KAMEK THE REF'S KODE OF BATTLE
INTRODUCTION:
WHAT IS BOTVGH ARENA?
PART
1: THE GOAL
PART
2: JOINING
PART
3: THIS AND THAT
PART
4: STATUS EFFECTS
PART
5: JOB CLASSES AND SKILLS
5-A. Fighter (Swordsmanship)
5-B. Holy Swordsman (Master Swordsmanship)
5-C. Rune Knight (Magic Sword)
5-D. Monk (Martial Arts)
5-E. Dragoon (Dragon's Power)
5-F. Pirate (Piracy)
5-G. Ninja (Ninjitsu)
5-H. Hammer Brother (Koopa Tech)
5-I. Black Mage (Black Magic)
5-J. White Mage (White Magic)
5-K. Time Mage (Time Magic)
5-L. Summoner (Summon Magic)
5-M. Blue Mage (Blue Magic)
5-N. Witch Doctor (Voodoo Magic)
5-O. Red Mage (Red Magic)
5-P. Chemist (Item Ability)
5-Q. Gambler (Gambling)
5-R. Hazardeer (Hazard Control)
5-S. NetNavi (Execute!)
5-T. Mimic (Mimicry)
5-U. Offensive Specialist (Pure Offense)
5-V. Defensive Specialist (Pure Defense)
5-W. Zombie (Braaains)
5-X. Giant Robot (Mecha Power)
5-Y. Wild Mage (Wild Magic)
5-Z. Elementalist (Elemental)
5-AA. Amnesiac (Who Am I?)
5-BB. Samurai (Bushido)
PART
6: EXPERIENCE POINTS AND LEVELS
PART
7: VARIOUS INFORMATION
PART 8:
MINI-EVENTS AND STORYLINES
PART 9: THE
END OF BATTLE/REF BOMBS
APPENDIX
1: HAZARDS
APPENDIX 2: NETNAVI CHIPS
APPENDIX 3: SUMMON MAGIC
APPENDIX 4: FAQ
APPENDIX
5: REMOTES
v2.13.5, last updated 5/6/13
UPDATES:
5/6/13: (2.13.5) Red Mage, with minor changes to Witch Doctor and Elementalist.
Seriously we're almost done.
4/21/13: (2.13.4) Time Mage tweaked.
4/1/13: (2.13.3) The Kode
isn't
updated, especially not Rune Knight. OMG
APRIL FOOLZ!!!111
3/22/13: (2.13.2) Holy Swordsman had some work done, as did Gambler's 5-Card Draw results.
3/9/13: (2.13.1) Blue Mage got an overhaul, and now it has some
new tricks besides just the blue magic. Also, some minor stat changes
to Witch Doctor.
2/22/13: (2.13) Some very
minor Elementalist changes, and some VERY
MAJOR Summoner changes, including an entirely new appendix.
2/16/13: (2.12.3) Offensive Specialist and Defensive
Specialist, with some very minor tweaks in NetNavi's
EXP costs.
2/9/13: (2.12.2) Wild Mage this time, with one or two more jobs
coming down the pipes in another week or so. Lowered the MP cost (and
thus the power) of Curaga a bit.
1/28/13: (2.12.1) Undead
fighters
may now recover MP normally. In that vein, Zombie
is the big upgrade this time, with smaller upgrades to Dragoon and White Mage.
1/14/13: (2.12) In addition
to Black Mage changes (and by extension, Red Mage changes), there's also been a huge
change to status effects and instant death, at least as they pertain to
bosses. Check "Deathproof" and "Immunity" in Part 7, under Lingo.
11/23/12: (2.11.5) And Gambler is next
in line. Lots of changes there.
Also added three-letter "shorthand" to all the job classes, as those
may now be used with remotes instead of typing out the whole class name.
10/17/12: (2.11.4) Giant Robot gets its long-overdue revamp.
9/14/12: (2.11.3) Hammer Brother gets a makeover, and the
Overdrive skill was beefed up.
8/12/12: (2.11.2) Adrenaline
now
increases differently for bosses, and there's a change to one of the Amnesiac's skills.
8/8/12: (2.11.1) Made a few
changes to Ninja.
7/22/12: (2.11) Changed
various
skills and such all over a bunch of job classes. Changed the default
tick lengths for a bunch of status changes.
7/12/11: (2.10.1) Made some
changes to Summoner, and various minor nerfs
to other skills. Battles now take place Tuesdays instead of Wednesdays.
9/25/10: (2.10) Berserk works
differently, boosting both Atk and MAtk but not by as much. The Wild Mage's Dark Magic skill works completely
differently. Summoners lose Carbuncle but gain
Mana Boost. A lot of the magic users' MP values have been increased
slightly.
3/23/10: (2.9.4) And finally, Rune Knight.
Also, Zombies
now take half damage from cure spells.
3/9/10: (2.9.3) Samurai
revamp complete. Just one more class to go on that front.
3/3/10: (2.9.2) MageNavi out,
Elementalist in. Initiative was
renamed to First Blood, and Ninjas lose Ninja
Vanish in favor of Ranged Throw.
2/24/10: (2.9.1) Thief is
out, Pirate is in.
2/20/10: (2.9) Changes
everywhere;
practically every job class got tweaked. Another update should come
shortly; a new Pirate job will soon replace Thief,
Elementalist will replace MageNavi
somewhere
down the line, and Samurai and Rune Knight are in line for revamps. Removed
the section on 1v1s.
10/31/09: (2.8.4) Golem nerf,
and
slight change (but not really a nerf) to the Shockwave ability. This
SHOULD be it for a while, but you can expect big changes to Offensive Specialist, Defensive
Specialist, and probably Wild Mage after
the story arc. >.>
10/23/09: (2.8.3) MORE
fucking
Comet/Meteo nerfs :B Also a nerf to OffSpec's
Anti-Overkill ability
10/17/09: (2.8.2) Nerfs to
Comet
and Meteo, slight nerfs to the OffSpec and DefSpec stats.
10/3/09: (2.8.1) Overhauled
Runic
entirely... and that's it. :V
9/29/09: (2.8) Nerfs
everywhere:
gravity-based moves (mostly time magic),
Runic, EX Attack, Quick, Dark Buster, Climhazzard, the Fighter's statbreaks and Slash, Blood Lust, Beast
Claw, Madoka, and reactions in general. :B Also, a couple new blue
magic spells.
7/14/09: (2.7) Added MP to
several
job classes that didn't have any before, made some changes to Amnesiac and Gambler's
skills (one new Gambler skill required its own subsection). Made slight
changes to the way Item Box works, as well as the way Stop status
works. Defensive Specialists lose Return Magic.
One new blue magic spell. Added a note on
random draws to part 3.
2/27/09: (2.6.1) Updated
masteries. Made some big updates to the 1v1 rules.
Added the Mastery Watch, Trance KtR Watch, and Prize Watch to the lingo. Some changes to the blue
magic. Updated the hazards, chips, FAQ, and remotes, because it's been a while.
7/8/08: (2.6) I know, I just
updated, but these changes are important enough for me to want to
update as soon as possible (given how many newbies love to start with
Item Box). Item Boxes and Program Folders now work differently outside
of primary jobs; also, NetNavis lose Full
Synchro (chips always work full power) and get HP Memory instead.
7/3/08: (2.5) Holy Swordsman, Monk,
and Gambler got mastered, and all of the job
classes are now playable... though some (particularly Wild Mage) may be subject to change somewhere
down the line. Speaking of changes to the unlocked jobs, MageNavi lost its element-based Soul Unisons
and
gained some new, better moves in their place... also, Blue Soul has
been changed to Surge Soul. Amnesiac lost
Skill Convert and gained Learn (not to be confused with Learning) in its place. 1v1
rules have been updated, with a powerful job class nerfed, a
powerful skill nerfed, and an even more powerful skill nulled
completely. One new blue magic spell was
added.
4/6/08: (2.4) Four new
masteries
-- Black Mage, Time Mage,
Thief, and Dragoon -- and
as a result, Samurai and Wild
Mage are now playable. Only three masteries remain among the
"standard" 20 jobs, and those will lead to the other six unlocks. The Chemist's Distribution ability now has a 60-second
time limit on it (as in the old system). Also, Water Pulse is finally
listed under blue
magic -- it's been in the system for like half a year but I kept
forgetting to add it to the Kode.
2/24/08: (2.3) Red Mage is mastered, Scarecrow lasts 21 ticks now
(same as Mute), and Dragon Sword was nerfed a bit. Job class unlock
requirements now show Job Class Guardians... or they will, once you
know who those guardians are. Got rid of the Wasted Adrenaline bonus.
Added a short paragraph in Part 8 about the
"arena personnel" who occasionally show up in pre-battles. Anyway,
fairly minor update, though we'll start seeing more masteries
-- and, yes, job unlocks -- soon.
12/21/07: (2.2.1.1) Just fixing a
quickie grammar error, but while I'm at it, Fighter's
mastered. The hazards
page was updated earlier this week, too.
12/15/07: (2.2.1) Seven new
masteries since last time: Rune Knight, Summoner, Ninja, Chemist, Hazardeer, Hammer Brother, and Witch
Doctor (with more probably on the way soon). Despite all of that,
none of the locked job classes have become available... yet. Also, I
tweaked a few stats here and there (especially on a couple of the
hidden jobs) and reduced the power of Spiraller (though it can still
revive the dead, which is mainly what it's been used for). Updated a
couple of
links, like for NK's Kode and for the arena's LiveJournal. Added a lot
of information about pre-battle, which has become much more important
in
recent years, in Part 7. Speaking of Part 7,
there's a lot of new terminology.
8/9/07: (2.2) NetNavi
and White Mage have been mastered. A few job
classes have different stats than before -- notably, physical defense
on most of the magic-users has been increased, while job classes like Hammer Brother have been toned down a bit in
a few areas, and the Dual Wield, Slots, and Aura skills got nerfed.
Auto-Life and Final Strike status can now be dispelled. Added a new Witch Doctor skill, "Venom", and reduced some
other skills' other EXP costs to make room for it. Added "!Am" flags
for skills that cannot be drawn by Amnesiacs... though most of the !Am
skills aren't listed in the Kode.
4/19/07: (2.1.2) Mimic
has been mastered. Fighters may now hand off one item without using up
their turn, though you can't do that and IU an item on the same turn. Magic charge (see Status Boosts) can now be converted
to MP (and it doesn't even use up a turn). Increased the MP cost (and
hence the power) of Fire Sword, Blizzard Sword, Thunder Sword, and Bio
Sword, which were previously weaker than a basic physical attack. Some
EXP costs have changed slightly, including Speed Break, Darkside, and a
few Samurai skills. (Speaking of Samurai, some
of the lower-end moves have been toned down a bit.) Offensive
Specialists lose Ignore Defense but gain a new skill,
Anti-Overkill. And finally, there's four new blue magic spells.
3/8/07: (2.1.1) That didn't take
long. >:O I changed the unlock requirements for all eight of the
"locked" job classes -- they now require five masteries each (instead
of the ten previously required for most of them), and each standard job
mastery goes toward unlocking two of the hidden jobs. Speaking of
masteries, we have our first (Cyber Black Yoshi in Blue
Mage).
3/6/07: (2.1.0) Wow, it's been a while
since I last updated this thing. There are two new unlockable job
classes, Samurai and Amnesiac.
Red Mage got some extra MP. The offensive Ninja magic works differently (it costs less and is
more powerful). Add Chips and Add Spells got nerfed to 1d3 new draws
instead
of 5. I'm now hosting 1v1 battles in my system, so I added a section
on that. Adrenaline Rush now works differently for major bosses.
All HP/MP level-up stats have been doubled.
