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Old July 19th, 2017 (7:45 PM).
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Parivir Parivir is offline
rage, rage against the dying of the light.
  • Gold Tier
 
Join Date: Dec 2010
Location: Jakarta, Indonesia
Age: 19
Gender: Male
Nature: Relaxed
Posts: 201
Alright, let's try this again...

Hi there, stranger. Bit of background before I delve down to the good stuff: around two years ago or so, RPT held an event called RP Olympics, and one of its competitions was to create an RP from scratch. Kingmarch was my entry to said event, where it won co-1st place. Since then, a number of people have expressed an interest for the RP to come to fruition. The OP is finished and absolutely ready-to-post, but to be honest, I'm quite unsure if it's a good fit for the RPT (largely due to its size). However, a bit of free time has come up and I'm considering finally posting this behemoth if there's enough interest for it. You can find the RP in the spoiler tags below, but if you're going to give feedback to this thread, there's a number of things I'd specifically like to ask you.

1. Would you feel comfortable with an OP of this size? Should I downsize the OP into several more palatable blurbs over the course of the RP?
2. Are you cool with the RP's ability & magic mechanics? Do you think they should be simplified?
3. If the RP was posted in its current state, would you consider joining it? If not, what changes would make you want to?
4. Due to the humongous size of everything else, I've a mind to set the player limit to seven (I myself won't be participating) so that the RP would be reasonably managable. Do you think I should add or reduce that number?


Obviously you don't have an obligation to answer these questions, but I'd really appreciate it if you did. Any other feedback you'd throw my way would also be welcome.

Spoiler:
KINGMARCH
rated M for violence and sexytimes but mostly violence
seven spots remain | best viewed with forever standing (style)


"...and so it was that the Occuria rose from their exalted thrones,
earth and light grasped within one palm;
within the other: darkness and Mist.
There shall be twenty-four, decreed the Undying,
and so, there were twenty-four."
- Of Ivalice and the Undying: a Tautology . . . . . . . . . . . . . . . . . . . . . . . . . .


of gods, monsters, and men


Many thousand years ago, all-powerful beings called the Occuria looked down upon the land, and their rule was absolute. They commanded all things on the earth. All was done according to their will. To help them secure the reins of mortal history, they used their immense power to craft powerful beings who would obey their every command--these, mortals know as the scions.

Over time, twelve scions came to believe themselves as powerful as their creators, and thus sought to break free of their servitude. Without their creators' assent, they descended upon the world of man and sought the aid of ambitious mortals to aid in their rebellion against the Occuria. Together, scion and man striked at the olden gods, but they were overpowered and defeated. The Occuria were angered and struck down their blessed children, and binding their souls and flesh with the Glyph of the Beast, they stole their freedom for all eternity. The Occuria then withdrew behind the walls of a great city of their own making, disappearing from history's stage, and man returned to their lands once more. But the Occuria do not forgive, and they do not forget: down to the earth did they send their twelve loyal children, and a lengthy war was waged between the mortal and the divine.

The scions' very presence devastated the land. They ravaged the earth, destroying civilization as it was known and slaughtering millions along the way, and the mortals, try as they might, could do little to halt their streak of destruction. At the dawn of the thousandth year, however, seven warriors emerged from various parts of Ivalice, claiming to be heritors of an ancient, powerful demon whose powers exceed even that of the Occuria. They led a small group of firebrands and, through arduous combat, managed to defeat eleven of the scions: Loghrif the Transcendent, Mitron the Chastiser, Emet-Selch the Angel of Truth, Pashtarot the Knight-Star, Fandaniel the Protector, Halmarut the Arbiter, Nabriales the Majestic, Igeyorhm the Martyr, Deudalaphon the Benevolent, Emmerololth the Holy Queen, and Lahabrea the Abyssal Celebrant all fell before their combined might. They could not, however, manage to accomplish such a feat against the twelfth scion: Zodiark, Keeper of Precepts, whose power far exceeded the others. As such, they instead chose to seal him in an unspecified location, that he would not pose any problems for many years to come.

The Seven Heroes, as they came to be known, knew full well that neither the seal they placed upon Zodiark nor the Occuria seal on the twelve rebelling scions would last forever. In anticipation of the crisis that would transpire should they finally break free, each hero crafted a magicite of great power, said to be tempered by their own life force. The seven magicites were then presented to the ruling monarch for safekeeping, and the heroes who crafted them retreated into obscurity.

And so, peace descended upon the world, and the march towards a new age finally began.

a world in peril



A map of Ivalice and its neighboring countries. Ivalice spreads radially outwards from the capital city of Rabanastre, reaching as far as the Nalbina Fortress in the north, the Ozmone Plains in the south, the Zertinan Caverns and the Ogir-Yensa Sandsea in the west, and the mercenary nation of Nabria in the east (not on map). To Ivalice's north lies the formidable Archadian Empire, whose constant aggressions towards Ivalice culminated in the recent Seven-Year War. The nomadic people of Falmese occupy the westerly lands of the Nam-Yensa Sandsea, and the area surrounding the Tomb of Raithwall. Further west lies the Empire of Rozarria (not on map). To Ivalice's south is the tropical nation of Jute, ruled by a council of viera and garif chieftains. And to their east, the sacred Mt. Bur-Omisace, seat of the Light of Kiltia.

At the close of the Seven-Year War between Ivalice and its northern neighbor of Archades, the former's benevolent monarch, Queen Ritz, fell seriously ill. Physicians near and far were summoned to her castle at Rabanastre, but everyone solemnly knew that it was all for naught. Queen Ritz's illness had been foretold by many Ivalicean seers since even before she took the throne: at the age of 46, the queen would suffer a fatal disease, and her death shall be a harbinger for ancient, terrible evils to once more plague the fair land of Ivalice.

It is a prophecy that has been taken very seriously by the crown. During the queen's rule, much of Ivalice's resources was devoted to better understanding the lores of the land, in hopes of unearthing some piece of knowledge that would help them endure against the arcane threat. Many projects were undertaken to prepare for the approaching danger: some sought to recreate divine weapons, others to create new magic thought to be effective against the arcane. Most of these projects resulted in failure, but a few did succeed: the most resounding of these successes is Project Bel, whose goal was to train warriors that emulated the strength of the Seven Heroes of Ivalicean legend.

The prophecy was soon fulfilled: not a month after contracting her illness, the queen passed away in her sleep. In the wake of her death, Ivalice is thrown into a state of massive disarray. The rightful heirs to the throne—Prince Auber and Princess Gina—are shoved aside to make way for the late queen’s ambitious siblings, and a number of claimants surfacing from the general populace. And so it was that the land of Ivalice, the horrors of war still fresh on its memory, looks slated to engage in warfare once more.

The queen’s passing has also done little to discourage Ivalice’s eternal aggressor, the Empire of Archades, which has been known to break treaties of peace in the past. Archades may see Ivalice’s chaotic state of affairs as an open invitation to once again wage war upon its lands. Though after the war Ivalice had built strong alliances with the neighboring countries of Falmese and Jute, their numbers are far inferior to that of the Empire’s, and coats may yet turn before the war is even begun.

In the midst of all this, Ivalice’s Thirteen Orders must choose a power with which to ally with: keeping in mind the ever-present threat of Archades dogging Ivalice’s heels, many have chosen to side with the militaristically-minded Grand Duke Ferre, who had governed Ivalice’s border lands with a steady hand during the queen’s rule. Others yet flock to the Grand Duchess Selu, whose diplomatic triumphs have brought harmonious peace to Ivalice’s once-warring races. Furthermore, the merchant Safur Hellewyn, whose riches are said to be double that of the royal treasury, had made his own bid for the throne, with an army of mercenaries backing his claim.

It is inevitable: the fires of war will rage once more. And beyond the smoke, from the darkest reaches of the land, something wicked this way comes.

a hero emerges


YOU are a graduate of Research Operation Bellanova, better known as Project Bel. You were among the hundreds that volunteered to become a subject of the top-secret project, and one of only seven to survive the brutal experimentation. Your memories of Project Bel are not ones you would rather recall; perhaps you even regret your decision to become a part of the program. Whatever your feelings on the matter are, one thing is for sure: you have walked out of Project Bel exponentially stronger than before. This is in no small part due to the implantation of a magicite that the researchers called the demon factor in your body; supposedly, it was a piece cut out of the legendary magicites left behind by the Seven Heroes.

Following your release from Project Bel, you were inducted into the Order of Kingmarch: an order of the Ivalicean military whose main task is to combat the arcane forces that plague the land. It is an order filled to the brim with talented mages and powerful soldiers, but even among Ivalice's best and brightest, your strength in combat is clearly several cuts above the rest. Within the order, the seven of you are referred to as the demon knights; not out of spite, but rather out of respect for your formidable strength.

The Order of Kingmarch is stationed with two other orders in the Nalbina Fortress, an Ivalicean frontier that suffers constant aggressions by the neighboring Archades. The nearby town of Nalbina houses quite a large number of clans, and bills are regularly posted at the local pub. Most members of the Order double as part-time clan members or solo game hunters to counteract the meager soldier's wage; you may also choose to do this, as your overpowering strength would be a welcome addition to any clan. However, being a demon knight means that the military demands more of you than they do regular soldiers: your schedule is much tighter, and you often receive tasks with unforgiving deadlines. Duty must always come first: you must be ready to abandon clans and marks for the military, should the latter call on your strength.

Despite being trained to face the arcane, you have yet to face any since being released from Project Bel, save for the occasional wraith or two. But as news of the queen's prophesied illness reached Nalbina, you begin to re-train yourself in fighting the arcane, and refresh your knowledge of relevant Ivalicean lore. You know that your true task, whatever it might be, will soon arrive.

Sign-Up Sheet
Spoiler:
Odd place to put this, but whatever. Please read the rest of the RP post before signing up.

Name:

Age: Characters under the age of 17 are discouraged.

Race: There can only be at most two characters per race. Picking a race that has not yet been picked is encouraged.

Gender: The gria and viera are exclusively female races, at least in the dimensions of this RP.

Appearance: Two paragraphs minimum. Your attire is primarily dictated by your primary class. Minor modifications are allowed, but don't stray too far from that template. Pictures are encouraged.

Personality: Two paragraphs minimum. Three is encouraged.

History: Your life prior to Project Bel, and how you came to be part of it. Project Bel was a pretty hush-hush program, so generally speaking you'd have to be pretty important or have important connections to sign up for the program knowing full well what it entails. A bill was posted in Ivalicean pubs about it, though the details concerning it were kept very vague. The palace also sent some scouts, who helped recruit people of potential. Though the project first began some fifteen years ago, people were still being admitted into the program as early as three years ago.

Class(es):

Equipment: Weapon, shield, armor, headgear, accessories, footwear; anything that would change their stats and/or grant them some manner of positive effects (e.g. immune to fire-elemental spells)

Skills: List all your class skills and personal skills.

Roleplay Sample: Either from another RP, or something you cook up on the spot. Just show me that you write well!


the class + skill system


Alright, so this will get a little complicated, but bear with me.

The classes that your character can access hinges primarily on their race. Certain races can only access certain classes; information on which race, exactly, can access which class has been conveniently listed in the Races and Classes section.

Each class comes with a set of skills that henceforth shall be referred to as class skills. They consist of one active skill (meaning that in order to take effect, this skill has to be activated in some manner), one passive skill (meaning that this skill will remain active at all times), and one demon factor skill (an extremely powerful skill that your character gets access to because they possess the demon factor).

Each character may have up to two active classes at a time, comprised of the primary class and the secondary class. Characters may elect to only study a single discipline, in which case they would not possess a secondary class; should they choose to do so, they receive a 30% boost to the effectiveness of all their skills where applicable (keeping in mind, of course, that no actual calculation will be done in the RP—so all numerologies in this vein are purely theoretical (you'll see more of these percentages later)).

A more in-depth explanation on skills and how to configure them under the cut.

Spoiler:
A character’s primary class determines their appearance and, more importantly, their stats. A character with Commander as their primary class and Saint as their secondary class would don the garments of the Commander class and have their stats (solid across the board, as opposed to the Saint's much more defensively-minded spread), but receives full access to the Saint’s repertoire of class skills. Aside from these class skills, you may also create two additional active skills, one additional passive skill, and one demon factor skill that pertains to the primary class of your character. These will be referred to as personal skills, and can be entirely unique to your character.

A character’s secondary class adds an entire skillset to their arsenal, giving them not only the class skills of that class, but also two personal skills pertaining to their secondary classone active, and one passive. A character lacking a secondary class can choose three personal skills that pertain instead to their primary class: one active, one passive, and one demon factor skill.

Keeping in mind that each class comes with three class skills, a character that elects to only study a single discipline will start with a total of ten skills: their three class skills, and seven personal skills. Meanwhile, a character that elects to study two different disciplines will start with a total of twelve skills, comprised of six class skills, and six personal skills.

Now—each skill comes with a rank that determines their power or utility. The highest level is [EX+], which is reserved for demon factor skills, and the lowest is [D]. Take a look at the chart below:


For every skill you have access to, you get five points of value to allocate. This means that if your character has two classes, and therefore nine non-demon factor skills, your character’s entire skillset is worth a value of forty-five (barring, of course, the aforementioned demon factor skills). Now, twenty of these points have already been spent on their class skills, leaving you with twenty-five points to work with in filling out their five character-specific, non-demon factor skills. You can configure this to suit your liking: [A][A][B][C+][C-] is an acceptable configuration, as is [B][B][B][B][B]. Just as long as it adds up to 25.

As you progress through the RP, your character will acquire either new skills (the nature and rank of which will be determined by me) or points of value to spend on creating new skills (refer to the chart above). The quality of skills or amount of points awarded to your character as you progress in the RP hinges mostly on the quality of your posts, though there are also other factors. Physical classes (definition: ones without access to any of the magic branches outlined in Magic: an Explanation and Reference Guide) will acquire new skills faster than their counterparts; same goes for hybrid classes (e.g. Battlemage or Valkyrie), although they learn at a slower pace than purely physical classes. Characters that elect to study only a single discipline will also learn skills at a much quicker pace.

As for the rank of your personal skills, you can use the class skills provided in the Races and Classes section as reference as to in which rank your personal skills should fall. If I feel that your skill is too overpowered for that particular rank, I will let you know and request that you readjust it.

I know this can get very confusing very quickly, so if there’s anything you don’t understand so far, feel free to ask me. I’ll try to explain as best as I can.


races and classes
click on the class icons to view the full-size artwork


This RP features a grand total of seven races of various characteristics, and different areas in which they excel. As such, each race will only have access to a single set of classes, with most of the classes contained within entirely unique to their own race (although some classes are available to multiple races). I'm fairly sure everyone here is familiar with the class concept of RPGs: by being a certain class, your stats change, and you get access to certain skills and magic. It should all be very familiar.

Veterans of the FFTA series will notice that the classes in this RP are very different from those in the games, and that some of their roles have been totally reimagined. Obviously, this was done intentionally! There is but one purpose: so that all classes would possess roughly the same amount of power, allowing you to explore some of the classes that were considered weak in the game. After all, who the hell would play as an Archer when you could be an Assassin, right? But you'll find (or at least, I hope you'll find) that in this RP, the difference in power between the classes is not so extreme.


The most common of the races, HUMES can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. While they excel in no single area, they perform capably in most any role.


HUME CLASSES
Spoiler:
A master of both the pen and the sword, the COMMANDER is a leader first and foremost. Equipped with a golden tongue and the charisma to move armies, the Commander’s mere presence dramatically increases a squad’s ferocity and strength.
Spoiler:
CLASS SKILLS
active/STEEL RANKS [B-]
Commanders have access to one magic and one magic only: Steel Ranks. This spell allows them to fortify their allies’ defenses, cutting damage dealt to them by half for around thirty seconds. Due to the class’s extremely limited magical abilities, the ability can only be used several times a day, and with large intervals between uses.

passive/CHARISMA [B+]
The Commander’s trademark ability, Charisma increases the attack of allies within a 5-meter radius by 30%. Furthermore, an enemy fighting the Commander in one-on-one combat loses 20% of his attack.

demonfactor/FEARMONGER [EX+]
Fearmonger amplifies the Commander’s charisma and alters his benign aura into one of terror and intimidation. When faced with this ability, enemies with weak morale and loyalty will run with their tail between their legs, while those who dare to face the Commander will suffer a 50% penalty in all parameters. The skill lasts 15 minutes, but can only be used twice a day.

relevant information*
Aside from their charisma and diplomatic abilities, Commanders are pretty standard swordfighters. They possess solid stats across the board (although their physical strength and defense are particularly high), and can hold their own in close combat. They can use any type of edged weaponry (although swords are preferred) and don light or heavy armor. Personal skills are recommended to cater more towards their capabilities in straight-up melee combat, because these skills are absent from their class skillset.

*The bits about personal skills are strictly advisory. This also applies to all other classes.


Able to wield all kinds of swords and to don heavy armors, IRON KNIGHTS are second to none when it comes to the front lines. These all-purpose melee fighters, besides being uncontested when it comes to variety, are also capable of doubling their strength, albeit at a cost.
Spoiler:
CLASS SKILLS
active/BATTLE STANCE [B]
Battle Stance enables its owner to enter a phase in which all physical attributes are increased by a factor of two. Though extremely useful when used in short bursts, long and/or repeated usage imposes a heavy toll on both body and mind. As such, it can only be used for periods of 2 minutes, and may only be used at most 5 times per day, with at least 30 minute intervals in between.

passive/EQUIP ALL [B]
Iron Knights are capable of equipping nearly every type of swords and armors known to mankind. This ability allows the swordsmen to be extremely customizable, with the ability to be a lightly-armored shortsword-wielder or a heavy-duty knight with a giant blade.

demonfactor/ARCHIVE SPACE [EX+]
Archive Space is an alternate universe accessible only by Iron Knights possessing the demon factor. The Archive Space keeps a record of some of the best swords and suits of armors ever made by mankind. There are around 200 entries in the Archive Space, and all Iron Knights possessing the demon factor are free to “withdraw” any one piece of weaponry at a time, provided that they return it to the Space before deactivating their demon factor. Weapons withdrawn from the Archive Space may only be used by the owner of the ability. Equipment withdrawn from the Archive Space must be returned at most 20 minutes after withdrawal, and the skill may only be used twice per day.

relevant information
Iron Knights can be extremely versatile, but for all intents and purposes they are considered to be front-line fighters. Because Iron Knights can literally equip anything that's not strictly magical (e.g. rods and robes are off-limits), their playstyle and function in combat largely depends on how they are customized. Their stats very much resembles the Commander's, but they trade in a bit of their physical defense for agility. Their personal skills are recommended to be focused on their melee fighting techniques, because like the Commander, these skills are absent from their class skillset.


Having earned the holy blessings of the Light of Kiltia, SAINTS hold certain advantages over other swordfighters. Though lacking in offensive presence, these holy warriors are blessed with healing powers and solid defenses, as well as a boon of buff-inducing spells.
Spoiler:
CLASS SKILLS
active/HOLY SHOWERS [A]
A trademark ability of Saints, Holy Showers is a form of Kiltias prayer that sends shining drops of water falling down from the sky. The rain restores a moderate amount of health (40%, +10% if the Saint has access to Mid-tier Holycast, and a further 10% if he has access to High-tier Holycast) for all of the Saint’s allies, while enemies are unaffected. The Light of Kiltia limits the use of Holy Showers to only once per day, though emergency usage with a reason provided would be excused.

passive/BLESSED [C]
As members of the Light of Kiltia, Saints receive certain benefits from having undergone the welcoming rituals of Mt. Bur-Omisace. These benefits vary in form from Saint to Saint—slightly increased strength, more powerful healing, and swifter movements are some examples. In general, this ability does not grant overly powerful perks, though there are exceptions to this rule.

demonfactor/STREAM OF SUNLIGHT [EX+]
The Stream of Sunlight takes its moniker from the Kiltia Prophetess Halia’s legendary holy blade, which enabled her to exterminate an entire kingdom of devils in a single night. As per the original article, the Saint’s imitation blade radiates rays of light and an abundance of heat energy, and is capable of burning through a thick block of metal in a single swoop. The Stream of Sunlight can be used with any sword-type weapons, but it is rather taxing on one's body, and so must be used in moderation.

relevant information
Saints are basically Guardian-Holycaster hybrids, focusing on defense and healing. They can equip heavy armor to increase their durability, as well as swords and spears. Their physical defense is very high, and they can take hits from the magical spectrum very well. Their physical attack and magical power are adequate enough to serve their purpose in combat, but their speed is quite low. They inherently gain access to Low-tier and Mid-tier Holycast, and through skill-based magic may access High-tier Holycast. Their personal skillset should capitalize on their bulk and healing potential, or perhaps boost their meager offenses.


SAMURAIS are honorable swordsmen of the east armed with razor-sharp katanas and unparalleled swordsmanship skills. These warriors have forged a deep connection with the blades they wield, making them something more of a partner than a piece of equipment.
Spoiler:
CLASS SKILLS
active/LIFE TRANSFER [A+]
This ability, stemming from the Samurai’s deep connection with the blade he wields, enables him to channel some of his life energy into his blade, granting him various perks that no other swordsmen could replicate. The most prominent of these perks is his ability to utilize his sword is a seemingly telekinetic manner, moving his armament through the force of his mind, rather than his body. He can also split and reconnect his katana into up to eight smaller pieces. Furthermore, the damages done by this reinforced katana are also increased by a factor of three. The downside, however, is that the Samurai will sustain injuries taken in this state for a very long period of time.

passive/LIGHTNING STRIKE [C-]
An art passed down through generations of Samurais, Lightning Strike is a spiritual technique that alters one’s chi flow, encouraging faster movement and heightened reflexes (+40% agility), but at the price of significantly lowered defensive capabilities (-15% magical and physical defense).

demonfactor/THE ART OF WAR [EX+]
The Art of War is an ancient tome written by the greatest Samurai to have ever walked the earth. When activated, this ability grants the user access to random excerpts of the tome, temporarily granting them extremely powerful, albeit random, boosts to a single or multiple parameters. Aside from the statistic boost, each excerpt also contains a spell normally inaccessible to Samurais (possible: Low-tier and Mid-tier Holycast, Doomcast, Primary Elecast, Secondary Elecast, and Astralcast), as they are a mostly physical class. However, this bonus is a bit unreliable, as these spells vary greatly in power and nature. The ability can only be used at most three times per day.

relevant information
Samurai is a very offensively minded class: they are physically powerful and very agile, but their defenses leave much to be desired. To make matters worse, they cannot equip armor, heavy or otherwise, and must instead equip light clothing (e.g. the samurai robes on their artwork). As for weaponry, they can only wield katanas. Their personal skills should capitalize on their strong offenses; katana techniques and the like are recommended.


