Eura Village+40 HP
90Bitter Ordeal+3 stat points per level (10 per level)
106Eternal Love (part 2)+2 EP
110Destroy Ancient Weapons+3 EP
114Shattering Ancient Weapons and Capturing the devil+10 stat points, +3 EP
117Eternal rest, Order of the sea, and Prepare for the end+5 stat points, +3 EP
120Peace that finally came+2 stat points per level (12 per level)
123Mysterious amplification+15 stat points, +3 EP
127Level 127 quest+100 HP, +100 weight
130Level 130 quest+15 stat points, +150 HP
135Level 135 quest+10 stat points, +200 HP

Force orbs (Original game value)

Force OrbAttack powerLevels
Lucidy+21-19
Sereneo+41-29
Fadeo+71-39
Sparky+101-49
Raident+1550+
Transparo+2550+
Murky+40 plus (min + max) / 2050+
Devine+60 plus (min + max) / 2050+
Celesto+80 plus (min + max) / 2050+

With a skill, the orb counts × 0.8 (tier 1), × 0.9 (tier 2), × 1 (tier 3), × 1.5 (tier 4). Its percentage only counts while the average attack power is under 1,000. Orbs made from magic sheltoms work on area skills, the others on single-target attacks.

* Original game value, ** BPT value: KR does not publish its own.

⌊ ⌋ rounds down, ⌈ ⌉ rounds up; every result is rounded down.