12/8/06: (2.0.5) The "Shoulder Throw" attack can
no longer cause critical damage. Damage and chance of poison on the Bio
spells has been increased. Added the blue magic
"Breath Wing". Increased the MAtk for Time Mages
and Summoners. Removed the time magic X-Zone and replaced it with two new
spells, Renew and Delay, and added "Wait" as a basic skill. Joining and
skill-setting is now handled by remotes and Part 2
now reflects that. Added "DW"
flags (Dual Wield) to certain skills. Added some strategy
in Part 7.
10/19/06: (2.0.4) Tweaked the stats
of a bunch of job classes, in most cases making them slightly stronger.
Also, most of the summon magic has been
powered up (in both MP cost and power). Added the "Soul Cannon" blue magic spell.
10/5/06: (2.0.3)
Added an "Undermanned" bonus to
Part 6, and reduced the cost of Esuna to 12 MP.
10/3/06: (2.0.2) Added the Full Synchro
skill
for NetNavis and edited the Navi chips page to reflect it. Also, Rune Knights have more MP than they used to.
9/18/06: (2.0.1) I've changed some terms
and
made some minor tweaks (the Fighter's
stat-breakers cost MP, Raijin becomes Kusaarashi, Potential becomes
Prevail), but the big change here is the addition of the Dark Sun from
Disgaea 2. See the hazards page for
more information. Also, there's a few new blue
magic spells.
8/30/06: (2.0.0) The Kode for the new
system is
up. Virtually everything is brand new.
INTRODUCTION: WHAT IS BOTVGH ARENA?
BOTVGH Bosses is a
subdivision
of BOTVGH Arena, which was originally a forum for #botvgh chatgoers to
fight against each other in one-on-one matches. It was a turn-based
battle
system, based partially on strategy and partially on luck, and things
were
pretty freestyle. Two people would fight and one person (usually me or
Diskmaster) would be the "referee", keeping track of HP and MP, whose
turn
it was, whether attacks hit or missed and how much damage they did,
etc.
Eventually, Neo-Kamek came along and had the idea for multiple people
to
fight against a common enemy or enemies, and thus BOTVGH Bosses was
born.
And the battle system(s) evolved over time. Turn-based battles became a
CT system similar to Final Fantasy,
job classes with special attributes and abilities were added, and so
on.
Hazards (outside forces that would affect the battle every so often)
existed
before Bosses was created, but when Bosses came along hazards were
expanded
and improved. For two years, boss battles were held in Neo-Kamek's
#botvgh_bosses
channel, until he left the community and briefly banned everyone from
the
channel. It has since become available again, but I like the classic
#botvgh_arena
and that's where I host my battles now.
My first battle system
had an excellent run, from spring of 2001 until summer of 2006, but it
eventually had to be discontinued... partially due to balance issues,
and partially there were just things I wanted to try that I couldn't
just work in. The concept for the current system came about in spring
of 2006 and I began hosting in early fall.
I usually host boss battles once a week on Wednesday nights at 9:00 pm EST. I used to host twice a week (Mondays and Wednesdays), then I cut back for a while, and for a couple years I used Monday evenings to host one-on-one battles, or 1v1s, but for now it's just boss battles once a week. (I've been going back and forth between Tuesdays and Wednesdays for a couple years; as of this writing, it's Wednesdays.) New players are always welcome, though it's strongly recommended that they sit and watch one or two battles first so they have an idea of what's going on. You can read the Kode, but there's no substitute for seeing the system in action.
Arena and Boss battles are held on IRC, in #botvgh_arena. I won't give the IRC server address here, because of general troll/lamer problems; if you want to know, ask me through e-mail or AIM (HCuz1). (Note that if I don't know who you are, I'll want to know how you found the Kode, etc.) mIRC is strongly recommended, but any IRC client should work. Also note that as of October '08, one of our regulars is an IRCop, so those who are problematic can be gotten rid of.
Other people have run boss battles as well, though as of this writing, I'm the only active referee in the channel. Other battle systems tend to run off the same basic premise as mine and usually have the same base rules, but things like job classes and hazards vary widely from ref to ref. I may reference Neo-Kamek's old system(s), and I may also reference my own old system, whose Kode is still up.
Those are the basics. The nitty-gritty stuff is listed in the rest of the Kode and in the FAQ.
PART 1: THE GOAL
90% of the time, your goal as a team is to defeat a boss enemy or enemies. A boss is defeated when its HP (Hit Points) goes to zero, if it becomes petrified, or if it becomes removed from battle (or "sneezed") by a hazard. If the heroes are defeated by any combination of those three effects, they lose. (In certain cases, there may be other conditions in which a character becomes "unable to fight".) During a mini-event (see part 8), your objective may be different; in these cases, your goal will be clearly stated before battle.
Your options in combat consist of a smallish set of "basic skills" (described in Part 5), and your primary and secondary skillsets. The primary skillset is all the skills used by your job class; the secondary skillset consists of skills you purchased in another job class. You can also have one extra reaction or support skill to round out your abilities. More on this in Part 5. You can use long RP descriptions of your attacks or just say "Blizzaga on the boss". (Usually, the latter is preferred.) You can cause damage with basic attacks or magic attacks (which use Magic Points, or MP). There are also various other means of attack, such as special physical attacks (which may also use MP), items, and so on.
Depending on your performance and results of the battle, you'll earn experience points, which are used to gain skills and/or levels. See Part 6 for specifics.
Depending on hazards and such, your goal (and possibly the reward) may change mid-battle. Read on for more info.
PART 2: JOINING
When the boss battle
starts
(usually around 9:00 pm EST) the referee will open entries. At this
point,
anyone who wishes may join by typing "@join (jobclass)". Note that you
must type your job class with no spaces and no underscores; to join as
a Black Mage, you type "@join BlackMage". You may also use the
three-letter shorthand provided in the Job Classes
section; so, for Black Mage, "@join BKM".
When you join, you must
specify three things: your job class (specified when you join), your
secondary skillset, and your
reaction ability.
Your job class
determines your stats, your strengths and weaknesses, and your primary
skillset. You may use all abilities of your job class, regardless of
whether you have purchased them. Once you choose a class, you
are stuck with
it for the remainder of the battle (unless it's changed by a hazard).
Note that all EXP you earn will go toward the job class you joined as,
even if you get job-changed mid-battle.
Your secondary ability
is a skillset from a different job class. There are two differences
between this skillset and your primary skillset. One is that you may
only use the abilities you've purchased with EXP. The other is that you
may not use reaction or support skills from your secondary. To set a
secondary, type "@secondary (skillset)". Unlike @join, @secondary will
accept multiple words, so you can put in "White Magic" or "White Majix"
or just "White" or whatever else you want. Just make sure it's clear to
the ref what exactly your secondary IS.
Your reaction ability
can be a reaction ability or a support ability. It can be from any job
class, as long as you've purchased it with EXP. To set a reaction/support, type
"@reaction (ability)". Yes, it's @reaction even if you're setting a
support skill (though @support and @aux work too). As with @secondary,
you're
not restricted to one word; keep in mind, Auto-Safeguard and First
Blood will apply themselves automatically if you type them in correctly.
For more information on job classes and the various kinds of skills, see Part 5 of the Kode.
If a boss battle gets
too
large, problems inevitably arise. For this reason, I have put up a
limit
of no more than 10 heroes per boss battle. If there are more than 10, I
will not start the battle until someone withdraws. If you're gracious
enough
to back out, you'll earn 50 EXP. (However, no EXP will be rewarded if
you never intended to battle and are just trying for easy EXP.)
Ideally, I'd prefer for those who battle often to deign to those who
don't fight very much, but I won't usually
enforce
this.
You may change job
classes before entries close -- however, you may not use @join to do
so. Instead, you must notify the ref of the job-change. Note that if
you had high CT in
your original job, it will be rerolled; if you had low CT, it will
remain the same.
Everyone who is
fighting will be given voice. Once the
ref has enough heroes, he closes entries, rolls random draws (Item Boxes, 5-Card Draws, Program Folders,
Pocket
Skillsets) and the boss is introduced!
Often,
the boss's stats will be hidden. Your only clue to his stats will be
that
his HP and MP bars will change colors when he's running low on either
one.
Or, you may scan (using the Chemist's Study
skill) to view his stats.
PART 3: THIS AND THAT
My system utilizes
a speed system like the one seen in many Final Fantasy games (and
explained in detail in Final Fantasy Tactics).
When you join, you are given random starting CT (anywhere from 0 to 100
- it's part of the character-adding protocol, though there is a special
skill to increase your starting CT). This adds a bit of
randomness
to battle, and makes it so that multiple people with the same Speed
won't
always move at the same time. The battle advances in "ticks" (the
standard
arena time unit). Every tick, your CT increases depending on your
speed.
When it reaches 100 or higher, you get a turn. The higher your speed,
the
more often you get turns; speed can be increased or decreased in
mid-battle
by certain status effects (see Part
4). For a better explanation of CT, see Neo-Kamek's
Kode. Note that while KO'ed, CT "decays" at a rate of 1/4 your
speed.
- Taking a direct attack from an enemy increases the gauge by 20%.
- Taking damage from a hazard or wild surge will increase the gauge by 15%.
- Getting hit with a counterattack from an enemy will increase the gauge by 10%.
- Getting hit by an ally, intentionally or not, will increase the gauge by 5%.
- If you block an attack with something like an Aura, your adrenaline gauge will not increase. Your HP has to actually go down. Similarly, taking MP damage or getting hit with status effects will not affect your adrenaline gauge.
- You can't get adrenaline from indirect damage such as poison damage, nor from recoil damage from moves like Darkside.
- Being KO'ed will immediately drop your adrenaline gauge to 0. If a deathproof boss is hit with an instant kill move, they won't die, but their adrenaline will drop to 0 anyway.
- Certain "???" status changes will prevent your adrenaline gauge from increasing, while Steroids status will double all increases.
- Multi-hit attacks and hazards increase the gauge ONCE. Using Multistrike won't cause the gauge to go up three times, and so on. Likewise, if a fighter is Quick and attacks the same target with both actions, the adrenaline gauge will only increase once.
- If you're Metal, you'll barely feel the impact of attacks, and hence the gauge will increase by a mere 1%. However, any attacks that ignore Metal will cause your adrenaline to increase normally. Likewise, attacks from Tiny fighters will only cause a 1% increase.
- The gauge cannot increase any more once it's at or past 100%, and even if you go from, say, 95% to 115%, it will always reset to 0.
PART 4: STATUS MODIFIERS
It's a good idea to know these. Some of these are not that severe and easy to remedy, but some status modifiers can really turn the tide.
(Status Ailments) (??? Status Ailments) (Status Boosts) (??? Status Boosts)
STATUS AILMENTS
These are the negative
status changes. All
status
ailments can be cured with skills like Esuna and Remedy unless
otherwise noted.
Status
ailments can usually be blocked with a Safeguard (see Status
Boosts).
??? STATUS AILMENTS
These status effects,
listed only as "???", is spawned chiefly by Boo Cuz and Ref's Choice
hazards.
These all last 31 ticks and can be cured normally unless otherwise
noted. Here are some of "???"'s
more common effects.
STATUS BOOSTERS
These are the positive
status changes. All status
boosts can be nullified with Dispel, Status HaXX0r, and the like unless
otherwise
noted.
??? STATUS BOOSTS
These status effects,
listed only as "???", are spawned chiefly by Boo Cuz and Ref's Choice
hazards.
Here are some of "???"'s more common effects. And no, the ref won't
tell
you what it is. They all last 31 ticks and can be dispelled normally
unless otherwise noted.
PART 5:
JOB CLASSES AND SKILLS
When you battle, you'll
select a job class. There are many job classes to choose from, each
with its own strengths and weaknesses. There are two things to look for
in a job class: stats and skills.
Stats are HP, MP, Atk,
Def, MAtk, MDef, Acc, Evade, and Speed. HP is your life force; if it
reaches 0, you die. MP is magic power or mana, and it powers magic
spells and other special attacks. Atk and Def determine physical
damage, Acc and Evade determine physical hit rate (and to a lesser
degree, critical hit rate), while MAtk and MDef determine magical
damage. Speed determines how often you get turns.