As warriors of the bow, MARKSMEN make use of their wit and stealth to get themselves into an advantageous position from where they could pick off their enemies from afar. They are also capable of crafting effective traps, making them some of the best support units.
Spoiler:
CLASS SKILLS
active/TRAPPING [B]
Marksmen are capable of setting up traps around the battlefield, from poison to nets to pitfalls. Due to their expertise in camouflage, these traps are hidden very well and are nearly undetectable to the untrained eye. Although technically all classes can set up traps, Marksmen are far more adept at the art, building more effective traps in shorter amounts of time.

passive/SURVIVAL INSTINCT [B]
Marksmen, being especially weak in close combat, have an instinct in finding a safe place from which to shoot their arrows. They are trained in the arts of camouflage and are able to locate advantageous positions with little difficulty. Especially useful in the forest, where finding a Marksman is like finding a needle in a haystack.

demonfactor/TOTAL CAMOUFLAGE [EX+]
Total Camouflage is one of the few defensive demon factor skills in existence. It completely masks the presence of its user from any conceivable senses, be it human or otherwise, allowing them to unleash attacks or reposition themselves without any risks of being attacked themselves. It is especially valuable to Marksmen, who are rather frail and need to be positioned advantageously to maximize their usefulness. This state lasts a rather short amount of time, and depletes faster if the user attacks an enemy. It can only be used three times per day.

relevant information
Marksman is very much a utility class capable of doing a lot of miscellaneous things that can help turn the tide of battle: they can set up traps and imbue their arrows with poisonous ingredients, thus inflicting debuffs on the opposition. Their stats are quite low across the board, but they possess extremely high agility, rivaling even the likes of the Rogue and the Duelist. They cannot wear armor, heavy or otherwise, and can only equip regular bows or crossbows (not greatbows or longbows). They may carry only up to five traps on their person at any given time. Their personal skill should focus on boosting their meager offenses, or tricks to allow them to escape situations where they would be forced to engage in close combat. Marksmen can also specialize in poisons and other debuffs, should they choose to allocate a skill slot to that effect.


BOWMASTERS are proud warriors trained in the ways of the greatbow, which are known to deal significantly more damage than the normal bow wielded by the Marksman. These sharpshooters are built to kill, unleashing volleys of arrows at an extremely high speed.
Spoiler:
CLASS SKILLS
active/THUNDERBIRD [B]
Thunderbird is a moniker granted to the Bowmaster’s special arrows, crafted of aged oak wood, silvril, mysidian alloy, and the feathers of a Black Chocobo. Extremely precise and powerful (+50% physical damage and accuracy than normal when used), Thunderbirds are considered a treasure amongst bow-wielders; however, since the technique of its creation is so difficult (not to mention closely-guarded), it is seldom seen outside the possession of Bowmasters. Thunderbirds are extremely expensive and difficult to make, so even among Bowmasters, it is used very sparingly: at most fifteen bolts a day.

passive/RAINING ARROWS [B]
When it comes to pure proficiency with ranged weapons, the Bowmaster easily outpaces his long-ranged brethren. They are able to shoot three arrows, each with a different target, with a single draw of the bowstring, while still maintaining decent accuracy at all three of their targets. They are also nimble-handed, able to reload their bow with arrows almost instantly, resulting in extremely high firepower.

demonfactor/THE GOLDEN ARCHER [EX+]
The Golden Archer is a mysterious historical figure, said to be the liberator of West Anarika, and idolized by bow-wielders everywhere. While taking up the mantle of this fabled hero, Bowmasters get a 25% boost to all their parameters for a moderate amount of time, and their ranged attacks cannot miss. Because the time limit of this technique is rather lenient (at most fifteen minutes), it is one of the more reliable demon factor skills; however, it cannot be used more than twice per day.

relevant information
Bowmasters can only equip light clothing as their armor, but can utilize any type of bow as their weapon. They are more powerful and durable than Marksmen: they possess high attack power, and adequate speed and defenses, but lack the Marksman's miscellaneous tricks, instead functioning as a straight-up ranged unit. It is recommended to focus their personal skills to further boost their offenses, to better strike an enemy down before they can retaliate.


Stealing purses of gold, armaments, and lives are all in a day’s work for ROGUES. Armed with lightning-quick reflexes, nimble fingers and unparalleled skill with a knife, Rogues are equally skilled in combat as they are in stealing.
Spoiler:
CLASS SKILLS
active/GOLDFINGER [B]
Due to the nature of their trade, Rogues are well-versed in the art of lockpicking. Given time, no locks, be they on doors, chests, or anything else, are too tough for these masters to crack.

passive/FADE [B]
Rogues are masters of subtlety and secrecy, and employ a variety of techniques that make them notoriously difficult to detect and attack in the thick of battle. These techniques are collectively known as Fade, and grants a large evasive bonus (25%) to the Rogue, even more so if allies are present nearby (40%).

demonfactor/HALLWRECKER [EX+]
This ability doubles the Rogue’s agility and aids in concealing their presence, enabling them to sneak past enemy ranks with ease. Given the many tools at the Rogue’s disposal, this could wreak havoc in enemy lines, with knives suddenly planted in doublets, and friend being turned against friend. The effectiveness of this technique depends largely on the Rogue’s wit and individual capabilities, but when used correctly, it is truly a force to be reckoned with. Hallwrecker can be used up to three times a day, with at least one-hour intervals between uses.

relevant information
The Rogue is among the fastest of all classes, and their physical strength is quite respectable, but their true strength lies in the miscellaneous tricks up their sleeve. Aside from the regular pickpocketing and cons, they are also extremely cunning, able to manipulate the opponent's psychology, turning them against each other: this is especially effective in the thick of battle. They can equip knives or bows, but can only equip light clothing as armor. Their personal skills should focus on actual thievery (y'know, abilities that would help them pick others' pockets/con others), or perhaps boost their evasive capabilities and agility.


SHINOBIS are powerful foreign warriors, a nightmare to face in the dark and only slightly less dangerous in broad daylight. What they lack in defense they make up in high strength and speed, as well as the ability to utilize strange items unusable by other classes.
Spoiler:
CLASS SKILLS
passive/EASTERN ARSENAL [A-]
With their arts stemming from eastern roots, Shinobis are capable of wielding a wide range of foreign weaponry unusable by any other classes. From throwing stars to kunais to mystical scrolls, the sheer variety of the tools at the Shinobi’s disposal makes him extremely unpredictable, especially to foes unfamiliar with their tactics.

active/SOUND OF SILENCE [C+]
This technique completely masks the Shinobi’s presence from the enemy’s ears, making them extremely hard to detect, especially in darkness. This effect can last up to ten minutes at a time, and, unlike many other abilities, may be used multiple times (3-6, depending on the Shinobi's skill) per day.

demonfactor/GENJUTSU [EX+]
A forbidden art silently passed down through generations of Shinobis, Genjutsu is a technique that alters the victim’s perception of reality, making him see events that are not truly transpiring, and feel pain that is not really there. Genjutsu is an extremely fickle technique, hard to control, with a large margin for backfiring. However, when used properly and with a bit of luck, it can inflict massive psychological pain to the target, and drive them to the brink of insanity.

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Similar to the Samurai, the Shinobi focuses mostly on offense, possessing high agility and physical strength. While they are less powerful and sturdy than the aforementioned class, they are faster, and functions less as a straight-up melee unit. They can use eastern techniques that somewhat resemble magic in preparation, execution, and effect, and has access to moderately powerful ranged attacks through Eastern Arsenal. Equipment-wise, the Shinobi's options are pretty much identical to the Samurai's light clothing (non-magical, no armor) and katanas. They do, however, have the Eastern Arsenal skill, so they can use kunais and shurikens and other small, distinctly eastern weapons that can't be considered fully-fledged weapons. Their personal skills should focus on further concealing their presence or boost their offensive capabilities (katana techniques are recommended).


DOOMCASTERS forge alliances with forces from beyond this world, accessing a power seldom understood outside their circles. Although their magic is of a single element--Dark--the exclusive nature of their skills make them unpredictable adversaries on the field of battle.
Spoiler:
CLASS SKILLS
active/SPIROMANCY [A-]
A specialization of Doomcasters that is considered experimental at best, Spiromancy is an art that tugs at the veil separating the world of the living and that of the dead, creating holes just big enough for spirits to pass through. These spirits are rather unpredictable in nature, and may harbor malevolence towards even the caster, but should the Doomcaster successfully place the spirit under their control, the strength of their magic could increase by up to a factor of three. Advanced forms of Spiromancy may place spirits into catalysts in the form of various inanimate objects, giving them liberty to act as they please, but the risks involved drive most to forsake this option in favor to its safer, more controllable version.

passive/HAND OF HADES [C+]
The Hand of Hades is an artificial limb constructed of dark energies drawn by Doomcasters from another dimension. The Hand protrudes from a portable portal and may assist the Doomcaster in performing their magic. However, as the Hand extends only to the wrist and has no physical dexterity, it cannot ostensibly be used for combat in the traditional sense. However, the Hand's presence increases the power of the Doomcaster's dark-elemental spells by 20%.

demonfactor/FORCED OBEDIENCE [EX+]
A solution to Spiromancy’s most fatal shortcoming, Forced Obedience completely usurps the liberty of summoned spirits, placing their consciousness under the command of the Doomcaster through the sheer force of their dark magic. As such, spirits placed into catalysts unquestioningly heeds the command of the Doomcaster, turning them into effective, fearless killing machines.

relevant information
Doomcasters are bread and butter spellcasters--they can equip staves and rods, which boosts their magical power, and robes, which boosts their resistance (aka magical defense). Doomcasters get inherent access to Low-tier, Mid-tier, and High-tier Doomcast, and through skill-based magic may access Top-tier Doomcast. Additionally, they have inherent access to Low-tier Primary Elecast, and through skill-based magic may access Mid-tier Primary Elecast and Low-tier Secondary Elecast. Doomcasters' personal skills should focus on their offense, perhaps broadening their repertoire beyond just dark magic.


Though frail and offensively incompetent, the HOLYCASTER fulfills an integral role in combat. Not only do they excel in closing wounds and reviving the fallen, but they also have access to a wide range of buffs designed to increase their teammates’ survivability.
Spoiler:
CLASS SKILLS
active/SALVATION [B+]
Among the most powerful of Kiltias prayers, Salvation completely restores the health of the Holycaster and removes any status abnormalities. Furthermore, it bolsters the Holycaster’s defense by 30% for a period of ten minutes, dramatically increasing their survivability.

passive/ETERNAL REST [B-]
As members of the Light of Kiltia, Holycasters are trained in dealing with the undead and putting their spirits to rest. As a result, their healing spells instead deal damage when targeted at the undead, and the spirits of those felled by Holycasters are exorcised completely, rendering them unable to come back from the dead.

demonfactor/RESTORATION [EX+]
The crowning jewel of any Holycaster’s spell repertoire, Restoration is a skill that, as the name implies, restores a large amount of health (the same amount a Curaga would heal) to allies within a ten-meter radius. The targets are also granted a number of random buffs, which could further turn the tides of battle. Restoration can only be used at most three times per day, and with at least one-hour intervals in between.

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The Holycaster is a class almost entirely devoted to healing. They can equip rods and staves as weapons (boosting magical strength) and robes as armor (boosting resistance). Their physical stats are abysmally low, but they possess very high magical power, and takes damage from the magical spectrum very well. Holycasters have inherent access to Low-tier, Mid-tier, and High-tier Holycast, and through skill-based magic may access Top-tier Holycast. They can also use the offensive spells Holy and Holyra through skill-based magic (for skill rank information see Secondary Elecast). Their personal skills should focus on their durability, or unlocking Holy and Holyra so that they aren't completely helpless in combat.


JACK KNIGHTS are balanced warriors; capable of swordplay and sorcery, they are extremely versatile and can fulfill any role assigned to them. However, they lack mastery in any of these fields, making them less powerful than their more specialized brethren.
Spoiler:
CLASS SKILLS
active/MULTITASKING [B+]
Due to the demands of their disciplines, Jack Knights have to be capable of casting spells while swinging a sword. Through extensive training, these warriors have hardened their focus enough to alternate seamlessly between physical and magical attacks. Such concentration does, however, tire one out rather quickly, and so Multitasking must be used in moderation. While active, Jack Knights can concentrate on the mental preparations of spellcasting even while fighting enemies with sword in hand. As such, their attacks land in rapid succession, which may overwhelm the foe, giving them no chance to retaliate.

passive/SURE-FOOTED [B-]
As masters of adaptation, Jack Knights can fight unhindered in any terrain and weather conditions. They are capable of swimming, enduring desert heat, finding their footing on icy ground, and anything else you can name. As such, Jack Knights can fight to their maximum potential even in unfavorable circumstances.

demonfactor/PRIMAL BOOST [EX+]
Primal Boost is a technique that forces both body and mind to work at their maximum capacity, heightening the physical and magical capabilities of its user. When activated, this ability boosts all of the Jack Knight’s parameters by 50%, and bestows upon them the buffs Protect and Shell, further increasing durability. Primal Boost is unexpectedly lenient on the body: it lasts ten minutes, and can be used up to four times a day, with at least twenty-minute intervals inbetween uses.

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The flavor text should describe the Jack Knight sufficiently well: it is very much a hybrid class, competent both physically and magically, but excelling in neither field. They can equip any sword-like weapons (though they have a preference for Arabian-style sabers), and don light armor. They can inherently access Low-tier and Mid-tier Primary Elecast, and can access High-tier Primary Elecast through skill-based magic. They also have inherent access to Low-Tier Holycast, and may access Mid-tier and High-tier Holycast, as well as low-tier Astralcast, through skill-based magic. Their personal skills should either expand their magical repertoire or specialize them in a particular branch of magic.


ROYAL MAGES are the product of a famously harsh training program conducted by the palace, with the goal of producing mages of the highest order. They sport an extensive repertoire of spells that, coupled with their high magical power, make them deadly opponents.
Spoiler:
CLASS SKILLS
active/SPECIALIZATION [B+]
Although they are capable of performing many different kinds of magic, most Royal Mages exercise a focus on one of these disciplines. When using magic from the repertoire of their selected discipline, Royal Mages receive a 30% boost to the effectiveness of their spells.

passive/MAGICAL KNOWLEDGE [B-]
Being a practitioner of many different kinds of magic, Royal Mages can be counted on to recognize the workings of their opponent’s magic and how to best combat them. As such, Royal Mages and allies within a one-meter radius receive a 15% boost in resistance towards magical attacks.

demonfactor/METEOR [EX+]
Recognized far and wide as one of the most powerful spells in existence, Meteor is a spell that has been forbidden in many lands due to its sheer destructive power. In the right hands, the aftermath of this brutal magic may leave entire battalions in tatters, and the ground on which they stand a smoldering wreck of scorched earth and ashes.

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Just the Royal Mage's inherent spell repertoire is already pretty impressive, but through skill-based magic they can potentially become the class with the single most extensive spell portfolio in the RP. They are, however, well-spread in multiple branches of magic, and thus suffer the same issue as the Jack Knight: they cannot truly excel in any of these branches, thus granting them no access to Top-tier spells. They can equip tomes, rods, and staves as their weapons (all boosting magical power), and robes as their armor (boosting resistance). They can inherently access Low-tier and Mid-tier Secondary Elecast, Low-tier Primary Elecast, and Low-tier Holycast. Through skill-based magic, they can access High-tier Secondary Elecast, Mid-tier and High-tier Primary Elecast, Mid-tier Holycast, Low-tier and Mid-tier Astralcast, and Low-tier Summoncraft. As is the case with the Jack Knight, Royal Mages' personal skills should broaden their magical repertoire or help them in specializing in a select element or branch of magic.


TAMERS possess the rare ability to communicate with feral beasts and befriend them. Though they themselves are at best mediocre at combat, the creatures under their command will fight to the best of their abilities to protect their Tamers from harm.
Spoiler:
CLASS SKILLS
active/UNITY [B+]
A technique passed down through generations of Tamers, Unity combines the consciousness of the Tamer and their beast, allowing them to act together in perfect coordination. Unity may only be performed by Tamers who have forged a particularly strong bond with their partner beasts—otherwise, the beast might view the presence of the Tamer in its consciousness as an attack, thus overthrowing the Tamer’s control and retaliating against them.

passive/WHIPLASH [B-]
Although at a disadvantage when pitted against other melee fighters, the Tamer’s expertise in dealing with beasts and monsters makes them the ideal choice when these threats present themselves. As such, when equipped with a whip and fighting against beasts, the Tamer’s offensive firepower is increased by a factor of three.

demonfactor/FALGABIRD [EX+]
Falgabird is a technique that utilizes the body and soul of the Tamer’s partner monster as a catalyst to summon one of the Four Fiends of Chaos that once wreaked havoc upon the land. These fiends are powerful beings that will heed the commands of the Tamer, but their presence drains the energies of both Tamer and partner beast, and thus can only be sustained for up to fifteen minutes. The aftermath of Falgabird will leave the Tamer and their partner beast in a state of exhaustion, rendering them vulnerable for a long period of time.

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Tamers possess mediocre stats across the board, so it might not be a good idea to have it as a character's primary class. The beasts they may befriend, however, can be extremely powerful to start with (although they can't improve quite as rapidly as the seven races, so they may lose their luster as enemies become more powerful). They may befriend up to two beasts at any given time, and may only take one of them into battle at a time. They can switch between beasts mid-battle should they choose to do so. They can equip whips (which helps in taming more feral beasts e.g. marlboro or coeurl), or staves (which helps in taming more sapient beasts e.g. sprite or tonberry). Their personal skills should boost their relationship with their partner beast in some manner, or perhaps enhance their own offensive capabilities.



Tough scales cover this reptilian race head to toe. The BANGAA's violent tempers, powerful physique, and love of the battle make them at home on the front lines. They are perhaps the most physically capable of the seven races, rivaled in this aspect only by the Seeq.

BANGAA CLASSES
Spoiler:
What the CHAMPION lacks in finesse, they make up for in brute force and sheer power. Although quite slow, these brutal warriors can swing their weighty blades with little to no effort. As the bangaa saying goes—when a Champion joins the fray, the rest is history.
Spoiler:
CLASS SKILLS
active/MUG [B-]
Mug is a technique that targets both the opponent's body and their wallet, inflicting damage and stealing their Gil in the process. However, the divide in concentration penalizes the damage done by the attack; considering the Champion's destructive power, though, this is normally not a big issue.

passive/MONKEY GRIP [B+]
Due to the sheer amount of strength that they possess, Champions can wield two-handed weapons with just one hand, leaving their other hand free to equip a shield or even another weapon. However, dual-wielding two-handed weapons are taxing even on the Champion's burlesque physique, and will result in lower attack speed. Most Champions instead opt to go for the sword-and-shield combination.

demonfactor/HERCULEAN STRENGTH [EX+]
Herculean Strength forces the user's muscles to work at their maximum capacity, boosting the Champion's already powerful offenses to devastating levels. While this skill is active, the Champion receives a 100% boost to all damage dealt, and a 20% boost in agility. Because Herculean Strength is taxing on the user's body, it can only be used once a day, at most for a period of 20 minutes.

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Champions are front-line warriors geared mostly towards offense. They can take hits pretty well, but their true strength lies in their sheer destructive power and, perhaps, the intimidating size of their weaponry. They can equip swords and axes the size of their own body--swords resembling Cloud's Buster Sword, for example, is a popular choice among Champions. They can equip light armor and light clothing. Their personal skills should focus on boosting their mediocre agility, or perhaps boost their offenses further if you feel like that's necessary.


In a contest of durability, few can ever keep up with the GUARDIAN. Boasting impenetrable defenses and a set of skills designed to slowly wear down and damage all who opposes them, Guardians can take on the brunt of the enemy’s attacks with little trouble.
Spoiler:
CLASS SKILLS
active/MELTDOWN [B]
This skill capitalizes on the Guardian's tendency to attract heavy hitters: when activated, Meltdown deals moderate damage to enemies in a one-meter radius, and lowers their Attack by 30% for a duration of 10 minutes. Meltdown is a skill that consumes quite a bit of MP, which the Guardian unfortunately doesn't have much of, so it should be used sparingly.

passive/LAST RESORT [B]
When the Guardian is critically wounded (below 10% of max HP), magical enchantments casted on their armor automatically active to grant them Protect, Shell, and Haste, increasing their survivability. This allows the Guardian to either survive another onslaught of attacks or to escape and seek help in tending to their wounds.

demonfactor/TOTAL DEFENSE [EX+]
When activated, Total Defense bolsters the Guardian's defense to such a level that most physical attacks would not even scratch his hard scales. It is, however, less effective against magical attacks, which can still deal a decent amount of damage. Total Defense can last up to thirty minutes, dramatically increasing the Guardian's survivability and making him next to impossible to take down in that period of time.

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Guardians possess the single strongest Defense stat of any class, making them an extremely effective physical wall. They are also reasonably resistant against magical attacks, but extremely lacking in offensive presence. They can equip any type of sword and spears, and can wear light or heavy armor (heavy armor is vastly preferred). Their personal skills should deal with their weaker magical defense, or boost their offensive capabilities.


Singularly focused on decimating their opposition, REAVERS forsake their defenses and attack their opponents with reckless abandon. These draconic warriors are agile and deal severe damage to their opposition, but extremely lacking in defense.
Spoiler:
CLASS SKILLS
passive/DRACONIC BLOOD [A-]
Part of the process of becoming a full-fledged Reaver involves the process of drinking dragon blood. Dragon blood has a plethora of positive effects on the body: they encourage faster movement, boosts offensive strength, and bolsters both physical and magical defenses. However, they do have a number of side-effects, most of which are psychological: Reavers may become more irritable and easily enraged, rendering them more vulnerable than other classes to the Berserk debuff (causing them to go on a rampage, increasing attack power, but dramatically decreasing their defenses).

active/RAMPAGE [C+]
Although mostly considered a debuff due to its large penalty on one's defenses, Berserk does boost the victim's attack, and thus may even be advantageous in select situations. By using this technique, Reavers can elect to inflict Berserk upon themselves, making their attacks truly devastating.

demonfactor/INVULNERABILITY [EX+]
A technique made possible by the draconic blood flowing in Reavers' veins, Invulnerability makes the Reaver completely impervious to damage, both physical and magical, for a period of thirty seconds. Because of its reliance on draconic blood, which is in limited supply within the Reaver's body, Invulnerability can only be used twice or three times per day, and with an interval of at least an hour in-between. Drinking more dragon blood can boost this number to up to five times per day.

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Reavers exclusively use spears as their weapons, and can equip light clothing or light armor. Although the Reavers themselves are purely a physical class, the draconic blood flowing through their veins do have magical properties. Their class skills should focus on harnessing it to bolster their defenses and heal their wounds, or increase their survivability in some other manner. Spear techniques are recommended, as well. Jump, anyone?


Bangaa who have shown an affinity for combat since a very young age are scouted by the palace and placed into a program to produce ROYAL KNIGHTS. These seasoned veterans are disciplined fighters equally skilled in offense as they are in defense.
Spoiler:
CLASS SKILLS
active/TELEPORTATION [A-]
Because they are trained in Astralcast, Royal Knights can perform simple spatial warps to teleport them to another location within a three-meter radius. This skill consumes a rather small amount of MP, but requires four to five seconds of charge time, and cannot be used in rapid succession (intervals of ten to fifteen minutes should suffice).

passive/CHIVALRY [C+]
Being the product of a crown-sponsored program, Royal Knights are educated in the ways of chivalry and self-sacrifice. They will, by instinct, rush to the aid of an ally nearing incapacitation, and help them in any way possible.

demonfactor/DIVIDE ET IMPERA [EX+]
Using an advanced form of Astralcast, the Royal Knight can cast multiple teleportation spells on a group of enemies, scattering them in different directions in a five-meter radius. While technically this technique deals no damage, it can disrupt the enemy's chain of command, cause disorientation, and allows the Royal Knight's allies to gang up on each individual enemy, making them easier to defeat.

