Quests

Quest Log

Quest
Petitioner
Description
Fire Crystal An attempt to restore the Fire Crystal and bring the element of fire back to the Chaos World.
Party: Jecht / Lucrecia / Lani / Ba'Gamnan / Genesis
Water Crystal An attempt to restore the Water Crystal and bring the element of water back to the Chaos World.
Party: Mira / Loz / MoogleKupo / Chime / Thorn
Wind Crystal An attempt to restore the Wind Crystal and bring the element of wind back to the Chaos World.
Party: Clasko / Sephiroth / Ellone
Earth Crystal An attempt to restore the Earth Crystal and bring the element of earth back to the Chaos World.
Party: Vincent / Ellone / Ba'Gamnan / Gau / Celes
Exterminators A bunch of abnormally large termites are eating an old apartment building and must be stopped.
Party: Gau / Squall / Gray / Loz
Date Me, Jerk!
Part 1 / Part 2
A gameshow is to be held at the mall and will be hosted, created, and maintained by the employees.
Party: Ultros / Lucrecia / Steiner / Selphie / MoogleKupo

Oracle Quest:
Part 1 / Part 2 / Part 3

An unknown quest by a man in white, claiming Chaos's crystal revival quests were at a great cost.
Party: Gray / Squall / Laguna / Ellone / Genesis / Mira / Setzer / Gau / Loz
Unknown Box
Quest Failed!
A box useful to Chaos and Cosmos lies hidden in a cave with two entrances. The adventurers try to bring the box back for Chaos.
Party: Ellone / Rufus / Ba'Gamnan / Thorn / Hojo
Unknown Box A box useful to Chaos and Cosmos lies hidden in a cave with two entrances. The adventurers try to bring the box back for Cosmos.
Party: Squall / Gray / Jecht / Chime / Mira
Bomb Squad
Quest Failed!
Unsuspecting customers are strapped with hidden bombs and it is up to a Bomb Squad to save at least 10 stores.
Party: Gray / Rufus / Laguna / Blank / Hojo
Prison Break Vincent is trapped in an evil hospital/prison and Chaos may be able to rescue him.
Party: Rufus / Ellone / Thorn / Lucrecia / Ba'Gamnan
Haunted Mansion A mysterious voice requests to have its soul freed. Meanwhile, the mall is rampant with vengeful spirits.
Party: Selphie / Lightning / Hope / Laguna / Sephiroth / Locke / Celes / Gray / Squall / Ultros
Under Siege Chaos and Cosmos begin a long-range war, but don't know their bombs aren't hitting each other and are instead hitting the mall. NORG hires generals to control the situation.
Party: Celes / Jihl / Squall / Lani

Job Class Quests Information

Information

     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.