The skillset contains
the special abilities available to your job class. A mage's magic, a
swordsman's special sword arts, and so on. You are allowed two
skillsets: your primary skillset (that is, your job's skillset), and a
secondary skillset (which can be from any other job). You can use any
skill from your primary skillset, but for your secondary, you may only
use skills that you have purchased with EXP. For example, a Black Mage earns some EXP and purchases Fire,
which costs 60 Black Mage EXP; he then plays as a White
Mage with Black Magic secondary. He can now cast any white magic
(his primary skillset), and he can also cast Fire.
When you buy every available skill in a skillset, you have mastered that skillset. All skillsets require a total of 3000 EXP to master. There is no special personal benefit to mastering skillsets, aside from pretty gold stars, having all those skills available, and getting your name in the Kode. If our mage friend up there spends a long time as a White Mage and masters the White Magic skillset, he can move on to another job and have two full skillsets at his disposal. While there aren't any personal benefits, there are overall benefits to mastering job classes... mastering a lot of classes has opened up certain additional job classes which weren't initially playable.
Choose your secondary
skills wisely. Some skillsets only work well with certain job classes.
For instance, the Swordsmanship skillset requires high Atk and Acc to
be useful; a White Mage with Swordsmanship is not a very good
combination. Likewise, Summon Magic goes best with high MP and MAtk,
and doesn't fit very well on the likes of Fighters
and Monks. A few skillsets -- such as Item Ability
-- are not highly dependent on stats, and thus can be used as a
secondary on almost any job class.
Your secondary skill
only gives you action skills: skills that you perform actively on your
turn. Reaction skills are
shown in red below; they are still performed actively, but out of turn.
Counterattacks and such fall into this category; you may only perform
one at a time. (If you Cover someone from an attack, you can't Block
the attack at the same time.) Support
skills are shown in
greenish-blue, and they're "always-active" abilities that do things
like enhance your attacks or give you an extra weapon. In addition to
your two skillsets, you are allowed one reaction OR support skill not
of your job class. As with secondary skills, you need to purchase a
reaction/support skill before you can use it in other job classes. Note
that some possible secondary skillsets are far more useful with
accompanying support skills. For example, the Execute! skillset is
virtually useless without the Program Folder support skill. While the
Item Ability and Mimicry skillsets are decent on their own, they're at
their best with Item Box and Perfect Copy, respectively. As for
reactions, many of these skills can go just about anywhere. Anybody can
benefit from the ability to Block attacks, absorb magic, nullify Ref
Bombs, learn Blue Magic, dodge attacks, and so on... though there are
exceptions. Counter is not very useful on mages, for example.
Over time, you can make
some interesting combinations, like a Black Mage who can use Time
Magic and Runic, or a Mimic with Execute! and a
Program Folder. Experiment and see what fits your playing style
best.
Before I get into the
job classes and special skills, here's a list of basic skills. These
are very simple skills that are available to all fighters, regardless
of job class.
Fight: Physically attack
one enemy. If you have a Magic Charge, deals Magic Sword-type damage.
(DW, !Am)
Wait: Do
nothing on your turn, and increase your CT by 20. This uses your ENTIRE
turn, even if Quicked. (!Am)
Idle:
Do
nothing on your turn. The hazard bar will not increase and you will not
lose charges, but your CT goes to -20. (!Am)
Hazard Slash:
Physically attack one enemy and cause the hazard bar to increase. (DW, !Am)
Spark: Magically
attack one enemy. Non-elemental. (5 MP, !Am)
Bandage: Patch up
minor wounds. Recovers one target's HP. (5 MP, !Am)
Charge: Store extra
power until your next turn. Adds one charge (see status
boosts). (!Am)
Meditate: Recover 10%
of your Max MP. (!Am)
Osmose: Absorb an
enemy's MP. Absorbs a random amount based on how much MP you're
missing. You may recover up to 1/4 the amount of MP you're missing. (1
MP, !Am)
Pick Up: Pick up an
item off of the arena floor. Items marked [IU] will take effect
immediately, and items marked (IU OK) may be used immediately or
retained for later use. (!Am)
Hand Off: Give a held
item to another combatant. You can also drop an item by "handing off"
to the floor. Items marked [IU] will take effect immediately, and items
marked (IU OK) can be used immediately by the recipient or retained for
later use. You may hand off ONE item without using your turn, but that
will prevent you from IUing items. (!Am)
Item: Use a held item.
You can use ONE (IU OK) or [IU] item without using up your turn, but
that will prevent Handing Off. (!Am)
Ascend: Special
command only usable after the Dark Sun
hazard comes up. Using this
sends you MIA for 31 ticks, during which time you are considered
defeated, but it destroys the Dark Sun and halts further Dark Sun
effects. (!Am)
And now for the meat of
this section (possibly even the meat of the Kode itself).
All of the playable job
classes are listed below with their stats, their level-up stats
(explained in Part 6), and a complete list of
skills (with accompanying EXP costs), listed alphabetically by job
class.
A note on the flags: !Mu
means an attack can be used even while mute, !Rf means it's unaffected
by Reflect status, !Runic means it cannot be absorbed by Runic, and
!Mag means that even though a skill costs MP, it's not magic at all.
(However, many !Mag attacks are
actually physical attacks and thus Block and Counter WILL work
on them.) !Bl means a skill cannot be Blocked, and DW means that if the
user has the "Dual Wield" support skill, an extra blow will be added to
the move. (However, it will always be a simple blow with no frills; if
you've played Final Fantasy 7, you can think of it as being similar to
an "Added Cut" materia. If used with a multiple-target attack such as
Stasis Sword, the extra hit will target ONE of the targets at random.)
The !Am flag is mostly reserved for boss-only and surge-only skills not
listed in the Kode, but it indicates a skill that cannot come up via
Pocket Skillset/Reaction Draw/Support Draw, usually either because it's
too powerful, associated with a particular gimmick, or it's a basic
skill.
Just your basic
swordfighter, they can reduce your stats or just kill you outright.
They're pretty decent both offensively and defensively, with the
second-highest base physical power of any job class.
HP: 110 MP: 40 SPEED: 10
ATK: 100 DEF: 70
MATK: 20 MDEF: 55
ACC: 70 EVADE: 50
Level-Up Stats: HP+2, Atk+1, Def+1
SWORDSMANSHIP:
Armor Break (100 EXP): A
sword technique which reduces the target's physical defense. Deals
physical damage with a 50% chance of Def -10%. On a critical hit, Def
-20%. (7 MP, !Mag, DW)
Block
(200 EXP): Raise your shield to ward off physical attacks. 50% success
rate.
Charge! (150 EXP):
Encourages wounded allies to team up and beat the shit out of the
target. All allies who are critical perform Fight, at 2x power, on the
target.
Climhazzard (500 EXP):
The ultimate sword technique. Cuts through all enemies for 3x damage.
Cannot miss or deal a critical hit. (30 MP, !Mag)
Cover
(180 EXP): Step in front of a critical ally to defend them from
single-target
attacks. Cannot be used if you yourself are critical.
Darkside (175 EXP): A
sword technique which expends the user's vitality to deal extra damage.
HP loss is 10% of maximum; deals double physical damage. Cannot miss.
Impale (330 EXP): A
sword technique which runs the target straight through, but seldom hits
cleanly. Has half accuracy but 4x power. (DW)
Incision (180 EXP): A
sword technique which sacrifices some power to ensure a clean hit. Has
2x accuracy but half power. (DW)
Laceration (260 EXP):
Rush down the target and take a giant swing of your sword. Has 75%
accuracy and 2x power. (DW)
Magic Break (100 EXP): A sword technique which reduces the
target's magic capacity. Deals physical damage with a 50% chance of MAtk -10%. On a
critical hit, MAtk -20%. (7 MP, !Mag, DW)
Mental Break (100
EXP): A sword technique which reduces the target's magic resistance. Deals physical damage with a
50% chance of MDef -10%. On a critical hit, MDef -20%. (7 MP, !Mag, DW)
Minus Strike (200
EXP): A sword technique that grows stronger as the wielder grows
weaker. Damage is equal to the amount of HP the swordsman is missing.
Does not require an accuracy roll.
(14 MP, !Mag)
Overdrive (150 EXP): A
sword technique so intense, it leaves the user worn out. Attack as if
with five(!) charges, but spend the next turn recovering. (DW)
Power Break (100 EXP):
A sword technique which reduces the target's physical strength. Deals physical damage with a
50% chance of Atk -10%. On a critical hit, Atk -20%. (7 MP, !Mag, DW)
Slash (150 EXP): Sends a
slash of energy through the ground at the target, dealing physical
damage with a 50% chance of dispelling all status boosts. (DW)
Speed Break (125 EXP):
A sword technique which reduces the target's movement. Deals physical damage with a
50% chance of Speed -1. On a critical hit, Speed -2. (14 MP, !Mag, DW)
MASTERED BY: Locos Docos,
SSLRranma, UDX
This job class won't make
you hideously overpowered like in Final Fantasy Tactics, but it's got
good enough stats and a small but potent skillset. Learned in several
advanced sword techniques; you'll never even consider using just plain
Fight.
HP: 100 MP: 30 SPEED: 10
ATK: 90 DEF: 55
MATK: 30 MDEF: 50
ACC: 60 EVADE: 40
Level-Up Stats: HP+2, Atk+2
MASTER SWORDSMANSHIP:
Blastar Punch (300 EXP): A
Divine Knight's sword technique, which deals physical damage to the
target and destroys helmets. Adds Magic Defense Down, ignoring
safeguard, while you receive Magic Defense Up for 26 ticks. (DW)
Crush Punch (300 EXP):
A Holy Knight's sword technique, which does double physical damage to
one target and has a 20% chance of causing instant death. (DW)
Dark Sword (200 EXP):
A Dark Knight's sword technique, which does physical MP damage and
drains MP from the target. Damage cannot exceed target's current MP.
(DW)
Hellcry Punch (300
EXP): A Divine Knight's sword technique, which deals physical damage to
the target and destroys weapons. Adds Attack Down, ignoring safeguard,
while you receive Attack Up for 26 ticks. (DW)
Holy Explosion (500
EXP): A Holy Knight's sword technique, which hits up to two targets for
2x physical damage. Has a 50% chance of confusing each target. (DW)
Knightsword Change
(500
EXP): Equip a Knightsword to receive an undispellable status change of
some sort. Does not use up your turn. Available Knightswords are: Save
the Queen (Defense Up), Ragnarok (Magic Defense Up), Excalibur (Haste),
Chaos Blade (Regen), and Defender (enables Block).
Night Sword (200 EXP):
A Dark Knight's sword technique, which does physical damage and drains
HP from the target. Damage cannot exceed target's current HP. (DW)
Shellbust Stab (300
EXP): A Divine Knight's sword technique, which deals physical damage to
the target and destroys armor. Adds Defense Down, ignoring safeguard,
while you receive Defense Up for 26 ticks. (DW)
Souleater (175 EXP):
A Dark Knight's technique, offering some of your own life
force in exchange for physical might. You take damage equal to 20% of
your max HP; in exchange, an accompanying physical skill is powered up
by 20%. Alternatively, you take the damage and get Attack Up status for
51 ticks.
Stasis
Sword (225
EXP): Upon taking damage, strike back with a Holy Knight's sword
technique, damaging your attacker for 1.5x damage and a 50% chance of
Stop. However, its range is limited, so there's only a 40% chance of
success. (DW)
MASTERED BY: Locos Docos, Neo-Kamek, UDX
Rune Knights combine
swordplay with magic in a variety of ways, making a formidable
combination! They are particularly skilled with "magic charge" status.
They can also weaken enemy spellcasters with their Runic ability.