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Royal Knight is an extremely balanced class, able to dish out damage as well as take them. They can also use Low-tier Astralcast inherently, and may access Mid-tier and High-tier Astralcast through skill-based magic, making them excellent support units as well. They can equip swords and spears as their weapons, and don light or heavy armor (heavy armor is generally preferred). Their character-specific-skills should specialize them in a particular direction, either increasing their offense, defense, or expanding their magical repertoire.


Temples scattered throughout Ivalicean deserts train their disciples' body and mind night and day, in hopes that they might one day take up the mantle of the SOLAR MONK. These agile warriors fight equipped with poles, and can deal crushing damage barehanded.
Spoiler:
CLASS SKILLS
active/BLAZE OF GLORY [B+]
While fighting under the sun, the chi flowing within the Solar Monk's body increases, and in turn so, too, do their offensive capabilities. Solar Monks exposed to sunlight may opt to harness the chi flowing through their body to increase their strength and encourage faster reflexes. As a result, while active, Blaze of Glory provides a 25% boost to both their attack power and their agility. Unlike many other abilities, Blaze of Glory does not impose a heavy toll on the user's body, and thus may be used for long periods of time, as long as the Solar Monk remains exposed to sunlight.

passive/BAREHANDED [B-]
Though commonly seen wielding a pole or knuckle, Solar Monks can deal copious amounts of damage without any weaponries. While the damage they deal barehanded doesn't quite match up to what they would do when equipped with weapons, fighting barehanded allows them far superior freedom of movement and better chi control, thereby increasing their speed by 30%.

demonfactor/PRIME [EX+]
Prime is a sacred art closely guarded by the most expert of Solar Monks that allows one to tap into the deepest, most powerful reserves of their chi. This chi will then be distributed in equal measure throughout the Solar Monk's body, increasing all their parameters by 30%. Furthermore, Prime also dramatically boosts the Solar Monk's self-recovery rate, closing their wounds at remarkable speed, thus further boosting the Solar Monk's longevity. However, Prime consumes quite a large amount of chi while active, and so should be used sparingly.

relevant information
Solar Monk is a class that doesn't rely much on equipment; they can equip poles and knuckles, which would boost their offensive firepower, but fighting barehanded gives them agility boosts and allows for better chi flow control. They can equip light clothing (non-magical, no armor). Because they don't have much to write home about by way of defense, their personal skills should be ones that increase their longevity in some manner, perhaps by manipulating their chi to increase their rate of recovery. Offensive techniques, especially for Solar Monks who opts to fight equipped with poles or knuckles, are also recommended.


In order to become a LUNAR MONK, one must spend many days in isolation, meditating to better understand the mystical forces that guide this world. Aside from being able to control the flow of energy around them, Lunar Monks are also extremely capable melee fighters.
Spoiler:
CLASS SKILLS
active/CONCEAL [B]
Lunar Monks are extremely dangerous opponents to fight in the dark, as they can use their chi to conceal their presence from the opponents' sense of smell and hearing. This allows them to sneak up on their opponents and launch a barrage of attacks on their unsuspecting victims. Even in broad daylight, Conceal can be disconcerting to fight against, because the absence of the telltale whoosh and the resounding BAM that usually follows can be jarring to those foreign to the Lunar Monk's techniques.

passive/CHAKRA [B]
Chakra makes use of the chi flowing through the Lunar Monk's body to dramatically increase their natural recovery rate: wounds that would normally have to be tended by a Holycaster can close themselves in a matter of minutes. As such, the Lunar Monk can shrug off the opponent's brutal attacks with ease and retaliate with some of their own.

demonfactor/CHI BLAST [EX+]
Some Lunar Monks are so experienced in controlling their chi that they can concentrate it into a blast of pure energy shooting out of their palms (ala kamehameha). The sheer amount of concentration involved in getting the chi to exit the body and focus it into a concentrated beam of energy makes the skill's charge time quite lengthy (up to ten seconds), but once unleashed, its devastating power exceeds even that of the Meteor spell (although its area of effect is much smaller).

relevant information
Just like the Solar Monk, the Lunar Monk doesn't rely much on equipment. They can fight pretty well barehanded, but nowhere near as well as the Solar Monk, and can't equip poles. Therefore, most Lunar Monks opt instead to equip knuckles. They are more geared towards defense than the Solar Monk, possessing the Chakra skill that allows them to recuperate their health at an alarmingly fast rate, and can evade very well in close combat. Their class skills should focus on bolstering their defenses even further, or give them access to techniques that would assist them in ranged combat (stuff like Air Render and Earth Render are recommended).


BATTLEMAGES possess a rare affinity towards both physical and magical offenses, seamlessly alternating between the two. The most seasoned of these warriors can even combine swordplay and sorcery, overwhelming their foes with blades crafted of magical energy.
Spoiler:
CLASS SKILLS
active/MAGIC BLADES [A-]
Seasoned Battlemages are capable of shaping their magical energy into blades, with which they can engage in combat. The shape and properties of these blades depends largely on the type of magic used: shaping Fire magic into a magic blade would create fire-elemental swords, and so on. These blades can gripped and swung much like one would use a conventional sword, or can be left levitating in midair and be commanded to autonomously attack through the Battlemage's magic power. Battlemages can control up to six magic blades in this manner at a time (except while Bladestorm is active, in which case the limit is essentially lifted), significantly increasing their offensive presence.

passive/AURAL REINFORCEMENT [C+]
The mere presence of a Battlemage can affect allies' weapons in a positive manner: the aura emitted by their magical blades also imbues allies' weapons with magical energy, increasing their damage output by 15%. This affects the weapons of all allies within a two-meter radius of the Battlemage.

demonfactor/BLADESTORM [EX+]
Bladestorm is a technique that taps into the Battlemage's deepest magical reserves so that they might create blades in tremendous numbers (50-100). These blades are then rained down upon the opposition (ala Gate of Babylon), dealing massive amounts of damage, especially when fighting against many opponents. Due to the sheer amount of magical energy required to use this technique, it can only be used once per day.

relevant information
Battlemages are very much all-purpose tanks: they have great physical and magical offense stats, and can take quite a few hits from both the physical and magical spectrums. They are, however, quite slow, and have limited equipment options. They can only equip sword-like weapons, but prefer to instead use their magic blades anyway. They can equip light clothing and light armor. They have inherent access to Low-tier Primary Elecast and Low-tier Secondary Elecast, and may access their Mid-tier and High-tier versions through skill-based magic. Obviously, in order to form a magic blade from a certain spell, they must first add that spell to their repertoire (e.g. they can't make Holyga blades without having the Holyga skill. Think FFV Mystic Knights!). Their personal skills should focus on expanding their repertoire of spells and perhaps boost their meager agility, as well.


DEVOUTS, like Holycasters, draw upon the sacred powers of the Light of Kiltia, but instead channels them to inflict damage in battle. They specialize in offensive holy magic, and thus stand as the bane of those who dabble in dark magic and necromancy.
Spoiler:
CLASS SKILLS
active/HEALING HAND [C+]
Although Devouts are almost exclusively an offensive class, they do have some form of healing magic: the hand protruding out from under their hats actually has curative properties. When activated, the hand will restore a moderate amount of HP to the Devout.

passive/RIGHTEOUS FORCE [A-]
Devouts are blessed warriors of the Light of Kiltia, and thus receive their blessings when they strike into combat. The most evident of Kiltia’s blessings increase the power of the Devout's holy-elemental spells by 40%, and enhances their effectiveness against undead forces by 100%.

demonfactor/CALL AVATAR [EX+]
Call Avatar is a skill normally reserved for the highest-ranking members of the Light of Kiltia. When activated, the skill randomly summons forth one of the nine Holy Avatars of the Light of Kiltia pantheon (see: Evocation). Although the Avatar called is on paper random, the technique has a conspicuous tendency to summon what Avatar would best suit the caster's current needs. Call Avatar places only half the toll on the caster's magical reserves compared to a normal summon by the Pilgrim, and may be used up to 10 times a day.

relevant information
Devouts are pretty standard offensive spellcasters: they can equip rods and staves, both of which would boost their magical power, and equip robes, which would boost their resistance. They are specialists in Secondary Elecast, and can inherently access its Low-tier, Mid-tier, and High-tier spells. Through skill-based magic, they can access Top-tier Secondary Elecast, as well as Low-tier and Mid-tier Primary Elecast. Their personal skills should focus on their offenses, or expand their magical repertoire.


The ENGINEER’s hand-cannons are dangerous enough on their own, capable of dealing heavy damage from afar; when combined with the many chemist’s tricks at the Engineer’s disposal, they turn into an absolute nightmare to face, especially in open battlefields.
Spoiler:
CLASS SKILLS
active/ROOK CRACKER [B]
Rook Cracker is a technique that involves the infusion of certain acidic chemicals into the Engineer's hand-cannon; if the shot connects, the acid will begin corroding the target's armor, dramatically reducing their defense. Especially useful against classes that usually don heavy armor, such as the Saint or the Guardian.

passive/IMPERVIOUS [B]
Due to their expertise in dealing with various chemicals, Engineers can recognize poisons, berserk powder, and other dangerous substances, and know best how to combat it. As such, they gain a 75% chance of being unaffected by physical status ailments (e.g. Blind, Poison), and a 50% chance of being unaffected by mental status ailments (e.g. Charm, Addle).

demonfactor/ETHER SHELL [EX+]
Although it is perhaps one of the least flashy demon factor skills in existence, it is definitely among the most useful: Ether Shell restores a large sum to the magical reserves (MP) of the target. This means that the target can launch another onslaught of magical attacks, and all it costs is a hand-cannon, some cheap chemicals, and a bottle of Ether. Especially useful when fighting a battle of attrition.

relevant information
The Engineer is one of only two classes to have access to the hand-cannon, one of Ivalice's most recent technological breakthroughs and the most powerful ranged weapon in existence. They equip it exclusively, and as armor can only equip light clothing. Most of their attacks involve the usage of some sort of chemical, making the class quite costly to maintain, but most would argue that the ability to deal such heavy damage from a distance is worth it. Their personal skills should capitalize on the hand-cannon, allowing the Engineer to access a variety of offensive and supportive techniques that can be used from a distance.


A mage’s worst nightmare, the SILENCER specializes in damaging their opponents’ magical reserves, rendering them unable to perform magic. Although next to defenseless in melee combat, they are capable of using bombs and poisons, making them strong ranged fighters.
Spoiler:
CLASS SKILLS
active/MAGICBREAK [C+]
The Silencer's signature ability, Magicbreak damages the magical reserves (MP) of the target, and decreases the effectiveness of all magic they perform within the next ten minutes by 15%.

passive/DAMAGE>MP [A-]
While the Silencer specializes in damaging their opponent's magical reserves, they don't have much use for their own. And so, using a technique that draws on the power of their garments, all damage taken by the Silencer instead damages their magical reserves: they will only start taking physical damage once their magical reserve is completely empty.

demonfactor/SILENT NIGHT [EX+]
Silent Night is a technique that transforms the Silencer into a living, breathing magic seal, rendering all magic performed within a five-meter radius of their person completely powerless, and weakening all magic performed within a twenty-meter radius by 50%. This technique relies on the power of the Silencer's garments, which is not unlimited; the Silencer can only remain in this state for at most 15 minutes at a time. This technique can be used up to three times per day, provided intervals of at least two hours are present in-between.

relevant information
The Silencer's power comes directly from their armor, a special type of light clothing called silencer garments, which can only be equipped by Silencers. Should this armor be destroyed, the Silencer loses his ability to become a magebane, and is forced instead to rely on his capabilities as a moderately powerful ranged unit. Silencers equip cards as their weapons of choice, which are thrown in a similar fashion to boomerangs, and deals cutting damage from a distance. It is debatably the weakest of the ranged weapons, perhaps rivaled only by the regular bow. They can imbue the cards they throw with ailments: poisons, berserk powder, sleep powder, the works, or imbue it instead with explosive powder to boost their firepower. Their class skills should focus on their mage-destroying potential, or perhaps give them some card techniques to boost their mediocre offenses.



Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, NU MOU possess the capacity for great intellect. Like moogles, they shun water and avoid it to all cost. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick.

NU MOU CLASSES
Spoiler:
Despite appearances, BEATERS are physical juggernauts. Although their hunched physique hinders movement, the upper half of their body is extremely agile, and their weapon of choice, the whip, allows them to reach enemies near and far.
Spoiler:
CLASS SKILLS
active/MILKY WAY [B+]
A powerful whip technique that makes use of the nu mou's natural affinity towards magic, Milky Way imbues the beater's whip with a powerful holy spell, making all their whip-based attacks holy-elemental: this increases the power of the nu mou's whip attacks by 30%, and increases damage dealt towards undeads by 100%.

passive/STATIONARY FIGHTER [B-]
Due to their stunted and hunched physique, Beaters find it hard to move around in their attempt to seek out enemies. They instead prefer to stay rooted to the spot, relying instead on their powerful ranged attacks and solid defenses to see them through the day. As such, when Beaters are fighting without any footwork involved, they receive a 40% bonus to their physical damage output.

demonfactor/HUNTING VIPER [EX+]
Lauded as the most powerful whip technique in existence, Hunting Viper imbues the Beater's whip with a powerful magic that lashes out at opponents at the Beater's whim. This effectively doubles the range of the Beater's whip attacks, and if the hit connects, inflicts a random debuff on the opponent. It also imbues the whip with a powerful homing magic, allowing it to autonomously seek out opponents and deal devastating damage to them--and all the effort it takes on the Beater's part is but a flick of the wrist.

relevant information
The Beater is the nu mou's only physical class, but it's definitely a powerful one: it can rival the likes of Reavers and Champions in sheer damage capabilities. Their titanic physical strength is backed up by passable magical powers and solid defenses, but abysmally low speed. This is not such a huge drawback, however: the Beater is a primarily stationary fighters, and fortunately their weapon of choice, the whip, gives them a large amount of range to work with. While they can'[t equip any other weapons, they do have a number of armors to choose from: they can opt to wear either light clothing or light armor. Their personal skills should increase their offensive presence in some manner, or bolster their defenses to increase their longevity (because this is not a particularly evasive class).


DOOMCASTERS forge alliances with forces from beyond this world, accessing a power seldom understood outside their circles. Although they only use Dark magic, the exclusive nature of their skills make them unpredictable foes on the field of battle.
Spoiler:
CLASS SKILLS
active/SPIROMANCY [A-]
A specialization of Doomcasters that is considered experimental at best, Spiromancy is an art that tugs at the veil separating the world of the living and that of the dead, creating holes just big enough for spirits to pass through. These spirits are rather unpredictable in nature, and may harbor malevolence towards even the caster, but should the Doomcaster successfully place the spirit under their control, the strength of their magic could increase by up to a factor of three. Advanced forms of Spiromancy may place spirits into catalysts in the form of various inanimate objects, giving them liberty to act as they please, but the risks involved drive most to forsake this option in favor to its safer, more controllable version.

passive/HAND OF HADES [C+]
The Hand of Hades is an artificial limb constructed of dark energies drawn by Doomcasters from another dimension. The Hand protrudes from a portable portal and may assist the Doomcaster in performing their magic. However, as the Hand extends only to the wrist and has no physical dexterity, it cannot ostensibly be used for combat in the traditional sense. The Hand of Hades may be summoned and stored according to the Doomcaster’s needs.

demonfactor/FORCED OBEDIENCE [EX+]
A solution to Spiromancy’s most fatal shortcoming, Forced Obedience completely usurps the liberty of summoned spirits, placing their consciousness under the command of the Doomcaster through the sheer force of their dark magic. As such, spirits placed into catalysts unquestioningly heeds the command of the Doomcaster, turning them into effective, fearless killing machines.

relevant information
Doomcasters are bread and butter spellcasters--they can equip staves and rods, which boosts their magical power, and robes, which boosts their resistance (aka magical defense). Doomcasters get inherent access to Low-tier, Mid-tier, and High-tier Doomcast, and through skill-based magic may access Top-tier Doomcast. Additionally, they have inherent access to Low-tier Primary Elecast, and through skill-based magic may access Mid-tier Primary Elecast and Low-tier Secondary Elecast. Doomcasters' personal skills should focus on their offense, perhaps broadening their repertoire beyond just dark magic.


Though frail and offensively incompetent, the HOLYCASTER fulfills an integral role in combat. Not only do they excel in closing wounds and reviving the fallen, but they can also bestow a variety of buffs designed to increase their teammates’ survivability.
Spoiler:
CLASS SKILLS
active/SALVATION [B+]
Among the most powerful of Kiltias prayers, Salvation completely restores the health of the Holycaster and removes any status abnormalities. Furthermore, it bolsters the Holycaster’s defense by 30% for a period of ten minutes, dramatically increasing their survivability.

passive/ETERNAL REST [B-]
As members of the Light of Kiltia, Holycasters are trained in dealing with the undead and putting their spirits to rest. As a result, their healing spells instead deal damage when targeted at the undead, and the spirits of those felled by Holycasters are exorcised completely, rendering them unable to come back from the dead.

demonfactor/RESTORATION [EX+]
The crowning jewel of any Holycaster’s spell repertoire, Restoration is a skill that, as the name implies, restores a large amount of health to allies within a five-meter radius. The targets are also granted a number of random buffs, which could further turn the tides of battle.

relevant information
The Holycaster is a class almost entirely devoted to healing. They can equip rods and staves as weapons (boosting magical strength) and robes as armor (boosting resistance). Their physical stats are abysmally low, but they possess very high magical power, and takes damage from the magical spectrum very well. Holycasters have inherent access to Low-tier, Mid-tier, and High-tier Holycast, and through skill-based magic may access Top-tier Holycast. They can also use the offensive spells Holy and Holyra through skill-based magic (for skill rank information see Secondary Elecast). Their personal skills should focus on their durability, or unlocking Holy and Holyra so that they aren't completely helpless in combat.


Time and space both bend to the will of the ASTRALCASTER. Although these versatile mages usually fill a supportive role, what with their portfolio containing multiple buff and debuff spells, they can be devastating offense units should the need arise.
Spoiler:
CLASS SKILLS
active/SPACIAL REND [B+]
Spacial Rend is a technique that draws inspiration from an attack used by an ancient Ivalicean pagan god. It involves the usage of the Astralcaster's considerable power over spacetime to cause a distortion in the very fabric of the world, releasing a wave of energy packed with pure destructive potential. Because the Astralcaster is primarily a support class, Spacial Rend adds a much-needed boost to their subpar offensive magic repertoire.

passive/WARPED SPACE [B-]
Due to their frequent dealings in spacetime manipulation, the very fabric of the world in the Astralcaster's immediate surroundings is slightly, but perpetually warped. Projectiles that enter this warped space will find it extremely difficult to find their target: as such, the Astralcaster receives a 30% boost in evasion against all physical ranged attacks.

demonfactor/TEMPORAL FLOW [EX+]
A technique that alters the very flow of time itself within a seven-meter radius of the caster, Temporal Flow bestows the Haste buff to all allies within its area of effect, while enemies that get caught up in it are instead inflicted with the Slow debuff. While the Temporal Flow does impose a rather large toll on one's magical reserves, the Astralcaster can maintain it for long periods of time: instances where Temporal Flow is continuously activated for periods of thirty minutes are possible, though very taxing on the caster.

relevant information
Astralcasters are powerful support units, with a spell portfolio that grants them access to powerful buffs like Haste and Reflect, and debilitating debuffs like Slow and Stop. Their equipment options are starndard mage fare: staves or rods as weapons, and robes as armor. They can inherently access Low-tier, Mid-tier, and High-tier Astralcast, and can access Top-tier Astralcast through skill-based magic. Their skills should focus on letting them access Top-tier Astralcast: Slowga and especially Hastega are some of the most powerful support spells in the RP. They can also benefit from a bit more of variety in their offensive magic options, and maybe some skills to increase their longevity, in an attempt to make up for their rather lackluster defenses.


Gifted with natural charisma and the ability to infuse their very speech with magic, the PHILOSOPHER speaks words of wisdom in the heat of battle. These wisemen encourage allies to perform at their best, and doom opponents to the opposite fate.
Spoiler:
CLASS SKILLS
active/MOTIVATION [EX]
Motivation is a technique that cannot be used in the middle of battle: instead, it must be used prior to the beginning of the fight. Allies on the receiving end of the motivational speech are granted a 25% boost to their damage output for the first fifteen minutes of the engagement, allowing them to decimate the opposition before they can retaliate. Especially effective when fighting alongside a large number of allies; since the skill does not directly affect the Philosopher, however, it completely loses its effect in solo fights.

passive/ABSENT-MINDED [D]
Philosophers spend the vast majority of their time contemplating the state of the universe, and the role that mankind plays in the grand scheme of things. These thoughts perpetually circulate in their brain, and sometimes a new train of thought materializes in their brain and distracts them from the immediate threats presented right in front of their eyes. As such, in rare occasions, Philosophers may become afflicted with the Stop debuff for a brief period of time mid-battle, providing an opening for opponents to attack them.

demonfactor/TERROR STRIKE [EX+]
Terror Strike is a technique that combines the Philosopher's considerable charisma with dramatic speech in a bid to discourage and demotivate opposing forces. Using an assorted palate of techniques that include (but is not limited to) spun tales, exaggeration, bluffing, and fearmongering, the Philosopher strikes fear into the very heart of their opposition, making them suffer a 25% penalty in all parameters.

(PS. While Terror Strike might seem like an inferior version of Fearmonger, consider that Terror Strike's range is limited only by the audacity of the Philosopher's voice, thus potentially affecting the enemy's entire force, while Fearmonger's effect will only take place in direct, close combat)

relevant information
Philosopher is another support class, but unlike the balanced Astralcaster, it is one that is geared more towards debuffs, weakening their opposition with a variety of negative effects. They can equip staves, rods, and tomes, though tomes are vastly preferred because they are avid readers, even outside of battle. They can equip robes as armor. They can inherently access Low-tier, Mid-tier, and High-tier Speechcraft, and can access Top-tier Speechcraft with skill-based magic (which they should do, because Parley and Sentence are really powerful abilities). They can also inherently use Low-tier Primary Elecast, but cannot access its higher tiers. Aside from letting them access Top-Tier Speechcraft, the Philosopher's skills should focus on offensive skills, because they are sorely lacking in that department. It is not recommended to have Philosopher as one's only class, because the lack of offensive presence can be rather debilitating.


The art of transmutation may be considered but a gimmick by most, but the MAGUS begs to differ. These versatile magicians can bring out the best in any material given to them, producing a massive variety of miraculous effects.
Spoiler:
CLASS SKILLS
active/FAUX BLASTER [A-]
A spell that seeks to emulate the trademark move of Ceourls, Faux Blaster involves magically altering the chemical makeup of the target in hopes of causing a status abnormality. It is very much an experimental spell and is still being perfected, and so its exact effect cannot be ensured, but there are three known possible outcomes: paralysis (randomly causing the victim to lose their ability of movement), petrification (rendering the target unable to move or take action until cured), and instant incapacitation.

passive/ITEM LORE [C+]
Due to their frequent dealings with items, Magi are more accustomed to utilizing them than most. As an effect of their expertise in the field, all restorative items used by the Magi is increased in effectiveness by 50% (where applicable).

demonfactor/GIGAFLARE [EX+]
A spell that draws inspiration from the signature attack of the legendary dragon king Bahamut, Gigaflare alters the makeup of the environment on an atomic scale: it encourages every molecule of the surrounding air to rapidly heat up, culminating in the creation of a powerful explosion out of literal thin air. Gigaflare can engulf an area of up to one meter in radius, and is immensely powerful, but its true strength lies in the fact that its cost-to-reward ratio is skewed in favor of reward. It is an incredibly powerful spell that imposes a rather light toll on the caster's magical reserves (all things considered), and can be reliably used as many as ten times per day, with at least twenty-minute intervals inbetween castings.

relevant information
The Magus' magic portfolio is incredibly diverse, with spells that deal in offense, bestowing buffs, inflicting debuffs, and a number of miscellaneous spells that are not so easily categorized. They are very versatile, with solid magical stats and access to reliable offense spells as well as useful support spells. However, their defenses and speed are rather lackluster (though not abysmally so), leaving them vulnerable to enemy attacks. They can equip maces and rods: maces are generally preferred because they offer a much more powerful boost by way of physical offense. They can equip robes as armor. Magi can inherently access Low-tier, Mid-tier, and High-tier Transmutation, and may access its top tier through skill-based magic. Their personal skills should boost their non-magical stats, giving them either more durability or agility, and let them access Transmutation's powerful Top-tier spells.


