Quests
are events hosted
by either the moderator, vice-moderator,
or somebody that has cleared
a specific quest with either
of the mods. They can be free-form
and use many different styles
of adventure. The levels for
Quests only indicate the number
of successful quests that particular
person has taken. Each person
is allowed a certain number
of Quests per month, and this
is decided based on how much
free time they have, which is
directly proportional to their
job position. Those working
part time can take four quests,
while full time is three, assistant
manager is two, and managers
only get one Quest per month.
One of the more common types
of Quest will involve Job Classes,
which are explained further
below.
In
combat, there are three types
of monsters: Weak, Normal, and
Strong. Your players will typically
attack first unless otherwise
noted. Weaks die with one hit,
Normals with two, and Strongs
with three. All non-boss monsters
deal the same amount of damage.
Bosses may have different fighting
strategies and Job Class bonuses
like the Warrior one-hit kill
and Black Mage weak-element
kill do not apply. Bosses will
likely take more hits to kill
and may deal more damage per
hit. How a Boss fights should
be declared prior to the boss
fight.
There
will be a front and back row
in combat, but the only difference
between the two is that the
front row has a higher probability
of being the target of enemy
attacks. But in order to have
a back row, you must have a
greater number people
in the front row than in the
back. So if you have a party
of 3, you can have 2 in front
and 1 in back. But it is strictly
greater than, so if you
have a party of 4, you can have
3 in front, 1 in back.
There
are six to choose from: Warrior,
Thief, Monk, Red Mage, White
Mage, or Black Mage. Each class
has a special ability, listed
in the image below. On quests,
you may run across certain obstacles.
These may be monsters, traps,
or even shortcuts that only
certain types of jobs will have
access to. The only restriction
on Job Classes is that you cannot
change your Job Class too extremely.
As shown in the image below,
you can only change into those
Jobs connected to your current
Job Class by a line. If you
would like a further Job Class,
you must move to it progressively.
Each Quest you take only allows
you to move one Job Class at
a time.

Thief:
Thieves are able to flee from
dangerous situations more easily.
Whenever you come across a deadly
situation, you can try to back
out of it with any character
(think D&D saves). Normally,
your party has a 10% chance
to save. With a thief in your
group, it becomes 60%. If you
have multiple thieves, you will
also gain an additional "roll"
to save yourselves in case the
first save failed. In combat,
they can dodge all attacks by
the strong monsters since they
are so slow at attacking. Also,
there may be situations where
a thief is able to steal an
object such as a key to avoid
a difficult fight. Out of combat,
they may be able to see small
passages that may provide shortcuts.
Monk: Monks
are good for both combat and
travel. In combat, they have
the Kick ability, which allows
you to, for no cost, take out
a large group of Weak monsters.
They also counterattack whenever
they are attacked. They can
be vital to reducing an enemy
horde to a reasonable size.
Out of combat, the monk is the
agile climber/jumper. Other
Jobs will not be able to do
things like climb on small ledges
and jump large gaps and do otherwise
unnatural feats (think Ninja
Warrior, and yes, I know the
thief becomes the ninja, but
this is a monk skill here),
though keep in mind that if
a monk goes where the rest of
the team cannot, he will be
on his own until he meets back
up with the group.
Warrior: Warriors
are best used in combat.
They are strong and can defeat
a powerful, non-boss enemy in
one blow. In addition, the warrior
will take no combat damage from
Weak monsters. There will also
be times that the warrior's
strength can be used out of
battle to destroy weak walls
or doors.
Red
Mage: Red Mages have
the ability to use basic white
and black magic. These include:
cure, life, fire, blizzard,
water, and thunder. Each spell
costs 1 MP and all red mages
have 10 MP per Quest*. Descriptions
of the aforementioned spells
will follow in white mage and
black mage.
White
Mage: White
mages are best used as healers
and have 10 MP per Quest*. They
can use white magic: cure, cura,
life, aero, scan, float, and
holy. If a character takes damage
from either a trap or an enemy,
they will be wounded.
Another attack and they will
be critical. Once more,
and they will be dead.
White Mages and Black Mages
are the only Jobs that have
no wounded status,
as they fall immediately to
critical due to low
HP. White mages also have a
healing staff that can only
be used in battle. It has
the same effect as cure, but
costs no MP in battle. Because
they have a healing staff, they
cannot harm non-undead enemies
with physical attacks.
Black
Mage: Black
mages are good for combat and
traps and have 10 MP per Quest*.
They can use black magic: fire,
blizzard, thunder, water, flare,
bio, and ultima. As mentioned
in White Mage, Black Mages have
no wounded status,
as they fall immediately to
critical due to low
hp. They cannot deal any physical
damage to strong enemies.
*Some
quests will include restore
points where MP can be restored.
White
Magic
Cure: If listed
as wounded or critical, the
spell cure can be used
for 1 MP to elevate their condition
by one spot: critical
becomes wounded, wounded
becomes fine.
Cura:
Cura costs 2 MP and it basically
casts cure on each
person in your immediate party.
Life:
Life costs 2 MP and restores
a dead character to
critical condition.
Aero:
Aero is a wind attack spell
that can destroy an enemy weak
against wind for 1 MP. It also
may have an effect outside of
combat.
Scan:
Scan finds an enemy's elemental
weakness for 1 MP.
Float:
Float costs 1 MP and can be
used to cross certain obstacles
in terrain, such as a floor
of spikes. It works on the entire
party, but it only works for
one trap, so you must cast it
each time you encounter another
trap (or find another route).
Holy:
Holy costs all your remaining
MP and deals 7 damage to any
one target.
Black
Magic
Fire:
Fire costs 1 MP
and can instantly destroy any
enemy weak against fire. It
also may have an effect outside
of combat.
Blizzard:
Blizzard costs 1 MP and can
instantly destroy any non-boss
enemy weak against ice. It also
may have an effect outside of
combat.
Thunder:
Thunder costs 1 MP and can instantly
destroy any non-boss enemy weak
against lightning. It also may
have an effect outside of combat.
Water:
Water costs 1 MP and can instantly
destroy any non-boss enemy weak
against water. It also may have
an effect outside of combat.
Flare:
Flare costs 2 MP and can instantly
destroy any non-boss enemy,
regardless of its weakness.
Bio:
Bio costs 2 MP and causes any
enemy (even bosses) to take
damage each turn.
Ultima:
Ultima costs all your MP, no
matter how much MP you have
left. It will instantly destroy
a group of non-boss enemies,
regardless of how powerful they
are.
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