HP: 75 MP: 60 SPEED:
10
ATK: 75 DEF: 50
MATK: 60 MDEF: 65
ACC: 60 EVADE: 50
Level-Up Stats: MP+4, Atk+1
MAGIC SWORD:
Item Shatter (240
EXP): A physical attack that breaks a selected arena item and may gain
properties based on that item. Can consume Magic Charge instead of MP.
(15 MP, !Mag, DW)
Life Force (240 EXP):
Converts Magic Charge to HP at a 1:1 ratio, or to both HP and MP at a
2:1:1 ratio.
Master
Sword (180 EXP): Your weapon fires beams when you are at full
HP, adding 25
damage to any physical attack. (If the attack is multitarget, the beam
strikes one selected target.)
Runic
(550 EXP): Attempt to partially absorb a casted spell with your sword.
Has a 50% success rate and may only be done once per turn. Absorbed
spells are converted into magic charge equal to the spell's cost;
the spell itself goes off, but only with half effect.
Shock (350 EXP): A
powerful holy-elemental attack. Deals Magic Sword-type damage to one
target. Can consume Magic Charge instead of MP. (50 MP, !Mag, DW)
Soul Strike (200 EXP):
A special kind of sword skill that targets the enemy's magic defense
instead of its physical defense, dealing 2x damage. (11 MP, !Mag, DW)
Spellblade (240 EXP):
Imbues your sword with an ally's magic spell and attacks. Your attack
will take on power and properties from the spell chosen. Requires the
ally's consent; the ally must spend the MP for the spell. You may also
use your own magic for this. (DW)
Sword Charge (360
EXP): Convert MP to Magic Charge at a 1:2 ratio (if this skill is in
your primary skillset) or a 2:3 ratio (if it's a secondary skill).
Alternatively, you can convert HP to MCharge at a 1:1 ratio instead of
using MP. Does not use up your turn.
Syphon Sword (200
EXP): Removes a selected status effect from one target (can be positive
or negative) and adds to your magic charge depending on the effect
removed. (Amount absorbed usually depends on how much it cost to add
the effect.) The target takes physical damage. If used on an ally,
ignores
Evade. Can consume Magic Charge instead of MP. (20 MP, !Mag, DW)
Variable Blade (200
EXP): A Magic Sword attack against one target. Can be any element. Can
consume Magic Charge instead of MP. (30 MP, !Mag, DW)
Wizard Sword (240
EXP): A physical attack that also casts a magic spell (from a preset
list of offensive spells) for no MP cost. You select the spell's
target. Can consume Magic Charge instead of MP. (15 MP, !Mag, DW)
MASTERED BY: Ashton
The ultimate hand-to-hand
combatant. Uses a variety of martial arts techniques to deal damage,
and with their knowledge of the human body, they can even heal allies
in a pinch.
HP: 100 MP: 40 SPEED: 11
ATK: 80 DEF: 60
MATK: 25 MDEF: 40
ACC: 60 EVADE: 60
Level-Up Stats: HP+4, Atk+1
MARTIAL ARTS:
Carter's Tech (120
EXP): Legendary martial arts skill instantly destroys defensive status
boosts on one target.
Chakra (150 EXP):
Target recovers random HP and MP based on the user's Atk. Works even on
undead fighters.
Counter
(200 EXP): Counterattack with Fight after taking physical damage.
Giant Throw (200 EXP):
A powerful throw technique whose strength is proportional to that of
the thrower. Damage is equal to the thrower's HP. (14 MP, !Mag, !Bl)
Hadouken (125 EXP):
Expels Ki energy as a giant fireball. Deals 2x magic damage, but uses
whichever attack stat (Atk/MAtk) is higher. (10 MP)
Hyper Slam (300 EXP):
A devastating backbreaker, but it leaves you vulnerable (Stop + DefDown
for 3 ticks ignoring safeguard) if you miss. User's Accuracy is cut in
half when attempting this move. If it hits, it deals
3x damage, ignoring defense. (!Bl)
Mantra (200 EXP): All
allies except the user recover random HP based on the user's Atk. Works
even on undead fighters.
Multistrike
(250 EXP): Attack one target with three punches in a row, but your CT
is set to -35 afterward. If Quicked, the CT penalty stacks.
Shoulder Throw (270
EXP): Toss one target, sending them sailing clear out of the arena.
Physical damage, has a 50% chance of adding MIA. Cannot cause critical
damage. (!Bl)
Shoryuken (125 EXP):
Invincible rising uppercut. 2x damage, double effect on airborne
targets (and grounds them), and cannot be countered. (10 MP, !Mag, Mute
OK)
Smash-All (225 EXP):
Bull-rush all enemies using stored energy. Deals 2x physical damage,
requires one charge.
Spin Punch (160 EXP):
Punish all who come near you. Anyone who directly attacked you on their
last turn takes 3x damage.
Spiraller (250 EXP):
All allies except the user recover random HP based on the user's Atk.
Works like Mantra except that it also affects KO'ed allies... but it
also KOs the user.
Strike-All (150 EXP):
Flying kick attacks all enemies at once.
Triple Roundhouse (275
EXP): Effective against people who make Chuck Norris jokes. This move
is potentially very powerful but very unreliable... three attacks are
delivered to random enemies, each attack has half the usual accuracy
but does 1.5x damage. (20 MP, !Mag)
MASTERED BY: Locos Docos, Specs
A warrior who attacks from
the sky with polearms, this is perhaps the most powerful overall
physical job class. At worst it's a useful class to have around on the
ground, and it becomes downright nightmarish once it gets into the air.
HP: 80 MP: 50 SPEED: 11
ATK: 70 DEF: 70
MATK: 30 MDEF: 45
ACC: 65 EVADE: 35
Level-Up Stats: MP+2, Atk+1, Def+1
DRAGON'S POWER:
Dragon Might (150 EXP):
Imbues the target with the fierceness of a dragon. Atk and MAtk
increase by 10 each. (10 MP, !Mag)
Drill Jump (350 EXP):
A jump landing that spins while descending, dealing tremendous (3x,
cannot crit) damage on impact. (15 MP, !Mag)
High Jump (400 EXP):
Go airborne for 7 ticks, then attack an enemy from the sky. Deals
physical damage +60%. (DW)
Ignore Defense (200
EXP): Powers up an accompanying attack with armor-piercing properties,
causing it to ignore Def/MDef. (+8 MP, !Mu)
Jump (200 EXP): Go
airborne for 3 ticks, then attack an enemy from the sky. Deals physical
damage. (DW)
Lancer
(150 EXP): Equip a spear. All jump damage x1.5, and guarantees at least
two hits when using Multijump.
Mid Jump (300 EXP): Go
airborne for 5 ticks, then attack an enemy from the sky. Deals physical
damage +30%. (DW)
Multijump (300 EXP): A
jump landing that attacks a single enemy multiple times in a row. Flip
a coin after each hit, for each heads, you continue attacking. Cannot
crit except on the final hit. (15 MP,
!Mag, DW)
Shockwave (300 EXP): A jump landing that creates a powerful
shockwave, dealing earth-elemental damage to all foes. (10 MP, !Mag)
White Draw (350 EXP):
Summons a dragon to absorb MP from the enemy. Physical damage to the
target's MP (cannot crit), half that amount is absorbed by all allies.
Damage cannot exceed target's current MP, and the move cannot be used
on allies. (30 MP, !Mag)
Wyvern (300 EXP):
Summons a wyvern to attack enemies. Double physical damage to all foes.
(24 MP, !Mag)
MASTERED BY: Locos Docos, Mario
Mario, Metal Man88
Yo ho ho! Grab
your favorite rum, a pistol, a parrot, and an eyepatch, and take to the
seas in pursuit of pieces of eight! Created from the ashes of the
defunct Thief job class.
HP: 75 MP: 40 SPEED: 10
ATK: 80 DEF: 50
MATK: 20 MDEF: 50
ACC: 65 EVADE: 50
Level-Up Stats: HP+2, Atk+1, Acc+1
PIRACY:
Belt Shot (170 EXP): A
well-aimed pistol shot that causes the target to drop their supplies.
Deals physical damage, and all held items are dropped to the arena
floor. (8 MP, !Mag)
Cannon Fire (280 EXP):
Fires a cannonball which explodes on the enemy team for 2x physical
damage. (If there's only one enemy, s/he takes 3x damage.) You must
first load the cannon, which requires a turn action.
Cheers! (135 EXP):
Drink some rum with a buddy! You and a selected ally recover 25 HP, but
suffer Accuracy Down.
Double Shot (220 EXP):
Blam blam! Launches two physical attacks against one target, and
doesn't draw counters. Has a 75% chance to add Evade Down, ignoring
safeguard. (3 MP, !Mag)
First
Blood (200 EXP): Pirates love to be the ones to start a
conflict. Adds 50 to starting CT.
Gun Maintenance (100
EXP): Cleans your gun to improve its performance. You get Accuracy Up
and Attack Up, though there's a 25% chance of accidentally shooting
yourself in the foot for physical damage.
Gunpowder (205 EXP): Imbue
a held item with gunpowder, making it explosive (regardless of its
previous nature). However, using gunpowder on an already-volatile item
will backfire. (12 MP, !Mag)
Jolly Roger (180 EXP):
Unfurl a fearsome pirate flag to embolden allies. Each ally gets a
random status boost, and each enemy gets a random status ailment, but
this can only be used once per battle.
Loot (200 EXP): Raid a
secret stash to load up on items. Go MIA through your next turn; return
with 10 random items.
Parrot Strike (205 EXP):
Summons a parrot to assist you in battle. At the start of your next
three turns, it will attack a random enemy for physical damage.
Peg-Leg (205 EXP):
Kick one enemy in the chest with a peg-leg. Deals 1.5x wood-elemental
damage; has a 50% chance of lowering CT by 30. (9 MP, !Mag)
Pillage (180 EXP): Steal
while attacking. If the attack fails, so does the steal. (6 MP, !Mag,
DW)
Plunder
(180 EXP): Take items from the arena floor out-of-turn. Can
only be done once per turn.
Point Blank (100 EXP):
Shoot one target from close-range, giving them no chance to react.
Deals physical damage, ignoring reactions. (3 MP, !Mag)
Poison Hook (170 EXP):
Stab one enemy with a pirate's hook hand. Has 75% accuracy, but always
deals critical damage. If successful, has a 30% chance to induce Poison
status. (5 MP, !Mag, DW)
Steal (110 EXP): Steal
a held item or a random item from the target. 75% success rate.
Steal Boost (160 EXP):
Steal an enemy's status boost. 75% success rate.
MASTERED BY: TIASIAN
Guaranteed delivery in 30
minutes or less, or we commit seppuku! Ninjas use underhanded
techniques similar to Pirates, and are skilled
at discarding items. At high
velocity. Even from great distances, their shurikens will always find
their mark.
HP: 80 MP: 65 SPEED: 13
ATK: 65 DEF: 40
MATK: 55 MDEF: 40
ACC: 55 EVADE: 90
Level-Up Stats: Atk+1, Evade+1,
Speed+0.2
NINJITSU:
Assassinate (250 EXP):
Attempt to KO one enemy in a single blow by striking a vital point. 25%
success rate.
Backstab (160 EXP): Sneak up on the opponent from behind to
ensure a critical hit. 75% accuracy. (DW)
Blink (90 EXP): Ninja
magic creates multiple images of the target, adding Evade Up. (7 MP)
Blood Lust (300 EXP):
Close off all rational thought and enter an enraged state for 21 ticks.
Adds Attack Up, Berserk, Haste, and Quick. Self only. (36 MP, !Mag)
Chomp (170 EXP):
Generate a random item (cannot be badges, materia, or food items) and
throw it at the enemy.
Cloak of Shadows (170
EXP): Special ninja cloak enables the target to hide in the shadows.
Adds Shadow status. (16 MP, !Mag)
Draw Weapons (100
EXP): Generates four ninja throwing weapons. Roll 1d5 for each weapon;
if 1, the weapon is a Kunai Dagger, if 2 it's a Surge-iken, otherwise
it's a Shuriken.