ROYAL MAGES are the product of a training program conducted by the palace, with the goal of producing mages of the highest order. They sport an extensive repertoire of spells that, coupled with their high magical power, make them deadly opponents.
Spoiler:
CLASS SKILLS
active/SPECIALIZATION [B+]
Although they are capable of performing many different kinds of magic, most Royal Mages exercise a focus on one of these disciplines. When using magic from the repertoire of their selected discipline, Royal Mages receive a 30% boost to the effectiveness of their spells.

passive/MAGICAL KNOWLEDGE [B-]
Being a practitioner of many different kinds of magic, Royal Mages can be counted on to recognize the workings of their opponent’s magic and how to best combat them. As such, Royal Mages and allies within a one-meter radius receive a 15% boost in resistance towards magical attacks.

demonfactor/METEOR [EX+]
Recognized far and wide as one of the most powerful spells in existence, Meteor is a spell that has been forbidden in many lands due to its sheer destructive power. In the right hands, the aftermath of this brutal magic may leave entire battalions in tatters, and the ground on which they stand a smoldering wreck of scorched earth and ashes.

relevant information
Just the Royal Mage's inherent spell repertoire is already pretty impressive, but through skill-based magic they can potentially become the class with the single most extensive spell portfolio in the RP. They are, however, well-spread in multiple branches of magic, and thus suffer the same issue as the Jack Knight: they cannot truly excel in any of these branches, thus granting them no access to Top-tier spells. They can equip tomes, rods, and staves as their weapons (all boosting magical power), and robes as their armor (boosting resistance). They can inherently access Low-tier and Mid-tier Secondary Elecast, Low-tier Primary Elecast, and Low-tier Holycast. Through skill-based magic, they can access High-tier Secondary Elecast, Mid-tier and High-tier Primary Elecast, Mid-tier Holycast, Low-tier and Mid-tier Astralcast, and Low-tier Summoncraft. As is the case with the Jack Knight, Royal Mages' personal skills should broaden their magical repertoire or help them in specializing i a select element or branch of magic.


Only Nu Mou who have spent their many years in continued dedication to magical studies may call themselves ELDERS. Their thirst for knowledge allows these wisemen to engage in the usage of a powerful art thought to be lost to history's dark annals.
Spoiler:
CLASS SKILLS
active/POWER FROM THE ABYSS [A-]
The art practiced by Elders are associated with an old pagan religion that is said to have close ties to the Abyss. The Abyss is a location described in various Ivalicean lores, said to be a plane teeming with infinite magical energy--the Elder, through their art, may access the magic stored within this plane to perform their magic. As such, while Power from the Abyss is active, Elders can cast any spell they choose without consuming their own magical reserves. This allows the Elder to perform an onslaught of magical attacks normally made impossibe with their limited (although admittedly vast) magical reserves. Especially effective when the Elder has another active class that is geared more towards offense, in the vein of the Doomcaster or the Royal Mage. Power from the Abyss may only be used for one minute at a time, and can only be used three times per day, with an interval of at least two hours in between uses.

passive/PROTECTIVE AURA [C+]
Another skill that draws its power from the Abyss, Protective Aura engulfs the Elder's entire person in pure magical energy that serves as a magical shield against forces that derive their power from sources affiliated with other planes. As such, Abyssal Aura decreases all holy-elemental and dark-elemental damage done to the Elder by 33%.

demonfactor/BLESSINGS OF THE SUN GOD [EX+]
An ability that represents the favors of Amaterasu, empress of the sun, and head god of an ancient pagan pantheon. These favors manifest in the form of a number of blessings, among them a 30% boost to the Elder's magical power, and complete immunity to fire-elemental attacks while the skill is active. Chief among these blessings, however, is the ability to instantly summon one Sacramentation god without performing the necessary rituals. Amaterasu is a benevolent patron: despite her blessings granting so much power to the petitioning Elder, this ability can be used twice per day, with an interval of at least one hour. Each usage of the skill grants Amaterasu's blessings for a period of ten minutes.

relevant information
The Elder is a unique class in that it is the only one capable of performing Sacramentation. This branch of magic can summon a powerful being that will serve the summoner for a period of seven minutes. There are, however, prerequisites that must be performed prior to summoning the being: this process involves drawing a summon circle on the ground with a piece of chalk, spreading various mystical ingredients (rat tail, rotting flesh, white thread, and zodiac gems are some examples), and reciting an ancient spell to signal to the pagan god that the stage has been set for his or her summoning. After a brief period of waiting (5-10 seconds), the summon circle will open a gate to the Abyss, and the pagan god is summoned. The entire process can take around four minutes if the Elder is completely focused on performing the Sacramentation - if he is attacked or in any other way disturbed, the process can take longer. Elders are rather sturdy for a magical class, able to take hits pretty well (especially from the magical spectrum). They are also magically powerful, but has very low agility. Elders can equip maces and rods as weapons, and robes as armor. They can inherently use all Sacramentation spells. They can, through skill-based magic, access Low-tier Primary Elecast and Low-tier Secondary Elecast. Their personal skills should focus on further boosting their defenses, because they can be very vulnerable while performing the Sacramentation ritual. They could also use some offensive spells, because their class skills boost their magical power, but they have no inherent way to take advantage of it.


While many might argue that the NECROMANCER's art deals with elements best left alone, none can deny that it is one of the most powerful magic in existence: these powerful dark mages are capable of raising entire armies of undead.
Spoiler:
CLASS SKILLS
active/INFECTION [B]
Infection is a spell that inflicts Zombification on the target, an uncurable status ailment that turns the target into a zombie. Zombified units take 200% damage from holy-based spells and are hurt by curative spells such as Cure. The ailment can only be removed by incapacitating the victim and then reviving them.

passive/NECRONOMICON [B]
Every new Necromancer is given a copy of the Necronomicon, a comprehensive tome on how to manipulate dark energy and the dead, and the Necromancer's ultimate reference to all that has to do with their art. While it mostly gives details on how to perform resurrections and other spells associated with the dead correctly, it also gives directions on how to access parallel planes and utilize the arts of the Doomcaster. As such, it bestows upon the Necromancer the ability to inherently access Low-tier and Mid-tier Doomcast.

demonfactor/VIRULENT MAN [EX+]
A powerful technique that uses a corpse as a catalyst to summon the Virulent Man, a powerful being of unknown origins (although most Necromancers theorize that he is a manifestation of Phantom, an old pagan god from the same pantheon as the ones summoned by the Elder). The Virulent Man, once summoned, will cast a variety of debuff spells (most commonly Slow, Stop, Poison, and Doom, although on occasion he will cast Break). He is completely impervious to all damage, physical and magical, and thus his spells cannot be stopped, only cured. Furthermore, because few have ever studied necromancy so thoroughly that they have the ability to summon the Virulent Man, his existence is not widely known. This is extremely deadly, because those who make the mistake of trying to attack him will instantly face his retaliation: a Death spell. The Virulent Man will stay on the battlefield for a period of five minutes, continuously spreading status ailments to the opposition until his time is up and his spirit leaves the host cadaver.

relevant information
The Necromancer is one of the most powerful classes in the RP due to the sheer amount of firepower they have once their magic has been successfully cast. Necromancy, however, is an art that relies very much on situation: it is difficult to set up because it needs corpses (dead people, not incapacitated ones) in order to really live up to its full potential. Before such a condition is met, the Necromancer is forced to rely on their own (meager) power and perhaps the Plague spell to hold his own in combat. The Necromancer possesses relatively low firepower: even their magical power can barely be considered competent, despite their being a magical class. However, they do possess solid defenses, especially from the magical spectrum, and are quite fast among Nu Mou classes. They exclusively equip tomes as weapons, and robes as armor. They can inherently use Low-tier, Mid-tier, and High-tier Necromancy, and can access its Top tier through skill-based magic. Their personal skills should focus on boosting their extremely lacking offensive presence, and perhaps expand their spell portfolio (Mass Reanimation should definitely be considered--it's an extremely powerful technique if you can meet its requirements).



Members of this female-only race with hair of spun silver are often called People of the Wood or Wood People. VIERA are lithe of limb and tremendously quick. Their slender bodies belie superior strength and masterful combat skill.

VIERA CLASSES
Spoiler:
The quick-footed DUELIST is unsurpassed when it comes to one-on-one combat. Their trademark combination of graceful swordplay and swift footwork overwhelms their opposition, and many fall before this viera warrior's rapier before they can even retaliate.
Spoiler:
CLASS SKILLS
active/SWORD OF METIEL [B]
Drawing upon the viera's ties to mystical Wood, Duelists can call upon the aid of the Djinn Metiel, powerful war spirits that reside within the deepest parts of the Golmore Jungle. Upon being summoned, the Djinn Metiel will possess the Duelist's rapier for a period of twelve minutes, reinforcing it with mystical strength: during this time, the Duelist's damage output is boosted by 40%, and they take 25% less damage from magical attacks.

passive/SOLO FIGHTER [B]
The Duelist's rapid-fire fighting style relies mostly on their quick reflexes and high agility. As such, it may become troublesome for them to fight with an ally nearby: the possibility of inflicting friendly fire leads them to hold back from entering their stab-all-you-can-see mode. As such, when fighting without any allies present within a 5-meter radius, Duelists receive a 30% boost to their damage output and agility.

demonfactor/SILVERLIGHT [EX+]
A trademark technique of the legendary viera warriors of old, Silverlight engulfs the viera's entire body in mystical energy, giving their body a silvery aura and increasing their already behemoth speed by a stunning 300%. This allows them to blaze through enemy ranks without fear of enemy attacks even grazing them, and deal copious amounts of damage in a short period of time. Silverlight can only be used once per day, but it lasts a period of eight minutes: plenty of time to devastate an entire battalion, let alone a single opponent.

relevant information
Duelists are very much physical glass cannons--they are physically strong and very fast, and their demon factor ability can make them by far the fastest class in the RP. They exclusively equip rapiers as weapons, and can don light clothing or light armor (the latter of which will penalize their agility, but gives a bigger boost their meager defenses). Their class skills should focus on further increasing their offensive firepower and speed: they function best as hit-and-run attackers, so some abilities that will help them quickly retreat to seek medical help should also be very welcome additions to their skillset.


VALKYRIES are stalwart warriors sanctified by the Light of Kiltia to serve as defenders of the faith. Though frail in stature, these female fighters possess the ability to utilize potent Holycast, exponentially increasing their durability in combat.
Spoiler:
active/NORTHSWAIN BLADE [B+]
As warriors blessed by the Light of Kiltia, Valkyries receive access to the holy powers commonly associated with its clergymen. In their case, the blessings they receive can take on a more offensive function--should they make the necessary prayers, their weapon is imbued with a powerful light that increases its damage output by 50%, and also increases its effectiveness against undead units by 200%. This ability lasts for around 15 minutes, and can be used up to three times per day.

passive/DIVINE GRACE [B-]
Valkyries' holy ties to the Light of Kiltia enables them to reap more benefits from its sacred powers: they recover 30% more HP from Holycast spells, be they casted by themselves or by other disciples of Kiltia. Furthermore, they are completely immune from being zombified.

demonfactor/CALL AVATAR [EX+]
Call Avatar is a skill normally reserved for the highest-ranking members of the Light of Kiltia. When activated, the skill randomly summons forth one of the nine Holy Avatars of the Light of Kiltia pantheon (see: Evocation). Although the Avatar called is on paper random, the technique has a conspicuous tendency to summon what Avatar would best suit the caster's current needs. Call Avatar places only half the toll on the caster's magical reserves compared to a normal summon by the Pilgrim, and may be used up to 10 times a day.

(PS. You might think it lazy of me to duplicate the Devout's demon factor skill; while that would not entirely false, it makes little sense to me that the Valkyrie would not get access to the ability despite being a mostly offensive unit and being somewhat magically inclined.)

relevant information
Valkyries are very similar to the Paladin: they trade in the Holycaster's ability to cast extremely powerful spells for some physical prowess, increasing their durability on the field of battle. The difference is that they are geared more towards offense: whereas the Paladins have trouble dealing decent damage, Valkyries can dish it out as well as, say, the Commander. They possess adequate stats across the board, with spikes in their physical attack and magical power. They can equip any sword-type weapons and spears, and can equip light clothing and light armor. Valkyries get inherent access to Low-tier Holycast, and through skill-based magic may access Mid-tier and High-tier Holycast. Their personal skills should focus on expanding their magical repertoire and/or their physical prowess.


As warriors of the bow, MARKSWOMEN make use of their wit and stealth to get themselves into an advantageous position from where they could pick off their enemies from afar. They are also capable of crafting effective traps, making them some of the best support units.
Spoiler:
CLASS SKILLS
active/TRAPPING [B]
Markswomen are capable of setting up traps around the battlefield, from poison to nets to pitfalls. Due to their expertise in camouflage, these traps are hidden very well and are nearly undetectable to the untrained eye. Although technically all classes can set up traps, Marksmen are far more adept at the art, building more effective traps in shorter amounts of time.

passive/SURVIVAL INSTINCT [B]
Markswomen, being especially weak in close combat, have an instinct in finding a safe place from which to shoot their arrows. They are trained in the arts of camouflage and are able to locate advantageous positions with little difficulty. Especially useful in the forest, where finding a Marksman is like finding a needle in a haystack.

demonfactor/TOTAL CAMOUFLAGE [EX+]
Total Camouflage is one of the few defensive demon factor skills in existence. It completely masks the presence of its user from any conceivable senses, be it human or otherwise, allowing them to unleash attacks or reposition themselves without any risks of being attacked themselves. It is especially valuable to Marksmen, who are rather frail and need to be positioned advantageously to maximize their usefulness. This state lasts a rather short amount of time, and depletes faster if the user attacks an enemy. It can only be used three times per day.

relevant information
Markswoman is very much a utility class capable of doing a lot of miscellaneous things that can help turn the tide of battle: they can set up traps and imbue their arrows with poisonous ingredients, thus inflicting debuffs on the opposition. Their stats are quite low across the board, but they possess extremely high agility, rivaling even the likes of the Rogue and the Duelist. They cannot wear armor, heavy or otherwise, and can only equip regular bows or crossbows (not greatbows or longbows). They may carry only up to five traps on their person at any given time. Their personal skill should focus on boosting their meager offenses, or tricks to allow them to escape situations where they would be forced to engage in close combat. Markswomen can also specialize in poisons and other debuffs, should they choose to allocate a skill slot to that effect.


EXECUTIONERS deliver certain death from behind the string of their greatbow. These seasoned warriors utilize the viera's herbal salves to imbue their arrows with a variety of deadly effects and fire them at their foes, always striking down their mark with uncanny accuracy.
Spoiler:
active/CONDEMNING ARROW [B+]
A technique that makes use of a traditional viera salve made from the tonberry skin and marlboro extracts, the Condemning Arrow inflicts the Certain Doom status: a debuff almost entirely unique to this technique that will cause instant incapacitation within twenty minutes. Unlike Doom, however, Certain Doom is completely uncurable, and the only retaliative measure that can be taken against it is to revive the target after the instant incapacitation has taken place. This technique makes use of a valuable salve that is both expensive and hard to make, and so it should be used sparingly: most Executioners use this technique no more than five times a day.

passive/ABSCONSION [B-]
Executioners can, by virtue of being a viera, draw upon the powers of the Wood spirits to conceal their presence from mortal senses. They are still very much detectable by opponents, especially if they have been targeted, but in the thick of battle, few would see the Executioner fighting alongside her allies and choose to attack her.

demonfactor/DOOMSDAY [EX+]
Doomsday is a technique that involves inviting the Djinn Asinat, some of the Wood's more violent spirits, to temporarily possess the Executioner's quiver of arrows. This imbues each arrow with a dark energy not unlike that found in the arcane concoction slathered on the Executioner's trademark Condemning Arrows, although the lack of its more tangible, toxic components makes Doomsday arrows weaker. They are still able to inflict the Certain Doom status, but a target would have to be hit by two Doomsday arrows to contract the ailment. However, since Doomsday relies not on a rare salve and rather on the spirits found in abundance in the Golmore Jungle, its usage is limited only by the Executioner's shooting speed, and the number of arrows she possesses. Doomsday's effect lasts for a period of five minutes, and it can be used up to twice a day, with at least a 4 hour interval in between uses.

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If a class's worth is measured in how well they take down enemies, then the Executioner is perhaps the best ranged class in the RP. It is an agile, accurate, and powerful class, not to mention the only one capable of inflicting the incredibly powerful Certain Doom debuff. They can equip any type of bows, but much prefer greatbows, since their high attack power best suits their purposes. They can only don light armor as clothing. Their class skills should focus on making them even deadlier in ranged combat, or allow them to escape should they find themselves faced by a melee fighter.


Masters of the cloak and dagger, WHISPERS reside in the shadows, from where they mete out death and destruction to unsuspecting opponents. They have one rule, and one rule only: as long as the battle ends with their enemies dead on the ground, anything goes.
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active/ROCKSEAL [EX]
The Whisper's trademark technique involves the usage of a viera salve made from relatively common and cheap ingredients. The process of its making is said to be very difficult--not to mention closely-guarded by Whispers--but the common Whisper will carry two or three bottles of the mixture on their person at any given time. The salve, when applied to several of the body's pressure points, will slowly but surely inflict Petrify on the target, making them incapable of movement and taking action. The process of petrification is gradual: between the technique's usage and complete petrification can take as long as thirty seconds. The process begins at the target's lower back and expands radially to the body's other areas. Rockseal relies on a salve that can be cheaply made by any decent Whisper, and so it costs very little considering the power of the technique. Its usage is limited only by the amount of salve the Whisper has remaining: a full three bottles will last them up to 12 uses per day.

passive/WARRIOR OF SILENCE [D]
The Whisper is a class that works entirely in silence: the nature of their fighting style demands them to never be spotted by the opposition until their weapon is firmly placed upon their neck. As such, they find it difficult to cast spells, which require incantations that would break their total silence. Because of this, Whispers who engage in spellcasting has their evasion cut in half for the duration of the incantation, and the damage done by their physical attacks are reduced by 25% for a period of three minutes after the incantation began.

demonfactor/WHISPER OF AZRAEL [EX+]
Whisper of Azrael calls upon the help of the Wood's most violent, vengeful spirits, known to the viera as the Djinn Azrael. While activated, this ability imbues the Whisper's weapon with an incredibly powerful dark energy that, when it makes contact with a living being, will violently tug at their very spirit to leave the body. As such, while the Whisper of Azrael is active, all of the Whisper's attacks have a 50% chance of inflicting instant incapacitation (on mortals only). However, the Whisper must also focus on controlling the extremely violent spirits residing within their weapon, lowering their attack speed by 50%. This ability will last for a period of four minutes, and can be used twice a day, with at least 5 hours of interval in between uses.

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Much like their ranged counterpart the Executioner, Whispers' primary focus is to see as many opponents incapacitated as possible. Unlike the Executioner, however, the Whisper is a very capable fighter in close combat and can handle themselves very well should the opponent see through their concealment. Whispers have very high speed, and are adequate in all other areas. They equip katanas exclusively, and can equip light clothing as armor. Their personal skills should make them more offensively competent, both by adding even more deadly skills to their repertoire or by boosting their capabilities in straight-up combat.


Drawing upon their close ties to the Wood, HERBALISTS practice the ancient viera art of salve-making. They are able to turn common plants into powerful concoctions--whether they serve as potion or poison, only they can know for sure.
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active/DJINN ERMETIA [B+]
The Herbalist's mixtures must make contact with the target before it can truly take effect--this is extremely inconvenient because it limits her effective range and puts her in danger of being beaten by more capable melee fighters. Therefore, Herbalists rely on benevolent wind spirits called the Djinn Ermetia to aid them in battle. These spirits, resembling little balls of light from afar, dip themselves into the Herbalist's salves and absorb their contents, before flying away to the Herbalist's opponents and delivering their effects. These spirits are plentiful in number and eager to help the viera, and so the Herbalist may rely on their service for as much as she wants.

passive/SALVE-MAKER [B-]
Herbalists' familiarity with the Wood's plants and their properties make them the best salve-makers among the viera. As such, techniques that rely on the usage of salves (e.g. the Executioner's Condemning Arrow) can be used an additional 2 times (or, in the case of the Whisper's Rockseal, an additional one time per bottle), when used by a viera with Herbalist as their primary or secondary job.

demonfactor/ESSENCE OF THE WOOD [EX+]
A salve made through an incredibly difficult and complicated process using rare ingredients, Essence of the Wood is an extremely foul-tasting drink: some people cannot stomach the taste, and the rest are understandably reluctant to down it. To make matters worse, unlike the Herbalist's other mixtures, its effects can only take effect by being drunk: application on the skin or inhalation does nothing. However, when properly consumed, it completely restores one's health and magical reserves, and bestows a number of powerful buffs: Protect, Shell, Astra, and Reraise. Most Herbalists only keep a bottle of Essence on their person at a time, which would last three uses (a roundabout way of saying it is usable only three times a day).

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Herbalist specializes in using Herbology magic, which provides an extremely versatile set of spells. They are a good choice for a secondary job to a physical class, because Herbology does not rely much on one's magic power, and their passive skill, Salve-Maker, can be extremely beneficial to, say, the Executioner. It should also be noted that Djinn Ermetia is not their only way of distributing the effects of their concoctions: close-range application by slathering their weapon with the salves is common practice among Herbalists. They have good stats all around, capably dealing and taking damage from both the physical and magical spectrums, and though they are one of the slowest viera classes, they are still quite fast. They exclusively equip maces, and don light clothing or robes. Herbalists can inherently access Low-tier, Mid-tier, and High-tier Herbology, and may access its top tier through skill-based magic. Their personal skills should expand their magical repertoire and increase their good-but-not-great stats in some manner.


Though frail and offensively incompetent, the HOLYCASTER fulfills an integral role in combat. Not only do they excel in closing wounds and reviving the fallen, but they also have access to a wide range of buffs designed to increase their teammates’ survivability.