Dual
Wield (150 EXP): Wield a weapon in each hand to attack twice in
a row. Used with a compatible special skill, it simply tacks an extra
slice onto the skill without the special properties of the ability in
question.
Firecrackers
(220 EXP): When hit with a direct attack, retaliate by having a held
item explode on the enemy. Damage dealt depends on the size of the
item, which is destroyed afterward.
Invisible Cloak (110
EXP): Special ninja cloak makes the target invisible by causing light
rays to pass straight through. Adds Vanish status. (12 MP, !Mag)
Ninja Vanish
(130 EXP): When damaged, vanish in a puff of smoke, going MIA for 11
ticks. Ignores safeguard.
Kawarimi
(350 EXP): Use a ninja substitution technique to evade
damage/status/etc. Can be done once per battle.
Pin (200 EXP): Pin the
enemy against a wall with a volley of needles. Causes brief (11 ticks)
paralysis,
has a 100% success rate. (12 MP, !Mag)
Ranged
Throw (150 EXP): Fighter may throw items even while MIA.
Seppuku (0 EXP):
Commit ritual suicide. Self-KO.
Silent
Movement (160 EXP): Approach enemies undetected, neutralizing
their attempts at evasion. When attacking physically, you always have
the option to ignore the enemy's Evade by setting it to 50.
Sneak Attack (180
EXP): Attack and startle the enemy, dealing damage and lowering CT.
Deals 75% damage; CT loss is equal to half the damage dealt. (DW)
Throw Item (110 EXP):
Throw held items to damage enemies.
MASTERED BY: Neo-Kamek, TIASIAN
Hammer Brothers are hardy
Koopa warriors; they've been in a pain in Mario's neck (and his skull!)
for over 20
years. They attack by throwing hammers (and sometimes other things
too), and their shells can protect them from magic and status effects.
Their attacks
are mostly power-based.
HP: 120 MP: 50 SPEED: 10
ATK: 95 DEF: 75
MATK: 30 MDEF: 40
ACC: 60 EVADE: 40
Level-Up Stats: HP+2, Atk+1, Acc+1
KOOPA TECH:
Auto-Safeguard
(300 EXP): Sturdy Koopa Shell blocks out status ailments.
Boomerang (200 EXP):
Physical attack which hits twice: coming and going. Does not draw
direct counters. (3 MP, !Mag)
Crush (250 EXP): Bashes the
target so hard it may leave them stunned. Physical damage, and on a
critical hit, it will force the target to miss one turn, however,
accuracy drops to 80% that of a regular attack. A miss leaves the user
vulnerable (Stop + DefDown for 3 ticks ignoring safeguard). (DW)
Fireballs (180 EXP):
Throws one to six fireballs at selected targets. Each fireball has 5 MP
of fire-elemental magic power, using whichever attack stat (Atk/MAtk)
is higher. The first fireball is free to cast, each additional fireball
costs 4 MP (max is 20 MP for six fireballs). (0-20 MP)
Giant Hammer (180 EXP): If
your enemy has put up defensive measures, you must swing a bigger
hammer to hit them harder! Deals regular physical damage, but the
multiplier increases by 1 for every defensive status boost on the
target. Ignores Metal status. (10 MP, !Mag, DW)
Hammer Time (160 EXP):
Unleashes a flurry of attacks at one target. Deals 1/2 physical damage,
hits 1d7 times. (3 MP, !Mag)
Precise Shot (250
EXP): Careful aim produces amazing results. Deals 3x physical damage to
the target, requires one charge. (DW)
Shell
Retreat (285 EXP): Duck into your shell to block a magic attack,
and remain immune to magic until your next turn. During this time, any
one unit may kick you into his/her enemies, forcing a use of Shell Slam
without the rebound chance. After retreating into your shell, you lose
your next turn getting back on your feet.
Shell Slam (280 EXP):
Duck into your Koopa Shell and spin through all enemies. Physical
damage, ignores defense. After hitting, you have a [1 / (#enemies + 1)]
chance to
rebound off the wall and hit again (50% against one enemy, 33% against
two, 25% against three, 20% against four, and so on), and continue
hitting in this manner as long as the dice allow. (15 MP, !Mag)
Sledge
(285 EXP):
Brings down a powerful sledgehammer from the ceiling to squash all
enemies, dealing physical damage. If you pay 14 MP, you can add on a
50% chance of paralysis for each target.
Swift (100 EXP):
Flings a hammer with pinpoint accuracy to physically damage remote
enemies. Never misses; can hit jumpers and even MIA fighters. (DW)
Throw Item (110 EXP):
Throw held items to damage enemies.
Tool Bag
(220 EXP): Carry three hammers into battle. When using any physical
attack, you may discard one hammer for a 25% boost in power... but
there's no way to get fresh hammers, so be careful!
Valor Up (200 EXP):
Increase your offensive and/or defensive capabilities, depending on the
situation. Caster receives two selected "[Stat] Up" status boosts for
31 ticks each. (11 MP, !Rf)
MASTERED BY: Dragoshi,
Specs
As always, Black Mages
make big numbers come up and enemies go down. Their skills range from
generic elemental magic to bigger guns like Flare and Ultima.
HP: 55 MP: 120 SPEED: 10
ATK: 25 DEF: 40
MATK: 100 MDEF: 75
ACC: 30 EVADE: 50
Level-Up Stats: MP+2, MAtk+2
White Mages are the
healers, and also have limited statbuffing ability. They also have a
lot of useless utility shit, but they're pretty indispensable
nonetheless. Don't leave home without one!
HP: 65 MP: 120 SPEED: 10
ATK: 35 DEF: 45
MATK: 65 MDEF: 80
ACC: 20 EVADE: 50
Level-Up Stats: MP+2, MAtk+1, MDef+1
Time Mages manipulate time
and space, and can attempt to overwhelm enemies with their speed or use
the power of the cosmos to deal heavy damage.
HP: 65 MP: 105 SPEED: 10
ATK: 30 DEF: 40
MATK: 70 MDEF: 70
ACC: 30 EVADE: 50
Level-Up Stats: MP+4, MAtk+1
Deep beneath the earth,
powerful beings called Eidolons dwell. Summoners develop powerful bonds
with these Eidolons, and can call them into this
plane to fight for
them for a while.
HP: 65 MP: 105 SPEED: 9
ATK: 30 DEF: 40
MATK: 70 MDEF: 60
ACC: 30 EVADE: 40
Level-Up Stats: MP+6
Blue Mages excel at
studying the ways of their enemies, and can even use their magic spells
-- sometimes permanently. They also carry some very important...
paperwork. (The blue magic
spells themselves are not listed here, but can be found
in Part 7 of the Kode.)
HP: 80 MP: 95 SPEED: 10
ATK: 45 DEF: 40
MATK: 75 MDEF: 50
ACC: 50 EVADE: 50
Level-Up Stats: MP+4, MAtk+1
Using medicine to
strengthen allies and voodoo magic to attack enemies, Witch Doctor is
sort of a home for all the status effects -- good and bad -- that
wouldn't fit elsewhere. However, the class's poor initial stats mean
it's limited in what secondary skillsets it can use effectively.
HP: 70 MP: 85 SPEED:
10
ATK: 40 DEF: 45
MATK: 65 MDEF: 65
ACC: 50 EVADE: 50
Level-Up Stats: MP+2, MAtk+1, MDef+1
Red Mage has some
low-level black, white, and status-causing magic, with some swordery
thrown in, and the ever-handy Double Sworcery ability allows for
multitasking.
HP: 75 MP: 100 SPEED:
10
ATK: 65 DEF: 55
MATK: 65 MDEF: 55
ACC: 55 EVADE: 50
Level-Up Stats: MP+2, Atk+1, MAtk+1
This job's specialty is
items. It can also restore HP and MP to allies, and it can even make
shroooooooms. However, it's not a very good carrier of secondary
abilities, due to poor stats.
HP: 90 MP: 60 SPEED:
10
ATK: 35 DEF: 50
MATK: 35 MDEF: 50
ACC: 40 EVADE: 50
Level-Up Stats: MP+4, Speed+0.2
Gamblers' skillsets are
full of random elements, risks, and chance. They can attack with the
classic Dice and Slots, but they have many other aces up their sleeves.
If you're feeling lucky, try this job class. If not, don't!
HP: 77 MP: 77 SPEED: 11
ATK: 70 DEF: 55
MATK: 70 MDEF: 55
ACC: 55 EVADE: 65
Level-Up Stats: HP+2, MP+2, Evade+1
Hazardeers control hazards! Although unreliable, they can be
powerful. Their true value lies in their ability to alter or even
cancel certain effects, such as ref bombs.
HP: 70 MP: 120 SPEED: 9
ATK: 60 DEF: 50
MATK: 25 MDEF: 65
ACC: 50 EVADE: 60
Level-Up Stats: HP+2, MP+4
The biggest gimmick job
class of the old system returns, drawing and using battle chips for combat (as in Mega Man
Battle Network)! Now comes with the Cross/Beast system from MMBN6, for
even more destructive power!
HP: 100 MP: 20 SPEED: 11
ATK: 60 DEF: 50
MATK: 30 MDEF: 50
ACC: 70 EVADE: 55
Level-Up Stats: HP+4, Evade+1
Anything you can do, I can
do better... well, maybe not. Mimics can copy ally and enemy actions,
without
worrying about using up resources like MP and items.
HP: 60 MP: 25 SPEED: 10
ATK: 60 DEF: 40
MATK: 60 MDEF: 40
ACC: 50 EVADE: 40
Level-Up Stats: HP+2, Atk+1, MAtk+1
The Offensive
Specialist is a two-fold threat, good at both physical and magical
attacks. The one thing they can't do well? Take hits.
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Fighter, Holy Swordsman, Dragoon, Black Mage, and NetNavi, then defeating the Job Class Guardian "Odin".
HP: 90
MP: 90 SPEED: 10
ATK: 90 DEF: 20
MATK: 90 MDEF: 20
ACC: 70 EVADE: 30
Level-Up Stats: Atk+1, MAtk+1, Acc+1
The Defensive Specialist
is a tank unit that takes hits very well but has pitiable Atk and MAtk.
It's good at healing and support.
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Rune Knight, Monk, White Mage, Chemist, and Mimic, then defeating the Job Class Guardian "Shin Akuma".
HP: 90
MP: 90 SPEED: 10
ATK: 20 DEF: 90
MATK: 20 MDEF: 90
ACC: 30 EVADE: 70
Level-Up Stats: Def+1, MDef+1,
Evade+1
Zombies have high stats
(including the highest HP and Atk in the Kode),
powerful abilities, and an insatiable hunger for the flesh of the
living. However, their weakness lies in their permanent Undead status.
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Monk, Pirate, Witch Doctor, Red Mage, and Mimic, then defeating the Job Class Guardian "Zombie Brachiosaur".
HP: 160 MP: 100 SPEED: 12
ATK: 105 DEF: 75
MATK: 105 MDEF: 75
ACC: 70 EVADE: 70
INNATE STATUS: Undead
Level-Up Stats: HP+4, MP+2
Everything can be made
better by including giant robots. This job class features an arsenal of
weapons, some support, and lots and lots of endurance.
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Holy Swordsman, Ninja, Hammer Brother, Hazardeer, and NetNavi, then defeating the Job Class Guardians "Mecha-Kamek and Mecha-Kammy v2.0".
HP: 110 MP: 70 SPEED: 10
ATK: 80 DEF: 70
MATK: 20 MDEF: 40
ACC: 60 EVADE: 40
Level-Up Stats: HP+2, Atk+1, Def+1
The ultimate magic user.
It has lots of high-powered spells and high MAtk, but its
vitality is dangerously low, it's sluggish, and its spells sometimes
cause random wild surges. :O
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Black Mage, White Mage, Time Mage, Summoner, and Witch Doctor, then defeating the Job Class Guardian "Benny Ben Ben The Talking Sock".