Spoiler:
CLASS SKILLS
active/SALVATION [B+]
Among the most powerful of Kiltias prayers, Salvation completely restores the health of the Holycaster and removes any status abnormalities. Furthermore, it bolsters the Holycaster’s defense by 30% for a period of ten minutes, dramatically increasing their survivability.

passive/ETERNAL REST [B-]
As members of the Light of Kiltia, Holycasters are trained in dealing with the undead and putting their spirits to rest. As a result, their healing spells instead deal damage when targeted at the undead, and the spirits of those felled by Holycasters are exorcised completely, rendering them unable to come back from the dead.

demonfactor/RESTORATION [EX+]
The crowning jewel of any Holycaster’s spell repertoire, Restoration is a skill that, as the name implies, restores a large amount of health (the same amount a Curaga would heal) to allies within a ten-meter radius. The targets are also granted a number of random buffs, which could further turn the tides of battle. Restoration can only be used at most three times per day, and with at least one-hour intervals in between.

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The Holycaster is a class almost entirely devoted to healing. They can equip rods and staves as weapons (boosting magical strength) and robes as armor (boosting resistance). Their physical stats are abysmally low, but they possess very high magical power, and takes damage from the magical spectrum very well. Holycasters have inherent access to Low-tier, Mid-tier, and High-tier Holycast, and through skill-based magic may access Top-tier Holycast. They can also use the offensive spells Holy and Holyra through skill-based magic (for skill rank information see Secondary Elecast). Their personal skills should focus on their durability, or unlocking Holy and Holyra so that they aren't completely helpless in combat.


SHAMANESS is a title awarded to true disciples of the Green Word that governs the viera: they carry out the Word's every order and fight to protect the Wood wherein they make their home; the Word, in turn, grants them the ability to bend the powers of the Wood to their will.
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active/BALSA GUARDIANSHIP [B-]
A skill that relies on the Djinn Balsa, benevolent spirits of the Golmore Jungle, Balsa Guardianship increases the target's physical and magical defense by 25% for a period of 15 minutes. Upon expiring, the Djinn Balsa will leave a parting gift for the target in the form of a Cura spell. If the target is incapacitated while still being affected by Balsa Guardianship, then the Djinn Balsa will seek out the Shamaness that summoned it, and bestow its protection upon her instead.

passive/SPIRIT CHARMER [B+]
The Shamaness is favored by the Wood even among the viera, and the spirits of Golmore Jungle are more inclined to assist them in combat. As such, all techniques involving the usage of Djinns are extended in duration by 4 minutes should they be used by someone with Shamaness as their primary or secondary class.

demonfactor/AZOTH [EX+]
Azoth, also referred to in old texts as the Great Repose, is a skill that is best used when fighting against whole armies. It is a skill that inflicts the Sleep debuff on 50% of the opposing forces, though it cannot reach enemies farther than twenty meters away, and has a target cap of fifty people. Should there be more than fifty eligible targets within range, the ones who will actually be hit by the spell are selected at random. Furthermore, the spell can still miss its targets, for it has a fixed accuracy of 70%. Azoth can only be used twice per day, with at least four hours in between uses.

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The Shamaness will only truly shine when it is used in conjunction with another class: its passive skill, Spirit Charmer, can be a great boon to any viera whose skills relies on the usage of Djinns ahemexecutionersahem. They tie with the Rift Mage for the highest magical power of all viera classes, and also possesses high speed and resistance; their physical stats, however, are abysmal. They can equip rods and staves, and can only use light clothing as armor. The Shamaness can inherently access Low-tier and Mid-tier Secondary Elecast, and Low-tier and Mid-tier Doomcast. They may access the High-tier spell of these branches, as well as Low-tier Primary Elecast, through skill-based magic. Their personal skills should focus on expanding their magical repertoire and boosting their survivability against physical attackers.


WITCHES are eccentric mages, spending much of their time in recluse to focus on slaking their thirst for knowledge. They dabble in various unorthodox branches of magic, and find equal strength in their versatility as they do in their considerable magical power.
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active/BLOOD PRICE [B]
Blood Price utilizes an arcane spell bearing incantations known only to Witches. It is a powerful ability that enables its user to pay for the cost of casting spells with their health, rather than their magical reserves: a powerful effect, especially in a battle of attrition in which both sides have been exhausted. Before activation, the Witch must first consume a fairly common salve called the Sanguine Vial. One bottle will last one use, and the common Witch usually only keeps three bottles on her person at any given time. Blood Price will remain active for up to 30 minutes after activation, though the strain that it places upon the body demands an interval of at least an hour in between uses.

passive/CONTAGION [B]
Contagion is a skill that allows Witches to identify opponents afflicted with status ailments, and capitalize on such abnormalities to further weaken the opponent's defenses. As such, while fighting against enemies who are afflicted with a status ailment, Witches gain a 25% boost to all magical damage they deal.

demonfactor/SWIFTCAST [EX+]
A technique that involves trading the incantations and somatic components of a spell with sheer magical power, Swiftcast enables its user to cast spells without any charging time (which, normally, could range between five to ten seconds). This allows the user to launch an onslaught of magical attacks without pause; at the hands of someone as offensively potent as the Witch, it could turn the tides of battle in a matter of seconds. Swiftcast is reliant completely on the Witch's magical reserves (or, while Blood Price is active, her health); as long as those resources are available, Swiftcast can remain active for any amount of time the user deems necessary.

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The Witch is very much an offensively minded class; it is reminiscent of the Royal Mage in that its magical portfolio has the potential to be extremely astounding in size and variety. Witches are able to equip rods, staves, and tomes as weapons, and robes as armor. Their stats greatly resemble that of the Shamaness, though they trade in a bit of their magical power and speed for a passable physical defense stat. They have inherent access to Low-tier and Mid-tier Transmutation, Low-tier Herbology, and Low-tier Necromancy. Through skill-based magic, they may access High-tier Transmutation, Mid-tier and High-tier Herbology, and Mid-tier Necromancy. It is important to note, however, that the Witch does not have access to the Djinn Ermetia, and so their Herbology magic are strictly close-range spells. Their personal skills should focus on expanding their magical repertoire.


Opening gates to parallel words and summoning the beings residing within are but child's play to the RIFT MAGE. The creatures they call forth far exceed mortals in strength, and thus will provide valuable, albeit momentary, aid when summoned.
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active/GHARALEY REINFORCEMENT [A]
Usable only after successfully summoning a summon creature. Calling upon the powers of a benevolent spirit known as the Djinn Gharaley, the Rift Mage bestows reinforcement upon their summon creature, increasing the damage dealt by their attacks by 50%. Unlike many other skills, Gharaley Reinforcement is reliant solely on the caster's magical reserves, and places no significant strain on their body. And so, while the Rift Mage's magical reserves remain still, the skill can be used as often as they like.

passive/FEY COVENANT [C]
Part of the Rift Mage's initiation rites was to forge a pact with a minor summon creature known as Sylph; unlike other summon creatures, upon being summoned the Sylph stays at their summoner's side until one of them passes. The Sylph's presence increases the Rift Mage's physical and magical defenses by 15%.

demonfactor/AWAKENING [EX+]
Awakening is a powerful technique that enables the Rift Mage to instantaneously summon two summon creatures, with no cost to their magical reserves. The creatures summoned must be derived from spells in the Rift Mage's repertoire (e.g. to awaken Bahamut, the Rift Mage must first be able to summon him through regular methods). The technique cannot be used in conjunction with Gharaley Reinforcement. Awakening can only be used twice per day, and with at least three-hour intervals inbetween uses.

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The Rift Mage's trademark magic, Summoncraft, is extremely useful because it possesses sheer power and versatility in equal measure. While Rift Mages tie with the Shamaness in being the most magically powerful viera class, they tie with the Holycaster in being the slowest. Their defenses, in particular their magical defense, are quite solid, however. Rift Mages can only exclusively staves as weapons, and robes as armor. They have inherent access to Low-tier, Mid-tier, and High-tier Summoncraft, and may access its top tier through skill-based magic. Their personal skill should access the two Top-tier Summoncraft skills, for they are extremely powerful, or perhaps patch up their meager speed so that they would not be a liability in combat.



This short-statured race is distinguished by the pom poms on their heads and bat-like wings on their backs. MOOGLES have no love for water, and will not venture in the shallowest of pools. They are accomplished machinists, and they boast a great many unique jobs all their own.

MOOGLE CLASSES
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Physical juggernauts possessing peerless strength and fortitude, the SENTINEL serves as the bastion behind whom their allies seek protection. What these steadfast moogle warriors lack in versatility, they make up for in sheer bulk and physical strength.
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active/AEGIS STANCE [A-]
Usable only if the Sentinel is equipped with a shield. A technique that greatly increases the Sentinel's dexterity and enhances his reflexes, Aegis Stance grants a 75% chance to parry all physical attacks for a period of seven minutes. It can be used multiple times a day, but relies on the user's magical reserves, which the Sentinel, unfortunately, doesn't have much of. As such, it should be used sparingly.

passive/STALWART [C+]
An ability that stems from the Sentinel's determination to always protect his allies, Stalwart grants the Sentinel immunity to techniques that would lower his physical strength or defense stats. The Sentinel is also granted a 50% chance to evade techniques that would inflict Disable (preventing action) or Immobilization (preventing movement).

demonfactor/GEIRSKOGUL [EX+]
Geirskogul is a famed battle technique that deals massive damage to the opposition, but also inflicts quite a bit of recoil damage to the user (~15% of maximum health). It takes the shape of a blast of pure energy extending from the Sentinel's weapon, firing a powerful slit-shaped shot that could cleanly cut a boulder in two should it be aimed properly. The blast can extend to up to ten meters in a straight line from the weapon's tip, decimating all that it passes along the way. If the technique is used while the Sentinel is equipped with a spear, then the damage it deals is increased by 25%. Geirskogul can only be used up to five times a day, with at least one-hour intervals in between uses.

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The Sentinel is a physical tank through and through: they can take damage from the physical spectrum very well, and their own attacks can deal a ton of damage. They are able to equip swords and spears as weapons, and can don light and heavy armor. They have fantastic physical attack and defense stats, but their speed is subpar, and their magical stats abysmal. Their personal skills should focus on giving them some offensive skills to work with, because they are sorely lacking in that department. Some skills that would boost their agility to a passable level would be welcome, as well.


Stealing purses of gold, armaments, and lives are all in a day’s work for ROGUES. Armed with lightning-quick reflexes, nimble fingers and unparalleled skill with a knife, Rogues are equally skilled in combat as they are in stealing.
Spoiler:
CLASS SKILLS
active/GOLDFINGER [B]
Due to the nature of their trade, Rogues are well-versed in the art of lockpicking. Given time, no locks, be they on doors, chests, or anything else, are too tough for these masters to crack.

passive/FADE [B]
Rogues are masters of subtlety and secrecy, and employ a variety of techniques that make them notoriously difficult to detect and attack in the thick of battle. These techniques are collectively known as Fade, and grants a large evasive bonus (25%) to the Rogue, even more so if allies are present nearby (40%).

demonfactor/HALLWRECKER [EX+]
This ability doubles the Rogue’s agility and aids in concealing their presence, enabling them to sneak past enemy ranks with ease. Given the many tools at the Rogue’s disposal, this could wreak havoc in enemy lines, with knives suddenly planted in doublets, and friend being turned against friend. The effectiveness of this technique depends largely on the Rogue’s wit and individual capabilities, but when used correctly, it is truly a force to be reckoned with. Hallwrecker can be used up to three times a day, with at least one-hour intervals between uses.

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The Rogue is among the fastest of all classes, and their physical strength is quite respectable, but their true strength lies in the miscellaneous tricks up their sleeve. Aside from the regular pickpocketing and cons, they are also extremely cunning, able to manipulate the opponent's psychology, turning them against each other: this is especially effective in the thick of battle. They can equip knives or bows, but can only equip light clothing as armor. Their personal skills should focus on actual thievery (y'know, abilities that would help them pick others' pockets/con others), or perhaps boost their evasive capabilities and agility.


ACROBATS may be daredevils of questionable sanity, but few will argue that they are anything but deadly. In battle, they transform into a raging storm of knives and fire and death, devastating all who stand in their way with lightning-quick speed and lethal accuracy.
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active/THOUSAND KNIVES [B]
A skill that involves the Acrobat procuring an uncountable amount of knives, seemingly out of thin air, and throwing them at their enemies in rapid succession. The unrelenting rain of sharp objects deals moderate damage to all enemies within range, and has a 25% chance of inflicting Disable, preventing action, and another 25% chance of inflicting Immobilization, preventing movement.

passive/SOULEATER [B]
It is often said that the Acrobat's knives are imbued with powerful dark magic that sucks out the very souls of their enemies. Many mark this theory as baseless speculation, but they can come up with no other explanation as to why the Acrobat gains 20% of their maximum health back after successfully incapacitating or killing an enemy.

demonfactor/MOLOTOV FIRESTORM [EX+]
The Acrobat surrounds himself with an array of molotov cocktails, and engages in a stunning display of pyrotechnics that is every bit as beautiful as it is deadly. The skill deals heavy fire-elemental damage to all enemies within a ten-meter radius, and has a 50% chance of inflicting the Berserk debuff, which boosts the victim's physical strength, but significantly decreases their defenses. It is possible for the technique to inflict friendly fire, but the Acrobat can usually control his cocktails well enough to avoid such occurences. Molotov Firestorm can only be used up to four times a day, with at least thirty-minute intervals in between uses.

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The Acrobat is very much an offensively-minded class, with a stat spread that favors physical attack and speed, and a myriad of offensive skills at its disposal. They exclusively equip knives, and can don only light clothing as armor. As previously mentioned, they have excellent physical attack and agility, but are rather lacking in other areas, especially magical attack and magical defense. Their personal skills should give them more offensive skills, or perhaps increase their durability in some manner, because the Acrobat's meager defenses leave him in constant danger of incapacitation.


DOOMCASTERS forge alliances with forces from beyond this world, accessing a power seldom understood outside their circles. Although their magic is of a single element--Dark--the exclusive nature of their skills make them unpredictable adversaries on the field of battle.
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active/SPIROMANCY [A-]
A specialization of Doomcasters that is considered experimental at best, Spiromancy is an art that tugs at the veil separating the world of the living and that of the dead, creating holes just big enough for spirits to pass through. These spirits are rather unpredictable in nature, and may harbor malevolence towards even the caster, but should the Doomcaster successfully place the spirit under their control, the strength of their magic could increase by up to a factor of three. Advanced forms of Spiromancy may place spirits into catalysts in the form of various inanimate objects, giving them liberty to act as they please, but the risks involved drive most to forsake this option in favor to its safer, more controllable version.

passive/HAND OF HADES [C+]
The Hand of Hades is an artificial limb constructed of dark energies drawn by Doomcasters from another dimension. The Hand protrudes from a portable portal and may assist the Doomcaster in performing their magic. However, as the Hand extends only to the wrist and has no physical dexterity, it cannot ostensibly be used for combat in the traditional sense. However, the Hand's presence increases the power of the Doomcaster's dark-elemental spells by 20%.

demonfactor/FORCED OBEDIENCE [EX+]
A solution to Spiromancy’s most fatal shortcoming, Forced Obedience completely usurps the liberty of summoned spirits, placing their consciousness under the command of the Doomcaster through the sheer force of their dark magic. As such, spirits placed into catalysts unquestioningly heeds the command of the Doomcaster, turning them into effective, fearless killing machines.

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Doomcasters are bread and butter spellcasters--they can equip staves and rods, which boosts their magical power, and robes, which boosts their resistance (aka magical defense). Doomcasters get inherent access to Low-tier, Mid-tier, and High-tier Doomcast, and through skill-based magic may access Top-tier Doomcast. Additionally, they have inherent access to Low-tier Primary Elecast, and through skill-based magic may access Mid-tier Primary Elecast and Low-tier Secondary Elecast. Doomcasters' personal skills should focus on their offense, perhaps broadening their repertoire beyond just dark magic.


Time and space both bend to the will of the ASTRALCASTER. Although these versatile mages usually fill a supportive role, what with their portfolio containing multiple buff and debuff spells, they can be devastating offense units should the need arise.
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CLASS SKILLS
active/SPACIAL REND [B+]
Spacial Rend is a technique that draws inspiration from an attack used by an ancient Ivalicean pagan god. It involves the usage of the Astralcaster's considerable power over spacetime to cause a distortion in the very fabric of the world, releasing a wave of energy packed with pure destructive potential. Because the Astralcaster is primarily a support class, Spacial Rend adds a much-needed boost to their subpar offensive magic repertoire.

passive/WARPED SPACE [B-]
Due to their frequent dealings in spacetime manipulation, the very fabric of the world in the Astralcaster's immediate surroundings is slightly, but perpetually warped. Projectiles that enter this warped space will find it extremely difficult to find their target: as such, the Astralcaster receives a 30% boost in evasion against all physical ranged attacks.

demonfactor/TEMPORAL FLOW [EX+]
A technique that alters the very flow of time itself within a seven-meter radius of the caster, Temporal Flow bestows the Haste buff to all allies within its area of effect, while enemies that get caught up in it are instead inflicted with the Slow debuff. While the Temporal Flow does impose a rather large toll on one's magical reserves, the Astralcaster can maintain it for long periods of time: instances where Temporal Flow is continuously activated for periods of thirty minutes are possible, though very taxing on the caster.

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Astralcasters are powerful support units, with a spell portfolio that grants them access to powerful buffs like Haste and Reflect, and debilitating debuffs like Slow and Stop. Their equipment options are starndard mage fare: staves or rods as weapons, and robes as armor. They can inherently access Low-tier, Mid-tier, and High-tier Astralcast, and can access Top-tier Astralcast through skill-based magic. Their skills should focus on letting them access Top-tier Astralcast: Slowga and especially Hastega are some of the most powerful support spells in the RP. They can also benefit from a bit more of variety in their offensive magic options, and maybe some skills to increase their longevity, in an attempt to make up for their rather lackluster defenses.


Swift fighters who charge into battle brandishing their trusty whips, SNITCHES capitalize on their blistering speed to engage in sporadic assaults on their foes; the enemy's attacks, on the other hand, will find it difficult to even graze the tiny frames of these agile warriors.
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active/FLAMETONGUE [B]
Flametongue imbues the Snitch's whip with potent fire magic not unlike the one found in the Acrobat's Molotov Firestorm. It increases the damage done by all of the Snitch's whip attacks by 25%, and has a 30% chance of inflicting Berserk (heightens strength; significantly lowers defense) each time the hit connects. Furthermore, it also provides a 30% bonus to the Snitch's damage output when fighting against monsters.

passive/SWIFT VENGEANCE [B]
When the Snitch is successfully hit by a physical attack, there is a 10% chance that he will gain the Haste buff, which dramatically increases both movement and attack speed. If the Snitch's health is below 50% of his maximum, then his chance of receiving the Haste buff increases to 30%.

demonfactor/BRYNHILDR [EX+]
A legendary whip wielded by the legendary Whipmaster Seven, Brynhildr is a fabled whip imbued with powerful explosive magic: should it make contact with a solid object, a blast will detonate on said object or person, inflicting damage comparable to Mid-tier Primary Elecast. Furthermore, the blast has a knockback effect on the target, and thus they might fall or become in some other way disoriented. Brynhildr can be used up to twice a day, and each use will grant the Snitch access to the legendary weapon for seven minutes. While this might not seem like much, the Snitch's high agility and the fact that the whip is a ranged weapon significantly augment the technique's usefulness.

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The Snitch is a stark contrast to its fellow whip-wielder, the nu mou Beater: they are among the RP's fastest classes, but they cannot even come close to dealing the amount of damage that the Beater regularly dishes out. They exclusively equip whips, and can only don light clothing as armor. Aside from their excellent agility, Snitches don't have much to write home about by way of stats: their physical strength is serviceable, though nowhere near the behemoth strength of their nu mou counterpart, and all of their other stats are mediocre. Their personal skill should focus on remedying their problematically weak physical strength, as well as allowing them to access more whip techniques.


Pale Death grows out of the barrel of an OUTLAW's gun. Though frail and quite slow, these elite snipers can open fire at enemies from a borderline ridiculous distance, and their magic bullets inflict both damage and ailment with impeccable accuracy.
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active/SUPPRESSIVE FIRE [B]
A technique that imbues the loaded bullet with magic; if the bullet hits its mark, the target takes a moderate amount of damage, and has a 50% chance of being afflicted with Immobilize (preventing movement), Disable (preventing action), and Silence (preventing the usage of magic). The three ailments are calculated separately (so the target can be afflicted with all three ailments, none at all, or some combination of the three).

passive/BLUR [B]
A skill that makes one seem incredibly out of focus from a distance, Blur guarantees that all gun- and hand cannon-based attacks aimed at the Outlaw will miss. It also grants a 30% boost to the Outlaw's evasion rate against arrows.

demonfactor/HEADSHOT [EX+]
While Headshot is active, all of the Outlaw's gun-based attacks become 50% more powerful, and has a 30% chance of inflicting Addle (preventing the usage of skills), Blind (dramatically lowering accuracy), and Confuse (negating the ability to tell friend from foe). These percentages are calculated separately: the target may become afflicted by all three ailments, none at all, or a combination of the three. Headshot lasts for ten minutes per use, and can be used twice per day, with at least a one-hour interval in between uses.

relevant information
The Outlaw is the only class capable of using guns, the longest-distance ranged weapon in the RP. Though they are technically a physical class, they have a sizable magical reserve; this is just as well, since most of their magic bullet techniques rely on it. They equip guns exclusively, and can don only light clothing as armor. They have high physical strength and respectable magic power, but they are rather lacking in all other areas. Their personal skills should give them access to more gun techniques to use, or improve their middling agility in some manner.


The BLAST KNIGHT is a no-frills, no-nonsense cannoneer whose sole purpose is to deal as much damage to as many opponents as possible. The blasts created by their cannons can hit a large area in a single shot, and maintain their power even over long distances.
Spoiler:
active/MORTAR [B+]
A massively powerful shot is fired from the Blast Knight's cannon, dealing 1.5x the amount of damage of the Blast Knight's regular attack, and hitting a 50% bigger area of effect. Mortar has a charging time of five to ten seconds, and deals recoil to the Blast Knight equal to 10% of their maximum health.

passive/BALLISTICS MASTERY [B-]
The Blast Knight's mastery over cannons exceed even that of their fellow cannon-wielders, the Engineers; this familiarity endows them with certain perks when wielding a cannon in battle. Ballistics Mastery boosts the damage that a Blast Knight deals towards flying units (gria and various monsters) by 20%. It also increases the damage done to characters wearing light clothing and robes by 10%.

demonfactor/RAPID FIRE [EX+]
The first four shots fired from the Blast Knight's cannon after Rapid Fire has been activated become immediately encoated in a fiery sphere, which gradually grows in size as it approaches the enemy. Shot from an appropriate range, the fiery sphere will have grown enough to swallow a viera (the tallest race in Ivalice) whole. Each of these flame spheres are comparable in strength to Firaga, and due to their projectile nature, the damage they inflict is not limited to a single area; rather, all who stands in their path are caught up in the unforgiving blaze. Rapid Fire can only be used twice per day, with intervals of at least one hour in between uses.

relevant information
Blast Knight is the second most offensively powerful moogle class, bested only by the Grenadier. They have excellent constitution, capable of lugging around their huge weapons with a strength that belies their tiny frames. They exclusively equip cannons as weapons, and can don light armor. They are tied with the Sentinel for the highest attack stat of all moogle classes, and their physical defense is rock-solid. However, their magical stats are quite low, and the size of their weaponry makes their agility subpar at best. Their personal skills should capitalize on their titanic strength and the fact that they are ranged units, or patch up the Blast Knight's meager speed in some way.