HP: 40
MP: 150 SPEED: 9
ATK: 20 DEF: 30
MATK: 110 MDEF: 80
ACC: 30 EVADE: 30
INNATE STATUS: Wild
Level-Up Stats: MP+2, MAtk+2
The old MageNavi
is gone, and this job class replaces it. It specializes in manipulating
the eight elements: fire, ice, lightning, water, wind, earth, holy, and
wood. It can provide offense and support, sometimes simultaneously.
UNLOCKED JOB CLASS. Was unlocked (as MageNavi) by mastering five job classes: Time Mage, Summoner, Blue Mage, Red Mage, and Gambler, then defeating the Job Class Guardian "MagicMan.EXE".
HP: 65
MP: 95 SPEED: 10
ATK: 40 DEF: 40
MATK: 90 MDEF: 65
ACC: 30 EVADE: 40
Level-Up Stats: MP+2, MAtk+1, MDef+1
A job class shamelessly
stolen from NK, and more fun with random draws! A warrior skilled in
all kinds of combat... until he got amnesia. Now he can only remember a
few skills at a time.
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Pirate, Blue Mage, Chemist, Gambler, and Hazardeer, then defeating the Job Class Guardian "Amnesiac Dust Cloud".
HP: 90
MP: 70 SPEED: 10
ATK: 80 DEF: 50
MATK: 80 MDEF: 50
ACC: 60 EVADE: 50
Level-Up Stats: Atk+1, MAtk+1, Acc+1
An honorable
warrior skilled with the blade, learned in a variety of techniques.
This class also has good defenses and the ultimate desperation move.
UNLOCKED JOB CLASS. Was unlocked by mastering five job classes: Fighter, Rune Knight, Dragoon, Ninja, and Hammer Brother, then defeating the Job Class Guardian "Ruffian".
HP: 100 MP: 30 SPEED: 10
ATK: 85 DEF: 65
MATK: 20 MDEF: 55
ACC: 60 EVADE: 30
Level-Up Stats: HP+2, Atk+1, Acc+1
PART 6:
EXPERIENCE AND
LEVELS
After each battle,
fighters
will be awarded EXP based on varying factors (shown below). EXP is
awarded on a
per-job class basis, and it can be used for two things. The first
thing, as you see in Part 5, is that you can
purchase abilities to be carried over to other jobs.
However, there's
more... namely, the level-up system. EXP can be used to purchase levels
in a job class. You start at Level 1, and you can get to Level 2 by
paying 100 EXP. From there, you can hit Level 3 by paying 200 EXP, and
so on. Basically, to level up, you need (current level x100) EXP. Each
level you gain increases your stats slightly when playing as that job
class. The level-up stats themselves are in Part 5.
The boosts shown there are your increases for each level above 1. For
example, a Black Mage's level-up stats are MAtk+2 and MP+2. A Level 1 Black Mage will
go into battle with 100 MAtk and 110 MP. A Level 2 Black Mage gets 102
MAtk and 112 MP, a Level 3 Black Mage gets 104 MAtk and 114 MP, and so
on.
Aside from the slight
stat increases (which, while slight, add up over time), there are no
additional benefits to leveling up. It's up to you whether you want to
focus on a single job class, racking up levels to become more powerful,
or focus on your versatility, mastering a job class then moving on to
another one.
New fighters to the
system will get 500 EXP right off the bat, to be distributed however
they choose. You can buy skills or levels right away, or you can simply
put EXP into a job class and save up for something big. Do note,
however, that you have to distribute it ALL, because "global EXP"
does not exist in my system.
EXP earnings are as follows:
PART 7: VARIOUS INFORMATION
Links
(The
Lingo) (Strategy) (Blue
Magic List)
The Lingo
All sports have their
own unique terminology, jargon, and verbiage, almost like another
language.
The
arena is no different.
Turn Cycle - The
time it takes for everyone to get a turn, usually about 10 ticks.
Tick - The standard
arena time unit.
Turnout - The
number
of heroes who show up and join when the battle starts. If turnout is
too
low, the ref will cancel the battle; if turnout is too high, things get
chaotic. My absolute minimum is 3, and
maximum is 10. Most bosses are designed to take on the maximum ten
heroes, so if turnout is much less than that, things may get
ugly (or the ref may run a different boss than planned). On the other
hand, low turnout means more EXP for the few who do
join, thanks to the "Undermanned" bonus (see Part 6).
Guest Boss -
A thing of the past. Usually
the boss is controlled by the referee; when someone else was playing
the
boss,
it was a "Guest Boss". As a whole, guest bosses were tougher to beat
than
ref-controlled bosses. After some clashing egos and disasters, guest
bosses no longer occur in my system.
Dan Boss - A type
of guest boss. Because of a variety of reasons (general incompetence,
hazards,
inflated stats, heroes leaving early), Dan (the shorts guy) racked
up over 20 wins as a guest boss, losing only once. Dan Bosses had
a
reputation
for being incredibly tough to take down, often having multiple attack
phases.
Joker - There are
two types of jokers: the unbeatable jokers who are impossible to
defeat,
and the unloseable jokers who are impossible to lose against. An
unbeatable
joker might have an attack that deals 9999 damage to all fighters,
ignoring
critical; an unloseable joker might be a Goomba. If a boss is a joker,
the ref will tell you so before the fight starts. Accusing normal
bosses
of being unbeatable jokers is an easy way to get the ref angry at you.
Also known as "OMG
BOOS JOKAR" (Copy and paste link, because Tripod)
Trance KtR - When Kamek the
Ref gets pissed off, he
becomes Trance KtR and the heroes will face him in a special battle.
The fight itself is a joker, as the ref can rig all the random
elements, has every skill ever, and his stats are through the roof.
(And if all of that wasn't enough, he's immune to instant death and
even has innate Auto-Life.) However, the heroes' incentive to join is
that they can gain massive
EXP if they manage to deal even one point of damage to the ref before
they are all messily slain. As of 2010, these battles no longer take
place.
Pre-Battle - Sometimes called the "pre-show". This is
information on the upcoming boss battle, posted in the Arena LiveJournal
(usually about 3-5 hours before the battle). These contain lots of
information about the boss's gimmicks and such, and they are
recommended reading if you plan to fight effectively. More in the Strategy section.
Recap/Recrap - A recap of each battle goes in the Arena
LiveJournal, usually about an hour or two after the battle ends. Recaps
may be
short and sweet, or they may be very detailed, depending on how well
the battle went. (Recaps of especially amusing or noteworthy battles
may even include copy-pasted sections of chat.) If a battle goes badly,
the recap is often called a "recrap", and may be as short as "LOL
SHITTY TURNOUT, SEE YOU NEXT WEEK". Both pre-battles and recaps usually
include...
Mastery Watch - A list of all fighters who have at least 1500
EXP worth of skills in a particular job. The Mastery Watch shows the
total worth of the skills they've bought, plus their actual EXP in the
job class; this serves to show how close they are to mastering the job
class. If a fighter's name appears in gray, it means they haven't
touched the job class in over a month.
Prize Watch - During a story arc (see below), this keeps
track
of who is eligible for massive prizes at the end of the arc. People who
don't miss a lot of battles will stay on the Prize Watch longer than
people who do; at the story arc's conclusion, whoever is still on the
Prize Watch wins the prizes.
State Of The Arena - This is basically a recap of the year gone
by, posted in the Arena LiveJournal in early January every year.
Doesn't contain details of individual battles, but does look for
overall trends and such (plus the heroes' won-lost record for the
year), and often contains musings on what to look for in the coming
year.
Mini-Event - If it's not a straight-up boss battle, it's
probably a mini-event. Mini-events range from simple endurance battles
to puzzles that actually have very little combat. More info in Part 8, and some examples below.
Endurance
- A mini-event where you continue to fight enemies until you're
defeated (or until time runs out); EXP earnings are usually on a per-KO
basis.
Job Class Chaos - A mini-event
where you are given completely random job classes to fight the boss,
with additional job changes occurring at each hazard.
Protect Peach - A mini-event which is just like a standard boss
battle... except that Princess Peach joins you as a ref-controlled
fighter (usually a powerful one), and if she becomes unable to fight,
you lose automatically. You may have to protect someone else instead,
but it's usually Peach.
Heroes vs. Heroes - A mini-event where the heroes are split
into two groups and then pitted against each other.
Story Arc - A series of boss battles, usually with the same
"theme" (all against characters from the same game series, for
example), tied together by a story that unfolds mostly in pre-battles
and recaps. Fighters can usually receive big prizes for participating
in most of the battles in a story arc (see Prize Watch, above). More
info in Part
8.
Arena
Barrier - An
impenetrable barrier that separates the combatants from everyone else.
This prevents late joins, crowd intervention, and the like.
Ref Barrier - An
impenetrable barrier that protects the referee from anything and
everything.
For this reason, attacking the ref is strongly discouraged.
Learn/Teach Magic
- Refers to the acquisition of blue
magic. Also referred to as "bloo whoring".
Blue Magic Session
- A battle where all combatants use job classes that can learn blue
magic. The players don't necessarily try to beat the boss; instead,
the objective is to learn as many spells as possible.
Global EXP - In some special
cases (like abnormally difficult or gimmicky bosses, or certain
mini-events such as Job Class Chaos), EXP earnings will
go not to the class that you play as, but to whatever job class you
wish. These earnings are called "global EXP". Global EXP can also be
obtained from hazards and surges.
Ref
Assistance -
Indicates that the referee had a huge stake in the battle's outcome,
often
by blatantly rigging coin flips and/or hazards.
Sneeze - Removal
from battle. The term originated in Final Fantasy 6, where Chupon used
this technique.
Random
Effect -
Usually
refers to one or more wild surges (see below).
Wild Surge - A
random
effect. It generally appears along with a magic spell,
so many of these specify a caster and/or a target. Wild surges may
cause
extreme damage or healing; status changes up the wazoo; it may spawn
new combatants or hazards, or affect someone's EXP
or skills; it may not even affect the battle at all. Wild surges
usually occur if a wild
mage has trouble getting a spell off. I
recently found out that wild surges are
used
in games like AD&D, so I'm assuming that's where Neo-Kamek (the
first
ref to use wild surges) got the concept. As wild surges are supposed to
be random, I don't have them listed anywhere, but let's just say there
are over 1800 of them (and counting).
Absolute-Target Wild Surge - There
are two kinds of wild surges. One of them always works the same; it
affects the same person or people each time. Some examples include:
"Three random hazards spawned", "Caster and target destiny-bonded",
"Critical rule toggled", "Bananas in pajamas stampede through the
arena", and "Spell is casted repeatedly until caster runs out of MP or
ref gets bored".
Random-Target
Wild Surge - The second kind of wild surge specifies its
target... but that target is different each time. Examples include
"[Caster]'s speed halved", "[All heroes] falls into a vat of chocolate
pudding", "[The fighter(s) with the least MP] Safeguarded", "[A random
boss]'s speed becomes negative", and "[Anyone with P in their name]
gains the ability to juggle spoons with his/her toes". You can tell
these kinds of surges, because the randomly-selected target is shown in
brackets. When it comes to these surges, nobody is safe; these can hit
anyone in the channel, even people who aren't battling.
Xybersurge - An ungodly high
number of wild surges spawned all at once. A
Xybersurge will usually screw up a battle in unimaginable ways, and
there's potential for people to gain/lose massive EXP and such... but
damn, it's fun to do. Added Wild Surge now works differently than it
used to, so it's impossible to throw a Xybersurge at will. They can
still occur randomly, though...
Wild Surge Battle - A special kind of battle, in which
combatants can do nothing but spawn wild surges. There are special
rules for wild surge battles: for example, other people may use their
own surges, and changes to EXP/skills/etc. are not permanent. Wild
surge battles are strictly for fun and no EXP is earned from them.