The GRENADIER uses his ingenuity and technological affinity to craft potent explosives from junkyard scrap and cheap chemicals. The bombs borne of this moogle prodigy's brilliance can be used from afar, and, once detonated, are devastatingly powerful.
Spoiler:
active/TOXIC SHELL [B]
Toxic Shell is a bomb containing highly toxic ingredients: once it detonates, it inflicts heavy damage to all units within a five-meter radius of its detonation spot and inflicts the Poison debuff (deals small amounts of damage over a long period of time). Crafting Toxic Shell mid-battle takes around three minutes' time.

passive/SON OF ANARCHY [B]
Due to the demands of their discipline, Grenadiers only equip gears that are resistant to explosions. These gears make Grenadiers completely impervious to damage from bomb-based damage (although if the bomb skill also inflicts a status ailment, like Toxic Shell inflicts poison, then they can still be afflicted with said ailment). Furthermore, they also take 75% less damage from cannon shots.

demonfactor/ULTIMA BOMB [EX+]
A masterpiece of a bomb that seeks to emulate the fabled Ultima spell, the Ultima Bomb, once detonates, deals massive holy-elemental damage to all units within a ten-meter radius of its detonation spot. It is considered a magical attack, but it is not affected by Reflect and ignores the targets' magical defense stat. Particularly useful when fighting against swarms of weaker enemies, who can be annihilated in one shot by the powerful technique. Ultima Bomb can only be used twice per day; before each use, a preparation time of ten minutes is necessary to piece the bomb together.

relevant information
The Grenadier is a high-risk, high-reward class: it is extremely susceptible to inflicting friendly fire, and unlike, say, the Acrobat's Molotov Firestorm, the Grenadier has no way of preventing it from happening. At the same time, Grenadiers do need the presence of allies close by: their bombs often need to be crafted mid-battle, leaving them vulnerable to enemy attacks while they fumble with scraps and chemicals. They can only carry four ready-to-use bombs into battle; after those have been used up, they would have to piece them together mid-battle. The Grenadier technically fights barehanded: while their primary method of dealing damage is by using bombs, those are more expendable items then they are equipment. They exclusively equip a unique type of armor called Bomber Garbs, which is the source of their Son of Anarchy passive ability. They have solid stats all around, with nothing in particular being excellent (their bombs do not rely on the attack stat). Their personal skills should focus on their offensive skills: give their bomb techniques more variety!


Powerful moogle knights who fight while mounted upon their chocobo steeds, the CAVALIER's superior movement speed allows him to blister through enemy ranks, hacking and slashing at anything and anyone who stands in their way.
Spoiler:
active/CHOCOCRAFT [A]
Usable only if the Cavalier is mounted upon a chocobo. Chococraft is a skill that involves the Cavalier commanding his steed to use its special skill, which varies from species to species. Below are the possibilities:
  • Yellow Chocobo: Choco Rush (doubles damage done, but halves accuracy)
  • Green Chocobo: Choco Refresh (removes all status ailments from target)
  • White Chocobo: Choco Recharge (restores a moderate amount to the target's magical reserves)
  • Brown Chocobo: Choco Guard (raises the target's physical and magical defenses by 25%, and bestows the Regen buff, healing small amounts of HP over a long period of time)
  • Red Chocobo Choco Meteor (sends a small meteorite hurtling down from the sky, dealing heavy fire-elemental damage to a single enemy).
  • Black Chocobo: Choco Flame (fires a projectile fireball at the enemy, dealing moderate fire-elemental damage to multiple enemies).
In addition, all chocobo species have access to the following techniques:
  • Choco Beak: Attacks, inflicting 1.25x the amount of damage that the Cavalier would have done were he unmounted.
  • Choco Cure: Restores HP; the amount restored is equal to the Cure spell.
  • Choco Barrier: Casts Protect and Shell on the Cavalier.

passive/CHOCO FLIGHT [C]
The Cavalier is able to command their chocobo to fly over short distances. Chocobo are much slower fliers than they are runners, and thus the Cavalier is more vulnerable to attacks while airborne. Choco Flight can only be active for three minutes at a time, and an interval of at least fifteen minutes is required in between uses.

demonfactor/TRANSCENDENCE [EX+]
Transcendence is an ability that temporarily transforms the Cavalier's steed into the legendary Gold Chocobo. While mounted upon the Gold Chocobo, the Cavalier gains a 50% boost to his physical strength and agility. Furthermore, the Gold Chocobo is capable of accessing all Chococraft abilities from all chocobo species, exponentially increasing the Cavalier's versatility. Transcendence will only last around fifteen minutes, but the technique can be used up to three times a day, provided with forty-five minute intervals in between uses.

relevant information
The Cavalier has two main selling points: while mounted, they boast by far the highest movement speed of all classes, able to travel miles in a matter of seconds. They are also very versatile: Chococraft bestows upon them four skills in one, and the fourth and most powerful one can even be selected to their liking. They wield swords and spears in combat, and can equip light armor. While unmounted, they have high physical strength, and are adequate in all other areas. While mounted, they gain a massive boost in speed and a significant boost in one of the following stats: attack (Yellow Chocobo), defense (Brown Chocobo), magical power (Red Chocobo, Black Chocobo), or magical defense (Green Chocobo, White Chocobo). Their personal skills should expand on their options on the physical side: some sword/spear techniques would be a welcome addition to their repertoire.



Though one would not think it to look on them, the SEEQ are remarkably quick and agile, making for formidable foes and valued allies. They are not, however, terribly bright, and their moral compass has lost all direction. They lust for gold, jewels, and the like, often adorning their bodies with such, whether ill-gotten or otherwise.

SEEQ CLASSES
Spoiler:
Resourceful fighters whose expertise in embezzlement have amassed them quite the stash of odd items and trinkets, SCAVENGERS have an item to suit any situation: from common loot hardly worth selling in bazaars to rare treasures worth their weight in gold.
Spoiler:
active/PILLAGE [B+]
Much like the Champion's Mug skill, Pillage damages and purloins in one fell swoop. While the damage done by Pillage is quite a bit less than what a regular attack would inflict, it is still a very powerful skill for one reason: it has the ability to steal the target's equipment. Should the attack connect, there is a possibility that the opponent's items, headgear, shield, or armor would be pilfered (the chances of which are 30%, 30%, 20%, and 10%, respectively; there is a 10% chance that nothing at all would be stolen). Items that could be stolen include Potion (restores health), Hi-Potion (restores more health), Phoenix Down (revives incapacitated unit), Ether (restores magical reserve), and Remedy (cures all status ailments). Should the technique target a piece of equipment that the target does not possess (Pillage: Shield against a unit without a shield), then the stealing aspect of the technique will fail--the damage will still connect.

passive/REVERSE CURATIVES [B-]
When used by the Scavenger, the medicinal properties of curative items are turned into toxic ones. What this entails is that items that would normally heal the target (e.g. Potion) would instead damage them, and items that would normally cure status ailments (e.g. Antidote) would instead inflict them. This ability can only be used with the two aforementioned item types (no instant incapacitation through Phoenix Down, sorry).

demonfactor/REPLICATE EFFECT [EX+]
While in the Replicate Effect state, all items used by the Scavenger are activated three times. This means that his Potions and Ethers become three times more effective, and his Knots of Rust and Dark Matters three times more powerful (for those who aren't familiar with FFTA2: Knot of Rust and Dark Matter are damaging items). While the skill's usefulness is determined largely by the type and amount of items in the Scavenger's possession, when properly used, the Scavenger can turn into a healer more potent than the Holycaster and an offensive unit more powerful than the Reaver, all rolled into one package. Replicate Effect lasts for fifteen minutes per use, and can be used twice a day, with at least a two-hour interval in between uses.

relevant information
Scavenger is an extremely pricey class: it is very reliant upon items, and can burn through funds quickly if not balanced out in some way. Thankfully, with some luck, their Pillage skill might do just that: pieces of equipment, armor most of all, are considered to be of great value, and the trade-off might even leave the Scavenger with a positive balance. Scavengers exclusively equip knives as weapons, and light clothing as armor. They are the fastest of all Seeq classes, and their physical strength is serviceable, but all of their other stats are middling at best. Their personal skills should enhance their affinity with items even further: Replicate Effect in conjunction with Reverse Curatives can already produce some potent combinations; another skill in the mix and the Scavenger could truly be a force to be reckoned with.


SAVAGES defy the conventions of battle, and adhere to no rules but their own. They charge into battle protected by what only the generous would dub a loincloth, and yet their blinding speed and powerful, bludgeoning attacks leave opponents no room for retaliation.
Spoiler:
active/GUARDBREAK [B-]
A technique that involves the Savage forcefully pummeling their opponents repeatedly, Guardbreak deals a moderate amount of damage to units that equip light or heavy armor, and breaks the aforementioned piece of equipment. If Guardbreak is used on a unit that equips light clothing, garbs, robes, or no armor at all, it deals 20% heavier damage, but has no added effect.

passive/FREE FIGHTER [B+]
Savages are warriors whose techniques heavily rely on their agility and freedom of movement. They consider donning armors to be distracting and counterproductive, and prefers to instead rely on their battle-tempered bodies for protection. As such, while the Savage has no armor equipped, both his physical strength and agility are increased by 30%.

demonfactor/MERCIFUL SLAUGHTER [EX+]
A powerful technique that enhances the Savage's effectiveness against weakened units. While Merciful Slaughter is active, all damage that the Savage does against enemies with health below 20% of their maximum health is increased by 50%; if the enemy is incapacitated by the Savage's attack, up to 20% of the Savage's own health will be restored. If the enemy is killed instead, then up to 50% of the Savage's health will be restored. Merciful Slaughter is a very lenient technique: it can be used for up to 20 minutes per use, and can be used four times per day, with only thirty minute intervals required in between uses.

relevant information
Savages are all-out offensive units that are not unlike the bangaa Reaver: they deal massive amounts of damage, but can't take much in return. Their stats are pretty much standard glass cannon fare: fantastic physical strength and agility, abysmal in all other areas. They exclusively equip knuckles in combat, and can still deal pretty good damage barehanded. They can wear light clothing, but doing so would disable their passive skill, Free Fighter. Their personal skills should enhance their durability in some manner (a hit-and-run skill would be very powerful on the Savage) or perhaps even work towards making them even more of a glass cannon.


The art of the CORSAIR was first born in the crucible of brutal naval skirmishes, and yet few would argue that their techniques are any less formidable on dry land. These vicious warriors overwhelm opponents with their axe, and send lightning roaring through enemy ranks.
Spoiler:
active/MUTINOUS DOG! [C+]
Mutinous Dog! is a technique that deals 1.5x the normal amount of damage to foes afflicted with Charm or Confuse. Unlike normal attacks, Mutinous Dog! does not remove the status effect from the target. It can also be used on allies, in which case it deals 0.1x the normal amount of damage, and removes the status ailment.

passive/LORD GRAYRL'S TUNE [A-]
A sea shanty commonly sung by seafaring Corsairs as they hack and slash through the enemy ranks, Lord Grayrl's Tune is a masterful composition designed to instill vigor and enthusiasm to all who hears it. Found to be no less effective in grounded combat, the shanty grants a 15% boost to the physical strength and agility of allies within a 10-meter radius of the Corsair, and an additional 10% to both parameters of allies within a 5-meter radius.

(PS. While Lord Grayrl's Tune might seem like an active skill at first glance, the Corsair sings it incessantly during combat, and thus its effects are perpetual save for when the Corsair talks to others etc.)

demonfactor/SYLDRA [EX+]
Using this technique, the Corsair calls upon the help of benevolent sea serpents known as the Syldra, who aids seafaring men in making their journey across the ocean. Once summoned, the Syldra will aid the Corsair in combat for ten minutes. Syldra are powerful beings, capable of raising causing thunderstorms (Thundara, Thundaga) and raising tidal waves (Watera, Waterga), but its most powerful technique is Tsunami, which floods the battlefield and deals damage to both the health and magical reserves to all enemies (allies are also hit, but they take 50% less damage). Syldra can be summoned three times a day, with at least one-hour intervals in between.

relevant information
The Corsair is a powerful hybrid class capable of dealing both physical and magical damage. While they are more skewed towards the physical spectrum, they are capable of casting -ja level magic--a feat that not many hybrid classes can claim to achieve. They can equip axes and swords (axes are much preferred, because they have much more destructive potential), and don light clothing as armor. They have excellent physical strength and agility, and good magical power, but their defenses are rather lackluster. Corsairs have inherent access to Thunder and Thundara, and through skill-based magic may access Thundaga and Thundaja. They should focus their personal skills on learning one or both of these spells, as well as on bolstering their weak defenses.


DARKBLADES are mighty warriors who derive power from arcane sources, imbuing their sword with a dark force that exponentially increases their strength. Sword in hand, they mercilessly ravage their enemies with their formidable strength and dynamic swordplay.
Spoiler:
active/RAZZLE-DAZZLE [B]
A technique that makes use of the dark energy that perpetually permeates on the Darkblade's person, Razzle-Dazzle deals damage to all enemies within a 2-meter radius of the Darkblade, and restores his health equal to half of the total damage that the technique inflicted.

passive/THRILL OF THE BATTLE [B]
Darkblades are bloodthirsty warriors who find great joy in the trials and tribulations of war. They revel in crossing blades with strong enemies, and feels exhilaration in knowing that the battle might go either way. As such, Darkblades receive a 30% boost to their physical strength and agility while fighting with under 50% of their maximum health.

demonfactor/DARKSIDE [EX+]
A technique that exponentially increases the amount of dark energy permeating the Darkblade's person. While under the effects of the Dark Side, all of the Darkblade's parameters are increased by 25%, and the power of all of their dark-energy-based techniques are increased by 50%. This state continually consumes their magical reserves, of which Darkblades don't have very much: once their magical reserves have been completely depleted, Darkside's effects fade. However, this technique can be activated as much and as long as they like, provided that their magical reserves have not been completely emptied out.

relevant information
The Darkblade is the closest thing the Seeq has to a balanced class: they are still very much skewed towards offense, but they take hits quite well, and has the Razzle-Dazzle skill, which can drain the opponent's health. They can equip any type of swords, and don light clothing or light armor (the former is preferred, so as to avoid hindering their agility). They boast excellent physical attack and agility, and their magical power and physical defense stats are serviceable enough. Their magical defense stat, however, leaves much to be desired. Their personal skills should give them more offensive techniques, perhaps ones that consume health so they could get in range of Thrill of the Battle.



Draconic wings and tail adorn this peculiar race. GRIA are able to fly for short distances, and move without hindrance across the battlefield. They prefer a weapon's cold steel to the subtle arts of magick, eagerly taking to the front lines.

GRIA CLASSES
Spoiler:
Seasoned warriors who have spent their entire lives fighting on the wing, the FALCON uses brute strength to crush the opposition. Their mastery over a large variety of weapons and formidable knowledge of combat make them deadly opponents to face on the battlefield.
Spoiler:
active/BULWARK [B]
Bulwark is a technique that involves the Falcon taking a defensive stance, negating all damage that comes her way, be they physical or magical. While it is a powerful technique, its disadvantages are threefold: while it is active, the Falcon will always be hit by all attacks that inflict status ailment (if it comes with damage, as is the case with the Grenadier's Toxic Shell, the damage will still be negated, but the ailment stays), they cannot attack while in this stance, and it cannot be used for more than ten minutes at a time (a thirty-minute interval is required prior to reuse).

passive/UNSCARRED [B]
The Falcon is a warrior with a very offensive fighting style: while their health is on the 75% mark or higher, they are much more ferocious and reckless in their attacks, giving them a 25% boost to their physical strength and agility.

demonfactor/TRIAL BY FIRE [EX+]
A technique that engulfs the Falcon's entire body in flames, Trial by Fire increases all of the Falcon's parameters by 30%. The flames surrounding her body makes her impervious to ranged attacks, and adds the fire element to all of her physical attacks. Furthermore, Trial by Fire grants the Falcon access to the Fire line of spells (Fire, Fira, Firaga, Firaja), though their effectiveness is hindered by the Falcon's subpar magical power and limited magical reserves. Trial by Fire can only be used twice a day, with an interval of at least two hours in between uses. Each use lasts for fifteen minutes.

relevant information
The Falcon is an all-purpose unit: though her stats are geared more towards physical offense, her skills greatly increases her durability, and even lets her become a fairly potent magical unit. Falcons can equip swords, spears, and axes with equal skill, and can don light clothes and light armor. Their physical attack stat is very high, and all their other stats are passable enough. Their personal skills should focus on giving them offensive skills, since they are rather lacking in that department.


BOWMASTERS are proud warriors trained in the ways of the greatbow, which are known to deal significantly more damage than the normal bow wielded by the Marksman. These sharpshooters are built to kill, unleashing volleys of arrows at an extremely high speed.
Spoiler:
CLASS SKILLS
active/THUNDERBIRD [B]
Thunderbird is a moniker granted to the Bowmaster’s special arrows, crafted of aged oak wood, silvril, mysidian alloy, and the feathers of a Black Chocobo. Extremely precise and powerful (+50% physical damage and accuracy than normal when used), Thunderbirds are considered a treasure amongst bow-wielders; however, since the technique of its creation is so difficult (not to mention closely-guarded), it is seldom seen outside the possession of Bowmasters. Thunderbirds are extremely expensive and difficult to make, so even among Bowmasters, it is used very sparingly: at most fifteen bolts a day.

passive/RAINING ARROWS [B]
When it comes to pure proficiency with ranged weapons, the Bowmaster easily outpaces his long-ranged brethren. They are able to shoot three arrows, each with a different target, with a single draw of the bowstring, while still maintaining decent accuracy at all three of their targets. They are also nimble-handed, able to reload their bow with arrows almost instantly, resulting in extremely high firepower.

demonfactor/THE GOLDEN ARCHER [EX+]
The Golden Archer is a mysterious historical figure, said to be the liberator of West Anarika, and idolized by bow-wielders everywhere. While taking up the mantle of this fabled hero, Bowmasters get a 25% boost to all their parameters for a moderate amount of time, and their ranged attacks cannot miss. Because the time limit of this technique is rather lenient (at most fifteen minutes), it is one of the more reliable demon factor skills; however, it cannot be used more than twice per day.

relevant information
Bowmasters can only equip light clothing as their armor, but can utilize any type of bow as their weapon. They are more powerful and durable than Marksmen: they possess high attack power, and adequate speed and defenses, but lack the Marksman's miscellaneous tricks, instead functioning as a straight-up ranged unit. It is recommended to focus their personal skills to further boost their offenses, to better strike an enemy down before they can retaliate.


Cold steel and wicked gales are the weapons of the AEROSMITH. These daughters of the sky soar high over the battlefield, weakening their opponents with powerful wind magic before swooping down to finish them with fearsome blade techniques.
Spoiler:
active/STRIKEBACK [B]
A skill that emphasizes the Aerosmith's reflexes, Strikeback involves honing one's concentration to detect the slightest of movements, and formulate a way to both dodge and counterattack in one fell swoop. While Strikeback is active, the Aerosmith cannot actively seek out opponents or attack, and instead must stay rooted to the spot to detect incoming attacks; however, should she be assaulted, then she will dodge the strike and unleash a powerful barrage of attacks in retaliation.

passive/DOUBLEHAND [B]
The Aerosmith is strong warrior perfectly capable to use towering broadswords no less weighty than themselves; however, their discipline is one that relies much on their ability of flight, and carrying such heavy weapons can prove to be strenuous towards their wings. Therefore, the Aerosmith usually only attacks using light, one-handed weapons, but to maintain destructive power, wields them as one would a two-handed one. As such, when the Aerosmith attacks while equipped with a one-handed weapon, their damage output is increased by 30%.

demonfactor/STORMY SOIL [EX+]
A technique that creates a dome of strong wind currents that expands radially outwards from where the Aerosmith stands; all units, friendly or otherwise, caught up in the storm will suffer continuous damage for a period of 30 seconds. The dome has a diameter of fifteen meters, and should a unit be caught up in the storm for the entirety of the 30 second period, then they would have taken damage equal to that of two Aeroja spells. Stormy Soil can be used four times a day, with an interval of at least twenty minutes in between uses.

relevant information
From a functional viewpoint, the Aerosmith very much resembles the seeq Corsair: they are both powerful hybrid units, with access to only a single element of magic. They can equip any type of swords and spears, though one should keep in mind that Doublehand will only be active while wielding one-handed weapons. They are very well-rounded stat-wise: they have great physical and magical powers, good agility, and passable defenses. Aerosmith get inherent access to Aero and Aera, and through skill-based magic may access Aeroga and Aeroja. Their personal skills should let them access one of both of those spells, and perhaps work on enhancing their good-but-not-great stats.


Only kiltias who have travelled to the peak of Mt. Bur-Omisace and gained the blessings of the Gran Kiltias may call themselves PILGRIMS. Favored by Faram the Father, these pious disciples of the Light are able to call forth the holy beings of Kiltia to aid them in battle.
Spoiler:
active/HALLOWED GROUND [A-]
A skill that bestows sanctification upon the very soil on which the Pilgrim stands, preventing all living beings who bear malicious intent towards the caster and their allies from entering. Hallowed Ground encompasses an area with a radius of ten meters from the Pilgrim's location, effectively preventing all close-range attacks to the Pilgrim and nearby allies. Since it is a skill that is activated through detection of malice, however, it does not in any way affect long-ranged attacks such as arrows or projectile spells. The skill can be activated as many times as the Pilgrim needs, but its effects will be negated once it has been used for a total of sixty minutes or more per day.

passive/BOOK OF FARAM [C+]
One of the holy texts of the Light of Kiltia, with the stated purpose of aiding disciples of the Light whose work demands them to cross swords with others. The Book of Faram contains directions on petitioning various gods of the Kiltia pantheon for their aid in battle, granting the Pilgrim the ability to use Low-tier Secondary Elecast.

demonfactor/HEAVEN'S FEEL [EX+]
A skill that instills the Pilgrim with incredible divine powers, Heaven's Feel increases all of the Pilgrim's parameters by 10% and bestows a number of powerful benefits. While active, the Pilgrim can utilize Evocation at half the MP cost, and the potency of their summoned creature's magic is increased by 50% (where applicable). Furthermore, they also gain access to the spells Holyra and Holyga, which, coming off of their solid magical power stat, can deal quite a bit of damage. Heaven's Feel can only be active for 15 minutes at a time, and may be used three times a day, with an interval of at least 45 minutes in between uses.

relevant information
The Pilgrim, being the only class capable of using Evocation magic (save for the Call Avatar skill), are very extremely powerful supportive units. While Evocation is strictly supportive in nature, their skill Book of Faram does grant them some offensive presence. They can equip poles and staves as weapons, and robes as armor. Their magical power is quite high, and unlike most magical units, their defenses are solid. However, they are by far the slowest class among the gria (which is not a particularly agile race to begin with) and have barely any physical power to speak of. Pilgrims have inherent access to Low-tier, Mid-tier, and High-tier Evocation, and may access its top tier through skill-based magic. Phoenix and Eden are two of the costliest spells in the RP in terms of value points, but they are exceedingly powerful, and so it is recommended that they be learned anyway. Their good-but-not-great magical power should also be boosted in some manner to boost the potency of their magic.

magic: an explanation + reference guide



In this RP, magic is divided into two main categories: inherent magic, which is added to the character's repertoire simply by virtue of being a certain class, and skill-based magic, which occupies a character's skill slot. All magical classes have access to a certain kind of inherent magic: these usually only go up to mid-tier (-ra level, e.g. Blizzara, Cura) or high-tier (-ga level, e.g. Blizzaga, Curaga); to go higher (e.g. Blizzaja, Curaja) would require skill-based magic. As such, the potency of a character's magic largely hinges on their class and skill configurations.

Below are magic that are commonly found across Ivalice, and their classifications:

Spoiler:
Holycast aka healing magic, white magic
This branch of magic focuses on helping the caster's allies, healing their wounds and restoring their health. It can also bestow buffs to enhance an ally's survivability, raise allies back from incapacitation, and remove status ailments.
Spoiler:
Low-tier:
  • Cure (restores HP to multiple targets) [C-]
  • Protect (buff, reduces physical damage taken) [C]
  • Shell (buff, reduces magical damage taken) [C]

Mid-tier:
  • Cura (restores more HP to multiple targets) [C+]
  • Esuna (cures physical status ailments e.g. Blind, Disable) [C+]
  • Raise (brings an ally back from incapacitation) [B-]

High-tier:
  • Curaga (restores even more HP to multiple targets) [B]
  • Arise (brings an ally back from incapacitation with full health) [B+]
  • Refresh (cures all status ailments) [B+]

Top-tier:
  • Curaja (fully restores HP to multiple targets) [A]
  • Reraise (buff, when the target becomes incapacitated, they are automatically revived) [A]


Doomcast aka dark magic
This branch of magic is almost entirely unique to Doomcasters, and is exclusively Dark-elemental. Although focused mainly on direct damage, some Doomcast spells deal in inflicting status ailments on their target.
Spoiler:
Low-tier:
  • Dark (inflicts Dark-elemental damage) [C-]
  • Confound (inflicts Confuse, rendering the target unable of differentiating friend from foe) [C]

Mid-tier:
  • Darkra (inflicts moderately powerful Dark-elemental damage) [C+]
  • Curse (inflicts Addle, rendering the target unable to use their skills) [C+]

High-tier:
  • Darkga (inflicts powerful Dark-elemental damage) [B]
  • Logos (lowers the target's Attack and inflicts Charm, making the target mistake friend for foe, and foe for friend) [B+]

Top-tier:
  • Darkja (inflicts extremely powerful Dark-elemental damage) [A]


Primary Elecast aka black magic, basic magic
This branch deals with the three basic elements of Ivalicean magic: Fire, Thunder, and Ice. It is a strictly offensive branch of magic, dealing elemental damage and nothing else.
Spoiler:
Low-tier:
  • Fire (inflicts Fire-elemental damage) [C-]
  • Thunder (inflicts Lightning-elemental damage) [C-]
  • Blizzard (inflicts Ice-elemental damage) [C-]

Mid-tier:
  • Fira (inflicts moderately powerful Fire-elemental damage) [C+]
  • Thundara (inflicts moderately powerful Lightning-elemental damage) [C+]
  • Blizzara (inflicts moderately powerful Ice-elemental damage) [C+]
High-tier:
  • Firaga (inflicts powerful Fire-elemental damage) [B]
  • Thundaga (inflicts powerful Lightning-elemental damage) [B]
  • Blizzaga (inflicts powerful Ice-elemental damage) [B]

Top-tier:
  • Firaja (inflicts extremely powerful Fire-elemental damage) [A]
  • Thundaja (inflicts extremely powerful Lightning-elemental damage) [A]
  • Blizzaja (inflicts extremely powerful Ice-elemental damage) [A]


Secondary Elecast aka intercession, advanced magic
This branch deals with the three advanced elements of Ivalicean magic: Wind, Water, and Holy. It is a strictly offensive branch of magic, dealing elemental damage and nothing else.
Spoiler:
Low-tier:
  • Aero (inflicts Wind-elemental damage) [C]
  • Water (inflicts Water-elemental damage) [C]
  • Holy (inflicts Holy-elemental damage) [C]

Mid-tier:
  • Aera (inflicts moderately powerful Wind-elemental damage) [B-]
  • Watera (inflicts moderately powerful Water-elemental damage) [B-]
  • Holyra (inflicts moderately powerful Holy-elemental damage) [B-]
High-tier:
  • Aeroga (inflicts powerful Wind-elemental damage) [B+]
  • Waterga (inflicts powerful Water-elemental damage) [B+]
  • Holyga (inflicts powerful Holy-elemental damage) [B+]

Top-tier:
  • Aeroja (inflicts extremely powerful Wind-elemental damage) [A+]
  • Waterja (inflicts extremely powerful Water-elemental damage) [A+]
  • Holyja (inflicts extremely powerful Holy-elemental damage) [A+]


Astralcast aka time magic, astral magic
A branch of magic that specializes in temporal and spatial modifications, Astralcast is a flexible branch of magic that can be used offensively as well as support magic.
Spoiler:
Low-tier:
  • Reflect (bestows the Reflect buff, which will reflect back all magic directed at the target) [C-]
  • Extend (increases the longevity of buffs and debuffs bestowed upon the target) [C-]
  • Float (bestows the Float buff, which will render the target immune to all Earth-elemental attacks) [C-]

Mid-tier:
  • Gravity (deals non-elemental damage equal to 25% of the target's current health) [C+]
  • Slow (inflicts Slow on the target, making their movements sluggish and increasing their action time) [C+]
  • Haste (bestows Haste on the target, speeding up their movements and reducing their action time) [C+]

High-tier:
  • Stop (inflicts Stop on the target, rendering them unable to move for a period of time) [B+]
  • Graviga (halves the target's HP) [B+]

Top-tier:
  • Slowga (inflicts Slow on multiple targets) [A-]
  • Hastega (bestows Haste on multiple targets) [A-]


Speechcraft aka mediation, talk magic
A branch of magic that infuses magic into one's words, dramatically increasing their charisma and increasing the effects that their words have on others' psychology.
Spoiler:
Low-tier:
  • Provoke (inflicts the Berserk debuff, sending the target into a rampage which raises their attack, but dramatically lowers their defenses) [C-]
  • Lullaby (inflicts the Sleep debuff, which renders the target unable to move or take action for a moderate period of time or until they take damage) [C-]

Mid-tier:
  • Praise (increases the target's physical damage output by 30% for 10 minutes) [C+]
  • Preach (increases the target's magical damage output by 30% for 10 minutes) [C+]
  • Intimidate (decreases the target's physical damage output by 40% for 10 minutes) [C+]
  • Enlighten (decreases the target's magical damage output by 40% for 10 minutes) [C+]

High-tier:
  • Condemn (inflicts the Doom debuff which, if not removed within fifteen minutes, will cause instant incapacitation) [B]
  • Stall (inflicts the Stop debuff, which renders the target unable to move or take action for a moderate period of time) [B]

Top-tier:
  • Parley (convinces the target to cease fighting and leave the battlefield. The more seriously wounded they are, the more likely that the technique will work) [A-]
  • Sentence (instantly incapacitates target) [A]


Transmutation aka alchemy
A branch of magic that deals in the alteration of the composition and substance makeup of items, opponents, or the surrounding environment, producing a wide variety of magical effects.
Spoiler:
Low-tier:
  • Rasp (deals damage to the target's magical reserves (MP)) [C-]
  • Poison (inflicts the Poison debuff, continuously damaging the victim over a long period of time) [C-]

Mid-tier:
  • Enhance (increases the potency of restorative items by 50%, and then immediately uses it) [C+]
  • Astra (bestows the Astra buff, granting the target immunity to the next status ailment inflicted on them) [C+]
  • Combine (combines two items to form a single, more powerful item (e.g. Hi-Potion + Hi-Potion = X-Potion) [B-]

High-tier:
  • Toad (inflicts the Toad debuff, turning the target into a frog. This renders them unable to use skills, and dramatically decreases all parameters) [B]
  • Bio (deals powerful non-elemental damage to multiple targets, with a chance of inflicting Poison) [B+]
  • Break (inflicts the Petrify debuff, rendering them unable to move or take action until it is cured) [B+]

Top-tier:
  • Transmute (turns a critically wounded enemy into an item of high caliber (e.g. X-Potion, Hi-Ether, a piece of equipment, etc.) [A-]
  • Protometeor (deals heavy non-elemental damage to multiple targets) [A]


Herbology aka salve-making
A branch of magic that brews the magical herbs and plants of the Golmore Jungle into potent concoctions of varying effects.
Spoiler:
Low-tier:
  • Woodmist (heals an amount equivalent to Cure) [C-]
  • Dreamhare Oil (inflicts the Oil debuff, increasing fire-elemental damage done to the target by 100%) [C-]
  • Beso Toxico (inflicts the Poison debuff, continuously damaging the victim over a long period of time) [C-]

Mid-tier:
  • Morning Dew (heals all physical status ailments) [C+]
  • Dryad Mist (deals moderate water-elemental damage and inflicts the Slow debuff, lowering movement and attack speed)
  • Screamroot Surprise (deals moderate dark-elemental damage and inflicts the Silence debuff, rendering the target incapable of casting spells until cured) [C+]

High-tier:
  • Passion Poison (deals moderate non-elemental damage and inflicts the Charm debuff, turning the target against their allies until cured or until they take damage) [B]
  • Golmore Acid (corrodes most metals; when a sufficient amount touches a piece of equipment, it will melt away and cease to function. Only works on metallic equipment) [B+]

Top-tier:
  • Woodbreath (heals an amount equivalent to Curaga and removes all status ailments) [A-]
  • Blaster in a Cup (has a 50% chance of instantly petrifying the target, rendering him incapable of movement or taking action, and a 50% chance of causing instant incapacitation) [A]


Necromancy aka resurrection magic
A branch of magic that reanimates the dead and places them under the caster's control. Generally frowned upon for manipulating the deceased, but overwhelmingly powerful in the right hands.
Spoiler:
Low-tier:
  • Deanimation (encourages the departed soul to cross back to the realm of the dead, thus rendering its corpse inanimate) [C-]
  • Reinforce (strengthens the power of the targeted undead by 50%) [C-]

Mid-tier:
  • Reanimation (reanimates a corpse and places it under the caster's command) [B-]
  • Dark Cure (restores health to the target undead using dark magic) [B-]

High-tier:
  • Plague (summons an undead from another realm, eliminating the normal requisite of a corpse having to be present and accessible; only two undeads summoned through Plague can be maintained by a Necromancer at a time) [B+]
  • Dark Heal (restores a moderate amount of health to all undeads within a two-meter radius) [B+]

Top-tier:
  • Song of the Dead (increases the Attack of all undead under the caster's command by 50%) [A-]
  • Mass Reanimation (reanimates all corpses within a two-meter radius, and places them under the caster's command) [A]


Summoncraft aka summon magic
A branch of magic that opens a dimensional rift through which summon creatures may pass. Summon creatures will aid their summoner in battle for a very brief period of time.
Spoiler:
Low-tier:
  • Tonberry (deals non-elemental damage equal to 33% of the target's current HP) [C]
  • Cactuar (immobilizes and disables a single target, rendering them unable to move and take action) [C]
  • Siren (deals non-elemental damage and silences targets, rendering them unable to perform magic) [C]

Mid-tier:
  • Shiva (deals powerful Ice-elemental damage to multiple targets) [B-]
  • Ifrit (deals powerful Fire-elemental damage to multiple targets) [B-]
  • Ramuh (deals powerful Lightning-elemental damage to multiple targets) [B-]

High-tier:
  • Pandemona (deals powerful Wind-elemental damage to multiple targets) [A-]
  • Leviathan (deals powerful Water-elemental damage to multiple targets) [A-]
  • Alexander (deals powerful Holy-elemental damage to multiple targets) [A-]

Top-tier:
  • Odin (deals massive non-elemental damage to a single target, with a chance of instant death) [A+]
  • Bahamut (deals extremely powerful non-elemental damage to multiple targets) [A+]


Evocation aka Kiltia summoncraft, Kiltia summon magic
Although similar to Summoncraft, Evocation is very different in that it draws power from a completely different source: it is a form of prayer, requesting the help of the Holy Avatars of the Light of Kiltia pantheon. Evocation is similar in functionality to Summoncraft, but instead of attacking enemies, it exclusively deals in protection, healing, and revival.
Spoiler:
Low-tier:
  • Golem (bestows Protect upon multiple targets, reducing physical damage taken) [C]
  • Zona Seeker (bestows Shell upon multiple targets, reducing magical damage taken) [C]

Mid-tier:
  • Seraph (restores a moderate amount of HP to multiple targets) [B-]
  • Unicorn (removes all status ailments from multiple targets) [B-]
  • Kirin (bestows Regen upon multiple targets, healing small amounts of HP over a long period of time) [B-]

High-tier:
  • Carbuncle (bestows the Reflect buff upon multiple targets, which will reflect back all magic directed at the target) [B+]
  • Lakshmi (restores a large amount of HP to multiple targets) [A-]

Top-tier:
  • Phoenix (brings multiple targets back from incapacitation with full health) [A+]
  • Eden (bestows the Reraise buff upon multiple targets that, when active, will automatically bring the target back from incapacitation) [EX]


Sacramentation aka ritual magic
A unique branch of magic that requires a relatively complex ritual to be performed mid-battle. Sacramentation summons gods of an old pagan religion onto the battlefield, where they will assist their summoner in battle for a period of seven minutes (think FFXII's Espers).
Spoiler:
Unlike other branches of magic, the beings that can be summoned through Sacramentation are roughly equal in power, and thus the art is not divided into tiers. All Sacramentation spells could be classified as High-tier spells, should their power be compared with other summoning magic. There is one drawback, however, in that there are only five beings in the pantheon that could be summoned, thereby limiting the magic's versatility.



Valigarmanda is an old pagan god that takes the form of a massive avian with luminous, colorful feathers. He presides over warfare, victory, and unbending justice. He holds power over the elements, and can utilize Low-tier, Mid-tier, and High-tier Primary Elecast to aid his Summoner. Although he is a strictly offensive summon, and doesn't have much to write home about by way of versatility, he possesses solid stats across the board and the ability of flight, making him a powerful ally on the battlefield.


Midgardsormr is an old pagan god that takes the form of a brown, serpentine creature with thick, hard scales covering her entire length. She presides over destruction, natural disasters, and rebirth. She holds power over terrestrial elements, and can utilize Low-tier, Mid-tier, and High-tier Secondary Elecast, barring the Holy line of spells, and the spell Quake. While Midgardsormr is offensively potent, her true strength lies in her incredibly sturdy defenses.

Catoblepas is an old pagan god that takes the form of a green mystical bull with the head of a boar, and a single eye that dooms all that sees it to a horrible fate. He presides over death, and is believed to guide souls through the process of reincarnation. He can cast five powerful spells that can inflict a variety of debuffs on the target: Curse, Condemn, Stop, Bio, and Break. He does, however, possess low stats across the board.


Maduin
is an old pagan god that takes the form of a horned, muscular gigas with long white hair and a set of sharp claws. He presides over mortal virtues such as determination, patience, and wisdom. Maduin derives his power from divine sources, and can cast Holy, Holyra, and Holyga (see: Secondary Elecast), as well as Cure, Cura, and Curaga (see: Holycast). Maduin possesses extremely high magic power and solid defenses, but he is unfortunately not very agile.


Diabolos is an old pagan god that takes form of an ominous demon with horns, sharp claws, and distinctly draconic wings. He presides over magical studies and the pursuit of knowledge. Diabolos practices an ancient, powerful form of Astralcast, and can use its Low-tier, Mid-tier, and High-tier versions. There is, however, a glaring difference: his Gravity instead cuts the target's HP by 33%, and his Graviga cuts it by 75%. Diabolos is the fastest of all five pagan gods and has extremely potent magical power, but perhaps the lowest defenses, rivaled in frailty only by Catoblepas.


important miscellany


This RP, which utilizes the lore and gameplay elements of many different Final Fantasy titles, can be very term-heavy. While those who have played games of the series (in particular the Tactics Advance titles and FFXII) should find most of the concepts used to be very familiar, the uninitiated may find it difficult to digest this all at once. And so in the interest of keeping this from becoming too confusing, here is a list of all the relevant RP elements that I can remember, accompanied by short explanations. Also here: important people whose names will pop up quite a bit in this RP. This section might get expanded as we proceed into the RP, so check back often!

Spoiler:
A. Major Concepts
Light of Kiltia
The Light of Kiltia was founded by the prophet Kiltia millenia prior to the story, and was brought into Ivalice from the westerly continent of Ordalia. A polytheist faith system, followers of this teaching follow a dualistic system, where a pantheon of gods is led by Faram the Father, God of Light.

Prophet Kiltia witnessed a vision of the gods, and began his quest to spread the message of faith to the people of Ordalia. Arriving at Mt Bur-Omisace, Kiltia made it the center of his faith. Even after his death, the Light of Kiltia continues to flourish, creating churches and accepting followers until all of Ivalice is converted. Those who hold to this faith are known as the Kiltias. Kiltias are known to end their prayers with the name of their deity, Faram, and do the gesture of crossing their chest.

Though influential, followers do not mix their faith with government affairs and the church had willingly abandoned the power to influence the government, fearing oppression and distrust. Those with high ranks are forbidden to enter politics, and the religion maintains a neutral stance with all surrounding territories.

The Wood
A sprawling jungle known to outsiders as the Golmore Jungle, it remains much as it always has been, untouched by the hand of Man. Though the viera make their villages within this jungle, the ways to their enclaves are tangled and hidden. Barriers throughout the jungle, too, prevent easy passage. These were erected by the viera to prevent outsiders from intruding, the blessing of their people needed before one may pass.

The Wood is a living being, but she speaks only to the ears of the viera. Her speech is known as the Green Word, and holds governance over the viera who resides within, and to those who derive their power from her Djinns. The Djinns themselves are spirits who make their home in the deepest reaches of the Wood; viera are able to harness them in battle by petitioning to the Green Word for their aid.

The Thirteen Orders
The Thirteen Orders comprise the entirety of Ivalice's military. Most of these orders are stationed in or near the capital of Rabanastre; three, including the Order of Kingmarch, guard the Ivalicean frontier of Nalbina Fortress, to quell whatever trouble might arise from Archadian aggressions.

After the death of Queen Ritz, five of the orders have declared their allegiance to Grand Duke Ferre: the Order of Magna Ende, the Order of Ravness, the Order of Gavajin, and the Order of Moonshroud. Three others are now in the service of Grand Duchess Selu: the Order of Scaleknight, the Order of Firefly, the Order of Sylverna, and the Order of Roecion. Ivalice's two oldest orders, the Order of the White Flame and the Order of Wismeria, defend the two rightful heirs. The Order of Ducater finds themselves in the employment of Safur Hellewyn, and the Order of Terra Salvat in that of Corcesca Mydir.
B. Terminology
Buff: a status that grants positive effects to the bearer (e.g. Protect).
Debuff: also known as status ailments, a status that grants negative effects to the bearer (e.g. Poison)
Incapacitation: much like fainting in Pokemon, incapacitation indicates that one is not dead, but is incapable of further combat until revived.
Death: the unit is dead, and no amount of phoenix downs or Raise spells will change that. Death is mostly caused by a unit being continuously attacked while suffering from incapacitation.
Health: also known as HP, a stat that determines how much damage one can take before being incapacitated.
Magical reserves: also known as MP, a stat that determines how much magic one can use.
Physical strength: also known as attack or strength, a stat that determines the physical damage one is capable of dealing.
Physical defense: also known as simply defense, a stat that determines one's resistance to physical damage.
Magical power: also known as intelligence, a stat that determines the magical damage one is capable of dealing.
Magical defense: also known as resistance, a stat that determines one's resistance to magical damage.
C. Important People
Queen Ritz Malheur: the late hume queen of Ivalice, whose recent death is prophesied to be a harbinger of great chaos.
General Lorr of Weissmont: general of the Order of Kingmarch; a wise hume and a capable warrior, with strength that rivals even that of the seven demon warriors.
Prince Auber and Princess Gina: the twin heirs of Queen Ritz, whose succession to the throne is currently interrupted by other claimants.
Grand Duke Ferre: brother to the queen, and a claimant of the throne; a militaristic man who has led Ivalicean forces to many triumphs against the Archadian Empire.
Grand Duchess Selu: sister to the queen, and a claimant of the throne; an able diplomat who brought an end to the enmity between the nu mou and the bangaa at Ozmone Plains.
Safur Hellewyn: a wealthy merchant, and a claimant to the throne; he is said to control most of the bazaars in Ivalice, and has businesses in the lands of Rozarria and Nabria.
Corcesca Mydir: a claimant to the throne; an elderly bangaa appointed Grand Monk of the many temples scattered throughout the Dalmasca Westersand.
The Seven Heroes: seven warriors of great renown who brought an end to the Thousand-Year War between mankind and scions.
Emperor Solidor: ruler of the Archadian Empire, who has long sought to conquer Ivalicean lands.
Gran Kiltias Majoreus: the leader of the Kiltias who occupy Mt. Bur-Omisace; an ancient nu mou whose piety is without peer.


the rules

  • Follow PC and RPT rules. This should go without saying; give them a read if you have yet to do so.
  • Moderation. This RP is rated M; while this does give you quite a bit of liberty, please avoid explicit content and the overuse of coarse language, gore, and such.
  • Listen to me. I am the GM, and I will try to be a reasonable one. If you have any problems or recommendations, I will hear out your thoughts and try to work out a solution that would be best for everyone, but please do not argue with my final decisions.
  • Be active. I expect this RP will move at an average-to-slow pace, so for now I think a post once or twice a week will be sufficient. I will drop you from this RP if there is no activity from you in three weeks. This is very much preliminary, however, and so is still subject to change.
  • Read up. I know this RP has a lot of background things that may not seem important right now, but I assure you that you will at some point encounter these elements. It's okay--encouraged, even, that you don't down it all in one go, but I expect you to have at least a grassroots understanding of the RP's universe and how things work before signing up.
  • Use common sense. While you are essentially demigods in this RP, your power still has its limits. You are still susceptible to incapacitation. Your Fire spell cannot obliterate an entire battalion. You get the idea.
  • Ask me things. I know full well that this RP is a behemoth, and the sheer amount of information (or my inability to convey them clearly...) may leave some in confusion. So if there's something that evades your understanding, do not hesitate to ask me. I will not be participating in this RP myself, so I will have plenty of time to explain anyway.
  • The password is Balfonheim. Please include it somewhere in your SU. It can be Balfonheim Port, the location on the map; it can be your last name; it can be your cat. Just as long as it's there.
  • Write well. Your character's strength as you progress throughout the RP is very much dependent upon the quality of your writing, so please invest some effort into your posts. If you feel that your writing is not being given enough credit, please come to me about it: you can argue your case, and I will tell you just what it is I find problematic about your posts.
  • Have fun! That's the whole point of this RP, anyway.
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  #2    
Old July 20th, 2017 (1:20 AM).
Cactusmancer's Avatar
Cactusmancer Cactusmancer is offline
     
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    Location: Washington, D.C.
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    Alright well, I'm fairly new to RPing and have never touched anything nearly this rule heavy. Bare all of that in mind with what I have to say.

    1) The size is certainly intimidating. If you're going to split it into parts I would recommend a lore blurb and a mechanics blurb and no more. The first time I read through it was a sort of an information overload but then I doubled back and everything started to click. In other words a lot of the information is important for getting a grasp of the other information so it would be best to leave it as cohesive as possible.