Surge Word - Sometimes, a hazard, a summon or a boss will set a
"surge word". Whenever this word is said by a combatant, a wild surge
occurs with that fighter as both caster and target. Usually it's a
fairly commonly-uttered word like "turn" or "hazard" or "attack".
Non-combatants who abuse the surge word will be ignored at best, and
sometimes kicked out. As is usually the case with wild surges, it's
generally a good idea to avoid using the surge word unless you're in
really bad shape and can't get boned much worse. Since surge words lead
to refbombs 90% of the time, there are usually certain measures taken
to keep things from getting out of hand.
Glitches and Glitched Abilities - Some skills may appear with a
"?" on the end. That means that the skills are glitched, and might
not go off as planned. Possible glitches include: "Skill canceled",
"skill effect reversed", "targeting reversed", "skill canceled and 1d3
wild
surges spawned", "skill canceled and interruption hazard spawned", and
"skill canceled and ref bomb spawned". The chance of the skill going
off normally are just 30%. Some skills have multiple question marks on
the end, and they glitch multiple times.
Interruptions
Hazard
- These are hazards that add a new boss character; a character so
powerful,
all previous bosses become your allies. The big Interruptions Hazard in
my system is Shin Akuma (Street
Fighter hazard 1), but there are many others. NOTE:
If an interruptions boss is already in play, and another
interruption hazard comes up, the new enemy will replace the old one.
The old interruption doesn't join you.
Rejected Hazard -
If the ref doesn't like a hazard, he can reroll it. There are a few
possible
reasons for this. It might drag out the battle too long, or end it
prematurely.
It may have already been used earlier in the battle. (When you have
1800+
to choose from, repeat hazards are annoying.) It might be a guest
hazard that's incompatible. And yes, the ref IS allowed to reject Hazardeer-borne
hazards. Wild surges can be rejected, but they cannot be rerolled
unless otherwise specified. Note that rejected hazards and surges are a
LOT less common now that the heroes have their own R-skills for dealing
with hazards.
Guest Hazard -
Anyone
else's hazards, usually Neo-Kamek's, Incardine's, or Canadian Yosheh's.
Hazard Mania -
Indicates
a hazard after every turn. Used often for sudden death situations.
Wild Surge Mania
- Indicates a wild surge tacked onto every spell or action.
Hazard Slash - A rarely-used
technique; this is a basic physical attack, but if it hits, it causes
the hazard bar to increase more than usual. If you desperately need the
hazard bar to fill up for some reason, this is the next best thing to
having a Hazardeer or something similar on
board.
Ref
Control Panel (RCP)
- A strange device which allows the ref to run battles. Each
official
referee has his own RCP, with its own commands and features. The
Control
Panel, like the ref himself, is shielded and hence immune to damage.
Only
KtR has the knowledge necessary to operate his Control Panel properly.
The RCP is key to maintaining order in a fight, and if it were to fall
over or something, screwy things could happen. The RCP is also a
euphemism
for the IRC script that I use; if "the RCP can't handle" something,
such
as a fighter with 0 Defense or Magic Defense, that means it's not
supported
by the script. The RCP also generates the Arena Barrier and the Ref
Barrier.
Wasted Battle - A
battle in which you receive no turns at
all... either the battle ends really quickly, or you get KOed really
early. If your battle is "wasted", you're compensated with 40 EXP.
Half-Wasted Battle - Same as the Wasted Battle... except you
get turns, but lose them to status effects like Paralysis. This is
compensated with 20 EXP.
Deathproof - To keep the battles challenging, most major bosses
cannot be killed in one shot. They are immune to one-hit kill attacks
and hazards, they cannot be sneezed, and they're immune to Petrify.
Such bosses are referred to as "Deathproof bosses". If hit with an
instant death attack or a sneeze, a deathproof boss will lose all its
adrenaline and status effects, as if KO'ed and then revived with the
same amount of HP. If hit with petrification, the boss will merely have
its CT dropped to zero, as if petrified and then immediately cured.
Immunity - Most major bosses are Safeguarded. However,
Safeguards
still have a small chance of failure, and some moves can penetrate
Safeguards. Thus, major bosses are "immune" to some of the major status
effects. This used to mean complete immunity, but now it's a little
different... If you can get past the Safeguard, these statuses can
still be inflicted... but they will work differently than normal. For
instance, a boss who relies
heavily on magic will be immune to Silence; if you Mute that boss, it
will still be able to use magic, but at half power. Most major bosses
are immune to
Sleep, Stop, Imp, Embarrassment, MIA, and Petrification. You can still
LAND these status effects, but they will work differently or just not
last long at all. The "alternate" effects are all listed in the Status
Ailments section in Part 4. (The exception is
Embarrassment; because it is very rare and very gamebreaking, most
bosses will be completely and utterly immune to it.)
Status Resistance - In
addition to immunity, many bosses have resistance to timed status
ailments. A boss who resists a status
effect will recover from it faster (50% duration; for instance, Poison
would last 21
ticks instead of its usual 41). If the boss is already under a status
effect, he'll recover from the second even faster (25% duration, 11
ticks instead of 21); if he's under two, the third will only have 12.5%
duration (6 ticks), and so on, making it impractical to try to bury the
boss under a mountain of status effects. Note that even though Berserk
is listed as a status boost, SDIR bosses resist that as well.
Gravity Resistance - Big bosses (usually solo bosses) take half
damage from percentage-based attacks like Graviga, Breath
Wing, and poison damage; this is
called gravity resistance. They also get half benefit from
percentage-based healing, such as Regen status or Adrenaline Rush-based
heals.
SDIR - Short for "safeguarded,
deathproof, immunities and resistances", which is all stuff that major
bosses tend to possess.
Ref Bomb - The
battle
ends instantly without a result; see Part
9.
Strategy
Tips from the ref
himself.
If I battled as a hero in my own system, this is what I would do. :P
Read The Pre-Battle. In
the past, battles used to happen spontaneously and not be very
gimmicky; fighters could do whatever and usually still win. However,
those days are long gone. Now actual preparation goes into boss
battles, for both the heroes and the ref/boss. It wouldn't do to bring
a Black Mage into a battle against an enemy
who has high MDef, high MAtk, and Counter Magic. Before each boss fight
(usually about 3-5 hours before the battle starts), I post pre-battles
in the Arena
LiveJournal. Pre-battles (or "pre-shows") will tell you about what
skills the boss will have, what kind of stats they have, and what sort
of protection they have (safeguards, death protection, etc.). Sometimes
you might be able to get away with not reading the pre-battle, but
often you'll be sorry if you don't.
Scan. Use the Chemist's Study skill to
your advantage. Just
knowing
the enemy's HP, Atk, Def, and so on is useful to know what kinds of
techniques you
should use against him. You can also find out hidden weaknesses and the
like.
The X-Factor. Even
the most carefully-planned strategy can go up in smoke if you don't
account
for the hazards. Keep an eye on the HZ gauge.
Conserve your power.
Classes like Black
Mage and Summoner
are big on damage, but they tend to squander MP early. Save your Flares
and your Bahamuts, you never know when you might need one late. This
holds especially true if the boss has no MP, since moves like White
Draw and Rasp can
be rather
vital for keeping your MP up.
Luck of the Draw
Depending on what you draw, jobs like NetNavis
and Amnesiacs
can be absurdly powerful or
exceedingly weak. I'd advise
you
to limit yourself to two (maaaybe three) of these on a team. Any more,
and
you
open yourself up for disaster. (Chemists and Gamblers are exceptions, because they can easily
unload unwanted items and/or they don't
rely entirely on them.)
Forces of Nature?
Hazards and wild surges can be your best friend or your worst enemy.
The
hazardeer's
ability to focus hazards makes it, potentially, one of the most
powerful
classes in existence. Speaking of which...
Hazard Reroll This Hazardeer reaction skill would be best saved for
really bad hazards that you really cannot afford to have happen. If you
use it against a moderately bad hazard, you run the risk that the new
hazard will be much worse, and you only get one reroll per hazard.
Hazard
Focus As a Hazardeer,
it's tempting to focus the Really
Evil set, Flame
of Recca set, and the like. However, those sets contain a lot of
hazards
that are in no way beneficial. Rerolls cost MP. Stick to more standard
hazard sets (the Esper
set is good for focusing, though not mind-bendingly awesome). And
never,
EVER summon a Really
Evil hazard without focusing it. Oh yeah, Ref's Choice can't be
focused, but if you're losing badly, it might be worth a try.
Seizures and Poison.
Get rid
of them ASAP. Otherwise, it's too easy for an enemy to knock you to 1
HP,
then let the seizure finish you off. Poison damage only occurs every 5
ticks, but it's also
dangerous if left alone. "Every 5 ticks" is based on the overall length
of the battle, so you may want to check on that if you're wondering
when poison will strike.
Pay Attention! I
can't stress this enough. I've seen so many people do stupid things
(casting
Flare on a boss with Reflect status, attacking enemies who are KO'ed or
airborne
or MIA, healing people who don't need it, etc.). There are also ploys
for
catching people off guard... hazards that penalize you for saying/doing
certain things, hazards based on idle time. Making critical mistakes is
grounds for EXP loss. You especially need to pay attention if you have
important reaction skills such as Cover, Runic, or Hazard Reroll.
Ultimate Magic The
ultimate magic spells are Ultima and Meteo. They both cost 70 MP.
Remember,
Ultima punishes large groups; Meteo is a multi-hit attack, and works
best
against a single enemy.
Item Distribution
Items don't come up often. Chemists
can make good use of items by combining, but they already have an Item
Box... Ninjas and Hammer
Brothers, however, don't have built-in
item supplies (Ninjas can generate their own throw fodder, but that
takes a turn). The item-throwing jobs tend to be at their best when
they're throwing things, so try
to get them the items when they do appear. This is especially true of
big hurty-looking items (like pianos). Pirates
can use their gunpowder to make many items more powerful (especially as
throw-fodder), but this can backfire if you try it on the wrong items.
The Ref's
Ruling
Never, EVER argue with the referee.
Interruptions Hazards
AAAAHHH!! WE'RE DOOMED!! Not quite. Those bosses that become allies are
crucial to victory. Help them out. Haste, Regen, Auto-Life, stat
boosters,
Metal, whatever you got. Even Shin Akuma is outmatched against a
pumped-up
boss. However, do be mindful that certain interruption bosses have
access to Status HaXX0r and the like.
Keep Your Cool Keep
your tempers in check and leave your ego outside. I've had to ref bomb
more than once because of flame wars and the like. Oh, and no whining.
I can't stand whining.
Auras Auras are
almost never a bad idea. Even if a powerful boss can break them easily,
at least it's a turn where the auras are taking the damage and not you!
For this reason, Madoka is one of the best defensive techniques you can
arm yourself with.
Surges 'N' Such Wild surges are
a totally random factor, and as such, they benefit the underdog. The
bosses, who are outnumbered and usually out-strategized, are generally
the underdogs. Save your surges for desperate situations. Opening-round
wild surges are a bad idea; a friend of mine did the
math (this was back when I only had about 300 surges, but the point
still stands). Even though Added Wild Surge has a practical use now
(boosting spell power), the surges are as unpredictable and as
dangerous as ever... if you plan to throw them around, you'd better
check with your allies first.
Targeting If the boss has a
plan and you're a threat to that plan, chances are you're going to eat
a lot of attacks early on. For instance, if the boss wants to become
Metal, and you have Status HaXX0r or Carter's Tech, you'd better
have someone healing you. All other things being equal, bosses will
usually go after the soft squishy types -- like mages, and especially
healers -- first.
Sometimes, they'll just go after whoever moves immediately following
them.
Turn Order Keep an eye on the
turn order and use it to plan strategies. Suppose your team is low on
HP and you are a Red Mage, but someone else on
your team is a White Mage and thus a much
better healer than you are. If the White Mage moves before the boss's
next turn, you can focus on attacking; if not, you'll likely want to
cast Cura. (The hazard gauge may also be a factor in this situation;
see "The X-Factor".)