    2) The ability and magic system is cool once you get your head around it. If I'm understanding correctly the personal skills are entirely of our own creation. This is awesome for the non-magical based classes but I fear that the more magically inclined ones will inevitably invent their own super cool spells leaving all of the base ones underused. That's not a critique of the spells already in the game but more of a gut feeling that people will gravitate towards custom abilities before using what's been provided to them. I could be wrong though!

    3) I would be interested in joining.

    4) It's hard for me to comment on this but I would say that you probably shouldn't add many more.

    This looks really neat. I'll be rooting for it.

    A lot of the classes seem to refer to fighting with allies; did you imagine this as primarily being our fellow players or as NPC's that follow our characters around. You've also set up a lot of sides in the political conflict. Is the hope that the players will choose sides? Do you anticipate there being things like PvP? That seems like a natural way for this to head to me.
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      #3    
    Old July 20th, 2017 (9:24 AM).
    Noraxia's Avatar
    Noraxia Noraxia is online now
       
      Join Date: Mar 2017
      Location: GMT+2
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      aah! a Final Fantasy based RP with lore from my favourite two games (and with that the only ones i've really played), FFTA and FFXIV?! i had no idea this had ever been a thing but i am hype beyond measure, haha. to answer your questions...
      1. Would you feel comfortable with an OP of this size? Should I downsize the OP into several more palatable blurbs over the course of the RP?
      i admit it can come across as intimidating, but i think as long as you give players enough time to become familiar with the setting and your adjustments to it, i actually don't think it's bad to have all the information in one place. i will mention a group chat could be helpful in explaining mechanics to players more directly should they need help with specifics.
      2. Are you cool with the RP's ability & magic mechanics? Do you think they should be simplified?
      personally, since i've played FFTA, i'm familiar with the mechanics, so i'd be okay with it. i'd worry for how limited the options would become if it was simplified. in my opinion the only thing that could perhaps do with simplification is the Skill System; having so many different ranks (EX+ to D) for their power seems a bit convoluted to me. the difference between a Cura and a Curaga to me is clear, but from a narrative standpoint i might struggle balancing a C+ skill to a C or B- skill. perhaps just use the letters without their +/-, for D: Cure, C: Cura, B: Curaga, and A: Curaja, basically?
      however, i do see you already added the ratings for the base skills, and as long as you keep ratings for personal skills in check, i suppose even that is fine as is.
      3. If the RP was posted in its current state, would you consider joining it? If not, what changes would make you want to?
      heck yes i would! i am slightly worried about the setup of the RP though; is it going to be guided, or wholly sandboxed? it's more of a personal preferences since i'm not very used to sandbox RP, but with a scale of this magnitude, i feel like i'd easily get lost in what to do or where to go ...
      4. Due to the humongous size of everything else, I've a mind to set the player limit to seven (I myself won't be participating) so that the RP would be reasonably managable. Do you think I should add or reduce that number?
      i think 7 is a good number. though not to be overly pessimistic, but have you given thought to what to do if a player drops (temporarily or not)?
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        #4    
      Old July 20th, 2017 (1:29 PM). Edited July 20th, 2017 by Parivir.
      Parivir's Avatar
      Parivir Parivir is offline
      rage, rage against the dying of the light.
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      Join Date: Dec 2010
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      I appreciate the input and support, guys.

      Quote:
      Originally Posted by Cactusmancer View Post
      1) The size is certainly intimidating. If you're going to split it into parts I would recommend a lore blurb and a mechanics blurb and no more. The first time I read through it was a sort of an information overload but then I doubled back and everything started to click. In other words a lot of the information is important for getting a grasp of the other information so it would be best to leave it as cohesive as possible.
      That's a fair point. I had planned to sort of strip down mostly the lore and political conflict quite a bit and leave them for further worldbuilding notes posts or something of the like, but I get that a holistic understanding of the universe (and the size...) of the RP might be necessary before sign-ups are issued. Just for reference, though, if I were to periodically post OOC blurbs like the one in the spoiler tag below over the course of the RP, would you treat them as an important extension of the OP or an optional read?

      Spoiler:

      the malheur family


      The Malheur family has long been part of Ivalice's landed gentry. Established and entrenched though they were, until recently they were little more than regional aristocrats: their say was worth pandering to, but hardly decisive in the grand scheme of things. Enter Ritz Malheur: scion of the noble family whose beauty, political acumen, and military genius had enabled her to quickly rise from officer in the Ivalicean army to general before she was even thirty. When the Bevernia line of ruling monarchs died out some five years after she attained her generalship, the aristocratic diet swiftly elected her as Queen. Some would question such a royal inheritance without a reasonable amount of dispute and power play, but with the Empire of Archades dogging Ivalice's heels, the throne wasn't necessarily an enchanting proposition; besides, no one particularly wanted to be on the receiving end of a civil war waged by the famed warrior queen.


      Queen Ritz Solgalia Malheur
      Race: Hume (Viera-blessed) | Age: 46 (deceased) | Class: Duelist-Shamaness
      The recently deceased monarch of Ivalice, Queen Ritz came from relatively humble beginnings: she was a Hume blessed by the Wood and granted sisterhood to the viera tribes, a boon she would take advantage of in both diplomacy and combat. To hear it from the Malheurs, their scion was a force to be reckoned with even in her youth, and through sheer power and genius she managed to wrest control of the Ivalicean throne without a single drop of blood being shed. An able diplomat and a sharp military mind, she was able to keep Ivalice strong and united despite continuous aggressions by the Archades Empire, all the while still maintaining a firm grip on arcane research in preparation of her death. Her legacy is one that is celebrated as a golden age, as her steady governance led the nation safely out of its most tumultous times. Unbeknownst to her, however, she was unable to root out the treason lurking in the upper echelons of the Malheur family: she had thought that she would leave her two heirs a peaceful kingdom to rule, but her siblings, the Grand Duke Ferre and the Grand Duchess Selu, begged to differ.


      Prince Auber Regulus Malheur
      Race: Hume | Age: 17 | Class: Jack Knight
      Though famed even to other kingdoms for his good looks and dignified charm, the recently orphaned Prince Auber is known to be aloof and reserved, preferring the training grounds and arcane libraries to the diplomatic trappings of the court. He is known to be fiercely protective of his twin sister, Princess Gina, and harbors scarcely-hidden animosity towards Grand Duke Ferre, whom he condemns as a delusional warmonger. In the ways of combat, he is a treasured pupil of Queen Ritz herself, and inherited her gifts for both swordplay and sorcery. That being said, skilled though he is, seventeen years is a short amount of time to accumulate knowledge and combat experience, and he has much growing yet to do. Add to that his general unwillingness to engage in courtly diplomacy and intrigue, and it is not hard to see why some would prefer his more seasoned aunt and uncle in succeeding the Ivalicean throne. At present, he and his sister are consolidating support for their rule in Rabanastre Castle, though they know full well that they must be prepared to egress should their political opponents strike them while they are still vulnerable.


      Princess Gina Regalia Malheur
      Race: Hume | Age: 17 | Class: Doomcaster
      Affable and smart, Princess Gina was generally well-liked by everyone from her paternal twin to her mother to the palace staff. Due to complications from a childhood illness, she suffers periodically from fainting spells and seizures, leading her to be sheltered by the palace all her life. When her mother passed away, she was absolutely destroyed; she could not adapt the way her brother had to the inevitability of the impending civil war, especially as she had been especially close with her aunt, the Grand Duchess Selu. Despite her current emotional state, however, she tries her best in giving Prince Auber her aid, which is of considerable value: the Princess is a capable mage and very knowledgeable in the lore of the land. In her adolescence, she took quickly to studying the extensive arcane library her mother's Shamaness expertise had warranted, and quickly showed an aptitude for the discipline. Her studies have led her to become a competent combatant despite her physical condition, but her true strength lies in her massive accumulated knowledge in all things arcane. In the face of the impending disasters, that might just be the most valuable skillset a person could have at present.


      Quote:
      Originally Posted by Cactusmancer View Post
      2) The ability and magic system is cool once you get your head around it. If I'm understanding correctly the personal skills are entirely of our own creation. This is awesome for the non-magical based classes but I fear that the more magically inclined ones will inevitably invent their own super cool spells leaving all of the base ones underused. That's not a critique of the spells already in the game but more of a gut feeling that people will gravitate towards custom abilities before using what's been provided to them. I could be wrong though!
      I'm...not necessarily opposed to a leaning towards custom spells over existing ones? As long as they take into the consideration both the lore (i.e. maybe don't invent new summons?) and the skill rank in doing so. I think it'd be fun to let people go ham in character creation; especially since as a demon knight, people won't really bat an eye if you have access to a relatively different repertoire of spells than your class would normally indicate.

      Quote:
      Originally Posted by Cactusmancer View Post
      A lot of the classes seem to refer to fighting with allies; did you imagine this as primarily being our fellow players or as NPC's that follow our characters around. You've also set up a lot of sides in the political conflict. Is the hope that the players will choose sides? Do you anticipate there being things like PvP? That seems like a natural way for this to head to me.
      It's not really PvP so much as collaborative combat, but with enough room for people to post and interact without having to resort to JPs unless they want to. I'm a bit at a loss on how to describe it accurately, but a decent parallel would be Supervegeta's Pokemon Odyssey series here on the RPT: you enter combat situations with a relatively large number of allies (in this case, the entire Order of Kingmarch), and as the fighting devolves, you may find yourself fighting exclusively alongside NPCs or with other players. I hope that makes sense?

      Regarding the political conflict, I'm planning to tone it down to a more reasonable amount: most likely it would only be a three-way civil war between the twins, Selu, and Ferre, with Archades throwing itself into the mix, which would leave more minor players like Safur Hellewyn and Corcesca Mydir out of the picture. Most of the conflict will only be happening in the background anyway, as the main plotline will be in pursuing these...arcane mysteries involving the scions and whatnot.

      Quote:
      Originally Posted by Noraxia View Post
      aah! a Final Fantasy based RP with lore from my favourite two games (and with that the only ones i've really played), FFTA and FFXIV?! i had no idea this had ever been a thing but i am hype beyond measure, haha. to answer your questions...
      Hey, a series veteran! It's cool to see another aficionado of the FFTA titles, they're hella underrated, haha. (Though on that note, I've never really played FFXIV, though I assume there're some cross-title resemblances; I wrote the OP mainly drawing from the FFTA series and FFXII.)

      Quote:
      Originally Posted by Noraxia View Post
      i admit it can come across as intimidating, but i think as long as you give players enough time to become familiar with the setting and your adjustments to it, i actually don't think it's bad to have all the information in one place. i will mention a group chat could be helpful in explaining mechanics to players more directly should they need help with specifics.
      I'd be willing to give the group chat a go if people want it, but given the lengthy explanations these questions are bound to elicit, I'm a little worried about its efficacy, haha. That being said, any particular site you'd recommend for this kind of thing?

      Quote:
      Originally Posted by Noraxia View Post
      personally, since i've played FFTA, i'm familiar with the mechanics, so i'd be okay with it. i'd worry for how limited the options would become if it was simplified. in my opinion the only thing that could perhaps do with simplification is the Skill System; having so many different ranks (EX+ to D) for their power seems a bit convoluted to me. the difference between a Cura and a Curaga to me is clear, but from a narrative standpoint i might struggle balancing a C+ skill to a C or B- skill. perhaps just use the letters without their +/-, for D: Cure, C: Cura, B: Curaga, and A: Curaja, basically?
      however, i do see you already added the ratings for the base skills, and as long as you keep ratings for personal skills in check, i suppose even that is fine as is.
      I think that'd go a long way in simplifying the mechanics, actually. It requires a bit of an overhaul but I might just take you up on that input. Thanks for this, really.

      Quote:
      Originally Posted by Noraxia View Post
      heck yes i would! i am slightly worried about the setup of the RP though; is it going to be guided, or wholly sandboxed? it's more of a personal preferences since i'm not very used to sandbox RP, but with a scale of this magnitude, i feel like i'd easily get lost in what to do or where to go ...
      I'd go crazy trying to manage a sandbox this big, haha. It's definitely going to be guided, so you have little to worry about on that front.

      Quote:
      Originally Posted by Noraxia View Post
      i think 7 is a good number. though not to be overly pessimistic, but have you given thought to what to do if a player drops (temporarily or not)?
      You...raise a good point. After pondering this for a while, I've come to the following mandate:

      If they drop temporarily (for a reasonable amount of time), then their character simply reverts to an NPC until the player comes back. If not, then they get killed off in battle or smth of that nature and the slot opens. If and when someone signs on, they become treated as a member of the Order of Kingmarch who 'inherited' the magicite using some ritual mumbo-jumbo and become part of the demon knights. It's a pretty lame solution, in all honesty, so hopefully it won't come to that, haha.
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        #5    
      Old July 21st, 2017 (6:55 AM).
      Cactusmancer's Avatar
      Cactusmancer Cactusmancer is offline
         
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        Quote:
        Originally Posted by Parivir View Post
        That's a fair point. I had planned to sort of strip down mostly the lore and political conflict quite a bit and leave them for further worldbuilding notes posts or something of the like, but I get that a holistic understanding of the universe (and the size...) of the RP might be necessary before sign-ups are issued. Just for reference, though, if I were to periodically post OOC blurbs like the one in the spoiler tag below over the course of the RP, would you treat them as an important extension of the OP or an optional read?
        I would certainly treat them as important extensions; certainly if they end up being relevant to whatever events/people we may encounter in the upcoming couple of weeks or so.

        If you want to shave down the lore a little bit and parse it out I would say it couldn't hurt, especially considering that you're planning on toning down the political conflict.
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          #6    
        Old July 21st, 2017 (9:52 AM).
        Noraxia's Avatar
        Noraxia Noraxia is online now
           
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          Quote:
          Originally Posted by Parivir View Post
          Just for reference, though, if I were to periodically post OOC blurbs like the one in the spoiler tag below over the course of the RP, would you treat them as an important extension of the OP or an optional read?
          especially considering everything that will be posted in this manner is probably knowledge that our characters should already possess, it should definitely be treated as required reading.

          Quote:
          Originally Posted by Parivir View Post
          Hey, a series veteran! It's cool to see another aficionado of the FFTA titles, they're hella underrated, haha. (Though on that note, I've never really played FFXIV, though I assume there're some cross-title resemblances; I wrote the OP mainly drawing from the FFTA series and FFXII.)
          honestly i was mostly thrown off by the image of Shiva, since that was taken directly from FFXIV, the mention of 'Scions', and the 'Occuria' which i interpreted as the XIV Primals, but when i read the rest of the post i realised that was more of an overhype moment on my part, haha. FFTA is the game i have played most by far however - though not much of A2 or War of the Lions, i should really get on those properly sometime - and with FFXII's reboot having been released very recently, that's definitely on my list too.


          Quote:
          Originally Posted by Parivir View Post
          I'd be willing to give the group chat a go if people want it, but given the lengthy explanations these questions are bound to elicit, I'm a little worried about its efficacy, haha. That being said, any particular site you'd recommend for this kind of thing?
          err, in the end i might actually retract that - i don't know how you set up things with the Odyssey crew at all either, i just assumed there was something like that present considering how little use is made of the OOC thread. i'm simply accustomed to the idea because of most RPs around here, but i wouldn't want to suggest something unsuitable for the RP and its GM. regardless if you feel it would be a welcome addition, Discord (whether or not you'd want to use the one affiliated with the RPT) i find useful.

          Quote:
          Originally Posted by Parivir View Post
          I think that'd go a long way in simplifying the mechanics, actually. It requires a bit of an overhaul but I might just take you up on that input. Thanks for this, really.

          I'd go crazy trying to manage a sandbox this big, haha. It's definitely going to be guided, so you have little to worry about on that front.

          You...raise a good point. After pondering this for a while, I've come to the following mandate:

          If they drop temporarily (for a reasonable amount of time), then their character simply reverts to an NPC until the player comes back. If not, then they get killed off in battle or smth of that nature and the slot opens. If and when someone signs on, they become treated as a member of the Order of Kingmarch who 'inherited' the magicite using some ritual mumbo-jumbo and become part of the demon knights. It's a pretty lame solution, in all honesty, so hopefully it won't come to that, haha.
          great! to all of the above, haha. i hope to see this RP come to fruition (:
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            #7    
          Old July 22nd, 2017 (12:55 AM).
          aeternum's Avatar
          aeternum aeternum is online now
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          1. Would you feel comfortable with an OP of this size? Should I downsize the OP into several more palatable blurbs over the course of the RP?

          I think it's completely fine for the scope of the rp especially since a lot of the bulk of it seems to be in the different races and classes.

          2. Are you cool with the RP's ability & magic mechanics? Do you think they should be simplified?

          It took me a few seconds to really wrap my head around everything, but I think that's preferred to having it be overly simplified. If someone's going to join in then they should have as thorough an understanding as possible. I believe it also will make for a more constant cast of characters due to the amount of effort it would take for some to comprehend fully the rp as a whole.

          3. If the RP was posted in its current state, would you consider joining it? If not, what changes would make you want to?

          Hell yeah. Final Fantasy is one of my most favorite series so I'd definitely be up for it.

          4. Due to the humongous size of everything else, I've a mind to set the player limit to seven (I myself won't be participating) so that the RP would be reasonably managable. Do you think I should add or reduce that number?

          I think 6 or 7 is a good number to aim for as a maximum due to the complexity of the rp.
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            #8    
          Old July 23rd, 2017 (9:33 PM).
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          Parivir Parivir is offline
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          Sorry for the late response;

          Quote:
          Originally Posted by aeternum View Post
          1. Would you feel comfortable with an OP of this size? Should I downsize the OP into several more palatable blurbs over the course of the RP?

          I think it's completely fine for the scope of the rp especially since a lot of the bulk of it seems to be in the different races and classes.
          That's true enough, especially since the political intrigue will be considerably downsized come OP time. I just hope people will muster enough patience to get through the size barrier, haha.

          Quote:
          Originally Posted by aeternum View Post
          2. Are you cool with the RP's ability & magic mechanics? Do you think they should be simplified?

          It took me a few seconds to really wrap my head around everything, but I think that's preferred to having it be overly simplified. If someone's going to join in then they should have as thorough an understanding as possible. I believe it also will make for a more constant cast of characters due to the amount of effort it would take for some to comprehend fully the rp as a whole.
          Also true; my main concern right now is how hard it would be to find a replacement should a player choose to drop out...but I suppose I shouldn't be so quickly pessimistic lol

          3. If the RP was posted in its current state, would you consider joining it? If not, what changes would make you want to?

          Hell yeah. Final Fantasy is one of my most favorite series so I'd definitely be up for it.

          Quote:
          Originally Posted by aeternum View Post
          4. Due to the humongous size of everything else, I've a mind to set the player limit to seven (I myself won't be participating) so that the RP would be reasonably managable. Do you think I should add or reduce that number?

          I think 6 or 7 is a good number to aim for as a maximum due to the complexity of the rp.
          Coolbeans, I hope you'll maintain your interest in the next few days haha.

          So a quick update: thanks to you guys, I've mustered enough confidence to post the RP soon. The changes I'll be making to the OP will mostly involve the background conflict, which will be more elaborated in blurbs like the one I posted above over the course of the RP. I've eventually decided against simplifying the rank system because I couldn't find the happy medium between power diversity and simplicity, and thus I chose to forgo the latter haha. That being said, even if your skill doesn't fall in the exact rank it should be I'd be willing to let most things slide since it's all subjective anyway. At most,if I feel like you're reaaally stretching it, I'd ask you to decrease the efficacy (e.g. instead of a 30% power boost for 15 minutes, how about a 20% power boost for 10?).

          That's all from me for now, guys. I hope to see y'all come sign up time. Cheers!
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            #9    
          Old July 25th, 2017 (12:19 PM). Edited July 25th, 2017 by Nakuzami.
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          Nakuzami Nakuzami is online now
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          oooo do it I'll totally be keeping tabs on it

          you'll officially beat me since I also never posted my RP from that event lmao

          1. Would you feel comfortable with an OP of this size? Should I downsize the OP into several more palatable blurbs over the course of the RP?
          I think the size is fine. I've been sitting here multitasking the hell out of everything, and even then getting through this OP is simple and manageable. For the most part, a lot of the information in it is stuff you'll need to know to get into it. Once you do, it's not like you'll need to be constantly reading the OP anyways.
          2. Are you cool with the RP's ability & magic mechanics? Do you think they should be simplified?
          Simplified? Not necessarily. It seems good as it stands. Personally I prefer a little less rigidity when it comes to skills in RPs. For example, with the Tamer class, it makes sense in a videogame to need to tame new and powerful beasts in order to keep up, but as a RPer, I consider beasts and such that accompany my character as their own characters, so constantly needing to replace them just to feel powerful seems a bit disappointing. This can be gone about in many ways, however, and it is entirely up to personal preference anyways.
          3. If the RP was posted in its current state, would you consider joining it? If not, what changes would make you want to?
          Yep! Probably my only preference is basically what I said in my last response. I'd prefer to have a more organic feel to advancement than would be available in a more videogame-oriented setup, but as it stands, that's still possible within your confines.
          4. Due to the humongous size of everything else, I've a mind to set the player limit to seven (I myself won't be participating) so that the RP would be reasonably manageable. Do you think I should add or reduce that number?
          Seven seems like a solid number! For one thing, it seems important lore-wise, lol. Secondly, that's a pretty fair player number for any RP.
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            #10    
          Old July 28th, 2017 (2:11 PM).
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          Parivir Parivir is offline
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          Quote:
          Originally Posted by Nakuzami View Post
          oooo do it I'll totally be keeping tabs on it

          you'll officially beat me since I also never posted my RP from that event lmao

          1. Would you feel comfortable with an OP of this size? Should I downsize the OP into several more palatable blurbs over the course of the RP?
          I think the size is fine. I've been sitting here multitasking the hell out of everything, and even then getting through this OP is simple and manageable. For the most part, a lot of the information in it is stuff you'll need to know to get into it. Once you do, it's not like you'll need to be constantly reading the OP anyways.
          2. Are you cool with the RP's ability & magic mechanics? Do you think they should be simplified?
          Simplified? Not necessarily. It seems good as it stands. Personally I prefer a little less rigidity when it comes to skills in RPs. For example, with the Tamer class, it makes sense in a videogame to need to tame new and powerful beasts in order to keep up, but as a RPer, I consider beasts and such that accompany my character as their own characters, so constantly needing to replace them just to feel powerful seems a bit disappointing. This can be gone about in many ways, however, and it is entirely up to personal preference anyways.
          3. If the RP was posted in its current state, would you consider joining it? If not, what changes would make you want to?
          Yep! Probably my only preference is basically what I said in my last response. I'd prefer to have a more organic feel to advancement than would be available in a more videogame-oriented setup, but as it stands, that's still possible within your confines.
          4. Due to the humongous size of everything else, I've a mind to set the player limit to seven (I myself won't be participating) so that the RP would be reasonably manageable. Do you think I should add or reduce that number?
          Seven seems like a solid number! For one thing, it seems important lore-wise, lol. Secondly, that's a pretty fair player number for any RP.
          Absolutely; the reason why I was so keen on posting this RP to begin with was to explore Ivalice in ways that would be impossible with the RPG mechanics in place: the classes would never be of relatively equal strength, the spell repertoire is always rigid, etc. Certainly if you intend to play as a Tamer and would like to keep the same beasts throughout the duration of the RP, you have my full blessings, haha.

          That being said, I do appreciate the boost of confidence, my fellow champion (lol). The OP has been posted over at Casting; hope to see you there!

          let me also tag the others real quick;

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          Quote:
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