The Dark Sun If the Dark Sun
hazard occurs, it's bad news for the heroes. You should have
someone
Ascend and destroy it ASAP... just make sure the person Ascending isn't
someone you're going to need within the next 31 ticks (like a healer).
Oh, and no matter what, never
leave the battle while Ascending.
Bad
Status Sure, most bosses
worth their weight will be Safeguarded. But some job classes can bypass
safeguard and inflict badstats anyway. Adding Confusion or Paralysis
can buy you some time, especially if a boss has little or no support.
With that said...
Assraping The Boss While totally
sticking it to the boss is a lot of fun, coming out of battles
unscathed or downing them in record time or just frustrating them by
statraping their turns away, it's not always advisable because of
long-term effects. The ref may throw you into a Dark World version of
the battle (complete with Dark Sun), and then overcompensate for a few
battles
afterward. That means making bosses ridiculously strong, fast, and
numerous
because he fears
there will be no challenge otherwise. And speaking of bosses who aren't
challenging...
Finish The Job If everything
is going your way and the boss is in deep shit with no foreseeable way
out, don't drag out the battle by fucking around. If the boss thinks
you're not taking it seriously anymore, it will achieve Adrenaline Rush
(and possibly various other goodies), and
you'll wish you'd killed it when you had the chance. And heaven help
you if a Ref's Choice hazard comes up.
THE BLUE
MAGIC
LIST
The blue
mage skillset consists only of Casting and Learning, so the
individual spells are listed here.
100
Needles. Shoot 100 needles at
the target for 100 HP damage. Ignores status modifiers of all kinds.
(30 MP, !Rf)
Added
Wild Surge. Increases the
power (or in some cases accuracy) of an accompanying magic spell by
25%, but causes a wild surge. Only one surge at a time may be added to
any given spell. (+8 MP)
Adrenaline Bomb. Caster's current
adrenaline value is used as the spell power. Empties caster's
adrenaline gauge. (40 MP)
Aqua Breath. All enemies are
consumed in a stream of bubbles. Deals 20 MP worth of water-elemental
damage. (32 MP)
Awakening. Restores one target
to full HP and adds undispellable Attack Up for three turns. But when
those three turns are up, target's HP is reduced straight to 1. (25 MP)
Bad Breath. Exhale noxious
fumes on one target. Adds Poison, Blindness, Silence, Paralysis, and
Confusion. (45 MP)
Barrier Implosion. If the
target has an aura, destroys the aura and the target takes damage equal
to the aura's strength. Also has a 75% chance to add Imp status. (17 MP)
Breath Wing. A tornado rips about,
and each combatant has a 75% chance of having his/her HP reduced by
15%. Wind-elemental. (44 MP, !Rf)
Choking Vines. Deals
wood-elemental damage to all enemies, and may add paralysis if any of
the targets have status boosts. Paralyze chance per target depends on
number of boosts (1 boost: 50%, 2 boosts: 75%, 3 boosts: 87.5%, and so
on). (28 MP, !Rf)
Condemned. The grim reaper
foreshadows one target's death. Adds Death Sentence. (22 MP)
Demon Breath. Exhales sleeping
gas on up to three targets. Deals magic damage and has a 75% chance to
add Sleep status. (20 MP)
Dragon Force. Imbues all allies
with the fierceness of a dragon. Adds Attack Up and Magic Attack Up.
(36 MP, !Rf)
Embargo. Prevents one target
from doing anything with items (using, handing off, receiving,
throwing, mixing, etc.) for 21 ticks. (15 MP)
Exploder. Attack the enemy with
explosive force at the cost of your own life. Power of the attack (in
MP cost) is equal to your HP. Ignores critical. (30 MP, !Rf)
Goblin Punch. A fierce punch
attack. Physical damage, ignores all status modifiers. (2 MP, !Rf)
Heat Riser. Target gets Attack
Up, Defense Up, and Evade Up. (16 MP)
Hell Pepper. Poisoned powder
that leaves up to three targets writhing in pain. Deals magic damage
and has a 75% chance to add Poison status. (14 MP)
Magarula. All enemies are
consumed in a raging whirlwind. Deals 20 MP worth of wind-elemental damage. (32 MP)
Magic Hammer. Mystical hammer
depletes one target's mana, and MP is reduced by half. (3 MP)
Magifist. A magic attack that
uses the target's physical defense to determine damage. (30 MP)
Mega Star. Deals non-elemental
magic damage to 1-5 targets. MP cost increases by 25% for every target
greater than one. (32+ MP)
Microflare. An explosive magic
spell, though not quite as powerful as Flare. Non-elemental damage
which ignores defense. (30 MP)
Mighty Guard. Sets up a
powerful barrier to protect all allies. Adds Defense Up and Magic
Defense Up. (36 MP, !Rf)
Nightmare. Causes the target to
die in their sleep. May add Sleep and/or Death Sentence status. (24 MP)
PSI Thunder. A
lightning-elemental telekinetic attack that is... somewhat inaccurate.
Attacks three random enemies, with a 50% success rate per hit. (20 MP)
Pumpkin Head. Giant
Jack-O-Lantern falls from the sky and lands on the target. Damage is
equal to the amount of HP the caster is missing. (14 MP)
Rainbow Burst. Deals magic
damage to one target. This attack combines all eight elements, damage
is modified if the target resists/absorbs/is weak to any ONE of the
eight. (28 MP)
Richter Rumble. Summons an
earthquake to cause 18 MP worth of earth-elemental damage to all
enemies. Flip two coins upon casting; if both are tails, the spell
deals half damage, and if both are heads, it deals double damage. (26
MP, !Rf)
Roulette mkII. Picks three random
combatants (no repeats); caster chooses one to be instantly KO'ed. (33
MP)
Soul Cannon. A grim beam
attack, powered by the souls of fallen comrades, which hits all
enemies. Spell power starts at 12 MP, and increases by 6 for each KO'ed
ally. (20 MP)
Status Copy. Imbue yourself
with all the same status boosts as the target, for the same tick
length. (20 MP, !Rf)
Status HaXX0r. Use MAD SKILLZ
to replace all of the target's status boosts with random status
ailments. Ignores safeguard. (33 MP, !Rf)
Steal Heart. Attacks the
target's HP and MP. If target is the opposite gender, has a draining
effect. (20 MP)
Tie Down. Restricts one target
with magical bonds. Deals magic damage and paralysis. (12 MP)
Timber!. Drop a giant tree
trunk on the enemy for heavy wood-elemental damage. (50 MP)
Water Pulse. Deals 20 MP worth
of water damage to one target, has a 50% chance to add Confusion. (27
MP)
White Wind. Refreshing breeze
restores all allies' HP. Recovery is equal to the caster's HP. (23 MP)
PART 8: MINI-EVENTS AND STORYLINES
Since mid-2004,
I've
expanded beyond just straight-out slugfest boss battles. Sometimes I
want to throw out a curve, force the heroes to think a little more.
When this happens, I host a mini-event.
In a mini-event,
you still receive turns, select job classes, and so on. However, the
objective is different. Instead of just "defeat the boss", you might be
asked to clear a series of battles against minor enemies. You might
have to protect someone for a certain time period. You might be forced
to examine your surroundings so that you can solve a puzzle. There
might be a time limit -- either real-time or in ticks. I'll usually
drop hints and such for a while before hosting a mini-event, then spill
the beans a day or two before. Since mini-events require a bit more
thought than a straight-up boss battle, the rewards are usually higher.
This is not to be confused with an actual RP session... whatever your
objective is, you'll accomplish it within the turn-based arena system.
So think creatively, and pick a job class that's suited to the task.
The four most common mini-events (Endurance, Job Class Chaos, Protect
Peach, and Heroes vs. Heroes) are explained in Part 7.
A storyline is a
series of battles with a common theme. Often, these battles are more
challenging than run-of-the-mill bosses, because I put a lot of
planning into them. There usually IS a storyline binding the battles,
and it unfolds in both pre-battles and recaps in the Arena
journal. A full storyline usually lasts a month or so, and often, I
will host twice a week (Mondays and Wednesdays) for the duration. A
sample storyline might involve the storied conflict between Bowser
and the Mario Bros.; you can expect to face Mario-related enemies for
the duration of the storyline. Most storylines will have at least one
mini-event, to keep things interesting. (In the aforementioned Mario
storyline, there might be a mini-event wherein you climb up several
floors of Koopa Kastle.) Also, due to the sheer number of battles
involved, there's often a huge reward for any players who participate
in almost every battle of a storyline, in addition to all the EXP and
such you
rack up from the battles themselves.
Due to the nature of mini-events and storyline battles, some things work a little differently. Ref bombs will almost never occur in a storyline battle, and interruption hazards will usually be rerolled during mini-events.
Speaking of storylines, many battles (usually in storylines, but not always) have pre-battles that include a "pre-show" with characters and dialogue and whatnot. The most commonly seen are the "arena personnel"; people who "work" at this fictional arena. There are five arena personnel: Kamek the Ref (referee, head of operations), Rydia from Final Fantasy IV (receptionist), Cammy from Street Fighter (head of security), Hoover from Captain Commando (technician), and Faust from Guilty Gear (medic).
PART 9: THE END OF BATTLE/REF BOMB90% of the time, I'll stick with a battle to the end. The battle ends when either all the bosses or all the heroes have been defeated. (As stated in Part 1, a fighter is "defeated" if his/her HP reaches 0, if s/he becomes petrified, or if s/he is sneezed from battle.) When this happens, the ref clears the battle data and gives out EXP as described in Part 6. If I think you won too easily or too quickly, or both, I may bring in a second boss to provide some challenge, or send the battle to the Dark World for a more difficult variation on the fight. Note that every so often, I host a battle that's an unbeatable or unloseable joker -- these battles tend to be very short. No EXP is earned from these, and they are usually followed by a standard boss.
However, there are a few times when a battle simply cannot be played to the end. Whether there's too much infighting, too many people leaving, I run out of time (this is rare -- I stay up very late -- but I do have to do other things sometimes), etc. In these situations, I use my last resort, better known as the "ref bomb". The ref bomb is, basically, a hazard set that ends the battle instantly without a result.
I call it a hazard set
because
that's technically what it is. However, it won't come up randomly
during
a battle and Hazardeers
may not summon from it. It's set up like a hazard set; several possible
outcomes, the ref picks one randomly. All the outcomes have the same
final
result (except for one which can be prevented, but if I really
need/want to end the battle, I'll just spawn another ref bomb).
Situation 1: I'm getting off the computer for whatever reason. Most frequently, this is because I have late-night TV shows I watch around 1:30 AM; if the battle is still going at that time, I'll refbomb it, so do try not to drag things out. There is also the unexpected; if my Internet crashes and I'm stranded offline, obviously, the battle can't continue unless I can get back on within a reasonable amount of time. I'll usually be in a rush, so EXP may not be administered right away. However, if you remind me the next time you see me, I'll try and give you 50ish experience points. (If you were winning soundly, I'll give you 75.)
Situation 2: If too many people leave, and there aren't enough heroes left to make a serious run at victory, I'll probably nuke the battle. If you're one of those remaining people, you will earn full EXP depending on how the battle was going. If you were one of the early departures, you won't earn anything. This also applies if too many people aren't paying attention to the battle. That drags things out a LOT and sometimes I just don't feel like dealing with it.
Situation 3: Tempers flare, flames fly, the heroes are flaming the boss and the boss is flaming back (that typically only happens with guest bosses), or the heroes are just flaming each other. I host these battles because it's fun. Hopefully you participate for the same reason. If the battle turns into a massive flame war, I'll ref bomb it. No EXP will be earned; the biggest offenders may lose EXP.
Situation 4: If a ref bomb is not initiated by the ref (the ref bomb item, master list hazard 666, etc.), 60 EXP will usually be awarded.
This document is (c) H Cuz 2002/2012 and may not be reproduced without permission